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Update 11.1 released! Explosives, Land Vehicle Painting and Repair Bounties!
Dynamite and Mining Charges controllable by Remote Detonators can now be crafted, allowing you to mine comfortably before heavy machinery becomes available. For this we have - next to Peat, which is also new - added Sulfur to the world generation and introduced the new materials Black Powder, Blasting Cap and Nitric Acid.
Explosives convert rock and ores into their crushed form, making it easy to mine them with the scoop attachment for the Steam Tractor. Be cautious, though, explosives affect flora and fauna, move the ground, make blocks fall and can even destroy player-built structures - of course they respect authorization and civic restrictions. Boom!
We have added the ability to paint almost all land vehicles in multiple zones, allowing you to use your creativity and having your own, unique vehicle. We also added painting capability to the Blacksmith Table, Power Hammer, Storage Chest and Wall Mounted Chest as a preview for object painting.
The first vehicle we introduced to Eco got a full rework and highly improved steering capabilities, look at that beauty and try it out!
Maintenance using parts now also applies to generators and vehicles. We also added a new repair bounty system, allowing other players to repair your machinery while you are offline in exchange for payment.
We have reworked and majorly expanded the tutorial to explain more mechanics and guide players through towards their first base, fixing many issues the system had.
A new set of furniture made of logs is available in the early game, consisting of the Stump Bed, Stump Chair, Stump Latrine and Stump Table. Additionally we added a wooden sliding door and made the new Shoji Door available in the marketplace.
Recipes
[ 2024-10-24 12:36:27 CET ] [ Original post ]
Hello Eco Citizens, we're happy to announce the immediate availability of Update 11.1, let's take a look at what's new:
Explosives
Dynamite and Mining Charges controllable by Remote Detonators can now be crafted, allowing you to mine comfortably before heavy machinery becomes available. For this we have - next to Peat, which is also new - added Sulfur to the world generation and introduced the new materials Black Powder, Blasting Cap and Nitric Acid.
Explosives convert rock and ores into their crushed form, making it easy to mine them with the scoop attachment for the Steam Tractor. Be cautious, though, explosives affect flora and fauna, move the ground, make blocks fall and can even destroy player-built structures - of course they respect authorization and civic restrictions. Boom!
Painting for land vehicles
We have added the ability to paint almost all land vehicles in multiple zones, allowing you to use your creativity and having your own, unique vehicle. We also added painting capability to the Blacksmith Table, Power Hammer, Storage Chest and Wall Mounted Chest as a preview for object painting.
Reworked Powered Cart
The first vehicle we introduced to Eco got a full rework and highly improved steering capabilities, look at that beauty and try it out!
Extended Maintenance and Repair Bounties
Maintenance using parts now also applies to generators and vehicles. We also added a new repair bounty system, allowing other players to repair your machinery while you are offline in exchange for payment.
Reworked Tutorial
We have reworked and majorly expanded the tutorial to explain more mechanics and guide players through towards their first base, fixing many issues the system had.
Log Furniture
A new set of furniture made of logs is available in the early game, consisting of the Stump Bed, Stump Chair, Stump Latrine and Stump Table. Additionally we added a wooden sliding door and made the new Shoji Door available in the marketplace.
Release Notes
Balance
Recipes
- Added: A new charcoal recipe requiring Peat.
- Changed: Phosphate Fertilizer now requires less Crushed Limestone, but additional Crushed Sulfur.
- Changed: Synthetic Rubber and Rubber Wheels now require Crushed Sulfur.
- Changed: Gasoline, Nylon and Plastic now output Sulfur as a byproduct.
- Changed: Gearbox and Combustion Generator now requires Lubricant.
- Changed: Waterwheel now requires Wooden Hull Planks.
- Changed: Wind Turbine now requires Lubricant and Steel Plates instead of bars.
- Changed: The yield of Garden Gravel and Zen Gardens per craft was reduced to 2.
- Changed: The housing value of Adorned Ashlar Chairs was reduced to 1.7 from 2.
- Changed: The housing value of Adorned Ashlar Tables was reduced to 3 from 3.5.
- Changed: Buntings, Streamers, Paper Lanterns and Limestone Statues are no longer required to be inside of a room.
- Changed: The Paint Mixer now requires a Tier 1.8 room.
- Added: All power generators now have maintenance parts that need to be replaced over time.
- Added: All vehicles but the Small Canoe, Egyptian Canoe, Small Wood Cart and Wheelbarrow now have maintenance parts that need to be replaced over time.
- Added: All parts used for maintenance can now be repaired by different materials.
- Changed: The energy output of all generators has been increased significantly.
- Changed: Wooden Barge and Industrial Barge now have internal storage.
- Changed: By default, the oil layer is no longer displayed until Oil Drilling was discovered.
- Changed: The Electronic Machinist Table now takes a Mining Modern Upgrade.
- Changed: Flax plants now use more fertilizers.
Civics
- Added: An action for laws to trigger on ringing the town bell.
- Added: An action for laws to trigger on the sale of cultural objects.
- Added: Steam Tractor is now selectable for civics in the "Dig or Mine" trigger.
- Added: An option at the immigration desk to set the settlement foundation as spawn point instead of the immigration desk. (Thanks to @silibum)
- Fixed: Compost, Garbage and Tailings were wrongly listed in the "Drop or pickup" trigger instead of the "Dig or Mine" trigger, making it impossible to regulate these activities as they need to be shovelled.
- Fixed: Contracts could sometimes display the "Add clause" button for players that aren't the creator of the contract.
- Fixed: Removed deeds weren't correctly deleted, leading to multiple issues.
- Fixed: The notification about a deed no longer attached to settlement influence didn't note which deed it was about.
- Fixed: The immigration desk setting to become a citizen of the settlement on placement of a homestead was only available if the settlement also allowed players to instantly join directly through the spawn menu. (Thanks to @MonzUn)
- Fixed: Trying to mark a contract as failed despite completed led to an error message kicking the player from the server.
- Fixed: Setting rent cost as value for rent led to a server crash.
- Fixed: Annexation considered all claim papers equal, no matter if it was the required type, leading to issues when trying to conduct an annexation.
- Fixed: Renaming the default mayor title of a settlement created a new treasury, leading to potential further issues.
- Fixed: Deleting a title from the registrar with a setup backup title caused all deeds owned by it to become unowned instead of being transferred to the backup title.
- Fixed: Elected Titles could have themselves set as backup title.
- Fixed: Custom stats couldn't be requested correctly in specific circumstances.
- Fixed: A send notice action after a prevent action was not executed.
- Improved: Orphaned civics will now be attached as draft instead of active, being forced active when the constitution is ratified or the settlement is founded to prevent issues to occur that could lead to a reset to the default constitution.
Interaction
- Fixed: Crafting tables continued to run and burn fuel for a while despite not crafting something.
- Fixed: Dismounting from the crane was not possible.
- Fixed: Barges could be picked up even when they were loaded or had vehicles on it.
- Fixed: Rotate hints for blocks were shown even if the block isn't rotatable.
- Fixed: Using the consolidate button removed skill scrolls and claim papers.
- Fixed: Placing a stockpile in a room could lead to it being classified as "outdoor", disabling tables that are required to be indoors.
- Fixed: In some circumstances tables with an active work party on them didn't enable participating players to add labour.
- Fixed: Tables with active work parties on them did show a wrong authorization outline to participating players.
- Fixed: Objects that couldn't be painted showed the paint interaction.
- Fixed: Paint mixer didn't see the contents of linked storages when mixing paints.
UI
- Fixed: An issue that could lead to items in inventories going invisible until moved around.
- Fixed: An issue that could lead to the work order area in crafting tables not being displayed until a client restart.
- Fixed: Dragging and dropping storages in the storage tab of world objects was only possible on the name of the storage instead of the whole line.
- Fixed: An issue that could lead to icons on signs not being displayed and text to be incorrectly truncated.
- Fixed: Vote counts for yes were cut off in the popup showing all votes for an election.
- Fixed: Notifications would sometimes not correctly display when containing clickable buttons.
- Fixed: The tutorial boxes weren't limited in width.
- Fixed: Holding a food item could lead to objects the player isn't authorized on to still show a green outline.
- Fixed: In specific circumstances the filter checkboxes for the item filter could appear in a duplicated way.
- Fixed: Sorting by distance for crafting tables in the economy viewer didn't always provide the expected result.
- Fixed: Several typos throughout the game.
- Improved: Error message when steam is offline has been updated.
- Improved: Recipe search in the crafting ui now has a clear button to remove the entered text.
- Improved: Recipes in the crafting ui will now indicate they have variations before clicking on them.
- Improved: A confusing description of server settings in the Server UI when exhaustion is enabled.
- Improved: Moved position of the abandon specialty button to the level line, making the feature more obvious.
- Improved: Searching in the economy viewer now also allows filtering for name of an item and tags.
- Improved: Abandoned players are now excluded from the display in the skills menu. (Canny Suggestion)
Miscellaneous
- Changed: The town bell no longer rings indefinitely, but only when using the respective interaction.
- Fixed: The exhaustion tutorial was displayed and not completable when exhaustion is disabled.
- Fixed: Sometimes vehicles could load before the barges they were placed on, causing them to fall through them into the water.
- Fixed: The picture printer tab on the printing press didn't show a preview of the image.
- Fixed: Filtering for exhaustion in the server browser didn't work correctly.
- Fixed: Internal fuel storage was counted as general storage for crafting projects.
- Fixed: Scrap tool recipe did incorrectly take into account tools in the player inventory.
- Fixed: An issue that sometimes caused Eco to fail to start when Steam is in offline mode.
- Fixed: Setting the meteor impact to high numbers in the world settings ui could cause the server to no longer start due to an invalid value being set in the config.
- Fixed: Twitch linking didn't work correctly.
- Fixed: When logging out to log in to another account and providing wrong credentials, the game automatically logged the player in with the account they logged out of before.
- Fixed: When reflections were enabled in the graphics settings, the change didn't immediately apply.
- Fixed: A meteor successfully shot down would reappear after a server restart, resetting the received achievement on the world as well.
- Fixed: Spawning at a immigration desk could place the player behind instead of in front of the desk.
- Fixed: Metal parts on objects were displayed in a darker color when painted.
- Fixed: An issue with rooms that could cause a server crash.
- Improved: All window planters now take seeds and function like the other planting pots.
- Improved: Some changes for improved moddability of config and food systems. (Thanks to @Spouke and @MonzUn)
Server & Configs
- Added: An option to remove only oneself from a title in the tooltip when the admin ui is enabled.
- Fixed: Skill Cost Multiplier for High Collaboration was wrongly set to 1.5 instead of 2, leading to servers using the default settings to not be marked as High Collaboration in the server list
- Fixed: Using the command /meteor destroy would set "MeteorImpactDays" to -1, which as an invalid value prevented the server from starting.
- Added: "ShowOilLayer" config variable, determining if the oil layer is shown despite the Oil Drilling skill not having been discovered - defaults to false.
- Added: "RequireSkillsToReplaceParts" config variable, determining if the respective skill is required to replace a part - defaults to true on high collaboration, otherwise to false.
- Added: "BrokenPartsWillDisableVehicles" config variable, determining if a vehicle becomes unusable when it has broken parts or just becomes slower - defaults to true on medium or higher collaboration, otherwise to false.
- Added: "ShowPurchaseNotification" config variable, determining if purchases in the marketplace are shown in the notifications area - defaults to true.
[ 2024-10-24 12:36:27 CET ] [ Original post ]
Eco
Strange Loop Games
Developer
Strange Loop Games
Publisher
2018-02-06
Release
Game News Posts:
193
🎹🖱️Keyboard + Mouse
Very Positive
(10380 reviews)
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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