Eco

Eco Dev Tracker




02 Mar

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    SLG-Dennis on Steam Forums - Thread - Direct
Warm Forest, Cold Forest, Taiga and Ice biomes can contain copper.
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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Flashand: it goes down on the block your aiming at, so at that lvl it would be 14 below where i was aiming
No - it does not. It drills into the direction of the block side you are targeting from your position, in this case sideways, that's why I said 'hollow' is a possible outcome, when there is nothing on the other side.
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    SLG-Dennis on Steam Forums - Thread - Direct
This is intended. 25% of your barrels get lost due to wear and tear. Eco cannot give you half a barrel, hence rounding comes into play if you only ever order one. Is technically an exploit, but by code limitation. Given that you'd need to order one-by-one, that's not a big issue.
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Originally posted by nelbar

Dennis, we need ships! Imagine a waterworld with only a few islands and the trade is made with ships! From a simple kayak to steamships!

They're being worked on!

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There is no action log in regard to who did what where when in Eco, hence such tracking is not possible. There is a mod in the works for it, though.

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Originally posted by xavia91

did you put a claim on your stuff? otherwise no admin should do a thing. Claim stuff you don't want to part with.

Depends on server rules.

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Wasn't also posted in the Server Advertisement thread, hence removed. Please read the rules.

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    SLG-Dennis on Steam Forums - Thread - Direct
That's very much of 'something'. Could you be a bit more detailed, screenshots, logs?
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Originally posted by Ook45

Everything was going great, living as a carpenter for about a week, until this morning when all of the plants in the world suddenly stopped absorbing CO2. The ice caps melted, causing an impending flood that would devour the world in about 5 hours. With my last supply of lumber, I built a survival shelter. I then returned a few hours later, to find myself and several animals enjoying our new ocean home.

That reminds me of a specific support request where plants didn't provide CO2 reduction anymore today, lol.


01 Mar

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Originally posted by DuxDucis52

So hyped for multiple govts. But I think under that system you could still get steamrolled of another govt builds a bigger town hall than you; we will see.

There would be global government to reach in the end and it can be taken with force, if enabled - that's at least what the design document says.

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A big reason why there aren't hundreds of players on a server is that eco servers simply don't support that yet and might never do. White-Tiger is trying hard, but even with the strongest hardware one can currently acquire on earth that Eco supports anything over 80 players, especially when used in conjunction with a lot of activity and government stuff (DB > 10 GB), the experience becomes laggy and hence leads players expecting perfectly lag-free experiences to quit. White-Tiger is known to keep a good userbase till the very end or at least shortly before it (this cycle for example there were a lot of exits due to a lot of, let me call it 'government experimentation' in legislation, prematurely), but the server cannot sustain it at a level that is enjoyable for everyone. Eco was never meant to be a MMO and I don't see where this could happen even by a technical standpoint - the whole server would probably have to be rewritten, with parts of the game as well.

Currently Exit...

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Originally posted by DuxDucis52

Beautiful thing about eco is that it's really well designed for admins to determine their own rules without modding the game; which people can do also. It's good to know there will be playtime restriction as an official feature. I understand that it's not going back but I was just trying to illustrate how the skills affect the community culture

The way to move forward with the current skill system imo would be to have more skills , more levels so the unlocks are even more spread out, or perhaps more of a branching tree where people can specialize within a skill. Eco could go with some kind of life is feudal system with the tables and items, like have a quality metric which takes into account quality raw materialsskillquality of table= output quality; which would create an iterative process in the economy and create waste. Lastly what if there was a pie chart like how the stomach works where it has every item you crafted in it over 24 hours and of you craft a certa...

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All of the mentioned ideas are actually in consideration right now, of course Eco will also expand more on profession side, it''s still Early Access after all and not content complete.

Qualities is something we might look at after implementing food spoil and depending on that, wear and tear for all objects.

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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Cautemoc: Is there an Eco dev timeline anywhere or plan? I'm just curious what you are planning to add in professions.
No timeline, but our Eco Tree: https://play.eco#tree
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    SLG-Dennis on Steam Forums - Thread - Direct
That sounds like a corrupted save file and a possibly corrected EcoSim as well. I'd recommend a whole map reset.
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Originally posted by Darqsat

You just said what I was always wanted to say somewhere but always thought that it will be pointless and most of people would count as whining. But I would like to support your oppinion! I think it's valuable but I don't know who is the recepient of this knowledge.

I am working in software development near 15 years, and I can see how product management skills could help to organize a server. I think the same knowledge can be used from marketing of any product. I mean - most of server admins doesn't make self-reflection and don't analyze fail runs. Not gathering feedback, not counting retention and attrition.

They just constantly run fresh again and again with small changes in desire to adapt and fix those issues. But i see that it's not enough and it require more practical skills from marketing to solve that Fermi paradox filter in Eco.

From my point of view, Eco need a mechanism where players need more time before then can commit into the server session, b...

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That is a interesting concept, but I wonder how big the sh*tstorm would be if we enforced restrictions on how many servers you can play. Server-Admins would need to change at the same time, as they typically reset pretty arbitrarily as well so that I do not actually think many people have 5 player profiles at any given time.

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Originally posted by demosthenex

Welcome to the microcosm of simulating human civilization. On a server which I recently played there was significant debate over how to handle these issues. That people can just quit was certainly an issue, but it's a game...

Overall your post is thought provoking and right on, however I disagree completely regarding players catching up in late game specialties. What I observe is that rapidly an oligarchy of early players with immense resources develops, and they can crowd out or eliminate competition for later techs they want to take. When their competition falls behind, they just quit. This reinforces the lack of competition.

My buddy and I actually drew up a system of laws and made a proof of concept server which was modeled on a system of Guilds which could address many of these issues. Given I haven't the time to play it through currently, perhaps I should post the bylaws.

I haven't seen a server which had the time to grow a government organically, and ...

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Coast-Redwood and Sea-Otter have shown they're capable of creating functional governments that at least stays for the lifetime for their servers. It's not always the case, though, as it depends on who plays that cycle - it needs people to go forward with it.

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Originally posted by DuxDucis52

I 100% agree that being able to exit is a problem in eco but I actually think you are targeting the wrong people with your solutions. I run into this problem alot nowadays because I'm an adult who has a full time job and responsibilities, I'll play for a few days because the economy is fair or at least appears fair and it is peak demand for everything. As the game developes there becomes a clear pecking order because there are players that will play 24/7 to get the next upgrades and will team up to make everyone else obsolete. If you can only play 2-4 hours a day and people with your skill can play for 12 you will be outcompeted very quickly.

I have talked to Dennis before about this on the discord when it came to the old skill system, in the old system you had a fixed amount of skill points you could get per day (crafting and actions didn't contribute to skill gain) based on housing and food. This meant that players who couldn't play all day still felt like they were advan...

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I'm watching all channels, including this one, but that doesn't mean that we agree with every statement. The old skill system was widely disliked on all channels and the new one is simply more popular, it's just a matter of fact that I cannot change. Players want to be able to progress by doing something, not solely by time passed. The character XP itself is still limited on your playtime. And I do fully agree with that. After all it's a game, we shouldn't be punishing players that can or want to play more with the game they purchased - in the end every server admin has the ability to limit players playtime and even without an admin the community could do so at any point by a law.

As we need a playtime restriction feature for educational use, we'll also have an official feature for this in the future that you can use as well. The skillsystem get's a few changes, mostly to be more efficient when someone 'trains' your skills, requiring community interaction from people alread...

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Originally posted by AddSomeMemes

Sure! Go ahead. Since this post I’ve made the skid steer, excavator, wooden cart, and a couple of the workbenches like the lathe and machinists table.

Feel free to post these as well ;)

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Thanks for being the first to also post in the megathread and good luck with your sever, looks nice :)

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Ad not posted in Server Advertisement mega thread as well, hence removed.