Eco

Eco Dev Tracker




06 Sep

Comment

Features.eco, your host may not yet have updated or created the file:

{
"RentEnabled": true,
"FoodVarietyMultiplierEnabled": true,
"FoodTastinessMultiplierEnabled": true
}


01 Sep

Comment

Originally posted by DonaIdTrurnp

What are the new numbers?

33% for 2
50% for 3
60% for 4
66% for 5
71% for 6
75% for 7
78% for 8

Then very small increases after that. Keep in mind that while these penalties were increased, for every resident the after-balance system assigns one free room of every type with no penalty, which hasn't been the case before.

Comment

Originally posted by padmanek

I believe the in-game Ecopedia needs to be updated then.

In-game screenshot of Occupancy section: https://i.imgur.com/o1BrHUx.png

Yep, noted that internally.


30 Aug

Comment

Originally posted by Shakespeare-Bot

Aye, yond is correct, the system wast rebalanc'd in 9. 3


I am a bot and I swapp'd some of thy words with Shakespeare words.

Commands: !ShakespeareInsult, !fordo, !optout

!ShakespeareInsult

Comment

Yes, that is correct, the system was rebalanced in 9.3.


29 Aug

Comment

Originally posted by stipe657

Thank you man, Avast is braindead sometimes.

I turned it off and now I can play.

You need no other antivirus software than windows defender, you can safely get rid of it, they mostly cause more harm than good.


26 Aug

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Both waterwheels and wind mills have been fixed to no longer allow unrealistic placement, so this is no longer possible.


24 Aug

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Originally posted by jorn86

it's a good idea but the UI should really give more guidance on what values to use

The server ui for this setting says that its experimental, should not be set or only to very low values. Is that different for you?

Comment

Originally posted by xSISTERFISTERx2001

If that's the case it will make early game minning a pain in the ass until elevators. Would it be possible to add an early "bucket lift" That basis engineers can craft to transport ores?

None of these changes would be implemented without effective means for manual transport, not everything would be stripped of a UI and we will would with new mid to late game items, so don't worry too much for now. :)

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Originally posted by M0nzUn

Whatever you go with, make sure it's not Nitrado :)

Sometimes I'm missing reactions on Reddit. Please don't hit me!

Comment

It's an experimential setting that we do not recommend to enable. It gives you player XP per specialty XP to get stars faster. It was a setting often wished by singleplayers to get progress to the next star not only by time but also by work and to work needs really low numbers, like 0.0001.

Comment

Originally posted by clojac12345

easier solution for this is /skills reset [playerName] [skillName] it refunds the star and gets rid of that skill and it’s a built in command any admin can use

That command will not refund the star when Nid PlayerManager is not installed, Nid's mod changes this command. Our base commands are for QA and they do not need a refunded star.


23 Aug

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We currently do not support that. You could ask your admin if he has got nids playermanager installed, that would both allow changing your mispicked skill and reset the character.


22 Aug

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Originally posted by funkyguy09

Do you know when we will get the feature to turn off production markers being auto generated on the map or regenerated after getting rid of them already just for a new crafting order to make everything appear again?

Just curious, loving the game but my screen is being spammed with these markers late game and it's rather frustrating

Unfortunately I don't have information in regards to that currently, sorry.

Comment

Originally posted by M0nzUn

This poll is biased.

This feature aims to help people who only play a few hours. Those are not the people who spend time on the subreddit.

Even with the obvious bias nearly half of voters have chosen some kind of limit, that's telling. So it does fit into metrics showing this is a very popular and often requested feature.

Comment

Originally posted by SoopahCoopah

Low carry stacks for 1 I mean come on it shouldnt take 4 trips to cut down 1 oak tree, at this point I won’t play on a server with less than 50 carry size.

Big shovel for 2. You really want me to shovel 1 piece of clay at a time? What a joke.

Stockpiles having stacks of 20??? That’s definitely third. This always leads to having tons of stockpiles and just added confusion compared to servers that have 100 stacks.

Not to mention they just broke the movement on carts so they get stuck going down hills now lmao

I’ve played with full contributing groups of 11 people and that is still a grind the fact that the game now expects us to jump through extra hoops to obtain the same amount of resources should upset everybody

It's okay if you don't like that and mod it - we have that support for a reason - but most people do not and it's how the vanilla game is supposed to be.

Comment

Originally posted by SoopahCoopah

Is it still considered an exploit on a server that specifically has increased stockpile ranges and stack sizes? The vanilla version of this game is far too much of a grind especially since you guys ruined cart movement in 9.4.

Also you gave everybody small wood carts which seems ridiculous, especially since it was added to the logger but they’ll never be able to sell one because everybody already starts with one. It’d be like selling stone axes at your store. So just replace the small wood cart with the og torch stand.

Or here’s a genius idea, make the campsite 1 slot bigger.

Of course not, you can mod your servers however you want, but then you are not playing vanilla, hence also do not receive any support. I obviously can only make statements on the vanilla game that most people play, so if you play with mods you can of course do whatever you want, I'm just talking about what we will do with the main game.

The wood cart change is intentional, as that is how you will do it in the future when UI moving does no longer exist for many storages. We only change stuff bit by bit, as we of course keep those 'tricks' until we have a system ready that works as a replacement. So it makes sense to give people that, so it doesn't become a hassle.

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Originally posted by Egilzzz

Does anyone use the mattchete? i just place and remove stockpiles to cllear everytthing in large area

That will be fixed as well.

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Originally posted by LankeNet

I think the idea for the future is that moving between stockpiles is supposed to use carts or some other vehicle and feeding to stores is supposed to use conveyers.

That is the spirit of how it will work in the future, including with no UI moving possible at all anymore for many storages, can't say anything more yet, though.