If you are playing alone with no cooperation settings, is there still a maximum profession limit?
No, profession limits by default only apply on higher collaboration levels.
If you are playing alone with no cooperation settings, is there still a maximum profession limit?
No, profession limits by default only apply on higher collaboration levels.
I really wish they'd not just focus on the big servers. A lot of the changes are great if there are a ton of players. But once seasons die down, the workload grows to lategame and picking up abandoned jobs is harder. For sure frustrating
We are looking into mechanics that would allow us to do things like "dynamic professions" where based on the collab level of the server professions get merged or look different instead of basing it on star counts. Unfortunately with the vast options for customization and the intent of Eco to be a collaborative game best played on bigger public servers that isn't as easily done as said.
Read moreI don't really mind the interconnectivity between professions to be honest. I like cooperating, sailing/driving around the globe for things I need and thus using the market as it is.
But I feel like main issue for casual players is the extreme fast pace of the game and all the pressures that come with that pace. The amount of people playing 8 hours per day on average on servers are the core group the devs seem to be looking at the most. And I think thats OK, as long as there are good long term alternatives (with exhaustion, I like that feature) with more differentiated and longer endgame goals.
If a server has more differentiated and longer goals, people can also wait a bit longer and/or play more casual, because it doesn't have to finished all within 30 days.
And yes, I know a server admin can change the meteor to any other amount of days, but the game doesn't seem to balanced at all for that at when it comes to profession progression and the singular focu...
That is also what we think, Eco is very often played at a pace much too fast - which it was never intended for. We hope the module rework will already help with slowing the tech progression race for efficiency down until we can implement a more effective solution like global research eras.
I'm pretty sure it was U10. Currently, if you remove any plant from a plot (as in a claimable plot, all plants use those to determine nutrients/overcrowding), those plants will never grow back. It doesn't matter what sort of plant it is, and unaware players will often gather raw crops completely from a location and they never return. Trees don't use this system though, and there are exceptions such as the types of moss.
Previously, plants would grow back even if you completely wiped out all plants from a biome, and I assume this change was made so that players would soon have to rely upon farmers instead of charring crops in their hundreds during the early tiers.
Being able to control what grow where naturally though has it's advantages, like this: https://imgur.com/a/eStA6Wu
The prior mechanism simply led to players not actually farming, but just going by with low level food collected by themselves. The taken solution was an overshoot and will be adjusted with the changes coming for animals actually eating plants (so they are gone) and the pollution rework based around that. We also intend to squash the calorie numbers, e.g. making you need to eat much less often, as items provide more calorie density.
I believed the idea is the right direction, ie. the intention gameplay is cooperation. but the execute is sub-par. I want to point out how Rush did the maintenance right, you just have one station and dump resources in as upkeep. can we do that instead? just have one maintenance station for everything you own (house, furniture, vehicle, machine) -> link it to stock you want it to pull resources from. so we don't have to run around inspecting every individual part.
the pollution mechanic also almost doing nothing to force players to spread out, one big city is most optimal result from current game design. the community has to go out of their way to made up many rules to actually get the game they want.
and the community need to stop wanting the game to become cookie clicker with chat.
We actually have always seen the exact opposite behaviour of players, trying to spread out as much as possible, when asked about the reasoning often to not be bothered by others - leading to typical issues with trade distances and cooperative requirements later on. It was one of many reasons for the settlement system requiring players to make settlements. But those are designed in tandem with resource generation, so a single settlement would likely be unable to actually finish the game from a location perspective already. I'm also not seeing that being done anywhere I have recently visited or on any official server - where are you playing to actually see that happening? Would be interesting to take a look at that server.
As for maintenance, a maintenance station is an option to be considered - something similar is planned for electricity / water distribution. There was a inherent goal of making this a profession option, though, so we'd need to see how we can keep that inten...
Read moreRead moreI think it's a good idea in general but it doesn't make sense for food. For food you have to manage ingredients, spoilage, and demand in a fine grain way. Or you should be doing those things, rather. That said, if implemented, there's no reason to disable this feature for food. I just think it's doesn't do your suggestion any justice!
For furniture / blocks on the other hand? Oh this would be amazing. I always want to be using up all my logs as a logger. I always want 400 hewn on stock. I always want 2 of each furniture on stock. etc etc etc.
It seems complex to implement in line with the games UX principles, though. They want interactivity, and craft until X feels fundamentally at odds with that. So how do you get both? Maybe craft until X only queues up the job, but not the labor. Perhaps also limit that amount of craft until X jobs you can setup to 5, similar to the limitation on the amount of manual jobs. Then you'd have to build multiple tables to keep stock cr...
Yes, we'd need to see how we can make "Craft until" fit Eco. I play a lot of Rimworld myself and use that functionality a lot as well, but there I'm a colony overseer giving orders to for my pawns to do - Eco is fundamentally different to that gameplay and intends the player to deal with things, not through UI automation.
Spoiled food can create compost and fertilizer. Managing how much food is farmed to match demand and also how much you cook for what is needed and what you need to progress is a part of the intended difficulty of the food production skills. If you farm 3,000 huckleberries too soon in the cycle, you have to find a way to use them (agriculture research papers, blackberry extract into fertilizer papers) or it spoils. Similarly if a cook is crafting 100 of a dish when they won’t sell that before it spoils, it will in fact spoil.
A real world oriented solution is managing how much you harvest and how much you buy and cook. I see this as an important feature as the game progresses in development rather than an issue.
I see you are getting downvoted for this, but that is actually true - managing production to avoid spoiling is indeed part of the design concept of spoiling and a pretty big real life issue depicted in abstraction. The thing is that we can very likely make this a bit less tedious and based on manual control without loosing the whole intent behind it.
This has been suggested for a while on the their suggestion website (linked by the other commenter) but it seems that shop/production things are low priority, which is incredibly odd considering it’s a game that largely focuses on economy.
The roadmap and internal project planning to Update 1.0 is already fully lined out and in process, outside of that we're at this point only adding smaller suggestions with a good resource use / benefit ratio until final release (like the button for storage auto-linking in the last hotfix or the changes to default prices). So currently it doesn't really have to do something with priority, but with getting the game out of Early Access. Afterwards we'll have better capacity for more major player suggestions as those collection ones are.
Animal husbandry will be the last major feature before Eco leaves Early Access, there is still two minor updates scheduled ("Cozy" with decorative objects and grid-free object placement as the next) before that and current planning is end of Q1 2025 for the final release. One of these will already contain a major rework of animal behaviour (including offering food to them, necessary for Animal Husbandry) and some other changes like a module, talent and pollution system rework are coming with them.
Thanks Dennis. I am no developer. Looked like configurations to me even tho it is a code.
Anything that isn't in the Configs directory is not a settings file and changing would hence be considered modding for everything where that is relevant (like support). That's definitely "config" variables in that file, but they are intended for developers and not given to users purposefully - hence my recommendation to check with the modding channels, as understanding these may require deeper knowledge or source code access.
That is a code, not a config file. You may want to ask in the modding channel on our discord.