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Strange Loop Games
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262s | there we go think we got everything |
264s | rolling hopefully maybe |
268s | perhaps uh |
272s | hello hello so everything seems to be |
274s | seems to be operational so yeah know |
276s | we'll go with it um hello everyone and |
280s | welcome to another Friday stream here at |
281s | strange Loop |
283s | games and my name is Jens work working |
287s | as lead game designer here and we'll |
290s | keep rolling with your streams and going |
293s | over and and kind of having the |
295s | privilege and uh and uh enjoyment of |
300s | being able to kind of show off all the |
301s | cool things that we're working on and |
304s | everything is kind of new and |
306s | fancy I see there's a a tutorial on |
311s | website purchase in the uh in the twitch |
315s | chat um yeah hey hey everyone um so this |
321s | time we are looking at |
324s | 10.2 play test |
326s | release |
328s | um it's been on staging Branch it |
330s | finally got nudged down to play |
333s | test uh let me just move over things a |
336s | little bit here so there we go um so |
340s | yeah we have finally moved it down to |
342s | play test we're finally able to to you |
344s | know say that it's stable enough to do a |
347s | run on um uh currently running on uh |
351s | seor which I believe went live here |
354s | hopefully a little bit of desync with |
357s | myself and den is on one that the timer |
361s | was I think it was 9 |
364s | I was going to check it prior um oh it's |
369s | it's it was 6 p.m. so that thing should |
370s | be live since 3 hours |
373s | ago uh I |
376s | hope no one has been pinging me about |
378s | explosions so I'm presuming that it's |
380s | working uh we'll take a look at it and |
383s | hop in here in a |
384s | bit so what what craziness are we up to |
388s | now we well we you know we we we got the |
390s | smelting rework and the new profession |
392s | involved so that's going to be |
395s | absolutely um amazing and and thrilling |
397s | to going to see how people deal with a |
399s | new profession that is something that we |
401s | haven't really done in a long time it's |
404s | been a a long long time since we kind of |
406s | did anything to direct profession |
409s | Specialties so that's going to be fun we |
412s | have more of those planned um and we'll |
416s | also go over a little bit about um our |
419s | art teams optimization stuff I know the |
422s | frame rate |
425s | um has been |
428s | um |
430s | um kind of a big topic of discussion in |
433s | general either frame rate loss or just |
435s | the you know the the general |
439s | um uh the general interact ability and |
441s | and kind of the frame rate loss over |
443s | time over as as stuff being built as |
445s | more complex things are being on scene |
448s | um just generally improvements in that |
451s | department and our our team has been |
453s | doing absolutely crazy amount of work in |
455s | that and |
457s | I'll give you an example here um in a |
461s | bit as well and then we'll we'll nudge |
463s | and and sneak peek a little bit about |
465s | the painting stuff that is going into |
467s | 10.3 as well um a bit |
472s | later um and as |
475s | per just on on a general answer in the |
479s | um on the whole key purchase thing so if |
482s | you buy the game on the website through |
484s | any of the |
486s | packages it you'll need an SLG account |
489s | which you can either create beforehand |
491s | and buy which then will link to it or if |
494s | you don't have an SLG account and you |
496s | buy it it'll prompt you with a link in |
498s | the mail to create one once you have |
503s | that you can link your steam to the SLG |
506s | web system which then unlocks it on |
508s | Steam as well |
510s | so you don't get a direct steam key um |
513s | it just unlocks the license on Steam for |
516s | you on the account that you link |
519s | it um and if you get one of the multi |
522s | pack things it gives you a field to send |
526s | the LI um send copies to and they'll be |
529s | receiving the same kind of |
535s | email so anyone that |
537s | is getting an invitation from from |
540s | someone will also be able to create an |
542s | SLG account and then they can link Steam |
543s | and have it on Steam as |
546s | well um so yeah I you know I I where do |
552s | we start there's so much |
554s | stuff um and I'm also super stoked about |
557s | the 10.2 actually getting into public |
559s | hands now so I can get some people can |
562s | give those those recipes and costs run |
564s | for their money so I can get some |
566s | feedback and probably do some slight |
569s | adjustments depending on what it |
572s | um what happens um there are a few key |
574s | things that I just really didn't have |
577s | time to do in the full scope that I |
579s | wanted to do one one of them was do a |
581s | bit of tinkering with food balance in |
582s | general I did a small tweak on |
586s | variety um which hopefully will make it |
589s | into |
591s | the um patch notes that Dennis is |
596s | compiling uh so the maximum gain from |
599s | variety has been reduced a bit um you |
602s | also have a higher requirement of total |
605s | calories consumed by each individual |
608s | item before they account to the variety |
611s | bonus so you know just chugging |
613s | something simple isn't really going to |
615s | cut it you're going to have to eat a bit |
616s | more to actually be contributed to that |
619s | variety |
620s | bonus um so just a few minor tweaks in |
623s | there that is related to food um I also |
626s | did a a pass on clam kelp and urchin as |
631s | well um so they should be growing a bit |
635s | better they should also be a little bit |
636s | more numerous in the world from |
639s | start um so look forward to that as |
643s | well |
645s | uh where do we want to start off let's |
649s | just let's just just hop in in game I |
652s | think and see where see where we're |
658s | at uh |
660s | so if we do this we've got is that thing |
664s | rolling it is rolling look at that beta |
667s | play test 367 |
669s | build |
671s | and right I'm I'm a little bit ahead |
674s | apparently did that just |
677s | deploy that is |
679s | unfortunate why why are we always |
681s | starting out like |
685s | this uh let's let's start the stream |
689s | with poke King |
690s | Dennis |
696s | uh and go hey verion update something |
700s | happened always something ain't it |
706s | um see if uh see if that that resolves |
713s | itself |
718s | uh oh never hang on hang on hang on I |
721s | know what's going on |
723s | here uh Let's ignore the painting |
727s | thing um I know what's going on we need |
730s | to hop in here let's nuke QA mode |
733s | otherwise we might get kicked out and I |
735s | believe see |
736s | [Music] |
739s | author yeah there we go so the plest |
743s | build on SE auor I might as well do this |
745s | on stream so people can actually see how |
747s | to how to do it um if you want to join |
749s | in on the on the play test so on if |
752s | you're running on Steam you can go into |
754s | properties of Eco and then you go into |
757s | the Beta Tab and then you select the 10 |
761s | the the 10.2 play test and that should |
764s | keep you up to date |
766s | with the |
768s | um actual build used on the play test |
777s | itself that should let me get in on it |
780s | yeah see there we go now we have a join |
785s | thing |
789s | um while that's hum humming and and |
792s | raging |
794s | around uh we can we can we can take a |
796s | look at it since since it was out there |
800s | uh where did you |
802s | go there you go so on the painting and I |
807s | know this is going to be a huge thing |
808s | and I look like I'm radiated here |
812s | because of the white |
813s | background |
815s | um so on the painting |
819s | things we have a new worktable where you |
823s | mix and and assort paintings and how |
826s | that system is going to be working in is |
827s | going to be its own its own Dev blog uh |
831s | Slash stream thing because we have some |
834s | we have some interesting cool |
835s | ideas but I I presented the asset a |
839s | little bit on |
840s | on um I think it I I think it threw it |
843s | up in Dev Dev hangout or somewhere |
845s | earlier |
847s | um but some concept on U on how it how |
851s | it came to be basically from idea |
855s | to idea to ID on paper to IDE in |
859s | game |
862s | um so I think well I I think I have |
864s | another image of the actual 3D asset |
866s | here somewhere that I can show up later |
868s | but this is this is a essentially going |
870s | to be the painting workstation |
874s | um later on but we finally managed to |
878s | get ourselves onto sea alter so on here |
882s | we do this and I am personally not a fan |
886s | of the 3D map it's one of those things |
889s | where like prove me wrong kind of things |
891s | I like the 2D map because it gives me a |
893s | bit more |
895s | control um if you have a preference for |
898s | the 3D map let me know know why or how |
900s | and can |
904s | I how come you like it over the 2D map |
906s | kind of |
909s | thing oh yeah immersion that is true |
912s | that is true you you you do get that |
914s | whole I know the world is round kind of |
917s | thing versus just a a map on oh boy this |
921s | map is interesting ain't |
924s | it |
926s | um yeah it it looks a bit |
930s | beefier like it it gives you that kind |
934s | of globe in the |
936s | library spin fun thing |
943s | um but I'm I'm just I'm just too |
945s | practical like I want to know the |
947s | distances between two points and kind of |
948s | where things and where things go about |
952s | uh what do we want to do this time and |
954s | there's a little a little sad splotch of |
957s | desert right here or if that's gold |
961s | maybe you can see the terrain height |
963s | easily yeah that that is true that is |
965s | true |
968s | um it um it it is hard to see height |
972s | differences especially with the |
973s | mountains and kind of |
975s | canyons |
981s | um it uh it's much easier to kind of get |
984s | the full kind of the full scope of how |
987s | tall mountains are or how how well |
990s | optimized the terrain is to actually |
991s | build cool things surrounding |
995s | it |
998s | uh maybe we should just kind of shill |
1001s | out in the desert see what's going |
1003s | on build a little bit of Harbor Hub |
1008s | thing we'll see start near |
1015s | Pioneers Oh the um I got the trees |
1018s | disabled |
1020s | which is why they weren't showing |
1021s | up um I had everything kind of disabled |
1024s | from the get code just because I like to |
1026s | have a a clean |
1029s | map yeah I believe they're hidden by |
1031s | default on |
1032s | on static |
1034s | thing um actually we can we can check |
1037s | that environmental data and then we go |
1039s | biome and then we go deep ocean |
1047s | biome so we have go over to to the map |
1051s | to properly see |
1053s | this yes we have we have a we have one |
1056s | that's straight across vertically |
1060s | um that's interesting that that is that |
1063s | is making it a very peculiar thing so |
1066s | you can go eastwards but you can't go |
1069s | westwards if you're on the desert |
1072s | side so there's no shortcut over here |
1076s | without boating otherwise you going to |
1077s | have to kind of drive all the way way |
1079s | over from left to |
1088s | right |
1090s | U let's have a look see around |
1097s | this so one of the things on seather |
1100s | that we're testing out with this play |
1101s | test is exhaustion so on here we |
1106s | are we're using exhaustion with a a |
1109s | little bit more of a a leeway hour thing |
1111s | so people can play to their heart |
1113s | content without being too constrained by |
1116s | it yet still be able to kind of use the |
1119s | system and test it out and and see how |
1121s | it works um on a live server with more |
1124s | people hence the play test for |
1127s | it um and as mentioned the play test got |
1130s | kind of three major parts one the the |
1132s | smelting blacksmithing split the |
1135s | exhaustion |
1136s | and the um |
1142s | uh injunctions for civics so when when |
1145s | someone has a law in a town you can nuke |
1148s | the law if you're in a um country |
1151s | instead you basically say this law is no |
1153s | longer valid |
1157s | bam uh we've got exhaustion thing going |
1160s | on here and it limits the amount of |
1163s | stuff that you can do or put labor into |
1166s | and or you know shop shop trees cut |
1168s | stone and and so |
1172s | on is it is it happy now it's happy |
1177s | now and then we can just skip the rest |
1180s | of |
1182s | it |
1185s | uh see where we're at and what we've got |
1187s | going |
1188s | here so I'm |
1191s | thinking like did this this place down |
1194s | here is nice because you got a little |
1197s | bit too cheeky um world is something |
1199s | that we are going to be looking at um |
1203s | throughout here as well as I'm make I'm |
1204s | making continuous tweaks to things and |
1206s | experimenting a bit with it so we'll see |
1209s | where |
1210s | um where and how that changes throughout |
1213s | here up to |
1217s | 1.0 um heard you mention something about |
1219s | needing more food variety it's not so |
1221s | much needing more food variety as I |
1224s | reduced uh did a small balance tweak for |
1226s | it so reduced the the maximum but like |
1229s | the maximum level off variety you can |
1232s | reach |
1236s | um as well as increasing the calories |
1239s | required to attribute something towards |
1242s | it uh the prickly Paris is it's probably |
1246s | because there's a biome transition going |
1247s | on here so the the grasslands kind of |
1250s | leaning in a little bit into the desert |
1252s | and the desert's leaning in a little bit |
1254s | into the grassland so it's kind of a mi |
1256s | a mixed patch in between the two |
1260s | so there's just |
1261s | enough um growth ranges to be in that |
1267s | adjacent |
1268s | Zone um how does the refresh timer used |
1271s | with exhaustion |
1273s | work um I'm not ignoring the building |
1277s | material I think it's I think it's |
1278s | relevant but it it it it'll be brought |
1282s | up here |
1284s | um thought it was a visual indicator on |
1287s | the regular map for deep ocean um no it |
1290s | it's it's always kind of been looking |
1292s | bluish I think we might we might need to |
1295s | tone that in it's a good suggestion I |
1298s | probably want to deepen deepen the tone |
1301s | of that color for it so it it does stand |
1303s | out on a mini |
1307s | map |
1312s | um how does the refresh timer used with |
1315s | exhaustion work um essentially it just |
1318s | it |
1319s | um from the tool tip changes now you see |
1322s | when that next refresh is |
1324s | happening um and you also see how much |
1326s | time you get when that refresh is |
1330s | happening and the refresh happens on |
1333s | server set UTC time now so it's no |
1337s | longer set inside |
1339s | on um in the game time which it used to |
1344s | be which wasn't really working for a lot |
1346s | of |
1347s | people um um because if someone has been |
1351s | you know away for two days and they come |
1353s | back and then the server hasn't been |
1354s | running for two days they still don't |
1355s | have they still don't have any time so |
1358s | it was kind of it made sense for |
1361s | progression in the game but it it it |
1364s | doesn't make sense with what the |
1365s | mechanic is supposed to be doing um |
1368s | which is alleviating and helping |
1370s | people's scheduling and you know real |
1372s | life kind of contribution to it |
1377s | um |
1380s | so we we we're kind of shuffling around |
1384s | it um Can admin set the reset Time twice |
1386s | a day you can set it to um you can set |
1390s | the |
1391s | so the refresh the refresh timer is |
1394s | always doing kind on the next day so if |
1396s | you're on Monday it'll register on |
1398s | Tuesday and so on and the refresh timer |
1401s | set on a 24hour cycle so if you change |
1404s | it down to 12 hours it'll be twice a |
1407s | day |
1410s | uh but there's a lot of a lot of |
1411s | variables to it and |
1415s | uh a lot of new settings for admins to |
1417s | kind of dig |
1419s | into uh so don't hesitate to kind of |
1421s | pull up U just hop in on the branch pull |
1424s | it up and |
1425s | uh start it and see what the new config |
1428s | templates are looking like and uh |
1430s | especially with the GUI uh for the |
1432s | server |
1435s | UI this looks a little bit desolate on |
1438s | anything res |
1439s | zamling |
1442s | trees although there's plenty of plenty |
1446s | of animals and plenty of water we can do |
1447s | some fishing if |
1452s | necessary see there's someone think |
1455s | there's someone living down here |
1457s | starting to build a bit of a harbor |
1465s | thing maybe we should do something down |
1468s | here yeah let's do |
1470s | that Madness no strees in the desert no |
1473s | it's it's um I I I really enjoyed the |
1476s | view on the desert now uh with all the |
1479s | changes I did to it because you have |
1481s | small patches of growth and and |
1483s | vegetation but most of it is |
1485s | fairly fairly empty wide spacing and |
1489s | then people can repopulate grow stuff |
1492s | and and plant things crazily in it if |
1494s | they want to |
1497s | but |
1506s | um oh one thing I wanted to make so is |
1510s | when you eat loads of garbage to jobs it |
1512s | impacts your bonus for longer like a |
1513s | week will that be possible |
1516s | um |
1518s | that there |
1521s | is |
1523s | um there |
1526s | is it's an interesting implication |
1531s | um I want to have that there uh it it's |
1534s | a very good question |
1537s | um maybe we should open that |
1540s | up plus five reputation hello stream hey |
1544s | whan |
1545s | [Music] |
1548s | um actually let's let's do it here |
1552s | yeah um it has some it has some |
1555s | interesting implications and and |
1557s | applications that can be |
1560s | used um but it would have the side |
1563s | effect |
1565s | of um your general skill is harder to |
1568s | kind of get push further up by that but |
1571s | maybe we could do it as a config thing |
1573s | and be uh change it out to public |
1579s | variable um I have one question is the |
1581s | cart getting suddenly teleported top |
1583s | side when a m in or tunnel supposed to |
1585s | be like it or is it being worked on |
1587s | getting fixed |
1591s | oh no |
1592s | see see we feel that cards just |
1596s | transcend the physical |
1599s | plane |
1602s | um uh so we figured that you know cards |
1605s | should be teleporting up and |
1607s | down um it just makes sense because we |
1611s | know that they you know you have some |
1612s | Vulcan |
1614s | trans translocation beacons involved in |
1617s | them um and and they just hop up and |
1619s | down uh no it it is a bug it |
1623s | is um and Juan has been diving |
1628s | absolutely crazily deep into the whole |
1630s | Shunk loading prioritization and kind of |
1632s | how that whole system |
1634s | works so what generally ends up |
1636s | happening at the moment is that Vehicles |
1638s | kind of spawn in prior to the chunk |
1641s | being completely loaded which makes it |
1643s | fall through the world and we have a de |
1645s | penetration system that tries to make |
1647s | sure that nothing like if anything has a |
1650s | minus position it teleports to the top |
1653s | of the chunk to make sure it falls on |
1656s | the |
1657s | surface and so the load prioritization |
1660s | and the load system in itself is is |
1663s | being a bit mischi misbehaving which is |
1665s | why you have things like not only you |
1667s | know carts and vehicles but also rubble |
1669s | and um Trunks and logs and and whatever |
1673s | else um and he's he's been doing a a |
1676s | crazy amount of investigation and re |
1678s | diing of that system and there is a poll |
1681s | request open |
1682s | for uh play test um it's still being |
1686s | kind of debated whether or not it's |
1688s | stable |
1689s | and suitable to go into play test |
1692s | depending on um the put the potential |
1697s | ramifications um so we'll see if if it |
1700s | does make it in there there's a good |
1701s | chance that a lot of the cases for |
1703s | random teleportations gets |
1705s | resolved |
1707s | um but we'll you know if if it happens |
1711s | you'll you'll notice it on um on Discord |
1715s | I'm presuming um and it'll it would also |
1718s | make it into the patch note if it does |
1719s | get fixed |
1720s | so keep your ears to the ground kind of |
1723s | thing uh but we are aware of it and and |
1726s | there's some there's some crazy crazy |
1728s | crazy things going on for it um speaking |
1730s | of moon |
1731s | carts any news on elevator stopping at |
1734s | exact floor height um we've got some |
1736s | ideas for it there there's some plans |
1737s | for it but |
1739s | nothing has really you know um no one |
1742s | has really had the time to dig into it |
1745s | uh as I'm I'm pulling out my |
1747s | shovel but um we definitely have some |
1750s | ideas towards what we want that to do |
1753s | and we want kind of |
1756s | elevator |
1758s | um flooring system like next floor kind |
1762s | of thing |
1764s | um going |
1767s | on um |
1770s | changes to mining recipes Rocker Box |
1772s | screening machine converted to static |
1774s | instead of dynamic here to |
1776s | stay um which recipes are you talking |
1797s | about |
1810s | they shouldn't be |
1825s | that um well we can we can we can take a |
1828s | sneak peek since we're since we're on |
1829s | here no one really no one really Minds |
1832s | all that too |
1833s | much just going to do that and I'm going |
1836s | to hop in there and I'm going to do |
1839s | that I'm going to grab |
1845s | that there we |
1847s | go |
1854s | [Music] |
1857s | um |
1861s | if anyone ever wondered how Theory works |
1865s | this would be how it's |
1872s | looking uh they shouldn't be |
1886s | [Music] |
1887s | static |
1890s | well the concentrate shouldn't be but |
1894s | the |
1895s | [Music] |
1896s | um so the way it works |
1899s | is crushed ore into concentrate is not |
1905s | static in in the rocket boxes and if |
1907s | they are |
1908s | um are you |
1913s | um |
1915s | um not this time I I've got I've got the |
1919s | concept for the actual tools for it but |
1921s | I'm not going to go into Super |
1923s | mechanical yeah I'm |
1925s | I'm the um the alien |
1933s | view |
1940s | um are you on a local build or are you |
1943s | on the um are you on the um SE play test |
1947s | uh Bob |
1954s | get a campfire |
1955s | going get a tool bench and the |
1963s | workbench oh yeah just send me a send me |
1966s | a DM um I got my axe on me as |
1970s | well it's just ravage a cact |
1977s | here |
1983s | Timber a little bit late with the Timber |
1986s | and a little bit loud maybe that's just |
1988s | on my end let me know if if the |
1990s | game game audio is way too loud |
1994s | or just me having very loud volume |
1997s | settings |
2007s | locally |
2010s | uh where can I report if I heard a song |
2012s | from Eco in mobile game from App Store |
2014s | um send Dennis a DM |
2017s | um |
2019s | Association um if you are on the Discord |
2022s | or have joined the |
2024s | Discord Um send a message to our |
2026s | community manager Dennis |
2029s | um with details and he can take a look |
2031s | at |
2036s | it uh also Brandon hi hello |
2042s | um yeah there |
2045s | there's um vehicles and their Associated |
2049s | limitations in particular when it comes |
2051s | to that one uh is |
2055s | uh probably going to be a post 1.0 thing |
2058s | but it's definitely something that will |
2059s | be interesting to |
2067s | tackle |
2069s | is there anything planned for piping |
2070s | through walls or floors without having |
2072s | to break the blocks there SL have a gap |
2074s | yeah we |
2075s | have we want to take a look at utilities |
2078s | pipings and and just blocks in general |
2082s | um so at the moment we have kind of |
2084s | Water Works in in kind of a different |
2086s | face than other blocks so they can kind |
2088s | of coexist inside the same space and we |
2090s | want to do the same type of scenario |
2094s | for um pipes and so on so you could |
2096s | embed pipes into different |
2100s | blocks um but it's it's stuff that's on |
2103s | on the want to do things but haven't |
2105s | really had um the opportunity to dive |
2108s | into it because we have a lot of other |
2109s | things that are planned |
2122s | beforehand yeah I'm I'm I'm still I'm |
2125s | still a bit confused about the um the |
2128s | ustra and the The Crushers should be |
2130s | static but nothing else and if there's |
2131s | if they're not it is quite possible that |
2134s | you are running |
2138s | something |
2140s | um if you have a mod or anything that's |
2143s | lingering in the background because it |
2145s | should mostly be backwards compatible |
2147s | with 10 |
2149s | like 10.0 10.1 thing I haven't really |
2152s | changed anything significant in the |
2154s | templat |
2155s | for that stuff what I can remember |
2159s | I |
2161s | mean I've done weirder |
2170s | things too hungry to do that oh no what |
2173s | on Earth am I going to do do I just want |
2175s | to eat the giant cactus |
2177s | fruit probably oh see that was |
2184s | delicious we want to grab that |
2187s | campfire |
2188s | I want to grab that |
2198s | workbench on here we want to have a new |
2202s | stockpile as a first |
2213s | priority |
2217s | uh so the question is how speedy is |
2220s | things going to be we almost got masonry |
2223s | up someone is doing |
2232s | smelting and we have that black smithing |
2234s | here which is it it's this whole teory |
2237s | thing is needing a little bit of a bit |
2240s | of a rework and some love to make it be |
2244s | a little bit cleaner to see and |
2246s | browse this things should be down here |
2250s | towards in between tier one and |
2263s | [Music] |
2266s | two do we want to do we want to |
2271s | where maybe we should do some Seas |
2275s | Seaside Seaside food shop thing going on |
2281s | maybe food and tools all you need |
2288s | right grab players on here as |
2296s | well that is a carpenter logging SLC |
2300s | Carpenter most likely I'm |
2303s | presuming and we've got |
2306s | some that's another |
2309s | logger and that's a mining |
2312s | Mason do we have anyone doing food |
2317s | nearby it doesn't look like it maybe we |
2320s | should embark on the food |
2322s | route do some campfire |
2327s | cooking yeah let's let's go for |
2333s | that uh yeah I am on sea |
2336s | alter |
2346s | so now with campfire unlocked I can do |
2349s | some some other cool things here but I |
2352s | need to scavenge and Source some |
2356s | ingredients |
2359s | here which I'm presuming there's |
2362s | not anyone on here that has Gathering |
2364s | that has a |
2366s | shop |
2373s | see we |
2375s | can't |
2378s | let's not do |
2381s | that |
2384s | uh um I know smelting will be do we have |
2387s | any idea if 10.2 will be safe compatible |
2390s | um it should be it um it'll have a bunch |
2394s | of um the recipes are going to be a bit |
2397s | wonky here and there but it should work |
2399s | out quite |
2401s | nicely so when when there is two kind of |
2405s | distinct differences when recipes are |
2407s | changed from our side |
2409s | so um or three cases I guess it's when |
2413s | recipes are being added so brand new |
2415s | ones that is new addition to the |
2417s | game um an existing recipe gets altered |
2420s | either by moving it around from one |
2423s | workstation to another or having a new |
2426s | ingredient or so on so forth |
2429s | and then the case of a recipe gets |
2431s | outright removed now in the first two |
2435s | cases H around to get a little bit more |
2438s | comfortable here in this chair um in the |
2440s | first two |
2442s | cases there's not a lot of potential |
2446s | implications so when a recipe is |
2448s | adjusted um any existing recipes that |
2452s | are in Q so you have a work order for |
2455s | this particular item already it won't be |
2458s | affected by the change so if you're |
2460s | crafting you know steel axes and I move |
2463s | steel axes from being crafted on the |
2466s | Anvil to being crafted on um the |
2470s | grindstone or a power hammer in this |
2473s | case for the steel um the old queue is |
2477s | still going to work and it's still going |
2478s | to be fully viable but it's not going to |
2480s | be changed and it's not going to stop |
2483s | working um but you won't be able to |
2486s | start a new work order of that type on |
2488s | the workstation so you're going to have |
2489s | to start a new work order on the new |
2491s | station kind adapt to those |
2493s | changes um this is all this is both |
2496s | positive and negative because if if |
2498s | there's a reduction in cost to craft |
2500s | these things you're going to have to |
2501s | cancel it and you may lose labor doing |
2503s | that |
2505s | um however if there's an increase in |
2508s | cost then you know you can kind of cheap |
2511s | out and and not cancel it and you can |
2513s | still have that cheaper recipe um and it |
2516s | that's just kind of |
2518s | unfortunate side effect to balance |
2520s | things while in in a |
2522s | cycle uh but that's always going to be |
2524s | true for any you know for someone around |
2528s | um so that one is kind of hard to avoid |
2534s | um |
2537s | see someone is selling |
2546s | stuff theology Gathering research |
2553s | papers dendrology |
2561s | agriculture why it's not too bad so if I |
2565s | grab what can I do with ter Roots I can |
2568s | do fun things with ter |
2571s | Roots |
2575s | uh can use it for |
2579s | root |
2581s | campfire together with C bulbs do we |
2583s | have any c bulbs somewhere in the world |
2587s | no one's selling CH bulbs but I guess |
2589s | we'll have to shovel some CH |
2596s | bulbs throw in some |
2599s | fuel and then we do |
2603s | some do I just want to be a heretic and |
2605s | do some Grill some some sh to me |
2608s | those or do I just do I want to use them |
2611s | as vegetable probably want to use them |
2612s | as |
2618s | vegetable we do that do we have any |
2620s | huckleberries being sold in the |
2625s | world |
2627s | no and fids probably going to be the |
2630s | same |
2634s | thing |
2636s | Wolfman |
2639s | you are buying some |
2645s | Timber that seems to be a sensible place |
2648s | to start so if we just control click |
2655s | that cut that down cut that down and |
2658s | then we do |
2662s | markers did we not |
2665s | get we can do |
2670s | we can set the marker down here |
2671s | apparently didn't want to drop a |
2673s | marker let's just do Food |
2678s | Store look at that fantastic and then we |
2681s | can |
2683s | grab let's do some Shard fish just |
2688s | just some |
2691s | Shard there we go do that add |
2696s | that |
2700s | yeah um so um stores as mentioned um |
2705s | from my experience setting stores is |
2707s | very cumbersome and in my opinion one of |
2708s | the major contributors to players tend |
2710s | to group together with and barter commun |
2712s | systems with which kills the |
2716s | economy |
2719s | um I see all this all the active people |
2722s | from giant panda hopped over to the |
2724s | auter yeah it's the play test um |
2728s | always always attracts all |
2732s | the all the people around |
2735s | um well on on the store thing there's |
2738s | kind of two things that |
2740s | is um tricky one of them is bartering is |
2745s | is difficult like it it is not simple um |
2750s | it's figuring out kind of what you want |
2751s | to charge for things um what's |
2755s | reasonable uh if people get upset that |
2758s | hey you know you're charging this m this |
2760s | amount of money for this thing you |
2762s | should be charging |
2763s | this uh but that's also difficult thing |
2766s | to say because you might be |
2769s | perceiving |
2771s | um very distinct different things and |
2775s | values very |
2776s | differently where is the closest path to |
2779s | getting food from |
2781s | there it is down there and it is over |
2784s | that |
2786s | water |
2791s | oo well you know let's just let's just |
2794s | do actually we're probably going to need |
2796s | some more pieces of meat before we go |
2798s | down |
2799s | there |
2802s | um we also have a forest here do we have |
2805s | some |
2807s | huckleberries we go environmental data |
2810s | and we go |
2811s | plants and we go yield potential or |
2814s | sorry |
2816s | population |
2817s | and we have our huckleberries |
2822s | here that is up in the cold Forest over |
2828s | there uh we got some mushrooms mushrooms |
2832s | we |
2834s | have clams is probably tricky beets up |
2837s | in the grassland C bulbs would be |
2840s | nice we do have C bulbs let's let's |
2843s | sneak some C bulbs being being a bit |
2846s | heretical with |
2849s | um not having Gathering stealing |
2853s | these if I can find my way up here |
2856s | without having to |
2858s | uh interact too much here we go we got |
2862s | some |
2865s | Camas where did the C go is the c not |
2871s | ready there we go I don't know what |
2874s | happened to the first C Bol it tricked |
2876s | me |
2880s | we want say 50 c |
2884s | bulbs probably going to be |
2887s | fine so I'm looking at making that Ruth |
2893s | campfire which means I got the |
2896s | greens um or close to I can get some |
2900s | agave and I just need that teror rout as |
2904s | well which I want to buy |
2908s | let's find some more C |
2911s | bulbs oh yeah let's have a have a look |
2913s | and |
2936s | see |
2946s | that is interesting um |
2949s | so kind of got distracted um Bob was uh |
2953s | sending me that screenshot |
2955s | of things being |
2957s | static and it it it seems like it but I |
2962s | know I I know personally that I haven't |
2964s | done it and there hasn't been any |
2966s | changes to theory in that that regard so |
2968s | I'd like to know if you happen to have |
2971s | any mods running in the background or if |
2973s | you have some specific changed settings |
2977s | config |
2980s | wise just do |
2983s | uh sneaking some fiddle heads as |
2996s | well |
2998s | look at this craziness stealing all the |
3001s | crops in the world oh |
3003s | NOS um I'll |
3010s | I'll uh server created from the in- game |
3013s | server creation options |
3016s | um make sure that you don't have a mod |
3020s | running and also check the difficulty |
3024s | setting someone rest him he's stealing |
3027s | all the crops in the |
3028s | world it's |
3039s | disappearing we'll leave |
3044s | one that gives us that gives us a couple |
3047s | to to kind of deal with be nice to have |
3049s | some rice as |
3052s | well should have made should have made a |
3055s | hoe before so I can so I could |
3057s | yeah right I need the Scythe with me I I |
3059s | don't have a |
3067s | sickle um guys fixing the missing blocks |
3070s | when mining um are you talking about the |
3072s | rubble uh Snow |
3076s | Queen I believe that is related to |
3079s | Juan's work on the chunk lothing as |
3086s | well |
3089s | when there's no food tomorrow we'll know |
3093s | why ice stole it all and made it into |
3099s | food oh is that not how you harvest |
3101s | tomatoes with a |
3103s | machete I was so |
3106s | confident wax it |
3109s | down |
3112s | um I'll I'll casually build a little |
3114s | food store and then we'll see if see if |
3117s | it decays and I get preoccupied with uh |
3119s | just general stuff in uh workwise and it |
3123s | falls into Decay and someone takes it |
3125s | over or claims it and then it falls |
3129s | apart |
3133s | um but on on since painting has been you |
3136s | know a topic thing here for a bit um I |
3140s | think we can we |
3142s | can kind of hop in over into |
3146s | um me see if I can do that so we had we |
3149s | had this table um as you saw so this is |
3153s | this is going to be the work station |
3155s | where you're interacting and and kind of |
3157s | poking at um and as as some people have |
3162s | been Discerning |
3163s | um it is uh |
3167s | CMYK with white in |
3170s | it and it's it's super bright so I'll |
3172s | I'll switch around from this image here |
3174s | in a little bit um but we have some |
3177s | ideas about how to do this in an |
3180s | interactive state so you're at the |
3182s | moment and I don't want to say too much |
3184s | about it because it's still being kind |
3186s | of poked prodded and and see what we can |
3188s | do out of |
3189s | it um but the general idea is |
3193s | to actually mix |
3196s | stuff oh yeah copy machine yes that |
3199s | grinder finally in there um but no so |
3202s | the the general idea is to be able to |
3204s | use different colors and mixing them |
3206s | together |
3208s | um to avoid the issue of |
3210s | having like a gazillion recipes in a |
3213s | worktable for each individual |
3215s | color so we've got some cool ideas that |
3218s | we're we're testing out and seeing what |
3219s | works so hence why I don't really have a |
3222s | whole lot practical to say about it |
3224s | because we're still very much testing on |
3227s | like the system works in terms of you |
3229s | can you can pick a color and you can |
3232s | apply it in the world on a block um that |
3235s | whole system and server side and |
3236s | everything works so that's done what |
3239s | we're testing out and experimenting with |
3240s | right now |
3242s | is um how we want players to actually |
3247s | acquire the |
3248s | colors versus just plain old crafting |
3252s | recipes for each individual one so you |
3254s | know we'll we'll come back with that um |
3257s | on a dedicated stream for the paints and |
3260s | and like the whole system and do like a |
3261s | proper run |
3263s | through uh but we have some cool ideas |
3265s | that um |
3267s | Mike is still thing um alpen glow no |
3270s | that that's the thing it we kind of |
3272s | don't want that and that is the |
3274s | craziness of it um as for ingredients |
3279s | for the raw input |
3282s | base um |
3285s | pigments we have a few like selected |
3288s | things so we've got uh copper for green |
3291s | we have iron for red we have some some |
3295s | different uh FL flowers and and crops |
3298s | for other colors so there's a bit of a |
3301s | mix between mineral colors |
3303s | versus |
3305s | um uh non- generic one |
3309s | and um so you know there there's there's |
3311s | a bunch of cool things there that we can |
3313s | can kind of go over and break down once |
3315s | we uh once we have a pure outstream for |
3318s | it um as for paint the king over time |
3323s | that is its own kind of can of worm in |
3327s | terms of performance issues um hitsu um |
3332s | you've got magenta |
3334s | from uh |
3336s | [Music] |
3341s | urchins |
3344s | uh borick what static |
3348s | Hogs is that on |
3353s | um on the carpentry table or what is |
3356s | going |
3364s | on I'll take a look at it in a minute |
3366s | anyway um so you know to to kind of |
3368s | tease up with this so um urchins |
3371s | actually have a use um you you can turn |
3373s | them into food but now you'll also be |
3374s | able to turn them into pigments so you |
3376s | know more more things coming and and |
3378s | more kind of systems operate and and |
3380s | shuffling around um |
3383s | so that is where you're creating the |
3385s | paints now for applying |
3389s | them we've got some cool New Concept |
3393s | from |
3396s | um meeno for the different tiers |
3400s | and Utilities in uh actually applying |
3404s | the |
3408s | paint so this will |
3411s | be the early game and kind of the |
3414s | Primitive leather would like crude metal |
3418s | parts and then you have the mechanical |
3421s | era where you're involved into |
3424s | more um higher quantity slash you know a |
3428s | little bit improved quality of life |
3430s | fancier it's coming into industrial |
3432s | mechanical era thing and then you have |
3435s | late game modern kind of |
3439s | plasticky |
3442s | um compressed air kind of thing um |
3447s | armored no so we we initially were |
3450s | thinking about doing like a paintbrush a |
3452s | roller and like a spray gun at the |
3455s | modern |
3456s | era uh but mileno really liked the idea |
3459s | and kind of went absolute crazy on the |
3462s | this um the paint counts here so we kind |
3465s | of just went with it because it it it |
3467s | looked cool it seems fun |
3470s | and um it kind of gives you a sort of a |
3475s | style to it from the start to finish |
3477s | just kind of upgraded versions of it |
3478s | instead of completely different tool |
3482s | types |
3484s | um so that's some some you know some |
3486s | cool stuff to look forward to DaVinci |
3488s | style sprayer yeah so you know it it |
3491s | works it works in the same kind of pump |
3494s | style thing where as um you know you got |
3499s | your um like the water spraying bottles |
3501s | that you have in in when you're doing |
3504s | like getting a haircut or something um |
3506s | or for you know plants and and whatnot |
3511s | um but yeah so |
3514s | we're experimenting a little bit on on |
3516s | like durability scale um if we want to |
3519s | limit it to kind of like um if you one |
3525s | you'll have the durability on the tool |
3526s | themselves but also the consumable for |
3529s | the actual paint itself if you want them |
3530s | to be you know the the the Primitive |
3533s | ones are worse at retaining or you get |
3536s | less paint out of the same paint |
3538s | quantity um now we just needed the wici |
3541s | helicopter oh |
3543s | boy um but there's a lot of a lot of |
3545s | experimentations for it |
3548s | um and um it'll be cool it'll be fun um |
3553s | it's it's going to be a blast getting |
3554s | into it and I think everyone's going to |
3557s | appreciate what we have planned for |
3560s | it um and to kind of keep up with some |
3565s | changes upgrades and things I've got |
3569s | another asset in here that has been up |
3571s | been upgraded visually um both size and |
3574s | and visual that isn't in game yet um |
3578s | it's something that you see late game |
3580s | fairly frequently all over the place |
3583s | and art team has been kind of going over |
3586s | and and on the to kind of continue with |
3589s | the optimization run that we keep uh |
3591s | parting and saying like hey you know |
3593s | we're focusing on optimization we're |
3594s | really looking into it um and it is is a |
3596s | big a big source of feedback across the |
3601s | board um and some of that |
3605s | is some of it is codewise in terms of |
3608s | direct memory handling and where things |
3610s | are going and and how it's being flushed |
3612s | and so on so forth um but a lot of it is |
3615s | also related to how technical things are |
3618s | and how they're being rendered on screen |
3621s | so not just you know memory leak per se |
3624s | but actually memory occupying because |
3626s | things are bulky and and cumbersome for |
3628s | the system to actually display and and |
3630s | run and and show |
3631s | off so the r team has been going crazy |
3636s | the the last year and this as |
3638s | well |
3640s | um |
3642s | and it |
3645s | um one of the things that Toby has been |
3647s | tinkering with and and improving with is |
3652s | decals um |
3654s | and what this does is instead of |
3657s | incorporating all the kind of all all |
3660s | the bits pieces metals and and you know |
3662s | Bobs that's sticking out and so on um |
3665s | instead of doing them directly on the |
3667s | assets themselves which |
3669s | increases um just |
3672s | increases costs of the Assets in terms |
3675s | of rendering and and display cost um |
3678s | Toby has been kind of digging into |
3681s | making decals possible in terms of doing |
3683s | depth |
3685s | scale uh um that we can apply to |
3688s | models that has extremely low cost |
3691s | relation to the Quality that they are |
3695s | displaying so a lot of the new objects |
3697s | and the new visual upgrades are using |
3699s | these things that just massively per |
3702s | massively increases performance for for |
3705s | very it it's a weird cost win |
3708s | relationship um so we have bigger better |
3711s | looking objects now but they have |
3714s | substantially improved frame rate this |
3716s | playing multiple of |
3719s | them um so as you can see |
3723s | here you have that kind of height |
3725s | differential and and depth to these |
3728s | things yet they're not actually a part |
3730s | of the model |
3732s | itself and it is it is a fairly |
3734s | frequently used technique across the |
3737s | board but now we've adapted it |
3740s | to uh a version of it to be properly |
3743s | used inside the EOS |
3745s | environment and one of the things that |
3748s | it was applied to in particular is the |
3752s | wind turbine which Toby did a bit of a |
3754s | frame rate test |
3757s | scenario to kind of give you a bit of a |
3759s | a a display and kind of hard facts about |
3762s | how much of an improvement some of these |
3765s | things |
3765s | are so here we see a whole chocklo of |
3769s | wind turbines and and this is a still |
3771s | frame so you know don't worry it's not a |
3773s | video um you're not supposed to see them |
3775s | running cuz |
3778s | um as I came up with I could grab this |
3780s | into the stream as well Toby's on the |
3783s | opposite end of the world and it's |
3785s | asleep um yeah so late game you know you |
3789s | you Al you often see quite a bit of wind |
3791s | turbines a bit here and there all over |
3793s | the place so it's one of the bigger |
3796s | assets that we have that is moving and |
3798s | kind of doing things and as you can see |
3802s | here you've got a detailed statistics |
3805s | for |
3806s | um how many TRS how many verts um the |
3809s | resolutions um shadows and everything as |
3812s | well as the frame rate for this |
3815s | scene so this is the old wind |
3820s | turbine |
3822s | um |
3823s | and this is one of |
3826s | the newer upgraded assets for it um |
3830s | color pending |
3832s | obviously but this the the wind turbine |
3834s | is getting bigger the blades is getting |
3836s | more kind of wind turbin |
3838s | blade and note the performance |
3843s | Improvement on it going from 120 FPS |
3846s | with the old model with a new model |
3849s | upgraded has more detail and is bigger |
3852s | bumped up to 202 frame |
3856s | rates um and that's just kind of an |
3858s | example on how much of an improvement |
3860s | the team is really spending time and |
3862s | digging into these assets and making |
3864s | sure that uh um red white and blue um |
3869s | just making sure that all the new assets |
3871s | that are coming into the game has a |
3873s | certain level of quality to them but |
3874s | also using more of the techniques that |
3876s | are available to better |
3879s | optimize um and improve the frame rate |
3882s | of everything around them in the |
3884s | environment so as we March towards 1.0 |
3888s | we'll be seeing more and more of these |
3889s | assets coming to play um not just new |
3893s | ones but also old ones getting a |
3895s | facelift and and reworked and all of |
3899s | that |
3901s | um |
3903s | and um so yeah there you know there |
3906s | there's a ton of things that are going |
3907s | into this um going on but I'd say you |
3910s | know almost an imp a frame rate |
3911s | Improvement almost 100% from just you |
3914s | know wind |
3915s | turbines um is pretty hefty |
3920s | and it would probably not be out there |
3923s | to to say that you know it's probably |
3925s | going to see similar things things |
3926s | across the board for all of the bigger |
3929s | assets at least um as things gets turned |
3931s | around and and poked |
3933s | at um we got a new model for the water |
3937s | wheel um that is looking pretty |
3939s | impressive it's a lot bigger and with |
3941s | occupancy changes there is that red flag |
3944s | of it might eat adjacent things so when |
3948s | we do add things that will have |
3950s | occupancy changes will alert and kind of |
3952s | flag that in the patch notes but do try |
3955s | to read the patch notes if that is a |
3959s | concern um just because it you know it |
3963s | it has that risk of if an object goes |
3965s | bigger it's going of gobble up things |
3967s | surrounding it |
3969s | um so you might need to kind of pick |
3972s | things up before you migrate and update |
3974s | server |
3976s | um but if that happens you know it it |
3978s | should be in the patch |
3980s | notes um go go gadget Goose how how to |
3984s | fix eco as it's constantly crashing um |
3988s | hop in on the Eco Discord and drop a |
3992s | message in the technical help uh |
3995s | preferably with client logs and um |
3999s | server log as well if it's a client |
4001s | crash just client logs should be fine as |
4004s | well as system specs as |
4006s | well uh how come we can get huge boats |
4009s | cars lasers to shoot on meteors yet |
4011s | Hunters are stuck at Bow all the way why |
4014s | isn't there a later game gun |
4017s | um the reason one of the main reasons |
4019s | for not having firearms is |
4024s | generally to not have |
4026s | firearms um like hunting is an |
4030s | unfortunate piece of violence that we |
4032s | have to have to make you know it fits |
4035s | with acquisition of meats especially |
4039s | early |
4040s | on but generally exposing it to animals |
4043s | and so on so forth um |
4046s | but on a whole it's very silent it's |
4049s | very quiet it's not very |
4051s | disruptive um having a whole bunch of |
4053s | people running around and you hear F you |
4055s | know you hear guns going off all over |
4057s | the |
4058s | place brings quite a lot of disruption |
4061s | in a in a way different way than we'd |
4063s | like to |
4065s | see kind of our style in |
4070s | Eco |
4071s | um I still really want Nerf |
4074s | guns |
4076s | I mean it wouldn't be impossible to to |
4078s | kind of Shuckle around in there at least |
4081s | as a mod or or so on but |
4086s | um I don't know maybe maybe do like a |
4090s | one point two after you know after |
4093s | release kind |
4094s | of game Corner |
4097s | fun acid thing um I don't know we'll see |
4103s | we got a lot of things planned ahead |
4105s | that uh we didn't to get out of the way |
4106s | first though but uh yeah Nerf |
4112s | bow is LARP |
4114s | bow snowball fights animal husbandry |
4117s | will will replace hunting um hunting |
4119s | will still have a a |
4121s | thing um hunting will definitely still |
4123s | have its |
4125s | role because animal husbandry will have |
4128s | kind of domesticated meat sourcing but |
4131s | you are still going to have dishes with |
4133s | that requires Wild game um so there's |
4136s | still going to be a place for hunting |
4137s | the same thing for like certain types of |
4139s | pelts and and so on so forth so you |
4145s | know um did I ever manage a 360 no scope |
4148s | on a |
4150s | deer absolutely just jump off a |
4153s | cliff um Shuffle it on the side |
4158s | um and then we have we have one final |
4161s | asset that I know I've talked about on |
4164s | on a stream or two up |
4166s | down that we are we are looking into |
4169s | improving and I'll probably get an |
4170s | earful from meeno for showing this off |
4173s | um |
4175s | but we do have kind of a a a prototype |
4179s | of the updated version of the um powered |
4185s | cart if anyone is |
4194s | interested any takers and |
4198s | takers yeah so the powered cart |
4201s | is is is a bit of a sad thing at the |
4204s | moment and if anyone is confused about |
4207s | the powered card it's that humongous |
4209s | trike basically that has the um |
4214s | thingy uh I usually ban them from our |
4219s | towns uh so yeah here we have a bit of a |
4223s | a in in development |
4227s | thing about |
4229s | it so it is it is significantly scaled |
4233s | down to fit better with the |
4236s | Avatar |
4237s | um quality-wise it's upgraded to be more |
4244s | sensible oh it it it scaled down more |
4246s | and so is all of the other kind of |
4248s | cables as well so the wood cart |
4252s | um both the the regular one the smaller |
4254s | one they're all of the all of the |
4256s | general dragable vehicles and and |
4258s | general assets kind of been scaled |
4259s | around to fit better with the new |
4262s | Avatar |
4264s | um considered adding passenger versions |
4267s | of the tracker power |
4269s | card um it it's it's definitely been |
4272s | something that I've thought |
4276s | about |
4278s | um but yeah so recipes for it we'll see |
4282s | um as I said you know it's a prototype |
4285s | and um it definitely looks a lot better |
4288s | like the old the old one is is probably |
4291s | the old powered card was the first non |
4294s | dragged vehicle that was added to Eco |
4297s | like ages ago and it was never really |
4299s | touched or prodded at since then so you |
4303s | know it's it's a it's a huge rework |
4306s | and there were debates whether or not we |
4308s | wanted to keep it at all um but I really |
4311s | like it it it has potential to fit in it |
4314s | it just needed to be a bit scaled better |
4317s | and um needed to uh to operate a little |
4321s | bit smoother in terms of turn rates and |
4323s | kind of interactions and so |
4325s | on um so milanka has been kind of |
4328s | digging into it and making it be a |
4330s | little bit |
4331s | nicer um on the side so that's also |
4334s | future things that are coming post |
4336s | 102 um how much of it is going to be |
4339s | coming into 103 we'll see but |
4342s | um we'll definitely keep |
4346s | everyone up to date and |
4349s | um yeah now that we've got 10.2 in the |
4352s | plest bracket we are kind of finalizing |
4354s | it and and getting it |
4357s | done um hopefully we'll we'll have it |
4359s | sorted out and and be stable enough for |
4362s | actual release as soon as |
4365s | possible uh so that's going to be it's |
4367s | going to be a lot of fun to uh to get |
4369s | that out and be able to kind of shift |
4371s | our attention to some of the really |
4374s | cool um completely new things that we're |
4377s | cooking up with the paintings and or the |
4380s | the painting system and everything |
4381s | surrounding that as well as the mining |
4384s | rework and explosives and some of that |
4387s | stuff um so that's going to be a lot of |
4389s | a lot of cool things |
4391s | coming |
4397s | um it's a major vehicle everyone knows |
4402s | that yeah the |
4404s | um |
4406s | um it'll probably be touched up on the |
4408s | on the sound as well uh it's a little |
4410s | bit screechy same thing with the steam |
4411s | tractor is still a little bit screechy |
4414s | um we're looking at at tweaking that |
4419s | um and |
4423s | uh |
4426s | yeah |
4428s | um I think that's probably it for this |
4431s | stream |
4433s | um feels like we should be ready |
4435s | wrapping it up here |
4437s | um as for date for actual |
4442s | um actual release of 10.2 it'll probably |
4446s | be very dependent on how the SE play |
4449s | test goes if it if it stays very stable |
4451s | if it |
4453s | stays um like I said we we might get the |
4456s | chunk stuff in and we probably want to |
4459s | do that um that probably needs a little |
4462s | bit more testing |
4464s | um but |
4468s | overall I'm hoping it's going to turn |
4470s | out great and we're going to be able to |
4471s | release it very quickly |
4475s | um because we have quite a packed here |
4477s | so you know making sure we get |
4479s | everything smoothly out um on the |
4482s | initial pass it's going to be |
4484s | good um and yeah so you know it's |
4487s | available on the play test if you want |
4488s | to help out |
4491s | and poke at it and and break it a bit to |
4495s | make sure that it gets into stable |
4497s | quicker please do hop in on the SE auter |
4499s | play test |
4501s | server |
4504s | um um oh yeah yeah as kind of an outro |
4508s | on on alpen can I snuck on it I I almost |
4511s | completely regard it so |
4515s | um um yeah we uh we are adding more |
4520s | professions and shuffling things around |
4522s | a bit for |
4524s | 10.3 |
4527s | um uh beeran poke poke in at technical |
4531s | help on Discord because it sounds like |
4534s | you're running into either some driver |
4536s | issues or some conflicting |
4538s | software um because it needs quite a bit |
4543s | more technical details for it um so |
4546s | probably |
4547s | DxD um and client logs and |
4554s | whatnot uh um and and and we can |
4557s | probably help you out |
4558s | there uh said discuss helicopters at the |
4562s | end of the stream no I I'll I'll discuss |
4564s | blocks and whatnot um so one of the |
4567s | professions that we are shifting around |
4571s | is oil drilling will be kind of |
4573s | dislocated from engineering as it is |
4575s | right now see if we can find it here |
4578s | here we go um so oil drilling is going |
4581s | to be shuffled out of engineering and |
4583s | it's going to get into um basically a |
4586s | scientist |
4587s | profession which will |
4590s | hold um oil drilling and it'll also have |
4594s | a |
4596s | chemistry um and some other new cool |
4599s | things uh painting will be subject under |
4602s | that as well so there's there's a lot |
4604s | of a lot of things on the horizon maybe |
4607s | I can maybe I can I sneak |
4610s | that maybe I can sneak it be a bit |
4614s | mischievous um |
4621s | oh I didn't rename yeah no I'm I'm |
4623s | holding on that one um it it wasn't |
4625s | properly renamed on on that screenshot |
4626s | so I'm just going |
4628s | to I'm just going to hold on it yeah |
4630s | more fluids in in general is also |
4632s | something that we're planning on doing |
4634s | um it's not going to be 103 probably |
4637s | going to be more over to 104 105 maybe |
4642s | we'll we'll see a bit uh we want to do a |
4644s | proper upgrade to the oil um the oil |
4646s | drilling oil |
4648s | pipelines um as well as involving more |
4650s | pollution |
4653s | sources um so having things like |
4655s | Wastewater or you know like industrial |
4658s | sewage and so on is likely going to be |
4660s | involved there we also want to look at |
4663s | instead of having just played out flow |
4665s | rate as you have now |
4668s | so um a good example if you have say a |
4672s | steam engine or a blast furnace or |
4674s | something that that takes pure like |
4678s | clean water as an |
4680s | input um at the moment it's it's just |
4685s | eating outright in flow rate so like. |
4689s | three of a liter per per tick |
4693s | basically um we want to change it out so |
4696s | it actually has a volume requirement so |
4698s | say you know 20 l a minute and so on and |
4701s | then you could connect it to a tank and |
4702s | you can have a larger storage of that |
4704s | liquid |
4707s | um does this mean oil pumps will |
4709s | actually have connecting pipes yes that |
4711s | pipe slot on them um we basically have |
4715s | two two kind of ways of it one we wanted |
4717s | to look into to fracking and um ground |
4722s | ground water pollutant |
4725s | stuff um so you've got basically your |
4728s | your you got your drills and pump jacks |
4730s | that gives you access to the raw oil |
4732s | reservoir which allows you to to just |
4735s | pull oil out of it once it's depleted |
4738s | down to a certain level you're going to |
4741s | need to replace the pump |
4743s | jacks um with things like um like a |
4747s | fracking Tower or something where you're |
4748s | you're pumping water into the ground to |
4751s | to kind of um pressurize the ground to |
4753s | push more oil out of |
4755s | it um so there's going to be a more |
4758s | Dynamic play for the later material |
4762s | Acquisitions um but that's going to be |
4765s | its own its own kind of depth into it |
4768s | and and a lot of things that is |
4771s | still still kind being drafted and |
4773s | designed for um so I'm not going to go |
4775s | into Super detail on it as things change |
4779s | things might not happen things you know |
4781s | might take a a weird turn and go super |
4784s | in depth in it so how much that's going |
4787s | to involve like pure out chemistry and |
4789s | and wiggling around with liquids and |
4791s | pipes and and pipelines and so on um |
4793s | we'll see |
4795s | I kind of want to go absolutely crazy |
4797s | with it um because I like chemistry um |
4801s | find it fasc fascinating so you know |
4805s | we'll see how much I can push it while |
4806s | still keeping it somewhat casual and |
4808s | sane enough to make to keep it kind of |
4810s | approachable in that |
4812s | manner um offshore oil rigs it'd be |
4815s | interesting but like it |
4819s | it it would need to be very |
4822s | distinguishable either by object type or |
4826s | you know like material |
4828s | type |
4830s | um but yeah there's you know crazy |
4833s | amount of things planned this year and |
4835s | it it's going to be an absolute roller |
4837s | coaster going through it and we're going |
4838s | to try to |
4839s | keep um keep all the um all the |
4844s | information kind of flowing either on |
4845s | Discord or on our Dev |
4848s | streams um so it's it's going to be a |
4850s | lot of fun and you know if you're |
4852s | interested keep your keep your eyes |
4854s | peeled and um keep on no out on the |
4857s | Discord to |
4859s | uh to get that information easiest um as |
4863s | that's generally where I'm more I'm |
4865s | mostly active on on on our media |
4869s | Outlet um so yeah you know wish you all |
4873s | a continued great |
4876s | weekend and excellent outro horn there |
4884s | um |
4886s | and uh yeah no thank you everyone for |
4890s | participating and and hopping on um |
4893s | Christian any plans for fish farms the |
4895s | fish traps um is probably your closest |
4899s | at the moment but we might be looking |
4900s | over doing something with that for the |
4902s | maintenance stuff with like input |
4905s | ingredients and so on so you know stay |
4907s | tuned more information about 10.3 things |
4910s | will be coming out after 10.2 |
4912s | release um hope everyone had a good time |
4916s | and uh I'll catch you on the next |
4944s | one |
4950s | [Music] |
4978s | [Music] |
4986s | [Music] |