Strange Loop Games regularly releases updates to Eco. New versions are available for download at Strange Loop Games' website and are automatically downloaded through Steam.
New client and new server versions are released simultaneously. Outdated servers are incompatible with new game clients, and vice versa.
Changelogs/notes for minor and major releases are posted in the Eco Discord server#announcements channel and on Steam. Steam or Discord are the source of the changelogs posted here unless stated otherwise.
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.
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 and craft time 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
Fixed an issue with copying laws that would cause the original law to be changed
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
Elections can now contain multiple provisions. IE: add a law, remove a demographic, and update an election, process, etc in a single election.
A special privilege is granted during a new constitution election, allowing any civic object addition to be attached to that election. Allows the founding constitution to configure multiple aspects of government at once.
Added new properties to Election Processes to instant-finish with success/fail if the percent of total voters reaches a given value of yes/no.
When a world object with attached civic objects is removed, those objects become orphaned, and can be reclaimed by anyone who puts down a matching type. IE, if someone picks up the court to kill the laws, someone else can put down another court and reclaim them.
Pollute Air laws can now reference the location of the pollution source
Added new building forms for Ashlar Stone, Framed Glass, Reinforced Concrete, Corrugated Steel
Art improvements for Flat Steel and Reinforced Concrete
Added new roof forms for Hewn Logs, Mortared Stone, Lumber, Corrugated Steel, Flat Steel, and Reinforced Concrete
New art for Wooden Elevator Call Post
Added new variants for Mortared Stone Doors
Stores owned by titles can now sell items
Ladders now have an option to climb over the top with a new animation
Fishing animations now viewable for other players in third person
The Steam Tractor Harvester now has a down/up animation when activating
Added "lock" mode for tooltips when "Ctrl" is pressed
New icon for Deep Crust when using Rock drill at bedrock
Our developers have been working hard on countless internal changes for this update in order to increase the performance of Eco on a wide range of different hardware configurations. We have noticeably reduced memory consumption on clients, optimized network code, reduced the frequency of FPS spikes (micro lags) during movement and you should now have a smoother experience playing Eco. Please note that there is still more to come in the 9.X updates, as we do have other optimisations prepared and in mind that require more work and / or breaking changes that are better to be introduced in a major update.
For this update we added relay server support for cases where connections between client and server cannot be established in a normal way. This should fix most of the connection issues some players have experienced.
The Network.eco config file for servers has the new option “RelayAddress” where a custom relay server can be configured (available for download as docker image from strangeloopgames/relay-server:latest). If no "RelayAddress" and no "RemoteAddress" is specified for a server then it will auto-discovery the relay server with best ping from a list of official relay servers and use it as fallback for clients who fail to connect the regular way.
Added auto-run function. It is disabled by default, but you can go to Key Bindings and assign a button. It works both for the character and for a vehicle.
Fixed an issue that caused players to fall through rendered ground with their vehicles when above mines.
Fixed an issue that caused changed keybindings for the moving keys to not be saved.
Fixed an issue that made trees non-interactable or vanish during slicing and collecting.
Fixed an issue with the french localization in regards to player currency.
Fixed skid steer no longer interacting with tree debris.
Fixed issue that caused wrong display of player level
Fixed crash during POI selection in contract creation UI
Fixed an issue with the seller / buyer tax valadation that didn't allow to buy for an amount close to the total currency amount
Fixed logic for room detection and room stats calculation
Empty edge blocks in rooms now count as tier 0 blocks
DirtRoad and DirtRamp are now correctly displayed in the room materials list
When the option EmptyBlocksCountAsWindows is set to true it now only allows 1 empty block per 10 wall blocks (configurable via the option "WallBlocksPerWindow" in Rooms.eco) without penalty to prevent abuse.
Fixed an issue with taxes when forgiving a debt.
Fixed an issue with taxes with loans in general
Removed "zero" holdings display from player currencies in economy viewer
Added date to the admin_commands.log
Fixed the display of benefits for recipe ingredients
Fixed strange lighting behaviour in caves and buildings
Added the barrel cactus, white bursage and joshua tree to the desert biome.
Added exclusive fullscreen mode.
Added spruce trees to the taiga biome.
Added configuration menu for single player world to allow adjusting some settings easily.
Added /repairallrooms command to repair rooms that should contribute to the housing score, but don’t.
Added several admin commands to manage bank accounts:
AddAccountManager (accountID, userID)
RemoveAccountManager (accountID, userID)
AddAccountUser (accountID, userID)
RemoveAccountUser (accountID, userID)
SetAccountOwner (accountID, userID)
Fixed an issue that caused FPS drops when opening a store window.
Fixed an issue that caused ‘holes in water’ to cause FPS drops.
Fixed an issue with changes to cached storage UIs that cause framerate issues in busy areas.
Fixed an issue with long disconnect timeframes when selling or buying a large batch of items by using a customized LiteDB version with sum aggregation support. This also significantly reduces database size and database write counts.
Changed thread priorities to allow a better responsiveness and network performance with servers with a low count of cpu cores.
General performance improvements by optimising the amount of property updates being sent.
Several other optimisations that should help with fps issues including such that get better after restarting the game.
Single player servers now start in the same language as the launching client.
The level up messages no longer overlap targeted animals in hunting.
Stability of the authentication servers were improved and made independendent from our website servers.
Added an “All” button to the treasury allocation menu.
Added a configurable comma digit cut to the quantity selection.
Papaya plants can now be felled by axes.
Trees in plant pots now display a cute bonsai version of the trees.
Windowed mode retains its size and position and remembers changes to fullscreen via alt + enter.
Added minable tooltips to pickaxes.
Animals now try to avoid walking on roads and respond to vehicles more quickly.
Animals transition from lying to fleeing a bit faster now.
Collision with animals has been disabled for most physics objects.
The housing room value now calculates the best value for all specific categories + general and general separately and chooses the best value. All other housing components are being ignored, hybrid rooms full of items to maximize value is no longer possible.
The player activity layer was split from the trampled layer. Player activity underground should no longer ruin the biomes above.
A number of recipes had their level requirements restored.
Hewn logs were added in place of normal logs in multiple recipes to make the hewing specialty more useful in the late game.
Rubble can now be dropped in air without targeting another block, just like dirt
Fuel inputs are no longer a valid input slot for crafting recipes.
The UPnP error message was made more user-friendly.
Removed the generic calorie reduction from the self improvement skill.
Balanced the other benefits of self improvement.
Changed all crafting skill gains from being based off the craft time to being a per-recipe value.
Added the experience gained for a recipe to their tooltips.
Changed a few recipes to use more resources from the previous tier.
Added a confirmation popup when the player tries to place his starter camp on someone else's property.
Mints can now craft more than 999 items into coins at once.
Taxing in the treasury now also requires a reason to be given.
The vehicle controls are now disabled in chat mode.
The bed in the starter camp / tent can now be used to sleep, allowing single player players to sleep without needing to craft a bed.
Fixed a freeze when launching localized local server from client ‘New Game’ menu.
Fixed server initialization log messages to support Unicode characters.
Fixed localization of server initialization messages.
Fixed an issue with mints taking resources despite a law preventing the minting process, leaving you with neither coins nor the backing items.
Fixed an issue that caused the treasury to not show all available currencies.
Fixed the currency report showing unused currencies after dumping a currency in the treasury.
Fixed an exception related to taxes.
Fixed an exception related to minting.
Fixed the conditions that make the skills tutorial appear.
Fixed several typos in skill descriptions.
Fixed an issue that caused the skills menu to be unusable when clicking on the icon that notifies you that you got experience for a task.
Fixed yellow colored text on yellow background for the experience bar.
Fixed issues with tooltip placement in the skills menu.
Fixed lan server detection issues.
Fixed the ping display for servers that are reachable both locally and by remote address.
Fixed an issue with negative law allocations being able to cause a negative account balance.
Fixed various things disappearing when turning very quickly.
Fixed an issue that allowed the impersonification of another player in the chat.
Fixed an issue that caused tooltips to not appear when mousing over a link in the tutorials.
Fixed world markers overlapping district / room and nutrition / housing UI.
Fixed an issue that could lead to an insane amount of memory allocation on world migration.
Fixed an issue with the sweeping hands talent, it should now pick up stones properly again. Pickup should also work much faster.
Fixed an issue that could lead to a crash when cutting a tree stump.
Fixed fishing pole and fishing process, fishing can now also be performed in rivers if there is fish nearby.
Fixed an exploit that allowed to transmute carried items into a different item.
Fixed the multiple crafting speed related talents.
Fixed work clothes to no longer remove calorie cost completely.
Fixed a crash when opening the economy viewer.
Fixed the skid steer and excavator not being able to collect rubble.
Fixed an issue that caused rubble pieces to randomly flying away, clipping through textures and popping up on top of the terrain when mining.
Rubble causes less trouble.
Rubble is no longer frozen on top of vehicles or players to prevent blocking movement.
Fixed contract payments to allow setting the amount of payment to a value below 1.0.
Fixed generated worlds not being random because of the seed not being changed.
Fixed holes in water no longer filling up.
Fixed an issue that could lead to room data being lost after a server restart.
Fixed several issues with the behaviour of the chat, including random scrolling.
Fixed an issue in contract clauses that could lead to a crash.
Fixed an issue that required a player to re-login to get access to a bank account after being authorized to use it.
Fixed an issue that caused money transfers to not function when a transfer tax was set.
Fixed an issue with currency dropdowns displaying the top most currency instead of the selected one.
Fixed an issue that caused the transfer menu to show an incorrect tax.
Fixed world map in the web ui not working correctly on paused servers.
Fixed the block form selection for cranes.
Fixed animals appearing at the wrong height when first viewed.
Fixed alt-tab not showing windows behind game window after switching from exclusive to borderless mode.
Fixed an issue that made it impossible to get back into the game when alt-tabbing out of the game in exclusive fullscreen mode.
Fixed display for labels in the web ui for missing localization strings, instead of numbers it now shows the original english strings.
Fixed the broken economy viewer filter.
Fixed an issue that could cause a crash when passing a law that affects the run for office function and then trying to open the law menu.
Fixed occupancy of treasury, bank and registrar.
Fixed meteor no longer being enabled by default.
Fixed several issues related to the citizen account feature.
Removed the display of “Tier 6” and “Tier 10” in item filters.
Fixed tutorials sometimes not completing despite all tasks were completed.
Fixed an issue that caused the player to have to interact with a world object twice to open it after closing it.
Fixed an issue that allowed players to accept repeatable contracts that were already taken and in progress by another player.
Fixed stockpile tutorial to also recognize when a player puts logs into a stockpile by using the inventory UI.
Fixed the talent selection popup not appearing.
Fixed an issue that caused specialties in the skills menu to not react correctly to unlocking a skill without reopening the menu.
Fixed an issue that allowed players to only consume calories and tool uses for one hit, despite them needing several hits to break a specific rock type.
Fixed an error that showed up when submitting a new law where “Redefine Districts” was first selected but then unselected.
Fixed an issue that caused the effects of clothes to not work correctly for new users until the server got restarted.
Fixed an issue with the housing skill points calculation.
Fixed collision on the back wall of the starter camp.
Fixed treasury synchronisation with leader elections.
Fixed the range option in bonds and loans contracts. You can now set it to values that are different from “1 - 1000” again.
Fixed an issue that caused the treasury to not show all personal bank accounts in the allocation menu.
Fixed a server crash issue related to titles.
Fixed an issue that caused recipes to disappear from crafting tables.
Fixed an issue related to allocations in laws.
Fixed an issue that caused the lasers to show no visible signs of actually destroying the meteor.
Fixed an issue that causes garbage bags to not convert into garbage blocks until a server restart as well as issues in converting when sleep mode is used.
Fixed economy viewer not showing the backing item of a currency.
Fixed the first tool animation after switching to third person mode.
Fixed an issue that caused players mounted on a vehicle to be shown at a wrong position.
Fixed an issue with the head / view rotation of passengers in a vehicle.
Fixed a server crash issue related to garbage processing.
Fixed an issue that caused animals to occasionally freeze when multiple players are nearby.
Fixed a migration issue when trying to upgrade a world from a version before 0.7.8.8 to the latest version.
Fixed an issue that required a player to hit reconnect several times when reconnecting to a server.
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.
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
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
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.
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
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
World generation has undergone a variety of changes and improvements. Many new parameters have been added to world generation, such as land/water balance, number of continents and islands, sizes of biomes, and number of water features such as rivers and lakes. All of these parameters may be tweaked within the world generator config file. As a result, worlds are much more varied with specific resources only being made available within specific biomes.
In addition, we have reworked the world geology, by adding an assortment of rock types like Sandstone, Granite, Shale, and Limestone. Certain rock types appear only in specific biomes and at specific depths. These rocks all have different uses in recipes and can be made into unique looking mortared stones. Ores like Iron, Copper, and Gold are now located in specific host rocks which will encourage you to choose the place of your settlement wisely.
Lakes have been added, and the river generator has been rewritten to have an improved look and feel to them.
The skill system has been simplified and reworked to encourage active engagement. While specializations will still be based on the same time-gated model as before, you no longer need to choose between improving your current specialties and gaining new ones. Instead of having multiple skills under specialties that all need skillpoints to advance, we've rolled all those benefits into an action-based leveling system. For example, players who choose to take the hewing specialty will be able to hew logs with increasing efficiency and speed as they complete orders rather than being forced to wait on skillpoints to achieve maximum efficiency.
The second major change is that the vast majority of recipes are now available without taking the related specialization at a drastically increased cost. This should allow players to experience parts of the game they would have previously been locked out of while still giving players an immediate and powerful benefit for choosing specializations.
In addition to more generic benefits for a specialization, player will occasionally be able to choose specialization-specific talents upon leveling up. Talents for a given specialty are mutually exclusive: if you take one you lock yourself out of the other. Do you want to destroy the forest faster or do you want to be able to clean up the debris you leave behind easier? The goal is to encourage you to pick talents that benefit the way you want to play the game.
Even with the new changes, don't neglect your diet or house! What used to be skillpoints/day has been changed to an experience multiplier that is applied in two places: the rate at which you gain new specialties and the rate at which those individual specialties level up.
We have implemented banks to allow you to create additional bank accounts that you can share with other players. You can set who has access to the account and who is allowed to manage it, which will make playing together easier and also allows the world leader to grant other players access to the treasury. Everywhere where you need to pay with currency you can choose from which bank account you want to make the payment. Of course, you can also set into which bank account payments should go. And to make your life easier, we added the possibility to transfer money to different players and bank accounts just by clicking a button.
Registrars enable you to create titles that you can grant to other players. Those titles can then be used in any authorization UIs and in the law system which allows you to easily group players or create titles for people that you want to work for the government.
New Animal AI
The AI of animals has been greatly improved and exposed for modding. Animals now eat, sleep, form packs and have species-specific behaviors. Beware though, as they became more intelligent and will now notice when your arrow hits just besides them. We have also implemented a headshot mechanic to make your life easier.
In Update 8.0 several workbenches need to be supplied with water to function. In order to do so, you craft a pump and place it near a water source, connect it with pipes and deliver the water to the crafting table where it is converted into sewage. The sewage then needs to be taken care of – in the early game your only option is to release it into the environment, harming it. Later in the game you will get access to the water filter which allows you to clean the sewage and create compost blocks out of it which make a good ingredient for fertilizers.
Added UPnP support for the game server.
Added the ability to customize the reputation colors.
Added an API for viewing and setting server configs.
Added “HEAD” backups that keep the latest snapshot and happens often enough to minimize data loss.
The behavior of backups is now more predictable and works correctly for all settings.
Added Disconnect from game when entering another lobby, allowing to join a different server is the player is already in game.
Added Arabic and Vietnamese language support.
The physical behavior of falling objects has been improved.
Animations for jumping players and network interpolation have been improved.
Updated the meteor intro sequence.
All tutorials can now be reviewed in the “tutorial” tab, left clicking an tutorial there will show it’s popup.
Language names in the language selection in the menu now show in their respective language.
Added pathfinding functions to allow movement between land and water and quickly finding paths back to water for amphibious animals.
Most animals now attempt to return to their home area so visible populations should be more similar to the world layer displays.
Added basic herd/pack behavior to some animal species.
Moved animal movement behaviors to mods to give modders some examples of how to work with animals.
Wolves are now nocturnal.
Otters can now venture inland and float with their glorious tummies on display.
Tree felling now scares nearby animals.
Updated predator behaviors to show eating prey, hunting, relaxing and sleeping.
Animal will now flee hunting predators.
You can now get closer to animals if you move slow or avoid moving directly towards them.
Animal corpse physics is now synced between clients.
Improved splitting items by offering specific values to split.
Stockpile graphics have been altered so you can now see if there is a hole below.
Currency drop downs are now sorted by backed currencies first, then by amount of currency in circulation.
Improved behavior of item selection when left-clicking a storage with a tool in your hands.
Improved the hammer tool to not cause any more unintended item removals from storages.
Added /spawnsewage and /raisesealevel developer commands.
Added /sealevel user command.
Added /spawn command that accepts different parameters to spawn automatically claimed buildings with a specified world object inside.
Added /listadmins command.
Added animation randomization scripts to the modkit.
Added launch parameters
--restoreBackupIfSaveMissing which will inform the eco server to try restore latest backup if save file is missing
--restoreFromBackup which will force the eco server to restore from specified backup instead of using save file
Added ability to set initial server ID with command line argument (--serverId) or environment variable (ECO_SERVER_ID).
Added display of progress when loading mods instead of just hanging on the “Loading …” message.
Added error handling for local server connections.
Dropdown lists now automatically close after leaving them.
/setreputation can now skip value clamping.
Admins can now be specified by username which allows to grant admin rights before a user logged in.
Usernames that could resemble a slg or steam id are now prevented.
Chat commands now both accept the English and localized names.
Empty data files are now treated as corrupted and will start restoration from a backup, if available.
Slight optimizations in bandwidth for the web interface have been made.
Improved shutdown logic for Windows and especially Linux servers. The server now catches SIGTERM and SIGINT signals and tries to gracefully shutdown.
Improved the dev-tool to be able to destroy everything.
Extended the drag zones for items – no more item drag reverts.
Added shift modifier to dragging items, you can now drag all items of the dragged type anywhere you want.
Species and World Layer settings are now defined in the mods directory, making it easier to release simulation mods.
Improved physics performance of animals.
Improved connection logic for the server started from client, it is now less likely that it will hang on startup.
Single player servers now start in the same language as the launching client.
Chat commands were added to the localization system.
Disabled the possibility to click on main menu buttons until it is visible to the player.
The meteor intro screen is no longer skipped if space or mouse button is pressed during the end of a scene.
Added volumetric fog graphics option using Aura.
Added quality slider for global illumination.
Changed view distance slider to 50-200
Tweaked shadow settings for better performance
Tweaked foliage LOD settings, can set all the way up to 200% quality if desired.
Improved performance of global illumination and reflections; These effects will update less frequently, but at a dramatic improvement in performance.
Added tier display to world object tooltips if it has a tier. (Doors, etc.)
Added tier display to items, if they have a tier attribute.
Added extra seed recipes to the Farmer’s Table for all new plants.
Added seed recipes for Amanita Mushrooms.
Added minimap store location display in the economy tracker.
Added housing category color to housing tooltip.
Added batch selection to stores.
Added title to the minimap UI.
Added a delay for “has for sale” messages to prevent spam.
Added an “All” button to UIs with an input amount.
Added a description to the chainsaw that is used instead of the description of the axe.
Added quick item transfer between inventories using mouseclick and shortcuts.
Added automatic quantity capping on item transfer.
Added the possibility to set the worlds default currency by the leader in the treasury.
Added the bank account balance of a storeowner to the economy viewer.
Added the possibility to see if you are authorized to use a shop in the economy viewer.
Added an elevator call post to control the elevator remotely.
Added the possibility to charge fees to the repair station.
Added a popup when trying to open the skill ui without finishing or skipping the needed tutorial first.
Added an “transaction successful” popup for bank transfers and payback of debts.
Players now move slightly faster on roads.
Most higher tier food recipes now require lower-tier food recipes to be crafted.
The areas in which farming is suitable have been drastically expanded. For example, tomatoes now may survive in almost all 'grassland' areas as opposed to only smaller areas of those biomes.
Left clicking on a storage with an empty selected toolbar slot will fill it with the first item in the storage.
Tree debris is now dependent on the tree species and slows you down.
Seeds for all tree types except cactus are now acquired from the debris rather than whacking branches.
Almost all object and item crafting recipes had their costs increased. (From very slight adjustments to almost double, depending on the recipe) to account for the new skill system granting 50% efficiency immediately when choosing a specialty.
Removed the storage tab from some objects that didn’t need them.
Pipes are no longer considered walls and thus do not affect room score or count as structure.
Plants now impede vehicle movement, construction vehicles are unaffected.
Plant sounds are now played for animals, other players and vehicles. This should help moving entities feel more present in the world and finding animals hiding in dense vegetation.
The tooltip for room tier will now differentiate between constructed blocks and stacked blocks.
The computer lab will now show a message if there is not enough power available to run the lasers and disable them when they run out of power while active.
Treasury will no longer show currency if there is none of it in the treasury.
Tweaked treasury currencies update times, it now shows more recent information.
Tutorial tasks that have been completed before opening the tutorial will be completed when the tutorial is opened.
Removed selecting land claim papers subtask in the tutorials.
Fixed transferring of multiple stacks into the inventory.
Fixed strange behavior of the shelf cabinet.
Fixed multiple issues with nested contracts that have multiple sub-clauses.
Fixed an exploit related to contracts.
Fixed a bug that allowed players to change store listings without proper access.
Fixed some issues with the housing bar.
Fixed calories in the stomach triggering the foraging tutorial.
Fixed repair station titles and mechanics.
Fixed forgive mechanics for debts.
Fixed loans and bonds targeting the wrong account.
Fixed an issue that caused the web ui to randomly not show water in the map.
Fixed a problem that caused random server names to appear on the continue button and in some cases connecting to the wrong server.
Fixed some issues with the UI of the real estate table.
/testtreasury now works as intended.
Fixed adding new entries to authorization.
Fish and otters no longer swim through the ground (or air when going up a waterfall)
Adjusted the height offset for checking if grass is below a certain level, fixing the mow contracts.
The contract board will no longer show “bucks” in some of its dropdown lists.
Prevented the server from crashing after setting the World Leader as an authorized user.
Fixed loans not saving their currency on server restarts.
Fixed some bugs with debts and contracts.
Fixed an issue related to discord hyperlinks and them not showing in the server browser.
Fixed players getting their crafting fees waived for orders when they should be paying the fee.
Fixed arrow disappearing in choose world screen.
Fixed treasury currency dropdown, it’s now dynamic and adapts to window size.
Fixed treasury button margins for better localized text support.
Fixed /allplants to work again.
Fixed accidental block placing with shovel, for example when the storage is full when trying to put the carried item into it.
Fixed the local server to be unable to be started from the client.
Fixed skill benefits rounding with server-side only calculations.
Fixed treasury buttons spacing for localized names.
Fixed some skillpoint localizations.
Fixed a bug that caused icons to eventually become offset when being dragged around.
Fixed orange color in tooltips.
Fixed storage interaction errors when the storage is full.
Fixed position of the food status UI tooltip.
Fixed hitboxes of status bar tooltips.
Fixed blocks attempting to connect to the wooden elevator. The elevators ‘doorway’ for sealing rooms is now below the elevator and you must have an empty space there when placing it.
Fixed a strange behavior for law buttons to sometimes cause to scroll instead of their intended action.
Fixed wrong bank account funds numbers in direct transfer dialog.
Fixed target bank account name not shown in direct transfers.
Fixed an issue that caused completed tutorials to not show up in the tutorial list.
Fixed the escape menu to no longer show the wrong default selected tab.
Fixed item selection in the toolbar.
Fixed digging and mining tutorials.
Fixed picking up carried items with left click.
Fixed sorting in the economy viewer, it now sorts by the localized name instead of the english name.
Fixed graphics tab layout and sliders in the escape menu, allowing them to dynamically scale for bigger localized text.
Fixed /give command, it now behaves more like usual inventory transfers.
Fixed cranes no longer showing their interface and being unusable.
Fixed showing of error messages in the Web UI in cases of a server error.
Fixed the chat to jump to a wrong position when opening.
Fixed a bug that caused the animal populations reset to max population on a server restart.
Fixed scrolling in the server browser.
Fixed distribution station tracker for remaining items to update correctly.
Fixed third person camera behaving oddly near large plants.
Fixed wrong name in work orders being passed to the localizer.
Fixed “Array out of Bounds” Exception in /creative command.
Fixed distribution station caused breaks.
Fixed double connection error message.
Fixed broken inventories.
Fixed editing of bank accounts.
Fixed exception on the removal of bank accounts.
Fixed a problem that lead to the server not being added to the recent servers when joining through direct connect.
Fixed several localization bugs.
Fixed crash when placing a starter camp.
Fixed being stuck at the connection UI.
Fixed an issue when reconnecting to servers.
Fixed a crash on shift-clicking empty slots.
Fixed strange behavior when setting tax percentages in the treasury.
Pinned “Make a transfer” button outside of the scroll area.
Fixed the layout of the housing tutorial.
Fixed a rare issue that could happen when multiple players tried to pickup the same world object.
Fixed hunting not leveling up properly.
Fixed several issues with tier requirements on various tables.
Fixed server browser layout.
Fixed buggy line in the header of the crafting UI.
Fixed the name parsing of the leader in the treasury.
Fixed an issue that allowed other players than the leader to change the worlds default currency.
Fixed star glow effect appearing on level up and points changes.
Fixed frame-rate degradation after closing crafting UIs.
Fixed title tooltips not shown
Fixed skill notification window layout.
Fixed adding double rows in currency exchange offers.
We have added sleep to the game! You can now sleep in beds to cause time to pass and speed up skill gain, crafting, and crop growth. Primarily for use in private servers
You can now filter by item name, type, and tier in the economy viewer.
Added ladder climbing and ladder blocks. Ladders can be made taking one of a variety of materials including hewn wood and placing it using a hammer. They take up a single block of space and can be placed freestanding, they are ideal for getting up tall buildings or deep mine shafts where stairs and ramps are impractical.
Added new "Demographics" feature. A Demographic represents a group of players. They're defined in laws, using law conditions. Once defined, you can reference Demographics in multiple laws, as well as authorize Demographics on deeds and objects. Demographics can be removed through laws also, but only if they are not being referenced by anything else.
New and Improved Chat Commands
Added chat command history. Press the up and down arrow keys while typing in chat to cycle through your recently entered commands.
/give now accepts item display names. You can type the name of the item exactly as it appears in game now.
/time - shows the current time since server start. A user command.
/deletecontract - Deletes contacts by id.
/fastforward - Toggles the fast forward effect from sleep on and off.
/spawnbed - Spawns a bed in a house and puts you to sleep.
/spawncrafting - Creates a craft setup where output from one thing is input to another.
/claimrect - Claims plots in a given rect centered on the user.
/levelup - Learns and levels up a skill and all its prerequisites.
/unclaimabandoned - unclaims abandoned plots, owned by players that havent logged in for a given number of days.
Avatars now play animations when their clothes/hair change.
Updated Meteor intro! Now runs on a timer, or clicks.
Added profanity checks to sign and license plate text.
Show login UI after starting animation completed.
Prevent players from from making a currency that already exists.
Don't show exchange rates with NaN values.
Map icons are now GPU accelerated! (drastically improves map performance in worlds with a lot of objects).
The tractor module, sower and harvester can be enable/disable using alpha1 key.
With contracts, in the "transport" clause and "put item in container" clause you are able to target fuel container like blast furnace and brazier.
Tweaked player acceleration so it's easier to make small movements while building.
Max reputation you can give a person is now 30 (3 days worth).
You can now sit upon various world objects.
Added an option for doing one-time taxes and allocations on law passed.
Set the treasury at the top inside the currency report.
User handles enable admins to refer to users by a numeric handle instead of username.
Adds Ukrainian Language Option.
Tooltips now close when you start dragging items.
Change the match rating on the server listing UI to be a match score, not a percentage.
Add new animations for server category banners on the recommended new game server UI.
Update new game server browser headings to include particle effects.
Contractors can now mark a contract as failed if the time limit on the contract is reached.
When loading from a backup, servers will now try to load from a different backup if the most recent one is corrupt.
If an object has no owner, display the name of its creator in the user interface instead.
Add tiers to certain world objects, such as doors, to count towards a building's overall tier rating.
Guard against overwriting .eco save file if it would end up corrupted.
Greatly improves server start-up speed for servers with big Power Grids.
Added additional foraging triggers.
Changed selected item text from "Amount" to "Selected".
Mods can now define new components and UI for them! Values can be set to be editable/visible by owners or guests, and supports a few different types of values: numbers, ranges, and buttons.
Implemented language/region lock. By default you will now only see servers that match your configured language. This feature can be opted-out of in the escape menu settings. This feature does not affect LAN, Favorites, or Recently Played listings. The Server and Client now detect system language on first start-up. If launched through steam, Eco will take the language set in your steam preferences.
Fixed errors with the tooltips of users that have special characters in their names. Tooltips should now work for all users.
Fixed a bad hitbox on the Treasury Allocation window, that caused it to close unexpectedly.
Fixed spelling for Calculated.
Fix an issue where the contract currency reset to the owner currency credit after a server restart.
Force the skill points to be between 0 and 1 million to prevent giving huge number of skill point and break the UI.
Fixed map shadows sometimes disappearing when zooming in.
Fixed various avatar tool change animation issues.
Fixed bug where metal brazier not see linked inventories.
Fix issue where you can't select shovel when carrying garbage.
Fixed a client bug which caused the laws window to display placeholder text ("Voted for George") if you placed a vote but later all the candidates you voted for got removed.
Fixed held tools not showing when exiting vehicles.
Should of fixed the red bar issue, possibly due to multiple ways data was being displayed.
Prevent crash if server info (e.g. name and description) are too long.
Fixed bug causing error message pop ups to appear behind the server connection menu.
Prevent use of the property claim tool while carrying stuff (e.g. wood, sand, etc.)
Fix a rounding issue occurring when changing price using Ctrl + click for some values.
Fixed a bug that would destroy plants upon being picked if their yield is zero.
The minimap now loads much more smoothly.
Fix reputation title saying N/A instead of the current title.
Fixed incorrect owner given in the notification message for buying a deed.
Fixed problems with the size and position of the minimap on reload.
Guard against server crash if a user's first time login fails.
Fixes all misspellings of the word "Tuesday".
Fix bug that was showing a control popup to place some tools (such as torches) into storage with a right-click, even though the server would not accept them.
Fix for new game menu left/right nav buttons occasionally becoming invisible.
Fix bug that force added 'Everyone' to authorisation settings for stores, etc. on server restart.
Fix for removal contract not granting permissions to remove fallen tree debris.
Make the Build Room contract clause require a minimum tier rather than specific building materials. Also fix a bug that was preventing the "No room at requested location" message from showing.
Fixed physics/plant issues near world borders.
Blocks placed above the world MaxY will now disappear instead of breaking everything.
Fixed a rare server exception in VehicleComponent.
Fixed building intro ui prefab.
Fix empty error bar in web interface.
Fix eventual problem with server hanging on load.
Fix server crash resulting from trying to repair an object (e.g. the hammer) which can be degraded but not repaired.
Fix issue that prevented the laws UI 'View' button from being clicked when it was "behind" the Government panel scrollbar.
Fixed a bug where getting taxed while crafting an object generates emissions would crash the server if the user didn't have enough money to pay the government.
Fix for non-disposed stream in DataStore.cs when save is corrupted.
Fixed problem with server crashes during startup during MinimapManager initialization.
Players can offer loans, or bonds (which are the reverse of bonds - people buy a bond from you and you pay them back with interest later).
Ramps are no longer objects but blocks, and can be built in 1-wide increments.
They can be dug up with a shovel for their component material.
Intro Story Sequence
Added a new introduction story sequence! Appears when you first look at the meteor for the tutorial and both sets up the story and objective and emphasizes the cooperation needed to succeed.
Changed the flow of getting into a game so recommended servers are highlighted and players are matched to servers based on their playtime. This should make finding online games much easier.
Discord Server Popup
Servers can now set a Discord address in their settings, and new joining users will be prompted to join it through the tutorials.
Changed base production of tailing from 2 to 5 for Iron Ingot recipe and from 1 to 2.5 for Smelt Iron recipe.
Now tailings affected by efficiency. On max efficiency 1 for Iron Ingot recipe and 0.5 for Smelt Iron recipe (you should smelt at least two ingots to get benefits).
Revamped the pullouts on the minimap. Everything is in one settings pull out now, which has been updated to the new visual style. World layers (now titled "Environment Data") have been changed from a drop down to a scroll box, with layers grouped into categories.
Performance has been improved, most noticeably when walking around the world.
Add contract tax to Payment Contract Clause.
Create new currency with "Coins per item" = 1.
After Currency created (and first coins emitted) you're not able to change "Coins per item".
Now contract for harvest allows to select beans, rice, camas bulb and other crops without seeds.
Contract Tax will be retained from payment on completion. Client will pay exactly specified amount, but contract have to pay tax from received payment. In case of failed contract it will be applied to Deposit as well, in this case Client have to paid tax from deposit.
Currencies list will now have scroll when it can't be fully placed on display.
Added actions "Plant", "Remove Stump", and "Harvest Leaves" to laws and stats.
Actions "Pick Up" and "Place" now support world objects, in addition to blocks.
The "Pick Up" action now supports mining and picking up rubble.
The "Pick Up" action also supports picking up "Wood Pulp", which is what"tree debris" is now called.
Laws can now reference total currency in circulation, as well as treasury balance, in addition to just the acting player's currency balance.
You can now have as many proposed laws at one time as you want. This restriction was pretty meaningless, since you can already propose multiple clauses in a single law, and it's not as necessary anymore since the default ** Citizenship law already prevents the most egregious cases of trolling.
Added support for conditions on the "number of players" value. For example: "when attempting to gain skill Cooking, if (number of players where (level of Cooking > 0) > 3) prevent".
Indirect ways of killing plants are now counted as "Harvest" actions. This includes things like shoveling or plowing the dirt under a plant. This only applies to living plants. Removing a dead plant does not count as a "Harvest".
Changed how stats and legality checks for "Craft" work. You can now always start a project, regardless of legality. The project will become blocked based on whether it is legally allowed to craft one more item. A "Craft" action is only recorded in stats once an item has finished crafting. Among other things, this significantly reduces inaccurate "Craft" stats due to cancelling a project. The issue can still arise if you cancel a project after some items are crafted and waiting to be collected at the crafting station.
Added the ability to regulate minting coins in laws.
Graphics and UI
Updated the Storage tab to the new visual style.
World markers now clamp to the screen correctly, and display in minimap list properly if they have tags.
Updated Global Illumination to reflect terrain / water colors.
Make info panel resizable (Currencies Report etc).
Updated the following object tabs to the new visual style: Credit, Exchange, Power, Mint, Modules, Network, Pipes.
Made the meteor not zoom-in until after you have opened the meteor tutorial.
Added a button to world marker UI to open/show markers on the map.
Add filter by language and version for recommended servers.
Rapidly clicking now performs the same as holding down click e.g. when chopping down trees and mining rocks.
Opened server info for Recommended Tab will not persist after Escape.
Adjusted headers width so they now works much better with non-English locales having longer words.
Added an error message which explains why a skill scroll failed to work if the player has a full inventory.
Added a notification message when buying a deed.
Ensure that open/closed state on linked inventories gets saved between play sessions.
You can once more edit the names of unowned objects.
You can now cancel loading a world with the escape button.
Players authorized on a property now have full edit capabilities on any stores on the property, instead of having strange partial edit capabilities.
Room tiers are now determined by the average tier of all blocks that make up the room, World objects have a had their material requirement changed to reflect this change.
Created a testing framework for auto-testing UIs on the client.
Editing world markers no longer auto-opens the map.
Added /save command for admin which saves the world!
Increased time you can pick up hunted animals to 3-5 minutes.
Changed the cap on crafting order quantity from 999 to 9999, which is now enforced both when typing and when clicking the buttons.
If for some reason tutorial broken it now will not stop you from progress.
Fixed duplicate content sometimes appearing in tooltips.
Fixed several issues with tooltips closing unexpectedly.
Fixed some cases of the tooltip for a nearby link showing up instead of the one you are actually hovering over.
Opening the Storage tab for the first time is significantly smoother, and should no longer cause freezing when there are large numbers of linked inventories. Re-opening a recently opened Storage tab is near instantaneous.
Fixed a bug that made the player turn when toggling vehicle tools on/off.
Fixed being able to lock yourself out of public objects.
Fixed controls popups showing up even when you aren't in range to interact with what you're looking at.
Added tooltips to missing ingredients of current projects on the Crafting tab.
Fixes issue where recipe text was not being localized.
Fixed cases of servers joined by ip address not being loaded in the Join screen 'Recent' section.
Fixed cases of the Join screen 'Favorites' section becoming confused after changing favorites around.
Pulls last remaining strings from escape menu for localization.
Fixed a bug where plants would rarely have insane negative and/or positive populations.
Fixed the caret in the New World text box being too high sometimes.
Fixed the controls text for the form selection popup (it used to always say '1', now it will say 'shift' or whatever the appropriate control is).
Prevent the eating of food directly from inventories where you would not be allowed to remove it.
Sprite tags used in signs & license plates no longer float when viewed from far away.
Fixed doors counting as T0 materials.
Fixed being able to place starter camp on other people's property.
Fixed an issue with storage links on electric tables.
Fixes a break in the tutorial sequence.
Fixed contracts giving access to vehicles that happen to be on a property specified by the contract.
Fixed contracts with null property specified giving auth to vehicles that happen to be on public land.
Fixed a display issue where a single property plot would not get updated visually until relogging.
Fixed plant pollution visualization.
Fixed weird behavior when starting swimming from a 1 block depth.
Fixed Vehicle tools won't dump/pull from fuel supplies.
Fixed property & world layer alignment for far away terrain.
Fixed the Storage tab still showing inventories for objects that had been recently picked up.
Fixes crashes related to property threading issues, perhaps caused by placing a lot of objects really fast.
Fixed a bug that could make you get stuck on steep block edges w/ falling sounds.
Fixed a rare exception while updating animal positions.
Elevators now reliably load before carts that might be on them.
Fixed UI problem when No More Wanted appears for owner.
When failing to claim property with the property tool (Eg. because you have no land claim papers), there will no longer be an empty deed created.
Fixed other player animations jiggling while riding in vehicles.
Fixed other players appearing to get stuck when exiting some vehicles.
Fixed: Distribution Station fails to Apply distribution.
Fixed full screen resolution setting and Apply/Reset behavior.
Fixed cursor not disappearing after closing the escape menu.
Fixed table headers cutting for Economy Viewer (like Curenc for Currency).
Fixed resetting to defaults for graphics UI.
Fixes issue where cursor interaction is shifted when playing in windowed mode.
Fix for text components (e.g. signs, carts, etc.) not updating when the text was deleted/cleared.
Fixed behavior when Favorite servers list preserves space after refresh.
Fixed laws that prevent placement allowing you to actually place infinite starter camps for free.
Fixed bug which allowed the starter camp to be spawned partially over water/big drops.
Fixed tab wasn't counted as pressed for tutorial.
Fixed bug that prevented vehicle modules from being picked up along with the vehicle itself, causing those modules to be lost.
Fixed an issue that was preventing the UI from updating when a user entered an IP address on the server browser screen.
Fixed bug preventing the world objective from showing until after the player interacted with the text input field.
Replaced all instances of 'governship' with 'governance'.
Fix a crash occurred when clicking to select a item stack while carrying something with a shovel.
Added a new Distribution Station object. This is a stockpile where the owner can set a ration of items that every new player can take, which they will be notified of with a World Marker when they enter the game. With this object, citizens and governments can set up items to provide to new players to help them get started/catch up. You'll also be able to see the items provided from the Server Browser.
You can set the max 'age' of a player for them to be eligible for items.
At the desk, you can examine your deeds, edit their settings, move land and vehicles between deeds, create and delete deeds, and unclaim land and vehicles. You can also buy and sell deeds.
Deeds are no longer items that you can carry in your inventory.
Replaced Property Claim Flags with a Land Claim Stake tool and Land Claim Papers. The Land Claim Stake works similarly to how claim flags used to work - hold it and right click to claim some land. It also has some new features. You can hold it and left click on claimed land to unclaim it. You can also target claimed land with it and press 'E' to open the deed window for that land. The Land Claim Stake uses Land Claim Papers. Each paper represents your right to claim 1 plot of land. Unlocking skills will grant you Land Claim Papers, in the same way it used to grant you Property Claim Flags previously.
When you claim land with the Land Claim Stake, the deed that the land is attached to is no longer determined by the deed in your inventory (since you can't have deeds in your inventory). Rather, it is determined by the deeds of nearby plots belonging to you, and . If there are none within range, a new deed is created.
The treatment of vehicles versus stationary objects with regards to deeds and authorization has been unified, and the 'Auth' tab of the object window - which has been renamed to the 'Authorization' tab and given an overhaul to improve both clarity and appearance - will appear for both. No more 'Lock' toggle for vehicles - they now have full authorization settings support just like stationary objects (that is, the ability to set them to public, whitelist, or inherit from deed mode).
Added an "Unclaim Property" action to stats, which can be referenced in laws.
The Robotic Assembly Line is used to craft all internal combustion engine vehicles and other advanced machinery.
Added calculated exchange rates. Eco will now compare trades of the same item in different currencies to make a rough exchange rate, which can be used by citizens to help understand prices (how to shop and how to set prices). The inner details of how they're calculated is displayed as well, so players can make informed decisions. You can view this in a currency’s ‘Currency Report’. Will be doing more with this exchange rate later.
Added intro sequences for food and housing, explaining the concepts with icons and animations.
Made it easier to exit water in a few situations like 1 block thick docks.
Third person mode in vehicles now zooms out further and behaves more consistently.
Vehicles with tools now attempt to dump into multiple inventories for objects that have multiple inventories.
Made the server browser ping filter go to ‘unlimited’ (previously went to 500ms)
Improved client script performance.
Eliminated performance impact of using world markers.
Added a key binding to toggle 3rd person (defaults to F5).
Changed the nutrient values of almost everything, generally a ~20% increase.
Nutrient values now scale more aggressively with higher tier food.
Recipe costs changed due to recent farming/collection changes.
Removed Campfire Cooking skill - the recipes are now available to everyone.
Old Campfire Cooking recipes ingredients have been modified due to no efficiency/speed skills.
Removed Basic Crafting skill - the recipes are now available to everyone.
Basic Crafting recipes ingredients have been modified due to no efficiency/speed skills.
Players now start with reduced land claims and a camp item.
Most plants now give less resources.
Added seed recipe for mushrooms.
Gathered seeds no longer increase with gathering skill.
Blast furnaces once again produce tailings.
Blast furnaces are now harder to make.
Lots of miscellaneous changes to late game recipes.
Ingots (all kinds) are more expensive, other recipe costs reduced where appropriate.
Ingots now weigh less.
Steel now requires coal or charcoal to smelt.
Fixed an issue where a vehicle with both a fuel supply and storage would behave inconsistently in the linked inventory UI. (The UI displayed the fuel supply and the storage as separate inventories with separate settings, but the server treated both inventories as sharing the same settings. Now the server also treats them as separate inventories).
Fixed the fishing line not meeting with the lure correctly.
When attempting to join a server by ip address, if you enter an invalid ip, it will now show an error message instead of attempting to connect forever.
Single-player server will now close itself if the client crashes.
Added cranes! Players can use the crane to build large walls in one click by targeting the corners with the claw.
Added a modular attachment system for vehicles
Added the Steam Truck!
Added the plough, harvester, and sowing attachments for the steam tractor
Players now have more realistic physics
Players can push rubble, trunks, and respond more realistically to other physics object movement
Stockpiles can now store any item, not just blocks.
Vehicles with tools can now give/take from other vehicles, stockpiles & objects with inventories
Vehicles with tools now have placement previews
World object names can now have color tags
Improvements to some display on chat commands
Passing ‘?’ as any parameter in a command will now show help for it
Property now has a tooltip and can be linked in chat
In the server browser detail panel, it will show a dash instead of 0 when ping fails
Item tooltips show relevant store listings again
World objects now have a default inherited auth-mode
Can now compile the game when your OS uses other language besides English
Economy Viewer changes:
Much, much faster to open and use
‘For Sale’ and ‘Wanted’ are no longer separated, now both are displayed together under ‘trades’. This makes it easier to find things you can buy and sell and compare prices.
Trades now list items by category
Web map can now support over 256 block types
Improved wording of law actions that required units. Instead of "Play (hours) actions", laws will now say "Play hours". ("Play (hours) actions where performed by you" becomes "Your Play hours")
Chat window now shows 50 messages at a time, loading more as you scroll. Speeds up chat window significantly for larger chat databases.
Sped up several UI’s
Improved world layer history compression. (On an example world this shrunk the save file from 261mb to 98mb. This also reduces the impact of browsing the web page)
World Layer history animations now work on linux servers
Removed the factory from the game, recipes have been offloaded to the assembly line/robotic assembly line. Some have been removed.
The tables tab now only shows tables that are marked ‘Public’.
The currencies tab now only shows currencies that have circulation (more than one owner).
Changed law actions 'Learn Skill' (which referenced skill levels) and 'Unlearn Skill' (which referenced specialties) to 'Learn Specialty' and 'Abandon Specialty', which can be meaningfully compared now, since they both reference specialties. (Existing laws using 'Learn Skill' will be changed to 'Learn Specialty', but existing stat history will still have the skill levels data)
Added a law clause option to perform an action every x days (for example, you could tax everyone 1 dollar per day, or tax everyone a percentage of their money once per day).
Added a 'Login for the First Time' law action, which enables laws that give things to new players.
Added a 'channel' filter for the 'Message' law action, which enables creating restrictions on certain chat channels (for example, you could create an Announce channel that only admins can post in)
Changed how 'performed by' action filters are displayed. Instead of 'Harvest actions where performed by you', laws will now say 'Your Harvest actions'. Before, this filter caused much confusion and many mistakes, since people assumed 'performed by you' was the default. Now it is the default. (Existing laws will have strange wording, but should function the same as they did before. New laws should be correct.)
Cranes can deposit to trucks and other multi-inventory objects
Updates ecostrings.csv to most recent version
Fixed a crash caused by multiple people looking at a species tooltip at the same time
Fixed a crash caused by changing a drop down selection to ‘<’ on the ‘propose law page’
Fixed removing things from vehicle fuel supplies being affected by property authorization (which also affected being able to pick up the vehicle).
Fixed a bug causing messages sent by you to a different channel while the chat log is closed not to appear on your own screen.
Fixed some strange behavior with favoriting servers. It seems sometimes servers on the same LAN would get confused with each other in the favorites section.
Fixes issues with garbage disappearing on server restarts.
Fixed world objects not loading occasionally near large bridges. (or other buildings above empty chunks)
Players falling through the world is now corrected client side
Worlds built in windows can now load in linux again. (Zips now use the standard path separator for zips '/' on all platforms)
Fixed fragmented layer history due to zip path separator path changes (some worlds have 2, histories will be merged during migration)
Fixed awkward highlighter interactions when switching between specific interactables in the same object
Fixed a number of mistranslations and localization errors
Improved the horizontal overflow behavior of the Contract window, preventing the text in the header column from being squished until it overflows vertically everywhere.
Fixed an issue where some contract clauses had way too much vertical whitespace.
For LAN and local servers, connect directly by ip address, rather than connecting through the master server. This prevents connection issues when the master server is down.
When attempting to connect via the master server, timeout and return to the main menu if the master server does not respond.
Fixed client-side lag due to unnecessary property texture updates
Fixed Combustion Generators polluting forever when the power grid demand was 0, which was making some servers flood (flooding can produce a lot of client-side lag when your map is open on large servers)
Combustion Generators now consume fuel at a constant rate.
Power grids only enable combustion generators one at a time as energy demand increases.
Power grids with insufficient power now disable the most recently added objects instead of disabling everything.
Reduced sea level rising performance impact
Reduced client-side lag related to frequently changing pipe outputs
Minimap icons load faster on big servers
Player names are now always visible
Improved map update performance
Fixed a performance issue related to opening the chat log
Decreased lag due to opening the chat log by having it load 1 message per frame instead of all in 1 frame.
Fixed a variety of problems that could occur if the master server is unreachable
Fixed some chunk issues near world borders and wrapping issues with vehicles
Fixed invisible vehicles when someone drives into your view range
Fixed stretched animals near world borders
Fixed webserver link from using the wrong address
Fixed some performance issues with stats and the web server
Fixed an issue where server passwords were being double-encrypted on server startup. Server passwords will now show in plain text in the server window but are still encrypted when sent between client and server. Existing server passwords will need to be reset to the desired value.
Fixed a bug in client-side predictions that sometimes made blocks appear, disappear then reappear in your carried slot.
Added a warning when the server is unresponsive to user status
A large part of the networking code has been overhauled for this release. The server now uses UDP on port 3000 for game traffic by default, and TCP on port 3001 for web traffic by default. If you were forwarding ports to your dedicated servers in the past, you will need to update your rules accordingly, including any rules in firewall programs.
In most instances, you should no longer need to port forward when hosting a server. We'd recommend using the steam friends "join game" feature to easily join each other games, instead of needing to find IP address and connect manually.
Moved the "MaxSlots" configuration value from the Users.eco config to the Network.eco config
New layout and visual style. Among other things, the new layout allows many more servers to fit on screen.
This screen has been split into 2 tabs - one for only the servers that you are most likely to join (for example, your favorites, LAN servers, and official SLG servers), and the other for browsing for a new server. This allows you to view the first tab without having to query all the servers, which is more expensive.
Added many new searching, sorting, and filtering features
Improved performance by limiting how many servers are displayed
Added a new category on the server browser for 'Test Servers', which for now will link only the official SLG test server for the next version. Players will need to switch to staging to join this build, and a popup will inform them of that if they attempt.
You can now drop any non-carried items into garbage piles
If left alone, food items will decompose into nothing
If left alone, other items will become trash blocks which will cause minor pollution
Added a modern pickup Truck!
Added the hand plough
Added a nimble Skid-Steer vehicle
Vehicles can now dump in water
Unstuck can now extract players from ditches, correct invalid positions, added a delay to unstuck
Added hewn log, lumber, and stone signs for both standing and hanging.
You can no longer consume food when full.
Candle Stands no longer require solid ground.
Zero and low population plants will now be force spawned into worlds without them.
After activating the meteor destruct sequence, removing lasers or generators or otherwise breaking the laser setup will now cancel the destruct sequence.
Server can subscribe to, download, and install mods from mod.io
General Server Changes
Servers with several thousand world objects should notice fewer cases where world objects seem unresponsive.
We are now tracking which world objects need to be saved and saving is distributed over time.
Saving during shutdown is much faster.
Save all now also saves recent block changes
Added proper detection and handling of save-game corruption.
If a save is corrupt upon starting, it will restore the most recent backup.
If a save is corrupt mid-game, it will delete it and resave everything.
Made the server start auto-backups by default.
Spaced out backups. Now there are by default 6 made for the last hour, 10 for the last day, -7 for the last week, and up to 100 weekly backups. These numbers are configurable in the backup plugin.
Made any server errors that are logged also send to all admins via chat.
Fixed a crash when commands cannot be parsed
Hid many testing chat commands from players
Fixed an exception thrown when a mod overrides PlayerDefaults.GetDefaultSkills to be empty.
Show a better stack trace in the tooltip if the tooltip errors out.
Blacklisted a few characters from usernames, which caused people not to be able to use chat. Namely '<' and '>'. These will now be automatically replaced with '?' the first time a player signs in to a server.
General Client Changes
Now using a borderless window that remains visible when unfocused
Improved client performance a bit in areas with lots of world objects
Fixed a bug that sometimes made you press interact twice when reopening a world object UI.
Fixed some client / server prediction desyncs
Disabled the unfocused fps limiter, it didn't work properly when vsync was enabled.
Users can now copy the log file easily when an error occurs. Log file will also be attached when bugs are reported.
Disabled single player new/load buttons for osx & linux.
Can no longer toggle off all chat channels
Sending an empty chat message once again switches you to that channel without sending a message
Made Skills UI Show All toggle not invisibly take up the whole bottom bar.
Added confirmation when deleting markers
Fixed contract pickers displaying contents wrong, and sometimes excepting
Localization system first-draft added to the game! Will be expanding it and adding translations into other languages.
Added Steam Friend Listing in the server browser
Fixed aqueducts not transporting water correctly
Fertilizer will now stack
Fishing no longer causes ghost fish to (not) appear in your inventory
Fish will now bite slightly faster
Repairs now scale with the skill required to repair them
Tool calorie consumption no longer scales with durability
World markers now appear on a list in a Minimap panel.
You can now see all markers on the minimap and click them.
Added the concept of global markers, which can be set by the server leader and will be displayed to everyone. These can be hidden per-user.
'Add Marker' in the minimap will add to where you're looking at.
Updated the string table with more strings, removed some invalid strings.
Fixed the fuel supply tab remaining time display not showing up.
Prevent stats errors from kicking people / crashing the server (instead they will show an error message in the server console).
Fixed some stat related crashes (The "Cannot insert duplicate key in unique index '_id'" ones and the "The given key was not present in the dictionary." ones. Save files that already saw the latter may not be fixed, but new * instances should not happen.)
Made the Icebox auth default to 'inherit' instead of 'public', like other storage objects
Save config file when selecting 'skill points on action' on a local world
Better messaging when /ban fails to find user
Fixed a case of carts having the wrong weight
Fixed buying/selling multiple of the same item being recorded as only one buy/sell action, for graphs and laws
Fixed changing your election speech counting as a 'run for office' action, for graphs and laws
Fixed exception when vehicles fall through the world
Fixed broken skill tooltips
Fixed Excavator / Powered cart moving while no one is driving
Fixed Excavator digging while the arm is disabled
Excavator has stronger brakes
Fixed Fishery occupancy
Fixed Stove chimney
Adds and fixes functionality to ServerWatcher
Meteor Shard can't push physics objects anymore
Avatars now put away tools while driving
Fixed linux startup stalling during "Compressing"
Fixed some people not having their working directory set correctly, which prevented starting up servers
Improved error messages when starting new worlds from in game
Fixed a bug where double clicking delete on a store listing would get you kicked, which I marked as fixed before, but it is really fixed now!
Fixed projects getting stuck at 100% progress without outputting their last item.
Made stomach contents tooltip line wrap
Change string references to language to enums
Update CSV to include language
Added a framed glass door
Fix translation dropdown indexing
Obscure "Gibberish" option
Added more options to control target frame rate & vsync
Reduced FPS to 10 while game is unfocused
Gathering efficiency skills are now a multiplier rather than a flat increase from (1, 2, 3, 4, 5) to (20%, 40%, 60%, 80%, 100%)
Gathering efficiency skill cost reduced from (5, 10, 15, 20, 25) to (2, 4, 6, 8, 10)
Added new steel lighting solutions: table lamp, ceiling light, and standing lamp.
Made /spawnplant case insensitive, and added better messaging for error cases.
Replaced the prop backpack with an actual backpack
Fixes issues with invalid parameters wrongly getting passed in Chat Commands.
Adds ability to reset keybindings to default.
Prevents issue where users get deadlocked after assigning keys.
Fixes misc. bugs related to above
Fixed land animals occasionally getting stuck under water
Stopped the toolbar from scrolling while the cursor is shown
Prevented an exploit where you could continue dragging and dropping an item stack while walking around
Almost certainly fixed dragged item icons getting stuck floating on the screen. Hopefully.
Fixed searching on the search and select window before all items have loaded (eg. the store selection window)
Fixed an exploit where negative-priced store items would cause you to pay negative tax (thus stealing from the government)
At stores, the person spending money on each offer pays taxes for that transaction. Eg. if you sell items at a store, the store owner pays taxes. Conversely, if you buy a negatively priced item at a store, the store owner pays taxes.
In store windows, tooltips, and the economy viewer, quantities for 'buying' listings all now show the number of items that the store wants to buy minus the number in its inventory.
Fixed a crash when trying to repair the road tool
Fixed a bug where the skillpoints bar would get stuck at maximum
Fixed a crash caused by multiple people rapidly right clicking on the same stack of items.
Fixed a crash caused by picking up a chest with stuff in it.
Increased starting skill points from 9 to 12
Increased the cost of the first two specializations from (0, 0) to (1, 2)
Tweaked worldgen to have more "terraced" feel to it
Tweaked worldlayer gen to have larger regions of biomes
New players now start with the basic tools (previously given through the tutorial) placed in their backpack. The tutorial is updated to direct players there, then to popup tool-specific tutorials when they select them.
World objects automatically switch to the "status" tab when they're disabled
Added a discord button to the title screen
Building is much smoother now and shows an in-world cursor where you are targeting blocks / objects. (can be disabled in advanced settings)
Re-enabled stats, with significant performance improvements. Stats can now be disabled manually from the server panel if they continue to be a performance problem.
Updated Road and road ramp meshes and textures to function more smoothly with vehicles and buildings.
Plastic is no longer a block. If you have any plastic inside stockpiles, it will remain in them, but it should be removed and placed into chests as soon as possible.
Objects that affect housing now display it in their tooltips.
Exiting vehicles now uses the standard interact keybinding
Currencies can now be backed with different items (not just gold)
Fixed a bug where picking up mints would cause other mints to have the wrong associated currency
Changes the recipe cost of a couple late game research and recipes.
Solar Generator cost changed from (1 steel) to (15 steel, 5 servos, 5 circuits)
Wind Turbine cost changed from (10 iron) to (20 steel, 10 gearboxes, 10 circuits)
Moved the stove recipe from the Factory to the Machine Shop
Dead plants now disappear after 24 hours.
Plants that die young no longer continue aging to maturity.
Player planted plants are now significantly more resistant to natural forces.
Tailings in carts will now pollute
Fixed the stack sizes for Mortared Stone, Hewn Logs, Bricks, and other block materials
Added 8 slots of storage to the shelf, cabinets, icebox, and refrigerator
Added acorns (oak seeds) and fir seeds
Beans gathering improvements moved from Grassland Gatherer to Forest Forager
Added a seed recipe for tomato seeds
Birch growth time reduced from 5 to 4
Cedar growth time reduced from 5 to 4
Tomato growth time reduced from 1 to 0.8
Amanita Mushroom growth time reduced from 1 to 0.7
Crimini Mushroom growth time reduced from 1 to 0.7
Rice growth time reduced from 1 to 0.8
Oak growth time increased from 1 to 6
Fir growth time increased from 1 to 4
Saguaro Cactus growth time increased from 1 to 3
Camas growth time increased from 0.2 to 0.8
Wheat growth time increased from 0.15 to 0.7
Fern growth time increased from 0.2 to 0.6
Huckleberry growth time increased from 0.25 to 0.8
Beet growth time increased from 0.2 to 0.8
Corn growth time increased from 0.15 to 0.8
Fireweed growth time increased from 0.2 to 0.6
Creosote Bush growth time increased from 0.25 to 0.6
Sagebrush growth time increased from 0.25 to 0.6
PricklyPear growth time increased from 0.2 to 0.7
Beans growth time increased from 0.2 to 0.8
Fishing skill max level reduced from 5 to 4
Fishing skill cost reduced from (2, 4, 6, 8, 10) to (1, 2, 2, 3)
Fish cleaning moved from butchery to fishing, including two new skills under fishing
Clams can now be harvested for clams
Urchins can now be harvested for urchins
Kelp can now be harvested for kelp
Fishery has three new recipes: shuck clams, clean urchins, and shred kelp
Charred Fish recipe was moved from Campfire Creations to Campfire Cooking
Freshly generated worlds have a little special something hidden somewhere probably maybe
Simplified client mod building so you just need to select a save location for the built bundle.
Added a server option to continuously scan for unity bundle changes for faster client-side mod iteration times. (just save & reconnect to test in game)
WorldObjects now automatically set animation controller parameters, see ModKit wiki[github.com] for details.
Added scripts to modkit
MaterialEvents - use in conjunction with unityevents to animate material properties
Cleaned up the wiki a bit and added an in-depth getting started tutorial[github.com] covering the complete process of creating a client-object mod
A large amount of performance changes were done that will allow the server to handle considerably more players concurrently than before. Our stress test had close to 70 players on a 16km² server at once!
Optimized object relevancy check by finally adding that spatial partition we've put off forever.
Optimized the connect-to-server process of the client
Claiming property no longer causes stalls for all clients
Minimap updates are now much more efficient (helps increase players per server limit). On larger worlds, the minimap may take some time to load in fully.
Optimized some of the animal simulation code, removed some concurrency issues that caused animals to sometimes just stand in place
Fixed a bug that prevented users from seeing changes made in a store until they logged out and back in.
Fixed ‘Items In Container’ contracts not saving list of items.
Fixed inserting items via right-click not counting for contracts.
Fixed display of items left to place in world markers for contracts.
Fixed Contracts to properly handle temporary, limited authorization on objects (you can put bricks into a container you don’t own if you have a contract allowing it, but you can’t remove them).
Fixed currency exchanges working despite bad room requirements.
Fixed currency exchanges failing if you try to use default currencies.
Fixed currency exchanges letting non-authed users mess with the lists.
Fixed issue where server search got out of sync with the displayed search string
Blast furnaces can now be placed outside
Fixed a web API exploit, allowing anyone to set server config remotely.
Sadly, "/unstuck" while driving will no longer do awesome things
Fixed silly avatars when destroying a cart someone else is driving
Replace stockpile exception with a warning if the world<->inventory sync fails, instead of crashing the server
Fix float parsing which has issues in other cultures and caused misc weird issues, including some "connection failed"
Fixed occupancy for solar generator, stove, repair station, stove, washboard, couch, padded chair, and washing machine
Fixed missing art for washboard and washing machine objects
Blocks that don't stick to walls will now fall immediately (fixes phantom blocks when falling across chunk borders)
Object spawning is now synchronized to prevent weird physics collisions that often sent objects flying
Fixed cut trees occasionally floating w/o gravity
Players no longer get stuck when stockpiles change or blocks are placed where they are standing
Vehicles, rubble and trees should fall through the world much less frequently
Vehicle acceleration has been clamped so launching vehicles should be much more difficult
Dev Tool can now target more things
Display full stack traces in the disconnection dialog when disconnected due to an exception. This will make reported bugs much easier to fix.
Fixed a typo in a chat command name ('exeptional' -> 'exceptional')
Fixed some more moderately rare chunk build exceptions
Fixed a bug where the fish caught would sometimes not seem to be added to your inventory
Fixed being unable to move after exiting a text box using 'Escape'
Fixed a server crash related to leveling up skills (A concurrency problem)
Show better error messages when there is a problem with our auth servers
Fixes preventing the 'Play' action with a law - Instead of crashing the server, it will now kick the player with an explanatory message.
Fixed issue that prevented Linux server from running as a background process
Can no longer propose new districts with unnamed districts or districts with the same name. Servers stuck with districts with the same name should be able to redefine them to have unique names now.
Fixed redefining districts being incorrectly prevented due to editing a district that is referenced by another law
Fixed existing law text not getting updated when districts are renamed
Fixed a server crash from air pollution emitting objects, which was due to threading problems
Fixed a server crash that happened when double clicking 'x' on a store listing
Fixed a login problem that may have caused users to log in as someone else
On object windows, the 'Status' tab is now hidden if there is nothing on it
On object windows, the 'Storage' tab shows an 'empty' message if there is no linked storage on it, rather than just being empty
Each time you open an object window, the first tab is shown, regardless of what tab you had open when you last closed it - Unless the object is disabled, in which case the 'Status' tab is shown.
Temporarily disabled the tracking of actions in an effort to improve server performance. Population stats, and laws that rely on checking action counts will temporarily not function (such as limiting tree chopping, or the species population stats on connect)
Fixed some issues with nutrients from farming not being calculated correctly (fertilizers)
When logging on to a server where you have two characters, the character that you do not choose is no longer deleted. If you were burdened with the duplicate character bug, you now have two characters on that server. :)
Whitelisting a user using the whitelist chat command no longer blacklists that user.
Making a user an admin using the admin chat command no longer blacklists that user.
Removing admin status from a user with the RemoveAdmin chat command no longer blacklists that user.
Fixed an issue where deleting a duplicate character with property or contracts would crash the server.
Fixed an issue where deleting a duplicate character did not actually delete the duplicate character permanently.
Fixed some issues when playing on a linked steam and slg account
Added a recovery path for players with multiple users on a server due to account linking problems. After re-linking your accounts, you will see a popup asking you which user to play with the first time you join your server. The other user will be permanently deleted. Steam linking will be re-enabled on the accounts page separately (but very soon!)
Change admin commands to set admin/banned/whitelisted users by userid (steam OR slg) or username (if they are online)
Attempted fix to an issue where some players behind routers with an incorrect UPnP implementation could not connect to their own local servers when NAT detection was on.
Fixed an issue with migration that caused world migrations that werent actually needed with every server restart.
Changed how the server performs background simulation work to reduce performance impact on players on the server
Various optimizations to serverside performance
Fix occupancy on the standing torch (it can no longer be placed inside walls or other objects)
Local games now save more reliably when exiting
Server will save and exit if you type "exit" in the console
Added support for mods to control the logic for determining if a user can run a command. (contributed by @Pradoxzon)
Fixed a bug where skillpoints were incorrectly displayed upon relogging
Increased skillpoint gain in single player (no collaboration) from x1 to x24
Added a bar to display progress towards the next skillpoint
Added an option to grant a small amount of skillpoints on the completion of work orders (recommended for single player only)
Fixed inventory synchronization when rapidly placing blocks
Fixed an issue with the tailings cache that could cause inordinate amounts of pollution to be spread.
Road Tool repair skill changed from Wood Construction to Road Construction
Plant Fiber weight changed from 0.1 to 0.01
Skillpoint cost of T0 efficiency skills reduced from (1, 2, 5, 10, 15) to (1, 2, 3, 4, 5)
Standing Torch fuel consumption drastically lowered, should now last approximate 4 times longer per torch
Using the laws system, you can now define districts for your world. Once one or more districts have been defined, you can pass laws that reference these districts, for example that only apply inside a certain district - or that only apply outside of it.
World generation has been tweaked and balanced, in order to generate a better balance of biomes.
Optimized simulation code, in order to speed up world generation and simulation ticks.
REDESIGNED PLANT SIMULATION
The behavior and simulation of plants has been redone in order to be both more simple and more realistic. Plant populations are more dynamic, and can migrate and out-compete one another as the environment changes. Soil nutrients are easier to understand, and can be tuned with a variety of fertilizers.
Farmed plants are now treated no differently than wild plants; they will flourish in appropriate environments, wither and die in inappropriate ones, can spread to nearby areas and can be out-competed by other plants. You will need to pick a good spot to farm - or carefully manage soil moisture and soil nutrients - in order to succeed.
Finally, with the new Cause and Effect page (accessible from the server website), interactions between plants and their environments can be explored and understood, in order to get better results with farming and controlling plant populations in the wild.
Several new species were added to the game (Note: requires generating a new world).
Fir and Oak trees
ADDED SUPPORT FOR PASSWORD PROTECTED SERVERS
You can now specify a password required to connect to a server.
Whitelisted users are exempt from needing to enter a password.
This removes the prior "Private Server" setting
REWORKED AND IMPROVED TUTORIALS
Tutorials now give a base set of items, rather than specialties. (Skipping tutorials will give you all the starter items)
Some specialties will award an improved initial tool instead.
New tutorial content has been added, and existing content has been rearranged and improved.
Updated the HUD with new art, including the nutrition and housing displays, the toolbar, the action bar, and the time of day display.
Initial support for downloading and installing mods via mod.io
More support to come here soon after beta release, stay tuned
Added automatic windows firewall rule settings for the web server ports.
Added brightness option
World layers can be viewed in-world by selecting a layer in the minimap and checking the "Show In World" toggle
World layers are now displayed with a colorblind friendly gradient
Polished the world object UI panel graphics
Plant nutrients and fertilizer have been redesigned and simplified
Nutrients are now consumed and produced by the ecosystem in a cycle, instead of being a static capacity-based constraint on the ecosystem
Plants consume nutrients as they mature, and return those nutrients to the soil when they die
Only half of the nutrients are returned from plants killed or harvested by direct player action
Fertilizer adds nutrients to the cycle, thus restoring the ecosystem
The nutrient cycle and plant maturity changes support the Cause & Effect UI
Plant maturation mechanics are adjusted to be simpler and to work well with the new nutrient behaviour
Plants age at a constant rate independently of the properties of the local environment
Plants consume more nutrients, and produce proportionally more yield, if they are raised in a nutrient-rich environment
Plants are less effective at taking up nutrients if they are in an inhospitable environment (poor temperature or moisture match or high pollution levels) and therefore have lower yields
You can see the potential yield of each species in its corresponding PotentialYield layer
Plant population growth mechanics are redesigned to be simpler, more directly related to the behaviour of real plants and to work with the new nutrient mechanics
Plant reproduction is constrained by nutrient availability
The more nutrients are available, the more rapidly they will reproduce, up to a maximum intrinsic reproduction rate.
If there are very few nutrients available, plants will slowly start to die; the fewer nutrients, the faster they’ll die, up to a maximum intrinsic death rate.
Plants require greater nutrient availability to survive and reproduce if they are raised in an inhospitable * environment (poor temperature or moisture match or high pollution levels)
Plant reproduction is constrained by available empty space
There are three kinds of empty space - canopy space, shrub space, and fertile ground. Trees consume canopy space and fertile ground, farmable plants the last two, and grasses only occupy fertile ground.
The more empty space there is, the more rapidly plants will reproduce, up to a maximum intrinsic growth rate if there is no competition for space
In inhospitable environments (poor temperature or moisture match or high pollution levels), plants require extra empty space to survive and reproduce.
If more space is consumed than is available - for example, if a farm is planted too densely and the plants are crowding one another - the plants will slowly start to die. The more overcrowded they are, the faster they will die.
Only the tightest constraint limits plant reproduction - for example, if there is very little nitrogen available, plants will grow at the same slow rate no matter how much empty space there is.
Different species have different requirements for empty space and nutrient availability, different intrinsic growth and death rates, and different temperature, moisture, and pollution tolerances.
As a rule of thumb, intrinsic growth and death rates are tuned so that in perfect conditions the plant population in an area will double in 24 hours, and in completely inhospitable conditions the plant population will halve in 24 hours.
Plant reproduction supports the Cause & Effect UI
Added the world layers: OccupiedFertileGround, OccupiedShrubSpace, and OccupiedCanopySpace, which record the amount of each kind of space that's currently occupied by plants in the area.
Fixed empty tooltips appearing over empty item slots
When you right click to add food to a crafting project, you will no longer also eat one
Fixed a null reference exception in the inventory system
Added ability to change screen resolution at runtime
Added ability to toggle fullscreen mode at runtime
Allowed unlearning specialties that give you items. Only gives you items the first time.
New art & design for the HUD
Power type is now displayed on the Power tab for all objects that produce or consume power
Fixed some things not being saved when the server's save menu option was clicked
Allowed reporting a bug from the title screen
Added a report a bug button to the title screen error popup
When it contacts ground, triggers a huge explosion + 30 meter radius crater
Atmosphere begins to cloud with debris, becomes fully overcast in a few minutes
Meteor chunks ejected from the blast begin raining down, creating craters from 2-10m radius
These meteor chunks number 1 per 250 square meters of world area (4000 on a 100x100) and rain down once every .2 seconds (13 minutes on a 100x100)
High pollution emanates from the crater positions
Temperature drops 20 degrees across the globe
Fixed bug that made dismounting vehicles difficult
Fixed players teleporting to surface on login
Removed the default Unity launcher dialog.
Fixed 100% GPU usage in title scene
Added error message when failing to collect output of a project
Fixed getting kicked with an error message when trying to repair some tools
Fixed the Repair Station's requirements text sometimes not updating
Optimized world layer tick time when checking for tailings in the world.
DevTool now places forms like a Hammer
Can now select property for contracts.
Can now split up property easily with buttons on the deed or the minimap panel which spawn new deeds.
Fixed several contracts bugs
Fixed the red highlight on crafting ingredients that shows when you don't have enough
Removed the delay between law related actions (such as proposing or voting on a law) and others seeing that in their laws window
Fixed a duplicated message in the nutrition pie tooltip
Sped up server startup by skipping some unnecessary work ticking world layers.
Made tooltips for Professions and Specializations in the skills window appear off to the side instead of to the top or bottom (which blocked important parts of the window)
Fixed targeting and interaction of objects within stockpiles, such as fallen trees or rubble.
Fixed duplicated vehicle inventories showing on the storage tab
Removed buy listings where the store is already over 'max to buy' from store tooltips
Significantly reduced specialty costs
Added a configurable hotkey for opening the skill window
Made the control popups display the correct key when rebound
Changed error messages, if a disconnect message was expected, the "report a bug" and "copy to clipboard" * buttons are hidden.
Contracts can now have repetitions set by the client.
Fixed permissions not being granted on build room and road clauses.
Capped players at 10 accepted contracts at once.
Changed building materials allowed to no longer allow raw logs and stone.
Made build road accept only materials marked for roads.
Construction posts can be specified for jobs if they are on public property, if you are the creator of them.
Hunting animations are now visible on other players
Arrows remain in animals/objects for a while
Replaced hunting crosshair with a trajectory prediction line
Further optimized world layer tick time when checking for tailings in the world.
Removed avatar button from action bar. Moved avatar clothing inventory into the backpack. Moved ping indicator into the escape menu
Added a 'third person' toggle in the avatar drawer in the backpack
Saved the state of avatar drawer, minimap filter drawer, and skills 'show all' option in player prefs
Added some wolf whisperer reward items
Reward items are now automatically given when entering a server for the first time.
Road tool can now be used on tilled soil
Fixed tooltips appearing while dragging other items
Fixed crashes related to equipping clothing
You can now configure the controls for selecting hammer constructs
Added scripts to modkit that allow for more interesting mod interactions
Added NAT detection for local hosted servers. When enabled (enabled by default), it will search for a UPnP device and add proper port-forwarding for that device, to allow easier connecting by outside clients. This makes it easier to join friends servers without needing to forward or open ports in most instances.
Avatars now sit in or pull vehicles more realistically
Added support for the "Invite to Game" and "Join Game" features when running in Steam.
Fixed bug when eating and placing carried items at the same time
Fixed bow damage
Fixes some annoying occupancy bugs
Fixes min/max value bugs in chatcommands
Tweaked default world generation settings such that they are more acceptable for smaller groups of players (~10 or so). Larger server operators are still encouraged to use larger values.
Fixed occasional gaps in tree trunks
Player icons tinted red on minimap to improve visibility
Added the following useful admin commands
/kick [user] [reason] - kicks user
/ban [user] [reason] - kicks the user, and adds them to the blacklist
/whitelist [user] - whitelists a user
/admin [user] - grants admin to a user
/removeadmin [user] - removes admin permissions from a user (if they have it)
Starting a new world will automatically make you an admin.
Added a 'showserver' launch option, starting the client with this will cause the server console window to be visible if you start a new world.
Can now pass an admin to the server with a command line, -admin=name
Fixed some parts of the ugly Escape Menu UI
Moved Resolution dropdown to a sensible location.
Fixed several scrollbars
Added ability to authorize using your steam account, rather than requiring an slg one.
Fixed some bugs with resolution/fullscreen switching
Hat color is now saved
Re-enabled pollution, sea level rising, and etc.
Fixed tutorial bugs
Improved OpenGL shader pre-loading
Fixed a variety of audio bugs.
Added /warn admin command
Sorter the YieldPotential world layers for each species to the bottom of the list, and hid the Growth world layers for each species completely
Added /skillrate to view or change the global skill rate multiplier for the server.
Fixed some errors with special characters in names (such as deed or currency names) when used with laws.
Fixed a minor issue with setting resolution
Tweaedk player audio settings
Fixed admin fly mode
Added a second pie displaying your different room values.
Fixed a problem where if you exited a server before saving your avatar, when you re-entered the ui would be invisible
Made the action bar prettier
Faster world creation!
Fixed an invisible error occurring when attempting to create a new world with the same name as an existing world.
Added in-game shortcuts for a few server configuration options when creating a new world
Redid habitability information in the soil sampler to match the new mechanics.
Removed the option to set store currency to null (this caused crashes)
Fixed deeds given with /give (these caused crashes)
Added a item weight summary display on the backpack tooltip.
Added a server setting so admins can specify an exact spawn location for new players
New to 6.1 is Player Housing, which will be the second way (next to food) to earn skill points. The better furnished your house is with the more variety of rooms, the faster you’ll gain skill points.
Adding furniture of matching categories to a room (ie bathroom, living room, bedroom) will provide a room bonus to the property owner, and having multiple rooms of various types will apply a ‘balanced house multiplier’.
The goal of this feature is to put more individual incentive into the game, increasing the quality and size of your house in order to increase your skills. Important to the group, yes, but it can easily get out of hand, and finding a balance of resources put towards individual needs vs. the needs of the group will play a big role.
With 6.1 we’ve added the basic system to try out, still in the works are a whole slew of housing objects to add, which will arrive in 6.2. Let us know your feedback.
Holding shift allows you to sprint, at the cost of additional calories. If you have zero calories, you can’t sprint.
Holding control allows you to move slowly. Doing so also prevents you from falling off of ledges.
Diving below the surface of water now requires calories. Swim underwater by holding control. If you have no calories, you can only swim on the surface.
Migration is supported from the prior version, however there are some item changes that will result in deleted blocks or missing items. Some of the new biomes will also not exist in prior worlds, such as the wetlands biome. It is recommended to start a fresh world.
Mining mechanics have been revised:
When mining stone and ore, the resource will break into smaller chunks, which can then be collected by hand. Mining resources can be stacked in multiples of 4, both into stockpiles or on any flat terrain, before being processed into other materials.
Many items will degrade in effectiveness as they are used. Items that are more broken become more difficult to use, consuming your calories faster.
Added repair stations:
Players can use repair stations to improve item durability. Resourceful players may specialize in tool repair and buy and sell items to repair.
Not all tools are created equal. Progressing through the game gives you access to better technology to craft superior tools. Better tools degrade slower and use less calories.
The new law system introduces a new way to construct laws for your Eco worlds. Build laws composed of many different conditional statements and effects, with a simple drop-down based interface.
Pass laws that restrict many player actions, such as voting, placing blocks, gaining skills, talking in certain chat channels, as well as the original harvesting plants and animals and crafting items.
Compose complex conditions on when to restrict actions, using parameters such as what property the player is on, what their skill levels are, and how often they have performed a certain action.
In addition to preventing actions completely, you can now tax certain actions, or even subsidize them by allocating money from the government treasury.
Animals move more intelligently, are more difficult to trap and can be found in more realistic locations.
New animal species: Trout, Salmon, Tuna, Clams, Urchins.
Added wetlands biome: Find mushrooms and other exotic plants within the wetlands biome. (Requires newly generated world)
Added ocean biome: Waterweed, kelp, clams, urchins and fish are now spawned within the ocean biome.
Deforestation: Felling trees now produces tree debris. This material is a nuisance to remove and inhibits the growth of other species within the area.
Fishing: Fish are now able to be caught and used as a resource, both with the fishing pole or fishing traps.
Contracts are created and posted at a Contract Board.
You can set a variety of clauses on a contract, combining various ones to describe many kinds of jobs.
Players accepting a contract will be given specific auth to do the work (ie, the Clean Tree Debris job will only allow them to remove debris, nothing else, on a property).
Added a ‘Custom Clause’ that allows you to specify in words what you want done, which then will have to be reviewed by the client before accepting it.
Remove Tree Stumps and Debris
Put Items In Container
Players can give and receive reputation to one another, up to 10 points per day.
Player names will highlight different colors based on whether their reputation is good or bad.
Reputation from multiple people is weighted higher than reputation from fewer.
Contracts can be blocked based on reputation
Reputation is set by clicking the ‘reputation’ link in the player tooltip.
A new dialog displaying the objective of each player is added. Use this to convey to others the projects you’re working on, and how they can help provide or sell you what you need.
The leader of the server can set the World Status, which will be displayed in the server browser.
Every player has an associated credit currency named after them. This allows players to begin participating in the economy immediately, doing things like charging a fee on their craft table which players acquire credit for by selling to their store, which uses the same credit.
Players have infinite credit of their own type, and can give out freely with the /pay command.
Mints create ‘backed’ currency, which no one has an infinite supply of, thus making is much more stable as it requires resources to create more.
Added a Currency Exchange object, which allows players to passively sell/buy currency of any kind, transferring between currencies.
Added skill options to the server, allowing different levels of skill cost inflation (flat and percentage) and limits on levels.
Added an option to allow unlearning skills.
Reworked skill costs and gains to be more consistent over the course of the game.
Various rendering tweaks and adjustments to improve rendering performance
Overhauled inventory system to improve general server performance
New climate and ecosystem model, tracking ground and air pollution, global temperature from CO2 released, sea levels rising, deforestation impacts, biomes that change, dynamic irrigation, and much more.
Avatar creation and customization, with clothing as a new item type.
Added turkeys, bison, and foxes to the ecosystems.
New web browser map visualization; Can view most aspects of the world, such as populations of various species and pollution levels as they change over time. View animations of global temperature rising, or any statistic changing. Use it to propose arguments in the law system
Power system, both burning fuel for campfires or generating electricity from a generator and power grid.
Significant tech-tree work: new skills and crafting items
Tons of polish, bug fixes, and other small features.
Ecosystem balance. Animals no longer are completely dead before the end of day 2.
First pass at skills 2.0. Skill points are now earned over time and then spent on skills at the choice of the player. This system is still being balanced, so values are expected to change significantly in the future. There will be skill trees for each skill in Alpha 4, for now each skill just has one skill in its tree.
Added Invert-Y mouse option
Add more info to server API api/v1/info
Added signs you can craft to display messages.
Server now runs on Linux.
Server memory usage optimizations
Big Stack bug StrangeLoopGames/EcoIssues#30
Fixed Items disappear from backpack StrangeLoopGames/EcoIssues#31
New player movement controller. This removes wall climbing, so be careful when wandering around the world now as it is more difficult.
Numerous other fixes. Check public bug list for current open issues.