SLG-Dennis

SLG-Dennis



30 Jan

Comment

Originally posted by duplo52

One of my biggest gripe is that you cannot sort for non modded servers. Makes it very difficult outside of the few officials to find a server that is guaranteed vanilla.

Most modifications are simply changes to some server files, so it's hard to even show you what was changed in any specific capacity. We plan to display mods in the future (mostly anything that downloads), but not simple changes to core server files, given we consider that to be _necessary_ to be done by admins anyway, to adjust the experience to the specific server population. The idea of there being one vanilla experience is one that people shouldn't fall for - that vanilla experience is only suitable to a specific corridor of player amount and time usage. I can't repeat often enough that Eco is mostly a framework that admins can use to make their own experiences that work with their server population. They're doing god's work and it is necessary for a good admin and server to think about this.

Comment

Originally posted by M0nzUn

Doesn't the other official servers at least run Chronicler?

All official servers run Chronicler, DiscordLink and parts of the Nid toolbox. They don't contain any gameplay changes though, aside of White Tiger and Dusky Robin.

Comment

Originally posted by sunyudai

Yeah, I'm actually in the process of figuring out how to do this right now.

I know how to add entirely new recipes, but that's using notepad++ and to mess with exiting recipes I wanted the actual modkit environment, and I'm running into issues getting Unity to play nice with it.

But needing an entire large lumber stockpile full of clay and sand for 200 bricks seems ridiculous, and while opinions certianly can differ, I suspect that I'm not in the minority on this among the small-population server players.

You are likely absolutely not, but that is why everything can be adjusted to your liking - aside of T4 being special, I think the costs are perfectly suited for the server size we balance around (which never can fit everyone). And T4 generally needs a factor to be used at all.

Comment

Originally posted by sunyudai

One other thing not really covered by the survey is wiki support - things like workbench lists and recipe information could be automated pretty easily to read straight from the build and then output to a place the wiki can read from, but to write that looks like it might require decompiling the source, which I understand is a violation of TOS and so I'm not going to do that.

That is already basically how it is done via a mod by the community, there is a wiki discord linked on our discord that you can check out. We don't manage the wiki and also don't have the resources to do so in the future, it is community run.

Comment

Originally posted by Lord_Schwartzy

I really hope people will stop with the trains lol. Players struggle to set nice road network and to stick more than 5 days on a server but they want trains that will required a good rail system. Who will decide who run on the rails in which orders? Trains are going to get stuck in front of each other on their 600 meters run from point A to B. Cargo ships and biggers trucks wouls be more realistic tbh

Of currently 755 entries, 48% have voted for Animal Husbandry, 25% for Trains and 12% for Minecarts. (So a total of 37% if you take both together, though for us it's two distinct features that wouldn't be done together) It's unlikely we'll do trains before EA ended, this just supports what we've been communicating already.


29 Jan

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
When you start the EcoServer.exe a server ui will open, you can in there go to Gameplay -> Difficulty and change to "NoCollaboration", it will then set the correct values that you can then save.
Comment

Originally posted by VseOdbornik2

Didnt state doesnt mean it doesnt matter to them, I for example forgot about this

That is obvious to us, but the amount of feedback actually voiced in this survey allows us to better align our goals with what players have for most pressing issues, which is the whole point of it. It's not going to be the only determining factor on what we're going to majorly focus on, but there is already plans we will drop and others we will prioritize based on it.

Comment

Originally posted by -BadMojo

That’s great to hear! Thanks for explaining. Looking forward to 10.1.3. Are you able to give an estimate on when this hotfix might release? slips $100 dollar bill

I would assume tomorrow.

Comment

Originally posted by M0nzUn

I went in an deleted the code sending the announcements on my server.

They have patched it twice but both times they seem to have misunderstood the problem. The latest one for example made it so that it only notifies when it reaches s new max, but since culture basically always only goes up, it didn't change much.

It actually were multiple problems and given they only really appear on multiplayer servers, QA was having a hard time to check them, as hotfixes only get PR testing due to going out asap. We have no way to test such changes on multiplayer servers outside of playtests for minor and major versions.

At first, the problem reported was that any change, no matter how small, did give a notification - which was addressed by requiring a more notable change. Then we noticed that culture going down (which was brought to our attention by admins, happens very frequently on servers due to room changes invalidating cultural objects for short moments) also causes them. So it was changed to not put out notifications when it goes lower and only when it reaches a new threshold. Now there is the problem you mention (that gets more severe the more active the server is), but there is also a problem of sending a notification when nothing changes at all in regular intervals that ...

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Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Eco is developed as a society simulation and social game, we already consider it part of the "metaverse" - people are spending their time there to play on public servers, socialize and debate about topics relevant for the world. It is no secret we are working on expanding longevity of the gameplay on servers, extend the possibilities for roleplay and socializing (we already have communities with focus on roleplay). Eco Infinite is about extending playtime on servers so they can be run continuously, without needing resets. A persistent world. The website reflects this direction, just with different speech due to a different target audience, showing the grander idea behind all our developments.

Linking different worlds is something we built the game in mind with since Kickstarter (and was mentioned there), as having multiple worlds (easiest way to imagine is potentially an Ark: Survival Evolved Cluster) is something we wanted to support for the far future. Switching server... Read more
Comment

Originally posted by AmbroseAsylum39

Considering the amount of time people have to give to this game to succeed that's incredibly dumb

Major updates of this type don't release frequently and breaking changes are kept to those. The game is in Early Access, it's not avoidable if the game is supposed to be getting new features and being continously developed. There is tons of game developers who mark their savegames as incompatible even after normal updates on a release version (Paradox for example, though you can try to load on your own risk for most of them, afaik).

Comment

Originally posted by SatsukiShizuka

Done. There's still a LOT to cover before this game can hit 1.0 though. Having all professions have need for T4, for one...

To our surprise, only 5 of 603 people so far were of the same opinion in regard to T4 and did state it.

The results are so far mostly as expected, but with some interesting surprises.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Star: This is no longer accurate the new command is /land clearrubble and only applies to stone. Really wish they would purge all this old incorrect info

We cannot simply delete people's posts because they're old - and it certainly doesn't help to bump up old posts to make outdated info be lost in the deepness of the internet. You can find recent commands on the wiki page mentioned above.

28 Jan

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can send the info to [email protected] or make an issue on our bug tracker instead: https://github.com/StrangeLoopGames/EcoIssues/issues
Comment

Originally posted by AmbroseAsylum39

If it's really messed up to the point of not being able to fix it then I'm out lol. I noticed things were messed up when I logged in and all my roofs and stairs were turned 90 degrees and I had to pick up and place all my stone roads. I also have to replace all stone ramps but I understand why that is the case

Saves from pre Update 10 are unfortunately not compatible with Update 10, as with all major version number updates. We only ensured loadability, but the many changes to mechanics (especially such that aren't saved on a savegame level and could be preserved as-is) were massive.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Burying the exhaust doesn't work, but you can move your operations elsewhere, as ground pollution from air pollution via rainfall is a local effect.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can modify the growth time via a configuration option in Difficulty.eco now:
"GrowthRateModifier": 1.0,
Post
    SLG-Dennis on Steam Forums - Thread - Direct
We have prepared a little survey on action items for a potential version 1.0 and would be happy for you to participate:
https://docs.google.com/forms/d/e/1FAIpQLSd5E0Z2ZhOrwdBLQAzI7FzUbXVoDEf3LCq-bQOx8NA4ikMr5A/viewform

The survey runs until Tuesday, January 30 at 12 CET.
Comment

Originally posted by Squigs44

Eco doesn't have a hydroponics table, it sounds like you are playing on a modded server and that's an issue with the mod.

This is the case.

Post

We have prepared a little survey on action items for a potential version 1.0 and would be happy for you to participate: https://docs.google.com/forms/d/e/1FAIpQLSd5E0Z2ZhOrwdBLQAzI7FzUbXVoDEf3LCq-bQOx8NA4ikMr5A/viewform

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