That’s great to hear! Thanks for explaining. Looking forward to 10.1.3. Are you able to give an estimate on when this hotfix might release? slips $100 dollar bill
I would assume tomorrow.
That’s great to hear! Thanks for explaining. Looking forward to 10.1.3. Are you able to give an estimate on when this hotfix might release? slips $100 dollar bill
I would assume tomorrow.
I went in an deleted the code sending the announcements on my server.
They have patched it twice but both times they seem to have misunderstood the problem. The latest one for example made it so that it only notifies when it reaches s new max, but since culture basically always only goes up, it didn't change much.
It actually were multiple problems and given they only really appear on multiplayer servers, QA was having a hard time to check them, as hotfixes only get PR testing due to going out asap. We have no way to test such changes on multiplayer servers outside of playtests for minor and major versions.
At first, the problem reported was that any change, no matter how small, did give a notification - which was addressed by requiring a more notable change. Then we noticed that culture going down (which was brought to our attention by admins, happens very frequently on servers due to room changes invalidating cultural objects for short moments) also causes them. So it was changed to not put out notifications when it goes lower and only when it reaches a new threshold. Now there is the problem you mention (that gets more severe the more active the server is), but there is also a problem of sending a notification when nothing changes at all in regular intervals that ...
Read moreConsidering the amount of time people have to give to this game to succeed that's incredibly dumb
Major updates of this type don't release frequently and breaking changes are kept to those. The game is in Early Access, it's not avoidable if the game is supposed to be getting new features and being continously developed. There is tons of game developers who mark their savegames as incompatible even after normal updates on a release version (Paradox for example, though you can try to load on your own risk for most of them, afaik).
Done. There's still a LOT to cover before this game can hit 1.0 though. Having all professions have need for T4, for one...
To our surprise, only 5 of 603 people so far were of the same opinion in regard to T4 and did state it.
The results are so far mostly as expected, but with some interesting surprises.
Originally posted by Star: This is no longer accurate the new command is /land clearrubble and only applies to stone. Really wish they would purge all this old incorrect info
If it's really messed up to the point of not being able to fix it then I'm out lol. I noticed things were messed up when I logged in and all my roofs and stairs were turned 90 degrees and I had to pick up and place all my stone roads. I also have to replace all stone ramps but I understand why that is the case
Saves from pre Update 10 are unfortunately not compatible with Update 10, as with all major version number updates. We only ensured loadability, but the many changes to mechanics (especially such that aren't saved on a savegame level and could be preserved as-is) were massive.
Eco doesn't have a hydroponics table, it sounds like you are playing on a modded server and that's an issue with the mod.
This is the case.
We have prepared a little survey on action items for a potential version 1.0 and would be happy for you to participate: https://docs.google.com/forms/d/e/1FAIpQLSd5E0Z2ZhOrwdBLQAzI7FzUbXVoDEf3LCq-bQOx8NA4ikMr5A/viewform
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