Transcript (by Youtube)


0s vicinity that
3s is not rendering properly so that's
5s another thing I'll have to take a look
6s at but
8s as we're running into as we're running
10s into uh
12s a bit over an hour here I am
16s and I popped into
18s confirm that
22s I think
24s pretty much
26s um checking out for the night
29s and it's been a crazy week and
32s looking forward to keep hammering on it
34s then you can always find me on Discord
35s if you have some ideas or
38s reaching out and poking and prodding up
41s either balance topics bugs or you know
44s just general
45s banter oh
47s diverse topics
52s yeah
53s I will
56s they have a great weekend everyone and
61s forward the next
63s memory on things
66s I will cat
68s beam which is that were moved them over
71s to a more bi-weekly thing so it'll be
74s be afraid they won and
77s if things haven't been merged by then
79s and deployed on the play test I
82s will have some really really awesome
84s things to show off as well
86s the art team is working on some secret
88s things in the background that I can't
90s show you so
91s and I'll look forward to that
94s yeah
98s have a good weekend and I will catch you
100s extreme
118s thank you
128s [Music]
147s foreign
156s [Music]
164s [Music]

Transcript (by Youtube)


14s thank you
32s [Music]
40s [Music]
45s thank you
54s [Music]
72s foreign
92s [Music]
100s [Music]
108s foreign
114s [Music]
139s foreign
142s foreign
177s thank you
213s [Music]
223s foreign
228s [Music]
239s [Music]
253s [Music]
256s foreign
259s [Music]
268s [Music]
290s foreign
294s [Music]
304s [Music]
311s [Music]
321s strange Loop games
324s gents working as game designer here on
326s eco and
329s well we we have a bit of a mishap
332s latest some of the people in that are
335s playing on it probably knows about we
338s run into some significant breakage over
341s the last
342s day or two in terms of
344s specific bugs that have been popping up
347s so
349s um
352s the server is currently down
354s um
355s a couple of people that are digging into
358s the civics
359s some feedback from Jordan in the channel
362s as well but it's a bit of a heavier
363s breakage or more
366s Civic experts
368s code wise I'll be kinder
371s nothing
372s or that weekend that server back online
374s as soon as possible but with that
379s as an unfortunate
383s currents right now I don't really have
385s any footage from
387s play tests you can go over fortunately
390s however we can still
395s go through some of the things that we'll
397s be looking at and
400s um
402s some of the side things that I was going
404s to go over them
408s and things happens and this is why it's
411s important to have the play test because
412s people are finding things and ways to
414s break the server that we don't test for
416s so
418s Kudos on play testing successfully I
420s guess
423s over to uh
425s to the build here
428s where to open up yeah as well
434s foreign
439s it'll be revived it'll be revived
442s um
444s we'll have it back don't you worry
447s I just don't know which state it's going
448s to be back in
453s right 14 commenting on we're also trying
456s to raise the water level just by a block
458s to make sure that that mechanic is
459s pristine yeah
461s um
462s totally
464s no so we have uh we've been we've been
468s super thrilled to see the result on
470s latest General
472s parroting it but it's it's been really
475s really really nice
479s that I heard of I don't think it's here
482s it's been really nice to uh to be able
484s to get some of the results from it and
486s being able to
489s fixing a lot of these bugs that have
491s been popping up as well and
494s with the boats
496s um and the fishing troller as far as I
497s know should be working now on the
500s I think that was emerged yesterday so it
503s should be live on the earth branch
506s I'll need to take a look if that's not
509s the case
510s but one of the things that we were going
513s to
515s or has been a kind of a result
518s um that people have been noticing on the
520s play test that water is misbehaving a
523s little bit more than usual
525s and it was one of the things
527s bring
528s a bit up to speed in terms of what we're
531s doing with Walter
532s in terms of making it usable for the
535s play test as you can see here
539s this is not something that's possible on
540s the play test at the moment because
542s water is
543s a little bit less functional than it
546s normally is
554s uh
557s this was the other world
562s yeah this was my other side
565s um
566s so
567s Walter has been misbehaving for a bit
569s when water has been something that we've
571s been
573s not gonna say neglecting because we're
574s doing we've been doing a lot of
576s optimizations and Polished to water in
579s in terms of the backhand side and the
580s technical things as to how it's been
583s computed and the memory allocation for
585s it
587s kind of
588s doing some magic in in the back end to
591s uh make sure that it's behaving the way
593s we wanted to do data wise and
596s performance wise
599s but with a lot of these changes there's
602s also been a bit of a cost in terms of
603s performance of of the user input
606s perspective where
608s things suddenly is not flowing as
611s intended or
613s they're just
615s not working the way we want them at all
618s and this has been made really apparent
621s especially for the play test with
623s everyone kind of building docs and
624s interacting with water a lot more than
626s they usually do
629s and
632s one thing that you know you're coming
634s across in particular for
637s block building and water building around
639s water surfaces so on
642s um
645s builds a bit of a platform here
650s so as you can see here
653s Walter is disappearing for half a second
655s and then it's properly being rendered
657s and
659s filling back up if you will
663s um
664s so as you can see here I've got a full
666s block and that is
671s grab another one just to kind of
672s showcase it
679s here we have multiple blocks that are
682s kind of occupied in the space
684s I'm gonna save it
687s before it gets disabled
693s upload these things
696s on them getting stuff placed here
703s we've had a lot of situations where
705s water the the mesh on the surface
708s kind of has been breaking and then you
709s know you've been seeing through the
711s water if you will and leaving empty kind
713s of air squares and so on so forth
716s a lot of those cases should be remedied
718s now
719s um we have a
721s Walter task force to kind of alleviate
723s and go over a lot of these case
725s scenarios and being over
728s a lot of the potential build options and
730s also
731s how we've been wanting to handle water
734s in terms of when water is taking out the
737s same space as a normal block
740s do we want to depend it on which
742s specific type of block which specific
744s type of form which specific
747s um
748s scenario are you being involved in kind
750s of building this water thing so
754s this has been a bit of a challenge on on
757s I think everyone's part
759s and
762s as we've seen for the play test like I
764s said it's been a lot more buildage
767s in terms of water because of all the new
770s all the new hardware involvements and
773s things that kind of rummaging around
776s so we have a distinction now between a
780s solid block
782s and
785s what is referred to as a water logged
788s block
789s so a solid block is your usual like any
793s block that is taking up a full piece of
795s a square
796s so in this case we're looking at bricks
798s we've got
800s uh we've got the floor we've got the
802s cube we have the aqueduct and we also
804s have the roof Cube which are taking up
807s the full space of a block
809s and they will kill
812s author as it exists in here
817s so as I'm removing these
824s you can see that the water is starting
826s to kind of angle off and dissipate a bit
830s and that's because the water is removed
832s from that specific space but it's still
834s stretching out and kind of rendering
836s towards
837s alternative water sources
840s and this is something that we're
842s continuously working on
844s in terms of the back end so this is
846s still a bit of a problem
848s that we're not
849s super happy with our current iteration
851s of and
853s we'll be keeping keep working on it
856s General
858s however we've done a lot of
861s and a connectivity and stretching of how
865s the water visually appears so they look
867s less broken
869s but it is something that we'll be
871s continuing to improve on
874s further on in
876s sort of post 10.
879s um
881s as iron noodle anything that is a
883s complete full solid block is going to be
885s killing water so with bricks it'll be
887s these four types
889s so anything that is sort of a
891s reminiscent of a partial block is gonna
893s be having something called water logged
897s and
898s for mothers in particular
902s the water logged is an interface that
905s you just applied to
908s you just apply it to the blocks block
911s class so if I go in here
914s [Music]
921s to go into
923s the technical modern side
925s and all you need to do from the mother's
928s perspective to add this attribute
930s um
931s onto an existing block form that you've
934s made I'm so blocks
936s is just inherent from the interface of
939s eye water log block
941s and that's all you need to do for the
943s specific block form
945s this also needs to be done on each P of
949s uh Rubble if you have multiple placeable
952s blocks so
954s like each each stackable class for
958s the loose piece
960s um has to be has to be applied with the
962s same interface as well for it to inherit
965s from it and what this will do is it'll
968s add more data to the block itself for
970s the chunk to handle
972s and that'll allow it to contain the
976s water inside itself
978s and you can Smite it and just get rid of
981s it and build however you kind of want to
985s without having to worry about water
987s being you know deleted or removed or so
991s and so forth
994s which is stretching out to in more
996s commonly used blocks most of this is
1002s box and
1003s that I'm running on
1005s a bit of a test build right now so
1007s everything's not completely perfect
1011s so there's still a couple of couple of
1013s cases where it's not
1014s properly rendering through but that's
1018s um also why it's not
1022s deployed to the
1024s plate test right now because
1025s it'll be kind of
1027s polished and tinkered and or that we are
1035s comes out in a nice and Polished state
1038s that we want
1041s so as you build up floors you know you
1044s want to move them
1045s without any water loggable
1048s is
1049s replacing the blocks once you remove
1051s them with water again so you don't have
1053s that massive water breakage all over the
1055s place when you're rebuilding building
1057s and fiddling around with this blocks
1060s so hopefully a lot of people are gonna
1064s be some good use of this
1068s improved state of water
1073s and it's it's been a it's been a
1074s headache that we've had for a long time
1076s in terms of
1078s trying to come up with a good technical
1079s solution that doesn't that doesn't just
1081s outright kill performance because of the
1084s the more the the higher and increased
1087s information
1088s that the blocks needs to contain
1092s so for us as well this is this is pretty
1095s pretty huge to um
1098s making this possible
1100s so this will work with and as you can
1102s see we still have some edge cases with
1104s corners and then some of the things that
1106s we're looking
1107s improving on the rule sets for how water
1110s is being kind of
1112s visualized and rendered on so this will
1115s work with any block that is partial
1118s um including things like defenses
1124s whichever block form
1126s so this has
1128s clear
1130s kind of value especially for things like
1132s the
1135s good
1136s and then run with the normal Hammer
1138s instead of the adaptable because they
1139s have tools wants to Target the water
1141s surface which is why you see this alt
1143s Behavior
1148s it is
1163s we still have some
1165s client client is predicting the water
1168s and then it still shows it a little bit
1169s so that's
1171s I think things too polish as we're kind
1173s of poking at it
1174s um
1177s does it still work well if your dock is
1179s one tile up above the water it was
1180s pushing into the water from the
1182s foundation yeah so this should be
1183s covering
1185s uh basically any any scenario where a
1188s block is inside water for any number of
1192s reasons
1194s grab
1195s a support for instance
1197s here
1205s get ourselves up here and we build
1209s uh which one do we want to use I want to
1212s use this one
1214s and then we can
1227s [Music]
1233s foreign
1243s that should cover most most and then
1245s I'll kind of Pokey things but as you can
1248s see here
1249s bullet blocks
1251s do still kinda
1253s distort the surface because they are
1255s killing the blocks
1257s um and having the system kind of
1260s reconfigure itself and know that this
1262s should be back filled versus
1265s what is known as evaporation is
1268s something that is still being kind of
1269s poked at
1273s and
1275s with this a lot of these things being
1277s fixed a lot of a lot of these things can
1279s be improved out we have finally been
1281s able to restore the water the predictive
1284s water Behavior
1286s or evaporations where
1289s you are digging into something and the
1291s water is running off not backfilling
1294s completely
1297s um so this is once again properly
1299s behaving and
1301s um the aqueducts water type attribute is
1304s also working as
1307s working as currently intended
1310s if I grab some bricks
1313s and I want to change out and I want to
1315s just dig a parallel Canal to this
1319s change altitude aqueducts
1323s that the dev tool doesn't play nice
1325s moment I can just block off the water
1327s where I want the canal to start
1331s then
1334s I want to dig out
1337s everything involving the canal
1340s so for at the evaporation to not take
1343s effect it needs to have an aqueduct as a
1348s u-shape around it
1350s and it doesn't matter how wide it is or
1355s how long it is
1357s it currently is a bit sensitive on the
1359s depth so I would recommend you to kind
1362s of build it
1365s um add one deep first
1369s and this is also something that we're
1371s experimenting a bit on how to improve in
1373s terms of user experience to
1375s alleviate some of these things
1379s so at the moment keep it kind of
1382s watertight
1384s want to be digging out just the one
1387s extra depth of the canal
1395s and then once you have the canal
1399s to the point where you're happy with it
1411s I'll say this is this is the other River
1413s to up to the way
1418s oh
1424s damn Bam Bam
1427s and then you just let the water in
1431s that corner might present the problem
1437s and then it's just spreading along so
1439s how that works is that it's looking for
1442s is it is there a water tight area around
1445s it and combining it then it'll just keep
1447s pushing so if you block this off here
1450s it'll stop flowing into the canal
1452s because this is the kind of source entry
1455s block to it
1458s and it'll just run off and
1461s gonna keep going
1464s and as you can see here we're also
1466s getting some some of the kind of
1469s stretching and and polish to
1471s getting a more
1474s realistic water decline rather than just
1478s this kind of square off put as you
1480s currently have on the rivers so
1483s um we've gotten plenty of things out of
1486s the way and fixed with the water as is
1489s but we are continuously kind of
1491s improving it and looking over
1493s how it's behaving and what we can do to
1495s make it more
1498s user friendly and easier to understand
1500s as well as to use
1505s uh when you have two tiles thick it
1510s um
1514s all for the um
1516s all the the horizontal ones these ones
1520s that what we're talking about
1524s foreign
1532s with the new Walter mechanics will this
1535s affect piped Waters with filling pools
1537s or new areas with water yes so
1540s one of the downside of this is that I've
1544s been looking over how we kind of want to
1546s deal with piped water
1550s um
1551s in general and I think what is going to
1554s happen with them is that we're probably
1557s going to temporarily remove
1561s um the back filling of water which is
1563s going to be horrible for all of you
1567s Super Creative Builders with
1570s intricate Water Wheel Works water wheels
1573s will be
1576s a lot harsher in the requirements
1583s um
1583s however
1586s you do have
1588s the benefit of
1590s this General like horizontal water
1593s transportation so you could
1595s you know Canal water away from a river
1599s or from a whole uh the higher Peak and
1601s make like a big aqueduct
1604s um to pull water to where you are
1606s in that manner
1608s but it's still being poked at so I don't
1612s have any definitive things to say about
1614s it well
1615s I had time for Roman aqueducts
1619s pretty much yeah
1624s as for any changes to water wheels I
1627s don't think
1629s we necessarily have some I know the art
1631s team has been secretly working on some
1633s improvements to the visuals on a lot of
1636s aspects
1637s and a lot of a lot of new objects that
1640s some are prompted for 10 some are
1642s prompted for future updates
1644s um some may not be reworks but to
1646s complete replacements
1648s so there's a lot of things that are
1649s coming and
1651s one of the things that I know
1654s Ruby and the Gang has been working hard
1656s on getting an upgrade for
1660s is something that have seen a lot more
1664s frequent use after being long forgotten
1667s and that is the currency currency
1670s exchange
1672s which I know some people were asking
1673s about
1674s the other days if I do
1677s on one
1681s economy testing
1684s so the currency exchange as you know
1687s looks basically like a gas station at
1689s the moment
1691s there was some envisionment when it was
1694s first originated
1696s that
1699s it is reminiscent of
1703s uh some sort of dispenser
1707s so this is how it's looking today
1710s and
1712s while it's not plugged into the game yet
1714s so I can't show you directly in game
1717s however
1718s this is going to be the new currency
1722s exchange object
1730s and I would dare say that your team
1731s updated themselves once again
1734s because it's it is looking really really
1736s nice
1739s and
1740s a lot of things with this object as kind
1744s of
1744s odd predeterministic kind of behaviors
1748s so
1749s while the old one kind of looked odd
1751s this one has sort of a predefined
1756s more out of Dorsey look to it
1759s so with
1761s with this change of the art of the
1764s object
1766s we are also going to revise the recipe
1769s for crafting it
1771s and we're also
1774s as iron noodles came in
1777s um
1778s we are also looking at
1781s replacing the recipe in general but it
1782s will be an outdoor object so it's not
1784s going to be dependent on having a room
1786s to it which is also gonna reduce
1790s the kind of Entry curve to it that it's
1792s having right now right now it's
1793s requiring tier two which is a pretty
1795s heavy investment early on
1797s it makes fading between towns
1801s particularly difficult because of the
1803s difference not the different dominating
1806s currencies in the different regions
1808s that we've seen on sea otter in
1811s particular when we don't have a general
1812s currency right off the bat that
1816s um
1816s we kind of need to have the currency
1818s exchange available early on
1822s and
1823s having that art asset upgrade to it is
1826s just the perfect fit for
1828s getting it into 10
1830s . there hasn't been any changes to the
1832s UI yet
1834s um
1835s but we are looking at
1839s potentially doing that as well it
1840s depends a little bit on
1844s uh
1846s one of the one of the few things that
1849s currently kind of tied into the
1850s settlement system which is
1852s sort of an unintended
1855s inheritance but
1857s I over there
1860s I have one that's working
1865s go
1868s I believe I had one
1872s this one not
1873s yeah
1877s um and I know there's been this this UI
1880s is really old we haven't really touched
1881s it in a long time we're looking at
1884s changing it out a little bit making it a
1886s little easier to understand
1890s um
1892s but as it stands right now you have
1895s given a bit of an example explanation as
1899s there seems to be a lot of miscon
1900s misunderstandings about how the currency
1903s exchange works the currency exchange
1905s does not generate money it doesn't
1907s create currency
1909s you don't input you know you don't
1912s add items to yet
1914s a chosen currency at whatever rates
1917s you're setting
1918s it's a transaction it's basically a
1921s store for money
1923s so you are offering
1925s in this case you're offering a one
1927s dollar
1928s at the currency exchange rate of 1.5 in
1933s exchange for the client currency
1936s which means you want 1.5 client currency
1940s test currency
1942s injured out the APC credits just a
1944s little bit here too
1948s and
1951s other things
1955s I have one and I'm setting what I want
1958s in return for that one credit
1961s and exchanging it for this so this means
1964s that a player has to come to your
1966s currency exchange
1968s pay whatever amount of transactional
1971s money that you have set and then that's
1974s going into your account from your
1975s account
1978s now if you're using your own credit
1981s I have my
1983s a general credit here
1987s I have an infinite amount of this that
1990s is absolutely true however I can't
1993s acquire an infinite amount of dollars
1995s because someone has to pay me dollars to
1998s acquire my credits it's basically
2000s you know using the money directly
2002s instead of just using Goods as a
2005s transactional
2007s between different points so
2010s I might have gotten a whole bunch of
2013s credits or something and I want the
2015s general Global Currency
2018s but someone else needs that specific
2020s credit because that guy has a store that
2023s he's only selling goods for his credits
2025s and not taking currency and the currency
2029s exchange is a way to kind of get around
2031s a lot of those limitations where you
2033s don't want to be juggling Just Goods you
2035s can be running around just buying
2037s different currencies to kind of get what
2038s they want
2040s and then as a concern
2044s um
2044s as a general concern with
2047s kind of financial levels and what if I
2050s have a whole bunch of credits and I'm
2053s buying the Global Currency but I don't
2055s wanna
2056s I don't want to get a million of the
2058s Global Currency and someone grabs a
2061s whole bunch of my credits and they just
2063s buy everything in my store
2065s well first off I would say
2067s congratulations because you sold out
2069s everything in your store
2070s and someone wanted all your stuff and
2072s you you're setting the price for them at
2075s what you should be comfortable with
2077s selling at in terms of you know effort
2080s and
2082s but how to manage that and deal with
2084s that is to be able to set specific
2086s limitations to how much money you're
2089s buying and how much you want to save
2092s with these restrictions
2095s so you add a restriction
2097s and you set the specific currency you
2100s want to restrict
2102s and you're telling your bank account
2104s basically and your wealth representation
2107s to how much your how much you're apping
2110s out in that specific account
2114s so in this case you have a minimum value
2116s where
2117s you set the minimum amount of money you
2120s need to have in your bank account before
2122s you're selling the Surplus so in this
2125s case if I set it to 500
2128s before this store tries to sell a single
2131s unit
2134s I need to have 501 and it will never
2137s sell
2139s it'll never sell off more currency
2142s then that limit as a minimum
2145s and then of course as the offset you if
2147s you want to prevent someone from dumping
2148s a whole bunch load of currency on you
2151s you can also set a cap for it so you
2153s don't want to be buying
2156s you know an infinite amount you just
2158s want to make sure that you can buy
2160s another 500 so you can stay between 500
2163s and 1000 if necessary while you set the
2166s top cap for it
2169s and as the tooltip states that's the
2171s maximum amount of
2175s um money in your account that you will
2177s hold so if your own money is going above
2179s it
2181s then it's not gonna allow players to
2183s sell more to you because you're already
2185s at the cap
2186s foreign
2189s as for some of the questions here
2191s regarding to General currency
2193s um
2196s would be cool if currency took up
2198s physical space like gold bar so having a
2200s currency out of a out of paper would be
2202s beneficial by being able to have it more
2205s lesson
2207s more of it in the less space
2209s um
2212s currency as an item is
2218s an interesting concept
2220s and it works in
2224s I think most cases the only time you
2227s have currency as a direct hard item and
2230s like something that you carry with you
2231s is generally in games that lose it in
2236s that makes sense
2238s so in in case of RPG games where you die
2242s and you
2243s revive and
2246s you lose a certain amount because you
2247s drop it on the floor or PVP game where
2250s your enemy players can
2256s kill you off and can I grab your loot so
2260s on so forth
2263s um it's probably not something that
2265s we're looking at
2270s from our end but it's definitely an
2272s interesting subject to look at
2276s um
2278s in terms of being able to handle kind of
2280s logistically on on the other hand that
2282s also means that you need always running
2284s around with your money and the banks
2286s kind of don't have a purpose
2289s because there's no way there's no
2291s there's no use to put things in a bank
2293s if nothing can access the bank if you
2296s will
2300s um
2304s but it's definitely an object
2309s book app yeah in terms of how things are
2312s being
2313s without
2321s um
2322s great quality of life upgrade update
2324s that wouldn't
2326s require that much work uh would to add
2328s already calculated section rates between
2330s the two currents as an option ethically
2333s opted
2334s extreme but the currency be in full
2338s we're offline
2339s and for smaller currencies we still have
2341s enough let's manually
2344s um
2345s I think that's a a valid
2349s Merit
2351s um
2353s this it is true if if people have always
2356s been wondering about
2359s kind of the currency and use things
2361s there is a currency report for it that
2364s is showing off more than just
2368s players in the world and how much money
2370s they have it's also showing the depth of
2373s the currency
2374s but it's also showing you exchange rates
2377s so if you have items that are being sold
2381s um inside the store you know one
2384s currency selling logs upon price another
2386s selling logs at another price
2389s then this will actually automatically
2391s calculate and compare it to
2395s um so this is
2398s a big risk here is that something
2400s automatic there is also prone to
2405s um
2406s things like manipulation
2409s because it Compares larger transactions
2412s and larger trades between the same types
2414s of items so if you have
2416s been a friend setting up a store that
2418s you don't have access to and you're
2419s selling Goods to him at a really high
2422s inflated price price it'll it'll drive
2425s up the currency exchange value of that
2428s currency compared to the other because
2429s of recent trades or the denomination
2433s and I'm getting
2436s I'm hearing that the Sea author is up
2438s and alive so that's
2440s it is a lot
2443s I've been enjoying that one and see if
2445s we can get some
2447s in comparisons here
2462s but yeah currency has a physical entity
2464s is is always an interesting thing but
2467s it's difficult to say
2470s what kind of implications it would have
2472s because
2474s you know is it gonna be
2477s um or Eco in general it's
2481s a lot into how much value is this going
2484s to be added to or is this just going to
2486s be something that people are going to be
2489s just really frustrated with and don't
2491s know what to do and then are just
2493s another thing to have in your your bag
2496s to kind of take up
2499s base
2502s um let me change out
2504s interface scale so it's visible on the
2506s Stream
2510s oh
2511s I wanted to go in here and here we can
2513s see a whole bunch load of different
2515s credits and currencies that are being
2516s inserted in circulation
2519s and the buttons are not truncating
2522s correctly overlapping that's probably
2525s because of
2528s why change so if we go into currency
2530s report here and
2534s roll all the way down here we go
2539s so
2540s this also needs a bit of a cleanup in in
2542s terms of Polish and improvements but
2545s here we can see the exchange rates of
2547s these currencies and
2549s we have the Orion credit that we were
2553s looking at is worth 4.4 White Lane
2556s Credits based on the average from these
2558s 32 trades
2560s where it's comparing the different items
2563s and different things that they're uh
2567s um
2570s coupling around
2571s and this will compare anything that has
2574s an equal item trade so it can't compare
2577s to currencies that are not Trading
2579s similar items so if you have one
2582s currency that's only trading in basic
2583s once
2585s and then you've got one that's trading
2587s in in basic upgrades twos
2590s then it's not going to be able to
2592s compare the two because there's no
2593s common denominator of comparison
2599s so here we have yeah as a fire noodle
2602s was coming out new new coin versus Orion
2606s is one Orion is worth
2609s 17.89 new gold
2612s based on what seems to be mostly food
2617s we have something else in here we've got
2618s iron bars iron bars is always a good
2620s denominating factor in between because
2622s there's usually a large bulk transaction
2624s going on
2626s um at a very frequent rate so it's hard
2628s to kind of spook
2630s get something looking weirdly versus
2633s upgrades that can have a really
2634s different profit margins
2638s so having those really big common common
2642s consumables if you will so building
2644s materials tools iron bars and so on are
2648s usually pretty good
2650s sets and then you've got standard
2653s deviation and prices being fifteen
2654s thousand seven hundred percent
2658s which is summarizing up to
2661s being
2662s 17.8189 so in this case someone could
2665s place down a currency exchange and say
2666s you know I'm selling one Orion coin
2670s but I want 20 new gold for it
2673s so they're profiting on the transaction
2675s change of currency
2678s but they are selling you know one
2680s currency for another and
2683s that possibility is going to be
2686s hopefully a lot easier
2689s and
2690s I'll be going over that recipe and kind
2692s of where we're introducing that
2696s um
2698s wherever
2699s uh and it's possible it might not be for
2703s the play the the current sea alter play
2705s test but
2707s it'll definitely be in with a new recipe
2710s at least
2711s um can't promise the visuals because
2713s that is completely dependent on
2716s art team
2719s adding it to
2720s um
2722s working again
2725s uh treasury with settlements and
2728s multiple currencies
2731s the treasury is kind of weird
2734s there's the treasury has always been
2737s this kind of super all-powerful thing so
2743s that is still kind of pending a bit
2750s catfish
2751s I know um I mean
2753s old style it's it's kind of explanatory
2756s in terms of how you know what each
2758s button is doing to it but it's all
2760s powerful in terms of it's always been
2762s the factor of a global government
2764s and you had specific electoral title
2767s permissions to use it and everyone had a
2770s say in terms of what what was being
2772s builted for and
2777s um
2777s and so on yeah I I might hide the
2780s treasury if settlement is enabled for
2782s now because
2783s it's really
2787s it's really unpredictive at the moment
2789s also pipes
2792s um as a as a reference I forgot to show
2794s that pipes is also counted as
2797s water logged blocks so pipes will not
2799s lock water per se
2803s they won't act as a solid block
2807s which means you
2811s having pipes like this can be a bit
2814s risky
2815s we're looking at
2817s what we want to do in the future with
2818s pipes as well because
2820s I don't want them to be going through
2822s terrain and not
2824s a big Space Age so we need to do some
2827s some similar type magic to pipes and be
2830s an applicable inside another block and
2833s that's all
2835s it's a whole lot of Dev streaming itself
2838s but yeah so we are on the play test
2840s right now this is live this is not a
2843s recording
2850s but some
2852s of going on
2857s mining operations going on
2864s I have I have barely been on sea otter
2867s in case I get distracted
2871s quite curious to see what people are
2873s doing and and been doing
2876s hitting up to
2881s I'll
2882s get it
2889s I think the prices for clams are ruining
2891s the currency reports for those two
2893s currencies that is entirely possible he
2896s said it's not foolproof and
2901s um with the towns and Nations we we do
2904s need to put more of an emphasis on
2906s some of those
2911s more economically impacting
2914s reports and functions in terms of
2916s quality of life as the towns and nations
2919s are
2920s and are scratching on that surface in a
2923s whole new scale
2925s than what has been previously used
2926s previously those kind of currency
2928s reports and economical kind of in-depth
2933s um
2934s statistics have only really been you
2937s know
2938s statistics used to say it kind of
2940s curiosity
2941s um
2941s looking over how
2944s things are going in general or how your
2947s currency is doing compared to other
2949s currencies
2950s but there haven't really been a huge
2953s kind of reasons to
2956s really use it
2958s um
2960s in the same way as there is as there has
2963s now so
2965s venturing into unknown territory with a
2967s lot of these things
2973s as we are
2975s and are seeing them properly used and
2977s then as they get more also finding out
2981s new things that we want to be adding or
2983s changing out and improving
2988s gonna give users the tool stuff
2992s they need and
2996s also can use in a more obscene way
3001s and not just get lost in statistics and
3005s trying to figure out everything on their
3006s own with red sheets which is
3010s on on its own and
3013s Earth
3017s raindrop here
3019s foreign

Transcript (by Youtube)


7s that was a
9s [Music]
13s back
21s at my back I think I'm back
31s yeah I think I'm back I'm presuming I'm
33s back let me know in chat
37s that was that was crazy
38s [Music]
39s um
41s something uh
44s um it I should also mention that I still
46s have Unity loaded and it's probably
48s eating up all my ram in the background
50s so that's
51s probably
53s exit play mode on and you see just to
57s make sure that we're not using 40 gigs
59s of ram in background extra
64s [Music]
65s um but yeah so
67s oh go away Unity
70s um
74s something happened that caused my
77s encoder in OBS to just
79s freak out completely and
84s broke the stream temporarily
90s that was exciting
96s on the topic of automatic price
98s comparisons possibly death on average
101s certain items for instance if I set it
104s iron Baron
106s or it's worth
108s currency exchange for 1.5
112s um
114s yeah
116s I think
118s I like this this is this is pretty neat
121s using the ramps as a way to
124s have stairs outside
131s I like it I like seeing all of these new
134s fancy
135s in a ways people are coming around it so
138s one thing that I'm not impressed by
141s from a building an Integrity perspective
145s I would dare say that this should
147s probably collapse somehow someway
151s while it's great for storing large
154s volumes of goods
156s um
168s it's not the finest addition to the
173s scene in the world when you're passing
175s one of those
178s um
180s structural Integrity has been a topic
183s for a while now I do appreciate
187s multi-layered Farms like this one but I
191s wanted to add
194s um
194s more kind of requirements so these these
197s types of forms will be able to exist in
199s the future but
201s most likely we'll be adding some type of
205s restriction to them such as lighting and
207s so on so you would need electrical
209s lights
212s um
213s to be able to pull these off so the you
216s know these wooden scalable Farms like
218s this wouldn't be something that you
220s could do early on
222s with the exception of things like
224s mushrooms for for instance where you
226s have like a layer of Wheat and then
228s layer of mushrooms below or something
232s um
233s but that is that is kind of way off oh
237s 10 point 10.0 so
241s that'll be in the future
244s but it is something that we are looking
246s at
253s but things like Hydroponics and
256s you know scientific
258s growth columns and
260s is something that you exists and
262s something that we don't want to
263s completely without adding some sort of
265s functionality
267s that you could potentially
269s look at getting them to work
279s that don't see the gravity of the
282s situation no he probably sees the very
284s opposite coin
290s them
291s some docs and Arbor building here
296s so on on the subject of building
298s restrictions and building requirements
299s what do you guys think of the medium
301s Shipyard where it has a requirement of
303s water blocks being adjacent it was it
306s was pretty controversial I think in in
308s terms of when we were looking at
311s um
312s where we want to go with water
314s restriction and what the requirements
316s and water restrictions and one of the
317s things that kept popping up during our
319s boat development
322s um whilst the fact that we kind of
324s wanted to force people to be building
326s these Stockyards
328s at a water source of some type and be it
331s you know river or lake or
333s so on so forth but
336s um
337s we did wanted to have that visual impact
342s of
343s and I stick to
346s the water
351s only the larger shipyards should be
353s restricted yeah and that's that's that's
355s also what I had in mind when we added
358s the small one so the small one doesn't
360s have a water restriction because in my
362s head that looked like something that you
364s know this could be in your garage or
366s something where you know you could be
368s building in a workshop you can be
369s building on these smaller boats in a
371s workshop and then so on so forth
374s um but that felt like it was all right
377s to not have any type of water placement
379s restrictions versus something where the
382s larger boats would come off these bigger
384s shipyards and
387s um
389s it made sense to kind of force that onto
392s water now
393s on to the same type of placement
397s restrictions because now we do have
400s underwater adjacency requirement as a
403s mechanic and functionality that we can
404s apply to anything
407s of course I've been looking at
409s you know what can we do more with this
411s thing and what can we do to kind of
413s incorporate that into other objects what
415s would make sense and
418s some of the objects that are likely
422s potentially subjected to it in the
425s future are going to be things like The
426s Rocker Box
429s um where it's using in a river water to
432s be able to process
435s um and having those placed in the middle
437s of the desert with no water
439s that makes no sense because they are
442s a water process
447s um
449s but that's not going to be something
450s that we'll be adding intent but
453s it is definitely something that you are
455s looking more into and
457s as we're kind of revolving around the
459s water subject we are looking at
462s more ways to improve it as I mentioned
465s in terms of both the ux and the quality
467s of life how can you move it how can you
469s rip it around and work with it
472s um
473s how
474s are looking at how it's also working
476s against the player in terms of flooding
479s and so on so forth
482s um but also from a pollution aspect
485s right now
486s water
487s even if it gets polluted it's kind of
490s only a visual representation of
494s what is going on in the world
498s and
499s something that I want to do at least is
502s have water
504s properly
507s bee pollution
512s where
515s wet tailings for instance is
519s is a general placeholder block
522s the wet tailings will eventually
525s it has always been gold to not be you
527s know a solid block that you place out
529s it'll actually be a liquid and it can
531s disperse and spread and kind of mix in
533s with water as is
536s um
537s and
539s properly kind of pull it permanently
541s pollute water if you will so
543s going down that road we're looking at
546s things like you need a waste filter to
548s kind of keep pollution out of water when
550s you're doing things that may add
553s polluted water sewage
555s as an output but at the end if you've
559s polluted your ocean too much you'll have
561s stuff dying in the water you'll you'll
563s lose kelp you lose
565s the sea grass and so on but
568s you'll also lose the potential to do
571s things with crafting stations that
573s require clean
575s the crafting recipes will you know
578s you'll have a certain your water that is
581s required but it's also going to be
582s requiring clean water so at the end you
585s might have polluted your worlds to the
587s point where you need to add a sewage
588s build or a waste filter to kind of
590s filter the incoming water
594s um to be able to have it useful
603s I think more emphasis should be placed
605s into fishing as not just an early game
607s food source but as a society
610s Society building Foods while fishing was
612s essentially for pretty much any Coastal
614s Society so they would
616s players to act you sure perhaps cooking
619s recipes
621s um yeah so
622s that is definitely something that we'll
624s be looking into well in the future
626s um
627s fishing has always been kind of tricky
630s in terms of fishing rod that there's
631s been you know back and forth that we
633s want to add some sort of you know mini
635s game type of thing that
637s a lot of other games have been adding
640s recently to
641s and then turn it into an activity rather
644s than just point click pull-up fish and
646s then rinse repeat
648s 27 000 times
651s um
653s and fish Fisher boats Fisher boats exist
656s we have a fishing troller
658s I don't think we have any fishing
659s controllers out because they've been
661s added up
662s a bit misbehaving in terms of placement
664s restrictions
667s um
671s but uh
673s yeah can't play spawn I have one right
675s now and that should be
677s I can look over and confirm it on
679s Discord but I believe it's smart that
681s should be
684s um it should be doable very quickly
687s Gabriel posted a fixed today for it
693s layered Farms make me never want to play
695s a farmer because
696s opposed to competing with someone to
698s place all the five layered arm
701s um I believe something like this is what
703s you're referring to when it comes to the
705s multi-layering of farms
708s and yeah like I said this is something
710s that will
713s all be looking into the kind of mitigate
715s and
716s not necessarily combat but add more
719s restrictiveness to it
723s um so having these types of
724s functionalities also come with a certain
726s amount of cost and the infrastructure
728s involvement than just the boxing some
730s dirt
731s we're also looking at Future wise
734s improving
736s um improving fertilizing and
739s how nutrients are working and so on so
742s this might be difficult in terms of
744s being able to constantly buy your farm
747s with nutrients because at the moment
748s nutrients are really really difficult to
750s deplete
752s just on the premise of how they're
753s calculated
757s um
758s and because they're working in a chunk
760s based radius
762s it's also really easy you know
764s port and
767s you know combat that so that'll be
771s another another
772s stream another topic another day but
774s we're definitely keeping track on it
777s then
778s keeping that in mind as we're
784s fertilizing
786s uh
787s who knows maybe we'll see
791s I think it would be a really fun one to
792s work on
794s focusing on the ecological impact and
796s implication on everything
798s but we do have a couple of really big
800s topics look over I like this bridge
804s building people
806s they look nice they look fitting
808s um
810s some
813s nice visual creative
816s aesthetically sound structures
823s those stacked Farms might be in for some
825s trouble from oil setup yeah and uh
832s oil pumping right next to the arms is an
835s interesting uh
837s interesting extra flavor
840s a big reason people make stacked Farms
842s is because of the fertilizer bug
845s um I wouldn't say a bug more as to
850s fertilizers were
853s they're working exactly as they're
855s intended to be used
858s um
860s they're just not super optimal in terms
863s of how the calculation works as a result
866s of
867s and how players are using arms
872s um
875s so there's you know there's a couple of
878s an issue in between
880s what the math is doing compared to what
883s players are doing
884s this
889s but yeah it's the whole farming thing
891s and the fertilizing thing is is
893s something that is
895s constantly in the back of my head and
896s it's definitely something that we want
898s to be looking at going post post the
900s settlements update
906s at scanning in that update
908s um
910s we do have some assets
913s scanning
917s or if they were ever shown somewhere but
922s um
923s we've got some
930s like this while it's still in a
932s multi-layered Farms there's you know
934s more sound structural thing going on
937s here
939s um
942s and I don't feel as bad when it's like
944s Gardens almost like this
946s comparatively
948s you know this is some really clever use
950s of spatial and
962s interesting creative designs here
965s Arbor Master building here um
968s creative attachments
972s speaking of we've got our transport
974s boats so people on on sea water what are
976s your opinions on
978s the changed storage for the uh the
981s transport now
983s that much
985s should be in since a while back
991s bumped up the the carry capacity of the
993s transport boat quite significantly which
997s it'll probably be adjusted later on once
999s we uh
1002s once we look at it yeah the the slots
1004s are up to large Lumber Stock points
1006s almost but
1009s I wasn't really sure how I wanted to
1011s deal with slot Count versus stack limits
1016s so it's it's in a bit of an experimental
1019s face I might end up inching out
1023s some of the stack sizes instead to
1026s block count
1028s make them more
1030s more usable for things that are heavier
1032s but not necessarily as much
1037s so feel free to leave the messages on
1041s in one of the threads for the play test
1044s um
1047s thoughts and comments on what you think
1049s of the new spatial
1050s facial allocations
1055s that one
1060s [Music]
1063s a bit of an interior theme but we
1068s would have loved to have the roughly
1069s double capacity yeah well the the
1072s whichever is going to be staying on
1076s capacity wise for the both were doing
1078s the play test here it's going to be
1079s going out on to
1085s white tiger initially and then we'll see
1087s if we tweak the storage figure or
1091s what kind of results we're looking at
1093s these are some really
1095s people are really uh conforming to
1099s raw food lack in the world by adding
1102s Farms basically everywhere around their
1104s properties
1114s building invaded someone
1119s look at the map and see we add the towns
1123s and Cattlemen
1126s and as we can see there's quite a few
1128s towns
1129s there's a couple of bigger ones that are
1132s not
1137s really happy to see even though we've
1139s had a lot of complications for the towns
1141s that players on the other has been
1144s experiencing and I apologize for all the
1146s madness that has been going on
1149s we are working on it and there's a lot
1151s of fixes that are being pending and
1154s everyone is kind of churning out and
1157s getting some of those as quickly as and
1159s as stable as and
1165s about a small little country here and
1168s we've got one that has floated like
1169s crazy
1176s got some pretty
1179s easy culture I think most of the culture
1181s is coming from
1184s properties elves and it's
1188s I think it's terrible that I can get
1190s stuck on an island without food
1193s that is an unfortunate side effect now
1197s for
1198s general restrictiveness of things in
1202s general
1204s uh for Server owners this can be
1207s tweakable there's a crazy amount of
1211s weekable things that goes on in terms of
1213s the server management
1228s here we go
1230s a lot of a lot of common questions that
1232s keeps popping up on
1234s Discord in terms of a restrictive how
1238s restrictive these things are gonna
1240s and
1242s you know what this what is roaming
1244s around
1245s um
1247s you have all of the swimming
1249s restrictions and all of the kind of
1252s requirements and I've shown this off in
1254s a previous stream but just as a kind of
1256s quick rundown
1258s you can change out the speed modifiers
1260s in the different biomes for swimming
1263s and so this is a this is a straight
1266s multiplying
1268s it's a multiplier applied to
1271s Rin slash lead so
1274s ocean swim speed
1276s potion swim speed and that'll nuke down
1279s and reduce it or use it depending on
1281s what you want for your server
1283s and then you've got the calorie
1285s consumption rate which is multiplying
1286s the default calorie consumption the
1288s passive rate for is being in the world
1291s or roaming around
1293s by a factor of 2 or 30 depending on if
1296s it's in Ocean or deep ocean and this can
1298s be reached out and changed out to
1299s whatever you want
1302s and then you've got allow deep ocean
1303s building
1305s we're false which is false you're not
1308s allowed to build inside the deep ocean
1309s biome which will hard prevent you from
1312s building above the ocean
1315s you can build tunnels
1318s but you can't build stuff above the
1320s water or about like
1323s the seabed if you will
1326s and then for
1330s for the concern of
1335s swimming restrictions you can't turn off
1338s the um the Restriction of drowning when
1341s swimming so if you flip this over to all
1343s Stan
1345s um you're not gonna get teleported you
1346s can still swim you're just gonna be
1347s swimming really really slowly while
1349s you're out of calories so this is
1351s something that is some that is toggle
1353s able
1354s from a server
1356s um perspective
1362s so this is generally what the default
1364s settings are looking at and
1366s like I said any any server can customize
1368s these to their
1371s crazy
1372s Denarius or whatever whatever they want
1375s to be doing in terms of restrictiveness
1378s or if they want to have foreign
1400s being able to use bathrooms to push
1401s cultural building great choice
1404s anthropologically yeah
1407s um
1408s I think the original design idea when we
1411s were looking at culture was the premise
1414s of like if you have a museum for
1416s instance or if you have like a showroom
1418s or something that has cultural objects
1420s you know regardless of what type they
1422s are
1425s um generally speaking a public plot
1426s would always have like a public bathroom
1427s of some sort
1430s so that's kind of why why bathrooms are
1434s counted into cultural property value
1438s um
1440s but it is also meaning
1443s that we're looking at cultural objects
1445s and kind of cultural value
1448s been a long day
1451s um
1453s kind of how much culture you're getting
1455s from these cultural objects compared to
1457s the bathroom objects and where they're
1460s complementing each other and
1461s how much cultural properties you can
1464s place down by default so and so forth
1467s so there's still a lot of balance
1468s tweaking
1471s um to come in and revolve around it
1474s I'm also looking at scaling down
1478s kind of tweaking out and changing out
1480s the calculation for the influence border
1482s to make sure that they are also
1486s kind of scaling with World size right
1487s now they're very static and very set in
1490s terms of
1490s you know how big a culture how big a
1493s country can gather how big a town can
1495s get versus
1497s um
1499s like if you change the world size to be
1501s twice as large then at the moment the
1504s towns are not going to be able to get
1505s any bigger because it's a static value
1508s towards that sat in the town itself and
1511s it doesn't have a dynamically scaling
1512s value
1514s or the world size so that's something
1515s that I'm looking at
1519s um
1521s yeah I think
1524s I think that's it for this stream
1528s and over the water stuff I think
1530s everyone's going to be really happy when
1531s that one is deployed it's still pending
1534s um
1542s I wish there were custom settings for
1544s how you handle a death penalty if you
1546s drown or run out of server with like
1548s optional loot loss instead of alt
1550s recovery that means here you'd basically
1552s you know drop your bag
1555s so on
1562s yeah I think
1565s um
1566s that is definitely something that is
1568s moddable
1570s it'll probably not be something that's
1572s coming out of on in terms of vanilla but
1574s you could definitely add a mod for
1577s a script that just
1579s fires off
1582s um when it runs the death script
1584s basically or the Drone script
1586s it scans through your inventory copies
1589s the inventory into a bag that's dropped
1591s on the ground where you when you were
1593s where you're supposed to be teleported
1595s to and then you get teleported to like a
1596s spawn point or something
1600s um definitely doable from the mod side
1603s probably not going to be something that
1605s we're looking to add from a standpoint
1607s though
1610s you know hit hit up your your local
1612s Friendly mother to see they can't
1614s look at it
1616s um
1622s um yeah
1624s quite happy with this
1626s um you've got enough work to do yeah we
1629s definitely have our plate cut out for us
1632s plenty of things to do plenty of things
1634s to polish and then fix up for 10.
1636s also a lot of plans for the future so
1640s looking forward to uh
1643s keep hammering at it and
1646s um as
1649s as noticed we've moved the streams to be
1651s more of a bi-weekly occurrence just give
1654s more a little bit more of a spacing in
1656s between
1660s make them manageable from my perspective
1663s but also
1666s I give a little bit more of
1670s backbone through with the stream Circle
1672s meaning and what I can go over in that
1675s work
1676s on track for targets
1680s I really like the auto pickup bug I was
1683s actually responsible for that one
1686s um
1687s unintended but but I can take credit for
1689s being responsible for that one
1691s um it was
1693s I was tweaking out the interaction speed
1696s in between pickups
1699s and on my end in the editor everything
1702s was working nicely it was not
1705s it was uh it was starting the animation
1710s it would stopping the animation in
1711s between the events but somehow
1715s on a built client
1718s it never stopped the interaction so it
1720s kept just looping through it as soon as
1722s it ended the first one
1724s turned it into an auto pickup feature
1726s which was
1727s definitely not
1729s something I had planned for
1733s um so we had our
1734s great
1736s animator and