Eco

Eco Dev Tracker




02 Dec

Comment

Originally posted by uniquepassword

I recall the original meteor having one of the devs face on it? When can I expect that plushie :)

Haha, this is a one time off thing for now. It'll highly depend on if the campaign has success on if we ever do any other ones.


01 Dec

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Hey Citizens,
we're happy to announce that the Meteor Shard, our very first plushie made in cooperation with our friends at Makeship is now available for ordering at: ...

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Hey Citizens,
we're happy to announce that the Meteor Shard, our very first plushie made in cooperation with our friends at Makeship is now available for ordering at: https://www.makeship.com/products/meteor-plush



The Meteor Shard is inspired by the well-known in-game item that all Alpha Backers received for supporting us early (thank you so much!), comes with the iconic chain for hanging and is only available as limited edition via this Makeship campaign until December 23. The campaign basically works like a crowdfunding: We need to reach 200 orders until the end of the campaign for the plushie to be produced starting at the end of December and shipped in March 2023 - which Makeship does wor... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

30 Nov

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    SLG-Dennis on Steam Forums - Thread - Direct
Happy to hear it works again and happy gaming :)
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Hey Eco Citizens,
we just released Update 9.7.3 to address some more issues that were reported to us - thank you!

Optimization
  • As announced in the last Update we have made further changes to the minimap that have high impact especially on very populated servers. Specifically we optimized synchronization of the minimap by implementing a delta module, reducing the amount of objects that get sent from server to client by only sending occuring changes instead of a full list whenever a new object got added or removed to / from the minimap. This had resulted in notable FPS drop and server lag on big servers.
  • We also optimized several controllers on the server that were sending updates to too many players, for example information about durability of items that belong to other players. On top of that we reduced the count of minimap updates being sent by only sending them when the position change is big enough. This results in notably reduce...
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
Comment

Originally posted by M0nzUn

No great ones. But we already allow for stacks on the shovel when lifting from a stockpile, so maybe adding line based AOE to the shovel tier upgrades so that the iron shovel for example can lift two blocks if the same type if they are in a row? Would require the hammer UI to switch modes though.

Another idea was to set up the wheelbarrow to use iron in the recipe and make it so that it can only hold shoveled blocks and not allow mixed types while making it hold more and enabling it to traverse up 1-block inclines. Also quite a bit of work.

So no quick & easy solution. I'm mostly backing the need for SOMETHING to help terraforming in midgame. I also think I'm either case the economy needs to be rebalanced for the addition of anything that helps digging, so it's hard to solve in mods alone.

I do like the second idea a lot, gonna ask colleagues what they think.

Limited line-based AoE for shovels also seems to preserve the wish for a somewhat natural feeling as well, both nice ideas, thanks :)

Comment

Originally posted by M0nzUn

Skid steer is late game tech as it depends on industry. There's no getting away from that. If you get skid early, then you have progressed to late game fast.

My point is that T2 tech offers nothing for terraforming and there is a big need there. T1 Is fine with the shovel and T3 is fine with skid, but T2 doesn't have anything, while at T2 miners consistently have lvl6 perks to make that go faster, so they are also already covered.

The big hurdle is of course the dependency between terraforming and economy. So I don't have any good solutions or I would have modded something in.

Not wanting to get away from that at all - but late game is where most of the terraforming stuff happens on the servers I monitor and where it also should happen based on our idea. Great example was WT's queens tribute cycle with the monument, in my opinion. Best cycle we ever had as I think. Great progress, big stuff focused from mid-week 2 onwards to the later weeks. General intention is that the earlier the technology, the faster you get over it, ending in the longest play time in the full technology - balanced out to actually work, which is hard on non-concept servers, no doubt. (But that's where everything part of "Eco Infinite" is focused on - making it interesting to play once you are done with the technology race, which is indeed a major problem to solve.)

And absolutely, that is fast late-game progress, but unfortunately something that happens regularly on populated vanilla servers without specific concepts. It tends to be mostly either that or the total opposite, ...

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Originally posted by M0nzUn

The skid and excavator are late game features that don't arrive until most terraforming work is already done.

DL doesn't have any opt-in or out yet. I've been pretty fed up with how shitty Discord behaves towards bot devs and busy trying to handle how unstable their service is with the little energy I have for working on it.

Guess experiences there might be different. Even on WT those are available in week 2 and at a good point in time where most notable terraforming stuff is happening, as intended. (Terraforming is supposed to be a late-game thing, though I can understand when people count roads to it, which I don't) On vanilla servers there seems to be a tendency to them either becoming available much earlier due to people pushing for progress or them not becoming available at all, depending on activity on the server. That's only my experiences mostly from official servers and ones that I visit irregularly, though.

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Originally posted by M0nzUn

I don't run it on my server and were doing fine player-wise.

There no solution really, just bandaids. So many things need to be rebalanced due to knock-on effects, but raising craft cost of bricks is definitely one of them. Bricks are already outcompeting lumber as T2 material and big shovel makes it so even more.

Granted though, I've only played on servers with the mod 3 times, but I saw about what I expected. I just wish there were better tools for digging in vanilla.

We consider the excavator and the skid steer to be these tools. Big Shovel was once part of vanilla, but didn't provide the experience we wanted people to have while at the same time feeling especially unnatural in comparison to other AoE tools we introduced later and still have.

Big Shovel impacts the economy massively and removes the intended feeling and restrictions on terraforming early game. But I do understand that some people don't like the effect of tediousness it can have, even if intended, so that's what mods are for anyway. I just personally don't play with any mods that make life easier either and see servers doing well without that as well.

In no case I would consider it a "Must Have" mod - for me that's what is on the Official Servers: Nid's admin tools and your great Chronicler. Discord Link has proven great as well at least for WT, but for data protection concerns we're not deploying it to other official servers yet, but we'd do if there ever was an ...

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28 Nov

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We're partnered with PingPerfect now, so can obviously recommend them. (https://play.eco/cloudhosting) I'd generally avoid any hosters that offer "slots" instead of any type of guaranteed hardware resources. If you plan on going big, hosting on own dedicated server will always be the most performant and cheapest option.

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Originally posted by M0nzUn

Throw the error you're getting when you start onto the server help channel in the official Discord and they should be able to help you :)

Or throw it to [email protected].


25 Nov

Comment
    SLG-Dennis on Steam Forums - Thread - Direct
When you get the crash, please grab the logfiles of the client and send them over to [email protected] so we can take a look: https://github.com/StrangeLoopGames/EcoIssues/wiki/Getting-the-Eco-game-log-file
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    SLG-Dennis on Steam Forums - Thread - Direct
Make sure the server is configured to be publicly listed in the Network config.
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    SLG-Dennis on Steam Forums - Thread - Direct
You can search in the server list by the name you have given your server. Alternatively you can join it directly with the server ID you can find in the Network.eco config at G-Portal.
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We're aware, thanks. It's just a display error, though, mechanics work as intended.

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    SLG-Dennis on Steam Forums - Thread - Direct
While you can't disable it, you can turn the shelf life up via Balance.eco configuration file: "ShelfLifeMultiplier": 1.0