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Offline Asid

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Eco
« on: March 17, 2018, 05:06:58 PM »


Create a civilization capable of stopping a meteor without destroying the ecosystem in the process.


Official Site: Here
Forum: Here
Steam: Here
YouTube: Here


Single-player, Multi-player, Online Multi-Player, Co-op, Online Co-op


Eco Official Trailer




About


Enter the world of Eco, a fully simulated ecosystem bustling with thousands of growing plants and animals living their lives. Build, harvest, and take resources from an environment where your every action affects the world around you. An imminent meteor strike threatens global destruction. Can you save the world without destroying it in the process?

Construct buildings and towns, tend to your farm, hunt wildlife, build infrastructure and transportation, craft clothing, build power plants, and research new technologies. Specialize in a craft and trade your goods to other players. Develop your civilization and sculpt your planet.

As your civilization grows, you’ll need to analyze data from the simulation; evaluating the impact you have on your world. Use this data as evidence in proposed laws, restricting harmful activities without disrupting the advancement of technology. Balance your individual needs with the needs of community, all while maintaining the state of the ecosystem. The future of your world is in your hands.


Every organism in Eco exists as part of a detailed simulation; a disruption in one species can have cascading effects across the planet. Chop down all the trees, and habitats for creatures will be destroyed. Pollute the rivers with mining waste, and your farms will become poisoned and die. The ecosystem supplies the resources you and your community will need to stop the meteor. Manage your pollution, mining waste, hunting, and resource collection to balance your effect on this system.


Eco is built on a rich ecological simulation. All the data generated from the interaction of plants, animals, climate, and players can be searched and analyzed using in-game graphs and heat-maps. Use the collected information as scientific evidence support to proposed laws. The ability to successfully debate using scientific evidence is your greatest weapon against the destruction of your world.


Establish and maintain your own set of laws and government, which are enforced automatically by the game. Draft a proposal to limit clear-cutting in a protected forest, incentivize green energy solutions over fossil fuels by providing tax subsidies and penalties. Participate in elections for world leadership, allowing you to set tax rates and allocate community money. Use a programmable law system to make dynamic and flexible rules for the community, passing them by vote. Construct a wide variety of governments; from tightly-regulated dictator-states, to tax-and-spend subsidy programs, or even lawless communities relying on trust.


Your skills increase based on your food and shelter. By consuming a highly nutritious variety of food and building an elaborate home you will rapidly increase your skill points. Skill points can be spent on skills like farming, hunting, trade, engineering, research, and more. Contribute to the greater good while increasing your own personal success.


In the player-run economy, you achieve the most when you specialize and trade both goods and services. Create stores to buy and sell goods you need asynchronously with other players. Setup contracts within the game’s quest-like labor market, soliciting other players to perform specialized work for you in exchange for payment. Build complex crafting machines and charge a fee for players to use them. A thriving economy in Eco can be both a powerful tool for progress, or a dangerous threat to the environment.

To grease the wheels of commerce, you can create your own currencies, backed by fiat or by resources. Manage the value of your currency relative to others by setting exchange rates at asynchronous currency exchanges. Sell items at stores and collect credit from other players. Eco is designed for rich asynchronous play, allowing many players of many disciplines to contribute to one another’s goals at separate or simultaneous times.


All of the world’s resources originate from its environment, which is affected by your actions. While a meteor looms over head — set to strike the planet in thirty days — a more subtle threat grows from player-interaction with the environment. Without careful attention, ecological destruction can destroy civilization before the meteor even strikes. To ultimately succeed, you and your community will need to use the tools of government and economy to find a balance between progress and protection.


Included Features

•   Online Multiplayer - Collaborate online with a community of players.
•   Local Singleplayer - Build your own world, with the option to invite friends.
•   Dedicated Server Included - Host your own Eco worlds.
•   Over 30 different craft tables, with hundreds of recipes.
•   Hundreds of items, skills, craft tables, and building blocks.
•   A simulated ecosystem with dozens of unique species.
•   With limited carrying capacity, players must create vehicles and networks of roads to transport materials.
•   Create your own backed or fiat currencies, using them as a means of exchange in the economy.
•   Build stores where you can sell your excess items for a profit.
•   Eat varied and nutritious food and build ever larger homes to increase your skills.
•   Create contracts for jobs that you would like players with different skill-specialties to accomplish for you. Take on contracts from other players that need the skills you possess.
•   Design laws using programmable template system to protect your world or increase your profits, enforced by the game if ratified by the population.
•   Run for election and make decisions that affect the globe.
•   View and compile rich data from the simulation and use it to argue for group decisions.
•   Claim land as your own property, and share access rights.
•   Give and remove reputation from other players.
•   Find a balance between progress and protection, between individual needs and those of the group, succeeding or failing together.



























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Offline Asid

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Re: Eco
« Reply #1 on: April 03, 2018, 04:22:54 PM »
7.3 is here!
29 MARCH   - SHAYDENMAC

We’re 7 weeks out from Early Access launch and the game has been growing fast, especially out of our native United States, which is cool to see considering we haven’t finished localizing yet!

Upcoming Feature

In the immediate future though we have a surprise feature we’re going to sneak in before the vehicle update, and the feature is trash. Really, it’s literally garbage.


Check out the video





For the full change log for 7.3, click here. https://ecoauth.strangeloopgames.com/changelog

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Re: Eco
« Reply #2 on: April 03, 2018, 04:23:29 PM »
7.3.1 released!
30 MARCH   - SHAYDENMAC

This is a collection of all the hotfixes done since 7.3 launch, which are:

- fix transparency on most preview meshes
- fix particle systems on some world objects
- fix colors of some blocks on web map
- fix incorrect user count
- misc excavator fixes
- allow admins to ignore auth when using the dev tool to smite things
- fix some pumpjack issues when near the edge of the world
- fix some masking issues on the world object UI
- tweaked the power requirements of some light objects
- fix solid ground component not respecting rotated objects
- fix maxslots issue with singleplayer
- fix some disconnects that could occur when interacting with nothing selected
- broken laws are now automatically removed on server start (such as laws referring to items that no longer exist)
- fix doors having crafting components
- bunch of misc fixes for the webpage with other browsers (edge, firefox)
- glass now properly stacks and has a single form of windows
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Re: Eco
« Reply #3 on: April 21, 2018, 10:32:50 PM »
Economy As Gameplay
12 APRIL   - SHAYDENMAC

There's more than meets the eye to the game, Eco, as most of you already know. Strange Loop Games', John Krajewski, really gets into the depth of what this game is all about in his latest blog article.

http://www.doyouthinkthisisagame.com/2018/04/08/economy-as-gameplay/
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Offline Asid

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Re: Eco
« Reply #4 on: May 19, 2018, 08:45:02 PM »
Moving right along with 7.4 staging
Eco - ShaydenMac

7.4 has passed QA and has been promoted to the Staging branch on Steam. While there still may be a few bugs to work out, if you want to try out the new vehicles a bit early, feel free to do so.

To clarify how our development process works:

•   (bleeding_edge_staging) - Untested, but the most current version of the game. Expect bugs and frequent new versions.
•   (staging) - These builds have passed internal QA, but may still have a few issues.
•   (release) - These are the official releases.

In general, we aim for 2-week release windows.

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Offline Asid

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Re: Eco
« Reply #5 on: May 19, 2018, 08:48:42 PM »
Community Update for 4/30/18
Eco - ShaydenMac

Highlighted comments from our 4/17/18 update:

Certain plants not populating upon world creation; usually crimini mushrooms but can also be more than one type of plant completely missing

“that is one of the most annoying things, having to create a new world over and over and over again because it is missing either some animals or some plants
EDIT: want to say I have only 1 useable out of 2 worlds at absolute best!”

UPDATE: We have fixed this in 7.4. Plants that have not spawned during world generation will now spawn in automatically.


Would like to see more information about Laws: How to’s; Examples.

“Seven votes for "How To Laws" from my small server, would love to have that explained a bit more clearly. I've got a programming background so I think I have a leg up, but for most new players it's gibberish.”

If you’re interested in contributing to our Wiki, we would appreciate your help! https://eco.gamepedia.com/Eco_Wiki  https://eco.gamepedia.com/Eco_Wiki

“Thanks for this initiative! I'm glad to see you quickly took into account the critics about the lack of communication since Steam release. As a server admin and modder, this is a good way of getting updates and ideas other than following the constant flow of messages in the Discord server.”

What the Community Was Talking About Most Last Week

Trending Topics

Bugs or technical issues
•   People are wondering if digging large tunnels can cause crashes or lags. It seems like large underground rooms (tunnels) can cause issues, and segmenting them (using construction materials to turn a large tunnel into smaller rooms) seem to lower lags/freezes/crashes.

UPDATE: Yes, it can cause lag. This is something we have fixed which will be implemented in 7.4 or 7.5 at the latest.

•   “Steam says it cannot run because the app is running after leaving Eco when trying to start the game back up. Task manager does not show Eco.exe running (this is not EcoServer related as multiple instances of the server can run). We’re not sure if this is all on Eco's side or also a Steam issue. It does seem to happen in 'clumps' where several people will have it happen and then several hours will go by before it happens again, so maybe it’s something Steam is doing like an update. The workaround is to simply Restart Steam.”

If anyone has more information on this, please let us know. You can send your information to me directly shay@strangeloopgames.com We always appreciate when the community reports bugs!
•   Save files being corrupted often
UPDATE: This issue has been fixed and will be implemented in 7.4, as well as better backups!

Things People Would Like to Add or Change
•   Woodsfolk and Chefs are forever valuable, but stonemasons and blacksmiths have to waste valuable skill points trying to keep up with the game curve, unable to dedicate themselves to their craft like the other 2.
•   It’s too easy to build the laser once you get the excavator, resulting in not having much time to play with because you blow the meteor up too soon.
•   Would like to see making the excavator and other vehicles sooner or make it like you have to combine all professions to build the laser. For example, a new research just for the laser beam and the cost being a lot of resources like food, wood, stone, etc...
•   The ability to paint concrete
•   Forestry equipment
•   Greenhouses
•   Chainsaws
•   Trains for transport of goods, building materials and people
•   Mining carts with rail system
•   Adding the ability to name storage chests/stockpiles when looking at their inventories
•   Search field to search for recipes at all workstations
•   Insects/bees, beekeeping skill tree
•   People prefer to have Construction skills (Lumber construction, etc) either be free or under the material Specialization (under Wood construction under
•   Hewing, for instance)
•   People are talking about wanting seasons
•   Boats
•   Animal domestication/breeding, animal farms

Sharing the Love!
•   People praise the passionate, driven dev team
•   People praise the overall quality of the game - some people don't even think it's actually Early Access/In development

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Offline Asid

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Re: Eco
« Reply #6 on: May 19, 2018, 08:56:39 PM »
Beta 7.4.0 has been released!
Eco - ShaydenMac

NETWORKING UPGRADE
•   A large part of the networking code has been overhauled for this release. The server now uses UDP on port 3000 for game traffic by default, and TCP on port 3001 for web traffic by default. If you were forwarding ports to your dedicated servers in the past, you will need to update your rules accordingly, including any rules in firewall programs.
•   In most instances, you should no longer need to port forward when hosting a server. We'd recommend using the steam friends "join game" feature to easily join each other games, instead of needing to find IP address and connect manually.
•   Moved the "MaxSlots" configuration value from the Users.eco config to the Network.eco config

JOIN SCREEN
•   New layout and visual style. Among other things, the new layout allows many more servers to fit on the screen.
•   This screen has been split into 2 tabs - one for only the servers that you are most likely to join (for example, your favorites, LAN servers, and official SLG servers), and the other for browsing for a new server. This allows you to view the first tab without having to query all the servers, which is more expensive.
•   Added many new searching, sorting, and filtering features
•   Improved performance by limiting how many servers are displayed
•   Added a new category on the server browser for 'Test Servers', which for now will link only the official SLG test server for the next version. Players will need to switch to staging to join this build, and a popup will inform them of that if they attempt.

GARBAGE
•   You can now drop any non-carried items into garbage piles
•   If left alone, food items will decompose into nothing
•   If left alone, other items will become trash blocks which will cause minor pollution

VEHICLES
•   Added a modern pickup Truck!
•   Added the hand plough
•   Added a nimble Skid-Steer vehicle
•   Vehicles can now dump in the water

GAMEPLAY
•   Unstuck can now extract players from ditches, correct invalid positions, added a delay to unstuck
•   Added hewn log, lumber, and stone signs for both standing and hanging.
•   You can no longer consume food when full.
•   Candle Stands no longer require solid ground.
•   Zero and low population plants will now be force spawned into worlds without them.
•   After activating the meteor destruct sequence, removing lasers or generators or otherwise breaking the laser setup will now cancel the destruct sequence.

MOD.IO
•   Official integration with mod.io is now ready! https://eco.mod.io/
•   A server can subscribe to, download, and install mods from mod.io

GENERAL SERVER CHANGES
•   Servers with several thousand world objects should notice fewer cases where world objects seem unresponsive.
•   We are now tracking which world objects need to be saved and saving is distributed over time.
•   Saving during shutdown is much faster.
•   Save all now also saves recent block changes
•   Added proper detection and handling of save-game corruption.
•   If a save is corrupt upon starting, it will restore the most recent backup.
•   If a save is corrupt mid-game, it will delete it and resave everything.
•   Made the server start auto-backups by default.
•   Spaced out backups. Now there are by default 6 made for the last hour, 10 for the last day, -7 for the last week, and up to 100 weekly backups. These numbers are configurable in the backup plugin.
•   Made any server errors that are logged also send to all admins via chat.
•   Fixed a crash when commands cannot be parsed
•   Hid many testing chat commands from players
•   Fixed an exception thrown when a mod overrides
•   PlayerDefaults.GetDefaultSkills to be empty.
•   Show a better stack trace in the tooltip if the tooltip errors out.
•   Blacklisted a few characters from usernames, which caused people not to be able to use chat. Namely '<' and '>'. These will now be automatically replaced with '?' the first time a player signs into a server.

GENERAL CLIENT CHANGES
•   Now using a borderless window that remains visible when unfocused
•   Improved client performance a bit in areas with lots of world objects
•   Fixed a bug that sometimes made you press interact twice when reopening a world object UI.
•   Fixed some client / server prediction desyncs
•   Disabled the unfocused fps limiter, it didn't work properly when vsync was enabled.
•   Users can now copy the log file easily when an error occurs. Log file will also be attached when bugs are reported.
•   Disabled single player new/load buttons for osx & linux.
•   Can no longer toggle off all chat channels
•   Sending an empty chat message once again switches you to that channel without sending a message
•   Made Skills UI Show All toggle not invisibly take up the whole bottom bar.
•   Added confirmation when deleting markers
•   Fixed contract pickers displaying contents wrong, and sometimes excepting

https://ecoauth.strangeloopgames.com/changelog

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Offline Asid

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Re: Eco
« Reply #7 on: May 19, 2018, 08:57:03 PM »
New vehicles are now available in 7.4 release!
Eco - ShaydenMac

Eco 7.4 is released on Steam, featuring the first set of new vehicles we’re adding! Check out this video for a look at them in action!

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Re: Eco
« Reply #8 on: May 19, 2018, 08:59:15 PM »
Community Update - 5/15/18
Eco - ShaydenMac



Highlighted comments from our 4/30/18 update:

People prefer to have Construction skills (Lumber construction, etc) either be free or under the material Specialization (under Wood construction under Hewing, for instance)

“Yes, yes, yes! It's amazing how much more fun building becomes when you take these specialties, but it can be hard to justify picking them up
because they don't give any in-game benefit other than stairs.”

“There's a mod that gives it to everyone, but it would indeed be better if it was by default.”

What the Community Has Been Discussing


Trending Topics

Bugs or technical issues

“Opening the Economy Viewer is causing a great deal of lag.”

UPDATE: There are improvements to this in 7.5 and more to come as we fine-tune the issues causing this.

“Things seem to be a lot more stable with statistics off. The web server part of the game is just not stable and accessing it with statistics on will either freeze the server or, in my experience, prevent new players from logging in. Once stats were disabled all issues vanished.”

UPDATE: This is a high priority bug we are currently working on. https://github.com/StrangeLoopGames/EcoIssues/issues/7373

If you have any further information you can give us regarding this, please send it to me at shay@strangeloopgames.com and reference the above-mentioned bug report. Your help is appreciated!

“Many people commented on 7.4 staging server being confusing and updating to the unstable 7.5 without warning.”

UPDATE: We are steadily working on streamlining the process of releasing updates and although we may encounter some bumps at times, there are fewer issues each time.

Things People Would Like to Add or Change
•   More talk of chainsaws!
•   Endgame content. More disaster scenarios or something to justify continuing the world after the meteor hits (or doesn’t hit).
•   The option to see the name of a storage chest (and other things), when you approach it before you click on it.
•   Better water mechanics
•   Dams
•   Hydro-electric generators
•   Powered hand tools; electric drills, jackhammers
•   Archway blocks
•   Ramps should be the same width as a road and doors 1 or 3 blocks wide
•   Train system; ability to transport vehicles
•   More clothing options
•   Another soft cap for housing on top of the ones already there. Soft cap it based on the next closest players (Physically) house score compared to yours. If you shoot off and others don't you don't go up as fast until they make it better. Real world equivalent: Property value is often pulled down if others in the area are lower quality and a single higher quality property will not be as valuable with lots of lower value houses around it.
•   An option for an admin to “pause” the meteor countdown without having to shut down the server
•   Animations for things such as the table saw, etc.
•   A creative mode!

Sharing the Love!
•   People have really been loving Eco’s music and commenting on it. Many would like to see it available outside of the game.
•   The Eco Community let us know they were happy to hear that content/updates would be released closer to a 2 week interval going forward

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Re: Eco
« Reply #9 on: May 19, 2018, 09:00:12 PM »
7.4.5 Released!
Eco - ShaydenMac

•   Fixed a variety of problems that could occur if the master server is unreachable
•   Fixed some chunk issues near world borders and wrapping issues with vehicles
•   Fixed invisible vehicles when someone drives into your view range
•   Fixed stretched animals near world borders
•   Fixed webserver link from using the wrong address
•   Fixed some performance issues with stats and the web server
•   Fixed an issue where server passwords were being double-encrypted on server startup. Server passwords will now show in plain text in the server window but are still encrypted when sent between client and server. Existing server passwords will need to be reset to the desired value.
•   Fixed a bug in client-side predictions that sometimes made blocks appear, disappear then reappear in your carried slot.
•   Added a warning when the server is unresponsive to user status

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Re: Eco
« Reply #10 on: May 19, 2018, 09:00:27 PM »
The upcoming elevator in action!
Eco - ShaydenMac

Here's a look at the upcoming elevator. In this case, it's being used to build a taller structure. Elevators will also be useful in mining and transporting materials from deep below to the surface. Video footage courtesy of our Discord member, GDragon.

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Re: Eco
« Reply #11 on: May 19, 2018, 09:00:46 PM »
The Steam Tractor
Eco - ShaydenMac

Check out the Steam Tractor and its modules which will be available in the upcoming 8.0 vehicle release!

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Re: Eco
« Reply #12 on: July 08, 2018, 04:58:01 PM »
Garden Under the Sea server announces bi-weekly contest!
22 May - ShaydenMac   

The Eco server, Garden Under the Sea is hosting a bi-weekly build contest.


Garden Under the Sea Eco Server




May's winner will receive an Eco game key! For more details, visit their Discord server here: https://discord.gg/mupXR8x

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Re: Eco
« Reply #13 on: July 08, 2018, 04:59:04 PM »
Modder Spotlight!
23 May - ShaydenMac   

We're spotlighting one of Eco's active modders, Jagganot. He's created a nice batch of mods for Eco that we hope you have fun with!




To see more & download the mods shown in the video, go to buff.ly/2IDbR6h For mod support & model requests, his Discord is buff.ly/2GFW9BH
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Re: Eco
« Reply #14 on: July 08, 2018, 04:59:48 PM »
7.4.6 Released
Eco - ShaydenMac

•   Improved the horizontal overflow behavior of the Contract window, preventing the text in the header column from being squished until it overflows vertically everywhere.
•   Fixed an issue where some contract clauses had way too much vertical whitespace.
•   For LAN and local servers, connect directly by ip address, rather than connecting through the master server. This prevents connection issues when the master server is down.
•   When attempting to connect via the master server, timeout and return to the main menu if the master server does not respond.
•   Fixed client-side lag due to unnecessary property texture updates
•   Fixed Combustion Generators polluting forever when the power grid demand was 0, which was making some servers flood (flooding can produce a lot of client-side lag when your map is open on large servers)
•   Combustion Generators now consume fuel at a constant rate.
•   Power grids only enable combustion generators one at a time as energy demand increases.
•   Power grids with insufficient power now disable the most recently added objects instead of disabling everything.
•   Reduced sea level rising performance impact
•   Reduced client-side lag related to frequently changing pipe outputs
•   Minimap icons load faster on big servers
•   Player names are now always visible
•   Improved map update performance
•   Fixed a performance issue related to opening the chat log
•   Decreased lag due to opening the chat log by having it load 1 message per frame instead of all in 1 frame.

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