Hotfix 11.1.1 released!
[ 2024-10-30 16:47:12 CET ] [ Original post ]
Hey Citizens, we have just released Hotfix 11.1.1 to address the following issues:
Civics:
- Fixed: Under specific circumstances disabled civics would revert to draft state after a server restart.
- Fixed: Civics were displayed as invalid and nonfunctional when the settlement system was disabled.
Balance
- Added: Added new recipe for Reinforced Concrete using Sulfur instead of Cement.
- Changed: Removed Crushed Sulfur from Cement recipe, as it stopped progression on migrated worlds.
Interaction:
- Changed: Explosives now fully destroy trees.
- Fixed: A server restart happening during the detonation sequence of an explosive could make the explosive undetonatable.
- Fixed: It was possible to recolor shop carts the player didn't own.
- Fixed: When connecting multiple mining charges to one Remote Detonator the error "Fuse already started." would wrongly pop up multiple times.
- Fixed: When simultaneously selecting a tool and mounting a vehicle the avatar's hands were incorrectly displayed in a position as if it was holding the tool while driving.
- Fixed: The painting ui could show for objects that don't support painting when they were unowned.
- Fixed: It is no longer necessary to stand on the deed to be rated, interacting with the plaque object is sufficient.
Gameplay:
- Added: Tables with broken parts now display a smoke effect.
- Fixed: Shoji Door and Wooden Sliding Door couldn't create closed rooms.
- Fixed: Stump Bed couldn't be used for sleeping.
- Fixed: Plastic Outdoor Bench couldn't be mounted.
- Fixed: Moving in a two block high space with a mounted wood cart was no longer possible.
- Fixed: Selling vehicles via the integrated "For Sale" feature wasn't possible.
- Improved: The default price for listings in stores is now "0" for buying and "999 999" for selling, avoiding potential abuse of accidential misconfiguration. (Thanks to @Spouke)
Miscellaneous:
- Fixed: A graphical issue with the Powered Cart model.
- Fixed: When dynamite started to explode but was prevented by a law, the fuse stayed lit.
- Fixed: The server list didn't show servers with enabled exhaustion by default.
- Fixed: When an object that had crafting orders for items that require blueprints was moved to the void storage, the blueprints were still consumed.
- Fixed: Oil layer data was still accessible through the WebUI when it was supposed to be hidden due to Oil Drilling not having been discovered yet. (Thanks to @JulianMa)
- Improved: The server list now supports filtering servers by "Any Exaustion Setting", "Exhaustion Enabled" and "Exhaustion Disabled".
UI:
- Fixed: The parts tab of world objects showed a placeholder icon.
- Improved: Economy viewer now remembers the selected tab as well as selected filter and sort options.
- Improved: Repairs tab on economy viewer now has a checkbox to only display repairs the player can fulfill.
- Improved: Repairs tab on economy viewer now has a column showing the durability of the part to be repaired.
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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