Transcript (by Youtube)


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209s in
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256s there we go hello hello and welcome to
259s another Friday stream here at strange
261s Loop games and my name is Jens I am
265s working as lead game designer here and
268s today we are going to go so
272s into a bit of an abyss um it's a very
276s complicated
278s subject um it's a very in-depth
281s subject um and unfortunately our develop
283s branch is a tiny bit broken at the
286s moment so you know anything that you see
288s is broken is probably not intended to be
292s in such a
293s state um and uh yeah among among other
296s things the icons and some of the shaders
298s are kind of busted at
300s we
303s recently um did a
306s um full Unity version upgrade double
310s time
314s over uh so yeah stuff is is a little bit
317s more volatile than they usually are um
320s so just you know bear with
323s me uh but yeah so the subject of today
326s is repairability economical kind of
330s continued economical impact and um decay
336s in a
338s sense
340s and hope people are with me and you can
342s hear me and everything else is working
344s as as it should be doing
353s uh I am here right I'm I'm not just
357s being crazy about it I'm presuming
359s because CU I see things happening
363s so huh interesting yeah hello El
368s my uh let's get that down and let's get
373s that down and we got just hopping in on
376s my local server here so we can start
379s having a go at it um so yeah repair
383s repairs repairs repairs and repairs um
386s and as as I I teased a bit with some
388s some of the tool tips on in the white
390s tiger Channel and one of the comments
393s being like I've never been so eager and
395s and anticipating something to break as
396s much as I have
399s now uh let's see if this lets me come in
402s there we go so this you know it it might
405s be a bit destructive we might get a few
406s crashes but yeah we'll we'll we'll power
409s through here uh see if it tone that down
413s a little
415s bit
417s uh yeah so first off all all our kind of
420s broke with it but yeah it it it is what
424s it is um it'll hopefully be fixed fairly
427s quickly but as of the topic uh
430s maintenance and tools and in particular
433s the Decay destruction and the the
435s deterioration of
437s them so we have or or you know we have I
442s have been long eyeing kind of details of
445s the game and and parts of the game
447s where you kind of it's one off purchase
451s kind of thing where we want them to
454s be um interactive and have a continued
458s economical drain such as tools using you
461s know they scale down with durability and
464s they get broken you repair them and kind
466s of cycle through however uh a pet
470s peeve um on the kind of garbage
473s generating part of it because we do want
475s e to move more towards
478s um or you know not move move more
481s towards but add more depth into the
484s cyclic generation of garbage so you know
486s you accumulate crap that you build you
488s accumulate garbage and you need to deal
490s with kind of recycling and so
494s on
496s um so we kind of wanted to scale up on
500s that and and kind of give that a proper
503s a a proper investigation and and hop
506s into
507s so we red did um a lot of the repair
512s system and it was uh it was a big
515s feedback on the 10.2 play test which is
519s uh for anyone that hasn't noticed the uh
521s the announcement on Discord it's going
524s to be going live on Monday as the target
529s date
531s um so hopefully that'll that'll just
535s fluently work when they're pressing the
537s button but uh anyone that do not not
540s want to upgrade to 10.2 which will
543s involve kind of new stuff new craft
545s tables recipe changes um new uh a new
549s specialty uh they want to just keep
551s rolling on their old world as is right
553s now just continued for the rest of that
555s cycle make sure to opt in uh have the
558s server opt in to that specific Branch
561s rather than just none which would give
563s you that update
566s automatically so bear that in mind
570s uh if you do choose to do that it's
572s going to stop you from receiving
574s automatic updates which means you're not
575s going to see servers if they move over
578s to another upgraded
580s version um so there is that hello
584s elpen um but yeah so we we we've
587s reshuffled um
590s repairability you still do it in the
592s same manner you grab a tool it's you
594s know you've used up your
596s tool and you interact with a repair
599s station or
600s as of 10.2 you also have the
603s grindstone and it works kind of the same
607s way um you go into repair now you have a
611s repair material tab here which allows
613s you to drop in material on
616s bulk
618s um however the changes that we have has
620s kind of come with a Twist and see if it
623s actually plays nice with me now
626s yeah um so all tools now have
631s have um entities in set
634s to be able to use multiple different
637s types of repair costs and repair
642s items which previously was only linked
644s directly to one specific type of
647s item and I also have my cats are
649s rumaging around in the background so
651s ignore them if you're hearing
653s them um which is a Brand New Concept so
657s previously you'd have like iron tools
659s repaired with iron bars and that's it no
661s other Alternatives and and no options
663s you always had to use iron bars um no no
667s this is so to clarify which you know I
670s was kind of eagerly jumping into new
672s things that we're working on this is not
674s intended for
676s 10.2 it is intended for 10.3 at the
679s moment um it's currently on our develop
682s Branch for people that have access to
685s it um and it's just you know new new
688s stuff since 10.2 is getting ready to be
690s deployed it's going to be released on
692s Monday um I can kind of jump leap into
695s new stuff uh because doing these streams
698s are are a lot of fun and it's always
701s cool to kind of get discussions going um
703s and you know getting some pre feedback
705s on while we're working on these things
707s actively instead of kind of getting a
709s bunch of feedback after the fact that
711s then we have to you know kind of round
712s back and redo
714s things um so it's nice to just get these
717s discussions going prior to us being
719s completed with them so we can kind of
721s adapt them on the
723s um on the
725s Fly um so any cost relations values
729s percentages and everything it it's all
732s just testing
734s phase um so you know take them with a
738s truckload of
740s salt um but yeah so the new the some of
745s the really big things
746s is uh it allows us to repair things with
749s multiple different types of objects um
752s it adds a layer of complexity in that
754s regard with you know what if these
756s objects aren't equal to each other like
758s in this case I've got
760s gasoline um or
763s biodiesel for repairing the
766s chainsaw
768s and what we also have added into that is
773s see if I can pull this out here and it
774s not crashing on me so you have a few new
778s um a few new things and
782s bits um you'd repair them in in in
786s in independent so the the the unit the
789s two units are just to completely repair
791s the item to maximum
795s health um so you have a few new things
799s that's coming in with this as well so
800s not only are you able to use multiple
803s different things to repair them with but
806s you are also we're also having a a way
809s to to reduce impact maximum durability
812s of an item as it's getting repaired
814s which means it'll permanently be reduced
818s by that
819s factor um depending on the methodology
823s of of your choice in
825s repairability so in this case it has the
827s same penalty regardless if you're using
829s gasoline or biodiesel to repair them
831s with so if I
832s [Music]
834s do grab the shat in there give
837s gasoline but grab one piece of gasoline
840s here drop it in and I repair
843s it um well need two because I haven't
847s fixed that part yet but yeah so split
849s repairs isn't plausible at the moment
852s but yeah um the the intention is that
855s you're you're going to be able to be
857s repairing
858s it to a scaled percentage of the
861s material cost so if it costs two units
863s to repair if you repair it with one you
865s get 50% of that repair to
868s it um so you know still work in progress
871s and things that we're poking
872s at but here you can
875s see um chainsaw has been repaired and
879s it's reduced the maximum durability from
882s the original 400 which is the chainsaw
885s down to
887s 379 so now that chainsaw Max durability
891s is 379 which means anytime you repair an
894s item it's going to decrease the maximum
897s durability of that item which means
899s eventually it's going to be pointless to
901s repair it because it's just not going to
902s be worth the material cost and you're
905s better off scrapping that tool and
907s buying a new
909s one which is introducing two
912s big pieces on the kind of garbage
916s recycling puzzle that's been missing for
919s a long time with the tools it's one you
922s know you you kind of have a finite
924s quantity of
926s tools
928s um that
930s that you you know you you if you have
933s 400 people on a server you're only going
934s to need to craft say 600 chainsaws
937s because you only ever need one per
940s person and then maybe one extra to swap
942s in for repairs at the moment but there
944s is a there is a static limit in how many
947s tools you need to craft which is
950s something we really didn't like and
952s something that we you know really wanted
954s to dial into and see how we can figure
956s you know how we can figure out how to
957s deal with that and one of the big things
959s that kind of stood out easily enough is
962s well what if tools are just not
965s perfectly repaired every time you repair
968s them and then Dive Dive kind of into the
971s rabbit hole of that and see you know
972s which part do we want to impact with
974s where do we want the benefits to come
976s from um the durability drain costs and
979s relations in between
982s them um question now is Will stores be
986s able to reduce the prices of refurbished
988s gear by Pro rate durability yeah so in
990s the tool tip here you can see that we
992s now have a new entity here with for this
995s tool tip not you know you've got the
996s durability you got repair cost but you
998s also have this Max
1000s durability that has been reduced so this
1003s is a value that you'll be able to set in
1004s the store so you can only you know you
1007s can accept tools that have been repaired
1010s to a certain percentage at a lower cost
1012s and have more entries in the store for
1016s it um but the store the the store you
1018s want implement mation is something that
1020s we're looking to kind of see how we
1022s wanted to implement it in a in a neat
1025s fashion so that's not yet done um still
1029s you know coming out of 10.2 this this is
1031s something that
1033s we really delved into and it's just
1035s going in
1038s um yeah so the the drain of
1041s it is based on the use for it so whether
1047s you repair it when it's been used you
1050s know if you use it 10 times versus if
1052s you're using it 150 times the the the
1056s general Max durability is not going to
1059s be um is going to be related to how much
1063s you use the tool so you're not going to
1065s have a static it's going to do 10% every
1067s time regardless of how much you've used
1069s it so that thing is
1074s dynamic um so you have that um the
1078s second part of it is
1080s because we can do multiple types of
1082s repair
1083s items we can also do different tiers and
1086s different complications in how these
1088s things are costing in relation to each
1091s other by introducing multiple different
1093s types of uh bad choice the only one I
1096s didn't change um so here you can have
1100s the penalty for the max
1102s durability can also be related and set
1105s within the items themselves so you can
1108s have you know
1111s higher Technology based repair products
1115s will reduce the quantity of durability
1117s you destroy on the tool for each repair
1120s with that
1121s item added with the fact that you can
1123s also alter and change
1125s out um the actual value and material
1128s worth of that item um for that as
1135s well and then you also
1137s have another factor for the level of U
1142s the skill related to repairing that
1144s specific tool um is also open up to be
1148s used for reducing it
1151s further yeah this the store problem is
1153s going to be is probably going to be the
1156s the toughest part of
1163s it um and it's it's definitely something
1165s that we're looking
1167s at uh because we do want it to to be
1169s convenient enough to deal with varying
1172s product
1174s ranges
1177s um and so on so just a few quality of
1180s life things that we're looking at for
1181s the store that we kind of want
1183s to get in but it might not be a 10.3
1186s thing it might come
1190s later um and then with as a as a kind of
1194s plot
1195s twist uh store Tags the the good old
1198s store Tags I'd like to get them in but
1200s they're more complicated than You'
1202s think um and it's related to kind of how
1205s the inventory looks scans and uses
1209s different
1210s types
1211s [Music]
1214s um but you know who
1217s knows um but yeah so the last thing for
1222s kind of the tool part of it is it also
1225s allows you to set the value of repair
1228s efficiency for the table so we can have
1232s different workbenches that you can
1233s repair in that gives different penalties
1236s depending on basically the era so we can
1239s have the the crude starter tool bench
1241s which is the worst one to repair things
1243s in and then we can add
1246s um workbenches that have other
1248s requirements like running electricity
1250s and so on so forth uh or just a
1252s grindstone that needs to be
1253s indoors that are better at repairing
1256s tools you get you get more out of the
1258s tool the higher tier stuff you
1262s use um so you know you it will be you go
1266s from stone tools but you can still
1268s repair with some of the stone tier
1270s things but it'll have a higher impact
1274s rather than opting for later Tech stuff
1276s or say you know that mechanic is offline
1278s so I can't get this piece um I'm going
1281s to need but I you know you don't get
1283s locked out from using that fancy tool
1285s you can opt to take that economic
1289s penalty and repair it with something
1291s worse um so there's there's a very very
1296s high volume of economical impact
1298s situations here but it allows enough
1301s flexibility
1302s for um both on our our side to kind of
1306s adjust the values to see the generative
1309s garbage that we want to see out of the
1312s system uh but also gives a b a much much
1315s bigger economical drive to be more
1317s involved in a lot of these what would
1320s often be
1322s side kind of items or obstructive items
1327s in the general progression of
1329s things um but all in all we're we're
1332s pretty pretty stoked up to
1334s see more of
1336s these
1338s um longer
1340s term potential
1343s impacts and it gives people more of a
1346s reason to kind of opt for later tier
1348s Tech and really push for it and kind of
1351s use it
1352s [Music]
1355s more um can we burn bird these unwanted
1358s old tools now there I I have I have some
1361s ideas on that for adding some tags with
1363s like
1364s recyclables um so you basically use
1367s different crushing meth methods or
1369s burning them to kind of get rid of them
1373s rather than pile them in a chest
1374s somewhere and hide them
1377s away um so there's there's some things
1379s coming there as well but it's not ready
1381s on the branch yet I'm kind of working
1382s through the tech tree at the moment to
1384s kind of give each
1386s item the correct cost and so on yeah so
1389s the general idea is you you crush a tool
1391s and it'll output depending on depending
1393s on the tag the tool is associated with
1395s it'll give you like wood garbage or
1397s metal scraps and you can recycle you
1399s know turn it into something useful
1402s again
1404s um so that's definitely going to be
1406s coming with um with this change as
1411s well um and then we're probably going to
1413s enhance on that later on for for all the
1416s production stuff across the board with a
1418s later
1420s update uh but yeah you will have a way
1423s initially to recycle broken tools
1425s [Music]
1429s yes
1431s um see yeah that gives us that gives us
1434s a a huge flexibility in this and it also
1438s gives the MERS is quite crazy things as
1441s well because you can only
1443s do
1446s um oh hey Nia um I'll come into that in
1449s a in a minute here um because we we do
1453s have um a lot of things rolled up for uh
1456s for the entire thing so this this piece
1459s of the puzzle is what is referred to as
1463s like part of the maintenance
1465s package and we've got two of those
1468s pieces coming
1471s in uh most likely coming in 10.3 going
1474s to word it carefully
1475s [Music]
1478s here oh yeah it edar Edgar you you are
1481s correct it just threw a names there I
1485s haven't really polished the names and
1487s they're also all missing kind of uh
1490s descriptions and whatnot so you know
1492s it's a prototype um but yeah so with
1496s this it should give the moders quite
1498s crazy enough opportunities to kind of
1499s delve into tweaking things the way they
1502s want them to we still want to have a a
1505s reasonable good mid tier level for the
1508s general experience in Eco going in like
1511s vanilla um but you can also do things
1514s like adding to Max durability with
1517s repairing with certain items you can do
1519s like you know boosting things with items
1522s and and all kinds of craziness with this
1523s mod
1525s wise um so I'm hoping hoping everyone's
1528s going to have
1529s crazy things going
1531s on um so that's it for General
1536s tools um is building upkeep maintenance
1538s coming in this or is that later um it'll
1540s be it'll be a later thing if you're
1542s talking about like General utility
1545s blocks like Property Maintenance or
1547s whatnot um it it's a bigger topic and
1550s it's it's slated for much later during
1552s the year um if if if prior to 1.0 at all
1558s um um and it's definitely definitely a a
1562s big topic for discussion as well and um
1566s at the moment what we have planned for
1568s this particular package U whichever
1571s update this goes into
1574s which freaking cat um is going to be
1578s tools and workbenches and that's subject
1581s up for next
1587s here
1590s um at yeah no so you have you've got um
1595s you got multiple choices so each item
1598s can be repaired with a few different
1602s pieces and
1603s then these pieces are crafted by the
1606s enal
1609s things um hey uh satuki that is actually
1614s an interesting topic
1617s for uh the next one let's let's see if I
1619s can
1619s spawn did I have an item that I
1622s reasonably used and added this for us
1625s let's see think I with overboard on the
1628s saw mail but we can
1633s take let's let's grab an automatic
1639s Loom bring my chat box in here
1642s completely uh Slash dump all slash
1647s automatic Loom
1650s so on the you know on on garbage and
1653s recycling and everything and maintenance
1654s and and all the costs in between
1658s um it's basically like I said it's
1661s basically divided in in um in like five
1665s parts or six parts it's tools it's
1668s Vehicles clothing blocks and worktables
1671s and then you have housing as the
1674s offset and each of these are going to be
1678s intera Ed with or dealt with slightly
1680s different or they'll have slightly
1682s different results from them but the
1684s general goal is to add a lifespan to
1688s everything
1691s essentially
1693s um uh as per upgrades there is a
1696s different plan for upgrades in
1699s general
1701s um but you know it's it's a different
1705s it's a different subject and the reason
1709s why we didn't opt for upgrades
1713s being a decade entity is because it's
1717s directly related to cost reductions of
1720s items
1722s and if we added DEC to the upgrades and
1729s they just stopped the machine um they're
1732s working no differently than the general
1734s parts and the functionality of the
1737s maintenance stuff that we've added so it
1740s was like a double double effect but
1742s doing the same thing so we opted for not
1744s for the upgrades to not have
1748s wearability that said it doesn't stop
1750s people from doing that but we do have a
1752s longer plan for upgrades be more of a a
1755s permanent thing to tables rather than be
1758s able to kind of switch them out upgrade
1759s them individually and so on so you know
1762s it's a deeper subject a different stream
1764s but we do have a plan to kind of rework
1766s upgrades a little bit to kind of what
1769s they initially were intended to be
1772s um but um yeah so you
1776s know it's it's on
1778s that uh one bu4 to to rule uh to rule
1782s all Factory no the the on the upgrades
1785s the B the basic principle is each
1787s worktable would accept all different
1790s modules and all
1792s upgrades so you have a basic upgrade an
1796s advanced upgrade and a modern upgrade
1797s and they they go into all work tables
1800s you don't have basic in only the
1802s Primitive stuff and then advanced in
1804s only the mid- tier stuff and then the
1805s modern in the late tier you'll have all
1808s all three variations going
1810s into each table and then that would add
1813s requirements to the table to kind of
1815s scale the upgrades of that table with
1818s the
1819s era um so it's you know like I said
1822s it'll be its own stream it'll it'll have
1825s a bit more more of a UI change and a bit
1827s of Interac ability change it's also
1829s going to mean that all the variations of
1831s the upgrades are generally going to be
1832s scrapped in terms of the one to four
1834s versions of them
1838s um but uh it's like I said it you know
1842s it's a different
1844s topic um so for the maintenance
1848s stuff uh we have some new status updates
1852s [Music]
1854s here as you can see in the tool tip for
1856s the status we've got all parts in this
1859s automatic Loom is
1861s working and it specifies what parts it
1864s has and what durability they are at and
1867s just want to reiterate that all the
1868s percentages and all the values here are
1870s not finite it's going to be changed it's
1873s just for testing
1874s purposes don't get too panicky about
1878s it um but yeah so all all worktables at
1882s the moment are getting
1885s a uh an addition to
1889s um using different components and
1891s different parts that goes into them and
1894s these
1895s have a drain as you're using the
1898s worktable which you would need to
1900s replace or repair depending on which one
1902s because we can also repair these
1906s things um in some ways some are going to
1909s be just scrap some are some are going to
1911s be you know um just basically
1915s consumables they'll break down you'll
1917s need to scrap them or you know deal with
1919s them
1919s somehow um some parts can be repaired or
1922s polished up but the same thing works
1925s there if you know these parts lose
1928s durability
1931s um as you're repairing them as well so
1933s you
1934s know it kind of Cycles in on each on
1937s itself
1939s um
1941s yeah no so um a few bits that were super
1945s important to me at least looking into
1947s this is one of the things is worktables
1950s cannnot be impacted in a
1955s directly um in a direct same manner
1959s because worktables are linked to you you
1961s have the storage tab which you have set
1963s up filters you may have your your
1965s arrangement of things looking one way um
1968s you might have different outputs inputs
1970s selected you have work orders queued up
1974s um labor added so there's a lot of
1975s dynamic pieces in here that would cause
1977s the user
1979s loss direct loss by having them kind of
1982s be forced to pick them up and place them
1985s down um hence why that that whole idea
1988s of work tables degrading over time and
1990s you have to completely replace them went
1992s out the window kind of
1995s immediately um hence why we kind of
1997s opted to have consumable parts inside
2000s work tables because people are already
2002s kind of accustomed to how modules work
2004s and it works kind of in the same manner
2007s but you have these
2008s um individual parts that relate to
2012s them um a
2015s armored and at the moment I kind of
2017s shuffled in a few uh a few pieces in
2019s here that are
2022s just um just in general give you an
2024s example on like hey you know you can you
2026s can basically take any item add the set
2031s value to that item and from a modding
2034s perspective and have it inherit from
2035s part item rather than item and then you
2038s can just shove it in and have that be a
2040s requirement in that
2042s table um but it adds it it means that
2045s you can add more value across the board
2048s it means um basically the the uh well
2054s the base cost of of the crafting table
2055s be reduced because they now need parts
2057s also to start
2061s um it the large volume of the recipes
2065s I'm opting for using parts that are
2067s already in included in the crafting
2070s table so you know they kind of account
2073s for those
2079s parts
2080s uh yeah so you know like I said the the
2083s percentages and everything is going to
2084s be shuffled around like we're going to
2086s be testing around with like 5% 10% and
2088s see kind of where where we're Landing in
2090s and and so on um and then you know as as
2094s always balance things are never you know
2097s the work never ends it's going to be
2098s continued tweaking and we're going to
2100s run play test for it and we're going to
2101s see how that turns out and you
2103s know um but it
2108s uh it feels like we're we're into a
2111s pretty good solid system
2114s in um really pushing for economical
2118s incentives to kind of stick around keep
2121s producing
2123s things and everything around
2125s it um and the parts are not limited to
2129s just you know one unit you can set this
2132s cost to whatever whichever and I think I
2136s did I think I did that on the saw mail
2138s just to did I fix that I yeah I changed
2142s that out let me grab an item that have
2144s multiple
2146s pieces did I have one
2150s left maybe
2153s not no I didn't anyway um but yes so you
2157s can set it to use you know you need five
2159s iron saw blades to run this and then it
2162s won't run unless it has all
2165s five
2173s um uh the loom would take a basic
2176s circuit and fuse in the recipe or will
2177s they appear as pre-installed Parts the
2179s first time it's been placed it's a bit
2180s of a both
2181s thing
2183s um because basic circuits are already
2186s part of the recipe for the loom in this
2190s case um and that's kind of where I'm
2193s opting for an initial pass on it being
2195s so you know if the Saw Mill uses a
2198s static iron saw blade as its recipe
2201s which is then you which is then
2202s basically being the part that's
2203s installed in
2205s it um the shaper has pistons in it and
2208s piston being the consumable for it and
2211s so
2212s on um so it shouldn't impact and make
2216s things more costly than they are right
2218s now it might change out the cost
2220s slightly
2223s um but it's generally not going to you
2225s know add five new things you need to
2228s have on them and so on
2231s um grab a regular
2237s loom um yeah here we go here here I have
2241s multiple pieces in it um as an as an
2245s example on how this could could be
2252s looking uh sort of because the loom is
2256s made with like 16 linen yard or
2260s something
2263s uh I can
2268s remember yes you get 10 linen
2271s yarn uh I reduced the wood boards here
2273s and added wooden
2274s gear
2276s um
2279s uh yeah so Vehicles come up on on both
2283s both twitch chat and and YouTube chat
2285s here now so maybe I should bring into it
2288s um I did I comment that out yeah I did
2293s um maybe I should just uncomment that
2295s and re recompile um
2298s essentially vehicles are subjugated to
2301s the same thing so um there are a few
2304s quirks with it that might not be done
2307s for 10 .3 which is why I'm not
2310s immediately including
2312s it um because the general goal of Parts
2316s being part of vehicles as they will be
2318s part of vehicles as well U just just
2320s kind of clarify that they will be part
2322s of vehicles you will have Parts um
2324s inside vehicles that will Decay over
2327s use um
2330s however uh going to be like Oregon Trail
2333s where we need to carry Wheels because
2334s our CS SW apart
2336s um now but the uh the the general goal
2340s of the vehicle parts is that they'll be
2342s directly tied to attributes of that
2345s vehicle and at the moment as when a cart
2348s breaks in the current iteration of it it
2349s just completely disables The Entity so a
2352s craft table cannot craft anymore until
2354s you replaced it um and that's something
2358s we absolutely did not want on vehicles
2360s we don't want people to you know run out
2363s of a wheel in the middle of nowhere and
2364s they have to walk half across the world
2366s because the only place they can buy a
2369s new wooden wheel is in the jungle over
2372s two rivers away and and up a
2374s mountain um so one of the things that we
2377s wanted to do was make sure that they're
2380s not disabled but they do impact the
2383s attributes of the associated type so for
2387s example Vehicles would be having
2390s movement
2393s decrease
2395s um and like fuel consuming Vehicles
2399s would have multiplied fuel consumption
2402s or generating more uh more pollution
2407s Etc um so there's a few directly tied
2410s attributes that
2412s is uh in
2414s there um they should they really should
2417s become disabled especially if it's a
2419s wheel well you'll you'll you'll suffer
2421s you'll you
2423s know it it'll it'll be a movement
2426s reduction for it to you know you're
2428s you're you're going to suffer for
2429s dragging the cart all the way back with
2431s a broken wheel but the goal is not to
2434s completely stop you from being able to
2436s do
2437s that um due to how the game operates and
2441s and the
2442s general uh the general population on a
2446s server might be very
2447s varying um it's also in relation to
2450s people might be playing from completely
2452s different time zones on a server and you
2454s know you don't want to have your cart or
2456s your your truck stuck in middle of
2459s nowhere without being able to get it out
2461s of
2462s there
2465s um and so on uh will that also increase
2468s the use of calories for pushing pulling
2469s broken carts yeah it it'll it'll have
2471s some impact in that
2475s manner
2477s um so there you know there's there's a
2480s lot of things in that that balance-wise
2482s that can really be pushed to its limit
2485s um but also for its intera ability as
2487s well
2489s um any chance we can get some filters on
2491s the economy viewers would be nice to
2492s only see offerings from shops using a
2495s particular currency for instance um yeah
2498s an overhaul to the economy viewer is it
2502s it's kind of planned we we've got some
2504s quality of life things we want to add in
2505s there um and and Shuffle things around
2508s however any kind of rejigging of the UI
2512s is quite quite an Endeavor across the
2516s board um so it'll it'll be its own kind
2520s of thing um cuz currently we've got a
2523s rework on the crafting
2525s UI uh that's coming up that has a new
2528s cool a few new cool features that will
2531s probably help some people
2534s um there is talk of a search bar you
2537s know just
2541s saying
2546s um
2549s uh tags for
2552s stores that would be nice wouldn't it
2557s armored hopes and
2563s dreams I maybe I can maybe I can do
2566s let's do that spawn so see if things
2570s explode or if they work the way I want
2573s them
2575s to SL Park
2578s Decay I think yeah I think so or was it
2583s decay Parts I can't remember it it's new
2587s commands added I didn't add a
2589s command
2594s uh seems to be like it but it's not
2599s okay it was part
2605s K I can't spell apparently
2609s okay why are you
2612s not it doesn't seem to like me
2615s now typical stream thing it works before
2618s stream and then you test it out and it
2620s just doesn't work
2624s um but there
2627s is it's supposed to be working um it's
2630s it's a debug command so you know debug
2633s command being broken
2634s is
2636s fantastic
2639s um essentially the command is just
2642s supposed to be uh adding multipliers for
2645s things I know it worked for the vehicles
2647s but it seemingly doesn't work for
2649s crafting tables at the moment so I'll
2651s have to dig into
2653s that um can you see the parts of an
2656s object has in a shop screen that is
2657s something that is being added at the
2659s moment um so when let me see if I can
2663s actually do this if we we cancel that
2666s project just to kind of give a good
2669s let's actually grab that let's let's
2672s do in inventory
2676s durability and set that to 50%
2679s durability then we pick you up and we
2682s can we can I know it there's a bug at
2684s the moment where it just always
2685s generates with a new one if it's a new
2687s entity uh but essentially you pop that
2689s in there and then it goes hey it's got
2692s 50%
2694s durability but yes you can pick it up
2697s and inside here it has specifications
2701s for if it has Parts in it and what
2703s durability the part is
2708s at um so that is all details that we
2710s kind of want to fit in somewhere in the
2713s economy viewer as well as in um in the
2718s uh the store visibility as
2726s well um
2730s so that's hopefully going to be
2731s something that helps people out a
2734s bit
2736s uh can you set it so selling to stores
2738s will automatically place the repair item
2740s in the Right Slots similar to selling
2742s fuel to power plant um I actually
2745s haven't tested that out
2749s yet um but it's it would definitely not
2753s be a reach so you can you know buy parts
2758s um we'd also need the item to be
2761s expunged from The
2764s Entity when the part is destroyed if it
2766s has a linked inventory into
2769s it Panda's going to hate having to
2771s update this calculation to account for
2773s degradation oh yeah no it it's a pretty
2776s substantial change uh and one of the one
2779s of the things that at the moment isn't
2781s ready yet um I was hoping to to have
2784s that done
2785s but kind of escaped time and space um
2789s and that is General World objects that
2792s we want to have degradation SL Decay uh
2795s or consumables
2797s on um but not directly tied to crafting
2800s entities which is currently the
2803s limitation um and that is things like
2805s power
2807s generation um so things like windmills
2811s water wheels wind turbines and so on so
2813s forth they're all going to have
2815s degradation to them
2818s um and before everyone's just you know
2821s gets into an uproar of like oh but I
2822s need 432 different machines to to you
2826s know to get this going uh or my my my
2830s massive field of wind
2832s turbines
2834s um what is going to happen with those
2836s well at the moment generally what's
2839s happening um from me is I've only ever
2842s really had the the material cost for
2846s crafting The Entity as a way to balance
2848s what it outputs and crafting tables have
2851s always had kind of this problem of you
2854s craft them once and then you never have
2856s to worry about crafting another one
2858s again and having an item Decay inside of
2862s it um keeps the user from having to kind
2866s of fiddle around pick him up move him um
2868s and so
2870s on um but it gives a new Nuance to be
2875s able to do that especially for things
2877s that are are everlastingly generating
2878s completely free stuff such as the uh
2882s like fish
2883s traps um wind turbines wind Mills and so
2887s on so forth so they they'll all have
2889s thecable
2891s entities
2893s um like Hydro power
2895s dams
2898s um well we'll see about electricity
2901s which it it's I kind of want to have a
2905s water generation for
2908s electricity it's something i' I've been
2909s kind of
2911s opposing
2913s um because of the lack of Decay and
2918s drain on
2920s costs
2922s um but it's definitely opening up a lot
2925s of possibilities with these new
2928s degrades um all are the old Parts going
2932s to be eventually part be part of the new
2933s garbage system yes yes all of this is
2935s going to be kind of tying into two
2937s recyclables and and everything
2939s surrounding
2953s it
2956s um but yeah I'm I'm hoping everyone is
2959s going to I mean you know it's a new cost
2962s it it's uh there's no point in kind of
2966s hiding that under the rug
2968s um but it will open up a lot of Market
2971s opportunities for people in the game um
2974s for different components and different
2975s parts that may not be super used at the
2978s moment um there's going to be a few new
2980s items that is going to be related to
2982s that such as you know wooden gears we
2984s got fuse
2987s um uh polishing paste Wet Stone and and
2990s some general stuff um different items
2994s may be repaired with different uh
2996s different values and so on so
2998s forth um and as as I'm prototyping it
3001s and it's not really down to it's not
3005s fully integrated in the templating from
3006s the tech
3008s tree um can do a little bit of
3011s a sneak peek
3015s uh on how that codewise looks
3022s um uh tags in stores um it it's
3028s it it's pending process essentially on
3030s the store things we have a few things
3032s that we need to do for the store um to
3034s can account for the the the whole
3037s durability drain and system surrounding
3039s it so we might be able to sneak in a few
3042s things that adds depth to it um but tags
3048s for it is is fairly complicated in terms
3051s of how it kind of pulls data and costs
3054s and everything around it so um we'll see
3059s uh oh yeah building upkeep
3062s um building upkeep is is essentially a
3065s stretch goal for 1.0 or you know it's
3069s probably not going to be done prior to
3071s it
3073s um and it's a bigger discussion in terms
3075s of how we want to treat it how it would
3077s work mechanically um without interfering
3081s with player with with you know
3084s players uh experience um um at the same
3088s time it's it's also there are some ideas
3091s and plans for him it's it's more of a a
3095s valuation phase of what would work
3097s mechanically for us how much of a
3099s performance impact it would have in
3100s these different types of
3104s executions um that needs to be properly
3106s looked at before the decision is made
3108s for it um so I wouldn't say there aren't
3112s any plans for it but at the moment I
3116s can't really share what the plans are
3118s because it's still being
3120s evaluated um but it's not going to be
3123s something that happens within the next
3125s couple of
3126s updates um and we'll definitely have you
3130s know dead blogs surrounding it it's
3131s going to be a hot topic for discussion
3136s um but I wouldn't worry about it at the
3139s moment um cuz we got some we got some
3142s ideas for housing furniture that um
3146s probably not going to make it for 10.3
3147s but it it'll definitely rock some
3153s boats
3156s um yeah no like the the general
3158s consensus blocks is blocks are not going
3160s to disappear
3163s outright um so it's an idea on how these
3165s consumable items turns into garbage um
3168s if they're easy if they're items it's
3170s really easy to just bury them somewhere
3172s in a chest yes
3175s um
3177s it's like the the consumable metal
3180s pieces in particular but you know also
3182s the general wood and and whatnot um
3185s they're always going to be you know you
3186s can always tuck them away but the
3188s general goal is to allow a recycling
3191s system for them so you can turn them
3193s into usable materials in some capacity
3196s you might not get you know full value
3199s out of
3200s them but the general goal is that we
3203s want people to recycle stuff and and
3207s either by you know using part of it as
3209s fuel or remelting part of it and get
3211s some scrap metal back so you can get
3214s some manner of resources out of them so
3217s you kind of have that circulatory Loop
3219s of you're constantly kind of losing
3221s material but you don't want to sit on 58
3224s chests of you know iron pickaxes because
3228s it's a it's a pile of
3235s garbage
3243s um plus it also mean that PE players
3246s working out again how much an object is
3248s worth when then new now that they have
3250s ongoing costs oh it'll it'll definitely
3253s throw some wrenches in in people's very
3256s very static kind of calculations for
3260s Stores
3263s um and it adds kind of a a it it that's
3267s kind of an inflation is
3270s in um in costs and relations and like
3275s people spending time trying to deal with
3277s these
3278s things uh but we do want to have a more
3280s organic World in that sense we don't
3282s want to have it you know a static
3285s Flatout 1 plus 1 equals 2 kind of
3287s scenario but having players figure these
3290s things out and and having them kind of
3293s um shuffling things around um and so on
3295s so forth um any plans on having
3297s electricity and power be rentable and
3299s not just available to everyone within
3300s the radius yeah there there are some
3302s plans worth but it's it's more of a
3304s utility update thing um
3306s which um it's it's on the it's on the
3311s planning board but it's not at the
3314s moment planned for if that makes
3317s sense um like at the moment we've got um
3321s 10.2 coming out of the door 10.3 is is
3324s we're we're jumping straight into 10.3
3326s in terms of of workload and kind of
3327s getting stuff done there um which will
3330s have uh a portion of the painting
3333s painting stuff and new block set and
3336s some other cool stuff that we'll have on
3338s on other
3339s streams
3341s um and depending on how far the
3344s paintable stuff is we might do the
3346s paintable as next stream or we'll do the
3348s Block
3349s Set we'll
3351s see
3355s um uh yeah with clothing Decay is also
3359s kind of a stretch thing we got some
3361s ideas for it but we also have a bit of
3364s there's a bit of conundrum with
3366s it um but there's definitely going to be
3370s decay of some sort surrounding it um but
3374s we we do have like unique clothing
3376s things so we're looking
3378s at uh for a lack of better word uh
3382s basically like transmog stuff um similar
3385s to to war CRA or you know doing like a
3388s vanity slot type system like a lot of
3391s the the 2D platforms are using generally
3393s to kind of keep clothing that you want
3396s to have the visual look of override the
3399s actual mechanical look on uh or the
3403s mechanical like stat wise on the
3405s character um so there's a lot of things
3408s in there that needs
3410s to uh kind of go into it well the the
3414s the problem with it is
3417s um the problem with clothing Decay for
3421s that um
3425s is we have we have clothing and
3428s wearables that you cannot
3430s craft so you only have one entity of
3434s that and we want people to be using
3436s these things like the twitch rewards and
3438s and uh like the kickstarter stuff and um
3442s like the packages and so on but if those
3445s Decay and they get this destroyed and
3447s they're meaningless to have on you then
3449s they completely lose their value of kind
3452s of having you know showing that off to
3454s your neighbor and and seeing how cool
3456s you look um so we need to kind of get
3460s into a middle ground of a system where
3462s you can still use the look of that
3466s outfit um on your character because you
3468s want to be wearing it but if it's
3471s decaying then it's going to be destroyed
3473s and you don't want to wear it because
3475s you don't want to lose that item that is
3476s unique to you um so there's a few kind
3481s of quirks in it that needs to be solved
3483s prior to
3488s that
3491s um oh yeah I think the uh alpen GL the
3496s um the whole clothing overhaul mod is
3498s absolutely
3499s fantastic I think that it's pretty cool
3504s um and it's probably somewhere in that
3507s realm that we'll probably push for um to
3510s deal with like some sort of
3511s acclimatization for the character so
3513s he's he's comfortable in hot
3516s temperatures which reduces the
3517s restraints on clothing and so
3521s on
3527s um uh armored yeah so I wouldn't make
3530s the Decay to the point of being
3531s destroyed making a s kit item or
3533s something that we can use yeah but the
3535s goal is to have them get worn out
3538s completely and need to be replaced same
3540s thing as we're looking at tools at the
3543s moment where we want people to have the
3545s tools be
3548s destroyed um and so on
3552s um so there's you know there there's a
3555s lot of opinions about it and there's
3556s very very high complicated things
3558s surrounding it both in terms of tech
3561s wise um how to represent it and so on um
3564s sure I mean we can just make the
3566s durability infinite on them but then
3569s some people have these infinite
3570s invulnerable clothing and never have to
3572s replace them yet everyone else has to
3573s pay money to to replace
3576s them
3577s um then you suddenly get into a an issue
3581s of hey why is why does this guy have a
3583s Kickstarter you know hat that is op
3587s because it's he doesn't have to pay
3590s things um slightly unrelated note do you
3593s guys have any plans for having more
3594s twitch drops soon um not at the moment
3598s they we'll see what we roll out with but
3602s um at the current
3604s immediate uh not really yeah um and and
3608s the whole pay to win thing is definitely
3610s something that we want to avoid in it
3612s regardless if it's something that you
3613s actually pay for in terms of you know
3615s packages bundles or whatnot versus you
3618s know a twitch drop and so on
3621s or
3625s um uh etc etc and then you also have as
3628s as Shadow Umbra brings in here it's like
3630s they need to be separated anyway in a
3632s sense because why would you have a hat
3634s that hasn't that doesn't have stats that
3636s just looks cool versus one that gives me
3639s direct benefits in game that you
3643s um can of delve into so it's
3648s um it's a complicated subject and
3651s there's a lot of opinions on it and it's
3653s it's like we don't just want to have as
3656s something going to go like hey you know
3658s good luck with this thing um stuff the K
3660s stuff gets destroyed and and you
3663s know if you if you break it you lose it
3665s kind of thing
3668s um hence why we want to make sure that
3670s it's done in in the manner we wanted to
3674s um Eco the fashionist the game um but
3679s yes we you know there there's there
3681s there's there's a lot of things in there
3683s to discuss there's a lot of things to
3684s come back to and can evaluate
3687s um and it it kind of deserves a lot of
3692s attention because it is a pretty big
3694s part of
3695s Eco um in terms of kind of building your
3699s persona you know building your kind of
3702s presentation um and it's part of part of
3706s a lot of things that we're adding
3707s currently in in both in game content and
3711s um just kind of customization in that
3713s sense because we want people to be
3717s um you know composing their stuff the
3719s way they want them to we want them to
3720s build the houses like they want them to
3724s um and painting is you know painting
3727s blocks and so on is is a big part of
3729s that as well to be able to give a color
3731s that you want or or you know customize
3733s it more um and we feel that the same
3736s kind of thing goes for the the direct
3738s Avatar and clothing and so on as
3740s well um so that is something that we're
3743s definitely looking heavily
3745s into um and that'll be its own kind
3749s of big epic of stream um hopefully later
3754s on later on during this year um but you
3757s know we got a we got a big list of
3758s things to
3759s get
3762s um get through um this being part of the
3767s maintenance and the first view of
3770s Maintenance I should probably phrase it
3773s as um with tool Decay overall
3776s parts that goes into worktables
3778s and worktables now have a continued cost
3783s to them so anytime you're crafting
3785s things you're actually having a a
3787s related cost to the
3790s table um and it's something that we are
3792s looking at extending to all branches
3795s of craftables
3798s essentially
3802s um but yeah hope everyone has uh
3807s enjoyed the stream been a lot of
3810s cool uh cool discussions and
3813s uh comments here and people raised a lot
3816s of good questions and I hope I answered
3819s most of
3827s them as usual you know if there's if
3829s there's anything else you're wondering
3831s about or uh have questions for or need
3834s help with with things um Community is
3836s great hop in on Discord and um either
3839s hop in on you know Dev hangout and uh
3842s I'll probably answer most of the things
3843s that I see popping in there
3846s um armored armored armored any idea on
3850s when 10.2 is coming um out of out of
3854s everyone in the Stream here was
3856s generally pretty active on Discord Denny
3860s posted a uh uh an announcement yesterday
3863s I think it was I can't remember
3867s um with uh the release date for 10.2
3870s being on
3874s Monday uh so stay tuned for that
3878s um so you know if uh if your server
3882s stuff isn't opted into the specific
3886s branch that is currently
3888s live
3890s um make sure to uh make sure to lock
3894s yourself into that version if you don't
3896s want to get exposed to 10.2 things such
3898s as the new profession um and so
3903s on um and
3907s uh yeah it's been a blast as always uh
3910s thank you everyone for showing up and uh
3914s uh all the great comments questions and
3916s everything uh yeah the cats are fine
3918s they're they're actually sleeping right
3921s now uh thankfully they've been they've
3923s been going going crazy
3927s um but yeah no everyone have a great
3929s weekend um thank you all for coming and
3932s uh I'll catch you on the next stream
3934s which will hopefully be in another two
3936s weeks we'll keep doing these bi-weeks so
3939s uh we'll see what we have topic-wise for
3941s next week uh the the next stream
3944s it possibly be painting maybe um if not
3948s it'll be the balance changes and the new
3951s block set so I'll uh catch you on the
3954s next one take care everyone
3985s one
3987s [Music]





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