Eco

Eco Dev Tracker




28 Nov

Comment

Originally posted by turtlesrprettycool

You guys might want to start contributing to it. Nothing frustrates a new player more than finding information that turns out to be wrong. I'd contribute, but I know nothing.

Well, i help with its setup and stuff the admins need, but we simply do not have the resources for adding the content ourselves currently. Wiki work is extremely timeconsuming.

Comment

Originally posted by ArthurMorgan_dies

I found this in the template

{ "CollaborationPreset": "MediumCollaboration", "DifficultyModifiers": { "SpecialtyCostMultiplier": 1.0, "SkillGainMultiplier": 1.0, "SpecialtyExperiencePerLevel": 25.0, "CraftResourceModifier": 1.0, "CraftTimeModifier": 1.0, "PlayerExperiencePerSpecialtyExperience": 0.0 }, "EndgameCraftCost": "Normal" }

The only difference with low collaboration is the skillgainmultiplier? Does that refer to the stars/specialization?

Yes.

Comment

Originally posted by ArthurMorgan_dies

Does it also affect the specialty cost distribution? (e,g, 2, 5, 20, 50, 200... soon)

Where is a list of all these settings? The wiki seems to have outdated information.

No, the distribution can not be configured, the cost is affected by SpecialtyCostMultiplier. A full list can be found in the Difficulty.eco.template file.


27 Nov

Comment

Originally posted by PhasmaFelis

The wiki is abysmal.

It's astonishingly bad. I think it's mostly because the last major version update redid a whole lot of the recipes, so they practically had to start from scratch, but...that was months ago now.

The wiki is a sole community-wiki, we only provide the infrastructure.

Comment

Originally posted by ArthurMorgan_dies

After changing the value, how do you 'update' the existing players? Does it rollback or roll forward specializations?

It was changed in the difficulty.eco file, server was restarted, but nothing appears to have changed in-game.

In the Difficulty.eco you need to change the other values as well, "LowCollaboration" is just a preset used by the Server UI. Sorry, forgot to mention that.

Low Collab equals
"SpecialtyCostMultiplier": 1.0,
"SkillGainMultiplier": 2.0,


26 Nov

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Such low numbers won't work at all. Low numbers in general will cause the visible growth states to break.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Did you discover gold ingots yet? Someone on the server needs to be able to create them. (Discovered Smelting)
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can't, they will vanish themselves after a while of not being used.
Comment

Originally posted by AlaskaLuvs

As said, I understand that you can apply realism to it, but it doesn't feel realistic, and it most certainly doesn't feel designed to be a realistic hunting sim. Even if I play the patient hunter, have got the right gear to reduce detection range, and wait for the perfect shot I'll still see the doe 'sit' with its head halfway into a tree or meander up and down a sheer cliff.

My only question is if we're going to see some improvements to the way animal AI behaves, or if this is just something we're going to have to deal with.

Yes, one day. It's not a big priority, but there is an AI pass currently worked on though.

Comment

Originally posted by Jarinzar

You are creating air pollution with your Equipment which leads to ground pollution

This. Air pollutions rains down to the ground, the more rainfall the more ground pollution.

Comment

Additionally to the other correct answers of the command and the server ui, you can also change it in the Difficulty.eco config file.


25 Nov

Post
Update 9.1.7 has been released:
Reverted recent physics changes that probably cause issues with teleporting to zero coordinates
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/382310/announcements/detail/2895214724135490589]here[/url].

24 Nov

Post
Update 9.1.6 has been released and fixes the following issues:
  • Optimized stockpile calculations to improve performance in crowded areas
  • Fixed possible server crash when modifying titles
  • Fixed collision with Flat Steel wall corner that could prevent movement in areas it shouldn't
  • Fixed ability to jump between ladders
  • Increased default movement speed on ladders and added option to sprint on ladders
  • Modders can now use apostrophes in item names
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/382310/announcements/detail/2895214090609361065]here[/url].
Comment

There is no admin command to do that, you might be able to do it with Nid's Toolbox, though. I have no idea how that works, though, as I'm not using it myself.


23 Nov

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Deedvax:
Originally posted by SLG-Dennis: Because those two are newbie desks, it makes your first room easier.
Yes, i noticed the exploit, but it's not really an issue as on unclaimed property anyone can still your stuff.
Well you can claim 9 chunks, declaimed the middle one, then build a house on it. 9 Is the minimum, but this is working well for larger building.
Not a problem to get into there and steal stuff, though. There is a plentitude of ways how ... Read more
Comment

Originally posted by SpyrexDE

No I wont pay that much money for just developing the game by my self ._.

Well, it's just an option we offer - one that nearly no other game has.
Unfortunately for us doing an ARM version makes absolutely no sense, as it wouldn't be used by any noticeable amount of people and we don't expect it to run any good either.


22 Nov

Comment

Originally posted by SpyrexDE

And how to get them to do something like this?

Not at all, but you can try yourself when you have Dev-Tier package with source code access.