Eco

Eco Dev Tracker




21 Apr


20 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Eco will not have automation (at least not of that degree), so that is not going to happen. Trains are still a thing we wish for after EA, though with drivers :)

18 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Gerard Fricotin: I tried to remove the é but I still have the exact same crashes :/

You need to try joining a game you haven't before. A fresh one, completely new.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
There is no error in that logfile, can you provide your client logs as well?
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
This is not an error message, just a migration note, hence it also does not cause a crash. If that is everything you see in the log, it booted fine.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
That was indeed removed, though my post you quoted is nearly three years old :)

17 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Hey,
this is a known issue that will be fixed in the next update. The new sound system in 9.7.10 doesn't like special signs in playernames, so the é in your name is causing them. You can remove it for a short moment before joining a world, then add it back as a workaround.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Reopening, as the situation is over and confusal about what issue causes what should now hopefully no longer be relevant.

To clarify: Update 9.7.10 has an issue specifically with trees and debris that was separate from the weekend problematic. This stems from the tree optimizations in the update and will be fixed separately soon.

There is still edge cases of carts or other objects becoming invisible or uninteractable that we unfortunately have for a very long while that are also constantly investigated, but have nothing to do with the cause of the major problems on the weekends. We're so far failing to reproduce this and the issue is unfortunately not fixable without having a reproduction case, so happy to get further reports on that with logs and savegame.
Comment

Just be aware that an increase of stockpile range is able to exponentially increase performance issues, as stockpile links are one of the most taxing things, we hence also don't accept performance reports with vastly increased ranges. The setting has a warning about that as well.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The elevator can only go down from it's position, not up, yes.

16 Apr

Comment

Originally posted by ralf_rannet

wait, the reqs in Can you run it are different

I have no idea what that page is or does, the only official system requirements are in Steam and on our website.


15 Apr

Post
Hey Citizens,
Update 9.7.12 is now available to address the interaction and physics problems that started to appear after our last update.

As an immediate response, this night we already had replaced Update 9.7.11 with a newer build to prevent the issue from appearing on yet unaffected worlds. Unfortunately that also had the drawback of causing a bit of confusion, as servers had to be updated to the new build without it having a new main version. This update should fix the issue on already affected worlds and restore version continuity.

The root cause for the issue in Update 9.7.11 was a bug that allowed certain objects (rubble, logs, trunks, vehicles, etc.) to drop into invalid, largely negative positions. Only once that actually occured the physics engine malfunctioned, leading to the issues you were experiencing, which is why not everyone was affected and the reports on the problems appeared unusually late. This update removes any objects with such positions.
... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Just to keep you updated, we replaced the released version with a newer build that prevents the issue from happening if it didn't yet, but we'll need a full update to fix worlds already affected. We hope to get that done in a few hours.

Basically a glitch in 9.7.11 allowed things to get out of boundary on rare occasions, but occasions that happen more frequently on active servers (and this way avoided QA), subsequently leading to physics failing once that state was reached. With the updated build this should no longer happen and things out of boundary teleport back to valid places when you walk into its coordinate range, but you'd need to catch every single object that is out of boundary for it to work again after a restart.

14 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
For the issue in yesterdays update there is a test build for servers available on our Discord now. The original issue the OP is talking about is different from that, though, so I'm closing this topic before there is even more confusion about different issues caused.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
As I said, it is not reproducable for us so far, unfortunately. With neither of that.