Eco

Eco Dev Tracker




08 Jan

Comment

Originally posted by Detjen

So no personal items on your property you might want to keep I guess? or running a small side business or store in it either. guess it really ties you to the landlord role if you want it

No, the intention is to build separate housing from your personal one for renting out.

Comment

Originally posted by Texmexlex_

Can you explain how influence works with reputation and the bathrooms? How are they built and how much reputations grants influence? How do I get reputation for our town?

That depends on the settings of the specific server. The general way it works is that for every X culture you gain 50% towards the maximum influence, e.g. a diminishing return, as you always get another 50% of the remaining span of influence you can still achieve.

Bathrooms give direct culture points instead of housing points when used on cultural deeds, though that is limited.

The main way is to make museums with pictures and get them rated by other players. Reputation from players in the own settlement does not contribute much to culture, you'll need people from outside.


07 Jan

Comment

Originally posted by Baud10

is trivial to fix for an admin

can you give me the procedure for an admin ?

/objects edit -> Laws -> Find the law and edit it.
Be aware that any changes made in there apply immediately once you changed something, not when you press the apply button.

Comment

I wouldn't call that shoulder shrugging, but the inability to do anything for what is broken on Twitch. Our posts after the initial ask for waiting a bit pretty clearly specify that when our website shows connected (and we only know about a single issue that can cause that to not work, which is asian characters in the twitch username and going to be fixed soon) you will receive the drops, even when Twitch shows "Connect" on their side and you do (or rather can) not claim them manually. Which indeed is an issue at Twitch that they were even after four weeks of outreach unwilling or unable to provide any more solution than literally "Wait. It will resolve itself" or "Restart the whole campaign".

Every single person that has a successful link on our website as of our database got their drops, no matter what Twitch shows - you find them in void storage once joining a server, the swirly icon in the bottom right corner, to the left of the minimap.

The good news is that th...

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Comment

Originally posted by Mezitury

For the most part I do agree. Got a full 1GHz overclock on it which stacks it up near a 7700k in performance with hyper threading off. Runs Minecraft all the mods server without reboots for weeks just fine with increased view distance. Did better than bisect hostings servers that's for sure lol. Just using what old hardware I have about. Utilization doesn't usually go above 30 40 percent on the server whilst were in game and the ssd reports maybe 2% utilization as well. (Only time it's at 100% is during bootup; outside of world generation tasks which only used one core for some reason. So that took 10 minutes to generate a world)

World generation is the only task on the server that will use all cores. Not sure why it didn't for you, I was not able to reproduce that. Minecraft servers even with mods never had too much of a cpu need for me, it was always limited by RAM. Only issues i had with that is when mods had optimization problems or recursive loops, that could take tickrate down a bit.

Comment

This works as intended. Renters can use any appliances on a rented deed and place their own ones.

Comment

Eco servers need high frequency single core cpus, they only use very few cores outside of world generation. The CPU you use, while at least a high frequency one, is very old and weak.


06 Jan

Comment

There is nuclear fuel hidden in the game, that's all I'm going to say :)


05 Jan

Comment

Do you have a controller attached to the PC? If so, try plugging it out, restarting the game and then try again.

Comment

Originally posted by Kumik102

That's good to know. It now does make sense that a lot of people were complaining about the reliance on servers

That is unfortunately necessary, Eco is first and foremost a multiplayer game and the game checks not only if you own the game but also which user tier, what objects you have access to, what drops, user icon and special features you have when you join a server so that data is available and updated if some of it changes, like you upgrading to Developer Tier, getting a new icon or new drops, plus anything that may be introduced in the future. It also needs to confirm you are actually you when you are voting, otherwise you could find ways to vote as often as you like.

Singleplayer in Eco is a local dedicated server, the exact same as if an admin hosted a multiplayer one. It hence works the same.

Comment

The reviews are mostly down due to the auth server outages we had during the holidays, some of which due to malicious attacks we have no experience with and no expertise was available when everyone is taking off time. We're working on getting that rectified once and for all.

Comment

Configuring that is possible, Difficulty.eco:

"GiveStakesAndClaimsEvenWhenSettlementsAreEnabled": false,

"ClaimStakesGrantedUponSkillscrollConsumed": 1,

"ClaimPapersGrantedUponSkillscrollConsumed": 5,

Change to true, done. You can't have fractions of one, though.

The items are the same, claim papers get "tied" to a settlement, it's like additional data on them.

Comment

Originally posted by Objective_Vacation_5

Thank you! But it does not really cover our use case. As I understand it, this triggers the moment a citizen enters the "Abandoned" demographic and therefore it is fine for all citizens in our country who stop playing.

But our main use case is this: There is property of abandoned players in the world. As our country gains culture and expands borders, these properties can be annexed (for free). We would like to also claim the property, but the moment this law takes hold, the people in question already are abandoned. I tried tinkering with a law that executes every hour or something to do this, but also no luck.

I now modified the law to check for the demographic change "Someone becomes citizen of our country" and then if that person is also abandoned to transfer the property. Will test it once we have the case again. Thanks for your help, much appreciated!

It was an example. For one-off transfers you wouldn't ususally use laws, but an executive action, where you basically say if property is owned by X, then transfer to mayor. In law you could use citizen timer to do the same, just more complicated.

Comment

Just increasing the time in Disaster.eco will also work after a restart.


04 Jan

Comment

Originally posted by Objective_Vacation_5

I don't see the option tp post a screenshot here. The law I was trying to create reads as follows:

On event PROPERTY TRANSFER where Current Owner is ABANDONED where New Owner is CITIZEN OF XYZ Ignore Auth

This does not work, when I try to initiate the property transfer it says I am not authorized to do it. However if I replace the demographics with real player names, it does. And yes, in our tests the players in question were definitely part of the demographics.

Thanks for the hint, I have enabled images in comments.
The law you're trying to make is odd, you would usually do allow a specific title to ignore auth for property transfers or make the transfer happen by the law, like such:

https://preview.redd.it/cts1enddjeac1.png?width=4960&format=png&auto=webp&s=01717d9bd0d798a2ca95e366f3764d3e9e7f4808

Comment

Originally posted by Objective_Vacation_5

Update: If I put the names of the players (the abandoned and the citizen) directly into the law, it works. But if I just put the demographics ("Abandoned" and "Citizen of..." resp.) it does not. I also tried putting an explicit player in one place and only the demographic in the other. No luck.

I would need to see a screenshot of what you're actually doing. Abandoned laws are like the most common laws and they are definitely working fine on official servers at least. It should be as simple as making an executive action that moved property owned by player in abandoned demographic to the mayor.


03 Jan

Comment

You can just transfer them to another player that can then unclaim them.


02 Jan

Comment

Originally posted by Seawolf87

Will this hotfix fix instability around stockpile range being greater than standard?

My server admins were saying the extra range was causing server crashes and with this restart we did it certainly is more stable server side.

No - the setting specifically mentions that raising it can cause severe performance impact and instability, especially when the increase is not only marginal.

Comment

This is a bug that is addressed in the next hotfix scheduled for this week.


31 Dec

Comment

Originally posted by turtlesrprettycool

Prior to update 10 my server forced groups to form companies (using the companies mod) and then taxed them more. This worked out most of the time. Sadly, that mod isn't updated yet for u10.

This current run we're doing is vanilla for the most part. Next run I'll definitely be adding in mods and an already in place government to help combat this problem. A tax on all sales and a rebate for all buys is quite effective. This way people that have a near 50/50 buy/sell amount will not be taxed as much as people that only sell things. These large groups often only ever sell and have very few buy orders.

If you ask thomasfn (the dev) nicely, you may get the development builds - they already exist, White Tiger which the mod originally was made for had the mod active through the whole playtest. It has a few rough edges still, though. Some of them may need changes on our side, though. The mod also is open source, so maybe you can acquire them yourself as well.