Eco

Eco Dev Tracker




29 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We'll make sure he gets to see a doctor, this doesn't look good.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Jim Beam: we used brick floor but brick floor doesnt count as hard ground. we gave up
Brick floor (via hammer) counts as solid ground, it seems that you probably were trying to not place it on the ground or didn't use a brick form via the hammer. A picture would be helpful.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Jorn: Note that that last option only moves one plot to the new deed, it doesn't merge deeds. Would be nice if we could do that without unclaiming.
You can do that at a real estate desk, as mentioned :)
Comment

Originally posted by stipe657

Thank you man, Avast is braindead sometimes.

I turned it off and now I can play.

You need no other antivirus software than windows defender, you can safely get rid of it, they mostly cause more harm than good.


26 Aug

Comment

Both waterwheels and wind mills have been fixed to no longer allow unrealistic placement, so this is no longer possible.


25 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Hello Cosa,
since Update 9.0 this is no longer possible, as a 'Leader' position does not exist until you made a constitution, at least a basic election and a elected title. You can fastpass such elections and assign titles after you have set up a basic government manually, though. Commands for that are on our wiki page: https://wiki.play.eco/en/Chat_Commands

/titles assign, /fin and all /object commands would probably be most useful.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Make sure to change the betas back to 'none' after the server updated, so you continue to receive the newest updates :)
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Press ESC and then on the bottom left the button "Set Play Times". :)

24 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by cpspok:
Originally posted by tindin: thats kind of the point of the game. nothing despawns at all or else ppl would just toss/leave stuff to remove pollution

branches don't pollute
They 'do' - they cause trample effect which prevents plant spawns.
Post
    Todd on Steam - Thread - Direct
With our first follow up patch to Update 9.4, we have added an option to enable the legacy cart control scheme, improved mod compatibility for popular mods from 9.3, and implemented multiple bug fixes to address some of the key issues that have been impacting gameplay.

Legacy Cart Control Option With Update 9.4, we introduced a new control scheme for carts that enabled the camera to rotate while in third person. As part of this, the control scheme for carts was changed so turning was moved to the keyboard. We have been listening closely to feedback, and found some prefer the old control scheme that allowed turning with the mouse. With this update, everyone will have the option to pick which control style they prefer. This setting can be found in the controls menu, and enabling this toggle will make carts use the old style of control.

... 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
Originally posted by cpspok: ya i know but is there a way to have dropped items despawn or change the timer on despawn cause they don't despawn they just stay there sometimes we dont want them all but we cant get them to despawn.
No, nothing despawns in Eco (at least intendedly) and this also cannot be configured.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
That is a separate issue, I have logged it on our tracker.
Comment

Originally posted by jorn86

it's a good idea but the UI should really give more guidance on what values to use

The server ui for this setting says that its experimental, should not be set or only to very low values. Is that different for you?

Comment

Originally posted by xSISTERFISTERx2001

If that's the case it will make early game minning a pain in the ass until elevators. Would it be possible to add an early "bucket lift" That basis engineers can craft to transport ores?

None of these changes would be implemented without effective means for manual transport, not everything would be stripped of a UI and we will would with new mid to late game items, so don't worry too much for now. :)

Comment

Originally posted by M0nzUn

Whatever you go with, make sure it's not Nitrado :)

Sometimes I'm missing reactions on Reddit. Please don't hit me!

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It's an experimential setting that we do not recommend to enable. It gives you player XP per specialty XP to get stars faster. It was a setting often wished by singleplayers to get progress to the next star not only by time but also by work and to work needs really low numbers, like 0.0001.

Comment

Originally posted by clojac12345

easier solution for this is /skills reset [playerName] [skillName] it refunds the star and gets rid of that skill and it’s a built in command any admin can use

That command will not refund the star when Nid PlayerManager is not installed, Nid's mod changes this command. Our base commands are for QA and they do not need a refunded star.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Did your wife took residence on her plot? Make sure she clicks on the deed name and in Residency chooses to become a resident.