Improvement Suggestions

You can use this form to suggest an improvement to an existing feature in Eco - please make sure to only suggest one single improvement per request.
Recipe variant change dropdown instead of "Advanced Crafting" dialog with "Craft" button
For recipes with multiple variants like lumber, I think it would be better to have a dropdown to choose the variant instead of a dialog where you craft the variants. Problems with the current design: There is no easy way to know what the "Order" button will craft. So you basically get a random variant. If you want to craft a specific variant all the time (e.g. the generic lumber), you always need to use the Advanced Crafting dialog, which is one click more. The game does not remember you last decision The "x/y" information will show you the amount in storage for any variant, not of the variant you want. In the dialog. this information is no longer available. Once the dialog is open, you no longer see the amount it will craft (the dialog behind resets, and even if it didn't, it might be behind the Advanced Crafting dialog) I imagine an alternative design as follows: By default, recipes will use the generic variants You can change this variant with a dropdown in the recipe list. The game will remember the last variant you selected for all crafting tables The "x/y" information will reflect the selected recipe, i.e. it will only consider hardwood when you want to craft hardwood boards There is no more Advanced Crafting button Follow-up suggestion that builds on top (has been requested a few times in the last days in Discord): For ingredients that are a tag, there could be a dropdown menu to choose one mor more specific items. This should also be remembered. In a world where one of the variants is more plenty than others, you could make sure that one is used for recipes where the variant does not matter.
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More transparency regarding water flow
Currently, it's very hard to figure out what you need to do to get a sufficiently high water flow. there is no documentation in the object description of what flow a water pump can provide once placed down, there sometimes is a flow indication in the pump, but I guess it's only the current flow, and not the capacity? It does not say it, but it fluctuates. It's hard to figure out if there could be an issue with the source pipe. users like the combustion generators say something like "available at x (of max y)" but it's not explained what this means (is the max the available capacity, or what the combustion generator could use?) the combustion generator no longer shows anything regarding water at all once the sewage is full, so you need to fix that before you see the water again (but you might need to get the generator working to get sewage working...) some object just say that "Water is not currently needed", but do not show what they would need if they were active (so you need to queue up a recipe to find that out) there is no documentation on whether the pipes have a flow restriction (someone in Discord said there is not, but you don't find that information in the game) it's not clear whether you need to put pumps in parallel or in sequence to improve flow (putting them in parallel and then merging their outputs seems to work) It's not clear whether elevation makes a difference for water flow All things combined, it's very hard to find out what you need to do when an object is not working because of not enough water flow. Only partly related, but these issues increase the frustration with setting this up: the output of the waste filter says "water", but it's not compatible with "water" inputs. maybe split the names to "cleaned water" and "fresh water"? the electrical water pump seems like an upgrade to the mechanical pump, but it's not clear if this is actually the case. In my test, they did not improve the situation. However, they made it much worse because combustion generators and electrical water pump had a cyclic dependency on top of that, the combustion generator seems to swallow a full piece of charcoal every time it turns on and off again, which can be cyclic in case of a pump issue. So it burns through the whole stack you put in while you troubleshoot
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