SLG-Dennis

SLG-Dennis



24 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
Oh, yeh, i can imagine that. Thanks for the feedback, will bring it up :)
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    SLG-Dennis on Steam Forums - Thread - Direct
No, the recipe only affects the Computer Lab, as lended from White-Tiger back then.
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    SLG-Dennis on Steam Forums - Thread - Direct
Could you explain why you think they're hard to work with?
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    SLG-Dennis on Steam Forums - Thread - Direct
On some servers "EmptyBlocksCountAsWindows" is also disabled, which disallows having holes in the building, requiring you to build actual doors and windows. We plan to make this the default further down the road. (Just in case someone searches and finds this topic, but claimed)

21 Jan

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Originally posted by braingkk

There is a very fine line you need to walk on the matter. I once played on a server that had a custom mod that penalized you for eating a specific food combination too many times. The game intends for you to find convenient foods to eat, and build housing even giving you the numbers telling you what to put in your house. If the devs did not want you to put down more chairs, why does the 3rd chair still give 60% of the original value?

I had someone once tell me that I was exploiting by sharing housing with 2 other people despite the ingame wiki recommending that very thing. "However, the 'diminishing' rate of rooms is favorably affected by occupany"

I see loads of people complaining about crowded rooms. I have never seen a kitchen IRL that I could walk around easily w/o needing to push chairs out of my way or move something to access counter space. Clutter is a real thing, and while some like minimalism, actually look at a middle class person in your country...

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You'd love my kitchen then, you can walk around there freely and don't need to push stuff around either on counter or on the floor. I just hate crowded stuff. Actually, this is also how the kitchens of pretty much everyone I know look, aside of those few people that still live in their student home and hence don't really have a kitchen or it's extremely small. (Standard is having the kitchen separate from the eating room or having the kitchen as a separated part of the living room, with no eating room. There is other combinations, but that's rather when you have your own house or a flat in the more upper class)

So, given there are no chairs in my kitchen, you also can't push one around.

I always explicitly hated the crowded furniture rooms for the very reason it doesn't seem realistic to me at all. I guess we just know other people :D Or whereever you come from, the people do stuff in different ways :D

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    SLG-Dennis on Steam Forums - Thread - Direct
Yes, that's the changed recipe. It can be set back to 'Normal' at any time, only a Computer Lab that is already set up for crafting won't retroactively change your recipe. If it doesn't change recipe for you after changing the variable, there is some issue with your server not taking the values out of it.
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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Inthewasteland:
Originally posted by SLG-Dennis: It's part of Update 9.5.

Not to be snarky, but that doesnt really help give us any idea when it will be fixed... 9.5 could be tomorrow or could be 2 years from now for all we know. Is there a timeframe where this is expected to be released?
I generally don't give guesses on release dates, all it does is causing frustration on both sides. It'll get a release date with a blog post once QA says it's ready... Read more

20 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
When it works the recipes will be different and hence shown different in the tooltips as well, yes :)
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    SLG-Dennis on Steam Forums - Thread - Direct
It's part of Update 9.5.
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    SLG-Dennis on Steam Forums - Thread - Direct
You need to add the EndgameCraftCost variable to your Difficulty.eco:
{ "CollaborationPreset": "MediumCollaboration", "DifficultyModifiers": { "SpecialtyCostMultiplier": 1.0, "SkillGainMultiplier": 1.0, "SpecialtyExperiencePerLevel": 25.0, "CraftResourceModifier": 1.0, "CraftTimeModifier": 1.0, "PlayerExperiencePerSpecialtyExperience": 0.0 }, "EndgameCraftCost": "Expensive" }
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Originally posted by [deleted]

[removed]

That advertising was too blatant, removed.

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We've tested that on White Tiger and it's part of vanilla in 9.5.

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    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by engraveriii: My water supply forms a loop. Water source > Water Pump > Water need > Filter > back connected to the pipe just before the pump. Seems to work fine and forms a closed loop. Haven't noticed any pollution from this.
That actually shouldn't work. Interesting. Will note it down for fixing.

Originally posted by Steelwolf: That is still odd as the rainfall where my ground pollution is about .2 which appears low. The area itself has some salt water but not ...
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I know of two australian servers, but it's a rather small community. I meet one every now and then on the european servers, given latency isn't a big problem for playing Eco due to what type of game it is.


19 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
Water from a waste filter has negligible pollution that should barely be noticeable, so that's likely not the cause for the pollution you are seeing. The impact of air pollution for ground pollution in biomes with high rain is much, much higher.

It's too early to say anything about air pollution filters or sewage tanks, so I'm going to take these as suggestions :)
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Originally posted by Balkan__Man

Would you explain why these signs are craftable. For instance, you can craft lumber standing/hanging signs at the Sawmill. You do not need any commands for them. Here's an example: https://wiki.play.eco/en/Large\_Hanging\_Lumber\_Sign

I've now also tested all variant signs, they all work, here a selection of them:
https://ibb.co/P52L9Mm

The one you actually seem to use in your screenshot is the Spruce sign, also works:
https://ibb.co/v4KtSXb

So whatever is happening there, it is not happening reproducably with a normal vanilla client on the latest release version :( At quick glance I also see no mention of this issue anywhere else (other than your crosspost on Steam).

Anyone else here on reddit, that also has this? If you got an unmodified world with no dev commands used, can always send it over to me to check.

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    SLG-Dennis on Steam Forums - Thread - Direct
That issue is already reproduced and fixed for the latest case we've found, next goal is to find the teleportation cause. We might have some staging server to test that with client debugging, then people that would like to help can do so, but that would be announced on Discord.
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    SLG-Dennis on Steam Forums - Thread - Direct
We got logs for that: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file

You can send them to [email protected] together with a link to this thread and we'll take a look.
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Originally posted by Balkan__Man

Would you explain why these signs are craftable. For instance, you can craft lumber standing/hanging signs at the Sawmill. You do not need any commands for them. Here's an example: https://wiki.play.eco/en/Large\_Hanging\_Lumber\_Sign

This is not one of the signs I mentioned, and it works perfectly:
https://ibb.co/R6SVjPh

Whatever item you got there, it seems to not be the one you get via crafting in an unmodified basegame or spawning the correct items (and variants) as listed on the wiki. I unfortunately can't tell without the world and given the world obviously had commands used on it, it won't be suitable for any investigations either, as for that it should be unmodded and without such commands used.


18 Jan

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    SLG-Dennis on Steam Forums - Thread - Direct
The invisible player issue could actually by chance be reproduced on yesterdays internal playtest and we have a fix for it, so I hope that was the last potential cause. In regards to teleporting vehicles we've been investigating on our official server White Tiger for the last two weeks with debugging builds, but it's still unclear what actually triggers the issue, so it might need client debugging, which isn't simply done.