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Eco News

Maintenance Update 12.0.4 released!

[h3]Hey Citizens,[/h3][p]we have just released Maintenance Update 12.0.4 with the following changes:[/p][p][/p][h3]Animals:[/h3]
  • [p]Changed: Predators hunting prey will now flee if their prey is still alive after a couple of successful attacks.[/p]
  • [p]Fixed: Animals died instantly when touching water.[/p]
  • [p]Fixed: Wolves were hard to hit reliably with arrows.[/p]
  • [p]Fixed: Elks sometimes didn't drop a carcass when killed.[/p]
  • [p]Fixed: Players couldn't pick up carcasses from animals that weren't killed by them.[/p]
  • [p]Fixed: Animals could sometimes get stuck in the ground.[/p]
  • [p]Fixed: Dead animals sometimes appeared alive for other clients.[/p]
  • [p]Fixed: Animal carcasses sometimes disappeared too fast.[/p]
  • [p]Fixed: Jaguars could get stuck in an attack animation when the player walked away the moment the jaguar wanted to attack.[/p]
  • [p]Fixed: Multiple instances of "glitchy" animal attack animations.[/p]
  • [p]Improved: Multiple improvements were made to animal hitboxes, especially during animations.[/p]
  • [p]Improved: Extended attack range of animals by 20% to prevent them circling around the player.[/p]
  • [p]Improved: Animals will now switch from running to walking when reaching attack range to prevent weird strafes around the player.[/p]
[h3][/h3][h3]Civics:[/h3]
  • [p]Fixed: It was possible to delete articles of a constitution that is already in election for ratification, subsequently allowing a settlement to be founded that has no constitution and as such is not managable.[/p]
  • [p]Fixed: Picking up a government office that had previously orphaned titles attached to it would cause those titles to be deleted instead of reorphaned. In draft settlements this could lead to the default mayor title being deleted and access to the foundation and its deed hence being lost, making it impossible to manage the settlement. [/p]
  • [p]Fixed: Wages for elected titles that were configured to only be paid for online hours were also paid for offline hours.[/p]
[p][/p][h3]Gameplay:[/h3]
  • [p]Fixed: Blocks and objects could under specific circumstances become invisible until a server restart when placed.[/p]
  • [p]Fixed: Items that aren't intended to be stackable could be stacked when the stacksize multiplier setting was set different from the default, leading to a multitude of issues.[/p]
  • [p]Fixed: It was impossible to put claim papers and stakes back into the settlement foundation when the stacksize multiplier setting was set different from the default.[/p]
  • [p]Fixed: Decorative objects that were placed between rooms in free placement mode could provide benefits to multiple rooms.[/p]
  • [p]Fixed: Rubble would sometimes show a red outline and be inaccessible for a short moment before becoming accessible.[/p]
  • [p]Fixed: The talent "Lavish Workspace" incorrectly also reduced the output of byproducts.[/p]
  • [p]Improved: Players can now take part in an unlimited number of dinner parties per day, but only gain bonuses from the best one.[/p]
[p][/p][h3]Interaction:[/h3]
  • [p]Added: "Grid placement by default" setting in General -> Game, allowing to invert the default placement mode to grid placement.[/p]
  • [p]Changed: Elevators are now always placed in grid placement mode to ensure functional placement.[/p]
  • [p]Changed: Ramps are now always placed in grid placement mode to ensure they snap correctly.[/p]
  • [p]Fixed: Some ceiling objects like the electrical industrial steel ceiling lamp couldn't be placed in grid placement mode.[/p]
  • [p]Fixed: Fishing in third person view didn't work correctly due to the lure being positioned wrongly.[/p]
  • [p]Fixed: Using a pickaxe to mine blocks while being in an elevator that is currently descending would teleport the elevator back to its default location on top of the elevator shaft, leading to the avatar and everything else on the elevator to fall to the ground.[/p]
[p][/p][h3]Technical:[/h3]
  • [p]Fixed: An issue that led to tools clipping through the camera after logging into a server.[/p]
  • [p]Fixed: When an object emitting light was moved, the light was still emitted at its prior location.[/p]
  • [p]Fixed: Looms and Small Sinks that were placed in free placement mode hovered above the ground.[/p]
  • [p]Fixed: Particles emitted by fresh and rotten food placed on surfaces would display too high depending on the distance to the food.[/p]
[p][/p][h3]UI:[/h3]
  • [p]Fixed: The displayed remaining crafting time for a crafting order sometimes reached zero before the order was actually completed.[/p]
  • [p]Fixed: The display of the produced amount of secondary products on their icons in crafting recipes didn't take into account reductions by modules.[/p]
  • [p]Fixed: Cotton Lint and Flax Fiber crafting recipes didn't display the produced amount of the secondary product on its icon.[/p]
  • [p]Fixed: The description text for law articles beyond the first one was formatted incorrectly.[/p]
  • [p]Improved: Paintings in the economy viewer are now part of the new type "Pictures", making it easier to search for them.[/p]
[p][/p][h3]Vehicles:[/h3]
  • [p]Fixed: Barges could easily get stuck on shorelines.[/p]
  • [p]Fixed: Excavators on barges got permanently stuck once locked in place by closing the ramp.[/p]
  • [p]Fixed: Tractors with an attached plow were too heavy and could feel unresponsive when used.[/p]
  • [p]Fixed: Tractors could drive faster than intended when holding ALT or after alt-tabbing out of and into the game again.[/p]
  • [p]Fixed: Vehicles could appear to hover over ground when logging into a server or entering a new chunk.[/p]
[p][/p][h3]Miscellaneous:[/h3]
  • [p]Added: A work in progress admin menu accessible to server admins via the F4 key, allowing to filter, search for and spawn items and to execute some commonly used admin commands with UI assistance.[/p]
  • [p]Added: Ability for modders to alter the name displayed above a player's avatar.[/p]
  • [p]Changed: Importing the modkit into a new unity project will now delete the default tutorial assets included in Unity 6 that prevent mods from compiling.[/p]
  • [p]Changed: RPC errors will no longer be displayed in the chat, except if QA mode is enabled.[/p]
  • [p]Improved: Achievements already achieved on a server will now retroactively unlock on Steam when logging into the world they were achieved on.[/p]
  • [p]Improved: Hand Plows and Tractor Plows will no longer trigger "Unable to plow a block here" messages when driving over already plowed land.[/p]
  • [p]Improved: Consuming a meal at a dinner party will now only play the dinner party sound if it wasn't already played in the last minute.[/p]
  • [p]Improved: Updated some outdated information in Ecopedia.[/p]
[p][/p][h3]Server & Configs:[/h3]
  • [p]Fixed: Worlds with a world height above 160 but below 320 could crash or become corrupted.[/p]
  • [p]Fixed: Servers could show up without a name in the server list when their server name contained specific special characters.[/p]
  • [p]Fixed: The command "/elections fail" didn't veto the election to fail it, but instead ended it with a result according to the votes at the time of command execution.[/p]
  • [p]Improved: Corrupted claim stakes are now removed on server start instead of crashing the server.[/p]
  • [p]Improved: Invalid ecopedia files now print an error in the server log instead of crashing the server. [/p]
[p]Settlements.template.eco[/p]
  • [p]Added: "MaxDinnerPartiesPerDayCountedForBonus" config variable, determining from how many dinner parties a player can benefit per day - defaults to 1.[/p]
  • [p]Added: "NutritionToCulturePointsMultiplier" config variable, determining the amount of culture points a served meal generates at a dinner party by multiplying its total nutrition value - defaults to 0,1.[/p]
  • [p]Removed: "CulturePointsPerFoodItem" config variable, it is replaced by "NutritionToCulturePointsMultiplier".[/p]
  • [p]Removed: "DinnerPartiesAllowedPerDay" config variable, it is replaced by "MaxDinnerPartiesPerDayCountedForBonus".[/p]
[p][/p]

Hotfix 12.0.3 released!

[h3]Hey Citizens,[/h3][p]we have just released Hotfix 12.0.3 with the following changes:[/p][p][/p][h3]Animals:[/h3]
  • [p]Fixed: Animals could spawn in enclosed rooms.[/p]
  • [p]Fixed: On larger servers, animals took notably too long to load in.[/p]
  • [p]Fixed: Animals didn't reliably register hits during specific animations.[/p]
  • [p]Improved: Non-Aquatic animals that get stuck in water will now drown if they can't get out.[/p]
[p][/p][h3]Audio:[/h3]
  • [p]Fixed: Mining sounds didn't play correctly in first person view.[/p]
  • [p]Improved: Adjusted footstep sounds for Bighorn Sheep, Elk and Mountain Goat for easier differentiation from player footstep sounds.[/p]
[p][/p][h3]Civics:[/h3]
  • [p]Changed: "Tax from All Accounts" will now always first try to tax the Personal Account. [/p]
  • [p]Fixed: The setting for "Tax from All Accounts" wasn't respected when set to "No".[/p]
  • [p]Fixed: When a tax law used "Tax from All Accounts", it would fail once it unsuccessfully tried to tax an account instead of continuing to the next potential account to tax.[/p]
  • [p]Fixed: When a vehicle was sold via the "For Sale" feature it retained the sale settings after being purchased, still being up for sale by the new owner.[/p]
  • [p]Fixed: Cultural deeds beyond the foundation deed didn't provide influence.[/p]
  • [p]Fixed: Settlement markers didn't show to other citizens of a settlement.[/p]
  • [p]Fixed: Destroying a plant by placing an object on it was not caught by the "Harvest or Hunt" trigger.[/p]
  • [p]Fixed: A comparison with "Greater than" would show as "Greater than or equal to" in tooltips.[/p]
[p][/p][h3]Gameplay:[/h3]
  • [p]Fixed: Chimney requirements for kitchen objects were ignored after a server restart, leading to them providing housing points despite the object not being valid due to not having a chimney.[/p]
  • [p]Fixed: Dropping a carriable item onto a storage slot of an object that doesn't accept carriable items displayed a wrong error message about the storage being too full instead of it not accepting such items.[/p]
  • [p]Fixed: Fixed an issue where spoilable fuel burned excessively fast in light sources.[/p]
[p][/p][h3]Interaction:[/h3]
  • [p]Fixed: Rocker boxes couldn't be placed directly next to each other in grid placement mode.[/p]
  • [p]Fixed: When moving a vehicle with the hammer failed, calories were consumed nontheless.[/p]
  • [p]Fixed: An issue that could cause moving a vehicle with the hammer to fail without a reason.[/p]
  • [p]Fixed: Eating while pulling a cart resulted in a broken animation.[/p]
  • [p]Fixed: Hand feeding elk didn't work in third person view.[/p]
  • [p]Improved: Wood pulp is no longer highlighted when targeted while holding a carriable block that can be placed. This behaviour could lead players that were also holding an axe and intending to chop the wood pulp to assume that they can chop it despite the chop interaction hint not being visible due to still being too far away to chop it.[/p]
[p][/p][h3]Technical:[/h3]
  • [p]Fixed: Some turkish users couldn't see the placement preview for many objects and hence not place them.[/p]
  • [p]Fixed: Another issue that could lead to "SetPath" error messages being spammed.[/p]
  • [p]Fixed: Some graphic options still didn't appear in specific circumstances.[/p]
  • [p]Fixed: The brightness slider didn't work correctly.[/p]
  • [p]Fixed: Korean and Russian symbols didn't display in chat.[/p]
  • [p]Fixed: Non-latin symbols couldn't be used on signs.[/p]
  • [p]Fixed: An issue that could cause achievements to trigger multiple times at the same time.[/p]
  • [p]Fixed: An issue that could cause the laser activation to display once per laser.[/p]
[p][/p][h3]Vehicles:[/h3]
  • [p]Fixed: Implemented a potential workaround for Unity bug UUM-117450 that under specific conditions causes the wheels of vehicles to clip into the ground and skid steers to propell into the air.[/p]
  • [p]Fixed: Vehicles wouldn't stay locked on barges when "Q" was used to lock the ramp while driving instead of interacting with it with "E".[/p]
[p][/p][h3]Miscellaneous:[/h3]
  • [p]Fixed: The stack size multiplier was applied twice to stockpiles. (This could lead to stacks that no longer fit into the stockpile to be moved to the void storage on migration - in that case, please have the owner of the stockpile check the swirly SLG icon in the bottom right, to the left of the minimap area to get the items back.)[/p]
[p][/p]

Hotfix 12.0.2 released!

[h3]Hey Citizens,[/h3][p]we have just released Hotfix 12.0.2 with the following changes:[/p]
  • [p]Added: "/teleport toplayer" (with alias /tpto) command was updated and added back.[/p]
  • [p]Fixed: Mouse sensitivity got set to 0 when specific errors occured.[/p]
  • [p]Fixed: Brightness could reach unintended values and not update correctly.[/p]
  • [p]Fixed: Graphic settings could sometimes not load correctly, then not showing all options.[/p]
  • [p]Fixed: The steam engine showed a bright box instead of effects when turned on.[/p]
  • [p]Fixed: Custom recipe lists on work tables didn't get saved on the server.[/p]
  • [p]Improved: Reduced strength and saturation of rimlights.[/p]
  • [p]Improved: Made some adjustments to overall saturation based on player feedback.[/p]
  • [p]Improved: Adjusted the night post processing volume curve to properly fade in and out at night time.[/p]
  • [p]Improved: Made some tweaks to the directional light curve for more consistent brightness throughout daylight.[/p]
  • [p]Improved: Braziers and the Carbide Head Lamp had their lighting strength increased. All other lights will get similar improvements in future updates as well.[/p]
  • [p]Improved: Made further adjustments to plant harvest SFX.[/p]
  • [p]Improved: Removed a branch crack layer in forest and tundra ambience sounds that was too similar to the broken tool sound.[/p]
  • [p]Removed: The "Reflections" graphic setting.[/p]

Dinner Party Screenshot Contest - Host dinner parties and win Eco Credits!

[p]Hello Eco Citizens,
Update 12 just recently released and we hope you enjoyed your time with the new features so far![/p][p][/p][p]We're celebrating this release with a brand new trailer - check it out:[/p][previewyoutube][/previewyoutube][p][/p][h2]Dinner Party Screenshot Contest[/h2][p]You can join us in the celebrations of Eco 12 by hosting your own cultural dinner party in Eco![/p][p]Dinner parties are more than just a feast - they’re a way to bring citizens together, share stories, and shape the culture of your world![/p][p][/p]
[p]Participating in dinner parties generates culture for the settlement they take place in and provide a notable bonus to the nutrition based experience gain of all participants. This feature is a valuable way to increase the cultural growth of your world by connecting citizens through shared meals.[/p]
[p][/p][h3]How to take part[/h3][p]To participate, simply follow these steps:[/p]
  1. [p]Gather a minimum of 2 participants.[/p]
  2. [p]Prepare and start a dinner party in your world.[/p]
  3. [p]Ensure that all participants are visible in your screenshot.[/p]
  4. [p]Make sure the dinner party icon is visible in your screenshot.[/p]
  5. [p]Send us your screenshots via e-mail to [email protected] or on the contest posts over on our Discord, Facebook and Reddit.[/p]
  6. [p]💬 Bonus: Share the story behind your dinner party - what inspired it, who joined, what location took it place at and what made it special?[/p]
[p]The contest will run until November 9.[/p][p][/p][h3]Criteria of the jury[/h3][p]Our development team will judge your submissions based on:[/p]
  • [p]✨ Elegance – How beautiful your dinner setting captures the moment.[/p]
  • [p]📷 Composition – Creativity and attention to detail in your screenshot.[/p]
  • [p]🍲 Epic Dinner Party! – The overall vibe, fun, and community spirit depicted![/p]
  • [p]💬 Story - Dinner between friends? Political meeting? Your story provides bonus points![/p]
[p][/p][h3]Rewards[/h3][p]All winning screenshots will receive:[/p]
  • [p]🪙 1 000 Eco Credits – Redeemable for exclusive marketplace items.[/p]
[p]The screenshot we like best additionally receives:[/p]
  • [p]🧢 An exclusive Eco Cap featuring your (group’s) logo![/p]
[p](Logo must be provided by you and abide our content policy)[/p][p][/p][p]Gather your friends, set the table and let the feast of creativity begin![/p][p]Show us what culture means in your Eco World. 🌿[/p]

Hotfix 12.0.1 released!

[p]Hey Citizens,[/p][p]we have just released Hotfix 12.0.1 with the following changes:[/p]
  • [p]Added: The setting for animal aggressiveness is now available in the ingame settings screen.[/p]
  • [p]Fixed: Industrial elevators couldn't move when a cart was placed on them.[/p]
  • [p]Fixed: Moving objects with the hammer ignored the placement restrictions.[/p]
  • [p]Fixed: Some additional edge cases where placement restrictions were ignored.[/p]
  • [p]Fixed: Shadow placement did not always show the correct color outline when a placement is blocked.[/p]
  • [p]Fixed: The interaction tooltip when in shadow placement mode didn't show the reason why a placement is blocked.[/p]
  • [p]Fixed: An issue that led to players being spammed with SetPath error messages.[/p]
  • [p]Fixed: Multiple causes for errors found in player logfiles.[/p]
  • [p]Fixed: Achievements that weren't yet achieved didn't display their tooltip on hovering.[/p]
  • [p]Fixed: An issue with migration of worlds to Update 12 that could lead to delayed corruption of objects with persistent storage. Objects already affected by this issue unfortunately cannot be restored and will need to be manually reset.[/p]
  • [p]Improved: Players that already own a marketplace item can now continue to view its details in the marketplace and purchase it even if they do not fulfill the achievement requirements. (Players were at no time restricted from using their owned items)[/p]
  • [p]Improved: Missing blocks at and directly below roofs can count as windows again and do no longer break the roof, which invalidates a room.[/p]
  • [p]Improved: Calorie damage and knockback strength from animal attacks significantly decreased.[/p]
  • [p]Improved: Adjusted plant harvesting sounds and removed "squishy / wet" SFX.[/p]
[p][/p][h3]Server & Configs:[/h3][p]Making the animal settings available in the ingame settings menu required us to move them to a different configuration file - make sure to update your configs if you have already made changes to these settings or simply use the ingame settings menu to set them again.[/p][p][/p][p]Difficulty.template.eco[/p]
  • [p]Added: "AnimalAttackPattern" config variable, determining how animals attacks work - defaults to "AttackNormally". Also takes "DefensiveOnly" to replace aggressive behaviour of predators with the defensive behaviour of other animals and "None" to disable animals attacking.[/p]
  • [p]Added: "AnimalUnprovokedAttackFrequencyMultiplier" config variable, determining how likely it is that predators will attack players unprovoked - defaults to 1.0. Lower values will reduce the individual attack chance per animal, while higher values will quickly make it go to its maximum.[/p]
[p]Features.template.eco[/p]
  • [p]Removed: "AnimalAttackPattern" and "AnimalUnprovokedAttackFrequencyMultiplier" config variables, as they were moved to Difficulty.eco.template.[/p]
[p][/p][h3]Known Issues:[/h3]
  1. [p]If you are facing an issue where after entering a world for the first time in Update 12 you can't move your camera, please either change your mouse sensivity in the settings, reset your control settings or simply restart the game once to fix it permanently while we're looking into why that happens to some players and make sure to prevent it happening for the future.[/p]
  2. [p]If you are facing extreme brightness or saturation, please disable and re-enable the "Reflections" setting (or enable it, if currently disabled) in the graphics settings while we're looking into why those settings did not correctly apply to some players and work on fixing the graphics when reflections are turned off. We are also aware about feedback from some players that consider colours to be unpleasant with correctly working reflections and have created a feedback channel on our discord for affected players to post screenshots to help us with making adjustments to this.[/p]