Eco

Eco Dev Tracker




20 Jun

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Lighting will be fixed ... eventually. As in darker, not removing that bug.

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That looks suspiciously like our barge coming in 10.0, very much actually. Did they use our assets? (That is okay for Dev Tier users if they state it as info on their server - but it cannot be released)

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Originally posted by Birphon

I know of a tester for ECO (like that does game testing) and has files and such, sadly (and naturally) cant give them to me but has mentioned:

What you would do is write a basic plugin for Eco server that dumps everything to a JSON with the ability to run that operation on startup. Then use the container form of Eco server we publicly distribute as a GitHub action

This is because I was wondering if there was a ECO Calculator not only for Recipes but also something that I can add onto for custom battering setups since we use the 1 currency = 1 log = 5 rock = 4 ore = 1 sand/clay = 10 crop = 0.1 Bison formula for our server and I would like to make something that auto prices everything

Sadly I'm not that much of a smart code brain (WIP) to make a plugin to dump everything into a JSON file. the Documentation isn't well documented either and I recently asked how I would go about this in t...

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The wiki does have the recipe files, they're in the data space and used to show the recipes on the item pages. There is also a mod that does that, but afaik it's not yet fully updated, it was maintained by someone that took a break. There is also several calculator mods out there, one adding a calculator to the Web UI. Other option of course is to make a mod that dumps the info and keeping that up-to-date.

If someone comes up with a new tool, feel free to hit me up via DM, the ones pinned on Reddit and Discord are a bit outdated and I'd love to add new ones with your credits.

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28,95; WFH; Two Guys - Double Main Income, No Kids - great for working flexible, reduced hours instead of more money for more time which obviously benefits possibility to game.

Though I work full time for SLG since a few months now. I honestly don't play a whole lot anymore since I work for SLG (and then only on private, locked off servers), but with White-Tiger I'm always busy and involved and I originally got the game for making concepts and societal experiments with players (e.g. the government and economy system more than the "actual gameplay") on my back then private servers, so basically I'm always playing the game.

(I'm sure I wasn't the intended recipient for this question, but it wasn't different back before I started working here either. I only had so much time for making a server and caring about it due to this constellation. In general I see a lot of rather adult population on WT, some with more time, some with less, from all social backgrounds and with ...

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Originally posted by Dizzy_Fish4176

So, this is why it is important to have more than one person who can supply/supplies the community… it’s called supply and demand. AND… if there is a monopoly, he who holds the golden egg (the guy/gal who has what you want) sets the price. Henceforth, why a balanced economy is highly important… you have to make it competitive. Or… completely restrict the ability to price gouge, in which case, the affected person will probably shut down production and move on, leaving you the choice to do without or make a “competitor“ which then becomes the new monopoly. And a vicious cycle… so, make competition. Don’t restrict…

Regulate instead of restriction. Governments have a whole lot of options, including carrots instead of sticks.

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Originally posted by throwaway-cuntboy

i cannot see what you are referring to i am afraid. when i click backpack it opens the pictures tab, which shows me to not be wearing a backpack.

The backpack on there is cosmetic and can have additional buffs, but your inventory is separate from it, you always have it, no matter if you wear a backpack or not. Indeed just move the whole UI window to the left, then you'll see it again.


01 Jun

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    SLG-Dennis on Steam Forums - Thread - Direct
Of course they do, they were changed in 9.4, but Nid hasn't updated his mod yet for those changes and fiddles with the vanilla commands, so that's where most issues with them currently come from. We don't have commands for everything though, as most of these commands were former QA commands and we simply don't need every command you could imagine to be useful.

NidsToolbox is always a great choice for having more options.
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    SLG-Dennis on Steam Forums - Thread - Direct
You need to remove the empty spaces, the config may not contain empty spaces, it says so below the example. I bolded it.

31 May

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    SLG-Dennis on Steam Forums - Thread - Direct
How does your playtime config look like?

30 May

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Originally posted by Brkomire

Exactly, it checks when you're starting the order. For example, you have a BU4 that needs to be upgraded to Carpentry Basic Upgrade. You put the BU4 into Carpentry table, start the Carpentry upgrade, put labor in it, and then you can take the upgrade out of the machine, and put it into the order to be upgraded. The order will still take the reduced time for it to craft the item, even though you took it out :D

This only applies as long as it was a single order. If you have queued orders, the module will be checked for every crafted item in the queue again, e.g. only the first crafted item will have the benefit, if you take the module out.

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    SLG-Dennis on Steam Forums - Thread - Direct
Can you post a screenshot? The only things I can imagine to cause this is a extremely long description or a mod doing some shenanigans.

27 May

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    SLG-Dennis on Steam Forums - Thread - Direct
You can just /level the area, make sure to test the command before and have a backup.

26 May

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Just reminding everyone about rule 5, posts mentioning a specific admin or server name will be removed without comment.

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The date in the server name is only the guaranteed uptime, not the time it resets.


24 May

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    SLG-Dennis on Steam Forums - Thread - Direct
They only lose their property if there is a law that does that. You could just make a Vacation title, add people that are known to go on vacation to it and adapt the law that it does not affect people that have the Vacation title.

18 May

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Originally posted by Thecrashninja

I completely understand that. Personally, I would have just banned his ass, but I am not the admin of the server. Also doesnt help that he threatened to switch IPs and just pop back in, and seriously plant tailings all over the map, and rivers.

I had asked the admin to kick / ban him a while back, when he threatened to bury tailings by other peoples crops, just so he could make more money, selling food.

Bans are not based on IP, but their Eco license. And maliciously circumventing such bans via other means is a ToS violation.

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    Todd on Steam - Thread - Direct
Hey Eco Citizens,
we're releasing Update 9.5.2 to address some more of the problems you have been reporting:

Fixed: The client would sometimes crash with error message related to concurrent updates
Fixed: Setting the Weight Multiplier could cause incorrect weight calculations in inventories
Fixed: Increasing the Stack Size multiplier allowed more than one upgrade to be placed in a work station
Fixed: For some workstations, like the Machinist Table, placing a module in the same room would not be recognized until after the next room update.
Fixed: Laws that used a Citizen Timer trigger were not allowing Citizen to be used as a variable in a Condition check.
Fixed: Deleting a vehicle deed could cause empty deeds to be linked in chat.
Fixed: Civics would get invalidated after revising and passing them, reverting them to the prior version
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Originally posted by Thecrashninja

It may be considered a lack-luster way to go about it, but it works. Not to mention, that other people will not be able to do that same action, in retaliation.

Too many people would be getting caught in the crossfire. Potentially ruining the experience for everyone.

It's certainly not the right way to deal with misbehaving players. In that case we'd need to remove half the game. But that's just my opinion.

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Originally posted by Thecrashninja

Update:

So given the fact that multiple people have started weaponizing tailings, the admin has decided, that it would just be easier to deal with, if there just wasn't anymore tailings. So now, there will be no more tailings produced as by-products on the sever. A little immersion breaking, but better than some twatgoblins killing the world, because they want to be the only person in their profession

Looks like the cheap-out solution with the griefers having won. Bad day for justice.