Eco

Eco Dev Tracker




Yesterday

Comment
    Ice Forge on Steam Forums - Thread - Direct
Hey!
I can give a bit of a summary about what is going on and address maybe some of the general issues here.

1. Food preservation
It was never directly related to the implementation of food decay(meaning decay would happen regardless of the state of preservation as the goal was to make farming/food production have an active component requiring attention) as a whole you have storage alternatives that help prolong the life of food items and it is true that we want to add ways to deal with some of these things over long term like the cannery mentioned in the end of your post.
However it has a lot of complicated issues that needs to be resolved in way that fits well within the game in terms of usability versus item bloat (which is a phrase used to describe meaningless accumulation of copy pasted identical type entries that just does the same thing really) we have some ideas on how to approach this but prioritization happen very fluidly and unfortunately some thin... Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Die meisten Rezepte sind "variabel" und produzieren ein "Standard" Item, können aber so eingestellt werden, dass sie einen bestimmten Output produzieren - hast du den Output denn auch gesetzt vor dem Craften?

24 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We always release important information in the respective changelog as well, and so it was also noted in the Update 10.2 changelog here on Steam.

In general Discord is our main communication channel and as such non-essential information isn't getting published here on Steam, given Steam users tend to expect news on Steam to be limited to the most important information about the game and aren't very fond of other news. I recommend joining the Discord if you want to be kept up to date on everything - there is also a channel that shows recent development changes.

The different pipe types - next to allow you to choose between whatever material you currently have in abundance - exist so you can lay pipes next to each other without connecting them.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
World sizes above 160x160 are not supported by us, but as of PR it seems to affect worlds starting at 100x100? I will have someone review it. Thanks for the PR.

23 Apr

Comment

Should be fixed in next Update, a workaround can be found in the related issue: https://github.com/StrangeLoopGames/EcoIssues/issues/24772


22 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Inspektor: also because if u start in midgame u start as a cavemen. While everyone else is digging stones with skid u can try to gather 0,05% of what they can, with your stone pick.

We did add a setting for retroactive experience gain in the last Update. Many servers also provide different kinds of leapfrogging through making skill scrolls available to new players via government or distribution stations.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Just to give a perspective, of the players playing in the last 12 months only 2% played only or majorly in singleplayer, with more than 70% playing only or majorly on public servers - the rest played either on private servers, passworded servers or coop. The amount of posts of different channels can very rarely be used for any sort of statistics, as it often leads to incorrect conclusions.

And no worries, we do work on all these bugs, but as is common in development we work on multiple things at the same time, especially as not every staff member and staff type can do everything.

The main reason why players abandon multiplayer servers as of our statistics and recent surveys is the fact that they cannot compete with others, especially groups due to their self-sufficiency in later game and a satisfied market. The increase in profession variety and new maintenance features being introduced actually help solving this problem and aren't the cause of it. Other notable... Read more
Comment

If you have developer tier, you can export them right from SVN. Other than that they are also on the wiki. Please note that our common use license applies to any game assets, e.g. they can only be used for fan content.


21 Apr

Comment
    Ice Forge on Steam Forums - Thread - Direct
Hi and thank you for taking the time to come with this feedback!

I would like to clarify a few things just from the offset, there is a general goal to partially guarantee that each profession and specialty(skill) is relative throughout the game progression and this does require hard locks in different ways.

On the subject of smelting being hard locked behind farming is not entirely true though as it is locked behind Gathering which is a general collection skill available at minute 0 of the cycle start while it is semi artificial it is also a necessary requirement to involve basic non direct metal linear professions in the progression loop through out the cycle and at the same time using more of the misc. materials that don't necessarily get used in the capacity we would like to see.

As for the difficulty of trading and the quantified time it takes to get setup and workable for each of the starting professions is something we hope to remedy a bit with 10... Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
It's a default moderative action to lock a thread when it is to be expected the moderative notice won't be followed or commented on, which mostly happens when someone insists on bringing real life politics into a debate, attacking other people on the basis of that. You are generally welcome to open new threads for any locked ones, we just generally try to avoid to use content deletion as a moderative action, so people can make their own picture. That would have been the only other remedy in that case to stop people interacting with that comment.

Given you have - in opposite to the other thread - asked about specific changes, I asked my colleague working on balance to comment here, which he'll do as soon as he gets time. Please note that other thread was not specific to profession intertwining to begin with and had tons of different matters discussed, many of which weren't related directly to game mechanics either.

Eco being a multiplayer game is also never inten... Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Please send the server logfiles to [email protected], they will be able to check.

You can find how to get these here: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-server-and-client-log-files-for-local-world
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by Inspektor: quote mason/carpenter: "I make only charcoal for my needs, cause its too much stress."
I know u think there should be guys that are mainly logger and sell that stuff so ppl that are mainly carpenter can craft things out but who in the name of god wants to play a videogame where u are only logger. whisky tango foxtrot.

We encourage specializing in a limited amount of specializations, which works best for getting a working economy going - that limit depends on server configuration and can be adjusted for the expected audience and their desired playstyle, which is exactly what community servers tend to do. You can find servers from limiting to just two skills, five skills, over just limiting... Read more
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
That value looks normal for a starting server on that size. Please note there is an issue where some achievements for extinction of population trigger despite the species didn't actually go extinct. Always use the population count display to check for now.

20 Apr


19 Apr

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
What's the world size and the populations? You can check change over time through the Web UI.
Comment

Errors are related to outdated mods.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You can do that to a degree with aqueducts, but there is no current plans for specific mechanics to do that.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
We've been saying that a lot, but Eco is made for playing on public multiplayer servers, creating a society simulation that requires players to be actively involved, solve problems and compromise in their respective community that revolves around the three base design pillars of ecology, economy and governance. It has always been the goal to expand and intertwine professions - that is one of the key parts of what makes players able to be important parts of a server and create a functioning economy. That has been reflected in all communication since the Kickstarter campaign that was all about this and just recently again in the Eco 1.0 blog. Next update will focus on maintenance for buildings, tools, vehicles and work tables, as we also noted there - it's an important step to create a continuous demand on servers. Basically everything in Eco is configurable to create whatever experience you would like as well.

I fully understand not everything we implement is something th... Read more