Eco
Nef Nov 16, 2024 @ 6:30am
Solo settings for 11.1?
Been playing on and off since early Alpha, servers are demoralizing so just play solo.

Last run I was on whichever version had just added taste mechanics, things seemed to progress well, was hitting electronics a few weeks, this time it seems so much slower, one week and I'm struggling for star six on the default no collab settings.

Do people tweak this in the latest version? Not looking for day one unlock all the tings but something with a better curve.

Also seen conflicting information on settlements in solo, is this a thing?

Thanks.
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Other Nov 16, 2024 @ 12:29pm 
I play mostly solo mode as well, and I would recommend some tweaks. Which of these you use, and how far you move the default settings, will depend on exactly what sort of game experience you want - there isn't necessarily one single answer to "what settings should I use?". Anything not mentioned below I would leave at the default, but be sure to read the descriptions.

Skill cost multiplier (default 0.25): reduce by a bit to 0.20, and see how that feels

Craft Resource Multiplier (default 0.5): reduce if you are spending too much time gathering resources; if I am just checking the tech tree in a new version, I sometimes push this as far down as 0.01, but even going down to 0.3 or 0.2 is a huge change, since it applies at every step of a multi-step process. The default is equivalent to free upgrade 5's in every table (compared to a server), and you can still put in upgrades to reduce the materials cost further

Craft Time Multiplier (default 0.5): reduce if you are spending a lot of time waiting for crafts to finish. I don't usually touch it, because resource-gathering and building still take long enough that I have plenty of stuff to do while I wait

Claim Stakes per skill scroll (default 3)
Claim Papers per skill scroll (default 10): if you are trying to use the settlement system (see below) turn these off. Even if you are not, I find these settings overly generous, but you can just toss the granted stakes and papers in a chest instead of using them. I would only feel slightly constrained by turning these off even without the settlement system, but I like the problem of fitting everything into as small an area as possible. The claim system in general also matters less in single player, since there is no one else running around who might mess with your stuff.

*Gain Character XP with Specialty XP (default 0) this would be useful now that the master XP multiplier has been hidden, but it does not accept settings lower than 0.01 (they get rounded back to zero), and the highest useful setting is half of that or less (0.005 and down). If you turn it on, you will be swimming in stars & won't care at all about your XP rate. If they fix the allowable range, 0.001 will give you about 100 character XP for maxing an early skill, rising to 500 for the modern-era skills, and you can compare that to the XP needed per star to get things where you want them

Shelf Life Multiplier (default 1): raise this if your food keeps going bad before you finish eating a batch. I often push it up to 3 or so.

You can turn on the settlement system in single-player, but that is technically a mod. What you need to do is find the settings for minimum players to found/maintain, and reduce those to 1 across the board. They are visible in the /ServerUI interface, or are found in the file Settlements.eco(.template). Even with it on, not that much will change, since there are no other players for laws to affect, and there is no way to get culture on your own (culture mostly comes from players rating artwork, architecture, and so on, but you can't give rep to your own stuff, and laws can't get at object reputation as far as I know). It does let you test out the law system, see influence ranges, and get a few claim stakes & papers if you have turned off the per-skill-scroll settings.

Version 11.1 (which is the latest version) does make changes to the XP curve, but I'm not sure I understand the changes well enough give a complete explanation. Housing XP is easier to get than it was, since there is a new "outdoor" room type, and all the old block tiers have been pushed up by adding Adobe at tier 1, which raises the per room limit before diminishing returns kicks in (a mortared stone room was previously tier 1, with a 5-point limit before room XP was reduced, while the same room is now tier 2 with a 10-point limit). On the other side, it looks like XP per star goes up exponentially to 500 and then flattens out, where previously it would flatten out at 200. This is the part I'm not certain about, since the world I was looking closely at it I have made a lot of settings changes, and one of those could easily have affected it. The last change to the XP system is that the old "master" XP multiplier is now hidden, rather than being exposed (it still varies from 1 - 5 based on the difficulty setting) and that was the best way to tweak the single-player experience.

Since you say that your last game was just after food taste was added, are you familiar with the mechanic of sleeping in a bed to accelerate time (only enabled by default in single player)? I don't recall how long ago that was added, but it does make it much easier to wait for your next star, wait for a field to finish growing, or wait for a long crafting order to finish.
Nef Nov 16, 2024 @ 3:11pm 
Thanks, yeah I've been using the bed, that's how I figured the timing felt 'off', looks like it's the Master XP like you say; everything's a lot slower and stars are an absolute slog.

Turned on XP from speciality as a test and now drowning in them so don't need to sleep other than speed up a queue :/

Guess I'll toy with XP multipliers and see what feels right, guessing skill XP is just in-speciality and not stars.
123 Nov 26, 2024 @ 8:56am 
see my post to
https://steamcommunity.com/app/382310/discussions/0/4041482690811516536/
since you've reached the electronics, I don't see any point in advising to change the server settings with issuing claim paper.
in a solo game can simply be spawned by the GM console
rosa98 Nov 27, 2024 @ 12:30pm 
Thank you for the long detail explanation! Cannot tell you how hard to understand and what to tweak for solo version
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