Eco

Eco Dev Tracker




29 Jan

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


15 Jan

Comment

Originally posted by Taradyne

Thanks for the unexpected reply, Dennis. I guess for those of us who have been around for less than a year, wherever this was communicated before mid-March I never saw.

I think the first detailed blog we already made in 2020, not absolutely sure, I would need to search it - it should be on Steam, though. But it was generally planned since Kickstarter to have multiple governments - and actually frequently requested from us as well. Things got implemented in stages, to provide a playable game between these stages.

It's always a big problem to try to satisfy everyone, we can only try to get the best compromise and as many configuration options as possible - which we've always been doing.

Comment

I have redirected this thread to the art team :)

Comment

Originally posted by totallynotapersonj

You replied to the review that animal husbandry is "planned and will be one of our next features to implement"

Yes, but that is true, at least from my point of view - one of our next. Not the next.

Leading up to Update 11 we plan to do more regular small feature updates (Animal Husbandry is a full new system, so a major update like 10), hopefully nearly monthly. Update 11, which is the next major one, is currently intended to contain a first implementation of that system. 10.2 for example would contain a few smaller features in regard to painting / culture, but the first goal currently is to release a polish update for 10.

I am happy to add a edit note to the review answer if you feel this isn't clear enough, though it has been pretty universally known that our development cycle has major features only in major updates to my knowledge.

Animal Husbandry has also surpassed trains on our canny voting feedback system and we already know and have communicated for years that trains will not be coming before the end of EA. So this is the most natural new major feature to do...

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