No, that is not possible.
No, that is not possible.
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Originally posted by Johnsen: well according to map its all half n half of 1 type of forest, and desert.. No biomes showing.Then you are using a extremely outdated EcoSim.eco config file back from 2018. Otherwise that issue cannot happen.
I see on slg github its been occuring since 0.8 in 2019
Any fix?
Originally posted by Dulosis: Thank you for all the answers. As it is not possible right now, would it be considered in the Future, SLG-Dennis? A rope, made of fiber on the workbench, sounds kinda reasonable to me. I am sure, that there are a lot of other things you are working on right now. Just a question, if you would ever consider some new tools like this for more convenience.Not impossible, but I think we'd rather implement one of these tree feller trucks that can store trees instead. Dealing with physics of pulled logs is something we'd rather not do, given rubble physics is already one of the most annoying things in Eco.
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This admin understood the reddit rules, give him bonus points :D
Your Ad was not posted in the Server Advertisements Megathread as required by the rules. You can only post ads there, ADDITIONALLY until April 1 on the main page. I removed your post. Feel free to repost after you put the Ad into the Megathread as well.
Your Ad was not posted in the Server Advertisements Megathread as required by the rules. You can only post ads there, ADDITIONALLY until April 1 on the main page. I removed your post. Feel free to repost after you put the Ad into the Megathread as well.
To be frank I consider economy and government and social organization to be the same thing. To manage, to govern, to rule, to regulate. It's all politics, ie sometimes making rules or guidelines as a group, that are occasionally enforced through power.
Also "Governance" doesn't start with "Eco" and as such the word is not part of the name, which is what my comment was about. :P
But yes, it is indeed a separate word on a separate pillar/branch and I do like that your game's design goals are all about topics on things that are easy to break / hard to get right / cause a lot of conflict, etc. It's a good opportunity to collect experience and play around with something that would otherwise be difficult to experiment on.
I just told you what our internal three pillars are, as it's not just two. That's all.
Originally posted by Johnsen: The "Below the surface", is it from the point i break ground with shovel/minepick, or is it from the bottom up? the cord 0 and up ?From the highest natural block, e.g. from where you break ground.
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Overcrowding is disabled right now. What it's supposed to do is increase the mineral consumption of crops in a give claim, reduce the viability rating and yields.
Right now all that matters is the viability % should be somewhere above 60% so things don't die and you have your minerals as close to 100 as possible for maximum yields.
That's about it, with the exception that overcrowding for non-player-placed plants, including trees, is still active.
Pretty sure the name Eco was picked for both and for other Eco- words as well. It's about analyzing the planet's ecosystem to gather resources and producing means to handle the meteor and climate threat, but at the same time asks / offers players to cooperatively manage these things and to come up with their own ideas / implementations.
Resources, the climate threat and surviving are part of ecology. Managing of groups, resource distribution and laws is part of politics and economy. Ecology and economy are both on the Eco Tree and the game tries to provide a platform to teach both:
In order to build a thriving society and prevent catastrophe, they’ll need to obtain and apply STEM skills, using their understanding of science, statistics, civics, economics, ecology and more.
source: https://play.eco/education
Plus Governance, the third major design pillar.