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Version 0.8.0.6 released!

We have released patch 0.8.0.6 with the following fixes and improvements: Features * Added new GI quality setting levels. Localization * Revised existing localized strings * Added localization to species Yield and Capacity * Fixed registrar localization category filter failure Gameplay * Compost now has a tooltip in the water filter UI. * Trashed compostables will now turn into compost. * Pickaxes now work on a damage system rather than a strict tier system. Repeatedly hitting harder rocks will eventually destroy them. * The water pump was split into a mechanical and electrical version. * Waste Filters that shut down due to full inventories will now restart themselves if there is more inventory space available. * Added specialties display in foodstatus hud * Made water filter accept 20x more throughput (from .1 sewage block per second to 20 sewage blocks per second) * Made water filter output 10x less compost (from 1 compost per 10 sewage blocks processed to 1 compost per 100 sewage blocks processed) * Fixed sewage continuing to output after a recipe finished * Tree trunks now give some wood pulp when destroyed. * Most non-progress blocking recipes have had their skill level requirements returned. This includes objects like beds, chairs, some light sources, etc. Skills * Made Character XP tooltip more clear. * Fixed talent sync, when skill window is open * Added Food UI hide skills button until skills tutorial * Fixed xp icon huge lag when no specialty * Fixed xp icon no specialty "x" sign position * Fixed skill window opening when you do not have completed tutorial ("z" key, xp bar, specialty bar, chat links, xp icon) * Fixed skill star flashing and proper number display * Fixed display for specialty level users * Fixed skill research and skills ui sync (on server restart, on missing resources, etc) * Now you can see the hotkey "Z" for open skill browser during mouseover it Vehicles * Fixed rare issue with crossing borders after a vehicle was destroyed while the player was driving * Fixed various issues with mounting other players on vehicles * Fixed vehicle speed multiplier on ramps Economy * Removed Users from Tax/Allocate menu * Added Bank accounts to Tax/Allocate menu * Added proper messages on Tax * Optimized tax/allocate to use with old system (users list, ex for laws) * Added tooltips to bank accounts in allocate/tax menu * Fixed bank account dropdown update on leader changes * Added law tax from all accounts * Fixed zero tax display * Fixed world leader removal from treasury bank account * "Your currency" law clause now counts all funds on all accounts! * Fixed transfer dialog ui fields reset on tied ones changed * Divided direct transfer taxes (self & public) * Fixed currency limiter in economy viewer * Fixed wrong currency indexing in dropdowns * Fixed durability display in store offers * Fixed store headers (now sticky) * Added ability to set negative prices in trade offers * Fixed world leader sync in government tab * Fixed world leader removal from Treasury bank account * Fixed "Your Currency" counting in laws and law taxing account pickup. Now it accepts only managed/created by you accounts except special ones, like treasury, etc. Server Webpage * Web map now animates voxel change history * Started storing full-resolution terrain history * Web map now starts paused at the current server time, switching layers while in this state is much more responsive. * Added a layer comparison page with synchronized maps Other Fixes * Updated Aura to address memory leak issue * Optimized rubble even more. * Specialization tutorial now appears after food tutorial * Replaced the "ExperiencePerAction" option on the server with a "PlayerExperiencePerSpecialtyExperience" option which grants experience for overall levels when players gain specialty experience. As with the previous option, this is not intended for normal use. * Updated sprites on pies (foodstatusUI) * Fixed server crash when loading after demographic was repealed by law This update includes parts of the planned performance fixed for Update 8.1. There is a known issue with a memory leak on servers, which will be fixed later this day with patch 0.8.0.7.


[ 2019-03-12 11:08:27 CET ] [ Original post ]



Eco
Strange Loop Games
  • Developer

  • Strange Loop Games
  • Publisher

  • 2018-02-06
  • Release

  • Indie Simulation Multiplayer Coop
  • Tags

  • Game News Posts 189  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Very Positive

    (10235 reviews)


  • Review Score

  • https://www.play.eco
  • Website

  • https://store.steampowered.com/app/382310 
  • Steam Store

  • The Game includes VR Support

    Enter the world of Eco, where you must team-up to build civilization and prevent a disaster, using resources from a fully simulated ecosystem, where your every action affects the lives of countless species.

    Will you and your fellow builders collaborate successfully, creating laws to guide player actions, finding a balance that takes from the ecosystem without damaging it? Or will the world be destroyed by short-sighted choices that pollute the environment in exchange for immediate resource gains? Or, do players act too slowly, and the world is consumed by a disaster that could have been avoided if you developed the right technology? In Eco, you must find a balance as a group if the world is to survive.

    A world-survival game

    Eco is a survival game in a global sense, where it is not just the individual or group who is threatened, but the world itself. The world of Eco will be home to a population of thousands of simulated plants and animals of dozens of species, each living out their lives on a server running 24 hours a day, growing, feeding and reproducing, with their existence highly dependent on other species.

    Enter humans into this equation, and things get complicated. It is the role of players to thrive in this environment by using resources from the world to eat, build, discover, learn and invent. However, every resource they take affects the environment it is taken from, and without careful planning and understanding of the ecosystem, lands can become deforested and polluted, habitats destroyed, and species left extinct.

    In the extreme, the food supply of the ecosystem can be destroyed, along with all human life on it, resulting in server-wide perma-death. Eco is a game where the player’s actions have meaningful consequences.

    • Everything you do affects the ecosystem, and players can destroy their food supply and world (server-wide permadeath)
    • Create a player-run government to make decisions as a group, proposing and voting on laws
    • Use data gathered from the world to propose and vote on laws as a group. Debate with scientific argumentation.
    • Create a player-run economy that allows you to sell not only good but services in the form of server-enforced contracts (simulating a player driven quest system).
    • Your food level determines your skill-increase rate, making food very important and tying players directly to the ecosystem from which it comes.
    • A game with goals higher than entertainment. We plan to build it for schools as an augmented classroom world students share.
    MINIMAL SETUP
    • Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHzMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GT 440 or AMD Radeon HD 5850 or Intel HD Graphics 4000 with 512 MBNetwork: Broadband Internet connection
    • Storage: 2 GB available space
    RECOMMENDED SETUP
    • Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or betterMemory: 4 GB RAM
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 570 or AMD Radeon HD 7750 with 1 GB VRAM or betterNetwork: Broadband Internet connection
    • Storage: 2 GB available space
    GAMEBILLET

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    11.69$ (10%)

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