Open up your servers users.eco file with Winrar (or 7zip) and delete your file inside.
Doing this though will keep your buildings in a semi glitchy state. So this method is only useful if you want to want to reset your stats and inventory.
you need a server to play it with the client... the server software is in c# and client is as well.. but the client use Unity and the server is not ready for mac / linux ( because it takes more time ) main focus atm is to get things in a more complete stage before they gonna use more time on linux / mac server software since most system are to change anyway.
Hey Menaan, we've already taken code from multiple dev tier backers: web client hosting, ecosystem web display, linux port, mac fixes. And thats totally separate from the mods people have been making. Would be great to have your help, we work mostly through Slack and if you can jump in there you can work very closely with the team and community.
I like It John.
Vehicules with limited movement freedom will be realistic and feel more confortable with roads.
Trains can be a choise of transformation for a road. Like John proposed multiple types of roads. The constraint would be the cost of construction. But if a road has a big trafic you would choose to evolve it. And get automation with trains.
Thanks! Yeah I see this as the first step, and we can evolve it to other forms of transportation. Hand trucks and mules will be fine for basic logging, but once you start mining and refining massive quantities of earth theyre going to be insufficient, and youll need to upgrade to tracks and build trains
You should manage a vehicule like you manage a door. You own it and can share it with people. Why not a fee option ? Then you can specialise in breeding animals and earn your living by renting them.
I agree whith specialisation for advanced vehicules.
Exactly, it will share the same permissions system. Just hope someone doesnt drive it off a cliff...
I agree with transporation services/quests. But be carreful, sometimes it can be a problem to wait for someone to come and carry your goods, especially in far isolated places. You must be able to do it yourself too.
So you can imagine a quest system for deliveries between storage houses, or give a number to each building for a postal service. Then a specialized professional with a truck or train will be more efficient.
Shops are good places if you want to specialize in transportation. Trades can be profitable if you bring the right good in the right place.
This is a good point, and the way I think we will handle it is this: everyone can do the basic level of stuff (building, farming, mining, transport), but to get to advanced levels you have to specialize. So youll start playing the game like your average voxel sandbox game, and then as you start leveling up and needing better stuff you realize you need to specialize and share specialties with others, then the economy and government becomes a tool that is incredibly useful to you as a player.
For sure, theres no way to make all the timescales match, we will try to stick to consistent times where we can but the needs of the game have to take precedence, with some scales being representative.
In the builder's hit, cut logs into rough lumber.
Then cut that rough lumber into constructed wood blocks in the lumber mill.
The confusion is understandable, because the actual item is not called constructed wood block, but Structural Lumber.