That is looking epic
Posts by Rexzooly
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Rexzooly updated [plain]EcoConnect[/plain] with a new update entry:
[plain]0.0.0.7 (Launcher Mode) slg version[/plain]
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This is a major update, this is not just a player.eco editor anymore, this tool will now create the player.eco file and delete it to be able to new options, it will launch the none steam version, since steam passes the player details I can't launch this version yet.- New UI, based on in game menu windows and buttons.
- Launcher mode [Launch in new game or continue mode].
- Update and add new private listing servers without ever needing...
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I also stream the EcoConnect dev at times [MEDIA=twitch]badkaipanda[/MEDIA], please feel free to drop in when I am streaing.
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If anyone as been watching on Twitch tonight you will now see we have a private server list working, you can add/edit/delete your server lists and soon before my stream ends, add as default. we no longer have the run game mod option or anything under the new UI but this will be all set up soon
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No not what's I was asking lol what I was asking is they still support the older version not a way to download a old one
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Please still support if you can 7.1.2
I am not moving to the new updates yet there still two buggy and not worth pushing a update just yet until they stop fixing little things, there is still another update to come yet for the 7.2.x so I am not stressing myself or our users out for small bugs that brake the game in smaller places
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Here is a maybe view/idea this is a private list of servers you support and want to connect to, you manually add them but this is a good thing, why
do we need a online list for servers we want to join toDon't look at the icons at the top, there my test icons
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There are two download files with the same name can you fix this please so we know witch to download thanks.
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Where do I find the download for 7.1.2 ? since the last update was for 7.2
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When I am out of ideas or waiting and no one needs help on the server I love record mode
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Update:
I've been working on balancing all house values. Soon we will have a balanced industrial building.
This is one thing I do like about eco been able to set our servers how we want in these kinds of things but I removing the need for pipes at the moment until they fix it up, and any item I set to be a outdoor item will no longer have house values -
tech folder and unity file check
I will had this to the next server restart, see how it plays out.
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Here I will post working objects better placed this does mean some are .cs file editing at times.
This one is the Oil Refinery, removed the need for pipes and added a fuel as well as power needs, I know a fuel system, can also provide power but I added this just like a car, some things that use systems what are not manual fuelled, it was also a way to help my server remove the buggy pipe system."Source"
C#
Display Morenamespace Eco.Mods.TechTree { using System; using System.Collections.Generic; using System.ComponentModel; using Eco.Gameplay.Blocks; using Eco.Gameplay.Components; using Eco.Gameplay.Components.Auth; using Eco.Gameplay.DynamicValues; using Eco.Gameplay.Economy; using Eco.Gameplay.Housing; using Eco.Gameplay.Interactions; using Eco.Gameplay.Items; using Eco.Gameplay.Minimap; using Eco.Gameplay.Objects; using Eco.Gameplay.Players; using Eco.Gameplay.Property; using Eco.Gameplay.Skills; using Eco.Gameplay.Systems.TextLinks; using Eco.Gameplay.Pipes.LiquidComponents; using Eco.Gameplay.Pipes.Gases; using Eco.Gameplay.Systems.Tooltip; using Eco.Shared; using Eco.Shared.Math; using Eco.Shared.Serialization; using Eco.Shared.Utils; using Eco.Shared.View; using Eco.Shared.Items; using Eco.World.Blocks; [Serialized] [RequireComponent(typeof(AttachmentComponent))] [RequireComponent(typeof(PropertyAuthComponent))] [RequireComponent(typeof(PowerGridComponent))] [RequireComponent(typeof(PowerConsumptionComponent))] [RequireComponent(typeof(MinimapComponent))] [RequireComponent(typeof(LinkComponent))] [RequireComponent(typeof(CraftingComponent))] [RequireComponent(typeof(FuelSupplyComponent))] [RequireComponent(typeof(FuelConsumptionComponent))] [RequireComponent(typeof(HousingComponent))] public partial class OilRefineryObject : WorldObject { public override string FriendlyName { get { return "Oil Refinery"; } } private static Type[] fuelTypeList = new Type[] { typeof(LogItem), typeof(LumberItem), typeof(CharcoalItem), typeof(ArrowItem), typeof(BoardItem), typeof(CoalItem), }; protected override void Initialize() { this.GetComponent<MinimapComponent>().Initialize("Crafting"); this.GetComponent<FuelSupplyComponent>().Initialize(2, fuelTypeList); this.GetComponent<FuelConsumptionComponent>().Initialize(50); this.GetComponent<PowerConsumptionComponent>().Initialize(250); this.GetComponent<PowerGridComponent>().Initialize(10, new ElectricPower()); this.GetComponent<HousingComponent>().Set(OilRefineryItem.HousingVal); } public override void Destroy() { base.Destroy(); } } [Serialized] public partial class OilRefineryItem : WorldObjectItem<OilRefineryObject> { public override string FriendlyName { get { return "Oil Refinery"; } } public override string Description { get { return "Sets of pipes and tanks which refine crude petroleum into usable products."; } } static OilRefineryItem() { } [TooltipChildren] public static HousingValue HousingVal { get { return new HousingValue() { Category = "Industrial", Val = 0, TypeForRoomLimit = "", DiminishingReturnPercent = 0 };}} } [RequiresSkill(typeof(MechanicalEngineeringSkill), 4)] public partial class OilRefineryRecipe : Recipe { public OilRefineryRecipe() { this.Products = new CraftingElement[] { new CraftingElement<OilRefineryItem>(), }; this.Ingredients = new CraftingElement[] { new CraftingElement<BrickItem>(typeof(MechanicsAssemblyEfficiencySkill), 10, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy), new CraftingElement<GearItem>(typeof(MechanicsAssemblyEfficiencySkill), 10, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy), new CraftingElement<IronIngotItem>(typeof(MechanicsAssemblyEfficiencySkill), 20, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy), }; SkillModifiedValue value = new SkillModifiedValue(50, MechanicsAssemblySpeedSkill.MultiplicativeStrategy, typeof(MechanicsAssemblySpeedSkill), "craft time"); SkillModifiedValueManager.AddBenefitForObject(typeof(OilRefineryRecipe), Item.Get<OilRefineryItem>().UILink(), value); SkillModifiedValueManager.AddSkillBenefit(Item.Get<OilRefineryItem>().UILink(), value); this.CraftMinutes = value; this.Initialize("Oil Refinery", typeof(OilRefineryRecipe)); CraftingComponent.AddRecipe(typeof(MachineShopObject), this); } } }
In my view removing the room for this object was better I never seen something like this indoors and I have no idea why eco dev's made it that way---- Automatically Merged Double Post ----
Update:
Same as before but without housing stats"No Housing Stats"
C#
Display Morenamespace Eco.Mods.TechTree { using System; using System.Collections.Generic; using System.ComponentModel; using Eco.Gameplay.Blocks; using Eco.Gameplay.Components; using Eco.Gameplay.Components.Auth; using Eco.Gameplay.DynamicValues; using Eco.Gameplay.Economy; using Eco.Gameplay.Interactions; using Eco.Gameplay.Items; using Eco.Gameplay.Minimap; using Eco.Gameplay.Objects; using Eco.Gameplay.Players; using Eco.Gameplay.Property; using Eco.Gameplay.Skills; using Eco.Gameplay.Systems.TextLinks; using Eco.Gameplay.Pipes.LiquidComponents; using Eco.Gameplay.Systems.Tooltip; using Eco.Shared; using Eco.Shared.Math; using Eco.Shared.Serialization; using Eco.Shared.Utils; using Eco.Shared.View; using Eco.Shared.Items; using Eco.World.Blocks; [Serialized] [RequireComponent(typeof(AttachmentComponent))] [RequireComponent(typeof(PropertyAuthComponent))] [RequireComponent(typeof(PowerGridComponent))] [RequireComponent(typeof(PowerConsumptionComponent))] [RequireComponent(typeof(MinimapComponent))] [RequireComponent(typeof(LinkComponent))] [RequireComponent(typeof(CraftingComponent))] [RequireComponent(typeof(FuelSupplyComponent))] [RequireComponent(typeof(FuelConsumptionComponent))] public partial class OilRefineryObject : WorldObject { public override string FriendlyName { get { return "Oil Refinery"; } } private static Type[] fuelTypeList = new Type[] { typeof(LogItem), typeof(LumberItem), typeof(CharcoalItem), typeof(ArrowItem), typeof(BoardItem), typeof(CoalItem), }; protected override void Initialize() { this.GetComponent<MinimapComponent>().Initialize("Crafting"); this.GetComponent<FuelSupplyComponent>().Initialize(2, fuelTypeList); this.GetComponent<FuelConsumptionComponent>().Initialize(50); this.GetComponent<PowerConsumptionComponent>().Initialize(250); this.GetComponent<PowerGridComponent>().Initialize(10, new ElectricPower()); } public override void Destroy() { base.Destroy(); } } [Serialized] public partial class OilRefineryItem : WorldObjectItem<OilRefineryObject> { public override string FriendlyName { get { return "Oil Refinery"; } } public override string Description { get { return "Sets of pipes and tanks which refine crude petroleum into usable products."; } } static OilRefineryItem() {} } [RequiresSkill(typeof(MechanicalEngineeringSkill), 4)] public partial class OilRefineryRecipe : Recipe { public OilRefineryRecipe() { this.Products = new CraftingElement[] { new CraftingElement<OilRefineryItem>(), }; this.Ingredients = new CraftingElement[] { new CraftingElement<BrickItem>(typeof(MechanicsAssemblyEfficiencySkill), 10, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy), new CraftingElement<GearItem>(typeof(MechanicsAssemblyEfficiencySkill), 10, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy), new CraftingElement<IronIngotItem>(typeof(MechanicsAssemblyEfficiencySkill), 20, MechanicsAssemblyEfficiencySkill.MultiplicativeStrategy), }; SkillModifiedValue value = new SkillModifiedValue(50, MechanicsAssemblySpeedSkill.MultiplicativeStrategy, typeof(MechanicsAssemblySpeedSkill), "craft time"); SkillModifiedValueManager.AddBenefitForObject(typeof(OilRefineryRecipe), Item.Get<OilRefineryItem>().UILink(), value); SkillModifiedValueManager.AddSkillBenefit(Item.Get<OilRefineryItem>().UILink(), value); this.CraftMinutes = value; this.Initialize("Oil Refinery", typeof(OilRefineryRecipe)); CraftingComponent.AddRecipe(typeof(MachineShopObject), this); } } }
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Am I missing something here? I only see the object script files here, there is no unity file for the icons
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if you know anything about making models/blocks in the unity part please do a video lol I stuck on the viewing part
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I hope this helps
Hey I going to give this a wee look myself, been requested to add this to our server two but it's going to cost a lot to make -
Pipes have been playing up on our server so rather then messing with pipes we have now added power as well as fuel to our items
I need to remove the Pipes Tab call but there is no pipe needed for any pipe item anymore.
"My Code(fixed Pipe Tab)"
C++
Display Morenamespace Eco.Mods.TechTree { using System; using System.Collections.Generic; using System.ComponentModel; using Eco.Gameplay.Blocks; using Eco.Gameplay.Components; using Eco.Gameplay.Components.Auth; using Eco.Gameplay.DynamicValues; using Eco.Gameplay.Economy; using Eco.Gameplay.Housing; using Eco.Gameplay.Interactions; using Eco.Gameplay.Items; using Eco.Gameplay.Minimap; using Eco.Gameplay.Objects; using Eco.Gameplay.Players; using Eco.Gameplay.Property; using Eco.Gameplay.Skills; using Eco.Gameplay.Systems.TextLinks; using Eco.Gameplay.Pipes.LiquidComponents; using Eco.Gameplay.Pipes.Gases; using Eco.Gameplay.Systems.Tooltip; using Eco.Shared; using Eco.Shared.Math; using Eco.Shared.Serialization; using Eco.Shared.Utils; using Eco.Shared.View; using Eco.Shared.Items; using Eco.Gameplay.Pipes; using Eco.World.Blocks; [Serialized] [RequireComponent(typeof(AttachmentComponent))] [RequireComponent(typeof(PowerGridComponent))] [RequireComponent(typeof(PowerConsumptionComponent))] [RequireComponent(typeof(PropertyAuthComponent))] [RequireComponent(typeof(MinimapComponent))] [RequireComponent(typeof(LinkComponent))] [RequireComponent(typeof(CraftingComponent))] [RequireComponent(typeof(FuelSupplyComponent))] [RequireComponent(typeof(FuelConsumptionComponent))] [RequireComponent(typeof(HousingComponent))] public partial class CementKilnObject : WorldObject { public override string FriendlyName { get { return "Cement Kiln"; } } private static Type[] fuelTypeList = new Type[] { typeof(LogItem), typeof(LumberItem), typeof(CharcoalItem), typeof(ArrowItem), typeof(BoardItem), typeof(CoalItem), }; protected override void Initialize() { this.GetComponent<MinimapComponent>().Initialize("Crafting"); this.GetComponent<FuelSupplyComponent>().Initialize(2, fuelTypeList); this.GetComponent<FuelConsumptionComponent>().Initialize(50); this.GetComponent<PowerConsumptionComponent>().Initialize(250); this.GetComponent<PowerGridComponent>().Initialize(10, new ElectricPower()); this.GetComponent<HousingComponent>().Set(CementKilnItem.HousingVal); } public override void Destroy() { base.Destroy(); } } [Serialized] public partial class CementKilnItem : WorldObjectItem<CementKilnObject> { public override string FriendlyName { get { return "Cement Kiln"; } } public override string Description { get { return "A rotary kiln that produces cement and concrete products."; } } static CementKilnItem() { } [TooltipChildren] public static HousingValue HousingVal { get { return new HousingValue() { Category = "Industrial", Val = 0, TypeForRoomLimit = "", DiminishingReturnPercent = 0 };}} } [RequiresSkill(typeof(MetalworkingSkill), 1)] public partial class CementKilnRecipe : Recipe { public CementKilnRecipe() { this.Products = new CraftingElement[] { new CraftingElement<CementKilnItem>(), }; this.Ingredients = new CraftingElement[] { new CraftingElement<IronIngotItem>(typeof(MetalworkingEfficiencySkill), 30, MetalworkingEfficiencySkill.MultiplicativeStrategy), new CraftingElement<GearboxItem>(typeof(MetalworkingEfficiencySkill), 10, MetalworkingEfficiencySkill.MultiplicativeStrategy), new CraftingElement<PistonItem>(typeof(MetalworkingEfficiencySkill), 5, MetalworkingEfficiencySkill.MultiplicativeStrategy), }; SkillModifiedValue value = new SkillModifiedValue(240, MetalworkingSpeedSkill.MultiplicativeStrategy, typeof(MetalworkingSpeedSkill), "craft time"); SkillModifiedValueManager.AddBenefitForObject(typeof(CementKilnRecipe), Item.Get<CementKilnItem>().UILink(), value); SkillModifiedValueManager.AddSkillBenefit(Item.Get<CementKilnItem>().UILink(), value); this.CraftMinutes = value; this.Initialize("Cement Kiln", typeof(CementKilnRecipe)); CraftingComponent.AddRecipe(typeof(AnvilObject), this); } } }
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I found this view kind of cool
forum.play.eco/core/attachment/90/ -
I am unable to get my head around Unity myself at the moment my chest is just a XYZ box lol I would love to see anyone who has the time and knows how to create things in unity and eco please record a few videos on how to get it to work lol
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Can I use this to replace polluted dirt into fresh green grass blocks?
I made the mistake of using tailings as a filler under my house, which clearly wasn't ideal.
Yes you can have this to fix the grass but I not sure how the game makes the pollution so it might die again but you know best idea is test iteven when making a mod the dev can't test everything.