Eco

Eco Dev Tracker




09 Sep

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...

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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...

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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...

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Comment

Originally posted by Morphray

they might be planning to abandon the game and run with the money,

Or "finish" the game and leave with the money we gave them for a fun game.

"Eco is our forever game, something we plan to continue growing and expanding indefinitely."

That is a dumb thing for them to say. But game developers should not be expected to support a game forever if it isn't making money.

I wish they luck on their next game!

I don't think that's dumb to say - that's exactly what we plan, Eco has always be intended to ever expand similar to a live service game, just not in the form of seasonal content, but permanent content. There is so much one can add to a game like Eco to explore.

Of course that is a plan - means it depends on if people are even interested in more stuff coming later to play with and if and how long we can do it financially. Many games that aren't subscription based or even have any other cash flow than new sales add more stuff after release in free patches, we always wanted to do that as well.

Comment

Vehicles cannot be transferred anymore, their deeds are not linked to any specific settlement and as such no settlement has jurisdiction. This prevents the abuse that some towns did where people lost their vehicles as soon as they entered the town. We do want to look at this again in the future (mostly because this is also the reason why taxation of move-in fees and rents for vehicles doesn't work), but the result would likely be that only the town that the vehicle owner is a citizen of would get jurisdiction. For now it's working as intended.

Comment

That's some big number, congratulations - and you seemingly haven't even made use of architecture ratings yet!

Comment

Originally posted by GERChr3sN4tor

Don't forget the fact that they gave us Offline play with this upfate. They kind of removed the necessity of logging into their auth servers to launch the game. This means that you can play offline now without the devs needing to maintain their auth servers all to much probably.

We did that because it was a common request and with the necessity to create a new backend system with the old one regularly falling apart it just made sense to implement that when we start from scratch anyway.

Comment

Originally posted by MarcusTailor

You are missing the point.

The point is: Choice.

I can Choose to support the devs with X amount.

I can choose to support server hosts, by their chosen way: Pateron - Paypal -> Donations. like everywhere else. Supporting server upkeep with donations already has a well used and oiled infrastructure.

Same goes for streames. I want to support a Streamer? I’ll sub. I’ll donate. But I can choose to support only them.

I wanna give 25$ to the devs? I can’t. the money will go to a server owner. the money will go to a streamer. My money is not used for what I gave it for. (Not reaches the targeted audience)

But as said the devs confirmed the server owners /streamers will not get a monetary CUT, so they will still have to rely on donations.

edit: Grammar + misstypes

I think it might not be very obvious that credits don't actually cost us that much to give. We still retain the money that a purchase made aside of the shares we spend on charity and systems where credits can be used to interact with third-parties (like hosting, which is not there yet), the vast majority of the spent money hence remains with us.

Comment

I'll just comment on those with quotes:

them removed the update tree from the website(which was the main way to see what they were working on)

The tree on the website broke a good while ago after it became outdated from a technical standpoint over the years of backend updates, it was no longer possible to view the details and as such it was removed until we have the resources to fix it up when we released the website update for the new cloud backend. I'm pretty sure I said that elsewhere. We only have a single part-time backend and web developer that currently needs to take care of the cloud integration and still has multiple items to bring back, given we said in the release notes of Update 11 that the new backend is rolled out in stages (Tiers, Tokens, Icons, etc.), so that will still take a while.

The last News on the website is from Jan 2023(v10 reveal) but they did add a way to purchase the new eco credits.

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08 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Steam wouldn't even notice that, given AV can just block access to files or quarantine it, without them actually being gone. The issue is definitely a local one with something meddling with Eco. It may be necessary to remove AV or reach out to their support to figure out how to actually disable it, tons of AV software behave like viruses themselves and when you disable them don't actually stop all security measures.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The logfile indicates that files that are necessary for Eco's operation are no longer present. That is typically caused by overzealous antivirus software deleting things silently. In any case the installation is corrupted and needs to be repaired, at the same time you need to figure out what is removing things.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Check the mentioned logfiles, seems you may have set a invalid setting for ShelfLifeMultiplier. You can send the logfiles to [email protected] as well, then they'll take a look.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You need to either use -username= and -password= OR -userToken= with a token from play.eco in the command line parameters to start a server. If your host hasn't provided means to add those yet, you should reach out to their support to make that available. Configuring the login via config files is not possible.

06 Sep

Post
Hey Citizens,
we have just released Hotfix 11.0.4 to address the following issues:

Technical:
  • Fixed: An issue that could prevent users of the SLG client to login.
  • Fixed: Multiple blueprint related issues that could lead to a server crash.
  • Fixed: Blueprints weren't correctly counted in modded custom recipes.
Gameplay:
  • Fixed: An exploit that allowed to gain painting experience in a unintended way.
  • Fixed: Large Hanging Wood Signs required solid ground to be placed.
This update also increases the marketplace credit shares for server owners to 25% and enables the marketplace credit shares for modders and twitch streamers:
  • Modders can now register their mods to receive a credit share of up to 25% of all item purchases made on worlds that use their mods, the specific share percentage depends on the mod...
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Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment

The relevant metric is the clock speed (and the CPU being recent), the server doesn't make much use of multiple cores outside very few tasks like the world generation. It is specifically recommendable to use common high-frequency desktop cpus.


03 Sep

Comment

Originally posted by berkfoliage

Hello u/SLG-Dennis,

I know you guys are busy. I've sent the problem from the mail and in-game bug report; maybe technical problems have been issued.

I was able to reach some of the Devs and John itself. They said that they will look at it. But of course, I would love you to have a look at it as well. I have opened a Github issue as you said. I have linked the video to it.

For instance; I have tried resetting the player log but I've sent you the log before trying it.

Link: https://github.com/StrangeLoopGames/EcoIssues/issues/25131

Reporting a bug from ingame does nothing else than creating a GitHub issue, but given there was none before this manually created one, something went wrong. We received no mail either. Sorry :( But now it's tracked! :)

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Only if you haven't created a new world since then and kept the config file, then the seed number in WorldGenerator.eco will still be the same. Also keep in mind that the exact same world will only be generated if the whole WorldGenerator.eco is identical, a change to any variable can change how the world looks.

You can find the file in /Steam/steamapps/common/Eco/Eco_Data/Server/Configs.
Comment

Hey berkfoliage,
sorry you weren't able to reach us - unfortunately I can't find any support mail nor a bug report relating to this problem.

Please note that while we are pretty active in Discord, we don't actively monitor it, the official way to receive support is [email protected]. Please send your client logfiles there as noted here: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file

You can also sen...

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Comment

Originally posted by GPRatcliffe

So in order for this method to be viable you'd need at least one settlement on the server that can sell this to you then?

Yes, but if you play in a way where noone creates settlements, the server should have the option for outpost stakes and claims on reading a skill scroll active.