We hope that you all had a chance to take a look on our newest Update 9.4 and are very thankful for all the feedback and bug reports we have received from you so far, this helps us a lot to improve Eco for you.
During the weekend, we've been closely monitoring all our channels and recognized that one of the most often mentioned feedbacks was about the new control mechanics, especially in regard to carts. We debated the issues brought up and have decided that we will make available an option to choose between the current control mechanics and the ones that you are used to from version 9.3; it is planned to be introduced as soon as it has been developed and tested, likely with one of the first hotfixes - stay tuned for further news about this.
We are also aware of several issues with carts and ramps and that some of you are experiencing issues with plants dying and having a wrong skill gain curve after a world migration to the new Update - we're also investigating these and all other reported issues and will provide you with more information and fixes as soon as they are available.
The first hotfix is already being worked on and will include the awaited fix needed for some mods to be able to update to 9.4. The modding community is very important to us and we want to make sure that you can play with the mods you love as soon as possible!
Thanks a lot for reading and please continue to send us your constructive feedback :)
We are happy to announce the release of Eco Update 9.4! With this update comes a load of new content, gameplay mechanics, and performance improvements.
One major focus of this update was to provide more ways to express yourself via the avatar, including new animated emotes and avatar customization choices, We expanded the game with thirty new food items representing well known dishes from around the world. In addition, producing green energy is more realistic, requiring placement with proper access to the elements.
We have also been hard at work at optimization, both for the Eco client and for server calculations. You should notice significantly smoother gameplay, though optimization will continue to be a primary focus for us in future updates. Last but not least, we had a heavy focus on bug fixes and other general improvements with a full list of changes included below.
Power Generation Updates
With Update 9.4, we have upgraded the mechanics for power generation objects that use solar, wind, and water to produce energy to encourage more natural placements.
Waterwheels now require flowing water to function. This means they must be placed in either rivers or underneath waterfalls, and they will produce bonus power when meeting both conditions.
Wind generators and solar panels both must be placed outside to function. Solar panels require vertical clearance to operate at full capacity while wind generators require horizontal clearance. In addition, wind generations will produce bonus energy based on their elevation level.
New Hairstyles and Outfits
A big focus for us going forward will be to expand the options for customizing the avatar. With update 9.4, we have added a collection of new hairstyles, including some with a more feminine style, with many more to come in the future.
In Update 9.3 we added a collection of new set clothing. With this update, we will be adding two more new outfits: the Chef set and the Explorer set.
Animated Emotes & Third Person Camera Improvements
We have added a large collection of new emotes, from poses, to reactions, to dances. Emotes are activated with slash commands, for example /cheer. To see the full list of emotes, type /emote in game. We would love to hear ideas from the community for other animations you would like to see added.
We have also made significant improvements to the third person camera to allow better views and more flexibility when adjusting the camera. This includes the ability to zoom in and out, to rotate the camera while moving, and to allow full 360-degree rotation.
[previewyoutube="gX2VwQKI1no;full"]
New Food Content
We are introducing a large collection of new food content inspired by various international cuisines. These include foods like sushi, enchiladas, Pad Thai, pizza, and donuts. More recipes will have fish as an ingredient to provide more value for fishing. This will add plenty of additional options for food variety, as well as just add some additional flavor to our existing food selection.
If you want even more than that, Update 9.4 includes an experimental feature-set that server owners can choose to use that will change how the skill gain via food works.
The Food Variety Multiplier, when enabled, adds a bonus to skill point gain for having a diverse meal plan while lowering your skill gain when you ate your fiftieth Charred Papaya today.
The Food Tastiness Multiplier on the other hand assigns every player on the server a random, genetic preference towards specific tastes in five tiers, from "Delicious" to "Horrible". You don't know what your tastes are until you have tried eating something to know if you like it. If this feature is enabled, eating what you really like will give you a big boost for skill gain - while eating what you dislike will give you a penalty, creating demand for a larger selection of food.
Choose your side.
Maybe you will even find yourself with a craving for something in particular...
Exhaustion System for Public Servers
The new optional exhaustion system allows server admins to limit the amount of time per day a single player can play unrestricted on their server. This feature is designed for servers that would like to level the playing field for players who have less time to play each day or would prefer a more casual pace.
Once a player has reached the configured number of hours during a day in server time, they are prevented from performing actions that require spending calories, including using tools and adding labor into a crafting project. Any actions that do not require the consumption of calories can still be done; for example, you can still drive around with motorized vehicles, transport goods and chat and trade with other players.
Players can specify a preference on a exhaustion limit and servers that have a exhaustion limit that is around that time will get a bonus to their match score in the server browser.
Tip: If your preference has changed, you can bring up this menu again by clicking on "Set Play Times" in the games menu.
Please keep in mind that this is only a first version of this feature and that it is disabled for servers by default - it is intended to be used optionally by servers that wish to limit their players' playtime. We plan to significantly expand on this feature in Update 9.5, including a dedicated UI and the ability to earn a rested status by not playing for several days.
Eco RCON Support
We are introducing a new Eco RCON tool that allows server owners to remotely control their servers without being logged in to Eco for easy administration or automated processes. It is a TCP based communication protocol that allows admin commands to be issued to the server via a "remote console". Full details can be found on the Eco wiki: https://wiki.play.eco/en/RCON
Optimization
This update contains many improvements to performance. One notable optimization affects Chunk Loading - you should no longer see vehicles dropping into underground holes due to the chunk not yet being fully loaded and the game will now actively prevent you from driving into unloaded chunks as well. In general, the performance should be noticeable more stable. Here are some of the key improvements:
Optimized LOD system for rendering objects in the distance
Optimization calculations involving large deeds especially when unclaiming
Optimized the database system that results in faster performance and smaller file sizes
Reduced server impact for civics ticks and room value calculations that will result in less lag spikes for large servers during these times
Optimized logic for frequent plant spawner calculations
Optimized interactions when mining with Improved Tool Strength talent
Optimized calculations that occurred when sea level rise was occurring
Fixed memory leak when highlighting a block
General Improvements
In addition to the changes listed above, we are including a collection of general improvements to both help game play and make life easier for server admins. These range from adding a new animal species, to graphics improvements, to just general QoL changes.
New Prairie Dog animal that lives in the grasslands
Improved visual effects when harvesting plants
Improved logic for Elevator Call Post so it will control the closest elevator and no others
You can now sit on either side of a bench (or any seat with no back)
Reduced frequency for shouting "Timber" while logging, though it will always occur if no trees have been cut in the past 30 minutes
Improved audio when a tree is falling
Graphics improvements in less well-lit areas to improve contrast
Improved property overlay visibility at different light conditions
Expanded inventory sounds to include picking up items
Fuel storage is no longer linked by default when placing stores and crafting tables
Added ability to join servers via a weblink. For full details check the related wiki article
Added an automatic server backup before migration to an upgraded version starts
Added a new error message when failing to start a server if the cause is that the save is corrupted
Chat API has been reintroduced and now endpoints require admin authentication
Meat category in Ecopedia renamed to Raw Meat
Papaya now categorized as plant in Ecopedia, while Saguaro Cactus is now categorized as a tree
Improved animations in images for server categories in server browser
Balance Changes
Update 9.4 has a large variety of balance changes in addition to the expansion of Chef profession with new food choices. Some key changes are faster movement speed, various changes to plant spread behavior to increase player impact on the ecosystem, and the first cart is introduced sooner and can be crafted without research. Here is the full list of changes:
Player movement speed increased by 10%
Small Wood Cart is now crafted by Logging specialty
Plants will only spread if there is a living member of the species nearby
New progression for which specialties craft Modern Upgrades: Advanced Smelting -> Industry -> Composites -> Electronics
All Modern Upgrade recipes labor cost changed to 1000
Rooms must be fully claimed in one continuous deed to count for house score
Upgraded hammer tiers now unlock the additional multi-box fill types, with only Point and Line types being available on the Stone Hammer
Hammer speed increased
Starter Campsite now starts with a Stone Machete instead of a Torch Stand
All Research Papers experienced provided by crafting reduced by 25%
Added nutrient and moisture constraints for Cotton
Reduced initial spawn percentage of Cotton
Adjusted diet for Jaguar so they are less likely to wander into other biomes
Fish trap no longer functions in salt water
Pastry Dough is now crafted by Baking
Bread carbs & protein increased, fat and vitamins decreased. Recipe cost increased to 2 Leavened Dough
Baked Meat now provides more protein than fat
Reintroduced Clean Moon Jellyfish recipe on Fishery
CO2 Canister is now an item instead of a food
Lumber Door recipe cost adjusted to match Softwood/Hardwood variants
Bug Fixes
Audio
Fixed: Audio when chopping trees would sometimes stop playing
Fixed: Inventory movement sound was not playing when using Ctrl+Click to move items
Civics
Fixed: Elections for titles with multiple winning candidates were selecting the incorrect winners for candidates after the highest vote receiver
Fixed: It was possible to bypass laws that prevented producing air pollution by rapidly clicking the button to turn on an air polluting object
Fixed: Constitution amendments were not correctly displaying as invalid when viewed from the Civics tab on the Amendment world object
Fixed: It was possible to exceed the daily limit for giving reputation by using work parties after using the reputation UI to give someone a review with 0 reputation
Fixed: It was not possible to give reputation to players with a quotation mark in their name
Fixed: Tooltip for Elected Title's "Who Can Remove From Office" incorrectly stated this action happens at a Ballot Box instead of an Executive Office
Fixed: Requirements for Admin Demographic listed "Citizen is an admin" twice
Fixed: Adjusting a law that referenced player statistics on very high population servers could occasionally cause a save to become corrupted if the adjustment happened while the stat was being calculated
Economy
Fixed: Currency transaction could sometimes result in a failure when the owner had less than 0.01 of the currency needed due to rounding errors from previous transactions with a percent cost
Fixed: It was possible to create two currencies with the same name
Fixed: Work party tooltips did not update to reflect ingredients and labor that had already been added
Fixed: The "Put Items in Container" contract tooltip was not updating with the remaining items needed after some items, but not all, had been placed in the container
Graphics
Fixed: Visual holes in water could appear when adding and removing blocks
Fixed: Sign text was not visible when viewed behind glass or water
Fixed: Stockpile visualizer for trucks was not displaying secondary materials for blocks like Glass
Fixed: When Lumber was attached on top of Glass, one side of the lumber would turn invisible
Fixed: Black shadow meshes would occasionally appear on borders between certain block forms
Fixed: When using the Land Claim Stake, the edge of the property highlight became blurred with neighboring blocks if they were located at a higher elevation
Modkit
Fixed: Custom blocks created in the ModKit were not appearing in game
Plants & Animals
Fixed: It was possible for plants to recover from extinction
Fixed: Joshua Tree's crown was behaving strangely after being cut down
Fixed: Alligators would sometimes despawn when stepped on
Fixed: Plants would sometimes block the avatar creation screen after joining a server for the first time
Rent & Residency
Fixed: Residency invitations were not appearing for Registrar titles if the invitation happened before being added to the title
Fixed: Housing values for deeds with no residents were displaying incorrect values
Fixed: Residents could not open doors for property they were a resident on if they did not have full authorization on the property
Fixed: When creating a rent offer, the currency used was not defaulting to Global Default Currency (it can still be manually changed)
Fixed: House value was not updating correctly after transferring or unclaiming property
Tools & Vehicles
Fixed: Vehicles would sometimes fall below the surface when moving faster than the chunks were loading
Fixed: Carts were jumping in place when blocks or ramps were placed nearby
Fixed: Using the hammer to place blocks would occasionally cause a disconnect with the error "Failed to handle RPCResponse"
Fixed: Excavator would spam the dig action after being prevented by a law
Fixed: Crane arm had strange behavior when crossing zero point on the map
Fixed: Crane would still function while the escape menu was open
Fixed: 3rd person tool animations were not perfectly synced up which became noticeable after holding the interact button for an extended period of time
Fixed: It was possible to speed up tool animations beyond the intended amount by clicking for a fraction of a second to cancel the animation
Fixed: Shot arrows would disappear when crossing zero point on the map
Fixed: Fish trap had incorrect world occupancy and so could be placed in walls
UI
Fixed: Weight values for vehicles in the storage UI were incorrectly splitting between two lines
Fixed: Hovering over a Tag ingredient in the crafting UI was displaying talents benefits unrelated to the tag
Fixed: Hovering over icons during the tutorial were not highlighting correctly
Fixed: Item tooltips & Ecopedia reference section were not displaying icon background colors for things like Research Papers
Fixed: Other players' icons on the minimap often had jerky movement
Fixed: Mouse cursor was not changing to a hand pointer when highlighting the disconnect button
Fixed: During the Campsite Tutorial, moving the Campsite item to a different slot in action bar would not cause the tutorial arrow to follow.
Fixed: Buttons in Treasury UI had text exceeding the boundary of the buttons
Fixed: Pressing Enter while a world was loading would cause the Chat UI to appear prematurely
Fixed: Highlight marker for editing deeds on the minimap would disappear after toggling any layers within the World Layers tab.
Fixed: When moving a tool, the durability bar would sometimes remain in the original inventory slot
Fixed: Stockpile UI could get stuck open if opening Block Forms UI before closing
Fixed: Pressing the skill window hotkey multiple times before the skill tutorial was completed would cause multiple confirmation boxes to appear that would each have to be closed
Fixed: Species with composite names (Ex: Snapping Turtle) were displayed without a space
Fixed: Images in Eco News on title screen were often appearing after a delay
Fixed: The mouse cursor would continuously flicker when pointed at the border of a text with a hint popup
Fixed: Long usernames and passwords would exceed their respective text boxes on the title screen
Fixed: Chat channel names would appear stretched out and vertical with exceptionally long chat messages.
Fixed: Ecopedia frames for selected pages would display incorrectly when toggling "Show Undiscovered" while a page that was selected became hidden
Fixed: "Can't send string as localizable, because it has too many arguments" error message would occasionally appear in the server logs of very large servers
Fixed: Tutorial was not automatically displaying the next step when a previous step was completed
Update 9.3.6 released!
Update 9.3.6 has been released and addresses the following issues:
Fixed a bug with WebUI that could result in severe sever lag with frequent chat requests
Improved handling of chat history that will result in smaller file sizes for larger saves
Two new sand concentration recipes for the Screening Machine and Sensor Based Belt Sorter
Sand Concentrate recipe craft time reduced to 0.7 minutes from 1 minute
Glass recipe craft time reduced to 1.2 minutes from 1.5 minutes and Sand cost reduced to 4 from 6
Quicklime Glass recipe yield reduced to 1 minute from 2 minutes, Sand cost reduced to 3 from 10, Quicklime cost reduced to 2 from 3, craft time reduced to 1 minute from 2 minutes, and experience provided reduced to 70 from 175
Fixed an issue with copying laws that would cause the original law to be changed
We are currently in the final stages of wrapping up Update 9.4 for release, but wanted to quickly address the critical WebUI issue in the meanwhile and included some adjustments to the Glassworking speciality to go along with this. We plan to publish a preview blog for 9.4 in the coming week and are looking forward to share more information about the update with you then.
Version 9.3.5 released!
Update 9.3.5 has been released and fixes the following issues:
Fixed bug with client closing after disconnecting from a server
Improved behavior for splitting deeds so the original deed is maintained while a new deed will be created for the split plots
Fixed crash when Grant Title was selected as payment for a Work Party
Fixed crash when environment statistics were referenced but a specific statistic was not selected
Fixed crash when using modded objects that did not have a prefab assigned
Fixed bug that could cause trees to go missing when leaving and re-entering an area
Fixed bug that could result in "Caused by Actions" civic articles to have the reverse effect
Fixed bug where debts could not be forgiven
Developer Blog: Eco Infinite and UX focus
Hey all, we’re starting our weekly updates again and have tons of work to show on Eco. Over the past year we’ve had the good fortune to double the size of the team, which means lots more in the works. We’re working on a lot of features in parallel, so you’ll see progress on a lot of these then suddenly they’re all the in game at once. As discussed in our last update, we’re focusing on a couple things with current dev:
A pack of features we call ‘Eco Infinite’, which expands the game to support thriving communities that don’t end at the meteor, but can go indefinitely with interesting/challenging gameplay and social connections.
UX upgrade, making everything cleaner, smoother, and better; especially for new users.
Performance! Switching the engine over to Unity’s ECS system + burst compiler which will give a giant speed up for animals, landscape generation, everything.
Here’s the deets on some of the latest.
9.4 Update
Here’s updates coming right around the corner (next several weeks) in 9.4:
World Generation
Eco dev Jason has setup an easy way to view the world youre going to generate, now you can tweak the parameters and the seed and hit ‘generate’ and see a preview of the world, without having to do a full generate. This will let server hosters get that perfect world they want for building a society.
Realistic Power Generation
Also coming in 9.4: One of our longest standing issues has been fixed by our dev Marcus: waterwheels will now actually require flowing water (rivers, not lakes), windmills will require a cleared space around them, and solar generators will require sunlight. No more solar generators in your mines (shame on you in the first place if you did this). Now they will generate variable power based on their location in the world. And the waterwheel will get a significant boost if you put it in a waterfall:
Solar generator with some blocks slightly obscuring the sunlight and dropping its power supply:
And with a fully clear sun view:
10.0 Updates
Here’s updates coming further down the pipe in Eco 10:
Boats
Long in hibernation, boats are getting lots of love lately and will be shipping in Eco 10 (date TBD). Check out this demo from dev Quadbro of a couple of the new boats, including the barge:
[previewyoutube="b41X_VFO1oQ;full"]
Boats are going to really transform transport in the game, and will influence the location of towns and cities to have advantages along ports. Citizens will need to setup inland towns to mine minerals, and then a transportation network to move them to coastal port town, where they can be loaded onto boats and transported around the world. Part of the beauty of adding features at this point in the engine is one new feature will have infinite repercussions as all the systems of the game are intertwined; adding one new type of vehicle will influence the economics of the whole system.
And of course creating boats will be a significant endeavor with lots of demands on the economy and government (and ecosystem for resources) as well. Here’s the new shipyard object we’ve concepted out and are building:
And then lots of connecting parts for ports, like this selection of moorage points:
Prepare to see a big change in the world when theses make it into the game, port towns and seafaring will make the global economy run with much more depth.
Storage Systems
With the focus on transport of materials that boats bring, we’re also boosting up the focus on storage and containment, with specific types of storage to store specific types of goods. Check out the concepts from dev Rob and Milenko for the new objects on their way in (release TBD):
Wooden Liquid Storage Tank
Steel Liquid Storage Tank
Warehouse Storage Shelves
Each of these will specialize in storing different types of goods, and as you setup port towns and transport you'll need to use these to manage your supplies.
Lots more in the works, stay tuned for updates on the Towns and Countries change, performance boosts, avatars, stores, chat, and tons more. Feel free to send us feedback in the comments or on our discord: https://discord.gg/eco
- John K
Version 9.3.4 released!
Update 9.3.4 has been released and fixes the following issues:
Fixed crash with meteor tutorial
Fixed issue where banning a player could result in others being unable to vote
Fixed crash when a server was hosted in Turkish language
Fixed bug that could result in being unable to target some fallen trees, carcasses, and carts
Fixed memory leak with pipes
Improved optimization when interacting with objects
Wooly animals may now be cooked on a campfire
Fixed issue with Modkit that resulted in DiscordLink mod not working
Version 9.3.3 released!
Update 9.3.3 has been released and fixes the critical issue that was observed in 9.3.2, it contains all fixes of 9.3.2.
Version 9.3.2 released!
ATTENTION: This update contained a critical issue and has been retracted. A build that has the issue fixed is currently being created and will be released as soon as possible, containing these fixes.
Update 9.3.2 has been released and fixes the following issues:
Fixed crash when using Treasury account in stores
Fixed bug where Shift+dragging items wasn't able to move items between different stack size storages
Fixed bug with incorrect weight calculation when moving items into empty slots
Fixed bug with RPC Response Error causing disconnects from server.
Fixed bug that displayed warning in server logs related to vehicle interaction checks
Fixed bug that allowed taking money from Contract Escrow using work parties
Updated Users.eco ban lists to be JSON compatible. Re-save required for existing wrong lists.
Excavator storage is no longer hidden
Cotton Boll now has Crop tag and can be stored in silos
Version 9.3.1 released!
Update 9.3.1 has been released and fixes the following issues:
Fixed bug with pipes disappearing
Fixed crash related to RPC issues
Fixed crash with recurring transfers for elected titles and demographics
Fixed inability to use government accounts in stores
Fixed bug with using shift+drag to transfer items between stockpiles not working
Fixed alignment for text in images for Ecopedia
Fixed potential migration issue with Users.eco config
Fixed issue that didnt allow to host multiple servers with different IPs but the same ports on the same machine
Update 9.3 released! The Tailoring Update
We are happy to announce the release of Eco 9.3. With this update we are introducing some significant optimization improvements, an expansion of the tailoring specialty, and the experimental rent feature will be fully enabled with some additions to the residency system based on feedback from the community. In addition to these changes, we have a variety of quality life improvements, balance adjustments, and bug fixes listed in detail in the complete patch notes.
With the new rent feature, we had a few goals in mind. Renting a property will be a nice way for new players who are joining an established community to get a nice boost to their initial house bonus to help them catch up. Vehicles can also be rented to help with early transportation needs and to provide new players affordable transport options when joining later in the game. For those who especially enjoy building, they can put their talents to work making nice homes for others while earning a steady income. In addition, rent will play a role in our upcoming Towns & Nations where proximity to your residence will have a much larger impact.
As part of the tailoring update, tailors will be able to select from different materials to produce their fabric, from the new cotton plant to the cheap but high polluting nylon. There are a variety of new ingredients and crafting stations, as well a new tier 4 carpet building material. We are also adding new clothing outfits, each with a different theme. For now these clothing sets are cosmetic only, but we have more new clothes in the works and we plan to expand on these by adding skill bonuses. Upgrading the avatars to have more customization and new animations will be a big focus for us going forward.
As mentioned, a key focus for us this update was optimization. We have been hard at work to address Eco’s performance issues, specifically the problem with performance degradation over time. We also have optimizations to a variety of our systems, including chunk rendering and database calculations. There should be noticeable improvements, but optimization will continue to be a priority for us with each update.
Without further ado, let’s get to the full list of changes in Update 9.3:
Features
Major tailoring profession rework
New Cotton plant which can be found in the Wetlands biome
New ingredients: Cotton Boll, Shorn Wool, Nylon, Cotton Thread, Wool Yarn, and Nylon Thread
New crafting stations: Loom, Automated Loom, Advanced Tailoring Table, and Spin Melter
New Cotton, Wool, and Nylon fabrics which can be used as an alternative to Cloth
New Modern Tailoring Upgrade
New Tier 4 blocks: Cotton Carpet, Wool Carpet, and Nylon Carpet
New clothing outfits for Builder, Farmer, Smith, and Tailor
New Gloves clothing slot
New Corrugated Steel Door and Corrugated Steel Fence Door
Rent feature is now enabled by default
Renter’s belongings are now placed in void storage after being evicted from a property
New optional control setup for excavator to allow simpler movement
Added “Hands” option as a tool selection choice for laws related to plants and construction
Bank accounts can now be seized via laws or executive actions
Admins can now ban or mute players based on a timer with a reason given
Updated icons for tabs in the Economy Viewer
Optimization
Multiple client optimizations to help address FPS degradation over time
Optimized sound controller to remove leak that was contributing to FPS degradation over time
Optimized tree rendering performance
Optimized calculations for claiming/unclaiming large deeds
Optimized process for loading chunks
Optimized database calculations for civics and other periodic ticks
Optimizations relating to opening and closing UI windows
Optimized performance for servers with a large amount of mods when multiple players were connecting at the same time
Optimized minimap when large amount of icons were displayed on map
Optimized calculations for animal AI
Modkit
Modifications to existing items and recipes changes can now be made with partial hooks without rewriting the original files. This means changes will not be overwritten with each update. For full details, see the readme in the mod folder.
Fixed modkit exception while working with block sets
Bug Fixes
Added anti-cheat detection and various cheat fixes
Fixed bug where vehicles could be stolen
Fixed crash with recurring transfers
Fixed crash and authorization issues with Plow Field contracts
Fixed crash when setting craft resource modifier to an invalid number
Fixed crash when making multiple modifications to a Demographic list that occurred in the same Demographic update tick when the citizen’s hours to check was left blank
Fixed occasional crash when editing deeds on the Real Estate desk
Fixed crash when attempting to pay rent from an invalid bank account
Fixed crash when using Hours Played as a condition for maximum residency occupants
Fixed bug where tooltips would get stuck refreshing even when the mouse was stationary
Fixed bug with stores being listed multiple times in tooltips and the Economy Viewer
Fixed bug with election drafts where citizens other than the creator of the draft could start the election
Fixed bug with being unable to interact with a fish trap
Fixed bug with tools not working correctly when dragging them into the currently selected toolbar slot
Fixed bug with server not allowing connections if the meteor timer was set to an extremely large value
Fixed ability to rejoin a residency after the invite was no longer active
Fixed ability to become a resident of a property after an invited demographic was removed
Fixed bug with invited residents being unable to pick up their own objects on their residence when they did not have authorization to the entire deed
Fixed bug that allowed creating non-contiguous deeds with the Real Estate Desk
Fixed inability to select “Move In” or “Rent” as a condition when drafting a law based on “Pay Rent or Move In Fee”
Fixed bug with getting stuck in third person view when pulling a cart with no backpack
Bank account source for Elected Titles wages can now be set to the Treasury
Housing value pie chart now has correct proportions for different room types
Elected Titles no longer have their term extended when the title holders change
Laws that prevent pollution will now deactivate any objects currently polluting after passing
Taxes now work correctly for the currency exchange
Fixed bug with being unable to remove bank account users and title holders when an authorized Bank/Registrar was placed on a non-authorized claim
Fixed bug with contracts still showing as invalid after updating a removed bank account
Player movement on minimap is less jerky
Fixed bug with vehicle deed icons incorrectly displaying in minimap
Fixed bug with editing a district map when the district crossed point (0,0)
Fixed bug with minimap where icons on the other side of the world would appear incorrectly in 3D mode
Fixed graphic issues with minimap after updating the render scale
Fixed tooltip for crafting recipes displaying perks for unrelated talents
Fixed the displayed max tier when writing a contract to build a room.
Fixed bug in Ecopedia where information about the constitution would appear in unrelated entries
Fixed bug where the interaction highlight could appear green when aiming a hammer at an unauthorized property
Pressing escape button while sleeping no longer causes the world to continue fast forwarding
Fixed bug with the hide chat tag button making the cursor flicker
Pressing “+” or “-” button quickly on contracts no longer causes numbers to skip
Settlement civic objects are no longer visible when the experimental feature is disabled
Backer items can no longer be spawned by admins
Wind Turbine table texture changed to metal from wood
Fishing reel sound now stops when the reel animation stops
Improved consistency with tree falling sounds
Various typo fixes
Balance
Recipes that previously cost Cloth now cost new Fabric tag which includes Cotton Fabric, Wool Fabric, and Nylon Fabric
Cloth and Cellulose Fiber default craft time increased to 1 minute from 48 seconds
Cloth recipe labor cost increased to 100 from 50
Cellulose Fiber recipe labor cost increased to 100 from 20
Bearpack recipe moved to Advanced Tailoring Table
Industry vehicles now cost Nylon Fabric instead of Cellulose Fiber
Compound Bow recipe now costs Fiberglass + Nylon Thread instead of Fiberglass + Steel Bar
Basic clothing recipes that previously cost Plant Fibers now cost Fabric
Animal mounts and stuffed animals are now produced by Hunting specialty
Charcoal recipe craft time reduced to 1 minute from 4 minutes, labor cost reduced to 40 from 80, and experience provided reduced to 1 from 2
Updated formula for residency penalty for multiple residents
Large Corrugated Steel Door now costs Corrugated Steel instead of Steel Bar
Decreased canopy space requirement from Ceiba tree and increased initial spawn percentage
Agouti can now get calories from Ceiba trees
Labor cost for crafting seeds on the Farmers Table increased to 40 from 20
Epoxy, Plastic, and Synthetic Rubber recipes experience provided changed to 1 from 2
Fiberglass recipe labor cost increased to 150 from 75
New tags Medium Fish and Large Fish to condense fish recipes in the Campfire and Fishery
New recipe Fish Stew based on Meaty Stew that uses Charred Fish as an alternative for Charred Meat
Shuck Clams and Clean Urchin recipe costs reduced to 2 Clams/Urchins
Water Pumps no longer have unnecessary Economy tag
Quality of Life
Installed module name is now visible when viewing the module component for a crafting station
Auto-run no longer stops when checking inventory or chatting
Adjusted radius of Elevator Call Post so it can interact with the Industrial Elevator from all angles
Temporary chat notifications no longer appear in non-related chat channels
Remove From Office UI now only displays Elected Titles the user has permission to remove
Titles and Bank Accounts are now ordered alphabetically in their respective UIs
'Public Crafting Stations' tab in Economy Viewer will now show only publicly listed crafting stations instead of all stations accessible to the player
Treasury now has a button that displays a list of all government accounts
Improved sorting of species world layers in the minimap
Improved excavator suspension to prevent tilting up and down while in use
Demographics, titles, and elected titles can now be assigned a backup owner for property and bank accounts incase they are removed
Adjusted brush size for drawing districts in the minimap
Improved behavior of the top notification panel
Updated vehicle control UI and removed unused vehicle controls
Updated display names for Specialty Upgrades to be more readable
Ecopedia images now have their text localized, as well as a collection of other localization updates
Fixed ability to swap tools in the repair bench when both tools are of the same type
Cancelling a civic draft will now reset the editable title text
Updated Network config template to allow changing settings for Web Server URL and Relay Server Address
Improved alignment of messages in the notifications panel
Improved alignment for long district names in Minimap.
Cursor now updates to the interact symbol when hovering over objects in the minimap
Clarified error message when hosting a private world with a world name that contains unsupported characters
IMPORTANT NOTE: Cotton will not spawn on already existing worlds, that means that you either need to spawn in cotton seeds via the /give command and plant them or need to start a new world if you want to use cotton. Cotton being absent does not affect progression, though.