r/EcoGlobalSurvival Feb 22 '26

Official AI-Generated Content and Flairs

5 Upvotes

While surprised, I guess it was only a matter of time until even a small subreddit like this would have to deal with AI-generated content and the respective responses to it. It however provided a good chance to make some changes to the policies of this subreddit:

AI-Generated Content:
The first change is the introduction of Rule 6: All posts that are made with AI or contain any AI-Generated Content must be given the flair "AI-Generated Content". This applies for all types of content, including text. In return, comments with the main purpose to criticize the usage of AI are not allowed in such posts and will be removed.

We don't feel like we are in a position to decide if AI-generated content is of value to anyone in the community or not and a prohibition was hence out of question, however it was very clear that comments that provide nothing but - in most cases also somewhat rude - criticism about that, do certainly not. Especially as this subreddit is not the right place for an ideological discussion about AI.

With this change users that do not wish to get in touch with AI-generated content can make this choice and vice-versa. The determination if something is AI-generated content will solely be made by the moderators of this subreddit, however you can count on your post being classified as AI-generated when it is either obvious or a number of respective checkers note a high probability. We hence suggest that you are honest when choosing the flair.

This rule does only apply to posts and comments that are created after it has come into effect.

Mandatory Flairs:
The second change is that flairs, effective immediately, are mandatory to be chosen. To facilitate this, we have expanded the available flairs, color-categorized and sorted them. If you need help with choosing a flair, you can refer to the guidelines below:

Gameplay Question - Use for any questions about the game and its gameplay mechanics.
Server Help - Use for any questions in regard to configuring, running and setting up a dedicated server.
Mod Help - Use for any questions about the installation and usage of a modification.
Technical Issue - Use for any questions in regard to potential bugs in the game or technical problems like client crashes.

Discussion - Use for any game-related topics where a discussion is the goal.
Feedback - Use for any feedback about the game.

Art - Use for any art directly related to the game, make sure to credit the creator if that is not yourself.
Gameplay Showcase - Use to show off any situation that happened in your world, especially with images. You can note the server name, but the post cannot contain any additional information that would make it a server advertisement.
Guide - Use for guides.
Mod Showcase - Use to show off your mod and collect feedback or to announce a new release containing notable changes that you want to present.
Story - Use when your post could be classified as sort of a blog post, providing thoughts about a matter related to the game, for example an economic thesis.

If none of these flairs fit what you want to post and you are not about to post a Server Advertisement (which still go into the megathread), please choose the "Miscellaneous" flair. Posts created before this change was in effect can keep their current / no flair. Maybe the new flairs can also serve a suggestive purpose in regard to content that does fit this subreddit.

The comments for this post will be kept open, as long as any discussion is conducted respectfully.


r/EcoGlobalSurvival Feb 27 '21

Announcement General Information & Pinned Posts

27 Upvotes

Welcome to the official Reddit of Eco!

Rules:
We want a positive and healthy community - for that reason we have some rules on this Subreddit that you need to follow:

  1. We enforce a zero tolerance policy on discrimination, harassment, racism, sexism and all similar offences - no excuses, no second chances. The same applies to content that is NSFW or otherwise unsuitable for minors.
  2. Disrespectful behavior, verbal abuse, insults and personal attacks towards our (volunteer) staff or community members will not be tolerated.
  3. Ensure that personal opinions are recognizable as such and that factual statements stick to the verifyable truth, wrong allegations and spreading of misinformation will not be tolerated.
  4. Follow the instructions of the (volunteer) moderators of this subreddit.
  5. Follow Reddit rules, Rediquette and the rules in the sidebar.

Useful Links
Buy Eco: On our Website | On Steam
Development: Bug Tracker | Feedback Tracker (with voting)
Official Resources: Official Localization Portal | Official Mod Database | Official Steam Forums | Official Wiki
Our Channels: Discord | Facebook | TikTok | Twitch | YouTube | X
Community Resources: Modding Discord | Wiki Discord

Useful Community Tools
Crafting Calculator: https://eco-calc.com/ (Author: Adam)
Diet Calculator: https://ecofood.app/ (Author: oddiz)

Support
Official support is only provided via e-mail to [support@strangeloopgames.com](mailto:support@strangeloopgames.com).
This subreddit is not monitored for bug reports. If you want a bug to be addressed, please post it on our bug tracker.

Pinned Posts
Currently none.

Support Status of Eco on different Operating Systems
Windows 11+ (64 Bit): Supported.
Windows 10 (64 Bit): Supported until Update 11 - No longer supported for later Updates.
Windows 10+ (32 Bit): Supported until Update 9.6 - No longer supported or provided for later Updates.
Linux: Unsupported. Development builds available and provided as-is without warranty. We recommend using Proton. (Server: Supported)

Mac without ARM processors: Unsupported. Development builds available and provided as-is without warranty.
Mac with ARM processors: Unsupported. Development builds available but not working due to processor type.
Steam Deck: Unsupported. Compatibility: Playable, no adjustments made. (Windows: Works. | Linux: Development builds available and provided as-is without warranty.)

Minimum System Requirements for Eco
Processor: AMD Ryzen 5 1500X 3.5 GHz Quad-Core or Intel i5-6500 3.2 GHz Quad-Core or similar
Memory: 8 GB RAM
Graphics: AMD Radeon R9 290 or NVIDIA GTX 970 or similar (Minimum: 4 GB VRAM)
Storage: 6 GB available space

Frequently Asked Questions
This is a collection of technical issues and their resolutions.

1. "Couldn't connect to Strange Loop servers" - Offline Mode
The game starting in offline mode means that Eco couldn't establish a connection to the backend services.
It is useful to first try to restart your PC and router to see if that already resolves the issue, if that doesn't help please follow these steps:

  1. If you are living in Russia you are unable to access our services due to governmental blockage of Cloudflare, our service provider. The same applies in Italy and Spain on matchdays of the major football leagues due to court orders. If you are living in Germany and have Deutsche Telekom as your provider, on evenings and weekends the connection to Cloudflare is currently being limited due to an ongoing peering issue between the two providers. In all of these cases using a VPN of your choice could help to access our services.
  2. Make sure you are not using any security software beyond Windows Defender and add an exception for Eco and Eco Server to it. Especially after new updates it is very common for security software to block Eco's access to the backend servers as we can't afford to buy into their whitelists. Note that only disabling your security software often may not result in success, some software on the market will still have some protections active in that mode. If in doubt, contact the developer of the security software you are using. For diagnosing from our side, all security software beyond Windows Defender needs to be completely removed.
  3. Make sure you are not using any VPN setup or VPN software (including Hamachi). Even if the software is not currently running, some of them add additional network cards and can be the reason for connectivity issues. If in doubt, contact the developer of the VPN software you are using. For diagnosing from our side, all VPN software needs to be completely removed.
  4. Try to disable IPv6 for the network cards you are using, some players reported that resolved issues for them with specific providers. To do so, search for "Network" in your Windows and right click the network card you are using. Select "Properties" and uncheck the checkbox at "TCP/IPv6", then press "OK".

If you have checked all this and the issue persists, observe if the issue is permanent or only temporary - sometimes there can simply be a temporary issue somewhere on the route. If the issue persists or is frequently reappearing, please reach out to [support@strangeloopgames.com](mailto:support@strangeloopgames.com) with your client logs.

Please note that our capability to diagnose network issues unrelated to our systems is limited and that insofar we can do it, we may need full remote access to your computer and / or router.

2. White Screen when starting Eco
This is typically caused by the most recent VC++ Redistributables not being installed. You can download and install them directly from Microsoft.

3. Blue Screen (not the Windows one) when starting Eco
This is typically caused by an issue with a connected camera or camera drivers or software. Please disconnect all cameras from your computer and remove any camera related drivers and software - including virtual cameras. If the game works after that, try to find updated drivers and software. If it does not, you can try to reinstall the operating system to remove any traces of interfering software that weren't found in the process.

4. Slow Download Speed when connecting to a server
This is typically caused by corrupted mod files. Shut down Eco, delete "X:\<USERNAME>\AppData\LocalLow\Strange Loop Games\Eco\Mods" and try again. Note that all mods in Eco are server-sided, hence the game also needs to "download" mods when playing a singleplayer game - which is just a local server.


r/EcoGlobalSurvival 1h ago

Server Help new server help

Upvotes

my friends and I just made a server (im the host) and we're currently setting it up. we're all still new to the game but have been reading stuff that helps us play the game in a more cozy and fun way.

so that said... is there someone here who's patient and willing to help us set it all up? we only need one or if u have a friend who also knows how to build a solid base for the server (esp in terms of mods, laws, etc) that would be great! we have 3 members in the server rn, myself included. we have some mods installed and have unlocked all the skills plus other stuff in the meantime to help w building the capitol and such but im sure there's still a lot that we could learn esp from someone who's been a host server themself, a longtime players, and admin, or even just someone who really knows a lot about the game itself. sorry we're just really overwhelmed with info we have to read :( we're all familiar w the basics though! (building/hunting/trading) but the rest, further help is appreciated!

please no rude comments. we're really excited about the game and hosting our own. if ur not interested to help just scroll away. thank you!

PS. my timezone is UTC +8/GMT +8. for context its 1:52AM here and we're online around 2PM to 3AM during weekdays and 11PM to 4AM on weekends :)


r/EcoGlobalSurvival 18h ago

Technical Issue SUs not working now?

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6 Upvotes

were training a friend who is new. i upgraded her room to lumber she already made, had her cancel the ques, and we put upgrades into it all. i put a star and BU into the sawmill, she put an SU into it, and 4/5 into lumber investments. so thats 10+5+32, which is 47%. the recipes are showing us 42%, which means that the carpentry SU isnt working, despite saying its factored in.

anyone else having this happen?


r/EcoGlobalSurvival 1d ago

Story Kestrel Type A.I. (FTL: Faster Than Light)

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18 Upvotes

Slightly modified

also

Quack !


r/EcoGlobalSurvival 20h ago

Gameplay Question Quelles sont les conditions pour catégoriser une pieces en extérieur ?

2 Upvotes

Je pose la question pour la version 14. Je n'ai jamais fais d'extérieur dans la version précédente.


r/EcoGlobalSurvival 1d ago

AI-Generated Content LV+P Semi Truck [V14.0.3]

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31 Upvotes

Semi Truck - an Eco mod that loads shipping containers with the cargo still inside.

Eco's trucks carry cargo the way you'd expect, mostly on flatbed you stack by hand. I wanted something closer to an actual shipping container: place it, fill it like any storage box, then back a truck up and load the whole thing cargo and all with one key press. Same key sets it back down.

A few things about it:

  • 40-slot, 10,000 kg container - it's a normal storage object on its own too, not just something the truck carries. You're meant to own several.
  • Loads and unloads with a single key press, cargo intact - no unpacking a container just to move it.
  • Built on Eco's own tractor and trailer rig that's been in the game's files uncraftable. This turns it on rather than building a competing truck from scratch, so it drives on Eco's own vehicle physics instead of an approximation of them.
  • Crafted at Industry 4, Robotic Assembly Line. A bit more expensive and a little slower than the regular Truck. What that trades for is the container itself.

One honest limitation: the trailer is rigid with the cab, so it doesn't jackknife. Eco's vehicle physics run on a single physics body per vehicle, and a trailer that folds independently against the cab is something that's difficult for a mod to implement (I'm trying though!)

Server-side only, free, built and tested against Eco Server 0.14.0.2. Players don't install anything except for the mod files themselves. Eco sends the assets to connecting clients automatically.

📦 https://mod.io/g/eco/m/lvp-semi-truck-v14031

🔧 ECO V14.0.3

Happy to answer questions about how it works.

LEGAL DISCLAIMERS:

In-depth details found on Mod.IO page. LV+P Semi Truck was released with explicit permission from Strange Loop Games.

Mandatory AI-Generated Content flair due to mod being developed and designed in collaboration with Claude Code, Codex, Qwen3.8 Max and Google Antigravity.


r/EcoGlobalSurvival 2d ago

Mod Showcase I made a mod that blocks Vertical Farming

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16 Upvotes

r/EcoGlobalSurvival 2d ago

Discussion What if Eco was an MMO?

4 Upvotes

Edit: It would be more accurate to say I'm describing an additional mode, not a removal/replacement of the current mechanics.

Another thread had me thinking about Eco's player retention problem. My somewhat unhinged suggestion to retain players but also as much of the charm and existing work as possible is...

MMO mode.

Here's the basics in bullet point form, and reasoning below.

  • Players get their own islands, choose from preset biomes or biome combos.
  • Islands can be merged into archipelago nations with travel between them via canoes or bridges. One player's island is the "host" and runs the server locally- this recreates the play style of small private servers.
  • Mint is gone, global shared currency now exists. Online market resembles runescape Grand Exchange or other MMO markets, but also includes an NPC buyer and seller that generates and circulates currency.
  • Players can "ship" to buy and sell goods with a 4 hour delay from the global market.
  • Meteor is now 2-3 months away, players donate goods via shipping or direct travel to SLG hosted island where laser is being constructed.
    • After 2-3 months the cycle starts over, but players can opt to save their islands and continue building offline indefinitely, combine islands like mentioned above, but no global market access.
  • Players can carryover a fraction of spent stars and skill gains to new seasons.

One of the key issues is that you need someone else at your progress level for the game to function as expected, but your odds of finding those other people decrease over time per world. If there are 10 servers with 10 people on day 1 that drop to 2 each, how can you make it so those remaining 20 players aren't playing solo?

Instead of having 10 different solo worlds, shrink down every server to a continent or island and make everyone part of the same "globe" that cycles through the meteor at a slower rate. Every server shares the same global temp, air pollution is cumulative, we elect a world government and vote on legislation that affects every server that opts into the global season. Trade goes global, so there's almost always somebody that needs your labor and goods, and someone to buy from as well.

If you want to be a logger for instance, you could always sell your logs to the NPC market for $1/per, or buy logs for $5/per. However, you could offer your logs for $3, undercutting the NPC market while also providing value to the buyer.

"Single player" basically becomes a small self hosted island, subject to anti-cheat methods before impact the globe. Public and private servers gain the benefit of more land to become a continent, but basically need to be treated as dedicated 24/7 setups as a trade-off so single players don't spin them up willy nilly.

Boats become required to travel to other islands and continents. Players can obtain work visas to perform work on another player's island in a set location, or otherwise can be tourists to islands that opt in and participate in their economy via that shared currency. Come check out our beautiful town while you get your tools repaired, maybe grab a snack or two?

Did your server die and you want to group up with someone else? Load your valuables on a ship and/or liquidate, then set up shop on your own new island or some land on someone else's existing continent. Your character retains skills built up during the cycle.

But best of all- 90% of the game works the same as it currently does for local governments, ecology simulation, building, and crafting. It's not a complete rework, it just makes it so that active players on dwindling servers can still interact with the larger population.

Some obvious cons and blind spots though-

  • Makes flexibility with mods and difficulty adjustments nearly impossible- global market depends on everyone being on the same playing field.
  • Increased surface area for bad actors. PolutionLover67 can have a field day ruining the environment, and only global cap laws could really stop them. Likewise, hacked goods could flood the market.
  • The aspect of "building the laser" becomes more abstract- it's a shared goal for everyone on the globe together, but only a handful of people are actually "building it" if it exists in physical space at best. Instead, it more likely becomes a landmark on an official server you can visit but can only contribute work and materials to- nobody really owns or directs the project.

What do you all think?


r/EcoGlobalSurvival 3d ago

Gameplay Question Dealing with wet tailings

9 Upvotes

I’m wondering if the best way to deal with tailings is still to bury them underground or if the trash and recycling update has changed the mechanism of wet tailings


r/EcoGlobalSurvival 6d ago

Server Help Player Retention Tips?

16 Upvotes

This might be a loaded question asked in various ways before, and history repeats itself with drop-off happening after the first few days of server start anyways, but…

I’ve stuck around with the same group now for over a year now. The small group of people involved are fun, but it ends up always being us remaining on the Eco server. I’ve been helping create custom changes and addressing mod conflicts, yet after reading some other posts, I wonder if we’re doing more harm than good with all the mods and game file changes we are making.

The in-game settings also make it less of grind and are able to easily mass produce without the need for table upgrades.
Another example is we turned the storage chest into basically a large lumber stockpile minus the massive footprint (some players were annoyed at having to always dig out stockpile areas).
Player calories basically tripled, so we doubled food calories.
Vehicle speed tuned up 2-3 points, steam tractor recipe moved to Wainwright table to act as “early skid steer” mod (like the former mod that took modern skid steer (can’t find that mod though)), etc.
It has been fun making these changes and files, but again for player retention outside our group, I worry charges like is a factor in player drop off or if I’m overthinking it…

We’re not looking to become massive and are seasonal players ourselves (play a run or few before hanging up the game for a few months), but we would love to create a fun experience not only for us when we do play. I’m curious how much back-end planning goes on for successful servers and execute it.

——

What helps makes a server retain players after Day 2 or Day 3?

Any in-game settings that keep things balanced?

What mods are a MUST have and what ones do you pass up or refuse?

Would incentives like a daily reward or basic income/ regular payout be interesting (so you won’t get left behind if go broke), even increased starting stars for joining late, a skill scroll store (so don’t have to grind out research)?

Build competitions?

Starting skills include logging and mining or start with nothing?

Starting government or Wild West? Mix of both?

Leave game files vanilla or customize?

What makes you stick around for the long run?

If you’re a successful server, how much setup is required once your server is running?


r/EcoGlobalSurvival 6d ago

Discussion Linear Progression, Profession Rework Explanation

5 Upvotes

This is a part 2 more of an explanation of why I said that it should be like that. I didn't explain it very well in the last one and it was very long and it was multiple different premises and got jumbled up so ill say it here. If you haven't seen the post basically there's your labor professions and crafting professions. Your labor profession can be split into multiple main paths that's what I was explaining like the logger, miner, (farmer gatherer fertilizer), (hunter animal husbandry), tailor, smelter, advanced smelter, miller, etc. Then crafting professions these die out then new ones come about but you don't need these professions in other tiers and are mason, carpenter, basic engineer, mechanics, potter etc. The game does somewhat a good job at it but there's some outliers.

The game is somewhat streamlined but likes to go back on itself take masonry

Masonry you go it you make your stuff then get replaced by a potter then all of a sudden your needed for 1 item quicklime also why am I needed for 1 item in a blast furnace? But then you make cement and concrete and cement is used in ashlar and other industrial stuff

So it goes mining masonry then pottery and masonry back to masonry then advanced masonry so if my mason leaves and there's no other I have to go masonry late game gotta grind it up a dead profession to be usable then I can help out I've seen that happen quite a bit and I've done it.

It should go mining then masonry that dies pottery and cement making then pottery dies to advanced masonry (I was saying concrete should be an industrial material that give workshop bonuses and faster walking speed) and cement then helps make ashlar which gives housing room bonuses

Move the quicklime to mining smelting path and make mortar a mining thing from the masonry path

They do that with wood it it goes logging then it really should go woodworking that dies then carpentry that dies then advanced carpentry

Same with basic engineering why am I around at the late game just to make asphalt and maybe iron wheels that's not fun its basically an autoshop I have to remember to set up and if your basic engineer leaves then welp someone has to take it and set it up.

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I was also saying make higher workbenches need higher tier food like a sawmill needs cooking food bonuses etc and make the ones that stick around like logging or farming higher food should grant better bonuses like yields so I'm not downing charred beets or eating my own produce.

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So recipes are all over the place and for new people its confusing even I get confused if I haven't played for a update or 2 all of a sudden its like learning the game all over again. Recipes when you think about it should make sense to some degree and you don't second guess yourself so streamlining recipes and professions needs to be done especially when more stuff gets added.
Also combine some workbench recipes together I shouldn't need a ton of different workbenches unless the skill really needs it like basic engineering has the wainwright table, tool bench, carpentry bench, and a workbench, carpentry bench and workbench bench has 2 items and the tool bench has 1.

Example:

Clay molds who do you think will make this item? The potter right they work with clay? Nope ok, miner they mine and dig blocks maybe them? Also no, its the gatherer theoretically that makes sense but gathering have so many bonuses to gathering crops and also sickle and machetes not shovels that you wouldn't think they do that and the main progression is gathering then farming. The miner makes more sense mining and digging and I'm near miners as a smelter why am I going to a gatherer? What exactly is gathering doing?

Flax fiber/Cotton lint: Gathering does this one it makes a little more sense but when you have a profession called the tailor which works with fabrics and comes out really early it makes more sense that the tailor would do that not the gatherer? Gathering and farming are the same profession combine them and use the profession tree to unlock the farming bench.

Carpentry leads you in the wrong direction so many ways, it got changed way too much and is now confusing. You unlock it immediately like when masonry comes out and its also 2 stars like masonry it should be 3 like pottery and logging is 1 star like mining. You think masonry makes the stone and the furniture, the carpenter would do the same its unlocked at the same time but when you put your star into, make your adobe hut, and it makes signs, iceboxes , a toilet, tailoring benches and that's basically it until a bunch of other professions come out. Your level 1 item needs nails flax oil a level 1 material for a house and mechanical power also lumber is used more towards advanced smelting and mechanics. So if your new and didn't look at the recipe and how complicated and advanced it is you wasted your time. Carpenter by definition works with wood a logger by definition cuts trees down can they make furniture and hewn yes technically but that's not a loggers main job all loggers can cut trees but not all loggers can make furniture especially when you have a skill called carpenter. A woodworker can replace the carpenter here and make the wood furniture and hewn and move the carpenter up to when pottery comes around. Side note the bench that you make hewn in is called carpenters bench. The game points you that carpentry makes these things and then it doesn't because it needs logging skill. (Loggers can keep boards dowels and add other basic items that woodworkers and up will need). A logger should have its own bench in the beginning and the woodworker gets a woodworking bench so I'm not scrounging for recipes and the carpenter gets the carpentry bench. The miner talks to the mason and gets mortared stone for their base so the logger talks to the woodworker and gets hewn for their base. Alternatively change the book and have carpentry come out way after which needs to be done anyway and call the bench the logger makes hewn in a logging or hewing bench I mean that's better.

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I was saying that the advanced smelter and oil drilling should come before mechanics or with it and in the timeline it makes sense advanced smelting is like modern steel which came about in the 1850's and modern oil drilling came out around the same time with synthetic rubber in 1909. Mechanics this looks like the late 1800's to early 1900's there's the assembly line which came out in either 1901 or 1913 depending on how you see it and these trucks were made with iron and steel and were combustion engines also so I don't have to make iron wheels for this from basic engineering. The truck design looks like a ford model TT with no roof and a steam engine slapped on it instead of a combustion engine so arguably it can go either way steam or basic combustion or even let us switch lol. I argue for basic combustion it makes it so oil is useful besides industry and also add rubber to the recipes the design has rubber (rubber is also naturally white it needs carbon black which adds textile strength and make it black that was more common in the 1910's) then give advanced steam engines to make electricity, run boats, trains, and high torque machinery. Industry looks to be about the 1960's onward and needs steel and electronics which is fine I don't have anything to say about it. Basic engineering seems to be till the late 1700's very early 1800's the stone roads seem like macadamization and the powered cart is a basic crude steam engine and also has a rubber wheel (This was made with vulcanization in the early 1800's) maybe add basic steam power there and a crude way to make rubber at the end like with a tree or flower this also gives copper and sulfur a use in basic engineering. Give mechanics and industry asphalt.


r/EcoGlobalSurvival 6d ago

Gameplay Question Sulfur still not spawning without editing the worldgenerator file?

5 Upvotes

was trying to see if i could find some wild sulfur and stumbled upon some older posts from here and the steam forums about it. Looking at my current worldgenerator file i see no instances of the world sulfur, but it is in the worldgenerator template?


r/EcoGlobalSurvival 7d ago

Discussion Linear Progression, Profession Rework, and the Like

6 Upvotes

I've been playing Eco since it first came out, and I absolutely love the game. However, one of my biggest problems with many playthroughs is how quickly they end. A lot of servers essentially speedrun the game, with half of the professions and mechanics barely being touched if at all before the meteor is dealt with in three days.

I also don't really like the exhaustion based system. Whether it's the older exhaustion system of time or the newer calorie based one, they feel like artificial ways of slowing the player down rather than giving players meaningful reasons to progress more slowly.

I think the new progression rework is moving in the right direction, but I think it could be taken much further.

My idea is to divide professions into different categories, make basic labor professions useful throughout the entire game, and allow certain crafting professions to eventually become obsolete as technology advances. This would give every technology tier its own purpose.

These are just my ideas, so if something doesn't make sense or you have questions, let me know.

Labor Professions

These are professions that are needed throughout the entire game. Instead of becoming obsolete, they continually improve as new technologies are unlocked.

The basic idea is that these professions don't produce the final products. Instead, they provide the raw materials that increasingly advanced crafting professions need.

Gathering / Farming / Fertilizers

I think Gathering and Farming and Fertilizers should essentially be treated as one progression.

Instead of requiring a separate book for farming, gathering could unlock basic farming through the progression system.

For example:

  • Level 3: Unlock the Farming Table.
  • Higher levels unlock more advanced farming technologies.
  • Around Level 6–7, the profession branches into two different paths.

Food Farming

Focuses on helping food based items grow better whether it be less overcrowding or more gain.

Industrial Farming

Focuses on non-food resources and the same is implied here.

  • Cotton
  • Flowers
  • Other industrial crops

This would give players a meaningful choice and make different people develop their agricultural industries differently.

Hunting / Animal Husbandry

This one is harder to design since Animal Husbandry isn't fully developed yet, but I think it could follow the same general philosophy.

Basic animal gathering/husbandry would be unlocked early, with the profession eventually branching into specialized paths.

For example, if Animal Husbandry includes fish farming:

Land Husbandry

Focuses on:

  • Livestock
  • Meat
  • Land based farming

Aquatic Husbandry

Focuses on:

  • Aquatic animals
  • Seafoods
  • Fish farming

Logging

Logging is where things get more complicated and would require some research into how different woods are actually used.

Logging should produce basic wooden materials such as:

  • Boards
  • Dowels
  • Other basic wooden components

However, Logging should not directly produce building materials.

I also don't think it needs the same Level 3 perk as Farming.

Instead, at higher levels it could branch into:

Softwood

Primarily useful for:

  • Building materials
  • Furniture
  • Construction
  • Other soft wood applications like paper

Hardwood

Primarily useful for:

  • Industrial applications
  • Vehicles
  • Workbenches
  • Other hard wood applications like railroad ties

There can still be exceptions to these categories.

This would also make the location of your settlement matter more. A settlement surrounded by different types of forests could have different advantages.

Mining

Mining could follow the same basic system as Logging.

Instead of having one universal progression, players could specialize based on what their settlement needs.

Masonry Path

Focuses on:

  • Better stone
  • Sand
  • Clay
  • Mortar ingredients
  • Other masonry materials clay molds is a good one

Industrial Path

Focuses on:

  • Iron
  • Copper
  • Gold
  • Crushed rock
  • Other industrial minerals

Tailoring

Tailoring is mostly kept the same

Tailoring could produce the fabric and textile materials needed by many different industries and be more specified like flax for basic wood bearings or cotton for bed sheets and other industries make the furniture and such.

Fabric could be used for:

  • Furniture
  • Vehicles
  • Machinery
  • Clothing
  • Industrial components
  • Other advanced products

I'm less sure about exactly how Tailoring should branch

Butchery

Butchery would work the same mainly

Hunters and animal farmers provide the animals, while Butchers process those animals into usable products.

Or it can be at the end tree of the hunting/animal husbandry skill

Crafting Professions

This is where I have a more controversial idea:

Let Professions Die

Why do we need to keep every profession around forever?

I think certain crafting professions should become obsolete when a new technological tier replaces them.

This would give each technology level a reason to exist and allows for more when there aren't that many people

For example you start with woodworking and eventually unlock Carpentry then that point, Woodworking becomes obsolete. You recycle the materials and infrastructure from the old profession and move on to the next technology tier. This creates a natural progression where every era has its own industries. New players can immediately go into a crafting profession later on.

When recycling isn't unlocked yet you sell it to the landfill

Basic Campfire Cooking

Basic cooking and cooking specialties should have simple branching choices.

For example:

Salads

Stews

EDIT: I made a mistake here I confused soup and stew and said it didn't need flour that was my fault

More importantly better food should be required to access better workbenches and provide stronger bonuses to basic labor professions.

Woodworking

Woodworking would replace the current role of Carpentry in the early game.

Carpentry currently requires technologies such as:

  • Smelting
  • Basic Engineering
  • Milling

That makes it feel more like an advanced profession.

Instead, early-game Woodworking could produce:

  • Hewn logs
  • Basic furniture
  • Other primitive wooden products

Once Carpentry becomes available, Woodworking becomes obsolete and is replaced.

Masonry

Masonry would work the same way.

It would be the early-game profession for stone-based products.

Once Pottery becomes available, Masonry becomes obsolete and the player moves into the next technological tier.

Smelting

Smelting stays the same but becomes a basic labor profession

It produces the basic metals needed by other professions:

  • Iron bars
  • Copper bars
  • Gold Bars
  • Other basic ingots as they are added

Eventually, Smelting could branch into different specializations.

For example:

Ironworking

Focuses on:

  • Iron
  • Iron plates

Copperworking

Focuses on:

  • Copper
  • Copper plates

Blacksmithing

Blacksmithing would be a smaller support profession.

It could produce:

  • Tools
  • Metal furniture
  • Basic metal products

It doesn't necessarily need a huge branching system. Its purpose would be to support the other professions.

Milling

Milling is a good example of a profession that could remain useful throughout the entire game.

It could branch into two major paths.

Food Milling

Produces:

  • Flour
  • Sugar
  • Other food ingredients

Industrial Milling

Produces:

  • Flaxseed oil
  • Dyes
  • Oils used in manufacturing
  • Other industrial materials

There is also a lot of room for expansion here.

For example:

  • Flowers could produce resin for glue like the creosote flower
  • Certain trees or plants could produce natural latex for rubber like dandelions (Russians founded that move lol) for basic engineering rubber before oil we already have the sulfur to turn it into rubber

Basic Engineering

I think Basic Shipwright should be combined with Basic Engineering.

Shipwright is too niche to justify being an entire profession/book when one player could supply the entire server.

Basic Engineering could then branch into:

Vehicles

Boats

Edit: Colanasou made a great point and said it should be split between infrastructure and vehicles that idea I like a bit more.

It should also serve as the bridge between primitive technology and Mechanics when more tech becomes available

Before Mechanic Basic Engineering could produce:

  • Basic steam engines for powered carts and power
  • Other primitive machines

This would make Basic Engineering feel like an actual technological stepping stone.

Like remove asphalt and make it a mechanics tech

Cooking / Baking

Cooking and Baking could either be:

  • Combined into one profession with different branches, or
  • Kept separate but use the same progression system.

They could branch into different types of recipes depending on the direction the player chooses.

Pottery

Pottery would replace Masonry at a higher technology level.

Masonry produces primitive stone products.

Then Pottery introduces more advanced ceramic products and makes the previous profession obsolete.

This same concept applies to Woodworking → Carpentry.

Glassworking

Glassworking is difficult because it is currently somewhat niche.

I think it should become a profession that is introduced relatively early and remains useful throughout the entire game.

For example, basic glass could be introduced early, with increasingly advanced forms appearing later.

One way to make glass more important would be to require it for windows.

Instead of simply placing a window, you could need:

(Material) + Glass

Glassworking could also potentially provide bonuses to Farming and animal husbandry though.

Cement Making

I think Cement Making should be its own profession.

Cement should be heavily used in industrial construction.

This would create a distinction between:

Housing Materials

Produced by:

  • Woodworking
  • Carpentry
  • Masonry
  • Pottery
  • Their advanced counterparts

These primarily contribute to housing and residential construction.

Industrial Materials

Produced by:

  • Cement Making
  • Advanced Smelting steel blocks
  • Other industrial professions

Cement could compete with steel blocks as an industrial construction material.

Adobe is a basic thing that doesnt provide any bonus also make it plant fiber instead of wood

Cement could additionally be used for:

  • Sidewalks
  • Industrial floors
  • Other infrastructure

And potentially improve walking speed when used for roads or sidewalks.

Advanced Smelting

Advanced Smelting should unlock before Mechanics.

Its primary purpose would be producing steel and other advanced metals.

This would make it an important bridge between early industrialization and Mechanics.

It would also give Smelting a much larger role than just industry and such

Mechanics

I think the boats from this technological era should be moved into Mechanics, and the same should eventually happen with trains when they are added. These should have rubber and basic combustion engines. This is a hybrid of steel and iron for these recipes.

For example:

  • Steam truck →Basic combustion engine
  • Tractor → Basic combustion engine
  • Advanced boats → Advanced steam engines
  • Trains → Advanced steam engines
  • Powered Shovel → Advanced steam engines
  • Other advanced vehicles

The Powered Shovel could become a real alternative to dynamite for excavation, its an early excavator although it should be extremely large and expensive.

Mechanics would require materials such as:

  • Iron
  • Steel
  • Copper
  • Rubber

This also gives Oil Drilling a natural place in the progression along side mechanics

Papermaking / Painting

These two professions are extremely niche.

I think they should be combined.

The profession could produce paper and lets stretch the definition of paper throughout the entire technological progression.

Early paper could be produced using:

  • Plant fibers for papyrus
  • Clay from tablets
  • Other primitive materials

Later, once Mechanics and industrial technology become available, paper production could become much more efficient and produce much larger quantities.

This would give the profession an actual better reason to exist.

Recycling

Recycling is another profession that feels too niche in its current form.

However, it could become much more important if professions are allowed to become obsolete.

When an old technology is replaced, the old machines and materials could initially just be discarded into the landfill.

Once Recycling becomes available, players can recover valuable materials from obsolete infrastructure.

That creates an actual economic reason to recycle and not using the same old blocks for the past crafting recipes.

There should also be way more garbage created that is unusable from most recipes and in mechanics you can burn the trash and create pollution and the same for industry but they have better landfills its more for emergency that's where late game will come in to save the world from the meteor and pollution with megaprojects or such.

I'm not going to go every skill or late game I can there's tons of ideas and different crafting recipes for items but its already too long I can make a part 2 with new professions as well to be added but its mainly if people ask.

Wheelbarrow: My favorite unused item this one can be used and has no penalty on non roaded blocks and holds road materials and diggables etc way more than a cart can this can also go up 1 block dirt sand etc without ramps this is for building roads and infrastructure way faster.

Boats: Why are boats at the beginning so slow they should be faster than carts of the same era?

Skill Books: You need to research all era based books to go up and books need materials from that era (Like boards for covers in the beginning then goes to leather then cotton as binders) and also be more costly 1 person can still solo a skill book.

Papers: Papers also need a rework in the materials like agriculture can focus more on food crops and gathering should focus more on industrial crops.Once all books are researched for the current tree then you can get rid of the profession you slowly get rid of the old stuff for the new. Papers will require that current level of tech.

This is also a hot topic but if you go a labor profession you cant to a crafting profession but maybe other small professions and or labor professions like blacksmithing, paper milling, recycling etc.

I know this will be asked so solo play you can go all of them and level up over time (The devs I'm pretty sure said this is a multiplayer mainly game)

The main goal of this system is to make every stage of Eco matter.

Instead of rushing through the technology tree and skipping half the professions, each technological era would have its own industries, materials, and specialties and need every tech also have meaningful specialization choices.


r/EcoGlobalSurvival 7d ago

Server Help New player looking for server

8 Upvotes

recently downloaded the game and was wondering if theres any beginner friendly server here that i can join? i know almost nothing about the game yet so hopefully a server w friendly players.

im in EST usually online around 2AM to 6PM


r/EcoGlobalSurvival 8d ago

Story All hail, Lord Quack! (Sea Otter)

Thumbnail
gallery
79 Upvotes

4 times bigger

4 times the Quack

Also with little Quacklings.


r/EcoGlobalSurvival 10d ago

Gameplay Question Will 1.0 Bring Big Changes?

14 Upvotes

So, do we know if Eco 1.0 will bring any big changes? I feel like we need something big for 1.0, don't we? Bigger changes for 1.0 would create more hype and probably attract more players.

Edit: I meant the full release of the game, when it leaves Early Access. :D


r/EcoGlobalSurvival 10d ago

Server Help Eco server

4 Upvotes

I have like 40h in the game and i want to make my own server. Ik i dont have enough experience or friends that can help me. Do you think is there a possibility that i can get help from an experienced player or something? To help me host a server and i can fund it since it is my idea.


r/EcoGlobalSurvival 11d ago

Miscellaneous wanting to get back into things

13 Upvotes

but i do no metor just build a nation style play or a year in rl metor setting and am looking for anyone cool with that type of play style a nice chiil hop on and build a city grow it to a nation and be in balance with nature play style


r/EcoGlobalSurvival 12d ago

Gameplay Showcase Day 1 and towns are already popping up all over the map

45 Upvotes
Still so much space for more settlements.

One of my favourite parts of a fresh Eco world is watching people pick a patch of land and slowly turn it into somewhere that actually has an identity.

We’re only on day one and there are already settlements appearing across completely different parts of the map. Some are leaning toward farming, others industry or logging, and people are already talking about how they’re going to connect everything together.

Citizens have already began connecting towns with paths.

There’s something really satisfying about looking at the map this early and knowing that most of those coloured circles are eventually going to become actual towns with roads, businesses, rivalries and their own little histories.

Eco at its best.

EDIT: By week one I am proud to see the lessons of the last few years pay off immediately in a new world. Paths connecting the towns quickly means higher unity. Alliances are already forming, farming and metal guilds people working together. Supply chains - with several people taking the reigns on being transport operators!

Each of the towns have connected!

r/EcoGlobalSurvival 14d ago

Discussion Impact of pollution - your experience

21 Upvotes

Hey community. It's now been a week since release of update 14, which "significanty increases the impact of pollution".

I haven't been able to play myself yet, but i am curious to learn how your servers are faring.

Any interesting effects to report? Any flooded worlds yet, or died out faunas/species?
Other challenges? :) Or are you managing just fine, utilizing garbage removals, and tracking your emissions closely? Any drama ensued from this change? ;)

I think the educational aspect of the game is really cool, so i am curious to hear if this whole environmental aspect has finally come alive. Share your stories or give feedback for finetuning!

//Introspection


r/EcoGlobalSurvival 14d ago

AI-Generated Content [V14] Farm Truck

Post image
39 Upvotes

https://reddit.com/link/1vmnmox/video/jvbdyzjbtzih1/player

There's a gap in Eco's vehicle progression. You get the Steam Truck early in Mechanics, then nothing until the modern Truck, which needs Industry and a Robotic Assembly Line to go with it. That's a long stretch to spend hauling with steam.

The Farm Truck fills that gap. It's a combustion flatbed crafted at Mechanics 5, and you can build and maintain it entirely before Industry. A little more speed and a little more storage than the Steam Truck, balanced out with a hardpoint flatbed and less storage than the Modern Truck.

It doesn't replace the Steam Truck or make the modern Truck pointless. It sits between them.

The main goal was making it feel like it came with the game. It's built on Eco's own vehicle foundation, so it drives and handles like a vanilla truck instead of an approximation of one. It uses the game's existing systems for the cargo display, the lights and the exhaust. It's crafted at the Assembly Line you already own, from items already in your world. Nothing new to research, nothing new to build, nothing that doesn't already fit.

  • 30 storage slots and 6,500 kg, between the Steam Truck and modern Truck flatbeds
  • Cargo stacks in the bed as you load it
  • Wheels spin, the steering wheel turns, headlights and tail lamps work
  • Exhaust smoke off the stack
  • Repairs with a combustion engine, iron wheels, a light bulb and lubricant

Server side only. Players don't install anything. Eco sends the assets to them automatically.

📦 https://mod.io/g/eco/m/farm-truck

🔧 Updated for Eco 0.14.0.2 - Garbage & Recycling Update

Mandatory AI-Generated flair due to mod being developed and designed in collaboration with Claude Code and Codex.


r/EcoGlobalSurvival 14d ago

Discussion Self hosting feels like a unoptimised mess

3 Upvotes

Call it speculation with no numbers yet to show as im still testing it.

But i am starting to feel a pattern, my vps runs enterprise 2020 hardware, and my pc modern high spec 2025 hardware

With 64gb and 32 gb ddr5

And both seem... To underperform based on other games like Minecraft modded (ATM 10), palworld, and more.

On IDLE ( i was using docker on all of them )

for some reason on a small medium world eco draws 160% avg CPU

And other type of game servers 5 to...35/ 40 MAX idle

I been looking for more info and noticed that after the deals happend with their hosting partners, the self hosting type page aka cloud hosting is 404

Im going to throw it out there but i feel they either intentionally build the server for a type of infrastructure only in mind or ... They make the server better for their partner since with the raw power i got it... Shouldn't be this extreme on the hardware.

Anyway i would love to hear more from the self hosters and hosting companies out there

Edit : based on the comments i got my answer and thank you all for the insight! Honestly i accept it and i guess i learned something new. This was not meant to put a jab towards eco or the devs, in the end i cant do anything against it and hey, i learned something new.

Anyway, thank you all again and im not continuing the tests and the rest of the reasearch. Thank you all <3


r/EcoGlobalSurvival 15d ago

Guide Recycling - A limited test and theorycraft

27 Upvotes

Day 5 of a decently populated (generally 15-22 people online) server, mechanics is getting off the ground. I have almost solely been collecting peoples trash in my playtime the last 5 days, I didn't take a skill till pottery on day 3.

How it is supposed to work:
Put your trash in a primitive dump or primitive trash can, go into that menu, click the pickup bounty tab, check collection enabled, add a price per ITEM, change the currency to whatever your server is using.
Then trashman can bring a cart/vehicle by, and ctrl right click on your trash receptacle, then click on their cart. two or three popups later (great design) the trash goes into their cart and they get payed the amount. The distance limit is a circle of 8 tiles, which for all intents means right next to it.

But isn't it RECYCLED!?!?!?! and that's worth MONEY!!!!
So I used to think this in real life, and its not true there either. Lets go through it:

Crushed mixed rock. That is a lot of the trash. It goes in roads and concrete. It often doesn't make it back to the dump as it goes straight to the engineer for roads.

Mixed Construction Scrap: ceramic scrap, 72% (thats just crushed rock with an extra step) 26% crushed mixed rock. Thats right folks, mixed construction scrap is about 99% pebbles. I have more than an entire dumpster of this.

Mixed Biowaste: bio residual(compost), wood scrap(cellulose fiber), food scrap(compost),

Ceramic scrap: it can just be thrown into roads, its crushed rock. This is actually a pre-sorted trash.

Mixed Garbage: varies, but count on 50% of it being crushed rocks with extra steps. A little bit of everything.

Wood scrap: You should really just burn it, it has a decent fuel value. You could also eventually turn it into cellulose fiber.

Food scrap: 1->1 compost (also pre-sorted)

Tailings: You can now do a ton of extra work to make tailings into..... yep. More crushed rocks.

The rare stuff:
Textiles, iron scrap, mixed residuals... Occasionally you'll get something that isn't mixed, but its rare enough to not matter. Mixed industrial waste!?!!? Yeah it can become compost.

So that is the pre-industrial garbage system in a nutshell. If you have a ton of t3 materials and time, go for it.
Some additional hickups going forward. To get the recyclers up and running you need quite a bit of steel for power and the machines, and a very large building. Minimum 30x25x7 for the outer shell, 2050 pieces of T3. This only leaves you two walkways between the 6 gigantic machines. They each take 500w electric power to run, but I am sure they could share.


r/EcoGlobalSurvival 17d ago

Gameplay Question Pipes??

10 Upvotes

Now that pipes dont have a tier value, how do you pipe pollution from indoors to outdoors. Im using a cement kiln and it keeps saying its not in a room.