Eco

Eco Dev Tracker




10 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
I actually can't find any mail related to this over at support at all, so not sure who you have talked to, was it on discord?

The only way to get rid of that water is by filling it all up with blocks, though after disabling anything that could spill out water regularly. I'm aware of an issue that can cause this and it's being worked on for next Update, but your specific descriptions sounds quite different. Screenshots would indeed be helpful as well.
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    SLG-Dennis on Steam Forums - Thread - Direct
As you've noticed, we've by chance removed the Christmas stuff the day you posted here, but yes, we do plan for the future to make events based on server time, no longer needing updates. We're not necessarily allowing 'disabling', but we also do no longer want to replace existing objects, but instead allow you to craft special event things only during the event time, but being able to keep it afterwards, so decoration is actually a player thing and comes with a cost.
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    SLG-Dennis on Steam Forums - Thread - Direct
No, Eco does not have water physics yet. To transfer water you'll need an aqueduct, but it doesn't affect where you take it.
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    SLG-Dennis on Steam Forums - Thread - Direct
Not currently, but it's a feature we already work on.
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    SLG-Dennis on Steam Forums - Thread - Direct
This image from community member Ba1aB on our Discord shows well where you can find which ore, just keep in mind it's always from the highest natural block on any given position, NOT from sea level: https://cdn.discordapp.com/attachments/448531486313021459/876530423302344744/unknown.png
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    SLG-Dennis on Steam Forums - Thread - Direct
Minimum viable solution would be that one transfers ownership of their property to the other, adding those person as resident to it and giving it authentication, then only the problem with authentication for newly placed carts is left, which would need to be authorized on every new placing of them, as the deed gets recreated when the cart is picked up and placed again.
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    SLG-Dennis on Steam Forums - Thread - Direct
That issue happens when the server you're trying to connect to is not able to connect to our master server to verify your account. If it's a local game, make sure that your antivirus is not blocking anything and that you're online, otherwise you'd need to contact the server owner - though noone should be able to play on the server then.
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Originally posted by Snoberry

Makes sense. I'm hoping it's coming soon. It feels like most of the functionality is already there with piping and water pumps. Maybe a mechanical water pump could be moved to basic engineering rather than mechanics considering mechanically driven water pumps using windmills/waterwheels are a relatively old technology.

I'd actually not expect it this year, unfortunately, at least the internal roadmap is focused on different stuff for this year. (Including boats, food system overhaul, maintenance, multiple government and a load of other stuff I can't announce yet) I'd see it more towards a major update with animal husbandry, which wouldn't be this year. But stuff can always change.

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Originally posted by Snoberry

That would be great. For the most part I feel like I'm probably not alone in using hewn logs to build roads just because it's easier than stone roads with the line/floor tools.

That makes you missing out on the speed bonus, though!

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Yes, infrastructure and transport are big pillars we design around, hence we make sure that they're required.

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Official server White-Tiger is preventing exactly that and making the game like the other recommended high collaboration private servers that have been mentioned here, it's more a matter of the server and how the admins run it, if at all.

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Stone Roads are actually not available for that, due to them not having forms as the asphalt roads and dirt roads being placed in a different way. It's been overlooked in my opinion and as far as I know we plan to introduce the F tool for Sone Roads in a future update as well, but I don't yet know when that might happen.

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Not without a complicated setup of laws solely for statistics. We do want to expand statistics on the Web UI with economic data and when doing that will also take a look on how to give people more information about their bank accounts and stores, until now the statistics were mostly focused on ecologic things, given where Eco came from.

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Originally posted by Snoberry

That's what I was hoping would not be the case. Like half the plants don't grow anywhere near where we live. Super annoying. I don't understand why they haven't added a watering mechanic to sort out the rainfall requirements. There's already water pumping & it wouldn't require much to add some basic tools - various tiers of watering cans & sprinklers. Idk.

Thanks for the info

That's due to farming getting a complete overhaul at a later date with it's own update, aqueducts were ultimately meant for that but somewhen in development did no longer do it.

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You can find the players account id when hovering over their name, all commands work with the account id as well.

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You can transfer already existing claims in the menu of their deed, then make one of you owning all deeds and add the other as resident AND full authorization to give them skillpoints and access.

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We are interested in consoles, but we're as of now not going to look at it before Early Access on PC has ended.

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We don't yet have any kinds of water physics and there seems to be a bug with aqueducts in 9.4 that we're currently investigating, when that is fixed at least aqueducts should work correctly again, but the normal water behaviour is currently working as expected, given there simply is no water physics yet.

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RemoteAddress may not include http and should include port, WebServer URL needs http and should include port:

"RemoteAddress": "gs1.play.eco:3030",

"WebServerUrl": "http://gs1.play.eco:3031",