Eco

Eco Dev Tracker




02 Dec

Comment

Originally posted by appropriateinside

Oh :/

That's a shame Kinda breaks part of the ecology management bit when making a mine destroys the ecosystem above it, as if we where actively trampling the grass n stuff.

3D Layers would require quite some work and would strain the simulation resources usage even more, i don't think even more performance issues is what anyone wants at this time. We probably take another look at that later, but for now it's just working as designed and intended.


01 Dec

Comment

The layers are 2D only, hence height or depth is not taken into consideration. It works as intended. (Even though it's lame, i know)


23 Nov

Comment

Originally posted by Xhebalanque

Thanks nice to hear that. I want to add that you should check your Lathe again.

I am a real live lathe operator and that is not how the support works. (The part of the Maschine that holds the tool)

Despite that I enjoy the details of the workshops. Though I am strongly missing sounds and animation for example the sawmill.

Our animations are not necessarily there to be absolutely realistic.I'm quite sure it bothers noone that is not a lathe operator ;) I can't promise we'll go back to fix unrealistic animations, that's not a priority for us. We rather want to have animations for everything.

(Feel free to DM me how it's supposed to look, if you are able to make a painting, though)

Sounds are also improved in 9.0, as it has a new sound system allowing for trigger based ambient sounds.

Comment

Originally posted by zenthr

I didn't make any changes to the world generator. I did, however, recover this world from a backup.

Then it's unlikely that the seed in the WorldGenerator.eco is the seed of this world. In that case there is no way to generate that same world again.


22 Nov

Comment

Hey,

there is no way to retrieve the worlds seed if you changed the WorldGenerator.eco since generation. If you didn't, it should still be in there.


18 Nov

Comment

If you're referring to object animation, yes, we'll definately do and are already working on that. We do it as we exchange old objects and insert new ones.

In regards to avatars we have no immediate plans to change something, it's pretty low priority. But it's likely something will be done there later, probably around release.


15 Nov

Post

Some people seem to have issues with sever ads. As long as there is only one of them per cycle, we don't mind ads. They won't be removed. Stop reporting them.

//EDIT: Funny to report this post. Very funny.

External link →

13 Nov

Comment

Yes, use left click with your property tool while standing on the property.


12 Nov

Comment

Originally posted by Rasip

200x200 is the highest i have gotten to generate without getting bored and killing the program. 256x256 was still the absolute max last i heard, but Pam on the discord would be the one to ask.

You are going to need a pretty beefy CPU and plenty of ram for a max sized world. Especially when you are opening inventories that have lots of others in range.

Edit: Checked with Pam. 400x400 is the max the game will allow you to try but anything over 200x200 is not officially supported and will likely not work.

Thats correct. For 400x400 you need to lower the map height to a maximum of 130, though.


09 Nov

Comment

Originally posted by Darqsat

It will tax the sum of player currency and no mater how many accounts he has. Don't worry

That's right.


06 Nov

Comment

You can find those in /Mods/AutoGen/Plants now.


04 Nov

Comment

Originally posted by stuntphish

Huh. Ok. Fair enough I guess. The solution I used on my current game is to basically give it all to a Mason and then sell the mortar and split the revenue. I guess it would make sense. I find that garbage never really appears in any of the games I play so trying to I guess encourage it would make sense

That's what we want you to do :) Of course, you also can just have it lie around ;P

(Plant Fibers should be compostable though)


03 Nov

Comment

Originally posted by Redalpha9

You can convert any stone to regular stone through the workbench. Just put any stone in your storage then craft it.

And Update 9.0 will just allow you to mix stone types in a recipe :)


31 Oct

Comment

You can't, as of my knowledge. This can usually happen when you set the growth time too low. We don't recommend using values below 1 day.

Maybe someone else has an idea, though.


22 Oct

Comment

Originally posted by Rasip

I don't think it is. Just about every map i have seen is 1-2 giant islands with maybe 3 tiny ones.

Which is also is the default configuration of the worldgenerator, where you can set how many continents and isles you want to have *g*


19 Oct

Comment

You can edit this for each plant in files in steamapps/Eco/Eco_Data/Server/Mods/Plants. Find MaturityAgeDays and change it to the value in days you want. Don't forget the f on the end, or your server won't boot anymore.


13 Oct

Comment

Originally posted by foxhawk89

On the server Side I have a huge issue, We're on day 8, relatively small world. And the Server has already used 11 GB of Storage. Also the servers slowly work there way up in RAM usage. The later in the game you get, RAM goes up extremely fast. The makers of this game need to create better code that doesn't put so much Hardship on servers and storage. I paid 30 dollars for the server i have and after 8 days it's almost maxed out on SSD storage. As for gameplay, My big issue is you grind for the first week, Then you have to grind twice as much during the second half with players dropping off that you really need to get the job done. There needs to be a lot more automation for mining such as conveyor belts. Maybe an Auto miner like they have at actual mines. A rail system will help a lot to. Then with Trees, I don't think they should auto grow back. Watching my server, I start with 196K plants, after 8 days I have like 210K. We're killing the world, putting buildings up, knocking dow...

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Eco's RAM usage does solely depend on the world size and the amount of built stuff, 11 GB you would maybe use in endgame on a 4 km² map, otherwise there is something wrong.

SSD usage is just because of all the statistics data we track and the default backup mechanism of creating one every half hour. If your server is really big, you can reach up to 8 GB of savegame data + 24 backups on default, totalling near 200 GB. That is perfectly normal. There is not much that could be done, it's just that much data that is produced in Eco to keep the law system going and being able to react to any action anyone on the server has ever done. You can of course reduce the amount of backups, frequency or don't make any at all if you're really restricted by SSD space.

Comment

Take a look on how the official White-Tiger server does it. First, it has some balancing changes, second it starts with a pre-established community and government concept that serves as a framework for people to play in, third our computer lab recipe requires several ten-thousands of goods from all professions in the game, fourth we usually have a world wonder monument built every cycle that requires lots of resources of all kinds. Alltogether despite the poor balancing we unfortunately still have in the game due to lack of fleshes out profession content aside from smiths and engineers, every player no matter which profession he plays has a use until the last days. It becomes grindy, though - but on the other hand you get a use for the endgame machinery that you usually would skip anyway, as you can shoot the meteor down the moment you get it on vanilla servers.

Obviously this doesn't work for every kind of players, but it's working well for us. Of course we also use an ada...

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Comment

Originally posted by Urbautz

I do really hope hat 9.0 does something for that.

It will do something for that, but as we stated in one of our last newsletters, fixing that up completely will take lots of time and happen over several major updates.


10 Oct

Comment

Originally posted by Urbautz

What 8.0 for sure had is performance issues and the "flying stones", which made mining very very annoying, until even the craziest grinder of us was giving it up.

There were a lot of good changes too, and yeah, i currently just wait for 9.0 to drop.

The performance wasn't good before, either. I mentioned the performance, though.