SLG-Dennis

SLG-Dennis



29 Dec

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Are we allowed to link that in our discord pinned message for community resources?

If you are on the Eco discord, i can also credit you with a ping, if you tell me the name.


17 Dec

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We have released patch 0.8.3.1 with the following fixes:

Fixes:

  • Using specific markup on signs and vehicle license plates can no longer crash clients around the object, not allowing them to reenter the game.
  • Giving reputation to a player with a unicode name (shown ingame as "?????") will no longer crash the client of the reputation giver.
  • We added a potential fix for leaves and vegetation on Mac and Linux not being displayed, please give us a heads up if it works.

State of Update 9.0:
As you know Update 9.0 has been in development for quite some time now and while we planned to have it released this year, we feel like the Update needs some more time to be what we want it to be. We already started weekend community tests for invited members of the community some weeks ago and want to take time to implement their feedback and fix as many reported bugs as possible before release.
... Read more

13 Dec

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For the others: I'm assuming he didn't adapt either the name of the savefiles or the name of the savefile in the configs.


11 Dec

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We generally don't hand out ETAs.

The application for community testing was made some months ago and already is over. People chosen will be notified as soon as tests start. (Some smaller ones already run)


10 Dec

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If you do so, please note that Mac is not officially supported and not advertised. Mac support is beta (like early access in early access) and will likely have issues.


02 Dec

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Originally posted by appropriateinside

Oh :/

That's a shame Kinda breaks part of the ecology management bit when making a mine destroys the ecosystem above it, as if we where actively trampling the grass n stuff.

3D Layers would require quite some work and would strain the simulation resources usage even more, i don't think even more performance issues is what anyone wants at this time. We probably take another look at that later, but for now it's just working as designed and intended.


01 Dec

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The layers are 2D only, hence height or depth is not taken into consideration. It works as intended. (Even though it's lame, i know)


23 Nov

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Originally posted by Xhebalanque

Thanks nice to hear that. I want to add that you should check your Lathe again.

I am a real live lathe operator and that is not how the support works. (The part of the Maschine that holds the tool)

Despite that I enjoy the details of the workshops. Though I am strongly missing sounds and animation for example the sawmill.

Our animations are not necessarily there to be absolutely realistic.I'm quite sure it bothers noone that is not a lathe operator ;) I can't promise we'll go back to fix unrealistic animations, that's not a priority for us. We rather want to have animations for everything.

(Feel free to DM me how it's supposed to look, if you are able to make a painting, though)

Sounds are also improved in 9.0, as it has a new sound system allowing for trigger based ambient sounds.

Comment

Originally posted by zenthr

I didn't make any changes to the world generator. I did, however, recover this world from a backup.

Then it's unlikely that the seed in the WorldGenerator.eco is the seed of this world. In that case there is no way to generate that same world again.


22 Nov

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Hey,

there is no way to retrieve the worlds seed if you changed the WorldGenerator.eco since generation. If you didn't, it should still be in there.


18 Nov

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If you're referring to object animation, yes, we'll definately do and are already working on that. We do it as we exchange old objects and insert new ones.

In regards to avatars we have no immediate plans to change something, it's pretty low priority. But it's likely something will be done there later, probably around release.


15 Nov

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Some people seem to have issues with sever ads. As long as there is only one of them per cycle, we don't mind ads. They won't be removed. Stop reporting them.

//EDIT: Funny to report this post. Very funny.

External link →

13 Nov

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Yes, use left click with your property tool while standing on the property.


12 Nov

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Originally posted by Rasip

200x200 is the highest i have gotten to generate without getting bored and killing the program. 256x256 was still the absolute max last i heard, but Pam on the discord would be the one to ask.

You are going to need a pretty beefy CPU and plenty of ram for a max sized world. Especially when you are opening inventories that have lots of others in range.

Edit: Checked with Pam. 400x400 is the max the game will allow you to try but anything over 200x200 is not officially supported and will likely not work.

Thats correct. For 400x400 you need to lower the map height to a maximum of 130, though.


09 Nov

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Originally posted by Darqsat

It will tax the sum of player currency and no mater how many accounts he has. Don't worry

That's right.


06 Nov

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You can find those in /Mods/AutoGen/Plants now.


05 Nov

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    SLG-Dennis on Steam Forums - Thread - Direct
Hey Romdryl, it'd sure be, but we don't have any plans for it at the moment. The first things we'll look into after end of early access is consoles, so i'm not going to make you any hope on this.

04 Nov

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Originally posted by stuntphish

Huh. Ok. Fair enough I guess. The solution I used on my current game is to basically give it all to a Mason and then sell the mortar and split the revenue. I guess it would make sense. I find that garbage never really appears in any of the games I play so trying to I guess encourage it would make sense

That's what we want you to do :) Of course, you also can just have it lie around ;P

(Plant Fibers should be compostable though)