Eco

Eco Dev Tracker




18 Dec

Post
Hey Citizens,
we have just released Hotfix 11.1.6 to address the following issues:

  • Fixed: Worlds with a distribution station that contained specific items couldn't be loaded anymore after they were shut down.
  • Fixed: Dynamite could be picked up after it was ignited, leading to the dynamite being preserved and the explosion still happening.
Additionally, the ingame news have been temporarily disabled due to maintenance on related backend services, it will be re-enabled once that is finished in a future Update next year. For the meanwhile you can find relevant news here on Steam and on our discord[discord.gg].

With the year nearing i... Read more
Comment

It's unfortunately not uncommon for Eco to be flagged by some antivirus software after an update for a while, it's a false positive.

My Windows Defender is not triggering like yours and VirusTotal also looks fine: https://www.virustotal.com/gui/file/db508018185bb1d8c71d7935feac671b1fb10b07dbe385b48655132dae8ec04b/detection


17 Dec

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
As mentioned, the talent isn't broken, but has never been implemented due to the talent system not supporting it well enough. Over the course of development we have decided that talents should have a different design purpose compared to now and as such the vast majority of current talents are not planned to be part of the new talent system - as such there isn't really any need to bridge the gap, as there is no gap.

I understand that it is unfortunate that a few professions have diminished talent options, but that is pretty much the case for all others as well, as there is nearly always an obvious choice, which is another reason for why the talent system needs to change drastically. It unfortunately makes no sense to rework it twice just to add a talent that will be removed later on again.
Comment

Should be fixed in 11.1.5.

Post
Hey Citizens,
we have just released Hotfix 11.1.5 to address the following issues:

Civics:
  • Fixed: Claim papers and stakes would convert to their generic versions instead of being removed when the player that led to their creation left the settlement.
  • Fixed: When trying to create a bank account after having reached the limit of 20 bank accounts the player was disconnected from the server with an error message.
  • Fixed: It was unintentionally possible to list pictures for sale in stores.
Interaction:
  • Fixed: Claims wouldn't be highlighted with supported items & tools when switching to them from a hammer.
  • Fixed: When placing specific items, their shadow placement wouldn't disappear despite the item no longer being held.
  • Fixed: Occupancy of the Small Shipyard was wrong, leading to placement potentially being blocked ...
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Comment

There isn't too much difference anymore since the discounted multi-packages are no longer offered, licenses on either Steam or SLG can be linked to the respective other. If you purchase on our website we voluntarily provide a slightly better refund option of 14 days with no matter the amount of time played (compared to 2 hours on Steam for most countries) - but only if the account was not yet linked to Steam. (As we can't easily revoke Steam licenses)


16 Dec

Comment

Originally posted by JigglyFeather

In my humble opinion, the default setting should be that pollution is based on the active player count. That is easier said than done, but I think it would reflect better what people want, like in the questionnaire.

Currently CO2 offset is based on the amount of trees in the world. It could still be part of the calculation to make it appear more real but the amount of active players would much better represent the challenge that you are facing in the game. Just my two cents.

The CO2 offset of plants is the factor we're going to make flexible based on world size to have a better representation even with over-sized worlds, also removing the cap to allow players to actually have impact by adding new plant life to the ecosystem, having a different means than pollution restrictions to address issues. Additionally all animals are supposed to actually remove plants from the world as part of their diet, which they currently don't do - so basically make sure that your fields are fenced in or there might be some losses, especially if there is no natural plant sources left. Without any food around, the animals will die, though.

Basing it on active player counts is unfortunately neither simple to do to begin with nor easy to balance, so that's not something we're planning. It would also partially remove player agency in pollution, if adjustments were simply made based on how many players are around instead of players actually being the cause of issues tha...

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15 Dec

Comment

Originally posted by TheIronNoodleTTV

42/55 people seem to agree that pollution isn't hard enough via the vote.

And that's no surprise given what I already noted.


13 Dec

Comment

Originally posted by Deeevud

Would you mind linking to this on the wiki? I can't find it, and am curious what the settings should be for about a dozen players.

https://wiki.play.eco/en/Server_Configuration#Change_World_Size

12 players is still coop, so default size.

Comment

Originally posted by TravUK

pollution is already a core challenge with real consequences

Ehhh not really. I think it needs to be dialed way up. I know people who have hundreds of hours in the game, myself included, who can count the number of times the sea level has risen on one hand, for example.

And how often did you play on a server with a world size that supported the player count and that did nothing against the problem? E.g. comparable to the official servers, not going beyond 1km² if there isn't at least more than hundred people, staying on 0.52 km² if its notable less than 50?

Also, it's kinda not the goal of Eco to have the world flood - data for official servers suggests the occurance is of a frequency as we expect it. We are not however responsible for the configuration of other servers - it's understandable and fully fine if those value other needs higher, but it has never been a secret or unknown that the world capacity needs to fit for pollution to pose any threat.


12 Dec

Comment

Originally posted by JigglyFeather

I agree that all mechanisms are in place, but it doesn't feel that way when playing the game. I have spent over 1k hours playing Eco (bought this game in December 2023) and have found that pollution is just a thing that happens on the side IF someone is polluting deliberately.

To expand, what I mean by "Yes! – Make pollution a core challenge with real consequences." is that you would have to put in a SIGNIFICANT amount of effort to have no effect on the environment as the game goes on. At the moment, you don't need to do anything because in order to cause any serious harm to the planet someone has to deliberately pollute and overproduce. And even if such player exists, they get banned for doing so disregarding that this IS the 'core challenge' of the game.

I may be playing on the wrong servers or bought the game at the wrong time (when pollution was nerfed) but that's my experience. What's hard to quantify in Eco is because based on the server peop...

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That's exactly what I was saying - you are likely playing a server that isn't using fitting configuration for their player count. We've been constantly repeating and it's noted on the wiki that the ecologic part of Eco only works when the capacity of the world for handling pollution is in balance with the player count, e.g. mostly the server having chosen a fitting world size for the audience.

That unfortunately is not the case for many servers, as many communities value a higher space higher and opt for large servers despite lower player numbers. When the world size is selected fittingly for the player count pollution absolutely does play a role without anyone needing to pollute on purpose. That is well visible on many of the official server cycles, multiple per year ending in a flooded world. White Tiger requires laws to restrict pollution levels, otherwise it would drown just as well - it's a constant heated topic there, as the measures that tend to be taken are restrict...

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Comment

The question is a bit odd as it seems to be missing context, as pollution is already a core challenge with real consequences and can be handled with systems like courts and laws when servers use the correct settings for their player amount, which barely any do.

I nontheless voted "Yes! - Make pollution a core challenge with real consequences." as the next minor Update happens to contain changes to those mechanics making them harder and trying to automatically adjust some things when servers were not configured correctly for the player count.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
When pressing ESC -> World Settings just turn off the checkbox.

11 Dec

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You have been told where you can inquire about your issue in your first thread and as far as I understood you seemingly already did. Any relevant information you may need can be acquired there.

Our steam forums are however not the correct place for that and our zero tolerance policy applies here as well as per our rules: ... Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by NiceGuy: I did not know this, is there a timetable when this will hit the servers? At least something like in 6 month or 2 years...😀

Unfortunately I can't provide an ETA. I can say that the reason for the rework is that the system is very limited from a technical standpoint and doesn't support more in-depth design goals well. It's probably not news for anyone that for most talents there is a clear choice and that they're not very interesting.

Most of the current talents, including WIP ones, may not be part of the new system. Instead it is intended to provide ways around specializing further in professions (including such that have no selectable specialty, like transporting) by providing benefits ... Read more

10 Dec

Comment

You need to set EnableAdminUI in Civics.eco and then open the Federation and untick the "Requires child settlements" checkbox. /nosetreqs doesn't apply there.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Sm91cm5leU9mQmVpbmc=: of course it not official and not maintained, but why image called "strangeloopgames/eco-game-server" :steamfacepalm: btw

command: ["./EcoServer", "--nogui", "--username=*username*", "--password=*password*"] * - just a mark

Because we created the docker container for our internal use and just published it for experienced users to potentially make use of it as-is, as it's there anyway. The respective additions you noted have been communicated on Steam forums, in Discord and can be requested from our support if necessary. We are also fine with the community creating and ... Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
There is a full rework of the talent system ongoing, hence the old talents are not being worked on anymore.

09 Dec

Comment

Originally posted by Deeevud

If you manage to find the Jingo discord, I've been screenshotting everyone's build every season for the 17 we've been running (assuming it's more than a box!). There's some real gems in there.

Edit: I'm not sure if discord links are allowed, since someone avoided posting a link and someone else just went for it, but here it is: https://discord.gg/DCsGb4zETx

That's no problem, only thing that is not acceptable is server ads as posts or server ads in comments when the OP wasn't actually looking for servers in their post.


08 Dec

Comment

Originally posted by JigglyFeather

"getting settlements into a state that actively rewards collaboration with other towns towards the greater goal" - I would add that you have to make people want to/incentivize work towards this greater goal. Nobody cares about the fake meteor or the eco-system if it doesn't affect them directly, just like in real life. So why make Eco like real life? People often play video games to escape reality and experience something new. How about a different goal?

I personally bought this game because I wanted to play as a bad actor and force the water levels to rise and cause mayhem. I may not be the typical player but from my experience many people thought the same. We can be the counterweight that adds to the difficulty of the game, perhaps extending the time required to finish a round. So give us the tools to do that, therefore towns and countries will be incentivized to do something about it.

The treatment I get every time I bring this up as a goal in a server is "You're...

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I'm not sure if you actually read my post, as what I have been saying is that there is already sufficient difficulty (as in too much) - there is no need for an increase in it in the social matters.

The other part of your post seems to be a very generalized premise I cannot agree with, neither does noone in real life care nor do people in Eco not care. In the opposite the successful shooting of the meteor is the main and unfortunately often only goal the majority of players pursues and failure in preserving the world regularly leads to mass exodus of people from a server that feel they have lost when sea level rises and poses inconvenience to them.

Eco is also intentionally a game abstracting from real life and supposed to allow reflection back on that. That will always be limited in effectiveness, as in opposite to a game you just cannot leave in the real world.

If players already have issues organizing despite that having major benefits in the important soc...

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