ECO-Servers.org Blog Feed en https://eco-servers.org/ Thu, 05 Dec 2024 01:36 CET ECO-Servers.org is a ECO servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Hotfix 11.1.4 released! https://eco-servers.org/blog/226/hotfix-1114-released/ https://eco-servers.org/blog/226/hotfix-1114-released/ Thu, 05 Dec 2024 01:36 CET we have just released Hotfix 11.1.4 to address the following issues:

  • Fixed: The avatar creation screen appearing on the first start of Eco displayed a white background and couldn't be skipped.
  • Fixed: Several items, mostly of housing type, could no longer be stacked. (No items were lost, any items missing will be in your void storage)
  • Fixed: Crafting projects didn't recognize stored items if their durability / freshness was below 90%.
  • Fixed: Players authorized on vehicles instead of their deeds could not move items from the vehicle storage.
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Maintenance Update 11.1.3 released! https://eco-servers.org/blog/225/maintenance-update-1113-released/ https://eco-servers.org/blog/225/maintenance-update-1113-released/ Wed, 04 Dec 2024 13:52 CET we have just released Maintenance Update 11.1.3 with the following changes:

Civics:
  • Fixed: Using a federation claim stake within a child settlement and setting the deed to cultural would wrongly prompt a warning about the deed not being attached to the settlement foundation.
  • Fixed: Contracts containing specific types of clauses could be edited by unauthorized citizens.
  • Fixed: The law trigger "Place or Pick Up Object" would trigger the set effects multiple times instead of once.
  • Fixed: Rents using dynamic value for their calculation didn't function and always charged 0.
  • Fixed: The law action "Ignore Auth" wasn't working when the target to ignore auth for was wood pulp.
  • Fixed: The law trigger "Receive Government Funds" watched for users of an account instead of its managers.
  • Fixed: Contracts requiring tools to be put somewhere or be transported didn't function.
  • Fixed: When deleting a draft settlement, the treasury would not be deleted or moved to the parent settlement but become orphaned instead, visible to everyone with a treasury access.
  • Fixed: When a law that contains "Ignore Auth" was present, players could also take out claims from the foundation, no matter if the law covered that case or not.
  • Fixed: Leaving citizenship of a town in draft led to an RPC error.
Interaction:
  • Improved: All benches and couches can now be used by multiple players.
  • Fixed: Moving a picture or painting to a different inventory slot would turn it into a generic, unusable item.
  • Fixed: The consolidate button would merge claim papers and stakes from different settlements together.
  • Fixed: Annexation didn't consider items stored in vehicles and presented an error when the required amount of items wasn't present in a storage object.
  • Fixed: Automatic storage linking didn't work when the deed owner is a title.
  • Fixed: After every interaction with a vehicle, for a short moment the text "%WornParts%" flickered up.
Gameplay:
  • Fixed: Objects with broken parts would have their parts repaired after being sold in a store.
  • Fixed: Crafting projects consumed part durability in worktables even when paused.
  • Fixed: When the tutorial was already completed on a server and a new server was joined, the tutorial did start again but could not be completed.
Miscellaneous:
  • Improved: Vines will now spread more consistent.
  • Fixed: When reconnecting one's avatar could sometimes display the inside of the face and show (partly) invisible for other players or show other oddities.
  • Fixed: The "Game Speed" world setting option "Very Fast" set the "SkillCostMultiplier" to 2.5 instead of 0.25 and the option "Very Slow" set it to 1.25 instead of 2. This was wrong and lead to a extremely slower skill gain in the first case and a much faster skill gain the second. If you use either, please press ESC -> World Settings when playing on your world and change the setting to different one and back again to apply the correct values.
  • Fixed: Sitting on an object where another player also sits and then standing up again would disable the exhaustion timer until reconnection to the server.
  • Fixed: Marketplace items could be built without being limited by blueprint amount in offline mode.
  • Fixed: The capitol object only available when settlements are disabled wouldn't uncover after ratification of the constitution.
  • Fixed: An issue that can lead window shutters to be moved into the block they are supposed to cover.
UI:
  • Improved: The "Annexation Details" in the popup showing after an annexation now sums up multiple payments of the same items to display them only once.
  • Fixed: Clicking on the icon of an recipe did not select it.
  • Fixed: The amount of users having a specific specialty would sometimes not display in the skills menu.
  • Fixed: The notification appearing when one of the player's properties has a higher housing value than the current residence didn't correctly display the "Change Residency" button.
  • Fixed: The message appearing when an election cannot be started due to invalid elements in the civic to be passed wrongly showed the invalid elements twice.
Server:
  • Changed: The server now uses .NET Core 8, most .dll mods will need to be recompiled.
  • Improved: The linux installation script now supports Alpine 3.17 - 3.19, Debian 12 and Ubuntu 24.04.
  • Improved: The linux installation script now supports RHEL 8 and 9 based operating systems. (Thanks to @Oreloth)
  • Fixed: Christmas skins weren't displayed when the holiday was active - also updated the Holiday.eco template to cover the christmas holiday dates for the next few years.
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Hotfix 11.1.2 released! https://eco-servers.org/blog/224/hotfix-1112-released/ https://eco-servers.org/blog/224/hotfix-1112-released/ Mon, 18 Nov 2024 16:07 CET we have just released Hotfix 11.1.2 to address the following issues:

Art:
  • Fixed: Cotton plants in pots were displayed too small.
  • Fixed: Texts on the Steam Truck were displayed wrongly.
  • Fixed: Flat Steel Doors were missing their texture.
Balance:
  • Changed: Housing points for the Electric Wall Lamp increased to 8 from 2,5.
  • Changed: Housing points for the Hanging Electric Wall Lamp to 8 from 2,5.
  • Changed: Housing points for the Hanging Electric Wall Lamp to 4 from 2,5.
  • Changed: Room volume requirements were removed from all lighting objects, allowing them to be placed anywhere.
Miscellaneous:
  • Added: Players can now define per object with storage component if they want newly placed storage objects to be automatically linked with them.
  • Changed: Players no longer need to be a citizen of a specific settlement to receive reputation from it via civics.
  • Fixed: A server crash that occured when using explosives near bedrock.
  • Fixed: A server crash related to room calculations.
  • Fixed: Storage filters didn't work reliably after adding persistent filtering to the economy viewer.
  • Fixed: Durabilities of multiple, identical items would become linked when using the consolidate button in their storage.
  • Fixed: When joining a settlement with a homestead while having unused claimpapers of it stored in the claim stake, these claimpapers could no longer be removed from it.
  • Fixed: Abandoning a specialty would show a notification noting a different specialty than the one actually abandoned.
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Hotfix 11.1.1 released! https://eco-servers.org/blog/223/hotfix-1111-released/ https://eco-servers.org/blog/223/hotfix-1111-released/ Wed, 30 Oct 2024 17:47 CET we have just released Hotfix 11.1.1 to address the following issues:

Civics:
  • Fixed: Under specific circumstances disabled civics would revert to draft state after a server restart.
  • Fixed: Civics were displayed as invalid and nonfunctional when the settlement system was disabled.
Balance
  • Added: Added new recipe for Reinforced Concrete using Sulfur instead of Cement.
  • Changed: Removed Crushed Sulfur from Cement recipe, as it stopped progression on migrated worlds.
Interaction:
  • Changed: Explosives now fully destroy trees.
  • Fixed: A server restart happening during the detonation sequence of an explosive could make the explosive undetonatable.
  • Fixed: It was possible to recolor shop carts the player didn't own.
  • Fixed: When connecting multiple mining charges to one Remote Detonator the error "Fuse already started." would wrongly pop up multiple times.
  • Fixed: When simultaneously selecting a tool and mounting a vehicle the avatar's hands were incorrectly displayed in a position as if it was holding the tool while driving.
  • Fixed: The painting ui could show for objects that don't support painting when they were unowned.
  • Fixed: It is no longer necessary to stand on the deed to be rated, interacting with the plaque object is sufficient.
Gameplay:
  • Added: Tables with broken parts now display a smoke effect.
  • Fixed: Shoji Door and Wooden Sliding Door couldn't create closed rooms.
  • Fixed: Stump Bed couldn't be used for sleeping.
  • Fixed: Plastic Outdoor Bench couldn't be mounted.
  • Fixed: Moving in a two block high space with a mounted wood cart was no longer possible.
  • Fixed: Selling vehicles via the integrated "For Sale" feature wasn't possible.
  • Improved: The default price for listings in stores is now "0" for buying and "999 999" for selling, avoiding potential abuse of accidential misconfiguration. (Thanks to @Spouke)
Miscellaneous:
  • Fixed: A graphical issue with the Powered Cart model.
  • Fixed: When dynamite started to explode but was prevented by a law, the fuse stayed lit.
  • Fixed: The server list didn't show servers with enabled exhaustion by default.
  • Fixed: When an object that had crafting orders for items that require blueprints was moved to the void storage, the blueprints were still consumed.
  • Fixed: Oil layer data was still accessible through the WebUI when it was supposed to be hidden due to Oil Drilling not having been discovered yet. (Thanks to @JulianMa)
  • Improved: The server list now supports filtering servers by "Any Exaustion Setting", "Exhaustion Enabled" and "Exhaustion Disabled".
UI:
  • Fixed: The parts tab of world objects showed a placeholder icon.
  • Improved: Economy viewer now remembers the selected tab as well as selected filter and sort options.
  • Improved: Repairs tab on economy viewer now has a checkbox to only display repairs the player can fulfill.
  • Improved: Repairs tab on economy viewer now has a column showing the durability of the part to be repaired.
]]>
Update 11.1 released! Explosives, Land Vehicle Painting and Repair Bounties! https://eco-servers.org/blog/222/update-111-released-explosives-land-vehicle-painting-and-repair-bounties/ https://eco-servers.org/blog/222/update-111-released-explosives-land-vehicle-painting-and-repair-bounties/ Thu, 24 Oct 2024 14:36 CEST we're happy to announce the immediate availability of Update 11.1, let's take a look at what's new:

Explosives

Dynamite and Mining Charges controllable by Remote Detonators can now be crafted, allowing you to mine comfortably before heavy machinery becomes available. For this we have - next to Peat, which is also new - added Sulfur to the world generation and introduced the new materials Black Powder, Blasting Cap and Nitric Acid.


Explosives convert rock and ores into their crushed form, making it easy to mine them with the scoop attachment for the Steam Tractor. Be cautious, though, explosives affect flora and fauna, move the ground, make blocks fall and can even destroy player-built structures - of course they respect authorization and civic restrictions. Boom!



Painting for land vehicles
We have added the ability to paint almost all land vehicles in multiple zones, allowing you to use your creativity and having your own, unique vehicle. We also added painting capability to the Blacksmith Table, Power Hammer, Storage Chest and Wall Mounted Chest as a preview for object painting.





Reworked Powered Cart
The first vehicle we introduced to Eco got a full rework and highly improved steering capabilities, look at that beauty and try it out!


Extended Maintenance and Repair Bounties
Maintenance using parts now also applies to generators and vehicles. We also added a new repair bounty system, allowing other players to repair your machinery while you are offline in exchange for payment.


Reworked Tutorial
We have reworked and majorly expanded the tutorial to explain more mechanics and guide players through towards their first base, fixing many issues the system had.

Log Furniture
A new set of furniture made of logs is available in the early game, consisting of the Stump Bed, Stump Chair, Stump Latrine and Stump Table. Additionally we added a wooden sliding door and made the new Shoji Door available in the marketplace.



Release Notes
Balance
Recipes
  • Added: A new charcoal recipe requiring Peat.
  • Changed: Phosphate Fertilizer now requires less Crushed Limestone, but additional Crushed Sulfur.
  • Changed: Synthetic Rubber and Rubber Wheels now require Crushed Sulfur.
  • Changed: Gasoline, Nylon and Plastic now output Sulfur as a byproduct.
  • Changed: Gearbox and Combustion Generator now requires Lubricant.
  • Changed: Waterwheel now requires Wooden Hull Planks.
  • Changed: Wind Turbine now requires Lubricant and Steel Plates instead of bars.
  • Changed: The yield of Garden Gravel and Zen Gardens per craft was reduced to 2.
Housing & Rooms
  • Changed: The housing value of Adorned Ashlar Chairs was reduced to 1.7 from 2.
  • Changed: The housing value of Adorned Ashlar Tables was reduced to 3 from 3.5.
  • Changed: Buntings, Streamers, Paper Lanterns and Limestone Statues are no longer required to be inside of a room.
  • Changed: The Laboratory now requires a Tier 3.8 room.
  • Changed: The Paint Mixer now requires a Tier 1.8 room.
Other Changes
  • Added: All power generators now have maintenance parts that need to be replaced over time.
  • Added: All vehicles but the Small Canoe, Egyptian Canoe, Small Wood Cart and Wheelbarrow now have maintenance parts that need to be replaced over time.
  • Added: All parts used for maintenance can now be repaired by different materials.
  • Changed: The energy output of all generators has been increased significantly.
  • Changed: Wooden Barge and Industrial Barge now have internal storage.
  • Changed: By default, the oil layer is no longer displayed until Oil Drilling was discovered.
  • Changed: The Electronic Machinist Table now takes a Mining Modern Upgrade.
  • Changed: Flax plants now use more fertilizers.
Civics
  • Added: An action for laws to trigger on ringing the town bell.
  • Added: An action for laws to trigger on the sale of cultural objects.
  • Added: Steam Tractor is now selectable for civics in the "Dig or Mine" trigger.
  • Added: An option at the immigration desk to set the settlement foundation as spawn point instead of the immigration desk. (Thanks to @silibum)
  • Fixed: Compost, Garbage and Tailings were wrongly listed in the "Drop or pickup" trigger instead of the "Dig or Mine" trigger, making it impossible to regulate these activities as they need to be shovelled.
  • Fixed: Contracts could sometimes display the "Add clause" button for players that aren't the creator of the contract.
  • Fixed: Removed deeds weren't correctly deleted, leading to multiple issues.
  • Fixed: The notification about a deed no longer attached to settlement influence didn't note which deed it was about.
  • Fixed: The immigration desk setting to become a citizen of the settlement on placement of a homestead was only available if the settlement also allowed players to instantly join directly through the spawn menu. (Thanks to @MonzUn)
  • Fixed: Trying to mark a contract as failed despite completed led to an error message kicking the player from the server.
  • Fixed: Setting rent cost as value for rent led to a server crash.
  • Fixed: Annexation considered all claim papers equal, no matter if it was the required type, leading to issues when trying to conduct an annexation.
  • Fixed: Renaming the default mayor title of a settlement created a new treasury, leading to potential further issues.
  • Fixed: Deleting a title from the registrar with a setup backup title caused all deeds owned by it to become unowned instead of being transferred to the backup title.
  • Fixed: Custom stats couldn't be requested correctly in specific circumstances.
  • Fixed: A send notice action after a prevent action was not executed.
  • Improved: Orphaned civics will now be attached as draft instead of active, being forced active when the constitution is ratified or the settlement is founded to prevent issues to occur that could lead to a reset to the default constitution.
Interaction
  • Fixed: Crafting tables continued to run and burn fuel for a while despite not crafting something.
  • Fixed: Dismounting from the crane was not possible.
  • Fixed: Barges could be picked up even when they were loaded or had vehicles on it.
  • Fixed: Rotate hints for blocks were shown even if the block isn't rotatable.
  • Fixed: Using the consolidate button removed skill scrolls and claim papers.
  • Fixed: Placing a stockpile in a room could lead to it being classified as "outdoor", disabling tables that are required to be indoors.
  • Fixed: In some circumstances tables with an active work party on them didn't enable participating players to add labour.
  • Fixed: Tables with active work parties on them did show a wrong authorization outline to participating players.
  • Fixed: Elected Titles could have themselves set as backup title.
  • Fixed: Objects that couldn't be painted showed the paint interaction.
  • Fixed: Paint mixer didn't see the contents of linked storages when mixing paints.
UI
  • Fixed: An issue that could lead to items in inventories going invisible until moved around.
  • Fixed: An issue that could lead to the work order area in crafting tables not being displayed until a client restart.
  • Fixed: Dragging and dropping storages in the storage tab of world objects was only possible on the name of the storage instead of the whole line.
  • Fixed: An issue that could lead to icons on signs not being displayed and text to be incorrectly truncated.
  • Fixed: Vote counts for yes were cut off in the popup showing all votes for an election.
  • Fixed: Notifications would sometimes not correctly display when containing clickable buttons.
  • Fixed: The tutorial boxes weren't limited in width.
  • Fixed: Holding a food item could lead to objects the player isn't authorized on to still show a green outline.
  • Fixed: In specific circumstances the filter checkboxes for the item filter could appear in a duplicated way.
  • Fixed: Sorting by distance for crafting tables in the economy viewer didn't always provide the expected result.
  • Fixed: Several typos throughout the game.
  • Improved: Error message when steam is offline has been updated.
  • Improved: Recipe search in the crafting ui now has a clear button to remove the entered text.
  • Improved: Recipes in the crafting ui will now indicate they have variations before clicking on them.
  • Improved: A confusing description of server settings in the Server UI when exhaustion is enabled.
  • Improved: Moved position of the abandon specialty button to the level line, making the feature more obvious.
  • Improved: Searching in the economy viewer now also allows filtering for name of an item and tags.
  • Improved: Abandoned players are now excluded from the display in the skills menu. (Canny Suggestion)
Miscellaneous
  • Changed: The town bell no longer rings indefinitely, but only when using the respective interaction.
  • Fixed: The exhaustion tutorial was displayed and not completable when exhaustion is disabled.
  • Fixed: Sometimes vehicles could load before the barges, causing them to fall through them into the water.
  • Fixed: The picture printer tab on the printing press didn't show a preview of the image.
  • Fixed: Filtering for exhaustion in the server browser didn't work correctly.
  • Fixed: Internal fuel storage was counted as general storage for crafting projects.
  • Fixed: Scrap tool recipe did incorrectly take into account tools in the player inventory.
  • Fixed: An issue that sometimes caused Eco to fail to start when Steam is in offline mode.
  • Fixed: Setting the meteor impact to high numbers in the world settings ui could cause the server to no longer start due to an invalid value being set in the config.
  • Fixed: Twitch linking didn't work correctly.
  • Fixed: When logging out to log in to another count and providing wrong credentials, the game automatically logged the player in with the account they logged out of before.
  • Fixed: When reflections were enabled in the graphics settings, the change didn't immediately apply.
  • Fixed: The meteor successfully shut down would reappear after a server restart, resetting the received achievement on the world as well.
  • Fixed: Spawning at a immigration desk could place the player behind instead of in front of the desk.
  • Fixed: Metal parts on objects were displayed in a darker color when painted.
  • Fixed: An issue with rooms that could cause a server crash.
  • Improved: All window planters now take seeds and function like the other planting pots.
  • Improved: Some changes for improved moddability of config and food systems. (Thanks to @Spouke and @MonzUn)
Server & Configs
  • Added: An option to remove only oneself from a title in the tooltip when the admin ui is enabled.
  • Fixed: Skill Cost Multiplier for High Collaboration was wrongly set to 1.5 instead of 2, leading to servers using the default settings to not be marked as High Collaboration in the server list
  • Fixed: Using the command /meteor destroy would set "MeteorImpactDays" to -1, which as an invalid value prevented the server from starting.
Balance.template.eco
  • Added: "ShowOilLayer" config variable, determining if the oil layer is shown despite the Oil Drilling skill not having been discovered - defaults to false.
Difficulty.template.eco
  • Added: "RequireSkillsToReplaceParts" config variable, determining if the respective skill is required to replace a part - defaults to true on high collaboration, otherwise to false.
  • Added: "BrokenPartsWillDisableVehicles" config variable, determining if a vehicle becomes unusable when it has broken parts or just becomes slower - defaults to true on medium or higher collaboration, otherwise to false.
StrangeWorlds.template.eco
  • Added: "ShowPurchaseNotification" config variable, determining if purchases in the marketplace are shown in the notifications area - defaults to true.
Note: Migration from the prior version is supported, but the new "Peat" and "Sulfur" will not be added to existing worlds and require a new world to appear. Sulfur can also be received through some crafting recipes.

Thank you for your support and enjoy the new update!

- Strange Loop]]>
Update 11.1 is launching on October 24! https://eco-servers.org/blog/221/update-111-is-launching-on-october-24/ https://eco-servers.org/blog/221/update-111-is-launching-on-october-24/ Thu, 17 Oct 2024 18:27 CEST we're excited to announce that Update 11.1 will launch on October 24th!

Take a peek at some of the changes:

Explosives

Painting for land vehicles

Reworked Powered Cart

Log Furniture

Repair Bounties

Full release notes will be available on release day, in the meanwhile you can already try out the new update in playtest on Steam (Branch: 11.1.0-playtest) and provide your feedback on our discord[discord.gg].

Thanks for your support and stay tuned on what else we got in store before Update 1.0!

- Strange Loop]]>
Hotfix 11.0.6 released! https://eco-servers.org/blog/220/hotfix-1106-released/ https://eco-servers.org/blog/220/hotfix-1106-released/ Thu, 19 Sep 2024 13:43 CEST we have just released Hotfix 11.0.6 to address the following issues:
  • Fixed: Smoke and water effects related to disconnected pipes sometimes didn't disappear after the pipes were reconnected.
  • Fixed: It was possible to place pictures into frames despite not having authorization to do so.
  • Fixed: An issue that prevented players from placing marketplace items despite having sufficient blueprints available.
  • Fixed: An issue that caused the warning about more marketplace items being present in the world than owned blueprints are available to be shown erroneously when placing a marketplace item.
]]>
Hotfix 11.0.5 released! https://eco-servers.org/blog/219/hotfix-1105-released/ https://eco-servers.org/blog/219/hotfix-1105-released/ Tue, 17 Sep 2024 13:05 CEST we have just released Hotfix 11.0.5 to address the following issues:
  • Fixed: Multiple potential causes for client crashes.
  • Fixed: An issue with the room system that could lead to a server crash.
  • Fixed: An issue that could prevent the server from starting due to a problem with settlement foundations.
  • Fixed: An issue that could lead to the server freezing when multiple players tried to modify a stockpile inventory at the same time.
  • Fixed: An issue that could crash the server and prevent it from starting when a law was triggered that used a custom stat with a invalid value.
  • Fixed: Multiple issues with the marketplace that appeared when using the "View in Marketplace" button in the crafting UI.
  • Fixed: An issue that could lead to players being kicked from the server due to wrongly being detected as playing on another server at the same time when the server they are playing on changed its server id.
  • Fixed: Currency exchanges using a treasury account were disabled after a server restart.
On our website https://play.eco it is now possible to transfer Eco credits to other users and to use Eco credits to buy Eco invites or vouchers for game server hosting with our partner 4NetPlayers[www.4netplayers.com].
]]>
Hotfix 11.0.4 released! https://eco-servers.org/blog/218/hotfix-1104-released/ https://eco-servers.org/blog/218/hotfix-1104-released/ Fri, 06 Sep 2024 13:02 CEST we have just released Hotfix 11.0.4 to address the following issues:

Technical:
  • Fixed: An issue that could prevent users of the SLG client to login.
  • Fixed: Multiple blueprint related issues that could lead to a server crash.
  • Fixed: Blueprints weren't correctly counted in modded custom recipes.
Gameplay:
  • Fixed: An exploit that allowed to gain painting experience in a unintended way.
  • Fixed: Large Hanging Wood Signs required solid ground to be placed.
This update also increases the marketplace credit shares for server owners to 25% and enables the marketplace credit shares for modders and twitch streamers:
  • Modders can now register their mods to receive a credit share of up to 25% of all item purchases made on worlds that use their mods, the specific share percentage depends on the mod and is assigned at registration. If there is multiple eligible mods on a world, the share gets prorated between all eligible mods based on their specific share percentages. To register a mod please reach out to [email protected], they will lead you through the process.
  • Players that linked their twitch account, are currently streaming a world on twitch and have more than ten viewers are now receiving a credit share of up to 25% of all item purchases made on the streamed world. If there is multiple streamers on a world, the share gets prorated based on the amount of viewers each streamer has.
]]>
Hotfix 11.0.3 released! https://eco-servers.org/blog/217/hotfix-1103-released/ https://eco-servers.org/blog/217/hotfix-1103-released/ Mon, 02 Sep 2024 20:53 CEST we have just released Hotfix 11.0.3 to address the following issues:

Civics:
  • Fixed: Personal bank accounts erroneously could be renamed, leading to error messages when creating new bank accounts.
  • Fixed: Multiple issues with calculated rents that could lead to a server crash.
  • Fixed: Unclaiming deeds of abandoned players via command or law could lead to a server crash.
Gameplay:
  • Fixed: Using paint tools was not yielding experience towards the painting specialty.
  • Fixed: Steam Tractor Scoop could not be listed in stores or linked in the chat.
  • Fixed: Power Hammer was erroneously not requiring Tier 2.8 rooms.
  • Fixed: Upgrade Modules didn't require the Self Improvement skill and hence didn't provide experience towards it.
UI:
  • Fixed: The server description view wasn't scrollable when accessed through New Game -> Server Details.
  • Fixed: Interrupting the food animation could lead to parts of the animation being stuck.
  • Fixed: The web ui of the server would sometimes not display elections when logged in.
Balance:
  • Fixed: Animal pelts were using different ingredients, they now all use medium carcasses.
  • Changed: Ashlar Benches had their housing value increased to 4.
  • Changed: Composite Lumber Benches had their housing value increased to 4.
  • Changed: Cast Iron Benches had their housing value increased to 3.
  • Changed: Lumber Benches had their housing value increased to 3.
This update introduces the ability to use a token to login with a server by using the command line parameter "-userToken=<TOKEN>". Tokens can be created and invalidated when logging in at https://play.eco.]]>
Hotfix 11.0.2 released! https://eco-servers.org/blog/216/hotfix-1102-released/ https://eco-servers.org/blog/216/hotfix-1102-released/ Fri, 23 Aug 2024 01:21 CEST we have just released Hotfix 11.0.2 to address the following issues:

  • Fixed: Rubble did not behave correctly when mining, teleporting around and becoming invisible.
  • Fixed: The exhaustion bar did not display during the tutorial, making the respective tutorial not completable.
  • Fixed: It was possible to login into servers with accounts that don't own Eco, making the server crash later.
  • Fixed: Players playing with a SLG account couldn't purchase credits ingame, as they weren't correctly redirected to the website.
The ability to link existing SLG accounts with Steam on our website is now available again as well.]]>
Hotfix 11.0.1 released! https://eco-servers.org/blog/215/hotfix-1101-released/ https://eco-servers.org/blog/215/hotfix-1101-released/ Mon, 19 Aug 2024 22:09 CEST we have just released Hotfix 11.0.1 to address the following issues:

  • Fixed: An issue that prevented connecting to a world after leaving one if the game was not restarted.
  • Fixed: An issue that appeared when logging out ofa server in a specific state that prevented reconnecting to without the server having been restarted.
  • Fixed: An issue that could lead to a server freeze when the paint mixer was used by a player whose language setting differed from the one on the server.
  • Fixed: An issue that prevented connection to private servers due to the server id not being found.
  • Fixed: An issue related to eating animations that could lead to stuck and unusuable tools.
  • Fixed: The error message when not having enough calories to execute an action wasn't displayed.
  • Fixed: The news in the main menu were not displaying correctly.
  • Fixed: Objects in some cases could be placed within a district they weren't allowed to be placed when that happened at the very border of the district.
This update also re-enables Alpha Backer Rewards.

We are currently working on another hotfix that will also address incorrect behaviour of rubble when mining.]]>
Eco 11 is released! Adobe, Painting, Outdoor Rooms, Maintenance and Marketplace! https://eco-servers.org/blog/214/eco-11-is-released-adobe-painting-outdoor-rooms-maintenance-and-marketplace/ https://eco-servers.org/blog/214/eco-11-is-released-adobe-painting-outdoor-rooms-maintenance-and-marketplace/ Thu, 15 Aug 2024 15:44 CEST Today we are launching Eco 11! Features include:
  1. Expanded Culture – Deeds can now be rated just like pictures, providing culture for cultural deeds and housing xp bonuses for residential deeds.
  2. Painting – You can now create paint from dye and paint building blocks in a large variety of colors.
  3. Outdoor Rooms – You can now decorate your deed's outdoor areas and gain additional housing experience, as long as you don't use industrial machinery on them!
  4. Maintenance – Most crafting tables now require a constant supply of maintenance materials to run, ensuring a steady demand of resources.
  5. Repairs – Items can now be repaired with multiple different objects and only have a limited amount of repairs until they break for good.
  6. Marketplace – Eco Marketplace is now here, allowing players to support the development by purchasing cosmetics. Proceeds are being shared with the community, starting with server owners for now.
  7. Adobe Blockset – Adobe is the new Tier 1 blockset for Eco, with all others having moved up a tier. Adobe was specifically designed to allow you to quickly get up your first home.
  8. Offline Play – Eco can now be played on local servers without internet connection!
And now, let's go into the details:

Culture for Property
Creating amazing buildings has always been a big part of Eco, and with this update we’ve made it tie into gameplay directly by allowing architecture to generate culture and housing points.


By placing down a plaque, other citizens can give reputation to your construction. If it’s on a cultural property, that will translate directly into additional culture. However, if it’s on residential property, that will translate into additional housing points with a multiplier, meaning the skill rate you get for housing can be significantly increased when you create a beautiful construction that gets appreciated by your fellow citizens.





Painting
Following directly from that, we’ve added the ability to paint blocks and later this will also extend to objects (vehicles and tables) to really customize your towns and make them your own.


Towns can now look really unique and different from each other, giving a lot of variety in the visuals of the game.

Paint is created by collecting dyes and mixing them together at the new Mixing Station.


Paints can then be used with one of the new paint sprayers, applying varying levels of coating to blocks.


Dyes require different ingredients, some of which are more rare than others, so there will be a variety in values of paint. Since paint is an item that can be sold in stores as well, you’ll start to see people setting up paint stores offering a variety of colors.


In a near-future update we'll add the ability to paint world objects too (vehicles, crafting stations, etc).

Outdoor Rooms
In the same vein of making your spaces beautiful for game benefits, we’re introducing Outdoor Rooms.


Now the outdoor section of a property will be treated as its own ‘room’ for purposes of housing points, and a number of new outdoor housing object have been added to support it. It supports the above architecture bonus as well: beautiful outdoor spaces now have a game incentive through architecture and housing bonuses.

Together, these three changes culture points for architecture, painting, and outdoor rooms takes a step towards aligning game success with creative endeavors. Eco's design principle is creating systems that interact with each other, and the game emerges from their complex interactions; this addition follows that by connecting the creation of a beautiful space to the skill system, through housing points.

Maintenance
One issue that we wanted to address was the number of specialties that are really important for creating a specific object, but once that object is created there’s not much more use for them. With the addition of maintenance, parts will need to repaired and replaced within tables, using the same specialties that created the original object.


When these parts break down, the object will cease to function, and you’ll need to get them repaired or replaced. which leads to our next upgrade:

Repairs
Now you can use multiple different repair materials to repair an object, and each one will reduce the max durability in varying rates.


Some repair materials may be more expensive, but make your tools and parts last longer, so it will be a tradeoff to consider. Eventually, after many repairs, the durability of objects will drop so low that they have to be replaced, creating further demand in the economy.

The skills of the citizen doing the repair will also impact the change in durability and how much material is needed, so a repair market will be incentivized as specialized craftsmen can repair their fellow citizen’s tools and parts.

We'll also be connecting this to the economy and government in an update shortly after 11, so that a repair person can find and repair other people's tables for money, paid either by the table owner or the government. This will make a new type of 'quest' that requires unique skills and materials and will appear in the economy viewer (and is also disableable if people prefer a world without maintenance).

Eco Marketplace
As you’ve probably noticed, many survival crafting games these days have microtransactions, which shifts the financial incentive from purely selling new copies to also supporting your long-term players. As we start approaching the end of Eco’s Early Access, we wanted to find a way to introduce them that suits Eco and will be a value-add for players. Specifically, the goal is to
  • Avoid giving direct gameplay advantage (they are cosmetic only and can’t be traded or used by others by default).
  • Not allow access to mechanically-different items (all cosmetic items are skins of regular items).
  • Support the Eco community (proceeds shared with server hosts and eventually others).
  • Support the ethos of Eco (shared with charity).
  • Be fully optional (hosted servers can disable them entirely).
In the new Eco Marketplace, you can buy Eco Credits through Steam, which you can then spend on Blueprints which let you craft differently-skinned versions of items:


A Blueprint will allow you to build one copy of an item, and many blueprints are sold in packs. The premium variants appear in the crafting UI as variants under the main product and will be functionally identical to the base item. When you buy a Blueprint, you can use it in all servers indefinitely (unless restricted by host admins), and the count resets each server cycle within an individual server.

Because so much of Eco’s value comes from the community, we wanted to find a way to share that value with them in an interesting way. To do that, we’ve implemented percentage-share from every Eco Credit transaction that goes to the value creators in the Eco ecosystem.


To start with, server hosts will get a percentage of all credits that are spent in their world, and we will provide a way to pay for hosting services with Eco Credits, thus allowing an active community to fund its own world through the transactions in the world.

In the vein of supporting all the value-contributors in the Eco universe, we wanted to include Earth and the real Ecosystem itself, through a percent of all transactions going to the charity The Ocean Cleanup. This charity is doing a phenomenal job using advanced technology to clean up plastics from the ocean on a massive scale, and thus fits the theme of Eco very well. So with every transaction in Eco Credits you’ll be supporting both Eco, the server host of your world, and the Earth itself.


Later, we plan to include other sources that provide value to the Eco universe, including approved modders that will earn a percent of all transactions in a world, as well as streamers that promote worlds earning a cut of proceeds in those worlds. Long term, we plan to allow approved server hosts creating amazing experiences to withdraw Eco Credits..

Eco’s had a long, long incubation period in Early Access and has an amazing, dedicated community of players and creators, and we’re very aware that introducing microtransactions can cause a lot of disruption, but hopefully players will see this as a good thing for the game long-term, giving us another way to fund it with a source different than only new-players, and introducing new support to the community surrounding Eco as well. On top of that, for those players categorically against microtransactions (which we respect), we’ve allowed servers to disable it entirely and they can play without it, which will be displayed in the server browser.

Adobe Blockset and Balance Changes
One of our goals for v1 Eco is to make a much smoother entry experience for new users, and we’re taking a step in that direction with the creation of a new building tier, Adobe Blocks.


Adobe blocks will be easier and faster to construct than hewn logs, making them an easy and fast way for new players to get setup in the world with a home, as they learn the other mechanics of the game. We’ve rearranged the starting table requirements so that some will function in this new Tier-0 style building.

Offline Play
There have been some cases where our account servers went down and prevented play, which understandably upset a lot of players who wanted to be able to play without DRM. Good news for them, Eco can now be played offline, meaning even if our auth servers go down, or if you don’t have internet access at all, you will still be able to play.

And More
Along with these major updates we’ve added a large number of minor improvements, performance optimizations (we’ve fixed the slowdown that happens after a few hours of play!), an account system full-upgrade, and much more. We’re hot on the path of Eco v1, check out our Roadmap to Eco 1.0 blog post detailing what we have in store. And as always thanks for the great support from our Eco citizens, much more to come.

Streamer Event
In celebration of the launch, we're hosting a Streamer event that makes use of the unique features of Eco: 🛠️Socialism vs Capitalism💰! We'll have a few worlds for different languages running on a two week cycle where citizens will be separated into separate camps, socialist and capitalist, and will build societies that embody those values. Eventually, they'll have to cooperate to destroy the meteor and save the planet. Will make for a really interesting social experiment as well, so check that out on streaming this week. We'll also have some themed twitch drops for viewers, follow the event on our website[play.eco].



Important Info for the Update:
- Update 11 introduces new backend services that are deployed in multiple stages. While we do our best so you don't notice anything about that, please bear with us in case of problems and reach out to [email protected] if you notice any account issues.
- Some features are temporarily not available during the deployment phase: Buying tiers & invites on our website, sending invites via the website as well as tier benefits (cosmetics and icons) and twitch drops.
- Servers in Update 11 need to login to an SLG account, that can be either done directly in the window the server executable will prompt you with or with the commandline parameters --username="<USERNAME"> and --password="<PASSWORD>".

Big thanks to our community for all the support of the years as we march towards v1 and exiting Early Access!]]>
Update 11 is launching on August 15th! https://eco-servers.org/blog/213/update-11-is-launching-on-august-15th/ https://eco-servers.org/blog/213/update-11-is-launching-on-august-15th/ Fri, 26 Jul 2024 18:14 CEST our next release date has been set: Eco 11 will launch August 15th!

We’ve been hard at work on the road to Eco 1.0 and exiting Early Access, and this is a big step there. Feature list will be:

Adobe Blockset
A new tier-1 blockset (pushing Hewn Logs/Mortared Stone to tier 2) that’s much easier to build, giving a faster start to the game.


Painting
You can now mix paints and paint your constructions with a variety of tools.



Culture for Architecture
We’ve added a new source for culture: Architecture! Creative and beautiful buildings can now earn culture and will give housing benefits on residential property.


Outdoor "Rooms"
Outdoor areas will now generate housing points, and we’ve added a number of outdoor items to make decorating your spaces beautifully have an impact on gameplay.


Maintenance and Repair
We've added a new maintenance system which will roll out over several updates, the first part is Tools and Crafting Stations where tools permanently degrade when repaired and crafting stations require replaceable components.


Eco Marketplace
We’re introducing a way to buy cosmetic variants of existing items as a way to support Eco’s development and show your support in the game. These are totally optional and will be cosmetic only, and will make it financially feasible to continue growing the game for our most dedicated long-term players. More details to come.


Offline Play
Eco can now run without any connection to the internet, no longer requiring a connection to our servers or the internet at all for playing on local servers.

Lots more bugfixes and optimizations as always.

We’ll be sharing full notes in streams and at launch but wanted to share a bit of what we have in store to the community. As always thanks for your awesome support as we build towards V1!]]>
Update 11 is launching August 15th! https://eco-servers.org/blog/212/update-11-is-launching-august-15th/ https://eco-servers.org/blog/212/update-11-is-launching-august-15th/ Fri, 26 Jul 2024 17:58 CEST our next release date has been set: Eco 11 will launch August 15th!

We’ve been hard at work on the road to Eco 1.0 and exiting Early Access, and this is a big step there. Feature list will be:

Adobe Blockset
A new tier-1 blockset (pushing Hewn Logs/Mortared Stone to tier 2) that’s much easier to build, giving a faster start to the game.


Painting
You can now mix paints and paint your constructions with a variety of tools.



Culture for Architecture
We’ve added a new source for culture: Architecture! Creative and beautiful buildings can now earn culture and will give housing benefits on residential property.


Outdoor "Rooms"
Outdoor areas will now generate housing points, and we’ve added a number of outdoor items to make decorating your spaces beautifully have an impact on gameplay.


Maintenance and Repair
We've added a new maintenance system which will roll out over several updates, the first part is Tools and Crafting Stations where tools permanently degrade when repaired and crafting stations require replaceable components.


Eco Marketplace
We’re introducing a way to buy cosmetic variants of existing items as a way to support Eco’s development and show your support in the game. These are totally optional and will be cosmetic only, and will make it financially feasible to continue growing the game for our most dedicated long-term players. More details to come.


Offline Play
Eco can now run without any connection to the internet, no longer requiring a connection to our servers or the internet at all for playing on local servers.

Lots more bugfixes and optimizations as always.

We’ll be sharing full notes in streams and at launch but wanted to share a bit of what we have in store to the community. As always thanks for your awesome support as we build towards V1!]]>
Hotfix 10.2.4 released! https://eco-servers.org/blog/211/hotfix-1024-released/ https://eco-servers.org/blog/211/hotfix-1024-released/ Thu, 16 May 2024 14:04 CEST we have just released Hotfix 10.2.4 to address the following issues:

Balance:
  • Changed: Upgrades now also benefit from crafting time reduction by modules and provide some experience towards the Self Improvement skill. (Experience will be revisited later)
  • Fixed: Recipes with static ingredients were not affected by config multipliers.
  • Fixed: Some recipes with static ingredients did not benefit from crafting time reduction by modules.
Civics:
  • Fixed: Civic powers that weren't created during the current play session could not be used by title holders.
  • Fixed: "Ignore Auth" action for laws was not working.
]]>
Hotfix 10.2.3 released! https://eco-servers.org/blog/210/hotfix-1023-released/ https://eco-servers.org/blog/210/hotfix-1023-released/ Tue, 14 May 2024 13:46 CEST we have just released Hotfix 10.2.3 to address the following issues:

General:
  • Fixed: An issue that could lead to the map not displaying icons after connecting to a server.
  • Fixed: Placing a waterpump could lead to a crash or the waterpump becoming invisible, the savegame becoming corrupted afterwards.
  • Fixed: An exploit with exhaustion that allowed to get into a permanent state of the exhaustion time being paused despite no longer resting on furniture.
Balance:
  • Changed: Framed Glass recipe now requires Epoxy as ingredient.
  • Fixed: Research recipes were incorrectly benefitting from module bonuses.
Civics:
  • Fixed: An issue with child settlements in property crisis that could prevent migration to version 10.2.X.
  • Fixed: A crash that could occur when a law that is currently being revised is no longer present once the revision passes.
  • Fixed: Warnings about invalid civics were not sent when a civic goes invalid after it being invalid was resolved.

This update includes the debug command "/checkobjects" that logs debug information into the client logfile and should be used when reporting any issues that revolve around any kind of object (carcasses, rubble, trees, tables, vehicles, etc.) being uninteractable.]]>
Maintenance Update 10.2.2 released! https://eco-servers.org/blog/209/maintenance-update-1022-released/ https://eco-servers.org/blog/209/maintenance-update-1022-released/ Tue, 30 Apr 2024 18:16 CEST we have just released Maintenance Update 10.2.2 to address the following issues:

General:
  • Fixed: An exploit that allowed to convert any block material to any other block material when building.
  • Fixed: Multiple causes for memory leaks on servers in relation to room calculations - thanks to all server admins that provided us with valuable data.
  • Fixed: An issue that caused players to have duplicated avatars.
  • Fixed: Added missing "MaxDimensionOfUserTexture" config variable to UserTextures.eco.template.
Balance:
  • Improved: Increased experience gain from crafting Nails, Iron, Steel, Modern Tools and Handheld Camera.
  • Improved: Increased the amount of Ceramic Molds returned when crafting Steel Bars from 2 to 3.
  • Improved: Increased the storage radius of the Wooden Transport Ship.
  • Improved: Increased the storage radius of the Store.
  • Improved: Level requirements for shipwright vehicles and dependencies are now in a more logical order.
  • Fixed: Large Cotton Bunting Festive now requires boards to craft, as intended.
Civics:
  • Fixed: Unrestricted claim papers from the respective server setting or spawned by an admin were considered as homestead papers when trying to join a settlement with such papers in use, preventing to join.
  • Fixed: Usage of unrestricted claim papers with settlements could cause a variety of crashes when the game tried to move them elsewhere due to for example a law action unclaiming or transferring a property.
  • Fixed: An issue that could crash the server and subsequently prevent the world from loading related to property transfers occuring through laws.
  • Fixed: The executive actions for seizing bank accounts and giving reputation weren't respecting jurisdiction.
  • Fixed: Injunctions didn't correctly block selected laws.
  • Fixed: Bank accounts couldn't be deleted.
Exhaustion:
  • Changed: "BonusRetroactiveHoursAfterStart" and "MaxSavedHours" config options now only take effect when "AllowPlaytimeSaving" is enabled. "BonusHoursOnExhaustionEnabled" will always work, but no longer roll over to the next day when the first login happened shortly before the exhaustion reset. This was changed due to feedback from server admins that the settings were confusing and will be revisited later.
  • Improved: Not applicable settings no longer show in the server info in the server browser.
  • Fixed: Setting "BonusHoursOnExhaustionEnabled" or "MaxSavedHours" config variables to 0 would prevent players that had not connected to the server before that to join it.
  • Fixed: Multiple issues with incorrect resets for exhaustion when the reset time wasn't equal to the change of day in local server time.
Pictures:
  • Added: Reimplemented the ability to disallow uploads in the Printing Press based on feedback from server admins. The formerly deprecated config variable "AllowTextureUpload" in UserTextures.eco.template can be used to control that, but will be renamed in a later update to reflect the changed scope of the setting.
  • Fixed: Images that weren't approved could be put into frames.
  • Fixed: Images in frames were visible to players despite not being approved.
  • Fixed: Automatic approval of pictures didn't work with the setting noted in UserTextures.eco.template.
UI:
  • Fixed: A wrong mention of the players' own homestead instead of the settlement they wanted to join in the error message informing the player about their homestead not being covered by enough influence.
World Objects:
  • Fixed: Carved Pumpkin didn't count as lighting object.
  • Fixed: Carved Pumpkins couldn't be used outside.
]]>
Hotfix 10.2.1 released! https://eco-servers.org/blog/208/hotfix-1021-released/ https://eco-servers.org/blog/208/hotfix-1021-released/ Wed, 10 Apr 2024 12:05 CEST we have just released Hotfix 10.2.1 to address the following issues:

General:
  • Fixed: A rare issue that could prevent migration of worlds, making them fail to load in Update 10.2.
  • Fixed: Repeatedly and quickly applying fertilizer could lead to the client being disconnected from the server.
  • Fixed: Adding unrestricted claim papers received through Difficulty.eco settings to a claim stake wouldn't allow to claim more land.
  • Fixed: Interacting with a claim stake containing unrestricted claim papers or adding such to one could lead to the client being disconnected from the server.
  • Removed: Deprecated config variables for Exhaustion in Balance.eco.template.
Balance:
  • Fixed: Recurve bow was using the wrong specialty for repairing.
  • Fixed: Small court had too many law slots - it now has three (one more than in Update 10.1).
  • Fixed: Bunting recipes in the automatic loom were missing their board ingredient.
Civics:
  • Fixed: Dirt ramps were an option for the law trigger "open".
  • Fixed: Dirt ramps could not be used with the "pick up and place" and "construct or deconstruct" law triggers.
UI:
  • Fixed: Dropping an item on the menu buttons next to the minimap would break the UI.
  • Fixed: Some hints were still mentioning the border control settings to be found on the embassy desk instead of the settlement foundation.
World Objects:
  • Added: On / Off switch for the lighthouse lamp.
  • Fixed: Sitting on the new cast iron furniture was not possible.
]]>
Update 10.2 released! Blacksmith profession, improved Exhaustion and more! https://eco-servers.org/blog/207/update-102-released-blacksmith-profession-improved-exhaustion-and-more/ https://eco-servers.org/blog/207/update-102-released-blacksmith-profession-improved-exhaustion-and-more/ Mon, 08 Apr 2024 14:44 CEST
The main changes in this update are a new Blacksmith profession, tons of improvements for the Exhaustion system, legal 'Injunctions', settlement polish, civics polish, lots of audio polish, and a multitude of bug fixes and balance changes.

Blacksmith Profession

Eco 10.2 introduces the first of the new specialties we have planned from our Roadmap to 1.0. The Blacksmith is intended to fulfil the manufacturing side of metalworking and takes over a lot of recipes that were so far handled by smelters.

The update comes with five new workstations (Blacksmith Table, Power Hammer, Fletching Table, Grindstone and Pottery Table), two new decorative objects (Lighthouse Lamp and Town Bell) and four new items:
  • Clay Mold - Used as a new ingredient by Smelting. (Crafted by Gathering)
  • Ceramic Mold - Used as a new ingredient by Advanced Smelting. (Crafted by Pottery)
  • Ink - Used as a new intermediary resource by Paper Milling.
  • Printing Supplies - Used as a new consumable for creating copies and printing textures in the Printing Press.

Most of the recipes of the Blacksmith require multiple different tables to be in the same room, similar to how the Mechanics and Industry specialties work. Some recipes from Smelting, Advanced Smelting and Pottery now also use this mechanic. A list of related balance changes can be found under "Balance" in the release notes below.
Improvements to Exhaustion

The Exhaustion feature allows you to define how much time players can spend doing work in the game, allowing server hosts to create worlds that prevent people who have much more time to commit from running away with progress and leaving less frequent players in the dust. When exhausted, you can still play in the game (socializing, planning, setting up contracts, etc.), but you can't do certain calorie consuming tasks.

Based on community feedback (special thanks to Mighty Moose and Le Village communities) we have iterated on the exhaustion feature and given it some major improvements:
  • Administrators will now be able to fine control the exhaustion time per each weekday, hence being able to for example set different playtime limits for weekdays and weekends that will be shown in the server information card when selecting a server.

  • They can now also set a one-time starter bonus granted on the first login of a player or configure retroactive exhaustion gain which will give players joining later in the cycle the amount of hours they would have had if they had joined on the first day - only limited by the configured maximum bank capacity for saving hours. "Rollover" can now be turned on or off, allowing servers to use this feature for sole maximum playtime limiting per day or giving players the ability to carry over unused hours up to the maximum bank capacity, for example for saving time during the week for the weekend.

  • The time when exhaustion is refreshed can now be decoupled from the in-game time and instead be set to a constant real time that is not affected by server downtimes. The Update also comes with a long awaited filter to only display servers that have exhaustion turned on and a new server card only for servers that have exhaustion turned on.

  • Administrators can decide for each separate vehicle if it should be affected by exhaustion limits or not and players no longer need to log out when being away for a bit to save their time - they can now just sit on any of the furniture in Eco to stop the timer.

  • Last but not least we also fixed some issues with the system, made tooltips more clear and easy to understand and added an Ecopedia page that shows a detailed explanation of the system and a rundown on the configuration on the server the player currently plays on.
Injunctions

In this update the Large Court object additionally to holding laws offers a new feature: Injunctions. They allow higher-level settlements (countries and federations) to influence the laws of their member settlements.

If the constitution of such a higher-level settlement allows, authorized office holders can issue an injunction against laws in member settlements. An injunction can block certain triggers, certain legal actions, and specific targeted laws in other settlements. Ignored elements are no longer executed, meaning an ignored law is treated as it wouldn't exist and ignored triggers and legal actions will be skipped - but all other parts of a law will still continue to function.

This allows countries to have more power in determining the legal actions of the member towns, so when towns are forming the constitution for a country they need to think long and hard about how to grant the power to issue injunctions, or if they want to disable it entirely!

Release Notes
Audio
  • Added: Engine sounds for fishing trawler and transport boat.
  • Added: Support for sound combinations during block placement, allowing to adjust sounds based on the surface an action is executed on.
  • Added: Harvest sounds for all pickup actions with animation.
  • Improved: Replaced fishing trawler horn sound.
  • Improved: Sounds at game entrance are now smoother.
  • Improved: Performance of the sound system.
  • Fixed: Sounds related to character movement were sometimes delayed.
  • Fixed: Sounds for placing and destroying blocks weren't playing.
  • Fixed: Sounds for picking up rubble weren't playing.
  • Fixed: Some sounds didn't play in the correct variant for the selected sex of the character.
  • Fixed: Sounds for elevators could get stuck, replaying endlessly.
  • Fixed: Sound of the torch could get stuck after switching to another item in the hotbar.
  • Fixed: Tools could suddenly stop playing their sounds.
  • Fixed: Multiple issues with sounds playing double or in a weird way for block interactions.
Avatar & Camera
  • Improved: Leaving the avatar display camera mode will bring the camera back to the exact position and rotation it had before entering that mode.
  • Improved: Portrait camera for user pictures was readjusted, it will no longer cut off the display of the head.
  • Improved: Rotation of the avatar during avatar creation is now faster.
  • Improved: When mounting a vehicle, some camera angles could lead to clipping of the avatar - the camera angle was limited to prevent that.
  • Improved: Entering the avatar display camera mode didn't always work correctly, sometimes keeping the current camera view with partly invisible tools.
Balance
Recipes
  • Added: Fur Pelt can now be turned into Leather Hide and Tallow.
  • Added: Raw Fish can now be turned into Fish Oil and Fish Stock, serving as variants of the already existing recipes for Oil and Meat Stock.
  • Added: Hewn Logs can now be turned into Charcoal.
  • Changed: Pots and Wet Bricks are now crafted on the new Pottery Table.
  • Changed: Barrels are now crafted on the Rolling Mill using Advanced Smelting.
  • Changed: Bows are now crafted on the new Fletching Table using Hunting. (Wooden bow remains on the Tool Bench)
  • Changed: Arrows now have two recipes, one on the Tool Bench and another one on the Fletching Table.
  • Changed: Pottery Upgrade Module recipe was moved to the Pottery Table.
  • Changed: Paper Milling Upgrade Module recipe was moved to Small Paper Machine.
  • Changed: Dendrology Research Paper ingredient was moved to Basic Upgrade 1.
  • Changed: Gathering Research Paper ingredient was moved to Basic Upgrade 2.
  • Changed: Replaced Cellulose Fiber ingredient for Recurve Bow with Linen Yarn.
  • Changed: Increased craft time of Basic Engineering Upgrade.
  • Changed: Electric Machinist Table recipe now requires Mechanics labor.
  • Changed: Steel bars now use iron concentrate instead of iron bars and require more ingredients, but also yield more product.
  • Changed: Rebar, Rivet and Steel Pipes now require the new Power Hammer present in the room to be crafted.
Other Changes
  • Changed: Bloomery and Blast Furnace now require to be placed inside a room to function.
  • Changed: Bloomery now uses Basic instead of Advanced Upgrades.
  • Changed: Food Variety bonus maximum cap was lowered to 1.55.
  • Changed: Total calories required to be eaten of a single type of food to be included in variety bonus increased to 2000.
  • Changed: Bows now require hunting specialty for repairing.
  • Fixed: Variants of the Cotton Bunting on the Automatic Loom were only costing labour, but no ingredients.
  • Fixed: The ingredient cost of boards for the handplow was unintendedly high.
Civics
  • Added: New game value "Direct Citizen", allowing to check if a player is a direct citizen of a settlement.
  • Added: New option "Allow any unaffiliated homestead deed to expand within our influence" for the border control feature that now also is the default setting to prevent hostile takeover of settlements by surprise.
  • Improved: The game value "Property Owned" can now also count only plots that are in or out a given settlement.
  • Improved: Players can now join a settlement without removing their homestead support papers as long as they add a sufficient amount of settlement papers before joining.
  • Improved: Players are no longer prompted to remove their homestead support papers or add settlement papers when trying to join a settlement if the inserted homestead support papers aren't actually needed to keep up the currently claimed area.
  • Improved: When leaving a settlement that has a parent settlement, players can now choose to remain citizen of the parent settlement instead of losing all citizenship.
  • Improved: Made the descriptions of immigration settings and law actions easier to understand and more clear.
  • Changed: The influence radius of a settlement is now fixed once it is founded and cannot be moved, foundations themselves can only be moved within a limited, configurable circle around the original position.
  • Changed: Cultural deeds must now be located within an existing influence circle plus tolerance of a configurable percentage belonging to a different cultural deed. If a chain of cultural deeds loses continuous connection towards the settlement's foundation at any point, all cultural deeds no longer connected in this way will be disabled after a timer runs out.
  • Changed: Notifications about property crisis no longer display the required amount of claim stakes and papers that need to be inserted into the foundation to avoid confusion due to the notifications not being able to update themselves - the correct and current information is now always available in the tooltip that appears when hovering the foundation deed.
  • Fixed: A client disconnect when viewing government bank accounts in a treasury on a server that has settlements disabled.
  • Fixed: Treasury bank accounts weren't being destroyed when the settlement was, becoming visible for mayors of any settlement.
  • Fixed: It was possible to edit the constitution without needing amendments.
  • Fixed: Child settlements didn't always correctly influence deeds created with claim stakes of parent settlements.
  • Fixed: Ignoring authorization for vehicles wasn't possible.
  • Fixed: Creating contracts with multiple nested clauses would disconnect the client from the server.
  • Fixed: Distribution stations weren't functional when the settlement system is disabled.
  • Fixed: Resources gained on annexation weren't correctly distributed to all eligible citizens of the annexed settlement.
  • Fixed: Repeatable contracts could be accepted and finished multiple times despite only fulfilling them a single time. (For example, a contract requiring to place X blocks would consider the same placed blocks fulfilling all accepted copies instead of requiring placement of new blocks for every contract copy)
Exhaustion
  • Fixed: The tooltip for the exhaustion bar didn't display correctly.
  • Fixed: The icon for the exhaustion tutorial was missing.
  • Fixed: Picking up rubble was possible even when exhausted.
Interaction
  • Fixed: Cancel action triggering another action when using multi-block placement mode.
  • Fixed: Targeting edges of blocks wouldn't work when using multi-block placement mode.
  • Fixed: A potential cause for showing the harvest animation while only hovering a plant.
  • Fixed: Holding e when opening the Trash Pile UI would cause it to open and directly play the animation to close it.
  • Fixed: Trying to use the handplow while seeds are selected in the hotbar would sometimes lead to the seeds being eaten.
  • Fixed: Fertilizing would remove the fertilizer from the first stack found in the hotbar, not the currently selected one.
  • Fixed: Objects placable in water would display wrong occupancy highlight when doing so.
  • Fixed: Clicking outside of the soil sampler tool ui would close the ui and immediately retrigger the soil sampler and hence open the ui again.
  • Fixed: Diagonal building for the forms "HalfSlopeA", "HalfSlopeB", "SlopeSide", "RoofSide" and "BasicSlopeSide".
  • Fixed: It was possible to pick up garbage in deeds without authorization.
  • Fixed: When trying to fell a tree its stump was highlighted as valid target for the tool despite it wasn't.
  • Fixed: Trying to remove claim papers from a homestead via shift-click would disconnect the client from the server.
UI
  • Added: Ecopedia page for seeds.
  • Improved: Moved Beans, Camas Bulb and Rice to the "Produce" section of Ecopedia.
  • Improved: The submit button in the distribution station does no longer disappear when the configured number of an item is the same as the currently saved setting, but instead becomes uninteractable.
  • Improved: Updated the icons displayed in the work order tutorial.
  • Improved: The picture viewer was updated to make the preview frame serve as a slot to drop a picture onto at the same time and is now universally used both on the settlement foundation and printer ui.
  • Improved: The notification about needing to finish a draft contract before being able to create a new one is now displayed as a pop up to be easier noticeable.
  • Improved: The spawn selection screen will now prioritize suggesting settlements that still need citizens as they are smaller as other ones.
  • Improved: The skill ui now highlights the selected skill with a yellow border and the confirmation popup when learning a new skill will now say explicitly which skill was selected and is about to be learned.
  • Improved: Profession icons shown in the level up animation now have a higher resolution.
  • Improved: The tooltip of rentable deeds will now show a notice if the option "Allow property changes while renting" is enabled for that deed.
  • Fixed: Deleted vehicle deeds would still show up as reference in user tooltips.
  • Fixed: When using shift+left-click on an item with amount 1, 5 or 10 the respective transfer option in the slider would be shown twice.
  • Fixed: Five-digit amounts of an item weren't displayed correctly in the store ui.
  • Fixed: The settlements view showed the line "Government of name" when no settlement was selected.
  • Fixed: In the annexation list, not every mention of a settlement provided a tooltip when hovering over it.
  • Fixed: The bug report ui didn't reset its contents after a bug report was sent.
  • Fixed: When reading a skill scrollall skill experience bars would change their color, wrongly indiciating that all experience would have been gained in the current play session.
  • Fixed: The store ui didn't show the currency icon, but instead displayed a line of code.
  • Fixed: The notifications for a dissolved settlement wouldn't link the dissolved settlement and hence not allow hovering it for a tooltip.
  • Fixed: The waterwheel showed internal item codes instead of linked item names where it informed about things obstructing its rotation.
  • Fixed: Scrolling in the texture review panel didn't work reliably.
  • Fixed: Some generators displayed a wrong power type in the "Consumes:" line on their tooltips.
  • Fixed: The icon for claim papers in the annexation ui was not displayed correctly.
  • Fixed: Deleted settlements could appear as potential spawn point, leading to a black screen on selection.
  • Fixed: Notifications for experience gained could appear on photos.
  • Fixed: Icons on the map moved when the map was moved.
  • Fixed: When zooming in on the fullscreen map, players far away could appear as big icons at the borders.
  • Fixed: An issue where depending on the player's locale the correct decimal separator was not recognized and couldn't be entered into respective fields.
  • Fixed: Recurring transfers displayed in player tooltips didn't update on changes until a server restart.
Notifications
  • Fixed: Wrong error message when building in multi-block placement mode when not having enough building materials stating "Not attached to the ground" instead of "Need x more blocks".
  • Fixed: Authorized players accessing a distribution station would cause a wrong notification in the newsfeed for every access attempt.
  • Fixed: Notifications when not being able to interact with something were triggered twice in many cases.
  • Fixed: When attempting to add items to a full inventory the notification erroneously displayed "Inventory too heavy" instead of "Inventory is full".
World Objects
  • Improved: Lighting furniture now functions again outside of rooms.
  • Improved: Green electricity generators no longer automatically turn off when they are not needed, retaining their animations.
  • Fixed: Force-enabled computer lab and lasers no longer require electricity to be used.
  • Fixed: Electrical pumps didn't have a flow rate of 4 as it is intended.
  • Fixed: Stores that were owned by a title did not recheck if the bank account can still be accessed by the title when a title holder lost the title - if the title can no longer access the bank account at any point it will now be reset and if the title has no holders at all anymore the store will be disabled.
  • Fixed: The water wheel could rotate in the wrong direction in relation to the water flow.
  • Fixed: After transferring ownership of an object, the original owner could still grant authorization for it.
  • Fixed: The warning about imminent drowning when getting hungry while swimming was sent to everyone instead of only the affected player.
Miscellaneous
  • Added: Method for mods to track text changes of signs. (Thanks to JulianMa)
  • Added: A confirmation popup when resetting the tutorial.
  • Improved: Increased ecopedia font to 22px size.
  • Improved: Animal behaviour when fleeing or wandering and when stuck.
  • Improved: The dev tool can now remove blocks through water, to target water blocks CTRL needs to be held.
  • Fixed: An issue related to claim papers that could corrupt and prevent a world from loading.
  • Fixed: A crash that could occur when exiting to the main menu while a world was loading.
  • Fixed: Elevators could get desynced, displaying at a position above their base.
  • Fixed: An issue that could lead to a disconnect with error "Failed to handle RPCResponse" when eating food.
  • Fixed: Vehicles in elevators could appear as levitating to other players, this fix freezes vehicles like on boats.
  • Fixed: Multiple display issues with water, especially at "corners" of water.
  • Fixed: Kelp, Clam and Urchin didn't spread correctly.
  • Fixed: Boats could "fly" when driving where there were placed blocks above it.
  • Fixed: Barges would play their ramp animation before showing the correct ramp state when the chunk the barge is in is reloaded.
  • Fixed: Crafting recipes that have variants for their form instead of their material would yield unexpected results when not choosing a specific variant.
Server & Configs
  • Added: A setting that allows to give players a retroactive experience gain when joining the server later.
  • Added: Commands "/adddems" and "/removedems" to assign a demographic to or remove a demographic from a player permanently, ignoring the demographics' requirements.
  • Improved: The "/help" command now displays the number type and "(optional)" instead of "*" for optional parameters.
  • Improved: Ground levelling for the "/bt" and "/bm" commands is now an optional parameter.
  • Fixed: The "/road" command now also works again with asphalt roads.
  • Fixed: The "/teleport atob" command would teleported players onto the head of the target, which wasn't very healthy.
  • Fixed: The spawn selection screen appeared despite the config variable "InitialSpawnSelection" being set to false.
Balance.template.eco
  • Added: "RetroactiveExperienceRate" config variable, determining an experience rate that players joining a server after start will be assumed to have had for all the time they were not on the server yet and be granted retroactively - defaults to 0 for disabled.
Features.template.eco
  • Added: "ExhaustionTimeEnabled" config variable, determining if the exhaustion feature is active - defaults to false.
Exhaustion.template.eco (New)
  • Added: "RefreshLocalHours" config variable, determining the hour of the exhaustion refresh in local time - defaults to 0.
  • Added: "RefreshLocalMinutes" config variable, determining the minute of the exhaustion refresh in local time - defaults to 0.
  • Added: "MondayExhaustionRefreshHours" config variable, determining the amount of exhaustion hours granted on mondays - defaults to 3.
  • Added: "TuesdayExhaustionRefreshHours" config variable, determining the amount of exhaustion hours granted on tuesdays - defaults to 3.
  • Added: "WednesdayExhaustionRefreshHours": config variable, determining the amount of exhaustion hours granted on wednesdays - defaults to 3.
  • Added: "ThursdayExhaustionRefreshHours" config variable, determining the amount of exhaustion hours granted on thursdays - defaults to 3.
  • Added: "FridayExhaustionRefreshHours" config variable, determining the amount of exhaustion hours granted on fridays - defaults to 6.
  • Added: "SaturdayExhaustionRefreshHours" config variable, determining the amount of exhaustion hours granted on saturdays - defaults to 6.
  • Added: "SundayExhaustionRefreshHours" config variable, determining the amount of exhaustion hours granted on sundays - defaults to 6.
  • Added: "AllowPlaytimeSaving" config variable, determining if unused exhaustion hours can be saved for a later day - defaults to true.
  • Added: "MaxSavedHours" config variable, determining how many exhaustion hours can be saved at maximum - defaults to 15.
  • Added: "AllowExhaustionPauseOnRest" config variable, determining if resting on any furniture stops the exhaustion timer, defaults to true.
  • Added: "BonusHoursOnExhaustionEnabled" config variable, determining an amount of bonus exhaustion hours granted for the first login - defaults to 2.
  • Added: "BonusRetroactiveHoursAfterStart" config variable, determining if players joining the server later get the exhaustion hours of days they missed granted retroactively up the maximum amount that can be saved - defaults to true.
  • Added: "Vehicles" config variable, determines for every vehicle in the game on if it is affected by exhaustion limits or not.
Settlements.template.eco
  • Added: "BaseInfluenceRadiusFoundationMovementAllowedAfterFounding" config variable, determining the range around the original position of a foundation in which the foundation can be moved after founding as a percentage of its base influence (without culture) - defaults to 50.
  • Added: "CultureDeedLinkPercentRequirement" config variable, determining the percentage of a cultural deeds' influence that is added as tolerance for valid placement of additional cultural deeds in a chain - defaults to 30.
  • Added: "HoursBeforeInvalidatingCultureDeed" config variable, determining the amount of hours ticking down as timer before cultural deeds with invalid placement get disabled - defaults to 2.
Note: Migration from the prior version is supported, but some recipes have been moved to the Blacksmith profession, require new work tables and won't be available for crafting without making adjustments first. If you prefer to finish your server on the prior version, you can do so by selecting "10.1.5" in the Steam beta settings for Eco. This can also be used to roll back your version until your server has updated.

As always let us know feedback on our Feedback Tracker[feedback.play.eco] or Discord[discord.gg] and be invited to read up on our plans for V1 and exiting Early Access in our earlier blog post.

Enjoy!
- Strange Loop Team]]>
Hotfix 10.1.5 released! https://eco-servers.org/blog/206/hotfix-1015-released/ https://eco-servers.org/blog/206/hotfix-1015-released/ Wed, 13 Mar 2024 15:58 CET we have just released Hotfix 10.1.5 to restore functionality of the server list and additionally address the following issues:

  • Fixed: Wheelbarrows didn't move correctly.
  • Fixed: Loan contracts could not be accepted.
  • Fixed: When admin assigning a settlement as member to another one, the parent settlement could lose all the already existing child settlements.
  • Improved: Claim papers vanishing from a deed due to the settlement they were issued from being dissolved led to unsupported property being unclaimed immediately - it will now instead provide a grace time to replace papers or decide which parts of one's deed to unclaim to be within the limits again.
Please note that the server list will still not function in versions before this. This is only temporary and will be addressed in the coming days. Sorry for the inconvenience!]]>
Roadmap to Eco 1.0 https://eco-servers.org/blog/205/roadmap-to-eco-10/ https://eco-servers.org/blog/205/roadmap-to-eco-10/ Sun, 03 Mar 2024 18:41 CET
With our biggest update ever - ‘Eco 10’ - out the door, it’s time to set our eyes on the next big milestone: Eco V1, exiting Early Access!

Early Access has been an amazing way to develop this experimental new genre of a living government/economy/ecosystem mashed together and run by real people, we’ve got so much great feedback from the community, as well as funding to let us build out the extent of our vision. Now, with the bulk of features added (minus a couple big ones coming this year), we plan to spend the year building and then Early Access at the end of the year/beginning of next year.

To achieve this, we have a ton of work to do over the course of the year, and we have set a roadmap based heavily on player feedback. Our goal with V1 is to produce a highly polished, performant, accessible, and long-lasting gameplay experience. This means that we are putting the focus on improving and polishing existing systems rather than introducing new ones. We’ve based this decision on player surveys and stats from reviews, and the results were a clear mandate: make what we have more polished, and smooth it all out.

From that we’ve compiled a roadmap of what we hope to achieve, which can be divided into several main categories:

Bugs and Performance
Top focus is fixing anything and everything that annoys the player and delivering a highly performant build at v1. We’re focusing on user feedback from reviews and surveys and user-study sessions to set our priorities here.

Professions
  • More Professions. We intend to flesh out professions with lots more options to choose from and paths to take within those skills, to create a greater spread of possible careers, thus creating more ‘niches’ for players to specialize in and become valuable members of their community. We will scale this with collaboration settings so that small servers can still cover everything needed.

  • Infinite star spend. Right now, there comes a point when you’ve spent all the stars you can, and thus the need for high-tier food and homes dries up. By V1, we will have added many more ways to spend stars, such that there will always be a need for stars no matter how developed your society is, and thus there will always be demand for these core professions. Part of this will be the ability to spend stars on talents (the upgrade choices you get as you level up), with branching paths that you have to choose creating further niches driving more collaboration, as well as spending stars on objects to upgrade them.
  • Maintenance. Everything will wear down and, if not maintained, break over time. This creates a constant need on professions to supply parts and perform repairs on these objects, preventing professions from going obsolete when all the needed objects are produced.
  • More upgrades. One of the best ways to prevent that feeling of grind is to have continuous upgrades in your ability to do things. That means you will only be digging with a shovel/swinging a pickaxe for a short time before you get upgraded tools and vehicles that make this action obsolete and allow collecting much more resources with much less effort. We will be analyzing every profession to ensure that upgrades in abilities become available frequently, which we believe will greatly reduce any feeling of grind. One example we intend to produce is explosives for mining, allowing much greater bulk collection of ore.

Ecosystem Impact
For V1, we want to make interacting with the ecosystem much deeper and more impactful:

  • Garbage. All crafting will create garbage, which must be dealt with by putting into trash containers, which can then be picked up by a trash service run by your settlement, funded perhaps from tax dollars. If garbage is left out, or left in a trash can too long, it will begin to pollute the environment. This creates a mechanic that will both impact ecosystem and economy (trash collection and funding for it).

  • Oil Spills. Connected to the maintenance task above, we will add the possibility of pipes to burst when not maintained, and for vehicle transport of oil or other pollutants to spill when driving on unmaintained roads or with an unmaintained vehicle. This creates a scalable difficulty for major disasters, as oil spills which will have a disastrous impact on the environment and require a lot of work to clean up. We’ll also make tainted water affect any housing systems that rely on it.
  • Challenges Beyond the Meteor. We plan to add more end-game disasters and challenges beyond the meteor, challenges that will arise and face society over time. We’ll be deciding on what to target and designing it out with citizen input over the year.

Accessibility and Learning Curve
This is about making the game easy to jump into, flattening the learning curve so you can interact in rich and interesting ways without having to understand a lot of complex mechanics. It's also about making the game have deeper ‘emotions’: representing the beauty of the natural and man-made worlds, taking care of animals, and general coziness that makes it very comfortable to spend time in. Additions include:

  • Animal Husbandry. This will be our marquee launch feature, which will include raising animals for meat, milk, eggs, and wool, as well as pets, which will give a home bonus. All animals in general will get an upgrade as well, making their pathfinding and behaviors highly polished.

  • New User Experience polish. Making the initial flow for new users through the tutorial and connecting to a community seamless and fun. We’re doing user studies on new players to see the sticking points and address them.
  • Outdoor Housing Decoration. Adding a new scoring category for outdoor land, so that you can decorate your space beautifully and get rewarded for it, making for quaint and pretty villages.

  • Off-grid placement. Some items will be able to be placed on surfaces off-grid, i.e. setting objects on tables and shelves, to decorate your space in greater detail. It will also allow hosting dinner parties with placed food, which can have a cultural reward.

  • Canny-voted items. We’ve integrated a system called Canny that allows citizens to propose and vote on what they believe are the important issues for them here[feedback.play.eco]. We’ll be tracking this and fixing top-voted items continuously, especially ones that are low effort + high impact. Feel free to hop in and make suggestions and vote on existing ones.
  • Expanded culture system. With Eco 10 we introduced the culture system, which allows you to earn points for creative works. We plan to expand into other systems and deepen its impact on the game, as it serves for a great evergreen goal.

It’s worth noting that once we do exit Early Access, things will not slow down, in fact they will likely speed up, as we have lots more plans we want to do after that. (Trains for example will be a big one post v1, which was neck and neck with Animal Husbandry as the marquee feature, but we decided it’s better to stay focused on just one of the two and so will make Trains in an early update post v1).

So stay tuned, tons more to come and it’s going to be an exciting year!]]>
Hotfix 10.1.4 released! https://eco-servers.org/blog/204/hotfix-1014-released/ https://eco-servers.org/blog/204/hotfix-1014-released/ Mon, 12 Feb 2024 16:12 CET we have just released Hotfix 10.1.4 to address the following issues:

Civics:
  • Fixed: In specific circumstances annexation didn't work due not consuming the necessary resources.
  • Fixed: When a bank account on a bank was destroyed due to the linked settlement dissolving, its owner received double the amount of currency they had on the bank account to their personal account.
  • Fixed: Joining a settlement by placing a homestead with the respective option enabled was not possible when foreign property ownership was disallowed in the immigration policy.
  • Improved: When a deed has more claimed plots than claim papers supporting them, there is now a timer counting down before unsupported plots will be removed.
  • Improved: The error notification when an annexation fails due to not consuming the necessary resources was made more helpful.
General:
  • Fixed: For users of the french and spanish language (and potentially others) spawn points on the map weren't displayed by default.
  • Fixed: A potential issue that could lead to a black circle overlaying the UI.
  • Fixed: The dev flood tool didn't work correctly when trying to add or remove a layer on the top of a body of water.
  • Fixed: When breaking aqueducts or pipes the game could create water source blocks that were unremovable.
  • Improved: The dev flood tool can now remove all connected water, this action is potentially dangerous and requires confirmation in a popup.
  • Improved: Multiple small improvements to aqueducts, making it easier to build and use them. (More changes coming in the future)
Interaction:
  • Fixed: The main menu wasn't displayed when the last joined server / local world was invalid.
  • Fixed: Vehicles on a barge wouldn't get locked when the driver is still in the vehicle.
  • Fixed: Vehicles on a barge could get locked in a flying position.
  • Fixed: Vehicles could stay locked on a barge even after the ramp was opened.
  • Fixed: Multiple issues with collisions at the ramp of barges.
  • Fixed: Claiming via the map didn't work correctly for unfounded settlements.
  • Fixed: Claim papers and stakes could be taken from a town foundation dwithout authorization when swapping them while already having any type of claim papers or stakes in the inventory.
  • Fixed: An issue with the hammer that allowed to rapidly click without limitations at a storage.
Server:
  • Fixed: An issue that could cause a server crash and subsequent inability to start the server related to crafting fees.
  • Fixed: An issue that could cause server crash and subsequent removal of all currently running work orders.
  • Fixed: Several issues that could potentially lead to server crashes.
  • Fixed: The /unclaim command didn't work when the linked deed had residents.
  • Fixed: Civics.eco.template was not reflecting the prolongued civic invalidity timer of 60 minutes from Update 10.1. (Make sure to adjust the config of your server if you have a Civics.eco and want to make use of this change)
]]>
Hotfix 10.1.3 released! https://eco-servers.org/blog/203/hotfix-1013-released/ https://eco-servers.org/blog/203/hotfix-1013-released/ Tue, 30 Jan 2024 15:03 CET we have just released Hotfix 10.1.3 to address the following issues:

General:
  • Fixed: The crane was causing a client crash when used to pick items up from a storage and could afterwards no longer be removed from the world due to that causing another crash
  • Fixed: Elevators didn't function reliably with vehicles, them sometimes getting stuck or falling through them
  • Fixed: The Twitch plugin sometimes claimed it is disabled on the server, despite it was enabled
  • Fixed: After using /ownit on a vehicle, players authorized on it could no longer be reliably removed
  • Fixed: An issue that could lead to a server crash when the water of a pipe was flowing into a different chunk
  • Fixed: A rare issue that could lead to a server crash and corrupt the savegame, preventing the start of the server
  • Fixed: Memory required only during server connection wasn't freed after the connection finished
Civics:
  • Fixed: Setting wages on demographics and titles did not correctly setup the recurring transfers for the wage, preventing them from being paid out
  • Fixed: When many property changes occured, the annexation table was unable to reliably show a selection of annexable settlements and too many notifications were triggered
  • Fixed: An issue that could lead to the reputation given by a law to be extremely higher than the set value
  • Fixed: Adding a constitutional amendment under specific circumstances could lead to a client disconnect
  • Improved: Buy orders for Homestead support papers and settlement papers can now specify their origin to be "Any settlement", making acquiring of homestead support papers easier
UI:
  • Improved: Hovering over items in the work order bar at a work table will show the tooltip for that specific item again, instead of the general tooltip of the work order bar
  • Improved: The game will now show separate informational error dialogues when connection to steam backend servers or our own was not possible when it was started
]]>
Hotfix 10.1.2 released! https://eco-servers.org/blog/202/hotfix-1012-released/ https://eco-servers.org/blog/202/hotfix-1012-released/ Mon, 22 Jan 2024 15:21 CET we have just released Hotfix 10.1.2 to address the following issues:

General:
  • Fixed: An issue related to claim papers that could lead to a crashloop on servers
  • Fixed: An issue related to constitutions that could lead to a crashloop on servers
  • Fixed: An issue that made it possible to unlink claim stakes and papers from their settlements, allowing to use them anywhere
Civics:
  • Fixed: Appointed titles wouldn't always correctly consider the holders of member titles as occupants
  • Improved: Annexation notifications due to culture were still triggering too often, they will now only trigger when a culture value higher than the so far highest achieved value was reached
Interaction:
  • Fixed: Vehicles driven onto barges couldn't be driven off them anymore
  • Fixed: Right clicking to deposit resources into a storage one is only authorized on didn't work
UI:
  • Fixed: Eating animations for some foods showed pink particles
  • Fixed: Hovering over contracts in the economy viewer did not display the expected tooltip
  • Fixed: Hovering over items in a "Put items into container" clause of a contract did not display the expected tooltip
]]>
Hotfix 10.1.1 released! https://eco-servers.org/blog/201/hotfix-1011-released/ https://eco-servers.org/blog/201/hotfix-1011-released/ Fri, 19 Jan 2024 06:24 CET we have just released Hotfix 10.1.1 to address the following issues:

  • Fixed: An issue that prevented some players to join some servers
  • Fixed: Even miniscule changes in culture triggered notifications for annexations, leading to spam
  • Fixed: The /unstuck command didn't work correctly when used while being on a boat on the ocean
  • Fixed: Vehicles that were parked on a deed were put into void storage when its owner was removed from residency of that deed
]]>
Update 10.1 released! New Homestead Support Papers! https://eco-servers.org/blog/200/update-101-released-new-homestead-support-papers/ https://eco-servers.org/blog/200/update-101-released-new-homestead-support-papers/ Thu, 18 Jan 2024 16:40 CET Update 10.1 is now available, fixing many reported issues and introducing multiple changes to the settlement system, addressing some of the issues we have seen with it.

Homestead Support Papers


This update contains a new type of claim papers, called "Homestead Support Papers", which just like normal settlement papers will spawn in the settlement foundation based on the amount of citizens it has. The special thing about these is that they cannot be used within the influence of a settlement, but only to expand homesteads located outside.

Homestead Support Papers have no use for settlements - the intention is for these papers to be given away, allowing players that prefer to not be part of a town or that are farming outside of a settlement to increase the size of their homestead to a degree only limited by how many of these papers they can acquire. The value for the settlement is the income or reputation they can generate through this mechanic. Homestead support papers work anywhere they can be used, no matter from which settlement they were received. We hope that this new mechanic addresses space problems some of our players experienced while preserving the importance of settlements, but we also made other changes that should help with that.

Changes to Annexation

While monitoring the usage of this feature we have noticed that it is still used too often in a way we have not intended, especially to gain new claim papers by gaining new citizens for one's own settlement. In this Update we have changed the default requirements for annexations to cost additional materials depending on the tier of the settlement annexed. The cost will now also depend on the amount of citizens the target has, e.g. the more citizens a town has, the more the annexation will cost.

The most impactful change we made is that annexations now require claim papers to be paid to the target, both for homesteads as well as for lower level settlements, which is supposed to make annexations with the goal to increase the amount of claim papers no longer viable as they are now one of the costs.

For homesteads specifically, a town that wishes to annex it also needs to replace all homestead support papers assigned to that homestead with its own town claim papers. (Additional to the general amount they have to provide already) The homestead support papers will be exchanged with those seamlessly on annexation and be given back to the settlements they originated from. This ensures that homesteads have a way to make their annexation much harder as long as their owners are actively playing and that none of the additional claimed property gets lost when the citizenship changes. The annexation of homesteads whose owners are abandoned is completely free, ensuring that settlements aren't blocked from implementing their plans and projects by abandoned property.

It is now also easily possible to disable annexations on your server completely if you would rather not use this feature.

Release Notes

Avatars
  • Fixed: When connecting to a server after having left it with the avatar sleeping, the UI would show the inside of the avatars face and prevent interactions until reconnecting to the server
  • Fixed: When entering water while eating, the avatar would loose its hand animations and prevent any interactions until reconnecting to the server
  • Fixed: Avatars that had invalid items could lead to the player only seeing a black screen after connection to a server
  • Fixed: The avatar's backpack didn't hide when sitting on a chair or mounting a vehicle
Balance
  • Changed: Decreased maximum givable reputation by laws of towns from 20 to 10 and for countries from 30 to 20
  • Changed: Culture calculation now uses the lower of the artist's / the picture's reputation instead of the sum of both - this can notably reduce existing culture where it was mostly gained by artist instead of picture reputation and hence lead to influence sizes appearing smaller after updating (If this causes trouble on your server, you can increase the "SettlementInfluenceMultiplier" inside Settlements.eco to make up for this change)
  • Changed: Increased shelf life of all cooking oils to match the one of Flaxseed Oil
  • Changed: Reduced labour cost of seed crafting from 25 to 20
  • Changed: Adjusted lumber recipe to require less Flaxseed Oil, it now yields 2 lumber pieces with only the other ingredient costs increased to match
  • Fixed: Geology Modern Papers were having a static ingredient cost for glass, it is now dynamic
Civics
  • Added: A setting in the immigration policy that allows determining if child settlements can annex each other
  • Added: New civic conditions "Is Government Account" and "Matches Settlement"
  • Added: New game value "Settlement of Bank Account", allowing to check if the bank account used in a transaction is hosted by any settlements specified
  • Changed: The "Border Control" setting allowing to grant specific players or citizens of other settlements the ability to expand deeds into your own settlements' influence with claim papers that aren't of your own settlement was moved from the "Embassy Desk" to the "Settlement Foundation" and is now enabled by default for everyone
  • Fixed: The influence of settlements could be projected at a completely different place than where they actually were when their foundation deed was located around the 0 coordinate wrap border
  • Fixed: There was a discrepency in regard to where homesteads can be placed between the client and the server at the borders of unfounded settlements
  • Fixed: It was possible to accept citizens into an unfounded settlement and then move it, keeping the already accepted citizens now no longer within its influence. When a homestead would no longer be covered by the influence when moving a settlement it will now inform the acting player that the homesteads affected by this will loose their citizenship, which they need to confirm.
  • Fixed: Editing deeds via the map didn't take into account the setting for if a settlement allows foreign property ownership, enabling non-citizen players that already owned a property in a settlement to continue to expand their deed even when foreign property ownership was disabled since acquiring that property
  • Fixed: Foundations with the default "Everyone" permission did not always correctly prevent players from taking claim papers out of it, which is supposed to only be possible by the Mayor with that permission set
  • Fixed: It was possible to edit or remove the citizenship demographic of a settlement, leading to the settlement becoming invalid
  • Fixed: Removing a citizen from a settlement while it was offline caused a server crash
  • Fixed: Trying to remove a citizenship application on a settlement that was assigned as child of another settlement via admin tools lead to a client disconnect, all applications will now be removed when a settlement is assigned to be a child settlement this way
  • Fixed: Multiple civic related server crashes that appeared in unforseen edge cases
  • Fixed: Trying to place a capitol on a server that has settlements enabled or placing a foundation on a server that has settlements disabled caused a server crash, placing will now correctly provide an error in the UI
  • Fixed: With settlements disabled, civic objects wouldn't allow their usage until forceenabled as they were considering themselves to not be within jurisdiction of a settlement
  • Fixed: With settlements disabled, civics weren't considered valid and removed themselves after the invalidity timer ran out
  • Fixed: With settlements disabled, claiming would sometimes show an error saying the action would not be valid due to not being within a settlements influence
  • Fixed: With settlements disabled, when unclaiming the last plot of a deed would crash the server
  • Fixed: With settlements disabled, it was not possible to sell claim papers
  • Fixed: With settlements disabled, it was not possible to use the treasury
  • Improved: Constitutions can no longer become invalid, preventing players from being stuck with an invalid constitution they cannot edit despite valid options to do so would be available
  • Improved: Settlements can no longer become invalid due to missing or invalid civics, only by failing their base requirements
  • Improved: Settlements will now automatically try to repair invalid entries by resetting them - this can also be done manually by using the new admin command /resettle
  • Improved: Invalidity warnings for civic objects are now sent multiple times during the duration of the invalidity timer to make it more likely that players notice them, additionally the default invalidity timer has been increased from 20 to 60 minutes.
  • Improved: Invalidity warnings are now only sent to the creator of the civic object and any players that have authorization on the deed the object is located on and could hence actually solve the problem
Interaction
  • Fixed: Interacting with a felled log using a soil sampler caused a client disconnect
  • Fixed: Interacting while in third person didn't always reliably work due to the interaction origin being tied to the camera, instead of the player
  • Fixed: The skid steer was accepting items it is not intended for that when placed by the skidsteer would create a unremovable white square
  • Fixed: Grass that had grown on tilled soil couldn't be removed by tilling it again
  • Fixed: Claim stakes defaulted to a vehicle deed if that was the last remaining deed
  • Fixed: Stone roads did not have a default form selected when using the hammer
  • Fixed: Plants highlighted already harvested fruits when hovering them
  • Fixed: Objects displayed and set to be available for purchase in the world couldn't be bought due to an authorization issue
  • Fixed: When trying to mount a vehicle multiple times quickly or during lag the player could end up driving a vehicle in the passenger seat
  • Fixed: When placing blocks in a multiform with the hammer the error message "Not attached to ground" could wrongly appear when the actual problem was the building range being invalid
  • Fixed: Mounting a vehicle in first person view would always rotate the camera to face north
  • Fixed: Transferring ownership of a deed to a different player, title or demographic caused a client disconnect
  • Fixed: The ramp of the barge could be opened despite not being authorized to do so
  • Improved: Paintings can now be added to and removed from frames via simple shift + right click
UI
  • Added: The game will now show a information message when connection to the authentication servers isn't possible, informing the player about our status page and the support mail
  • Added: Notifications for sales made with the "For Sale" feature
  • Fixed: Contract acceptance confirmations didn't show the requirements to fulfill the contract
  • Fixed: Crafting orders could show a "Halted" hint in their tooltip despite that wasn't the case due to not taking into account upgrades reducing the required amount of ingredients for a recipe
  • Fixed: Holding food in ones hands while in third person view and interacting with something could lead to the food additionally appearing on the screen as it would in first person
  • Fixed: Draft settlements were showing in the government UI, clogging up the view
  • Fixed: The "x" button to remove applicants for citizenship didn't do anything
  • Fixed: Hovering over a link in the notification menu could show the tooltip for something the player didn't hover
  • Fixed: The settlement picture area wasn't correctly showing in the foundation UI
  • Fixed: The password entry dialogue when trying to join a server was not displaying the mouse cursor
  • Fixed: Tooltip parts added by mods weren't reliably displayed due to a loading order issue
  • Fixed: Settlement influence wasn't shown on the map until turning the setting off and on again
  • Fixed: Map settings weren't saving the selection for settlement influence between play sessions
  • Improved: The notifications for removed claim papers will now explain why they were removed
  • Improved: Reworked the game entry flow, making the entry to the game menu more smooth
Objects / World:
  • Fixed: Grass was spreading onto tilled soil
  • Fixed: The fishing trawler was catching fish even if it wasn't moving
  • Fixed: The ramp of the barge wasn't correctly synced between all players
  • Fixed: The settlement crafting table had wrong occupancy values, it now fits its size
  • Fixed: The plastic buoy had wrong occupancy, it now fits its size
Miscellaneous
  • Fixed: The game was crashing when trying to join a server on old CPU's that do not support SSE 4.2 / AVX 2, we have implemented a workaround for that
  • Fixed: An issue with the chat that could lead to a severe decrease of performance
  • Fixed: Twitch integration causing connection issues that slowed the game down when enabled
  • Fixed: Branch occlusion in third person wasn't working correctly
  • Fixed: Shadows were not moving smoothly with the sunlight
  • Fixed: Additional causes for rubble teleporting
  • Improved: Multiple changes to animal pathfinding to make it more smooth
  • Improved: Added a new volume slider for weather sounds
  • Improved: Only unclaiming (instead of also claiming) is now restricted by default when a property has residents on it - the option that can be set by the landlord to enable property changes and warn potential residents about this before agreeing to a rental has been adjusted respectively to reflect that
Server & Configs
  • Added: A setting that automatically scales influence sizes of settlements with the world size, enabled by default
  • Changed: Changing the property owner of a deed via admin commands will no longer turn off objects on that deed like a regular transfer would
  • Fixed: Server restarts were resetting the available item count in work orders to 0 until the linked storages were updated, despite items were available to continue crafting
  • Fixed: Changing the anonymous voting setting for the basic default election caused an error in the server ui
  • Fixed: The server changed the "AFKOccupancyBeforeAFKKick" config value back to 0 when restarting the server, overwriting the configured value in the config file
Balance.eco
  • Added: "CraftingQueueQuantity" config variable, defining the number of work orders a crafting table can hold at the same time - defaults to 5.
Difficulty.eco
  • Added: "ClaimStakesGrantedUponSkillscrollConsumedAndSettlementsDisabled" config variable, defining the number of claim stakes (usable anywhere) granted when reading a skill scroll when settlements are disabled - defaults vary depending on the collaboration setting.
  • Added: "ClaimPapersGrantedUponSkillscrollConsumedAndSettlementsDisabled" config variable, defining the number of claim papers (usable anywhere) granted when reading a skill scroll when settlements are disabled - defaults vary depending on the collaboration setting.
  • Added: "ClaimStakesGrantedUponSkillscrollConsumedAndSettlementsEnabled" config variable, defining the number of claim stakes (usable anywhere) granted when reading a skill scroll when settlements are enabled - defaults vary depending on the collaboration setting.
  • Added: "ClaimPapersGrantedUponSkillscrollConsumedAndSettlementsEnabled" config variable, defining the number of claim papers (usable anywhere) granted when reading a skill scroll when settlements are enabled - defaults vary depending on the collaboration setting.
  • Removed: "GiveStakesAndClaimsEvenWhenSettlementsAreEnabled" config variable.
  • Removed: "ClaimStakesGrantedUponSkillscrollConsumed" config variable.
  • Removed: "ClaimPapersGrantedUponSkillscrollConsumed" config variable.
Settlements.eco
  • Added: "ScaleInfluenceBasedOnWorldSize" config variable, determining if settlement influence scales automatically with world size - defaults to true.
  • Added: "MayAnnexSameLevel" config variable, determining if settlements can annex other settlements of the same level - defaults to false.
  • Added: "MayAnnexSubSettlements" config variable, determining if settlements can annex other settlements of lower level - defaults to true.
  • Added: "HomesteadSupportClaimsPerCitizen" config variable, determining how many homestead support papers are spawned per citizen - defaults to 5, 5, 5.
  • Added: "HomesteadSupportClaimsPerAbandonedCitizen" config variable, determining how many homestead support papers are spawned per abandoned citizen - defaults to 3, 3, 3.
  • Renamed: "ClaimStakesPerCitizenPastFirst" to "ClaimStakesPerCitizen".
  • Renamed: "LandClaimsPerCitizenPastFirst" to "SettlementClaimsPerCitizen".
  • Renamed: "LandClaimsPerAbandonedCitizen" to "SettlementClaimsPerAbandonedCitizen".
Note: If your server hasn't updated to this version yet, you can temporarily switch back to the prior version via the "10.0.4" Steam branch when right clicking Eco in your library -> Properties -> Betas. Make sure to set this back to "none" once the server updated, you will otherwise no longer receive any updates automatically.]]>
Hotfix 10.0.4 released! https://eco-servers.org/blog/199/hotfix-1004-released/ https://eco-servers.org/blog/199/hotfix-1004-released/ Wed, 03 Jan 2024 10:07 CET we have just released Hotfix 10.0.4 to address the following issues:

General:
  • Fixed: Under specific circumstances it was possible to place blocks outside of the allowed height limits, breaking the savegame and leading to a black screen with HUD for all players on the server
  • Fixed: Using the "Approve all" function for pictures deleted all pictures that were supposed to be approved
  • Fixed: Approving a picture that was already approved deleted the picture
Civics:
  • Fixed: It was possible to override the permission to transfer properties outside of law jurisdiction
  • Fixed: Laws that use "Citizen Timer" were able to affect players outside of law jurisdiction
Server:
  • Fixed: A memory leak related to room calculations
  • Fixed: An issue that could cause the server to lock up, halting crafting timers and breaking interaction

We are currently working on a bigger patch addressing lots of issues that aren't as critical, scheduled for release within the coming days.]]>
Hotfix 10.0.3 released! https://eco-servers.org/blog/198/hotfix-1003-released/ https://eco-servers.org/blog/198/hotfix-1003-released/ Thu, 21 Dec 2023 18:54 CET we have just released Hotfix 10.0.3 to address the following issues:

  • Fixed: Shooting down the meteor could lead to an achievement related server crash
  • Fixed: Pictures in a invalid state (having no creator assigned) could crash the server and corrupt the save game, this fix will scan pictures on server start for this state and assign them a creator to fix save games retroactively
  • Fixed: Some other server crashes that could be caused by pictures
  • Fixed: Achievements were not properly storing progress and some were hence unobtainable
  • Fixed: The levelup animation didn't display its graphics correctly
]]>
Hotfix 10.0.2 released! https://eco-servers.org/blog/197/hotfix-1002-released/ https://eco-servers.org/blog/197/hotfix-1002-released/ Tue, 19 Dec 2023 17:04 CET we have just released Hotfix 10.0.2 to adress the following issues:

General:
  • Fixed: Multiple usability problems with tools, especially the bows and the fishing rod
  • Improved: Canoes should feel more responsive to your interactions when steering them
  • Improved: Adjusted temperature and moisture ranges for "Flax" plant to have better habitability
  • Removed: The network multiplier for reputation was removed, it was causing confusion to players and is no longer necessary with the new settlements system
Civics:
  • Fixed: Towns founded by citizens that lost their prior town due to the civics invalidity timer showed a property crisis mentioning deeds that were part of their prior town and do no longer exist
  • Fixed: Custom stats that due to the name of the settlement or its founder had special characters in their full internal name were causing database issues that could lead to a multitude of strange effects
  • Fixed: The law trigger "First Login" wasn't hidden on worlds with settlements turned on, as is intended
  • Improved: Performance on scanning properties when changing laws, this notably improves civic performance
Technical:
  • Fixed: It wasn't possible to create a new world with randomized world generation through the game client
  • Fixed: It was possible to generate invalid worlds with a height over 160, leading to players seeing a black screen with HUD when joining them after a while. The world generator will no longer generate worlds with a height going over this limit.
  • Fixed: Some players could get stuck at around 80% of loading when reconnecting to a server
  • Improved: Multiple improvements to face tracking, including better webcam detection
Singleplayer:
For singleplayers (and dedicated servers with settlements turned off) we have added back the ability to gain claim papers (and now also claim stakes) when they read a skill scroll, as it worked in Update 9. These claim papers and stakes work anywhere and are not bound to a settlement. This is enabled by default when a singleplayer world is created with the "No Collaboration" setting and on dedicated servers that have settlements turned off.

For this to work on singleplayer worlds that were created in Update 10, the configuration needs to be adjusted - the easiest way to do this for singleplayers is to create a new world in the client with the default "No Collaboration" setting, adjusting advanced settings as desired, then load their currently played world again - configs apply to all worlds currently and are not saved per world.

The new configuration options are found in Difficulty.eco file:
- "GiveStakesAndClaimsEvenWhenSettlementsAreEnabled" (Default: false, other than for "No Collaboration" where it is true - Determines if unrestricted claims and stakes are also granted on worlds with settlements enabled, which is the case for all singleplayer worlds newly created in Update 10 and not the case for all singleplayer worlds migrated from Update 9.)
- "ClaimStakesGrantedUponSkillscrollConsumed (Default: 1 - Determines how many unrestricted Claim Stakes are granted when reading a skill scroll.)
- "ClaimPapersGrantedUponSkillscrollConsumed" (Default: 1 - Determines how many unrestricted Claim Papers are granted when reading a skill scroll.)

The last two settings also control the gain for dedicated servers with settlements disabled.]]>