Eco

Eco Dev Tracker




20 Jan

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We've tested that on White Tiger and it's part of vanilla in 9.5.

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I know of two australian servers, but it's a rather small community. I meet one every now and then on the european servers, given latency isn't a big problem for playing Eco due to what type of game it is.


19 Jan

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Originally posted by Balkan__Man

Would you explain why these signs are craftable. For instance, you can craft lumber standing/hanging signs at the Sawmill. You do not need any commands for them. Here's an example: https://wiki.play.eco/en/Large\_Hanging\_Lumber\_Sign

I've now also tested all variant signs, they all work, here a selection of them:
https://ibb.co/P52L9Mm

The one you actually seem to use in your screenshot is the Spruce sign, also works:
https://ibb.co/v4KtSXb

So whatever is happening there, it is not happening reproducably with a normal vanilla client on the latest release version :( At quick glance I also see no mention of this issue anywhere else (other than your crosspost on Steam).

Anyone else here on reddit, that also has this? If you got an unmodified world with no dev commands used, can always send it over to me to check.

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Originally posted by Balkan__Man

Would you explain why these signs are craftable. For instance, you can craft lumber standing/hanging signs at the Sawmill. You do not need any commands for them. Here's an example: https://wiki.play.eco/en/Large\_Hanging\_Lumber\_Sign

This is not one of the signs I mentioned, and it works perfectly:
https://ibb.co/R6SVjPh

Whatever item you got there, it seems to not be the one you get via crafting in an unmodified basegame or spawning the correct items (and variants) as listed on the wiki. I unfortunately can't tell without the world and given the world obviously had commands used on it, it won't be suitable for any investigations either, as for that it should be unmodded and without such commands used.


17 Jan

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Originally posted by Ok-Depth-1193

I can also recommend you "Civitas" from Snepserv (will start, when version 9.5 of eco will be released). I play on an earlier cycle called "Aeternum" and it runs for over 100 days with good population. Its managed by a staff member of SLG and in my experience after 2.000 hours its important, to have activ admins.

Just to clarify: A volunteer staff member, no employee.

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Originally posted by PinkTigerDG

Most of this game relies on players having a cooperate and selfless mindset. My experience is that players tend to profit maximize, which is natural. This works fine in the real world and is just capitalism. Many players do sometimes forget that unlike the real world, people getting poor in a game means they quit and the server dies.

This also reflects to profession picking. Players tend to go for the good and fun professions, effectively making an elite of people with good professions. This again leads to the same outcome as before. The best solution is for players to pick only one good profession and then have the worse professions as secondaries. This is unlikely to happen without ingame restrictions on professions. I have tried it though, playing on a server with a admin setup government with laws restricting certain profession combinations.

It's not that different though, poor people IRL also 'quit' the society - it just has different consequences governments need to deal with and more severe ones they try to avoid with basic securities.

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Originally posted by salbris

I love this game and have the same qualms. I'm feeling pretty motivated lately to work on a mod to try and rebalance the game, it's recipes, and professions. I really dislike how some professions like fertilizers are required but are almost completely useless. There are similar problems with tailoring. As you said, it seems to stem from everything smelting related being the main path for the game and anything that isn't related to that or food/housing is just not that interesting. Even though tailoring is obviously important to housing it's also a one time cost that basically ends in the mid game. Once people have 3 stars they stop caring about high quality housing unless they are rich and want to splurge.

It also doesn't help that mining is quite interesting. You have to dig a ramp or elevator shaft to the ore and deal with tailings. Tailors can run around and cut grass for a few minutes then sit and craft.

Other games by this point have at least one or 2 reall...

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We've only lately begun to massively expand modding capabilitites and start with a documentation, as we originally didn't even plan to do that before the game would be more feature complete and stable - the downside of that is, that it is not feature complete and stable and stuff unavoidably will break often.

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My colleague Jens has been working on a total profession and talent overhaul for the last months, so that's already coming, though as always expansion of some professions also necessarily goes along with adding additional content to them, which is a different thing and takes more time, especially since we got other new features as well.

Boats have already been confirmed for 10.0 (for real!) and Animal Husbandry is on the list, but does not have any planned scheduling yet.

We do not plan on introducing a thirst system to Eco. The hunger and food system is there as it has intrinsic value and links to the gameplay loop for it to provide increased skill gain speed and is supplying a whole industry on servers, while water would not do either, but rather be a menial task to do additionally to all other things with little benefit and little value. It surely could get some added importance, but it would never reach the depth the food system already has and does well, so int...

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Not wanting to insunate something, but given your skill bar and the fact this is only possible to occur via admin / developer commands, they were likely not crafted or crafting was modified in a way that broke stuff.

The wood sign does no longer exist as a craftable item and has no model, as it was removed and is only left as a parent placeholder sign for development purposes, it cannot be gotten without spawning it. That also applies to some of the other signs that have variants, they all have a parent sign without model that has 'no variant' and no model, also only gettable by spawning. This is also true for other items, like tools. /give hammer will give you a generic non-variant hammer that doesn't work. For spawning it's always important to use the name of an actually craftable item, so it can be used, as commands give access to all items, no matter if they can be gotten in normal gameplay.


12 Jan

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Originally posted by Snoberry

Will the farming update add new fruits and vegetables? Whenever I play farmer I'm sad there aren't things like onions, garlic, carrots, potatoes, cabbage, apples, cherries, peaches, strawberries, etc. Orchards would be so much fun to have.

The update is too far away to make any statement of actual value, so I'm instead taking it as a suggestion to the team :)


11 Jan

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Originally posted by Snoberry

Sounds interesting. Are there any "universal likes"?

No.

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Originally posted by Snoberry

Are y'all going to address the fact that there's a nutritional balance meta in a meaningful way or just punish players for eating the same foods?

You can already test the features for that, as they're available as experimental features in the current version and run already on e.g. White-Tiger, if you are only a player.

Both systems do not work as punishment, but rather as a improvement factor. Food has been rebalanced to generally give less of XP, and via eating varied food you get more. The same applies to tastes, that are randomized over all tiers (but always with plenty of options per tier) and give negative and positive benefits in various stages for each food. Basically, you eat something and it tells you if you like it or not - in varying degrees with penalties and bonuses, so there is no meta anymore, every game will be different, as you need to find out what you like first and adapt to it to gain the most. Which also will make all foods in high demand, not just the common meta food.

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Originally posted by jewitt

I really enjoyed White Tiger while I was on it, definitely well ran. It’ll be interesting to see how the mechanics work once it hits release and what powers admin have to sort of Game Master-style set up frameworks. Really excited for this feature :)

It's developed with admins making frameworks for their servers in mind, it might not have everything right from the start, but given both me and John are very interested in giving all options to admins and in seeing what they make out of it, this shouldn't be much of a problem.


10 Jan

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Originally posted by Snoberry

20% speed bonus isn't worth my sanity on large road projects lol

Players on White-Tiger must be special, then! :D

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Originally posted by Snoberry

A food system overhaul before a farming overhaul? That's just mean.

Well, you can already see the new tastiness and variety stuff, food spoilage will follow soon and there's more in store. It will farming as it is now only more viable, no worries.

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Originally posted by jewitt

Well I’ll definitely be the first to make a server around town and nation building, depending on how the mechanics work that form nations and global governments. The previews I’ve seen make it seem difficult to control.

Challenge accepted. White-Tiger is of course also going to use it - in staging phase :D

As for control, given I run White-Tiger I made sure there is lot of admin possibilitites.

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Originally posted by slowpokefarm

So what you're saying is: the intended gameplay is only achievable under supervision of an admin (like a game master?) and not with self organization of players?

No, that's what you're interpreting. The law system allows to do the same thing, but that needs organisation that needs to come up from people themselves (= matter of the server, hence its players). That is easier to get with admins involved that take a lead. Anyone can do it though, just like on Coast Redwood.

Also, there is no 'intended gameplay' aside of playing multiplayer. Eco is configurable and can be played to whatever liking with whatever concept, be it made by admins or players.

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Originally posted by Snoberry

Makes sense. I'm hoping it's coming soon. It feels like most of the functionality is already there with piping and water pumps. Maybe a mechanical water pump could be moved to basic engineering rather than mechanics considering mechanically driven water pumps using windmills/waterwheels are a relatively old technology.

I'd actually not expect it this year, unfortunately, at least the internal roadmap is focused on different stuff for this year. (Including boats, food system overhaul, maintenance, multiple government and a load of other stuff I can't announce yet) I'd see it more towards a major update with animal husbandry, which wouldn't be this year. But stuff can always change.

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Originally posted by Snoberry

That would be great. For the most part I feel like I'm probably not alone in using hewn logs to build roads just because it's easier than stone roads with the line/floor tools.

That makes you missing out on the speed bonus, though!

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Yes, infrastructure and transport are big pillars we design around, hence we make sure that they're required.