Having a set spawn point would be great. /setspawn where you can create a spawn inside a building with all server information such as rules when a new player joins in. because I think its randomly spawns at the moment
Carrying only. Stockpiles have majorly changed by now taking into the account to divide the stack by 5(height of the stockpile) so, 1 log can go 5 high and ores can go 5 high if you place 20 of them down, which is why ores can be stack 20 and everything else is 5. There is no way to fix this codewise, but I did fix it so Landfill will hold both items and carried items with normal limits.
PS: I will be working on recycling tools and some other things. AS ALWAYS, Would love to hear from YOU! Feel free to leave feedback, wishes, likes, dislikes, and typical troll comments! ;)
SoftEfficiency: A mod that reduces the impact of the efficiency skills.
With this mod, you now are much more efficient from the start. And efficiency 5 gives you "only" twice as much output than efficiency 0.
It solves several problems I have with vanilla:
Faster playstyle: In vanilla you go from 65% effi to 80% when you unlock effi 5, it's huge. So players often choose to just wait for it to craft anything precious. Meaning you don't get access to the tech when you research the book, you get access to it one day later, when you finally put all those sp in efficiency. With SoftEfficiency, no longer the case.
Mass conservation: You waste a bit in the process with no efficiency. But there is not 80% of the product that disappear into thin air anymore.
"Difficulty" curve: In vanilla, the worse of the world destruction happens in the first days, when you are not even mass producing yet. No efficiency in anything so you need tons of food to cook rudimentary meals and all the living species of the planet really take a hit. It takes tons of resources to craft, etc..
Then at day 10+ you can eat like a king with a small field around your house. Everything has become really efficient and easy. Except the grindy part of lazer building but that's an other subject.
With SoftEfficiency the "difficulty" curve is a lot more smooth. You have more to work with day one, so you are less incentivised to just log off and come back later, resulting in, again, faster playstyle.
I have mostly modified the efficiency skill files, trying to to touch the other files to much for mod compatibility. That's why you have some efficiency % from the start. But did my best to give round values at the crafting tables. I hade to make up 6 tiers of efficiency so not all could be multiples of 10. Enter a big value when you're crafting and you can figure out the ratios from there (try 100, 40, 70..).
Feel free to let me know what you think of it. I've been testing it on Miisa's server ([EU]Friendly Ecoplay ..) It's not super crowded so I'm still curious of people's opinions. (Feel free to join the server BTW. Miisa's servers are really good and she is always around to resolve any problem.) ECO-SoftEfficiency_Full_pack_003.zip : This file contains SoftEfficiency and some small mods that adds up nicely to it. It is the file I recommend you use.
To install just drag and drop the Mods folder into your Eco server folder, and replace all. Restart the server for the changes to take effect. (Turn it off and on again)
So I have a plan and kind of a drawing for it. But implementing isn't for sure yet.
Some how piggy back on the crafting system...
Player A starts project on whoever's table... will let 10 mins.
Play A project is complete here is Y amount of points, please collect your project from the table.
So ideally the one who starts the project gets the reward and it's scaled based on time not quantity so a 3 hour job is equal to 180 1 min jobs. If there's some way to use the /giveskillpoints playername,Y that be cool some script that runs separate would be best but it could be hard coded to all recipes. I'm trying some things but my limited coding knowledge does not help.