Eco

Eco Dev Tracker




30 Jan

Comment

Originally posted by sunyudai

One other thing not really covered by the survey is wiki support - things like workbench lists and recipe information could be automated pretty easily to read straight from the build and then output to a place the wiki can read from, but to write that looks like it might require decompiling the source, which I understand is a violation of TOS and so I'm not going to do that.

That is already basically how it is done via a mod by the community, there is a wiki discord linked on our discord that you can check out. We don't manage the wiki and also don't have the resources to do so in the future, it is community run.

Comment

Originally posted by Lord_Schwartzy

I really hope people will stop with the trains lol. Players struggle to set nice road network and to stick more than 5 days on a server but they want trains that will required a good rail system. Who will decide who run on the rails in which orders? Trains are going to get stuck in front of each other on their 600 meters run from point A to B. Cargo ships and biggers trucks wouls be more realistic tbh

Of currently 755 entries, 48% have voted for Animal Husbandry, 25% for Trains and 12% for Minecarts. (So a total of 37% if you take both together, though for us it's two distinct features that wouldn't be done together) It's unlikely we'll do trains before EA ended, this just supports what we've been communicating already.


29 Jan

Comment

Originally posted by VseOdbornik2

Didnt state doesnt mean it doesnt matter to them, I for example forgot about this

That is obvious to us, but the amount of feedback actually voiced in this survey allows us to better align our goals with what players have for most pressing issues, which is the whole point of it. It's not going to be the only determining factor on what we're going to majorly focus on, but there is already plans we will drop and others we will prioritize based on it.

Comment

Originally posted by -BadMojo

That’s great to hear! Thanks for explaining. Looking forward to 10.1.3. Are you able to give an estimate on when this hotfix might release? slips $100 dollar bill

I would assume tomorrow.

Comment

Originally posted by M0nzUn

I went in an deleted the code sending the announcements on my server.

They have patched it twice but both times they seem to have misunderstood the problem. The latest one for example made it so that it only notifies when it reaches s new max, but since culture basically always only goes up, it didn't change much.

It actually were multiple problems and given they only really appear on multiplayer servers, QA was having a hard time to check them, as hotfixes only get PR testing due to going out asap. We have no way to test such changes on multiplayer servers outside of playtests for minor and major versions.

At first, the problem reported was that any change, no matter how small, did give a notification - which was addressed by requiring a more notable change. Then we noticed that culture going down (which was brought to our attention by admins, happens very frequently on servers due to room changes invalidating cultural objects for short moments) also causes them. So it was changed to not put out notifications when it goes lower and only when it reaches a new threshold. Now there is the problem you mention (that gets more severe the more active the server is), but there is also a problem of sending a notification when nothing changes at all in regular intervals that ...

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Comment

Originally posted by AmbroseAsylum39

Considering the amount of time people have to give to this game to succeed that's incredibly dumb

Major updates of this type don't release frequently and breaking changes are kept to those. The game is in Early Access, it's not avoidable if the game is supposed to be getting new features and being continously developed. There is tons of game developers who mark their savegames as incompatible even after normal updates on a release version (Paradox for example, though you can try to load on your own risk for most of them, afaik).

Comment

Originally posted by SatsukiShizuka

Done. There's still a LOT to cover before this game can hit 1.0 though. Having all professions have need for T4, for one...

To our surprise, only 5 of 603 people so far were of the same opinion in regard to T4 and did state it.

The results are so far mostly as expected, but with some interesting surprises.


28 Jan

Comment

Originally posted by AmbroseAsylum39

If it's really messed up to the point of not being able to fix it then I'm out lol. I noticed things were messed up when I logged in and all my roofs and stairs were turned 90 degrees and I had to pick up and place all my stone roads. I also have to replace all stone ramps but I understand why that is the case

Saves from pre Update 10 are unfortunately not compatible with Update 10, as with all major version number updates. We only ensured loadability, but the many changes to mechanics (especially such that aren't saved on a savegame level and could be preserved as-is) were massive.

Comment

Originally posted by Squigs44

Eco doesn't have a hydroponics table, it sounds like you are playing on a modded server and that's an issue with the mod.

This is the case.

Post

We have prepared a little survey on action items for a potential version 1.0 and would be happy for you to participate: https://docs.google.com/forms/d/e/1FAIpQLSd5E0Z2ZhOrwdBLQAzI7FzUbXVoDEf3LCq-bQOx8NA4ikMr5A/viewform

External link →

25 Jan

Comment

The /objects command can do that. It should be something along /objects remove law,id.


21 Jan

Comment

Originally posted by Happywithit8675

downloaded the SLG. Signed in manually. same issue.

the log is so large it crashes this page when I try to cut and paste it here.

Send it to [[email protected]](mailto:[email protected]).


20 Jan

Comment

Connection issues to our servers will as of 10.1.0 show this:

https://preview.redd.it/slnqrv4londc1.png?width=1024&format=png&auto=webp&s=961c9e4675f729d7816583d61757345906ebaaf9

If you still see a empty menu there is only one known uncaught reason left for it, no connection to Steam possible. (Will show its own message and close the game automatically in one of the next updates) The reasons for that can be all the same local networking issues, it's not really something we can diagnose. Sometimes restarting Steam helps.

You could try to see if the SLG client (needs account on ...

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Comment

There is two things that can delete a settlement foundation:
1. Annexation when same-level annexation is activated
2. The settlement being invalid for more than 20 minutes (new default is 60, but needs to be changed by admins) due to for example holes in the room or other issues.

Neither can be reversed once it happened.


19 Jan

Comment

Originally posted by Buggaton

Hey, thanks for taking the time to reply!

I don't find it stated anywhere in the Ecopedia about the multiple room penalty being offset for multiple inhabitants so that might be worth adding.

I understand these changes and we'll play based on the way it's been implemented by you folks, I was just annoyed at going into a game having no idea that these numbers had changed or how they had changed. Want more documentation! Yes I'm demanding. I love numbers. I can only apologise for the way that I am ♥

Yes, I see that still needs updating, thanks for the hint.

Comment

Originally posted by yager652

That's gotta be a glitch unless you somehow have access to uranium and had a nuclear meltdown. Uranium is supposed to come out on a 10.X patch.

I just need to correct a misunderstanding here: Uranium is not planned to be part of any 10.X update and it would be new to me we confirmed it to be part of any update so far.

Comment

We have removed the prior system in favour of a more simple, server configurable general bonus / penalty system based on the amount of residents that you can configure in Rooms.eco.

The usual penalty for multiple rooms of the same type still applies (with one room of each type being free per resident), but the housing points yielded by all rooms in a deed are now simply summed up, then divided by the amount of residents and the result then multiplied with a configurable crowding factor as configured in the server config. The result is the personal housing points of each resident.

By default the crowding factor is 1 for one and four residents, 1.2 for two and 1.15 for three residents. Starting with the fifth resident, the factor decreases by 0.1 per each additional resident until it reaches 0.3.

Prior to ...

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17 Jan

Comment

Originally posted by Zakal74

I love seeing a dev jump in on this kind of post. I just wanted to say I've really been enjoying Eco for the past week on Chocotaco's server. You guys have made a seriously unique and impressive game! (See my other comment on this thread for more details.) I never leave Steam reviews but I'll leave you guys a good one.

Thanks for the positive feedback, always heartwearming to see as well :)


16 Jan

Comment

No, but there is a suggestion to be able to copy them that you could vote on:
https://eco.canny.io/feature-suggestions/p/storage-organization-copypasting