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.
Revert ingredients consumed by shelf life.(Bring back top-bottom, left-right!)
The undocumented change/bug from 11.1.2 that now consumes ingredients based on shelf life instead of placement is infuriating. Could we get that fixed? As it sits now, you have to babysit every salad work order and create multiple chests to use only certain ingredients or else you will lose the ingredients specific to a certain recipe. If I want to make topped porridge for example. It won't matter if i have 1000 huckleberries at 95% shelf life, it will consume the only 40 pineapple I was using for jungle campfire salad that is at 94% shelf life. Or if I'm making fern campfire salad which requires fiddleheads as well as a "vegetable" tag. But the beet salad already consumed the fiddleheads instead of the agave or beet greens I had to the left side of the storage. Or it consumes the taro root for that salads "vegetable" tag which was saved for jungle, instead of the multiple other vegetables I have in excess.. all because the shelf life is just a few percent under. This makes it increasingly difficult to queue up multiple recipes or save ingredients that require specific types and not just a "tag". Unless you have 1 campfire for only 1 recipe, with each of them having their own storage that you have to manually add ingredients to JUST for that recipe to save your other ingredients. Seems a little excessive if i had to have 4-5 campfires with each of them having an icebox just for their 1 recipe. So please please please. Fix this consume by shelf life disaster and bring back the Top to Bottom, Left to Right priority for consumption. Edit for more info - It's even worse with Wild Stew. It requires Beans and a general "vegetable" tag. Beans are also vegetables.. so because my beans are slightly older; it consumes 2 beans per stew instead of 1 bean and 1 corn/tomato/corn/camas/taro. Thus ensuring I run out of beans yet still have plenty of "vegetables" that aren't a named vegetable requirement. You can't separate these into multiple chests to limit it.. so because stock is low I have to again.. babysit each craft. Add 1 bean into the chest, let it progress, consume 1 bean, then a random "vegetable" and then add 1 bean again to that chest. This has been a nightmare for organizing crops, and limiting what recipe uses what. All because of this shelf life priority on consumption. Please fix this.
3
Tractors, progression and attachments
The tractor is a boon for the farmer but historically steam powered tractors were used for more than just farming, they were used for construction and mining too. The intent of these ideas is to make the usage of a Tractor more universal upon a server. Mechanics Dozer Attachment: an attachment for the Tractor, it’s similar in function of the Skid Steer in that it can dig but with a few key differences. The Dozer cannot break rocks of any type, only loose material like dirt, clay, gravel, and mined pickup-able rocks, cannot aim down in anyway just level or above, will dump material if empty below the dozer blade if able, and has less than half the storage compacity of a Skid Steer. The main purpose of the dozer is to lessen the burden of digging and flattening land, but not make it an early replacement of a Skid Steer. Industry Modern Tractor: a modern replacement of the Steam Tractor, being slightly faster, more fuel efficient but requires petrol or biodiesel, and can climb up/down 1 block high hills. It can use any of the attachments made for the Steam Tractor (dozer blade still can’t dig down, just level). Mower Attachment: an attachment for the Tractor but used to simply remove plants as if a machete was used on the plants and temporally prevents new growth by leaving mowed grass behind. This has no production benefit, only vanity… thou its does keep those annoying HOA fees down too. Electronics Spreader Attachment: an attachment for the Tractor but used to spread out fertilizer equally throughout an area. It has a setting tab that allows for amount and area resetting, then when driving around it will dump equal amounts to each chunk it passes over. It’ll keep track over which chunk got fertilized and not fertilize chunks that had already been fertilized by it, until it is reset anew.
1
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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planned

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