Eco

Eco Dev Tracker




24 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
That is a separate issue, I have logged it on our tracker.
Comment

Originally posted by jorn86

it's a good idea but the UI should really give more guidance on what values to use

The server ui for this setting says that its experimental, should not be set or only to very low values. Is that different for you?

Comment

Originally posted by xSISTERFISTERx2001

If that's the case it will make early game minning a pain in the ass until elevators. Would it be possible to add an early "bucket lift" That basis engineers can craft to transport ores?

None of these changes would be implemented without effective means for manual transport, not everything would be stripped of a UI and we will would with new mid to late game items, so don't worry too much for now. :)

Comment

Originally posted by M0nzUn

Whatever you go with, make sure it's not Nitrado :)

Sometimes I'm missing reactions on Reddit. Please don't hit me!

Comment

It's an experimential setting that we do not recommend to enable. It gives you player XP per specialty XP to get stars faster. It was a setting often wished by singleplayers to get progress to the next star not only by time but also by work and to work needs really low numbers, like 0.0001.

Comment

Originally posted by clojac12345

easier solution for this is /skills reset [playerName] [skillName] it refunds the star and gets rid of that skill and it’s a built in command any admin can use

That command will not refund the star when Nid PlayerManager is not installed, Nid's mod changes this command. Our base commands are for QA and they do not need a refunded star.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Did your wife took residence on her plot? Make sure she clicks on the deed name and in Residency chooses to become a resident.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Well, I said that we acknowledge that ultimately it should work fine for every way you might want to use and we'll take a look to further improve this in 9.5, but for now that was unfortunately not possible. Depending on how complicated the fix is, as many of these require big refactors, it can also be possible that improvements come with an Update before 9.5.

But in general this is a change that felt good for many people, as it fixes several other shenanigans and the negative feedback we have received about this is quite limited, be that because most people do not hold or because people could adapt very fast - that does not mean it is not a problem, it is. But it unfortunately does mean that it is a problem that has a different priority to other problems.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We've just lately expanded third person view in two Updates, including a free camera in this one. We'll revisit this in the future and make further improvements where necessary :)
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Ist bereits bekannt und auf der Liste :)

23 Aug

Post
Hello Citizens!

We hope that you all had a chance to take a look on our newest Update 9.4 and are very thankful for all the feedback and bug reports we have received from you so far, this helps us a lot to improve Eco for you.

During the weekend, we've been closely monitoring all our channels and recognized that one of the most often mentioned feedbacks was about the new control mechanics, especially in regard to carts. We debated the issues brought up and have decided that we will make available an option to choose between the current control mechanics and the ones that you are used to from version 9.3; it is planned to be introduced as soon as it has been developed and tested, likely with one of the first hotfixes - stay tuned for further news about this.

We are also aware of several issues with carts and ramps and that some of you are experiencing issues with plants dying and having a wrong skill gain curve after a world migration to the new Update - we're... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment

We currently do not support that. You could ask your admin if he has got nids playermanager installed, that would both allow changing your mispicked skill and reset the character.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
I received several reports after posting my request and most of them were releated to outdated graphics drivers. Please make sure to have the _newest_ graphics driver, as 9.4 uses an updated Unity version. Graphics drivers for NVIDIA back from April for example are already too old.

You can send all further crashes you experience to the mail I mentioned above if updating your drivers didn't help.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by MegaGame: even with only clicking I get 2 action.

I was chaning roofcubes to floors, left click to pickup and then right click to put it down, only to see it get pickup again.
I have tried this, but cannot reproduce it. Are you able to provide more details?

22 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We'll take a look. :)
Comment

Originally posted by funkyguy09

Do you know when we will get the feature to turn off production markers being auto generated on the map or regenerated after getting rid of them already just for a new crafting order to make everything appear again?

Just curious, loving the game but my screen is being spammed with these markers late game and it's rather frustrating

Unfortunately I don't have information in regards to that currently, sorry.

Comment

Originally posted by M0nzUn

This poll is biased.

This feature aims to help people who only play a few hours. Those are not the people who spend time on the subreddit.

Even with the obvious bias nearly half of voters have chosen some kind of limit, that's telling. So it does fit into metrics showing this is a very popular and often requested feature.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Update 9.4 changed both spread mechanics as well as survivability, so plants dying are possible. If you really got many of your plants in a specific biome dying where it is supposed to be able to live you might have a not up-to-date EcoSim.eco file.

We're monitoring and investigating this for now, but so far I haven't seen issues on new worlds, hence potentially a non-updated EcoSim.eco file. Can delete that at /Steam/steamapps/common/Eco/Eco_Data/Configs/ and _leave_ the .template file.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Everyone having crashes, please send an e-mail to [email protected] with your client (and if you play on singleplayer ALSO your server) logs: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-server-and-client-log-files-for-local-world

I'll take a look on these then.