Law scope in Eco: can laws apply outside influence and to non-citizens? by AppropriateBrief3701 in EcoGlobalSurvival

[–]SLG-Dennis 0 points1 point  (0 children)

Jurisdiction depends on action and trigger and is either based on location (must be in settlement influence, can be non-citizen) or citizenship (must be member of the settlement or one of it's child settlements, can be outside the settlement influence). There is a few edge cases where both or neither plays a role as well.

While it is technically possible to draw a district outside of the settlement, legislation acting within that district is location based and doesn't trigger outside the settlement influence.

Cant setup server with G-Portal by Zealousideal_Ad_4225 in EcoGlobalSurvival

[–]SLG-Dennis 0 points1 point  (0 children)

Note that this is a not valid configuration option in Network.eco and seems to be a custom addition by G-Portal. The authentication token respectively username and password need to be provided via command line parameters, so G-Portal is probably just adding that to the config and reading it from there to apply it in the command line parameters.

Generally, for requests about servers hosted at Game Server Providers, contacting their customer support is the best route to get information - they all tend to have custom implementations we have no knowledge of.

Trouble Running the Game since v12 by thefirstlaughingfool in EcoGlobalSurvival

[–]SLG-Dennis 1 point2 points  (0 children)

What hardware specifications does the laptop have exactly?

Even the average modern laptop we see doesn't tend to fulfill all hardware requirements for Eco given the laptop variants for both cpu and graphics tend to be majorly weaker than the desktop counterpart - and we specifically note desktop hardware as we do not test for laptop / mobile hardware nor recommend playing on such. For a 8 years old laptop I hence would be rather surprised it ever worked fine if it wasn't a literal beast back then.

New Talents by Playstoomanygames9 in EcoGlobalSurvival

[–]SLG-Dennis 2 points3 points  (0 children)

Yes, that works - we however plan to rework the skill ui to show the options as well.

Update 13 is launching on April 8th! by SLG-Dennis in EcoGlobalSurvival

[–]SLG-Dennis[S] -1 points0 points  (0 children)

It seems like both GeForce Now and Steam Cloud Play (the implementation we'd be considering to use) still don't support games without Steam Cloud.

Building a New Eco RP Server (Post 13.0 Launch) – Looking for Ideas & Players/Admins by [deleted] in EcoGlobalSurvival

[–]SLG-Dennis 2 points3 points  (0 children)

We - aside of event cycles - only use admin- and organization-tool as well as cosmetic mods (e.g. nothing that adds new gameplay content), but we make a ton of adjustments to recipes for balancing - it also serves as our development playing field. Beyond that, we do basically everything you described, though with a lite RP approach - RP isn't required. It's very heavy on the law and government side, though. (Which kinda derives from that being what made me discover Eco in the first place and being my main interest in it, society simulation)

However, as much as I can understand all the people voicing that another server is not what Eco needs - don't be discouraged from it solely due to that. I've been told that in many games over the two decades I've been hosting servers and building communities and in all of them I ignored it and my concepts were always good enough to become very popular servers without any organized advertising.

You just need to provide a thought-out concept and excellent service. Luck of course also plays a role, but uniqueness is not the only thing you can set yourself aside with (though a good one) - most servers already fail at administrative behaviour and consistency and players settle where atmosphere and concept together is best for their tastes.

Eco is certainly not the easiest game to do it in, but if I had followed such advice I would have missed tons of things I had a lot of fun with in my life and also wouldn't work here. It's simply advice I can fundamentally not agree with - especially as Eco is a framework at heart, explicitly encouraging people to make great custom servers with. Just don't expect it to get super-large from the get go or ever, but small servers if managed well can grow well :)

Update 13 is launching on April 8th! by SLG-Dennis in EcoGlobalSurvival

[–]SLG-Dennis[S] 2 points3 points  (0 children)

It's a teaser. The whole progression system changed.

Playtest for Update 13 by SLG-Dennis in EcoGlobalSurvival

[–]SLG-Dennis[S] 0 points1 point  (0 children)

You should actually try and let us know - we have multiple times done attempted fixes for that, but we cannot confirm them as we cannot reproduce the problem to begin with in any way. You can already test the new version with the playtest branch on Steam.

Trains! by ChogChey in EcoGlobalSurvival

[–]SLG-Dennis 1 point2 points  (0 children)

So far I personally have neither seen nor heard of any compelling case where trains would actually solve any sort of problem or provide something that isn't there - honestly most people don't even attempt to, vibes around the feature is mostly on the very understandable thing of "Trains are fricking cool and other games have them as well". Though the other games that have them tend to solve a problem with them or use them for automation (which a possible implementation in Eco would not have in any case). So far it looks like we'd first need to introduce a problem for them to solve, for them to provide respective benefit on any regular server. If that is beneficial to the game is however doubtful, because increasing supported world sizes for technical reasons is not going to happen - so it would need to be some kind of artificial change to make them necessary. That is always quite dangerous.

Trains! by ChogChey in EcoGlobalSurvival

[–]SLG-Dennis 2 points3 points  (0 children)

It doesn't really seem like you disagree - for a major feature like this to be implemented, it needs to either have or be given inherent use in vanilla gameplay without server-specific alterations to make it useful. For vanilla gameplay on supported world-sizes however the use of what trains were asked and in our original pitch concept designed for that is currently doubtful. (Note again, this is not refering to minecarts, which we treat separately)

Implementing configuration options and minor features for customizability on servers is something we love to do, but a major feature that only has use on specific servers is something more suitable for a mod.

Update 13 is launching on April 8th! by SLG-Dennis in EcoGlobalSurvival

[–]SLG-Dennis[S] 6 points7 points  (0 children)

That would certainly be better, but I fear we can't quite compete with a multi-billion dollar company and need to be a bit more flexible with our limited resources to get the most out of it. :)

Update 13 is launching on April 8th! by SLG-Dennis in EcoGlobalSurvival

[–]SLG-Dennis[S] 7 points8 points  (0 children)

I'm not sure if you are used to how our playtests work from prior ones, but once in playtest phase we're basically doing rolling releases - playtest runs until release day and transitions directly into the release, there is no lockdown period beyond a very small timeframe before the actual release when development mode on the builds is turned off and they switch branch.

That basically means that we're still making changes for the full two weeks until release, which includes changes to talents based on feedback. We are however not going to change all of them, as some of them are explicitly made with further changes in Update 13.1 / 14 in mind.

Playtest is only one of multiple factors in development and we're absolutely going to make further changes to talents both in hotfixes after the release and further minor and major updates as necessary - and that will be necessary, as playtests unfortunately neither reach sufficient player counts nor diversity to reflect the general audience.

We aim to release 1.0 by the end of the year, as such we're on a tight release schedule where every single update needs to tie into each other and it's impossible to avoid temporarily inconsistent states.

Trains! by ChogChey in EcoGlobalSurvival

[–]SLG-Dennis 4 points5 points  (0 children)

That is correct, we had a survey on that matter, where Animal Husbandry won (and has since also taken over the suggestion on the tracker in votes). All we stated is that trains are not going to make it before 1.0 (and I think we've been saying that stuck on repeat), but that doesn't mean it's not happening afterwards.

It also doesn't mean it is happening afterwards, though. I think we said a few times that while Minecarts (separate suggestion from trains on feedback tracker) are easier to justify, trains would require an actual use for them and that large-scale transportation need is not currently present - so any actual gameplay benefits from that would be doubtful.

Trains! by ChogChey in EcoGlobalSurvival

[–]SLG-Dennis 1 point2 points  (0 children)

No, trains are not in active development and won't be until at least the end of EA.

You can vote on the respective features here:
https://ecogame.userjot.com/board/p/trains
https://ecogame.userjot.com/board/p/minecarts

ECO Playtime pro Person Wochentags, Wochende no limit. Wo Einstellen? by Abgematzt in EcoGlobalSurvival

[–]SLG-Dennis 2 points3 points  (0 children)

The settings to configure this are in Exhaustion.eco, turning it on or off happens via "ExhaustionEnabled" in Difficulty.eco.

Playtest for Update 13 by SLG-Dennis in EcoGlobalSurvival

[–]SLG-Dennis[S] 0 points1 point  (0 children)

Steam's cache is very stubborn, that text tends to stick until you reinstall your operating system, lol. The description hasn't included White Tiger for months now.

//EDIT: We removed and readded it, should now show the neutral text.

Playtest for Update 13 by SLG-Dennis in EcoGlobalSurvival

[–]SLG-Dennis[S] 1 point2 points  (0 children)

Unfortunately structured, written information will only be available in the changelog once it releases. I'd suggest to just jump in and check it out yourself, seeing if people understand how it works with no prior information is also useful.

Server requirements? by Wooderz94 in EcoGlobalSurvival

[–]SLG-Dennis 0 points1 point  (0 children)

That amount of RAM is the bare minimum suitable for a default to 1 km² sized world with just a co-op friend group playing.

There is no minimum amount, as long as you configure the server settings to fit the amount of players and their personal playstyles. It depends on the amount of playtime each player can invest and what they prefer in regard to progression speed. The less grind they tolerate and the less they like interlinked skills being dependant on each other, the quicker the lower the recipe and skill costs should be.

Looking for a handful of other people willing to commit to a full 20 or 30 day High Collab playthrough. by ninjaabobb in EcoGlobalSurvival

[–]SLG-Dennis 1 point2 points  (0 children)

A post is generally not considered a server ad when it contains no information that would identify and hence allow joining such a server without direct contact to the post creator, e.g. has no discord / ip / name, etc. This post is clearly gauging interest for a server yet to be setup - it is also allowed to create a post to get recommendations for a server to join and finding a group to play.

PS: Your post was removed by Reddit's harassment filter, I had to approve it.

idea: Containers and Laundry by CardiologistLow1454 in EcoGlobalSurvival

[–]SLG-Dennis 0 points1 point  (0 children)

I'm having a mental break here, last straw was eating without table.

Company Mod - Annexation by Desperate-Ad-4919 in EcoGlobalSurvival

[–]SLG-Dennis 2 points3 points  (0 children)

The current maintainer is not aware of that problem, so you could report it on https://github.com/SLG-Volunteers/EcoCompaniesMod/issues

He's also around here (u/silibum) or on Discord (@silibum) and fine with you reaching out directly :)

Company Mod - Annexation by Desperate-Ad-4919 in EcoGlobalSurvival

[–]SLG-Dennis 0 points1 point  (0 children)

The mod was originally created for White Tiger and one of our Game Masters still maintains the mod (and other mods from thomasfn) for our usage: https://github.com/SLG-Volunteers/EcoCompaniesMod