There is the setting "TimeOfDayScale" in EcoSim.eco, but I don't think that is actually used in code, so I fear that is not possible currently - the daytime is solely cosmetic and can be different for different players until synced.
There is the setting "TimeOfDayScale" in EcoSim.eco, but I don't think that is actually used in code, so I fear that is not possible currently - the daytime is solely cosmetic and can be different for different players until synced.
Thanks for the info. So if i destroy the meteor and create the disaster.eco file new and set the spawn meteor to true, it should take the new time i put in the file? or will it jump back to the 7 days?
right now i destroyed it with a command until we are ready. If i create the meteor again in Lets say 20 days from now, will it just instantly crash into the planet upon creation?
The configured time to hit is counting from the start of the map, not from the creation of the meteor.
Originally posted by Astral: I mean if you loan someone money they have a debt but it's on them when to repay you even if they have the money.
There is no configuration for that, if you wanted to change either labour or calorie requirements you would need to mod every single item that has it.
The commands do not change the meteor time permanently, you need to adjust the time in the config and restart the server. The commands are QA commands and only work for the running session.
As long as the server is configured to create a meteor it will respawn on a reboot when it wasn't destroyed by lasers but any other means.
Neither, I bought it for the government mechanics before I joined the team, which I'd think is "Building a society (framework)".
Originally posted by 123: What does water physics have to do with it?
There is no config file to change the stack sizes of singular items, only one for all of them in Difficulty.eco called "StackSizeMultiplier". To change stack sizes of singular items you would need to mod the respective game files, for example Clay.cs and all Crushed.cs.
Sorry to resurrect this, but can you give an idea on the number or players you'd consider to be "coop", "small" and "large" for these world sizes? I'd like to try tweaking pollution settings to see how much of a challenge can be made, and this would be a good place to start. Also, these player numbers would only matter once pollution-capable things are being made right? Not from the initial server hoppers looking for a place to play :)
I have always gone for 2km worlds in order to have Earthlike maps with continents, and also because I've learnt that players prefer to scatter themselves and have a space of their own, regardless of skill level.
Players shouldn't scatter, that is the direct opposite of how the settlement system works (it's literally built to prevent that type of lone wolf scattering) and only detrimental due to long trading ranges - it always turns out annoying in the end.
As for the sizes, rough estimates:
Coop: < 20 active / unique
Small: < 50 active / < 100 unique
Medium: < 150 active / < 500 unique
Large: > 150 active / > 500 unique
Very large: > 250 active / > 1000 unique