Update 14.2 released! Economic Statistics & Improved Store Functionality!

Posted on October 8th, 2026 06:45 AM EST

Hello Eco Citizens,
we're happy to announce the release of Update 14.2, a minor update introducing a number of frequently requested improvements for stores as well as new and improved economic data views. Migration for Update 14.1 worlds is fully supported.

Economic Statistics

In this Update we have completely reworked the transaction history for bank accounts that is now no longer limited to the last 50 entries, but allows to view all of them. You can select the currency you want to see transactions for, search the descriptions of the transactions and filter them by type or timeframe:

You can also view some aggregated data for the selected currency and timeframe, for example general data like the amount of transactions, average change in balance per day and taxes paid as well as where transactions came from or went to:

There is also a graph showing the development of the balance on your bank account:

Completely new is the shop view that allows you to view all transactions made through one or multiple selected stores you own - offering history and graph panels with similar functionality to the transaction view, but also it's own stats view. The latter shows you the total amount of sales, the average value of a transaction, the total number of items sold and who buys and sells the most as well as which items create the most revenue and expenses:

Lastly, we added a market overview that allows you to check some data about selected items for a selected currency, for example the total amount of items traded and what value those transactions had as well as the market share for that item when it comes to buying and selling:

Note: Economic data for the new views is collected and saved separately from other game systems, you will hence only see the views filling after playing on the new update - data is not generated retroactively. The data shown in the screenshots above is randomly generated and only serves presentation purposes.

Release Notes
Animals
  • Fixed: Animal pathfinding wasn't updated correctly when blocks were placed or picked up.

  • Fixed: Animals simulated by a different player could appear at the wrong position or teleport when that player was on the other side of the world wrap.

  • Fixed: Animal herds did not recognise the player controlling them, leading to control being handed over constantly and herds potentially despawning while a player was still watching them.

  • Fixed: Animals near the world wrap could jump to a wrong position.

  • Fixed: Fish sometimes appeared flying on land, waiting for their next step in evolution.

Balance
  • Changed: The level up to which Heavy Mineral Pollution cleans itself naturally was increased from 1 to 5, and for Chemical Pollution from 0.3 to 1. (Requires adjusting EcoSim.eco configuration file)

  • Changed: Polluting substances transported in a vehicle now only pollute once the vehicle has been parked for at least 10 minutes on the same claim, so driving it to dump or sorting facility no longer pollutes every claim along the road.

  • Removed: Crushed Coal Recipe no longer generates Mixed Rock as garbage.

Civics
  • Added: Taxes created by laws can be given a name that is displayed on every payment they cause, allowing citizens to see exactly how much they paid for a specific tax and enabling settlements to follow what revenue each tax generates. Taxes sharing a name are counted together, so amending or replacing a law keeps its history.

  • Changed: A property crisis now only starts if the missing amount of claim papers and stakes cannot be requisitioned from the settlement's own storage pool, storages on the settlement's foundation deed and from storages on deeds owned by the mayor title or the mayor itself. If the amount of claim papers and stakes in these locations is sufficient to avoid a property crisis, they are requisitioned without a property crisis ever starting. (Thanks to @weylint)

  • Changed: The priority order used when resolving a property crisis was adjusted to make more sense and better protect cultural deeds. (Thanks to @weylint)

  • Fixed: Settlements could declare a property crisis despite still controlling claim papers and stakes. (Thanks to @weylint)

  • Fixed: Resolving a property crisis could destroy claim papers and stakes from different settlements located in the affected settlement. (Thanks to @weylint)

  • Fixed: Resolving a property crisis could unclaim deeds despite there still being unused claim papers and stakes available. (Thanks to @weylint)

  • Fixed: Resolving a property crisis could erroneously requisition all claim papers and stakes from and und unclaim all deeds of the first target despite that target not being due to for that according to the priority order. (Thanks to @weylint)

  • Fixed: Holders of claim papers and stakes that were requisitioned or deeds that were unclaimed to resolve a property crisis didn't receive the intended notification. (Thanks to @weylint)

  • Fixed: A settlement could report a property crisis having been avoided or resolved, despite that was not the case. (Thanks to @weylint)

  • Fixed: The law condition checking whether a citizen can access a deed was true for every citizen as soon as the deed had at least one accessor.

  • Fixed: A settlement's influence could stay outdated when its cultural property changed while the influence maps were being rebuilt.

  • Improved: When a property crisis starts, holders of claim papers and stakes that will potentially be requisitioned are notified. (Thanks to @weylint)

Economy
  • Added: Stores can now have up to ten tiers of bulk discounts for sale offers, which automatically apply based on the amount of items in the buyer's shopping cart and are displayed both on the offer and in the Economy Viewer.

  • Added: Stores can now be configured to retain a minimum balance on their assigned bank account, refusing purchases when it is lower than the configured amount or a purchase would take it below.

  • Added: Store buy offers can now treat their limit as a buy quota instead of a stock target. A stock target keeps buying whenever the amount of a good stored in linked storages falls below the configured amount, while a quota represents an amount to be purchased only a single time.

  • Changed: New trade offers now start with no price instead of a placeholder one. An unpriced offer shows "No Price Set", can't be traded and doesn't appear in the Economy Viewer until the store owner sets a price.

  • Changed: The limit on a buy offer now does what it suggests. Setting 0 means nothing is bought and setting infinite means any amount is bought. Existing buy offers set to 0 are migrated to infinite on world load, keeping stores exactly as they functioned before this Update.

  • Changed: The limit on a sale offer now represents the amount held back from sale. Setting 0 means nothing is held back and setting infinite means everything is held back, allowing a store owner to pause an offer without needing to delete it and consequently losing its setup.

  • Changed: Minting new currency is now recorded as its own transfer type in the account history instead of being recorded as an untyped transfer.

  • Improved: Account transactions now record their cause (the deed, store or work order involved), any items traded and, for taxes, the name of the tax and the settlement levying it - all visible in the account history window.

Gameplay
  • Changed: The "Tailoring" specialty is now part of the "Hunter" profession, the "Tailor" profession has been removed.

  • Changed: Ground pollution from a storage that spans several plots is now split between those plots in proportion to its footprint, instead of all pollution being attributed to the plot under its center.

  • Changed: Trees now fall towards the side they were first hit on instead of away from the player who felled them. Avatars hit by a falling tree might suffer a bit of a headache ...

  • Fixed: Several issues related to storage links, especially in regard to outdated links of vehicles.

  • Fixed: Calories consumed while running or swimming differed depending on the frame rate.

  • Fixed: Swimming consumed calories in chunks and with a significant delay, which made it hard to attribute the calorie cost to the correct activity.

  • Fixed: Wading in shallow water with the avatar's head above the water surface consumed calories as if the avatar was swimming.

  • Fixed: Shredding or salvaging items producing garbage that already is a residual (Compost, Bio Residue, Tailings, Chemical Pollutant) turned the share lost to inefficiency into Trash, effectively turning compost into a pollutant and tailings out polluting and tailings ended up as plain soil pollution.

  • Fixed: Food and other unique items only filled a stack up to their base stack size, leaving the extra capacity in storages with a stack multiplier (like Iceboxes, Refrigerators and Silos) unused.

  • Improved: When a crafting table deposits food into a storage, the stacks of that food that have aged past fresh for dinner parties are merged together, so a storage holds at most one fresh stack and one aged stack per food instead of multiple stacks for every freshness window.

  • Improved: When no stack that matching the condition of a food item has room for more items, that food item will now merge with the stack closest to its condition instead of an arbitrary one.

  • Improved: Felled trees and logs now feel heavier - they do no longer bounce, barely roll and shake the camera of nearby players when they hit the ground.

Interaction
  • Changed: The bank account for a store can now changed by everyone with full access instead of only the owner itself, allowing members of a title that owns the deed a store is located on to do so.

  • Fixed: In specific circumstances, plants could not be targeted after logging in or travelling far across the world wrap.

  • Fixed: Moving a world object with the hammer into a position that overlaps with its original position didn't work consistently.

  • Fixed: Moving an already founded settlement foundation with the hammer across the world wrap was refused as being too far from its original position.

  • Fixed: Picking up objects that have pipe connections could leave an invisible block behind.

  • Fixed: When placing an object against the side of a block near the world wrap, the placement preview could be shifted by one block.

  • Fixed: The "Max" button in the store ui could fill in a value that exceeds the carry capacity of the player and didn't recalculate the available storage space after a transaction was made, hence filling in the same quantity for repeat purchases. (Thanks to @primo4e)

  • Fixed: The "Max" button in the store ui would fill in zero or an unexpectedly low amount when a linked storage (like a cart) already contained some items, treating those as if they were part of the transaction to be conducted. (Thanks to @primo4e)

  • Fixed: Shift-clicking items from the inventory didn't work in the interface of Claim Stakes, Recyclers, Settlement Foundations and Vehicle Attachments.

  • Fixed: The interface of a vehicle could close immediately when opened near the world wrap.

  • Fixed: Collision with logs and rubble could propel the avatar into space.

  • Fixed: Logs could jump in place when they were sliced on the ground.

  • Fixed: The "Dance", "Kneel", "Lie" and "Sit" emotes no longer stop after playing a single time.

  • Fixed: An error stating "Too far to do that" was sometimes displayed despite the player not having actively interacted with anything.

  • Fixed: The "On / Off" button in stores was displayed to players that weren't able to use it.

  • Fixed: Selecting or deselecting the developer tool did not update the permissions in an interface until it was reopened.

  • Fixed: Eating modded food with a missing bite sequence could break vehicle mounting, potentially leaving the player stuck.

  • Improved: Players that are sole residents of a deed are now able to purchase from stores on that deed, no longer seeing the store interface as the owner of the store would but without being able to change anything.

Performance
  • Fixed: Memory usage on the client could keep growing during long play sessions due to memory allocations for temporary visuals never being released.

  • Fixed: Memory usage on the client could steadily grow for the rest of a play session once a single cleanup message to the server got lost.

  • Fixed: Memory usage on the client could grow after each disconnect from and reconnect to a server.

  • Improved: The client now uses significantly less memory while terrain streams in and out, especially noticable when playing with a large view distance, teleporting or travelling at fast speeds.

  • Improved: The client and the server no longer reserve extra memory after large bursts of network traffic.

  • Improved: The client's memory use no longer grows over long sessions due to accumulating chat and notification history. Only the latest 500 notifications and the latest 1000 chat messages will be kept loaded, older chat messages will load on demand when scrolling towards them.

  • Improved: Joining a server with a long notification history is now faster.

UI
  • Added: Bank accounts can now be reordered on their overview in the Economy Viewer, with the first account becoming the default of every bank account selector (for crafting tables, deed sales, exchanges, repairs, stores and transfers). The set order is saved across play sessions.

  • Fixed: A "For Sale" tag could appear on objects that were not for sale.

  • Fixed: The buttons "On / Off" and "Take Ownership" in the interface of a world object could stop working until the client was reconnected to the server.

  • Fixed: Opening a world object's interface after leaving the wider area it is located in and coming back to it could lead to outdated information being displayed until the client was reconnected to the server.

  • Fixed: Editing the price or item of a pickup bounty entry did not update the bounty's summary and storage filter until an entry was added or removed.

  • Fixed: The add, delete and move buttons of an editable list could be missing when a read-only list had been displayed before it was opened.

  • Fixed: The Economy Viewer showed a delete button on accessible bank accounts, despite bank accounts cannot be deleted from there.

  • Fixed: The garbage status of a crafting table could show the wrong block as the next one it would output.

  • Fixed: The damage shown in tool and weapon tooltips did not include tool-use talent bonuses such as "Empower".

  • Fixed: The damage shown in tool and weapon tooltips did not refresh after learning or changing talents.

  • Fixed: The background icons of storage slots signalling what items a slot accepts bled through the icons of stored items when the storage was unlinked.

  • Fixed: After an attempt to drop an item as garbage failed, the inventory could display a black tile instead of the item.

  • Fixed: Minimap icons of moving objects slid across the whole map when the object crossed the world wrap.

  • Fixed: The count of available stars would display misaligned once it exceeded a specific number.

  • Fixed: Some texts showed raw formatting tags such as "<size=110,00%>" in languages that use a decimal comma.

  • Fixed: Percentages could show a missing-character box in some languages, such as French.

  • Improved: The allowed ingredients a work order may use when the recipe needs a tag can now be adjusted with a "customize" link in its tooltip, even if it wasn't customized before the work order was started.

  • Improved: Bank account selectors now remember the account last picked in each window for the rest of the session.

  • Improved: Bank account selection popups now list accounts in the customized order instead of alphabetically.

  • Improved: Pickup bounties in the Economy Viewer now display an icon that when hovered provides information on the price of each individual item stored in the container the bounty is for.

  • Improved: Food items now display if they are considered fresh (and hence qualify for dinner parties) and for how long that is still the case in their tooltip.

  • Improved: A new Ecopedia page "Waste Management" was added and the interfaces of Garbage Sorters and Recyclers as well as a number of garbage and recycling related tooltips now provide better and expanded information.

  • Improved: The Store window can now be resized smaller and its sections take less vertical space.

  • Improved: The multi-selector popup is wider and no longer wraps its entries onto several lines.

  • Improved: The server browser can now list the mods a server has installed through the mod.io integration. Mods installed through different means cannot be displayed. (Thanks to @primo4e)

Visuals
  • Added: Chopping trees and stumps and mining blocks now shows visual progress on their models.

  • Added: Underwater distance fog that hides the edge of the loaded world.

  • Fixed: Distant terrain could cover or show through actual terrain in chunks that were only partly loaded, for example at the loading border or in deep mines.

  • Fixed: Distant terrain was offset by half a block from the actual terrain and shorelines could sit a block too high or too low compared to the actual water.

  • Fixed: Distant terrain disappeared when viewed from below, for example from a tunnel leading out of the loaded area or when being underwater.

  • Fixed: Fish could flicker or spin when they reached their destination.

  • Fixed: Arrows and fishing lures that landed near the world wrap could appear in the wrong place for other players.

  • Fixed: Particle effects could fail to appear near the world wrap.

  • Fixed: Some issues (like "pink bands") on Mac clients caused by a priorly excluded shader.

  • Improved: Distant terrain now has twice the detail on large worlds.

  • Improved: Distant trees now match the height and width of regular trees, sit on the ground instead of floating or sinking and fade out smoothly when the regular tree loads instead of popping in.

  • Improved: Distant water now uses a color closer to regular water.

Miscellaneous
  • Fixed: An issue that caused tools to only display partially and the camera behaving incorrectly after logging in.

  • Fixed: Steam friends playing on a server sometimes weren't detected as being on that server, making it impossible to join them through the Steam friends list.

  • Fixed: Steam didn't offer a "Join Game" option when hosting a freshly created world or attempting to join a server for the first time.

  • Fixed: The server id could display as zeroes in the game menu when playing on a locally hosted world or a world joined directly via IP.

  • Fixed: Several issues with voice chat, improving its general stability.

  • Fixed: Explosives near the world wrap formed wrongly shaped craters and did not drain calories from players or affect objects on the other side of the wrap.

  • Fixed: Rubble and other physics objects located near the world wrap could desynchronize or teleport far away.

  • Improved: Joining a server through the recent server list will now work even when the server id changed, as long as the server ip is still the same.

Server & Configs
  • Added: Performance logging, allowing to better diagnose performance issues.

  • Fixed: Servers with many connected players could freeze for several seconds whenever many objects were created at once.

  • Fixed: Loops in pipe networks could cause every work order on the server to freeze.

  • Fixed: Liquid Tanks being filled and drained at the same time could cause the server to crash.

  • Fixed: The server could fail to start when the save contained items placed on a surface that originated from a mod that had been removed. Those objects are now removed with a warning.

  • Fixed: On servers that hide unrevealed parts of the map with an modification, new players could not see the spawn points and hence not enter the world.

  • Fixed: The selected play time was not passed to the server when hosting a local world.

  • Improved: The periodic civics (law timers, settlement checks) and world simulation (animal populations, plant growth, pollution) updates now run spread out in the background at low priority instead of saturating assigned cpu cores for up to several seconds. If a background job falls behind and hence has to be executed immediately at full speed a warning is printed to the server log.

  • Improved: The tick work in many periodic systems (buffer pollution, ecology layer synchronisation, ground fertility, linked storages, pipe networks, plant spawning and seeding, power grids, rooms and property values, settlement influence, store stock) is now much lighter, especially on large worlds.

  • Improved: Loading or placing electrical and mechanical components no longer compares each one against every other component of the same power type.

  • Improved: The web map now only rebuilds its property list when a property, deed name or owner name changed, instead of on every request.

  • Improved: The admin command "/road" now clears plants, trees and objects within 6 blocks above the road and no longer destroys its own ramps.

Difficulty.eco.template

  • Changed: "MaxSpecialtiesPerCitizen" config variable now defaults to "34", which is the total amount of specialties in the game since the addition of the Recycling specialty.

Economy.eco.template

  • Added: "AccountBalancePrivate" config variable, determining if the balance of a bank account is only visible to citizens with access to it and to holders of an elected title with government banking priviliges in a settlement that has jurisdiction for the bank account - defaults to false.

  • Added: "AccountBalancePrivate" config variable, determining if the account history of a bank account is only visible to citizens with access to it and to holders of an elected title with government banking priviliges in a settlement that has jurisdiction for the bank account - defaults to false.

  • Added: "ShopHistoryPrivate" config variable, determining if the shop history of a shop cart or store is only visible to its owner - defaults to true.

  • Added: "AdminsSeeBalances" config variable, determining if bank account balances are always visible to admins - defaults to true. (Bank balances are hidden behind an admin only tooltip which allows the, to play like a regular user and only access hidden data when deemed necessary.)

  • Added: "AdminsSeeAccountHistories" config variable, determining if bank account histories are always visible to admins - defaults to true. (Bank account histories are hidden behind an admin only buttons which allows them to play like a regular user and only access hidden data when deemed necessary.)

  • Added: "AdminsSeeShopHistories" config variable, determining if shop histories are always visible to admins - defaults to true. (Shop histories are hidden behind an admin only tooltip which allows them to play like a regular user and only access hidden data when deemed necessary.)

  • Added: "AccountAuditors" config variable, storing IDs of players and individual permission flags on if they can always see bank account balances, bank account histories or shop histories without needing to be an admin.

  • Added: "JournalRetentionDays" config variable, determining for how many days economic data for the new economic views should be preserved - defaults to 0, equalling unlimited. Economic data is stored in a file separate from the game database and save files and backed up along with them.

EconomyJournal.eco.template

  • Added: "RetentionDays" config variable, determining for how many days economic data for the new economic views should be preserved - defaults to 0, equalling unlimited. Economic data is stored in a file separate from the game database and save and backed up along with it.

ModKit.eco.template

  • Added: "TrackedCollection" config variable, storing IDs of collections whose contained mods the Mod.io integration keeps installed and up to date.

  • Added: "SkippedMods" config variable, storing IDs of mods that are not kept installed and up to date by the Mod.io integration, despite being contained in a tracked collection.

  • Added: "ModVersions" config variable, storing IDs of mods together with their selected version for mods that offer multiple versions, for purposes of the Mod.io integration.

  • Added: "PinnedMods" config variable, storing IDs of mods that are kept at their installed version and not updated beyond that version by the Mod.io integration.

  • Added: "UpdateCheckIntervalHours" config variable, determining the interval in hours at which the Mod.io integration should check for new updates for tracked mods - defaults to 6.

  • Added: "CheckForUpdatesOnStartup" config variable, determining if the Mod.io integration should check for new updates for tracked mods shortly after the server started - defaults to true.

  • Added: "ModUpdateMode" config variable, determining what the Mod.io integration does when it finds new updates for tracked mods, accepts "Notify" for solely notifying about the updates, "Download" for also automatically downloading them and "Install" for also automatically installing them - defaults to "Notify".

  • Added: "NotifyAdminsOfModUpdates" config variable, determining if admins should be notified in-game when the Mod.io integration finds new updates for tracked mods - defaults to true.

  • Added: "ModIoAccessToken" config variable, storing an access token allowing the Mod.io integration to login to a Mod.io account.

  • Added: "TrackModIoSubscriptions" config variable, determining if all mods subscribed to by the Mod.io account the server is logged in with should be kept installed and up to date, including such it subscribes to later - defaults to false.

  • Added: "FollowModIoCollections" config variable, determining if all mod collections subscribed to by the Mod.io account the server is logged in with should be kept installed and up to date, including such it subscribes to later - defaults to false.

  • Added: "SubscribeOnModIo" config variable, determining if tracking and untracking a mod in the Mod.io integration also subscribes and unsubscribes the account the server is logged in with to it - defaults to false.

Network.eco.template

  • Added: "ListModsInServerBrowser" config variable, determining if mods installed via the Mod.io integration should be displayed in the server browser for this server - defaults to true.

Performance.eco.template

  • Added: "BackgroundWorkCpuPercent" config variable, determining the maximum share of processor cores the new background simulation update jobs may use - defaults to 25, a value of 0 disables the improvement and restores the prior behaviour.

  • Added: "SlowJobLogThresholdMs" config variable, determining the time in miliseconds a recurring job may take at most before it is logged - defaults to 0, disabling the feature. The recommended value for investigating performance issues is 200.

  • Added: "JobSummaryMinutes" config variable, determining the frequency in minutes at which a summary of every recurring job is logged - defaults to 0, disabling the feature. The recommended value for investigating performance issues is 5.

  • Added: "TrackLockContention" config variable, determining if contended lock waits should be logged together with the job that waited and the job or thread that held the lock - defaults to false.

Mod.io Integration (Thanks to @primo4e)
  • Added: The integration can now keep tracked mods and mod collections installed and up-to-date automatically. Mods can be pinned to stay at a specific version and undesired mods in a collection can be skipped. The selected version of a mod that ships several versions side-by-side is respected.

  • Added: The integration can now use an access token to sign into a mod.io account, allowing the server to keep some or all of the account's own and subscribed to collections and subscribed to mods installed and up to date. When signed in with an access token that allows write access, mods that are tracked through the button on the "Browse Mods" tab can also automatically be subscribed.

  • Added: Several commands to control the new features, explained in the updated README.md file in the [c]Mods[/c] folder.

  • Added: The "Browse Mods" tab now has a search box, allowing to search for mods based on their name and description.

  • Changed: The "Subscribe" button in the "Browse Mods" tab is renamed to "Track", which better describes its functionality.

  • Fixed: Mods that failed to download completely were nontheless shown as downloaded and the incomplete file was hence also offered to be installed.

  • Fixed: Installing a mod whose package ships several versions side-by-side installed all of them, preventing the server to boot - it now asks which one should be installed.

  • Fixed: Installation of a mod whose dependencies depend on each other or share a dependency could get stuck or download the same dependency multiple times at once.

  • Fixed: Installing a mod update deleted the installed mod before extracting the new package, which could lead to neither the old nor the new version of the mod being installed anymore.

  • Fixed: The "Browse Mods" tab could hang retrying the same page of the mod list forever if an entry failed to display.

  • Fixed: A mod tracked from the "Browse Mods" tab is no longer forgotten at the next server restart.

  • Improved: Mod downloads now check the file size and hash published on mod.io and are refused when the file is flagged as malicious.

  • Improved: The "Browse Mods" tab now displays the most popular mods and loads more on request, instead of fetching and building every mod on mod.io before showing anything.

  • Improved: The "Browse Mods" tab now displays the reason for why a download or install failed.

  • Improved: Each mod card on the "Browse Mods" tab now displays when the mod was last updated and whether that was after the running server version was built, if that is not the case a caution icon is displayed to signal that the mod might still work but has not been updated for this version.

  • Improved: Installing a mod now places all contents belonging somewhere into the [c]Mods[/c] folder at the locations the package desires, instead of putting all of them into [c]UserCode/mod.io/<modname>/[/c].

  • Improved: Installing a mod now attempts to replace a potentially existing copy of the same mod that was manually installed, avoiding a duplication that would prevent the server from booting.

  • Improved: Installing a mod now backs up any files that weren't installed by the Mod.io integration and need to be removed or replaced for the installation to succeed.

  • Improved: Uninstalling a mod now removes exactly the files its original installation created.

  • Improved: Updating a mod now preserves edited configuration files, if a configuration file shipped by a mod would override an edited configuration file, it is extracted with a .new file ending instead.

Outlook

As has become tradition by now, we also have a new teaser for you! Next to our main focus on Animal Husbandry we're also still working on some other minor features and improvements. For example, we are expanding the painting feature in Eco, including being able to paint each surface of a block separately:

Thank you for your support and enjoy the new update!
- Strange Loop Games

Click here for the source of this article