Eco

Eco Dev Tracker




30 Jan

Comment

Originally posted by sunyudai

You are likely absolutely not

Is that in reference to needing more than a large lumber stockpile for 200 bricks? We absolutely are at the moment.


1 brick = 1 wet brick + 4 mortar

4 wet brick = 3 sand + 12 clay + 4 wooden molds

3 mortar = 1 sand

1 brick = .75 sand + 1.333 sand + 3 clay + 1 wooden molds

200 brick = 150 sand + 266.666 sand + 900 clay + 200 wooden molds

200 brick = 417 sand + 900 clay + 200 wooden molds

Large lumber stockpile has 100 slots, and both clay and sand stack to 10, so 1000 capacity for sand/clay, of which we need > 1300.

A large lumber stockpile cannot fit all raw ingredients necessary to craft 200 bricks.


The above assumes no upgrade modules, the 267 sand can be cut in half by them since the masonry table takes basic upgrades, but bricks are a prerequisite for advanced upgrades which is what the kil...

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No, that was in regard to "I suspect that I'm not in the minority on this among the small-population servers".

Comment

Originally posted by duplo52

Oh wow. I did not realize there was that much customization. I have only played a small amount and figured it was mainly world generation. I just imagined a slider for settings like other games but given the number of things that can be changed, I can totally see that being no worthwhile task. Again, the explanation was appreciated!

Those sliders we have as well, but it's config options - I assumed the whole thread was about modifications, and those start at modifying .cs files which already allows you to do tons of stuff - like changing all recipes or adding your own, or removing some. Or move them to other tables, or whatever else. Basically you can edit nearly every single item.

And then there is mods that download files for new content (though tons of stuff can be added without that as well, it's only required for assets) - those we can easily identify and display in the future, but showing you a good overview of all those manual changes admin can make is hard. Some servers have 200+ files changed to balance the game to the amount of players they have and the typical playstyle of people playing there.

Post
Hey Citizens,
we have just released Hotfix 10.1.3 to address the following issues:

General:
  • Fixed: The crane was causing a client crash when used to pick items up from a storage and could afterwards no longer be removed from the world due to that causing another crash
  • Fixed: Elevators didn't function reliably with vehicles, them sometimes getting stuck or falling through them
  • Fixed: The Twitch plugin sometimes claimed it is disabled on the server, despite it was enabled
  • Fixed: After using /ownit on a vehicle, players authorized on it could no longer be reliably removed
  • Fixed: An issue that could lead to a server crash when the water of a pipe was flowing into a different chunk
  • Fixed: A rare issue that could lead to a server crash and corrupt the savegame, preventing the start of the server
  • Fixed: Memory re...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment

Originally posted by duplo52

Wow! I can honestly say I appreciate the response and feedback to my lowly comment. The ability to see the modlist would be very welcome. My response to the small server file challenges would just be that it would be great if those changes didn't have to happen to the file and could be visible in game in some sort of pre menu, again helping gague ones experience if one is looking for maybe specific server settings. All things said I enjoy the game thus far and look forward to what the future holds.

That's near impossible to do with any senseful UX, as admins can change every single file and recipe - all of that is considered a modification that will ultimately change your experience. It will show in the recipe tooltips on the server anyway.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You need to delete the files Game.eco and Game.db in the storage directory when making a new world for a dedicated server.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
No problem, I can understand the concerns - I'm not a fan of metaverse as depicted in weird Meta TV ads when watching news or the ridiculous ways some companies try to make use of it - but it's an overarching term used in business lingo nowadays for "persistent, connected worlds where people interact with each other in meaningful ways" - and using that for gaming seems natural in business communication. And as I outlined above, it's basically what Eco does - we have had the whole thing about agreements, caring about your world, governance and socializing in the game before the term was even existing, at least widespread.
Comment

Originally posted by Teagan_75

Why mods? Because Eco isn’t polished yet. There are missing pieces to professions everywhere. Eco is also a HUGE freaking grindy game that hardly gets better endgame. It always requires human input and people stop playing cause it’s too grindy. You will find most of the hardcore players on official servers. The rest of us try to help with the ridiculous grind.

That's a very one-sided view I don't want to let stand uncommented. Not debating Eco is a grindy game given manual labour is supposed to be depicted and valueable in the economy, but while it's true there is many servers that just make things easier (or even into what I'd _personally, not as staff_ call "cheat mode", which is great for those for who it's fun, as that is all that matters), there is many servers that make things even harder and just rebalance things to fit better together, especially the high population ones to ensure good economy and fairness. Those, as all servers do, adjust things - but not for reducing the grind. And hardcore and casual players play there alike, like White Tiger - which comes mostly from support programs and good laws supporting casual and less experienced players through the help of more experienced ones. It always needs a full server concept to make things work the best possible way, but that doesn't need to include reducing difficulty or grind...

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Comment

Originally posted by duplo52

One of my biggest gripe is that you cannot sort for non modded servers. Makes it very difficult outside of the few officials to find a server that is guaranteed vanilla.

Most modifications are simply changes to some server files, so it's hard to even show you what was changed in any specific capacity. We plan to display mods in the future (mostly anything that downloads), but not simple changes to core server files, given we consider that to be _necessary_ to be done by admins anyway, to adjust the experience to the specific server population. The idea of there being one vanilla experience is one that people shouldn't fall for - that vanilla experience is only suitable to a specific corridor of player amount and time usage. I can't repeat often enough that Eco is mostly a framework that admins can use to make their own experiences that work with their server population. They're doing god's work and it is necessary for a good admin and server to think about this.

Comment

Originally posted by M0nzUn

Doesn't the other official servers at least run Chronicler?

All official servers run Chronicler, DiscordLink and parts of the Nid toolbox. They don't contain any gameplay changes though, aside of White Tiger and Dusky Robin.

Comment

Originally posted by sunyudai

Yeah, I'm actually in the process of figuring out how to do this right now.

I know how to add entirely new recipes, but that's using notepad++ and to mess with exiting recipes I wanted the actual modkit environment, and I'm running into issues getting Unity to play nice with it.

But needing an entire large lumber stockpile full of clay and sand for 200 bricks seems ridiculous, and while opinions certianly can differ, I suspect that I'm not in the minority on this among the small-population server players.

You are likely absolutely not, but that is why everything can be adjusted to your liking - aside of T4 being special, I think the costs are perfectly suited for the server size we balance around (which never can fit everyone). And T4 generally needs a factor to be used at all.

Comment

Originally posted by sunyudai

One other thing not really covered by the survey is wiki support - things like workbench lists and recipe information could be automated pretty easily to read straight from the build and then output to a place the wiki can read from, but to write that looks like it might require decompiling the source, which I understand is a violation of TOS and so I'm not going to do that.

That is already basically how it is done via a mod by the community, there is a wiki discord linked on our discord that you can check out. We don't manage the wiki and also don't have the resources to do so in the future, it is community run.

Comment

Originally posted by Lord_Schwartzy

I really hope people will stop with the trains lol. Players struggle to set nice road network and to stick more than 5 days on a server but they want trains that will required a good rail system. Who will decide who run on the rails in which orders? Trains are going to get stuck in front of each other on their 600 meters run from point A to B. Cargo ships and biggers trucks wouls be more realistic tbh

Of currently 755 entries, 48% have voted for Animal Husbandry, 25% for Trains and 12% for Minecarts. (So a total of 37% if you take both together, though for us it's two distinct features that wouldn't be done together) It's unlikely we'll do trains before EA ended, this just supports what we've been communicating already.


29 Jan

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
When you start the EcoServer.exe a server ui will open, you can in there go to Gameplay -> Difficulty and change to "NoCollaboration", it will then set the correct values that you can then save.
Comment

Originally posted by VseOdbornik2

Didnt state doesnt mean it doesnt matter to them, I for example forgot about this

That is obvious to us, but the amount of feedback actually voiced in this survey allows us to better align our goals with what players have for most pressing issues, which is the whole point of it. It's not going to be the only determining factor on what we're going to majorly focus on, but there is already plans we will drop and others we will prioritize based on it.

Comment

Originally posted by -BadMojo

That’s great to hear! Thanks for explaining. Looking forward to 10.1.3. Are you able to give an estimate on when this hotfix might release? slips $100 dollar bill

I would assume tomorrow.

Comment

Originally posted by M0nzUn

I went in an deleted the code sending the announcements on my server.

They have patched it twice but both times they seem to have misunderstood the problem. The latest one for example made it so that it only notifies when it reaches s new max, but since culture basically always only goes up, it didn't change much.

It actually were multiple problems and given they only really appear on multiplayer servers, QA was having a hard time to check them, as hotfixes only get PR testing due to going out asap. We have no way to test such changes on multiplayer servers outside of playtests for minor and major versions.

At first, the problem reported was that any change, no matter how small, did give a notification - which was addressed by requiring a more notable change. Then we noticed that culture going down (which was brought to our attention by admins, happens very frequently on servers due to room changes invalidating cultural objects for short moments) also causes them. So it was changed to not put out notifications when it goes lower and only when it reaches a new threshold. Now there is the problem you mention (that gets more severe the more active the server is), but there is also a problem of sending a notification when nothing changes at all in regular intervals that ...

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