AramisFR

It's not purely vanilla but as someone enjoying vanilla & hard collaboration, Mighty Moose is a nice server that is lightly modded, aka still plays very vanilla but with things made smoother (and exhaustion, but smartly modded)

Yes, we can recommend that server especially for players looking for a nice experience with exhaustion as well, though I'd personally not consider it vanilla if pure vanilla was seeked, it uses some mods that alter gameplay from vanilla - might be good enough for "enough vanilla", though. They're part of the upcoming recommended servers program.

Jealous-Incident-413

White tiger has used mods in the past, to varying degrees. Some of these things have later become official. It 100% is always running some mods, such as mods for extending what variables laws can manipulate, and logging of player actions.

Typical admin tools generally aren't considered removing a vanilla state (and nearly all populated servers use some), but that isn't relevant as it has tons of recipe changes.

Ralain

It's not heavily modded, it's heavily structured. All vanilla.

White Tiger has tons of custom recipe changes and as such is not to be considered vanilla.
The only thing WT does not have is any content-adding mods, the only thing that requires download is the WT settlement flags that any settlement can send in for their usage.

It is not possible to have the game retroactively add features of a changed world generator into the game. You could only spawn the sulfur, level an area to be all sulfur ore or use the recipes with byproducts.

Not to my knowledge, unfortunately. Steam seems to solely determine on if to show that note (which it also only seems to show to players currently on a Mac to begin with) by on if there is any Mac builds uploaded, not even taking into account that there is two different generations of Mac's that are based on completely different processor architectures for which builds are not generally cross-compatible, as all our builds are not ARM based.
The only way to get rid of that seems to be removing all builds we uploaded for Mac so far and altering all internal pipelines for creating builds, which would be a resource-intensive undertaking, especially when wanting to keep the builds for our own website. Mac has never been noted in the system requirements or our own compatibility documents, though. Read more
If Eco starts in offline mode, please check the respective entry in the FAQ: https://steamcommunity.com/app/382310/discussions/4/4701287772393189498/

Extinction achievements triggering despite species not being extinct is a known bug.

There is an updated version of that image, which I have attached. Most things however didn't change.

https://preview.redd.it/40cjb86hfrue1.png?width=2119&format=png&auto=webp&s=d6b34894b61d5edf58eaf09c3c1e63a5eff178a1

Please refer to the FAQ we have over on Steam: https://steamcommunity.com/app/382310/discussions/4/4701287772393189498/

If none of the potential solutions help, it notes how to reach out to support for further investigation. Please note though, that if you are using Starlink, we unfortunately cannot help you with this issue - you would need to reach out to Starlink.

Originally posted by Ranix: that is not a good idea as it greatly harms discoverability of the feature for no benefit
We think it is, on multiplayer servers it has been common that people settle with a come-first mentality within the first view minutes on the best oil fields, despite oil drilling being far away and no realistic means to actually detect oil technically being present. This has caused a gameplay state that is not desirable and prefers people that had the time to join the server at the first second. It also removes any sort of incentive to interact with others and potentially buy their property. You will find similar functionality in other games, like Civilization as well, by the way.
If you are not happy with it, however, you can easily disable it in Balance.eco. :)
We however have purposefully decided on that after taking lots of feedback in regard to it into account and there is no reason to reconsider at this point.
Originally posted by Ranix: Then why was it im...
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Originally posted by Duke Tyrag: this post is obsolete. there is no oilfield option in the map
That is incorrect, it is just hidden by default now as long as oil drilling has not been researched on the server. You can turn that off in Balance.eco.
Extinction achievements triggering despite species not being extinct is a known bug.
Copy the file, name it StrangeWorlds.eco and change the settings. The settings I mentioned are contained therein.
You can configure the relevant settings in StrangeWorlds.eco:
"AllowPaidItemsInPlayerStores": false, (Determines if marketplace items can be sold in stores)
"AllowUsingPaidItemsWithoutBlueprint": false, (Determines if marketplace items can be used without owning them, e.g. if you can place them if you don't own them)
"BlockUsingAnyPaidItem": false, (Determines if marketplace is enabled or disabled and hence the usage of any marketplace items)

Login to the SLG account on play.eco using the "Login with Steam" option, that should update your account status immediately.

Issue with the database, you can try to delete the .db file or restore it from a backup.
You can already hover the tier to check how it is calculated to find any blocks that would reduce the tier from the expected value. There is also the /rooms test command to check why something is not a room.
Yes, there is a playtime boost command. Check out the commands: https://wiki.play.eco/en/Chat_Commands
I'm locking this thread, as it is over 6 years old and the last response is not related to the original topic either. Please feel free to reach out to [email protected] with your issue.

Automation is not in the scope currently, we actually took back some of the Automation we already had for the manual labour. Automation is something on our list, but that's definately more to the end of EA, as it's a big standalone feature.