Hello Citizens, today is the day - we are finally launching Eco 10 for you to play! Our team has put together a massive upgrade for the game, making this the biggest Update we ever made. And due to the introduction of settlements, it's also the one with the most changes to and impact on gameplay - making Eco even more interesting and collaboration focused!
What you really want to hear about, though, is probably boats - so after a quick summary for all those of you that prefer to play it right away, let's get directly into what is new.
Release Summary:
Boats & Coastal Construction – Boats have finally come to Eco! Discover the seas on six distinct boats with different purposes and build your ports with new, harbour-themed blocks!
Towns, Countries & Federations – Instead of one global government, you are now progressively creating settlements - from a small town, over a great country to a federation of mankind. The government system is now fully tied into the core gameplay and brings collaboration to the next level!
Culture – Create stunning pictures, accumulate culture in your settlements to expand their influence and gain new lands to claim, work together to annex settlements that pose a threat to the wellbeing of the planet and display your cultural achievements to everyone.
New Avatars and Face Tracking – Avatars and the character creator were fully revamped, offering you much more possibilities to style them to your liking. Additionally you can turn on your webcam to animate your avatar with facial expressions and your hands. Combined with lipsynching, you can interact with other citizens like never before!
Render to Horizon – With the upgraded lodding system you can now configure your world to display to the horizon, showing the curvature of the world and giving you a sense of its grandeur!
And now, let's go into the details:
Boats & Coastal Construction
Discover the worlds of Eco on water for the first time
Build a Canoe to quickly travel around on your own or craft a Large Canoe to take a friend with you
Use the Wooden Transport Boat to transport goods and trade on different continents
Get yourself a Fishing Trawler and become a deep sea fisher
Transport two trucks with a Wooden Barge or even up to four with an Industrial Barge
Building in deep oceans is no longer possible, gone are the days of continent spanning bridges
Swimming in deep ocean is extremely exhaustive - if you run out of calories you will drown and wake up at the shore
Added new forms centered around docks to the hewn log blocksets to build your ports - or anything else you find them suitable for
Added two mooring posts on land and two buoys on sea that you can lash your boats to
Added five decorations fitting the nautical theme - Life Preserver, Ships Wheel, Hanging Buoys, Glass Buoys and Fish Rack
Towns, Countries & Federations
Players now start the game by claiming a Homestead somewhere on the world
Players can join together to found Towns, Countries and even Federations
Each settlement has their own claim stakes to create new deeds and claim papers to expand them
Each of these settlement ejects influence, a circular area in which their claim papers and stakes can be used
The influence of a settlement can be expanded through increasing the settlement's culture
Laws of a settlement are only valid within its influence respectively for its own citizens - no more global government by default
Settlements can make immigration policies to decide who can join them
Settlements of higher tiers can annex other settlement through a difficult process
Culture
Create stunning in-game pictures and images by using the easel or one of multiple cameras
Use the printing press to upload your own images onto the server
Make museums and show your pictures off in a multitude of frames
Collect reputation for your pictures and help your settlement increase its influence
A new creation flow to make your own avatar - saved between play sessions
Customize your avatar with many new options and outfit it with many new clothing items
Build a dresser and change your outfit on the server you currently are playing on
Support for facetracking, calibrate with your webcam and animate your avatars to show your own facial expressions and hand movements
Balancing & Techtree Expansion
Improved world generation, ores will now generate in veins and plants spawn in localized clusters
Rebalanced research papers and upgrade modules to require specialty investments
Revamped power generation and consumption - the power network now properly prioritizes efficient power generators
Changed the Steam Engine to provide mechanical power instead of electrical and notably reduced the amount of mechanical power that the Water Wheel and the Windmill generate
Added the Industrial Generator for late game power generation
Improved Stone Roads - they now fully support form fill types like their asphalt counterpart
Improved Shovels - each tier of shovel now can hold an increasing amount of dirt
Rebalanced countless crafting recipes and increased the shelflife of seeds
Added a new plant to the techtree and incorporated it into the lumber recipes - flax
Miscellaneous
Added a "Trust Landlord" option for renting, allowing landlords to freely change property with residents on them, improving Quality of Life for players playing together on shared property
Executive actions now support to target single deeds and allow to change reputation
Reputation now provides for configurable daily limits and a "Speak Well of Other" bonus to incentivize its usage
Settlements now also have a reputation contingent usable via laws and executive actions - reward your citizens for helping your settlement improve its culture
Improved animal pathfinding to be less likely to collide or get stuck
Twitch Extension
To support our amazing streamer community, we've created a unique plugin that will allow viewers to interact with the worlds a streamer plays in!
Viewers can vote in elections (up to a defined percentage of total votes based on settings)
Displays graphs of ecosystem and economy data to analyze the big picture
Shows all relevant info about the server and allows viewers to join based on configurable settings
We’re also starting a Twitch Drop campaign today, so watch Twitch streams to get your Update 10 nautical themed unique items, you can find all information on our website: https://play.eco/twitch-drops
Thanks a ton from all of us at the Strange Loop team for all our old and new Citizens, this release marks our biggest so far, and there’s still lots more to come.
-John K, CEO Strange Loop Games
Important Info for the Update: - Migration from Update 9.7.13 should work in most cases, but incompatible data will be removed in the process, changes to the world generation will not be available and the settlement feature can't be turned on for migrated worlds. - A world created on Update 10 with the settlements feature disabled can only turn it on when there is no civics in the world. Disabling the settlements feature is not possible once it was enabled at any point without restoring a backup from before it was activated.
Good day Eco Citizens, we have a big announcement today: after over a year in the making, Eco 10 will be released on December 12th 2023!
This is our biggest update ever, and will be a huge addition to the game. We’ll have some more blog posts giving details about what’s in it, but today I’m going to give you a look at our new Towns/Countries/Federations system.
Overview of past and coming up blogs: - Boats and Trade - Coastal construction - Face tracking avatars - Photography/painting - New graphical improvements - Expanded tech tree - Twitch plugin - Towns, Countries and Federations (This blog) - Culture
Homesteads
Prior to Eco 10, there was a single global government, and laws and decisions it made affected everyone globally. No longer. With this update, the world starts with no governments, and you must band together with your fellow Citizens to create them.
Each Citizen begins with the ability to create their own homestead. This is essentially a Tier-0 settlement, population 1. It allows a Citizen to claim a small amount of property around them, with no other government’s laws or taxes able to apply them. While this gives you total freedom to do as you wish (pollute up a storm if you like), it comes at a cost, because you’re limited in how much land you can claim. There’s only so much land that can be managed by a singular person.
Every Citizen can run their own independent homestead.
Towns
To take the next step up and start claiming more land and create laws and taxes, a Town must be formed. To do so, you’ll need to find fellow Citizens who wish to create a Town with you, a minimum of 3. You’ll need to build a Town hall on new property to form the center of the Town, and you’ll need to ratify a Town Constitution which the majority of the initial Citizens agree to. From there, you can found your Town with a flourish:
A Town is founded!
Once founded, a Town will carve out an area of Influence, which is a new concept in Eco 10.
Influence
Settlements cast influence into the world, which represents the location where its government applies and where property can be claimed.
Each settlement casts a base level of influence based on its tier (Tier 1: Town, Tier 2: Country, Tier 3 Federation). This influence can be seen on the map and designates where the settlement’s laws and taxes take effect. As Citizens band together and Towns start cropping up around the world, you’ll see pockets of influence with different laws, taxes, and styles of government. Each settlement also maintains a Citizen list, and once you’re a Citizen of a settlement your homestead falls under its influence, and thus you must follow any laws that apply. When two settlements are next to each other, the influences will push against each other, like so:
Towns near each other will compete over influence range, with laws that could be very different between them.
Towns also allow you to claim much more property and start new claims using spawned claim stakes. Citizens joined together are more than the sum of their parts, and the more Citizens a settlement has the more land it can claim. These can be distributed by the Town mayor (or others, depending on how the Town constitution is configured). The caveat is that the additional claims can only be used under the influence of the settlement (however, there are ways of expanding influence further using a new Culture system, which will be described in a coming blog).
New claim stakes for homesteads, towns, countries, and federations. Place one of these to start claiming land under different settlement types.
Countries
Eventually, Towns will start to feel cramped as they reach their max level of influence or push up against neighbor’s influence. The next step, once the required tech tier is reached, Citizens can start a Country.
A Country can be formed when member Towns bond together.
The process of forming a Country is similar to founding a Town, with the difference that instead of requiring a base number of Citizens to start, they require a base number of Towns. This means that in order to form a Country, you must get at least 2 Towns to agree and ratify a Constitution. You additionally must have a minimum amount of Culture to form a Country (see next blog). Getting Citizens agree enough to start a Town is enough of a diplomatic challenge, but getting multiple Towns to agree to form a Country is a huge achievement.
Multiple Towns can ratify a Constitution together to form a Country.
The country has a separate government, which is not part of the member Town’s governments; rather, it lies atop those town governments. Both governments will continue to exist, with their own influence radii, and their laws and taxes only impacting their influenced land. This means that within a Country’s influence, you may have many Towns with different laws, and a set of federal laws/taxes that apply throughout.
The influence of a Country overlaps with the influence of its member Towns, with both Country and Town laws/taxes applying together.
Federations
The final tier of settlements is a Federation, which is akin to a United-Nations-like collection of countries. A Federation must have a minimum of 2 member countries ratify its constitution, and if getting several Towns full of Citizens to agree to form a Country is a huge achievement, getting several Countries, full of Towns full of Citizens to agree requires some superhuman diplomacy.
A Federation is a collection of Countries that has agreed on a constitution binding them.
Once formed, the influence of a Federation can become large enough to cover the entire globe. At this advanced stage of a world, the ability to enforce laws globally may be critical to survival, preventing rogue Towns/countries from polluting and destroying the common resources shared among the many societies of the planet.
However, for those settlements that just won’t listen to reason, there is a way to enforce agreement once diplomacy fails.
Annexation
A higher-tier settlement can annex a lower-tier settlement, meaning force it to become a member Citizen or settlement. Homesteads can also be annexed, forcing a Citizen to begin abiding by the rules of the settlement who may have been flouting them before.
Annexation does not come cheap, however. To do so a settlement must have a base level of Culture, plus more Culture than the target, more citizens, and must overlap the influence of the target by a significant amount. Additionally, a cost of goods must be paid to perform the annexation, with half of these goods going to the annexed settlement, and the other half being destroyed. In this way, annexation is always going to be more costly than arriving at a diplomatic solution, but sometimes necessary when diplomacy fails.
Rogue settlements can be forced to cooperate through the process of Annexation.
Federations can also annex fellow Federations, meaning there is no top of the pyramid where you’re totally safe from annexation. And abandoned homestead or towns are very easy to annex, making it easier to collect and reapply resources from Citizens that haven’t been playing.
As a defense against annexation, settlements can increase their culture, making it harder for them to be annexed. A future blog will explain how culture works in detail, but the short of it is that Citizen creativity has a place in civilization now.
Coming 12-12!
Super excited to get this update out to everyone and see all the dynamics play out with the other new features of 10. For example, boats can make the value of an isolated island town high as it becomes a trading hub, but perhaps applies a harsh tax, triggering annexation pressure from neighbors looking to drop taxes.
Also exciting is that this update will bring government features to a much wider set of Citizens: now you can start a Town with just three people, making each Citizen potentially a major part in the decision making process of the Town, drawing them into global affairs among Countries and Federations as the world grows.
More updates coming soon. Thanks all and can’t wait to share it with you.
Coming soon to Eco 10: ports! With the introduction of Boats, coastal infrastructure will be crucial to opening up trade and travel between continents. We’ve added lots of new block types you can place directly on water like docks, and other decorative elements to give you that nautical appeal.
Port towns will be very important to the overall economy, and become hubs of trade as resources pass through them between land and sea, connecting far-flung towns with the resources they need from the other side of the world.
Overview of past and coming up blogs: - Boats and Trade - Coastal construction (This blog) - New avatars - Face tracking avatars - Photography/painting - New graphical improvements - Expanded tech tree - Twitch plugin - Towns, Countries, and Federations - Culture
Coastal Construction in Eco 10
Docks
Original concept art for hewn log docks
We've created a set of dock-specific forms in the Hewn Log blocksets. These specialized blocks were designed for building and expanding your coastal creations, but we aren't going to judge you if you find other creative uses for them.
We’ve also made blocks have much more detail in their close LODs, and we’re going to retrofit all our old blocks to do this as well. This will give us the ability to create more interesting building pieces for you to create with.
As we add more forms to blocksets, we will be looking at ways to improve the UI and UX of form selection. Please feel free to leave feedback related to this, we plan to be giving a lot more time to blocks in future updates.
Buoys
Moorage Posts can be added to your docks so they are locked in and can’t drift away. These can be crafted from both wood and steel.
Wood Mooring Post
Steel Mooring Post
We’ve introduced two floating buoys that can be placed in the water and used for navigation, additionally these can be used like the moorage posts to stop your boats drifting away.
Steel Buoy
Plastic Buoy
Nautical Decorations
We have also added a series of decorative, nautically themed objects to dress up your coastal areas.
Life Preserver
Ships Wheel
Hanging Buoys
Glass Buoys
Fish Rack
Stay tuned for more updates as we continue to explore upcoming features for Update 10. If you have thoughts, questions, or stories to share, connect with us through our Discord channel. We're eager to see the coastal constructions you'll create in the Eco 10 update.
Hello Eco Citizens, big news: the long-awaited Eco 10 update is finally in playtests!
We've added a ton of features (over a full year's worth of work), and we're introducing a lot of brand new systems as well as lots of polish. Release date is currently 'when it's ready', but goal is well-before the end of the year. With all the new additions, we want to adequately test it with large groups to make sure they're balanced.
So over the coming weeks we're going to be doing blog posts on all the new things to expect. Here's the agenda:
- Boats and Trade (This blog) - Coastal construction - New avatars - Face tracking avatars - Photography/painting - New graphical improvements - Expanded tech tree - Twitch plugin - Towns, Countries, and Federations - Culture
We’ll kick it off with the first blog on Boats!
Boats and Trade in Eco 10
One of our most anticipated additions, and for good reason! Boats will not only introduce a whole new way of getting around the world, but will introduce the need for new trade gameplay, as its combined with our resource-spawning upgrades also shipping in 10.
Isolated Resources
With Eco 10 we’ve totally changed how plants and resources spawn. Previously, they were pretty spread out all over the map: if a plant could grow somewhere, it would. No longer, now things will spawn in clusters around the map, which may be just a few spaces, or even one.
As visualized on the screenshot above, clusters are representative of an area where plants are allowed to populate on the initial world generation, these contain the individual groups of plants and as the red indicates, this is the distance limitations between each group inside the cluster.
We now have the ability (as do you players since these are all set inside the individual plant) to add more dynamic restrictions and scarcity of each plant species on a whole new level then what was technically possible in previous iterations.
This means that there may be resources that are native to a specific island or on the other side of the world, and to get access you’ll need to build trade ships and sail to distant locales. And these islands will certainly lack resources from the mainland, so you’ll have much to offer in trade.
Combined with the new Towns and Countries system, very interesting things can happen. A town might gain exclusive access to a resource, like oil or gold, or a rare plant that’s needed for research. That resource is then beholden to the laws of the town, and the town can wield a lot of trading power in the wider world. You see this in real life in places like oil-rich countries, the scarcity of a resource can greatly impact the cultural fabric of the societies built atop them. Really looking forward to seeing how this all plays out.
And connecting them all are a progressive series of boats, here’s the line up of what you’ll be able to sail the seven seas of Eco with:
Small canoes are the carts of the oceans, allowing you to transport a medium amount of goods while you discover the oceans of Eco. They are the first type of boats available to you.
The large canoe is an upgrade to the small canoe, holding more storage and allowing two players to go on a journey together.
Wooden transport ships have the storage capacity of a truck with decent speed and are very suitable for transportation purposes.
The Wooden Barge can hold up to two trucks and is very useful to transport your goods from one island to the other.
With the introduction of the Medium Fishing Trawler you will be able to fish comfortably and directly on the oceans.
The Industrial Barge is an upgrade to the Wooden Barge and our currently biggest ship, it can carry up to four trucks at once.
To make boats more useful, we’ve introduced limits to swimming as well. You can now ‘drown’ and wake up exhausted on the shore if you run out of calories while swimming, and swimming itself will expend calories.
This means no more swimming across continents (and you can’t eat while swimming, you would get a stomach ache as everyone knows). This will make boats and coastal port towns very important to global advancement, as they may be the only route to circulate an important resource to the rest of the world. Note that this can be disabled, like all new systems we will add, so players can configure the world their community wants to play in.
Stay tuned for more updates as we build up towards launch, and feel free to drop us a line in the discord!
Hey Citizens, we've just released Update 9.7.13 to address the following issues:
Civics:
Added: A limit of 5000 characters for election speeches was added to prevent errors in the server log for too long text.
Fixed: Triggering a law that records a custom stat with a name length of less than three characters would disconnect the client from the server.
Fixed: As a landlord, changing the bank account a rent goes to had no effect until the renter left residency and rented it again.
Fixed: An issue with specific laws that caused the boot time of the server to become extremely long.
Art & Effects:
Fixed: Texture and highlight for urchin plants were not displayed correctly.
Fixed: Sound effects were not playing when moving through plants.
Fixed: Harvest animations were not playing for plants.
Fixed: Trees did not have wind animations.
Gameplay:
Fixed: Debris and plants were not slowing down players and vehicles as intended.
Interaction:
Fixed: Several issues with tree trunk physics that could have a multitude of potential negative effects, from them falling underground to catapulting players to space.
Fixed: An issue that in specific circumstances could lead to the creation of untargetable ghost rubbles.
Fixed: The interaction area for papaya plants was too small.
UI:
Fixed: In specific circumstances food items in storages would not show or show a wrong shelf life bar until they were moved around.
Server:
Fixed: A cause for vehicles teleporting across the world was identified and fixed.
Updated: ModKit.eco.template was updated.
Miscellaneous:
Fixed: Players that had specific special characters in their name would get a unity crash when joining a world.
Fixed: Crafting and repairing items did not work when a player with a single-letter name existed in the world.
Fixed: Debris and some plants could get rendered at a position they don't exist, leading to invisible debris and plants at the place they actually exist and untargetable debris and plants at the place they pretended to exist.
Hey Citizens, Update 9.7.12 is now available to address the interaction and physics problems that started to appear after our last update.
As an immediate response, this night we already had replaced Update 9.7.11 with a newer build to prevent the issue from appearing on yet unaffected worlds. Unfortunately that also had the drawback of causing a bit of confusion, as servers had to be updated to the new build without it having a new main version. This update should fix the issue on already affected worlds and restore version continuity.
The root cause for the issue in Update 9.7.11 was a bug that allowed certain objects (rubble, logs, trunks, vehicles, etc.) to drop into invalid, largely negative positions. Only once that actually occured the physics engine malfunctioned, leading to the issues you were experiencing, which is why not everyone was affected and the reports on the problems appeared unusually late. This update removes any objects with such positions.
Additionally the following issues have been addressed:
Fixed: Notifications for changed votes weren't sent globally as intended.
Fixed: It was possible for players being unable to exit vehicles that got stuck, but didn't fall over.
We wish to thank you for your patience and sincerely apologize for the inconvenience caused.
Dear Eco Citizens, we're happy to announce that Update 9.7.10, the last part of our 9.7 Performance Update series, is now available.
In the coming days after the easter holidays we plan to make an early development version of Update 10 available for public testing on the playtest branch. Please note that the official playtest on official server White Tiger will start independently from that a bit later and that this branch may be updated very frequently, up to several times a day. The branch will not guarantee migration yet, neither from prior versions nor between playtest versions. All further information about the playtest will be available on our official discord: https://discord.gg/eco.
We're sorry for the slight delay. Good luck on your egg hunts and please find the changelog below:
Optimization - Client
Improved: Optimized plant rendering, making plants faster to appear and more lightweight for the engine.
Improved: Heavily optimized the minimap, also addressing several issues with and caused by it.
Improved: Several optimizations for chunk, network and view updates - removing duplicate and unnecessary updates, reducing and optimizing sent data.
Fixed: An issue that caused micro-freezes on harvesting plants.
Optimization - Server
Improved: The amount of notifications sent was vastly decreased by accumulating notifications where possible, removing unnecessary notifications and displaying notifications only to affected players where they are not relevant for anyone else.
Improved: Mod file uploads have been limited to one at the same time per user to prevent overwhelming the network. Additionally a configurable limit for how many players can be served with mod downloads at the same time has been added.
Improved: Property updates are now sent via broadcasting to all relevant clients in the same network packet instead of having a separate one for every relevant client.
Improved: Small optimizations for the login queue.
Icons
The way to display icons without background has changed, it is no longer possible to use lowercase identifiers to achieve this. Instead, the code for icons now has a parameter type="nobg" that can be added to make the icon have no background. Additionally, icons without background do no longer show a border.
For example, <icon name=SawmillItem" type="nobg"> on a sign will create this:
Avatar
Fixed: The land claim stake was displaying as a untextured white object on the avatar.
Fixed: The avatar would hold an arrow in its hand when the player went to sleep while having a bow selected.
Fixed: Removing a tool from the hotbar that exists a second time in the hotbar as currently selected tool led to the avatar showing its hands as empty, despite the selected tool still existing.
Civics
Improved: Civic name length limit was increased.
Fixed: Revised civics would not correctly remove the addition of "Revision" after passing when the law name was too long.
Fixed: Old civics that were revised would get multiple "Old" added to their names instead of just a single one and a number.
Fixed: Some contract clauses would become invalid in repeatable contracts after it was accepted the first time, preventing players from accepting it several times as intended.
Fixed: Contracts could show up with missing description and all entries invalid on contract boards.
Fixed: Performing specific actions when creating a contract with nested clauses could lead to a client crash.
Fixed: Repeatable contracts could disappear until a server restart after it was completed for the first time.
Fixed: Not repeatable contracts would sometimes still be displayed on the contract board despite they were already accepted.
Economy
Fixed: Trading with a store which had set a bank account that was deleted in the meanwhile led to a client crash.
Fixed: When claiming new land for a deed, the bank account of any stores on the deed was reverted to the one of the owner of the deed.
Fixed: Stores owned by an elected title reverted to barter mode and turned off after changes were made to the owning elected title.
Fixed: Deeds for sale on a real estate desk were not removed when the deed was deleted.
Fixed: Deeds listed on a real estate desk were removed when the deed was owned by a title and there were changes to the holders of the title.
UI
Improved: Trees on the edge of the minimap now disappear smoothly.
Fixed: After opening the chat while the map is in full screen mode, the map could no longer be closed with the "ESC" button.
Fixed: Text in store tooltips could overlap for long item names.
Fixed: Hovering over the amount of people with a specific level of a profession in the skill UI would not show a tooltip.
Fixed: Several tools were not showing their descriptions.
Fixed: Players were receiving a hint to switch their residency to a deed with allegedly more housing value than their current residence, despite that not being true.
Fixed: The soil sampler could show wrong info on growth times when growth rates were changed in the configs.
Fixed: Food items would sometimes not accurately show the spoilage level until moved.
Fixed: Property layer on minimap was not activated by default as intended.
Fixed: Shadow placement preview could show objects with wrong colorization.
Fixed: The popup that appeared when being kicked from the server due to inactivity showed buttons to report a bug.
Fixed: Under rare circumstances it was possible that the map on the Web UI was no longer displayed permanently after a server restart.
ModKit
Added: A way to define food items as not spoiling. (Thanks to nid)
Added: An option to toggle a vehicle's world object state while driving.
Improved: Expanded availability of marked up usernames. (Thanks to nid)
Balance
Changed: Harvest yield of kelp was increased by 1.
Fixed: Harvesting kelp was not affected by the gathering skill.
Miscellaneous
Improved: The camera for cart driving was adjusted to remedy a possible motion sickness cause.
Improved: Carts do no longer collide with animals.
Fixed: The "Clear Vegetation" tutorial could sometimes not be completed.
Fixed: Some animal species, like alligators, tended to die out quickly after server setup.
Fixed: Food items would sometimes not turn into rotten food despite the remaining shelf life being 0%.
Fixed: Under specific circumstances it was possible to interact with world objects through walls and windows.
Fixed: Players were unable to leave their vehicle when it fell over and turned upside down.
Fixed: When using specific mods it was possible that food items picked up did not start with a shelf life of 100%.
Fixed: Plants would sometimes not show fruits, despite being fully mature.
Fixed: Some dolphin can be mounted again, also fixing an issue that could lead to players being unable to join an very old migrated worlds.
Server & Configs
Added: Command /network setpassword to set or remove a server password during runtime.
Fixed: Normally unobtainable settlement objects in a savegame would crash the server.
Fixed: Players trading with shop carts caused unnecessary warnings in the server log.
Fixed: The command /land remove removed all blocks but the specified blocks instead of the other way round as intended.
Fixed: Players sometimes could get stuck at downloading mods.
ModKit.eco
Added: "MaxNumberOfDownloadRequests" config variable, defining the number of players that can be served mods at the same time - defaults to 10.
Hey Citizens, we're releasing Update 9.7.9 to mainly address a memory issue with servers:
Civics:
Fixed: Contracts would show an accept button for the creator if they were an admin and cause errors when the payment clause was used.
Fixed: Custom Stats containing absurdly high numbers could lead to the server no longer booting.
Server:
Fixed: Wrong initialization order that in specific circumstances could lead to the server no longer booting.
Fixed: Issues with memory allocation and garbage collection, especially on AMD CPUs with many cores and a tighter memory budget, that could lead to major lags and server crashes.
Miscellaneous:
Improved: Clarified description for "GrowthRateModifier" server setting. (Note: There is a known issue with the soil sampler showing incorrect growth times, this will be fixed in Performance Update 3.)
Fixed: Removed rooms were never truly removed from their deeds, using unnecessary memory.