Eco

Eco Dev Tracker




27 Dec

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There is a mod called "Chronicler" that can log every action server-side, but nothing that could be done clientside.

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Originally posted by ArchonFamily

I don't understand it then. It's showing 2 year old posts at the top, never less than 1 month, even if you scroll through it for hours you likely wont ever get a single server thats even running. Nobody gets server ads? Should we make another reddit just so theres somewhere people can look for servers?

It's in contest mode, showing posts randomized. I cannot see any old posts that weren't either made in the last 30 days or edited within that time frame.

No matter that, your post violates the rules and was removed.


26 Dec

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Originally posted by Difficult_Tough4270

Pottery got nerfed into oblivion along with a few other specialties.

The developers went overboard nerfing almost everything without buffing anything to compensate.

We don't "nerf" or "buff", but change the gameplay towards the design goals.
All professions over time are supposed to get intricate and complex crafting trees that are heavily interlinked.


25 Dec

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    SLG-Dennis on Steam Forums - Thread - Direct
Is it within a settlements influence and are you citizen of the town? Same after server reboot?
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    SLG-Dennis on Steam Forums - Thread - Direct
It does show in the Ecopedia in your screenshot, though? The sand icon is below the "Blocks" category, it's one of the items that category. The search will hide any results not fitting your search request and only show you chapters, categories and their contents that fit the naming. In this case it is "Natural Resources" -> "Blocks" -> "Sand". There you see how to make it, recipes itselfs aren't listed separately, they are added to the objects you produce with them.
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    SLG-Dennis on Steam Forums - Thread - Direct
Is this the game upgraded from Update 9 or a fresh installation? This should be ticked by default.
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    SLG-Dennis on Steam Forums - Thread - Direct
No, once you are citizen of a town you only can claim within its influence. We plan to add visual representation of the influence for settlements in founding stage as soon as possible.
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    SLG-Dennis on Steam Forums - Thread - Direct
You want to increase that modifier. Also note that visual plant growth doesn't follow the setting completely when setting extreme values, so make sure to check growth status with a soil sampler.

24 Dec

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    SLG-Dennis on Steam Forums - Thread - Direct
If the server is still running you should be able to find it via the server browsers search feature.
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    SLG-Dennis on Steam Forums - Thread - Direct
You are not supposed to use waterwheels or windmills for the assembly line, the steam engine is the intended choice. You still can do that, though, of course.

23 Dec

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    SLG-Dennis on Steam Forums - Thread - Direct
Worlds exceeding the height limit can no longer be created since Hotfix 10.0.2.
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    SLG-Dennis on Steam Forums - Thread - Direct
It will use the old legacy system as has been known in Update 9 with a few adjustments necessary due to Update 10 changes - for example it will also use the claiming system of Update 10 with claims and stakes, just no influence range. Note that you cannot turn off settlements on a world that had it on at any point, that will corrupt the savegame and crash the server. Settlements off is not as stable as settlements on, as that is a legacy mode, there is several issues known that we will address through maintenance updates in January.
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    SLG-Dennis on Steam Forums - Thread - Direct
No, two homesteads are not possible. If you used NoCollaboration preset as intended for that amount of players, you get additional claim stakes and claims like on Update 9 since Hotfix 10.0.2, though. If your world was created before, instructions on how to apply that config can be found in the release notes:
... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
Please reach out to [email protected] with your player logs attached: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file

Please add as much information as you can.
Comment

Originally posted by Extreme-Ad-4265

You say that pre-made groups power is now decreased - but that is not true. Imagine the situation: 10 random players form a town and another pre-made group found another town close enough to the first one because of crops yeild potential. Both towns have shared borders and start pumping culture to not be annexed. Because of how reputation network multiplier works - 10 players from pre-made group can actually annex a lot more territory and start force their laws on others players from another town easely.

And yeah, in real world pre-made group will found town earlier then 10 random players in almost 100% cases.

I pesonally don't like when the game forces to have pretty high level of collaboration to have the same amount of fun from the game. For what reason? It would be fair, if the "old rules" where in place, but if you want - you may form a group and have more opportunities and more fun. But now, you forced to solve a lot of complicated social issues to have the sa...

Read more

Towns cannot annex other towns, they don't need to defend against each other.

Yes, a premade group will be faster and more efficient, but that will not allow them to take over the whole world anymore. They are confined to restricted space, which is definitely decreased power.

Eco is all about collaboration and players figuring out communication and build a society - it is the point of the game. Not sure what other reason I could give you than that being the intended gameplay Eco is and has always been developed for?

I've seen countless introverts becoming involved and more social over my years with Eco. And we're still a framework, there is already multiple servers that change gameplay mechanics from the default to put focus a bit differently, for example with global federation start. If the base gameplay isn't for someone, there is alternatives.


22 Dec

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    Ice Forge on Steam Forums - Thread - Direct
Originally posted by Ranix: the fertilizers skill is required to keep crops growing when the plot is exhausted. Each harvest lowers the nutrient levels and reduces crop suitability unless fertilizer is used.

If you think the skill is useless it may be because you're rushing tech and your dudes aren't eating that much food or using that many calories.

Is it possible to increase nutrient depletion in such servers so fertilization is required more frequently? Farmers should require fertilizer.
Fertilizer nutrient consumption is a bit complicated at the moment and not nearly as adjustable as i would like it which is why we are wanting to rework it at one point.
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    SLG-Dennis on Steam Forums - Thread - Direct
You would need to pass a law that prevents all non-citizens from the related game actions.
If you use claim papers to secure your lands, no action is needed - only people authorized on the respective deeds can interact with them anyway.
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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Ranix: the devs changed the temperature ranges for flax mid-wipe so that flax was worldgenerated in places it would die after the update. The devs called this something like "made it easier to farm flax". Apparently making it easier means driving natural flax 100% extinct in every save and rendering it totally unobtainable unless players have hoarded seeds.

Someone else complained about this but all he got was verbal abuse.

Ask your server admin to generate 100 seeds so you can farm flax, it is probably extinct in your world

That is not fully correct. The habitability requirements of Flax were widened, which on most worlds causes the intended behaviour of the zone expanding. Our world ... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
The only way is to restore a backup from before you manipulated the config files and loaded up the save with them. Make sure you have configuration files correctly configured and then start a backup before playing with the prior changes.

You find backups in /steamapps/common/Eco/Eco_Data/Server/Storage/Backups. Check the folders with the name of your savegame, use the one that has the nearest time and date where you didnt yet play with the changes and copy it's content over to the Storage main folder, then load the world.