It’s been over one year since we launched Eco on Steam Early-Access, celebration! But in the long-game, it’s just the beginning.
Eco: The First Three and a Half Years
Eco was born out of the core idea of ‘Tragedy of the Commons: The Game’ where all your resources come from the ecosystem, and all economic and governmental actions happen through real people. That’s a huge, seemingly impossibly scoped game, and I believe we’ve made incredible progress.
The above screenshot comparison (between our Kickstarter and today) is crazy to look at. We’ve been working on the game nonstop since 2015, and it’s improved continuously, incrementally, until it looks like a totally different game. Through that, the core idea has remained constant: a society simulator inside an ecosystem. With the strength of the team and the community that has supported us throughout we’ve been able to do some really fantastic things, and we have much more we want to do.
What to expect from Early Access
We haven’t set a solid date for the end of Early Access, but we expect it to be within a year, give or take. Mainly we want to keep on the path we’ve set, fully delivering on all the many features of the game to make a very polished experience. This will include:
A focus on the legal system, with the addition of a constitution players create, and much richer law and tax support for v9.0. We want Eco to be an incubator for social experiments, with enough richness that some very deep, sophisticated scenarios can emerge fully from the governmental and economical designs of the players.
Ecosystem enhancements, making deeper pollution mechanics and ecological systems, and the need for joint large-scale projects for v10.0. We want to continue building out the depth of the simulation, and doing so in a way that everything is visible and accessible to players, and can be used to make decisions about the world.
Further economy enhancements, that will tie to the government as well. Building residency, a rental market, mortgages, equity markets, stocks, all kinds of financial instruments. This opens the door for more complex government features like location-based representatives, laws on interest rates, central banks, etc. Managing a thriving economy and government should be one of the main challenges of the game, and that should be a very challenging and interesting thing to do.
We plan to continue extending our mod support, which we see as critical to long-term replayability, and the potential to create total-conversions of the game. We’ll introduce more mechanical-type objects like switches and tolls, which will let players create some pretty interesting creations. The law and economy systems will be fully moddable, one of our most unique features, creating the possibility for modded games that do really unique and interesting things with player governments and economies. We fully intend the Eco engine to be a platform, both for future games we make, and modded experiences that the community creates.
What to expect after release
Release won’t mark the end of Eco development, not by a long shot. Eco is a forever-game for us, as long as we have the community’s support, and we intend to continue increasing the depth and reach of the simulations indefinitely. There’s really no limit to how much depth we can put in the game, and there are tons of areas we’d like to explore: geological change, evolution, health systems, flying vehicles, you name it. This stuff is still far out so it hasn’t been planned, but we’re taking our time building out the tech right so it can support it. The game may radically change over time (as it changed in the last three years that you can see above), but the core will remain the same: a society simulator in an ecosystem.
Within those confines there are infinite avenues to expand, and I expect we’ll never run out of systems to expand and make deeper, connecting each to the other so it remains a whole and cohesive package, not just a collection of features.
In the Strange Loop office we have this amazing graph on the wall with the plaque ‘Eco Graphs, 2030’:
It’s an illustration of how much depth we want to add to the simulation, and a vision to lead us there.
At the same time, we will keep improving the engine we run, expanding the size of worlds and how many players they can support at once. We’ll be looking at connecting multiple servers for a single world, so the capability to host massively populated worlds becomes possible.
Future Games
The current plan is that all future games we create, after Eco’s 1.0 release, will be built in Eco’s engine, and be connected to Eco, meaning you can travel between Eco and the future worlds that we will create. With multiple games sharing the same technology, we can really invest in and continue building it, with each new game will come engine improvements that affect all previous games. We already have some prototypes of new games, but we’re still focusing on building out Eco to its full potential before we start scaling them up, but can’t wait to share them with you. Long term, I see the future of Strange Loop as building out a universe of connected games, each connected to the others and allowing players to move between them, build on the common platform of the Eco tech, with each game being connected to education subjects, simulation focused, and highly collaborative with real players forming institutions.
The Character of Our Virtual Worlds
All of these plans for Eco also fit into another more subtle (but loftier goal) of our work here, and that is to change the dynamic of how we play and learn in virtual worlds.
With Eco we are creating a game where the conflicts and struggles you face are unique in that they are not violent ones. That is a topic that has been explored endlessly in games, while there are vast landscapes of unexplored possibilities lying at our feet: conflicts that arise from cases of competing economies, government philosophies, and human greed. Violence is really the least interesting conflict in the mix there, and well-covered by other games. I want to create a game where players need to save the world not from an alien threat but a financial crisis that threatens to collapse the world’s food supply, by player-run corporations that twist regulations into their favor with political influence and destroy the biosphere for profit, by well-meaning individuals acting in their own self-interest, unable to see the destructive biases they possess.
These are much deeper and more complex problems to solve, and it is now in the realm of video games to let player solve them, with real people, in worlds running complex simulations. The tools that you use to solve these problems are not guns, but scientific analysis and debate, economic growth, taxes and regulation, leadership and collaboration. These are your ‘weapons’ in the game, and your foes are rarely ‘villains’, but well-meaning people like you, carrying opposites views and biases, whose resolution you must find to succeed. The world in video games is often extremely black-and-white: good vs evil, good guys saving the world from bad guys. We aim to create games that exist in a much more complex world, illustrating how even people with the same urgent interests and goals (like a meteor incoming), can fall into conflict, and just as in the real-world, simplifying that problem into good-vs-evil is not sufficient.
I firmly believe that the character of our virtual worlds is going to matter immensely over the coming decades, as they become more and more merged with regular life, and we spend more and more time in them. Indeed, I believe they represent our future as a species, and their character thus far has been excruciatingly focused on violence. I don’t believe that is our decided destiny, we can choose to create another option. There are much more interesting worlds for us to occupy, that let us achieve higher ideals. With our little project here, we hope to create a demonstration of that, and to grow that idea. And most of all, to welcome in supporters of that movement, the players, who are also the contributors.
The Missing Piece of Education
Taking this approach to our games opens up a huge opportunity: applying games to education. I believe the education system, especially in America, is in vast need when it comes to preparing students for the future. It’s saddled to an outdated system training students for an era that no longer exists in the present, let alone for the future they will enter. Specifically, education still focuses primarily on the acquisition and demonstration of knowledge, but we live in a world where knowledge is ubiquitous: anyone can learn virtually anything they want from anywhere.
The more valuable role of education is inspiration, context, application, meaning. Giving you reason to care, and a community to care with. While there are many incredibly passionate teachers who understand and give this to their students, the underlying educational system doesn’t value that, instead relying on the pressure of tests to ensure learning, upon which their future success rests.
Enter video games, which are the opposite: they are motivation-machines, shared worlds of achievement where players are inspired and self-driven. Unlike homework, game players do not need to be compelled to play a game with external consequences, games are their own motivation. They are natural use-cases of the ‘Four C’s’ of what’s needed in contemporary education: Critical thinking, Creativity, Collaboration, and Communication.
I believe the integration of games into education is a major part of the answer to the problems education faces. Games answer the question of ‘why do I need to learn this’, by providing shared, collaborative worlds where the skills they learn are needed to succeed. Rather than providing raw knowledge, they provide a need for that knowledge, and the resources the existing education system provides them to retrieve it (teachers, books, the internet) suddenly become essential and relevant to their lives, and thus interesting and desired. Knowledge is infinitely more useful to person when it is pulled than when it is pushed.
And so with Eco and our future titles we aim to provide this platform for education. This year we are focusing on building extensions to the game that make it work seamlessly in a classroom, taking care of hosting, billing, world management, curriculum generation, teacher dashboards, and more. We will begin pilot testing of this later this year, and will be calling on our community to help find teachers who can join us in this project. We believe this will provide a needed and underserved value to the education system, with the potential over the long term to start changing ideas about how we prepare students for the future.
A Shared Movement
And that’s where the community comes in, as supporters of this movement and new approach to education, we can’t do it without you. The support we have received from our growing community thus far has been phenomenal, and we’re just at the beginning. If we succeed, it will be because of those that supported us from the beginning, and saw the potential and far reaching impact that can come from games with purpose.
It’s going to be a busy year for us at Strange Loop, and it’s great to have you along for the ride with us.
We have released patch 0.8.1.1 with the following fixes and improvements:
Fixes
Fixed elevators to be usable again.
Fixed allocate and tax in the treasury.
Mint now performs a single check and single action record per Mint operation (previously it was for every single item in request, for 1000 items - 1000 checks and inserts). It greatly improves Mint speed if Mint limiting law is active and also reduces DB size (in any case).
Changed logic of Mint operation. Now it completely aborts Mint operation if you don't pass a law instead of partially execute it (i.e. you have limit of 100 items per day, minted 50 items and try another 100. Old behavior: 50 will be minted + error message. New behavior: operation rejected + error message with corresponding law statement).
To prevent extra queries law statement logic changed. Now it counts Mint actions before user action, but also added Current Action Count numeric value. So you can rewrite law as current action count + mint actions count < 101 to have the same effect. Actually buy and sell actions already worked this way, so it brings Mint action in line. Also now you can use Current Action Count with Buy and Sell actions.
Fixed several potential crashes
Update: We became aware that there is still an issue with the elevator and are going to fix it as soon as possible. We are sorry.
We have released update 0.8.1.0 with the following fixes and improvements:
Additions:
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) CreateAccount (name(optional)) DeleteAccount (accountID) SetAccountOwner (accountID, userID)
Performance:
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.
Improvements:
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.
Bugs fixed:
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.
We have released patch 0.8.0.7 with the following fixes and improvements:
Fixes: * Fixes memory leak that was crashing servers * Fixes Sweeping hands talent * Water pumps now migrate to mechanical pumps * Fixed skill level update in skill level UI on level up * Fix repair cost display for repair table * Fix crash with transfers
We have released patch 0.8.0.6 with the following fixes and improvements:
Features * Added new GI quality setting levels.
Localization * Revised existing localized strings * Added localization to species Yield and Capacity * Fixed registrar localization category filter failure
Gameplay * Compost now has a tooltip in the water filter UI. * Trashed compostables will now turn into compost. * 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.
Skills * 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
Vehicles * 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
Economy * 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.
Server Webpage * 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
Other Fixes * 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
This update includes parts of the planned performance fixed for Update 8.1.
There is a known issue with a memory leak on servers, which will be fixed later this day with patch 0.8.0.7.
We have released patch 0.8.0.4 with the following fixes and improvements:
Fixes:
Fixed zero tax display in transfer UI.
Fixed world leader removal from treasury bank account
"Your currency" law clause now counts all funds on all accounts!
Optimized rubble.
Fixed initial currency setup from server default currency
Fixed issue with non-withdrawing funds during trade when total tax (seller + buyer) is greater than buyer funds.
Fixed currency dropdown indexing (from master) => results in working /leader command and some minor stuff
Fixed black screen on first login
Fixed steam tractor exceptions when it moved with no driver
Starting with this version, we ship a 32-bit version of the EcoServer.exe which is used by default for singleplayer worlds, greatly reducing memory consumption.
After many long months of work, Eco 8.0 is released! We’ve got a ton of new stuff in this update, resulting in a very different feel to the game overall.
New World Generation
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.
I 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.
New Plants
Trees: Palms, Redwoods, Ceiba
Grasslands: Big Bluestem, Switchgrass, Sunflower, Pumpkin
Rainforest: Papaya, Taro, Orchid, Heliconia, Pineapple, Lattice Mushroom, Bolete Mushroom, Cookeina Mushroom, Filmy Fern, King Fern
New Animals
Mule Deer
Mountain Goat
Bighorn Sheep
New Skill system
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.
Banks
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
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.
Sewage
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.
General
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, and --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.
Graphics
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.
Gameplay
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.
Bug Fixes:
This list includes all notable bugfixes since the start of development for 8.0.
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.
Fixed ping to server behind a NAT.
Next up for the developers is a focus on performance and polish in Eco 8.1, which will arrive in March (date TBD). After that is Eco 9.0, the Laws and Government update, which will add constitutions to the game and many other new features. Look forward to more details on that to come.
And next week I’ll be describing our long-term goals and plans in an article ‘The Eco Movement’.
We have released patch 0.8.0.2 with the following fixes and improvements:
Fixes:
tweaking for view distance and chunk loading
fixed completed tutorials list layout
fixed "?" as balance string in treasury
fixed DefaultWorld to one with valid Citizenship law
fixed dead-lock with steel (when pump was needed for steel and steel needed for pump)
Improvements:
graceful shutdown for Windows servers. If you close it (Alt+F4 or with close button) then it will try to save state (Windows will only provide 5-10 seconds for that) or you can configure your software to send Ctrl+C to console app and configure own timeout for shutdown.
added ping retries if for some reason ping was last for first attempt