Banner: Steam header for Eco by Strange Loop Games. Used here for attribution; not my artwork.
A collection of public C# gameplay mods for Eco, Strange Loop Games' multiplayer survival and simulation game. The mods add new professions, recipes, crafting stations, farming extensions, environmental systems, and mining and quarrying mechanics. Everything targets Eco.ReferenceAssemblies (v0.13.0-beta as of Cycle 13) and builds with dotnet build; see AGENTS.md for the full project layout, code-generation notes, and conventions.
The mods fall into a few clusters. The BunWulf family (Agricultural, Biochemical, Educational, HardwareCo) adds extended farming and crop variety, a plant-based Biochemist profession as an alternative to petrochemical oil, a Librarian profession that can craft skill books across every discipline, and a handful of specialty hardware items. Standalone mods include DirectCarbonCapture (late-game atmospheric CO2 mitigation), EcoNil (weather and moisture mechanics), MinesQuarries (infinite but expensive mining and quarrying operations, designed around vertical integration), ShopBoat (a mobile shop world object), and WorldCounter (world statistics tracking). Released builds are distributed as .zip files at the repo root; AGENTS.md documents the asset packaging and deploy workflow.
See also eco-cycle-prep for cycle-prep automation (worldgen rolls, Discord announcements, mod sync). The official modkit lives at StrangeLoopGames/EcoModKit, modding docs are at docs.play.eco and wiki.play.eco/en/Modding, and other community mods are catalogued on mod.io.
