SLG-Dennis

SLG-Dennis



30 Nov

Comment

Originally posted by M0nzUn

Skid steer is late game tech as it depends on industry. There's no getting away from that. If you get skid early, then you have progressed to late game fast.

My point is that T2 tech offers nothing for terraforming and there is a big need there. T1 Is fine with the shovel and T3 is fine with skid, but T2 doesn't have anything, while at T2 miners consistently have lvl6 perks to make that go faster, so they are also already covered.

The big hurdle is of course the dependency between terraforming and economy. So I don't have any good solutions or I would have modded something in.

Not wanting to get away from that at all - but late game is where most of the terraforming stuff happens on the servers I monitor and where it also should happen based on our idea. Great example was WT's queens tribute cycle with the monument, in my opinion. Best cycle we ever had as I think. Great progress, big stuff focused from mid-week 2 onwards to the later weeks. General intention is that the earlier the technology, the faster you get over it, ending in the longest play time in the full technology - balanced out to actually work, which is hard on non-concept servers, no doubt. (But that's where everything part of "Eco Infinite" is focused on - making it interesting to play once you are done with the technology race, which is indeed a major problem to solve.)

And absolutely, that is fast late-game progress, but unfortunately something that happens regularly on populated vanilla servers without specific concepts. It tends to be mostly either that or the total opposite, ...

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Comment

Originally posted by M0nzUn

The skid and excavator are late game features that don't arrive until most terraforming work is already done.

DL doesn't have any opt-in or out yet. I've been pretty fed up with how shitty Discord behaves towards bot devs and busy trying to handle how unstable their service is with the little energy I have for working on it.

Guess experiences there might be different. Even on WT those are available in week 2 and at a good point in time where most notable terraforming stuff is happening, as intended. (Terraforming is supposed to be a late-game thing, though I can understand when people count roads to it, which I don't) On vanilla servers there seems to be a tendency to them either becoming available much earlier due to people pushing for progress or them not becoming available at all, depending on activity on the server. That's only my experiences mostly from official servers and ones that I visit irregularly, though.

Comment

Originally posted by M0nzUn

I don't run it on my server and were doing fine player-wise.

There no solution really, just bandaids. So many things need to be rebalanced due to knock-on effects, but raising craft cost of bricks is definitely one of them. Bricks are already outcompeting lumber as T2 material and big shovel makes it so even more.

Granted though, I've only played on servers with the mod 3 times, but I saw about what I expected. I just wish there were better tools for digging in vanilla.

We consider the excavator and the skid steer to be these tools. Big Shovel was once part of vanilla, but didn't provide the experience we wanted people to have while at the same time feeling especially unnatural in comparison to other AoE tools we introduced later and still have.

Big Shovel impacts the economy massively and removes the intended feeling and restrictions on terraforming early game. But I do understand that some people don't like the effect of tediousness it can have, even if intended, so that's what mods are for anyway. I just personally don't play with any mods that make life easier either and see servers doing well without that as well.

In no case I would consider it a "Must Have" mod - for me that's what is on the Official Servers: Nid's admin tools and your great Chronicler. Discord Link has proven great as well at least for WT, but for data protection concerns we're not deploying it to other official servers yet, but we'd do if there ever was an ...

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28 Nov

Comment

We're partnered with PingPerfect now, so can obviously recommend them. (https://play.eco/cloudhosting) I'd generally avoid any hosters that offer "slots" instead of any type of guaranteed hardware resources. If you plan on going big, hosting on own dedicated server will always be the most performant and cheapest option.

Comment

Originally posted by M0nzUn

Throw the error you're getting when you start onto the server help channel in the official Discord and they should be able to help you :)

Or throw it to [email protected].


25 Nov

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
When you get the crash, please grab the logfiles of the client and send them over to [email protected] so we can take a look: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Make sure the server is configured to be publicly listed in the Network config.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can search in the server list by the name you have given your server. Alternatively you can join it directly with the server ID you can find in the Network.eco config at G-Portal.
Comment

We're aware, thanks. It's just a display error, though, mechanics work as intended.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
While you can't disable it, you can turn the shelf life up via Balance.eco configuration file: "ShelfLifeMultiplier": 1.0

24 Nov

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Mac is not supported for servers, neither for the dedicated server nor for the client contained one.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Hey Kenny,
sorry to hear you have crashes - it will likely say why it crashes in the logfiles though, so please send over your client logs to [email protected] and we'll give it a look: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file
Post
Hey Eco Citizens,
we're releasing Update 9.7.2 to address some more issues:

Optimization We identified and fixed some issues that were affecting performance especially on larger servers:
  • Improved: We reduced the amount of position and rotation updates sent for minimap objects.
  • Improved: We improved the rendering of deed icons on the minimap by using methods intended for static instead of moving icons.
  • Improved: We removed the sending of unnecessary duplicated updates for bank accounts.
There is additional improvements for the minimap coming in one of the next updates.

Balance
  • Fixed: The Modern Glassworking module is now correctly accepted in the Electronics Assembly instead of the Electric Machinist Table.

Server
  • Fixed: If recurring transfers from titles were present in a world, the world could not...
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23 Nov

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
In that case I'd need to see the server logs. You need to pay attention that the mods are actually compatible with Update 9.7, which has just released, so most mods won't be updated yet.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
I'd need a bit more info about what is not working to say anything, but you can download mods manually and install them from here: https://eco.mod.io/
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
My expectation was obviously not correct, one of the many reasons why I typically don't give ETAs, but we should manage this night. Sorry for the inconvience.
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    SLG-Dennis on Steam Forums - Thread - Direct
Am I assuming correctly that the areas where you are getting ejected there is water somewhere _above_ you? We are working on a remedy for that problem.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
This will be addressed in Update 9.7.2 which I expect to be released in ~ 6 hours.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
For the meteor it seems that for some reason your configuration in Configs/Disaster.eco got reset - that can happen if you edited the .eco.template file directly (that gets overwritten on each update) instead of the .eco file or the edited file got lost for some other reason.

You can fix that by setting the meteor in Disasters.eco to false again and then restore a backup where the meteor didn't land yet (it probably hit when you loaded your world the first time after the config was no longer set to false) from /Storage/Backups/ to the Storage folder and load that and you should be good again. (.db and .eco file)

As for the mods, it is expected that after a new major update mods need to be adapted - the changelog states changes that need to be made to any overrides in the "Modkit" area and third-party mods likely need updating as well - Nid and Kye seem to have pre-release versions available, we informed major modders a while before release what is coming.

22 Nov

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Glad to hear that solved it :)