SLG-Dennis

SLG-Dennis



20 Sep

Comment

Originally posted by clockworkflame

Supposedly it's an issue with a logging (not sure if archiving or wood chopping type of logging tho) mod. Silverleaf is encountering the same issue, but besides restarting the run without that mod, our glorious admin hasn't found another solution.

Is there any additional information available? The only "logging" as in "archiving" mod I know is Chronicler and that works fine on all five official servers without issues - that doesn't use the game db for any saving, though and hence couldn't explain OPs "database is growing very quickly" thing. Custom mod?


19 Sep

Comment

There is a server ad thread and a much more active discord channel on our official discord (https://discord.gg/eco) that is currently more suitable to get a first impression than the server list that we want to develop into that direction. A real feeling for if a server is for someone can mostly only be gotten by trying, though.

Comment

I guess the simple but honest answer would be "c) they didn't have anything in regard to "pacifist" playthroughs in mind". That's ultimately what is the case, we never accounted for "pacifist" in that sense at all. It's the first time I have ever seen that someone actually does something like this, though I have heard about it before :)

We actually abstract nearly everything in Eco - the food system for example requires a simple "balance it out perfectly", which probably depending on which science paper you consider isn't very correct for one or the other reason. I do remember someone asking for the ability to get a perfect balance just with plants once, which was a interesting idea we still have tracked, but isn't really a focus or priority of the game. That some playstyles provide a specific challenge is also technically a interesting thing to have.

We also don't make any statements, in opposite to what some reviews about "fearmongering democrats" note, Eco has al...

Read more
Post
Hey Citizens,
we have just released Hotfix 11.0.6 to address the following issues:
  • Fixed: Smoke and water effects related to disconnected pipes sometimes didn't disappear after the pipes were reconnected.
  • Fixed: It was possible to place pictures into frames despite not having authorization to do so.
  • Fixed: An issue that prevented players from placing marketplace items despite having sufficient blueprints available.
  • Fixed: An issue that caused the warning about more marketplace items being present in the world than owned blueprints are available to be shown erroneously when placing a marketplace item.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Yes, every new server, it's the maximum amount of items you can create on any given world - so if you buy 4 you can have 4 on as many worlds as you want.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
No, every player can by design only have a single homestead and that cannot be changed.

On Low Collaboration settings you get extra outpost stakes and claim papers for reading skill scrolls like in Update 9, though.

18 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Singleplayer is a server as well, everytime you leave it, the server stops, everytime you join it, the server starts. Unfortunately I'm not able to reproduce the issue you are describing, the only way that could happen is if the setting for meteor was changed afterwards, for example through creating a new world - all worlds share the same setting.

Same solution applies though, shooting the meteor and then disabling its creation again. You can also set the time for the meteor to hit to a very long value in the ESC -> World Settings screen.
Comment

Originally posted by Iseenoghosts

yeah which is why its not adding up. What am i missing?

Probably the chat, haha. No, I don't know, probably not playing where everyone else plays. We definitely have no wish to add any PvP though, general feedback is very clear about conflict being sufficient or already too much as is.

Comment

Originally posted by Iseenoghosts

Whats the conflict? I really dont get it. I can make 99% of what i need and then just wander into town to get whatever else. Maybe smaller servers you might have shortages? idk. Just playing with a buddy we are 99% independent and thats after only a couple days.

On a typical server you don't really get to make 99% of what you need yourself, especially on larger servers. The independence with grouping you cite is also a frequent reason for conflict in servers with other players.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
There is a known issue that a shot down meteor reappears at the next server restart if CreateMeteor is set to true, that will be addressed separately. You can fix that by shooting the meteor and setting CreateMeteor to false afterwards.

17 Sep

Comment

Originally posted by Iseenoghosts

Eco really has plenty enough conflict as is

Maybe i need to play more because ive experienced exactly zero conflict haha.

Seems you might be playing on very cozy servers.
I wished the ones we need to administrate were like that.

Post
Hey Citizens,
we have just released Hotfix 11.0.5 to address the following issues:
  • Fixed: Multiple potential causes for client crashes.
  • Fixed: An issue with the room system that could lead to a server crash.
  • Fixed: An issue that could prevent the server from starting due to a problem with settlement foundations.
  • Fixed: An issue that could lead to the server freezing when multiple players tried to modify a stockpile inventory at the same time.
  • Fixed: An issue that could crash the server and prevent it from starting when a law was triggered that used a custom stat with a invalid value.
  • Fixed: Multiple issues with the marketplace that appeared when using the "View in Marketplace" button in the crafting UI.
  • Fixed: An issue that could lead to players being kicked from the server due to wrongly being detected as playi...
Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Please reach out to [email protected] with a detailed description of the problem you are seeing, screenshots of potential error messages and your logfiles as described here: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-server-and-client-log-files-for-local-world

If you want to switch to an older version you can do that by right clicking Eco in Steam -> Properties -> Betas and select an older version from the drop... Read more

16 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
While on the server and as admin: ESC -> World Settings -> Uncheck "Limit playable hours per day"
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
The meteor cannot be disabled when it exists in a world, it first needs to be removed - what the setting actually controls is if a meteor is to be / has been created, on a existing world it shows the current state (which is a meteor being present).
Comment

Originally posted by Iseenoghosts

Cooperation towards a common goal is the point of the game. Currently the only thing creating conflict or a reason to work together is the meteor. I think this would be interesting. I can understand why the devs dont want it in their game.

That is the point that creates least conflict, the way getting there is plastered with conflict though - economic, personal, governmental, area wise with settlements. Eco really has plenty enough conflict as is and introducing the option to just shoot your neighbor to "resolve" conflict is definitely not what Eco was made for.


15 Sep

Comment

That value is the debug value that appears if there is an error - the error causing that is fixed in 11.0.5.


14 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Yes - you can either use the Server UI, directly edit the Users.eco config file or use the /manage whitelist commands.

13 Sep

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Sorry, it's hard to understand what the problem is. Please reach out to [email protected] with your issue and provide screenshots and logfiles for the issue.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Known issue already fixed in 11.1, you can workaround it by using /unstuck for now.