Eco

Eco Dev Tracker




04 Aug


30 Jul

Comment

Originally posted by Timb____

Do we get ships?

Yes, in Update 10.


29 Jul

Comment

Originally posted by littledingo

Per your own discord server These are the fears that I myself have had.

Well, that's the playtest. Stuff being broken and tested there is pretty expected. Nontheless, Food Spoilage IS supposed to massively change the game, that's true.

Comment

Originally posted by sheepslayerpi

Will we ever get trains they would be great for transportation large amounts of resources alot more efficiently than cars

Not planned during EA at least.

Comment

Originally posted by Hawthorne0410

How about fixing login lag issues on joining servers? Really great game but lags every login for people playing is destroying the game

No such issue known, make sure it's on the tracker :)

Comment

Originally posted by TravUK

Food is getting so much love this update. What about everything else?

We focus all minor updates around some specific idea, for this it's food and immersion.

Comment

Originally posted by littledingo

I have nearly 4000 hours in this game, and if this isn't going to be optional this may very well be what makes me leave.

There will be a multiplier for configuration, like for most things in Eco, but it is not an optional feature like rents that can be turned off, but a core feature.

Post

Hey Citizens,
as most of you probably know by now, we're introducing Food Spoilage in Update 9.6.

This feature adds a new game-changing element to Eco, requiring players to think about their production and the economical aspects that go along with products that have a shelf life - plus dealing with any waste that may be created through overproduction.

Of course, with increasing progression in the game we're providing different tools for players to extend the shelf lives of goods.

We have already shown you the new Industrial Refrigerator fulfilling that purpose for food items and today we'll give you a first look on the Powered Storage Silo that will keep your crops fresh longer!

...

Read more External link →

22 Jul

Post

Hey Citizens,
it's time for another Update 9.6 sneak peek!

Today, expanding on the immersion improvements from last week, we're presenting you a video compilation that focuses on our brand new first person view with character hands and eating animations. Enjoy!

https://reddit.com/link/w5bkkk/video/p826mylcn4d91/player

And if you want to take a first look on Update 9.6 yourself, our public playtest starts later today and all information for it can be found on our discord: https://discord.gg/eco (Check #news)

External link →

18 Jul

Comment

Given your edit:
Steam forums have a specific board for pre-sale questions that can be used by people that don't own Eco yet.


15 Jul

Post

Hey Citizens,
for Update 9.6 one focus of our team was improving immersion of Eco in multiple areas.

We added several new animations and tweaked behaviour like harvesting, but we'll go into more detail about that in a future post.

Today we're giving you a glimpse on Eco's revamped desert with new cacti models, terrain material improvements and Dust VFX - our art team has been hard at work for 9.6!

https://preview.redd.it/n9hsknbe0rb91.png?width=1920&format=png&auto=webp&s=b758ce5ada48699dbdc94a4345f449ae5eb4d640

External link →

13 Jul


11 Jul

Comment

Originally posted by Traslogan

Ah interesting. Found that file and it hasn't got that line by default in ours. We'll try adding it and restarting. Cheers!

Nitrado tends to be a bit outdated on configs. Just keep in mind that bigger stockpile ranges are pretty performance-heavy, especially the bigger the server is.


09 Jul

Comment

Originally posted by M0nzUn

If you end up trying, remember to lower draw distance. It has a massive performance impact before 9.6 (not yet released).

Turning off Global Illumination will also help with some issues.

Comment

Originally posted by Mei_iz_my_bae

Even gaming laptops? I run it really well on RTX 2060 Ti i7

Yes. Our recommendation is simply due to us not being able to guarantee for it to even run on those, we don't do any testing on mobile hardware at all. Happy it works for you and I guess it will for many others, but official word is always most cautious.

Comment

It's below our minimum specs and we generally don't recommend playing on laptops, but you can always find out and refund - the requirements are set higher than necessary, as we don't have the resources for intensive testing at every Update.

Comment

Originally posted by DonaIdTrurnp

It’s not uncommon for taxes that work off of a quotient to mess around with decimal places past the second, which sometimes leaves a displayed balance of 0.01 that can’t be spent because it was rounded up.

We have a lot of taxes on WT, but I haven't seen that issue lately. As I said in another post, we implemented a mechanism rounding such stuff to the full value latest on a server restart, I guess this isn't working for everyone?

Comment

Originally posted by gjsmo

Read more

Let me be more precise:
I'm not aware of any issues still happening with that, most of these issues have already been closed and I just closed a few more that are already fixed. (We don't use GitHub anymore for issue tracking internally)

The system actually rounds currency to two digits in the background since a while, as you can notice by some of the server log entries for that. The only one I've been able to reproduce is getting account values, but those are autofixed on a restart. That issue would be considered very low priority, which is why I assume it's not tackled at this time. I can't tell you the reasons for that, though. I'd assume changing the saving type requires changes that make it not desirable to do so and is hence avoided for other solutions.

But that ultimately is so detailed developer related, it's not part of the information I have. When I get a chance I can ask, though.

Comment

Originally posted by DNedry

Ah the mechanic no one asked for yet were getting all the same. Yet we still can't keep the client open for more than an hour without extreme performance loss. Super concerned with what you guys prioritize for development. We need real bug and performance fixes and for the dead professions to be fixed and balanced. Players drop after the first few days because only a couple professions have actual mid and end game. But sure this fridge looks cool...

Actually, it's been one of the most often requested mechanics (after boats, trains and animal husbandry for the major ones) and is part of Eco Infinite adressing the issues you're describing. A major issue on every server is the point where several professions just stagnate, as everyone bought what they needed. Upkeep costs work against that.

As for the performance I can only state what I've been stating before: The people working on performance do not work on features and vice versa, as the required skills are vastly different. Hence features don't take anything away from that.

Comment

Originally posted by SickWittedEntity

Yeah i'd prefer to see more focus on player retention for servers in the coming updates more than this kinda stuff but maybe it's to prepare for mechanics that will focus on improving player retention, like food rot.

Ssssht, don't spoil it for them.