Version 9.6.4 released!
[ 2022-11-07 13:26:26 CET ] [ Original post ]
Hey Citizens, we have just released Update 9.6.4 with a collection of fixes for issues you've been reporting. At the same time we're working on Update 9.7, for which we'll have news soon as well. Enjoy:
Audio
- Fixed: Tools could stop creating sounds after using them for a long time.
- Fixed: Tools could stop creating sounds after eating food.
- Fixed: Tools could stop creating sounds when switching to it from a torch.
Avatar
- Fixed: The avatar of the player could duplicate and exist twice.
- Fixed: When scrolling through empty hotbar slots the avatar animations would reload.
- Fixed: The held tool would not display on the avatar after login if another tool of the same type is in the hotbar.
- Fixed: The camera would rotate around the global z axis in third person view.
- Fixed: When using higher FoV players could not look directly below them.
- Fixed: When in a tilted vehicle the camera would feel inverted.
Balance
- Changed: Hoes, Scythes and Sickles now use a flat 20 calorie cost per use.
- Changed: The experience gain from crafting quicklime was reduced from 1.0 to 0.1.
- Changed: The icebox now requires only Carpentry level 1 instead of 5 to craft.
- Fixed: Cotton seeds would degrade into garbage instead of compost.
- Fixed: Spoiled food would degrade into garbage instead of compost.
Civics
- Fixed: Elections could sometimes not be started due to the confirmation window not popping up.
- Fixed: A "Change Settlement Name" civic action without icon was shown in the multi-selector for civic actions.
- Fixed: Removing oneself as manager from bank accounts and appointed titles without selecting another player to remove first was not possible.
- Fixed: A player would be assigned a fictious place of residency despite not having taken residence anywhere, yielding wrong results for laws working based on residency.
- Fixed: Sometimes your vote could count twice in an election.
- Fixed: Work parties could lead to a server crash when attempting to pay a contributor that has left the work party before payment.
- Fixed: Choosing an executive action in constitutional articles did not work correctly.
- Fixed: A client crash would occur when trying to seize a bank account that has no owner via law, if done via executive action instead a server crash would be caused.
- Fixed: Overriding authentication via law to allow property transfer by players that do not own a property did not work.
- Fixed: In a law where species were selected, the selected species didn't show in the law editor.
- Fixed: The search for law triggers did not yield all the results that were expected to be shown.
- Fixed: The mount action law trigger had no icon.
Graphics
- Improved: Reduced fog in the distance.
- Fixed: When looking through plants the lighting could sometimes be distorted.
- Fixed: Several graphical issues in the main menu were fixed.
- Fixed: Disconnecting from a server while being underwater would lead to the main menu being tinted in a blue tone.
- Fixed: Sunbeams on clouds did not originate from the sun.
- Fixed: Harvesting rice did not show the harvest effect.
- Fixed: Light around objects and trees could flicker when it is raining.
- Fixed: Harvest effects would stop triggering after loading and unloading many chunks.
- Fixed: Glass blocks had unnatural tinting depending on the light conditions.
Stores
- Fixed: Shop carts would use the bank account of the owner of the property it stands on when setting it up.
- Fixed: Stores that were not placed by the owner of the land it was placed on would revert their bank account to the land owners bank account on server restarts.
Tooltips
- Fixed: Crafting orders could sometimes show up as complete despite they were not.
- Fixed: Tooltips in crafting tables would not highlight resources to open their tooltips.
- Fixed: Prior offers of a store that was removed would still be displayed in the item tooltip for "Sell it at".
- Fixed: Several minor issues with title tooltips.
UI
- Fixed: The newsfeed would display too many notification types, leading to it spamming players.
- Fixed: Unauthorized players can no longer try to edit the text on a shopcart just to notice that they cannot save it.
- Fixed: When connecting to a hosted server, then cancelling and trying to load a local save the connection info would display that you are trying to connect to the hosted server.
- Fixed: Trees would be displayed darker than intended in specific zoom levels on the map.
- Fixed: When chatting while the store UI is opened keys pressed would trigger shortcut actions.
- Fixed: The interaction area to move the chat was too small.
- Fixed: Clicking save on the edit tab of a sign placed on your property would pop up a unnecessary message.
- Fixed: Text padding on reference descriptions in Ecopedia was missing.
- Fixed: The pie chart for elections on Web UI would display yes votes as no votes and vice versa.
- Fixed: Vote buttons would be shown on the Web UI even when not logged in.
World Objects
- Fixed: Picking up a log that lies in the zone of a storage would open the storage.
- Fixed: When trying to interact with some world objects two times in a row the second time could require the user to click the interaction button two times to function.
- Fixed: Closing an UI with left mouse button while holding an item that has a left-click interaction could cause that interaction to fire.
- Fixed: Left and right click interactions for world objects like turning on / off or placing something inside didn't work reliably.
- Fixed: The highlight for tiny, lumber and large lumber stockpiles was offset to its actual position.
- Fixed: Players could be disconnected from the game when placing a government object in the world.
- Fixed: A duplication bug involving removing stockpiles and picking up items from the ground.
- Fixed: Starter camps could be placed into the boundaries of other starter camps, making them overlap.
- Fixed: The highlight for buttons inside an elevator didn't work properly.
- Fixed: Clicking on the buttons inside an elevator could open the authorization menu additionally to the expected result.
- Fixed: Placing a door was not possible when there is no solid block on ground height in front of it.
Miscellaneous
- Fixed: When using a hammer to place blocks towards a highlighted block on a property you have no access to or when placing blocks on a property you are only authorized on through a law that ignored authentication the block would be placed as item and not as block.
- Fixed: Worlds would not render correctly on Linux builds and only display a pink screen.
- Fixed: When migrating from 0.9.5.4 districts would loose all their contents.
- Fixed: Migrating worlds directly from 9.4.6 to 9.6.x would lead to a server crash.
Server Configs
- Added: "PercentOfDaysToBeActiveForLongTermDemographic" to Civics.eco to control the percentage of days that a player needs to be active to be part of the demographic "Long Term".
- Fixed: The server configuration setting "AllowOverthrow" in Civics.eco did not prevent players from creating laws that prevent placing a capitol.
Eco
Strange Loop Games
Strange Loop Games
2018-02-06
Indie Simulation Multiplayer Coop
Game News Posts 189
🎹🖱️Keyboard + Mouse
Very Positive
(10235 reviews)
https://www.play.eco
https://store.steampowered.com/app/382310 
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.
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.
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
- 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
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