Eco

Eco Dev Tracker




27 Jun

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No, the sea level cannot be lowered, that includes admin / dev commands. (Fun Fact: As Devs we just need to know if raising works, we don't ever care about lowering it, as that is not intended to happen - so there is no dev command for that)

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Correct answers have already been given - just adding we wish to expand the whole statistics for economy a lot, given there is nearly nothing for that in the game yet, neither on Web UI nor in a usefulness for making decisions, especially with range longer than 100 transactions, sorting or graphs.


24 Jun

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    SLG-Dennis on Steam Forums - Thread - Direct
Tallow can be received with "Render Fat" at the Campfire after learning Campfire Cooking, which does not need to be unlocked. It's always good to check out the tooltips of the different items, they tell you exactly how to make them.
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    SLG-Dennis on Steam Forums - Thread - Direct
The thing is that we don't see a reason to remove those to begin with (as I said, performance implications come from stockpiles and physics objects - for the latter there is a removal command, not from structures) - we do not recommend you to remove structures due to owners no longer playing, this is not Ark or Conan Exiles. And if you want to nontheless, we would want you to actually need to use work to do so and respect the laws of 'nothing simply vanishes'.

Adding a cheap option that makes stuff just erase itself not only violates the idea of everything in Eco being part of economy and needing labour and effort that can be paid it also makes stuff on that plot simply vanish and be removed from the economy. That not only affects buildings, but also things with negative environmentally impact.

Not to state that Rathelm's idea of decay and a abandoned plot looking ugly after a while without care by the state or it being repurposed or auctioned off could have imp... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
Your name is set on the server for the whole cycle until reset of the savegame once you join and cannot be changed. Admins do have the option to use some dev commands to change the name, but that will likely to a crash and only after that the change is effective. We don't recommend to do it, as it could have weird side-effects, but it typically tends to work.
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Hey Eco Citizens,
today we release Update 9.5.3 addressing the following issues reported by players:

Fixed: Contract escrow could end up not having the expected amount of currency to pay out contracts due to work parties having refunded their payments.
Fixed: Tooltips didn't show the information line under the item name on where it can be crafted anymore.
Fixed: The jump tutorial did not progress in worlds where the meteor was disabled.
Fixed: Tooltips could show an exception instead of the expected information after being moved through categories in the store.
Fixed: It was not possible to remove the content of a filter in civics once any entry was chosen due to the submit button disappearing when all items were unselected.
Fixed: Scrolling in a list menu could lead to a different item than the actually selected one being chosen.
Fixed: Glass was displaying 'milky' at night.
Fixed: Trying ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

22 Jun

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Originally posted by FirefighterAncient

Does anyone know if eco will be on sale for the Steam summer sale?

Yes, with the usual 15%.

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    SLG-Dennis on Steam Forums - Thread - Direct
That is something that is much more likely to happen and being investigated. The big problem with stuff just 'vanishing' after a while is also that it goes very much against of the Eco design goal of 'nothing simply vanishes' and it could be abused for a multitude of things. On the other hand, decay if we implement it will likely never cause something to 'vanish' either - even the last state of the object will still be in the world, just no longer giving any benefits and potentially the opposite, but not 'break down into nothing'.

21 Jun

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Something lurks below in the water.

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Originally posted by Goondok

When update?

SoonTM

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Originally posted by MikaMattOfficial

Hey all, thanks its1700somewhere for sharing!! This is a boats mod for Eco that myself and our community at eCore / OpenMods.io (site coming soon, wiki under way) have worked on.

There was a slight misframing - what is meant is that this does not represent the final product by SLG; rather than this is not SLG's asset. This is absolutely a fantastic asset made 100% by SLG. The details they've put into it are incredible - controllable ramps, what appears to be a hook-line for linear transport, and more. I feel bad spoiling it so soon but we have their blessings, and there was just a misunderstanding here in framing this mod.

So to be crystal clear, this is using Eco boats assets, and a lot of Eco boat code. All contributors had Dev Tier access, which is a very reasonable request by SLG. Unfortunately this means we cannot release the mod. We are considering spinning up multiple server types and regions, though, to supp...

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Yeh, that went a bit bad, especially given our regulations are so that this is not happening.I will keep your post with this statement around for a day, but then delete the whole post, as the confusal is just too high. As I read the OP he's saying this is not made by SLG, which it is.


20 Jun

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Hey Citizens,
our next Update is making good progress and going into polishing now, so we're going to start a little series of teasers and outlooks on what you can expect in Update 9.6:

Ever settled somewhere at the end of the world with all your customers being elsewhere, but not wanting to move your whole residence? Settlements too scattered to have a shop everywhere?

Worry no more, instead of the customer coming to you, you simply make your way to the customer - with the new shop cart!

https://i.redd.it/9cnvhtenbs691.gif

The shop cart comes with the well-known store UI and internal storage and works everywhere without requiring a building.

Additionally, you can also set up...

Read more External link →
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    SLG-Dennis on Steam Forums - Thread - Direct
I get that, but I think the actual problem is the degrading performance to begin with, though I have not noticed any such degradation - the problems come from storage objects, not normal world objects as far as our investigations go. It's not out of question, but at least for now such a setting is not planned. (I noted it as suggestion, though)
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    SLG-Dennis on Steam Forums - Thread - Direct
Eco doesn't have that and I also don't know a mod for it. I personally also don't think that Eco should have that, it's quite a different game to Ark or Conan, I personally don't unclaim inactive stuff either if it's not just basic buildings, prefering to preserve peoples work that abandoned and getting the stuff that is really ugly cleaned up by government and auctioned off.
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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by goemo:
Originally posted by SilverSatin: you might want to turn on vsync but also have you checked your hardware maybe you have a dead fan in your PC case or on the GPU itself (need optimal airflow)


also clear out dust in the heatsink of your GPU..
dust is a silent cause of overheating
Thanks for the info but global illumination was the issue.

It also didnt really overheat when i checked the temps. Just that all got blurry and had afterim...
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    SLG-Dennis on Steam Forums - Thread - Direct
No, /fly can only be used on yourself as toggle if you're an admin - you might be able to mod it to work differently, though.
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    SLG-Dennis on Steam Forums - Thread - Direct
We have a big collection of such issues that we want to fix in 10.0. I actually can read these examples very well, but there is severely worse ones than this, unfortunately. Like the blueish text in law descriptions. We'll try to get all the text to an easily readable state, but I can't promise that every color will work out perfectly for everyone in the end, as there is a bit of subjectivity as well in what is well readable.