Transcript (by Youtube)


0s all right hello everyone and welcome to
3s another stream here at strange Loop
5s games and today we are happy to have
9s released
11s 11.1 and uh we'll go through some of the
15s uh highlights and
19s uh do some uh
22s Q&A uh on features and what's going on
27s right now what's happening next and uh
30s can I take you through some of the
31s features surrounding the
33s update so if you have any questions just
35s you know pop them in try to answer as
38s much as I
40s can uh and as usual we'll probably have
43s a rockus in the background
45s from my fantastic cats
48s here CU they
51s uh they've recently eaten and they've
53s rested so they
55s are in full speed mode
62s uh
64s yeah hoping I'm getting through uh it
67s seems like everything's working so it
69s should be
70s good it's not a good stream until the
73s cats are
74s involved they do uh they do search and
77s uh try to get as much attention as they
80s can uh but yeah so let's just kind of
82s switch over to uh go over the uh
86s announcement post see what's what uh for
91s uh anyone that hasn't been keeping
95s track so the 11.1 is finally released
99s which is uh everyone on the team is
101s super excited um we have starting to
106s streamline
107s and um be a bit more thorough
112s in uh just what quantity of contents and
117s what Scopes we are involving in these
119s things to add in to make sure that we
121s get at a bit more faster update rate
124s which hopefully should be seen Now by
127s uh uh it was roughly two months since
133s 11.0 uh I'm here for the cats um so yeah
138s hopefully we'll uh be able to keep keep
141s dropping out some good quantity of
143s things to involve everyone in and um add
147s new cool things um and kind of wrap up
150s our road map towards
152s 1.0 and our exit out of Early Access
155s which is going to be super
158s exciting um but yeah so for 11.1 we have
163s finally a new method of
165s acquiring metal out of the ground which
167s is explosives and I'm um I'm betting
172s heavily on that most people have seen it
176s um and is as excited as I am for it um
180s it's been a blast going over both from
184s planning design but also to
186s implementation polish and getting that
189s thing
190s to feel nice feel natural in the game
193s and not be a completely alien
197s element uh Mike has done an absolutely
200s Stellar work at getting
203s uh getting my plan into action and
206s implemented uh which has not been the
208s easiest at sometimes but
210s uh it's turning out quite good we still
213s have a few minor issues with it um which
218s is trees are not really playing nice
221s with felling the trees and sinking them
223s with a mult inside a multiplayer
226s environment uh so we are kind of
229s removing the ability to cut down trees
232s at the
233s moment um and it just nukes the trees I
238s believe um
241s but it'll hopefully return um possibly
244s in in 11.2
247s um but he needed a little bit more time
250s to kind of crunch through and then make
251s sure that it sinks properly um and that
254s might require some rework of some codes
257s so those tends to be risky and cause
260s explosions so we've
262s uh avoided that and have a a friendly
265s explosion for the player rather than a
267s server explosion so yeah
270s um kind of pick and choose our battles
272s there uh but yeah so explosives Dynamite
275s mining charges so you have Dynamite
277s sticks that you place out manually and
280s you light them up uh we changed out the
282s key bind for it as well so you don't
284s accidentally light it if you're trying
285s to pick it up place it down um so shift
289s right click
291s now um with it we've added two new
294s ground materials and it is Pete and
297s sulfur um of course with a bunch of
300s other intermediary ingredients along the
302s way um the whole teory is shown on the
305s explosive stream that we
308s had two and a half weeks ago three
312s weeks uh the general thought and process
315s for it is it is a way to kind of
319s mitigate The Grind from early pickaxe
322s interaction to when you need to scale up
325s acquisition before you have something
327s that can really chug through the
329s mountains
332s um which is why we also added the scoop
334s attachments with the steam tractor they
336s were originally intended to go into the
338s same update so explosives were intended
340s to go into 11.0 initially but it was
343s just way too much work left on it to do
345s to kind of fitted in so um it got pushed
348s out but now it's finally here um and
351s from what I've seen on the play test
353s people are really um happy with
356s uh how they are working out together um
360s um and finding really powerful methods
363s of getting really efficient um will this
367s require a restart on our server the pet
369s sufer going to be retroactively changed
371s or need a new world generation that has
374s been a question um popping up here and
377s there
379s so it is both at yes and no you will not
384s need to have a new world generated to be
386s able to acquire explosives because the
390s sulfur required do to manufacture it is
394s available and outputed as a byproduct
396s from oil processing so if you do have an
398s old world you might not get access to it
402s as early as in mid
405s game but it is being produced as a waste
408s from the oil manufacturing so you will
410s be able to get a hold of it later
414s on um as for Pete Pete is just kind of
418s a an early bad version of
422s coal um you know functionality wise um
426s it's un excavat materials you dig it
428s with a shovel it replaces a lot of the
431s coal the surface coal layer in the wet
434s lens uh but it's it is not a critical
436s resource for manufacturing
439s things uh because the explosives are
441s made from sharal Powder you can turn
444s Pete into Shar hole but you can also
445s turn regular logs into Shar hole already
450s um so for the explosives you shouldn't
451s need a new
455s world
458s um and then for painting we've expanded
462s out so the land vehicles are now
464s paintable with one one slightly sad um
468s exception which is the excavator we just
471s didn't have time to get that sorted
473s out uh because as the um as the r team
476s has been going over the vehicles to make
478s sure that they are P paintable
480s um the interactions work and they look
483s nice they've also taken the time to kind
485s of Polish up some of the older assets um
488s and detail and texturing
491s so they took a bit longer than just here
494s apply layer for paint um so they should
497s be looking a little little bit more
500s shiny
501s um packaged up nicely but the excavator
504s is not paintable
506s yet um and the naved vehicles will be
509s coming out
511s um in a later
512s update so for now you've got the trucks
515s the steam trucks and all the different
517s carts wheelbarrows Etc to play around
520s with we also did a u a visual overhaul
523s of the U powered
530s cart uh isra fix with the plastic
532s benches not being able to sit upon in
534s this update that is the first thing I've
535s heard about it so I'm just going to add
538s it as a mental note note which is a text
541s not a text entry in my
543s notepad
547s uh Hey Pondo hope you're doing all right
551s welcome to the
553s stream um yeah that's that's the first
556s time I'm hearing of the U the plastic
559s punches not being interactable but we
560s may be able to take a look at
563s that um so yeah the powered card got a
566s new upgrade now some may be wondering
569s why why we have the powered cart and why
572s it's kind of getting a shift around when
574s the steam trucks kind of come in fairly
577s quickly
580s afterwards and I do
583s have kind of on
585s planning an
587s investigation um does the visual change
589s of the power card changes actual size
591s hitbox Etc yeah it changes everything
593s like it's a complete rework of
595s it um it's easier to drive it it's still
600s slightly encumbersome but it's it's a
602s significant overhaul of the entire
605s vehicle um and it's it's kind of turn
609s slash traction
611s is um an issue we're having with uh the
615s RCC or or physics Road
619s script um that doesn't really play nice
622s with
623s trikes um it kind of wants to have four
626s wheels so we have our own kind of
627s adaptation for it so we're shifting
630s things
633s around
643s uh where where was
646s I uh yeah so we're still kind of doing
650s some investigation polish
652s forth but it is a lot better than it was
656s before um and I'm also looking into
660s changing around oil drilling in the
663s future um so we might introduce some
665s more oil based recipes and like an
668s earlier tier of oil extraction um which
672s will be needed throughout mechanics so
674s you can have a bigger Gap in between the
676s powered cart and the steam
678s truck um but that's kind of a future
681s plan
683s thing so yeah stuff is paintable now and
686s for everyone that has been sticking
688s around since
690s you know
691s 9.0 um trucks are finally paintable um
696s super
698s exciting um it's been it it's been a
701s long time coming uh do apologize for uh
705s having that teaser teaser truck being in
709s different colors but now they're finally
711s in you can finally get around to
713s customizing your vehicles around your
714s house as
717s well um and then we have
720s extended maintenance and repair bounties
722s so previously in 11.0 we
725s added maintainable parts that went
729s inside um crafting tables
733s initially um that has been extended to
736s also work for vehicles um it has also
739s been extended to work for power
741s generation
743s so water wheels windmills wind
746s turbines Etc are now all so having these
750s replaceable
751s Parts hey
755s Satsuki uh welcome oh it's it's no I
760s don't know 10 minutes or
762s so all good just kind of going over the
765s um the high notes of the
768s update talking a little bit about the
771s thoughts that went into
773s them
775s um yeah so
780s and and stuff is being shifted around
783s here um so some thoughts in regards to
787s maintenance um one other thing it's it's
789s very customizable from the
793s server um so you can set in what the
796s rate is how fast it's going to happen if
799s you have requirements if you do not have
801s requirements as you can see on the
802s screenshot we have a adding Mo adding or
805s removing the parts require you to have a
807s certain skill I'll talk a little bit
810s about that and the modability of it but
812s we have extended the functionality for
814s it so um you can add multiple
818s skills uh to be able to do that and at
820s the moment it is set to also have
824s self-improvement as a skill to be able
827s to remove them that'll be changed in
829s 11.2 as we're going to introduce a new
832s repair
833s skill um so an actual like new
837s specialty um
844s um SLE kind of mitigate in it and we're
847s also looking at if we want to shift
851s around uh the upgrade modules over to
853s that as well but it's pending pending
856s kind of design and and seeing what cost
858s relations are going to be
872s [Music]
876s uh uh read the update report what's with
879s the laboratory requiring 3.8 um I
882s answered in in the steam discussion it
885s should still
887s be uh it should still be 2.8 I forgot to
890s change stuff out um as I
894s was doing quite big balance
898s changes um so it should be it should
900s still be 2.8 if it's not I'll have to
903s change
907s it
909s um modern explosives any plans to add
912s something like the Hub bsh ammonia
913s machine from nitrites and explosives um
916s you do have nitric acid from the it's
919s produced through the oil drilling tree
921s but you do have
924s fertilizers um and compost being a
926s requirement in explosives
930s um I do want to expand on it but that's
932s also part of a
934s bigger um overhaul to oil drilling I
937s kind of want to expand it add more
939s dependencies and add more kind of
942s pollutant
944s off like byproducts to
949s it
950s um so that should be
954s uh that is in there um on YouTube hey
958s any news about controller support um at
961s the moment no we do need to rework our
964s input um so at the moment we're using
968s unity's default input the old Legacy
971s input
972s system um we need to move over to their
975s new um their proper
978s new uh control mapping
981s system um before we can properly do
985s controller support once we've done that
989s uh it
989s should per automation handle almost
994s all
995s um controllers across the board because
998s Unity just kind of detects if it's a PS4
1000s controller if it's an Xbox controller if
1002s it's a joystick you know the whole the
1004s whole thing but it require us to
1006s completely move over to that new input
1008s system
1009s so we
1011s uh that needs to uh to be done before
1015s that um and it'll also give us a better
1018s opportunity to to kind of clean up our
1021s key binding system and um extend that
1024s out a bit so you have more controls over
1026s what buttons are going
1027s where because right now everything is
1029s very hardcoded and it's a bit
1032s [Music]
1033s encumbersome um on pollution um
1036s explosives and explosive use do cause
1039s pollution when you're using them so
1042s they're kind of a temporary burst of
1044s pollution in the area you're using it so
1053s let me just poke Dennis with
1068s uh uh console release after that o that
1072s is a difficult question and it's
1074s probably more of a uh a Dennis and John
1078s question because I don't have any
1079s control over that
1081s and um it also requires substantial
1086s reworks to the architecture of the game
1089s so we we need to compile more of it
1091s because right now you have access to
1093s kind of all scripts are being templated
1095s out and easily modable in the server
1099s folders um consoles or at least
1103s Microsoft does not allow open scripts as
1106s far as I'm
1108s aware um
1110s in their installments on the hard you on
1114s on their
1115s Hardwares um so it kind of needs to be
1118s the whole thing needs to be readapted to
1120s support that and it will also kind of
1122s cut modability out and do all kinds of
1125s things that is a very
1128s much not really on the draft for it yet
1139s [Music]
1141s uh one concern I have with boat repairs
1144s are we going to get stuck at see if we
1145s don't have a spare part or the skill to
1146s install it technically yes but um the
1151s parts are also only deteriorating if
1154s things are running and right now
1155s Vehicles shouldn't be that much impacted
1157s by it
1159s um so in there it's more of a just you
1162s know keep an eye on the part if you've
1165s been using your vehicle a
1166s lot um
1170s but it's probably less less of an issue
1173s than you would
1177s expect
1179s uh any plan for oil pipelining um we do
1183s have some plans for it but I'm not sure
1184s it'll make it before
1186s 1.0 it'll probably be a post post that
1189s because we have a lot of things still on
1191s the table uh with other related features
1195s um animal husbandry being a really big
1198s one
1201s [Music]
1203s uh uh I'm playing on a Mac using Nvidia
1206s GeForce now and the game still isn't in
1207s the list I wanted to know if it will
1209s eventually be added which will allow me
1210s to play
1212s um probably not um I wouldn't go out and
1218s say one or the other because it's a very
1221s very not my uh place to answer
1225s that
1227s um but gForce now overall is difficult
1231s because of the unique
1234s licensing that is required to kind of
1236s work with the systems that we have in
1239s place
1241s um it's also an issue
1244s of uh synchronizing and running and and
1247s streaming it in the way it's set
1252s up so
1255s uh fairly difficult um as for comp
1259s compatibility on Mac uh there's no plans
1263s for it at the
1264s moment uh just due to uh we don't have
1268s the capacity for
1269s it um but there there'll be probably be
1273s a post about it if that changes um so
1276s for at the moment the uh the Mac
1279s installment that we have is just
1280s delivered as is
1283s without um
1290s um any kind of General support for the
1296s client uh and then we reworked the
1299s tutorial so that cleaned it up a bit um
1303s adjusted some of the U some of the tasks
1305s for it we'll probably introduce some
1307s more tasks and expand it as we go along
1310s uh we do want to add more tutorial
1312s Snippets for things like setting up laws
1315s interacting with the Civics and some of
1317s the more advanced features
1321s um so that is the rework that was done
1324s offers us a more
1326s solid
1328s um base to do that and extend it out
1333s from um Can the part where be optionally
1336s switched on and off um sort of you can
1341s you you have modifiers for how much a
1344s part is getting worn down per use or per
1347s per hour
1350s um so if you set that to zero it should
1353s stop the part being used but you still
1355s need to have a part in the
1361s slot um so hopefully that fills your
1364s need and that can be found
1369s inside difficulty settings config I
1375s believe um so if you're using the uh
1379s the steam
1380s client um and you can start up your
1383s world you can hit SLS server UI and you
1386s can Tab out to the um the graphic
1392s interface um and then you can navigate
1396s into the second tab I believe and then
1399s you can find difficulty there and you
1401s have all the settings kind of in there
1402s with descriptions for them
1412s latrines I hope I hope that actually
1414s becomes a need soon
1416s um we'll see it it does offer some
1419s interesting interactions
1421s but um it might be might be kind of an
1425s optional thing
1427s maybe um it's an interesting
1431s thought uh you mentioned a couple of
1433s weeks ago that aquaox could be made from
1434s ashler Stone in the future did that make
1436s it in the patch or is this that's going
1438s to come into the later one it's probably
1440s going to come into a um a later one I
1442s still need to run some
1444s uh some collaboration sync with the Toby
1448s to see if if and how and
1453s where uh
1471s here we
1473s go and we have anything else
1476s specifically would be amazing to see
1478s diff difficult different type of cars
1482s for RP
1483s servers um yeah it it different type of
1486s vehicles for the same kind of tiers for
1488s different Transportation would be cool
1489s but it's
1491s also um it's one of those things where
1495s it it takes time to develop the assets
1496s for them especially we want to do like
1499s significant visual differences between
1502s them so prior priority has kind of been
1505s towards the objects that is required for
1508s the U content that's being added U
1510s functionality wise in terms of core
1513s features first um so more optional
1516s Vehicles might be something that we can
1518s do later
1520s on um any plans to add more block sets
1523s like the farest Lumber to the
1525s marketpl
1527s um not at the direct moment but we do
1531s want to add more block sets to it in the
1536s future but we don't have one specific
1538s lined up that's going to happen in the
1541s near
1547s future uh love the fact that you guys
1549s are adding log furniture would love it
1552s if love it more if we could get log
1555s specific Furniture yeah it's uh it's
1559s probably something that the our team can
1561s kind of tweak around and see if we can
1563s get some some different kind of fibers
1565s for different wood materials um but
1570s it's there's also a kind of a wish to
1574s keep it fairly simple because it is also
1577s sort of an
1578s introductory Furniture type
1581s and um not a lot of the designs
1585s surrounding both the Adobe and the new
1587s early furniture and and everything kind
1589s of surrounding it is to keep it as
1591s simple
1592s as um as possible within a certain
1597s framework um just to make sure that
1600s they're approachable they're easy to see
1601s and kind
1602s of
1605s nice uh nice clean interaction to kind
1608s of get going start to understand the
1609s systems and then move over into more
1612s polished
1614s um variations of furniture with higher
1617s tiers
1620s but you know anything goes when it comes
1621s to U different variations and styles of
1625s these um so yeah we have a whole bunch
1628s of changes in terms of
1630s balance with the addition of sulfur
1635s um and as mentioned sulfur is being
1638s produced as a byproduct from oil
1640s refining uh or oil
1643s production um
1645s so you can get access to it on an older
1647s world so you don't need to regenerate
1649s and and
1655s restart that said you have if you do run
1659s a new world you have access to Pete
1661s which is a new source for making
1664s charcoal um it can also be used as an
1666s earlier fuel type um which is in between
1671s logs and logs boards and uh crushed coal
1676s you can get access to a slight upgrade
1678s over regular wood but without having to
1681s have a
1682s skill uh phosphate fertilizer now
1685s requires um sulfur but it has a reduced
1688s significantly reduced requirement for
1691s Limestone so that should ease the
1694s Limestone um hunger a bit um maybe help
1699s more of it go to concrete
1701s or
1703s um roads Etc
1710s uh with the introduction of the log
1711s furniture did the housing bonus of the
1713s previous existing furniture get bumped
1714s up um they some of it got shuffled
1717s around in terms of housing so we have
1720s the adorned got nerfed down from uh
1724s being better than the composite um and
1727s it's just kind of a fancy variation of
1729s it
1731s now um but it is it kind of replaced so
1736s with 11.0 we did a major scaling with
1739s the housing values
1741s overall and the new log furniture kind
1745s of takes the place of the old values for
1747s what H logs were or H Furniture were
1752s before
1753s um so everything else didn't just get
1756s massively bumped up um they just kind of
1759s took the place of that initial
1766s points uh speaking of UN Balan Furniture
1769s new Tallow wall lamps are only 2.3 but
1771s Tallow wall candles are
1773s four I'll take a look at it um it is you
1777s said it's it's quite possibly just human
1780s error of forgetting a
1782s number
1791s uh uh i' I'd advise against using a
1795s cactus
1796s latrine yeah I I would
1800s probably be
1806s yeah
1810s uh
1812s probably cats decided to shove my phone
1816s off the the
1819s uh
1825s yeah that is a Mis chippers cat I will
1829s uh I I will be right back I kind of need
1832s to save my uh my charger at the moment
1861s [Music]
1883s there we go sorry about that uh cats
1887s decided to uh
1889s tried to grab my uh phone and and kicked
1893s it off the table and started playing
1895s with the power
1899s cord
1900s uh cats creating chaos as it should be
1904s yeah they are
1906s uh they are paired up causing Mischief
1910s at the
1911s moment it it they're really tag teaming
1914s it so
1915s it's hear them flying around in the
1917s background
1918s [Music]
1924s uh uh do I remember right that the
1927s fertilizer getting a reamp with animal
1929s husbandry content fertilizer is kind of
1931s a pain in the ass having to count that
1932s yeah um so there's there's going to be a
1934s whole bunch of
1936s uh
1938s um new uh interaction visibilities
1942s you'll you'll have more of an effect
1944s feedback when you're applying fertilizer
1947s how it's do how it's being on how you're
1949s seeing kind of that reaction and and
1952s getting more sensible information from
1953s the soil sampler in in together with
1957s that plants are going to be more
1959s predictively consuming
1961s fertilizers because right now the Way
1964s fertilizer works is that they're scaling
1967s plants are consuming it on um basically
1971s a percentage they're consuming a value
1973s but the value then gets kind of eaten in
1976s a percentage of it so
1979s essentially the more fertilizer you're
1981s applying over the
1982s limit the more fertilizer they're going
1985s to be consuming per Harvest whereas the
1989s less fertilizer you have in a plot the
1991s less they're going to consume even if
1993s you're getting a lower yield they'll
1994s still use less
1996s fertilizer which is very
1999s counterintuitive as well as
2001s very counterproductive to what um I
2004s would want out of it so that that will
2006s change with the animal hus
2010s um and we're also looking at uh plants
2013s in general um having animals consume
2017s plants so you know you're going to be
2019s having you're going to be having
2020s competition for uh crops in the wild
2025s prit um can we expect a PS5 version if
2029s so when um there is no console port on
2032s the planning at the
2034s moment um if that
2036s changes there's probably going to be
2039s news about it on Discord but um not at
2044s the
2047s moment um are the new parts a Halloween
2050s joke from Eco or is it serious yeah you
2054s you have the parts for the crafting
2056s component and the crafting tables it's
2057s expanding onto all the other General
2060s World object as we've talked about in
2063s previous streams as well with a push for
2065s having a more circular dependent
2070s economy uh will we have to protect our
2073s plants from being eaten yes so um as
2077s I've kind of talked about a little bit
2081s on uh with the 110 or during the 110
2085s streams you have a uh uh for The Outdoor
2089s Room you have a scarecrow
2092s and we are looking into having different
2095s layers and ways to deter animals from
2098s getting up in your face and getting up
2101s on your property so
2102s having um kind of an infrastructure heat
2106s map of animals trying to stay away
2110s from
2112s uh player occupied
2120s areas um so you'll have some ways to
2123s kind of deter animals from eating your
2125s crops but it does mean that you know
2128s grass is going to be consumed in the
2129s wild that tile gets cleared off new
2132s plants can kind of spread
2135s around
2137s um so there's a lot of lot of dynamic
2140s Eco impacts that can happen from
2144s that uh actually was that I don't know
2148s if that was mentioned
2152s here did yeah it it was it was mentioned
2156s but it wasn't really highlighted and
2158s enough I think in the patch notes uh but
2160s that's probably my bad of just not
2162s poking Dennis more with hey make this
2165s make this a big thing um so another
2169s critical critical change that
2171s happened was we added a
2176s u uh we added a way to be able to tie in
2181s the visibility of the the the map layers
2185s with settings so we have the oil layer
2190s is um the oil layer is Now hidden until
2194s oil drilling has been unlocked on the
2196s server so you can't just hop in on a
2199s server on day one and go like hey I'm
2201s going to claim the best oil spot and
2203s then I'm just going
2205s to keep it for for you know off in the
2208s distance for no reason other than to be
2210s able to exploit it in two
2212s weeks um so it's it's more of a
2216s uncertainty and then
2218s everyone can has an equal chance of it
2220s once you've unlocked and progressed the
2223s server to that
2224s point it is something that you can
2226s disable on the server s side
2229s um it is also something that you can
2233s kind of switch around modding wise and
2235s do for any map layer so you know if you
2238s wanted to have a super hardcore
2240s experience and you don't want to have
2243s people seeing where you can plant things
2245s and you need you you know you can force
2246s them to run around with soil sampler if
2249s you wanted to uh by just hiding all the
2251s map layers essentially or hiding the
2254s specific ones that you want um so
2257s there's a lot of potential there for
2258s some interesting
2265s gameplay and then as mentioned with the
2268s parts you have a configuration to be
2271s able to disable the required skills to
2274s replace
2275s Parts but you also have a configuration
2278s for being able to disable the broken
2280s parts will disable
2283s vehicles which means at the moment by
2286s default once a part breaks in a vehicle
2288s it'll be disabled you can't move
2290s it um if you disable that
2294s feature um the part will the the part
2297s Breaking will still have an impact but
2299s you'll still be able to use the vehicle
2317s and apparently the steam connection
2319s didn't work but oh
2327s well um having an exploratory drill for
2330s oil would be cool po poke holes and and
2333s gives reading on oil efficiency similar
2335s to The Rock Etc yeah so that could be
2338s something that you do as an expanded
2339s feature for like a soil sampler but for
2341s oil drilling
2343s instead
2347s um because you know you could do you
2349s could keep the oil layer hidden
2351s indefinitely and then you could only
2353s allow be allowed to interact with it
2355s with a tool
2358s um so there's some opportunity there to
2360s kind of play around with the general
2362s gameplay and the flow of it and how it's
2365s how you can interact with these
2367s different layers
2369s um and it was something that was brought
2370s up by uh a few a few of our uh Dev
2375s tiers
2377s um and uh kind of pushed for getting
2380s some some mod ability for it which we
2383s then decided kind of over fix and allow
2384s and for
2386s everything
2388s um so uh yeah it just you know proves
2392s that something that we might be
2394s overlooking gets not gets noticed or
2398s someone gets an idea from a modding side
2400s of it and they poke us and go hey I
2402s really want to be able to do this thing
2404s can we sort this out and can we figure
2405s out the solution to make that
2408s happen and in most
2410s cases we tend to just go yeah absolutely
2414s uh because we want to expand the tool
2416s set for the moding community and the
2418s player base to be able to tweak and
2421s change things to fit with what they want
2423s out of the gameplay
2426s experience uh
2429s um so you know giving these things out
2432s to uh to be able to do that is just
2437s really it feels from our side at least
2439s like really empowering the players
2441s to customize
2444s things
2448s um but yeah so that's kind of a rundown
2451s of the general things that's coming in
2453s or has has arrived in 11.1 I should say
2455s now um
2458s so what do we have on the future scope
2464s on the board
2469s um well um one of the things that we've
2473s talked about previously is
2476s the uh the upgrades so the module
2480s upgrades um which has been both
2484s a
2486s um a blessing and a curse if you will um
2491s so upgrade modules for for anyone that
2494s isn't um engrossed in it is
2497s the slotted items that you drop into
2500s work tables or crafting benches that
2502s reduces either time uh to craft
2505s something or resources costs to it
2507s depending on which table and if it's a
2510s static cost or
2513s not um and right now we have basic up
2517s upgrade 1 to four and then we have
2519s advanced upgrade 1 to four and then we
2521s have a modern upgrade 1 to four and they
2523s they've sort of distinguish
2525s alized a bracket of resource consumption
2529s and optimization so you have the basics
2532s are available in the first two tiers and
2534s then the advanced and then the modern
2536s doesn't come in until way
2538s later um it's always had a bunch of
2541s different problems to
2544s it and the biggest one is
2548s obviously I try to avoid making
2551s something because I can just hold out a
2553s little bit longer and I significantly
2555s reduce the materials I use to craft it
2557s which then means you are less likely to
2559s produce or overproduce which then helps
2563s to flood the market and give access to
2565s these items for players to
2568s use um and then you transition quickly
2571s and so people are offut to actually make
2574s stuff until they can make it in a best
2577s uh
2578s like efficient way to do
2580s it whereas the intention and design
2582s surrounding the upgrade modules have
2585s always been that they should be
2586s representing kind of
2588s improved efficiency in manufacturing
2591s these things over the course of
2593s technological acquisition
2595s so you know better tools equals better
2598s stuff and less costly but it never
2601s really worked well because of the time
2604s span they're introduced um the rate they
2607s upgrade in between so you can of go in
2610s and um you get access to the advanced
2614s upgrade one and then two days later you
2616s need to have upgrade Advanced upgrade 4
2618s to be able to compete which then means
2621s there's a lot of resources that quickly
2624s turns over into upgrades and if you
2628s don't have one because it's mandatory to
2630s be able to compete it creates a
2634s very um activity and for wor environment
2638s where people that may not have as much
2640s time to really sit on the stores to get
2643s access to those
2644s upgrades um can't really do it and they
2648s fall off because they can't compete
2650s because they don't have the same
2651s resource
2652s costs there we have a
2658s a a uh attention seeking
2662s uh Fame Hungry
2665s Cat he's like yes I want to be on camera
2669s but I also don't want to be seen so I
2672s don't know what I'm doing now that I'm
2673s being held
2676s up um but yeah so one of the things that
2679s I wanted to do with the upgrades as I
2681s mentioned before is see if we can get
2685s get him in
2687s here a little
2691s bit little bit abusive
2693s here hey
2699s he's like
2701s no I'm no longer happy I don't want to
2703s be
2706s here um so one of the things I wanted to
2708s do was change out and and remove the
2711s kind of extras in it so ripping out the
2715s one to four and it'll just be basic
2717s Advanced and modern to kind of
2719s streamline it hope it gets a little bit
2722s better reception be less confusion for
2724s players
2729s um and have a larger Gap in between the
2734s times you need to
2736s upgrade um the modules so you have you
2739s know the basic module you'll have for an
2741s entire week and then the advanced module
2745s gets in with
2746s mechanics um and that lasts you for
2749s another thing until industry comes
2751s available so you don't have
2753s the um this the Step Up in Tech here
2757s here is also a step up in resource
2761s reduction but you don't have that every
2763s other day you have that over a wider Gap
2766s so you have less kind of micromanagement
2769s for upgrading
2771s things with
2773s that um I'm also aiming for
2777s having um each upgrade increases the
2780s requirements of the table either by
2783s volume or by room type or um resource
2788s input so you need um and this is
2791s probably something that is very may or
2794s may not happen is I kind of want to be
2795s able to add mechanical power
2797s requirements and then shift over so
2800s mechanical Power turns into electrical
2802s power um with the upgrades input so you
2806s might have a carpentry table that
2807s requires
2808s electricity or you know Sawmill that
2811s switches over from mechanical energy to
2813s electrical energy as you upgrade so you
2816s uh and and this is something that's been
2817s asked a lot in terms of hey why don't we
2820s get a like a Dynamo or something that we
2822s can turn electrical power into
2823s mechanical Power so we don't have to
2826s rely on water wheels or windmills to be
2828s able to Power Machinery in end
2833s game
2836s um and so we kind of want to do the
2838s opposite where you switch it out to
2840s clearly just do electrical power in the
2844s end um and there adds a a wholesome
2848s reason for why you want a bigger power
2850s because everyone will want to have
2852s electricity all professions should be
2855s wanting to have a higher tier and a
2858s nicer
2860s Workshop
2863s um so it's kind of making it a little
2865s bit more wholesome in the U in the
2867s general interactions with it and for
2870s that including with um I'll also be
2872s adding and expanding on research papers
2875s that each profession make right now
2876s there's a there's quite a few gaps in
2878s between professions that may or may not
2881s have research papers that they have in
2883s their craft
2886s repertoire um and together with that uh
2889s we'll be looking at introducing new
2891s research tables and this is kind of a
2894s multi sneak peek
2897s here um
2899s so everyone is is probably familiar with
2902s the uh the good old research table
2904s that's been with us for uh since the
2906s dawn
2909s time and we are looking at adding three
2913s new research tables and the the loading
2916s is a little bit off on the last one so
2920s do take heed that it is work in progress
2922s and things change and stuff gets
2924s polished out and and
2927s whatnot um so you'll have a basic an
2931s advanced a modern equivalent names are
2934s kind of pending you'll still have the
2937s old table it'll probably get uh
2940s repurposed um so that might be where you
2943s actually manufacture the modules
2947s only
2948s um but it's shifting around so the
2951s modules are
2953s made in
2956s uh in a more wholesome spread out Manner
2960s and as I mentioned streamlining it
2962s reducing the the amount of them so you
2964s only need to have one type of basic
2967s upgrade and then it's only one type of
2970s advanced upgrade each upgrade will go
2973s into all tables so a carpentry table
2976s will take a basic advanced modern
2978s upgrade so you will need you know steel
2981s products and electricity products to
2983s upgrade that carpentry table the last
2984s bit to get the full efficiency out of it
2987s in
2988s endgame which should hopefully help
2991s Drive um just a general broader use
2994s which also goes the opposite way a
2997s robotic assembly line will need a basic
2999s upgrade to get the maximum efficiency so
3003s across the entire progression route
3006s you'll always need basic upgrades in
3008s every table you'll always need Advanced
3011s upgrades in every table and so on so
3015s forth
3018s um and hopefully that should mitigate a
3021s lot of the general inconsistency with
3023s unpredicted price changes and
3027s difficulty to compete with other players
3030s based on activity levels just on the
3033s sheer I'm here daily I'm here every 3
3036s hours
3038s Etc um and then as kind of a mandatory
3043s thing I think now with with each stream
3045s kind of doing a little bit of a sneak
3047s peek into some progress of the animal
3051s husbandry uh and people have been asking
3054s like hey you know what what are what are
3056s we what are we getting animal wise and
3058s are we going to get new animals well we
3060s are going to get new animals don't you
3063s worry
3065s uh so one of them that is uh almost kind
3068s of set up completely now from uh from
3072s the asset side of
3074s things
3077s um we are going to get chickens so
3079s you're not going to just have turkeys
3081s you are going to get chickens as
3084s well um
3089s uh uh old man Maple no so we're kind of
3093s entering the uh the end of the
3098s stream um so I'm kind of doing a a a a
3102s compulsory uh animal husbandry 1.0 sneak
3107s peek with each
3109s stream
3110s um and we've shown off some of the
3113s concept art for the chicken Coupe so I
3115s figured it was time to kind of show off
3117s that we actually will be having chickens
3119s as
3121s well um but yeah so some of the new
3125s research tables that we're looking at
3127s adding
3129s um General Decor some tools
3134s usability uh as well as adding uh you
3138s know can easily have them as just nice
3141s cool Decor in other types of rooms or
3144s Furnishings um and I'll probably keep
3148s the
3149s um uh the research tables off the
3152s industry scale so you can use them in
3155s whatever room kind of setting you
3157s want uh will chicken will chicken slay
3160s eggs to be used as a food ingredient um
3162s eggs will be involved in in Foods
3169s yes
3173s uh JD um that would make a nice computer
3177s desk we actually have
3179s another another one of
3183s those
3185s um tables as well we have a few other we
3189s have we have a few other tables in
3192s general for some other uses that will be
3194s showing up in in 1.0 as well
3198s but they are on the side and uh they're
3201s still being kind
3203s of shied around and and adding the uh
3207s the general interaction support that
3209s they need to do the things they need to
3211s do so that'll be uh that'll be another
3215s stream for that um but yeah so you know
3219s summary gone over some of the highlights
3222s for the uh the 11.1
3224s update
3226s uh it's been
3229s uh it's been a wild ride for it um it
3234s will probably be uh absolutely crazy for
3237s the next update as well um I'll do a a
3241s more detailed per subject stream as well
3244s as we go
3245s along uh we might be a
3249s slightly slightly bigger Gap until the
3252s next stream because next two weeks are
3254s probably just going to be hot fixes and
3257s then sorting out um whatever issues that
3260s may come out of the uh the release of
3264s 11.1 uh but we'll see you might be able
3267s to do something fun uh we do have
3270s a a white sheeta run coming up which for
3275s anyone that is super confused about what
3277s what what that is um it is the um
3282s speedrun attempt in Eco that some of the
3287s players are orchestrating and do hop in
3290s on Discord and take a look at
3295s that uh do we have a Target date for 1.0
3298s yet
3302s no um I think it's
3305s a a sad um flat no
3309s unfortunately
3311s um o yeah um no final score actually
3316s reminded me of I completely forgot to
3320s add that to the
3321s marketplace uh which is a little bit
3324s unfortunate but uh I'll have to sort out
3328s out so one item that should have been on
3331s the marketplace which I need to add
3333s immediately after the
3335s stream uh was the Shi door which was
3340s supposed to be thrown in into the
3343s marketplace as soon as the play test was
3345s over but
3347s unfortunately our automatic system
3350s wasn't really backwards compatible to
3352s the
3353s client so I couldn't add things to the
3355s marketplace listing without it actually
3357s getting listing into the
3359s live um the live
3362s system um so yeah if you do have a showy
3367s door made I do apologize for it's
3369s probably going to flip over with
3371s restrictions
3374s shortly
3376s uh actually we can pull that up
3380s so let's do that and Discord changes
3383s let's do
3387s it is this one if anyone is wondering
3390s which is is the variant for the wooden
3393s sliding
3395s door so it's supposed to kind of go in
3398s fit with the Far East
3401s seam
3404s um so uh that'll be flipped over to the
3407s marketplace that is kind of our our
3409s Marketplace addition for this update
3412s there's going to be there's going to be
3414s a whole a whole bunch of uh new
3419s decorative items and new objects that
3421s you can place around with when 11.2 but
3426s we'll talk about that in uh in a stream
3429s surrounding the upgrade placement and
3431s kind of the Cozy the Cozy
3435s upgrade uh but yeah so with
3437s that um you know while it's Thursday I'm
3441s still going to
3442s say uh yeah Co it it internally has been
3447s called kind of the Cozy upgrade the idea
3449s is for upgrade the upgrade placement
3451s system to go live
3455s um and we're adding a whole bunch of
3459s decorative items
3461s and yeah like placeable little gadgets
3465s and decorative things um as well as that
3470s I'm hoping as well
3471s so do keep your ears prodded and uh a
3476s lookout for a stream on that subject
3478s it's going to be crazy it's going to be
3480s a lot of
3481s things um and I'll see you on the next
3484s one and uh have a uh a good weekend even
3488s though it's you know Thursday but uh I
3490s have a feeling that Friday is kind of
3492s just vanish for me so I'm just going to
3494s say uh wish everyone a good weekend um
3498s right
3501s away uh yeah so take care everyone and
3505s uh
3507s catch you on the next one