Originally posted by stlyau:I was talking about a single deed, ... Read moreOriginally posted by SLG-Dennis: You can only receive housing bonus from a single deed, e.g. one house that is continuously connected, as you need to be a resident of the deed.
This part isn't completely true. As long as they are all on the same deed, the rooms don't need to be in the same building. However, most people make one house with connected rooms or a multi-story building accomplishing the same feat.
I do mean for linux.
mono EcoServer.exe
Just Worked for me. Darn. Okay, could we get better docs on the values in the configs? The gui is discoverable from tooltips and pick lists and such, but there's nothing like that for the configs. It's a little disheartening..
Well, what you did there was never intended, hence also not supported. :D
Configs are made in .json, which prevents us from doing any comments that wouldn't totally break the config styling. You can always help to add the variables to the Wiki, though ;)
Any hope you'll re-enable the server gui? It worked fine on the server that used the system mono.
The server GUI is still available and working, so I'm not sure what you mean.
Do you mean for Linux? It was never implemented for Linux, if it worked I have no idea why. So, that would be a no.
If you plan on running it on linux, I recommend just using the docker container: https://hub.docker.com/r/strangeloopgames/eco-game-server
Pretty easy to setup and get going. Clear input/output of how to run it- you mount some folders, create a docker-compose file to define the ports, and you are done!
Keep in mind the docker containers are provided as-is and do not receive any support by us, though.
Trains are a planned feature, but one that will likely not be worked on during EA.
We do not recommend at all to increase size beyond our recommended values, that at current player amounts on servers end at 2.56 km² for servers with 100 people online at the same time, anything beyond that size will always be unnecessary waste of space and influence ecology in a way player impact is no longer existent - e.g., not Eco as intended, especially when big world sizes are coupled with few players. (Basically default size is for coop, 1km² for the average public server and the biggest public servers that have ever existed can go up to 2.56 km² for best experience, depending on their player online counts)
Having a thousand people, a fourth of it active with 60-100 players online at the same time is zero issue for a 2.56km² world.
Worlds up to 4km² are supported nontheless, anything beyond that does not receive support from us and may break at any time. Worlds beyond 16km², depending on height, may not even be able to be created, due to integer limit.
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Read moreAs other players have already explained quite well, Eco was never and is not intended to be played in Singleplayer, but in a (random / public) multiplayer environment. We do offer configuration options for singleplayer (and multiplayer) worlds that allow you to change resource costs / crafting time / skill gain and pretty much everything to something you like more, our defaults are just what works for an average eco player (and those are generally more tolerable to grind), but there is no way to have a default ready for every potential playstyle and personal preference.
In any case, it's absolutely not impossible, including without mods and on our low collaboration preset to beat the game. Many people do that and yes it does have some grind and will always be a totally different gameplay than on multiplayer.
I've got good news at least in regards to creative mode, as that is planned. We also won't leave EA this year, as the last two years were a heavy ride for us, b...
Read moreWe do plan to switch to DotNet 5.0 in the future.
They can regrow. It takes a 1,000 real hours.
No, they can't if you haven't modified stuff.