Eco

Eco Dev Tracker




26 May

Comment

Originally posted by hitzu

Performance, performance, performance, bugs, bugs, bugs. That's what should be your number one priority. And then the economy foundation should be stable. You can of course make decorations like govts on top of that but it will be a huge disappointment when it will turn out to be unplayable. There will be no real politics in the world with less than hundreds of active players. It will by just fluffy decoration or annoying content gating depending what benefits all of this should bring. But your game is currently built to be at best a month or two long session for a couple of friends who get will eventually get bored and annoyed by everpersistent bugs dated since 0.7, repeating crashes 10 times a play session, memory leaking, incomplete base mechanics, broken professions, absolute imbalance in XP gaining, storaging, and goods production, not even mentioning of a total game logic inconsistency across the whole game. And do you really think anyone could play politics on top of that un...

Read more

Performance and bugs are number one priority at the moment, which is why there have been nearly no new features from 8.0 to 8.2.

Governments are not a decoration though, but one of the major game pillars and they work quite well with less than hundred players - i'm doing all that stuff with my server since at least a year already, just with manual work and imagination. And yes, the server has a 30 days reset cycle and the same bugs than anyone else.

In regards to bugs you might want to report them on Github or at least go into detail which already existing bugs are most annoying to you - we have a lot of minor bugs with different priorities and often some players extremely dislike one bug, while others don't care at all. I've been making sure all the bugs that were reported to me as extremely annoying by several players in the past were treated with priority.

Regarding crashes - i never had a single crash in a release version of Eco since im playing i...

Read more
Comment

Originally posted by PM_ME_STUFF_N_THINGS

It's awesome you guys are constantly expanding and improving Eco, sadly that seems rare these days with EA games.

Can you please also increase focus on bug fixing, there have been several annoying bugs in the game for months now, almost years.. some spanning 0.7 and 0.8.

Rubble behaviour, unstuck/stuck weirdness, performance issues to name a few. Performance is getting better in recent versions but still needs focus.. and keep up the good work lads :)

That's the focus of the current updates in work.

Bugs do have a priority you can look up on GitHub, we nearly cleared all high priority bugs recently.

Rubble is some portal magic, we've tried fixing that a hundred times now, but some issue keeps getting back, this likely will require more in-depth changes we cannot do with a single patch.


25 May

Post

With the upcoming changes to laws and government, introducing constitutions in Update 9.0, we also thought about ways how several different governments could exist next to each other and even how different tiers of governments could be implemented into the game. Check out our newest newsletter to get to know what our vision on that is:

...

Read more External link →

23 May

Comment

You cannot fix this, it's caused by Require Auth being disabled which causes steam players to be displayed as a Hash. We removed the Require Auth option for 8.2, so this is no longer a problem. If players can't join with require auth off and you are not a cracked server, you should try to get that fixed. Support will gladly help you with that.

Comment

To clear this up: The master server died.


15 May

Comment

You can login to your SLG account and link it with steam, then it appears in your steam library.

The SLG version can be played with people from the Steam version and the other way round, too.


14 May

Comment

Originally posted by xavia91

but now I ll have to configure every tree manually, that's not so nice.

This might not be so nice in your case, but allows you to easily adapt only specific plants that you want to change and customisation is something we really want to offer, so having more options is something we see as an improvement.

Comment

Hey there,
thanks for your feedback. I'll also give you some dev-feedback :)

Stores:

As some people have already said, they are an essential feature of Eco to be able to bring people with different playtimes, timezones and other things together in a very basic, but at least some form of collaboration. Eco is not a MMO and forced socialisation is not what we want - we want to promote collaboration, in an as easy as possible way. Sure, not everyone will talk in the chat, not everyone wants to do, but still everyone can participate in basic collaboration by selling their goods and taking part in the economy. A game like Eco - that you can shutdown at any time and still tries to resemble real-life in quite some ways - couldn't work if we didn't offer options for players that do not have as much time to actually participate and have fun in the game. So while i understand your suggestion and see where you come from, it just doesn't fit the game as we are envisionin...

Read more

08 May

Comment

I personally don't. I prefer the cycles.


07 May

Comment

You can change the growth time in Mods/Organisms for every plant. The config option is called something along "MaturityAgeDays".


30 Apr

Comment

That is no longer possible, we've added an explicit warning to 8.2 for better knowledge on this part.


26 Apr

Comment

Originally posted by uaMarshall

They post it to steam news.

Somewhat regularily at least, sometimes we just forget to do so *shame*


25 Apr

Comment

Originally posted by temporalmlu

There is one called GodOfWars or something that is pretty active. Always a few bunch online. Peak is (what I’ve seen) around 20-30 players. Great economy and helpful players.

Edit: SLG-Dennis is admin there. :D

Ssssssht, that's my personal server. :D


23 Apr

Comment

Yes, we plan to add animal husbandry.

Comment

Originally posted by uaMarshall

How it will impact a life of a smelter? Will it make it easier or harder? Whats the point.

That depends on if he still only does the job of smelting - in that case he would use the concentrated end product. But with the production chain getting longer, there is more that needs to be done and opens up a new profession space.

Comment

Originally posted by hurraybies

Love it! Are there any plans for automated item transportation such as pipes or conveyors? Really hoping to see room for nuanced designs of various types of systems like mining, processing, manufacturing, farming, building, etc. Can you speak to any plans for anything of the like?

I can say that we are interested in giving options for more and full automation, but we do not have any specific plans for that yet.


19 Apr

Post

Take a look on some new work in progress machinery here:

https://www.youtube.com/watch?v=_JQTO4Toprw&feature=youtu.be

The new ore processing concept requires ore to first be crushed, then concentrated (creating tailings in the process) and then refined (creating sludge in the process).

External link →
Comment

The option for this can now be found in single files for each plant in Mods/Organisms