Our focus in Eco is on collaboration between real players in every single mechanic, hence we decided that NPCs are not suitable to reach this goal and won't be included in Eco.
Actual days
Actual days are ingame days :) The day-night cycle is only aesthetic.
Industrial tables takes precedence. So if there's any industrial table in a room, it's an industrial room instead of a house room.
That is correct.
This is not a bug, but intended. You can only transport smoke up to ten blocks horicontally, as those are supposed to be chimneys, which you simply cannot make go horicontally forever. It's an exploit fix. If you exceed these limits the smoke will simply plop out on top of the machine.
Eco supports making partial overrides and extensions to the base .cs files.
These mods shouldn't override the whole base files anymore as it creates these types of issues where unrelated aspects of modded items override each other.
Not much help for users, but hopefully modders will switch to doing this instead over time :)
Edit: Shouldn't server owners just be able to apply the existing mod versions though? It may overwrite changes in this update, but it should still work 🤔
Yes, nothing changed. Existing mods can just be reapplied.
Also, version number recognition is strict, so any update that changes version needs at least a dummy server update.
The game used to, and sometimes still does have issues with remembering to save. If you pop over to the Discord Pam might be able to help you find the missing data.
Hello Rasip,
Pam is no longer active since pretty much a year now, but the rest of staff will love to help as well :)
Originally posted by Skydron: is there someting like cows / chicken / pig farms planed? which need to feed and produce some negative impact on eco?Yes, no ETA though.
*secretly upvotes*