• Elliander

    @ShaydenMac said:

    you're using IE you should change it to Chrome.

    I reported it here:
    https://github.com/StrangeLoopGames/EcoIssues/issues/7225

    Why would the browser matter though? Does the game rely on a browser for in game menus? I have Firefox and Chome installed, and both IE and Edge are disabled on my machine.

    posted in Community Management read more
  • Elliander

    Is it normal that when I click on Government > (anything), or click on Graphs, the Eco game folder opens and nothing else? Is there some out of game way that these features are supposed to be used, or are they currently disabled in the latest build?

    posted in Community Management read more
  • Elliander

    In the current build, as I understand it, I need to make sure that any stockpiles are on property that doesn't allow visitors since it always shows as unowned, but parcels with shops need for players to be able to visit. I know I can set permissions for the shop, chests, and tables, but what about everything else? If I allow other properties in could they cut down my trees, steal my food, etc? Or will the game only permit them onto the property and to interact with the objects that are flagged as public?

    posted in Support read more
  • Elliander

    I actually have a FOVE eye tracking VR dev kit, and this is something that I have been interested in doing from the beginning. I'd take it further though: When eye tracking is available, the cross hairs would be separate from the head movement, but for that it seems like I'd have to create a new camera entirely to replace the unity camera.

    I also have a neural interface device, and I wanted to implement thought commands, but that would have to wait for a VR company to partner with a neural interface company because both have to be worn on the head.

    posted in Ideas & Feedback read more
  • Elliander

    Having read through some of the stories, it seems like an interesting recurring theme is that when one or more players want to deviate from what the rest of the community wants laws are enacted to put a stop to it, but I haven't really read about the cases where a player refuses to follow the law. I'm curious then, as a social experiment, what would happen if a server was established to have a kind of Monarchy situation where the people have no voting rights (if that is even possible), and in such a scenario could enough players ever ignore the laws? Although, when you think about it, democracy really is the greatest form of tyranny because a minority group can easily be unrepresented regardless.

    Beyond that, it would be interesting to see a group of players rebel against their government and establish a new government territory. For example, one group makes a single monetary system and then another group agrees on a different currency. Just like real life.

    posted in Ideas & Feedback read more
  • Elliander

    Out of curiosity, has taming been implemented yet? I've been out of the loop (no pun intended) and currently trying to get a handle on what changes have been made.

    posted in Technical read more
  • Elliander

    I'm still interested in VR development for Eco. Is it possible to separate the cross hairs from being tied to the center of the screen, so that one form of input controls the camera and another form of input controls the cross hairs within the camera?

    Also, has anyone developed any VR implementation in the last 2 years?

    I have both eye tracking VR and neural interface devices, but I won't be able to combine them because they don't fit well together.

    posted in Technical read more
  • Elliander

    Well, the corruption likely happened when the computer crashed. Right after the impact happened (which was also a bug since the impact was disabled in server settings) I made a backup of the server before exploring the after impact world. The thing is, something wonky happened since the processor appears to have over heated - which has never happened before - and it seems like the server required so much more processing post impact than pre impact. The way the crash happened - an overloaded CPU - may have had something to do with it. Still, even in that scenario, there should be a mechanism to recognize "hey, I'm corrupted!" and tell the user that it needs to be restored from the last known good backup, and maybe backup all the files that could possibly be written to just in case.

    What is even stranger is the problem restoring from that backup. I also think it is interesting that manual backups are in one file, but the folder shows multiple. I guess it writes to the different files separately so that it can write to more than one at a time as needed. Were you ever able to get the backup to load?

    posted in Technical read more
  • Elliander

    Ok, thanks. The only reason I am interested in this is specifically because it's not supposed to happen. There has to be a cause, and I'd consider bugs that can corrupt an entire server beyond recovery pretty serious.

    posted in Technical read more
  • Elliander

    I'm trying to debug after the crash last night which seemed to result from the post apocalyptic world (seems to require way more processing than prior) and I'm not really sure how to go about it since I am unfamiliar with the code and I don't actually see any when I open the debug in Visual Studio 2015.

    This is what I get each time I try to run the server code now:

    ___________________________________________________________________________________.
    [56:46 Eco.Plugin] Initializing EcoSim...

    Unhandled Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> Ionic.Zip.ZipException: Could not read Storage\time.eco as a zip file ---> Ionic.Zip.ZipException: Cannot read that as a ZipFile ---> Ionic.Zip.BadReadException: Bad signature (0x00000000) at position 0x00000000
    at Ionic.Zip.ZipEntry.ReadHeader(ZipEntry ze, Encoding defaultEncoding)
    at Ionic.Zip.ZipEntry.ReadEntry(ZipContainer zc, Boolean first)
    at Ionic.Zip.ZipFile.ReadIntoInstance_Orig(ZipFile zf)
    at Ionic.Zip.ZipFile.ReadIntoInstance(ZipFile zf)
    --- End of inner exception stack trace ---
    at Ionic.Zip.ZipFile.ReadIntoInstance(ZipFile zf)
    at Ionic.Zip.ZipFile._InitInstance(String zipFileName, TextWriter statusMessageWriter)
    at Ionic.Zip.ZipFile..ctor(String fileName)
    --- End of inner exception stack trace ---
    at Ionic.Zip.ZipFile..ctor(String fileName)
    at Eco.Plugin.Serialization.DataStore..ctor(String name, ISerializer serializer)
    at Eco.Simulation.EcoSim..ctor()
    --- End of inner exception stack trace ---
    at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck)
    at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark)
    at System.Activator.CreateInstanceT
    at Eco.Server.Plugins.PluginManager.AddPluginT
    at Eco.Server.Plugins.PluginManager..ctor()
    at Eco.Server.MainClass.Main(String[] args)

    ___________________________________________________________________________________.

    and Visual studio just tells me:

    "TargetInvocationException was unhandled"

    Since it looks like the problem was a corrupt time.eco file, I tried replacing it (after backing it up of course) and just got this:

    ___________________________________________________________________________________.

    [19:32 Eco.Plugin] Loading plants finished in 39 ms

    Unhandled Exception: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.AggregateException: One or more errors occurred. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> Ionic.Zip.ZipException: Could not read Storage\animals.eco as a zip file ---> Ionic.Zip.ZipException: Cannot read that as a ZipFile ---> Ionic.Zip.BadReadException: Bad signature (0x00000000) at position 0x00000000
    at Ionic.Zip.ZipEntry.ReadHeader(ZipEntry ze, Encoding defaultEncoding)
    at Ionic.Zip.ZipEntry.ReadEntry(ZipContainer zc, Boolean first)
    at Ionic.Zip.ZipFile.ReadIntoInstance_Orig(ZipFile zf)
    at Ionic.Zip.ZipFile.ReadIntoInstance(ZipFile zf)
    --- End of inner exception stack trace ---
    at Ionic.Zip.ZipFile.ReadIntoInstance(ZipFile zf)
    at Ionic.Zip.ZipFile._InitInstance(String zipFileName, TextWriter statusMessageWriter)
    at Ionic.Zip.ZipFile..ctor(String fileName)
    --- End of inner exception stack trace ---
    at Ionic.Zip.ZipFile..ctor(String fileName)
    at Eco.Plugin.Serialization.DataStore..ctor(String name, ISerializer serializer)
    at Eco.Simulation.AnimalSim..ctor()
    --- End of inner exception stack trace ---
    at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck)
    at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark)
    at System.Activator.CreateInstance(Type type, Boolean nonPublic)
    at System.Activator.CreateInstance(Type type)
    at Eco.Simulation.EcoSim.<Load>b__32_0(Type type)
    at System.Threading.Tasks.Parallel.<>c__DisplayClass17_01.<ForWorker>b__1() at System.Threading.Tasks.Task.InnerInvokeWithArg(Task childTask) at System.Threading.Tasks.Task.<>c__DisplayClass176_0.<ExecuteSelfReplicating>b__0(Object ) --- End of inner exception stack trace --- at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions) at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken) at System.Threading.Tasks.Parallel.ForWorker[TLocal](Int32 fromInclusive, Int32 toExclusive, ParallelOptions parallelOptions, Action1 body, Action2 bodyWithState, Func4 bodyWithLocal, Func1 localInit, Action1 localFinally)
    at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal](IEnumerable1 source, ParallelOptions parallelOptions, Action1 body, Action2 bodyWithState, Action3 bodyWithStateAndIndex, Func4 bodyWithStateAndLocal, Func5 bodyWithEverything, Func1 localInit, Action1 localFinally)
    at System.Threading.Tasks.Parallel.ForEach[TSource](IEnumerable1 source, Action1 body)
    at Eco.Simulation.EcoSim.Load()
    at Eco.Simulation.EcoSim..ctor()
    --- End of inner exception stack trace ---
    at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck)
    at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark)
    at System.Activator.CreateInstanceT
    at Eco.Server.Plugins.PluginManager.AddPluginT
    at Eco.Server.Plugins.PluginManager..ctor()
    at Eco.Server.MainClass.Main(String[] args)

    so it seems that there is more than one thing broken. I figured I would test to see if my computer was the problem, so I extracted from the original backed up zip file and opened from there and everything works perfectly so something happened that broke everything.

    I tried restoring the backup I made right before, but when I load it in the new server and log in there are no items (aside from the default I start with), it's day one, and I seem to be in an empty world with animals floating in the sky. I'm also not sure which files specifically do what, but if I could find some documentation to the source and files and what does what I could probably figure out exactly where the break is.

    For reference, in case anyone has a fresh perspective:

    See world backup here:
    https://drive.google.com/file/d/0B4_9hPPWxAWBdldod3lEZVZ4amc/view?usp=sharing

    See broken server backup here:
    https://drive.google.com/file/d/0B4_9hPPWxAWBNkZpZnJtazNrbW8/view?usp=sharing

    P.S. - I'm not sure if I am allowed to post these. It's all broken, so I figured it would be no harm, but I can delete it immediately if this is a problem. Having an entire server corrupt after an impact and/or computer crash is a problem though, especially if nothing can be restored.

    Oh, and I don't NEED to get the old world working. I was just testing it out. It's just that I'd like to figure out WHY things melted down on me.

    posted in Technical read more
  • Elliander

    sigh and now I can't run the server anymore.
    dead.jpg

    what's funny is I only intended to log in, harvest crops, replant, then logout. Instead, the world perma died with the server :'(

    posted in Bug Reports read more
  • Elliander

    My high elevation sky bridge is gone (a shame, I put so much work into that, but reinforces the idea that it deletes top down) but lo and behold, near where that bridge should be, a tree!

    upload-6b8021ce-6c41-4ed1-81ed-232d90a76daf

    and more trees! and a living deer!

    upload-fa934144-ddff-47ef-8d26-534a1d3401a6

    and my lumber mill, that I made out of dirt blocks along with the minimum wood, is actually still fully intact!

    upload-eb0dc691-d735-4f48-a096-f5c6b3546426

    I was not expecting to see intact surface features, let alone life! Venturing further from the site of impact I find more trees, bits of grass even:

    upload-34366abf-dbcc-4a92-8191-dd43029077e6

    crops are dead (can be cut, but nothing harvests), but other animals are alive:

    upload-152d9c28-f5fa-4075-bd43-8c13f8e31321

    I think, in the final release, this is what should be seen more of. An almost dead world that CAN be saved, and with only a few craters at the impact site. It looks like I can add some more dirt to the areas that have green, and I was able to plant the last of my seed (a shame the impact couldn't wait until AFTER I was done harvesting) If farming allowed you to get back more seed than you put in I might be able to impact the ecology of the dead world, but I will eventually run out unless I find more.

    Living rabbits too!

    upload-fcbf4309-7545-439b-a7fe-bd8c9f8f2134

    I saw a bird as well fluttering to dead berry plants, not sure what's up with that. Can't seem to harvest bunch grass seed after impact.

    This block is blinking green:

    upload-ccb59f03-f97a-4b04-b5fb-73f905c5802b

    ****** At this point my computer crashed! It's an overclocked 6 core 3.3 GHz Intel i7 to 4.5 GHz with water cooling. It went through extensive testing, and there was only one core that could have overheated, but only if it was fully stressed for a VERY long time, so it seems that this game pushed my CPU to it's limits. Either that or something about this post apocalyptic world crashes the computer. I was relieved that chrome saved everything I wrote ******

    posted in Bug Reports read more
  • Elliander

    I have been running a server 24/7 even when not logged in to play, and had the disaster set as follows:

    impact2.jpg

    So, realistically, the comet should be gone. However, I noticed it soaring around regardless every game. Pretty large, though not very clear. Well, for the first time I experienced an "impact" of sorts - or rather, the comet seemed to fly... through me. It was weird.

    impact.jpg

    I'm not really sure how to repeat this, but it's on day 337, early morning. I was on a point of high elevation under where the comet usually flies by. I saved a back up of the world right after, and then when I went back in (changed tab, not logged out then back in) I found this:

    upload-a3f735bb-fa2f-4342-be97-cbbe7803c970

    It clearly hit along a degrading orbit and dragged a line through the world making the ocean look weird.

    upload-586c2834-b85d-45c0-bf1d-c142a768be27

    but that quickly disappears and then there is just another crater. Lots of craters actually. If I dig two blocks down from one this is what I see:

    upload-db51f16b-4f7d-4005-a48b-a8ef92e07c03

    Hopping down I fall through that brown spot into an under chasm:

    upload-04b20a64-5a44-4c25-a103-6c47f3987dd8

    It looks like all those craters are just layered over the sandy landscape:

    upload-b4f039e2-0ca4-4090-9753-f3b872b9e2cc

    I eventually found what was left of my house:

    upload-d24f2989-7813-45ff-a86a-213ca1d77d43

    From there I was able to locate the whole in the ground where I put my underground base beneath the ocean. Apparently, there was still some ocean left.

    upload-bb2a6a52-6722-4b5e-b4a2-53e8d9c76578

    aha! lol! So building deep under ground protects the base from being destroyed in the calamity!

    upload-afc87245-f8c1-4b09-959a-2819bd52e647

    So, downside: The server settings to prevent an impact doesn't work. Eventually it impacts anyway.
    Upside: The mechanisms are in place that if it was possible to heal the land (currently, it's not, and I can't till the soil up there) people could build and store goods underground and the entire building will remain perfectly intact so they can stock pile seeds, resources, etc. (maybe even animals and trees with artificial lighting?) and it will work.

    Not sure how much of this was known, but nothing was happening as expected so I just took a bunch of screenshots as I went through.

    So... this world is dead, but I have enough raw materials in my store house to rebuild as a mole man :P until I run out of food that is.

    Note: Every deed was stored in the storehouse under ground, so if the game was supposed to delete the object on the surface it's possible that the deeds being intact had something to do with it. It's obvious that the impact works by replacing objects with a pattern of blocks so having objects below that overwrite pattern may have thrown things off.

    EDIT: So it looks like I can pick up the doors no problem, but I can't remove the building, even though it has no parts. I also can't actually build anything where a building is/was on the surface. Would have been nice to recover materials, but oh well.

    upload-bded51e7-1ce3-4a0e-ba32-fe8dd619385a

    posted in Bug Reports read more
  • Elliander

    I'm not sure why, but after logging out for a while and then logging in the raw meat suddenly became inedible as well. Not sure why. What's really weird though was that this time it let me eat the cooked meat, but still said it was inedible. Figured I would add this just in case.

    rawinedible.png

    posted in Bug Reports read more
  • Elliander

    On my world (server same computer as client; Windows 10 64-bit, Nvidia GeForce 980 Ti water cooled, intel i7 3.3 GHz 6 core water cooled) I don't have it exactly like this. When they move it seems to move properly. However, they often just stand still and run in place forever.

    In one case I had just dug up from the ground as a rabbit was running and somehow breaking the block under it caused the rabbit to get "stuck" and it ran in place. I tried digging blocks out around, putting blocks back, etc. It just ran for days until it eventually died. I called it "Bugs Bunny" (pun intended) since it was right outside my door step to greet me each day.

    posted in Bug Reports read more
  • Elliander

    To what extent can we modify the user interface for custom input controls?

    I have a "Neural Interface Controller" which can read thought commands to control a computer and would like to see what can be done there. I'm also expecting a Dev Kit for the FOVE eye tracking VR in a few months and one thing I'd like to be able to do is separate the pointer object from the view direction. Instead, I'd have the mouse pointed attached to the eye tracker and the camera object attached to the head motion. From there I would use a simple thought command (assuming I can get the Emotiv to fit under VR) to handle "click" events. For movement it could be haptic feedback, a joy stick, or even an omnidirectional treadmill. There won't be any need to press a button to switch between modes with this setup, but that depends on how much I can change. If there is an "object: visibility" control for menu objects it might even be possible to set it up so that the menus are not there until the user looks directly at where it should be, so there is less peripheral clutter and more immersive experience.

    Being able to separate those commands would also be useful when using a gamepad, since one joy stick could handle movement and the other joystick could handle the mouse.

    I probably won't have much time until the end of this semester to play around with mods (I have like 3 programming assignments a week), but I wanted to see what could be done.

    posted in Technical read more
  • Elliander

    1.) In terms of behavior, do you mean it is controlled by the server we run when creating a world? Or the server we login to before connecting to a server? If it's our own servers, couldn't we just implement behavior mods as a server mod?

    2.) In regards to behavior, how do the animal objects work? Are they objects which inherit behavior from the species with their own independent action? Or is their behavior controlled by some larger system?

    3.) Is there a way to give an object the ability to see (camera object, at it's simplest a security camera object) and interact with other objects according to what it sees? (say, a beaver, that cuts trees and dams rivers to flood areas) and if so could we, say, use something like the Open Worm project to create an animal that is driven entirely by a simulated nervous system?

    posted in Technical read more
  • Elliander

    So I guess that's fixed in Alpha 4? Ok then.

    posted in Bug Reports read more
  • Elliander

    Hi, I have cooked a piece of meat, but when I try to eat it the game tells me it is inedible. When I right click on raw meat I can eat it no problem.

    indible.jpg

    I thought maybe cooking skill was related, like there was bad meals cooked, so crafted the skill book and got the cooking skill to level 2, and crafted more cooked meat, but it made no difference. Kinda strange that meat is only edible raw, seems like a bug. Should be the other way around. Hovering over raw meat shows it's nutrients.

    inedible2.jpg

    I'm guessing this is something as simple as the wrong function calling the wrong object. A typo. I'm surprised, but after searching the forums I don't see this otherwise reported or listed as known.

    posted in Bug Reports read more
  • Elliander

    Since this game is going to have vehicles and such, what about a resource that can store energy to be used for work? It could be a chemical battery that needs crafting, but I think it would be more fun if it was a crystal battery that is mined and has value. Otherwise we will need a chemistry skill tree. Although the question of how much energy it should store and needing to recharge comes up.

    Iron in turn can form power lines, but why not have wireless charging? Lay the wires in the road itself and it can charge nearby objects. Like what Tesla did with light bulbs. Cars could be powered by a current in the road which itself is powered by public utilities, increasing the need for cooperation. The cars could go off a powered road, but without being in range of a current the battery would deplete.

    If instead of cars being single objects, but functional parts, we could use the same machines for other purposes. Instead of the wheels pushing a car forward, they could be attached to boards to push water upstream as a kind of resource conveyor belt for distribution of goods. Maybe I could have a boat road.

    Programmable tech like they have in Minecraft would also be nice.

    posted in Ideas & Feedback read more
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