ECOServers.io Blog Feed en https://ecoservers.io/ Wed, 18 May 2022 10:58 CEST ECOServers.io is a ECO servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Update 9.5.2 released! https://ecoservers.io/blog/165/update-952-released/ https://ecoservers.io/blog/165/update-952-released/ Wed, 18 May 2022 10:58 CEST we're releasing Update 9.5.2 to address some more of the problems you have been reporting:

Fixed: The client would sometimes crash with error message related to concurrent updates
Fixed: Setting the Weight Multiplier could cause incorrect weight calculations in inventories
Fixed: Increasing the Stack Size multiplier allowed more than one upgrade to be placed in a work station
Fixed: For some workstations, like the Machinist Table, placing a module in the same room would not be recognized until after the next room update.
Fixed: Laws that used a Citizen Timer trigger were not allowing Citizen to be used as a variable in a Condition check.
Fixed: Deleting a vehicle deed could cause empty deeds to be linked in chat.
Fixed: Civics would get invalidated after revising and passing them, reverting them to the prior version]]>
Update 9.5.1 released! https://ecoservers.io/blog/164/update-951-released/ https://ecoservers.io/blog/164/update-951-released/ Thu, 12 May 2022 00:52 CEST today we're releasing Update 9.5.1, adding some polish for and fixing some of the notable bugs with some of the new additions in Update 9.5. This update should bring improved stability and includes several fixes for crashes and failed migrations. We also have included some changes to the chat channel system and animal hit notifications based on your feedback. Thanks so much for that, we really appreciate it.

Audio
  • Fixed: Ambient sounds during initial game launch were not respecting in-game volume settings
  • Fixed: Alt-tabbing while running underwater caused a large sound when returning to Eco
  • Fixed: The audio for chopping trees would sometimes stop playing
Chat:
  • Changed: Moved civic notifications to chat
  • Changed: Added Government notification category in the chat
  • Fixed: When responding to a DM from someone with spaces in their name, it could send the message to someone who had the first word of the name as their own name
  • Fixed: Chat was not hiding correctly when the Eco Log tab was open
  • Fixed: When relogging, unread messages in hidden tabs didn't show their notification badges correctly
  • Fixed: In some cases, hidden tabs didn't show their unread message badges even after receiving new messages
  • Fixed: Hidden tabs sometimes still showed their notification badges despite all message being read
  • Fixed: Italicized text was getting clipped in new lines of the news feed
  • Fixed: The chat command for listing admins was showing all players
Civics:
  • Changed: Added more info for money transactions related to laws
  • Fixed: Debt was not always being removed after repaying a cleared contract
  • Fixed: The Withdraw from Election button was not displaying an error when no election was selected
Graphics:
  • Fixed: Glass could have strange lighting tints, especially at sunrise and sunset
Storage:
  • Fixed: The server config for storage link range settings was not being respected after server restart
  • Fixed: The consolidate inventory button was not working for objects with built in storage, like vehicles
  • Fixed: Consolidating inventories on migrated worlds where items were stored in objects with new restrictions that would otherwise prevent the item from being stored here would cause a crash. Such items on consolidating will now be moved to Void Storage.
Stores:
  • Fixed: Authorized users of a store were unable to rename categories or delete items from sale
  • Fixed: When a modded item was added for sale in a store and later removed from the server, it would cause the save to be unloadable. Removed items will now be removed from stores
  • Fixed: Barter trades were failing without an error message
  • Fixed: When the store was set to barter mode, there was incorrect padding in "Checkout" area
  • Fixed: When having over 20,000 items of inventory in a store, the quantity text would exceed the limitations of the frame
Tooltips:
  • Added: New hint tooltips for various buttons in the HUD UI
  • Fixed: Tooltips were missing from items in the Item Selector
  • Fixed: Tooltips tended to refresh when it was not necessary
  • Fixed: Complex laws and civics could result in an unwieldy tooltip that took up a large portion of the screen
  • Fixed: Recipe tooltips were not displaying text for tags with non-unique plural names
  • Fixed: Currency text was missing from the Transactions UI when checking the tooltip for truncated text
  • Fixed: Nylon Carpet was showing the tooltip for Wool Curtains
UI:
  • Changed: Adjusted up pop-up notifications when damaging an animal with a bow (number only, text doesn't follow animal, different colors for headshots vs bodyshots).
  • Changed: Updated Localization for a variety of phrases and languages
  • Fixed: Hovering effect not getting updated when scrolling in a dropdown menu
  • Fixed: Void Storage Icon was missing its animation
  • Fixed: Profession Overview wasn't showing the specialty levels of the players who had learned a specialty
  • Fixed: Preferred Playtimes menu was not showing hours above the time grid
  • Fixed: The minimap would glitch for one frame when being opened for the first time
]]>
Update 9.5 released! Improved Chat, UIs and more! https://ecoservers.io/blog/163/update-95-released-improved-chat-uis-and-more/ https://ecoservers.io/blog/163/update-95-released-improved-chat-uis-and-more/ Thu, 28 Apr 2022 02:49 CEST

Dear Eco Citizens,
it's been a while but after two months of extensive playtesting with our community - thank you so much, everyone - Update 9.5 is ready to be released. Next to countless bugfixes and balance changes we have several content additions to the game for builders and decorators and lots of improvements for the focus of this update, the user experience. Let's get into the major changes right away.

New Store UI
In Update 9.5 we gave the store a completely redesigned UI that splits the items for sale and the items wanted on two sides with a detail panel for the currently selected item in the middle. The appearance of items has been changed into a much nicer card form that displays the most relevant information about it at a glance. On the bottom of the store, you will find the shopping cart that shows an overview of the items you have chosen to sell or buy and the button to make the trade.



In the view for the shop owner you are able to easily add and remove your items, create and name categories and sort items into those via simple drag and drop:



Improved Chat
Another important milestone we achieved with Update 9.5 is adressing a lot of the feedback we have received about our chat in the past, fixing many of the issues it had and giving it a completely new appearance:



As you can see, the new chat is now tabulator based, that means you are able to create your own tabs and specify exactly which sources of chat you want to be shown in that tab. When creating a tab, you can choose from notification sources that Eco provides or any channels created by players that you have access to.



Yes, you heard right, you can create your own channels and define managers and users for it, just as you are used to from many other parts of the game. This allows you to flexibily build your own chat views and have your own chat channels with only those people participating that you want to do. We also put a focus on accessibility, so you can flexibly change transparency and font size of the chat in the game's settings menu or activate zen mode for these times when you simply need a bit of silence.

Newsfeed
While reworking the chat we also thought about how we can show the activity of other players and government on the server to you while not filling the chat with information that not everyone wants to see. For that we came up with our new Newsfeed that by default is positioned in the center top of the screen, but can be resized and moved to your desire. And when there is no new news coming in - it goes fully transparent until you manually hover over it.



Storage Management
Another long awaited improvement has found it's way to Eco - you can now set Input and Output for machines separately in the Storage tab, take a look:



That is not all though, we also added a way for you to search in basically every storage UI and allow you to sort items with a single click of a button:



Lockable Tooltips
Addressing some common feedback we have reworked the behavior of the tooltips in Eco. In order to make a tooltip 'stick' you now need to hover over the tooltip and stay focused on it with your mouse for at least one second - the time being configu in the settings menu. The tooltip will display an animation around its borders to show that the lock time is running and will signal when the tooltip is locked. Alternatively, you can also press the CTRL button to instantly lock in a tooltip.



In addition, tooltips are now cached on both client and server and use less resources to load.

Tech Tree Visualizer
Inspired by some of the community creations we've seen we have added a Tech Tree Visualizer to the game that sorts the specialties into our Tier system and displays dependencies in a easily understandable way:



New Objects and Building Forms
  • Several new furniture items: Hewn Dresser, Hewn Nightstand, Lumber Dresser, Softwood Lumber Dresser, Hardwood Lumber Dresser, Upholstered Chair, Upholstered Couch, Nylon Futon Bed, Nylon Futon Couch, Small Bath Mat, Large Bath Mat, Towel Rack, Wool Curtain, Nylon Curtain, Cotton Curtain, Cast Iron Bed, Steel Abstract Fixture, Steel Hanging Fixture, Steel Hanging Lamp, Steel Kitchen Lamp, Steel Searchlight, Steel Square Fixture, Wood Kitchen Lamp
  • Three new building forms for Framed Glass: Window Corners, Window Grilles & Double Window
  • Fourteen new building forms for Brick: Window Grilles, Window Grilles (Edge), Window (Edge), Brace, Brace (Corner), Brace (Turn), Side Brace, Small Corner Brace, Thin Floor (Bottom), Thin Floor (Top), Thin Wall, Under Brace, Under Brace (Corner), Under Brace (Turn)
  • New Crab Pot object that functions like a Fish Trap but for crabs


Balance Changes
  • Excavator, Skid Steer, and Steam Tractor now require calories to operate
  • Motor vehicles can no longer be used underwater
  • Increased default player experience required to gain a new by 25%
  • Calorie reduction for leveling up skilled labor reduced to 20-50% from 50%-80%
  • Labor costs for most recipes requiring skilled labor reduced by 30%
  • Increased Labor costs for most food recipes
  • Food Tastiness feature is now enabled by default
  • Major rebalance of food nutrients and calories to make it harder to get a perfectly balance diet and to encourage more variety
  • The Icebox and the Refrigerator can now only store food, but can store a significantly larger amount
  • Added new recipe for Bean Sprout. They are now crafted in a Farmers Table instead of a random drop from Beans
  • Removed Greens tag from Bean Sprouts
  • Reduced cost of Heart of Palm in all food recipes they appear to 2 from 8
  • Change Heart of Palm cost to Camas Bulbs in "Fantastic Forest Pizza"
  • Changed all recipes using Beet Green item to use Greens tag instead to reduce RNG fortunes dictating what to craft food wise
  • Added recipes for crushing Mortared Stone and Stone Roads for recycling back into Crushed Mixed Rock
  • Hunting: Deadeye talent bonus head shot damage reduced to 50% from 100%
  • Hunting: Deadeye talent moved to level 6 and Arrow Recovery talent moved to level 3
  • Health of all animals increased
  • Recurve Bow moved to Smelting and now costs Iron Bars instead of Steel
  • Biodiesel now requires a new ingredient Ethanol which is crafted by Cutting Edge Cooking
  • Significantly reduced amount of Tallow obtained as a byproduct
  • Render Fat recipe now costs Scrap Meat instead of Raw Meat
  • Modern Agriculture Research Paper now has an additional Berry Extract Fertilizer cost
  • Added new tag Fertilizer Filler which contains Plant Filler, Pulp Filler, and Composite Filler
  • Adjusted several Fertilizer recipe costs to include a Fertilizer Filler cost
  • Added new recipe to produce Tallow at the Bakery Oven
  • Tallow Candle, Tallow Lamp, Tallow Wall Lamp, now have an additional Cotton Thread cost
  • Candle Stand, Ceiling Candle, and Wall Candle now costs Tallow Candle instead of Tallow
  • Carved Pumpkin and Tallow Candle is now produced by Farming specialty
  • Lights that use Tallow as fuel now consume fuel at a slower rate
  • Smith clothing Nylon Fabric cost changed to Cotton Fabric
  • Significantly reduced the amount of items that are eligible to be used to back a currency
  • Mining Basic Upgrade is now made on a Rocker Box
  • Paper Milling Upgrade is now made on a Carpentry Table
  • Crabs now drop a Crab Carcass instead of Raw Meat
  • Added new recipe for Clean Crab at the Fishery
  • Added new Small Fish tag to consolidate recipes on the Campfire
  • Masonry Mortar recipe labor cost increased to 25 from 15


Modkit
  • Added support for assigning server permissions via mods (Example mod for adding whitelist via Discord: https://github.com/StrangeLoopGames/EcoModKit/tree/testgame/whitelist-authorizer-example/Examples/DiscordAccessMod)
  • Added a post construction hook for modifying the properties of plant species without an override
  • Added Modkit support for Eco animal components and animation
  • Added support for multiple clients to connect to RCON
  • Adds support for executing chat commands via the Eco REST API
  • Added some commonly modified values to the server configs so they can more easily be edited: Stack size modifier, Weight modifier, Fuel modifier, Stockpile range modifier, and Plant maturity rate modifier
  • Fixed: Accessing the Mod Browser via the Server UI was not refreshing the available mods upon on the first load


Optimization
  • Many optimizations to block building and chunk rendering to use less memory
  • Mesh builders would not always clean up due to frequent updates, causing performance degradation over time
  • Reduce FPS impact of having large amounts of unread notifications
  • Reduce performance impact of opening storage containers when many other linkable storages are nearby
  • Tooltips now cache on both the server and client, leading to much reduced demands on populated servers and instant-tooltips on the client that don't require a call to the server.
  • Optimized thread safety checks
  • Optimized burst


New Visual Effects
  • New decorative insect Firefly that comes out at night
  • Added harvest effects when harvesting with a shovel
  • Added harvest effects when harvesting with a steam tractor
  • Added harvest effects for underwater plants, urchins and clams
  • Updated harvest effects animations for a large variety of plants
  • New splash effect when jumping into water


Bug Fixes & Improvements
Audio
  • Added a variety of new musical tracks and remixes of existing ones
  • Added sound effects for the shooting down the meteor sequence
  • Added sound effect for completing a transaction in a store
Avatar
  • A larger variety of tools will now be displayed as carried on the avatar when they are added to the toolbar
  • New animation for climbing over the top of a ladder
  • Zooming in while in third person could sometimes have the avatar blocking the frame
  • Trees and another plants will now temporarily hide if they would be blocking the avatar while in third person mode
  • Improvements to responsiveness while moving with third person camera
  • Fixed: When editing the avatar, occasionally foliage would be blocking the screen
  • Fixed: It was possible to get stuck in a roof if placing objects when placing objects below where you were standing
  • Fixed: During avatar creation, the avatar would often spawn facing blocks
  • Fixed: It was possible to get stuck in a wall when opening a door that pushed you backwards
  • Fixed: The avatar would have jerky movement when aiming a bow in third person
  • Fixed: It was possible to zoom out in third person view past the intended maximum amount when setting different values for first person and third person field of view
  • Fixed: Avatar nameplate could disappear when above water texture
Civics
  • Added additional information to tooltips for law conditions
  • Added collapsable menus for viewing civics in the Legislation tab of the Government UI
  • Election Processes can now specify what happens in the case of tied result: No Winner, Random, or Incumbent Priority
  • Fixed: It was possible to start an election for a deleted law draft if two people were editing a law at the same time
  • Added expandable lists for advanced fields when drafting civics to make large laws easier to work with
  • Added link to relevant Ecopedia page when creating/edit a civic
  • Adjusted font colors for civics titles to be easier to read while editing
  • Fixed: Elections Processes that had Mininum Percent of Voters Required of 0 would result in win for an election in which no one voted, instead of no declared winner
  • Fixed: When starting a multi-provision election, provision names would not update in the pending election UI if their drafts were edited after being added
  • Fixed: When a title that was reference in a law was deleted, it was not possible to remove the reference to this title by revising the law
  • Fixed: It was not possible to reference items with a parent item in a law (Example: Softwood/Hardwood Boards)
  • Fixed:  Hovering over "math operation result" on a sidebar message did not work if the message was very long
  • Fixed: Laws with a text formula did not allow editing
  • Fixed: Blocking inventory access on a deed also blocked access to trucks with position on that deed
  • Fixed: "Construct or Deconstruct" with "Ramps" did not work with a law that ignored authorization
  • Fixed: Some text found in Constitution UI are overlapping each other while some are outside the border
  • Fixed: It was not possible to edit deleted titles on linked articles such as laws, amendments, etc
Crafting
  • Fixed: Focused Workflow talent was activating while having two of the same crafting tables in the same room
  • Fixed: Crafting time required for a project was not displaying correctly when it was reduced by talents
  • Fixed: When opening the crafting UI, sometimes the window would start partially scrolled down
  • Fixed: Control hints would not follow the mouse when highlighting a crafting table
  • Fixed: The Advanced Crafting button was missing a unique icon
  • Fixed: Work party tooltips were not being updated when labor and resources were added to projects
Graphics
  • Added new graphics setting that enables high quality water rendering
  • Improvements to underwater post-processing effects
  • Glass blocks now refract light
  • Added sunrise and sunset colors to volumetric lights
  • Improvements in lighting saturation
  • Increased bloom strength range
  • Fixed: Vsync and Volumetric Lighting would not always initialize correctly
  • Fixed: Angling the camera by a block in the water caused water fog to disappear
  • Fixed: Driving vehicles with the lights on at night caused graphical bug on water surface
  • Fixed: Crossing 0,0 point would cause lights and insects to momentarily disappear
Main Menu
  • Improved Voice Chat settings to be more clear and provide additional options
  • Added confirmation box after pressing Exit to Main Menu while connected to a server
  • Fixed: Text was getting truncated in the settings menus after lowering resolution
  • Fixed: Pressing enter while a window was open in the main menu would proceed to connect to the most recent server instead of reacting to the window that was open
  • Fixed: Main Menu was not displaying correctly on wide screen monitors
Meteor
  • Meteors will now destroy objects inside buildings when destroying buildings instead of leaving them floating
  • Rooms destroyed by meteors will no longer count as valid rooms
  • Meteor craters will no longer create dirt floating in the water when hitting small bridges
  • Ramps hit by meteors will be always destroyed entirely
  • Items in stockpile's inventory that are destroyed by meteor impact will be removed from stockpile's inventory or turned into dirt
  • Crate blocks spawned by stockpiles will no longer be immune to meteors
  • Changed size of crater created by main meteor impact from 30 to 50
  • Effects of '/meteor addhours' command will now be visible in server's configuration
  • Fixed: Using /meteor addhours command was not updating display for hours remaining until after a server restart
Minimap
  • The 2D Map can now be zoomed out far enough so it is possible to see the entire map at once
  • Different view styles of the map/minimap now retain their own zoom settings
  • Fixed: Map marker text would overlap with other elements of the UI
  • Fixed: Minimap icons could trigger tooltip popups when hovering outside of the minimap when the minimap was in docked mode
  • Fixed: The map would close when editing a deed by selecting the deed on the map
  • Fixed: "Follow Player" setting in the minimap would not work in vehicles or after using the /fly command.
  • Fixed: Player arrows in the minimap would face the wrong direction while operating a vehicle if they entered the vehicle while in 3rd person
  • Fixed: Black deeds were appearing invisible on the map
Tools
  • Hitting an animal with a bow now displays damage taken in a popup above the animal
  • The Fishing Pole line can now break if it takes too long to reel in a fish, which is indicated by the fishing line turning red if it is about to break
  • Fixed: Attempting to use the shovel with a non-diggable block in hand would cause the shovel to not work without an error to explain why
  • Fixed: Rapidly clicking while the hammer was selected would result in placements errors
  • Fixed: Fishing pole line was offset in first person when turning down render scale below 100%
  • Fixed: Reeling in a fishing pole when cast a very short distance was taking too long
  • Fixed: It was not possible to reel in a fishing pole after interacting with another object while fishing
  • Fixed: Fishing pole line could be dragged on land by walking away after casting
  • Fixed: Switching off and on the fishing pole while a fish was on the line would freeze the fish
  • Fixed: Modern Pickaxe tooltip was displaying the incorrect amount of hits required on Basalt
  • Fixed: Papaya was giving the incorrect interaction hint when a hammer was selected
Tutorial
  • Updated style of tutorial to be more goal oriented and with additional informative videos
  • Shrunk UI for tutorial and notifications.
  • Added tutorial for opening the Ecopedia
  • Added tutorial for using a Machete to clear paths
  • Centered experience multiplier during the Forage for Food tutorial
  • Added triggers to active the food tutorial when either at 20% calories remaining or after eating food for the first time
  • Tutorials now show their subtasks one at a time when they should be done in a specific order.
  • Fixed: The camera would get stuck with strange behavior when pressing escape during the meteor tutorial at the moment the meteor was spotted in the key
  • Fixed: If skipping all tutorial steps after first skipping the Nutrition tutorial, the nutrition meter would not load, requiring a reconnect to appear.
  • Fixed: The "Reset Ecopedia viewed pages" button was not functioning
  • Fixed: Client could crash when using the /tutorials task discord command
Vehicles
  • New and improved model for the Wood Cart
  • Fixed: After renting out a vehicle, the tenant was unable to drive the vehicle or access the storage
  • Fixed: Exiting a vehicle in a narrow space would teleport you to the surface
  • Fixed: Wood carts could teleport to the surface if they were confined in too small of a space underground
  • Fixed: Crane could have a phantom shadow placement after leaving and reentering when the storage was empty
  • Fixed: Avatar would stretch when crossing the world border while operating a wood cart
  • Fixed: It was not possible to rotate blocks with the Crane
  • Fixed: When using a crane to interact with a stockpile, the control hint would list all items to pick up when it should only have been blocks
  • Fixed: It was possible to reduce the calorie consumption of the Hand Plow by eating after running out of calories while operating it
  • Fixed: When backing up into a wall with the Hand Plow, it was possible to get stuck when dismounting
  • Fixed: When using an Excavator or Skid Steer to pick up large pieces of rubble, it was only providing one stone/ore instead of two
  • Fixed: The toolbar was missing while riding in a Steam Tractor
  • Fixed: Steam Tractor attachments were not visually synced with other players after turning them on
  • Fixed: There was an exploit where you could take finished items from other's work table by giving them authorization on your vehicle
UI
  • Added pin button to backpack so that it remains open when pressing Escape
  • It is now possible to search the economy viewer by text
  • Updated style for many of the UI, including the Escape Menu, Currency Exchange, Bank, Deeds, Status Indicator, and more
  • Unified size and settings of various fonts to add more consistency
  • Updated style for control hint popups when hovering over an object
  • Added additional information for the notification when being invited to join a residence, like deed location
  • World Objects that used a paper background for their UI now use a wood background, with the exception of the Bank which uses a metal background
  • Notifications from the Currency Exchange are now condensed into one message
  • Added tooltip to Currency Exchange amount restrictions to explain its meaning
  • Changed colors for object and block highlights to be more color-blind friendly
  • Clarified error message on Mint UI when trying to mint a currency with a duplicate name
  • Bank UI now displays Personal Accounts and Government Accounts separately
  • Fixed: Blur effect was not disabled when hiding the UI while a menu was opened
  • Fixed: Changes made on the Authorization UI were not updating for others when multiple people were accessing this UI
  • Fixed: Tags did not have spaces when they were multiple words
  • Fixed: Research papers and camo clothing did not display their color tints in the Ecopedia and tooltips
  • Fixed: The highlight for carried blocks would overlap the current quantity carried when moving more of a block into the carried slot
  • Fixed: Icons on the notification banner could exceed the boundary of the background in cases with small amount of text
  • Fixed: Icons for the Small Standing Wood Signs would display as salads in the Ecopedia
  • Fixed: Background blur was missing when opening a Contract or Workparty from outside of a Contract Board
  • Fixed: The notification for claiming the first plot of a deed showed total land 0 square metres claimed
  • Fixed: When mousing over the notification for gaining specialty experience to see the tooltip, it would suddenly vanish after moving the mouse away
  • Fixed: Asphalt Concrete Ramp was included in the Road Tag when this is already covered by Asphalt Concrete
  • Fixed: Some of the marked up text in the Ecopedia did not have a working tooltip when hovering it
  • Fixed: Escrow transfer messages for contracts were not displaying the name of the contract associated with the transfer
  • Fixed: Rent for Property UI did not have a scroll bar, creating issues when having a large formula for determining eligble renter
  • Fixed: In the Economy Viewer UI, the Work Party tab was not scaling when the UI size was adjusted
  • Fixed: Changes made to the Set Play Times UI were saving changes regardless of the method used to close the UI
World Objects
  • Fixed: Not all plants species would fit correctly in a planter pot
  • Fixed: It was possible to place very large world objects in a way that would encroach on a neighbor's property claims
  • Fixed: Using /spawn court command was causing the Court to spawn partially inside the wall
  • Fixed: Some objects had duplicate Power and Pipe Components included in their tooltip
  • Fixed: Using the /build stockpile command with some blocks, like clay, would cause a crash
  • Fixed: The Computer Lab would sometimes report there was not enough power to power the lasers when there was adequate power
Misc
  • Added option for server admins to disable proximity voice chat
  • Expanded the exhaustion feature to allow saving up stamina over multiple days when not becoming fully exausted. The maximum amount of time preserved can be set in the server configuration.
  • Added option to the escape menu to view and copy the Server ID of the server connected to for sending to others so they can join
  • Greatly expanded the text strings that are localized
  • Fixed: There was no error notification when trying to plant a seed on a tilled soil block that had been covered by other blocks
  • Fixed: The drop down to select a bank account to pay repair fees was not appearing in the Tool Bench
  • Fixed: Smiting an Industrial world object with a Dev Tool would not update the room calculation to no longer be considered an Industrial room
  • Fixed: Using the Land Claim Stake near the border of the plot would not display the claim highlight
  • Fixed: Server could crash with LiteDB Exception: Databse lock timeout
  • Fixed: A crash could occur when quitting Eco while connected to a server under certain conditions related to pollution
  • Fixed: Occasionally the client would crash with an null reference exception related to "InventoryChangeSet"
  • Fixed: Occasionally the client would crash with an error "Failed to handle RPCResponse"
  • Fixed: Base food score was not being added to experience multiplier with zero calories
  • Fixed: Claiming an individual plot displayed a notification of the plot have a total land of 0 square meters
  • Fixed: The contract clause Add/Remove Blocks was not counting blocks that were stacked on top of each other
  • Fixed: Placing a waterwheel underwater could create holes through the water
  • Fixed: The camera would get displaced if being attacked by animals while sleeping
  • Fixed: "Features" server config tab would not update until after saving the settings
  • Fixed: Various typos and text corrections
  • Fixed: Animal carcasses would sometimes teleport to the surface
]]>
Update 9.4.6 released! https://ecoservers.io/blog/162/update-946-released/ https://ecoservers.io/blog/162/update-946-released/ Wed, 02 Feb 2022 23:46 CET
  • Fixed: Players and other objects would sometimes appear invisible to others
  • Fixed: The audio for chopping trees and other tools would sometimes stop playing until switching tools
  • Fixed: Members of a demographic were not given edit permissions when that demographic was assigned as a manager of a registrar title or a bank account
  • Fixed: 32-bit build would crash on startup
  • Fixed: Casting a fishing pole was creating errors in the server log
  • Fixed: Issue with banlist on servers
  • Fixed: Using RCON with a non supported command was causing an exception
  • Added: /kick, /listusers and /listadmins commands now all have RCON support
]]>
Update 9.4.5 Released! https://ecoservers.io/blog/160/update-945-released/ https://ecoservers.io/blog/160/update-945-released/ Sat, 08 Jan 2022 00:04 CET
  • Added: New emotes: /wave, /sit, /bow, and /salute
  • Added: Modkit support for custom images for signs and Ecopedia banners
    (More Info: Example Mod[github.com] & Wiki Documentation[wiki.play.eco])
  • Fixed: Laws using a progressive percent were unable to accept 0 as the minimum threshold
  • Fixed: Firing a bow was creating errors in server logs
We were also made aware that we didn't attach the full changelog for the prior Update 9.4.4. We're very sorry for this and here are the full patch notes:

  • Added: New admin commands to help manage the skill points and levels of other players
  • Fixed: It was possible to exploit furniture score calculations by placing furniture in the gaps of the wall between rooms
  • Fixed: Plants would not render on the edges of the screen when rotating the camera in third person
  • Fixed: Eco client would freeze when failing to get a response from Steam while in the middle of connecting to a server. This now causes a timeout with an error message explaining the problem.
  • Fixed: Eco client would freeze when failing to connect to a Cloud Worlds when the relay server was unreachable
  • Fixed: Using "Global Timer" as the value for a law effect would cause an exception
  • Fixed: There was a situation that could result in some plants dying on a fresh world even when they were in a habitable environment
  • Fixed: Exiting a UI with the left mouse button would also trigger the tool being held
  • Fixed: Economy Viewer would show negative values for crafting time remaining on public crafting stations with finished orders
  • Fixed: Mods downloaded from mods.io were being placed in the incorrect folder
  • Fixed: There were still cases of rounding errors for currency transactions with fractions of a cent
  • Other: Various Localization updates and fixes
]]>
Update 9.4.4 - Happy Holidays! https://ecoservers.io/blog/158/update-944-happy-holidays/ https://ecoservers.io/blog/158/update-944-happy-holidays/ Mon, 20 Dec 2021 20:28 CET


Until then, we've covered Eco in festive decorations again, for you to enjoy the holidays in your games. Elk got back their sweet reindeer appearance, spruce trees light up as christmas trees and the distribution station has been decorated and is ready for you gifting storage crates wrapped as presents to your fellow players in your communities.

We wish you and your families happy holidays and a healthy new year. May your wishes come true!

With love,
The Eco Team]]>
Update 9.4.3 Released! https://ecoservers.io/blog/156/update-943-released/ https://ecoservers.io/blog/156/update-943-released/ Thu, 23 Sep 2021 20:43 CEST
  • Fixed: Harvesting grass and wheat was causing a client crash
  • Fixed: The camera was set to a fixed position when driving a vehicle as opposed to adjusting to face the direction the vehicle was moving
  • Fixed: Players were often appearing invisible to others
  • Fixed: Tool animations would not always display when viewing others use a tool
]]>
Update 9.4.2 released! https://ecoservers.io/blog/154/update-942-released/ https://ecoservers.io/blog/154/update-942-released/ Thu, 23 Sep 2021 03:13 CEST
Please note: Large servers may experience a longer than normal loading period when initializing properties due to a bug fix that clears out empty deeds from the database.

Civics & Contracts
  • Fixed: Custom stats for civics were still recording even when the action that triggered the stat increase was prevented
  • Fixed: Text formulas in laws could sometimes cause the server to crash and the save to become corrupted
  • Fixed: The Distribution Station was incorrectly using time played to determine if eligible to receive items, rather than using days since joining the server
  • Fixed: Contracts were unable to be marked as failed
  • Fixed: Admin command /titles unassign was not working when targeting someone besides self
  • Fixed: It was not possible to repay loans when using a personal account
  • Fixed: Amount owed for a loan contract would not always update to reflect the amount remaining after making a partial payment
Food & Nutrition
  • Added modable variables for minimum calories and minimum nutrients provided for food items to be eligible for cravings (default is 200 calories and 12 nutrients)
  • Increased default amount of calories provided for food items to be eligible to a favorite/least favorite food to 500 from 50
  • Added modable variable for minimum nutrients provided to be a favorite/least favorite (default is 50)
  • Increased default minimum calories needed to be considered for Food Variety to 100 from 50
  • Increased default number of foods needed for Food Variety bonus to be hard capped from 40 to 60
  • Fixed: Food variety bonus would instantly jump up to the hard cap of 50% bonus when reaching the soft cap of 25%
  • Fixed: Sound effect for eating was not playing
Modkit
  • Added mod support for UI prefabs for a collection of variable types: Boolean, IEnumerable, Int32, and String
  • Fixed: Servers with large mods could experience slowdown when multiple people were connecting to the server for the first time and needed to download mods
  • Fixed: Quick Join & URL links would not did not properly launch with Steam version of Eco
UI
  • Updated Localization to cover many new strings
  • Updated tooltips for Lavish Workspace and Frugal Workspace talents to indicate the crafting tables must be placed on claimed land for these talents to work
  • Property overlay is now displayed by on the map by default (It can still be disabled)
  • Fixed: Punctuation marks in chat were displaying an empty deed
  • Fixed: Pollution & sea level rise were missing statistics on the web UI
  • Fixed: Local worlds saves were unable to be sorted by date last played
  • Fixed: When scrolling in the server browser, the background shade for servers was appearing above the server list
  • Fixed: Opening the citizen object UI was showing the World Progress tab by default rather than the citizen objectives
  • Fixed: Exhaustion preference UI now displays units to indicate the number selection is based on hours
  • Fixed: There were typos in the Ecopedia "Trade" and "Property" entries
  • Fixed: After playing for a long amount of time, new chat messages and notifications would sometimes stop displaying
  • Fixed: "Setting Up Shop" achievement was not displaying an icon when unlocked
  • Fixed: When level 0 in a specialty, the experience tooltip for this specialty would display symbols rather than a number for the amount of experience needed to level up this specialty
Vehicles & Tools
  • Further polished legacy cart controls to fully restore old cart behavior
  • Fixed: Skid steer did not have its normal smooth movement when picking up rubble
  • Fixed: Vehicles could slide on ramps even when movement keys were not being pressed
  • Fixed: Vehicles would sometimes disappear when crossing zero point on the map
  • Fixed: In some situations, tools would no longer work after switching from third person view to first person
  • Fixed: When using tools in third-person view, they could have faster animations than when using them in first-person view
General Fixes:
  • Fixed: It was possible to place objects on the edge of property that overlapped into other's property
  • Fixed: Doors incorrectly required solid ground both in front of and behind the door in order to be placed in a location
  • Fixed: On rare occasions, a server would be unable to start after a restart due to being unable to load the chat
  • Fixed: Missing inventory stacks caused by removing modded items caused a NullReferenceException crash
  • Fixed: Incompatibilities in the latest Unity version were causing hard to identify client crashes
  • Fixed: Avatar could sometimes clip through the ground when moving through zero point
  • Fixed: Using command "/skills all" followed by command "point" caused Eco to freeze
]]>
Update 9.4.1 released! Legacy Cart Controls added https://ecoservers.io/blog/152/update-941-released-legacy-cart-controls-added/ https://ecoservers.io/blog/152/update-941-released-legacy-cart-controls-added/ Wed, 25 Aug 2021 00:43 CEST legacy cart control scheme, improved mod compatibility for popular mods from 9.3, and implemented multiple bug fixes to address some of the key issues that have been impacting gameplay.

Legacy Cart Control Option
With Update 9.4, we introduced a new control scheme for carts that enabled the camera to rotate while in third person. As part of this, the control scheme for carts was changed so turning was moved to the keyboard. We have been listening closely to feedback, and found some prefer the old control scheme that allowed turning with the mouse. With this update, everyone will have the option to pick which control style they prefer. This setting can be found in the controls menu, and enabling this toggle will make carts use the old style of control.




Balance
  • Wind generators now calculate height bonus from the center of the blades instead of the top occupancy point
  • Brick Fireplace recipe moved to Kiln from Masonry Table so it can benefit from Pottery upgrades
  • Slight nutrient buff to Sunflower
  • Fixed: Seed recipes on the Farmers Table were not benefiting from increased crafting speed from upgrades
  • Fixed: Sunflower did not have increased stack size on Steam Tractor
Modkit
  • Fixed: Some popular mods from 9.3 were not compatible with 9.4 due to changes in how chat handled custom commands
Vehicles
  • Added option to the control settings to enable legacy cart controls which uses mouse look to turn instead of the keyboard
  • Turned down camera sway when turning with a cart in first person
  • Fixed: Carts were having trouble getting enough momentum to climb ramps
  • Fixed: Carts were not able to easily transition off ramps unless the connected block was tamped with a road tool
UI
  • Fixed: Desired purchase quantities for stores would reset to 0 when scrolling with the mouse wheel
  • Fixed: Economy Viewer was not displaying all text when using Chinese language
Other Fixes
  • Disabled option for servers to enable the experimental Education & Settlements feature
  • Decreased match score benefit when a server has the Needs Immigrants status from losing active players
  • Fixed: Setting the Specialty Cost Multiplier to 0 would cause the server to crash
  • Fixed: A desync in the client would occasionally cause a crash related to the RPCManager
]]>
Outlook after Update 9.4 https://ecoservers.io/blog/150/outlook-after-update-94/ https://ecoservers.io/blog/150/outlook-after-update-94/ Mon, 23 Aug 2021 17:17 CEST
We hope that you all had a chance to take a look on our newest Update 9.4 and are very thankful for all the feedback and bug reports we have received from you so far, this helps us a lot to improve Eco for you.

During the weekend, we've been closely monitoring all our channels and recognized that one of the most often mentioned feedbacks was about the new control mechanics, especially in regard to carts. We debated the issues brought up and have decided that we will make available an option to choose between the current control mechanics and the ones that you are used to from version 9.3; it is planned to be introduced as soon as it has been developed and tested, likely with one of the first hotfixes - stay tuned for further news about this.

We are also aware of several issues with carts and ramps and that some of you are experiencing issues with plants dying and having a wrong skill gain curve after a world migration to the new Update - we're also investigating these and all other reported issues and will provide you with more information and fixes as soon as they are available.

The first hotfix is already being worked on and will include the awaited fix needed for some mods to be able to update to 9.4. The modding community is very important to us and we want to make sure that you can play with the mods you love as soon as possible!

Thanks a lot for reading and please continue to send us your constructive feedback :)]]>
Update 9.4 released! Food Expansion, Avatar Upgrade & Power Generation Rework https://ecoservers.io/blog/148/update-94-released-food-expansion-avatar-upgrade/ https://ecoservers.io/blog/148/update-94-released-food-expansion-avatar-upgrade/ Fri, 20 Aug 2021 04:15 CEST Eco Update 9.4! With this update comes a load of new content, gameplay mechanics, and performance improvements.

One major focus of this update was to provide more ways to express yourself via the avatar, including new animated emotes and avatar customization choices, We expanded the game with thirty new food items representing well known dishes from around the world. In addition, producing green energy is more realistic, requiring placement with proper access to the elements.

We have also been hard at work at optimization, both for the Eco client and for server calculations. You should notice significantly smoother gameplay, though optimization will continue to be a primary focus for us in future updates. Last but not least, we had a heavy focus on bug fixes and other general improvements with a full list of changes included below.

Power Generation Updates
With Update 9.4, we have upgraded the mechanics for power generation objects that use solar, wind, and water to produce energy to encourage more natural placements.

Waterwheels now require flowing water to function. This means they must be placed in either rivers or underneath waterfalls, and they will produce bonus power when meeting both conditions.

Wind generators and solar panels both must be placed outside to function. Solar panels require vertical clearance to operate at full capacity while wind generators require horizontal clearance. In addition, wind generations will produce bonus energy based on their elevation level.



New Hairstyles and Outfits
A big focus for us going forward will be to expand the options for customizing the avatar. With update 9.4, we have added a collection of new hairstyles, including some with a more feminine style, with many more to come in the future.



In Update 9.3 we added a collection of new set clothing. With this update, we will be adding two more new outfits: the Chef set and the Explorer set.



Animated Emotes & Third Person Camera Improvements
We have added a large collection of new emotes, from poses, to reactions, to dances. Emotes are activated with slash commands, for example /cheer. To see the full list of emotes, type /emote in game. We would love to hear ideas from the community for other animations you would like to see added.

We have also made significant improvements to the third person camera to allow better views and more flexibility when adjusting the camera. This includes the ability to zoom in and out, to rotate the camera while moving, and to allow full 360-degree rotation.



New Food Content
We are introducing a large collection of new food content inspired by various international cuisines. These include foods like sushi, enchiladas, Pad Thai, pizza, and donuts. More recipes will have fish as an ingredient to provide more value for fishing. This will add plenty of additional options for food variety, as well as just add some additional flavor to our existing food selection.



If you want even more than that, Update 9.4 includes an experimental feature-set that server owners can choose to use that will change how the skill gain via food works.

The Food Variety Multiplier, when enabled, adds a bonus to skill point gain for having a diverse meal plan while lowering your skill gain when you ate your fiftieth Charred Papaya today.

The Food Tastiness Multiplier on the other hand assigns every player on the server a random, genetic preference towards specific tastes in five tiers, from "Delicious" to "Horrible". You don't know what your tastes are until you have tried eating something to know if you like it. If this feature is enabled, eating what you really like will give you a big boost for skill gain - while eating what you dislike will give you a penalty, creating demand for a larger selection of food.


Choose your side.

Maybe you will even find yourself with a craving for something in particular...

Exhaustion System for Public Servers
The new optional exhaustion system allows server admins to limit the amount of time per day a single player can play unrestricted on their server. This feature is designed for servers that would like to level the playing field for players who have less time to play each day or would prefer a more casual pace.

Once a player has reached the configured number of hours during a day in server time, they are prevented from performing actions that require spending calories, including using tools and adding labor into a crafting project. Any actions that do not require the consumption of calories can still be done; for example, you can still drive around with motorized vehicles, transport goods and chat and trade with other players.

Players can specify a preference on a exhaustion limit and servers that have a exhaustion limit that is around that time will get a bonus to their match score in the server browser.


Tip: If your preference has changed, you can bring up this menu again by clicking on "Set Play Times" in the games menu.

Please keep in mind that this is only a first version of this feature and that it is disabled for servers by default - it is intended to be used optionally by servers that wish to limit their players' playtime. We plan to significantly expand on this feature in Update 9.5, including a dedicated UI and the ability to earn a rested status by not playing for several days.

Eco RCON Support
We are introducing a new Eco RCON tool that allows server owners to remotely control their servers without being logged in to Eco for easy administration or automated processes. It is a TCP based communication protocol that allows admin commands to be issued to the server via a "remote console". Full details can be found on the Eco wiki: https://wiki.play.eco/en/RCON

Optimization
This update contains many improvements to performance. One notable optimization affects Chunk Loading - you should no longer see vehicles dropping into underground holes due to the chunk not yet being fully loaded and the game will now actively prevent you from driving into unloaded chunks as well. In general, the performance should be noticeable more stable. Here are some of the key improvements:
  • Optimized LOD system for rendering objects in the distance
  • Optimization calculations involving large deeds especially when unclaiming
  • Optimized the database system that results in faster performance and smaller file sizes
  • Reduced server impact for civics ticks and room value calculations that will result in less lag spikes for large servers during these times
  • Optimized logic for frequent plant spawner calculations
  • Optimized interactions when mining with Improved Tool Strength talent
  • Optimized calculations that occurred when sea level rise was occurring
  • Fixed memory leak when highlighting a block
General Improvements

In addition to the changes listed above, we are including a collection of general improvements to both help game play and make life easier for server admins. These range from adding a new animal species, to graphics improvements, to just general QoL changes.
  • New Prairie Dog animal that lives in the grasslands
  • Improved visual effects when harvesting plants
  • Improved logic for Elevator Call Post so it will control the closest elevator and no others
  • You can now sit on either side of a bench (or any seat with no back)
  • Reduced frequency for shouting "Timber" while logging, though it will always occur if no trees have been cut in the past 30 minutes
  • Improved audio when a tree is falling
  • Graphics improvements in less well-lit areas to improve contrast
  • Improved property overlay visibility at different light conditions
  • Expanded inventory sounds to include picking up items
  • Fuel storage is no longer linked by default when placing stores and crafting tables
  • Added ability to join servers via a weblink. For full details check the related wiki article
  • Added an automatic server backup before migration to an upgraded version starts
  • Added a new error message when failing to start a server if the cause is that the save is corrupted
  • Chat API has been reintroduced and now endpoints require admin authentication
  • Meat category in Ecopedia renamed to Raw Meat
  • Papaya now categorized as plant in Ecopedia, while Saguaro Cactus is now categorized as a tree
  • Improved animations in images for server categories in server browser
Balance Changes
Update 9.4 has a large variety of balance changes in addition to the expansion of Chef profession with new food choices. Some key changes are faster movement speed, various changes to plant spread behavior to increase player impact on the ecosystem, and the first cart is introduced sooner and can be crafted without research. Here is the full list of changes:
  • Player movement speed increased by 10%
  • Small Wood Cart is now crafted by Logging specialty
  • Plants will only spread if there is a living member of the species nearby
  • New progression for which specialties craft Modern Upgrades:
    Advanced Smelting -> Industry -> Composites -> Electronics
  • All Modern Upgrade recipes labor cost changed to 1000
  • Upgraded hammer tiers now unlock the additional multi-box fill types, with only Point and Line types being available on the Stone Hammer
  • Hammer speed increased
  • Starter Campsite now starts with a Stone Machete instead of a Torch Stand
  • All Research Papers experienced provided by crafting reduced by 25%
  • Added nutrient and moisture constraints for Cotton
  • Reduced initial spawn percentage of Cotton
  • Adjusted diet for Jaguar so they are less likely to wander into other biomes
  • Fish trap no longer functions in salt water
  • Pastry Dough is now crafted by Baking
  • Bread carbs & protein increased, fat and vitamins decreased. Recipe cost increased to 2 Leavened Dough
  • Baked Meat now provides more protein than fat
  • Reintroduced Clean Moon Jellyfish recipe on Fishery
  • CO2 Canister is now an item instead of a food
  • Lumber Door recipe cost adjusted to match Softwood/Hardwood variants
Bug Fixes

Audio
  • Fixed: Audio when chopping trees would sometimes stop playing
  • Fixed: Inventory movement sound was not playing when using Ctrl+Click to move items
Civics
  • Fixed: Elections for titles with multiple winning candidates were selecting the incorrect winners for candidates after the highest vote receiver
  • Fixed: It was possible to bypass laws that prevented producing air pollution by rapidly clicking the button to turn on an air polluting object
  • Fixed: Constitution amendments were not correctly displaying as invalid when viewed from the Civics tab on the Amendment world object
  • Fixed: It was possible to exceed the daily limit for giving reputation by using work parties after using the reputation UI to give someone a review with 0 reputation
  • Fixed: It was not possible to give reputation to players with a quotation mark in their name
  • Fixed: Tooltip for Elected Title's "Who Can Remove From Office" incorrectly stated this action happens at a Ballot Box instead of an Executive Office
  • Fixed: Requirements for Admin Demographic listed "Citizen is an admin" twice
  • Fixed: Adjusting a law that referenced player statistics on very high population servers could occasionally cause a save to become corrupted if the adjustment happened while the stat was being calculated
Economy
  • Fixed: Currency transaction could sometimes result in a failure when the owner had less than 0.01 of the currency needed due to rounding errors from previous transactions with a percent cost
  • Fixed: It was possible to create two currencies with the same name
  • Fixed: Work party tooltips did not update to reflect ingredients and labor that had already been added
  • Fixed: The "Put Items in Container" contract tooltip was not updating with the remaining items needed after some items, but not all, had been placed in the container
Graphics
  • Fixed: Visual holes in water could appear when adding and removing blocks
  • Fixed: Sign text was not visible when viewed behind glass or water
  • Fixed: Stockpile visualizer for trucks was not displaying secondary materials for blocks like Glass
  • Fixed: When Lumber was attached on top of Glass, one side of the lumber would turn invisible
  • Fixed: Black shadow meshes would occasionally appear on borders between certain block forms
  • Fixed: When using the Land Claim Stake, the edge of the property highlight became blurred with neighboring blocks if they were located at a higher elevation
Modkit
  • Fixed: Custom blocks created in the ModKit were not appearing in game
Plants & Animals
  • Fixed: It was possible for plants to recover from extinction
  • Fixed: Joshua Tree's crown was behaving strangely after being cut down
  • Fixed: Alligators would sometimes despawn when stepped on
  • Fixed: Plants would sometimes block the avatar creation screen after joining a server for the first time
Rent & Residency
  • Fixed: Residency invitations were not appearing for Registrar titles if the invitation happened before being added to the title
  • Fixed: Housing values for deeds with no residents were displaying incorrect values
  • Fixed: Residents could not open doors for property they were a resident on if they did not have full authorization on the property
  • Fixed: When creating a rent offer, the currency used was not defaulting to Global Default Currency (it can still be manually changed)
  • Fixed: House value was not updating correctly after transferring or unclaiming property
Tools & Vehicles
  • Fixed: Vehicles would sometimes fall below the surface when moving faster than the chunks were loading
  • Fixed: Carts were jumping in place when blocks or ramps were placed nearby
  • Fixed: Using the hammer to place blocks would occasionally cause a disconnect with the error "Failed to handle RPCResponse"
  • Fixed: Excavator would spam the dig action after being prevented by a law
  • Fixed: Crane arm had strange behavior when crossing zero point on the map
  • Fixed: Crane would still function while the escape menu was open
  • Fixed: 3rd person tool animations were not perfectly synced up which became noticeable after holding the interact button for an extended period of time
  • Fixed: It was possible to speed up tool animations beyond the intended amount by clicking for a fraction of a second to cancel the animation
  • Fixed: Shot arrows would disappear when crossing zero point on the map
  • Fixed: Fish trap had incorrect world occupancy and so could be placed in walls
UI
  • Fixed: Weight values for vehicles in the storage UI were incorrectly splitting between two lines
  • Fixed: Hovering over a Tag ingredient in the crafting UI was displaying talents benefits unrelated to the tag
  • Fixed: Hovering over icons during the tutorial were not highlighting correctly
  • Fixed: Item tooltips & Ecopedia reference section were not displaying icon background colors for things like Research Papers
  • Fixed: Other players' icons on the minimap often had jerky movement
  • Fixed: Mouse cursor was not changing to a hand pointer when highlighting the disconnect button
  • Fixed: During the Campsite Tutorial, moving the Campsite item to a different slot in action bar would not cause the tutorial arrow to follow.
  • Fixed: Buttons in Treasury UI had text exceeding the boundary of the buttons
  • Fixed: Pressing Enter while a world was loading would cause the Chat UI to appear prematurely
  • Fixed: Highlight marker for editing deeds on the minimap would disappear after toggling any layers within the World Layers tab.
  • Fixed: When moving a tool, the durability bar would sometimes remain in the original inventory slot
  • Fixed: Stockpile UI could get stuck open if opening Block Forms UI before closing
  • Fixed: Pressing the skill window hotkey multiple times before the skill tutorial was completed would cause multiple confirmation boxes to appear that would each have to be closed
  • Fixed: Species with composite names (Ex: Snapping Turtle) were displayed without a space
  • Fixed: Images in Eco News on title screen were often appearing after a delay
  • Fixed: The mouse cursor would continuously flicker when pointed at the border of a text with a hint popup
  • Fixed: Long usernames and passwords would exceed their respective text boxes on the title screen
  • Fixed: Chat channel names would appear stretched out and vertical with exceptionally long chat messages.
  • Fixed: Ecopedia frames for selected pages would display incorrectly when toggling "Show Undiscovered" while a page that was selected became hidden
  • Fixed: "Can't send string as localizable, because it has too many arguments" error message would occasionally appear in the server logs of very large servers
  • Fixed: Tutorial was not automatically displaying the next step when a previous step was completed
]]>
Update 9.3.6 released! https://ecoservers.io/blog/146/update-936-released/ https://ecoservers.io/blog/146/update-936-released/ Thu, 08 Jul 2021 21:41 CEST Update 9.3.6 has been released and addresses the following issues:
  • Fixed a bug with WebUI that could result in severe sever lag with frequent chat requests
  • Improved handling of chat history that will result in smaller file sizes for larger saves
  • Two new sand concentration recipes for the Screening Machine and Sensor Based Belt Sorter
  • Sand Concentrate recipe craft time reduced to 0.7 minutes from 1 minute
  • Glass recipe craft time reduced to 1.2 minutes from 1.5 minutes and Sand cost reduced to 4 from 6
  • Quicklime Glass recipe yield reduced to 1 minute from 2 minutes, Sand cost reduced to 3 from 10, Quicklime cost reduced to 2 from 3, craft time reduced to 1 minute from 2 minutes, and experience provided reduced to 70 from 175

We are currently in the final stages of wrapping up Update 9.4 for release, but wanted to quickly address the critical WebUI issue in the meanwhile and included some adjustments to the Glassworking speciality to go along with this. We plan to publish a preview blog for 9.4 in the coming week and are looking forward to share more information about the update with you then.]]>
Version 9.3.5 released! https://ecoservers.io/blog/144/version-935-released/ https://ecoservers.io/blog/144/version-935-released/ Wed, 26 May 2021 08:14 CEST Update 9.3.5 has been released and fixes the following issues:
  • Fixed bug with client closing after disconnecting from a server
  • Improved behavior for splitting deeds so the original deed is maintained while a new deed will be created for the split plots
  • Fixed crash when Grant Title was selected as payment for a Work Party
  • Fixed crash when environment statistics were referenced but a specific statistic was not selected
  • Fixed crash when using modded objects that did not have a prefab assigned
  • Fixed bug that could cause trees to go missing when leaving and re-entering an area
  • Fixed bug that could result in "Caused by Actions" civic articles to have the reverse effect
  • Fixed bug where debts could not be forgiven
]]>
Developer Blog: Eco Infinite and UX focus https://ecoservers.io/blog/142/developer-blog-eco-infinite-and-ux-focus/ https://ecoservers.io/blog/142/developer-blog-eco-infinite-and-ux-focus/ Sun, 16 May 2021 18:40 CEST
  • A pack of features we call ‘Eco Infinite’, which expands the game to support thriving communities that don’t end at the meteor, but can go indefinitely with interesting/challenging gameplay and social connections.
  • UX upgrade, making everything cleaner, smoother, and better; especially for new users.
  • Performance! Switching the engine over to Unity’s ECS system + burst compiler which will give a giant speed up for animals, landscape generation, everything.
Here’s the deets on some of the latest.

9.4 Update
Here’s updates coming right around the corner (next several weeks) in 9.4:

World Generation
Eco dev Jason has setup an easy way to view the world youre going to generate, now you can tweak the parameters and the seed and hit ‘generate’ and see a preview of the world, without having to do a full generate. This will let server hosters get that perfect world they want for building a society.



Realistic Power Generation



Also coming in 9.4: One of our longest standing issues has been fixed by our dev Marcus: waterwheels will now actually require flowing water (rivers, not lakes), windmills will require a cleared space around them, and solar generators will require sunlight. No more solar generators in your mines (shame on you in the first place if you did this). Now they will generate variable power based on their location in the world. And the waterwheel will get a significant boost if you put it in a waterfall:



Solar generator with some blocks slightly obscuring the sunlight and dropping its power supply:



And with a fully clear sun view:



10.0 Updates
Here’s updates coming further down the pipe in Eco 10:

Boats
Long in hibernation, boats are getting lots of love lately and will be shipping in Eco 10 (date TBD). Check out this demo from dev Quadbro of a couple of the new boats, including the barge:



Boats are going to really transform transport in the game, and will influence the location of towns and cities to have advantages along ports. Citizens will need to setup inland towns to mine minerals, and then a transportation network to move them to coastal port town, where they can be loaded onto boats and transported around the world. Part of the beauty of adding features at this point in the engine is one new feature will have infinite repercussions as all the systems of the game are intertwined; adding one new type of vehicle will influence the economics of the whole system.

And of course creating boats will be a significant endeavor with lots of demands on the economy and government (and ecosystem for resources) as well. Here’s the new shipyard object we’ve concepted out and are building:



And then lots of connecting parts for ports, like this selection of moorage points:



Prepare to see a big change in the world when theses make it into the game, port towns and seafaring will make the global economy run with much more depth.

Storage Systems
With the focus on transport of materials that boats bring, we’re also boosting up the focus on storage and containment, with specific types of storage to store specific types of goods. Check out the concepts from dev Rob and Milenko for the new objects on their way in (release TBD):

Wooden Liquid Storage Tank


Steel Liquid Storage Tank


Warehouse Storage Shelves


Each of these will specialize in storing different types of goods, and as you setup port towns and transport you'll need to use these to manage your supplies.

Lots more in the works, stay tuned for updates on the Towns and Countries change, performance boosts, avatars, stores, chat, and tons more. Feel free to send us feedback in the comments or on our discord: https://discord.gg/eco

- John K]]>
Version 9.3.4 released! https://ecoservers.io/blog/141/version-934-released/ https://ecoservers.io/blog/141/version-934-released/ Wed, 05 May 2021 19:36 CEST Update 9.3.4 has been released and fixes the following issues:
  • Fixed crash with meteor tutorial
  • Fixed issue where banning a player could result in others being unable to vote
  • Fixed crash when quitting game while connected to a server
  • Fixed crash when a server was hosted in Turkish language
  • Fixed bug that could result in being unable to target some fallen trees, carcasses, and carts
  • Fixed memory leak with pipes
  • Improved optimization when interacting with objects
  • Wooly animals may now be cooked on a campfire
]]>
Version 9.3.3 released! https://ecoservers.io/blog/139/version-933-released/ https://ecoservers.io/blog/139/version-933-released/ Wed, 28 Apr 2021 18:07 CEST Update 9.3.3 has been released and fixes the critical issue that was observed in 9.3.2, it contains all fixes of 9.3.2.]]> Version 9.3.2 released! https://ecoservers.io/blog/137/version-932-released/ https://ecoservers.io/blog/137/version-932-released/ Wed, 28 Apr 2021 01:52 CEST Update 9.3.2 has been released and fixes the following issues:
  • Fixed crash when using Treasury account in stores
  • Fixed bug where Shift+dragging items wasn't able to move items between different stack size storages
  • Fixed bug with incorrect weight calculation when moving items into empty slots
  • Fixed bug with RPC Response Error causing disconnects from server.
  • Fixed bug that displayed warning in server logs related to vehicle interaction checks
  • Fixed bug that allowed taking money from Contract Escrow using work parties
  • Updated Users.eco ban lists to be JSON compatible. Re-save required for existing wrong lists.
  • Excavator storage is no longer hidden
  • Cotton Boll now has Crop tag and can be stored in silos
]]>
Version 9.3.1 released! https://ecoservers.io/blog/135/version-931-released/ https://ecoservers.io/blog/135/version-931-released/ Fri, 16 Apr 2021 19:33 CEST Update 9.3.1 has been released and fixes the following issues:
  • Fixed bug with pipes disappearing
  • Fixed crash related to RPC issues
  • Fixed crash with recurring transfers for elected titles and demographics
  • Fixed inability to use government accounts in stores
  • Fixed bug with using shift+drag to transfer items between stockpiles not working
  • Fixed alignment for text in images for Ecopedia
  • Fixed potential migration issue with Users.eco config
  • Fixed issue that didnt allow to host multiple servers with different IPs but the same ports on the same machine
]]>
Update 9.3 released! The Tailoring Update https://ecoservers.io/blog/133/update-93-released-the-tailoring-update/ https://ecoservers.io/blog/133/update-93-released-the-tailoring-update/ Thu, 15 Apr 2021 09:25 CEST optimization improvements, an expansion of the tailoring specialty, and the experimental rent feature will be fully enabled with some additions to the residency system based on feedback from the community. In addition to these changes, we have a variety of quality life improvements, balance adjustments, and bug fixes listed in detail in the complete patch notes.



With the new rent feature, we had a few goals in mind. Renting a property will be a nice way for new players who are joining an established community to get a nice boost to their initial house bonus to help them catch up. Vehicles can also be rented to help with early transportation needs and to provide new players affordable transport options when joining later in the game. For those who especially enjoy building, they can put their talents to work making nice homes for others while earning a steady income. In addition, rent will play a role in our upcoming Towns & Nations where proximity to your residence will have a much larger impact.



As part of the tailoring update, tailors will be able to select from different materials to produce their fabric, from the new cotton plant to the cheap but high polluting nylon. There are a variety of new ingredients and crafting stations, as well a new tier 4 carpet building material. We are also adding new clothing outfits, each with a different theme. For now these clothing sets are cosmetic only, but we have more new clothes in the works and we plan to expand on these by adding skill bonuses. Upgrading the avatars to have more customization and new animations will be a big focus for us going forward.

As mentioned, a key focus for us this update was optimization. We have been hard at work to address Eco’s performance issues, specifically the problem with performance degradation over time. We also have optimizations to a variety of our systems, including chunk rendering and database calculations. There should be noticeable improvements, but optimization will continue to be a priority for us with each update.

Without further ado, let’s get to the full list of changes in Update 9.3:

Features
  • Major tailoring profession rework
  • New Cotton plant which can be found in the Wetlands biome
  • New ingredients: Cotton Boll, Shorn Wool, Nylon, Cotton Thread, Wool Yarn, and Nylon Thread
  • New crafting stations: Loom, Automated Loom, Advanced Tailoring Table, and Spin Melter
  • New Cotton, Wool, and Nylon fabrics which can be used as an alternative to Cloth
  • New Modern Tailoring Upgrade
  • New Tier 4 blocks: Cotton Carpet, Wool Carpet, and Nylon Carpet
  • New clothing outfits for Builder, Farmer, Smith, and Tailor
  • New Gloves clothing slot
  • New Corrugated Steel Door and Corrugated Steel Fence Door
  • Rent feature is now enabled by default
  • Renter’s belongings are now placed in void storage after being evicted from a property
  • New optional control setup for excavator to allow simpler movement
  • Added “Hands” option as a tool selection choice for laws related to plants and construction
  • Bank accounts can now be seized via laws or executive actions
  • Admins can now ban or mute players based on a timer with a reason given
  • Updated icons for tabs in the Economy Viewer
Optimization
  • Multiple client optimizations to help address FPS degradation over time
  • Optimized sound controller to remove leak that was contributing to FPS degradation over time
  • Optimized tree rendering performance
  • Optimized calculations for claiming/unclaiming large deeds
  • Optimized process for loading chunks
  • Optimized database calculations for civics and other periodic ticks
  • Optimizations relating to opening and closing UI windows
  • Optimized performance for servers with a large amount of mods when multiple players were connecting at the same time
  • Optimized minimap when large amount of icons were displayed on map
  • Optimized calculations for animal AI
Modkit
  • Modifications to existing items and recipes changes can now be made with partial hooks without rewriting the original files. This means changes will not be overwritten with each update. For full details, see the readme in the mod folder.
  • Fixed modkit exception while working with block sets
Bug Fixes
  • Added anti-cheat detection and various cheat fixes
  • Fixed bug where vehicles could be stolen
  • Fixed crash with recurring transfers
  • Fixed crash and authorization issues with Plow Field contracts
  • Fixed crash when setting craft resource modifier to an invalid number
  • Fixed crash when making multiple modifications to a Demographic list that occurred in the same Demographic update tick
  • when the citizen’s hours to check was left blank
  • Fixed occasional crash when editing deeds on the Real Estate desk
  • Fixed crash when attempting to pay rent from an invalid bank account
  • Fixed crash when using Hours Played as a condition for maximum residency occupants
  • Fixed bug where tooltips would get stuck refreshing even when the mouse was stationary
  • Fixed bug with stores being listed multiple times in tooltips and the Economy Viewer
  • Fixed bug with election drafts where citizens other than the creator of the draft could start the election
  • Fixed bug with being unable to interact with a fish trap
  • Fixed bug with tools not working correctly when dragging them into the currently selected toolbar slot
  • Fixed bug with server not allowing connections if the meteor timer was set to an extremely large value
  • Fixed ability to rejoin a residency after the invite was no longer active
  • Fixed ability to become a resident of a property after an invited demographic was removed
  • Fixed bug with invited residents being unable to pick up their own objects on their residence when they did not have authorization to the entire deed
  • Fixed bug that allowed creating non-contiguous deeds with the Real Estate Desk
  • Fixed inability to select “Move In” or “Rent” as a condition when drafting a law based on “Pay Rent or Move In Fee”
  • Fixed bug with getting stuck in third person view when pulling a cart with no backpack
  • Bank account source for Elected Titles wages can now be set to the Treasury
  • Housing value pie chart now has correct proportions for different room types
  • Elected Titles no longer have their term extended when the title holders change
  • Laws that prevent pollution will now deactivate any objects currently polluting after passing
  • Taxes now work correctly for the currency exchange
  • Fixed bug with being unable to remove bank account users and title holders when an authorized Bank/Registrar was placed on a non-authorized claim
  • Fixed bug with contracts still showing as invalid after updating a removed bank account
  • Player movement on minimap is less jerky
  • Fixed bug with vehicle deed icons incorrectly displaying in minimap
  • Fixed bug with editing a district map when the district crossed point (0,0)
  • Fixed bug with minimap where icons on the other side of the world would appear incorrectly in 3D mode
  • Fixed graphic issues with minimap after updating the render scale
  • Fixed tooltip for crafting recipes displaying perks for unrelated talents
  • Fixed the displayed max tier when writing a contract to build a room.
  • Fixed bug in Ecopedia where information about the constitution would appear in unrelated entries
  • Fixed bug where the interaction highlight could appear green when aiming a hammer at an unauthorized property
  • Pressing escape button while sleeping no longer causes the world to continue fast forwarding
  • Fixed bug with the hide chat tag button making the cursor flicker
  • Pressing “+” or “-” button quickly on contracts no longer causes numbers to skip
  • Settlement civic objects are no longer visible when the experimental feature is disabled
  • Backer items can no longer be spawned by admins
  • Wind Turbine table texture changed to metal from wood
  • Fishing reel sound now stops when the reel animation stops
  • Improved consistency with tree falling sounds
  • Various typo fixes
Balance
  • Recipes that previously cost Cloth now cost new Fabric tag which includes Cotton Fabric, Wool Fabric, and Nylon Fabric
  • Cloth and Cellulose Fiber default craft time increased to 1 minute from 48 seconds
  • Cloth recipe labor cost increased to 100 from 50
  • Cellulose Fiber recipe labor cost increased to 100 from 20
  • Bearpack recipe moved to Advanced Tailoring Table
  • Industry vehicles now cost Nylon Fabric instead of Cellulose Fiber
  • Recurve Bow recipe now costs Fiberglass + Nylon Thread instead of Fiberglass + Steel Bar
  • Basic clothing recipes that previously cost Plant Fibers now cost Fabric
  • Animal mounts and stuffed animals are now produced by Hunting specialty
  • Charcoal recipe craft time reduced to 1 minute from 4 minutes, labor cost reduced to 40 from 80, and experience provided reduced to 1 from 2
  • Updated formula for residency penalty for multiple residents
  • Large Corrugated Steel Door now costs Corrugated Steel instead of Steel Bar
  • Decreased canopy space requirement from Ceiba tree and increased initial spawn percentage
  • Agouti can now get calories from Ceiba trees
  • Labor cost for crafting seeds on the Farmers Table increased to 40 from 20
  • Epoxy, Plastic, and Synthetic Rubber recipes experience provided changed to 1 from 2
  • Fiberglass recipe labor cost increased to 150 from 75
  • New tags Medium Fish and Large Fish to condense fish recipes in the Campfire and Fishery
  • New recipe Fish Stew based on Meaty Stew that uses Charred Fish as an alternative for Charred Meat
  • Shuck Clams and Clean Urchin recipe costs reduced to 2 Clams/Urchins
  • Water Pumps no longer have unnecessary Economy tag
Quality of Life
  • Installed module name is now visible when viewing the module component for a crafting station
  • Auto-run no longer stops when checking inventory or chatting
  • Adjusted radius of Elevator Call Post so it can interact with the Industrial Elevator from all angles
  • Temporary chat notifications no longer appear in non-related chat channels
  • Remove From Office UI now only displays Elected Titles the user has permission to remove
  • Titles and Bank Accounts are now ordered alphabetically in their respective UIs
  • 'Public Crafting Stations' tab in Economy Viewer will now show only publicly listed crafting stations instead of all stations accessible to the player
  • Treasury now has a button that displays a list of all government accounts
  • Improved sorting of species world layers in the minimap
  • Improved excavator suspension to prevent tilting up and down while in use
  • Demographics, titles, and elected titles can now be assigned a backup owner for property and bank accounts incase they are removed
  • Adjusted brush size for drawing districts in the minimap
  • Improved behavior of the top notification panel
  • Updated vehicle control UI and removed unused vehicle controls
  • Updated display names for Specialty Upgrades to be more readable
  • Ecopedia images now have their text localized, as well as a collection of other localization updates
  • Fixed ability to swap tools in the repair bench when both tools are of the same type
  • Cancelling a civic draft will now reset the editable title text
  • Updated Network config template to allow changing settings for Web Server URL and Relay Server Address
  • Improved alignment of messages in the notifications panel
  • Improved alignment for long district names in Minimap.
  • Cursor now updates to the interact symbol when hovering over objects in the minimap
  • Clarified error message when hosting a private world with a world name that contains unsupported characters

IMPORTANT NOTE: Cotton will not spawn on already existing worlds, that means that you either need to spawn in cotton seeds via the /give command and plant them or need to start a new world if you want to use cotton. Cotton being absent does not affect progression, though.]]>
Developer Blog: Eco Infinite https://ecoservers.io/blog/131/developer-blog-eco-infinite/ https://ecoservers.io/blog/131/developer-blog-eco-infinite/ Thu, 25 Mar 2021 20:33 CET


‘Eco Infinite’ will be adding gameplay and things to do Post Meteor, building up support for long term servers with goals and challenges to solve, and in the process aiming to create very tight-knit meaningful communities of players. Seeing the worlds that streamers and players are creating and the depth of the societies there has inspired us to extend the game to support long-lasting communities that don’t break up after the meteor is destroyed. We want these worlds and the relationships that get built in them to continue post-meteor, with lots of rich challenges still in store.

So what’s there going to be post-meteor? Plenty, with the underlying theme of building a utopia. This means continuing to improve the lives of citizens through housing and food systems, but also brand new systems that will come over the next several releases like settlements (a blog on this here), education, culture, and tourism, all while living in harmony with the ecosystem. We’ll also be adding special support for events for players to take part in, like trials, debates, town meetings, and lectures. The more opportunities for collaboration the better, and progress will be unbounded. Achievements will track your progress, both personal and world achievements, and these may unlock aesthetics.

More detailed designs will be announced for these as they start to get prototyped out, and our existing priorities will run in tandem with these which the team continues to work on (quality of life issues like making stores easier to use, performance, boats, tailoring, avatars, garbage, much more). These Eco Infinite items are big ticket items and will take some time to implement, most we will be adding as ‘experimental’ features in an earlier release which players can enable to try out and give us feedback.



Community Tools
Some of the first changes coming in 9.4 will be simple tools to allow running communities better:

- Max Active Players. By setting this optional value, players looking for servers can filter by how big of a community they’d like to play with. Once you reach that level of active players, it will stop being advertised; but then if players later become inactive the server will get a special boost to server rankings in the browser, and eventually achievements for users who come in to support a server that has a player leave. This is to address a common case where players leave a server and new players are needed mid-game, giving the chance for new immigrants to jump in and have a valuable role in the community there. We expect this feature to help a lot with keeping long term servers supported, and setting goals for community size.

- Exhaustion Limits. Setting an optional ‘Exhaustion Timer’ on servers will make players who are playing past a given time limit unable to expend calories (they become exhausted) until the next day. This will allow servers to keep a relatively even playing field, avoiding a common problem case we see where some players can put in an hour a two a day, but others are putting in 10 hours a day and leaving the rest in the dust. Players who do set a desired play-length per day will be matched with servers that have a similar exhaustion limit. This is an opt-in feature for both the server and the player, and we expect most servers will still be unlimited, but it represents another tool in the belt for users to build the type of communities they want.



Achievements
Also coming soon is Achievements. We will be doing something interesting with these: achievements earned on any server will give you steam rewards, but achievements earned on special ‘merited’ servers will be transferrable between servers. We’ll be designing ways for dedicated community members to get the merited status with the approval of moderators, and this will be the beginnings of a ‘metaverse’ within Eco, where aspects of your character will be transferrable between worlds (optional per server to enable this). To start it will be aesthetic features like achievements you’ve earned which show up as icons on your avatar and allow you to craft fancy skins and rewards and such, but later will be all kinds of things.

We’ll also be introducing World Progress Achievements, to go in tandem with Eco Infinite. These will be milestones for your world to achieve, like economic progress, cultural development, well run government, biodiverse ecosystem, etc that will trigger server-wide achievements, and any player who has been active through the previous week or so will gain the achievement on their character. The progress levels will be unbounded, thus there will always be another milestone to achieve (hence the ‘infinite’ in Eco Infinite).

These features are our long term goals, while short term we have ‘Quality of Life’ improvements prioritized (bug fixes, performance, balance improvements). 9.3 is coming out any day, and will include rent and tailoring improvements. 9.4 is shaping up to be a balance patch with extra server tools.



As anyone who has taken a peak at the Eco Tree[play.eco] has noticed, we have super ambitious plans for the games, we’re still at very early days compared to where we want to take it, and the support of our community as we build towards that is how we get there. Over the past several months we’ve seen a huge boost in new players, 2 years after our Early Access release and driven by streamers and word of mouth, and that’s given us the resources to double down on development, grow the team and start to ‘reach for the stars’ (if you get my drift). Feedback from the community is incredibly useful as we do this so don’t hesitate to reach out via e-mail or on Discord[discord.gg] to me or the team. Building Eco is like playing Eco: it’s a community effort.

Cheers

-John K, CEO Strange Loop.]]>
Version 9.2.4 Released! https://ecoservers.io/blog/129/version-924-released/ https://ecoservers.io/blog/129/version-924-released/ Thu, 04 Feb 2021 04:10 CET
  • Fixed crash when using “Resident of District” law condition when residency was set to a property without a plot
  • Fixed crash with experimental rent feature when a resident was unable to afford rent
  • Fixed crash with laws that prevented actions when unable to make a payment
  • Fixed “Object not set” error when trying to add a civic to an election
  • Fixed calculation for housing value for deeds with large number of residents and rooms
  • Improved optimization for claiming/unclaiming large deeds.
]]>
Version 9.2.3 Released! https://ecoservers.io/blog/128/version-923-released/ https://ecoservers.io/blog/128/version-923-released/ Tue, 02 Feb 2021 01:24 CET
  • Fixed crash when setting up a registrar title with wages
  • Fixed crash with strings that were too large for the localizer
  • Fixed crash related to controller manager
  • Fixed display error on player tooltip when no residency was set
  • Fixed display error on store tooltip when the store was setup for barter transactions
]]>
Version 9.2.2 released! https://ecoservers.io/blog/126/version-922-released/ https://ecoservers.io/blog/126/version-922-released/ Sat, 30 Jan 2021 02:07 CET Update 9.2.2 has been released and fixes the following issues:

  • Fixed crash related to rent and deeds
  • Fixed crash related to animal AI
  • Fixed bug with recent and favorited servers showing as offline on Your Servers page.
  • Fixed bug with permissions being not being granted to titles
  • Fixed bug with main menu where it was possible to open the settings menu twice
]]>
Version 9.2.1 released! https://ecoservers.io/blog/124/version-921-released/ https://ecoservers.io/blog/124/version-921-released/ Thu, 28 Jan 2021 15:44 CET Update 9.2.1 has been released and fixes the following issues:
  • Fixed an issue that prevented users from selecting the default crafting results for hewn logs and mortared stones.
  • Fixed an issue that caused the crafting sound to go on even after crafting has ended.
  • Fixed an issue that prevented SLG-Accounts from logging into the game.
]]>
Update 9.2 released! Rent & Residency, the Industrial Elevator and Silos! https://ecoservers.io/blog/122/update-92-released-rent/ https://ecoservers.io/blog/122/update-92-released-rent/ Thu, 28 Jan 2021 08:50 CET residency feature which we announced in detail in our housing blog. Housing bonuses can now be shared with others by inviting them to become a resident of your property. This is a great way for friends to collaborate together on on a home, and it also sets the foundation for the rent and residency based demographics features that we are currently working on for 9.3.



The new Industrial Elevator is capable of transporting multiple large vehicles at once. As societies in Eco grow, there is a growing need to consume more natural resources and mining for ore is a large part of this. With tools like the Excavator and the Skid Steer, miners are able to output significantly more resources, but have an increased need to transport materials out of the mine. The Industrial Elevator will allow significantly fewer trips to the surface.



With this update we are also adding the Storage Silo for farmers to store their crops, seeds and fertilizer. This is the first of our new specialty storage containers that can store larger stacks of items than a traditional container, but can only accept certain types of items. This should greatly increase the quality of life for farmers as they can neatly organize their inventory in one container. In a future update, silos will be used to help prevent spoilage.

Features
  • New residency system for establishing a primary residence and sharing housing bonuses
  • Added an Industrial Elevator that is capable of transporting multiple large vehicles in and out of a mine
  • Added Storage Silo with greatly increased storage capacity for crops, seeds, and fertilizer
  • Added a collection of new modern signs
  • Added new building forms for Corrugated Steel
  • Added ability able to zoom in and out while in third-person when holding the Alt key
  • Implemented new in-game Bug Fixer icon for those who have helped report and fix bugs on GitHub
  • When proposing civics, the proposer can now start an election even if they have permission to pass civics without an election
  • New experimental rent feature which can be enabled via the server configs
  • Boards have an updated icon

Optimization
  • Improved optimization for resizing the objectives UI
  • Improved optimization for chat storage
  • Improve optimization for minimap with large numbers of world markers
  • Improved optimization for serializations
  • Eco can now take advantage of additional VRAM. Added setting to change max amount of VRAM used, defaulted to max GPU memory.

Balance
  • Deeds must now be contiguous to count as one deed
  • Decreased CO2 absorption by trees by 25%
  • Increased max CO2 produced by animals to 25 PPM from 10 PPM
  • Decreased spread rate for all trees
  • Increased craft time for smelting Iron Bar, Copper Bar, and Gold Bar on a blast furnace to 18 seconds from 15 seconds
  • Steel Bar recipe Coal cost increased and Quicklime is now a static ingredient
  • Increased max carry weight for Wood Cart, Skid Steer, and Excavator
  • Increase weight of tailings
  • Increased weight of Copper Bar and Gold Bar
  • Decreased weight of Steel Bar
  • Decreased weight of all Rocks, Crushed Rock, Ore, and Crushed Ore
  • Decreased weight of Dirt, Sand, and Clay
  • Decreased weight of Ashlar Stone
  • Reduced movement speed reduction caused by some plants
  • Reduced Fur Pelts provided by Small Animals to 1 from 2
  • Reduced experience provided by butchering animals
  • Increased Rubber Wheel cost of Truck to 6 to match model
  • Glass recipe now costs extra Sand and has Crushed Limestone as a static ingredient
  • New alternate Glass recipe using Quicklime that has extra output
  • Reduced Glass cost of Fiberglass, Framed Glass, Framed Glass Door, Large Windowed Lumber Door, and Advanced Upgrade Lvl 2
  • Increased the amount of Limestone available in world generation and adjusted formation patterns

Quality of Life:
  • Added “Settings” button to the main menu
  • Transferring property now requires a confirmation from the new owner before the transfer is completed
  • Store tooltips now display the currency balance for the account used in that store
  • Deeds are now clearly outlined on the map and easier to identify
  • Improved camera view when aiming a bow in third person
  • The room tier tooltip will now display how many empty corner blocks are affecting the room tier.
  • Resizing the Economy Viewer will now save settings when closing and reopening
  • Barter trades in Economy Viewer appear separately in the balance column instead of listing a zero account balance
  • The top notification panel can now be expanded by pressing the “N” key
  • World markers can now be opened by clicking on the text of the marker
  • Pressing escape while renaming an object will now cancel the text instead of opening the escape menu
  • Shortcut keys are now disabled while viewing all option menus
  • Ballot Box and Executive Office UI now has additional information about available civic actions
  • Improved handling of duplicate pop-up notifications so they are consolidated into one notification
  • Renamed old keybinding for Crouch to Dive / Sneak
  • Improved transition animation when opening up a notification tab
  • Icons for laws are less spread out in law notifications
  • Improved notification when attempting to submit an incomplete law draft
  • Improved button offsets for minimap in windowed and full-screen mode
  • Updated description for Farms, Mines, Pollution, and Data tooltips for Ecopedia
  • Updates to the map tutorial to reflect new dockable and pop-out mini-map
  • Amendments will now appear as added articles when viewing the constitution
  • Pressing escape to close a popup dialog no longer activates cursor
  • Added localization support for Ecopedia Reference group names
  • Added localization support for contract payment information
  • Added localization support for pickaxe tooltip
  • Added new server config to set the minimum citizen age required to qualify for the Abandoned demographic

Bug Fixes
  • Fixed issue with being unable to join a friend’s game via Steam
  • Fixed bug preventing placing a Large Corrugated Steel Door
  • Fixed physics issue with tree trunks and other objects not settling correctly
  • Fixed “Log cannot be sliced any smaller” error when attempting to cut the end of larger tree trunks
  • Fixed water from pipes not expanding outwards
  • Fixed bug in Economy Viewer where all currencies were displayed as being created by “Jimmy
  • Fixed server crash when attempting to pick up a vehicle that was prevented by a law
  • Fixed “Items Crafted” law trigger not checking for crafting byproducts, like Tailings
  • Fixed “Chop Tree” law trigger not recognizing the Not Felled condition
  • Fixed “Dig or Mine” law trigger not recognizing Skid Steers and Excavators
  • Fixed a number of law triggers to have more accurate item filters and descriptions
  • Fixed elected titles losing permissions for bank accounts after changes were made to the title
  • Fixed election website not showing voting history on previous elections
  • Fixed Default World Currency not being the initial selection for Stores and Crafting Stations
  • Contracts with Nested Clauses now correctly check all conditions when “Any” is selected
  • Fixed bug with incorrect yes vote count when viewing active elections
  • Fixed animal pathing to respond better to landscape changes
  • Fixed animals falling into caves and get stuck
  • Fixed bug with teleporting fish
  • Deer have improved hitbox detection
  • Fixed Tortoise laying down in awkward angles
  • Fixed Snapping Turtle strange behavior while turning
  • Fixed animals moving incorrectly on ramps
  • Turkey Carcass now correctly has Animal tag for item filter
  • Old Growth Redwood no longer spread
  • Fixed issue with moisture calculation that could result in patches of a biome missing some of the native plants
  • Fixed Skid Steer ability to break rocks on unauthorized land
  • Fixed issue with avatar being blocked by plants during initial creation
  • Fixed bug with posting contracts where changes made to the contract requirements would not always save
  • Fixed Pending Elections notifications box resetting to the top position when using the mouse wheel
  • Deeds can now be authorized to Titles that deed owner is not a member of
  • Meteor cutscene can no longer trigger while sleeping
  • Fixed bug where having passengers in a vehicle could remove road speed buffs
  • Fixed error when trying to pick up a vehicle with non-empty storage when having enough inventory space to take all the items
  • Fixed bug with being launched into the air that could occur when standing above a block that was broken
  • Fixed currency duplication bug that could occur when marking a contract as failed
  • Fixed issue with Flat Steel Windows and Floors not connecting
  • Fixed visual bug with minimap that occurred when editing a deed and using the hotkey to close/reopen the map before saving
  • Toolbench now gives correct error message when trying to insert a non-tool for repair
  • Fixed issue with rearranging work orders that could result in a permanent map marker until reconnecting
  • Tooltip for additional labor required in Crafting UI now correctly rounds to whole numbers
  • Fixed tooltip for Work button in Crafting UI occasionally overlapping the Work button
  • Tutorial pop-ups can no longer extend past the edges of the screen
  • Fixed bug with government buildings occasionally not retaining proposed amendments after being picked up and replaced
  • Currency is now created only after it has been minted for the first time instead of after it has been named.
  • Fixed error when trying to create a new currency on unowned property
  • Fixed bug with occasionally displaying incorrect number of specialties learned in the profession tooltips
  • Fixed incorrect room calculation near wold wrap
  • Bullrush now properly displays harvest animation
  • Rearranging the linked storage containers in the Storage UI will keep the alternating color pattern to distinguish containers
  • Fixed strange behavior with dragging items between linked inventories that have different capacities
  • Government account description tooltip is no longer hidden by the interface
  • Arithmetic for law operations now display with correct format in law tooltip
  • Small Mortared Signs now have a stone table texture for the UI
  • Fixed margins on popup error notifications
  • Fixed inability to switch tools after using the Land Claim Stake to claim while carrying blocks
  • Fixed audio bug with passengers hearing an engine sound if leaving a vehicle after the driver
  • Fixed issues when migrating servers from version 9.0.5 to version 9.1 and higher
  • Fixed bug with currency exchange not respecting buy limits for exchanges
  • Fixed number alignment for difficulty settings when creating a world in the client
  • Fixed icons on signs sometimes appearing outside the border of the sign
  • Fixed bug with item links being broken in chat when a player joined with a similar name
  • Fixed music only playing intermittently
  • Fixed tax notification when selling something in a store and the taxed account does not have enough funds to pay the tax prior to the transaction
  • When using a Fishing Pole, the line will no longer get stuck outside of water.
  • Fixed issue with some recipe names appearing as only “Recipe” in tooltips
  • Fixed connection issues when using Thai regional format in Windows
  • Various Ecopedia typo fixes

IMPORTANT NOTE: Please make sure to check your property. This update has removed the ability to have a claim spread out over several areas without being continuously connected. Also, you only get housing points from the deed that you have chosen to be your location of residency - all other deeds will no longer provide housing points.]]>
Happy Holidays! Update 9.1.9 https://ecoservers.io/blog/121/happy-holidays-update-919/ https://ecoservers.io/blog/121/happy-holidays-update-919/ Wed, 23 Dec 2020 04:57 CET


We’re bringing the festivities to Eco!
The world of Eco is getting some festive decorations, just in time for the Holidays! Elk have a new reindeer skin, complete with candy cane antlers. Spruce trees have been decorated with glowing Christmas lights. The distribution station has been adorned with lights and stockings, and storage crates will now appear as wrapped presents.



New Year, New Hopes
2020 has been a tough year for everyone, and we hope gaming can serve as a way for us to continue to connect and lift our spirits. We humbly thank the Eco community and are eager to keep building a place for everyone to meet, build, and grow together. Thank you for playing, and we wish you all a safe, warm
Happy Holidays!

With love,
The Eco Team]]>
Developer Blog: A Little Place to Call Home https://ecoservers.io/blog/119/developer-blog-a-little-place-to-call-home/ https://ecoservers.io/blog/119/developer-blog-a-little-place-to-call-home/ Sat, 12 Dec 2020 19:38 CET


Residency
In Eco, the quality of your housing (along with your food) determines your skill rate. Previously, housing bonuses were calculated from all the property plots you personally owned. This meant that you couldn’t share residency, and you could have houses that gave you points scattered all over the world. We wanted to address both of these, and so introduced the concept of Residency.



With this addition, you will only gain skill points from a single property which you have chosen as your Residence on the deed. Typically, you’ll want this to be whatever residence gives you the most housing points.

Roommates
You can also have multiple residents on a deed, which means roommates can share the same housing value! Like real life though, the more people you cram into a house the less livable it becomes, and we’ve added an occupancy penalty based on how many people are residents of a given home. Importantly, however, this penalty is not linear; it’s barely punishing at all for the first roommate, slightly more for the second, and then ramps up from there to become very punishing.

This was added to make sharing a home with a single person a very small penalty, making it advantageous to pool your efforts with one person. On the other hand, we don’t want a single house crammed full of hundreds of players, so we made that a high penalty.

Note that the penalty here applies before the caps, meaning furniture will give you less points, but you can still make more rooms and reach the same total points as you would in a house where you’re the sole resident. This makes sense, as more rooms and more furniture makes a house full of a lot of people more accommodating.



Difference in penalty between 2 and 5 residents.

Since the penalty is so light for 2 and 3 person homes, I expect to see a lot of players combining houses, either with their friends or strangers they meet on the server. This can lead to lots of interesting collaborations among players, as they’ll need to more closely interact and communicate compared to solo houses, and they’ll get more bang for their buck (ie, if you have two people in a house you have twice the effort to build it, but only 10% penalty! That’s a big gain in efficiency overall).

You can specifically invite who you want to be roommates by setting an invitation on the deed. This can be specific, like a single user, or it can be a group invite, like a demographic such as ‘New Players’ or ‘Everyone’. You can also set the max occupants, which will limit how many people are allowed to crowd in. Thus, you could setup free public housing in your world by inviting ‘Everyone’ but having a max occupant of 2 or 3. Since players can only be a resident of one property at a time, they’ll space out efficiently, and new citizens could get a great residence right away if the citizens of a world have the resources to provide that sort of thing. This also takes advantage of the asynchronous nature of the game: you can create a residence that invites everyone to join, and then even if someone joins the server while you’re offline they can hop in, so you never have to be online together to set it up.

Also note that the ‘max occupants’ is a Game Value, meaning you can determine it with a plain old number or a calculation, same as the laws system (in fact it’s the exact same code! With our engine getting more mature its becoming easier an easier to add rich features). So you could have the max occupancy depend on the total server population, for example. Similarly, you could have special demographics for the invitation section, perhaps a demographic like ‘Is Eligible for Public Housing’ which looks at the player’s age, skill, wealth, etc.


Example of a ‘Calculated’ Max Occupants value that increasing occupancy allowance as world ages.

Rent
Taking this a step further to connect it to the economy, we’ve also added the ability to charge rent to tenants. Owners of a property can set a specific daily rental fee and/or move-in fee and anyone who becomes a resident will have to pay it. If they stop being able to pay it, they will be evicted (and as I mentioned in my twitter this is one of my fav features, because it’s so un-fun in reality and yet really interesting when implemented in a game, because you see it in a wider system perspective).



Just like the ‘max occupants’ value, rent and move-in can be determined by a Game Value, meaning they can rely on any calculation you like. You can make rent dependent on the renter’s total wealth or skill, or on the amount of total citizens needing residency, or the number of tortoises killed yesterday, whatever you like. Lots of potential for programming this fee to suit a given society.

Like residency, rent respects the asynchronous nature of the game: if the player is invited and can afford rent, they can take residency even if the owner is offline. This should make it very easy for citizens to setup additional houses that they can rent out for reasonable prices, and newer citizens can begin renting them to get immediate skill bonuses. Win-win for both parties. We’ve added visibility to make this easier: you can see any ‘recurring payments’ in the economy viewer now (rent, but also wages will show here), and there’s a new tab showing properties for rent.



The owner can also remove residents at will, unless of course the government gets involved…

Property Law
This being Eco, we’ve of course connected all this with the legal system. All the various actions involved in taking residency and paying rent go through the law system, which can prevent, tax, or modify them as will. For example, when a player leaves residency, an action is generated, and if this is a forced eviction it could fine the landlord or even prevent it.



This should have the effect of creating a big new opportunity in the form of the housing market, and the government can regulate and use it to finance other works as well. More connections in our web of systems!

Resident Rights
We wanted to make sure this feature would still be useful in a low-trust environment, IE you want to make sure your renters don’t trash the place. To aid this, we introduced Resident’s Rights. This is a special set of rights that a citizen will automatically get if they become a resident on a property, even if they’re not listed as an owner or as someone who ‘can modify’ the property. These rights will allow the following:
  • Residents can use any world object on the property even if they don’t own it, accessing its contents and functions, but not pick it up (so you can use the storage on property, but can’t steal it).
  • Residents can place their own world objects, and pick up any world objects that they placed down (so you can move your stuff in).
  • Residents cannot place down or pick up blocks (can’t modify the property, this requires more elevated permissions).



Of course, you’re welcome to also give your renters full access to the property through the usual interface on the deed, but then they’ve got free reign. Resident’s Rights gives the opportunity for a middle ground, that you can allow even for total strangers: you can sell benefits to a citizen without risk of them ruining your property. This makes it a lot easier for that collaboration to happen.

These rights apply to any vehicle on the deed as well, meaning you can easily make rental vehicles with this same system. This can have a huge impact on the transport system, creating a new type of economy-connected collaboration.



The Big Picture
One of the core design philosophies with Eco is building lots of interesting systems, and then connecting them together. The more connections, the more meaningful interactions are built, forming a network of ideas that are all meshed together, looping back on one another (which hints at why our company name is what it is). With the feature of residency connected to the economy (through rent) and government (through property law), this adds a ton more interesting connections that can emerge in rich and collaborative ways, creating many ways for a society to organize and regulate.



Also really exciting to note: most of these features here are all a byproduct of the huge refactor we did to the law system for Eco 9: the ability to have game values everywhere, law integration with game actions, economy integration, etc. Because those features were made in an agnostic way (they were added to the engine itself, not just tied to laws exclusively) we can get really unique new possibilities with very little work, which is why we’re able to add this pretty large feature in a minor update, residency in Eco 9.2 and rent in Eco 9.3. You can expect to see accelerated progress on Eco as these investments we made in our tech start to pay off.

And finally, this is a step to a much wider feature set and expansion of the game we’re calling Eco Infinite, in which there is much gameplay after the meteor as people build public-good projects like universities, museums, research labs, and cultural items, to create a growing utopia. Much more on this later, but residency and property law is one of the first steps.

Thanks for reading all and let us know on the Eco Tree[play.eco] what you think!

-John K]]>
Version 9.1.8 released! https://ecoservers.io/blog/117/version-918-released/ https://ecoservers.io/blog/117/version-918-released/ Mon, 30 Nov 2020 13:37 CET Update 9.1.8 has been released and fixes the following issues:
  • Fixed an issue that allowed access to inventories of removed objects and vehicles remotely by using a pot.
  • Fixed an issue that created unremovable ghost blocks in stockpiles that persisted during server restart.
  • Fixed an issue that could lead to the loss of items when a storage was removed while being accessed.
  • Fixed a rare crash when removing an elevator call post.
  • Prevented creation of multiple users with same Steam ID / SLG ID.
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Version 9.1.7 released! https://ecoservers.io/blog/115/version-917-released/ https://ecoservers.io/blog/115/version-917-released/ Wed, 25 Nov 2020 15:45 CET Update 9.1.7 has been released:
Reverted recent physics changes that probably cause issues with teleporting to zero coordinates]]>
Version 9.1.6 released! https://ecoservers.io/blog/113/version-916-released/ https://ecoservers.io/blog/113/version-916-released/ Tue, 24 Nov 2020 14:01 CET Update 9.1.6 has been released and fixes the following issues:
  • Optimized stockpile calculations to improve performance in crowded areas
  • Fixed possible server crash when modifying titles
  • Fixed collision with Flat Steel wall corner that could prevent movement in areas it shouldn't
  • Fixed ability to jump between ladders
  • Increased default movement speed on ladders and added option to sprint on ladders
  • Modders can now use apostrophes in item names
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