When you mention "inverse mouse", are you saying that for you the mouse is inverted in the current build? (that is, you look down when you move the mouse up and vice-versa?) If so, I think that might be a specific glitch you're experiencing; my mouse control was mapped normally.
Posts made by Cubic John
RE: For the next alpha release....
RE: 10 Quality of Life Improvements for Eco
For the record, issues 1 and 3 have already been reported as recognized bugs. I think for 8, that it might be an intentional part of the game design that workshops, even workshops you created, can get clogged up with other people's orders if you leave them publicly accessible, especially if you don't charge any usage fee.
[Suggestion] A few longer-term suggestions
These aren't immediate priorities, but a few things I think would improve the game if they could be added sometime before final release.
First, I think it would be extremely helpful to have some sort of auto-construct or construct-from-template ability that creates the bare essentials of a particular building type all at once if you have sufficient materials in your inventory. This could take a few minutes if construction time is meant to be a significant factor, but I personally find putting a building together block-by-block to be pretty annoying, especially with it kind of tricky to move around on top of walls right now with the lack of a Minecraft-style alternate movement mode that keeps you from falling off of ledges. People could make modifications to this base template before finalizing construction if they want to change anything, but this would help people who just want the no-nonsense mechanical benefits of a building accomplished with as little time and headache as possible, especially if they're confused by how exactly the game is assessing building requirements. There would still be benefits to players who understand the building system well enough to not rely on these templates, as they'd be able to save on building materials in certain cases with clever designs, or possibly achieve some other gains in functionality.
Second, I kind of just thought of this one while writing the above, but the addition of a minecraft-style alternate movement mode (crouching, slow-walking, whatever) that keeps you from falling off of ledges would make navigating around, especially while you're building, a lot easier.
Third, right now there's no reason (as far as I know) to build a building larger than the bare minimum, and it could also be annoying to have to build a whole new building just to get another workstation/chest/whatever. So I'd love to eventually see the ability to build extra-large buildings, where if you make a building sufficiently larger than normal it will contain two or even more workstations instead of just one. It would be a matter of game design and balance whether such supersized buildings would require more or fewer building materials per workstation produced than building individual minimum-sized buildings.
Fourth and finally, and this is the one I'm least certain would be a good fit for the game (although I personally do think it would be), whenever I see animal corpses out in the wild dead of natural causes (I'm never sure whether of wolf attack or starvation), I feel like I should be able to scavenge some meat off of those carcasses. I kept trying to do so, in fact, until I finally crafted a bow and learned that the meat just materializes in your inventory when you're personally responsible for killing something. I'd like to see the ability to scavenge some meat from naturally-killed wildlife added to the final game; it would provide a useful source of additional meat in the early game, and it could be balanced by providing fewer meat per animal and/or meat of a lower "freshness" level than hunting-obtained meat. I haven't had a chance to unlock the butchery skill yet for myself, so I'm not sure exactly what it does, but I'm guessing it currently just unlocks a new building that allows you to process raw meat. Perhaps the final game could expand it by separating killing from harvesting of meat, so that after you kill an animal you have to harvest its carcass like you'd harvest a berry bush (though presumably with a different tool), and your efficiency doing so would be dependent on your butchery skill (although that wouldn't really help with giving an early-game source of meat before players develop hunting; but, there are multiple ways this suggestion could end up getting implemented). Ultimately, this stems mainly from seeing those carcasses lying around (a lot of them, with animals going extinct on their own by the end of day 3 without any human help in the current build) and thinking, in a game so focused on efficient utilization of resources, that it's a terrible shame to let good meat go to waste :)
[Enhancements] Larger storage windows and more constant music
Two minor suggestions here: First, the window of storage slots opened when you open a chest is annoyingly small, especially considering that all of the slots in there could easily fit into a screen area smaller than that of the crafting window of a workbench. I think it'd be much more clear and convenient if it opened onto a large enough window for you to see all of the storage slots at once, like the backpack does (of course, there may be future upgrades to storehouses that allow them to gain too large a capacity to conveniently fit on the screen, but you can make the larger window still capable of scrolling if such a case comes up).
Second, I quite like the one or two bits of music currently in the game, but they come up much too rarely! It's just long periods of silent, suddenly and seemingly-randomly broken by a brief round of music. I'm not sure if this is a bug, but if it's intentional, I for one would much prefer if the music was just on continuously (obviously with an option added to toggle the music once the game reaches the stage where it actually has an options menu :) ).
[Minor bug] Abandoned construction overrides GPS coordinates
This hardly seems like a priority compared to the other alpha bugs, but it may be easy to fix and I feel I should still report it for completeness: When you cancel construction of a building while you're inside it, the little window in the upper-right showing your location fails to change from "[USER]'s [BUILDING]" to your GPS coordinates, leaving it showing the same text as if you were still standing inside it wherever you go. Entering another building resets it, though, overriding the message with that building's title, which then goes back to properly showing the GPS coordinates once you leave it. I suppose the issue is that the "Abandon construction" command fails to send the same signal to that position box that exiting a building's perimeter would, and once the construction is abandoned there's no perimeter to exit to send it that signal.
[Bug] Construction menu unable to recognize correction of initially improper foundation material?
I had some trouble completing a mill that I was trying to build, and after troublshooting for a while I realized that I'd made the foundation out of the wrong material (regular stone rather than refined stone, although I had the required quantity of refined stone in the upper levels). It may be a minor bug in itself that the interface gave no initial indication of this issue (the construction window progressed from showing my progress towards area enclosed to showing the full details of height, volume, etc. once I'd laid out the foundation in unrefined stone, just as if I'd been using the right material), but perhaps more significant was that once I corrected this issue by replacing the foundation with refined stone, it still wouldn't let me complete the construction. I eventually canceled the construction and started a new one with the same corners at the original site, and it then instantly recognized the building as a complete mill and let me complete the construction right away; so there was nothing wrong with the building, just with the game's recognition of its completion.
So, in short, it seems that if a building is started with a foundation of the wrong material, the game is unable to recognize if you later correct the issue, rendering the construction impossible to complete unless you cancel it and start a new one. I haven't tried to replicate this, admittedly.
[Bug] Storage Chest 1st slot unusable
I'm not sure if this is just me since I haven't seen anyone else report this fairly noticeable bug yet, but for the storage chests in both my house and my storehouse in a solo server I was running, the first slot (the one in the very upper-left) was unusable; nothing that I tried could be put into it, it just remained blank.
Effects of Logging/Mining
Has anyone noticed any effects from leveling up the Logging or Mining skills yet? I've taken logging to 12 or so and Mining to 5 or so, and haven't noticed any calorie reductions, or ever getting more than 5 logs per tree segment or 1 ore per block mined. (it's harder to tell whether the harvesting is being sped up because it's already fairly quick to begin with, but it doesn't seem like it). I'm not sure if this is an alpha bug, or if those skills just aren't implemented yet (despite not being marked as placeholder skills).
[Bug] Glitches near Latitude/Longitude wrap-around border
I've identified two glitches that seem to be tied to the Latitude/Longitude wrap-around border (that is, the point where the first or the final GPS coordinate wraps around from 0 to ~503). I think I stumbled across them because I chose 0,0 as a natural center for my home base.
First, it seems to be impossible to build a building across this border; the build screen claims that even a properly-built building is "not enclosed" (claiming so under "enclosure", "height", and "volume enclosed"). Presumably, this is because the game is using those position coordinates to determine aspects of the building, and is getting confused by the wrap-around. I've tried this twice and was unable to build the building either time.
Second, it's impossible to use a campfire located on the opposite side of the wrap-around border from where you're standing; the crafting menu starts to open and then immediately closes. Presumably this is because the game thinks you're standing far away, or something. I haven't tested it, but I suspect a similar issue would apply to opening doors or possibly even harvesting lumber, as well as to any other crafting table (impossible to test that last possibility until the first issue is fixed).
[Suggestion] Larger Item Quantity Text
Currently, the quantities of item stacks, whether in your inventory or in crafting windows, are extremely difficult to read if you don't have a big monitor; I've got about a 15-16" screen, and I'm never sure whether I'm looking at a 3, an 8, or a 0, among other difficulties. I'd recommend bumping up the size of the quantity numbers by at least a font size or two.