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	<title>Eco - English Wiki - User contributions [en]</title>
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	<updated>2026-06-24T06:36:57Z</updated>
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		<id>https://wiki.play.eco/en/index.php?title=Agriculture&amp;diff=16145</id>
		<title>Agriculture</title>
		<link rel="alternate" type="text/html" href="https://wiki.play.eco/en/index.php?title=Agriculture&amp;diff=16145"/>
		<updated>2026-01-19T13:33:35Z</updated>

		<summary type="html">&lt;p&gt;Leonord: /* Choosing where to plant */ Removed outdated comment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[Agriculture]] is the cultivation of plants on tilled land. Growing crops with high yields is a balancing act of maintaining the proper soil conditions (Temperature, Nutrients, and [[Soil Moisture]]). &lt;br /&gt;
== Getting Started with Agriculture ==&lt;br /&gt;
The two essential tools for farming are the [[Soil Sampler]] and the [[Tools#Hoe|Hoe]]. While the Hoe can be crafted from the start at the [[Workbench]], the Soil Sampler needs to be built at a [[Tool Bench]] after learning the corresponding [[Fertilizers|Fertilizers Skill]]. Note that one does not need specialize in [[Fertilizers]] to craft it, only read the skill scroll. &lt;br /&gt;
&lt;br /&gt;
Until this skill is learned, you can look at the map to see where certain crops will grow well by clicking on the right arrow, going to the bottom of the list, and finding things like &amp;quot;plants -&amp;gt; yield potential -&amp;gt; (plant&#039;s name)&amp;quot;. Yield potential is an indication of % match in the soil conditions for each specific plant. Planting crops in high yield potential areas will successfully produce and have higher total yield per plot. This will give you a good start until you are able to make the [[Soil Sampler]].&lt;br /&gt;
&lt;br /&gt;
After planting new crops or changing the soil condition in any other manner, it will take a few minutes for the [[Soil Sampler]] to show the updated statistics.&lt;br /&gt;
== Choosing where to plant ==&lt;br /&gt;
Before you begin planting, learn a little bit more about which plants grow well where. For this, you can use the [[Soil Sampler]] on already existing Plants to check their needs or refer to the map&#039;s crop yield potentials.&lt;br /&gt;
&lt;br /&gt;
There are two main factors to consider when deciding where to plant your crops: &#039;&#039;&#039;Temperature&#039;&#039;&#039; and &#039;&#039;&#039;Moisture&#039;&#039;&#039;. Both variables must match your crop&#039;s requirements as closely as possible in order for your farm to be successful. Depending on how close the given values are to the plant&#039;s requirements, the Display of the Soil Sampler will tell you if these values are above or below the Minimum / Optimal / Maximum value for this specific plant.&lt;br /&gt;
&lt;br /&gt;
Nutrients also play a role in determining how plants grow, but these can be supplemented with [[fertilizers]].&lt;br /&gt;
&lt;br /&gt;
The moisture, temperature, and nutrients of a given block of land are determined by the 5x5 plot that it resides in. These 5x5 plots are identical to the plots used for determining property claims. Because of this, a [[Land Claim Stake]] is a great tool to visualize farming plots, in addition to their importance in protecting your farm.&lt;br /&gt;
&lt;br /&gt;
If the plant&#039;s needs are met, the growth time and survival rate of your crops is greatly increased.&lt;br /&gt;
== Seeds ==&lt;br /&gt;
Seeds can be obtained in different ways, depending on the Plant.&lt;br /&gt;
&lt;br /&gt;
Most plants will grant you a small amount of seeds when harvesting. Alternatively the [[Farmers Table]] offers a number of recipes to extract seeds from the harvested plants.&lt;br /&gt;
&lt;br /&gt;
As for Trees, those Seeds must be acquired by using an [[Tools#|Axe]] on the tree debris created when the branches and the trunk hit the ground. The debris will give you wood pulp and from time to time seeds - the type of seed will vary depending on the tree. Currently there are 9 types of trees in the game: birch, cedar, ceiba, fir, joshua, oak, palm, redwood, spruce.&lt;br /&gt;
&lt;br /&gt;
Not all Plants grant Seeds as some of them act as seeds themselves, such as [[Camas Bulb]], [[Beans]], and [[Rice]].&lt;br /&gt;
== Understanding soil statistics ==&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
Temperature used to be influenced mainly by elevation in 0.7.4, but that is no longer the case. Aside from global temperature rising from pollution, it&#039;s no longer possible to influence the temperature.&lt;br /&gt;
=== Moisture ===&lt;br /&gt;
Moisture is affected by two factors: Rainfall and Water Spread&lt;br /&gt;
&lt;br /&gt;
This could be manipulated by the player with the use of [[Aqueduct|aqueducts]] to move water sources closer or further from the land plot. It will, however, take quite some time until the moisture level changes.&lt;br /&gt;
&lt;br /&gt;
Soil moisture can also be lowered by creating &amp;quot;raised beds&amp;quot;, elevating multiple spots on a plot with appropriate temperature by adding blocks atop the existing terrain progressively. To not alter the elevation significantly (consequently temperature), the player should add blocks a single layer deep, but over the area of the plot until soil moisture content is lowered to the desired range for crop growth. Player can expect to see somewhere around 15% decrease by raising half the area.&lt;br /&gt;
=== Nutrients ===&lt;br /&gt;
There are three nutrients: Nitrogen (N), Phosphorus (P) and Potassium (K). &lt;br /&gt;
&lt;br /&gt;
Care must be taken to prevent over-[[Fertilizers|fertilizing]] as high nutrient levels can have a negative impact on the growth and yield rates. Ideal nutrient levels vary for each crop, using a [[Soil Sampler|soil sampler]] in locations of high wild growth will give an indication of suitable levels. Nutrient levels will also drop as crops deplete them through normal growth.&lt;br /&gt;
&lt;br /&gt;
Using the [[Soil Sampler|soil sampler]] to check nutrient levels on a plot of land does not show the levels for that single block. It will display the levels for a 5x5 plot of blocks, in which each block contributes 4% of it&#039;s actual value to the displayed values for the plot.&lt;br /&gt;
&lt;br /&gt;
=== Overcrowding ===&lt;br /&gt;
This also means that every plant inside this 5x5 plot counts into the checked farming area (including [[Grass]], bushes and [[trees]]) for the simulation, which can lead to overcrowding even though the player planted only a single seed. Plants have a lower tolerance for crowding the less optimal the soil conditions; this can result in crowded crops from fewer plants than on a 100% optimal plot of land. Overcrowding will hurt survivability; if you plant 5 crops and they are &amp;quot;very over-crowded&amp;quot;, 2 or 3 may die before maturing to harvest. &#039;&#039;(Currently, overcrowding seems random - two identical 5x5 plots may have different overcrowding status. It may prove difficult, and often fruitless to try fixing it.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Changes in the environment take time to update. On standard settings, using [[fertilizers]] will not show different nutrient values when checked with the soil sampler for ~10 minutes. In certain cases if a plot has not updated in some time an update can be &amp;quot;forced&amp;quot; by a player altering an adjacent plot (e.g. by adding, subtracting, or building upon it, even if removed shortly after). Though devs have indicated asynchronous updates to plots will likely change in a future update.&lt;br /&gt;
&lt;br /&gt;
== Fertilizers ==&lt;br /&gt;
[[Fertilizers]] are used to change and amend the nutrients of the soil Nitrogen (N), Phosphorus (P) and Potassium (K).&lt;br /&gt;
&lt;br /&gt;
They are applied to the entire 5x5 plot it is used on and each unit of nutrient in fertilizers correspond to 4% of the corresponding nutrient in the soil (shown by [[Soil Sampler]]).&lt;br /&gt;
&lt;br /&gt;
== Crop temperature and moisture preferences ==&lt;br /&gt;
{{PlantsPreferences}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;plant regrows in half time after harvest.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;numbers might not have an effect&lt;br /&gt;
&amp;lt;nowiki&amp;gt;***&amp;lt;/nowiki&amp;gt;yield is lower when the nutrients are below 20 times the consumption and you get a bonus when they are above 300 times the consumption and the match is over 90% (there might be more to get the bonus)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;****&amp;lt;/nowiki&amp;gt;Temperature scales with global min/max temperatures on the server, and each in game adjusted value seems to be calculated as shown (default server settings having a 40°C range from -10°C to 30°C): &lt;br /&gt;
 &lt;br /&gt;
GlobalTempRange = GlobalMaxTemp - GlobalMinTemp&lt;br /&gt;
 AdjustedValue = (BaseValue * GlobalTempRange) + GlobalMinTemp&lt;br /&gt;
[[File:Temperature and moisture graph.png|left|thumb|539x539px|(This is Outdated) This graph shows the temperature and moisture requirements of the edible plants. The solid color rectangle shows the optimum for that plant and the larger translucent rectangle of the same color shows the min/max range for that plant.]]&lt;br /&gt;
[[Category: Game concepts]]&lt;br /&gt;
[[Category: Guide Pages]]&lt;/div&gt;</summary>
		<author><name>Leonord</name></author>
	</entry>
	<entry>
		<id>https://wiki.play.eco/en/index.php?title=Land_Claim_Stake&amp;diff=16144</id>
		<title>Land Claim Stake</title>
		<link rel="alternate" type="text/html" href="https://wiki.play.eco/en/index.php?title=Land_Claim_Stake&amp;diff=16144"/>
		<updated>2026-01-19T13:30:27Z</updated>

		<summary type="html">&lt;p&gt;Leonord: New page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Land Claim Stakes will allow the player to claim land separate from their [[Housing|homestead]] and independently from any [[Settlements|settlements]]. These are awarded whenever a player reads a new [[Skill Scrolls Tag|skill scroll]] but only by default on [[Collaboration|collaboration levels]] of &amp;quot;low&amp;quot; or &amp;quot;none&amp;quot;. This setting can be adjusted on each server to give any amount of stakes per skill scroll including none and a decimal amount (e.g. 0,5) meaning one stake ever two skill scrolls.&lt;br /&gt;
&lt;br /&gt;
Each claim stake will start with a deed including 16 land claims and can be expanded using [[Claim Paper Item|claim papers]].&lt;/div&gt;</summary>
		<author><name>Leonord</name></author>
	</entry>
	<entry>
		<id>https://wiki.play.eco/en/index.php?title=Housing&amp;diff=16143</id>
		<title>Housing</title>
		<link rel="alternate" type="text/html" href="https://wiki.play.eco/en/index.php?title=Housing&amp;diff=16143"/>
		<updated>2026-01-19T13:15:25Z</updated>

		<summary type="html">&lt;p&gt;Leonord: Added some basic explanations to the beginning explaining basic rules and room types.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Houses are buildings constructed in the [[homestead]] of the player. Each player can have only homestead at once. All buildings inside the player´s homestead will be considered for housing calculations, independently of them constuting a single building or being separated.&lt;br /&gt;
&lt;br /&gt;
There are 2 primary purposes for player homes in Eco:&lt;br /&gt;
# Crafting: most [[Crafting Table Tag|crafting tables]] must be placed in an enclosed room to function.&lt;br /&gt;
# Obtaining experience: adding furniture and rooms to a home will provide players with a passive [[Skill Points|skill point]] boost.&lt;br /&gt;
Early in the game, each room can serve both these functions, as lower-tier crafting stations can share space with furniture. However, several crafting stations needed for specialties (having the type [[Industrial Tag|industrial]]) will disable the skill point gains from furniture, requiring specific rooms if the furniture bonuses are to be preserved.&lt;br /&gt;
&lt;br /&gt;
== Building Materials ==&lt;br /&gt;
Buildings are made from different kind of building materials which is required to have workbenches and furniture / decorations to function. &lt;br /&gt;
&lt;br /&gt;
Tier 1: [[Adobe]]&lt;br /&gt;
&lt;br /&gt;
Tier 2: [[Hewn Log]], [[Mortared Stone]]&lt;br /&gt;
&lt;br /&gt;
Tier 3: [[Lumber]], [[Brick]], [[Glass]] (Also [[Copper Pipe]], [[Iron Pipe]])&lt;br /&gt;
&lt;br /&gt;
Tier 4: [[Reinforced Concrete]], [[Corrugated Steel]] (also [[Steel Pipe]])&lt;br /&gt;
&lt;br /&gt;
Tier 5: Ashlar stonework such as [[Ashlar Basalt]], [[Composite Lumber]], [[Flat Steel]], [[Framed Glass]], and carpet blocks [[Cotton Carpet]], [[Nylon Carpet]] and [[Wool Carpet]]&lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
&lt;br /&gt;
There are five types of room that can be created.&lt;br /&gt;
*Kitchen&lt;br /&gt;
*Bedroom&lt;br /&gt;
*Living Room&lt;br /&gt;
*Bathroom&lt;br /&gt;
*Outdoor&lt;br /&gt;
&lt;br /&gt;
The will be recognized as one of the specific types when a piece of furniture with the specific tag is placed in it. You can have more than one room of one type but the experience bonuses will be reduced.&lt;br /&gt;
The outdoor type is not a room itself but the area in your homestead surrounding your house. It will show as a room in the pie-chart as soon as outdoor items are placed outside (and as long as no crafting stations placed outside disable the bonus).&lt;br /&gt;
&lt;br /&gt;
== Furniture and Skill Points ==&lt;br /&gt;
&lt;br /&gt;
Housing is one of the 3 ways which players can gain passive [[Skill Points]], the other two being food [[Experience|XP]] (by eating various foods) and idle XP (which is granted without needing to do anything). To start gaining housing XP, at least 1 room must be constructed within a single claimed land which is authorized under the player. (To be specific, only the interior need to be within claim, the walls can be outside of claim.) Then, housing furniture must be placed in the room, and there must be no industrial table in the same room. Some of the furniture, such as [[Wooden Straw Bed]] or [[Butchery Table]], provides furnishing value, representing how much XP per day a player would receive, if first placed in a room under optimal condition. Also, check if a furniture has a valid status after placing it: interact (E) with it, and ensure the top left green indicator is lit. Most furniture must be placed on solid ground, most fuel consuming items must be fueled (at least with a wood pulp), items requiring electrical or mechanical power must be powered, volume of the room must be large enough, and kitchen equipment must be placed in a sufficient tiered room.&lt;br /&gt;
&lt;br /&gt;
After getting the XP from very first furniture placed in very first room, below are what player can do to further increase the housing XP:&lt;br /&gt;
# Construct a different room and placing down a different type of furniture. There are 4 types of rooms: Bedroom, Kitchen, Living Room and Bathroom.&lt;br /&gt;
# Placing down different type of furniture within the same room. Eg, a bedroom can contain Bed, Nightstand, Dresser.&lt;br /&gt;
# Placing down sub-furniture in the same room, which are Seating, Decoration and Lighting, capped to certain percentage of main furniture points. Bedroom can additionally take in a small amount of Living Room furniture.&lt;br /&gt;
# Placing down multiple instances of same type of furniture. For example, placing down a [[Wooden Fabric Bed]] followed by a [[Wooden Straw Bed]] in a same room.&lt;br /&gt;
# Construct a second room of a type, eg, a second bedroom, second living room, etc. &lt;br /&gt;
# Using a higher tier of building blocks to construct rooms, with [[Blocks#Construction_material|Tier 1]], such as [[Hewn Log]] being lowest and [[Blocks#Construction_material|Tier 4]] such as [[Framed Glass]] being Highest.&lt;br /&gt;
# Constructing bigger room such that more furniture can be squeezed into the same room.&lt;br /&gt;
# Min-maxing by choosing a correct combination of certain type of furniture. For example, in a Living room, place 5 [[Upholstered Couch]] followed by a dozen of [[Padded Chair]].&lt;br /&gt;
&lt;br /&gt;
Below are why housing points are not granted in a room, or lowered from the optimal points:&lt;br /&gt;
# The room is not complete. Either missing corner or having opening larger than 1x2 empty tiles. There must be no opening to sky. Also, there is a minimum number of blocks must be placed proportional to the room volume. As such, rooms with a lot of wall openings will grant lower points compared to room with modest amount of opening. Fully enclosed room will not grant additional points compared to rooms with modest amount of opening.&lt;br /&gt;
# Industry table is present in the same room. Such as [[Carpentry Table]]. [[Store]] and Kitchen Equipment are exception and they can be placed in a room.&lt;br /&gt;
# Stockpiles contained in the room, which lowers the room value proportional to the number of blocks stored. Also, accidentally placing down building material (not via hammer, but stacked on the ground as pieces) can lower the room value.&lt;br /&gt;
# Missing corner caused by diagonal building. Either some other block close to the external wall opening, building sloped roof diagonally, or pipes penetrating a 1x2 opening, etc.&lt;br /&gt;
# Fueled furniture are not fueled. Check if all fireplaces, torches and braziers, and cooking equipment are fueled.&lt;br /&gt;
# Holes below furniture. Furniture must be placed on solid ground.&lt;br /&gt;
# The room is too cramped such that the furniture total required volume exceeds the room volume. Frequently happens for Kitchen room.&lt;br /&gt;
# The room with higher tiered blocks are mixed with lower tiered blocks, such as Brick room containing Hewn Logs.&lt;br /&gt;
# Too many openings on walls, even if the openings are not greater than 1x2.&lt;br /&gt;
# Furniture requiring mechanical power, electrical power or water pipe input are not satisfied.&lt;br /&gt;
&lt;br /&gt;
At the most basic level, you can assume that adding furniture to rooms on land you own will increase your SP bonus from housing, but the math can get complicated.&lt;br /&gt;
== Diminishing Returns ==&lt;br /&gt;
When determining how many SP/day a given piece of furniture will give you, there are three different kinds of diminishing returns you must consider:&lt;br /&gt;
=== Category Diminishing Returns ===&lt;br /&gt;
The first is *category* diminishing returns. Each piece of furniture belongs to a category, and each item past the first in a given category yields less value than the previous. For instance, both [[Stuffed Jaguar|Stuffed Jaguars]] and [[Carved Pumpkin|Carved Pumpkins]] are in the &amp;quot;decorative&amp;quot; category, so putting both in a room will count for less.&lt;br /&gt;
&lt;br /&gt;
You can calculate for yourself the diminishing returns as follows: First, take all the items in a given category and put them in a list, ordered with the highest valued items on top with the lowest at the bottom. The top item contributes its full value. Each item underneath it takes the penalty listed under &amp;quot;Repeats yield X% less value each&amp;quot; once for *each* item above it. Sum the items in the list to get the value for the category. Sum the categories in the room to get the total value for the room.&lt;br /&gt;
&lt;br /&gt;
Example 1: A room has two stuffed jaguars, a carved pumpkin, and a small rug in it. We create a list of all the &amp;quot;Decoration&amp;quot; objects in the room, and order them by their value: The two stuffed jaguars are at the top of the list with a value of three, and the carved pumpkin is at the bottom with a value of 1. The first stuffed jaguar contributes its full 3. The second stuffed jaguar says &amp;quot;Repeats yield 90% less,&amp;quot; so its value of 3 is reduced to 0.3. The Carved Pumpkin says &amp;quot;Repeats yield 60% less,&amp;quot; and there are two items above it in the list. Its value of 1 is reduced by 60% for the first jaguar (leaving it at .4) and by 60% *again* for the second jaguar (leaving it at .16) The [[Rug Small|Small Rug]], despite being decorative, actually belongs to its own category of &amp;quot;rugs&amp;quot;, so it is alone in its own list and contributes its full .5 value. The total value for the room is 3.96.&lt;br /&gt;
&lt;br /&gt;
Example 2: We put a third stuffed jaguar into the room. Now there are three stuffed jaguars in the list, followed by the carved pumpkin. As before, the first stuffed jaguar contributes its full 3 and the second stuffed jaguar yields 0.3. The third jaguar is reduced by another 90%, for .03. The Carved Pumpkin now has its value of 1 is reduced by 60% *three times*, bringing it to 0.064. The [[Rug Small|Small Rug]], being in its own category, is unaffected. The end result is that adding the third jaguar has *lowered* the room&#039;s value from 3.96 to 3.89, showing that more furniture is not always better if it &amp;quot;conflicts&amp;quot; with other furniture with low diminishing returns.&lt;br /&gt;
&lt;br /&gt;
To avoid category diminishing returns, try to fill your home with a variety of different furniture categories that have a low % penalty on yields when repeated.&lt;br /&gt;
&lt;br /&gt;
Note that there is a *hard asymptotic cap* on furniture yields. For instance, if you have spam a piece of furniture with a 50% reduction, then no matter how many repeats of that furniture you have, you will never achieve more than 2x that furniture&#039;s base value by spamming that piece of furniture.&lt;br /&gt;
=== Material Diminishing Returns ===&lt;br /&gt;
The second type of diminishing returns is *material* diminishing returns. The room&#039;s value, as calculated above, may be reduced depending on the tier of the room. As mentioned above under building materials, each room has a tier based on what materials were used to construct it. Each room can only support 5 value worth of furniture per tier of the room. (For instance, a tier 3 room can support 15 value worth of furniture.) Rooms made of mixed materials can yield decimal tiers, such as a [[brick]]/[[Mortared Sandstone|mortared sandstone]] room being tier 1.39 and supporting 6.95 worth of furniture.&lt;br /&gt;
&lt;br /&gt;
Any value *past* what the room can support is affected by diminishing returns, on *top* of the category diminishing returns listed above. This is a reduction on the value of the room. The first 100% of the soft cap counts as 100%, the second 100% of the soft cap counts as 50%, the third 100% of the soft cap counts as 25%, etc. Thus, like the Category Diminishing Returns, there is an asymptotic hard cap to the value of any room: No matter how much furniture you have in a room, you cannot get more than twice the value of the room&#039;s soft cap.&lt;br /&gt;
=== Room Diminishing Returns ===&lt;br /&gt;
Room diminishing returns works like category diminishing returns, except that it applies to rooms instead of pieces of furniture.&lt;br /&gt;
&lt;br /&gt;
There are four &amp;quot;categories&amp;quot; of rooms: Kitchens, Bathrooms, Bedrooms, and General Rooms. To determine what kind of room a given room is, the game looks for any furniture that is in a given category. For instance, a [[Wooden Latrine]] has a &amp;quot;Room Category&amp;quot; of &amp;quot;Bathroom,&amp;quot; so including it in a room will turn that room into a bathroom. The exception is furniture in the &amp;quot;General&amp;quot; category; this can be added to any room without changing the room type, and a room is considered a &amp;quot;general&amp;quot; room if it entirely lacks bedroom, bathroom, or kitchen specific furniture. If furniture conflicts (such as a [[Wooden Latrine]] and a [[Wooden Straw Bed]] in the same room) then the room&#039;s type will be determined by which category has the highest total base value. All furniture from the other room category (such as bathroom furniture in a bedroom) will be disabled and their yields will be 0.&lt;br /&gt;
&lt;br /&gt;
There is one special room category for furniture: &amp;quot;Industrial&amp;quot; Any industrial furniture in a room will automatically make that room industrial, regardless of what other furniture is in the room. All industrial rooms contribute 0 room score, regardless of their contents. Thus, putting a [[bloomery]] in your bedroom will nullify its SP yields entirely.&lt;br /&gt;
&lt;br /&gt;
The first room in each of the four useful categories provides its full value to a player&#039;s housing SP bonus. Each room past the first in any given category is subject to a 50% penalized value. Thus, if you have two bathrooms, one at value 8 and one at value 6, your total score for bathrooms will be 11. (8 + 50% of 6).&lt;br /&gt;
&lt;br /&gt;
A players total SP due to housing is equal to the sum of the four categories of rooms.&lt;br /&gt;
== Improving your Housing Score ==&lt;br /&gt;
To summarize the above: to gain a higher room value, you must increase the quality of your rooms. You can do this by: &lt;br /&gt;
# Adding more furniture or replacing the furniture you already have with higher value versions so your base SP yield increases.&lt;br /&gt;
# Adding a range of different furniture types to a room so you lose as little as possible due to Category Diminishing Returns.&lt;br /&gt;
# Balancing your room types so you lose as little as possible to Room Diminishing Returns.&lt;br /&gt;
# Use higher tier building materials so you lose as little as possible due to Material Diminishing Returns.&lt;br /&gt;
# Ensuring that any industrial furniture items, such as a [[Blast Furnace]] or [[Bloomery]], is stored in its own room.&lt;br /&gt;
=== Hypothetical Maximums ===&lt;br /&gt;
In theory, a tier 4 room can support 20 value of furniture, and asymptotically approaches an adjusted value of 40. A player can have four such rooms, for a total value of 160, and as a player build duplicates of these rooms, they will asymptotically approach a total of 320 SP/day.&lt;br /&gt;
&lt;br /&gt;
In practice, however, the nature of the asymptotic hard cap makes 320 unachievable. Players can never actually get there; they can only get arbitrarily close. Players must choose at what point the diminishing returns are strong enough that it is no longer worth improving their housing. For instance, two copies of a four room complex that has an adjusted value of 30/room can give a player 180 SP/day, which is a highly respectable amount and should be sufficient even for late game.&lt;br /&gt;
== Furniture Value ==&lt;br /&gt;
Information coming soon ...&lt;br /&gt;
== Ownership ==&lt;br /&gt;
Deeds can support multiple residents and allows duplication of each room without incurring duplicate room penalty. IE: A deed with 2 residents can have 8 rooms (2x kitchen, 2x living room, 2x bedroom, 2x bathroom) without incurring a room penalty.&lt;br /&gt;
&lt;br /&gt;
Adding residents incurs a new penalty that reduces total housing bonus (table coming soon ...). Though the penalty is far less than the additional rooms and rewards more residents. IE: 3 residents incurs a 50% reduction of housing bonus but allows 3x the rooms without penalty; theoretically a tier 1 soft-capped house with 12 rooms would provide a bonus of 30 while a tier 1 soft-capped house of 4 rooms would provide a bonus of 20 as a sole resident.&lt;br /&gt;
&lt;br /&gt;
[[Category:Housing]]&lt;br /&gt;
&lt;br /&gt;
== Maximizing housing points ==&lt;br /&gt;
As of current version, Update 9.7.6, it is possible to reach 30 points (which is diminished from 40 points actually) for each type of 4 rooms (Bedroom, Living room, Toilet and Kitchen) by combining different furniture of each sub-class to minimize diminishing and maximize points.&lt;br /&gt;
&lt;br /&gt;
=== House size ===&lt;br /&gt;
Example of minimum house size to reach 30 points of each rooms:&amp;lt;/br&amp;gt;&lt;br /&gt;
* Bedroom: internal size 12 x 8 x 4&lt;br /&gt;
* Living: internal size 11 x 8 x 4&lt;br /&gt;
* Toilet: internal size 15 x 8 x 4&lt;br /&gt;
* Kitchen: internal size 11 x 8 x 4&lt;br /&gt;
By tiling these 4 rooms in a square, the minimum overall size is:&lt;br /&gt;
House foundation: 29 x 19 = 551 tiles&lt;br /&gt;
Additional tiles per floor: 551 (roof) + 540 (wall) = 1091 tiles per floor (eg, Level 1: 1642, Level 2: 2733, Level 3: 3824 tiles, etc)&lt;br /&gt;
&lt;br /&gt;
=== Bedroom furniture ===&lt;br /&gt;
* Futon bed: 1&lt;br /&gt;
* Fabric bed: 3&lt;br /&gt;
* Nightstand: 7&lt;br /&gt;
* Lumber dresser: 6&lt;br /&gt;
* Couch: 1&lt;br /&gt;
* Animal mount: 1 (interchangeable with shelf or fireplace as long as the &#039;Living&#039; component is maximized)&lt;br /&gt;
&lt;br /&gt;
=== Living room furniture ===&lt;br /&gt;
* Shelf: 5&lt;br /&gt;
* Adorned fireplace (fueled): 2&lt;br /&gt;
* Upholstered couch: 3&lt;br /&gt;
* Padded chair: 4&lt;br /&gt;
* Animal mount: 3 (avoid wolf mount)&lt;br /&gt;
&lt;br /&gt;
=== Toilet furniture ===&lt;br /&gt;
Toilet is the easiest to score high point due to low diminishing.&lt;br /&gt;
* Water closet: 2&lt;br /&gt;
* Bathtub: 1&lt;br /&gt;
* Large toilet mat: 5 (not to be confused with general rug)&lt;br /&gt;
* Towel rack: 2&lt;br /&gt;
* Industrial Sink: 1 (need inlet and outlet pipes, and need to turn on)&lt;br /&gt;
* Small sink: 8&lt;br /&gt;
* Washing machine: 1&lt;br /&gt;
* Washboard: 4&lt;br /&gt;
&lt;br /&gt;
=== Kitchen furniture ===&lt;br /&gt;
* Metal stove: 1 (need exhaust pipe and fueled)&lt;br /&gt;
* Modern Stove (fueled), Kitchen, Bakery Oven (fueled), Mill (need nearby windmill): 1 each&lt;br /&gt;
* Butchery: 4&lt;br /&gt;
* Salt basket: 4&lt;br /&gt;
* Fridge: 4 (fridge is 10% worse compared to industrial fridge so you no need to keep foods in it)&lt;br /&gt;
Note: Industrial fridge provide no housing points, but it is 10% better than fridge. Put outside of rooms to save space.&lt;br /&gt;
&lt;br /&gt;
=== Common furniture ===&lt;br /&gt;
Put the items below in EACH rooms.&lt;br /&gt;
* Large rug: 2. Toilet need 3 more large rugs, Living room only need 1 more.&lt;br /&gt;
* Steel ceiling lamp: 3. Toilet 1 more.&lt;br /&gt;
* Seating: 2 adorned table + 2 bench. Toilet need 6 more adorned chair&lt;br /&gt;
* Toilet need 1 more.&lt;br /&gt;
&lt;br /&gt;
=== Outdoor furniture ===&lt;br /&gt;
[[File:&amp;quot;Outdoor&amp;quot; tooltip.png|alt=Outdoor tooltip|thumb|408x408px|&amp;quot;Outdoor&amp;quot; tooltip]]&lt;br /&gt;
[This is a placeholder].&lt;br /&gt;
&lt;br /&gt;
Cast Iron Chair disables upon placement outdoors. This may mean Seating won&#039;t work. Further testing needed.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
With the above setup you can get 120 points per &#039;floor&#039;, or up to 225 points if you build 4 floors. It is no longer possible to reach over 264 points (no matter how many copies of rooms or furniture) as of current update.&lt;/div&gt;</summary>
		<author><name>Leonord</name></author>
	</entry>
	<entry>
		<id>https://wiki.play.eco/en/index.php?title=Crafting&amp;diff=16142</id>
		<title>Crafting</title>
		<link rel="alternate" type="text/html" href="https://wiki.play.eco/en/index.php?title=Crafting&amp;diff=16142"/>
		<updated>2026-01-19T13:01:08Z</updated>

		<summary type="html">&lt;p&gt;Leonord: /* Building Requirements */ Note about industrial tag and xp bonus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Crafting&#039;&#039;&#039; is a system where players create items using materials at a [[Crafting Table Tag|Crafting Table]].&lt;br /&gt;
&lt;br /&gt;
Crafting is done by opening a crafting station&#039;s crafting window with &#039;&#039;&#039;E&#039;&#039;&#039;. Multiple quantities of an item may be ordered, and the materials used may come out of the players inventory or other [[Storage#Linked_Storage|Linked Storage|linked storage]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Speed&amp;quot; skills increase the speed of crafting certain items, and &amp;quot;Efficiency&amp;quot; skills reduce the resources required to craft items. Efficiency skills are most effective if a large number of items is ordered.&lt;br /&gt;
&lt;br /&gt;
When an item finishes crafting, it will show up in the top-most [[Storage Chest]] or [[Stockpile]] under the storage tab. If no Stockpile or chest is available the item will be available to collect from the table directly. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Building Requirements ==&lt;br /&gt;
Most crafting stations require an enclosed [[room]] to function, along with a minimum volume requirement and a requirement that the room be constructed with a certain quantity of a specified block [[Housing|tier]]. Room volume is calculated as Length * Width * Height of the contained space.&lt;br /&gt;
&lt;br /&gt;
Note that other crafting stations within a room can take up room volume with their requirements. As an example, 2 crafting stations that both use 25m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; cannot both function in a 40m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; space. Additionally, crafting stations with the tag industrial will disable the furniture in the same room, removing the experience bonuses.&lt;br /&gt;
&lt;br /&gt;
Players can see the restrictions affecting a crafting station in its [[Status Component|Status tab]]&lt;br /&gt;
== Power Requirements ==&lt;br /&gt;
Some crafting stations have a power requirement, either a fuel requirement or a grid requirement. &lt;br /&gt;
&lt;br /&gt;
A fuel requirement is satisfied by adding a burnable item into the fuel inventory of the crafting station, under the [[Power Component|Power Tab]]. [[Fuel]] placed in the inventory will be burned at the rate specified in this tab, but only when crafting is happening.&lt;br /&gt;
&lt;br /&gt;
Grid requirements must be fulfilled by having the crafting station in proximity to an energy-generating object such as a [[Windmill]] or [[Combustion Generator]]. Be careful to use the right type of energy - electrical energy cannot power buildings that make use of mechanical energy, and vice versa.&lt;br /&gt;
== Crafting Tables ==&lt;br /&gt;
For a list of food recipes, see [[food]].&lt;br /&gt;
&lt;br /&gt;
For a list of skill book recipes, see [[research]].&lt;br /&gt;
&lt;br /&gt;
Some recipes within them are listed as &amp;quot;level 0&amp;quot;. This indicates that players can only make this after having learned a skill via a [[Skills|Skill Scroll]], but &#039;&#039;&#039;without&#039;&#039;&#039; needing to specialize in that profession. An example of one of these recipes is that of the [[Soil Sampler]].&lt;br /&gt;
&lt;br /&gt;
The [[Campsite]] is the first crafting station players acquire. You use it to create a [[Campfire]] or [[Workbench]].&lt;br /&gt;
&lt;br /&gt;
It has no building restrictions and will function inside or outside.&lt;br /&gt;
&lt;br /&gt;
It is recommended to remove it as soon as conveniently possible, in order to save valuable space. It does not have any recipes of its&#039; own that cannot be made in another workstation, except for the Workbench.&lt;br /&gt;
&lt;br /&gt;
The [[Workbench]] is one of the next crafting station players acquire.&lt;br /&gt;
&lt;br /&gt;
It has no building restrictions and will function inside or outside.&lt;br /&gt;
&lt;br /&gt;
The [[Campfire]] is one of the next crafting station players acquire. It is used to create cooked food.&lt;br /&gt;
&lt;br /&gt;
It has no building restrictions and will function inside or outside.&lt;br /&gt;
&lt;br /&gt;
The [[Carpentry Table]] is crafted at the Workbench. It is used to create many furniture items.&lt;br /&gt;
&lt;br /&gt;
The [[Butchery Table]] is crafted at the Carpentry Table.&lt;br /&gt;
&lt;br /&gt;
The [[Wainwright Table]] is crafted at the Carpentry Table. It is used to create carts, roads and ramps.&lt;br /&gt;
&lt;br /&gt;
The [[Farmers Table]] is crafted at the Workbench. It is used to create fertilizers and seeds.&lt;br /&gt;
&lt;br /&gt;
The [[Masonry Table]] is crafted at the Workbench. It is used to create [[Mortar]] and other stone-based recipes, including the [[Kiln]].&lt;br /&gt;
&lt;br /&gt;
To function, the Masonry Table must be placed in a room with at least 25 volume and 18 tier 0 blocks.&lt;br /&gt;
&lt;br /&gt;
The [[Kiln]] is crafted at the Masonry Table. It is used to create building materials and the Bloomery.&lt;br /&gt;
&lt;br /&gt;
To function, the Kiln must be placed in a room with at least 45 volume and 32 [[Blocks#Construction_material|Tier 1]] blocks.&lt;br /&gt;
&lt;br /&gt;
The [[Bloomery]] is crafted at the Kiln.&lt;br /&gt;
&lt;br /&gt;
It has no building requirements and will function inside or outside. [[Tailings]] created at the Bloomery will be added to the nearest stockpile, where they will seep out [[pollution]].&lt;br /&gt;
&lt;br /&gt;
The [[Anvil]] is crafted at the Bloomery. It is used to craft various tools, lighting and [[Crafting Table Tag|Crafting Tables]].&lt;br /&gt;
&lt;br /&gt;
The [[Sawmill]] is crafted at the Anvil. It is used to process Logs into [[Lumber]].&lt;br /&gt;
&lt;br /&gt;
The [[Blast Furnace]] is crafted at the Anvil. It makes many steel products and provides a better method of [[smelting]].&lt;br /&gt;
&lt;br /&gt;
The [[Cement Kiln]] is crafted at the Anvil. It makes [[Concrete Tag]] and other concrete items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[de:Crafting]]&lt;br /&gt;
[[Category: Game concepts]]&lt;br /&gt;
[[Category: Guide Pages]]&lt;br /&gt;
__FORCETOC__&lt;/div&gt;</summary>
		<author><name>Leonord</name></author>
	</entry>
	<entry>
		<id>https://wiki.play.eco/en/index.php?title=Getting_Started&amp;diff=16141</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="https://wiki.play.eco/en/index.php?title=Getting_Started&amp;diff=16141"/>
		<updated>2026-01-19T12:57:57Z</updated>

		<summary type="html">&lt;p&gt;Leonord: /* Shelter */ Changing to adobe instead of old info (part 1)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is meant as an introduction for players who are brand new to the game. Keep in mind that the game is under active development and aspects of the game are constantly changing. The pages this guide links to may not contain up-to-date information.&lt;br /&gt;
== FAQ&#039;s ==&lt;br /&gt;
[[Frequently Asked Questions]]&lt;br /&gt;
== Starting the Game ==&lt;br /&gt;
Eco must be played on a [[server]]. You can join a public server or choose to generate your own server and play by yourself or with a select group of friends.&lt;br /&gt;
&lt;br /&gt;
Since Eco has a strong focus on cooperation, it&#039;s a good idea to find a popular server with an active community. Eco features a server browser, so you can easily try different servers.&lt;br /&gt;
&lt;br /&gt;
Use the following community resources to meet fellow Eco players and find a group to play with:&lt;br /&gt;
* {{EcoDiscord}}&lt;br /&gt;
* [https://www.facebook.com/groups/ecocitizens/ Eco Game Citizens Facebook Group]&lt;br /&gt;
* [https://ecoservers.io/ Unofficial Public Server Tracker]&lt;br /&gt;
* [https://steamcommunity.com/app/382310/discussions/ Eco Steam Forums]&lt;br /&gt;
* [https://www.reddit.com/r/ecoglobalsurvival Eco Subreddit]&lt;br /&gt;
&lt;br /&gt;
== Game Modes ==&lt;br /&gt;
=== Multiplayer ===&lt;br /&gt;
Upon starting up Eco, you can click &amp;quot;New Game&amp;quot; to see a list of servers at various levels of progress and starting conditions. The game displays the best matches for you based on latency, player activity, and other factors. You may also browse the full server list by clicking &amp;quot;Browse All&amp;quot; in the top right.&lt;br /&gt;
=== Singleplayer/Private ===&lt;br /&gt;
If you&#039;d like to play solo or with a private group, click the blue arrow on the right until you see &amp;quot;Host a Private World&amp;quot;. Keep in mind that hosting a world is much more taxing on your computer’s hardware than joining someone else’s world. See [[System Requirements]].&lt;br /&gt;
&lt;br /&gt;
You can also go into the Eco game folder and manually start a server by opening EcoServer.exe. This will open the server GUI, which gives you much more control over the server settings. This local server will show up on the in-game server browser.&lt;br /&gt;
&lt;br /&gt;
The server UI can still be accessed from a server launched from the Eco client, through use of the {{Key|/openserverUI}} admin [[Chat Commands|command]].&lt;br /&gt;
== Server Settings ==&lt;br /&gt;
Server hosts can [[Server Configuration|configure]] servers with all sorts of complex settings and mods. There are just a few settings offered on the Eco client.&lt;br /&gt;
=== Collaboration ===&lt;br /&gt;
This option affects the rate of [[Skill Points|skill point]] gain and [[Skills|specialty]] progress. A high collaboration setting that can prevent players from taking multiple jobs and slow technological progress. A low setting can make it so everyone can take on multiple jobs and progress quickly. &lt;br /&gt;
&lt;br /&gt;
If you’re creating a new server, select the collaboration setting based on the number of players that you expect to play.&lt;br /&gt;
&lt;br /&gt;
Collaboration settings are also visible on the server browser. For new players, a lower collaboration setting is recommended. (Look for a server with “No” or “Low” collaboration).&lt;br /&gt;
=== Allow Friends to Join ===&lt;br /&gt;
This setting is available when creating your own server. It increases the maximum player cap on your world to more than 1, allowing others to join.&lt;br /&gt;
=== Generate New World ===&lt;br /&gt;
This setting is available when creating your own server. If this option is not selected, the game will use the default pre-generated world. If it is selected, a new world will be procedurally generated. This could take a while depending on your computer hardware.&lt;br /&gt;
== Entering the game ==&lt;br /&gt;
Upon entering the game, you&#039;ll be presented with the [[avatar]] editor. Choose how you look and hit Save. After creating your avatar you will be greeted by the tutorial system in the top left corner of your screen.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re getting a lot of messages from chat at the bottom of the screen, one of the first things you might want to do is hit the {{Key|C}} to open up the chat window and disable some of the chat channels. The &amp;quot;Crafting&amp;quot; channel can cause a lot of spam, so find it on the list on the left of the chat window and click it to disable it. You may want to disable the &amp;quot;Trade&amp;quot; and &amp;quot;Property&amp;quot; channels too. With these channels disabled, you can better see what players are chatting about.&lt;br /&gt;
=== Tutorial ===&lt;br /&gt;
The interactive tutorial will help you get familiar with the controls and first few beginner tasks within the world. Press {{Key|Tab}} to switch between movement mode, which lets you use the mouse to look around, and UI mode, which makes the mouse cursor visible.&lt;br /&gt;
=== Game Menu ===&lt;br /&gt;
Hit {{Key|Esc}} to bring up the Game Menu.&lt;br /&gt;
&lt;br /&gt;
If your game is moving slowly, you can also reduce draw distance and graphics quality through the Graphics tab. If the interface appears too large or too small, move the Interface Scale slider. &lt;br /&gt;
&lt;br /&gt;
If you skipped part of the tutorial or want to revisit a section of it for a reminder, click on the Tutorials tab. You can even restart the whole tutorial from the beginning.&lt;br /&gt;
&lt;br /&gt;
You can also take a look at the controls and configure them through the Controls tab.&lt;br /&gt;
=== Skill Points Panel ===&lt;br /&gt;
[[File:XP_Bar_Example_0.8.0.png|300px|link=Special:FilePath/XP_Bar_Example_0.8.0.png]]&lt;br /&gt;
# &#039;&#039;&#039;[[Experience]] Multiplier&#039;&#039;&#039; — This represents how much XP you gain over one 24-hour period of the server running. It is a sum of your nutrition and housing bonus. Hover over it for more information on how long until you level up.&lt;br /&gt;
# &#039;&#039;&#039;Nutrients Graph&#039;&#039;&#039; — Reflects your current nutrient balance, which affects skill points gained per day. Hover over the pie chart for more nutrition details, Calories, and to see the contents of your stomach.&lt;br /&gt;
# &#039;&#039;&#039;Nutrients Bonus&#039;&#039;&#039; — The XP bonus from your nutrition (quality and balance).&lt;br /&gt;
# &#039;&#039;&#039;[[Skill Points]]&#039;&#039;&#039; — The number reflects the current skill points. Click on the star to open the [[skills]] menu.&lt;br /&gt;
# &#039;&#039;&#039;Housing Bonus&#039;&#039;&#039; — The XP bonus from your housing (quality and balance).&lt;br /&gt;
# &#039;&#039;&#039;[[Housing]] Graph&#039;&#039;&#039; — Reflects your current housing bonus and passive skill point boost every day. Once you have a house, a pie chart similar to the nutrition chart will appear here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Toolbar ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Quick access items&#039;&#039;&#039; — Use {{Key|1}} to {{Key|0}} on your keyboard or use the mouse scroll wheel to select an item.&lt;br /&gt;
# &#039;&#039;&#039;Hand contents&#039;&#039;&#039; — Some items are too heavy to put in your backpack, and must be carried either with a tool or in your hands.&lt;br /&gt;
&lt;br /&gt;
=== Menu Bar ===&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Weight&#039;&#039;&#039; — how much weight you can carry. If this limit is reached, you can&#039;t add any more items to your backpack. Hovering over the bar pops up how many of each item type you are carrying and how much weight that item type is taking up, as well as your total weight carried and total carrying capacity.&lt;br /&gt;
# &#039;&#039;&#039;Navigation Bar&#039;&#039;&#039; — shows coordinates and facing direction.&lt;br /&gt;
# &#039;&#039;&#039;[[Laws]]&#039;&#039;&#039; ({{Key|L}}) — opens a browser window outside the game that shows the current laws&lt;br /&gt;
# &#039;&#039;&#039;Chat window&#039;&#039;&#039; ({{Key|C}}) — opens the chat log, which also includes information about the world and its ecosystem&lt;br /&gt;
# &#039;&#039;&#039;[[Objectives]]&#039;&#039;&#039; ({{Key|O}}) - opens objectives panel, showing the stated objectives and other activities of citizens.&lt;br /&gt;
# &#039;&#039;&#039;[[Backpack]]&#039;&#039;&#039; ({{Key|B}}) — opens your inventory. Hovering over the backpack icon pops up how many of each item type you are carrying and how much weight that item type is taking up, as well as your total weight carried and total carrying capacity.&lt;br /&gt;
# &#039;&#039;&#039;[[Economy]]&#039;&#039;&#039; ({{Key|Y}}) - displays the player-run economy across the world&lt;br /&gt;
# &#039;&#039;&#039;Graphs&#039;&#039;&#039; ({{Key|G}}) — opens the web interface in a browser window outside the game that shows graphs and statistics about the world&lt;br /&gt;
# &#039;&#039;&#039;[[Map|World map]]&#039;&#039;&#039; ({{Key|M}}) — opens a real-time map of the world, showing terrain, players and [[Land Claim Stake|land plots]]&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* {{Key|W}}{{Key|A}}{{Key|S}}{{Key|D}}: Move forward, left, back and right&lt;br /&gt;
* {{Key|Space}}: Jump / Rise to surface (while in water)&lt;br /&gt;
* {{Key|Left Shift}} (hold): Sprint&lt;br /&gt;
* {{Key|Left Ctrl}}: Dive (while in water)&lt;br /&gt;
* {{Key|E}}: Use object&lt;br /&gt;
* {{Key|Tab}}: Toggle UI Mode&lt;br /&gt;
* {{Key|Enter}}: Write chat message (open full chat window with {{Key|C}})&lt;br /&gt;
* {{Key|Esc}}: Game Menu&lt;br /&gt;
* &#039;&#039;&#039;Left mouse button&#039;&#039;&#039;: Tool action&lt;br /&gt;
* &#039;&#039;&#039;Right mouse button&#039;&#039;&#039;: Place Item / Use Item&lt;br /&gt;
* {{Key|R}} (while placing object): Rotate item left&lt;br /&gt;
* {{Key|Q}} (while placing object): Rotate Item right&lt;br /&gt;
* {{Key|Shift}} + &#039;&#039;&#039;Left Mouse button&#039;&#039;&#039;: Split item stack&lt;br /&gt;
* {{Key|Shift}} + &#039;&#039;&#039;Left Mouse button&#039;&#039;&#039; + Drag: Move all stacks of that item between containers&lt;br /&gt;
* {{Key|Alt + Z}}: Toggle interface/HUD&lt;br /&gt;
=== Chat Commands ===&lt;br /&gt;
Type &amp;quot;/help&amp;quot; to see a list of chat commands available. If you started your own server, you will have a wide array of admin and developer commands available. Regular users have fewer commands.&lt;br /&gt;
== First Priorities ==&lt;br /&gt;
=== Friends ===&lt;br /&gt;
Eco is designed as a cooperative game. Working with other players is far more effective than blazing a path on your own. If there are other players on the server, hit {{Key|Enter}} or {{Key|C}} and say “hello”! Find the other players on the map and head towards them. Usually, you will want to establish your base around other players’ bases.&lt;br /&gt;
&lt;br /&gt;
If you’re alone, don’t worry! The game can also be played solo.&lt;br /&gt;
=== Location ===&lt;br /&gt;
Different resources can only be found in different [[Biomes|biomes]] and [[rock]] types across the map. Since transportation of resources can be slow, it’s important to settle in a place with the right resources.&lt;br /&gt;
&lt;br /&gt;
In choosing where to place your [[Starter Camp]], keep in mind you will need [[Stone]] and [[Hewn Log Tag|Logs]]. Stone comes from mining rocks with a pickaxe. The only rocks that you can break with the [[Stone Pickaxe]] at the start of the game are [[Sandstone]] (reddish rock) and [[Shale]] (dark grey layered rock). Logs come from trees and cacti.&lt;br /&gt;
&lt;br /&gt;
Try to find an area with at least a few trees and some exposed Sandstone or Shale. Settling on the border of grassland and forest is usually a safe choice. Try to avoid [[redwood]]s as they take a long time to chop down. Use the map ({{Key|M}}) to help find an ideal location.&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
[[File:ChoppingLogs.png|thumb|right|Using an axe to chop a tree into logs|link=Special:FilePath/ChoppingLogs.png]]&lt;br /&gt;
Select a home site near a decent amount of [[Trees|trees]] and some exposed Sandstone or Shale. You can also look at the Map ({{Key|M}}) and view world layers to see which areas are suitable for growing certain plants, for example, if you want to be a farmer.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve settled on a site, place your [[Starter Camp]]. This will create a [[Campsite]] and a [[Tiny Stockpile]], as well as claiming two plots of property. Stockpiles are used to store block items, such as Logs and Dirt, which take up space in the game world. Target your Campsite and press {{Key|E}}, and go to the storage tab. Here you’ll find your starter items. Left click on them to add them to your inventory. The Campsite is also a basic crafting station. Like all crafting stations, it has crafting, status, storage, and authorization tabs. If a crafting station is not functional, the status tab will tell you why. The storage tab will show all the [[Storage#Linked_Storage|linked storage]] connected to it. The authorization tab will let you manage who can use the station.&lt;br /&gt;
&lt;br /&gt;
Go to the crafting tab of the Campsite and start crafting a [[Workbench]] and [[Campfire]]. If you haven’t gathered the resources yet, don’t worry. The projects will progress when you add resources to your Tiny Stockpile or to the Campsite itself.&lt;br /&gt;
=== Gathering Resources ===&lt;br /&gt;
Find a [[Trees|tree]] and begin hitting it with an [[Tools#Axe|axe]]. Notice how your nutrition pie chart shrinks with each swing. This is your calorie count decreasing. Once it reaches zero, skill gain will become slower and you will be unable to perform many actions. If you run out of calories, eat one of the [[Tomatoes]] included in your Campsite.&lt;br /&gt;
&lt;br /&gt;
Eventually, the tree will fall. Use the axe to break off any limbs remaining on the tree. Now you will be able to divide the tree into manageable pieces. Logs are carried in your hands rather than in your inventory. You can carry up to 20 logs at a time. Use {{Key|E}} to gather the Logs.&lt;br /&gt;
&lt;br /&gt;
Carry the Logs to your Campsite and deposit them either in your Tiny Stockpile or directly in your Campsite. They will be applied to the current crafting projects. &lt;br /&gt;
&lt;br /&gt;
Find some Sandstone or Shale and use your [[Stone Pickaxe]] on it. It will break into small and large pieces. Break the large pieces again into smaller pieces and pick them up with {{Key|E}}. Carry them to your Campsite and deposit them to finish your Campfire. &lt;br /&gt;
&lt;br /&gt;
Your Workbench and Campfire should now show up in your Campsite storage. Place them next to your Campsite. You may want to make sure they are on your property so that they are not open to the public.&lt;br /&gt;
=== Property ===&lt;br /&gt;
To see your current property, select your [[Land Claim Stake]]. Right-click on the ground to claim a new plot. Each claim will use a [[Land Claim Papers|Land Claim Paper]] from your inventory and occupy a 5x5 plot of a pre-defined grid. Left-click a plot to unclaim. &lt;br /&gt;
&lt;br /&gt;
Zoom in on the [[Map]] to get a clear picture of property claims. When a plot has been claimed, a [[deed]] will be created which defines the property&#039;s name, color and [[Auth_Component||authorization]]. Deeds can either be managed with a [[Real Estate Desk]] or by looking at your claim while holding a Land Claim Stake and pressing {{Key|E}}.&lt;br /&gt;
=== Food ===&lt;br /&gt;
[[File:Camas.png|thumb|right|A field of camas. Harvest it using the shovel|link=Special:FilePath/Camas.png]]&lt;br /&gt;
Since nutrient quality and balance influences, the rate of skill point gain and cooked food is more nutritious than raw food, you’ll want to cook food as soon as possible. You’ll need to add some Logs to the Power tab in your Campfire to start cooking. Queue up some [[Charred Tomato|Charred Tomatoes]] if you have any Tomatoes left, then get foraging! If someone in your server has the [[Gathering]] specialty, they are best suited to the job.&lt;br /&gt;
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[[Corn]], [[Beet]]s, Tomatoes and [[Camas]] can be found in grasslands. [[Huckleberries]] and [[Beans]] can be found in forests. There are food-bearing plants in almost all biomes. Most plants can be harvested by pressing {{Key|E}}. Some require a [[Tools#Scythe/Sickle|scythe]] to harvest. Camas, a purple flower, is harvested with a shovel. Right click on the foods in your inventory or toolbar to eat them. Do not eat the [[Seeds Tag|seeds]].&lt;br /&gt;
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When you eat food, you will notice your nutrient balance change, along with your XP multiplier. To increase the rate that you gain skill points, you will need to eat nutritious food and keep the balance of the four nutrients – carbohydrates, fat, protein, and vitamins – relatively even.&lt;br /&gt;
Once you’ve cooked some food, you’ll want to work on more projects at the workbench. Craft a [[Stockpile]] and [[Storage Chest]]. The Stockpile stores both block items and non-block items, while the Storage Chest stores only non-block items. Looking in the storage tab of each should show that they are linked. Storage objects and crafting stations must be within 10 blocks of each other to be linked.&lt;br /&gt;
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Enable/Disable linked storage for crafting by checking the checkbox to the left of each storage. The order of the storages here matters because the first in the list will be retrieved from or deposited to with crafting. By dragging the name bar you can re-order these how you like. Clicking the name bar of any storage will toggle the compact view of the storage display for easier viewing.&lt;br /&gt;
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You can change the name of most storage, tables, and vehicles to easily distinguish between them while a storage window is open. To do this, directly access the object you want to change and click the pencil icon on the top left of the window.&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Skills (each of which belongs to a [[Skills|Profession]]) are key to the ECO experience and will allow you to specialize in a field or activity that particularly interests you (or that is in particular need on your chosen server). Skills provide you with bonuses for performing a specific task, making you much more efficient in performing that task than someone who hasn&#039;t invested any skill points into that particular skill. For example, anyone can craft [[Hewn Log Tag|Hewn Log]]s at a [[Workbench]], even before they&#039;ve invested a single skill point; however, someone who has invested a skill point into the [[Logging]] skill will become much more efficient at the task (meaning that it will take both fewer resources and less time to craft Hewn Logs, as well as certain other items made from wood). A person who has therefore specialized in the Logging skill will be able to craft more, craft better, and craft cheaper than someone without it, thereby making them much more effective when selling these items through the in-game economy.&lt;br /&gt;
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Click on the star on the bottom left of your screen or hit {{Key|Z}}. This will bring up the skills menu. Each row represents a [[Skills|Profession]], which is just a way of categorizing [[Skills|Specialties]]. Click through to the specialties and you can spend 1 skill point to learn a specialty by clicking on the star. Crafting or harvesting within the relevant specialty will level it up as long as you have learned it.&lt;br /&gt;
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XP accumulates slowly over time, when you are online &#039;&#039;and&#039;&#039; offline. Once XP reaches a certain threshold, you will level up and gain 1 skill point. The rate of XP gain depends on a variety of factors, including server configuration (specifically, the server&#039;s [[Collaboration]] level). Players can speed up XP gain with balanced [[Agriculture#Nutrients||nutrition]] and [[housing]].&lt;br /&gt;
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On many servers, you might only have 1 skill point to spend on the first day, so use it wisely. It may be best to look at the [[objectives]] panel to see what specialties others have learned and ask for advice. You should add your chosen specialties to this window once you have them. &lt;br /&gt;
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Some specialties are crucial for game progress. Make sure that you have at least one person in your group/server with each of the following specialties.&lt;br /&gt;
* [[Logging]] — Greatly increases the efficiency of crafting [[Hewn Log Tag|Hewn Log]]s, a basic building material.&lt;br /&gt;
* [[Masonry]] — Greatly increases the efficiency of crafting [[Mortared Stone]], a basic building material.&lt;br /&gt;
* [[Mining]] — Grants an [[Iron Pickaxe]] and allows you to mine much more efficiently.&lt;br /&gt;
* [[Logging]] — Grants an [[Iron Axe]] and allows you to cut down trees much more efficiently.&lt;br /&gt;
* [[Gathering]] — Grants an [[Iron Sickle‎]] and increases yield and efficiency when gathering crops and seeds. Important for farming.&lt;br /&gt;
* [[Hunting]] — Grants a [[Tools#Bow|Bow]] and [[Arrow]]s, allowing you to kill animals and harvest meat (important for improving fat and protein intake).&lt;br /&gt;
=== Shelter ===&lt;br /&gt;
Shelters can be built out of many different materials. In Eco, the material used to build the shelter determines what [[Crafting|crafting stations]] can be used inside it. To function, most crafting stations must be placed in a building with blocks of a certain tier. &lt;br /&gt;
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Your first house can be constructed using [[Adobe]] as this material can be produced without any specialty using the [[Workbench]]. Make sure the room is big enough to accommodate some crafting stations and other furniture that you wish to place in it. Most crafting stations take up 25m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
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The [[Masonry Table]] and [[Carpentry Table]] have a tier requirement of 0.2, which is somewhere in between Dirt (tier 0) and Hewn Logs (tier 1). This means that the structure must be built with at least 20% Hewn Logs or another tier 1 material. Until your house is built, you’ll have to use the Workbench to make Hewn Logs. Once the Carpentry Table is up, someone with the [[Logging]] specialty can craft Hewn Logs at greatly increased efficiency. The same applies to the Masonry Table, the [[Masonry]] specialty, and [[Mortared Sandstone]]. Once one of these tables is working, it’s up to you whether to build with logs or stone. Of course, building a house is possible without investing a skill point into the Logging or Masonry specialties; however, this will mean it will require much more time and resources to produce Hewn Logs or Mortared Stone with which to build your house. This isn&#039;t an issue though, as you can either plan to spend your next point in the relevant specialty, or you can engage with other players on the server who have invested in the right specialty. Example: Player A has taken the [[Gathering]] and [[Campfire Cooking]] specialties, and now they need a house to be built. Player B has taken the [[Logging]] specialty, but he is in need of great quantities of food (as chopping trees is tiring work!). Player A and B, therefore, have an incentive to trade with each other -- Player A sells food to Player B, while Player B sells building materials to Player A. Both sides have specialized, and both sides have their needs met by engaging with each other via their world&#039;s economic system.&lt;br /&gt;
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Once you have crafted a Carpentry Table, players with Logging can start making furniture such as the Chair and Table. Placing furniture in a house will add to a player&#039;s housing skill bonus. Like nutrition, the rooms of the house must be balanced according to the 4 room types: Kitchen, bedroom, bathroom, and general room.&lt;br /&gt;
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== Research ==&lt;br /&gt;
Now that you’ve mastered the basics of Eco, you’ll want to begin researching new technologies. To do this, you need to craft a [[Research Table]] at the workbench. This requires a lot of Logs, Stone and [[Plant Fibers]]. Plant Fibers are harvested by using a scythe on [[grass]] or other plants.&lt;br /&gt;
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At a research table, you can craft [[Skills|Skill book]]s, which will allow you to unlock new skill trees. Each book requires a large amount of materials, but one book can spawn an infinite number of [[Skills|Skill scroll]]s, which players use to unlock the skill. Therefore, in theory, only one of each skill book is needed for an entire server of players. Tip: on servers with high populations, it is often more economical to purchase some basic skill scrolls from players who have already crafted a skill book, as you may lack the resources or specializations necessary to easily craft a skill book of your own.&lt;br /&gt;
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=== Further progression ===&lt;br /&gt;
As players progress in technology, [[Road Tag|roads]] and vehicles become vital for moving the large amounts of resources and materials necessary for building projects and research. You’ll have to find and extract large amounts of ore, [[Coal]], and other resources to progress.&lt;br /&gt;
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And, as technology increases, so does [[pollution]]. Burning wood and Coal will increase greenhouse gases, potentially triggering sea level rise (not implemented as of Beta 8.0). Deforestation can devastate flora and fauna. [[Tailings|Smelting byproducts]] can contaminate soil and water. Looking at the graphs from your server can illustrate these changes. Players can pass [[laws]] restricting certain activities if the world is at risk.&lt;br /&gt;
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The goal of your gameplay in Eco varies from server to server. In some servers, players have a limited time to progress in technology enough to be able to destroy a [[meteor]] that is bearing down on the planet. In other servers, the gameplay is more casual.&lt;br /&gt;
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The number one goal, of course, is to have fun and enjoy the game!&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
* [[Crafting]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Research]]&lt;br /&gt;
* [[Food]]&lt;br /&gt;
* [[Housing]]&lt;br /&gt;
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* [[Reporting Bugs]]&lt;br /&gt;
* [[Help:Guide|Wiki Editing Guide]]&lt;br /&gt;
== Other resources ==&lt;br /&gt;
* Discord chat server: https://discord.gg/eco&lt;br /&gt;
* Bug reports: https://github.com/StrangeLoopGames/EcoIssues&lt;br /&gt;
[[de:Erste Schritte]]&lt;br /&gt;
[[ru:Начало игры]]&lt;br /&gt;
[[Category:Tutorials]]&lt;br /&gt;
[[Category:Guide Pages]]&lt;/div&gt;</summary>
		<author><name>Leonord</name></author>
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