Eco

Eco Dev Tracker




19 Nov

Comment

Originally posted by playbabeTheBookshelf

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...

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Comment

Originally posted by Naxili

I 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...

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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.

Comment

Originally posted by permaculturebun

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.

Comment

Originally posted by PlayerOneThousand

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.

Comment

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.

Comment

Originally posted by Sad_Mango_1248

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.


14 Nov

Comment

That is a code, not a config file. You may want to ask in the modding channel on our discord.


08 Nov

Comment

Originally posted by Distinct-Performer86

It is nothing personal but you are only partially right. In fact there is an option in server setting to set it on. There are so many setting that I was confused whe I was preparing my server a month ago, or maybe, just maybe, there was some change about which I do not know.

See my explanation here: https://steamcommunity.com/app/382310/discussions/0/4434443557915421326/#c4434443557916271250

Even if you set the XP refund rate to 100%, it's not giving you a star back to take, but just XP towards the next one which is always "pricier" than the one refunded.

Comment

No, skill refunding doesn't exist since the skill system was reworked. The button you noticed is "Abandon Specialty" which is for use in conjunction with maximum profession limits that were introduced at the same time.

Refunds can only be achieved by usage of admin commands or with for example Nid's PlayerManager mod.


04 Nov

Comment

Originally posted by Th3D0ct0r42

No Mods, just some config changes to speed up growth and increase the stack size.

We found the issue appears if you have multiple identical tools in a storage and use the consolidate button, as workaround don't use that button in such cases until it's fixed.


02 Nov

Comment

Any mods?

There has been three reports about this total so far, and one of them mentioned that it's not actually spoilage, but that all tools share the same durability, e.g. when a tool gets used, the other seem to be "spoiling" - is that something you see as well? (The user noted it only happens for tools crafted in batches, like 4+ - not when singularily crafted)

The amount of reports for this is very limited and official servers don't seem to be affected, but there could just be a condition (like the batch crafting) not fulfilled, hence my questions.


01 Nov

Comment

Originally posted by Harst-greist

The solution could be some kind of mine cart. A little train with a pumping motion made by one or two players to operate in a chosen direction following rails and special ramp with rail, set on the floor, the other wagon are considered by the game as kind of stockpile.

Could be manual interactivity, produced by an other job, tier system with materials (wood, iron, steel). To me, it seems a bit complicated to implement, like a big update. But in the spirit of the game, useful for every job, and i'm pretty sure most of the players would love it.

There's a suggestion people can vote on for that as well: https://eco.canny.io/feature-suggestions/p/minecarts


31 Oct

Comment

Thanks for the feedback! I've noted a few things from it :)

I guess you already know, but for the mining talents they are intended to be used by two players in tandem, e.g. one does the mining and the other the sweeping. Merging the sweeping into the mining action is certainly convenient, but wouldn't fulfil the intention, as such we are rather unlikely to do that - we generally want to put a collaborative focus on more talents in the future as well. The extra rock has always been a debated topic, I personally like them as they give a in-world representation to the "+1 hit" that feels more lively - but I get that others see them as tedium instead. Design-wise, we'd rather have the livelyness than hidden numbers.

Stockpile chaining is indeed something we want to get rid of generally, but better options that are convenient enough aren't there yet. If that would be conveyor belts I don't know - I think we have made clear in the past that automation is not going to play...

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What do you think is the most frequent spam to our company mails?

It's bots offering or requesting from us oil products and skid steers - and since Update 10 - boats, lol.


28 Oct

Comment

As others mentioned, you want to change the Sleep.eco file. The template file exists so administrators can update their configurations based on them after a game update without us overriding their settings. The non-template file, if existing, takes priority over the template file.


26 Oct

Comment

Originally posted by ChaoticRanger

As a person who prefers to take an industrial approach in survival games it definitely would have made me play

Good to know. Honestly, that addition was even a last-minute one that I just pulled over into playtest near its end, it wasn't even planned to be added in that update.

Comment

I guess we might have underestimated the popularity of the addition. It was a rather small one though, as such it wasn't mentioned in the release notes - for major updates we only note big ticket items. Sorry!


25 Oct

Comment

The character experience setting grants XP when the player gains specialty XP - it should hence be set to very low values, otherwise you'll level up extremely quick.

Comment

Originally posted by LazyWolf2118

These are not the original developers. The new lead designer, Jens, you may notice he only started streaming a year ago right before Update 10 was released. This was their first major update. He was formally a player GM on White Tiger Server.

Jens is working here as designer for more than 4 years, we simply didn't have regular streams before that year and decided he'd be the best fit to do them. The company is also still owned and led by the same two people founding it over ten years ago - John and Milenko. It is natural that there is personnel fluctuation in over ten years.

Would be great if you stopped spreading such nonsense.


24 Oct

Comment

Originally posted by turtlesrprettycool

You can change that in the settlements.eco file located in the configs folder. If you're hosting the world from inside of Eco, I'm not 100% where that file is located. I'd assume it would be in the install location. Modifying config files is much easier if you're using the GUI that opens up when using the server files.

/Steam/steamapps/common/Eco/Eco_Data/Server/Configs that would be.