Transcript (by Youtube)


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236s see there we go uh do we have all audio
240s is everything sounding all right yes yes
242s it seems like it and a poor little ay
246s here
247s um hello everyone and welcome to another
250s Friday stream here at strange Loop games
253s uh where we continue looking at Future
255s stuff that is coming to
257s Eco and hope everyone has had a great
260s week it's been a bit chaotic for me um
264s things are happening things are are
265s evolving quite quickly um blacksmithing
268s stuff is merged to to the staging Branch
272s so if you have access to that you can
273s hop in and take a look at it there's
275s still a little bit Yeah the
279s um um he he's being a bit feisty roaming
283s roaming around and and rumaging around a
285s bit in the background um ignore the cat
289s or at least try to uh to to some
295s extent sitting in the corner going wow
298s um right so we've got um three topics
302s for tonight um that we were going to
305s take a look at uh one of them being as
308s the title is uh never ignore the catly
310s to lead to the end of the world uh so
314s we've got we got three topics one of
315s them being um the uh leading Topic in
319s the title for the streams
322s um and that is injunction what the heck
325s are they what do you use them for why
327s are they here um
330s and it might lead to a little bit of a
332s controversy because it does give you
334s kind of superpowers if you will um in
338s terms of
340s Civic management of Subs settlements um
344s and we'll go in a little bit on that on
346s on kind of
348s how how enforceable they can be and and
351s within the game Civic architecture
354s everything's kind of dealt in absolutes
356s so
358s um going over a little bit on on that
361s aspect and then we'll um take a look at
364s the um where we're at with the black
366s spinning stuff and all of that that has
368s been merged in like I said there's still
369s a few polished things that's coming um
371s the power hammer is is not entirely
373s textured yet
375s so I only have a um a non-textured
378s version of it as a screenshot at the
380s moment from the art team um but that
383s should be
384s done fairly soon and then we have a
386s bunch of icons that needs to be sorted
388s out but um
390s it's making
392s progress um and then we'll talk a little
395s bit about water stuff um where we're at
398s with water um and it's it's a it's a
400s heavy subject on probably Weighing on a
402s lot of people's mind especially if they
404s have a mechanical Power requirement and
406s so on so
408s forth um yeah we've got a few
412s improvements um that is being worked on
417s U there are a few that is in review
418s right now um it's it's not going to you
420s know unilaterally we fixed water that
422s you know it it's a constant Improvement
424s thing
426s um but just going over some of the stuff
428s that we have planned for uh hopefully a
431s hot fix within a not too far time span
436s um uh as I know a lot of people have had
438s problems with the water kind of being a
442s bit Rowdy I guess um the big cases tends
447s to be when water is turning into ENC
450s cased water which is our kind of
453s backend um backend systems surrounding
458s um optimization of water so it's not
460s calculating like all the blocks in the
462s world that's water um there's a few kind
466s of sneaky ways um that performance
468s issues
470s handled um and that in in in return
473s costus some issues when you have pipes
475s dismantling and you're you know you're
477s breaking pipes and and yeah uh water
481s source is kind of being created all over
482s the place and and and you have your
484s entire basement flooded and you can't
485s get rid of it because XYZ any we'll get
488s to that um it's it's going to be a fun
491s thing um and we also got some follow-up
494s issues where we're looking at how to
496s further improve it after the current
499s kind of things gets done um and a lot of
501s the water stuff is being resolved by
503s Gabriel not
505s me uh I'm just S Voice in looking at
509s what we need to do and and What needs to
511s work in the way they were working so
514s um
518s yeah uh think we
521s just cut right into my poor man's little
527s um setup um hey zubats
532s um uh developing on Unity code from open
535s source project um you're talking about
537s Dev tier stuff and and just like
539s specifics in in the Eco project um if
542s you don't have permissions for the
544s backers Channel make sure that you get
547s those from
548s Dennis um since that's kind of where you
552s can dig into uh to the dev tier
554s specifics without getting kind of over
557s voiced by all of the other topics that
559s goes on in there
565s um yeah yeah I guess I guess some people
568s are coming over from just sitting in Q
570s on white tiger
572s um no so um injunctions what what are
577s they for um how do we use them and and
580s why do we need them well as with the
583s settlements
584s release uh wish we got stream stream
588s twitch drops on SLG streams that's not a
590s bad idea um maybe we ought to do that at
593s at some point um but yeah so injunctions
597s are a way of as someone was quoting I
600s guess the Vicki um earlier here with
603s it's basically a legal means to override
607s someone else's legal means
610s essentially um at at the base core
613s principle of it um these can manifest in
615s in many different forms shapes and
618s whatnot um and to kind of illustrate
621s this i' I've come up with an
623s amazing a truly wondrous law um that
628s outright prevents
630s digging spectacularly enough so this law
635s that is preventing digging is set inside
637s the town that I have
640s here um so if we go into World layers
642s and we go settlements so inside this
646s area I've got this law that is active
649s and as you can see here it I've got this
651s prevent digging act it is confined to uh
655s ice wordss Square which is the
656s fantastically named town that auto
659s generates when you're using
661s commands um and if I go outside of this
664s it's going to be fine you know can dig
666s as normal
668s um and stuff is happening although the
671s prediction system is a little bit laggy
673s at the moment um but yeah you get the
676s picture I can dig outside the town
677s without problems I can't dig inside the
679s town because the town has
681s said bam you're not allowed to dig in it
683s for any number of reasons this
685s particular one I just have it as you
687s just can't do it and that is set on onto
692s here where the jurisdiction is set for
694s the town law is for preventing digging
698s fairly straightforward on dig or mine
701s prevent now if any if if this town now
705s joins a country and the country has a
708s general policy
710s of it wants to be able to allow anyone
713s to do harvesting of materials or it
715s wants to do um anyone is supposed to be
717s able to terraform
720s outside of someone's
722s property um but this town here has a law
726s that is outright preventing anyone that
728s is not specifically a member of that
732s town um then the the top tier like the
736s above settlements don't really have a
738s way to deal with that we do have a way
740s to do the opposite where if you have a
742s law inside a country it'll apply inside
744s the town but there's no way to take a
748s law in a town
750s and nullify it basically like you can't
752s be a non- toown and go like hey nuke
756s this law because
759s XYZ and that is where injunctions comes
761s into play so an injunction we go into
765s the large Court here where we still have
768s um so we're making sure that this lock
770s uh this court um is not inside the town
774s doesn't matter if it's Federation or or
776s um country because at at the stage here
778s we are the town is a member of both but
782s if we do it for from the country's
784s perspective
785s here we can go into this new uh
788s component which is the injunctions
789s component uh these are available inside
791s the large courts
794s only um we've talked about if we wanted
796s to do like a completely separate object
798s for it but um at the moment it's kind of
801s hingent on the large
802s Court um and what we can do here is we
805s can draft an
807s injunction and we can just making sure
810s that it is behaving properly yeah um and
813s we can do a um
818s override uh digging
822s prevention just to have a text on it and
825s now in here you have a whole bunch of
826s new options uh one of them being a you
829s can outright selected
831s triggers so in here you can go in and
834s select whichever trigger you want and
838s any lock that is affecting or using this
841s trigger is being abolished basically or
845s you know blocked um in lack of a better
850s term and then you can go on so you've
852s got triggers to do and you also have
854s legal actions you can do both either by
857s the actual trigger
859s itself um or by the actual offending U
864s legal action so for example if you want
866s to prevent people from uh or prevent
869s revoking of citizenships to be happening
871s through laws you can just do that and
874s you then get to select the um affecting
877s settlements so in this case we're in the
879s country so we only have one sub
880s settlement
883s here and if we do this we can cancel
887s those out because we don't need those
889s now because we do have one specific law
891s that we want to Target and that is the
894s fourth option here which is you can
897s select whichever specific specific law
900s you want
902s to
904s um inject sort of an override for it so
907s if we grab that prevent digging act and
911s we set that new election and we push it
914s to election and then we just Chee the
916s way through it with quick command you
918s now get a notification for the
920s injunction is now blocking this specific
923s law which means if things are working as
926s they should be uh might take a while for
928s it to to actually update and I'm also
930s having some was doing some code stuff to
933s uh to make sure that it wasn't outright
935s crashing the client here
937s earlier um we have a few polished tasks
940s for the uh for the injunction to
942s actually happen and take
943s place
946s um see if
948s it see if it actually let's do
953s slash uh sa take now see if this
958s actually wants to to update
961s properly doesn't want to let me do it
965s um well you know what I
969s say
972s um very sad but it's I'm I'm also kind
975s of ignoring a few things in code that
978s are uh being a being a few things
984s um there you go I'm going to see if it
986s actually lets me do it on a client re
989s start just
991s quickly um but yeah
995s so the general intention is just
997s allowing making sure that top tier
999s settlements has a way to override lower
1001s tier settlements when they're doing
1003s things that the general consensus of the
1007s entire country is
1009s basically no specific town is supposed
1013s to be preventing collecting of grass or
1016s you
1017s know um
1019s because you can do things like anyone is
1022s allowed to cut stumps and then a
1025s specific town has see it actually oh
1028s it's it's still not allowing me to do it
1032s um I swear it was
1036s working um but it's basically doing that
1040s and making sure that if a town has a bad
1042s law or you know taxing 400 million of
1046s XYZ currency you can just push that in
1049s there you can you can push it out of the
1051s way and making sure that that law is no
1054s longer having
1055s actual um actual
1058s effect and you can also see it it pops
1061s out references inside the law that it is
1064s being
1065s prevented um and it's actually blocking
1068s out as well
1069s so with this um I also talk to John a
1073s little bit about if we wanted
1075s injunctions for injunctions so that's
1077s something that might happen as well
1079s um we'll see what what that is going to
1081s look
1083s like uh oh yeah I have I have that one
1086s on there just revise
1098s that there we go so the idea there is
1102s basically having a separate thing with
1104s like injunctions to ignore um which
1107s should help out
1109s kind of most
1110s cases um and with this being kind of you
1114s know a parent type thing um it does also
1118s mean that anyone in the country or
1120s depending on how the settlement um
1123s Constitution is
1124s looking which also kind of brings into
1127s just just how important it is to make
1129s sure that the settlement you join or the
1131s settlement that your town wants to
1134s join um has sensible constitutional
1137s rights for everyone in
1139s involved um in these
1141s cases so when you create a town or when
1145s you create a um country or or Federation
1148s you just make sure
1150s that um you're not getting yourself kind
1154s of into a dictatorship and they can do
1156s whatever they want with your stuff
1158s without you consenting to them um if I
1162s can
1163s grab grab a
1167s u grab a Town Foundation see if I
1170s can
1172s uh oh yeah I'm still a citizen of of the
1176s uh this
1182s thing o it's it's my Homestead hang
1187s on there we
1190s go so when we're creating a new
1194s town
1196s uh oh yeah I need to uh
1199s need to apply to being supposed to be
1201s member
1204s of there we
1207s go um when you're creating one of these
1211s um you now have some new new settings
1213s here um which is by default this is just
1216s your general run-of-the-mill standard
1218s election process um that has been kind
1222s of the default expectation of um a
1225s general
1227s democracy and
1229s it by the kind of blank blank applies to
1233s everything but you do have the ability
1235s to inside the articles for the
1237s Constitution set specific Civic action
1239s or abilities which may not be um super
1243s known about and there's probably not a
1245s lot of customization to this degree in
1247s some of these cases where you might want
1250s to set specific Civic actions to be
1253s related or
1256s um have different election processes for
1259s different Civic
1262s actions um and especially in case of the
1266s injunctions say you want to have let's
1269s do this let's do so you want to have
1271s like your default for everyone and the
1274s citizens in this town and then you can
1276s have a separate article that
1279s covers
1281s um don't want to select anyone so we
1284s want to leave none to that but we want
1285s to set specifically for the injunctions
1289s and have say the
1291s Maran um the mar can make injunctions as
1294s an executor and do it immediately or you
1297s could have a completely separate um
1299s election process of like a governing
1301s Council um that these specific titles
1304s have access to this and can do it you
1306s know
1307s regardless um so kind of like a a veto
1310s system over loss that are already
1313s existing um and I'm hoping I'm not kind
1315s of making it more complicated than it
1318s actually is uh trying to explain it
1321s because have a risk of doing that as
1329s well um so yeah I you know if there's
1332s any if there's any general questions
1334s about this you know pop them in there um
1337s if you feel that oh my God this is going
1339s to this is going to ruin everything or
1341s this is this is solving you know a
1343s solution to world peace and and so on so
1345s forth um drop him in uh drop in the
1348s settlements channel on the Discord um
1351s just for kind of discussions and or you
1353s know add feedback and so
1356s on
1358s um yeah so injunctions for talents are
1361s kind of useless because you don't really
1363s have a down tier settlement because
1366s homesteads can't you you don't have a a
1369s you know a a udal area for uh Homestead
1374s so you can't
1375s injunction a law for it uh um but
1379s hopefully it's it's going to be a good
1381s exertion of
1383s powers um and kind of tip that balance
1386s of properly being able to impose things
1389s to towns yet still kind of leaving it to
1393s the general public to decide whether or
1394s not to use them and then kind of how and
1397s when and so
1398s on um but you know as with all the Civic
1401s entities in this game um everything can
1404s be exploited and everything can be
1405s underused but you can also get to really
1408s really
1409s nice uh collaborative States and good
1411s balance in
1413s between um natural implications and
1416s general progressions between towns and
1418s competitions and so on so we're hoping
1421s that it's going to open up some some new
1424s ways to kind of deal
1426s with um town to towns and general
1430s collaboration um in these
1437s ways uh
1439s then although we could still use
1440s treaties rather than land Invasion
1442s especially if it's trade
1443s related
1450s um I mean you can sort of do that with
1453s contracts but it's something that we
1454s also want to kind of expand on a little
1456s bit and see what we can make out of
1460s it um it'd be great if we can set
1462s treaties to have towns be mandated to
1464s buy sell certain tags of items it'd be
1467s it'd be quite interesting
1472s um hey hitsu
1475s um if you are available on Discord um
1479s drop Dennis a message because he has
1481s access to all of the keys and and the
1484s the the the related spreadsheets and and
1486s all of that
1490s um as well as kind of the the shat logs
1493s and and whatnot
1495s um so pop him a message about it and he
1498s can probably sort you
1502s out
1507s uh uh so yeah you know hopefully it'll
1510s be a big powerful enhancement of um the
1514s general settlement system
1520s so uh oh yeah so it's used to basically
1524s stop the biggest problem so far with
1525s shops not buying selling fairly some
1527s form of mechanic to open a country store
1529s and make them trade more fairly sorely
1531s needed yeah
1532s it's it's it's a it's a tough nut to
1536s crack
1537s because it it really needs kind of some
1540s creative
1541s solution in ways of handling the general
1545s kind of player mentality or or player
1547s behavior
1552s um SL time
1555s noon
1557s um hits you yeah well they're not
1561s replacing the law with you know like a a
1564s better alternative they are outright
1566s blocking it so when you when you
1569s add
1571s a when you add that
1574s injunction
1576s um it
1578s is um it is outright blocking it I
1582s wonder if the
1584s trigger so if we do grab like dier m
1588s we add that
1596s here see how it's it's blocking out any
1599s law that is trying to use trigger mine I
1601s wonder if this actually works or if it's
1603s going to yeah yeah so the the there
1606s there is apparently a bug with selecting
1607s specific settlement which is the
1610s problem um but here you can see that the
1613s the
1615s um it is active but it is being
1618s overridden by the injunction that's
1622s saying any law that is blocking or is is
1625s using the triggers for block and
1628s mine it just ignores so that the um it's
1632s still
1638s happening debug thank you if we do this
1642s and we got the debug
1647s on you can see that we are the event is
1651s happening
1653s and it is blocking any kind of legal
1657s implication um is being blocked here um
1661s Jesse yeah that's a good idea um having
1665s having a loss just state that it is not
1668s active or it's being it's being
1670s overridden um inside here would probably
1672s be a nice
1675s addition write that down
1696s uh um does it double the calculations
1699s for law so the blocked law is still
1700s being calculated um it it bypasses it it
1704s basically acts as if the law isn't like
1707s fully
1708s figured so if you have something like a
1711s stat count for event it should ignore
1713s the stat count and so
1718s on um so Federation can also injunction
1721s countries yes yes any sub settlement
1723s that can be injunction or having that
1727s available to it so if you have a country
1731s law so if we do this and we add a law
1734s for let's do the same thing here let's
1736s do Digger mine well actually let's
1740s do
1745s uh let's do plow field just to have a
1747s different
1748s trigger and then we uh let's not revoke
1752s citizenship let's
1753s prevent uh and then we do
1756s a tilling field
1761s prevention and we just add that as a new
1764s law start the election for the law
1770s and let's disable the
1772s [Music]
1774s debug then we do this and now if we
1780s give do
1783s that now we are being blocked by the
1786s tail field
1787s prevention and we go through the
1789s Federation large court and we add an
1792s injunction
1794s here and then we go for we can do do
1797s something different here so we we pick
1800s the legal action instead
1803s and guess doing a bit of QA
1811s because we do this and do that and we
1814s finish this so here we go now the
1816s injunction is blocking stuff that is
1819s it's blocking anything that is doing
1821s preventions in both the
1823s country and this the um the
1826s town
1839s um so yeah it you know federations has
1842s the power to just nuke stuff in in both
1845s sub um sub settlements so Federation can
1849s can injunction both uh country and Town
1852s country feder country settlement can
1855s injunction towns and towns just gets to
1858s you know do their merry way because they
1860s don't have a anything below them kind of
1864s thing so now I can
1866s till and do stuff again
1870s um do I need to stop line no um but yeah
1874s so the the U the general notion is just
1877s add more power to higher tier
1879s settlements instead of having child
1881s settlements having complete absolute
1883s dominance in their area regardless of
1886s which high tier settlements they're a
1888s part of so it it adds sort of a layer of
1891s responsibility for the town to make sure
1893s that they actually get along with
1896s whoever they're joining or you know if a
1898s town is adamantly refusing to cooperate
1900s with
1902s anyone there either not going to be let
1904s into a higher settlement at the moment
1907s because of the fact that they can't
1909s really do anything about
1912s it but now they kind of need to do the
1915s opposite the town need to be careful
1918s about what they join
1921s because their system of operations May
1924s differ from the views of the higher
1928s tiers um could a town leave a country
1931s later on yeah the um all all settlements
1935s still have the ability to secede from
1937s each other um depending on in the
1940s priority um and kind of you know
1943s cultural settlements and
1945s and powerwise and and kind of
1948s what type of um legal administrative
1952s systems they have and so on so
1957s forth uh yes there is there there is a
1960s cool down in between from the point
1962s where you get annexed to the point where
1963s you can secede so you can't just
1966s immediately you know ignore it and just
1968s like nah I'm out um which is also
1971s configurable in the settlement configs I
1975s believe I recall seeing something for it
1977s with
1985s um uh I think it's I think it's 72 hours
1989s so 3
1999s days the error is allowing session
2001s that's a good
2003s dictatorship
2005s uh whole whole other subject
2008s um but yeah so hopefully that that
2012s answers most questions surrounding this
2014s and um you know I'll I'll answer as we
2018s go along here um next topic on the
2022s agenda if we want to
2023s keep some sort of scheduling the last
2026s stream kind of went overboard on uh a
2029s little
2030s bit uh can you prevent sessions using
2032s laws as a country yeah you can you can
2035s prevent a little bit of everything um
2038s and that's also kind of
2041s where um that's kind of where where you
2044s know federations can come into play as
2045s well you can you can injunction laws
2048s that prevent secession for lower States
2050s so if a federation wants towns to be
2052s able to leave countries for example they
2055s can injunction and prevent that
2057s prevention to be
2061s happening um and so on so forth so
2064s there's you know there there's it's a
2066s big broad area of
2068s what ifs what can and and how to um that
2071s we're hoping that a lot of players are
2073s going to be kind of tinkering with and
2075s seeing what
2077s happens
2079s um next kind of next on the
2083s agenda um was kind of going over some of
2087s the blacksmithing stuff as someone
2090s was um wondering about if if the rumors
2093s are true and there's a new profession
2096s yes
2098s um on what do you think if the homestad
2100s had a small law system kind of like
2102s towns more more like rules for the
2104s communal living
2106s um it's an interesting idea and I I
2109s believe we talked about it a little bit
2112s internally um but it it you know it
2117s is it's probably something we more like
2121s to look at
2123s expanding um in terms of the O system
2126s itself
2128s so you know you could you could make
2130s like specific house rules basically and
2132s so
2133s on
2137s um which is on on another
2143s subject um how come how come you guys
2145s keep adding things without optimizing
2146s the game first memory leaks has still
2148s been a major deal since day
2150s one it is a fair question um
2154s and the general answer to it is
2158s is it's kind of hard to do
2163s that as a you know as kind of a broad
2166s statement
2167s so when we're adding things
2171s um we've got you know first off we got
2173s completely different people working on
2175s different subjects of the game a lot of
2177s a lot of coders are not very familiar
2180s with
2181s um certain aspects of more in-depth
2185s optimization processes
2189s um and we have a few guys that are more
2191s specialized in analyzing
2195s um performance related issues um and so
2198s on so forth and you know they they're
2200s they're only human they can only work
2202s for so much
2204s um but at the same time we also can't
2207s just you know completely halt General
2210s improvements and general uh changes and
2214s um system
2216s implementations
2217s uh during this time because you know
2219s then we'd basically be be treading water
2221s and just standing still and nothing
2222s really happening uh because we can still
2225s squeeze out that you know 10 extra
2228s FPS um but a few things that have
2230s changed notably in the project since at
2233s least
2234s 96
2236s um
2237s is while we're still working really hard
2240s on on making sure that we we squeeze out
2243s as much as we can and keep optimizing it
2247s um we've we've had a significant boost
2251s in um Hardware that is capable of of you
2255s know getting more performance out of
2257s versus lowend machines um actually
2261s actually use the hardware in a more
2263s efficient manner so it's still not being
2267s you know it's still not optimized in in
2270s the scale of everything just runs on
2272s every
2273s machine but it is starting to allow hard
2278s you know more high-end Hardware to
2279s actually utilize that high-end
2282s capacity
2284s um
2286s and optimizing a lot of the aspects in
2290s Eco in terms of optimization is really
2292s kind of Death By A Thousand Cuts it's
2294s very you know it's very small pieces all
2297s over the place that needs to constantly
2299s get better and improved
2301s um as for General new stuff it's
2304s actually part of the art team's agenda
2307s that all the new worktables that are
2309s being added that we'll take a look at
2311s here
2313s um is also making use of completely new
2317s methodology
2319s to better streamline use textures and
2322s share assets more and share materials
2324s more so it is like all the new stuff
2327s that is being added is pushing
2329s technology to be more
2331s optimized
2332s um so it's kind of in you know it's kind
2335s of a a we add more stuff but by adding
2338s more stuff we realize that these things
2340s these specific things are
2342s problems um and we improve upon them
2345s which then globally is improving the
2347s entire
2350s project
2351s um and and and you know as I said it's
2354s kind of a constant thing as we add more
2356s things we see more red flags in code and
2359s performance where we can make major
2362s gains um there's also a lot of assets
2365s that hasn't really been properly
2367s optimized from the start that our team
2369s is kind of mincing through and going
2370s over um as mentions with the work tables
2373s being one of them um trees and and
2376s general um texturing and whatnot um is
2380s also big part of it um which is a part
2383s of the process that
2385s uh Toby went over for like the wetlands
2388s and and all of the changes that we've
2390s done visually
2392s has is it it's making it look better and
2395s run more optimized in the same process
2400s um so you know it it's it's an it's a
2402s fairly um fairly sophisticated topic but
2407s um it is on a high priority
2410s list it's just you know we we we just
2413s don't have the capacity in the team to
2415s have everyone working on
2417s it um and we can't just not have the
2421s rest of the team you know sit idle and
2424s not do do any work because of
2427s you know we need to have the game better
2431s running um which is you know curse
2434s of smaller Indie
2438s companies
2441s um yeah kind of got a little bit
2444s sidetracked there but blacksmithing
2446s blacksmithing and um changes to
2450s smelting so we talked about it a bit on
2454s the last stream or you know a little bit
2456s in in depth and and whatnot how what and
2459s and who what
2462s um so we've got a few new
2467s objects um
2469s which we have in here so smelting and
2472s blacksmithing blacksmithing being a
2474s basically a Split Branch inside the
2476s Smith skill line that we showed up last
2479s time note there's still a whole heap
2481s load of icons that are being created so
2485s you know stuff just has question marks
2487s on on a lot of
2489s things um but we've got blacksmithing
2492s now as its own specialty which is mainly
2494s handling um tools and the craftables and
2498s you know kind of like the end solid
2501s components that used to be used to
2504s belong to
2505s smelting um and it's not necessarily
2507s just kind of dumb down smelting cuz you
2510s know if you're if your main lining
2513s smelting you're going to feel very
2514s targeted by this update unfortunately
2518s um but it's something that we we really
2521s felt that smelting was just you know
2523s completely out of hand um so
2527s blacksmithing as it's as it's kind of
2529s split out now is crafting all the tools
2533s are done by
2535s blacksmithing
2537s um as well as some of the components um
2540s The Entity craftables now these have
2543s been shuffled around through different
2544s workbenches as well there's also um a
2547s few dependencies in between them that
2550s needs uh forces anyone that does
2552s smelting and blacksmithing to actually
2554s require housing they need to make sure
2557s that they have rooms that are available
2559s um they need to have the different
2561s Machinery in the same kind of workspace
2563s similar to Industry and
2565s mechanics and that's probably something
2567s that will keep expanding on the other
2568s professions as well um carpentry is is
2572s another kind of problem problematic one
2575s in not so much as it it needs to split
2577s because I don't think so uh but more in
2579s line of everything's kind of dumped on
2581s Two workbenches And logging involved
2584s with that as well um so that's something
2586s that I want to kind of look at in the
2590s future um but yeah so you know how how
2594s is this going to affect people in in the
2597s direct thing so we've got the new
2598s blacksmith
2599s table that houses some of the
2602s craftables and this is
2605s using all the new fancy features that I
2609s just ranted on about with in terms of
2611s the
2613s optimization so these tabletops are
2615s using the same kind of material assets
2617s as some of the other new tables that
2620s makes it just not create a whole bunch
2624s of different materials but they're
2626s actually sharing it which means it's
2627s better memor better memory
2630s handled um it is also completely rigged
2632s up for the painting stuff as well um so
2635s that's a few things that will
2637s probably uh the painting thing is
2639s probably going to get its own kind of
2640s separate stream um in the future but
2643s basically um the different color parts
2646s of this can be colorized in different
2648s channels so you got like the uh the
2651s backend handle here with the metal stuff
2653s and then you got the drawers as another
2654s one and then you got the handles the
2656s third one so there you know there's a
2659s few technical things that are happening
2661s to the World
2662s objects um to kind of smooth out this
2664s process and make sure that they're
2665s streamlined
2667s um I know Toby was also looking at kind
2669s of making making like an example thing
2672s to push out with the
2676s um um the mod kit as well to make it
2679s kind of easy easy to get in from the
2681s moders perspective once the colorization
2683s stuff is in um just so it's easy to kind
2687s of shove on and apply which part is
2689s being colorized and and so on so
2692s forth um so yeah blacksmithing
2695s table is is one of the new objects where
2698s you're doing most of the can of end the
2701s process crafting in some of these things
2703s uh mainly like utility stuff um the
2707s tools are are going on um the grindstone
2711s and the power hammer which we'll see her
2714s in a bit
2716s um which also makes the recipe list a
2718s bit
2720s more non-chaotic
2723s um grindstone is a new repair table
2727s uh you you can still repair everything
2729s on the
2731s um the old tool bench um that's still a
2734s thing we are looking at seeing if we
2737s want to do different types of tier of
2739s repair station so you need a better
2741s Machinery piece to actually repair that
2744s specific tool in it um so we'll see what
2747s happens
2749s there um also a new recipe addition is
2752s the leather hide
2754s to um
2758s tools so we've got the um the iron
2760s tiered ones
2762s here and then we've got some changes and
2765s shufflings around with some of the
2767s things related to smelting that is going
2770s to haunt people a bit I think um one of
2772s the things is the bloomery now requires
2774s a room which is a big one and the same
2777s thing for the blast furnace as
2780s well and there's a few innate reasons
2783s for this one of them is
2786s um there are a few entities here that
2789s requires additional workbenches as I was
2792s talking
2793s about um needing different uh different
2799s you know benches and so on so here you
2801s can see that we've got some new stuff
2803s coming in we've got the town Bell as a
2805s casting thing um this thing is still
2807s being in progress so I'm hoping that
2810s it'll be
2812s ready um you also got the new cast
2815s furnace uh or Chast Furniture we've got
2818s the bench chair and
2820s table and as you can see they require an
2822s anvil in the room to be able to be
2828s made um and then you have smelting the
2832s the smelting recipes are requiring those
2835s clay molds that we were talking about
2837s they're returning half of
2839s them um and they you know these recipes
2842s scale on with
2844s um with the modules as
2848s well who needs ventilation anyway am I
2851s right um it's very true although the
2853s blast furnace have the blast furnace has
2855s an exhaust so you are going to need to
2857s put a pipe on it to pipe out the
2862s exhaustion uh is it possible to add an
2865s option to hide recipes that you don't
2866s have requirements and so on um there is
2868s a rework for the crafting
2871s UI and I don't know if I want
2875s to kind of show those off just yet but
2878s there is one being worked on it it you
2880s know it it's legitimately being mocked
2882s up and kind of poked around and and
2884s happening and we're looking at adding
2886s things like specific filters um search
2888s bar and you know kind of being able
2891s to um hide show based on profession
2894s availability and so on so
2897s forth
2899s um so yeah we got we got those in here
2902s and then we got that delicious little
2904s other bug here so on the Anvil at the
2907s moment because we do have another
2909s worktable that isn't done yet and it
2911s won't make it in 10.2 um which is a
2914s metal extruder that I wanted to move the
2915s pipes over to so the pipes are still
2917s staying on the Anvil for the moment but
2920s yes they are smelting and they'll
2922s they'll they'll stay at
2924s smelting um which are the only kind of
2927s smelting recipes on the Anvil and that's
2929s why they're still in there um the
2931s functionality of the Bell is just
2933s looking pretty and and we're looking at
2935s making it be able to
2938s ring um so yeah you got some some frames
2941s in here for the pla smithing stuff um
2943s you got the saw
2945s blade um you got the nails in
2948s here and so
2950s on
2953s uh oh yeah the the economy viewer is a
2955s whole
2956s other um a whole other can of
2961s worms
2964s um and then we got the cast iron F
2967s furniture that were coming in with the
2970s smelting um as smelting now is going to
2973s have a lot less to do um in terms of
2976s General usability we felt that it needed
2979s some more tangible things to throw in so
2982s we've got the cast iron furniture and
2984s they're stat-wise at the moment um
2987s mirroring the lumber
2989s Furniture so it's not going to be you
2991s know it's kind of a tier 2 furniture
2993s kind of thing um
2998s giving you a little bit
2999s of uh Metal Works in your house if you
3002s feel like it um and as someone has you
3006s know a few people have already noticed
3008s that yon is working on some outdoors
3013s stuff for a later update um so there's
3016s going to be specific Furnitures that can
3018s be used outdoor um that will give you
3022s points for for you know having kind of a
3024s garden SL patio
3029s thing um which also comes in with its
3032s whole slew of other Furnitures and
3034s crafting stations and so on so there's
3035s there's quite a few
3037s things um Furniture coloring is going to
3041s be handled by the colorization stuff you
3044s going to be able to color basically
3046s everything and anything probably not
3048s going to be able to do that from the
3050s gate uh but once it's added we'll
3053s success you know we we we'll just
3055s continuous ly add the functionality for
3058s all things in the
3061s game
3063s um and so on so there you know few
3067s things there um and then we got the
3070s pottery table which has been in the
3072s project for probably as long as the cast
3074s iron
3077s Furniture
3078s [Music]
3082s um any plans to add the coloring system
3084s to the lights it's it's an interesting
3087s thing um armored hey um the Canon thing
3092s is is still kind of
3093s being on the side because we have some
3096s ideas we want to do with it we just
3098s haven't had time to fix those
3100s ideas
3103s um so it's you know it it's still in
3106s there but I want to have I I'm I'm I'm
3108s missing some parts I want to have for it
3110s to be able to ship it
3114s out uh well blocks only be able to have
3116s one color applied to it or can you use
3118s an rgba mask to apply different colors
3120s to different parts of the object blocks
3122s will be one color thing
3125s um at least at the
3128s moment it might be able to support it
3131s more
3133s but um that's the trick with General
3136s blocks if they if they need to hold more
3139s data then it's going to be you know you
3142s are going to hit that optimization issue
3144s where or the performance issue where
3145s they need to hold more variables and
3147s hold more General data which means a
3150s large volume of blocks that are in the
3152s world are going to need this extra
3153s amount which are going to slow down
3155s chunk clothing um as well as you know
3157s General visual stuff so there
3161s is it
3163s it's kind of a a a weighing value of
3168s really investigating how much we can
3170s push the colorization stuff without
3171s nuking performance um so that's also
3174s pretty high up on that list uh World
3177s object is going to have three
3179s channels so you've got you've got
3182s primary secondary and auxiliary
3187s essentially um so the pottery table we
3190s have here which is where you're making
3192s your molds and these are being consumed
3195s inside the
3197s um uh blast furnace for and bloomery for
3201s the iron copper and gold and you've got
3203s the higher tier one for steel
3208s and basic primitive one
3212s is
3214s um Gathering being the one that's
3216s primarily doing the lowend iron stuff
3219s and then the pottery stuff is going to
3221s be the steel things so you kind of go
3223s from Gathering being I mean you're
3225s you're kind of needing iron all over the
3227s bo all over the place anyway
3230s um so these are kind of the big chunk
3233s ones um a second part is Potter table is
3236s now a thing that is let's give a kill as
3239s well otherwise I'm just going to confuse
3242s myself over what's
3244s where
3246s um so the Kil is also having a few
3251s things surrounding the pottery table I
3254s believe I think I added it in there need
3256s to check no I didn't um supposed to have
3260s a few pieces that are reliant on the
3262s Potter table so still need to merge that
3266s um but essentially um the creation of
3270s the wet bricks are moved out of the Kil
3272s same thing with the the the pots just to
3274s kind of clean up the um just the general
3278s crafting list um I kind of like the pots
3280s being in the Kil it made sense with you
3282s know you're kind of you're kind of
3283s firing things to completion and whatnot
3286s however it also made the crafting lists
3289s excessively long and really kind
3293s of annoying to deal with
3297s um so I move shuffled over a few recipes
3300s over to this table as well to kind of
3301s clean it out a little bit um so you know
3305s this is where your this is where your
3306s wet bricks are being generated and this
3309s is where you're generate you're creating
3310s those molds and
3313s um as well as got that advanced upgrade
3316s for
3321s it uh armored yeah see it's a
3324s controversial thing because
3327s um just going to bring TW or bring
3329s YouTube thing in it so I I do not like
3331s how you get wood molds back
3335s um it's been an up and down thing like
3338s we've had we've had so many y points and
3342s and people commenting that why are all
3344s the molds breaking every time you craft
3346s something you should be getting some
3347s back um and then on the other Corner we
3349s get people that you know returning molds
3351s are stupid it's hard to calculate for
3353s and so on so forth so it's a bit of a
3355s bouncing back and forth I'm leaning more
3358s towards that it makes sense to return
3360s some and not you know completely shatter
3362s every single
3363s one um because you are having a
3368s Decay um economy stagnation that that's
3371s that's another subject
3373s entirely um because you're still
3376s consuming molds you're just consuming
3379s less of them in the same time frame so
3381s in that regard you could increase the
3383s cost of the molds to to account for that
3388s lack
3389s um like you know if you have a problem
3392s with the molds returning half of them
3394s you can make them twice as
3397s expensive because the issue there in uh
3401s from an economy stagnation point is that
3403s you're you're consuming less boards by
3405s returning some of the
3407s molds so you could just have them cost
3409s more boards to offset that economical
3413s drain um now on on the whole economy
3416s stagnation
3419s thing
3420s um there you have a whole other thing
3424s that might have been snuck in there we
3426s are working and and looking into some um
3428s some actual like component maintenance
3431s stuff uh maybe I can I
3434s can I'll leave that to a separate uh to
3438s a separate uh stream altogether I think
3441s but we you know stuff is happening um
3443s there there is solid plans to make sure
3446s that stuff is being consumed and stuff
3448s is happening and you need multiple
3450s things for different you know World
3452s objects and vehicles and whatnot and so
3453s on so forth
3455s um there's stuff coming um my curiosity
3459s is peaked I need to know
3463s um um so yeah there you know a lot of
3466s things are are rumaging around um binary
3469s clock yeah the um think just the general
3472s idea of Maintenance kind of fits with
3474s Eco um um and it also helps the economy
3477s kind of revolve around constant use and
3480s and things being consumed and everyone's
3482s constantly being needed throughout um is
3485s an important part of
3486s it um so you know it it's been something
3489s that's been on the table for a long long
3491s time it's just one of those things
3493s where um so many features that we
3496s wrapped up
3499s um to that regard
3502s um um it's actually something I can
3504s answer to armored um tool tool repair
3508s degradation is definitely looked at so
3511s when you repair a tool it'll degrade the
3514s total durability of it so you know be if
3519s that's going to be a static value or if
3520s that's going to be a percentage thing um
3524s still looking at that
3526s but definitely
3529s um definitely something um yeah yeah um
3533s vehicle getting something similar as
3534s well um The Entity
3537s themselves probably not the parts for
3540s them
3543s definitely
3544s um can we ask any question and just
3547s stick to 10.2 topics uh just fire away
3549s um if there's something in particular
3550s that I I can't answer at the moment or
3554s so on so forth
3556s um you know I I'll I'll just state that
3560s and kind
3562s of move around it uh the the cats are
3566s fine they're they're they're they're
3567s catnapping
3570s now uh speaking of Chunk clothing amaz
3572s to be honest how performant unshrouded
3574s is given that it's fully boxal game as
3576s well and the voxal size is so much
3577s smaller and the view distance is
3578s measured in Kil
3581s kilometers um it is it is interesting um
3585s I haven't had a look at and shrouded yet
3587s it's been on it's been on the board to
3590s kind of dive in and see what's going on
3592s and so on um see what they've been up to
3596s um and we have the last object that is
3600s inside sort of your Early Access tier
3604s things um I think we really need more
3607s garbage production it's a whole system
3609s that Eco wants to deal with but it's so
3611s under represented that's also coming
3613s sometime somewhere somewhere around
3616s um it's not being worked on at the
3618s moment but there there are you know
3620s solid plans of things that we want to do
3624s um in somewhat of a realistic time
3629s frame um so the Fletching table is a new
3632s object as well that is cooked up by the
3636s logging and it is moving over the recur
3639s bow and the composite bow as well as an
3641s alternative recipe for
3644s arrows um into
3650s hunting and I also remember some other
3653s stuff that I need to uh
3658s just making sure that I make a note out
3660s of
3668s it so yeah so we've got a new hunting
3670s table or you know Fletching table for
3672s the hunters and we are looking at in the
3675s future to also have different types of
3677s arrows um as well as like a resilience
3681s for animals so you need to kind of scale
3683s up Arrow usage um to be able to kill
3686s tougher animals and so on
3689s um so there's a few ideas that's
3691s revolving around that but that's
3693s probably going to be more towards the
3694s animal husbandry stuff um which is going
3697s to be further down the
3701s line uh question from my friend about
3704s laws what about if we just wanted a
3706s specific article to be prevented because
3707s with so little different laws we also
3709s include a lot of Articles yet not not
3712s all might be detrimental um it's
3715s currently not supported but it could be
3718s something
3720s that we can take a look at but it's also
3722s going to get it it kind of gets really
3724s complicated in terms of how laws and and
3726s articles being stacked on each other
3731s um but it's it's not a bad idea to look
3734s at
3743s uh
3748s uh someone on my server was a garbage
3751s man who Moved things to a world dump it
3753s may be cool to have waste removal be its
3755s own profession maybe burning recycling
3756s wasted
3757s materials um along with garbage you
3760s would need a recycling process to go
3761s with it um it's it it is it is like the
3766s whole garbage and recycling as a general
3769s thing um armored Stone recycling just
3772s causes economic stagnation uh
3776s uh it uh it sort of does but on the
3780s other hand
3782s um the world as it is today generally is
3786s really bad across the world with
3789s recycling like actual true
3792s recycling because it's too expensive to
3795s do the recycling it's it's cheaper to
3797s just pour it out on a land
3800s dump so the you know it's a whole
3803s spectrum of eological impact and
3807s implications
3809s um
3811s where there's a lot of aspects to it
3813s that can really fit well inside the Eco
3816s World
3817s space um and it's definitely something
3819s that we are looking into um in
3823s that um either you know yeah like alen
3826s glow comments here with that speeds
3828s garbage mods adds tags to every item and
3830s the yaw Crusher turns them into trash
3833s um which is a Nifty way to do
3841s it um that the world also doesn't only
3844s have 20 to 50 people no but it you know
3847s each country in the world is handling
3849s garbage very very very differently
3851s depending on where in the world you are
3856s um and it's you know the whole whole
3860s thing especially in in Sweden now with
3861s the metal working industry uh super
3864s pushing for like being able to
3866s recycle um steel and iron products to
3868s generate new
3870s steel um using a lot less pollutant uh
3876s ways of doing it uh or you know dealing
3878s with the whole green energy thing and
3880s and
3881s whatnot um but yeah so we've got the
3885s Fletching table it's handled off um it's
3887s got some new hunting stuff so hopefully
3889s Hunters should be also getting some some
3892s love in some more love in the future as
3894s well in those those regards um we have a
3897s few things in here regarding
3898s blacksmithing is melting
3900s that
3903s well it needs a tier 2 room which is the
3906s blast furnace and some of the recipe
3908s changes to that so the power hammer
3910s still hasn't really gotten in game yet
3913s so it's still a de box sorry for
3916s that um but we have some recipe changes
3920s to for looking at the blast furnace for
3923s example as you can see here the list is
3926s a little bit
3927s longer
3929s um or it's not really longer it's it's
3932s hang on let me let me do this
3935s bam there we go so you still have the
3940s regular steel copper and and iron and so
3942s on you got the quick climbing from the
3945s masonry um but the rebar rivet and steel
3949s pipes um require a power hammer to be
3953s manufactured which which means that the
3955s blast furnace needs to be indoors with
3957s other Machinery to be able to utilize
3959s them completely or you know to
3962s 100% uh the same thing for the um blacks
3966s smithing table here didn't not sure if
3969s it was shown inside here but basically
3971s we need we need the anill for a few
3972s pieces here to uh hammer it out I've
3975s been contemplating whether or not I want
3976s to add it to more more of the recipes
3978s but at the same time I also kind of want
3981s to keep it slightly separated like you
3983s you know the dealing with wall candles
3985s and and uh wall lamps
3989s without keeping it somewhat
3991s simple um so's a few things in here that
3994s aren't requiring these recipe module
3998s additions um power hammer is dealing
4002s with the the modern stuff at the moment
4005s um I wanted to have a third kind of
4008s upscaled version of a tool bench
4012s basically um but it it you know AR team
4016s only has time for so much um so I opted
4019s to just drop them all into the hammer
4021s which makes the list a little bit a
4023s little bit too big
4025s but um basically it's doing all the
4028s modern Steels
4030s and um fiberglass stuff so here is where
4034s you're crafting your
4036s hammers um it has a power requirement so
4038s it it requires electrical
4040s power
4042s and see if we can we can grab that up
4045s here uh it is untextured at the moment
4047s but
4049s um this is what it is looking
4058s like um so it's it's an electrically
4062s powered uh basically chunka chunk power
4066s hammer name says it all I
4069s think um it's looking pretty neat um
4071s it's going to look even better when it's
4073s textured uh which should
4075s be hopefully very soon um uh it's
4082s electrical um and it's introduced um you
4085s craft at the moment you're crafting it
4087s on the assembly line so it is like that
4089s end stage you already have access to
4091s electrical power by that time um or you
4095s know you it's kind of coming out at the
4096s same time
4099s um which means that at the moment the
4103s steel tools are kind of being left out
4105s which
4107s is why I'm kind of leaning into
4110s displacing them in somewhere
4112s else
4115s um that's still a bit
4117s undecided
4119s um how and
4123s where um on the other hand I do have
4127s some plans and some new stuff that is
4130s targeting oil drilling in a later update
4132s that
4133s will get some of these parts to kind of
4136s transition into later so you you get
4138s into Electronics or you get into
4141s electricity um and kind of dealing with
4143s industry but you're not
4144s immediately necessarily chunking out
4149s modern tools as an you know as a result
4152s of getting electrical
4154s power
4156s um and we might also introduce a bit of
4160s electrical power maybe slightly earlier
4162s as well so there's a few things in there
4163s that's cooking around
4164s and not entirely
4169s um um set in
4173s stone um re any research papers tied to
4176s blacksmithing alternative ways to met to
4178s to make Metallurgy at the moment no
4181s [Music]
4182s um it's um that's also part of the whole
4186s kind
4187s of getting it into a play testable State
4190s um for QA and so on to kind of review
4193s and and go over and see where we're at
4194s and and what we want to do with
4196s it uh because right now Metallurgy uh
4200s grab the research
4206s table
4207s um Metallurgy as a
4211s research
4213s um gets in uh it's still revolving kind
4217s of raw metal and
4221s ores and like anything that yally made
4224s by blacksmithing felt kind of
4228s redundant um because you're still using
4230s you know metal to
4234s it
4237s um so you know it it's
4240s it's it's things I'm still looking at um
4244s for kind of the Polish slash before it's
4247s actually 100% done and and ready to be
4250s shipped
4253s out
4258s um large cues still takes a lot of
4260s clicks yeah
4264s um also do we get a repair all button um
4268s no that you still have kind of the
4270s repair slot uh being its own
4283s thing
4286s [Music]
4291s uh yeah the the whole the whole labor
4293s and
4294s um the whole labor stuff is
4299s um it's kind of subject to different
4304s issues so you have a few professions
4306s that have very few things to kind of do
4309s maintain and and work
4311s with um
4314s in very few work order types so oil
4317s drilling I know
4319s is
4321s um is a bit of
4324s uh an issue in that regard because it
4327s only has like one workstation and you're
4329s you're just making like infinite orders
4331s and then you sit there and and fill
4334s labor excessively um just because you
4338s you only really have like three places
4339s to do orders
4341s in um and some of that is mitigated by
4344s the fact that we break up into different
4345s intermediate
4349s resources um actually whan hey um sounds
4354s like oil drums might be something a
4355s blacksmith could be producing instead of
4357s the Drillers themselves um it is
4360s actually because I completely forgot
4362s about it um I shuffle that over um that
4366s is inside do this and do
4369s spawn uh Rolling
4372s Mill is what it's called
4374s um oil drums are manufactured inside the
4378s the rolling
4385s minl um and they're under iron made by
4389s Advanced smelting for a few
4392s reasons um it's also generating more of
4396s them
4399s um and it's something that we're looking
4401s at in a future update as well to kind of
4404s rehaul oil drilling to do liquids to
4407s pipe it to not have you know you you you
4409s use barrels for the end products but
4411s you're not using them for the like crude
4414s two types of liquids and then seeing
4417s what we can do with multiple types of
4419s liquids and and a lot of things in that
4423s regard
4425s um so there's a few things in
4428s there
4431s um that were um
4435s they shuffling around in general
4439s um
4440s uh then we have um ink
4446s and ink and printing supplies being a
4449s changed if anyone is experienced and
4452s having used
4456s um uh let's see where where I was where
4460s I was with what um so the printing press
4463s if if you have used the import texture
4466s feature on a server or if you copied
4468s different types of um art
4473s items uh grab
4477s this um this thing here where you can
4480s just kind of import something and you
4482s can dump it
4484s out uh let me grab up the shat there as
4487s well um this used to consume only um
4491s flat out uh only consume
4494s paper and the paper is no longer what
4497s this machine is consuming it's consuming
4501s um grab uh small paper machine which is
4506s a fantastic name on it um so it is
4511s consuming printing
4513s supplies and printing supplies is made
4515s from Ink and
4516s paper consuming
4519s Souls um so ink is made at the Mill at
4522s the moment um and it contains charcoal
4526s glass and
4532s oil so it's basically you know glass
4535s container for the um for the ink and
4537s then that's gets shipped over to the
4539s paper Milling paper Milling creates the
4540s printing supplies anyone can use the
4542s printing press but they
4544s requires um pieces for it and then we
4548s also have a few experimental recipes for
4550s things like paint bucket to be
4552s consumable uh or you know a part of the
4555s consumable process for painting stuff
4557s later
4559s on
4561s um and now Cat decided to wake up so
4564s she's rumaging
4566s around
4568s um so that is uh that'll be helpful to
4573s deal with some of the balancing problems
4575s where um you know if you wanted to make
4578s if you wanted to make copying a piece of
4580s art or you know a picture whatnot be
4582s more expensive you couldn't really do
4584s that you had no real way of kind of
4586s balancing that out without making paper
4588s significantly more expensive and require
4590s you to cut down a whole Forest to to you
4592s know copy one thing
4594s [Music]
4596s um it um gives you that intermediary
4599s part and also involves milling and paper
4602s Milling to do their part in allowing
4605s people to use
4606s it um so that's you know just some more
4609s stuff that's going into paper Milling
4610s that's con you know continuously just
4612s adding some work Worth to some of the
4615s more obscure and sidetracked professions
4618s that were having sort of a goal to just
4621s keep fleshing out more content in a
4626s um just a
4628s completionist um agenda to it the
4630s Rolling Mill is a little bit high on its
4634s volume
4640s um very explorative cat
4645s um and then we had I think that's that's
4649s kind of wrapping up the blacksmithing
4652s introduction um hope it answered some
4655s questions surrounding it and and what's
4657s going to happen and where things are
4658s going to be
4660s happening um and as with any you know
4663s the bloomery at the moment isn't causing
4665s any ex um any pollution pollution is
4668s something that we are looking into U
4670s we're also looking into animal behavior
4672s towards the the whole ecolog I olcal
4674s impact and then surrounding stuff um so
4677s there's a lot of a lot of big core
4680s feature change or um core feature fixes
4684s that are been looked
4685s at part of them being hingent on animals
4688s being more predictive and and be more
4691s understandable in how they work how they
4692s operate for the
4694s players
4695s um more pollution more make animals more
4698s aggressive um definitely going to be
4700s more pollution stuff um it'll be its own
4703s whole whole stream series basically
4706s topic
4707s um but there's a lot of things that are
4710s evolving to doing a lot of things that
4712s will fix it we also have some fixes for
4716s this particular issue with
4718s animals
4720s um uh Casper figured out why this was
4723s happening um so hopefully um we'll be
4726s able to push out the fix with um some
4729s more animal fixes um he's been doing
4731s absolutely Stellar work in diagnosing
4734s and updating
4735s the um the path following and how the
4739s animals are behaving and and passing
4741s around uh so you know General fixes a
4744s whole list of them is coming out both in
4746s 10.2 and future
4747s updates um
4750s and uh do we have a general ETA or goal
4753s date for the release of 10.2 we have an
4755s internal goal but it's it depends a
4757s little bit on the stars aligning and
4760s everything being done um
4764s um
4766s in What's Done in in in what capacity
4769s and so on
4771s um H to why not just forbid animals to
4774s walk on on roof blocks it's a little bit
4776s more complicated than that because they
4777s essentially get stuck and the pathing
4782s thinks that they're
4784s stuck um and then they get shifted up to
4787s the the top most available block so it's
4790s not like it's not that they're spawning
4791s up here it's that the pathing decid
4793s decided that they are stuck so they need
4794s to be moved to the closest cannot open
4797s most area of um available
4804s spacing um but yeah so you know we we
4806s have we have two guys almost exclusively
4810s working on like whole bunch of animal
4812s fixes so we've got stuff is being
4815s improved and stuff is coming for
4819s it uh allow animals to jump off cliffs
4822s and we can do traps
4823s yeah um seen a few of those happen um
4829s and and it's not
4832s graceful
4836s uh
4838s uh I'm just going to shift over here for
4841s a second
4844s while why is she she is really admin
4847s about
4850s something hope they won't spawn on Long
4852s Bridges as well well as in the middle of
4853s the ocean um no there like the whole
4857s whole animal situation is is um really
4860s like properly dug into and and
4862s investigated there's a huge list of
4865s things that are happening
4868s um some are some are in 10 2 some are in
4871s in 10 three some are coming in future
4873s updates
4875s um and so on so forth so you
4878s know just shuffling builds around here
4881s so I can hop in on really lease which is
4884s where we
4887s got uh see if that is done that is
4892s done let start that
4899s server put them in wheels and produce
4901s green
4903s energy can we enslave Animals by
4905s catching them in balls and
4910s SARS
4912s um
4914s uh what is what is on what's going on
4917s about paper Milling it's kind of useless
4919s um it's it's I said it's part of part of
4922s the drive to keep improving and adding
4924s things to it so paper Milling is kind of
4927s an off profession at the moment because
4929s it's been
4930s so like paper hasn't really been
4932s involved in a lot of things um
4937s and um I still I still got a few water
4940s things coming up um Mex
4944s the elephants one um but yeah paper
4947s Milling as well as kind of fertilizer
4948s and some of the other off professions
4950s that are it it's it's things that
4953s require substantial feature
4956s implementations in different aspects in
4957s regards to make them work better in the
4960s capacity they're supposed to be working
4962s in um compared compared to things like
4965s smelting where we can just you know add
4967s two more worktables and a few more
4968s intermediary recipes and call it a day
4970s because it it has a nice fit in theory
4974s it you know we can expand on it um it's
4977s easy to approach it's easy to access
4979s it's an integral like Center piece of
4983s it
4985s um but things like paper Milling for
4987s example um paper Milling comes in fairly
4990s early on but the Machinery to do stuff
4992s for it um comes in in around mid
4997s game
4999s and the issue then is if we want to
5003s introduce paper as a consumable early on
5005s then we also need to dump down paper
5007s Milling skill itself and then suddenly
5008s all the skills are in tier
5010s one so there's not really kind of a
5012s progressional skill up Tech three
5014s advancement unlock new professions that
5016s Mak sense in mid game so it has to
5019s be it needs to kind of fit the style and
5023s the the general
5025s advancement which also makes it a very
5027s difficult profession to kind of get in
5029s there and and feel like it's
5031s belonging
5034s uh in a nice way I'm just connecting to
5037s the server
5039s here switch over the screen
5042s again uh is it playing nice are we
5045s playing nice can we connect
5049s properly maybe maybe
5052s not uh let it create culture that's part
5055s of the
5057s um part of the idea of the printing
5059s press so you know you can take already
5062s existing
5065s um stuff and kind of copy it and and
5068s make duplications of it or and and
5075s whatnot
5078s uh paper mailing with just a bonuses to
5080s paper production just like you know we
5082s have we have a few like unique paper
5084s mailing things in mind um as well as
5087s part of it is adding things like the
5090s printing supplies that now requires
5093s printing uh paper Milling to actually
5095s make so you need so to import textures
5097s into the game using the printing press
5100s you need to have someone being um a
5103s paper
5104s Miller
5105s and there's more of that coming we have
5109s some further further plans that uh deals
5113s with some of that um can I connect can
5116s you let me in know server please pretty
5121s please
5126s making sure I'm on the right Branch I am
5128s on the right
5131s Branch
5136s uh why is it not letting
5139s me do
5141s that it is really not liking it can we
5144s can we connect with that
5146s one server says no yeah that that's
5149s basically what the server is saying at
5150s the moment it's like I refuse to let you
5152s in you have done enough water damage to
5155s this world go away
5160s Sho this is this is this is just
5163s ridiculous um I am on a separate bench
5165s it might be it might be some discrepancy
5168s in between the client and the branch
5169s that's causing some issues just hoping
5172s that's not the case because I forgot to
5173s grab a copy of
5178s it
5180s [Music]
5181s um
5185s they are making the funniest noises at
5187s the
5191s moment
5195s what they're getting a bit restless and
5197s they want me to ramage around and and
5200s play with
5202s them can we yes there we
5205s go I
5211s think
5214s there we go now it's
5220s connecting I think I hopefully I loaded
5223s the the the darn water world as
5227s well yeah um
5232s so I i' I've had some had some fun
5235s experimenting with some of the um some
5237s of the changes to water and and are we
5241s thank you
5245s um Gabriel has been an absolute freaking
5248s rockar at dealing with some of the water
5250s issues so this is on um this is on the
5253s current current kind of
5255s dealing um with what's available on the
5259s not relased release Branch if that makes
5263s sense um now now now it's getting really
5267s interesting um no so a few a few issues
5270s that we've had um
5273s is water sourcing not really
5276s disappearing um and so if we grab this
5279s flip that
5280s on um water isn't really
5285s visually
5287s um kind of Behaving the way we want it
5291s to um we had the problem of it
5294s generating Source blocks The Source
5295s blocks are then multiplying and it's
5297s causing absolute Mayhem and destruction
5299s and and and whatnot
5303s um so we we you know continued on with
5307s the um the general issues surrounding
5309s water one of the big one
5311s being when water is being blocked off
5315s and depending on the scenario if it's
5317s falling from a pipe it tended to create
5320s Source blocks at the
5322s bottom um and it spreads around and so
5325s on so forth so we are looking at ways to
5328s be able to like flood World objects
5330s without actually causing them to be
5332s permanently flooded
5335s um
5337s so it doesn't generate Source blocks at
5341s any given point now from
5343s pipes which may cause some issues in
5346s terms of creative
5348s builds
5350s um where you might be using you know you
5353s might be shuffling around pipes quite a
5355s lot to be able to create Source blocks
5357s in some manner way shape or form to then
5360s be able to kind of move water around
5364s um it is now properly not behaving like
5367s a source of
5370s Generation Um so when you flip this off
5373s it'll properly disintegrate the water
5376s that it's flowing so you need to have it
5378s always on to kind of be there
5383s um um and do do in case blocks still
5387s convert to Source blocks under some
5388s circumstances no at the moment they
5390s don't well
5394s if I remember correctly from the
5395s discussion then it shouldn't be
5399s um uh which I'll I'll come to that in a
5402s second
5403s here
5407s um so what was causing the problem in
5411s general was that it wasn't really
5413s capable of
5415s removing encased water blocks so when
5417s you had
5419s water um so if you had water coming down
5423s a you know a trickle a stream or
5425s something and then it reached a single
5429s solid kind like fell into a one block
5432s area something like this it could it it
5435s was creating that encased water
5438s block um and that's you know purely a
5441s runoff on the server
5444s optimization and
5445s then you would cut the inlet to this
5449s water source so if we grab this and and
5452s block that off
5453s here um when the when when the encased
5457s water
5458s block um no longer has a surface above
5463s it or you know a blocked by water above
5466s it it should be turning into normal
5469s water blocks under certain conditions it
5472s wasn't doing that it was staying as that
5475s encased water block which then acted as
5477s a water
5479s source but it was a source that you were
5481s unable to completely
5485s delete and that was causing absolute
5487s freaking Mayhem um now it's Pro it it's
5490s properly drying up um in any of these
5494s situations the downside is you you can't
5497s artificially create water source blocks
5500s anymore um and that's something that
5502s we're you know we we we're keep working
5504s on it we we're keep improving on it and
5507s it's something that we kind of want to
5508s be able to
5510s do but it felt that it was more
5512s important to make sure that water is
5515s predictive and not causing an absolute
5517s headache dealing with from the players
5519s perspective
5521s um than having the ability to do that in
5524s the current state of the
5527s code um water source blocks I feel
5530s shouldn't be created no and that's
5531s that's it was also a big debate
5533s internally as well it's like you know
5535s looking at how water works here it's a
5537s blockbox world uh you know why not just
5541s mirror Minecraft for
5543s example but Minecraft also has the
5546s approach of being extremely unrealistic
5548s in that sense where you can just pick a
5550s bucket and you can move a water source
5552s block and you can place it anywhere in
5553s the world which kind of removed a lot of
5557s the aspects of water we want to retain
5559s for
5560s Eco as we want like water sourcing to be
5563s important we want you to utilize the
5565s laks that are in the world we want you
5566s to use the rivers in the world we don't
5569s want you to just artificially create
5572s you know a new Lake out of a one by one
5574s block
5576s basically um so there's a you
5580s know
5582s um both design-wise but also
5585s functionality wise we kind of wanted to
5587s make sure that we are we still have that
5591s open mentality of being able to look at
5594s things to make sure that they're working
5597s but still being able to have that um
5600s interactive feel and be able to do that
5602s creativity things so
5604s from
5607s um
5609s um is there a plan fixed for the
5611s Oceanside River digging into use water
5613s wheels um not really I I don't mind them
5617s like it you know one of the things I'd
5619s like to see like the the the long-term
5621s scope Vision like the the
5624s magical beyond the tomorrow land of what
5627s water would work was basically you have
5629s an actual volume of water and then as it
5632s gets depleted and it would fill up
5636s stuff um it would drain that and you
5638s could you know actually drain the ocean
5640s if you will as long as you have
5642s somewhere else to move
5643s it um you argue about realism but allow
5647s silly water wheels um it's more about
5649s it's more about a restriction in the
5652s game um in terms of what's being
5656s realistic for what the game can
5659s do because adding something like a a
5661s full whole volumetric count for
5665s worldwater
5667s is massively performant heavy um unless
5671s you do it right and even then it's it it
5673s has some significant impact potential um
5677s which is why it's working in the manner
5678s it's working right now but as I said we
5681s we prioritize on making water more
5684s predictive and user
5686s friendly rather than opt for we have to
5689s be able to do this at the moment and
5691s then then have a more
5694s long-term um long-term solution
5698s for doing things like um in this
5701s scenario where we want we want to be
5703s able to fill up this as a container in a
5706s pool it's currently not doing that it
5709s doesn't have the logic for it we have
5710s some ideas on how to do it
5714s um and this is also part of the whole
5716s Canal building someone was
5720s mentioning uh
5723s which
5724s is this is also part of like the the
5727s some of the testing things I was
5729s doing so an issue previously um and and
5733s it's still technically an issue um with
5737s the mindset of we can't backfill and
5741s scale height of water when you're
5743s pouring in water into an already
5745s excavated area
5749s essentially
5750s um
5753s but compared to previously where water
5756s didn't properly
5758s downfill when you have a water source
5761s filling in a top tile block you can now
5765s properly do that so here I have this
5767s excavated completely under imagine this
5769s being you know a fancy u a
5774s fancy Aqueduct going from one side of
5777s the river to the other side of the river
5779s and we're connecting
5780s this so we're doing
5784s that and now I don't even need this um
5790s it's a bit of a this in this in itself
5792s is a little bit of an an exploit if you
5795s will um in terms of not needing aquid
5797s duct at the bottom but that's also
5799s things that we're looking at how we want
5801s to deal with before we kind of stop it
5803s being
5804s usable so when you create a river or you
5807s know a
5809s canal you can excavate the entire iry
5812s now which you couldn't do before you
5813s kind of had to do it either one by one
5815s gradually or you needed to kind of back
5817s fill um wall section at the time which
5821s Choco Taco made an interesting video on
5825s kind of compilation on how he did their
5829s massive freaking thing
5831s underground but now if you let the water
5833s in and you have sort of the Bas line of
5836s where you want the canal to be
5838s it you can let this fill in here and as
5842s it fills
5844s in you can grab those
5852s blocks and it'll properly fill the
5856s vacant space underneath
5858s it so it's not going to leave air gaps
5861s air bubbles and and so on underground
5864s it'll actually properly detect any and
5866s all spage and below
5870s it
5873s and fill up accordingly as you go
5876s along which is something the system just
5879s didn't cope with previously it was doing
5881s all kinds of Madness in in the back
5885s end
5888s um similar to it um but the difference
5892s here is that this at the moment is just
5896s artificially like these are not Source
5899s blocks at all in this canal like the
5901s water is being sourced from the
5904s river
5906s um so if you block this
5909s off it's going to dry it's going to dry
5912s this
5919s out and that's going back
5922s into it's going back into this thing
5925s where it's not properly filling up the
5927s entire way which is the way we want it
5929s to work and that's you know things that
5931s we keep doing improvements too but it's
5934s making sure the first kind of major step
5936s that we had is especially looking at
5938s what people are doing with water now
5940s after 10.0 release is making sure that
5943s water doesn't isn't destructive to
5945s people's buildings and and destructive
5947s in the manner of being completely
5949s unpredictive and and and unusable in a
5952s lot of ways like you break a pipe and
5953s suddenly you get you know splashes all
5956s over the
5957s place uh someone asked for aqueducts for
5960s other type of block types like stream
5964s um you can um it hasn't been added and
5969s it uh it probably wouldn't be a bad idea
5972s to get something for that but um it
5975s would be something that art would need
5977s to set up u a new block form for
5980s however if you do want to mod in the
5984s aqueduct capacity for existing blocks so
5987s if you want to add you know like the
5990s normal uh like ashar's normal Cube
5992s blocks and and so on
5997s um you all you need to do is just add a
6000s watertight attribute to
6004s it uh would it be possible to make so
6006s pipes doesn't spew out water if the the
6008s ends are open instead and require a
6010s special Outlet um the like I said the
6012s the water the water from pipes properly
6015s um they properly empty out and and dry
6019s up so they're not going to create any
6021s sort blocks out of them
6030s anymore um but yeah so hopefully that'll
6033s fix a lot of the um a lot of the
6035s scenarios and issues people have been
6036s having with um with water as kind of un
6042s being unruly and so on and then we also
6044s have a few passes for the visual stuff
6046s where it's missing certain connections
6047s and
6048s faces
6050s um that's also being locked looked at um
6054s there are a few exceptions that are
6056s still
6058s handling um well pipe still needs to
6061s kind of create the water blocks because
6064s if you want pipes to kind of fill in
6065s channels they need to create those
6068s blocks to visually see
6071s it
6075s um because that's something we still
6077s want to do um and the second thing is
6081s and I'm not sure that is merged yet and
6085s I think I'm just going to just going to
6087s be a bit cheeky because it's not on the
6089s branch with these
6092s fixes uh just give me half a second
6096s here so the second part of what Gabriel
6101s was fixing when he was going over the
6102s water thing that I I was kind of
6104s specifically asking for uh was going
6107s over the
6110s um
6114s uh hitsu on um maybe they shouldn't be
6118s creating the water blocks or maybe they
6120s should create a water block on the
6121s bottommost tile yeah that that is like
6123s the the visual aspect of water falling
6125s out of pipes is something that we're
6127s improving on uh might not make it in
6129s 10.2 but it's it's on the board of
6132s like it should just create the water
6135s block by the bottom Basin for it or it
6137s should
6138s be more of a fluid water thing rather
6141s than like a a a
6144s splutter thing
6146s onto like at until it hits that end
6149s block
6153s um see got some got some TW uh YouTube
6156s questions as well with uh on on the
6158s fertilizer mentioned earlier
6161s um uh fertilizer will will kind of go
6163s through a whole workload metamorph
6167s metamorphosis on it'll do a bunch of
6170s other stuff as well
6172s it might it might be renamed in the same
6174s process as well um but fertilizer in
6177s general is getting a a huge Shake over
6181s um whenever we get some time to actually
6183s delve into the farming stuff um so
6185s there's a bigger aspect of it where it
6188s needs to be visualized better it's um we
6191s got some ideas for how to like when
6194s you're applying fertilizer you're
6195s supposed to be seeing it better you know
6197s both by how it's adding to the chunk
6200s similar to when you're click gaming um
6202s plots and so on um but also fertilizer
6206s having a bit different usability in the
6209s um in the crops and different crops
6211s absorbing different volumes and some
6213s crops returning based on processing and
6215s farming so there's a whole whole subset
6218s of stuff happening
6220s there
6222s um I mean that's not entirely
6226s Unthinkable um but that's you know
6228s separate update separate topic separate
6230s stream
6234s um making other blocks behave like
6236s aqueducts is um Alpin if you're if
6239s you're looking from the modding
6240s perspective of it the only thing that
6241s you need to do um to make it behave like
6246s aqueducts is just adding the watertight
6248s attribute on
6251s it um that's the only thing that's kind
6253s of flagging a block form to be treated
6256s like a water carry
6259s block um
6263s creative when it comes to admin
6266s creative part of it um let see if I can
6270s find
6272s it SW it
6277s still was SW it was still open
6280s but both were merged I could have used
6283s that one that's that's that's a bit sad
6286s um there we
6289s go let's copy
6292s that grab
6296s over grab that over there do
6301s that we have um the
6307s um uh the flood tool which if you've
6311s been poking around at some of the more
6313s intricate things
6315s uh very water unintuitive
6319s things
6326s uh so this thing here is getting some
6330s fixes and and so on so forth previously
6333s it was was being a bit a bit unintuitive
6337s in terms of what it did and and how it
6339s did it but basically um this creates
6343s water water so it you know it's not
6345s doing encased water it's not doing um
6349s and the other thingies but it's actually
6351s creating water blocks where it's placing
6353s it and this gets a little bit of a
6355s tuneup with
6357s um gabrial fixes and changes to
6360s it um where it's actually removing SL
6364s addding top layer water and connected
6366s water
6367s sources
6369s um so this thing
6371s is what you're creatively using as an
6374s admin to kind of create pools and and so
6376s on so a few improvements to that one um
6379s just being able to kind of fill up add
6382s in and it deals with the layer of water
6384s not the entirety of the
6389s body and then you also have a shift
6391s modifier for it to actually remove the
6393s entirety of the body so you can do
6395s things like from from an admin
6396s perspective like deal with like a a
6398s server wide flood or you know water
6400s level rises everyone's very unhappy and
6403s you want to resin that um you can do
6407s that with the flood tool
6408s now so a bit a bit of love in in that
6411s regard as well um it also helped that
6414s you know deal with debugging and so on
6416s with
6419s water
6420s um accidentally delete the whole ocean
6424s yeah but you you know even if you did
6426s that um you just need a button press to
6429s to you know put the ocean back in
6433s place
6436s um but yeah very very sad fishes for a
6438s bit I guess um
6444s um but yeah no I'm hope that uh hope
6449s that everyone
6450s is going to be a bit more sane working
6453s with the water stuff
6457s um and
6459s um surrounding things and as as I've
6462s said you know this is not the final form
6463s of water we're we're keep working on it
6466s we we we are keeping keeping onwards
6469s with the improvements for it and making
6470s making sure that it
6472s um works in the way we want it to work
6476s and also works in the way players expect
6478s it to work which is by far the more
6480s important part
6483s um but at least with a lot of these
6485s fixes that are coming out hopefully as
6487s soon as
6488s possible um it'll be a lot less
6492s Madness with
6494s it
6499s um uh B it'll take hours for the whole
6502s ocean water chunks to be deleted no it's
6504s pretty quick um surprisingly so to be
6512s fair uh but yeah I think we'll uh we'll
6516s probably wrap it up there for uh for
6519s this stream hoping everyone
6522s has gotten some questions answered and
6525s gotten some food for thought about what
6527s to do in their next run and everything
6531s surrounding
6535s um uh uh oh yeah on on I completely
6539s forgot to uh to answer that I'm sorry uh
6542s on the survey recently mentioning the
6544s ideas of trains were 1.0 and so on
6548s um time frame for 1.0 is is just you
6552s know not really something I can answer
6554s now since we're kind of hesitant on on
6556s answering
6558s uh uh for a time frame with 10 2 um will
6563s 10.2 require a wipe it shouldn't it may
6566s require you to shuffle around priorities
6569s a little bit and workstations uh because
6571s of new room uh room requirements and so
6574s on
6578s um what is that thing called it's called
6581s steel wall lamp
6583s right steel wall help me out guys lamp
6588s light I can't I can never remember these
6593s where is d thing electric wall lamp
6594s thank
6599s you that's why I have the tech Tree open
6601s on my right side so I know what things
6602s are called in the normal
6606s circumstances shiny shiny Lighty thingy
6612s um weing too much
6615s do
6617s that um I even had a freaking here
6621s already um
6624s another another thing just as kind of a
6627s a resulting thing
6630s um this was something that got everyone
6632s very sad
6634s um in after the changes with the volume
6637s requirements and so
6639s on um these will be fixed in 10.2 as
6642s well so any lighting that makes sense to
6645s be used Outdoors will be able to be used
6648s Outdoors still yield points um indoors
6651s as well so
6653s on
6655s um so light you know outdoor lighting is
6658s going to be back in back on back on
6664s menu
6666s um in that update as
6672s well
6674s uh but on on trains um it it's been
6678s iterated before but I I we the survey is
6683s kind of wholeheartedly peing towards a
6685s lot of the aspects that we were
6686s anticipating it to be peeking
6688s to
6690s um yes trains is a fairly High requested
6694s feature but it also doesn't really make
6698s sense um compared to some of the other
6701s big topics that we want to be to that we
6704s want to be done with before
6707s 1.0 um that are also real evolving some
6711s of the kickstarter
6712s stuff um especially in terms of like
6715s animal animal
6719s management
6725s um I think armored if you if you do get
6728s a helicopter it's probably not going to
6729s be a flyable
6730s one
6733s um cu no one said it was it was needing
6736s to fly
6738s Right add add in a little painting of a
6743s helicopter
6749s um
6751s uh and as I said if it will 10.2 require
6754s wipe it it shouldn't um stuff should be
6758s migratable it is a minor update um it's
6762s not any world gen changes um H GL fixes
6767s the new blacksmithing and stuff may
6768s cause a little bit of an issue in terms
6771s of just smoothly progressing over and
6773s with the recipe
6774s changes because there's quite a lot of
6777s them
6779s um but you know as usual if you do run
6782s into any problems with migrations once
6784s that happens make sure one make sure to
6787s to grab a backup um prior to
6790s updating um if it does fail migrations
6793s it should also reject the actual update
6796s save um so there's something in there
6803s um maybe if or when the RCC code is
6806s replaced
6812s yeah uh Nerf guns are my next requested
6815s feature don't care about
6820s trains
6822s uh yeah there there's there's a lot of
6825s things to do with the animals um and the
6827s whole animal animal hus hry and and
6830s general animal Interac abbility is
6832s something that is vastly under
6835s underappreciated and underused at the
6837s moment and that's probably going to be a
6839s big
6840s topic um for a major
6844s update um but we'll you know go in on
6847s that um in later streams and and so on
6853s um I'm probably going to see some blog
6855s posts in regards to that as well
6856s eventually um but yeah you know I think
6860s we got a lot of stuff out of the way a
6862s lot of a lot of a lot of topics being
6864s discussed and
6869s um uh I'm quite happy hope you guys are
6872s happy it's been
6874s fun and
6876s uh take my leave here I will um always
6881s available around um on Discord and uh
6884s you know either in Dev hangout or one of
6886s the sub topic
6889s channels
6891s uh if I'm playing on white tiger the
6893s cycle no I'm I'm kind of drowning in
6896s stuff to do
6900s um ooh that that is
6903s that I'm on the wrong Branch for that
6905s but yeah um some other miscellaneous
6909s recipes that's going in is like fish oil
6911s uh fish stock
6913s um um turning pelts into leather hides
6916s and so on so there's there's a few kind
6918s of quality of life and and overarching
6920s recipes as well that's coming in 10.2
6922s it's it's a pretty
6925s substantial uh in a general addition to
6928s the
6930s game
6932s um but yeah hopefully uh everyone is
6935s looking forward to it and
6938s uh been great as as I said um and I'll
6943s catch you on another
6945s stream so thank you everyone for uh for
6948s participating and and going crazy chat
6950s as as it's
6952s been uh outright pleasure and just as
6954s answering the questions that gets pushed
6957s out and uh like I said if you have any
6960s more and followup stuff just drop them
6962s in on Discord and
6964s uh try to answer as much as possible and
6967s or start discussions with people
6970s um yeah have a great weekend take care
6973s everyone and uh talk to you on the next
6979s one
7003s [Music]
7030s [Music]

Transcript (by Youtube)


1s um hello everyone and welcome to another
4s Friday stream here at strange Loop games
7s uh where we continue looking at Future
9s stuff that is coming to
11s Eco and hope everyone has had a great
14s week it's been a bit chaotic for me um
18s things are happening things are are
20s evolving quite quickly um blacksmithing
23s stuff is merged to the staging Branch so
26s if you have access to that you can hop
28s in and take a look at it there's still a
29s little bit
31s yeah the
33s um um he he's being a bit feisty roaming
37s roaming around and and rumaging around a
39s bit in the background um ignore the cat
43s or at least try to uh to to some
49s extent sitting in the corner going wow
53s um right so we've got um three topics
57s for tonight um that we were GNA take a
59s look at
61s uh one of them being as the title is uh
63s never ignore the cat to lead to the end
65s of the world uh so we've got we got
69s three topics one of them being um the uh
72s leading Topic in the title for the
74s streams
76s um and that is injunction what the heck
79s are they what do you use them for why
81s are they here
83s um and it might lead to a little bit of
86s a controversy because it does give you
88s kind of super hours if you will um in
93s terms of
94s Civic management of Subs settlements um
98s and we'll go in a little bit on depth on
100s on kind of
102s how how enforceable they can be and and
105s within the game Civic architecture
108s everything's kind of dealt in absolutes
110s so
112s um going over a little bit on on that
115s aspect and then we'll um take a look at
119s the um where we're at with the black
120s spinning stuff and uh all of that that
122s has been merged in like I said there's
123s still a few polished things that's
125s coming um the power hammer is is not
127s entirely textured yet
129s so I only have a um a non-textured
133s version of it as a screenshot at the
134s moment from the AR team um but that
137s should be done fairly soon and then we
140s have a bunch of icons that needs to be
142s sorted out but um it's making
147s progress um and then we'll talk a little
149s bit about water stuff um where we're at
152s with water um and it's it's a it's a
154s heavy subject on probably Weighing on a
157s lot of people's mind especially if they
158s have a mechanical Power requirement and
160s so on so
162s forth um yeah we've got a few
166s improvements um that is being worked on
171s uh there are a few that is in review
173s right now um it's not kind of you know
175s unilaterally we fixed water that you
177s know it it's a constant Improvement
178s thing um
181s but just going over some of the stuff
183s that we have planned for uh hopefully a
185s hot fix within a not two far time span
190s um uh as I know a lot of people have had
193s problems with the water kind of being a
196s bit Rowdy I guess um the big cases tends
201s to be when water is turning into encased
204s water which is our kind of
207s backend um back and systems surrounding
212s um optimization of water so it's not
215s calculating like all the blocks in the
217s world that's water um there's a few kind
220s of sneaky ways um that performance
223s issues
224s handled um and that in in in return
227s caused some issues when you have pipes
230s dismantling and you're you know you're
231s breaking pipes and and yeah uh water
235s source is kind of being created all over
237s the place and and and you have your
238s entire basement flooded and you can't
240s get get rid of it because XYZ any we'll
242s get to that um it's it's going to be a
244s fun
245s thing um and we also got some follow-up
248s issues where we're looking at how to
250s further improve it after the current
253s kind of things gets done um and a lot of
256s the water stuff is being resolved by
257s Gabriel not
259s me uh I'm just S Voice in looking at
263s what we need to do and and What needs to
265s work in the way they were working so
268s um yeah
273s uh think we
275s just cut right into my poor man's little
281s um setup um hey zubats
286s um uh developing on Unity code from open
289s source project um you're talking about
291s deer stuff and and just like specifics
294s in in the Eco project um if you don't
297s have permissions for the backers Channel
300s make sure that you get those from
302s Dennis um since that's kind of where you
306s can dig into uh to the dev tier
309s specifics without getting kind of over
312s voiced by all of the other topics that
313s goes on in there
316s um uh uh
319s uh yeah yeah I guess I guess some people
322s are coming over from just sitting in Q
325s on white tiger
326s um no so um injunctions
330s what what are they for um how do you use
333s them and and why do we need them well as
337s with the settlements
339s release uh wish we got stream stream
343s twitch drops on SLG streams that's not a
344s bad idea um maybe we ought to do that at
347s at some point um but yeah so injunctions
351s are a way of as someone was quoting I
354s guess the Vicki um earlier here with
357s it's basically a legal means to
360s override someone else's legal means
364s essentially um at at the base core
367s principle of it um these can manifest in
369s in many different forms shapes and and
372s whatnot um and to kind of illustrate
375s this i' I've come up with an
378s amazing a truly wondrous law um that
382s outright prevents
384s digging spectacularly enough so this law
389s that is runting digging is set inside
392s the town that I have
394s here um so if we go into World layers
397s and we go settlements so inside this
400s area I've got this law that is active
403s and as you can see here it I've got this
405s prevent digging act it is confined to uh
409s ice wordss Square which is the
411s fantastically named town that auto
413s generates when you're using
415s commands um and if I go outside of this
418s it's going to be fine yeah can dig as
421s normal
423s um and stuff is happening although the
425s prediction system is a little bit laggy
428s at the moment um but yeah you get the
430s picture I can dig outside the town
431s without problems I can't dig inside the
433s town because the town has
435s said bam you're not allowed to dig in it
437s for any number of reasons this
439s particular one I just have it as you
441s just can't do
442s it and that is set on onto here where
447s the jurisdiction is set for the town
450s law is for preventing digging fairly
453s straightforward on dig or mine
455s prevent now if any if if this town now
459s joins a country and the country has a
462s general policy
464s of it wants to be able to allow anyone
467s to do harvesting of materials or it
469s wants to do um anyone is supposed to be
472s able to
473s terraform outside of someone's
476s property um but this town here has a law
481s that is outright preventing anyone that
482s is not specifically a member of that
486s town um then the the top tier like the
490s above settlements don't really have a
492s way to deal with that we do have a way
494s to do the opposite where if you have a
497s law inside a country it'll apply inside
499s a town but there's no way to take a law
503s in a town and nullify it basically like
506s you can't be a non-t and go like hey
510s nuke this law because
513s XYZ and that is where injunctions comes
515s into play so on injunction we go into
519s the large Court here where we still have
522s um so we're making sure that this lock
524s uh this court um is not inside the town
528s doesn't matter if it's Federation or or
530s um country because at at the stage here
532s we are the town is a member of both but
536s if we do it for from the country's
538s perspective here
540s we can go into this new uh component
542s which is the injunctions component and
544s these are available inside the large
546s quarts
548s only um we' talked about if we wanted to
551s do like a a completely separate object
553s for it but um at the moment it's kind of
555s hingent on the large
556s cord um and what we can do here is we
559s can draft an
561s injunction and we can making sure that
564s it is behaving properly yeah um and we
567s can do a um um so
572s override uh digging
576s prevention just to have a text on it and
579s now in here you have a whole bunch of
580s new options uh one of them being a you
583s can outright selected
585s triggers so in here you can go in and
588s select whichever trigger you want and
592s any law that is affecting or using this
595s trigger is being abolished basically or
599s you know
601s blocked um in lack of a better
604s term and then you can go on so you've
607s got triggers to do and you also have
608s legal actions you can do both either by
611s the actual trigger
613s itself um or by the actual offending U
618s legal action so for example if you want
620s to prevent people from uh or prevent
623s revoking of citizenships to be happening
625s through laws you can just do that and
628s you then get to select
630s the U affecting settlements so in this
632s case we're in the country so we only
634s have one sub settlement
638s here and if we do this we can cancel
642s those out because we don't need those
643s now because we do have one specific law
645s that we want to Target and that is the
648s fourth option here which is you can
651s select whichever specific law you want
656s to
658s um inject sort of an override for it so
661s if we grab that prevent digging act and
665s we set that new election and we push it
668s to election and then we just Chee the
670s way through it with quick command you
673s now get a notification for the
674s injunction is now blocking this specific
677s law which means if things are working as
680s they should be uh might take a while for
683s it to actually update and I'm also
684s having some was doing some code stuff to
687s uh to make sure that it wasn't outright
689s crashing the client here
691s earlier um we have a few polished tasks
694s for the uh for the injunction to
696s actually happen and take
698s place
700s um see if
702s it see if it actually let's do
707s slash uh C take now see if this actually
713s wants to update
715s properly doesn't want to let me do it um
720s well you know what I
723s say
726s um very sad but it's I'm I'm also kind
729s of ignoring a few things in code that
732s are uh being a being a few things
738s um there you go I'm going to see if it
741s actually lets me do it on a client
743s restart just
746s quickly um but yeah so
750s the general intention is just allowing
752s making sure that top tier settlements
754s has a way to override lower tier
756s settlements when they're doing things
758s that the general consensus of the entire
762s country is
764s basically no specific town is supposed
767s to be preventing collecting of grass or
770s you
771s know um because you can do things like
776s anyone is allowed to cut stumps and then
779s a specific town has see it actually oh
782s it's it's still not allowing me to do it
786s um I swear it was
790s working um but it's basically doing that
794s and making sure that if a town has a bad
796s law or you know taxing 400 million of
800s XYZ currency you can
802s just push that in there you can you can
805s push it out of the way and making sure
807s that that law is no longer having
810s actual um actual
812s effect and you can also see it it pops
815s out references inside the law that it is
818s being
819s prevented um and it's actually blocking
822s out as well
824s so with this um I also talked to John a
827s little bit about if we wanted
829s injunctions for injunctions so that's
831s something that might happen as well um
834s we'll see what what that is going to
836s look
837s like uh
839s oh yeah I have I have that one on there
842s just revise
852s that there we go so the idea there is
856s basically having a separate thing with
858s like injunctions to ignore um which
862s should help out kind of most
865s cases um and with this being kind of you
868s know a parent type thing um it does also
872s mean that anyone in the country or
874s depending on how the settlement um
877s Constitution is
878s looking which also kind of brings into
881s just just how important it is to make
883s sure that the settlement you join or the
885s settlement that your town wants to
888s join um has sensible constitutional
891s rights for everyone
893s involved um in these
895s cases so when you create a town or when
899s you create a a country or or Federation
903s you just make sure
904s that um you're not getting yourself kind
909s of into a dictatorship and they can do
910s whatever they want with your stuff
912s without you consenting to them um if I
916s can
917s grab grab a
921s u grab a tone Foundation see if I
924s can
926s uh oh yeah I'm still a c up of the U
931s this
936s thing o it's it's my Homestead hang
942s on there we
945s go so when we're creating a new
948s town
950s uh oh yeah I need to uh need to apply to
954s being supposed to be member
958s of
960s there we
961s go um when you're creating one of these
965s um you now have some new new settings
967s here um which is by default this is just
971s your general run-of-the-mill standard
973s election process um that has been kind
977s of the default expectation of um a
979s general
981s democracy and it by the kind of blank
986s blank applies to everything but you do
988s have the ability to inside the articles
991s for the Constitution set specific Civic
993s action or abilities which may not be um
997s super known about and there's probably
999s not a lot of customization to this
1001s degree in some of these cases where you
1004s might want to set specific Civic actions
1007s to be related or
1011s um have different election processes for
1014s different Civic
1016s actions um and especially in case of the
1020s injunctions say you want to have let's
1023s do this let's do so you want to have
1026s like your default for everyone and the
1028s citizens in this town and then you can
1030s have a separate article that
1033s covers
1036s um don't want to select anyone so we
1038s want to leave none to that but we want
1039s to set specifically for the
1043s injunctions and have say the
1045s amican um the amican make injunctions at
1049s an Executor and do it immediately or you
1051s could have a completely separate um
1053s election process of like a governing
1055s Council um that these specific titles
1058s have access to this and can do it you
1060s know
1061s regardless um so kind of like a a veto
1064s system over loss that are already
1067s existing um and I'm hoping I'm not kind
1070s of making it more complicated than it
1072s actually is uh trying to explain it
1076s because have a risk of doing that as
1083s well um so yeah I you know if there is
1086s any if there's any general questions
1088s about this you know pop them in there um
1091s if you feel that oh my God this is going
1093s to this is going to ruin everything or
1095s this is this is solving you know a
1097s solution to world peace and and so on so
1099s forth um drop them in uh drop them in
1102s the settlements channel on the Discord
1105s um just for kind of discussions and or
1107s you know add feedback and so on
1112s um yeah so injunctions for talents are
1115s kind of useless because you don't really
1117s have a down tier settlement because
1120s homesteads can't you you don't have a
1123s you know a a udal area for uh Homestead
1128s so you can't
1129s injunction a law for it um but hopefully
1133s it's it's going to be a good exertion of
1137s powers uh um and kind of tip that
1140s balance of properly being able to impose
1143s things to towns yet still kind of
1146s leaving it to the general public to
1148s decide whether or not to use them and
1150s then kind of how and when and so
1152s on um but you know as with all the Civic
1155s entities in this game um everything can
1158s be exploited and everything can be
1160s underused but you can also get to really
1162s really
1163s nice uh collaborative States and good
1166s balance in
1167s between uh um natural implications and
1171s general progressions between towns and
1173s competitions and so on so we're hoping
1175s that it's going to open up some some new
1178s ways to kind of deal
1180s with um town to towns and general
1184s collaboration um in these
1191s ways uh then although we could still use
1194s treaties rather than land Invasion
1196s especially if it's trade
1197s related
1204s um I mean you can sort of do that with
1207s contracts but it's something that we
1208s also want to kind of expand on a little
1210s bit and see what we can make out of
1214s it um it'd be great if we can set the
1217s treaties to have towns be mandated to
1219s buy sell certain tags of items it'd be
1221s it'd be quite
1225s interesting um hey hitsu
1229s um if you are available on Discord um
1233s drop Dennis a message because he has
1235s access to all of the keys and and the
1239s the the the related spreadsheets and and
1240s all of that
1244s um as well as kind of the the shat logs
1247s and and whatnot
1249s um so pop him a message about it and he
1252s can probably sort you
1256s out uh
1262s uh so yeah you know hopefully it'll be a
1265s big powerful enhancement of um the
1268s general settlement system
1274s so uh oh yeah so it's used to basically
1278s stop the biggest problem so far with
1279s shops not buying selling fairly some
1282s form of mechanic to open a country store
1283s and make them trade more fairly sorely
1285s needed yeah
1287s it's it's it's it's a tough nut to crack
1291s because it it really needs kind of some
1294s creative
1295s solution in ways of handling the general
1299s kind of player mentality or or player
1301s behavior
1307s um SL time
1309s noon
1311s um hitsu yeah the well they're not
1315s replacing the law with you know like a a
1318s a better alternative they are outright
1320s blocking it so when you when you
1323s add
1325s a when you add that
1328s injunction
1330s um it
1332s is um it is outright blocking it I
1336s wonder if the
1338s trigger so if we do grab like dier mine
1343s we add that
1347s here
1351s see how it's it's blocking out any law
1354s that is trying to use trigger mine I
1356s wonder if this actually works or if it's
1357s going to yeah yeah so the the there
1360s there is apparently a bug with selecting
1361s specific settlement which is the
1364s problem um but here you can see that the
1367s the
1369s um it is
1371s active but it is being overridden by the
1375s injunction that's saying any law that is
1378s block blocking or is is using the
1381s triggers for block and
1383s mine it just ignores so that the um it's
1387s still
1392s happening deug thank you so if we do
1395s this and we got the debug
1401s on you can see that we are the event is
1405s happening
1407s and if it is blocking any kind of legal
1411s implication um is being blocked here um
1415s Jess yeah that's a good idea um having
1419s having a loss just state that it is not
1422s active or it's being it's being
1424s overridden um inside here would probably
1427s be a nice
1429s addition write that
1432s down
1437s uh
1452s um does it double the calculations for
1454s loss of the blocked law is still being
1455s calculated um it it bypasses it it
1458s basically acts as if the law isn't like
1461s fully
1462s triggered so if you have something like
1465s a stat count for event it should ignore
1467s the stat count
1468s and so
1472s on um so Federation can also injunction
1475s countries yes yes any sub settlement
1478s that can be in junctioned or having that
1482s available to it so if you have a country
1485s law so if we do this and we add a law
1488s for let's do the same thing here let's
1491s do Digger mine or actually let's
1494s do
1497s uh
1500s let's do plow field just to have a
1502s different
1503s trigger and then we uh let's not revoke
1506s citizenship let's
1508s prevent uh and then we do
1510s a tilling field
1515s prevention and we just add that as a new
1518s law start the election for the
1523s law and let's disable the
1527s debug
1529s then we do this and now if we
1534s give do
1537s that now we are being blocked by the
1540s tail field
1541s prevention and we go through the
1543s Federation large court and we add an
1546s injunction
1548s here and then we go for we can do
1552s something different here so we we pick
1555s the legal action instead and
1559s guess doing a bit of QA
1565s because we do this and do that and we
1568s finish this so here we go now the
1570s injunction is blocking stuff that is
1573s it's blocking anything that is doing
1575s preventions in both the
1577s country and this the um the
1587s town
1593s um so yeah it you know federations has
1596s the power to just nuke stuff in in both
1599s sub um sub settlements so Federation can
1603s can injunction both uh country and Town
1607s country feder country settlement can
1610s injunction towns and towns just gets to
1613s you know do their merry way because they
1614s don't have a anything below them kind of
1617s thing
1619s so now I can
1620s till and do stuff again
1624s um do I need to stop line no um but yeah
1628s so the the U the general notion is just
1631s add more power to higher tier
1633s settlements instead of having child
1635s settlements having complete absolute
1637s dominance in their area regardless of
1640s which higher tier settlements they're a
1643s part of so it it adds sort of a layer of
1645s responsibility for the town to make sure
1647s that that they actually get along with
1650s whoever they're joining or you know if a
1652s town is adamantly refusing to cooperate
1655s with
1656s anyone they're either not going to be
1658s let into a higher settlement at the
1661s moment because of the fact that they
1663s can't really do anything about
1666s it but now they kind of need to do the
1670s opposite the town need to be careful
1672s about what they join
1675s because their system of operations May
1678s May differ from the views of the higher
1683s tiers um could a town leave a country
1686s later on yeah the um all all settlements
1689s still have the ability to secede from
1691s each other um depending on in the
1694s priority um and kind of you know
1697s cultural settlements and
1699s and power wise and and kind of what type
1703s of um legal administrative systems they
1707s have and and so on so
1711s forth uh yes there is there there is a
1714s cool down in between from the point
1716s where you get annexed to the point where
1718s you can secede so you can't just
1720s immediately you know ignore it and just
1722s like nah I'm out um which is also
1725s configurable in the settlement configs I
1729s believe I recall seeing something for it
1736s um
1741s uh I think it's I think it's 72 hours so
1743s 3
1753s days the error is allowing secession
1756s that's a good
1757s dictatorship
1759s uh whole whole other subject um but yeah
1764s so hopefully that that answers most
1767s questions in this and um you know I'll
1770s I'll answer as we go along here um next
1775s topic on the agenda if we want to
1778s keep some sort of scheduling the last
1780s stream kind of went overboard on uh a
1784s little
1784s bit uh can you prevent sessions using
1787s laws as a country yeah you can you can
1790s prevent a little bit of everything um
1792s and that's also kind of
1795s where um that's kind of where where you
1798s know federations can come into play as
1799s well you can you can injunction laws
1802s that prevent secession for lower States
1804s so if a federation wants towns to be
1807s able to leave countries for example they
1809s can injunction and prevent that
1811s prevention to be
1815s happening um and so on so forth so
1819s there's you know there there's it's a
1820s big broad area of what ifs what can and
1824s and how to um that we're hoping that a
1826s lot of players are going to be kind of
1829s tinkering with and seeing what
1832s happens
1833s um next kind of next on the
1837s agenda um was kind of going over some of
1841s the blacksmithing stuff as someone
1844s was um wondering about if if the rumors
1848s are true and there's a new profession
1852s yes um on what do you think if the
1854s homestead had the small law system kind
1856s of like towns more more Like rules for
1858s the communal living
1860s um it's an interesting idea and I I
1863s believe we talked about it a little bit
1866s internally um but it it you know it
1871s is it's probably something we more like
1875s to look at
1877s expanding um in terms of the O system
1882s itself so you know you could you could
1884s make like specific house rules basically
1886s and so on
1892s um which is on on another
1897s subject um how come how come you guys
1899s keep adding things without optimizing
1901s the game first memory leaks has still
1902s been a major deal since day
1904s one it is a fair question um
1908s and the general answer to it
1912s is it's kind of hard to do
1916s that
1918s as a you know as kind of a broad
1920s statement
1921s so when we're adding things
1925s um we've got you know first off we got
1927s completely different people working on
1929s different subjects of the game a lot of
1931s a lot of coders are not very familiar
1934s with
1935s um certain aspects of more in-depth
1939s optimization
1941s processes
1943s um and we have a few guys that are more
1946s specialized in analyzing
1949s um performance related issues um and so
1953s on so forth and you know they they're
1954s they're only human they can only work
1956s for so much
1958s um but at the same time we also can't
1961s just you know completely halt General
1964s improvements and general uh changes and
1969s um system
1971s implementations uh during this time
1973s because you know then we'd basically be
1974s be treading water and just standing
1976s still and nothing really happening
1978s uh because we can still squeeze out that
1980s you know 10 extra
1982s FPS um but a few things that have
1984s changed notably in the project since at
1988s least
1988s 96
1990s um
1992s is while we're still working really hard
1995s on on making sure that we we squeeze out
1997s as much as we can and keep optimizing
2000s it um we've we've had a significant
2004s boost in um hard where that is capable
2008s of of of you know getting more
2011s performance out of versus lowend
2013s machines um actually actually use the
2016s hardware in a more efficient manner so
2020s it's still not being you know it's still
2022s not optimized in in the scale of
2025s everything just runs on every
2028s machine but it is starting to allow hard
2032s you know more high-end Hardware to
2034s actually utilize that high-end
2036s capacity um
2038s um
2041s and optimizing a lot of the aspects in
2044s Eco in terms of optimization is really
2046s kind of Death By A Thousand Cuts it's
2049s very you know it's very small pieces all
2051s over the place that needs to constantly
2053s get better and improved
2055s um as for General new stuff it's
2058s actually part of the art team's agenda
2061s that all the new worktables that are
2063s being added that we'll take a look at
2065s here um
2068s is also making use of completely new
2071s methodology
2073s to better streamline use textures and
2076s share assets more and share materials
2079s more so it is like all the new stuff
2082s that is being added is pushing
2083s technology to be more
2085s optimized
2087s um so it's kind of in you know it's kind
2089s of a a we add more stuff but by adding
2093s more stuff we realize that these things
2094s these specific things are problems
2097s um and we improve upon them which then
2100s globally is improving the entire
2104s project
2105s um it and and you know as I said it's
2108s kind of a constant thing as we add more
2110s things we see more red flags in code and
2113s performance where we can make major
2116s gains um there's also a lot of assets
2119s that hasn't really been properly
2121s optimized from the start that our team
2123s is kind of mincing through and going
2125s over um as mentions with the work table
2127s being one of them um trees and and
2130s general um texturing and whatnot um is
2134s also big part of it um which is a part
2137s of the process that
2139s uh Toby went over for like the wetlands
2142s and and all of the changes that we've
2144s done visually
2146s has is it it's making it look better and
2149s run more optimized in the same
2153s process um so you know it it's it's an
2156s it's a fair fairly um fairly
2158s sophisticated topic but um it is on a
2162s high priority
2164s list it's just you know we we we just
2167s don't have the capacity in the team to
2170s have everyone working on
2171s it um and we can't just not have the
2176s rest of the team you know sit idle and
2178s not do do any work because of you know
2182s we need to have the game better
2185s running um which is you know curse
2188s of smaller Indie
2193s companies
2195s um yeah kind of got a little bit
2198s sidetracked there but blacksmithing
2201s blacksmithing and um changes to
2204s smelting so we talked about it a bit on
2208s the last stream or you know a little bit
2210s in Dept and and whatnot how what and and
2214s who what um so we've got a few new
2221s objects um which we have in here so
2226s smelting and blacksmithing blacksmithing
2228s being a basically a Split Branch inside
2230s the Smith skill line that we showed up
2233s last time note there's still a whole
2235s heap load of icons that are being
2238s created so you know stuff just has
2241s question marks on on a lot of
2243s things um but we've got blacksmithing
2246s now as its own specialty which is mainly
2248s handling um tools and the craftables and
2252s you know kind of like the end solid
2255s components that used to be used to
2258s belong to
2259s smelting um and it's not necessarily
2262s just to kind of dumb down smelting cuz
2265s you know if you're if you're mainlining
2267s smelting you're going to feel very
2268s targeted by this update
2271s unfortunately um but it's something that
2274s we we really felt that smelting was just
2277s just you know completely out of hand um
2280s so
2281s blacksmithing as it's as it's kind of
2283s split out now is crafting all the tools
2287s are done by
2289s blacksmithing
2291s um as well as some of the components um
2295s The Entity craftables now these have
2297s been shuffled around through different
2299s workbenches as well there's also um a
2301s few dependencies in between them that
2304s needs uh forces anyone that does
2307s smelting and blacksmithing to actually
2308s require housing they need to make sure
2311s that they have rooms that are available
2313s um they need to have the different
2315s Machinery in the same kind of workspace
2317s similar to Industry and
2319s mechanics and that's probably something
2321s that will keep expanding on the other
2323s professions as well um carpentry is is
2326s another kind of problem problematic one
2329s in not so much as it needs to split
2331s because I don't think so uh but more in
2334s line of everything's kind of dumped on
2335s Two workbenches And
2338s logging involved with that as well um so
2340s that's something that I want to kind of
2342s look at in the
2344s future um but yeah so you know how how
2348s is this going to affect people in in the
2351s direct thing so we've got the new
2352s blacksmith
2353s table that houses some of the
2356s craftables and this is
2359s using all the new fancy features that I
2363s just ranted on about with in terms of
2365s the optimization
2368s so these tabletops are using the same
2370s kind of material assets as some of the
2372s other new tables that makes it just not
2377s create a whole bunch of different
2379s materials but they're actually sharing
2380s it which means it's better memor better
2383s memory
2384s handled um it is also completely rigged
2386s up for the painting stuff as well um so
2389s that's a few things that will
2391s probably uh the painting thing is
2393s probably going to get its own kind of
2394s separate stream um in the future but
2396s basically basically um the different
2399s color parts of this can be colorized in
2402s different channels so you got like the
2405s uh the backend handle here with the
2406s metal stuff and then you got the drawers
2408s as another one and then you you got the
2410s handles the third one so there you know
2413s there's a few technical things that are
2414s happening to the World
2416s objects um to kind of smooth out this
2419s process and make sure that they're
2420s streamlined um I know Toby was also
2422s looking at kind of making making like an
2425s example thing to
2427s push out with the
2430s um um the mod kit as well to make it
2433s kind of easy easy to get in from the
2435s mod's perspective once the colorization
2437s stuff is in um just so it's easy to kind
2441s of shove on and apply which part is
2443s being colorized and and so on so
2446s forth um so yeah blacksmithing
2449s table is one of the new objects where
2452s you're doing most of the kind of end the
2455s process crafting in some of these things
2458s um mainly like utility stuff um the
2461s tools are are going on um the grindstone
2465s and the power hammer which we'll see in
2468s a bit
2470s um which also makes the recipe list a
2473s bit
2474s more non-chaotic
2477s um grindstone is a new repair
2480s table uh you you can still repair
2483s everything on the
2485s um the old old tool bench uh that's
2488s still a thing we are looking at seeing
2491s if we want to do different types of TI
2493s OB repair stations so you need a better
2495s Machinery piece to actually repair that
2498s specific tool in it um so we'll see what
2501s happens
2503s there um also a new recipe addition is
2506s the leather hide
2509s to um
2512s tools so we've got the um the iron
2514s tiered ones here
2517s and then we've got some changes and
2519s shufflings around with some of the
2521s things related to smelting that is going
2524s of haunt people a bit I think um one of
2527s the things is the bloomery now requires
2528s a room which is a big one and the same
2531s thing for the blast fness as
2534s well and there's a few innate reasons
2538s for this one of them is um there are a
2541s few entities here that requires
2544s additional workbenches as was talking
2548s about um
2550s needing different uh different you know
2553s benches and so on so here you can see
2556s that we've got some new stuff coming in
2558s we've got the town Bell as a casting
2560s thing um this thing is still being in
2562s progress so I'm hoping that it'll be
2566s ready um you also got the new cast
2570s furnace uh or cast Furniture we've got
2572s the bench chair and
2574s table and as you can see they require an
2577s anvil in the room to be able to be
2582s made um and then you have smelting the
2587s the smelting recipes are requiring those
2589s clay molds that we were talking about
2591s they're returning half of
2593s them um and they you know these recipes
2596s scale on with
2599s um with the modules as
2602s well who needs ventilation anyway am I
2605s right um it's very true although the
2608s blast furnace have the blast furnace has
2610s an exhaust so you are going to need to
2611s put a pipe on it to pipe out the
2616s exhaustion uh is it possible to add an
2619s option to hide recipes that you don't
2621s have requirements and so on um there is
2622s a rework for the crafting
2625s UI and I don't know if I want
2629s to can I show those off just yet but
2632s there is one being worked on it it you
2634s know it it's legitimately being being
2636s mocked up and kind of poked around and
2638s and happening and we're looking at
2640s adding things like specific filters um
2642s search bar and you know kind of being
2644s able
2645s to um hide show based on profession
2649s availability and so on so
2651s forth
2653s um so yeah we got we got those in here
2656s and then we got that delicious little
2659s other bug here so on the Anvil at the
2661s moment because we do have another
2663s worktable that isn't done yet and it
2665s won't make it in 10.2 um which is a
2668s metal extruder that I wanted to move the
2670s pipes over to so the pipes are still
2671s staying on the Anvil for the moment but
2674s yes they are smelting and they'll they
2676s they'll stay at
2678s smelting um which are the only kind of
2681s smelting recipes on the Anvil and that's
2683s why they're still in there um the
2686s functionality of the Bell is just
2687s looking pretty and and we're looking at
2689s making it be able to
2692s ring um so yeah you got some some frames
2695s in here for the the pl smithing stuff um
2698s you got the saw
2699s blade um you got the nails in
2702s here and so
2705s on
2707s uh oh yeah the the economy viewer is a
2709s whole
2711s other um all other can of
2715s worms
2718s um and then we got the cast iron F
2721s furniture that were coming in with the
2724s smelting um as smelting now is going to
2727s have a lot less to do um in terms of
2730s General usability we felt that it needed
2733s some more tangible things to throw in so
2736s we've got the cast iron furniture and
2738s they're stat-wise at the moment um
2741s mirroring the lumber
2743s Furniture so it's not going to be you
2745s know it's kind of a tier 2 furniture
2747s kind of thing
2751s um giving you a little bit
2753s of uh Metal Works in your house house if
2756s you feel like it um and as someone has
2760s you know a few people have already
2761s noticed
2763s that yon is working on some outdoors
2767s stuff for a later update um so there's
2770s going to be specific Furnitures that can
2773s be used outdoor um that will give you
2776s points for for you know having kind of a
2778s garden SL patio
2783s thing um which also comes in with it's
2786s whole slew of other Furnitures and
2788s crafting stations and so on so there's
2790s there's quite a few
2792s things um Furniture coloring is going to
2796s be handled by the colorization stuff you
2798s are going to be able to color basically
2800s everything and anything probably not
2802s going to be able to do that from the
2804s gate uh but once it's added we'll
2807s success you know we we we'll just
2809s continuously add the functionality for
2812s all things in the
2815s game uh
2817s um and so on so there you know few
2821s things there um and then we got the
2824s pottery table which has been in the
2826s project for probably as long as the cast
2829s iron
2831s Furniture
2832s [Music]
2836s um any plans to add the coloring system
2839s to the lights it's it's an interesting
2841s thing um armored hey um the Canon thing
2846s is is still kind of
2848s being on the side because we have some
2850s ideas we want to do with it we just
2852s haven't had time to fix those
2854s ideas
2857s um so it's you know it it's still in
2860s there but I want to have I I'm I'm I'm
2862s missing some parts I want to have for it
2864s to be able to ship it
2868s out uh well blocks only be able to have
2870s one color applied to it or can you use
2872s an rgba mask to apply different colors
2874s to different parts of the object locks
2876s will be one color thing
2880s um at least at the
2882s moment it might be able to support it
2886s more
2887s but um that's the trick with General
2890s blocks if they if they need to hold more
2893s data then it's going to be you know you
2896s are going to hit that optimization issue
2898s where or the performance issue where
2900s they need to hold more variables and
2901s hold more General data which means a
2904s large volume of blocks that are in the
2906s world are going to need this extra
2908s amount which are going to slow down
2909s chunk loading um as well as you know
2912s General visual stuff so there
2915s is it
2917s it's kind of a a weighing value of
2922s really investigating how much we can
2924s push the colorization stuff without
2926s nuking performance um so that's also
2928s pretty high up on that list uh World
2931s object is going to have three
2934s channels so you've got youve got primary
2937s secondary and auxiliary
2942s essentially um so the Potter table we
2945s have here which is where you're making
2946s your molds and these are being consumed
2949s inside the
2952s um uh blast furnace for and bloomery for
2955s the iron copper and gold and you've got
2958s the higher tier one for
2961s steel and basic primitive one is
2968s um Gathering being the one that's
2970s primarily doing the lowend iron stuff
2974s and then the pottery stuff is going to
2976s be the steel things so you kind of go
2977s from Gathering being I mean you're
2980s you're kind of needing iron all over the
2981s bo all over the place anyway
2984s um so these are kind of the big chunk
2987s ones um a second part is Potter table is
2990s now a thing that is let's give a kill as
2994s well otherwise I'm just going to confus
2996s myself over what's
2999s where
3001s um so the Kil is also having a few
3005s things surrounding the pottery table I
3008s believe I think I added it in there need
3010s to check no I didn't um supposed to have
3014s a few pieces that are relied on the
3016s Potter table so still need to merge that
3020s um but essentially um the creation of
3024s the wet bricks are moved of the Kil same
3026s thing with the the the pots just to kind
3028s of clean up the um just the general
3032s crafting list um I kind of lik the pots
3034s being in the kill it made sense with you
3036s know you're kind of you're kind of
3038s firing things to completion and whatnot
3040s however it also made the crafting lists
3043s excessively long and really kind
3047s of annoying to deal
3050s with um so I move shuffled over a few
3053s recipes over to this table as well to
3055s kind of clean it up out a little bit um
3058s so you know this is where your this is
3060s where your wet bricks are being
3062s generated and this is where you're
3063s generate you're creating those molds and
3067s um as well as got that advanced upgrade
3070s for
3075s it uh armored yeah see it's a
3078s controversial thing
3080s because um just going to bring twit or
3083s bring YouTube thing in it so I I do not
3085s like how you get wood molds back
3089s um it's been an up and down thing like
3093s we've had we had so many General points
3096s and and people commenting that why are
3098s all the molds breaking every time you
3100s craft something you should be getting
3101s some back um and then on the other
3103s Corner we get people that you know
3105s returning molds are stupid it's hard to
3107s calculate for and so on so forth so it's
3109s a bit of a bouncing back and forth I'm
3111s leaning more towards that it makes sense
3113s to return some and not you know
3115s completely shatter every single
3117s one um because you are having a
3122s Decay um economy stagnation that that's
3125s that's another subject
3127s entirely um because you're still
3130s consuming molds you're just consuming
3133s less of them in the same time frame so
3135s in that regard you could increase the
3137s cost of the molds to account for that
3142s lack
3144s um like if you know if if you have a
3146s problem with the molds returning half of
3148s them you can make them twice as
3151s expensive because the issue there in uh
3155s from an economy stagnation point is that
3157s you're you're consuming less boards by
3159s returning some of the
3161s molds so you could just have them cost
3163s more boards to offset that economical
3167s drain um now on on the whole economy
3170s stagnation
3173s thing um there you have a whole other
3178s thing that might have been snuck in
3179s there we are working and and looking
3181s into some um some actual like component
3183s maintenance
3185s stuff um maybe I can I
3188s can I'll leave that to a separate uh to
3192s a separate uh stream alt together I
3195s think but we you know stuff is happening
3197s um there there is solid plans to make
3200s sure that stuff is being consumed and
3202s stuff is happening and you need multiple
3204s things for different you know World
3206s objects and vehicles and whatnot and so
3207s on so forth
3209s um there's stuff coming um my curiosity
3213s is peaked I need to know
3218s um um so yeah there you know a lot of
3220s things are are rumaging around um binary
3223s clock yeah the um think just the general
3226s idea of Maintenance kind of fits with
3228s Eco um and it also helps the economy
3231s kind of revolve around constant use and
3234s and things being consumed than
3235s everyone's constantly being needed
3237s throughout um is an important part of
3240s it um so you know it it's been something
3243s that's been on the table for a long long
3245s time which just one of those things
3247s where um so many features that we
3250s wrapped up
3253s um to that regard
3256s um um it's actually something I can
3259s answer to armored um tool tool repair
3262s degradation is definitely look at so
3265s when you repair a tool it'll degrade the
3268s total durability of it so you know be if
3273s that's going to be a static value or if
3275s that's going to be a percentage thing um
3278s still looking at that
3280s but definitely
3283s um definitely something um yeah yeah um
3287s vehicle getting something similar as
3289s well um The Entity
3291s themselves probably not the parts for
3295s them defin
3297s definitely
3298s um can we ask any question and just
3301s stick to 10.2 topics uh just fire away
3303s um if there's something in particular
3305s that I I can't answer at the moment or
3308s so on so forth
3310s um you know I I'll I'll just state that
3314s and kind
3316s of move around
3318s it uh the the cats are fine they're
3320s they're they're they're catnapping
3324s now uh speaking of Chunk cloathing
3326s amazed to be honest how performant
3328s unshrouded is given that it's fully
3329s voxal game as well and the boxal size is
3331s so much smaller and the view distance is
3332s measured in kilome
3335s kilometers um it is it is interesting um
3339s I haven't had a look at and show it yet
3341s it's been on it's been on the board to
3344s kind of dive in and see what's going on
3346s and so on um see what they've been up
3349s to um and we have the last object that
3353s is inside sort of your early access tier
3358s things um I think we really need more
3361s garbage production it's a whole system
3363s that Eco wants to deal with but it's so
3365s under represented that's also coming
3367s sometime somewhere somewhere around
3370s um it's not being worked on at the
3372s moment but there there are you know
3375s solid plans of things that we want to do
3378s um in somewhat of a realistic time
3384s frame um so the Fletching table is a new
3387s object as well that is cooked up by the
3390s logging and it is moving over the recur
3393s bow and the composite bow as well as an
3396s alternative recipe for
3398s arrows um into
3405s hunting and I also remember some other
3407s stuff that I need to
3412s uh just making sure that I make a note
3414s out of it
3423s so yeah so we've got a new hunting table
3425s or you know Fletching table for the
3426s hunters and we are looking at in the
3429s future to also have different types of
3431s arrows um as well as like a resilience
3435s for animals so you need to kind of scale
3437s up Arrow usage um to be able to kill
3440s tougher animals and so on
3443s um so there's a few ideas that's
3446s revolving around that but that's
3447s probably going to be more towards the
3449s animal husbandry stuff um which is going
3452s to be further down the
3455s line uh question from my friend about
3458s laws what about if we just wanted a
3460s specific article to be prevented because
3462s with so little different laws we also
3463s include a lot of Articles yet not not
3466s all might be detrimental um it's
3469s currently not supported but it could be
3472s something
3474s that we can take a look at but it's also
3476s going to get it it kind of gets really
3478s complicated in terms of how laws and and
3480s articles being stacked on each other
3485s um but it's it's not a bad idea to look
3488s at
3499s uh
3502s uh someone on my server was a garbage
3505s rich man who Moved things to a world
3506s dump it may be cool to have waste
3508s removal be its own profession maybe
3510s burning recycling wasted
3512s materials um along with garbage you
3514s would need a recycling process to go
3516s with it um it's it it is it is like the
3520s whole garbage in recycling as a general
3523s thing um armored Stone recycling just
3527s causes economic stagnation
3530s uh it uh it sort of does but on the
3535s other other hand um the world as it is
3539s today generally is really bad across the
3542s world with recycling like actual true
3546s recycling because it's too expensive to
3549s do the recycling it's it's cheaper to
3551s just pour it out on a land
3554s dump so the you know it's a whole
3558s spectrum of ecological impact and
3561s implications
3563s um where
3566s there's a lot of aspects to it that can
3568s really fit well inside the Eco World
3571s space um and it's definitely something
3573s that we are looking into um in
3577s that um either you know yeah like alen
3580s glow Comon here with that speeds garbage
3582s mods adds tags to every item and the yaw
3584s Crusher turns them into trash
3588s um which is a Nifty way to do
3594s it
3596s um that the world also doesn't only have
3599s 20 to 50 people no but it you know each
3602s country in the world is handling garbage
3604s very very very differently depending on
3606s where in the world you are
3610s um and it's you know the whole whole
3614s thing especially in in Sweden now with
3616s the metal working industry uh super
3618s pushing for like being able to
3620s recycle um steel and iron products to
3623s generate new steel
3625s um using a lot less pollutant uh ways of
3630s doing it uh or you know dealing with the
3633s whole green energy thing and and
3636s whatnot um but yeah so we've got the
3639s Fletching table it's handled off um it's
3641s got some new hunting stuff so hopefully
3643s Hunters should be also getting some some
3646s love in some more love in the future as
3648s well in those regards um we have a few
3651s things in here regarding blacks smithing
3653s is melting that
3657s well it needs a tier 2 room which is the
3660s blast furnace and some of the recipe
3662s changes to that so the power hammer
3665s still hasn't really gotten in game yet
3667s so it's still a Dev box sorry for
3670s that um but we have some recipe changes
3674s to we're looking at the blast furnace
3676s for
3678s example as you can see here the list is
3680s a little bit
3681s longer
3683s um it's not really longer it's it's hang
3686s on let me let me do this
3690s bam there we go so you still have the
3694s regular steel copper and and iron and so
3696s on you got the quick climbing from the
3699s masonry um but the rebar rivet and steel
3703s pipes um require a power hammer to be
3707s manufactured which means that the blast
3709s furnace needs to be indoors with other
3712s Machinery to be able to utilize them
3714s completely or you you know to
3716s 100% uh the same thing for the um blacks
3720s smithing table here didn't not sure if
3723s it was shown inside here but basically
3725s we need we need the anill for a few
3726s pieces here to uh hammer it out I've
3729s been contemplating whether or not I want
3730s to add it to more more of the recipes
3732s but at the same time I also kind of want
3735s to keep it slightly separated like you
3738s you know dealing with wall candles and
3740s and uh wall lamps
3743s without keeping it some
3745s simple um so there's a few things in
3748s here that aren't requiring these recipe
3750s module
3753s additions um power hammer is dealing
3756s with the the modern stuff at the moment
3760s um I wanted to have a third kind of
3762s upscale version of a tool bench
3767s basically um but it it you know art team
3770s only has time for so much um so I opted
3774s to just drop them all into the hammer
3775s which makes the list a little bit a
3777s little bit too big
3779s but um basically it's doing all the
3782s modern Steels
3784s and um fiberglass stuff so here is where
3788s you're crafting your
3790s hammers um it has a power requirement so
3792s it it requires electrical
3795s power
3796s and see if we can we can grab that up
3799s here uh it is untextured at the moment
3802s but
3803s um this this is what it is looking
3813s like um so it's it's an electrically
3816s powered uh basically chunka chunk power
3820s hammer name says it all I think um it's
3824s looking pretty neat um it's going to
3826s look even better when it's textured uh
3828s which should
3829s be hopefully very soon um uh it's
3833s electrical
3837s um and it's introduced um you craft at
3840s the moment you're crafting it on the
3842s assembly line so it is like that end
3844s stage you already have access to
3846s electrical power by that time um or you
3849s know you it's kind of coming out at the
3851s same time
3853s um which means that at the moment the
3857s steel tools are kind of being left out
3860s which
3861s is why I'm kind of leaning into this
3864s placing them in somewhere
3867s else
3869s um that's still a bit
3872s undecided
3873s um how and
3877s where um on the other hand I do have
3881s some plans and some new stuff that is
3884s targeting oil drilling in a later update
3886s that
3887s will get some of these parts to kind of
3890s transition into later so you you get
3892s into Electronics or you you get into
3895s electricity um and kind of dealing with
3897s industry but you're not
3899s immediately necessarily chunking
3902s out modern tools as an you know as a
3905s result of getting electrical
3909s power
3911s um and we might also introduce a bit of
3914s electrical power maybe slightly earlier
3916s as well so there's a few things in there
3917s that's cooking around and not entirely
3923s um um set in
3927s stone um re any research papers tied to
3930s blacksmithing alternative ways to me to
3932s to make Metallurgy at the moment no
3935s [Music]
3937s um it's um that's also part of the whole
3940s kind
3941s of getting it into a play testable State
3945s um for QA and so on to kind of review
3947s and and go over and see where we're at
3949s and and what we want to do with
3951s it uh because right now Metallurgy uh
3954s grab the research
3960s table
3962s um Metallurgy as a
3965s research
3967s um gets in uh is still revolving kind of
3971s raw metal and
3975s ores and like anything that yally made
3978s by blacksmithing felt kind of
3982s redundant um because you're still using
3984s using you know metal to
3989s it
3991s um so you know it it's
3994s it's it's things I'm still looking at um
3998s for kind of the Polish slash before it's
4001s actually 100% done and and ready to be
4004s shipped
4007s out
4012s um large qes still takes a lot of clicks
4015s yeah
4019s um also did we get a repair all button
4022s um no that you still have kind of the
4025s repair slot uh being its own
4039s thing
4043s uh
4046s yeah the whole the whole labor and
4049s um the whole labor stuff is
4053s um it's kind of subject to different
4058s issues so you have a few professions
4060s that have very few things to kind of do
4063s maintain and and work
4066s with
4067s um in very few work order types so oil
4071s drilling I know
4073s is um
4076s is a bit of
4079s uh an issue in that regard because it
4081s only has like one workstation and you're
4083s you're just making like infinite orders
4085s and then you sit there and and fill
4088s labor excessively um just because you
4092s you only really have like three places
4093s to do orders
4095s in um and some of that is mitigated by
4098s the fact that we break up into different
4099s intermediate
4103s resources um actually whan hey um sounds
4108s like oil drums might be something a
4109s blacksmith could be producing instead of
4111s the Drillers themselves um it is
4114s actually because I completely forgot
4116s about it um I shuffled that over um that
4120s is inside do this and do
4123s spawn uh Rolling
4126s Mill is what it's called um oil drums
4129s are manufactured inside the the rolling
4133s Min la
4140s um and they're under iron made by
4143s Advanced smelting for a few
4147s reasons um it's also generating more of
4150s them
4153s um and it's something that we're looking
4156s at in a future update as well to kind of
4158s rehaul oil drilling to do liquids to
4161s pipe it to not have you know you you you
4163s use barrels for the end products but
4165s you're not using them for the like crude
4168s two types of liquids and then seeing
4172s what we can do with multiple types of
4173s liquids and and a lot of things in that
4177s regard
4179s um so there's a few things in
4183s there
4185s um that were
4188s um they shuffling around in general
4193s um uh
4195s uh then we have um Inc
4200s and ink and printing supplies being a
4203s changed if anyone is experienced and
4206s having used
4211s um uh let's see where where I was where
4215s I was with what um so the printing press
4217s if you have used the import texture
4220s feature on a server or if you copied
4222s different types of
4224s um art
4228s items uh grab
4231s this um this thing here where you can
4234s just kind of import something and you
4236s can dump it
4238s out uh let me grab up the shat there as
4241s well um this used to consume only um
4245s flat out uh only consumed
4248s paper and the paper is no longer what
4251s this machine is consuming it's consuming
4255s um let's grab a small paper machine
4260s which is a fantastic name on it um so it
4265s is consuming printing
4267s supplies and printing supplies is made
4269s from Ink and
4271s paper consuming
4273s SCE um so ink is made at a mill at the
4277s moment um and it contains charcoal glass
4281s and
4283s oil
4288s so it's basically you know glass
4289s container for the um for the ink and
4291s then that's gets shipped over to the
4293s paper Milling paper Milling creates the
4295s printing supplies anyone can use the
4297s printing press but they
4298s requires um pieces for it and then we
4302s also have a few experimental recipes for
4304s things like paint bucket to be
4306s consumable uh or you know a part of the
4309s consumable process for painting stuff
4312s later
4313s on
4315s um and now Cat decided to wake up so
4318s she's rumaging around
4322s um so that is uh that'll be helpful to
4327s deal with some of the balancing problems
4329s where um you know if you wanted make if
4332s you wanted to make copying a piece of
4334s art or you know a picture whatnot be
4337s more expensive you couldn't really do
4339s that you had no real way of kind of
4341s balancing that out without making paper
4343s significantly more expensive and require
4344s you to cut down a whole Forest to to you
4346s know copy one thing
4348s [Music]
4350s um it um gives you that intermediary
4354s part and also involves milling and paper
4356s Milling to do their part in allowing
4359s people to use
4360s it um so that's you know just some more
4363s stuff that's going into paper Milling
4365s that's con you know continuously just
4367s adding some Worth to some of the more
4369s obscure and sidetracked professions that
4372s we're having sort of a a goal to just
4375s keep fleshing out more content in a
4380s um just a
4383s completionist um agenda to it the
4385s Rolling Mill is a little bit high on its
4388s volume
4394s um very explorative
4398s cat um and then we had I think that's
4403s that's kind of wrapping up the
4404s blacksmithing
4406s introduction um hope it answered some
4409s questions surrounding it and and what's
4411s going to happen and where things are
4413s going to be
4414s happening um and as with any you know
4418s the bloomery at the moment isn't causing
4419s any ex um any pollution pollution is
4422s something that we are looking into uh
4424s we're also looking into animal behavior
4426s towards the the whole
4428s ecological impact and then surrounding
4430s stuff um so there's a lot of a lot of
4433s big core feature change or um core
4437s feature fixes that are being looked
4440s at part of them being hingent on animals
4442s being more predictive and and be more
4445s understandable in how they work how they
4446s operate for the
4448s players
4449s um more pollution more make animals more
4452s aggressive um definitely going to be
4454s more pollution stuff um it'll be its own
4457s whole stream series basically topic
4462s um but there's a lot of things that are
4464s evolving to doing a lot of things that
4466s will fix it we also have some fixes for
4470s this particular issue with
4472s animals
4474s um uh Casper figured out why this was
4477s happening um so hopefully um we'll be
4480s able to push out the fix with um some
4483s more animal fixes um he's been doing
4486s absolutely Stellar work in diagnosing
4488s and updating
4489s the um the path following and how the
4493s animals are behaving and and passing
4495s around uh so you know General fixes a
4498s whole list of them is coming out both in
4500s 10.2 and future
4501s updates um
4505s and uh do we have a general ETA or goal
4507s date for the release of 10.2 we have an
4509s internal goal but it's it it depends a
4512s little bit on the stars aligning and
4514s everything being done
4517s um um
4520s in What's Done in in in what capacity
4523s and so
4525s um hit why not just forbid animals to
4528s walk on on roof blocks it's a little bit
4530s more complicated than that because they
4532s essentially get stuck and the pathing
4536s thinks that they're
4538s stuck um and then they get shifted up to
4541s the the top most available block so it's
4544s not like it's not that they're spawning
4546s up here it's that the pathing decided
4547s that they are stuck so they need to be
4549s moved to the closest can of open most
4552s area of
4554s um available
4558s spacing um but yeah so you know we we
4561s have we have two guys almost exclusively
4564s working on like whole bunch of animal
4566s fixes so we've got stuff is being
4569s improved and stuff is coming for
4573s it uh allow animals to jump off cliffs
4576s and we can do traps yeah um seen a few
4580s of those happen um and and it's it's not
4586s graceful
4592s uh I'm just going to shift over here for
4595s a second
4598s while why is she she is really admin
4601s about
4604s something hope they won't spawn on Long
4606s Bridges as well as in the middle of the
4608s ocean um no there like the whole whole
4611s animal situation is is um really like
4615s properly dug into and and investigated
4618s there's a huge list of things that are
4620s happening
4622s um some are some are in 10 two some are
4625s in in 10 three some are coming in future
4627s updates
4629s um and so on so forth so you
4632s know just shuffling builds around here
4635s so I can hop in on release which is
4638s where we
4641s got uh see if that is done that is
4646s done let's start that
4653s server put them in wheels and produce
4655s green
4657s energy can we enslave Animals by
4659s catching them in balls and
4664s SARS
4668s um uh what is what is on what's going on
4671s about paper Milling it's kind of useless
4673s um it's it's like I said it's part of
4676s part of the drive to keep improving and
4678s adding things to it so paper Milling is
4681s kind of an off profession at the moment
4683s because it's been
4684s so like paper hasn't really been
4687s involved in a lot of things um
4691s and um I still I still got a few water
4694s things coming up um
4697s Mex the elephants one um but yeah paper
4701s Milling as well as kind of fertilizer
4703s and some of the other off professions
4704s that are it it's it's things that
4707s require substantial feature
4710s implementations in different aspects in
4712s regards to make them work better in the
4714s capacity they're supposed to be working
4716s in um compared compared to things like
4719s smelting where we can just you know add
4721s two more worktables and a few more
4723s intermediary recipes and call it a day
4725s because it it has a nice fit in theory
4728s it you know we can expand on it um it's
4731s easy to approach it's easy to access
4733s it's an integral like centerpiece of
4737s it
4739s um but things like paper Milling for
4741s example um paper Milling comes in fairly
4744s early on but the Machinery to do stuff
4747s for it um comes in in around mid
4751s game
4753s and the issue then is if we want to
4757s introduce paper as a consumable early on
4759s then we also need to dump down paper
4761s Milling skill itself and then suddenly
4762s all the skills are in tier
4764s one so there's not really kind of a
4767s progressional skill up Tech three
4768s advancement unlock new professions that
4770s Mak sense in mid game so it has to
4774s be it needs to kind of fit the style and
4777s the the general
4779s advancement which also makes it a very
4781s difficult profession to kind of get in
4783s there and and feel like it's
4786s belonging
4788s uh in a nice way I'm just connecting to
4791s the server here
4794s switch over the screen
4796s again uh is it playing nice are we
4799s playing nice can we connect
4803s properly maybe maybe
4807s not uh let it create culture that's part
4809s of the
4811s um part of the idea of the printing
4814s press so you know you can take already
4817s existing
4820s um stuff and kind of copy it and and
4822s make duplications of it or and and
4829s whatnot
4832s uh paper mailing with just a bonuses to
4834s paper production just like you know we
4836s have we have a few like unique paper
4838s mailing things in mind um as well as
4842s part of it is adding things like the
4844s printing supplies that now requires
4847s printing uh paper Milling to actually
4849s make so you need so to import textures
4852s into the game you using the printing
4853s press you need to have someone being um
4857s a paper
4858s Miller
4859s and there's more of that coming we have
4863s some further further plans that uh deals
4867s with some of that um can I connect can
4870s can you let me in now server please
4872s pretty
4879s please making sure I'm on the right
4881s Branch I am on the right branch
4890s uh why is it not letting
4893s me do
4895s that it is really not liking it can we
4898s we connect with that
4900s one server says no yeah that that's
4903s basically what the server is saying at
4904s the moment it's like I refuse to let you
4907s in you have done enough water damage to
4909s this world go away
4912s shoot
4916s this is this is this is just ridiculous
4918s um I am on a separate bench it might be
4921s it might be some discrepancy in between
4922s the client and the branch that's causing
4924s some issues just hoping that's not the
4926s case because I forgot to grab a copy of
4933s it
4934s [Music]
4938s um they are making the funniest noises
4941s at the moment
4950s they're getting a bit restless and they
4952s want me to ramage around and and play
4955s with
4956s them can we yes there we
4959s go I
4968s think there we go now it's
4972s connecting
4975s I think I hopefully I loaded the the the
4978s darn water world as
4982s well
4983s yeah um
4986s so I i' I've had some had some fun
4989s experimenting with some of the um some
4991s of the changes to water and and are we
4996s thank
4997s you
4999s um Gabriel has been an absolute freaking
5002s rockar at dealing with some of the water
5004s issues so this is on um this is on the
5007s current current kind of
5009s dealing um with what's available on the
5013s not relased release Branch if that makes
5017s sense um now now now it's getting really
5021s interesting um no so a few a few issues
5024s that we've had um is water sourcing not
5029s really
5030s disappearing um and so if we grab this
5033s flip that
5034s on um water isn't really
5039s visually
5041s um kind of Behaving the way we want it
5045s to um we had the problem of it
5048s generating Source blocks The Source
5049s blocks are then multiplying and it's
5051s causing absolute Mayhem and destruction
5053s and and and
5056s whatnot um so we we you know continued
5060s on with the um the general issue issues
5063s surrounding water one of the big one
5065s being when water is being blocked off
5069s and depending on the scenario if it's
5071s falling from a pipe it tended to create
5074s Source blocks at the
5076s bottom um and it spreads around and so
5079s on so forth so we are looking at ways to
5082s be able to like flood World objects
5084s without actually causing them to be
5087s permanently flooded
5089s um
5091s so it
5093s doesn't generate Source blocks at any
5096s given point now from
5097s pipes which may cause some issues in
5100s terms of creative
5102s builds
5104s um where you might be using you know you
5107s might be shuffling around pipes quite a
5109s lot to be able to create Source blocks
5111s in some manner way shape or form to then
5114s be able to kind of move water
5117s around um it is now properly not
5120s behaving like a source of
5124s Generation Um so when you flip this off
5128s it'll properly disintegrate the water
5130s that it's flowing so you need to have it
5132s always on to kind of be there
5137s um um and do do Inc case blocks still
5141s convert to Source blocks under some
5143s circumstances no at the moment they
5144s don't
5147s well if I remember correctly from the
5150s discussion then it shouldn't be uh
5153s um uh which I'll I'll come to that in a
5156s second
5157s here
5161s um so what was causing the problem in
5165s general was that it wasn't really
5168s capable of
5169s removing encased water blocks so when
5172s you had
5174s water um so if you had water coming down
5178s a you know a trickle a stream or
5179s something and then it reached a single
5183s solid kind of like fell into a one block
5186s area something like this it could it it
5190s was creating that encased water
5192s block um and that's you know purely a
5195s runoff on the server
5198s optimization and
5200s then you would cut the inlet to this
5203s water source so if we grab this and
5206s block that off
5207s here um when the when when the encased
5211s water block
5214s um no longer has a surface above it or
5218s you know a blocked by water above it it
5221s should be turning into normal water
5223s blocks under certain conditions it
5226s wasn't doing that it was staying as that
5229s encased water block which then acted as
5231s a water
5233s source but it was a source that you were
5235s unable to completely
5239s delete and that was causing absolute
5241s freaking Mayhem
5243s um now it's prop it it's properly drying
5246s up um in any of these situations the
5249s downside is you you can't artificially
5252s create water source blocks anymore um
5256s and that's something that we're you know
5257s we we we keep working on it we we keep
5260s improving on it and it's something that
5262s we kind of want to be able to
5264s do but it felt that it was more
5267s important to make sure that water is
5269s predictive and not causing an absolute
5271s headache dealing with with from the
5273s players
5274s perspective
5275s um than having the ability to do that in
5278s the current state of the
5282s code um water source blocks I feel
5284s shouldn't be created no and that's
5286s that's it was also a big debate
5287s internally as well it's like you know
5289s looking at how water works here it's a
5291s blockbox world uh you know why not just
5295s mirror Minecraft for
5297s example but Minecraft also has the
5301s approach of being extremely unrealistic
5303s in that sense where you can just pick a
5304s bucket and you can move a water source
5306s block and you can place it anywhere in
5308s the world which kind of removed a lot of
5311s the aspects of water we want to retain
5313s for
5315s Eco as we want like water sourcing to be
5318s important we want you to utilize the
5319s lakes that are in the world we want you
5321s to use the rivers in the world we don't
5323s want you to just artificially
5325s create you know a new Lake out of a one
5328s by one block
5331s basically um so there's a you
5334s know
5337s um both design-wise but also
5339s functionality wise we kind of wanted to
5341s make sure that we are we still have that
5345s open mentality of being able to look at
5348s things to make sure that they're working
5351s but still being able to have that um
5354s interactive feel and be able to do that
5356s creativity things so
5358s from
5361s um uh
5363s um is there a plan fixed for the
5365s Oceanside River digging into use water
5367s wheels um not really I I don't mind them
5371s like it you know one of the things I'd
5373s like to see like the the the long-term
5375s scope Vision like the the
5378s magical beyond the tomorrow land of what
5381s water would work was basically you have
5384s an actual volume of water and then as it
5387s gets depleted and it would fill up
5390s stuff um it would drain that and you
5392s could you know actually drain the ocean
5394s if you will as long as you have
5396s somewhere else to move
5397s it um you argue about realism but allow
5401s silly water wheels um it's more about
5403s it's more about a restriction in the
5407s game um in terms of what's being
5410s realistic for what the game can
5413s do because adding something like a a
5416s full volumetric count for
5419s worldwater
5421s is massively performant heavy um unless
5425s you do it right and even then it's it it
5428s has some significant impact potential um
5431s which is why it's working in the manner
5432s it's working right now but as I said we
5435s we prioritize on making water more
5439s predictive and user
5440s friendly rather than opt for we have to
5444s be able to do this at the moment and
5446s then have a more
5448s long-term um long-term solution for
5453s doing things like um in this scenario
5456s where we want we want to be able to fill
5458s up this as a container in a
5460s pool it's currently not doing that it
5463s doesn't have the logic for it we have
5464s some ideas on how to do it
5468s um and this is also part of the whole
5470s Canal building someone was
5474s mentioning
5476s uh which
5478s is this is also part of like the the
5481s some of the testing things I was
5483s doing so an issue previously um and and
5487s it's still technically an issue um with
5491s the mindset of we can't back fill and
5495s scale height of water when you're
5498s pouring in water into an already
5500s excavated area
5503s essentially
5505s um
5507s but compared to previously where water
5510s didn't properly downfill
5513s when you have a water source filling in
5516s a top tile block you can now properly do
5520s that so here I have this excavated
5522s completely under imagine this being you
5524s know a fancy u a
5528s fancy Aqueduct going from one side of
5531s the river to the other side of the river
5533s and we're connecting
5534s this so we're doing
5539s that and now I don't need this um it's a
5544s bit of a this in this in itself is a
5547s little bit of an an exploit if you will
5550s um in terms of not needing aqueducts at
5552s the bottom but that's also things that
5554s we're looking at how we want to deal
5556s with before we kind of stop it being
5558s usable so when you create a river or you
5562s know a
5563s canal you can excavate the entirety now
5566s which you couldn't do before you kind of
5568s had to do it either one by one gradually
5569s or you needed to kind of backfill
5572s um wall section at the time which Choco
5576s Taco made an interesting video on kind
5579s of compilation on how he did their
5583s massive freaking thing
5585s underground but now if you let the water
5587s in and you have sort of the Baseline of
5590s where you want the canal to be
5592s it you can let this fill in
5595s here and as it fills
5598s in you can grab those
5601s blocks
5607s and it'll properly fill the vacant space
5611s underneath
5613s it so it's not going to leave air gaps
5615s air bubbles and and so on underground
5618s it'll actually properly detect any and
5620s all spage and below
5626s it and fill up accordingly as you go
5631s along which is something the system just
5633s didn't cope with previously it was doing
5635s all kinds of Madness in in the back
5640s end
5642s um similar to it um but the difference
5647s here is that this at the moment is just
5651s artificially like these are not Source
5653s blocks at all in this canal like the
5656s water is being sourced from the
5658s river
5660s um so if if you block this
5663s off it's going to dry it's going to dry
5666s this
5673s out and that's going back
5677s into it's going back into this thing
5679s where it's not properly filling up the
5681s entire way which is the way we want it
5683s to work and that's you know things that
5685s we keep doing improvements too but it's
5688s making sure the first kind of major step
5690s that we had is but especially looking at
5693s what people are doing with water now
5694s after 10.0 release is making sure that
5697s water doesn't isn't destructive to
5699s people's buildings and and destructive
5701s in the manner of being completely
5703s unpredictive and and and unusable in a
5706s lot of ways like you break a pipe and
5708s suddenly you get you know splashes all
5710s over the
5711s place uh someone asked for aqueducts for
5714s other type of block types last stream
5718s um you can um it hasn't been added and
5724s it uh it probably wouldn't be a bad idea
5726s to get something for that but um it
5730s would be something that art would need
5731s to set up u a new block form for
5734s however if you do want to mod in the
5738s aqueduct capacity for existing blocks so
5742s if you want to add you know like the
5744s normal U like ashlar normal Cube blocks
5747s and so on
5750s um
5752s you all you need to do is just add a
5755s watertight attribute to
5758s it uh would it be possible to make so
5760s pipes doesn't spew out water if the the
5763s ends are open instead and require a
5764s special Outlet um the like I said the
5766s the water the water from pipes properly
5769s um they properly empty out and and dry
5773s up so they're not going to create any
5775s Source blocks out of them
5780s anymore
5785s um but yeah so hopefully that'll fix a
5788s lot of the um a lot of the scenarios and
5790s issues people have been having with
5792s u with water as kind of un being unruly
5797s and so on and then we also have a few
5798s passes for the visual stuff where it's
5800s missing certain connections and
5802s faces
5804s um that's also being locked looked at um
5808s there are a few exceptions that are
5810s still handling
5813s um well pipe still needs to kind of
5816s create the water blocks because if you
5818s want pipes to kind of fill in channels
5821s they need to create those blocks to
5823s visually see
5825s it
5829s um because that's something we still
5831s want to do um and the second thing is
5836s and I'm not sure that is merged yet and
5839s I think I'm just going to just going to
5841s be a bit cheeky because it's not on the
5843s branch with these
5846s fixes uh just give me half a second
5851s here so the second part of what Gabriel
5855s was fixing when he was going over the
5857s water thing that I I was kind of
5859s specifically asking for uh was going
5862s over the
5867s um uh hitsu on um May maybe they
5872s shouldn't be creating the water blocks
5873s or maybe they should create the water
5875s block on the bottommost tile yeah that
5877s that is like the the visual aspect of
5879s water falling out of pipes is something
5881s that we're improving on uh might not
5883s make it in 10.2 but it's it's on the
5885s board of
5886s like it should just create the water
5889s block by the bottom Basin for it or it
5892s should
5893s be more of a fluid water thing rather
5895s than like a a
5898s splutter thing onto like until it hits
5902s that end
5903s block
5907s um see got some got some TW uh YouTube
5910s questions as well with uh on on the
5912s fertilizer mentioned earlier
5915s um uh fertilizer will will kind of go
5917s through a whole workload metamorph
5921s metamorphosis on it'll do a bunch of
5924s other stuff as well it might it might be
5927s renamed in the same process as well um
5931s but first fertilizer in general is
5933s getting a huge Shake over um whenever we
5936s get some time to actually delve into the
5937s farming stuff um so there's a bigger
5940s aspect of it where it needs to be
5942s visualized better it's um we got some
5945s ideas for how to like when you're
5948s applying fertilizer you're supposed to
5949s be seeing it better you know both by how
5952s it's adding to the chunk similar to when
5955s you're claiming um plots and so on um
5959s but also fertilizer having a bit
5961s different usability in the um in the
5964s crops and different crops absorbing
5966s different volumes and some crops
5968s returning based on processing and
5969s farming so there's a whole whole subset
5972s of stuff happening
5975s there
5976s um I mean that's not entirely
5980s Unthinkable um but that's you know
5983s separate update separate topic separate
5984s stream
5988s um making other blocks behave like
5991s aqueducts is um Alpin if you're if
5993s you're looking from the modding
5994s perspective of it the only thing that
5996s you need to do um to make it behave like
6000s aqueducts is just adding the watertight
6002s attribute on
6005s it um that's the only thing that's kind
6008s of flagging a block form to be treated
6010s like a water carry
6013s block
6016s um
6017s creative when it comes to admin SLC
6020s creative part of it um let see if I can
6024s find
6026s it SW it
6031s still SW it was still open
6034s but both were merged I could have used
6037s that one that's that's that's a bit sad
6040s um here we
6043s go let's copy
6046s that grab
6050s over
6051s grab that over there do
6055s that we have um the
6062s um uh the flood tool which if you've
6065s been poking around at some of the more
6067s intricate things
6070s uh very water unintuitive
6076s things
6080s uh so this thing here is getting some
6084s fixes and and so on so forth previously
6087s it was was being a
6089s bit a bit unintuitive in terms of what
6092s it did and and how it did it but
6095s basically um this creates water water so
6099s it's you know it's not doing encased
6100s water it's not doing um and of the other
6104s thingies but it's actually creating
6106s water blocks where it's placing it and
6108s this gets a little bit of a tuneup with
6111s um
6111s um Gabriel pixes and changes to
6115s it um where it's actually removing SL
6118s addding top layer water and connected
6120s water
6121s sources
6123s um so this thing
6125s is what you're creatively using as an
6128s admin to kind of create pools and and so
6130s on so a few improvements to that one um
6134s just being able to kind of fill up add
6136s in and it deals with the layer of water
6139s not the entirety of the body
6144s and then you also have a shift modifier
6146s for it to actually remove the entirety
6147s of the body so you can do things like
6149s from from an admin perspective like deal
6152s with like a a server wide flood or you
6154s know water level rises everyone's very
6156s unhappy and you want to resin that um
6161s you can do that with the flood tool
6163s now so a bit a bit of love in in that
6166s regard as well um it also helped that
6168s you know deal with debugging and so on
6170s with water
6174s um accidentally delete the whole ocean
6178s yeah but you you you know even if you
6180s did that um you just need a button press
6183s to to you know put the ocean back in
6187s place
6190s um but yeah very very sad fishes for a
6193s bit I guess
6197s um um but yeah no I'm
6201s hope that uh hope that everyone
6204s is going to be a bit more sane working
6207s with the water stuff
6211s um and
6213s um surrounding things and as as I've
6216s said you know this is not the final form
6218s of water we're we're keep working on it
6220s we we we are keeping keeping onwards
6223s with the improvements for it and making
6225s sure that it
6227s um works in the way we want it to work
6230s and also works in the way players expect
6232s it to work which is by far the more
6235s important part
6237s um but at least with a lot of these
6240s pixes that are coming out hopefully as
6242s soon as
6242s possible um it'll be a lot less
6246s Madness with
6248s it
6253s um uh I bet it'll take hours for the
6256s whole ocean water chunks to be deleted
6258s no it's pretty quick um surprisingly so
6262s to be
6266s fair uh but yeah I think we'll uh we'll
6271s probably wrap it up there for uh for
6274s this stream hoping everyone
6276s has gotten some questions answered and
6279s gotten some food for thought about what
6281s to do in their next run and everything
6286s surrounding
6289s um uh uh uh uh uh oh yeah on on I
6292s completely forgot to uh to answer that
6294s I'm sorry uh on the survey recently
6298s mentioning the ideas of trains for 1.0
6300s and so on
6302s um time frame for 1.0 is is just you
6306s know not really something I can answer
6308s now since we're kind of hesitant on on
6311s answering
6312s uh uh for a time frame for 10.2 um will
6317s 10.2 require a wipe it shouldn't it may
6321s require you to shuffle around priorities
6323s a little bit and workstations uh because
6325s of new room uh room requirements and so
6328s on
6333s um what is that thing called it's called
6335s steel wall lamp
6337s right steel wall help me out guys lamp
6342s light I can't I can never remember
6346s these where is the D thing electric wall
6348s lamp thank
6349s you
6354s that's why I have the tech Tree open on
6355s my right side so I know what things are
6357s called in the normal
6360s circumstances shiny shiny Lighty thingy
6366s um weing too much
6369s to
6371s that um I even had a freaking turbine
6375s here already um
6378s another another thing just as kind of a
6381s a resulting thing
6384s um this was something that got everyone
6386s very sad
6388s um in after the changes with the volume
6391s requirements and so
6393s on um these will be fixed in 10.2 as
6396s well so any lighting that makes sense to
6400s be used Outdoors will be able to be used
6402s Outdoors still yield points um indoors
6405s as well and so
6408s on
6409s um so light you know outdoor lighting is
6412s going to be back in back on back on
6418s menu
6420s um in that update as
6426s well
6428s uh but on on trains um it it's been
6432s iterated before but I I we the survey is
6437s kind of wholeheartedly peing towards a
6439s lot of the aspects that we were
6441s anticipating it to be peeking
6442s to
6444s um yes trains is a fairly High requested
6449s feature but it also doesn't really make
6452s sense um compared to some of the other
6455s big topics that we want to be to that we
6459s want to be done with before
6461s 1.0 um that are also revolving some of
6465s the kickstarter
6467s stuff um especially in terms of like
6469s animals animal
6473s management
6479s um think armored if you if you do get a
6482s helicopter it's probably not going to be
6483s a flyable
6485s one
6487s um no one said it was it was needing to
6490s fly
6493s Right add add in a little painting of a
6497s helicopter
6499s um
6505s uh and as I said if it we 10.2 require
6509s wipe it it shouldn't um stuff should be
6512s migratable it is a minor update um it's
6516s not any world gen changes um H GL fixes
6521s the new blacksmithing and stuff may
6522s cause a little bit of an issue in terms
6525s of just smoothly progressing over and
6527s with the recipe
6529s changes because there's quite a lot of
6531s them
6533s um but you know as usual if you do run
6536s into any problems with migrations once
6538s that happens make sure one make sure to
6541s to grab a backup um prior to
6544s updating um if it does fail migrations
6547s it should also reject the actual update
6551s save um so there's something in
6556s there um maybe if or when the RCC code
6560s is replac
6566s yeah uh Nerf guns are my next requested
6569s feature don't care about
6574s trains
6576s uh yeah there there's there's a lot of
6579s things to do with the animals um and the
6581s whole animal animal husbandry and and
6585s general animal Interac ability is
6586s something that is vastly under under
6590s appreciated and underused at the moment
6592s and that's probably going to be a big
6594s topic um for a major
6598s update um but we'll you know go in on
6602s that um in later streams and and so on
6607s um I'm probably going to see some blog
6609s posts in regards to that as well
6611s eventually um but yeah you know I think
6615s we got a lot of stuff out of the way a
6616s lot of a lot of a lot of topics being
6618s discussed and um
6624s uh I'm quite happy hope you guys are
6626s happy it's been
6628s fun and
6630s uh take my leave here I will um always
6635s available around um on Discord and uh
6638s you know either in Dev hangout or one of
6641s the sub topic
6644s channels uh I'm playing on white tiger
6648s de cycle no I'm I'm kind of drowning in
6651s stuff to do
6654s um ooh that that is
6658s that I'm on the wrong Branch for that
6660s but yeah um some other miscellaneous
6663s recipes that's going in is like fish oil
6665s uh fish stock
6668s um um turning pelts into leather hides
6670s and so on so there's there's a few kind
6672s of quality of life and and overarching
6675s recipes as well that's coming in 10.2
6677s it's it's a pretty
6679s substantial uh
6681s kind a general addition to the
6684s game
6687s um but yeah hopefully uh everyone is
6690s looking forward to it and
6693s uh been great as as I said um and I'll
6697s catch you on another
6699s stream so thank you everyone for uh for
6702s participating and and going crazy in
6704s chat as as it's
6706s been uh outright pleasure and just as
6709s answering the questions that gets pushed
6712s out and uh like I said if you have any
6714s more and followup stuff just drop them
6716s in on Discord and
6718s uh try to answer as much as possible and
6721s or start discussions with people
6724s um so yeah have a great weekend take
6727s care everyone and uh talk to you on the
6729s next
6730s one





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