Eco

Eco Dev Tracker




16 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
While on the server and as admin: ESC -> World Settings -> Uncheck "Limit playable hours per day"
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The meteor cannot be disabled when it exists in a world, it first needs to be removed - what the setting actually controls is if a meteor is to be / has been created, on a existing world it shows the current state (which is a meteor being present).
Comment

Originally posted by Iseenoghosts

Cooperation towards a common goal is the point of the game. Currently the only thing creating conflict or a reason to work together is the meteor. I think this would be interesting. I can understand why the devs dont want it in their game.

That is the point that creates least conflict, the way getting there is plastered with conflict though - economic, personal, governmental, area wise with settlements. Eco really has plenty enough conflict as is and introducing the option to just shoot your neighbor to "resolve" conflict is definitely not what Eco was made for.


15 Sep

Comment

That value is the debug value that appears if there is an error - the error causing that is fixed in 11.0.5.


14 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Yes - you can either use the Server UI, directly edit the Users.eco config file or use the /manage whitelist commands.

13 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Sorry, it's hard to understand what the problem is. Please reach out to [email protected] with your issue and provide screenshots and logfiles for the issue.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Known issue already fixed in 11.1, you can workaround it by using /unstuck for now.
Comment

Originally posted by JuliettDeltaBravo

I was wondering about that, since I was able to unclaim vehicles when I was an admin some years ago. Now I am an admin again and tried to remove a cart which glitched into an underground cave. Which commands can I use to solve that problem? The cart is still inside the cave and I reimbursed the player for now.

Just smite it with the devtool and replace it, or use nid's PlayerManager that has a vehicle rescue command.


12 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Then you'll need to reach out to the mod author.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Mods are installed the same, no matter the OS. Follow the instructions of the mod, most likely they need to be placed somewhere in the Mods folder.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
When you enable that option, you can build corners by hovering the corners and edges, like so: https://ibb.co/VLpPjgG

10 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Yes, if you have an elected title of a settlement with the respective permission, you can make markers visible for everyone that is a citizen of that settlement.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
No, Eco uses a dedicated server to host worlds, including local ones - the worlds aren't saved in the cloud.

You can transfer worlds manually from /Steam/steamapps/common/Eco/Eco_Data/Server/Storage, copy the respective .db and .eco file. (And all of the backups if you wish)
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
It's a preset that changes other settings and doesn't do anything on its own. If you go to "Host a World" and select the different options it will show you a short description and you can see the exact changes when having "Advanced Settings" open. It mostly affects Crafting Cost & Time, Growth Rate and Weight Modifiers. It allows players to quickly set more suitable settings on local and coop games.

09 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The docker images are created for internal use and provided as-is, without any support.

This might work though:

command:
- /app/EcoServer
- -userToken=TOKEN
Comment

Originally posted by jocktor

I think Wurm Online had a similar issue with vehicle ownership on server cross (same as entering a new town/country) they had to set the driver to the owner each time you would cross. This way the owner was always the person last driving it and they could always be transferred back + Settings allowed you to set it to friends, village use etc.

With some default settings, you could make it so the owner can set these town/friend use to default on. That might be a workaround to the issue that better than straight up saying no transfer.

This should at least make town assets a possible thing and enable some multi-user vehicles for the time being till a better solution can be found. I never heard of any issue due to letting friends use boats in wurm as the player had the agency to not do it at all, so when they did it was to trust people who would hand it back and that was a none reset base world with boats costing 5-30silver (5-30e if bought silver) or a lot of time.

...

Eco works a bit different to that, with settlement legislation being able to override any "settings" a player makes purposefully, as they are governmental actions - that means that things that are against the will of a player are specifically intended to be possible. Hence every settlement has a specific jurisdiction that applies either based on location or on who owns something and if they are a citizen.

Given vehicles aren't stationary the location based approach that is generally the case for deeds (as you can have deeds in a town without being a citizen) would be extremely abusable, as you can easily get into a jurisdiction without noticing and the law will apply instantaneously once you are there and you could suddenly be thrown out of your vehicle when you cross the border and find your truck has a new owner - most frustrating experience.

It's why if we change that the citizenship of the owner would likely be the determining factor on who can interact with a v...

Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We can only say something more concrete once we received the logfiles, so sending them to support is the best action now :)
Comment

Originally posted by PlayerOneThousand

The player base might grow if the official servers weren’t so toxic. SLG have a bad reputation in-game, whether it’s making well-known toxic players admins, or the SLG staff themselves. It encourages more toxicity. The players who would help the game thrive/invite more players in/keep people playing because of a good community vibe, end up leaving and playing small custom servers until they stop because they don’t want small population servers, or they just flat out leave due to a bad experience encouraged by staff.

If there was just one reason why the game will die it’s this. So many people I’ve spoken to about this game think the same way.

Fully expecting some shitty responses but it’s not just me who has this experience, the more people I speak to the more I realise this is the normal Eco experience - if you play it enough then you’ll end up finding the same.

They need a community manager to work on this but they don’t have one and it’s a big job to rev...

Read more

Eco at its core is a social experiment all about players finding together and dealing with different personal opinions, goals and behaviour - including all disagreement about them. The society building necessary due to that is inherent part of the gameplay and as such to be expected on a vanilla server - the whole law system was specifically created as the means to deal with undesired behaviour by self-policing based on majority opinions on a given server.

Toxicity is a generally very subjective term, my personal experience for more than 15 years is that the term has a wildly varied use that makes it hard to talk about it, as one can't actually know for sure what the other person considers toxic to begin with. I often see that people simply unhappy about something express a sentiment of others behaving in a toxic way (often at each when in dispute) despite there not being any objectively classifiable misbehaviour. That often also includes admin actions, no matter if they...

Read more