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1s | hello welcome to the Eco dev stream I'm |
---|---|
5s | John Kay designer and eco CEO strange |
7s | loop to my left I have Craig he's a |
10s | programmer and designer on eco and today |
13s | we're gonna be talking about a few |
14s | things we're going to be talking about |
16s | our 8.0 release what features are in |
20s | there kind of shown you what's what's |
22s | the latest then we're gonna get into the |
25s | changes coming in 8.1 which is a few |
28s | weeks out which is mostly improvements |
32s | and bug fixes and performance |
34s | improvements and then we're gonna talk |
37s | about what's happening in a 9.0 get a |
40s | little teaser of that it's still a long |
42s | ways off for that but we've got some |
44s | really cool stuff for building for that |
45s | and then we're going to answer questions |
49s | from the streams here and that we've |
51s | collected on discord over the past |
53s | couple weeks so yeah let's take a look |
57s | so here is this is an 8.0 world and one |
63s | of the major features we've added in 8.0 |
65s | is just all these different biomes so |
67s | it's kind of a grassland biome here and |
69s | everybody homes got new plants and new |
71s | animals in it so you see this giant |
74s | redwood here this is one of the new |
76s | trees we've added these things are |
78s | massive so these is like old-growth |
80s | forest and if you chop down one of these |
82s | it's not really gonna grow back in any |
85s | span of you know human timeframes so |
89s | these are massive amount of wood that |
93s | you get from these but they come at |
96s | destruction of the environment that's |
97s | kind of irreplaceable so it's kind of a |
99s | cool new thing we've added that you know |
101s | most of the ecosystem has been pretty |
104s | capable of regenerating but there is |
106s | some specific stuff like these |
108s | old-growth forests that don't really |
111s | regenerate on any kind of reasonable |
113s | time frame and we wanted to capture that |
115s | in the game a lot so these these |
117s | redwoods do that there's kind of other |
119s | resources we'll plan for that like oil |
121s | will be something that |
123s | not renewable and yeah just kind of |
127s | gives another another aspect to the |
129s | renewable nature of these ecosystems oh |
132s | we should go check out that Lake or |
134s | looking at yeah so lakes are another |
139s | feature we've added so in addition to |
141s | rivers we've got these lakes and these |
144s | will spawn you know in wooded areas or |
146s | grassland areas and it's just kind of a |
148s | nice little spot where you can set up a |
150s | village but it also provides access to |
153s | water specifically fresh water which is |
157s | gonna be a feature in a later version |
159s | and so that works really well with the |
161s | new pipe system we've added so that you |
163s | can create like sewage systems for your |
166s | buildings and that's one of the main new |
169s | features in 8.0 also so if we want to |
171s | show some of those pipes now so this is |
175s | a blast furnace rigged up we can show |
177s | the pumps will show the lake of starting |
180s | pumps there we just have debug objects |
183s | now but there's two different kinds of |
184s | pumps there's mechanical and there's |
186s | electrical pumps and so these are all |
188s | hooked up to a water source if you can |
190s | see that and kind of spawn these in and |
193s | then they are pumped out and piped into |
196s | these buildings here so I'm kind of |
200s | follow you know debug fly through the |
201s | world and see that we've hooked up all |
204s | this plumbing underneath the world to |
207s | connect these objects so a lot of |
209s | objects now will consume liquid and |
212s | later oil so you can see here that it's |
215s | inputting water at this rate from these |
218s | ones at four different pumps and it's |
221s | outputting sewage at about the same rate |
224s | and in addition to the smog that's |
226s | outputting at the top so it's another |
229s | important element to creating these |
231s | buildings in villages is having this |
234s | sewage system and what I really like |
236s | about it is that it |
237s | it's kind of a public thing like you |
240s | have to create it as a group and share |
242s | it among the village so as an individual |
245s | that's really difficult to do but as |
247s | part of a you know tax funded government |
249s | society it's something that you have a |
251s | lot more ability to accomplish so any |
254s | more features like that is a priority |
255s | for us like the things you do in the |
257s | game should really benefit from taxes |
259s | and collaboration and yeah that's |
262s | definitely a theme of the features we |
264s | want to add so what kind of objects do |
266s | you expect to have sewage just like |
268s | everything yeah um it kind of depends |
272s | maybe you want to talk about the ones |
273s | that we've added for it so right now I |
275s | guess we've mostly focused on the later |
277s | game objects actually in 8.0 we don't |
281s | have the two different types of pumps so |
283s | always kind of mostly regularly or |
285s | mostly just a your game objects but |
287s | since we've added the new mechanical and |
289s | the electrical pump we can kind of allow |
293s | that to enter the game of it earlier so |
296s | and yet so what do I like the treatment |
299s | of sewage yeah do you want to show a |
301s | world that Sue is just going to fly |
303s | under the whirling sea look like John |
304s | pipes you have set up like your water so |
309s | yeah can you sure that like different |
311s | sewage pipes that are going into it why |
313s | under the landscape there we go yeah so |
317s | you can see there's we have two |
318s | different types of the input pipes and |
319s | the output types if you just go straight |
323s | down you'll see both of them there we go |
326s | kind of fly back a little bit that's |
328s | cool to see them from the side |
335s | and then we go to get a nice look at the |
337s | plumbing system here you can see all the |
340s | gray ones are the input pipes copper |
343s | ones so you can imagine as you're |
344s | building these things you're having to |
346s | you know you don't have to put them |
347s | underground but it's a good way to kind |
349s | of hide them away so it provides us |
350s | really interesting different elements of |
352s | building you got to think about not just |
354s | for your buildings gonna go but how it's |
356s | gonna be rigged up so I think it as well |
360s | as like being an interesting |
361s | collaborative project it makes building |
363s | more interesting too so you can see that |
365s | like for example here we have the |
367s | workbench which is in putting water out |
370s | putting sewage and if we follow that |
373s | sewage we see that's going to this |
375s | underground water filter so this water |
379s | filter here is taking sewage as an input |
384s | instead of an output and outputting |
386s | clean water and if you go over to the |
389s | status panel so as it filters that it |
392s | builds compost so you can see this |
394s | compost block slowly building up as its |
397s | as water is being filtered and let me |
400s | see the yeah here's the the compost |
403s | blocks and you can actually use these in |
405s | fertilizer recipes so you take this |
407s | pollution and you're able to use it for |
409s | something useful for your farming you |
411s | see if it's piling up here I think it's |
413s | under can water here yeah this is a big |
415s | mound of compost right there well here |
420s | it is there we go compost blocks |
423s | yeah yeah so that's the fertilizer |
426s | system which Craig put together so how |
429s | would you use that once you you know so |
431s | fertilizer right now is something that |
433s | needs to have like a little bit of work |
436s | on but currently you can kind of take |
438s | the compost and you can just process |
441s | into a fertilizer which will improve the |
442s | nutrients of the soil which is something |
444s | that gets depleted sort of as you farm |
447s | and it's definitely something as far as |
450s | like compost goes if we want to work it |
451s | into like a bunch of different things |
453s | like maybe biofuels stuff like that like |
455s | there's a lot of different herbs we |
456s | could go with that and I think this is |
458s | kind of like the first step towards the |
459s | whole like sewage Network and building |
462s | that out a little bit the giant redwoods |
468s | that stick out like that so yeah ton of |
471s | work on the art side and we've had a ton |
473s | of different plants and animals for this |
474s | so lots of new stuff to see there so |
477s | yeah I couldn't want to touch on what |
479s | we're what's gonna come out in this like |
481s | new update that's coming out in a couple |
482s | weeks sure I know it's a lot of bug |
484s | fixes and stuff but is there anything |
485s | specific you want it's mainly focused on |
488s | performance bug fixes you know getting |
492s | the frame rate up for everything just |
494s | optimizing and it should be quite a bit |
497s | faster or respecting to remove basically |
499s | all the leg that you would see when you |
502s | know you're just running a server |
503s | normally that freaked him out so yeah |
508s | that's just it's just the full focus on |
510s | polish so we're not planning to add any |
512s | new features just fixing bugs and then |
517s | after that we're gonna move on to 9.0 |
518s | over we'll have some really big features |
520s | so at least for a point one from this |
523s | gills side which is kind of what I |
525s | worked on you know there's like a big an |
527s | 8-point others are kind of a pretty big |
528s | shift and how the skills are implemented |
531s | and in 8.1 there's gonna be a bunch of |
534s | changes I'm not like not master changes |
537s | but like small changes I should make it |
539s | a little bit more playable as we've gone |
540s | through and seen kind of the effect |
542s | the system currently like the |
545s | self-improvement skill currently |
547s | provides kind of an excessive bonus |
549s | that's being changed pretty |
551s | significantly there's a couple of bugs |
553s | with the system where certain things |
555s | didn't work properly those were being |
556s | fixed prior to releasing it we kind of |
561s | have like two different competing |
562s | systems where we had things locked down |
566s | in some trees and things unlocked |
567s | another is just kind of to see which one |
569s | would do better which one just had a |
571s | better gameplay impact so I think when a |
574s | poor one comes out you'll see a little |
576s | bit more of the recipes locked behind |
578s | skill levels so hopefully players will |
580s | find their specialties a little bit more |
581s | meaningful again so for people who |
584s | haven't played the latest update with |
586s | 8.0 we change a skill system so that you |
589s | are rather than unlocking lots of |
592s | individual skills inside of a single |
594s | tree or unlocking these kind of larger |
595s | specialties which you then level up as |
598s | you go so you gain specialties from your |
600s | food and housing and you get these stars |
602s | and then you choose which which |
605s | specialties under which professions you |
606s | want so here you can see can you take |
609s | the log and special to you do you have |
610s | any good a hewing one here so hewing I |
615s | have leveled up to level seven so you |
617s | have all these like efficiency bonuses |
619s | it makes it much better and then at |
621s | levels three and six you get these |
623s | talent unlocks so you get to choose |
625s | between these two you know special |
628s | abilities that you kind of unlock as you |
629s | go so another way to kind of customize |
633s | your character as you go and that's |
635s | something we're gonna be expanding on |
636s | these and making them do more stuff and |
639s | yeah really letting you differentiate |
642s | yourself even within a single specialty |
644s | you can have you know a kind of sub |
645s | specialties so we're gonna be keep |
648s | keeping iterate on in the iterating on |
651s | the new skill system looking forward to |
653s | see what what Craig's got in there yeah |
657s | what's next so I'm pretty sure he will |
660s | probably pretty excited to you about |
660s | what's gonna happen like obviously this |
663s | is a lot further in the future right |
664s | because their next batch is gonna be a |
666s | bunch of bug fixes but past that like |
668s | what we're looking to add so I know you |
669s | have a lot of yeah |
671s | so 9.0 I've been working on that quite a |
673s | bit and it's going to be focused on laws |
677s | and just kind of civics in general so |
681s | one of the major things are going to be |
682s | adding is a constitution so right now in |
685s | the game when you start the game you |
687s | already have access to voting |
689s | I'm elections and those work in a very |
693s | specific way but with 9.0 the the |
696s | community is gonna decide how that works |
697s | so you'll actually create a constitution |
699s | that has articles and one of those |
701s | articles might say this is how an |
703s | election runs how long it takes this is |
705s | who can vote this is who can veto it |
707s | this is who can impeach this person so |
710s | you have ton of flexibility in setting |
712s | up government positions like you know |
715s | the Minister of Transportation you know |
717s | all kinds of different things whatever |
719s | you want to do and letting players |
722s | really not just participate in a |
725s | government which is kind of what we've |
727s | had previous the 9.0 but actually create |
730s | a government so this is something that |
732s | I've been really excited about from the |
733s | beginning of eco and I think it'll uh |
736s | it'll really add a new layer to the game |
739s | some of the other things they're going |
740s | to go along with that are just having |
743s | elections being a lot more flexible so |
746s | rather than just electing a person or a |
748s | law you can elect you can decide what |
751s | civic actions require elections so maybe |
754s | creating a district requires an election |
756s | of Representatives or a certain class of |
758s | citizens and you'll have a lot more |
761s | flexibility and how demographics work so |
762s | you can decide you know active citizens |
765s | versus inactive versus people who are |
767s | minors who have certain sets of skills |
770s | who have a certain amount of wealth and |
773s | really structure these societies in just |
775s | infinite ways so I'm super excited to |
779s | get this one out and see what kind of |
781s | things players are gonna do so it and |
785s | another big feature of 9.0 is the the |
787s | tax system upgrade so right now taxes |
791s | all go into the Treasury which means |
793s | your government is pretty simple you |
794s | just have this one guy |
795s | humph of money but with 9.0 you'll be |
798s | able to create we can already create |
800s | bank accounts but you'll be able to |
802s | divide up where those taxes go into |
804s | which bank account you know which |
806s | leaders can use it how can they use it |
809s | what can they apply it to and those bank |
813s | accounts can be tied to the elected |
815s | position so if somebody gets impeached |
817s | they lose access immediately to those |
820s | those bank accounts that they have |
822s | so the system is super flexible and so |
825s | it's pretty complex so I also want to |
827s | put a lot of time into just making it |
829s | accessible like you can you know it |
832s | feels fun to like create this government |
834s | it doesn't feel overwhelming you know |
836s | you're making these interesting |
837s | decisions with the other people on your |
838s | server so yeah that's kind of a brief |
841s | discussion of it and we'll have lots |
843s | more to show over the coming months and |
846s | I'll start start doing blogs we have a |
848s | new Friday blog that we do every week |
850s | that just talks about feature in |
853s | specific detail so I'll probably start |
855s | writing about 9.0 features soon um so as |
859s | far as 9.0 things that aren't exactly |
862s | related to just economy or week planning |
864s | on anything else we're still kind of |
867s | working it out I know I you probably |
869s | have a lot of stuff you don't know when |
871s | skills still yeah so I think just |
875s | continued balancing continued |
876s | performance optimizations yeah and the |
880s | full feature set will be be worked out |
882s | over time but yeah there's a lot more to |
885s | come and we also have a lot more biome |
887s | stuff we want to get in like insects and |
890s | invertebrates is a big one so we have a |
893s | couple of those like we have butterflies |
897s | and we want to add more things like that |
899s | that function is like an indicator of |
901s | the ecosystems health so if you're |
903s | seeing a lot of these creatures around |
905s | you know it tells you something about |
906s | the ecosystem is there not there then |
908s | that's something else so another way to |
911s | like understand what's happening in |
913s | there |
913s | also sound as good a big update to our |
916s | gonna bring on a new sound designer and |
921s | start building the audio experiences so |
923s | that you really have this feeling of |
925s | being in nature or being in a village |
926s | being in society so that's kind of thing |
930s | that like you don't really notice until |
932s | it's there but it makes a massive impact |
933s | just creating that ambience alright |
939s | should we answer some questions oh yeah |
941s | sure so we're gonna answer the questions |
943s | that came to us through discord first |
944s | and then we'll go through all the ones |
946s | I've noted from the chat so if you guys |
948s | have questions just feel free to write |
950s | them in chat and hopefully we'll get to |
951s | them so the first question is will be |
955s | possible to die in the future for |
956s | example bad nutrition falling from a |
958s | high place getting attacked by a wolf |
960s | board or taking aspirin to the face all |
964s | right |
964s | you pretty much immortal right now I |
968s | think I would like to do that I think |
970s | that would be a good addition but in a |
972s | way that makes sense for the game and |
975s | that means that it has some kind of |
977s | collaborative application so I really |
979s | like the idea of like illnesses or |
980s | doctors or injuries so that you know if |
983s | you get injured there's some specialty |
986s | that can help you right so you can |
989s | become healthier with the addition of |
990s | like doctors or professions that are |
992s | focused than that so yeah it's not in |
996s | the immediate timetable but that is |
997s | something long-term I think would be |
998s | great yeah I don't really think like we |
1002s | talked before about like having calorie |
1004s | damn doing this sort of in the game |
1005s | already in terms of that one mushroom |
1007s | and like as far as falling damage that's |
1010s | like in I mean even diving right if you |
1012s | stand her water too long you leave your |
1013s | calories in or do you think the health |
1016s | system being expanded could totally lead |
1017s | to something |
1018s | like in this vein but I feel like when |
1022s | people ask this question a lot of times |
1023s | they're talking well actually this |
1024s | question specifically is worded not this |
1026s | way but a lot of times when this is |
1027s | brought up people want to ship each |
1028s | other with bows okay alright our second |
1036s | question is are we going to update the |
1039s | mod cave for water pipes I think the |
1041s | answer that yes in 9.0 yeah so that |
1045s | would be the ability for objects to use |
1046s | them yeah yeah that's definitely |
1050s | something I would love to have people |
1051s | make more use of yeah especially because |
1053s | it's going to be a more integral part of |
1055s | the game especially later on in the game |
1056s | people make mods for all sorts of stuff |
1058s | some pretty cool stuff and having them |
1060s | be able to like integrate into base a |
1062s | pretty crucial system seems pretty |
1064s | important dissing general mods are a |
1065s | huge focus of our long-term goals for |
1068s | this game as we want it to you know |
1070s | someone could do a total conversion on |
1071s | this and make it really interesting |
1073s | different type of game I think it's |
1076s | really gonna help but just what's the |
1077s | like you know 10 years out of longevity |
1079s | of this game and like future games that |
1081s | we do having that ability to really get |
1084s | in there and change stuff okay question |
1090s | are water |
1091s | realistic water physics it's like our |
1095s | last game vessel yeah I already did that |
1098s | but it's a much different situation and |
1101s | yeah oh we have kind of like very basic |
1103s | water physics where it'll flow a little |
1104s | bit the trick is the like get something |
1108s | realistic that doesn't just kill your |
1110s | performance so I think in ways that it |
1114s | contributes to the |
1115s | core pillars of the game like sewage is |
1119s | a good example of how our using water |
1121s | you know rather than having water that |
1123s | flows an interesting way like you have |
1124s | its collaborative project and that's |
1127s | really the focus so we'll probably |
1128s | continue in that direction I could see |
1130s | us upgrading water making just behave |
1132s | nicer in general though yeah I think |
1134s | that's what people really want the just |
1136s | like it doesn't need to be like |
1137s | perfectly yeah well in water right but |
1140s | it behaves in a predictable way that |
1142s | like they can kind of control especially |
1144s | when they're doing these work projects |
1145s | right they want to be able to like make |
1146s | sure the water doesn't just like yeah |
1150s | absolutely |
1152s | this will have like fresh water salt |
1154s | water and polluted water will have |
1156s | different effects oh yeah for sure like |
1158s | a different liquid types again yeah |
1159s | right now you can use them |
1161s | interchangeably but in the future you'll |
1163s | need to pay attention to that so if you |
1164s | pollute your water supply for example |
1165s | that can be a big problem it's the next |
1169s | questions about the skills UI so we are |
1171s | making changes to this skill you I just |
1173s | kind of continual improvements and we |
1177s | added this this new thing oh yeah we |
1179s | have the new specialty tracker you can |
1182s | track your exp oh here we go |
1189s | yeah this is your specialties that you |
1191s | have now and you can see the different |
1195s | XP that it goes so for example if I chop |
1197s | down a tree then you already max level |
1200s | so okay one shot this guy you can see |
1205s | that why because I didn't have tell you |
1212s | why |
1214s | and if you take that specialty then |
1217s | you'll start earning in scale so just |
1218s | it's a way to like understand the system |
1220s | better for people who aren't familiar |
1221s | with it and also be a nice little |
1222s | tracker and if you don't like it you can |
1225s | turn it off too so it's really just a |
1227s | nice little display that it shows the |
1230s | extra complexity in the system |
1232s | yeah so somebody's starting to sort of |
1236s | fall up to the water thing they're |
1237s | talking about something mentioned like |
1239s | sewage liquid and that is something we |
1241s | want to have like eventually we want to |
1243s | be able to have like sewage pools in the |
1245s | right yeah rather than because right now |
1247s | all right I just talking goes into a |
1248s | pollution layer kind of disappears but |
1250s | ideally it would turn into like soo much |
1253s | liquid and then you could have sewage |
1254s | ponds and you could like show that into |
1256s | your river and it would like yeah that's |
1259s | that's kind of what we're what we would |
1262s | like to expecially was like other |
1264s | liquids like oil oh yes oil like oil |
1266s | spills would be cool yeah there's a lot |
1269s | of that can be done within the whole |
1270s | life big weights thing possible would it |
1272s | change but yeah all right so the next |
1275s | question is any plans to expand the |
1277s | gameplay or iteration of it this is sort |
1281s | of like after they complete the meteor |
1284s | right now it's it's a little bit awkward |
1285s | because different people playing for the |
1287s | mouse they completely game at different |
1288s | rates but generally this is actually |
1291s | another person ask this question about |
1292s | like getting kind of like the coolest |
1295s | tools right kind of just before you |
1296s | defeat the meteor so like you kind of |
1298s | want more time to play with them yeah I |
1300s | know in the past we've talked about |
1302s | maybe having other disasters I know |
1305s | that's not close to like be a future |
1308s | future kind of feature yeah but it is |
1311s | definitely something that we're going to |
1312s | add and we actually have some prototypes |
1316s | and some things we've been working on |
1317s | for that it's still far future but you |
1320s | can expect that like the meteor won't be |
1323s | the end of the game in the final version |
1325s | will have other stuff which we're kind |
1327s | of not talking about yet but yeah you |
1331s | might be able to get some ideas of that |
1332s | direction that's gonna go so should be |
1335s | pretty exciting and as far as just for |
1337s | like the length of the game in terms of |
1339s | balancing um there's a lot of variables |
1341s | we can play with and that we kind of |
1344s | have to because of like the varying |
1345s | amount of players in the amount of time |
1347s | commitments the amount of each |
1348s | individual do some people takes too long |
1350s | to complete any task some people do it |
1351s | in like a day so yeah there's a lot of |
1355s | tweaking to be done there for sure and |
1356s | that's something we're gonna continue on |
1358s | in 29.0 with I also think that like even |
1361s | if there's once you've destroyed the |
1362s | meteor there's a lot of just interesting |
1365s | effects you can get from running this |
1366s | society I can make the economy itself |
1369s | building an economy it's |
1370s | or researching so there's all kinds of |
1372s | like you know things that can be |
1375s | interesting without a threat even I'd |
1378s | like to expand okay so the last question |
1382s | is about mining it's sort of about |
1385s | basalt and just like kind of the |
1388s | difficulty of mining in 8.0 so in 8.0 |
1391s | just for those who haven't played it we |
1393s | introduced a tier system for pickaxes |
1395s | and it's kind of the first straight |
1398s | stair system we had for any of the tools |
1401s | and it's sort of like a test run to see |
1403s | if this is the direction we want to go |
1405s | and introduce some problems in certain |
1409s | areas of the game so at least for 8.6 we |
1413s | have changed it slightly to where the |
1416s | rocks can be destroyed |
1418s | they just have health similar to kind of |
1419s | how you would do trees how you cut down |
1421s | trees then rocks will now be more |
1425s | difficult to destroy with the weaker |
1426s | pickaxe so you try and mind the salt |
1428s | with your stone pickaxe it's going to be |
1430s | extremely difficult it may need a lot of |
1432s | calories it's gonna slow you down a lot |
1434s | so this sort of avoids the problem of |
1439s | people getting locked out of being able |
1440s | to do anything you can now kind of |
1443s | settle in a place where you only have |
1445s | access to the salt and still do your |
1446s | stone working it's just very difficult |
1449s | it also allows you like if you happen to |
1451s | need to like currently if you wanted to |
1453s | build a house like right here and this |
1454s | stone was in your way you could at least |
1456s | get rid of it now yeah sort of what |
1460s | we're heading in that direction |
1461s | I don't think that we can count out |
1465s | having these tier Locke things for good |
1468s | I think it might come back but for now |
1470s | this is the direction we chosen go to |
1471s | see how this plays out as well I also |
1474s | talked about having like some of the |
1475s | resources you can't harvest until later |
1477s | like me oh yeah the big redwoods you |
1479s | can't chop down on the first day right |
1481s | like you have to build yeah sure and I |
1484s | think that's well more likely come into |
1486s | play soon I think at least with the tow |
1489s | system we proved the candidate can |
1490s | definitely work we just need to be |
1493s | careful about how we |
1495s | [Music] |
1497s | so a couple people asked about trains |
1499s | and it rains pretty popular among people |
1502s | yeah definitely want to have trains in |
1505s | the game yeah that's it's one of our |
1507s | long-term features but you know as I |
1511s | think about eco is like we can keep |
1513s | adding fidelity and more depth to the |
1517s | simulation forever like as long as the |
1519s | game has the support of the community |
1520s | we're gonna keep developing it so trains |
1524s | are definitely something I would love to |
1525s | see in the game I think it goes great |
1526s | with the transportation mechanic we have |
1529s | which is a huge part of the game so it |
1530s | makes sense to kind of level off your |
1532s | transportation up to trains being a huge |
1534s | one so yeah it's not not on the radar |
1537s | yet but it is something in our future |
1540s | okay and somebody had a question about |
1542s | fish recipes which just in cooking in |
1544s | general fish are a little bit underused |
1547s | they're definitely going to get just in |
1551s | general |
1552s | a lot of the cooking is going D an |
1554s | update especially with biomes we added |
1557s | so many new ingredients there's just a |
1560s | lot of new things that need to be |
1561s | utilized and hopefully I should have |
1563s | happy you like farming all the different |
1565s | kinds of resources not just wheat grass |
1568s | lands yeah we've been talking about |
1570s | adding that crafting tag system yeah |
1573s | that work so tie crafting is sort of |
1576s | this idea that instead of all of our |
1578s | recipes taking very specific ingredients |
1581s | like you know if you played a point on |
1584s | you know that now we have a recipe that |
1585s | breaks the stone down into generic stone |
1587s | and this was done because we didn't want |
1589s | to introduce massive recipe bloat and we |
1591s | added these different rock types so the |
1594s | idea of Montague crafting is that you |
1595s | could then instead of recipes taking the |
1598s | specific items they would take tags so |
1600s | to make a stone chair it would require |
1602s | like hard stone which that would be |
1604s | basalt or something like that but it |
1606s | would exclude something like shale and |
1608s | that way we can you know keep the recipe |
1610s | list pretty small but still allow you to |
1614s | look have like these different resources |
1615s | that can be used for different things |
1616s | and kind of fleshing out the world that |
1618s | way would help a lot with cooking |
1620s | especially because if anyone's cooked a |
1621s | lot in the game they know that there's |
1622s | recipes they don't require like |
1624s | extremely specific things when they |
1626s | could be a little bit more generic we |
1627s | have like four different recipes for |
1629s | some of the salads like that's just sort |
1633s | of how it goes yeah and hopefully when |
1636s | that comes in |
1637s | we'll also be able to sort of |
1638s | differentiate like the tree types and |
1640s | stuff like really what the stone showed |
1642s | us is that we do need a system like this |
1644s | we want to kind of expand like this and |
1645s | we really do to kind of make the world |
1647s | more unique in different areas let's you |
1651s | have like you know luxury materials that |
1654s | will still work for the basic stuff but |
1656s | yeah create something really cool with |
1658s | them - for sure |
1659s | we should go chop down a big redwood |
1662s | you're gonna max scale it is a lot I can |
1666s | do with the chains on seconds but the |
1667s | chainsaw bow so we're not animal |
1672s | husbandry I know that's something else |
1673s | the site's pretty far in the future but |
1675s | that is something we're interested in |
1677s | having - yeah the whole life really we |
1679s | have a lot we want to add I just sort of |
1682s | that's in the trains yes |
1684s | update animal husbandry update will be |
1686s | two big content drops that we'll do at |
1689s | some point maybe post 1.0 we'll see but |
1693s | yeah that's another you know it's just |
1695s | so critical to human society and growth |
1699s | of civilization so something great to |
1701s | include so we mentioned bigger mining |
1704s | machines I don't know if we have any |
1708s | more plants and those sorts of things I |
1710s | always wanted to add that giant like |
1712s | grinders oh yeah like those stick huge |
1714s | like - like buckets on a wheel things |
1716s | are crazy looks like 100 200 meters high |
1719s | or something |
1721s | yeah that's something that'd be cool to |
1723s | add someone should mod that and yeah as |
1729s | far as linking directly to a stock pile |
1731s | you couldn't drop from like the student |
1734s | stuff directly stock pile |
1737s | red blood does things give so much wood |
1742s | yeah it's like yeah let's see more |
1752s | building shapes sort of into |
1754s | construction |
1755s | I know Qian really does is interested in |
1757s | working on builders we have a lot of |
1759s | like we're getting a lot of new |
1763s | materials basically like building |
1764s | materials especially with eight you saw |
1766s | are the International sorry Vegas the |
1768s | split really a more than stone into its |
1770s | different types which gives you a little |
1773s | bit more freedom in terms of look like |
1775s | the color if you're building we're sort |
1776s | of what it looks like |
1777s | despite them all being the same to you |
1780s | and I think as we sort of flesh out the |
1783s | world and we make these sort of |
1784s | different resources like the trees can |
1786s | have different resources and we can have |
1787s | like sort of what happened to rocks |
1789s | happen to trees where we have like |
1791s | different wood types and stuff like that |
1793s | where people sort of you can customize |
1796s | your building in that way we have the |
1800s | system for the hammer setup too so yeah |
1802s | it's pretty easy to add like new forms |
1804s | in there so we can just say add a ton of |
1806s | new content little things I want to do |
1807s | 49.0 is add like very stately looking |
1810s | buildings so we don't like marble |
1812s | columns and you know something is you |
1814s | can build something looks like a capital |
1815s | that has all your like government |
1817s | facilities in there I think that'll be a |
1820s | huge part of the game too |
1826s | so one of the lots of questions I saw |
1829s | was about shrinking animal populations |
1831s | which is that's something we're sort of |
1832s | trying to address right now in just it's |
1836s | basically an issue with world generation |
1838s | and how the game tries to predict what |
1840s | the animal relations should be and what |
1842s | they end up actually being in the game |
1844s | that's something that we were looking |
1847s | forward to fix but it's where you I did |
1852s | we it is an issue your animal population |
1856s | died out completely and if that's the |
1857s | case |
1859s | she's probably opened a bug but they |
1863s | will shrink because of because |
1865s | essentially the game thinks that there |
1867s | should be more but there can also |
1868s | putting a lot of new animations in for |
1870s | the next animal babies yeah baby your |
1874s | updates we're just gonna look a lot |
1875s | better in general they should behave |
1878s | better tunes let pets at some point |
1886s | yeah I mean we're pretty much right on |
1889s | time - yeah before we close up I think |
1894s | that's good so we got a blog coming out |
1896s | today so Friday watch for those we'll |
1898s | mail those out and yeah we got some some |
1903s | more big updates here to be coming soon |
1904s | next week they'll probably do a blog |
1906s | about the future of eco and where we |
1908s | want to take it and our whole like |
1910s | education angle - so where do that and |
1913s | 8.1 that's gonna be a big performance |
1916s | boost so yeah lots of cool stuff coming |
1921s | great thank you guys for tuning in |
1923s | yeah thanks for joining us see you next |
1926s | time and always message us on discord |
1929s | okay bye guys |