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Strange Loop Games
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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] |