Well, we have to disagree on the point of what should be there. Eco is meant to resemble real struggles and while we, as every game, take some creative freedom in approaches for example for the laser, we want to stay realistic and keep to the design goals of eco. Tailings being a nusiance is intended. They are in reallife. 10 stockpiles is nothing. On the big collaborative servers you have hundreds of them. There won't be a way to simply remove stuff or neutralize it if you can't do it in real life. We will offer ways for them to be processed and reused PARTLY in materials according to current research, but there ever will be stuff you simply have to store safely (or not and live with the consequences). Logistics and usage of space are important factors in Eco.
There won't be ways in Eco to simply get rid of polluting stuff despite cheating and there will also not be an option to disable it, because it would forefeit the whole point of Eco. You are of course free to mod the game h... Read more
That is outdated, specialties are no longer bought with SP.
In that case sending your logs to support@strangeloopgames,com after you tried to load / create a world would help: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-server-and-client-log-files-for-local-world
Likely reasons are a corrupted mods folder (remove it and verify integrity afterwards) or any changes made to WorldGenerator.eco, as via ingame you can only generate default worlds with no changes. Read more
Hey there,
this is not a ♥♥♥♥ system for pollution, that is what is happening on earth. There is stuff you just can't do much with and people just store it somewhere, sometimes in a more responsible way, sometimes in a less responsible way.
The correct storage would be around at least 35 blocks below surface (not water level) in stockpiles. Stockpiles can be directly next to each other.
I'm not quite sure what you mean? "Restore the fuse"?
To start a world on a different server, you need to move the configs directory and the savegame (.eco and .db) from the storage directory to the other server.
Restarting an existing world is not possible, you would just delete your savegame in the storage directory and create a new one.
Well, then it's likely option 2. Without providing logs we cannot do anything about it.
steamapps/common/Eco/Eco_Data/Server/Storage
Delete the .eco and .db file with the corresponding name there.
When you can no longer get a world loaded in 99% it's one of two cases:
- Corrupted mods -> Delete mods folder, repair game
- Corrupted savegame due to exiting ungracefully -> Restore backup
The different pipes afaik do not connect, as well.
They can be edited in /mods/AutoGen/Plant, for each of the Plants at MaturityAgeDays.
The Powered Cart is legacy and meant to be removed, given we didn't want to use up time for something you can simply not use, we didn't yet remove it. We adapted it a bit for 9.0 for those that wanna drive that weird thing nontheless.
Eco does not have washed ores without mods. Not sure why you posted that here ...
That hasn't been an excuse, just a statement of accepted scientifical fact. We've been commenting on the performance issues earlier. They are being worked on, but you'll never get to run Eco at 100 FPS with mediocre hardware, it's just too cpu heavy to achieve that and there is little that can fix that. The whole stuff that can is still in preview state in Unity and we depend on the engine.
I'd also ask you to not state false facts. Noone denied anything. I've been very open about performance issues everywhere, still i'm entitled to facts and my own opinion nontheless.
We're all aware of the situation and our number one goal is to remedy it. But there is limits by design, available software and other things that we can't turn off. Our goal in EA is to have a playable state for the majority of players. And for the majority a minimum of 40 fps is acceptable, as it's playable very well. Final Optimisation in EA games is usually the last task before release, we're not that far yet, so ... Read more
Eco is not a reaction heavy game, anything above 40 FPS is playable very well usually. (Just like RPGs and other games)
As we start with "internal" achievements in Update 9.0, i assume it's safe to say that steam achievements will follow those.
As mentioned before, this is on purpose. You are supposed to build roads, which you can do fairly fast with dirt roads or just cleaning the bushes out like Object said.
Well, even that is not true, as actually most server hosting companies use windows servers nowadays, just for the reason of most games not having linux dedicated servers anymore. All the games that have no dedicated servers available for download but only for hosting do run on Windows.
We actually have converted the server to .NET Core, so singleplayer support for Linux will likely be available soon, maybe even for 9.0. Still, linux gaming is a very little market, with less than 1% of our current population, with not much more to expect even with singleplayer available (i would be surprised if it would be different), so, no, it's not really limiting our player base, in all honesty. The game design is more limiting.
Being a long-time linux user myself i do understand your feelings, but some parts of the linux community don't seem to understand that they're a major minority and behave inadequate in regards to what the linux communities values actually are. (Freaking out at devs, including insulting, presenting them as a majority they aren't, being rude - everything seen already, unfortunately)
TL;DR: Singleplayer for Linux likely is available soon. The game ever already was available for Linux and Singleplayer is not what Eco is made for. And yes, that means server... Read more