SLG-Dennis

SLG-Dennis



23 Jan

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As noted before, we have decided to tolerate LFG / LFP for settlements on servers as posts as long as those don't become a regular thing or a specific server has such posts in suspicious regularity so it would suggest a hidden server ad. Reporting this post is hence not needed, it will not be removed. Thanks!

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Originally posted by TravUK

I know it sounds strange, but the Devs need to work out how to make people host FEWER servers. Or get to the root of the reason WHY people are creating so many servers in the first place. I'd rather have 25 lively servers than 100 empty ones.

Random fact: The amount of servers has notably decreased (~ 50%) since the introduction of the requirement to authenticate servers already. This was an expected and not unwelcomed side-effect, though we have no desire to actively bring down the amount of servers - Eco as a framework game lives from the fact that people offer different experiences and that is also the typical reason for having different servers and communities. A big amount of the remaining servers isn't actually very active and the rest tends to have notable differences - smaller and bigger ones in how they want their server to run.

Something server admins had been talking about Pre-Update 10 was to facilitate "Server Merges" where the respective governmental setup would be done as a federation on the new server. That doesn't allow different configurations / mods, but is something admins can do if they think the same as you.


22 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Astral: You know what I find funny in the market, the official servers seem to not allow their own skins.
Which makes you think why am I paying for something that only works on custom servers?
At least that's my experience in SLG-Giant Panda.

Just as with all other settings, the official servers aim to provide a basic variety of different options for marketplace settings so players can choose on their own what they prefer. Here's an overview:

Coast Redwood: Marketplace enabled, Trading Marketplace items enabled, Using Marketplace items without owning them enabled
Dusky Robin: Marketplace enabled, Trading Marketplace items disabled, Using Marketplace items without owning them disabled... Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
It's not intended and will be fixed as soon as possible.

20 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
Eco doesn't have regional text chat, only voice chat. So you would need to use the normal general chat that opens with Enter or send a private message by hovering their username.
Post
Hey Citizens,
we have just released Maintenance Update 11.1.7 with the following changes:

Civics:
  • Fixed: When an election to fill multiple slots of the same office would end with a player having the most votes and some players with less votes being tied between each other, the player having the most votes did not receive the office.
  • Fixed: Executive orders trying to seize a vehicle were failing without showing a reason, seizing a vehicle is now possible when the owner is a citizen of the settlement.
  • Fixed: The jurisdiction for the law triggers "Create Work Order" and "Add Labour to Work Order" was not correctly limited to crafting tables located within settlement influence, but also affected all citizens of the settlement no matter where the crafting table was located.
  • Fixed: It was possible to transfer money to the treasury of a settlement that hasn't been founded yet, lea...
Read more
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    SLG-Dennis on Steam Forums - Thread - Direct
The rules feature is not part of Eco, but a mod. I assume you need to accept the rules via some chat command, but I don't know the specific mod used - you may want to ask the server admin in their discord about this.
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    SLG-Dennis on Steam Forums - Thread - Direct
It is not recommended to use the mentioned setting, as it is experimental and not easy to use - hence it is not listed. A value of 0.04 is way too much and will level you to maximum level in no time.

19 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
You need to get a bit creative and place the aqueducts one below the highest level you want to have the water, then remove the parts below, the water will then fill down if it is a full block.
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    SLG-Dennis on Steam Forums - Thread - Direct
The checkbox is called "Has Meteor", the last one of three directly before the advanced settings.
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    SLG-Dennis on Steam Forums - Thread - Direct
You can do so at world creation in the settings or via Difficulty.eco config file. Note that the meteor will not simply disappear on a world that was already created with it.
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    SLG-Dennis on Steam Forums - Thread - Direct
Please provide your client logfiles after such a crash to [email protected]. You can find here how to get the logfiles: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file
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    SLG-Dennis on Steam Forums - Thread - Direct
Influence is only scaled by culture, additional citizens do expand the amount of claim stakes and papers available, though.

16 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
Yes, both are some of the highest voted suggestions, were on the list of what we'd like to do and as such we intend to introduce those after Early Access.

You can also still vote on them here:
https://eco.canny.io/feature-suggestions/p/trains - For Trains
https://eco.canny.io/feature-suggestions/p/minecarts - For Minecarts
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    SLG-Dennis on Steam Forums - Thread - Direct
Either you destroy the meteor with the lasers, or the meteor hits the planet and destroys large parts of it. You can continue playing in both cases.

15 Jan

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There is the setting "TimeOfDayScale" in EcoSim.eco, but I don't think that is actually used in code, so I fear that is not possible currently - the daytime is solely cosmetic and can be different for different players until synced.


10 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
You can already do that with aqueducts as well.
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    SLG-Dennis on Steam Forums - Thread - Direct
Ah, I see. That is true, but that behaviour was a bug, not a feature and fixed to address the very problem you noted it caused. It didn't work that way always either, I remember the respective internal discussion where John (who wrote the original code for it) himself noted that behaviour was not intended and introduced as an error later down the development. Unfortunately that behaviour hence is also not coming back.

As far as i remember the original state could be used to emulate fountains with a pipe spilling from above onto a (stone) structure - but the intent was for the whole water to be gone the moment the pipe is removed or connected to machinery. Permanent water as a consequence of breaking pipes or leaving them spilling freely (which would be necessary for a permanent pond) was never intended, though.

My post should hence correctly state "aqueducts have always been the only intended way to create and move permanent water". Thanks for correcting.

09 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
I'm unfortunately not sure what you refer to, aqueducts have always been the only way to create and move water.

08 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
There has not been any relevant changes to the ore spawns, only sulfur is missing.