I made a mod for 0.5.6.1 where you spend 1 barrel for 1 petroleum whatever your efficiency, and you also get one barrel back back par petroleum used at the refinery no matter your efficiency. So your barrel number always stays the same. The mod is here.
The devs also already worked a fix for barrel multiplication in 0.6. From what I've seen refinery efficiency don't apply to pumpjacks anymore over there so you don't get more barrels at high effi anymore, but still lose some without full effi.
Ich habe hier einen Fehler, denn ich nur einmal habe:
System.ArgumentNullException: Buffer cannot be null.
Parameter name: buffer
at System.IO.MemoryStream..ctor(Byte buffer, Boolean writable)
at Eco.Shared.Utils.CompressionUtils.Decompress(Byte source)
at Eco.World.WorldChunkGrid.GetChunkUpdate(WorldChunk chunk)
at Eco.World.WorldChunkGrid.GetBSONChunkArray(IDictionary2 lastSentChunks, Vector3 position, Single distance) at Eco.World.WorldChunkGrid.GetChunkUpdates(BSONObject bsonObj, IDictionary2 lastSentChunks, Vector3 position, Single distance)
at Eco.World.WorldChunkGrid.SendUpdate(BSONObject bsonObj, INetObjectViewer viewer)
at Eco.Shared.Networking.NetObjectManager.GetObjectUpdates(IEnumerable`1 objects, INetObjectViewer viewer)
Hier habe ich noch einen Fehler denn ich 9 mal habe:
System.Exception: Caught exception invoking RPC PlayerInteract on Player!
Index was outside the bounds of the array.
at Eco.Simulation.WorldLayers.Layers.WorldLayer.FuncAtWorldPos(Vector2i pos, Func`3 func)
at Eco.Gameplay.Players.Player.PlayerInteract(InteractionInfo info)
at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result)
at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname)
at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson)
at Eco.Shared.Networking.NetPort.ProcessBuffer(Int64 maxMilliseconds)
at Eco.Shared.Networking.NetPort.Update(Int64 maxMilliseconds)
Die Welt wurde aber schon mehr als die Anzahl, die ich unter meinem Dump Ordner habe neu generiert.
and there must be way to choose so called profession at start, who want to be smith who baker etc, who hunt who farm.. without waiting days/weeks without doing nothing at all, only to get access to research skill scrolls....
The player objectives are kind of already doing that. You can also see who is taking which skill. But the best way remain to talk to each other.
Some guy could come to the server, play 5 minutes, claim a profession and never come back. You want to rely on active players. Not to mention some players don't want to trade, you can't rely on those either.
Fortunately tools can't actually break - they just get less efficient so it's impossible to completely deadlock yourself.
I've always felt that the goal of the game isn't to make everyone eco-friendly right off the bat - it's about having players notice their impact on the world and how their choices can affect it. Whether they choose to change how they play is up to them (and to some extent their peers) so long as they have the tools to do so.