Eco

Eco Dev Tracker




20 Jan

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We've tested that on White Tiger and it's part of vanilla in 9.5.

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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by engraveriii: My water supply forms a loop. Water source > Water Pump > Water need > Filter > back connected to the pipe just before the pump. Seems to work fine and forms a closed loop. Haven't noticed any pollution from this.
That actually shouldn't work. Interesting. Will note it down for fixing.

Originally posted by Steelwolf: That is still odd as the rainfall where my ground pollution is about .2 which appears low. The area itself has some salt water but not ...
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I know of two australian servers, but it's a rather small community. I meet one every now and then on the european servers, given latency isn't a big problem for playing Eco due to what type of game it is.


19 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
Water from a waste filter has negligible pollution that should barely be noticeable, so that's likely not the cause for the pollution you are seeing. The impact of air pollution for ground pollution in biomes with high rain is much, much higher.

It's too early to say anything about air pollution filters or sewage tanks, so I'm going to take these as suggestions :)
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Originally posted by Balkan__Man

Would you explain why these signs are craftable. For instance, you can craft lumber standing/hanging signs at the Sawmill. You do not need any commands for them. Here's an example: https://wiki.play.eco/en/Large\_Hanging\_Lumber\_Sign

I've now also tested all variant signs, they all work, here a selection of them:
https://ibb.co/P52L9Mm

The one you actually seem to use in your screenshot is the Spruce sign, also works:
https://ibb.co/v4KtSXb

So whatever is happening there, it is not happening reproducably with a normal vanilla client on the latest release version :( At quick glance I also see no mention of this issue anywhere else (other than your crosspost on Steam).

Anyone else here on reddit, that also has this? If you got an unmodified world with no dev commands used, can always send it over to me to check.

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    SLG-Dennis on Steam Forums - Thread - Direct
That issue is already reproduced and fixed for the latest case we've found, next goal is to find the teleportation cause. We might have some staging server to test that with client debugging, then people that would like to help can do so, but that would be announced on Discord.
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    SLG-Dennis on Steam Forums - Thread - Direct
We got logs for that: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file

You can send them to [email protected] together with a link to this thread and we'll take a look.
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Originally posted by Balkan__Man

Would you explain why these signs are craftable. For instance, you can craft lumber standing/hanging signs at the Sawmill. You do not need any commands for them. Here's an example: https://wiki.play.eco/en/Large\_Hanging\_Lumber\_Sign

This is not one of the signs I mentioned, and it works perfectly:
https://ibb.co/R6SVjPh

Whatever item you got there, it seems to not be the one you get via crafting in an unmodified basegame or spawning the correct items (and variants) as listed on the wiki. I unfortunately can't tell without the world and given the world obviously had commands used on it, it won't be suitable for any investigations either, as for that it should be unmodded and without such commands used.


18 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
The invisible player issue could actually by chance be reproduced on yesterdays internal playtest and we have a fix for it, so I hope that was the last potential cause. In regards to teleporting vehicles we've been investigating on our official server White Tiger for the last two weeks with debugging builds, but it's still unclear what actually triggers the issue, so it might need client debugging, which isn't simply done.
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    SLG-Dennis on Steam Forums - Thread - Direct
There is no dedicated option for that, but you could change the sealevel and maximum height in WorldGenerator.eco - just keep in mind it will break biome and ore generation.

17 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
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    SLG-Dennis on Steam Forums - Thread - Direct
You can restore a backup by moving the .db and .eco file from /Steam/steamapps/common/Eco/Eco_Data/Server/Storage/Backups to the Storage folder.
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    SLG-Dennis on Steam Forums - Thread - Direct
Of course we do, but it's unfortunately always leading to unexpected recurring issues of weirdness when backend stuff gets changed to remove performance blockers and hence changes to the very basics of the game are made.
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Originally posted by Ok-Depth-1193

I can also recommend you "Civitas" from Snepserv (will start, when version 9.5 of eco will be released). I play on an earlier cycle called "Aeternum" and it runs for over 100 days with good population. Its managed by a staff member of SLG and in my experience after 2.000 hours its important, to have activ admins.

Just to clarify: A volunteer staff member, no employee.

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Originally posted by PinkTigerDG

Most of this game relies on players having a cooperate and selfless mindset. My experience is that players tend to profit maximize, which is natural. This works fine in the real world and is just capitalism. Many players do sometimes forget that unlike the real world, people getting poor in a game means they quit and the server dies.

This also reflects to profession picking. Players tend to go for the good and fun professions, effectively making an elite of people with good professions. This again leads to the same outcome as before. The best solution is for players to pick only one good profession and then have the worse professions as secondaries. This is unlikely to happen without ingame restrictions on professions. I have tried it though, playing on a server with a admin setup government with laws restricting certain profession combinations.

It's not that different though, poor people IRL also 'quit' the society - it just has different consequences governments need to deal with and more severe ones they try to avoid with basic securities.

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Originally posted by salbris

I love this game and have the same qualms. I'm feeling pretty motivated lately to work on a mod to try and rebalance the game, it's recipes, and professions. I really dislike how some professions like fertilizers are required but are almost completely useless. There are similar problems with tailoring. As you said, it seems to stem from everything smelting related being the main path for the game and anything that isn't related to that or food/housing is just not that interesting. Even though tailoring is obviously important to housing it's also a one time cost that basically ends in the mid game. Once people have 3 stars they stop caring about high quality housing unless they are rich and want to splurge.

It also doesn't help that mining is quite interesting. You have to dig a ramp or elevator shaft to the ore and deal with tailings. Tailors can run around and cut grass for a few minutes then sit and craft.

Other games by this point have at least one or 2 reall...

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We've only lately begun to massively expand modding capabilitites and start with a documentation, as we originally didn't even plan to do that before the game would be more feature complete and stable - the downside of that is, that it is not feature complete and stable and stuff unavoidably will break often.

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My colleague Jens has been working on a total profession and talent overhaul for the last months, so that's already coming, though as always expansion of some professions also necessarily goes along with adding additional content to them, which is a different thing and takes more time, especially since we got other new features as well.

Boats have already been confirmed for 10.0 (for real!) and Animal Husbandry is on the list, but does not have any planned scheduling yet.

We do not plan on introducing a thirst system to Eco. The hunger and food system is there as it has intrinsic value and links to the gameplay loop for it to provide increased skill gain speed and is supplying a whole industry on servers, while water would not do either, but rather be a menial task to do additionally to all other things with little benefit and little value. It surely could get some added importance, but it would never reach the depth the food system already has and does well, so int...

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Not wanting to insunate something, but given your skill bar and the fact this is only possible to occur via admin / developer commands, they were likely not crafted or crafting was modified in a way that broke stuff.

The wood sign does no longer exist as a craftable item and has no model, as it was removed and is only left as a parent placeholder sign for development purposes, it cannot be gotten without spawning it. That also applies to some of the other signs that have variants, they all have a parent sign without model that has 'no variant' and no model, also only gettable by spawning. This is also true for other items, like tools. /give hammer will give you a generic non-variant hammer that doesn't work. For spawning it's always important to use the name of an actually craftable item, so it can be used, as commands give access to all items, no matter if they can be gotten in normal gameplay.

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    SLG-Dennis on Steam Forums - Thread - Direct
Well, we actually each time tried to fix an instance of the issue, unfortunately another one popped up with different cause each time. So all I can say is that we're again working on identifying this one and will provide a fix once we did. Doesn't mean another instance with a different cause doesn't pop up later, unfortunately. Also not really a surprise, as we'vbe been rewriting all backend part for part to tackle the performance issues and it's not unlikely that similar issues pop up, as how loading chunks and syncing stuff works changes.
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    SLG-Dennis on Steam Forums - Thread - Direct
You need flowing non-salt water, e.g. either a river, a waterfall or water from a river via aqueduct.