Eco

Eco Dev Tracker




29 Aug

Comment

Originally posted by M0nzUn

It's super easy to just run a local dedicated server. Download it from play.eco, use the UI to configure the game and the just connect to "127.0.0.1" in Eco.

Or you just use the UI to make the settings and copy the files to your local (embedded) server :)

Edit: I think there is also a command for opening the server UI. Try "/server" and see what commands it suggests.

/serverui


26 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
For a house to count it indeed needs to be claimed and you being a resident of the claim it is on.
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
Originally posted by KingOfThunder: They are the way that the game developers want them to be. I have heard that they may change them in the future but for now they are the way they intended them to be.
Given I don't know what the OP means with "normalize" animals, I'm not sure what you mean either. Their AI behaviour is definitely not intended and a focus of Update 10, though.
Comment

Originally posted by Charminat0r

Are crops food?

Dehumidifier in the silo would be cool.

Yes.

Comment

Originally posted by selrahc2828

So is there a way around or do I just keep trying until it let me play ?

Well, you will need to find out what blocks it. Can start with exempting Eco in any security software or turning that off.


25 Aug

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
You need to copy the template and rename the copy to .eco.
Comment

That's due to something impeding your connection to our authentication servers. Most often security software, firewalls, ISP restrictions and the like. Authentication is checked server-side in Eco, hence when you start a singleplayer game, you start the server locally and the check cannot be performed. When you join an online server there is no issue, as the server can reach the server and perform the check just fine.

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
All translations in Eco are community made over here: https://crowdin.com/project/eco-by-strange-loop-games

Only the english language is officially supported. As noted on the front page languages that have 80% completion on Crowdin are marked as available on Steam.

20 Aug

Comment

Originally posted by ubercaesium

:(. This is a feature I would very much enjoy being added. Even if DNS resolution wasn't added, and you have to connect directly through an IP address. The http side of the server already seems to support it- if you bind to an ip6 address you can access it through a web browser- it's just the client that outright rejects ip6 addresses when attempting to connect.

Allowing ip6 addresses would make it easier for my friends to connect to my game server, as I have an (effectively) static ip6 address, but my ip4 address changes all the time. Plus, no NAT to worry about with ip6.

As a person formerly working in a datacenter I do fully agree it has been time for supporting IPv6 everywhere five years ago. We also do have it planned, but as so many other games, softwares and ISPs rolling it out is still super slow for common reasons of priorities, even though stuff got faster there lately - but especially games still lack a lot. I personally think it needs to be way faster, but being on the other side of the complaints about missing IPv6 I also do understand that the priority that can be given to that is only very low in many circumstances - I'm basically dragged between two chairs there.

I hope it being planned at least is somewhat relieving, even if it doesn't help you right now. ISPs no longer giving dedicated IPv4s is becoming more and more common, but it actually playing a role somewhere is still too rare. I also still have IPv4 without tunnel - that changing every day (or in my case 7 days) has been common practice for all providers in my country...

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Comment

Originally posted by Idiocide

It also makes casual play more difficult. if someone can only log in a couple hours per day.. their food is constantly spoiling. If you want to make food.. you better make sure you have a buyer before you do so. if you need to go away for the weekend.. cant make a bunch of food to help support the server while you are away.

I do not think there will be a problem with someone only being able to log in a couple of hours a day - that is already way more than is needed. Like, internally, we assume that on public servers players log in once per day for 30 minutes. That's simply what we feel is needed for 'active' play and is what a lot of our systems evolve around - not more, not less.

I do understand that you feel that this might be a problem on a server that only has a single cook - but if you're on a server with just friends or very small public servers it's totally fine if you change the setting for spoilage if you feel that is something you can't sustain, that's why options are there.

On the average public server that has multiple cooks, but some leaving soon due to one ruling them all (which is one of the problems we try to address) that is no problem though, same on the more active community servers as there is plenty cooks available - and as I said above, it is totally intended that...

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Comment

Originally posted by frugalhillbilly

Will icebox make food last any longer?

Yes, it will.


18 Aug

Comment

Originally posted by kretascr

Mac m1 support pls

We unfortunately have no plans to support Mac at all at this time, sorry.

Comment

Originally posted by Idiocide

I am not sure how you can tout food spoilage as an "improvement"

Because it is. It's the first part of maintenance for things in Eco and as such helping with economical issues on servers that are one of the main reasons why players leave early - when they have nothing more to do, because market is simply saturated by a few, given there is no need to ever replace something.

Food spoilage requires planning and gives better sale chances given there is no way to just queue up orders till christmas. It's fully within the idea of the game as well to make overproduction have consequences.

If you don't like it, you can configure the multiplier in a way it won't be relevant for you.

Comment

Eco doesn't support IPV6 currently, no.


17 Aug

Comment

Originally posted by ArmoredStone

Really wish you guys would revive your youtube channel and do some quality update videos :D

There is some plans, but nothing that can be revealed before release of this Update :)

Comment

Originally posted by ArmoredStone

The link doesn't seem to be working. Or am i just inept? XD

It's a video, not a link. Probably a mobile problem, someone else said something similar a while back.

Comment

Originally posted by MetallicDragon

Last I tried (a few months ago), the talent that doubles the speed of crafting tables works for things that are outside. Very nice for blast furnaces and oil drilling things. You only DON'T get the bonus if it is both inside a room, and also not the only one of those tables in the room.

They do, but I'm not sure that works as intended.

Post

Hey Citizens,

the last two weeks we've been working intensively with our community on the public playtests to address arising issues and feedback.

There is still a bit more we need to work on until release, but we're now ready to announce our planned release date for Update 9.6: August 31!

Check out our video summarizing the highlights of Update 9.6 - Food Spoilage, 3D Food, First Person Hands & Animations and our brand new Shop Carts.

https://reddit.com/link/wr28sp/video/cq7u12nloci91/player

External link →
Comment
    SLG-Dennis on Steam Forums - Thread - Direct
It does not yet kill the trees, as I mentioned above. The placement prevention is a workaround.