Eco

Eco Dev Tracker




03 Jul

Comment

Originally posted by faaltek

is there a template example somewhere I can take a peak at?

EcoSim.eco.template in the same folder ...


02 Jul

Comment

Plant Growth rates are handled by one file for each plant in Mods/Organisms.

Despite the values that are already in EcoSim.eco, nothing else put in there will work anymore, as it has been moved elsewhere.

Comment

Originally posted by iOwnAtheists

Having technological progress without aggression/combat is like baking an apple pie without apples. Sure, it still tastes good and is still a pie, but why leave out the apples for no reason?

I don't care about combat that much at all (and indeed, I do NOT want to play a game focused around it, that is why I chose Eco). But there really should be at least a bare minimum of it in the game. Clearly I'm in the minority here but the game will feel unfinished until combat is implemented

It will feel unfinished for YOU - and in this case probably forever. ;)

Comment

It wasn't overlooked. It was designed like that. The PvP in this game is solely rhetoric in trying to build a society that works. And a lot of players are already failing in doing that *g*


30 Jun

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
That works, the land claim papers are lost in the process, though.
Comment

Originally posted by WorldWarRon

I have joined a good number of servers in this game and I haven’t been able to find a consistently reliable server in regards to player commitment.

It can be played on single player just fine with the collaboration settings on low. In fact I recommend playing it that way at first to get yourself aquatinted with all the crafting and skill sets.

Weird. There are quite some big community servers that are reliable.


28 Jun

Comment

Hey there.

'When attempting to unclaim property where (performed on property Bridge) - allow)

Only the owner of a property can unclaim it. This law is the default, it does not do anything, only prevent would do something, otherwise it's allowed for the owner anyway. You cannot allow others to unclaim plots from other people via laws yet.

'When attempting to Abandon Specialty - allow'

Same here with the addition that abandoning specialties was removed from the game in update 8.0. But before that everyone could abandon specialties by default, only prevent had an affect.

'When attempting to run for office - prevent'

This will work.

Comment

We do plan to have laws allowing to override authorisation for objects and deeds in the future, but so far this is not possible.


26 Jun

Comment

Originally posted by A_Spy_

Also from the wiki: "And it counts from the top block to the tailing itself. If you placed a single block 1000 meters in the air above a tailings block, it would effectively be buried at a depth of 1000 meters."

Sounds to me like the height of the ceiling is the only important factor. Also, I know from experience that you have to bury tailings 40 blocks deep to stop all pollution, so that would probably apply to a containment building too. I figure you got to build tall, but you can get away with building thin. Gunna make for a pretty funny looking structure.

Just note that this is likely to change in future, given it's not really intended to work like that.


25 Jun

Comment

The administrator of the server didn't update his server correctly. He needs to delete EcoSim.eco in the config files and the latest hotfix should repair it automatically. Not a game bug actually, but people not adjusting their configs. Given even hosts did not update their client servers correctly, we put a fix in to restore the world, when the configs were fixed.


22 Jun

Comment

Hey there, we've opened an issue for that some days ago: https://github.com/StrangeLoopGames/EcoIssues/issues/12601


20 Jun

Comment

Does this still happen after update 8.2.2?

Comment

Originally posted by Swiss2k

Good evening where do I have to enter the command ["DisplayAdminCommands ": false, ] on Users.eco ?

Thanks for your help

It's actually
"AdminCommandsLoggingLevel": "None",
now.

Just put it somewhere after the first line.

Comment

Originally posted by Hootie8641

Thanks, would you have any clue at what the values were before, they were just default?

I believe for singleplayer we use

"SpecialtyCostMultiplier": 0.5,

"SkillGainMultiplier": 2.0,

But i'm not totally sure.

Comment

Originally posted by uaMarshall

I dont know how to believe in that. I have 50fps with i9-9900k and gtx1060

120 fps with Ryzen 2700X and 2080 AND VSync off on WQHD. (If i turn it on i'm on the fourties.)

Comment

Originally posted by stan1582

Thanks for the reply, we only got the game a few days ago and steam updated by itself so we were unprepared for this, what would you recommend we do to fix this if possible.

You need to go to your Difficulty.eco and adjust the rates again. If you have the game via steam you can find it in /steamapps/common/Eco/Eco_Data/Server/Configs/

I believe for singleplayer we use

"SpecialtyCostMultiplier": 0.5,

"SkillGainMultiplier": 2.0,

But i'm not totally sure.

If you have no Difficulty.eco, copy the contents of Difficulty.eco.template to such a file.

Comment

Originally posted by Hootie8641

I'm relatively new to this game so I could just be completely missing something but: before 0.8.2 my food experience gain was 176 per, and my housing was 52 per, and after the update, and i didnt change anything, my food went down to 27 per and my housing 16 per. So now instead of a few hours till my next specialization level up, i now have 33 days. Thoughts?

Edit: Yes my calories are relatively equal parts and i have calories.

The update, as mentioned, has deleted your configuration files. You need to go to your Difficulty.eco and adjust the rates again. If you have the game via steam you can find it in /steamapps/common/Eco/Eco_Data/Server/Configs/


19 Jun

Comment

Originally posted by stan1582

Hey dennis,after the update today everyone on my worlds xp multipliers and housing values have decreased about 5 times is this intended or some sort of bug.

Hey,

as mentioned in the release notes all config files were erased in this patch, so we asked you to back them up before. Probably your configs just got reset?

Comment

Originally posted by mishugashu

The game still works. I just downloaded the new patch and logged in to a test server. It doesn't break the game. I probably won't be able to hear/speak through voice chat, though, but it doesn't like fully break the game.

Vivox has stated it is planning to support linux in the future. I know they had a PR fail with one of their employees, but they have reacted and also we already had that implementation done at this time.