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Strange Loop Games
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1s | hello everyone and welcome to another |
---|---|
4s | strange Loop games stream here in |
7s | preparation for update 10. |
9s | and we finally have a Friday stream |
12s | again uh hopefully we're back on a more |
15s | normalized schedule and we don't have a |
17s | two directions going on for the uh |
21s | just the general streams coming up |
23s | and today we have an interesting subject |
27s | that we haven't really talked about much |
29s | in either |
31s | public notifications and |
34s | the um just a general chatter uh until a |
37s | couple of days ago |
39s | and that is our changes to how plants |
42s | are initially spawned when you create a |
44s | new world |
46s | and |
48s | I'm cutting directly into it |
52s | we have had or during the process of 9.0 |
57s | development |
58s | we've had a |
61s | and I'm overflow and abundance of wild |
63s | crops due to changes to the World |
65s | Generation when we transitioned over |
67s | from 8.3 up to 9. and we had some some |
71s | accidents going into 9.0 and into 9.1 if |
75s | you do go back and check those versions |
79s | but |
80s | through the transition of nine and then |
82s | through our development up to 10 we kind |
85s | of agree with all the players notion in |
87s | that |
88s | um this whole blanket coverage that we |
90s | have right now is not really something |
91s | that we find acceptable from our side so |
95s | um 410 here we decided to kind of rework |
97s | that and make sure that it feels a lot |
99s | more natural and a lot more |
101s | approachable and |
103s | just it feels more |
107s | um like an environment you would expect |
109s | to find |
110s | rather than something that just at this |
113s | porn all over |
116s | and I think there's just not really a |
119s | whole lot to say other than |
121s | just getting getting straight into it |
124s | let me just find where I |
128s | like that |
130s | or that we're spawning a new world as |
131s | well |
133s | so there's a couple of new restrictions |
136s | with the new spawner |
138s | that is something that we wanted to make |
140s | sure that players have access to and |
142s | then or admins in general |
144s | um |
145s | they can tweak these settings and they |
147s | can manipulate and edit them as they |
149s | require |
150s | so there is a lot of user access |
154s | I mean just this and we can refer to |
160s | the Eco background while the server is |
161s | starting up again |
164s | so |
165s | when I'm saying clusters |
169s | we are looking at |
171s | just general |
173s | zones of crops availability so we are |
176s | moving away from the whole idea of |
177s | everything is available in all biomes |
181s | and |
183s | you will have areas say grassland for |
186s | instance where you don't have these |
188s | crops versus other areas where they will |
191s | where they will be more of a dense area |
193s | of them |
196s | um |
197s | almost ready here |
202s | maybe possibly |
205s | uh |
207s | yeah it's just taking a bit longer |
212s | we have |
214s | um |
217s | changes to water mechanics are planned |
221s | they they just didn't fit in with the |
223s | scope of 10 we do have some ideas |
226s | or how we wanted them to be |
228s | having more |
232s | in terms of like flowing water the the |
235s | altitude level differences are supposed |
237s | to be more |
239s | curved slash linear rather than this |
241s | kind of Blocky nature of it |
245s | uh |
250s | um yeah I think it's it |
254s | just gonna be looking at all a lot nicer |
256s | sorry for |
258s | and I got caught up with some |
260s | pre-testing and making sure that the |
262s | resolution changes for the stream is |
264s | working I hope everyone is |
267s | um |
267s | having a good visual point of it which I |
271s | changed out so it's not limited to 1080 |
273s | anymore it should be |
274s | um 144. |
277s | um so do let me know in chat if there is |
279s | something that |
280s | or if it's not if it's not working or if |
282s | it's you know being misbehaving |
287s | um yeah I think Dennis helped me go |
289s | through and make sure that it kind of |
291s | worked but when it comes to the |
292s | multi-stream place where we're streaming |
294s | out to Facebook and |
297s | beam and all of the other platforms |
300s | we can't really do dry tests of that so |
303s | we we kind of |
305s | test it locally for some of them |
307s | um in private mode but for twitch for |
309s | instance it doesn't allow that we kind |
311s | of |
312s | you're kind of left to open and make |
315s | sure that that works so |
318s | we have a default |
320s | biased 0.52 kilometer world so this is |
323s | the regular |
324s | regular start spawning that we'll be |
327s | showing off here for a little bit but |
329s | I'll go through |
332s | all the different changes as we move |
334s | through it and also showing off the new |
336s | debug command that admins have access to |
339s | to be able to determine how things are |
341s | spawning |
343s | yeah thank you for the feedback it seems |
345s | like it's working on those twitch and |
346s | YouTube all right |
350s | it wants to let me in here |
354s | uh yeah so |
357s | um crops have been switched around |
360s | um |
361s | I'm sort of in the process of making a |
362s | PR to make sure that it goes in as |
364s | quickly as possible for the play test |
367s | but we have moved some crops over |
370s | the wetlands for instance as I've shown |
373s | on Discord no longer has all the |
375s | mushrooms |
376s | and the the fly Caps or the Amita |
379s | mushrooms have been moved over to the |
381s | warm forest and the bullied over into |
383s | the cold Forest |
386s | um and the crimini is more |
389s | prone to |
392s | change out the |
394s | layer here |
397s | so this is something that hopefully |
398s | everyone is convenient yeah |
402s | uh |
404s | uh this is something that I'm hoping |
406s | everyone is kind of |
408s | adjusted to in terms of visual |
411s | [Laughter] |
413s | the new spawn system so when you join in |
416s | on a server |
417s | you get these nice little clustered |
420s | notifications as to where you can spawn |
422s | and |
424s | what these locations are providing and |
426s | this is something that |
427s | we want more feedback on |
430s | um and we're kind of trying to refine |
433s | these to make more to be in both |
435s | location wise making more sense but also |
437s | be more approachable for General users |
441s | so here we have |
443s | a quite clean map we've got a decent |
446s | sized desert to kind of show off all |
448s | that the generation is working we've got |
449s | a Wetlands going on here there's a |
451s | different temperature variations |
453s | and we got warm Forest covering the |
455s | wetlands and then over to the rainforest |
458s | but if we start here over in |
461s | the grassland |
464s | flying here |
467s | you carved it tutorial |
471s | I forgot to change the pants on the |
473s | character so |
474s | we do have some issues with some |
476s | glitching Avatar clothing when you're |
478s | flying |
480s | um that it shows up some of the some of |
482s | the textures are rendering through so |
485s | you bear in mind that it is a work in |
487s | progress and |
488s | that specific issue right now is only |
490s | affected too if you're using admin |
492s | flight |
495s | um so yeah here we have |
497s | images of the new grassland which as you |
500s | can see there is still you know a |
502s | concerning amount of corn here you might |
505s | think |
506s | that there is |
507s | there's some bunchlings here and general |
511s | aesthetic changes |
513s | and we also have some beets tomatoes |
516s | but as you can see these are now |
520s | properly grouping in small |
525s | and a reference |
527s | mistaking a bit sometimes I like I can |
529s | sometimes refer to these as clusters but |
531s | they are defined as groups on the server |
535s | and a cluster contains of multiple |
538s | groups so in this case we have |
541s | the patch here in front and then we have |
543s | the one on the right here that is a |
545s | small group |
546s | and then these are set as |
549s | these are variables set on the the um |
552s | the actual land script |
554s | so you can set how many you want to be |
557s | spawning at a low range in a group and |
559s | then a cap of how many you want to top |
561s | on in a group and then it'll randomize |
564s | in between those place the group and |
566s | then it'll |
567s | we had a bit of a limit three and a |
570s | range limit on |
571s | how often it can place groups and how |
573s | what are the proximity in between this |
576s | so this is the grassland and this is |
579s | somewhere where we have quite an |
581s | abundance of corn |
583s | so if we grab |
585s | the map here and we can hop up to |
591s | head over North and just to kind of |
593s | clean off the grassland |
599s | um the ice that spawns randomly in the |
602s | desert is |
604s | an oddity |
606s | um it's sometimes the temperature ranges |
609s | doesn't really seem to be working |
612s | the way we want them to be working |
614s | if we go into temperatures |
619s | um I think it's because it freaks out a |
622s | little bit in terms of like it caps out |
624s | the temperature so |
625s | it's um whole temperature ranges is |
629s | something that I'll be looking over as |
632s | we go through the play test as well to |
633s | kind of minimize those issues |
636s | um |
637s | yeah basically it's like it goes up to |
639s | one and then it kind of freaks out and |
641s | doesn't really know what to do |
643s | with that temperature |
646s | so as we move along here in the |
648s | grassland you can see you're no longer |
649s | seeing corn |
651s | and that is because the corn has a |
653s | cluster that it's spawned regionalized |
656s | at the bottom there |
661s | [Music] |
662s | um |
663s | any plans for transitioning biomes I |
667s | believe you're thinking of like |
669s | intermediary biomes where you have like |
671s | a |
673s | um |
674s | like a hybrid between a grassland and a |
677s | cold forest for instance |
680s | um there is some |
681s | some experimentations towards that but I |
684s | believe it's gonna be more inclined to |
686s | be like proper sub type biomes |
690s | um you kind of deal with that |
691s | tic-tac-toe situation where you can't |
693s | have a grassland |
695s | towards a tundra for instance under is |
700s | always covered about |
702s | um |
704s | if I show you on the map here |
707s | or biomes you can see that the Thunder |
710s | for instance is always this kind of |
711s | bordering around |
713s | the actual Frozen ice biome |
717s | and then it kind of trickles down into |
719s | Tega and then into cold Forest kind of |
721s | evens out at the temperature as you're |
722s | going down |
725s | and this is where the rules and |
727s | regulations of this comes into play |
729s | you have a bit of overlap here as you |
732s | can see with Vega biome kind of |
734s | trickling down into the cold forest and |
736s | this is areas where you're going to be |
738s | able to see these kind of overlap in |
740s | either three types that are growing into |
742s | other biomes even though they're not |
744s | actually allowed to be that |
748s | um |
749s | and more of these kind of rule sets will |
752s | help refine the the biome generator but |
755s | at the same time |
756s | the more rules you're adding onto the as |
760s | restrictions onto which biomes can be |
762s | adjacent to which biomes |
765s | you're also making the world less unique |
768s | as they'll be more similar to each other |
771s | the more rules you have so we are trying |
774s | to keep it somewhat realistic |
777s | at the same time |
780s | trying to kind of keep it somewhat of |
785s | a unique map every time you generate it |
789s | but more biome types will possibly |
793s | happen |
794s | um but there is a risk of us |
797s | only using them for larger preset Maps |
801s | so you might not have all biome Types on |
803s | smaller Maps just because the world |
804s | generator gets really |
807s | cranky when you have two all of a |
810s | confined space and you need to disperse |
811s | enough biomes inside that space |
817s | um ask for |
819s | biome changes |
821s | um they will happen |
823s | so this is something that is not super |
826s | almond |
828s | it's also not super |
831s | often it does happen |
833s | but if you have temperature increases in |
835s | the world due to pollution |
837s | at the moment it's currently flooding |
839s | the world way faster than we would like |
841s | it to so that's something that I'll be |
843s | taking a look at here after I'm done |
845s | with these plan changes |
847s | where if you rise up the temperature and |
851s | it heats up it'll start killing off the |
853s | plants |
855s | and as it's killing off the plant it |
857s | reduces the amount of pollution these |
859s | plants can take care of which then kind |
861s | of escalates the situation of |
864s | um world temperature rising crops die |
866s | off |
867s | but if the World's temperature rises in |
869s | grassland for instance it will start to |
871s | transition over into biome |
874s | and into sort of a desertification |
877s | as the temperature now Hills off the |
881s | grass plants |
882s | and allows for desert plants to start |
885s | growing there because it still has |
887s | enough moisture |
889s | um in certain areas but it'll be dry and |
892s | temperate enough for the cacti and kind |
894s | of the yosho and those kind of brush too |
897s | red in there but that's something that's |
899s | always worked it's just been an issue of |
903s | pollution may not have been affecting |
905s | the world too much you might have had |
906s | too few players for a big enough world |
908s | so you don't pollute it enough through |
911s | your play cycle |
914s | which is something that is really touchy |
916s | from a balanced perspective |
919s | where |
921s | we change out the values for pollution |
924s | requirements or pollution vulnerability |
927s | at a certain level you have a server |
929s | that might be the same size with 10 |
931s | people |
933s | as a server with 100 people and then |
936s | you've got the server with 100 people |
937s | they instantly vaporize their world and |
940s | causes it to become a desert Wasteland |
943s | within a couple of days versus the one |
945s | with 10 that never even sees the change |
948s | so finding a good balance in between |
951s | player population versus impact of |
953s | environment is really tricky and it is |
955s | something that takes time |
957s | um |
958s | and something that we do want to kind of |
960s | move into more as well |
962s | but I digress a little bit so back on |
964s | the plants |
966s | as was asked for about the corn |
969s | because corn is such an amazing |
971s | versatile crop we also wanted to biome |
976s | um it's locked two being planted in |
978s | grassland or Forest adjacent because of |
981s | the temperature and humidity |
982s | requirements so that's still a case |
985s | however as you can see there's not a |
987s | corn inside |
988s | and that is because if we use this fancy |
991s | new debug command |
993s | and we have world and then species and |
996s | then you can specify which species you |
998s | want to take a look at how it spawned |
999s | and how it's looking this is an admin |
1002s | command |
1004s | if we do this |
1005s | and we do |
1007s | that and it'll show you |
1013s | um how these clusters have spawned |
1017s | and it'll also show you the groupings |
1020s | inside the cluster |
1022s | and then it will show you the range it's |
1024s | allowing to place new groups so corn is |
1027s | a bit of a tricky plant |
1029s | um |
1031s | and I see that I would have liked a |
1032s | bigger cluster for it I'd pick another |
1034s | plant |
1035s | um I'll be help later |
1038s | but here you can see that corn has been |
1040s | planted here and you've got a couple of |
1042s | clusters here and over on this island |
1044s | over here but |
1046s | the entirety of the rest of the area is |
1048s | completely corn free |
1050s | so what this has done is |
1052s | a couple of things really it's one made |
1054s | sure that resources even inside the same |
1058s | biome is regionalized so you don't have |
1061s | access to all crops regardless of the |
1065s | biome |
1067s | um |
1068s | specification |
1070s | and if we compare it to |
1074s | um let's grab say |
1076s | uh |
1079s | white person |
1082s | as you can see here we have one of the |
1084s | filler crops that is planted inside the |
1088s | desert |
1090s | and it's spawning inside and around the |
1092s | desert area where it's high enough |
1094s | moisture that it is liking that |
1097s | situation but here you can also see the |
1099s | cluster so this is a cluster radius |
1102s | where inside this area it's allowing to |
1105s | spawn the groups based on the distance |
1108s | and the distance is limiting how many |
1111s | groups can be placed and these are |
1113s | overlapping in between the Clusters and |
1116s | I do apologize for the kind of |
1119s | technical rant here |
1122s | but as you can see here for instance we |
1124s | have a group that is spawned |
1127s | from this cluster here |
1130s | that is in the middle and then we have |
1131s | another one that spawned on the edge of |
1133s | the one cluster here |
1135s | and then we have a third one that is |
1137s | spawning here which is allowing these |
1139s | three to coexist way closer than they |
1141s | would normally do |
1144s | but it is making it enough of kind of a |
1147s | flavor event that it looks more natural |
1150s | and it feels more natural when you are |
1153s | walking around in the world |
1157s | and that's kind of true for everything |
1159s | and there's a couple of technical |
1162s | kind of technical hacks that you can do |
1164s | from a balanced perspective with dealing |
1167s | with these different variables and kind |
1169s | of these new criterias for plants so |
1173s | gonna clarify on this is not changing |
1176s | out or this system in itself is not |
1179s | changing out how plants can propagate or |
1183s | be planted or farmed |
1186s | it what it does is it's simply changing |
1188s | the behavior on how the they initially |
1190s | gets populated into the world which in |
1193s | turn has a massive impact on the |
1196s | availability the year location and |
1199s | the preference to where people want to |
1201s | live or generally kind of |
1205s | visit and explore more to be able to get |
1208s | all the crops that they need |
1214s | so |
1215s | as you can see here you got a couple of |
1217s | clusters you got a couple of groups |
1219s | and what if we have plants that we might |
1223s | not want to limit to specific clusters |
1225s | well |
1226s | we have a couple of those that we have |
1230s | set up from the start |
1232s | which one of them being a couple of the |
1235s | three variations |
1237s | that you kind of want to guarantee that |
1239s | they're always covering the whole biome |
1241s | rather than just pieces of the biome |
1244s | as well as the kelp for instance for |
1247s | the ocean |
1250s | so for kelp |
1252s | and I did the other thing and I will be |
1254s | showing a tech spreadsheet here in |
1258s | during this as we promised spreadsheets |
1260s | for a long time now in the different |
1262s | streams but haven't really lived up to |
1263s | it |
1265s | um |
1266s | here we have kelp for instance where |
1268s | I've set the entirety of the world to be |
1271s | one cluster |
1273s | and then it's simply spreading these |
1275s | groups in different variation sizes |
1279s | along the entire water |
1282s | so these are spawning in clusters and |
1284s | you don't have them randomly spawning in |
1286s | in a giant bread of patches so |
1291s | we go into the water here you see you |
1293s | have a couple of loose ones spawning |
1296s | um and that's also a variable that we |
1299s | can show off as well that's working |
1302s | so that you do have like |
1304s | piece here and there and a couple of |
1306s | things overall and then you have these |
1308s | bigger |
1310s | kind of groupings of them |
1315s | rather than having the entirety of this |
1318s | ocean to be just crammed with them |
1322s | and this has been sort of an ongoing |
1324s | experimentation |
1327s | um to make sure that we have these kind |
1329s | of kelp forests looking things |
1332s | I am aware that the kelp is looking a |
1334s | bit sad but we have |
1336s | we have something cooking for it and |
1338s | I've |
1339s | talked it through with Milenko and he |
1342s | has some ideas on how to do it from the |
1344s | art side so we might see some |
1346s | improvements for those later on as well |
1351s | yeah you have a lot more |
1353s | kind of environmental Randomness to |
1358s | how these crops are spawning and how the |
1360s | plants are kind of propagating and then |
1362s | going off in terms of the initial world |
1365s | eating |
1368s | and as we follow that you can see the |
1370s | desert here it's not a |
1373s | massive Yoshua Forest anymore |
1378s | but the desert is a lot more scarce |
1381s | which means you can't build |
1384s | the infinite amount of |
1386s | giant wooden structures without actually |
1388s | going back to the forest and kind of |
1390s | importing or transporting it over it and |
1392s | this was also one of one of the |
1396s | big important |
1398s | changes that we felt that we really |
1400s | wanted to happen |
1403s | where you just the desert just contained |
1406s | too much and I think that's partially |
1409s | true for all of the biomes |
1412s | and we have some |
1415s | some prickle pairs that likes to live on |
1417s | the edge here uh |
1420s | we're closer to uh |
1422s | to the wet areas of the biome |
1425s | we have the barrel cactuses are now |
1428s | spawning in small groups as well |
1430s | and personally I think everything just |
1433s | it just feels more |
1436s | um it feels more even with less |
1439s | that makes sense |
1444s | yeah that's that's desert and we got the |
1446s | grassland you can see we're back in the |
1448s | corn area |
1450s | and one of the risks that is kind of |
1454s | analyzed risk |
1456s | um as we've we've had versions of eco |
1458s | prior that were really really really |
1461s | scarce in terms of resources where |
1465s | it it turned into brutal brutal PVP |
1468s | almost where people would scavenge crops |
1471s | as soon as they could just because they |
1473s | really wanted to make sure that they got |
1475s | all the huckleberries on the map |
1477s | so people would claim land next to them |
1481s | hoping that it would spread to their |
1482s | property to be able to get access to it |
1484s | because they had |
1485s | vicious economical Monopoly on them |
1491s | and moving towards |
1493s | that level is probably not something |
1495s | that we are |
1497s | particularly |
1499s | gunning for but at the same time we also |
1503s | realized that it is really hard to kill |
1505s | off the crops and and plants in general |
1507s | and not just because there's too much of |
1509s | them in the world |
1511s | so |
1512s | we're trying to kind of Meet the middle |
1514s | ground there where they're scarceed |
1516s | enough to be really important to keep |
1520s | um producing and then keep making sure |
1522s | that they um |
1524s | expand and are available to the general |
1527s | population that is coming in maybe day |
1529s | two day three day four |
1531s | but at the same time if someone is |
1533s | really determined to really go out to |
1535s | grab all the beats in the world |
1538s | or if there's a collaborate effort to |
1540s | just make sure that |
1542s | they have all the uh all the corn or or |
1545s | something else |
1547s | that should also be kind of an option |
1551s | and then obviously you know laws and |
1553s | rules and regulations kind of come into |
1554s | that as well where they might be able to |
1557s | incentivize repopulation of that crop in |
1560s | that area because the animals are |
1562s | dependent on those crops |
1565s | so somewhere you might see a poor elk |
1568s | dying off because there's not enough |
1570s | barriers to eat or |
1573s | um |
1574s | things in those ranges where we're |
1576s | moving more |
1577s | animal dependency on certain crops |
1581s | and |
1586s | here we have a next |
1589s | next kind of biome that I've spent |
1592s | they kind of finished tweaking |
1594s | making sure that the rice was playing |
1596s | nice I was having some issues with the |
1598s | temperature gauging of it |
1600s | but now you got |
1602s | I'm clustering of the cotton I'm got the |
1605s | Button Bush being clustered up as well |
1607s | and and kind of spreading out you do |
1609s | have more gaps in between |
1612s | and as you can see it is completely |
1614s | devoid of the mushrooms |
1617s | and |
1619s | I said we've got the crimini mushrooms |
1621s | that are spawning radically inside the |
1623s | grassland |
1626s | and they are bordering a little bit into |
1628s | the forest here |
1630s | and you've got pumpkins spawning in the |
1633s | worm Forest so they'll be spawning |
1635s | around |
1637s | that my moistured areas you've got the |
1639s | canvas bulbs here as well giving a bit |
1641s | of a |
1642s | flowery look to it and some some breakup |
1645s | in the um |
1647s | green monotony color |
1653s | but as you can say as you can tell it is |
1659s | it is more clean |
1660s | um it is more sporadic in terms of where |
1663s | you can find the crops |
1666s | yeah I know that's one plant isn't the |
1669s | um the mushroom land anymore |
1671s | you've got some Amanita mushrooms there |
1675s | and this is true for all the biomes so |
1678s | I did want the warm Forest to kind of |
1681s | have this Lush Greenery point to it |
1684s | which makes it it at the moment it's |
1687s | kind of difficult to gauge whether or |
1688s | not you're going from grassland into |
1690s | warm Forest but that's also art of |
1694s | the aesthetic |
1696s | um that I've wanted with it |
1699s | so you don't have this distinct huge |
1702s | order |
1703s | Gap where it's just like completely |
1706s | changed up |
1708s | and so if we head over into the Tega |
1711s | area past the desert here |
1714s | move on to the opposite end of the |
1716s | grassland where we're moving into the |
1717s | cold forest and |
1719s | we've got the bullied mushrooms that are |
1721s | coming in here and the salal plants |
1724s | and this is where you get more of a |
1725s | scarcity due to the cold weather |
1732s | you've got |
1734s | and fern is one of the common plants so |
1736s | that does grow in both Forest types |
1739s | and then you've got the beans here you |
1742s | also have huckleberries |
1745s | um which are more a lot more scarce than |
1748s | they were before |
1750s | so I am expecting farmers and gatherers |
1753s | to kind of coexist a little bit in |
1756s | agreeing between |
1757s | consumption of wild plants versus |
1760s | propagating and farming and making sure |
1762s | that you get Fields going because they |
1764s | will |
1765s | read and populate on their own of course |
1768s | but it is |
1771s | um you know you imagine you're following |
1774s | through here and you've got |
1775s | 20 30 40 different players that all |
1778s | wants to consume the same amount of |
1779s | resources |
1781s | if you're not careless on the initial |
1784s | days in terms of making sure that you |
1787s | get some of those forms going you might |
1789s | actually run out of these crops and |
1791s | you'll start to struggle which is part |
1794s | of the design goal we want to make sure |
1796s | that it's |
1798s | gonna |
1799s | pushed towards more sustainable arming |
1803s | and sustainable consumption |
1805s | and that we really haven't had in nine |
1807s | at all so that's something I'm looking |
1809s | forward to this feedback on and |
1812s | you know screenshots from either great |
1813s | successes or horrible failures |
1817s | and also cut down some of the plants in |
1820s | the Tega biome to make sure that it kind |
1822s | of reflects and looks the same way as |
1824s | the rest of them |
1827s | uh just moving along here |
1830s | and I'll skip over into the really |
1832s | technical things |
1834s | yeah it's really a matter of picking |
1837s | short making sure that you're picking |
1838s | the crops before you fell the trees |
1840s | because you can't be completely |
1842s | irresponsible to |
1844s | like you know all but there's there's |
1845s | 200 other corn over there so I'll just |
1847s | you know don't care about these two |
1849s | those two might save your life here |
1852s | foreign |
1854s | but yeah I know I'm I'm quite happy with |
1859s | um how it turned out and I'm hoping that |
1861s | it's gonna be a |
1864s | a huge impact on everyone's gameplay |
1866s | um for hopefully mostly positive |
1869s | experience |
1871s | and uh |
1876s | yeah it's it's been a it's been a ride |
1879s | trying to get this planned stuff to work |
1881s | and making sure that it looks all right |
1883s | and |
1885s | it's populating |
1887s | um |
1892s | or you kind of go on to the plant thing |
1896s | so |
1898s | just to kind of reiterate that this is |
1900s | something that we did to |
1902s | we did this to make sure that the |
1905s | initial plant worldly unspawn Works |
1907s | nicely and kind of fits into the world |
1910s | eyes scale so |
1913s | these clusters that we shown you here |
1917s | uh let's see if we're gonna do |
1920s | what do we want to do let's do Beats |
1923s | so these clusters |
1926s | are dynamically scaling in size with the |
1929s | world size so if you make these if you |
1932s | generate a lot bigger world |
1935s | um these will be a lot bigger to kind of |
1937s | compass and and be affected by that |
1941s | and that in itself will allow more |
1943s | groups to be spawned |
1946s | um |
1947s | into it |
1948s | um |
1950s | B here |
1953s | um the world is a default nice one so |
1955s | this is 0.52 kilometers |
1959s | and I can grab an example here from |
1965s | if we grab got a screenshot from |
1968s | a |
1971s | do that |
1975s | so this is |
1978s | that too |
1980s | much here this is a scale on |
1985s | um a white tiger |
1989s | 2.56 kilometers so this is at the moment |
1991s | our our biggest supported worlds |
1995s | and this is how corn has spawned on that |
1998s | one and I've done no changes to the corn |
2002s | from my small world and I have right now |
2005s | um to |
2007s | this one in itself so this covers you |
2009s | know like a sixth of the grassland |
2012s | um and it works the same way this was |
2014s | just |
2015s | before we uh we |
2017s | did the additional range limit view on |
2020s | the Clusters but here you can see the |
2022s | different variation sizes in the |
2023s | Clusters |
2026s | um and they spawn a different amount in |
2029s | each grouping of course |
2032s | and if you compare it to where we're at |
2035s | now |
2039s | you have these kind of you know they're |
2041s | they're proportionally the same size |
2043s | depending on the world scale |
2049s | hoping that |
2051s | answers that question |
2057s | and where were I |
2063s | the seats for decorative plants um are |
2066s | you talking about making them like |
2070s | actual pickable and crafting into seeds |
2073s | so you can like plant them further or |
2077s | is to kind of clarify that |
2079s | um |
2080s | they don't have specific items or or |
2084s | um like when you pick a flower |
2086s | it turns into plant fiber because there |
2088s | is no specific item for that specific |
2091s | plant |
2093s | um so it's not really |
2096s | breathable in that sense |
2100s | it is some it is a good idea and we do |
2102s | want more kind of decorative |
2104s | environmental plants so it might be |
2106s | something that we take up |
2110s | um but not for 10 as it's going to |
2112s | require more assets and icons and Myriad |
2115s | of other things and we're gonna |
2117s | kind of swamped in terms of our workload |
2119s | for that so |
2121s | um quite possible for post them |
2128s | um |
2130s | uh I mean these the seeds do kind of |
2133s | exist in code so it wouldn't be too |
2135s | far-fetched if |
2137s | you would create just a small recipe mod |
2140s | for say turning plant fibers into these |
2142s | different seeds |
2144s | um but from a vanilla implementation |
2147s | point |
2148s | probably not gonna happen until after 10 |
2152s | has been released |
2156s | um yeah I think I've I've rented on |
2158s | quite a bit over how |
2160s | how these things have been changed and |
2163s | how they're looking I kind of wanted to |
2164s | go over the technical details for |
2168s | how to calibrate this |
2172s | um if you do wanted to change it |
2174s | yourself or from a server management |
2177s | perspective |
2180s | [Music] |
2181s | um |
2184s | we can bring up this this monstrosity |
2186s | here |
2187s | so this is my |
2191s | spreadsheet that we're working on for |
2193s | when we're editing |
2196s | when we're editing these plants and then |
2198s | all the items in the game and |
2201s | Excel sheets |
2203s | um when we're doing changes to different |
2206s | things that are automatically generated |
2208s | which is what's referred to as content |
2210s | inside the autogen folder |
2213s | um or the server |
2216s | all of this is kind of fetched and kind |
2218s | of printed automatically which is why |
2220s | we're using in Excel to kind of keep all |
2222s | the data structure correctly |
2223s | and for the new plant system |
2227s | we have these what is it like |
2230s | 12 things I think it is |
2234s | um which |
2236s | kind of going over here in a second but |
2239s | um this is kind of how it's looking when |
2240s | I'm setting these up so you've got |
2242s | temperatures and everything and the cell |
2243s | the dayline levels and all that |
2246s | and then you have all of these kind of |
2248s | variables that gets plugged in and this |
2250s | will be determining how it's spawning |
2251s | where it's spawning |
2253s | which biome it's deferring to the size |
2257s | of the cluster the radius size in all |
2259s | accounts and |
2262s | um |
2263s | all of that kind of things |
2265s | so how is this looking inside the actual |
2268s | ripped well |
2270s | do this here |
2276s | do that let me know if it's legible |
2280s | hard to tell on my preview |
2285s | so inside |
2287s | plant folder or the the specific plant |
2291s | that you are looking into |
2294s | which is inside the server mods or |
2297s | folder altogen and then the plant folder |
2301s | um hold plant types now have this new |
2305s | generation |
2306s | or previously it just had the height for |
2309s | it but now it has all of these new |
2311s | parameters that allows you to kind of |
2313s | dictate how you want these to be working |
2316s | so you've got the chance to be spawned |
2319s | outside of the group and this is a |
2321s | percentage |
2322s | one to zero |
2325s | um |
2326s | on the frequency chance that a plant |
2329s | decides to not be a part of a group and |
2332s | just spawn outside the group somewhere |
2334s | in the valid area |
2337s | and then you have minimum distance |
2339s | between the groups |
2340s | so that is |
2343s | um |
2344s | doing this as reference and at the same |
2347s | time |
2349s | with the kelp yes |
2353s | the valid distance between the groups is |
2355s | between these two points |
2358s | and this is in tile radius |
2360s | so this is going to be 25 tiles up to a |
2364s | maximum distance of 40 tiles |
2367s | as the center the distance between the |
2370s | center points of these two groups |
2374s | and then you have the direct amount of |
2376s | actual crops allowed to be planted in |
2379s | that group so this is a low value to a |
2381s | high value same as the other ones |
2384s | and this is allowing us to be making |
2386s | sure that it is a minimum of eight rice |
2389s | plants |
2390s | assuming that it is |
2392s | habitably safe for those eight plants it |
2395s | might be a little bit lower if it |
2397s | decides to not |
2398s | be able to spawn all of those eight |
2401s | plants |
2403s | and then up to a top number of 16. |
2406s | and then for the rice |
2409s | um |
2410s | because I needed to make sure that the |
2412s | rice is contained inside the wetlands |
2415s | there's a combination of things |
2417s | happening here |
2418s | that if we grab |
2421s | the pumpkin |
2427s | as the pumpkin has actual Aster's asset |
2432s | so here you can see that the counter |
2433s | cluster is three to seven and that is |
2436s | the amount of big blobs that the groups |
2439s | can spawn in which is a fantastic |
2440s | technical term I promise you |
2444s | and |
2446s | that is |
2448s | um |
2449s | pumpkin |
2451s | if we grab this for instance |
2453s | um |
2454s | you see that we've got three clusters |
2456s | going on here |
2458s | and these are overlapping a little bit |
2460s | and that's perfectly fine |
2463s | and so it spawned the minimum amount of |
2465s | clusters that it can on this map |
2468s | and then it can spawn an excess |
2471s | and then you've got the radius of the |
2473s | group which is the |
2475s | the conference of the actual group |
2479s | so this if you do want to be changing |
2481s | this and kind of testing it around you |
2483s | might need to be tweaking this a little |
2485s | bit back and forth and testing it |
2487s | and then you have the total percentage |
2490s | world scale |
2492s | these clusters are sized in |
2495s | and this is where |
2498s | um and of course you've got this start |
2500s | biome which is a way to determine |
2504s | that a plant is only allowed to start in |
2507s | this biome |
2508s | but it may be habitably |
2511s | acceptable in multiple biomes so the |
2514s | mushrooms for instance they can be |
2516s | placed and planted in four different |
2518s | biomes but because |
2521s | um because this is set to warm forest |
2524s | for one of them and cold forest or the |
2526s | other they're simply not allowed to |
2528s | initially spawn here |
2532s | um |
2533s | so for |
2535s | and and this is I'll be going over three |
2537s | different ways to make sure that |
2541s | um |
2543s | uh these numbers before scaling for |
2546s | World size yeah so this is the value for |
2548s | the world size so |
2551s | um |
2552s | we take corn for instance |
2558s | I think I had this slightly I had to add |
2560s | it on five and a routine so |
2562s | this value here is the size of the |
2565s | cluster in the world and as you can see |
2567s | I have slightly different variables for |
2568s | the counter clusters |
2570s | as well as the minimum distance on the |
2572s | groups to make sure that they're they're |
2574s | a bit further apart |
2577s | but this is scaling because from from |
2580s | zero to one and |
2584s | if we go into the rise you can see that |
2586s | I have this set as one to one and that |
2589s | is because I wanted the rice cluster to |
2591s | cover the entire planet |
2594s | um just to make sure that I covered the |
2596s | whole biome and not just a random chance |
2599s | of a piece of the biome um and this was |
2602s | specifically for the rice in the |
2603s | wetlands because Wetlands is just a sub |
2606s | biome |
2607s | um |
2608s | if we're looking at Rice |
2613s | you can see that the entire world is |
2615s | blue |
2617s | that is because the entire world is a |
2619s | singular cluster |
2621s | and then it's spawning the rice |
2624s | um inside the biome that is available |
2627s | and limited to in that |
2630s | order point |
2633s | so I'm only allowing it to start in |
2635s | Wetlands if I'd remove this it would be |
2637s | spawning all over the place in both the |
2640s | the warmer Forest as well as the |
2642s | grassland which |
2645s | which is a new thing |
2648s | in terms of restrictiveness so |
2651s | previously a lot of the plants were |
2653s | temperature balanced to be forced to |
2657s | spawn into certain biomes so |
2660s | things would have a range of a specific |
2664s | habitability to make sure that it's only |
2667s | available to spawn inside a certain |
2669s | biome type |
2671s | whereas now we can well we can pull back |
2674s | a bit on that and allow more plants to |
2676s | be spawned in different biomes because |
2678s | we have this new variable that allows us |
2680s | to completely limit where things are |
2683s | kind of cropping up in the initial push |
2687s | and then kind of let these dynamically |
2689s | grow and spread as they |
2691s | um habitably can or by players that |
2694s | wants to be farming this |
2696s | elsewhere |
2701s | uh |
2703s | yeah chemical as a question being modern |
2706s | chemical industry relies on a multitude |
2708s | of strange and rare plants |
2711s | um |
2712s | it is a prospect |
2715s | but it's also kind of part of a whole |
2718s | and a segment of |
2720s | um |
2722s | like a a completely different set of |
2727s | um industrial Branch if you will |
2732s | rather than mechanical Branch it's it's |
2734s | a whole different subject so that would |
2736s | be |
2738s | um |
2739s | an interesting aspect and an area to |
2741s | kind of look into |
2745s | um but it is also really really big |
2747s | because it's something that wouldn't be |
2749s | touched lightly |
2751s | um it is |
2753s | um it has an in a unique |
2755s | importance but at the same time it also |
2758s | has some unique impacts which we do |
2761s | would want to reflect properly so |
2766s | like things like that is always kind of |
2769s | rotating around in terms of design and |
2772s | on the planning board and kind of |
2773s | debated and then |
2775s | pushed around |
2777s | but it is something that we also don't |
2778s | want to touch until we know that we can |
2780s | do it correctly and in a way that we |
2782s | want to be representative in the game |
2786s | um |
2789s | another question being is there any |
2792s | plans to change slash buff the wild |
2794s | Gathering talents on gatherers |
2798s | um there will likely be some Talent |
2800s | changes |
2801s | along the way because we do have some |
2803s | ideas for |
2805s | the general Talent upgrade |
2808s | um |
2809s | want to add some new unique ones for the |
2811s | crafting rather than |
2813s | a copy pasting over from one to another |
2815s | but it is |
2817s | it there are there are plans for them |
2821s | um but I'm not gonna be uh |
2825s | not gonna go into them too much here |
2827s | because of |
2829s | um just want to finalize plans and make |
2832s | sure that |
2834s | I'm not speaking out of terms into what |
2837s | we have planned versus what might not |
2838s | happen so I'm just gonna |
2842s | not go into that at the moment |
2847s | um yeah so |
2850s | got lost there |
2852s | um where were I |
2856s | um so there's kind of three ways to go |
2858s | about this uh one being you had the |
2861s | general kind of cluster and these are |
2864s | spawning and propagating in different |
2865s | areas as we saw I've seen we've seen |
2868s | with the corn |
2870s | and then you have this way of |
2872s | um you have the entire world |
2873s | representative as one biome or one |
2875s | cluster and then filters out where it's |
2878s | allowed to prop up uh based on the biome |
2882s | selection |
2884s | and then you have something that |
2886s | visually doesn't really look nice on |
2887s | that map |
2889s | um but it is necessary nonetheless |
2892s | and that is if you specify to make sure |
2895s | that it doesn't exist any cluster in the |
2898s | world at all |
2900s | and then you just |
2901s | allow it allow the plant to override the |
2904s | cluster functionality completely which |
2907s | then makes it behave a bit more like the |
2909s | old land system |
2912s | I believe it was |
2915s | let's actually check |
2921s | did I do |
2923s | I got the couple ones here so we've got |
2925s | here lichen and desert Moss |
2929s | here |
2933s | we got this for instance where I'm |
2935s | overriding the cluster restrictions and |
2937s | it's allowed to just spawn anywhere at a |
2940s | random rate |
2942s | inside the um |
2945s | Old Forest or the the tiger Tundra area |
2949s | as you can see it this map doesn't |
2951s | really help you in a lot in terms of |
2954s | like how it's spawning the groups |
2955s | because the entire thing is like random |
2957s | groups all over because it doesn't have |
2959s | any restrictions |
2961s | but it is a |
2962s | another way to kind of make sure that |
2964s | you have these |
2967s | um |
2968s | here |
2970s | you're kind of making sure that you have |
2971s | this layer coverage of the entire biome |
2975s | where you don't have any restrictions |
2977s | you want to impose on it other than |
2979s | you know it gets shopped out of the way |
2981s | when you have other plants cropping up |
2983s | but you want to |
2985s | make sure that it is available all over |
2988s | the place |
2989s | without any specific kind of |
2992s | superficial restrictions on it |
2997s | and I I did choose herbal plan to kind |
3000s | of showcase it because it's murky green |
3002s | on murky green apologize for that |
3007s | um |
3008s | but we got the desert Moss being the |
3010s | same |
3011s | um first do same thing as well but I |
3013s | think fur might be looking a little bit |
3015s | more horrendous on the map |
3018s | here we go |
3020s | so as you can see here it's kind of |
3022s | propagating it and it looks kind of |
3025s | um it looks kind of even but it is also |
3028s | randomly placing it adjacent inside |
3030s | these borders so they're not |
3033s | they're not symmetrical even though they |
3036s | might be looking like it so this is a |
3038s | bit of a |
3040s | it looks a bit false |
3046s | but as you can see here they're not |
3047s | really |
3048s | they're not really straight and it's |
3050s | kind of planted where they make sense |
3051s | for the rest of the habitability |
3053s | restrictions |
3055s | as well as the um you specify how many |
3059s | plants you're looking at and that'll |
3061s | kind of |
3062s | throw kerbals into it and make it more |
3064s | natural looking |
3068s | huh yeah we're running up to |
3071s | close to an hour of me just babbling on |
3074s | about plants which I guess is a positive |
3077s | effect that considering the um |
3080s | title of the game so we are |
3083s | as you can tell with this one we are |
3084s | moving back more in towards focusing on |
3088s | some of the environmental changes some |
3090s | of the worldly unchanges |
3094s | and |
3096s | or into just just the environment in |
3099s | general |
3100s | we've got a lot of things in Civics that |
3103s | is coming we've got a lot of things and |
3106s | attacked away and finalized in during |
3109s | our |
3110s | update progression through the entire |
3112s | nine series |
3115s | um so we are kind of happy to to do more |
3117s | focus on to |
3118s | just plants and |
3121s | General environmental balance so |
3125s | more Focus to that |
3127s | um |
3127s | and uh yeah I think we've got one or two |
3132s | more questions and then I'm probably |
3133s | gonna |
3134s | wrap this up for the evening |
3138s | um in what what is the order for |
3141s | inter-species plants to spawn in case of |
3143s | overlapping which one will be decided to |
3146s | be spawned uh it does a bit of a tug of |
3149s | war |
3151s | so depending on and this is something |
3154s | that kind of gets calibrated in with the |
3156s | with these settings as well |
3159s | use the um the straight code just |
3161s | because it looks neat sneaker than the |
3162s | Excel I think for visualization |
3165s | so for a group you set the specific size |
3170s | of the group itself |
3172s | and then you specify |
3174s | how many plants are allowed to randomize |
3178s | generate inside that group setting |
3181s | so if your lowest sized group |
3185s | contains less plants than your highest |
3188s | count plants in group |
3191s | then you are gonna end up with kind of |
3193s | these very symmetrical squared patches |
3198s | because the entire tile is filled with |
3201s | plants |
3202s | and that will allow |
3204s | that'll just prevent other plants from |
3207s | kind of intertwining and be mixed in a |
3209s | bit with it |
3210s | though I do recommend that |
3213s | you can keep a little bit of a curb on |
3216s | it so you you do end up with something |
3218s | similar to this here |
3220s | where this whole thing is a group |
3224s | but because it's not completely packed |
3226s | it it does allow |
3228s | some general mix in between |
3231s | um |
3233s | as for which group would take precedence |
3236s | I believe it |
3240s | it's not really |
3243s | um |
3246s | I will Almost Say alphabetical I can't |
3248s | really tell for sure |
3251s | because there is some hidden magic where |
3253s | it kind of loops around and |
3256s | thus multi-passes and it also depends on |
3258s | which biome it's in |
3260s | um so you know it might generate the |
3262s | desert and then it starts propagating |
3264s | and then checking the habitability |
3265s | levels |
3268s | um |
3269s | but I'd strongly recommend to not try to |
3271s | do this like super filled things |
3275s | um |
3277s | and other than other than the general |
3280s | super Reliant like the the superimposed |
3282s | rules and regulations for the groupings |
3284s | the plant spawning system in itself is |
3287s | still working |
3289s | fairly similar to how it's always worked |
3291s | before |
3292s | it does check for things like capacity |
3296s | it checks or habitability the moisture |
3298s | level the temperatures so that's your |
3301s | and a regulatory factor in terms of |
3304s | where plants would like to spawn |
3307s | and then you have these kind of group |
3309s | dynamic settings that overrides it |
3312s | um |
3313s | and adds a layer of restrictions on top |
3317s | of it to make sure that it spawns in |
3319s | these groups and not just willy-nilly |
3321s | all over the place |
3325s | uh |
3327s | foreign |
3331s | plans for other weapons besides both |
3334s | were hunting no |
3336s | I know that's not something that a lot |
3338s | of people wants to hear but we do have |
3340s | kind of a standpoint on |
3344s | um |
3346s | just generally things like firearms and |
3348s | and so on so forth It's been discussed |
3350s | quite a lot in in the modding Community |
3352s | as well as being requested quite a few |
3354s | times over on General Discord |
3357s | about the official General standpoint is |
3359s | that it's not gonna happen if someone |
3362s | wants to mount them in and kind of |
3364s | you know run with them on their server |
3366s | and do their own thing that's perfectly |
3369s | fine |
3370s | but it's not something that's going to |
3372s | be added from vanilla standpoint at |
3373s | least |
3376s | it just just kind of goes against what |
3380s | what the general design idea is and it's |
3383s | really disruptive |
3385s | even if even at kind of a muffled |
3389s | level it is kind of a nuisance if you |
3392s | suddenly start to hearing 40 people |
3394s | trying to run around in the forest |
3396s | shooting things with Firearms rather |
3398s | than just |
3399s | during a muffled little arrow going off |
3404s | uh will we be able to influence moisture |
3407s | and temperature with canals and |
3409s | greenhouses |
3410s | um greenhouses isn't a thing in vanilla |
3415s | um you do have some of it from the |
3417s | modding community |
3419s | and |
3421s | at the moment at least we feel like it |
3424s | is from our point of view at least it's |
3428s | an essential to get these core |
3430s | functionalities going first and |
3433s | making sure that the general environment |
3436s | impact is high enough |
3439s | if we're kind of poking into that more |
3443s | um |
3443s | moisture and temperature levels with |
3446s | canals and greenhouses or the just the |
3448s | canals in general is |
3452s | it's part of |
3453s | something that I'm conceptualizing for |
3457s | more subtype biomes as talking about |
3460s | biome generation and so on I do want to |
3463s | be |
3464s | having more of a general impact so |
3467s | instead of just reverse arbitrarily |
3470s | cannot drops down |
3474s | um on to the world I would like them to |
3476s | be their own type of biome that kind of |
3479s | gets |
3480s | um |
3482s | buckled through on the world so anytime |
3485s | you have a river you have a more |
3487s | impactful kind of greenery around the |
3490s | specific |
3491s | area but it's not something that's |
3495s | um likely go into 10 but it is it is a |
3498s | constant Improvement and something that |
3500s | is |
3502s | um |
3503s | it's something that we constantly see |
3505s | from when we're doing improvements to |
3507s | the environmental |
3508s | um |
3509s | out of things |
3513s | um as for animal husbandry I do have a |
3516s | stream where we talked a little bit over |
3518s | it |
3520s | um went over some some of the some of |
3522s | the flow shorts with some ideas and |
3524s | drafts for it so it is it is being |
3527s | planned for |
3529s | there hasn't really been anything |
3531s | starting for it but it is outside of |
3534s | Canada |
3536s | Drafting and planning and and you know |
3538s | from my end making sure that it we cover |
3541s | our Corners in terms of what we want to |
3544s | accomplish with it how it's supposed to |
3546s | be interactive in terms of gameplay |
3549s | um and another role it's supposed to |
3551s | fill in |
3554s | um in its impact in the environment and |
3558s | um |
3558s | kind of the cycle of improvements from |
3561s | back and forth |
3567s | um and yeah that and uh |
3571s | goes into the um |
3575s | um the answer for a question regarding |
3577s | industrialized scale the production of |
3579s | things like meat slash wool and and all |
3583s | produce and |
3584s | protein acquisition and so on so forth |
3593s | um |
3599s | it actually might |
3602s | I'm kind of terrified to test it now |
3603s | because it might explode I do know that |
3606s | um it I think it's limited to plants it |
3608s | would be |
3610s | um but there is |
3612s | there is an interesting side effect |
3613s | because the the clams and urchins are |
3616s | actually plants in terms of code so you |
3619s | could check clamps and |
3621s | um |
3622s | urchins there |
3625s | um but we will be adding more of these |
3627s | kind of debug commands that |
3629s | are available to users or to admins when |
3632s | it makes sense and when we have things |
3634s | that you can manipulate that |
3636s | would make those commands useful |
3639s | and animals will will get a proper pass |
3642s | when we do go into the animal husbandry |
3644s | and not working on it real |
3649s | um yeah |
3652s | I believe that's kind of everything I |
3655s | had to say about plants for this time |
3659s | um hope everyone enjoyed it hope it |
3660s | answered a few questions |
3662s | maybe it made it |
3666s | kind of arose a few others |
3668s | and so what will be coming |
3671s | um but yeah so one of the sneak features |
3673s | that we're kind of doing some major |
3674s | overhaul improvements down to |
3677s | pretend |
3680s | and with that I will |
3683s | say good night and hope you have a |
3686s | continued great weekend and |
3689s | um |
3690s | wish you well take care |