• boots01

    That was certainly what I thought would be the case.

    The original artwork of the steam engine showed it powering the assembly line by what looked like direct drive. Also the wiki says it's mechanical, not electrical, so I assume this is a new change?

    I agree an inefficient converter that turned mechanical power into electrical would make more sense.

    posted in General read more
  • boots01

    I just built a steam engine in the hope of replacing my windmills, but it's not powering anything and seems to produce electrical power. Is this right?

    How can I prodice mechanical power without puttign windmills everywhere?

    posted in General read more
  • boots01

    Oh also in response to your first question Mica: Agriculture makes no sense because nothing grows while you're offline. it's very hard to get a farm going unless you leave your machine running all day and night.

    posted in Ideas & Feedback read more
  • boots01

    Micha you need Bison carcasses for research - butchery, I think.

    I take your point about my MP experience - I am in the process of starting up a server with some friends. I can see that railroads would be more important for MP, and I can see that the notion of a player economy is one of the more exciting parts of Eco.

    But there are so many games with economies and railroads - minecraft (with mods) is one that immediately springs to mind. Eco offers a chance to be something so much bigger and better. When I say 'players don't know what's good for them', I refer not to Eco players specifically, but players of games more broadly. They have a habit of asking games that are different to be the same as games they already play - see the preponderance of FPS games in Steam's top 20, or the requests to put weapons in Subnautica, or the desire to get rid of Hardcore mode from They Are Billions.

    I'm not saying Eco players are dumb - I'm saying the devs should stick to their guns and make the environment the key part of the game. Players always want the same thing and the success the game already has should show that they know better than the players.

    posted in Ideas & Feedback read more
  • boots01

    @MykeMichail I'm thinking of setting one up with a few mates, ping me if you're still interested and I'll loop you in.

    posted in Game Servers read more
  • boots01

    Dear Strange Loop,

    I've been playing your game now for 20 hours on SP only and am so impressed I am about to buy a server with some friends. This is a brilliant game and you're doign something magnificent and original. I'm not yet through the tech tree - I've just unlocked bricks and the blast furnace. For context, I'm 37, male, professionally employed, and spent about 500 hours building in Minecraft.

    Here is some feedback, in no particular order:

    1. World generation. My SP worlds have all had tall cliffs with a lip of dirt at the top, which makes climbing impossible. Weirdly, cliffs with those lips also tend to have chasms at their feet, which makes navigating the world quite hard (especially given the limit of one dirt clod per shovel). I assume this is earmarked to be fixed later but I haven't seen any commentary anywhere so thought I'd add it.

    2. Ecosystem modelling. I can't really figure out how to use the 'cause and effect' screens to see how I can affect populations in-game. Bison seem to die out within a few days without me changing anything, while I've clearly done something to Elk and Wolves that have made both populations grow out of control. Wheat and Beets seem to have died off. I'd love to be more empowered to make sense of all the data - for example, to put markers in game so I can find them on the browser map, or to have the browser map track individual plants or animals so I can find them when there aren't many left and assess how to save them. I've seen people talking about 'endangered species' but I can't find the game listing them anywhere or alerting me to that status. you've put such love and care into the ecology system, i'd love to see it be more present and engaging in-game. Fixing the way the graphs and data work will let you make informed choices about how and where to gather, hunt, etc. It would also help make sure that anthropogenic change has a larger effect than just accidental ecosystem engine change (like buffalo extinction).

    3. Agriculture makes no sense in SP - please fix it if possible! Also the sheer weight and type of data for farming is baffling. A tutorial would really help.

    4. I think there is too little attention currently on environmental consequences of human activity. I think the visibility of polluted ground is excellent, and the unsightliness of dead plants is as well. I'd love to see some way of making polluted air also visible. Given food and room quality buff your skill point gain, maybe pollution could debuff it? Anything to make the effects of your actions really felt. Currently the only way you are affected by environmental pollution is that you can't advance in technology because all the bison or wheat are dead, and you have to restart the game.

    5. This causes a second problem: You don't know what effects you're having until it's too late, and the only way out is to restart or cheat. If you (or the game engine) have killed off all the bison, you should still be able to get tailoring, it should just be more costly. The eco-research engine should be able to deliver the same outcome for different efficiency costs - high-efficiency with the right resource, low efficiency with the wrong one. This is already present in, say, different recipies for salad or pitch, but it's not quite there. If you notice bison are extinct you should have a moment of sadness, shame, and shock, and then have to work double hard to make good the absence - not think, oh well, I'm locked out of the tech tree, guess I'd better restart. It makes me feel less invested in the world seed, because I don't have time for the consequences of my own actions to sink in. I want to feel more connected to the environment when playing Eco, not less.

    6. This leads me to your roadmap. I feel like the most important things on it are waaaay down the list because players seem to want flashy improvements. Ecosystem - the thing that REALLY sets your game apart - is third-last. There are a lot of vehicles in this list. I'm glad to see bug fixes and terrain generation so high, but the pattern of requests seem to be demanding more in-game objects and tweaking the game to be a minecraft clone. Please resist this urge! With all due respect, players don't really know what's good for them. I know I've only got one vote but if you can get the ecosystem and waste models right, the game will jump to the next level, whereas if you just put trains in it will just distract form the masterful core game experience of managing your effects on a living model.

    Keep up the good work - this game is wonderful.

    posted in Ideas & Feedback read more
Internal error.

Oops! Looks like something went wrong!