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520s there we go now we have volume and so on
523s so forth welcome everyone to another
526s Friday stream here at strange Loop games
529s um and I'll be taking you through this
532s fantastic weekend we'll do a bit of
534s intermittent streaming but uh it'll be
537s fun um and we got some we got some paint
540s news as well so stay tuned
544s um yeah crazy time time flies um I you
548s know feels like it was the other day we
551s were doing last stream so things are
553s progressing quite
555s quickly uh see if we have everything
557s working I'm hoping everyone can hear me
559s and
561s shat where it's supposed to be there we
567s go and of course we have a Lively cat in
570s the background
572s who calm and quiet a few minutes ago and
575s then decided hey I want to I also want
577s to participate on the Stream So you
579s we'll see how much he is causing a
582s rockus as
584s usual
585s uh but yeah so this weekend we have a
590s special event server that popped up
592s which people probably noticed um which
595s is white sheeta and it is quite a number
598s of people that are diving in and
601s attempting sort of
604s speedrun time trials I guess you'd
607s almost call it um last one was pre1 so
611s it's going to be interesting to see how
613s much that deviates from uh the old time
617s which I think someone can probably dig
620s up um we did a whole whole stream on it
623s as well so
624s there's that is still on YouTube
628s Somewhere um um yeah and then in about
633s an
634s hourish uh we'll also have Toby join us
638s and we'll go over some of the painting
641s stuff uh and then once we are through
644s with that we'll probably pop back in on
646s the speedrun and have a little check
649s through and see how far they've gotten
651s and kind of where we're at and see how
653s long we
654s uh keep talking on and and kind
658s of run the stream um it's a bit
661s undecided on when it ends
664s so and apparently cats are wrecking
668s havoc in the bathroom so yeah ignore any
671s noise you hear in the background
673s just try your
676s best um and I'll I'll do the
680s same
682s uh see I have see in which order I have
687s camera stuff set up uh
693s that was not what I wanted I wanted
695s the yeah I wanted that one and then I
697s wanted that
699s one and then I wanted my camera can I
703s have my camera as
705s well
707s maybe uh but yeah we'll we'll throw in
710s right away here um and I'll figure out
713s how I get my camera back on the right
715s screen CU it decided to take a little
718s high this
724s why is it oh right I see what's going on
727s here maybe we want to put you there and
730s we want to put you
733s there everything works
736s until it just
738s doesn't there we go now we have some
741s things
742s rolling
745s um yeah
754s there and there let's have a look see
757s spawn in on on here somewhere and then
759s hopefully I'll have admin and everything
761s works and I can just go into fly
770s mode I just do
774s that and apparently decided I shouldn't
776s be able to fly
781s what on Earth just
783s happened
785s huh exciting and interesting let's just
788s do that so we don't have to worry about
789s it so I'm not going to participate in it
791s as usual I'm just going to kind of see
794s what people are
795s doing try to decipher a little bit what
797s they're doing um and talk about balance
800s in some of the aspects where things are
803s a little bit lackluster or things just
806s haven't
807s gotten um expanded
810s enough in terms of
813s professions yeah ever first fly command
815s preserver never really
817s works um it's a bit peculiar and why am
820s I so super
823s bright because of the
825s snow probably yeah it it's being it's
829s being super super bright can I just
832s reduce that
836s slightly like a diamond
843s uh but yes 10.3 is progressing quite
846s nicely PE people are hopefully stoked
850s for some of the things that are coming
851s in there
853s um we
856s are probably not going to see explosives
859s in it but it is still something we're
862s working on and
864s it'll be pushed out to
868s 10.4 um
870s and it's mainly due to time constraints
872s and we we're kind of trying to wrap up
874s all the major features that we're
876s working on for it and
879s uh trying to just you know get it up
883s wrapped um and as complete as quickly as
885s we can and why
887s might GMS stop me ninja why why
891s why we should be doing SL record because
895s then we don't have to worry about the
897s the stuttery staticy thing
901s that's what we should be doing there we
910s go uh hello guy um yeah so it is on
915s white Shea which is the speedrun server
917s that is up during this
920s weekend so this is you know
926s live live players struggling away trying
929s to get up and destroy the the uh the
932s meteor and lasers going as quickly as
935s they can in a somewhat organized
949s Manner and going out of maybe record was
953s was a great great thing to kind
955s of go over we're getting some some icky
960s chunk chunk loading
965s lag so we've got some
968s speedy speedy focus on getting that
972s initial initial burst of hun
977s [Music]
981s logs the busy worker Beast
984s with masterminds in control of
988s General yeah the
994s the the cat is going
1006s nuts yeah so our cats are very very
1011s talkative um they really like to
1014s emphasize when they just want attention
1017s when they want food when they want to go
1019s in the litter box
1022s and they are excessively um attention
1026s seeking sometimes and apparently tonight
1029s is going to be one of those
1034s things there we go see went completely
1037s silent when picked up it's like I am
1040s content now we're
1047s good hey I see Mike is is with us on
1051s YouTube
1054s um nice to see you hope you're feeling
1057s all
1058s right uh and Satsuki yeah they got a
1062s pretty decent sized um Jungle right next
1065s to Desert so that should hopefully be uh
1069s allowing them some pretty pretty fast
1071s expansion early
1072s on do
1080s talk about being a very uncooperative
1082s cat
1086s here making it slightly uh slightly hard
1090s to control all of
1097s this uh with a server as fast as this is
1100s there any point planting trees and crops
1102s no not really uh because I think if I
1105s remember hearing right the general goal
1108s is to complete it within 72
1111s hours and the shortest tree growth is
1116s Palm
1119s on
1120s o 120 96 hours 120
1125s hours I think so yeah no planting trees
1128s would just be a waste of
1129s time um oh yeah they want to finish
1131s below 24
1133s hours oh meteor 72 yeah thank you
1138s Dennis uh yeah so it's going to be it's
1141s going to be one super intense run I'm
1144s I'm curious about how they're going to
1146s deal with certain constraints like flags
1148s for lumber but I'm assuming that no
1150s one's going to be building anything out
1151s of Lumber in particular just for the
1154s actual progression
1159s material but it is very very busy bees
1162s here in the uh devastating rainforest
1166s compartment
1171s he got very very quiet and calm as soon
1173s as I picked him
1177s up this is some Santi social no art no
1180s no ideals just
1187s survival no in in practicality though um
1190s speedruns are great for a lot of reasons
1195s um not at least in in terms of just
1199s getting good kind of balanced feedback
1201s and seeing which part is going very very
1205s quickly versus which part might be way
1207s too
1208s slow
1210s um and being able to properly kind of
1213s gauge them apart and seeing how things
1215s progress in a very sped up manner is
1219s uh quite nice um for analyzing
1226s that the
1234s and there goes the next Sab poor jungle
1237s just falling apart in
1240s pieces
1243s um but yeah so
1247s for what do we want to touch on a little
1250s bit um can do
1253s some well people even bother with roads
1255s or cars and so on I think they might
1257s they might do I think they had they had
1260s some tactic of doing like one or two
1262s vehicles um for the skid steer to just
1265s really quickly push up the last stuff
1267s but it's hard to
1271s gauge oh that P one um it's hard to
1275s gauge whether or not it would actually
1278s be beneficial in terms of getting that
1280s and reach goal because it is something
1283s that we also want to touch on and kind
1286s of uh change out and improve quite a bit
1289s in terms of like reach going from
1291s getting to Industry getting that leveled
1293s up and and you kind of reach end game
1297s um you've generally accumulated all the
1300s necessary steps to do the end game goal
1304s by just getting to end game because
1307s you're already stockpiling gold you're
1308s already stockpiling Xyz materials that
1311s are necessary and the only thing
1313s depending on the difficulty setting that
1315s is holding you back is the XP grind up
1318s to
1320s um peing out the professions for the
1324s modules
1330s P cats and boxes they go well
1337s together we get some more is it just
1340s people in the desert here
1346s or do we
1351s can
1352s we there we
1354s go exit fly mode for a bit see how the
1357s map is
1358s looking oh I turned very very bright on
1361s that um so yeah we've got one big
1365s cluster of
1367s grassland and we got the wetlands out on
1369s a separate Island and if we are looking
1371s over
1373s on uh biomes deep ocean so all the
1378s islands here are
1380s separated by uh boat necessity to deal
1383s with also the mountain turned absolutely
1392s brilliant
1393s uh yeah this what is the map size pretty
1398s sure that was should in
1406s there yeah
1412s the amount of rivers that EST yeah the
1414s yeah the the hilltop and Mountain Side
1416s turned out absolutely crazy and then you
1418s have a whole bunch of whole bunch of uh
1420s lakes and rivers in another jungle
1425s grassland combo here turned into a quite
1428s nice map they're running
1436s on oh yeah it's a 2.56 kilometer thank
1440s you
1443s ooh that is
1445s interesting that's some sneaky resource
1447s reveal then if it's the next white tiger
1457s map yeah I'm sorry it's the U the
1460s brightness in the map it gets a little
1463s bit
1464s intense see how it it's just crazy
1471s I zoom in it gets
1472s a yeah desert desert yellow or forest
1479s green how many people are we on right
1483s now
1487s uh players actually we can
1491s do don't want to do that
1503s manage yeah so there's there's quite
1508s a quite a decent size
1511s of players on here that's attempting
1515s this this is also very very
1518s bright probably need to reduce the
1520s brightness of the monitor slightly
1532s uh isn't the Jungle Desert combo kind of
1534s op well like when it comes to speedr
1537s running in general as if you're looking
1539s at like speed running as a theme of like
1544s across the board be it Mario or you know
1547s Victoria
1549s or I don't know Tetris whichever you
1552s know game you're kind of going for
1555s um they generally tend to rotate the
1558s maps until they get a map that they can
1560s do it really really quickly on because
1562s the map restrictions is not
1565s necessarily um relative to the speedrun
1569s attempt desert Jung desert jungle
1572s Wetlands is so op and hilarious though
1576s yeah yeah you can do a lot with
1579s that not necessarily just for speedrun
1582s but um on its
1586s whole and it you know
1590s what do you think because right right
1591s now the the general biosphere is
1594s generated to kind of keep biomes
1597s slightly separate would it be something
1599s that would be interesting to be able to
1602s just toggle
1604s and
1606s um maybe have that on the on like the
1609s editor side of things like the the
1611s server DUI or being able to specify
1613s which which can adjac in each
1616s border um Andor toggle you know specific
1621s biome
1622s Islands CU I've been looking into
1626s um poking my nose into the um world
1630s generator for a while and there are a
1634s few things and ideas that I have that
1636s I'd want to do to
1640s tackle but I also don't want to kind of
1642s over extend and do a whole bunch of
1645s things that no one is generally
1649s um not necessarily interested
1662s in just think that those three hot
1664s biomes should stick together more and
1666s the three cold biomes have their own
1667s strength equalize its resource
1672s demands yeah in terms of just warm
1676s Forest
1679s it's kind of get it's kind of a
1682s a Hot Pocket thing because you've got
1685s the desert that's really hot and then
1686s you got the forest or the jungle
1691s um that is also really hot and then you
1694s got Wetlands that you just add the
1696s moisture to it but it's still in like
1698s the hot biome
1701s realm and if you suddenly
1704s have um desert jungle wetlands
1709s warm Forest next to each other it it
1711s turns into kind of a behemoth biome
1722s sere yeah I think it it it might be an
1727s interesting interesting thing to kind of
1729s tackle because as I said it generally
1733s more of a scientific approach to which
1736s biomes are
1739s generally closer to each other in real
1742s world
1747s equivalent
1750s uh yeah that that that is a good point
1753s um so right now demand for cold
1755s resources are are generally low
1757s especially copper doesn't allow for cold
1763s starts also feed the kitty the problem
1765s isn't feeding her
1774s um she
1776s um lost her
1781s toy
1788s do uh maybe a copper age before iron
1794s um it's
1797s like it's it's something that we've
1799s talked
1800s about um in terms of having like some
1803s type of alloy copper copper in of itself
1806s is kind of weird um but if you're
1809s looking at something like an alloy like
1811s bronze that would be durable enough to
1814s make sense um it would need to introduce
1819s tin and then you'd need to deal with two
1821s types of
1822s metals rather than just kind of getting
1825s past it quickly and then diving into
1827s just a single metal type
1830s which would be
1832s superior so it it's
1835s that kind of weird time shift
1839s of in which span
1842s of um in which aerial span are we
1846s looking at like how long our players
1847s going to be sticking in you know the
1850s Stone Age how long our player going to
1851s take until they transition into um a
1854s mechanical
1855s era and having a good bridge in between
1858s them to kind of transition you get
1860s upgrades
1863s um and upgrades kind of need to make
1866s sense across all the professions which
1867s they're not at the moment there are a
1869s few professions that are lacking midgame
1871s improvements there are a few professions
1873s that are lacking late game improvements
1876s um and a lot of those is is things that
1877s we have stuff getting ready and working
1884s on um but it's you know it's a journey
1887s it takes time
1898s time tin and copper can be made into two
1902s things
1906s um sort of but also not really but yeah
1911s I
1912s I uh yeah brass is brass is znc not tin
1924s um early gay Metals though could still
1925s be utilized though in smaller amounts
1927s like circuitry needing lead tin kind of
1929s thing oh yeah um no we have we have some
1933s ideas to generally add more more
1935s resources and
1936s more
1938s um materials in the ground which is why
1941s the mountain was remade in uh like the
1946s the cold biosphere was remade quite
1948s significantly in
1950s terraforming um or geology types as we
1956s cut down a lot of the metals and that's
1957s to make room to to be able to test a lot
1960s of these things um while still having
1963s somewhat pure data
1965s on um making sure that there's still
1968s enough materials of that type to
1971s properly be able to kind of dig
1975s and um not be super grinding but still
1979s require enough effort and time to kind
1981s of get stuff properly going and then
1984s getting into an upgrade
1987s phase uh right now the dwarfs don't feel
1989s very incent incentivized to dig into
1992s that Cold
1995s Mountain they're oddly attracted to the
1997s desert because of the iron yes we have
1999s some we have some resource shifts that
2001s we want to do
2002s and once we do add more things um in the
2006s ground it is quite possible that will
2008s start spreading out iron a bit more and
2011s make it a little bit easier across the
2013s board because that's kind of your
2014s entryway into metal
2016s working um so that should
2019s be sort of
2021s doable across the globe at the same time
2025s we still want to keep the desert at as
2028s kind of a main iron
2031s Source um but we got some ideas to kind
2035s of alleviate the pain around that
2041s I'm hearing a lot of fishing in the
2042s background
2045s here a catastrophe
2051s fishing we got the the fishing crew
2053s dealing with early food crisises I guess
2078s I remember correctly also interesting I
2080s managed to I managed to stay in record
2083s camera while free
2085s flying don't know how that happened but
2089s I'll take
2096s it uh sea we find plenty of iron de
2100s grass PL yeah there's iron still has a
2103s few other spawns um Coastal strips in
2107s particular but also sporadically in the
2110s grassland um but unlike the desert where
2113s it's guaranteed to be certain size spots
2116s and and all over
2119s um there's still once you do find some
2123s pockets in the grassland they're still
2124s pretty substantial pockets of iron
2136s someone shooting bow at me save those
2138s arrows for the animals you need them for
2140s the
2148s meat yeah I should pop invisibility just
2151s to kind
2152s of remove it
2155s but they really do like to
2159s cause
2161s Ruckus um different differentiating clay
2164s or even soil types could be interesting
2165s to Vintage store is quite interested in
2167s that aspect though it does get to the
2169s point of too much selection for not for
2172s no necessary benefit other than it being
2174s in World
2175s gen
2177s um it it is like we we we do have that
2181s and apply it but it's not actually
2184s unique resources for that simplification
2188s kind of thing so if you're looking when
2192s you're looking through like the world
2193s gen file for example um you'll see that
2196s it it does
2199s specify um like Rocky like rocky soil um
2205s and so on and that is because in each
2208s biome you do have a different type of
2211s ground
2212s material um based on the biome
2215s temperatures and and so on so
2222s um so it you know we could make them
2225s into unique materials and then just have
2227s tag apply to the different types and
2230s then be able to utilize them in
2232s different recipes if we wanted
2235s to um because we we have the textures
2238s and everything for it it's just at the
2240s moment it's
2243s just
2245s um just that quality of life like every
2248s you know all the different soil types
2249s are are classified and transformed into
2252s dirt when you pick them up um which is
2255s just sort of a a casualization of the
2266s biomaterial uh I start in swamp Forest
2269s will be running out of dirt if I start
2270s building with dirt blocks later
2271s fertilizer it's all that I have to
2273s import dirt from the desert um the dirt
2277s the General dirt chain chain on
2280s fertilizers also something that
2283s we um we want to kind of break up as
2286s well so that's probably going to be
2287s changed in the
2289s future
2292s um with compost blocks and the dirt kind
2297s of combo that's a bit wonky um so the
2301s general idea is that you you take
2303s compost and you you turn compost into
2306s dirt slash
2308s um turn stuff into compost without
2310s actually adding the dirt to make it into
2312s a fertilizer but more of a a
2315s general uh refinement
2318s process um and we have some World
2321s objects
2323s um kind of scratched down to do
2327s that um so it'll be
2331s um it'll be a bit like dirt
2336s being like the off produced material
2339s when you're using manufacturing and
2341s dealing with fertilizer in some
2343s capacity but we also want dirt to be
2348s consumed um in some of
2352s it uh is the relationship between biome
2354s and geology a design decision or just
2356s easier to implement uh oh it it's it's a
2358s purely designed decision it it's a
2361s purely geographical design decision um
2364s way early in during eos's development
2367s and I haven't really
2369s I haven't really poked too much into
2372s changing that
2374s because um outside of a few Oddities
2378s with World gen every now and then
2382s um I like the idea notion of it but you
2385s know the longer we've been running it
2388s and the more we've been kind of looking
2391s at
2391s geographical balance wise in terms of
2394s which biome is feeding what biome and
2395s where you're pulling resources for and
2397s which part of the game playay Loop um
2400s from start to finish you get the
2403s different materials from different
2404s sources and um you know applying a heat
2407s map on it you can see that the desert is
2410s just as hot as the freaking temperature
2412s range on it
2414s um with a fraction into the mountain
2417s eventually way way
2419s later um some of the copper changes in
2422s mid
2423s 9.45 6 somewhere um alleviate did that
2428s quite a bit so iron is or copper gets
2431s more use mid
2433s game um but it's still nowhere
2436s near where like where we want it um so
2440s there's still a lot of Polish to do
2442s around it but um as for implementation
2445s of the general geographical
2448s stuff it's more of a it's it's
2450s complicated to pull it out to
2453s be easier to edit from the user end
2459s uh I mean three out of five tool sets
2461s use iron
2464s yeah that is correct
2469s um in some capacity one or the other um
2473s it's either iron or steel which is Iron
2477s by
2481s process want much golden tools oh the
2484s the the golden tools are reserved for
2486s Dev tools
2488s so that that is on the creative side um
2490s if you haven't noticed it I don't know
2494s which which and when Mike threw it in
2497s but the later versions the dev tool
2501s Hammer um should have a golden skin on
2505s it and we'll also see that later when
2508s Toby Pops in as well that the uh the
2510s paint Dev tool also have a golden skin
2512s on it
2520s to be fair for for real life though iron
2522s is used for so much gold tools should be
2527s achievement um oh yeah there there
2530s is uh gold could definitely have more
2533s use for um for housing Damascus steel
2535s tools Damascus steel is
2538s pretty
2543s um that would be a nice nice view on
2546s things
2549s um but yeah gold gold as example for
2551s luxury items for housing yeah I've been
2553s I've been eyeballing that for a bit like
2556s introducing more copper and gold as
2558s general resources for housing and
2563s Furniture we are few but we are
2566s good hello gaming Engineers hope you
2569s hope you are all all right this evening
2573s welcome to the Stream
2578s gold frame blocks oh boy well you've got
2582s you got gold frames for the culture
2583s stuff and you got copper frames but it's
2586s definitely a venue to do goldlined roof
2589s tiles oh
2592s boy um but yeah know there there is
2594s there's definitely a venue for things
2596s like more uh especially for for lighting
2599s mount for example
2602s um like candles lights um mounting
2608s things in general
2611s um and housing points are going to get a
2614s bit of a a doover slash larger change in
2619s terms of what what gives how much
2623s pointwise so I'm presuming this is going
2625s to be the main cooking area by the
2627s amount of campfires that gets popped
2635s down quarter height low rise roofs with
2638s Corner
2639s inside uh not sure I follow you there
2643s Satsuki you're talking about having like
2645s a thinner roof
2651s slab or what are we talking
2655s about cuz I'm I'm presuming you're
2658s talking about a block form
2670s we have there
2676s let's there we
2682s go where is that
2692s thing so much painting
2699s so much painting so much painting um
2702s couldn't find it looking for uh looking
2706s for some detailed stuff
2709s but couldn't really find what I was
2711s looking for oh well let's pull up the
2714s chat there
2715s again can we have a look at how the
2717s miner camp and wood Camp are going uh
2719s absolutely we've got logging Camp over
2722s there I'm
2724s presuming uh we can fly
2729s Sho scoot ourselves over
2735s here and here we can also see some wild
2738s iron splotches on the surface which
2742s hopefully helps people navigate a bit
2745s into the realm where they
2748s are presuming we'll have a logging Camp
2751s up
2754s ahead here we go
2760s oh
2774s yeah it's a lot more uh a lot more
2777s spread out
2780s here I'd presume that we'd see more
2783s like super clean picking and everything
2787s just
2788s absolutely
2792s destroyed but things are Sur
2794s surprisingly uh
2803s standing uh Hey Pondo uh Have You
2807s released any Target dates for 1.0
2810s no no the only the only General mention
2813s of it is in the blog post so that is the
2816s information that's Avil aailable at the
2817s moment
2820s um we'll
2822s have dates
2824s more available when
2828s uh when we have them available to
2831s release to
2833s you um will mod support SL interface
2836s look the same um not sure what you mean
2840s about
2842s interface but
2844s um we'll try to have as much mods mods
2847s support as we
2849s can
2855s uh just I'm I'm just going to ignore
2857s that sack just see no see no evil here
2861s no evil
2867s right uh no the M the main focus
2873s on the main focus for the uh the content
2877s related to the 1.0 thing is most likely
2880s going to be animal
2881s husbandry um oh meaning the Cs files
2884s being easily access and the changes
2886s being server side only um yeah there's
2888s there's not going to be any client side
2891s modding um up to 1.0 at
2894s least um if it happens after that we'll
2898s see where we are and and kind of
2901s what what size of a scope that would be
2905s to introduce it it also requires a
2907s substantial amount of
2909s security um that wouldn't be necessary
2912s prior to
2914s that um so that it it's a pretty pretty
2918s big task um as for the Cs files we'll
2921s see um they might
2924s stay depends a little bit on uh if we
2928s determine that it's there are a bit more
2930s slick ways to deal with it but
2935s uh um
2938s yeah there are some ideas surrounding
2942s it um can we get the walls to use for
2945s the roof so we can cleanly cut off the
2947s roof with it not matching the size of
2950s the house I'm so confused of
2957s that can we get the walls to use for the
2960s roof so we can cleanly cut off the roof
2962s with it not matching the size of the
2965s house so it can go in the house a bit
2970s um you mean like having having
2974s it not extend out from the house
2979s but just like flat in with
2986s it
2990s um I mean
2992s possibly but that would be um I like a
2996s thin
2999s slat uh oh yeah you're you're thinking
3003s similar to the um a block form similar
3006s to the bricks with its um the the the
3011s thin
3015s floor think Prine will need needs to be
3018s introduced with the dock
3019s blocks um yeah there there's block forms
3024s in general is uh is is kind of a
3026s constant
3028s ongoing
3031s uh going thing um you know if you wanna
3034s if you want to pitch questions regarding
3036s block forms
3038s and wanting XYZ we have a we have a
3042s super person to uh poke for that that's
3046s coming on here in uh in a
3049s while since Toby will pop his head in to
3053s uh do some painting Show and
3055s Tell um and he's also the leader of the
3058s art team so he's the one that makes a
3061s lot of the decisions regarding which
3063s forms which blocks gets and in what
3067s order um granted granted when they have
3070s time and capacity to do
3072s them um do you have or do you plan to
3077s add power converters to use the water
3079s wheels as energy
3081s generators probably not um we have some
3085s ideas on doing
3088s a bit of the
3090s opposite while I do want water related
3094s electrical generation for stuff like Dam
3097s building and and whatnot like having
3100s some sort of hydrop
3102s power uh but if it's going to be the
3104s initial water wheels that's kind of just
3106s get like a an AC converter or a
3109s generator uh probably not it'll most
3113s likely be a separate type of water
3116s interaction
3118s object um that said we do have some
3121s ideas for moving you off mechanical
3125s Power as a requirement later on through
3127s this Tech
3132s stages um aren't the earliest power
3135s generators based off mechanical
3137s infrastructure at least as primitive
3138s forms of getting power
3142s um I mean sort of yeah um if you're
3145s looking at like the the the earliest
3150s easiest um electrical power in general
3154s would be kind of a steam turbine
3157s probably
3159s um because you're you're using heat as a
3165s source and then shoving it through a
3168s turbine which spins and generates
3170s power potato power just just enough
3173s Terror Roots maybe we can squeeze out
3176s some ampage out of them just just have
3178s enough
3183s terrores atmospheric engine steam and
3185s coal
3186s yep a steam engine is still mechanical
3189s Power converting to
3190s Electric
3194s um yeah like I said it
3198s it it poses some interesting issues but
3202s it's less of an
3203s issue in the future so
3207s 10.3 is going to introduce General
3209s garbage like in in terms of not General
3212s garbage sorry um general maintenance
3216s requirement which will
3218s generate garbage slash waste products
3223s so the water wheel for example or the
3227s windmill is not going to be completely
3229s 100% free power as they are
3233s now because they will have a
3235s maintainable part part in them that will
3239s gradually wear down and you'll have to
3241s replace
3243s it
3245s um
3247s and
3251s uh I know you spoken about new changes
3253s coming to electricity in the game but
3255s will these new changes allow us to
3256s choose which crafting benches can access
3258s it um that's a separate power thing but
3262s yes the the general idea is to allow you
3265s to have more
3267s control over what's in in terms of
3270s what's consuming SL producing who can
3273s access it and
3275s where
3277s um but that's part of a kind of a bigger
3280s utility
3282s update that we have some uh we have some
3285s plans
3287s for if it makes it before 1.0 I don't
3291s want to promise
3293s that um we definitely want to try to get
3296s in in there because we feel that it
3298s would be an important
3301s part
3302s um of the
3305s industrialization um and giving you that
3307s kind of legal control and um Regional
3311s control over you know power generation
3313s and and power plants and and so on um so
3316s there's definitely a goal to try to get
3319s that in but we're also under some
3323s pretty pretty uh
3327s limited time constraints
3330s to do all the general core features that
3333s we wanted to have done by
3336s 1.0 um so we're you know trying to keep
3338s the scope somewhat realistic in what
3340s we'll actually be able to do before then
3342s and what we can't and what we'll have to
3344s come after um as once 1.0 is
3348s released the general goal is just you
3350s know keep growing Eco keep adding things
3352s to it
3354s um keep expanding on it and just
3357s improving updating
3359s patching um fixing polishing and the
3362s whole the whole
3366s shebang how are we looking everyone's
3368s kind
3369s of I thought the other place was a farm
3372s SL cooking area but uh turns out we get
3377s a whole bunch of campfires here as well
3379s so I wonder if these are actually
3380s turning it turning all the random pulp
3383s that they're getting into um mortar
3391s could be interesting one town being
3392s super into power generation basically
3394s just selling its power generation
3395s capacity to the other town over oh yeah
3398s it there's there's a ton
3401s of um gamep playay implementation and so
3405s on um I thought farming was kind of
3408s useless here um there are there are
3411s certain things that you do need to farm
3414s regardless of
3417s what you really want but the size of the
3419s world might allow them to skip
3423s that it really boils down to how much of
3426s how much spreadsheet math they've done
3428s on exactly how much units that have
3430s those oil kind of
3432s things um cost
3436s relations so you know and I mainly
3440s specul speculating on a lot of these
3445s things um do you you have any plans
3447s ideas for generating income after 1.0 um
3450s there are some ideas floating around and
3452s there are some things that are revolving
3455s and we'll
3456s do it's it will be a topic on a pre
3462s 10.3 uh Dev stream I think well well
3466s there it's a few uh it's a few subjects
3469s in there that I'll uh grab John and have
3472s him on stream as well to talk
3474s about uh so that's something to look
3476s forward to if you're
3485s interested look at that beautiful Forest
3487s just
3489s Vanishing imagine in 10 hours this is
3491s just going to be a desolate
3492s Wasteland not a tree ins sight
3507s coming along here um do we have a mining
3510s encampment we have a little mining
3515s encampment see some sand being collected
3526s there um any plans to add AI workers you
3529s can hire to reduce monotonous tasks um
3534s no I know there's there's
3537s definitely a lot of people that are
3539s interested in having that um in some way
3543s or capacity in terms of you know from
3545s the player side
3547s but
3550s um there's no plans to do that um simply
3554s because of the general scope of the
3557s design for Eco as well as the vision is
3560s it's focused
3562s on um General player interactions and
3566s and player player bound economy and if
3569s you start introducing
3572s AIS um the Eco developers go on the
3576s human superiority Road all human labor
3580s um no so the the general idea is all
3584s professions um builds into
3588s upgrades regardless of this like bound
3592s to the progression of the server which
3594s at the moment it
3597s um it's kind of limited for some
3599s professions like a lot of the early
3601s introduction ones um like Milling
3603s carpentry logging and so
3605s on um versus Mining and and and the
3609s industrial route that gets a lot of cool
3611s Machinery that can reduce that
3612s significantly way late
3614s game uh but it's definitely something
3617s that we're looking at Bridging the Gap
3619s for a lot of them um Farmers road
3623s builders terraforming in general is
3625s hopefully going to be slightly
3627s easier
3630s um as we have some uh some midgame plans
3635s to add a um an attachment to the steam
3639s tractor so you
3640s can move some dirt around
3645s essentially um you won't be able to
3646s break rocks with it but you can use it
3649s to
3650s uh terraform and and help you mine quite
3654s a bit prior to getting levels up and
3657s the kind of the late game
3660s stuff um any updates to the crafting
3662s material for Adobe um I have an
3665s experimental thing going on but it's
3666s it's generally it's generally in that
3669s realm of dirt slash
3672s clay um one or the other probably
3676s potentially both
3679s um and then plant fiber and raw
3684s wood like generally non processed
3687s material um which will then tie into the
3689s tutorial a bit better
3692s in um teaching people about where to
3695s find new
3696s professions why am I getting a
3698s disconnect there we go just some Network
3705s lag
3709s um where was
3711s I Adobe
3717s uh any thoughts on expanding out of that
3718s kind of era wle do for example I mean w
3721s and do would like it's adjacent it's
3724s it's kind of the grassland version of
3727s it
3729s um if you
3731s will um so if we you know if you
3735s see a weird variation SL different types
3738s of adobe
3740s maybe
3743s um but it's also that
3747s it's also leaning into that whole notion
3750s of how long are you trying to keep
3753s players within that era of progression
3758s so if we're looking
3759s at um blocks
3763s for
3769s um um 3.14 days um if you're looking for
3773s blocks that are kind of equivalent in
3774s terms of material complexity and
3777s progression you got a do and then you
3779s got WT and blob wle and the do
3783s that's kind of leaning in
3786s towards the same tech level if you will
3789s like there's not a whole lot of upgrade
3791s possible in between those two it's
3794s generally just you know Twining stuff
3796s together with fibers instead of just
3799s slapping it together and and drying
3802s it um so probably more of an an adobe
3805s variation Maybe
3806s um but it wouldn't be enough to fit in
3809s between the
3814s two uh yeah in the Stream about the
3817s Adobe it did kind of look like it might
3819s be washed away by the rain in grasslands
3821s yeah
3822s it it's not necessarily a very
3826s U rainfall
3829s heavy resistant
3833s material um I'm having trouble finding
3835s service that make it all the way to the
3837s end game has syncing server starts ever
3840s been considered to incentivizes joining
3842s mid game for official servers um that is
3845s a very directed question more towards
3848s Dennis as our community
3856s manager
3858s um more than anything else there's
3861s there's a lot of there's a lot of
3864s benefits to it but there's a lot of
3865s there's also a lot of downsides to it
3867s because then you know you have kind of
3869s an e and flow where everyone starts in
3872s in one week and then it's completely
3875s dead by week two and no
3878s one can of joins and or runs an official
3881s server say you start off the game and
3884s you have to wait you know one and a half
3885s a week before the next official server
3888s restarts instead of having them looped
3890s back to
3893s back the server I play on destroy the
3896s here this weekend after only two weeks
3898s we got to rebalance our mods
3902s um yeah
3904s the balance in general is tricky when it
3907s comes to scaling
3909s multiplayer count um in a static economy
3916s environment um so for like scaling
3919s recipes for example could be a thing but
3922s then if recipes are scaling to player
3925s count then someone join before a bul of
3928s a bulk of players join
3931s in
3935s um um but yeah so if you know if you
3938s have a scaling recipe system where um an
3941s iron bar costs 10 iron ore and then
3944s suddenly you have 100 people joining and
3946s that iron the the same iron bar suddenly
3948s costs you know 200 iron ore um if you
3951s made a bunch of iron ore into iron bars
3954s initially before a big Splurge of people
3957s joined suddenly you know you're you're
3960s rich because you made
3962s materials that is so much cheaper than
3965s someone joining later
3967s on um which is why it's static and if
3970s it's static then it boils down into how
3973s many people are joining which is also a
3975s good example on why the speedruns are so
3977s nice to see
3980s um because you run into the issue of say
3985s you know the official servers are
3988s balanced towards you know the like the
3990s medium collaboration or the high
3992s collaboration setting is set like you
3993s know roughly 50 active
3996s players and then suddenly you got triple
3999s that in population then you're going to
4002s run into food scarcities which we've
4004s seen um you're going to run into
4006s absolutely devastated forests and not a
4008s tree around which we've seen in in
4010s previous
4011s builds um you'll run into there's so
4015s much more material available on the
4018s server and any flaw in balance in
4020s between two specific professions just
4023s gets Amplified so much
4033s more
4037s um uh most cases people people planning
4040s a career grinds all you all you need to
4042s keep going another guy buys your scoll
4044s and sets up shop in front of you so both
4045s quit early game yeah and and there's a
4048s lot of there's a lot of player mentality
4050s to it as well um and kind of a culture
4053s of wanting to be first um
4058s which I don't know if it's a if it's
4060s just a game
4062s era culture thing
4066s or um where this is really coming
4070s from
4072s um it um it really goes in some flows
4076s like you can really see how player
4079s player behavior um especially on on
4081s really really big platforms like Steam
4083s and so on kind of propagates and trying
4086s to do that type of
4089s genre uh approach regardless of the
4094s game um so if you have if you have a
4097s whole bunch of single player games that
4100s are kind of super quick to play through
4102s and they get super popular very quickly
4105s um and then they pop out into a
4108s completely different styled game but the
4112s same general
4115s design um and we see this in comparison
4118s like Minecraft compared to Eco in a lot
4121s of cases because they're both
4122s block-based voxal games they're both
4124s very creative
4126s sandboxy yet the general design approach
4128s is ex like substantially
4131s different um
4134s with just the fact that we don't have
4137s any general hostile mobs in Eco although
4139s you could argue that your competitor
4142s across the street is very hostile to you
4144s sometimes
4148s um but it's you then have you know you
4152s don't need really have any general
4153s threats you don't need to spend a bunch
4155s of material building defenses you don't
4157s have a consumption for um you know
4159s turret ammunitions or protection
4161s measures
4164s um which I could buy sell by tag for
4167s Simplicity um if you have a general and
4170s apparently I don't have that up on this
4174s let me let me push that in here as
4178s well uh that text can be changed
4184s out let me just grab this
4188s here where did this
4190s thing that's what I should be having
4193s hang
4194s on um so if you have a
4201s suggestion um actually copy
4205s that add a new text
4209s thing going on the Fly
4215s here add a text thing add
4219s there see if that makes
4223s sense and then we want to have that just
4226s reduce the opacity um so I'm just
4227s throwing in a
4230s um text
4238s box put that up there apparently I
4242s picked the wrong thing background
4243s opacity that's what we want not opacity
4245s of the
4247s text
4250s uh is that going to be in the way I
4252s don't know that's probably going to be
4253s in the way um so if you have any
4256s suggestions ideas and thoughts about
4258s improvements and or systematic changes
4262s or you know whatever whatever tickles
4265s your fancy um head up over onto our cany
4268s page and drop a suggestion or vote on
4271s some of the suggestions that are there
4272s that way um it helps us
4276s see where the general interest is and um
4280s might influence some of the priority
4283s decisions based on scale
4286s popularity
4291s um and there also there are also some
4294s good ones in there
4295s and you can just talk to other people
4297s having those
4300s ideas um think at Tech Tree where we all
4303s start as the same and then we work in
4305s diverse but it depends on your work and
4307s not not on what we research
4312s um yeah
4318s it's a general different approach to
4323s skillups
4324s um and
4326s it's like at the moment we have a very
4329s hard time component in relation to how
4331s quickly you can gain skills how fast you
4333s can kind of force a progression
4337s going um and if you if you base your
4341s complete progression on flat out just
4346s how much you're pulling into it
4350s um especially for like super skill-based
4353s progression and skill
4355s up
4357s um it adds a substantial
4362s higher gap between casual players and
4365s non-casual
4368s players um and we already have a pretty
4371s big gap in between them um the
4372s exhaustion functionalities and and
4374s feature that we've talked about prior
4376s and came up with a a bunch of
4378s improvements and polish for
4381s 10.2 um is a good example on kind of
4385s some of the measures that admins that
4389s have these problems in their communities
4391s really
4392s wanted um so time being as a critical
4396s component in to be able to
4400s bridge casual players and non-c
4403s casuals um is kind of the only element
4407s that you can use and having a completely
4410s pure skill-based experience gain
4415s system um it completely removes that and
4418s makes it a lot harder to deal with
4421s it that
4423s said um there is a config option if you
4428s want to experiment with it um gaming
4431s Engineers um as he brought it up um that
4435s will allow you to
4437s gain uh pure like player experience so
4441s the experience you gain here from um
4444s your skill multiplier so your actual
4446s character level
4447s up um there is a setting for that in the
4451s um in the um experience configs uh that
4455s will allow you to add a value to it so
4457s you will gain experience towards your
4459s player advancement regardless
4463s of um like disregarding the time you'll
4466s still get the time experience but you
4468s will get uh a portion of
4472s experience that you gain from using
4474s tools and whatnot in your specialization
4476s so if you pick logging you'll gain
4478s character progression level up by doing
4481s logging
4483s activities um but you'd still be bound
4485s by the research unless you do some other
4487s modding stuff
4505s uh uh which proves e his life with all
4508s its politic and
4511s drama um what does the paint in the
4514s video title refer to it is pure out
4517s paint vaganza here um when uh Toby Pops
4523s in um so 10.3 will introduce a new a new
4527s system that allows you to use a painting
4529s tool or different painting tools and
4532s they'll allow you to paint blocks in
4535s colors that you
4537s craft um and it's it's crazy it's
4540s beautiful it uh adds a ton of life and
4544s vibration to the game but it's going to
4546s be absolutely chaos I think initially um
4550s looking forward to seeing a lot of cool
4552s builds
4560s um regarding the time XP thing could
4562s something
4563s vaguely similar to bounce rest timer
4566s work um the the general issue with the
4570s time gain the The Experience gain
4572s crossed with time is that when you want
4576s time to be a major
4579s factor
4582s um it uh
4585s like even if you have the experience or
4587s double the experience um like well
4589s changed it switched it around to be um
4592s you'd still gain that experience
4594s regardless so you're still accumulating
4596s resources
4598s um a lot faster than
4601s is generally might be balanced
4607s towards um so it makes it really really
4609s tough to kind of deal with um a lot of
4613s the aspects of
4618s gauging
4620s uh gauging and estimating for how many
4622s players will take you know the the time
4625s it takes for players to gain the the
4627s same quantity of materials or
4630s experience we switch over to the wood
4632s cutting Industrial Area
4635s here a lot of workbenches going on we we
4637s see some more uh some more wooden Huts
4640s here and there and we see that carpentry
4645s station really taking form
4652s here
4658s um yeah so for the color selection um
4661s you have inputs for RGB and
4667s CMYK so it's straight up across the
4669s entire scale
4678s it'll be cool so we'll
4680s we'll in a bit here need to see if is
4684s Toby awake yet Toby is waking up
4707s um any more plans to have more updates
4709s in 10.3 do you have a Target date for it
4711s um you mean in terms of General stream
4714s updates for Content stuff that's coming
4716s for 10.3
4722s or
4723s you referring to like more updates after
4727s 10.3 or what I'm a bit
4731s confused you lost me Pondo you lost me
4735s people making pixel arts on their
4737s buildings oh yeah I can um definitely
4740s see that happen people are already doing
4742s it with actual building stuff so I'm
4745s presuming they're going to have an even
4747s more amazing time poking at it with
4750s paint
4753s stuff imagine forgetting the exact shade
4755s of black you used and have to repaint
4757s the whole building to be the same one oh
4759s I can
4760s uh there is hang on hang on we have a
4763s Toby
4765s we have a
4767s Toby but Toby is
4771s uh uh let's do this in in the meantime
4775s let's uh let's get stuff set up um be
4779s right back
4800s [Music]
4827s [Music]
4836s [Music]
4846s [Music]
4865s [Music]
4889s [Music]
4900s [Music]
4921s [Music]
4936s [Music]
4944s e
4983s [Music]
4986s there we
4987s go
4989s hello think audio should be fine let me
4992s know if audio isn't
4994s fine should be you hear me hello should
4998s be able to hear Toby here increase you a
5001s little bit um yeah so you know doing
5005s doing speedrun craziness
5008s um people are building
5011s like uh like crazy um things are
5015s happening how are you doing awake way
5018s early in the morning I'm awake I'm
5020s barely awake I got coffee somewhere here
5024s it
5025s is I S I popped into the stream for a
5028s second I was I was watching it off to
5030s the side as I was getting ready and I
5031s just sort of
5033s appeared was not ready
5036s that shirt on those it's fine that that
5038s was uh that was a very much my fault
5043s uh overlay overlay not
5048s overlaying okay nice Toby what hour is
5052s it for you and where are you
5054s located um I'm in Brisbane Australia and
5057s it's 6:21
5059s a.m. so I'd normally be asleep it's a
5062s Saturday so I'm in the future for most
5064s people I guess
5065s unless you're also in
5067s Australia do we have anyone in Australia
5069s watching the stream do anyone awake this
5071s early
5073s here it it's probably more in the line
5076s of if someone still is uh ask for race
5079s 600 a.m. on a Saturday this is crazy um
5083s yeah it's probably more a question of if
5085s if someone is still awake rather than is
5089s already awake yeah yeah I should have
5091s just stayed
5093s up zombify just sitting there
5098s like um yeah but no so what do we got
5102s for us painting people have been asking
5105s about what what's the deal with the
5106s paint topic
5109s yeah um paint painting is fun I've been
5112s enjoying it this week it's been crazy
5115s been a lot of good work done on it
5119s urug that is a long ways
5123s over really
5127s the opposite
5129s side um but yeah I guess just take it
5133s away for uh take it away to your screen
5136s share okay I think maybe are we are we
5140s ready for that are you are you prepared
5141s we can do that yeah actually let's move
5144s that move that thing up to the top right
5147s so it's not in the way because that's
5149s going to be in the way other ways there
5150s we go
5152s yeah so here we go now we're on he's
5155s live we are we are live on Unity editor
5158s hopefully playing nice but knowing
5160s knowing Unity sometimes it doesn't
5164s so we will see we'll we'll see um yeah
5167s it's been okay this morning so so far so
5171s um yeah we're here in the title
5173s screen uh you've probably seen it when
5176s you log in this is our little world that
5178s we built for
5180s that and is my stream running smooth
5183s enough i' I've got a Australian internet
5185s so it's not very good I think it's
5188s looking
5189s good cool I think stream can probably
5193s let us know in uh in case we're getting
5197s every everything is looking good so you
5198s know seems like it quad Bros in the
5204s chat he's done a lot of the work on
5208s this looking really good so I don't know
5210s should we start off with kind of how you
5212s get the paints going or should we just
5214s start some painting and show the
5215s functionality of
5217s it a few different paint guns
5220s here yeah we got a we got a few few cool
5223s gadgets and and trinkets to do it um so
5228s for for initial painting um maybe maybe
5232s we should just go through the process
5233s and kind of talk about it so uh
5236s everything starts with a flower or a
5239s mineral depending a little bit on on the
5242s pigment type um and just just just as a
5246s general alarm note all the recipes are
5249s still pending balance I'm still working
5251s on them so they're not going to be the
5253s quantity you're producing or necessarily
5256s the specific ingredients uh back and
5258s forth just as a disclaimer so no one
5260s just like freaks out of like these
5263s paints are going to be super super
5265s expensive I'm not going to be able to
5266s afford to paint more than you know two
5268s tiles um so just you know it'll it'll be
5273s different on release
5278s yeah so those are all crafted here at
5280s the Mill aren't they so we've got like
5282s the different powers that are are
5283s crafted from you get the the blue Powder
5286s from the
5289s huckleberries correct yep and you have
5293s some some mixture um we've got some some
5298s are going to be organic so some are
5301s processed from actual crops and plants
5303s and and so on
5305s um some are going to be
5308s inorganic um as in minerals so iron or
5312s copper and and so on so forth um so
5315s there's a few different types of
5317s sourcing of the
5319s pigments um and you might have multiple
5322s different sources
5324s for the same
5328s colors yeah I think the example of
5330s that's the yellow one right so yeah this
5333s one's created by sunflower then you've
5336s also got it in here as a recipe for
5338s powdered
5340s cre still making the yellow
5343s powder uh very healthy to craft paints
5346s on the same table as we Mill flour well
5349s you know I'd hope that the Miller is
5351s using two different Mills just just for
5354s sanitary
5359s reasons ref found the use for copper
5361s then copper spray gun
5367s uh but yeah so once you have your
5369s materials that you want to use and you
5371s have a wide range of Base pigments that
5374s you can use to mix colors with um you've
5378s got the new crafting station for all of
5380s the interactions for
5384s this uh which is our paint mixing
5388s table and you kind of start out this
5392s this Paint Bucket which is just like
5394s like a base paint which I could just
5397s give myself a bunch of
5405s them no I can't do 100 what's the stack
5408s size on those
5410s 10 you're going to have to do an F give
5413s if you want to exceed it
5415s [Music]
5417s true but yeah that that also goes for
5419s stack sizes and everything
5425s it'll it it'll be different but uh the
5428s functionality isn't going to
5434s change yeah so once you've put the this
5437s is kind of still a work in progress we
5438s got some other ideas on how to advance
5441s this but it's it is actually quite fun
5443s mixing the different colors to to come
5445s up with unique
5449s ones so these are based on the pigments
5452s that we've got um you kind like lighten
5454s it up darken it
5464s down kind of charcoal I guess so these
5468s these names are kind of just getting
5469s pulled by the the closest they are to
5471s one of our like reset colors aren't they
5475s yeah yes we have a we have a a general
5478s list that will it's just a grade of how
5481s close it is to that defined color and it
5483s will pull that name so you might have a
5486s very large variety of specific
5491s colors um but it will it it and that's
5494s also something that we can just keep
5497s populating with specific names um or
5501s other real color palette names in in
5507s equivalent um but yeah so the the at the
5511s moment it's it's somewhat fairly wide
5513s range but it can be narrowed down by
5515s just expanding that list of names for
5517s these
5521s colors yeah we're getting some comments
5524s here I'm just reading through
5527s um tweaks to the UI for RGB hex value
5531s etc for a higher tier painting paint
5533s mixing
5536s machine yeah not a bad idea the the the
5540s um the the RGB heex value input is
5546s it's a what do you want to what do you
5549s want to call it uh there there is a
5552s general
5554s um kind
5555s of usability concern with it because we
5559s want we want the whole painting system
5562s to be very interactive um very physical
5565s in that
5567s sense
5569s um but we also don't want to detract
5573s from that so if we add say um you know
5576s an an inter field for just placing down
5578s the RGB values or dropping in the hex
5581s value then the entirety of the the
5584s mixing feature
5586s is uh just bypassed or you know
5590s completely kind of scrapped
5592s ignored and people can then opt to just
5595s ignore the whole paint mixing and just
5596s wait with painting until you come into
5598s late stages and you can just use that
5600s RGB thing um so it's still a very
5605s um it it's on the board of like do we
5607s want it for its quality of life slash
5610s ease of use kind of
5612s thing
5614s versus is it going to completely
5617s invalidate the use of this feature on
5619s its on its head
5621s essentially which is where our general
5623s concern is for it which is why it's not
5626s in at the moment the the specific mixed
5630s paint um with the debug text will print
5634s out the hex valy for the like a color
5636s type which is also something that we're
5638s experimenting with um and looking into
5640s kind of how we want to display the
5642s information of what paint is contained
5644s in each
5645s bucket um player UI wise um so if you
5651s throw throw together that
5654s mixture um and then look over on the
5657s tool
5659s tip you can see that it it does show you
5664s um the he code that's
5666s follow yeah um and that's something that
5669s we might want to keep it there you know
5672s there's a lot of these minor things that
5677s um
5679s um that is still on the kind of design
5681s Board of of like how much of this is
5684s going to be usable what what's just
5686s preferred um while still keeping it kind
5690s of in the in in the range of complexity
5693s that we're targeting
5697s um ask for some colors with how about um
5701s do you get the color you see or the
5703s closest pre preset to it um EG anything
5707s close to shle will all be the same color
5709s no it'll be it'll be the preset one so
5712s uh it it'll be what's in the preview
5714s that'll that is the output color the
5716s name is just pulled from the closest ass
5721s the closest Associated point of data
5723s value
5724s so if you're looking at a paintt bucket
5726s that
5727s is um completely 100% red and then you
5731s add a slight gradient scale to it to
5733s kind of shift it over into another color
5734s it'll SP it'll still pull the name
5737s closest to that defined red
5743s value um but it it will output the one
5747s that's in the preview so you do have
5749s access to the full range of colors
5752s um and the more you experiment with
5755s percentages the more you're going to
5757s shade and and differentiate to it um
5760s until you forget the exact shade of blue
5762s you used and need them to repaint the
5764s whole house um yeah presets is something
5768s that we've talked about um and
5770s that's yeah we do want to do that just
5773s trying to figure out the best way to
5774s kind of approach that for the UI but I'm
5777s not sure if that's going to make it in
5778s for 10 three but it it'll it'll probably
5783s not
5784s there the I I
5787s think um I think from our discussion
5790s it's we kind of want to wrap up the main
5792s features and core aspects of it so we
5795s might do a UI pass and expand on it and
5799s and in integrate some really cool
5801s quality of life things and we do have a
5802s concept from eleno I don't know if you
5804s saw that yet posted one last
5808s night um yeah I did see that
5811s well I worked with them on it a little
5813s bit before so I don't know I've seen the
5815s the final
5816s thing
5819s so uh I won't look at it now oh yeah an
5822s ey dropper tool that that tells you what
5824s color combo is in a painted inor block
5826s yeah it it's a lot of things like that
5828s is is stuff that we're talking about and
5830s and kind of reviewing and seeing how far
5832s we want to take
5834s it um but for the general chat and
5838s discussions surrounding it we do have
5840s solid plans for allowing you to save
5844s color
5846s presets so you'll have a an an indent in
5850s the paint mixing system where you can
5853s save up to a certain quantity of colors
5855s or if it's scrollable and we just allow
5857s any number of Saved colors and then you
5859s can just click that color and it'll just
5862s add the values you need to have in in
5864s pigments resources equivalent to paint
5868s it um
5875s yeah I'm pretty keen on the idea of
5877s naming your own colors as well and being
5880s able to kind of copyright them so you
5882s know this is my color mhm just like yeah
5886s color copyright law is pretty wild in
5888s real real life so could be very
5892s interesting yeah um get very
5896s complicated it it it like it it can be
5899s super sophisticated like it can be it
5901s can be super super complex for regarding
5904s all the all the
5906s potential related systems running it um
5909s Pondo yeah the the um someone spotted
5912s the dynamic icons immediately of course
5915s um it's I just about to bring that up
5917s it's a new fancy cool technical Gizmo
5920s that Toby and Mike has been working
5922s on mostly Mike mostly
5927s Mike yeah it's pretty
5929s cool we could use it for other things
5931s too but yeah it's um
5935s kind of this two-part icon that can be
5938s tinted I lost my nice
5940s blue the other thing that's really cool
5942s with the other thing that's really cool
5944s with this is kind
5946s of yeah there we go so these paint
5949s sprayers have like this little Dynamic
5951s part that updates that's a really awful
5953s awful color
5955s but it's a pretty blue oh what have I
5960s done oh no
5964s you're prob found a bug you're probably
5966s breaking it I know we were talking about
5967s if you have yeah if you have
5970s um a selected stack in it and then you
5974s pull the stack out without pulling it
5975s out of the tool or
5978s yeah that that at the moment there is a
5981s bug when you when you have a stack
5984s selected and then you move the stack
5986s without unselecting it um it it causes a
5990s bit of a Mayhem so we see if okay
5994s un messes
5996s it um that's how does how does the
6000s ratios of pigments relate to how many
6002s powders it uses um it is entirely on
6006s like weight percentages so if you take
6009s and it'll use one piece of pigment per
6014s input um so if you add you know five
6017s Reds in that UI it will consume five red
6020s input
6021s ingredients um at the moment it is
6024s is essentially Unlimited
6027s on Max stack size for how much the
6031s pigments are used so when you select and
6034s have a preset mixture it'll take those
6036s pigments but it will
6039s make
6041s um it'll make um any quantity of paint
6045s paint buckets with that
6048s color uh up to the stack size so if you
6052s input like you know 400 paint buckets or
6054s 400 you know base paint stuff in the
6057s mixing table and then you set your
6059s preset it's not going to
6061s consume multiplied
6064s by um the paint
6067s pocket um can we Outlaw certain houses
6071s painted in in in quote unquote ugly
6074s Styles
6075s um I think painting as an action can be
6078s prevented but I I don't know if we want
6082s to
6084s go all the way craziness in in picking
6088s specific color values because then that
6090s would need to have the rgbx
6093s values we'll
6096s see um there's some interesting ideas
6099s around
6102s it uh does a block retain its color when
6106s picked up or just reset to
6112s default it re sets at the moment doesn't
6114s it yeah yeah probably
6120s should so get quite
6122s complicated yeah because then the picked
6124s up block has to also remember what the
6128s color data on
6131s it um um Satsuki there is a few things
6136s on them that are not entirely done yet
6139s however you do have
6141s a a general pace of
6145s interaction um so as you can see now
6148s here he's holding the golden paint gun
6153s um which is the dev tool version of a
6157s paint
6158s tool and that will just allow you
6160s to paint crazily and as you can see
6163s there there's also a preset pallet that
6165s he can select stuff
6169s on fly mode not working beautiful just
6173s do
6174s I can play
6179s yeah yeah this is this is quite
6187s fun oh no am I going to paint the entire
6190s house
6193s pink um I can see it now admins are
6195s going to need a way to remove colors um
6198s it's probably not impossible to
6201s do some sort of like
6204s clean paint command for
6207s aiel
6209s um but we do have some
6212s uh can't wait for the Legion of elicit
6219s graffiti uh yeah so the the color pallet
6222s GUI up on the top left as you can see
6225s which probably will be moved around a
6227s little bit is what pops up when you use
6230s the dev Tool uh or the paint Dev tool
6236s um and it's it's only accessible with
6239s that one at the
6241s moment we have some we have some general
6243s thoughts and ideas of of how to
6245s generally improve
6247s the
6249s um improve the quality of life for it um
6253s but the paint tools will also feature
6255s the same kind of um form selection as
6258s you have on the regular building Hammer
6262s so for actually painting larger areas
6265s and and larger buildings um
6268s in kind of at
6271s once
6273s um doing finally doing that red stripe
6276s on the U Lighthouse instead of just
6279s using bricks
6282s yeah um but yeah so the the
6287s general the general thing with the tool
6290s upgrades being like the wooden paint
6291s sprayer is having like Point like Point
6295s click only similar to the um Stone
6297s Hammer um and then you'll have different
6301s form selections for um the higher tier
6305s tools as well as the the general pace of
6310s interaction um so the modern sprayer
6312s will have the same speed as you're
6315s seeing right now with the dev
6318s Tool uh bumpity any questions on future
6322s revision to only be able to paint one
6324s specific side of a
6326s block um I know we we talked about that
6329s internally but
6332s uh that in itself has a lot of
6334s optimization and performance questions
6337s and potential issues which I think is
6339s the main
6342s concern yeah cuz each Block's just
6346s storing the color itself right and then
6348s if you had to break it down into which
6350s face had it
6353s that'd be a question for mic
6362s probably and look white it's white
6367s Limestone yeah it's beautiful Crystal
6373s white that thing really and you can you
6376s can also pick the colors with the dev
6377s tool which is nice yeah
6385s so some some of the other things we were
6387s talking about was
6388s like maybe offering a slider that gives
6391s you kind of less of an effect so you get
6393s more of the the base showing through so
6395s I guess like a lighter
6397s coat so you could kind of just use that
6399s to
6400s tint um the
6403s materials yeah yeah we we had a lot
6406s there's a little bit showing through
6407s yeah we we had a longer discussion on
6409s that in in regards to kind of the
6412s thickness of the paint
6414s um
6416s and it had a profound effect depending
6419s on the
6421s material um the material used like the
6425s if you're using like a
6426s dark uh composite Lumber versus if
6429s you're using a bright composite
6431s Lumber um it had a substantial
6434s difference in terms of um kind of how
6438s much of the background material is
6439s shining through depending on the um the
6441s alpha for it and if it's too low some of
6446s the color Shades really didn't have any
6448s effect at all like they were barely
6450s visible unless you did it like on a
6452s bigger scale compared to some to another
6455s color
6457s um so exposing that to
6462s be
6465s visible um is something that we also
6468s kind of wanted to do and we also have
6470s the potential to do
6472s that just got here did J paint the
6474s helicopter yet no no we haven't painted
6476s the helicopter
6479s yet um so as you can see here as an
6482s example pull down the alpha you see a
6484s lot more of the Limestone shining
6488s through um which means you know your
6491s black isn't going to be black your red
6493s isn't going to be purely red um it's
6495s going to be more toward very dependent
6497s on very dependent on the
6501s actual like base material color so like
6505s that one will be darker than than this
6508s one so know that could be that could be
6510s a slider so you could kind of tweak that
6513s you could go full full coverage and then
6515s just like a a light
6517s coat so like if you wanted to kind
6521s of just darken these up a
6531s bit yeah
6534s not sure how how easy that'll be
6537s but it's just the the color that's
6539s coming in the alpha on that
6545s so
6547s uh see get an answer that uh yeah on on
6552s the paints we had we had some ideas for
6554s uh being able to outright remove the
6556s paint from a block by interaction either
6559s by it being a separate tool or if it's
6561s an alternative action on the paint guns
6563s or kind of like
6565s where where that's introduced or or you
6568s know if we wanted to have a turpentine
6570s bucket and you just Purge the color on
6572s the Block
6576s um uh so there's some there's some ideas
6578s and and some things that we can do there
6580s that is
6582s uh quite possible um and it's just it's
6585s just super gratifying just watching
6588s watching paint happen in
6589s Eco is
6593s fantastic um it it just I don't know it
6597s it just adds so much personality to
6600s it um yeah I'm very excited to see what
6603s people do with this especially like you
6605s can imagine some pretty amazing pixel
6607s art happening or even just breaking down
6609s photos
6611s into pixel art getting like hyper
6614s realistic stuff going
6618s on
6621s um could rain tint the blocks darker
6624s temporarily
6628s um nothing's probably impossible in
6630s terms of having having the rainstorms
6634s kind of make stuff look darker
6637s but it
6639s uh there's a lot of there's a lot of
6642s different technical things happening at
6644s the same time there
6647s um and probably not initially but we'll
6650s uh I said we'll see how far we take it
6653s um you do have you do have the wetness
6656s kind of coming through on blocks as
6661s well when Toby tinted the docks it
6663s looked like it it had rained oh um it
6665s was when he was running the um he
6668s reduced the opacity SL Alpha on the the
6671s the
6672s paint so it just you you just kind of
6676s tinted up or stained the wood almost
6680s you uh to a point
6685s um versus you know having like a full
6688s coat painting
6690s it um and having that as kind of a
6693s setting or a slider or something that
6694s you can adjust yourself on the tool
6697s you're using um it's probably going to
6699s be the
6701s better interaction change for
6704s players um can you paint
6708s vehicles um do do you want to answer
6711s that or should I answer it
6713s not
6715s yet I don't want to answer it yet no
6719s um yeah we we've got that stuff in the
6723s works but yeah it's not going to
6726s be probably not 103 I
6729s guess definitely not Vehicles 10 three
6732s no but we have a we have a plan for it
6735s so
6737s coming we have a large part of the
6739s systems in place for
6741s it but but there's still there's still
6745s some technical interaction side
6748s things um that needs to be done or
6751s completed for it to be
6754s possible um so unfortunately it's
6757s probably not going to make it into
6760s 10.3
6763s um in terms of and and that's not just
6766s vehicles to to be specific that's that's
6768s the whole uh being able to paint World
6770s objects in general uh because it's
6773s something that we we're intending to
6775s do not necessarily the whole object
6777s it'll vary from object object to object
6780s to which parts can be
6783s paintable um and there's different
6785s details and different objects and they
6787s are also being kind of set up and and
6790s Polished um while that
6793s happens um so you know different
6796s different levels of
6797s detail um to be
6799s paintable um to see if I could actually
6803s show that
6804s off
6811s um y can we repaint the road lines um
6816s you can make the asphalt a complete
6819s color although that is a good question
6821s if if the opacity isn't set straight up
6823s if you brightly paint the
6826s asphalt it's going to shuffle fun things
6828s with the lights
6835s but yes there there's a good example on
6837s kind
6838s of the the the kind of different
6843s style um and detail color shifts on the
6849s object so that this has got kind of
6852s three different color
6854s sections two three
6863s yeah this is this will require setting
6864s up on a lot of different things
6868s um we've got a few kind of ready to
6872s go color code your
6874s chestor yeah not not not just color
6877s coding the text but color coding the
6878s chest
6880s itself
6883s um what about decals custom patterns and
6886s stickers to be sprayed
6890s on yeah I'm open to that we have don't
6894s have anything planned at the moment
6897s but we starting to use decals for some
6899s of our assets
6901s so probably
6904s something not sure how that how they
6906s would work like I guess it would
6910s be um from from a mod kit one for you uh
6915s from a technical standpoint we'll um you
6919s are changing the color of uh from a
6921s technical standpoint here you're
6922s changing the color of an existing block
6924s SL model will it be supported to be able
6926s to paint custom models added by mods I'm
6929s assuming that you're you're talking
6930s about if modded objects are able to be
6933s paintable
6936s yes yeah
6940s there's I wonder if I should just
6946s show did you set up a new like
6950s base base variation thing blender for
6955s it also um yeah there's a there's a
6958s there's an add-on for it
6960s so still kind of work in progress but
6964s needs some testing seems to be
6967s working speaking of addons did you did
6969s you publish the um the Eco
6973s thing or is that still just on your
6975s local side I've handed it out to some
6980s select people to test
6984s but that's what this is here
6985s so I know are people interested in this
6988s or is this
6989s uh
6996s Nish this is kind of the work FL that
6999s we're using yeah yeah it's probably
7001s probably a bit of mix I think some
7003s people might be interested just to kind
7004s of see how how thing how things are
7007s happening and
7009s and what on Earth a Game Dev artists do
7013s yeah
7015s okay um well this this is probably what
7018s we'll start making available to for
7021s moders is like the we've got this
7023s Library which has got a bunch of decals
7026s that minko whipped up so you can hang I
7029s need to
7032s actually
7035s and so these are like little bits and
7037s pieces that can be kind of placed around
7039s on your asset
7046s but the main thing is
7049s this common
7061s material and then with this Eco
7064s add-on you can kind of choose which
7067s texture you want so we've got this this
7070s is all in an atlas as an atlas of all
7072s the different mat atal that we're
7076s using it should be updating but oh
7079s that's
7082s right you've also got the ability to
7085s kind of tint things if you wanted to
7090s like make this little inside part
7093s darker you can tint it down like
7097s this but then these These are also
7100s paintable so if I go into I want to make
7103s this part you know color
7107s one then these sides will get painted
7110s with color two and then this inside
7111s Parts color color three so this is kind
7114s of the approaches the model could take
7116s to make their assets paintable so you be
7119s able to use this add-on to like kind of
7121s assign those areas for
7126s color does that help is that useful
7133s [Music]
7135s uh does that mean that we can make
7137s models using the same textures as
7139s existing building blocks but without
7140s needing Dev here it depends on what's
7143s what's loaded into that thing isn't
7146s it yeah so the these are more for the
7148s World objects yeah but yeah
7151s yeah that's the idea
7157s so um and then each of those sides would
7160s be paintable by players in game yeah so
7161s you you assign the channel it's the
7164s surface that goes into which channel and
7166s then the channel is what's being painted
7168s when you U interact with it mous over
7171s or um so
7174s on
7178s yeah so this Atlas is still a work in
7181s progress so there's a bunch of empty
7183s stuff and we're still tweaking values on
7185s it but everything's kind of
7187s using this now
7190s so should give it lot more consistency
7193s cuz like previously every like every
7196s object that was made out of wood was
7197s using a totally different texture so
7199s it's
7200s all kind of slight inconsistencies and
7204s also um using up a lot of vram for
7209s essentially the same
7211s texture so that was kind of the thing
7213s behind
7217s this yeah anyway back to painting back
7220s to painting
7224s yeah I think that that Lighthouse is
7226s looking so much so crazily much clearer
7229s now it is this white dud there's white
7234s and there's real white real white real
7237s red not just Redwood
7246s red look at that
7249s beautiful and it's not made out of
7251s bricks it just same Stone crazy
7257s yeah um is glass
7261s paintable it's
7263s not
7265s it's the the frames
7267s are the Glass
7270s isn't not sure what we want to do there
7272s we might be able to kind of tint it it'
7275s be the same color is what the frame goes
7277s to I guess but yeah we we we talked a
7281s little bit about it the other day
7283s where you know if we could
7285s do if we could do like two
7290s different channels for blocks in that
7295s range um so you could have like a like a
7298s stained glass kind of
7300s thing
7303s um but there's a there's a lot of
7305s General complication with
7307s it um
7313s because the the the general issue with
7315s blocks and as we're touching on like the
7318s the blocks gets really complicated
7320s datawise um and the
7324s more details in between them um the more
7328s data needs to be stored across the board
7330s so if you
7331s have if you add another Channel you're
7333s doubling the quantity of information
7335s that needs to be stored in
7336s it
7341s um but it would also be interested
7344s interesting to
7350s do um but yeah at the moment it's just
7353s the um it's just the frames as as answer
7355s to it at the moment just the um the
7357s actual frame socket for
7361s um for the glass that's paintable not
7364s the glass
7365s itself yeah
7373s uh sock it's if the the um if the
7377s general intention is that we don't want
7380s we want the frame to be paintable but we
7382s don't want the glass to necessarily be
7383s painted about in the
7386s same
7388s um in the same interaction or the same
7391s color as the frame is so say you wanted
7393s a a black tinted window but you want a
7396s red
7397s frame um it needs to store both
7401s values because it's still in the same
7403s block the the glass pane itself is not
7407s see there there's homage to you
7411s armored
7414s uh why are you doing this to me
7419s Toby I'm
7426s sorry yeah didn't quite make it uh
7433s proportionate that's fine that's
7439s fine you do zebra Crossings with this as
7442s well I you can already do that
7445s but helicopters confirmed by Toby see
7449s what see what you're see what you're
7450s doing
7452s here oh dear I mean we already have
7454s these spinny blades yeah how would it be
7458s speaking speaking of the spinny blades
7460s um when's that upgrade coming
7469s in they're bigger so there'll be a a
7472s migration needed I
7474s guess an occupancy
7476s change yeah because that that's that's
7478s in that is inut three right are those
7482s those can be
7483s yeah are those on
7487s develop not yet no but they can be
7492s they and they're paintable as well so if
7495s we could get that in that' be cool uh
7499s socket what you are seeing him roaming
7501s around in is the title screen
7509s world so the
7511s uh the the the thing in main title
7515s is is a built World it
7519s it and it stemmed from
7523s um the background
7525s image
7527s um for the uh the Stream
7531s overl So we had the um like the the both
7535s docks blueprint
7539s thing
7542s um and then the art team decided hey you
7544s know this this was a great concept thing
7547s let's let's make it into a
7550s reality so in a mixture of the whole art
7553s team being
7555s involved um using a mixture of you know
7559s Dev commands and
7561s uh and and tools um cooked up the
7568s um Turned that that concept image of uh
7572s that little fishing Village into a
7574s reality and then it turned into a um
7578s title screen as
7580s well yeah
7583s to be fair shards did a lot of the work
7585s on this like it was a collaborative
7588s effort but shards really like just spent
7591s spent time on
7592s it adding over little details
7596s so he's our master
7600s builder um can we get a save file out of
7602s it I want to copy some of the
7607s buildings I guess so
7613s I think so I mean we got we got all of
7615s the other public kind of servers um can
7618s you paint water blocks roleplay oil
7621s spills um no so it's only taking in it
7627s it's only paintable for actual uh player
7631s built block
7634s sets um so you can't you can't paint
7637s natural
7639s tiles um
7647s getting some lag
7654s here it's looking generally fine there
7656s there's some there's some load things
7658s there but
7659s yeah
7662s uh but it's it's it's amazing it's cool
7669s um what was that question I saw
7671s something about the doobe um now that
7673s the doob is tier one will will H logs be
7676s harder to make as tier two um they'll
7678s have they'll have a new recipe um
7680s there's there's a um there's a dow Rod
7684s ingredient involved in it it's generally
7686s not going to overly complicate the
7687s recipe or move it out of like you know
7690s loggers can make it but it'll it'll just
7694s it'll be more than just wood blocks or
7698s you know wood material um it'll it'll
7700s have some refining process with
7707s them um what if you paint a mort Stone
7710s orange wouldn't it basically just be
7713s mortared Sandstone um yes it it was we
7717s touched about it uh we touched on it a
7720s bit earlier here with
7723s um um having the grent
7728s alpha um the the grade Alpha for the
7731s paint paint thickness basically um as
7736s selectable um and you could select the
7739s depth of and the thickness of the coat
7743s basically um to vary so you could have
7746s very different styles
7748s of uh shade
7750s impact so you could have a really thick
7753s coat and it would just be you know
7754s really writing over the uh the base
7757s material or you could reduce the alpha
7760s and it would uh
7764s um kind of shine through a lot more and
7767s you would see more detail of the origin
7769s block but you would just get like a
7770s slight Hue change of
7773s it um so there's a lot of finesse and
7776s and tweaks potential as well as tons and
7779s tons of
7780s creativity uh potential for
7784s this oh I just figured out you can pick
7787s a a blank block and it will you remove
7790s it it it worked now
7793s I was I was
7794s having I was having issues getting that
7796s to work on on the last build I was on
7799s but oh yeah maybe Mike fixed it with his
7801s last
7803s push nice it's in the Stream here
7805s somewhere so he'll probably answer yes
7807s or
7808s no um but as you can see here we have a
7812s functionality for when you have the dev
7814s paint tool at least if you pick color
7818s off a block and you pick it off a
7820s non-painted block
7822s um you can just kind of erase the color
7824s you
7827s have which is similar to the regular
7830s build Hammer Dev tool where you can just
7833s hit e on any material and it'll copy
7835s that material we we did and appli the
7837s same thing for
7840s paint yeah uh will paint be visible on
7843s the map or will it only display the
7845s default
7847s Block it's I don't think it has a um
7856s um a map up no because the
7860s um the the the map paints are set in the
7863s autogen for the block Color
7867s Picker it's it's potentially possible
7871s but it's not going to happen for
7873s 10.3
7878s um because that would that that whole
7880s system would need to be kind
7883s of
7886s rejigged yeah I I think at the moment
7888s it's just kind of it's just
7891s picking uh or not picking it's assigning
7893s the
7896s um uh the map color for it and then it
7899s sets that map color for that block
7910s type every server is going to be filled
7912s with billboard ads for their shops on
7914s the 2D
7917s map everyone just has text like buy
7919s Stone
7920s here help me get rid of
7925s it dirt for
7932s free but no so now we finally got the
7936s painting stuff in order so we can
7937s actually show it off and I'm hoping
7939s everyone is eagerly in anticipating to
7944s cause eyes source for their neighbors
7946s with bright
7948s colors
7955s um what are you talking
7957s about it's beautiful it's
7967s beautiful it is absolutely gorgeous
7970s beautiful yellow building
7977s yeah it is very addictive though yeah it
7980s is especially playing with the dev
7982s tool it is uh very easy to kind of get
7985s lost in what you're doing and just kind
7987s of keep poking painting even if you're
7989s not painting anything sensible really
7991s just kind of just fun just just fun and
7994s satisfying to
7995s do um but yeah it it's it's U it's been
8000s a blast being involved in it and and
8001s Mike has done a tremendous amount of
8004s work towards getting this sorted out and
8008s done
8010s um and everyone involved in in making
8012s the shaders Sport and and just the
8014s technical background stuff um has been
8018s fantastic um so there you have the
8021s um you've got the wooden paint tool you
8023s got the mechanical one and then
8027s iron and then you've got the modern one
8038s can't do
8042s that you gave yourself paint yeah you
8045s gave yourself
8050s paint so yeah there be there'll be some
8052s animation speed differences and
8058s uh and some general General changes in
8062s quality of life things to uh to
8064s differentiate the painting tools as
8068s well
8071s um are we still looking at doing like
8073s line tool and field tool sort of stuff
8076s yes yeah yeah so support larger General
8080s larger interaction paints with um more
8084s control um we do want to add like a
8087s hammer view thing where he um
8092s um where you kind of like same as same
8094s as when you're building you're selecting
8096s the tile and then you're kind of
8097s selecting the tile you go you want to
8099s paint too
8109s um uh would it be tough to implement in
8112s painting rooms to give a partial tier
8117s bonus that is a very good question I
8119s think it it might be slightly
8121s complicated
8123s but
8127s um
8129s yeah there there are there are some
8131s potential technical issues with it
8134s because like the room calculator has no
8137s idea
8138s what uh like the data of the blocks it
8141s just knows what the blocks
8146s is um I'm assuming you're only going to
8149s be able to paint things on your property
8151s um you you well I mean you can paint as
8154s long as you're allowed to do other stuff
8156s in that
8160s area um but since paint will have a
8164s consumable component to it um I'm kind
8168s of
8170s presuming people are you're going to
8172s have people doing like graffiti or weird
8174s stuff but it at the same time it's also
8177s going to be a cost component to it so
8179s they're spending you know they're
8180s spending money
8182s to to to paint over stuff
8185s or uh paint stuff back and
8189s forth um is there a way to to remove the
8191s paint to restore its original texture um
8195s not not added directly at the moment
8198s outside of the dev tool but yes there
8199s will
8201s be since when have spending money
8203s stopped someone trolling that is very
8206s true um
8218s can you paint items such as bows or or
8223s like I'm guessing General tools uh hey
8227s defiler uh no it's just blocks and their
8232s block sets as well as the World
8237s objects uh
8241s I would never let Toby paint someone
8244s else Toby trying to make a
8247s McDonald's it's
8249s beautiful you did get hooked up on the
8251s yellow
8253s there
8260s yeah what's wrong with
8263s this dying clothes would be pretty cool
8265s um we have we have some ideas towards
8267s that end as well um for General clothing
8271s stuff and and
8272s like Avatar related things um but that
8277s is that is going to be um a Down the
8280s Line separate update
8283s thing
8286s um painting with solid colors looks
8289s really bad it removes all texture would
8291s be better to use tint instead um the
8293s general idea is to allow people
8297s both so being able being able to
8299s manipulate the um the AL value on the
8302s tool to allow you to paint in different
8304s kind of
8307s thickness
8311s uh input so you if you wanted yeah as
8315s you can see here um shifting that Alpha
8319s back um you can see how much of the yeah
8323s the enal opacity of the the color um
8327s yeah you can see that reducing that
8328s makes it Shine through significantly
8330s more the issue then is if you
8333s got uh block material that is really
8335s dark then light colors are going to be
8337s an absolute nightmare to paint on it but
8339s you might still want a white white house
8341s and we don't want
8343s to um we don't want to kind of enforce
8347s people to then have to tear down their
8349s entire house and rebuild it just for the
8352s sake of wanting a White
8358s House got to get that perfect shade of
8360s gray so my buildings looks even more
8364s boring that is one way to Target what
8366s you want to be
8369s painting um will there be a tool like
8371s the soil sampler to give you paint
8373s information on the
8374s Block um there's not a concrete plan for
8379s it at the moment but there is it is
8383s something that we are looking
8385s into um I kind of want
8389s it but we're still kind of discussing a
8392s bit in in what shape it would take and
8394s and how that interaction would happen
8396s what kind of details you get out of it
8400s um and so on because we do want to have
8405s we we we want to put Painting in a way
8408s where people that really go out of their
8411s way and kind of make a larger quantity
8414s of paints available um in specific
8417s Shades or get good at just general
8419s mixing things um and have cool colors or
8423s or you know vibrant specific
8425s variations um give them a a
8428s marketability for it and if you can just
8431s grab a paint you know like a paint
8432s analyzer tool and walk up to a paint
8434s block and
8435s go what is this paint block and then get
8437s exact
8438s values it removes a lot of that
8442s potential
8449s um so so you know there there's there's
8452s a
8454s few few questions in there on how much
8458s of that information we want to allow
8460s people to be able to
8463s acquire um versus Discovery and
8466s experimentation
8468s thing um so yeah as as for clarification
8471s on General balance and interaction for
8474s it um painting will be a new profession
8477s yes it will be what produces the
8485s um base paints and and surrounding areas
8489s um at the moment the mixing part is
8492s available for everyone but you still
8494s need to be a
8495s painter um to be able to make the base
8498s variations um as like the
8501s the the core ingredients to be able to
8504s make
8507s paint um and we have some other ideas as
8509s well to involve of it in general
8512s crafting recipes
8514s um for colorization of things and
8523s uh shift some of uh we got some some
8526s other decorative General decorative
8529s items and so on on the board as well to
8534s do
8538s um the on on the ex tion mechanic um the
8543s question Pops in on uh YouTube
8549s regarding um what we were talking about
8552s last stream on exhaustion um having it
8555s connected to calorie consumption makes
8557s it an absolute nightmare to try to
8559s balance in between the different
8560s professions and there are some that are
8563s explicitly penalized compared to
8566s others um regarding it hence why it's
8568s capped with time
8573s um and it and with it and having it
8575s linked to time also allows us to do
8579s certain optional things
8582s configurable whereas hard calorie limits
8586s would be so much more rigid and
8590s um non-customizable in the same
8596s sense uh going to tell our community
8599s that the meteor will only go with lasers
8601s the perfect shade of
8607s pink
8614s uh uh please let painting be bigger than
8617s paper Milling um paper Milling will will
8619s get its love um we have some we have
8622s some significant plants for a lot of
8624s them when when Rainbow truck Dennis Pops
8628s in you have a rainbow truck hidden in
8631s the
8632s way um but yeah so blacksmithing is
8635s going to have a lot more to do once 10.3
8637s comes out because we are introducing
8640s maintenance and degradable things in
8645s general um tailoring will also get some
8649s love
8651s um for another update it's tailor
8655s tailoring kind of animal husbandry and
8657s and everything around in that as well as
8658s we want to deal with clothing decay
8664s um uh later on we'll see when we can
8668s manage to fit that in but it uh
8671s durability drain and maintenance and
8672s decay of objects SL entities and and
8675s items and whatnot is going to be
8677s affecting everything across the board
8679s it'll be affecting Vehicles it'll be
8681s affecting
8682s workstations um clothing and so on so
8685s forth to a varying degree and it'll be
8688s it's something that will be added
8692s um in segments across so 10.3 will
8696s include tool degradation as well as work
8700s station SL crafting
8702s table
8705s um durability drain um not for the table
8708s itself but for the the specific parts
8710s and consumables that are in it um and
8713s then we're going to add it to Vehicles
8715s potentially for
8717s 10.4 um clothing requires a bit more
8722s technical investigation to see how and
8724s and how we want to deal with that
8726s because we have the issue of um things
8728s like Vanity clothing and then like
8730s limited limited item wearables
8733s from things like event and so
8736s on
8738s um that has some complicated
8741s implications if wearables were
8747s degrading um so there's a few there's a
8750s few key puzzles that we need to figure
8753s out before that's introduced um hence
8756s why you know it's kind of on the back
8758s burner but it is being planned
8759s for
8761s um and as you can see things take their
8764s time it's you know we're not a super
8767s sized AAA
8769s company
8772s um but we are making our way
8777s forward Toby is going absolutely crazy
8780s with the bright color here
8781s now purple came in there
8784s yeah so this is just like purely the
8787s paint color so changed it so it doesn't
8789s show any of the underlying stuff at
8793s all I think we should be able to kind of
8796s adjust this
8798s value between zero and one I guess
8804s yeah do you have a ballpark figure for
8807s how much paint should cost per block
8808s Toby's been painting for an hour or so
8810s do does he need to be a millionaire to
8812s do
8815s it question no it the en the general
8819s goal is that painting should be fairly
8821s cheap in a lot of cases um now some some
8826s materials for certain pigments might be
8828s more expensive than others so specific
8830s color shade ranges might be differing a
8834s bit in uh in price
8837s ranges um depending on what they where
8840s their source if it's easily farmable or
8842s if it's something
8844s more um generated wildly and and so on
8848s so forth um but it's definitely going to
8851s be something that is
8854s widely shifted around during it during
8857s the play test stages in terms of costs
8860s because we definitely want people to
8863s have fun with it and interact with it um
8866s and you know mix play test
8871s um and not just be this kind of like
8874s deluxe end game I don't know what I'm
8877s going to spend my money on so I'm
8878s painting my house kind of thing um we
8881s want it to be like a a bit of an organic
8884s growing thing taking shape along
8887s as you might see someone painting their
8889s house and going like oh he has money to
8891s splurge on
8894s paint
8896s um but yes there's there's a lot of a
8900s lot of cost relations there in
8902s especially since it's going to be both
8904s organic and uh mineral driven pigments
8907s so some things are more static some
8910s things are going to be harder to come by
8912s even if they might be cheap to come
8914s by
8919s um um so yeah you know it it's the goal
8922s is the goal is not to have it expensive
8926s um in the general
8932s um yeah for for World object painting
8934s and like vehicles and so on it it's it's
8938s underway but it won't make it in 10.3
8941s most likely
8943s um and it's generally related to front
8946s end stuff like how you're interacting
8948s with the world object and how you're how
8950s you're applying the paint and seeing
8952s what you're painting and where
8955s um that we're experimenting with
8958s so uh probably not in 10.3 but it is
8962s most definitely going to
8969s come it's one of those things where I
8971s can just calmly state that it's going to
8975s happen it's happening it it is going to
8978s happen it it's probably not going to
8980s happen from 10.3 but it's most
8981s definitely going to happen so you are
8983s going to have the option to paint those
8985s trucks and get those get those paintable
8989s paintable things going and it's not just
8991s going to be trucks it's going to be the
8992s steam trucks you're going to have you
8994s know you can
8995s have the the spqr purple that Toby is
9000s rumaging around with right now for uh
9002s you know an excavator or or whatever
9005s whatever your heart's
9010s desire uh it's nice yeah uh go so the
9017s enal uh it'd be nice if you can somehow
9020s filter which blocks you want to paint
9021s with the paint count you don't paint the
9022s blocks you don't want
9025s um yeah the the general idea is to
9027s introduce that uh line slash you know
9030s point line floor uh fill selection types
9034s that you have for your build Hammer to
9036s also be applicable with the paint
9041s spray um so you can actually
9044s deterministically decide where you want
9046s to be painting or you know if you want
9048s to paint specific details but you don't
9049s want to risk painting all over the
9053s place um it needs a block outline I
9055s think it it is outlining the Block
9057s You've selected but because it's green I
9059s think it might be or is it not outlining
9061s it it's not out it should be outlining
9064s it that would be a
9066s bug it's also happening with the dev
9068s tool so it's darkening it slightly yeah
9072s it's a bug yeah that that that's just
9074s that that is just bug don't
9078s worry yeah sh should we have a Civic
9081s integration to be able to ban ugly
9082s colors and enforce color styles um that
9085s was that was what was requested
9089s Dennis ban the color
9093s green that depends would you consider
9095s this
9098s ugly would you ban
9102s this
9104s uh we're only introducing the ability to
9107s paint and people immediately start
9108s thinking about how to prevent it
9115s oh yeah regarding that bug the bug
9117s doesn't exist in staging
9119s 2896 the question is which build that is
9121s is
9122s it I can see what block is highlighted
9124s the question is is the bug introduced on
9127s Toby's updated Branch or is or or has it
9130s been fixed
9133s since that is always the
9136s Curiosity um how will buy and selling
9138s paints work in stores
9142s um it'll be chaos it'll be outright
9146s Carnage um no so paint
9150s lists in varying degrees and I believe
9155s at the moment it's showing
9158s the can't
9160s remember Mike may be able to help out
9162s with that I think it was listing with
9164s the RGB as
9166s filters but I'm also not sure now that
9169s I'm thinking about it
9180s if you pop down a store and add the
9182s paint I I wonder if it's going
9185s to cause
9195s chaos right
9197s here uh regarding store selling paint we
9200s have is when you hover over the icon on
9202s the tool tab on the tool tip to show the
9204s like a big window preview of the
9207s shade
9212s um I think I think it might be
9214s displayable in the tool
9217s tip you need to own you need to have it
9219s on on property as
9221s well yeah I'm scared that if I claim
9224s this is a might crash everything do you
9227s do you have a settlement placed
9228s somewhere
9231s or did oh you you you claimed it with
9233s claim
9234s right yeah oh that that is
9241s exciting so what am I doing paint and
9243s paint
9246s bucket
9248s hey it's a different different is the
9251s paint pocket not showing up or did not
9254s showing up
9256s o is it running with is it running with
9258s the unhiding
9263s um yeah I think so because I
9264s [Music]
9269s can did you run it with in
9273s here get in
9276s here
9279s right well
9283s um as uh are you able oh yeah pull pull
9286s it pull it back into the full screen
9290s there you go you see the uh the the the
9293s solid bricks
9298s um uh solid B things so yeah in um if
9302s you pull up the the skill
9304s menu you have a new profession selection
9307s which is somewhere in
9309s there um one of the one of the question
9313s marks uh that's the
9317s one still it's very Roman
9321s there with the uh yellow and
9325s purple um so we've got scientist coming
9329s in as a new profession parent and then
9332s we are putting uh moved over oil
9334s drilling into
9336s it um oil drill might get renamed at
9341s some point perhaps we'll
9343s see um and then we have painting in
9346s under it
9351s and painting wool it'll absorb a few of
9355s the
9356s recipes that are non-specific at the
9360s moment um there's still a few recipes
9363s that are on some temporary locations so
9366s they're not you know it's not accurately
9368s depicting what it what can be crafted
9371s and so
9372s on um so it'll it'll do a few more
9376s things um initially and then we're going
9377s to
9378s have some more stuff coming to it in
9381s 10.4 um and just kind of keep polishing
9384s on it and add
9386s things um might add some decorative
9389s pieces in there as well
9392s um and a few things um the scientist is
9395s just the actual parent profession for it
9398s so similar to how like Carpenter is for
9400s carpentry and logging and it's just the
9403s kind of the collective
9405s profession for it
9410s um any any clue on when the logger lucky
9413s logger will be put in and work um we
9416s have some plans for like overhauling the
9418s entirety of the perk
9420s system um and the reason why some of
9423s those haven't been fixed yet is because
9424s they have some technical drawbacks that
9427s just doesn't really play nice without
9432s it um and but once that's done which
9436s should be done before
9438s 1.0 um we also have have some plans to
9441s redo um the general effects and and
9445s restrictions for a large portion of the
9447s crafting perks across the
9449s board um to be more of a uniqueness to
9453s each profession rather than just kind of
9455s the same for all the crafting
9466s professions you're looking for that per
9468s perfect shade of blue again
9475s and you can see how teal can be multiple
9479s different types of
9483s colors that's
9490s working oh what happened
9493s there very good question
9500s um alpen glow the um the speed of
9503s interaction is in the tool so if
9509s you um if you compare the wooden paint
9512s sprayer with the modern paint sprayer um
9516s one is doing like its own kind of
9518s sequence of it and then the other one's
9521s just going to kind of you know let you
9523s free form paint as he's doing with the
9525s dev tool right now
9530s um can glass be stained and painted no
9532s unfortunately not at the
9534s moment we we'll probably look into it
9537s but the frames are paintable but the
9539s glass is just plain glass material it's
9542s not going to be shade at the
9551s moment it is turning into a
9555s very a very colorful building
9564s uh four usability commands from admin
9568s side of
9569s things um you have some new commands to
9572s spawn paint buckets with different
9573s shades directly from RGB input
9578s values yeah paint
9581s RGB and then you can specify the color
9584s range and the quantity of buckets as
9587s well
9596s maybe painters canum less paint when
9598s applying it
9603s um everything like paint paint two
9607s block
9609s um is a one:1 ratio so you can't really
9613s fractionalize
9615s that it it's kind of like you know think
9618s of arrows for a bow you can't really
9620s fire half a
9621s bow
9624s um but yeah so painting will have a
9627s calorie consumption per interaction
9630s similar to the other thing oh yeah alpen
9633s GL that that is definitely something you
9634s can do
9636s um but you can't fractionalize it so
9638s either it will you know not consume it
9641s or it will consume it so
9644s on
9647s um every going to uh are we ever going
9650s to add more expansions to the farming
9651s industry like beekeeping um well a lot
9655s of that is probably going to be related
9658s to the animal husbandry thing since it's
9660s kind of a animal husbandry will will be
9663s its own profession but it's also quite
9666s un encompassing area of focus
9669s for what we have plans for it in regards
9671s to like anything related to animal
9675s interactions be it you know bees or
9678s whatnot um
9681s as we animals powering different
9683s Machinery
9685s um we'll see how far and and where we
9688s take it it could get very complicated
9691s but
9692s it
9694s um there's some there's some interesting
9697s ideas for
9703s it what are you up to
9708s now just playing around with the uh RGB
9711s values
9715s ah yeah I was I was I was thinking that
9717s as well Dennis it's like is he painting
9719s a giant Austrian flag mural in the back
9727s there no I don't
9730s uh know that flag it it was Austria
9733s there for a
9738s moment no I'm from Australia not
9748s Austria but yeah so you know painting
9751s can uh you kind of just get lost in
9756s it
9762s um you really can
9765s mhm we've been we've been going at we've
9767s been going at the painting now for like
9769s what one and a half half hour
9771s something
9773s really I guess so yeah
9777s W and what have I got to show for
9782s it this beautiful
9786s building God is not going to be happy
9788s with
9790s me you put a lot of love into this
9793s one and then you come with a paint gun
9795s and it and it
9797s looks yeah
9800s beautiful is the building is the
9802s building a soft play
9806s center piece of art that is that
9811s is Art
9815s yeah based on actual Australian housing
9826s y it uh it is colorful enough to be to
9830s be a a playground thing um
9836s no no it's it's it's really cool seeing
9839s seeing it finally come into life and and
9841s being able to show it off and uh kind of
9843s go through what steps to get to it
9848s um and everything kind of surrounding
9852s it um any thoughts of adding in matte
9856s gloss metallic Etc type paints later on
9860s yeah I would like to do
9866s that it be some interesting I mean it
9869s would just it would just be different
9870s fields with with a different type of
9872s base paint
9873s right just taking yeah we could just
9876s more values than just the
9878s colors like at the at the simplest side
9881s we could just kind of adjust the
9884s metallic
9887s roughness um we could start doing
9891s like fancy shaders with clear coat and
9895s metallic flex and stuff like that be
9899s cool yeah um contract stipulation to
9903s allow painting access only uh so you
9906s could hire someone to paint your house
9908s um it's a good point I think there
9910s should probably be a contract for it uh
9914s or a contractable source for and and I
9917s believe they should be autop pulling
9919s from Civics so uh paint block SL remove
9922s paint is probably going to be a Civic
9925s trigger just from the interaction
9927s standpoint and then from there players
9929s can just go crazy with
9933s it are you are you hiding hiding all the
9936s shiny colors and just yeah I'm feeling
9942s self-consciousness going more of a
9944s neutral tone just don't just don't hire
9947s Toby to paint your house
9951s unless you want a really cool
9953s house it'll be colorful if nothing else
9958s yeah what's wrong with a bit of
9961s color see look how boring this is
9969s now um can you paint any furniture slash
9972s what about doors um it falls under under
9975s the same kind of delay as Vehicles as
9979s they're all World objects
9981s so you will be able to paint all of it
9984s to a certain
9985s degree
9987s um based yeah B based on specific
9990s channel so you you you'll have up to up
9993s to three potential color choices slash
9996s details settings on each
9999s entity
10003s um but it's not going to make it for uh
10007s for 10.3
10009s but it it is definitely happening um now
10012s that
10013s said all of the assets might not be
10016s paintable from the offset once that's
10019s released
10021s um because it takes quite a bit of work
10024s to go through each of them to make sure
10026s that they're set up to be paintable and
10027s which parts are
10029s paintable um in the prefabs and then
10032s from you know Unity interaction side of
10035s it um so it might be that a whole bunch
10038s of things are
10040s paintable and some aren't
10044s um but yeah that's that's a a different
10047s topic to uh to go over kind of see
10051s probably list which objects are
10053s paintable or which aren't depending on
10055s which list is the bigger
10059s list um initially and then you know at
10062s at the end of it everything will be
10063s paintable in to some
10067s degree yeah
10071s we'll probably prioritize things that
10072s kind of make sense like Vehicles will be
10074s a big one to do first and
10077s then just objects that you see around a
10081s lot yeah um kind of prioritizing that
10085s way are you guys having to go into each
10086s of those assets to set them up for for
10088s painting yeah um it it varies a little
10093s bit because like certain entities are
10097s very are just like sh variant of a
10100s parent one and then you just need to fix
10101s the parent one um so for things like
10105s ashor Furniture XYZ you only need to
10108s change the parent version and then it'll
10110s just propagate to the sub
10112s ones um but while they are poking their
10115s nose into those assets and their
10118s prefabs they're also taking the time to
10120s clean them up um standardize them
10123s and kind of fix yeah add LS and fix up
10127s all the technical
10130s um technical bits and pieces for
10133s optimization purposes and redoing some
10135s of the assets while they're still while
10138s they're digging into them um the
10141s windmill being a good example or the um
10144s the windmill the water
10145s wheel
10148s um and uh so on
10154s um we redone the whole
10156s asset um
10160s yeah and it's yeah more optimized so
10162s it'll um especially when you see a like
10166s a lot of them will Clump together it'll
10170s help
10176s performance um does painting over a
10179s block with the same color use a paint
10181s no right now he's using the dev the the
10184s dev tool for it so it um yeah if I'm
10188s using paint
10189s it'll it'll prevent you from painting
10191s over it um we might tweak it out a
10194s little bit so it's more of a it doesn't
10196s consume paint but
10198s it's
10201s um increased performance downside people
10204s with borderline RGB vomit vomi ified
10210s houses uh armored Tois looking like he's
10213s falling asleep uh it it's probably not
10217s too far off because it he he got woken
10220s up way early in the morning for
10223s this
10225s yeah and I'm also just zoning Out
10231s Paintings
10233s up keep your back straight drink some
10238s water it's okay it it's what 9 a.m. 8
10243s a.m. 7
10245s 7:47 it's almost 8:00
10248s a.m. yeah so i' probably be waking up
10251s around now anyway I guess maybe a little
10254s bit
10256s later this is fun though look at this it
10259s is you paint one whole half of your
10261s house one color and then the other half
10264s a two-faced
10265s house
10269s [Music]
10272s yeah hey Toby can you wake up to answer
10274s the question on the stream no I'll paint
10282s accurate um you me you mentioned
10284s windmills I'd really like to have large
10286s windmills to recreate more believable
10287s windmills like the Netherland ones like
10289s really really really big bladed ones um
10292s it's actually something we're doing with
10293s the wind turbines among other things
10295s like the blades are that asset is just
10298s so much
10299s bigger
10300s um and it's something that we're doing
10302s for for a lot of these kind
10306s of General World object things
10312s um the water wheel is one that's coming
10314s in that's we we made it bigger right
10318s it's wider yeah it's it's
10321s wider
10323s um so the the wind turbines um I popped
10327s them up on on a on a
10330s stream I don't know which one two two
10332s streams ago three streams ago something
10334s went over a bit of performance
10336s performance related things um showed up
10339s some of your
10341s uh some of your
10343s optimization data
10345s screenshots uh comparing frame rates and
10348s and whatnot between
10350s uh between the old wind turbine which
10353s we're seeing on the screen here on
10356s release versus the new one that's like
10360s three times the size more details and
10365s has four times the optimization
10372s um every see if I can find it as it's
10375s probably buried under a lot of other
10377s screenshots and
10379s discussions uh ever going to add a
10381s waterp powerered turbine like being able
10383s to build a
10385s dam
10389s um hydroelectric is is difficult due to
10393s how the water kind of
10395s behaves um if it was more more of a a
10401s kinetically volumetric water
10404s that kind of ran all over the place it
10407s would be easier but
10409s it's flashbacks to Todd Howard saying 16
10412s times the
10417s detail
10419s uh no but there there is ever G to make
10423s ever going to make the water behave it's
10425s it's been behaving better and better
10427s with each update now I think
10429s we're we're getting more and more stuff
10432s together but like water in a
10436s in a cube boxal world is always going to
10439s be a bit wonky in in one way or another
10442s either completely breaking
10445s realism um anticipation with like you
10448s know free floating water Block in the
10449s sky kind of thing
10452s versus are you not able to create new
10455s source blocks in general and then all
10457s you have like
10459s you're destroying the original ones and
10461s then that water is gone from that world
10463s forever um there's a lot of lot of
10467s complicated issues with water
10469s manipulation in general um yet still
10472s retaining water as a
10475s crateria
10477s for geological
10481s restrictions
10485s um and there's some parts of that that
10488s we definitely don't want to remove hence
10489s my water isn't you know carriable with a
10492s bucket and you can just place a source
10493s block all over the
10495s place
10497s um so there's a lot of design that goes
10500s into dealing with th with those types of
10503s issues
10504s where our Target design idea might kind
10509s of clash a bit with
10512s what's
10515s conveniently a quality of life thing and
10517s interactable um uh also reminds me those
10521s those decorative wall mounted pieces
10523s needs
10524s that yeah just think of
10527s that they are a bit
10530s floaty
10531s mhm I think none of them have that set
10534s up no I don't think they're set
10538s up
10539s okay the the glass bulbs have it I
10544s think um I think so um um yeah no no
10549s Lava
10550s buckets
10553s um but no it it's gradually expanding it
10556s we you
10557s know stuff stuff is being o those are
10568s pretty uh but yes you know there there's
10570s there's detail to it there's some
10572s technical limitations to it um and then
10574s there's also kind of the Clash versus
10576s player usability versus design
10578s complexity and and
10583s um kind of mixture to it
10587s um but uh yeah no the the painting is
10592s awesome it just adds so much so much
10594s vibrancy to
10598s it uh s
10600s yes uh yes you'll you'll be able to do
10603s you'll be able to paint everything
10606s um vehicles and World objects will will
10608s be
10609s coming um at a later update um so for
10612s 10.3 it's only going to be blocks and
10615s and placeable
10617s blocks
10619s um but
10621s uh yeah it 10.4 will will probably
10625s introduce the uh the enal world object
10628s painting and then each subsequent update
10631s will have more
10633s paintable objects being fixed and and
10636s hooked up
10640s uh when will Lumber building options get
10642s some love H log has like two times the
10645s options same for Brick and I'm presuming
10647s we are talking Lumber block
10650s forms totally yeah yeah there's rubs
10654s actually looking into some stuff for the
10656s lumber at the moment
10658s which hopefully carries across to other
10660s blocks
10662s so different types of approaches to the
10664s roof um more pre placement of different
10668s wall types
10670s um that sort of thing so I know block
10673s blocks take quite a bit of time to work
10676s on um and we don't get the like the
10680s opportunity to kind of dedicate a lot of
10681s time to them that
10683s often so hopefully that's something we
10686s can do more of um but yeah Lumber is
10689s definitely one that we're we're looking
10691s at at the moment
10693s so what would you
10696s like what what form you're looking
10700s for post suggestions for them in listing
10704s in on the cany
10705s please so you know
10709s specify um specify specify the type of
10713s material and the form you would like to
10715s see preferably if you have multiple
10718s suggestions
10720s preferably keeping keeping it in one
10723s post like if you're doing like block
10725s form suggestions for for you know in
10729s this case um drop him and any and all
10732s suggestions for that block for the block
10735s set in the same kind of thread um will
10738s make it a lot more readable but yeah
10740s absolutely pop in over on on the cany
10743s page and uh go
10749s nuts getting some getting some solid
10753s uh General player feedback on which
10756s block set they think are missing for
10758s forms or or kind of which you know which
10761s form types if it's like specific corner
10764s or inward outward upwards downwards and
10768s half blocks and and so on so forth just
10771s pop in any and all suggestions in there
10773s it'll help us keep it them tracked um
10776s and it'll also help people kind of
10778s voting on them and weighing them
10780s in um
10783s yeah really helps us out yeah the other
10785s thing I'd like the other thing I'd like
10787s um is kind of like feedback on free
10790s placement versus just Auto building
10794s so it's like excuse me yeah setting up
10798s like rules to kind of cover every
10800s situation is tricky and sometimes not
10803s possible so you end up with like um
10806s placements that you you can't get the
10808s block to rotate properly you can't get
10809s the exact form but then if we kind of
10812s expose every form is selectable that's
10815s going to be a lot to kind of manage as
10817s well
10819s but I'm kind of open to how people want
10821s to uh like handle that if we want to get
10825s some votes going on it or something like
10827s that maybe we can kind of mix the two so
10830s we have like an auto Builder that does
10832s very like very simple stuff and then if
10834s you want to use the more advanced
10836s forms they're freely placeable and
10840s rotatable something like that it's kind
10843s of what Rob's playing with at the moment
10845s so we're kind of like catching up on
10846s that
10848s almost every day
10851s to see what works what doesn't work
10857s so nice cool to hear hopefully hopefully
10861s that answers the uh the general
10863s questions surrounding block forms
10866s in can how and and
10874s what a lot of a lot of the rework of the
10878s block oh the brick blocks have been
10879s great would like to see that see that
10882s approach being applied to other blocks
10883s as
10891s well uh Satsuki a trigger definitely is
10895s good but it won't be a block type per se
10897s but rather spe placed down as a rotated
10900s selectable block
10901s form um the seel the selection will
10904s simply be choosen through a procedural
10906s helper sub routine
10908s um I I think it's down to like anytime
10912s you try to kind of
10915s automate what's connecting to
10918s where you have to cover like all cases
10921s across the board to make it play
10924s nice
10927s um whereas if you have direct manual
10931s control over
10932s it it adds a layer of complexity because
10935s you then have to expose every single
10937s type of block form for that
10941s form um so in terms of like a wall you'd
10944s need the singular wall piece you'd need
10947s the T intersection and then a cross
10951s intersection um as individually selected
10954s block for
10957s types um yeah
10960s so soar to what the Adobe is kind of
10965s doing which I think you you should de
10968s last yeah yeah that's so this has got a
10971s lot more options for like actually
10974s placing
10978s down because then the issue comes in
10980s with when you have complete total
10983s control um the whole construction menu
10986s gets really really filled really
10988s quickly on just a few different block
10991s form
10994s types so as we can see if you're holding
10997s up the build menu you have what is it
10999s six entries five
11001s entries yeah six entries just for this
11004s just for the single wall
11007s type so if you then have say a thin wall
11011s versus a thick wall versus an offset
11015s wall um it's 18 form types that you need
11018s to browse and switch
11020s through and that then that suddenly kind
11023s of fills up that whole UI very quickly
11026s we have some ideas on on
11029s how we want to approach if we do change
11033s it
11037s um to deal with that in terms of like
11040s yeah like like suggestions coming in on
11042s Twitch like subcategories slash um
11045s scrolling to change rotation for it or
11048s or and and so on so forth um so there
11052s are there are
11053s some
11055s um there are some general General ideas
11057s there to
11060s uh um to improve quality of life
11063s controlling the a large quantity of
11066s block forms
11068s um if we do allow you to like complete
11071s manual autonomy over how you're placing
11074s them um as I know a lot of a lot of
11076s times the auto Builder just doesn't fill
11079s and cover the basis for what people
11081s might be wanting to do with certain
11083s things like you can you know you can do
11086s weird artwork or what ever and then the
11089s autobuilder just mocks it up for you
11091s because it wants to be connecting to the
11094s XYZ I know in particular the roof
11097s Builder tends to do that um when it's
11099s not building against other roof
11103s types but like a roof type bird into a
11106s wall segment or a glass segment and then
11107s suddenly the Builder doesn't really know
11109s what to do and covering all of those
11111s cases gets really complicated really
11112s quickly
11126s um is this the final texture of the
11129s Adobe blocks was hoping it would be more
11131s yellow SL sandish
11136s colored um I think it does need a little
11138s bit
11140s more work yeah so I think it's not not
11144s final final but final is
11155s yeah I guess it's more about not so much
11157s the texture per se but more The Tint of
11159s the texture I
11160s guess
11169s yeah yeah having it having it a little
11171s bit more of a it's actually good if you
11173s you pull up yeah if you if you pull up
11176s the um the floor versus the the block or
11179s the
11180s cube
11182s yeah that dry yeah it has a bit more of
11186s a a dried kind of frequently walked on
11190s look of
11193s it yeah if you don't like the color of
11195s your Adobe you now have the option to
11196s paint
11200s it yes it'si any any block form is any
11204s any block that has the attribute for
11206s being painted uh um is
11209s paintable which also on there go yeah um
11213s so on the on the modding side of things
11216s uh yeah that that looks more right um on
11218s the modding side of things there is a
11219s new attribute for declaring a block to
11222s be paintable or a block form to be
11226s paintable um and if you don't want
11229s specific blocks to be paintable you can
11232s also remove it um and override the
11235s vanilla files for it
11239s um so you know if you have you want
11242s specific block types to not be paintable
11244s you can do that
11246s um through overriding with mods um and
11251s if you're adding if you're adding blocks
11254s to the game it's not a complicated
11256s process to get the block forms to be
11258s paintable
11261s so should be fairly simple
11285s uh since we almost have the Adobe now
11287s there's no chance for we having half
11289s Timber as well was playing was playing
11291s manner Lords for the last dot dot dot
11293s the houses there looks awesome um I
11295s haven't had the opportunity to dive into
11297s that yet
11298s been
11300s been interesting one but
11304s uh I mean half Timber is is kind of
11307s human
11308s like isn't
11311s it or or am I being
11315s confused half
11318s Timber like logs C is that what you're
11322s talking
11326s about I'm I'm being
11329s uh oh yeah okay so it's more of a more
11333s of a defined Lumber thing it it would
11335s probably be more lumber like Lumber
11340s forms um so
11343s on uh tier 2 Lumber the the
11348s floor um you have those like Cross Beam
11351s did like the exterior Cross Beam wooden
11354s pieces
11358s yeah those things these ones yeah yeah
11360s so those on you know like old British
11365s styled uh you know Med uh medieval
11369s housing things like plaster things and
11372s they have those like cross beams to to
11375s keep structural integrity and
11377s things oh yep yep yep that's what you're
11379s talking about I know what you talk that
11382s now yeah but I think that would that
11383s would be more in line with a u like a
11386s lumber form Maybe
11388s since they're they're kind of half
11390s sneakingly in
11401s there yeah half Timber is a Timber log
11403s frame with Clay slash Adobe
11409s inside or or you know it's framework and
11413s then plastered covered which is great
11416s for insulation
11434s pretty funky it is pretty funky some
11437s some some neat color selections here you
11440s you and that you and that
11441s purple IM immediately going immediately
11444s going for that
11448s almost some some donut thing going on
11452s there I might be
11455s hungry so wheels of cheeses and donuts
11458s that's going going through Toby's head
11460s right
11462s now um but no it's uh I don't know do
11467s you are you are you feeling kind of
11469s content
11471s happy I guess so everyone made fun of my
11474s bit my
11476s painting so
11479s beautiful beautiful
11483s artwork uh see Toby there's no glass in
11487s the new window no glass can we remove
11490s the glass from the Hun
11492s logs it'll be easier to just add Glass
11494s to this one
11496s [Laughter]
11499s though
11501s yeah I think that makes sense kind of
11504s it's always been weird that you have
11506s glass it's a separate thing but then
11509s glass is included in all those other
11512s yeah the the only the only one that's
11514s kind of difficult for the glass thing
11516s for removal I I I still want like brick
11520s embedded
11523s glass but I don't know may maybe maybe
11527s look at simpler frames for the glass
11532s and rip them out and just leave glass to
11536s glass radical idea
11541s you'd lose the
11543s grills but
11547s uh
11553s maybe
11555s maybe I think it's one of those one of
11558s those things that Toby Toby's going to
11559s simmer on and
11561s then something will
11563s happen either that one gets glass orass
11567s skip
11573s through but yeah see we have you have
11576s those this just like
11580s slick um thin lines on it auto Builders
11584s yeah the the auto Builder is doesn't
11587s like
11589s Corners yeah Corners where something
11592s else is connected to is even
11595s worse yeah
11598s maybe we could do a few different te of
11601s glass block that kind of go even
11605s earlier um kind of kind of want less
11609s glass yeah not
11611s more although but is a separate
11619s block
11621s yeah like that you know we'll see there
11625s there's a lot of things to do in there
11626s and
11628s as you said we also have we also don't
11631s really have a whole lot of time set
11634s aside to deal
11636s with quirkiness of some of the block
11639s sets um we kind of ripping them out or
11642s or redoing them completely to fit
11644s another type of style or and so on um as
11648s they are really
11651s complicated but hopefully we'll see some
11653s we'll see some more forms to some of the
11655s block sets eventually
11658s uh
11659s yeah i' like to eventually get
11661s everything kind of consistent so that it
11664s kind of functions the same and is at
11666s least some consistency to the forms yeah
11670s can still kind of expand it as we go up
11673s but
11677s nice um fun yeah that that one doesn't
11681s really align
11683s well exterior part of the corner and
11686s then versus The Middle
11688s corner I know what it's
11691s missing it's not colorful enough yeah
11694s yeah
11698s that's matching perfectly that's
11702s beautiful street art
11706s sculpture yeah we should update the
11708s title screen so that you can see
11711s this going over here yeah yep definitely
11716s want to see that in the title
11719s uh would it be possible to make hedge
11724s blocks yes it is possible there is a mod
11728s for it as well um and it's something we
11731s want to do we've started kind of poking
11733s at it a little
11735s bit was hoping that we could get it in
11737s with the outdoor decoration stuff but
11741s maybe
11743s not might have to be after 103 but yeah
11748s starting a petition for Toby to paint
11750s the title
11753s screen you'll regret
11759s it yard room here yeah so we'll have uh
11764s we'll have a Dev stream on the whole
11765s outdoor thing um it's a new room type
11767s that's coming um and it has a bunch of
11769s new objects that you can decorate with
11773s and all kinds of cool stuff
11777s so you know follow along keep keep
11782s uh keep in update line on uh on Discord
11786s what do you call it we pop pop out
11789s information um some sneak peeks
11792s previews
11794s um and uh some cool stuff that's being
11798s discussed and
11800s uh you know just generally more
11803s information flow on the Discord than any
11804s of the other channels um that's what I
11807s primarily use um I pop into uh steam
11811s discussions every now and then but I I
11813s tend to stay away and let let the that
11815s whole Zone to
11817s Dennis
11820s um just because I have a hard
11824s time talking in uh Forum form if you
11829s will I prefer more of a direct line of
11832s communication instead of you know
11833s getting a reply every seven
11835s days um
11839s but that's just you know that's just
11841s me um but yeah no it's been it's been
11844s awesome to have you here and taking your
11847s morning time off on a
11849s Saturday
11852s um and I know if I I'm supposed to be
11854s watching cartoons right now my pajamas
11858s right um I know if I just let Toby go on
11861s here he'll he'll have he'll have the
11863s stream glued with radical painting all
11866s over the place place for the next 6
11869s hours
11871s straight yeah you should probably wrap
11874s this up uh because because I know uh I
11878s know that I I got super absorbed as soon
11880s as I started poking in the in the
11882s painting stuff it just Bob Ross
11885s intensifies yeah it's it's just it is
11888s very gratifying just poking around at it
11890s there there's something there's some
11892s Tranquility to it um and and serenity
11895s that's just
11898s another layer onto the calmness in Eco
11902s and you're just kind of casually
11903s strolling around doing your
11906s thing
11908s um yeah so you know um as for as for the
11911s stream we'll pop back in on the um on
11914s the speed run and uh I'll continue
11918s answering questions for a while longer
11922s um and we say uh say thank you for jump
11926s out thank you you for uh for for hopping
11929s in and uh participating with us um and
11933s showing off the new painting stuff no
11938s worries it is uh those happy
11942s [Laughter]
11945s accidents oh it's it's been uh pretty
11949s neat um and uh like I said we're we're
11952s we're working intensely on it and trying
11954s to get it out as quickly as possible
11955s we'll have some more up updates relating
11958s play test
11961s um in information about the play test
11965s and related update information should be
11968s popping out on Discord eventually I'm
11971s not going to give a date because I I'll
11972s get crucified from everyone
11975s um but uh yeah we uh we kind of want we
11981s want people to to get a crack on it and
11983s and see see if they can break what we
11985s failed to break or um just see cool
11989s stuff that they make and
11990s and um getting some balance input and um
11994s seeing how many people are using it and
11996s where and how and and kind of all the
11998s things around it
12000s um it's going to be awesome U really
12003s looking forward to it um so with that
12006s you know thank you Toby and uh all right
12009s have a continued great
12012s weekend we'll catch you later yep yep
12020s how do I get out of
12022s here I've trapped Toby he's in the
12025s basement um no
12028s just hop out of the Discord and and
12030s you're fine all right bye take
12038s care there we
12042s go so now it's everyone else in me Toby
12045s has run off he managed to escape he's
12048s free
12050s again um switching
12053s over footage
12055s to this thing and then we want to hide
12058s that thing and then we want to do
12062s that there we go now we are back here uh
12065s let's see we had some we had some outro
12067s questions here
12068s from
12070s um from that um
12081s [Music]
12083s I think everything should be running and
12085s Screen over and everything yeah so um on
12088s that quick question for add planning to
12091s add new professions and um trains and
12095s vehicles um Vehicles
12099s yes uh we have we well not necessarily
12102s vehicles per se but like stuff two
12104s vehicles um we have a new attachment
12106s coming through the steam tractor that
12107s will go over here in in another stream
12111s um a new profession which is the
12113s scientist coming which is oil driller is
12116s being moved to that profession P
12118s painting which is the new profession
12120s that will handle all the enal craftables
12122s surrounding
12123s it
12125s um is
12127s uh in there as well and then we have
12130s some ideas for other professions that
12132s will also be under U the scientist
12135s profession umbrella
12138s um so stuff will be more populated and
12141s kind of added and fleshed out with um as
12145s we go along
12149s here um Yosi hey hello
12155s um thinking of buying the game have no
12157s clue if I'm going to like it does it end
12159s at some point does it stay as an AC
12161s world and you can progressist I think
12162s there's a lot of people in chat that
12163s would just flood you with information if
12166s they got away with it um but no so it's
12169s fairly open-ended it's a Sandbox
12171s environment um there is a general kind
12174s of and goish objective with the meteor
12177s flying in the sky on if it's enabled
12180s which it is by default um objective is
12184s to shoot it down and then after that's
12185s done it's not going to you know complete
12188s save out or or like end the scenario if
12191s you will it's an open-ended cycle
12194s so um it is up to each and everyone as
12198s well as the server owners to kind of
12200s restart and and do their thing or if
12203s they want to keep going um there's quite
12205s a few of longer running servers as
12211s well uh will there be flying vehicles
12214s there there's none planned at the
12218s moment um bicycles and what and or other
12221s efficient vehicles for commuting would
12223s be neat normal cars for role playing um
12226s there's
12229s um there's potential for it um and we
12234s also
12235s have we also have some
12238s um some asset upgrades coming in as well
12241s like the
12243s um um the powered cart for
12246s example um is going to get a facelift a
12250s significant facelift it has a um don't
12254s think it's in 10.3 but it is getting a
12256s complete revamp on its
12258s look um and the new one's looking pretty
12262s cool so when we hopped
12265s out um two hours ago there was a forest
12269s here there is no longer a forest here
12272s the this is very RI in pieces not Rest
12275s In Pieces it's just ripped in
12281s pieces or was it Rest In Pieces rather
12284s than rest in peace
12288s um whichever up to one yeah people have
12291s been really really busy just gutting
12294s this things if we turn around here we
12296s are starting to see some constructional
12298s assembly line taking
12304s place we also see starting to see a b
12307s bunch of shale being stacked up here as
12308s well probably going to Spook players
12311s sneaking in here
12318s let whale in and Arc in here some Mass
12321s research tables to get Tech
12324s progression swooshed
12332s in um yes Satsuki it's uh it's SL record
12337s it does like a
12338s smoothening speed
12340s limitation transition thing so you don't
12342s have that jerky kind of
12345s fly heart
12347s input so it's more of a curved curved
12354s motion um any plans for additional
12357s diagonal blocks um not at the moment
12359s we're trying to stay clear of it because
12361s it
12362s adds a huge quantity of
12367s complexity to a lot of things especially
12370s for anything that's automatically built
12373s so um we've still cleared up there at
12376s the moment but you know we'll see what
12379s happens in the future no one knows maybe
12382s Toby gets a grand vision of everything
12384s needs to be diagonally built and you can
12385s no longer have
12387s squares
12390s um here we see some some mortared mortar
12393s research as well as iron or starting to
12396s take shape here as
12402s well yeah everything diagonal purple and
12404s yellow don't forget the yellow
12407s or is it yellowish
12409s orange couldn't really
12412s tell uh framed glass lost its thin
12416s floors uh we'll have to take a look at
12419s that
12421s because I recall it but uh
12425s yeah uh will there be new functionality
12428s for the mechanical crane um we have some
12430s ideas on how we want to rework
12434s it um but it's it's kind of in that land
12439s of um broken stuff is more important at
12443s the
12446s moment um and we're kind of
12450s prioritizing a lot of what we have on
12452s the road map that we that we kind of
12454s need to get done and then if we have
12457s time to do some of those polish quality
12459s of life improvements and upgrades for
12460s these things um
12471s uh we'll see uh holding multiple
12473s materials at once would be a big
12474s Improvement to it um yeah I think
12477s holding multiple materials at once not
12479s just for the crane but in general um is
12483s something we've looked
12485s at every now and then we had we we had
12489s some some stuff drawn up back in um back
12492s in when we had Keegan on the r team
12495s but it kind of got pushed out
12498s and a bit forgotten so we might take a
12503s new peek on it it uh depends a little
12505s bit on how complex it would be
12511s um uh we'll see um the the current road
12514s map or the the recent road map per se up
12518s to 1.0 is on one of the latest blogs on
12522s Steam
12530s so many stumps yeah
12532s there's there's total deforestation and
12536s Devastation
12539s here it's a lot of trees cut
12543s down it's a very very big chunk of the
12546s forest we're going through checking out
12548s the
12550s teory what is going on with
12555s Theory um then
12557s Dennis
12560s Dennis
12562s um I don't know if I broke it but uh the
12567s the the tech Tre display
12570s is is not what it should be looking
12578s like huh
12586s um timus yeah that that'll that'll
12589s basically be how it
12608s works yeah so a lot
12610s of a lot of Earl
12613s here wood cutting I see some people
12616s being
12617s strolling
12619s about
12625s um but so far everyone's kind of kind of
12628s stuck up on the island
12669s imagine Stone Age Lumberjacks DeForest
12672s enough of the planet to cause global
12673s warming um
12678s I mean it it it wouldn't be too much of
12680s a grasp um now there there is some there
12683s is some tweaks and things that I want to
12686s look at for pollution values um which is
12690s going to be a focus for the update after
12694s um after
12696s 10.3 um it'll be a lot re revolving
12699s garbage recycling pollution in general
12703s uh the the ecosystem
12705s primarily um
12719s um uh plans to make faces on the map
12722s less intrusive not having them zoom in
12725s when you zoom on the map would be good
12727s something other than just turning it off
12733s um I think the it's hard to do that
12738s without
12744s um um while still filling the
12747s functionality that the intention
12753s is um any plans to come over to console
12757s at Dennis do you want to do you want to
12759s answer that one
12762s or generally speaking it it would never
12765s happen PR prior to 1.0 in particular
12770s um but yeah the
12775s um there is a layer of complexity with
12779s consoles that would be very hard to get
12784s around in the game's current
12788s architecture um due to how console
12792s restrictions work in like application
12794s wise
12797s um based on how we have our servers set
12802s up
12806s um are they all people on the server
12808s yeah yeah so you know we um you don't
12812s have NPCs in Eco outside of
12817s animals and it this is running on a live
12820s server which is the white
12822s cheetah and it is a collaborative effort
12825s to kind of speedrun and see how quickly
12828s a cohesive group of people can get
12830s through the game content from point A to
12833s point
12837s B
12839s uh can you talk about any further plans
12843s changes to the culture systems or new
12845s ways to generate
12847s culture um we have some planned but
12850s they're not in action yet so I don't
12852s want to go into them at the moment
12855s because there's there's just just a
12856s layer of uncertainty and I don't want to
12857s give out kind of wrongful information in
12862s uh as things can change quite
12864s drastically from from where they're at
12866s right now to when they're actually
12868s implemented in
12870s game um but there is going to be coming
12873s a outdoor room that will help you
12876s amplify the culture you gain through uh
12879s paintings and frames at the
12883s moment um
12886s which is going to be you know Outdoors
12888s so it'll be a new way to kind of add
12891s Aesthetics around your
12894s property
12896s um so not filling
12900s up uh your entire property plot with
12903s just your
12904s house
12906s uh they're like you know giving you a
12909s reason to not just do a square building
12911s it it adds a reason for having open
12914s space Greenery and and kind of Decor
12916s around your
12928s environment so here we have the cooking
12930s station as we can see heavily heavily
12932s influenced
12936s by scaled fishing I yes some ice boxes
12941s to help out with the stack sizes and uh
12947s impressive use of
12949s hun to make amazing
12958s housing um with white with the white
12960s cheetah one we're watching where they're
12963s probably having everything as short as
12965s it can go it's like 3 days or something
12967s they they have the ambitious plan of
12969s doing it in 24
12974s hours so things are going to go pretty
12977s rapidly
12979s here um later on tonight slash tomorrow
12983s morning I think things are really going
12985s to speed up with iron consumption and um
12989s higher degrees of tech coming
12994s in and I'm hoping not to miss it um so
12999s I'll continue after we close this out
13001s tonight um there's still you know the
13004s the they'll be working away at it um all
13008s night and
13010s then I'll come back in and stream uh
13014s tomorrow evening um don't have a time as
13018s of right now because I'm it's a bit
13020s uncertain when I get back home
13022s so um in the evening
13026s slash not too late if they're planning
13028s on 24 hours I definitely don't want to
13031s miss it so it would the stream would
13034s start earlier than we did
13040s today uh so if you are interested in
13044s seeing how this speedrun ends up make
13047s sure to tune in for that one as well um
13049s and you know I'll keep keep answering
13052s questions that you have in the capacity
13053s I can give
13055s you
13059s um such a massive ground I love it
13061s they're probably having a great time
13062s right now yeah they're they're super
13064s organized trying to do everything as
13065s optimize as they can squeeze in
13069s and
13072s um going absolutely nuts I mean you can
13075s see how quickly they cleared out this
13078s rainforest
13083s um like they they've chocked through
13087s almost half the rainforest on this
13090s island which is
13094s insane is there is there work Bing pool
13096s for hours taking um I don't
13102s know um I'd love to know if they've
13104s organized themselves with the tech
13105s upgrades and such oh yeah they they they
13108s have this down
13109s to um a scale of which upgrades is worth
13114s it at what stage and waiting with
13116s certain processes to get the upgrades
13118s and if the upgrades are worth the
13120s investment cost for the quantity of
13122s Machinery they
13124s have um
13128s since like a lot of it is down to
13131s there's some weird loading thing going
13133s on there
13135s um because of the cost of
13138s upgrades and the time is the relative
13141s component rather
13143s than the accumulation of
13147s resources um if when they have the
13151s manpower to do it it might just be
13153s faster in terms of time to just ignore
13156s certain modules for certain tables and
13158s and
13161s combinations uh but I'm pretty certain
13163s they have this just straight down to an
13166s art at this time um especially to be
13169s able to
13172s uh commit to
13174s this um I know there's there are a
13176s couple of couple kind of leaders in the
13180s group that kind of arranges and and
13183s sorts and and keep tabs on what going
13186s where and what capacity and who works on
13190s what but it's it's just amazing to see
13195s happen and it's a great example as well
13199s um on kind of showing how hard it is to
13203s make an adjustable balanced
13207s point where like we can make it as
13210s costly as grindy or you know it just
13212s increase volume of ingredients or or
13215s quantity of ingredients that this
13218s costs
13220s um but at the end of the day if you have
13223s a large enough group that is working in
13226s Tandem and have everything mapped out to
13230s this
13231s degree um they're just going to burst
13235s through kind of anything we throw at it
13238s as long as they have the intention to do
13241s it
13244s um and the speedr runs is is a great
13246s example on when that is taken
13250s into
13252s uh a practical
13255s level introduce an unexpected disaster
13257s random
13259s events Cavin fills everything with
13268s dirt uh I I like to say a statistic on
13271s how many how much red bull was consumed
13274s during this project
13276s uh yeah that'd
13278s be slight concerning levels
13282s maybe uh don't endorse excessively
13286s drinking energy drinks just to be able
13288s to keep up competitiveness in a speedrun
13291s for any sake in any game
13296s really uh but yeah know they're cutting
13298s down the forest in a in a rapid rapid
13301s rapid speed
13330s Wonder can I get this now it is the I
13333s was hoping to see Theory but theory is
13335s not playing
13337s nice
13346s um swirling around stalking people
13354s here get some laggy loads this the the
13358s canoe
13360s Factory got to provide personal
13363s transportation for all the people
13364s fetching material across the
13380s plains
13383s uh but yeah I think we can can probably
13387s start wrapping up here if there's not a
13389s whole lot of other
13391s questions uh yeah drink water muchu
13395s import
13403s have been am as
13406s well that's a whole plank Factory for
13408s for basic upgrades for sure yeah that is
13412s it is quite
13415s possible uh I think I've gotten
13419s [Music]
13421s through through it
13424s [Music]
13427s yeah no I I think I think that's that's
13430s pretty much the entire list I do
13432s apologize if I missed any questions kind
13435s of leaking through um that hasn't been
13438s answered
13440s um been a lot to kind of keep track on
13443s um and it is getting getting kind of
13446s late
13449s um but uh yeah we'll continue the stream
13453s tomorrow and
13456s I'll post an announcement on the Discord
13458s when I know
13460s exactly uh where oh yeah Pondo I'm sorry
13464s um the the the cats are the cats are
13466s fine um I'm not sure if you came in a
13469s bit later but they were causing an
13471s absolute Ruckus In the start of the
13474s stream um they were really wanting to
13477s participate on
13478s it um
13486s but yeah they are they
13488s are at the moment they're sleeping but
13490s they'll they'll wake up here in a half
13491s an hour
13493s and fly back and forth like
13497s gazel how does Dennis feel about these
13500s unrealistic
13503s buildings
13507s um I I I don't see any unrealistic
13510s buildings here they seem fully
13512s supportable by that two pieces of 2x
13517s Force
13524s right yeah um the whole the whole stream
13528s thing will be it'll be on YouTube um
13532s which is also why I kind of want to cut
13533s it before the 4our thing I know YouTube
13536s doesn't play nice with extremely long
13538s video
13539s uploads
13543s um yeah no it's been it's it's been
13545s amazing to be here and have everyone
13547s join in and a lot of discussions back
13549s and forth um a lot of good questions
13553s posted and as as mentioned throughout if
13557s you have any feedback and suggestions
13559s hop out on on our canny page at Eco
13564s doc.io um and uh yeah if uh if you're
13568s interested in seeing how this play test
13570s uh play test the uh speedrun turns out
13575s um tune in tomorrow and have a look and
13578s I'll hopefully catch it before it
13581s ends um yeah everyone have a great
13586s weekend and I'll catch you if you pop in
13588s on the next time um if not there will
13592s be another Dev stream in as usual
13596s bi-weekly so in two
13598s weeks um hopefully we'll have some
13601s outdoors outdoor news for you um as well
13606s as the um a lot of finalization for
13608s balance stuff um will be
13610s done so uh take care have a great
13614s weekend and I'll catch you on the next
13616s one bye
13645s [Music]

Transcript (by Youtube)


1s forth welcome everyone to another Friday
3s stream here at strange Loop games um and
7s I'll be taking you through this
9s fantastic weekend we'll do a bit of
11s intermittent streaming but uh it'll be
14s fun um and we got some we got some paint
17s news as well so stay tuned
21s um yeah crazy time time flies um it you
25s know feels like it was the other day we
28s were doing last stream so things are
30s progressing quite
32s quickly uh see if we have everything
34s working I'm hoping everyone can hear me
36s and
38s shats where it's supposed to be there we
44s go and of course we have a lively cat in
47s the background
49s who calm and quiet a few minutes ago and
52s then decided hey I want to I also want
54s to participate on the Stream So you
56s we'll see how much he is causing a
58s rockers as usual
62s uh but yeah so this weekend we have a
67s special event server that popped up
69s which people probably noticed um which
72s is white sheeta and it is quite a number
75s of people that are diving in and
78s attempting sort of
81s speedrun time trials I guess you'd
84s almost call it um last one was pre1 so
88s it's going to be interesting to see how
89s much that deviates from uh the old time
94s which I think someone can probably dig
97s up um we did a whole whole stream on it
100s as well so
101s there's that is still on YouTube
106s Somewhere um yeah and then in about an
111s hourish uh we'll also have Toby join us
115s and we'll go over some of the painting
118s stuff uh and then once we are through
121s with that we'll probably pop back in on
123s the speedrun and have a little check
126s through and see how far they've gotten
128s and kind of where we're at and see how
130s long we
131s uh keep talking on and and kind
135s of run the stream um it's a bit
138s undecided on when it ends
141s so and apparently cats are wrecking
145s havoc in the bathroom so yeah ignore any
148s noise you hear in the background just
151s try your
153s best um and I'll I'll do the
157s same
159s um see I have see in which order I have
164s camera stuff set up
169s um that was not what I wanted I wanted
172s the yeah I wanted that one and then I
174s wanted that
176s one and then I wanted my camera can I
179s have my CA camera as
182s well
184s maybe uh but yeah we'll we'll throw in
187s right away here
188s um and I'll figure out how I get my
191s camera back on the right screen because
194s it decided to take a little high
200s this why is it oh right I see what's
203s going on here maybe we want to put you
207s there and we want to put you there
211s everything works
213s until it just doesn't there we go now we
217s have some things
220s [Music]
222s rolling
230s yeah there and there let's have a look
233s see spawn in on on here somewhere and
236s then hopefully I'll have admin and
238s everything works and I can just go into
239s fly
248s I just do
251s that and apparently decided I shouldn't
253s be able to
257s fly what on Earth just
260s happened
262s huh exciting and interesting let's just
265s do that so we don't have to worry about
266s it so I'm not going to participate in it
268s as usual I'm just gonna
270s kind of see what people are
272s doing try to decipher a little bit what
274s they're doing um and talk about balance
277s in some of the aspects where things are
280s a little bit lackluster or things just
283s haven't
284s gotten um
286s expanded enough in terms of
289s professions yeah ever first fly command
292s per server never really
294s works um it's a bit peculiar and why am
297s I so super bright
301s because of the
302s snow probably yeah it it's being it's
306s being super super bright can I just
309s reduce that
313s slightly like a
318s diamond uh but yes 10.3 is progressing
323s quite nicely PE people are hopefully
326s stoked for some of the things that are
328s coming in there um
331s we
333s are probably not going to see explosives
336s in it but it is still something we're
339s working on and
341s it'll be pushed out to
345s 10.4
346s um and it's mainly due to time
349s constraints and we we're kind of trying
351s to wrap up all the major features that
353s we're working on for it and
356s uh trying to just you know get it Up rap
360s um and as complete as quickly as we can
363s and why might GMS stop me ninja why why
368s why we should be doing SL record because
372s then we don't have to worry about the
374s the stuttery staticy
377s thing that's what we should be doing
379s there we
387s go uh hello guy um yeah so it is on
392s white Shea which is the speedrun server
394s that is up during this
397s weekend so this is you know
403s live live players struggling away trying
406s to get up and destroy the the uh the
409s meteor and lasers going as quickly as
412s they can in a somewhat organized manner
427s and going out of maybe record was was a
430s great great thing to kind
432s of go over we're getting some some icky
436s chunk chunk loading
442s lag so we've got some
445s speedy speedy focus on getting that
448s initial
450s initial burst of hun
454s [Music]
458s logs busy worker Beast
461s with masterminds in control of
465s General yeah
471s the the cat is going enough
484s yeah so our cats are very very talkative
489s um they really like to
491s emphasize when they just want attention
494s when they want food when they want to go
496s in the litter box
499s and they are excessively um attention
503s seeking sometimes and apparently tonight
506s is going to be one of those things
512s there we go see went completely silent
514s when picked up it's like I am content
517s now we're
524s good hey I see Mike is is with us on
528s YouTube
531s um nice to see you hope you're feeling
534s all
535s right uh and Satsuki yeah they got a
539s pretty decent sized um Jungle right next
542s to Desert so that should hopefully be uh
545s allowing them some pretty pretty fast
547s expansion early
549s on
556s do talk about being a very uncooperative
559s cat
563s here making it slightly uh slightly hard
566s to control all of this
575s uh with the server as fast as this is
577s there any point to planting trees and
578s crops no not really U because I think if
582s I remember hearing right the general
584s goal is to complet it within 72
588s hours and the shortest tree growth is
593s Palm
596s on
597s o 120 96 hours 120
602s hours I think so yeah no planting trees
605s would just be a waste of
606s time um oh yeah they want to finish
608s below 24
610s hours oh meteor 72 yeah thank you
615s Dennis uh yeah so it's going to be it's
618s going to be one super intense run I'm
621s I'm curious about how they're going to
623s deal with certain constraints like flags
625s for lumber but I'm assuming that no
627s one's going to be building anything out
628s of Lumber in particular just just for
631s the actual progression
636s material but it is very very busy bees
639s here in the uh devastating rainforest
647s compartment so he got very very quiet
649s and calm as soon as I picked him
654s up this is some Santi social no art no
657s no ideals just survival
666s in in practicality though um speedruns
668s are great for a lot of reasons
672s um not at least in in terms of
675s just getting good kind of Balan feedback
678s and seeing which part is going very very
682s quickly versus which part might be way
684s too
685s slow
687s um and being able to properly kind of
690s gauge them apart and seeing how things
692s progress in a very sped up manner is
696s uh quite nice um for analyzing
710s that and there goes the next saber poor
713s jungle just falling apart in
717s pieces um
721s but yeah so
723s for what do we want to touch on a little
727s bit um can do
730s some will people even bother with roads
732s or cars and so on I think they might
734s they might do I think they had they had
737s some tactic of doing like one or two
739s vehicles um for the skid steer to just
742s really quickly push up the last stuff
744s but it's hard to gauge
749s oh that P one um it's hard to gauge
752s whether or not it would actually be
755s beneficial in terms of getting that and
757s reach gold because it is something that
760s we also want to touch on and kind
762s of uh change out and improve quite a bit
766s in terms of like reach going from
768s getting to Industry getting that leveled
770s up and and kind of reach end game
774s um you've generally accumulated all the
777s necessary steps to do the end game goal
781s by just getting to end game because
783s you're already stockpiling gold you're
785s already stockpiling Xyz materials that
788s are necessary and the only thing
790s depending on the difficulty setting that
792s is holding you back is the XP grind up
796s to um peing out the professions for the
801s modules
807s P cats and boxes
810s they go well
814s together we get some more is it just
817s people in the desert here
823s or do
827s we can
829s we there we
831s go exit fly mode for bit see how the map
834s is
835s looking oh I turned very very bright on
838s that um so yeah we've got one big
842s cluster of
844s grassland and we got the wetlands out on
846s a separate Island and if we are looking
848s over
850s on uh biomes deep ocean so all the
855s islands here are
857s separated by uh boat necessity to deal
860s with also the mountain turned absolutely
864s brilliant
870s uh yeah this what is the map
874s size sure that was sh in
883s there
888s yeah the amount of rivers that ay yeah
891s the yeah the the hilltop and the
893s mountain side turned out absolutely
894s crazy and then you have a whole bunch of
896s whole bunch of uh lakes and rivers in
899s another another jungle grassland combo
903s here turned into a quite nice map
905s they're running
913s on oh yeah it's a 2.56 kilm thank
917s you
920s o that is
922s interesting that's some sneaky resource
924s reveal then if it's the next white tiger
927s map
935s yeah I'm sorry it's the U the brightness
937s in the map it gets a little bit
941s intense see how it it's just
946s crazy I zoom in it gets a yeah desert
951s desert yellow or forest
956s green how many people are we on right
959s now
965s there actually we can
968s do don't want to do
980s that yeah so there's there's quite
985s a quite a decent size
988s of players on here that's attempting
992s this this is also very very
995s bright probably need to reduce the
997s brightness of the monitor
1008s slightly uh isn't the Jungle Desert
1010s combo kind of op well like when it comes
1013s to speed running in general as if you're
1016s looking at like speed running as a theme
1019s of like across the board be it Mario or
1023s you know Victoria
1026s or I don't know Tetris whichever you
1029s know game you're kind of going for
1032s um they generally tend to rotate the
1035s maps until they get a map that they can
1037s do it really really quickly on because
1039s the map restrictions is not
1042s necessarily um relative to the speedrun
1046s attempt desert J desert jungle Wetlands
1049s is soopy and hilarious though
1053s yeah yeah you can do a lot with
1056s that not necessarily just for speedrun
1059s but um on its
1063s whole and it you
1065s know what do you think because right
1068s right now the the general biosphere is
1071s generated to kind of keep biomes
1074s slightly separate would it be something
1076s that would be interesting to be able to
1079s just just toggle
1081s and
1083s um maybe have that on the on like the
1086s editor side of things like the the the
1088s server DUI or being able to specify
1090s which which can adjac in each
1093s border um and or toggle you know
1097s specific biome
1099s Islands CU I've been looking into
1103s um poking my nose into the um world
1107s generator for a while and there are a
1110s few things and ideas that I have that
1113s I'd want to do to
1117s tackle but I also don't want to kind of
1119s overextend and do a whole bunch of
1121s things that no one is
1124s generally
1126s um not necessarily interested in
1140s just think that those three hot biomes
1142s should stick together more and the three
1143s cold biomes have their own strength
1145s equalize its resource
1149s demands yeah in terms of just warm
1155s Forest it's kind of get it's kind of a
1159s a Hot Pocket thing because you've got
1162s the desert that's really hot and then
1163s you got the forest or the jungle um
1169s that is also really hot and then you got
1171s Wetlands that you just add the moisture
1174s to it but it's still in like the hot
1176s biome
1178s realm and if you suddenly
1181s have um desert jungle Wetlands warm
1186s Forest next to each other it it turns
1189s into kind of a behemoth biome sweere
1200s yeah I think it it it might be an
1204s interesting interesting thing to kind of
1206s tackle because because as I said it's
1210s generally more of a scientific approach
1212s to which biomes
1215s are generally closer to each other in
1219s real world
1224s equivalent
1227s uh yeah that that that is a good point
1230s um so right now demand for cold
1232s resources are are generally low
1234s especially copper doesn't allow for cold
1240s starts also feed the kitty the problem
1242s isn't feeding
1248s her
1251s um she
1253s um lost her
1257s toy heard it do
1266s uh maybe a copper age before iron
1271s um it's
1274s like it's something that we've talked
1277s about um in terms of having like some
1280s type of alloy copper copper in of it
1283s itself is kind of weird um but if you're
1286s looking at something like an alloy like
1288s bronze that would be durable enough to
1291s make sense um it would need to introduce
1295s tin and then you'd need to deal with two
1298s types of
1299s metals rather than just kind of getting
1302s past it quickly and then diving into
1304s just a single metal
1306s type which would be
1309s superior so it it it's
1312s that kind of weird time shift
1316s of in which span of
1320s um in which aerial span are we looking
1323s at like how long are players going to be
1325s sticking in you know the Stone Age how
1327s long are player going to take until they
1329s transition into um a mechanical
1332s era and having a good bridge in between
1335s them to kind of transition you get
1337s upgrades
1340s um and upgrades kind of need to make
1343s sense across all the professions which
1344s they're not at the moment there are a
1346s few professions that are lacking mid
1347s game impr improvements there are a few
1350s professions that are lacking late game
1351s improvements um and a lot of those is is
1354s things that we have stuff getting ready
1357s and working
1361s on um but it's you know it's a journey
1364s it takes
1375s time tin and copper can be made into two
1378s things
1383s um sort of but also not really but yeah
1387s I
1389s I uh yeah brass is brass is sync not
1400s tin um early gay Metals though could
1402s still be utilize though in smaller
1403s amounts like circuitry needing lead tin
1406s kind of thing oh yeah um um no we have
1409s we have some ideas to generally add more
1412s more resources and
1413s more
1415s um materials in the ground which is why
1418s the mountain was remade in uh like the
1423s the cold biosphere was remade quite
1425s significantly in
1427s terraforming um or geology
1431s types as we cut down a lot of the metals
1434s and that's to make room to to be able to
1436s test a lot of these things um while
1438s while still having somewhat pure data
1442s on um making sure that there's still
1445s enough materials of that type to
1448s properly be able to kind of dig
1452s and um not be super grindy but still
1456s require enough effort and time to kind
1458s of get stuff properly going and then
1461s getting into an upgrade
1463s phas uh right now the dwarfs don't feel
1466s very incent incentivized to dig into
1469s that Cold
1471s Mountain they're oddly attracted to the
1474s desert because of the iron yes we have
1476s some we have some resource shifts that
1478s we want to do
1479s and once we do add more things um in the
1483s ground it is quite possible that will
1485s start spreading out iron a bit more and
1488s make it a little bit easier across the
1490s board because that's kind of your entry
1492s way into metal
1493s working um so that should
1496s be sort of doable
1499s across the globe at the same time we
1502s still want to keep the desert at as kind
1505s of a main iron
1508s Source um but we got some ideas to kind
1512s of alleviate the pain around
1517s that I'm hearing a lot of fishing in the
1519s background
1522s here a catastrophe fishing
1529s we got the the fishing crew dealing with
1532s early food crisises I
1554s guess I remember correctly also
1556s interesting I managed to I managed to
1559s stay in record camera while free
1562s flying don't know how that happened but
1566s I'll take
1573s it uh on se3 we find plenty of iron deep
1577s grass BL yeah so there's iron still has
1580s a few other spawns um Coastal strips in
1584s particular but also sporadically in the
1587s grassland uh
1589s but unlike the desert where it's
1590s guaranteed to be certain size spots and
1593s and all over
1596s um there's still once you do find some
1600s pockets in the grassland they're still
1601s pretty substantial pockets of
1612s iron someone shooting bow at me save
1615s those arrows for the animals you need
1616s them for the meat
1626s yeah I should pop invisibility just to
1628s kind
1629s of remove it
1632s but they really do like
1635s to cause
1637s Ruckus um differen differentiating clay
1640s or even soil types could be interesting
1642s to Vintage story is quite interested in
1644s that aspect though it does get to the
1646s point of too much selection for not for
1649s no necessary benefit other than it being
1651s in World
1652s y
1653s um it it is like we we we do have that
1658s and apply it but it's not actually
1661s unique resources for that
1664s simplification kind of thing so if
1667s you're looking when you're looking
1669s through like the world gen file for
1671s example um you'll see that it it does
1676s specify um like Rocky like rocky soil um
1682s and so on and that is because in each
1685s biome you do have a different type of
1688s ground
1689s material um based on the biome
1692s temperatures and and so on
1697s so
1699s um so it you know we could make them
1702s into unique materials and then just have
1704s tag apply to the different types and
1707s then be able ble to utilize them in
1709s different recipes if we wanted
1712s to um because we we have the textures
1715s and everything for it it's just at the
1717s moment it's
1720s just
1722s um just that quality of life like every
1724s you know all the different soil types
1726s are are classified and transformed into
1729s dirt when you pick them up um which is
1732s just sort of a a casualization of the
1736s biomaterial
1744s uh I start and swamp Forest will be
1746s running out of dirt if I start building
1747s with dirt blocks later fertilizer it's
1749s OD that I have to import dirt from the
1752s desert um the dirt the general dirt
1755s chain chain on fertilizer is also
1758s something that
1759s we um we want to kind of break up as
1763s well so that's probably going to be
1764s changed in the
1766s future um
1770s with compost blocks and the dirt kind of
1775s combo that's a bit wonky um so the
1778s general idea is that you you take
1780s compost and you you turn compost into
1783s dirt
1784s slash um turn stuff into compost without
1787s actually adding the dirt to make it into
1789s a fertilizer but more of a a
1792s general uh refinement
1795s process um and we have some World
1797s objects
1800s um kind of scratch down to do
1804s that um so it'll be
1807s um it'll be a bit like dirt
1813s being like the off produced material
1816s when you're using manufacturing and
1818s dealing with fertilizer in some
1820s capacity but we also want the dirt to be
1825s consumed um in some of it
1829s uh is the relationship between biome and
1831s geology a design decision or just easier
1833s to implement uh oh it it's it's a purely
1835s designed decision it it's a purely
1839s geographical design decision um way
1841s early in during eos's development and I
1844s haven't
1845s really I haven't really poked too much
1848s into changing that
1851s because um outside of a few Oddities
1855s with World gen every now and then um
1859s I like the idea notion of it but you
1862s know the longer we've been running it
1865s and the more we've been kind of looking
1868s at geographical balance wise in terms of
1871s which biome is feeding what biome and
1872s where you're pulling resources for and
1874s which part of the game play Loop um from
1878s start to finish you get the different
1880s materials from different sources and um
1883s you know applying a heat map on it you
1885s can see that the desert is just as hot
1888s as the freaking temperature range on it
1891s um with a fraction into the mountain
1894s eventually way way
1896s later um some of the copper changes in
1899s mid
1900s 9.45 6 somewhere um alleviated that
1905s quite a bit so iron is or copper gets
1908s more use mid
1910s game um but it's still nowhere
1913s near where like where we want it um so
1917s there's still a lot polish to do around
1919s it but um as for implementation of the
1923s general geographical
1925s stuff it's more about it's it's
1927s complicated to pull it out to
1930s be easier to edit from the user
1935s end uh I mean three out of five tools
1937s sets use iron
1941s yeah that is correct
1946s um in some capacity one or the other um
1950s it's either iron or steel which is Iron
1954s by
1958s process want much golden tools oh the
1961s the the golden tools are reserved for
1963s Dev
1964s tools so that that is on the creative
1966s side um if you haven't noticed it I
1969s don't know
1971s which which and when Mike threw it in
1974s but the later versions the dev tool
1977s hammer
1979s um should have a golden skin on
1982s it and we'll also see that later when
1985s Toby Pops in as well that the uh the
1987s paint Dev tool also have a golden skin
1989s on
1996s it to be fair for for real life though
1999s iron is used for so much gold tools
2001s should be
2004s achievement um oh yeah there there is uh
2008s uh gold could definitely have more use
2010s for um for housing Damascus steel tools
2013s Damascus steel is
2015s pretty
2020s um that would be a nice nice view on
2025s things um but yeah gold gold as example
2028s for luxury items for housing yeah I've
2030s been I've been eyeballing that for a bit
2032s like introducing more copper and gold as
2035s general resources for housing and
2037s furniture
2040s we are few but we are
2043s good hello gaming Engineers hope you're
2046s hope you are all all right this evening
2050s welcome to the
2054s stream gold frame blocks oh boy well
2057s you've got you got gold frames for the
2060s culture stuff and you got copper frames
2061s but it's definitely a venue to do gold
2065s lined roof tiles oh boy
2069s um but yeah know there there is there's
2071s definitely a venue for things like more
2075s uh especially for for lighting mount for
2077s example
2079s um like candles lights um
2084s mounting things in general
2088s um and housing points are going to get a
2091s bit of a um doover slash larger change
2096s in terms of what what G how much
2100s pointwise so I'm presuming this is going
2102s to be the main cooking area by the
2104s amount of campfires that gets popped
2111s down quarter height lowrise roofs with
2115s Corner
2116s inside uh not sure I follow you there
2120s Satsuki are you're talking about having
2122s like a thinner roof slab
2129s or what are we talking
2132s about cuz I'm I'm presuming you're
2135s talking about a block
2147s form there
2153s let's there we go
2160s where is that
2169s thing so much
2174s painting so much painting so much
2177s painting um couldn't find it looking for
2182s uh looking for some detailed stuff
2186s but couldn't really find what I was
2188s looking for oh well let's pull up the
2191s chat there
2192s again can we have a look at how the
2194s miner camp and wood Camp are going uh
2196s absolutely we've got logging Camp over
2199s there I'm
2201s presuming uh can
2205s fly Sho scoot ourselves over
2212s here and here we can also see some wild
2215s iron splotches on the surface which
2219s hopefully helps people navigate a bit
2222s into the realm where they
2225s are presuming we'll have a logging Camp
2228s up
2231s ahead here we
2236s go oh yeah
2252s it's a lot more uh a lot more spread out
2257s here I'd presume that we'd see more
2260s like super clean picking and everything
2264s just absolutely
2269s destroyed but things are Sur
2271s surprisingly uh standing
2281s uh Hey Pondo uh If You released any
2285s Target dates for 1.0
2287s no no the only the only General mention
2290s of it is in the blog post so that is the
2293s information that's available at the
2294s moment
2297s um we'll
2299s have dates
2301s more available when
2305s uh when we have them available to to
2308s release to
2310s you um will mod support/ interface look
2314s the same um not sure what you mean about
2319s interface but
2321s um we'll try to have as much mods mod
2324s support as we
2326s can
2332s uh just I'm I'm just going to ignore
2334s that sack just just see no see no evil
2338s here no evil
2344s right um no so the M the main focus
2350s on the main focus for the uh the content
2354s related to the 1.0 thing is most likely
2357s going to be animal
2358s husbandry um oh meaning the Cs files
2361s being easily accessed and the changes
2363s being server side only um yeah there's
2365s there's not going to be any client side
2367s modding
2368s uh up to 1.0 at
2371s least um if it happens after that we'll
2375s see where we are and and kind of
2378s what what size of a scope that would be
2382s to introduce it it also requires a
2384s substantial amount of
2386s security um that wouldn't be necessary
2389s prior to
2391s that um so that it it's a pretty pretty
2394s big task um as for the CS5
2398s we'll see um they might
2401s stay depends a little bit on uh if we
2405s determine that it's there there are a
2407s bit more slick ways to deal with it but
2412s uh
2413s um yeah there are some ideas surrounding
2419s it um can we get the walls to use for
2422s the roof so we can cleanly cut off the
2424s roof with it not matching the size of
2427s the house I'm so confused of
2434s that can we get the walls to use for the
2437s roof so we can cleanly cut off the roof
2439s with it not matching the size of the
2442s house so it can go in the house a
2444s bit
2447s um you mean like having having
2451s it not extend out from the house
2456s but just like flat in with
2463s it
2467s um I mean
2469s possibly but that would be uh I like a
2473s thin
2476s slat uh oh yeah you're you're thinking
2480s similar to the um a block form similar
2483s to the bricks with its um the the the
2487s thin
2492s floor think Prine will need needs to be
2495s introduced with the dock
2496s blocks um yeah there there's block forms
2501s in general is uh is is kind of a
2503s constant
2505s ongoing
2508s uh going thing um you know if you want
2511s to if you want to pitch questions
2513s regarding block forms
2515s and wanting X YZ we have a we have a
2519s super person to uh poke for that that's
2523s coming on here in uh in a
2526s while since Toby will pop his head in to
2529s uh do some painting Show and
2532s Tell um and he's also the leader of the
2535s art team so he's the one that makes a
2538s lot of the decisions regarding which
2540s forms which blocks gets in in what
2544s order um granted granted when they have
2547s time and cap City to do
2549s them um do you have or do you plan to
2554s add power converters to use the water
2555s wheels as energy
2558s generators probably not um we have some
2562s ideas on
2564s doing a bit of the
2567s opposite while I do want water related
2571s electrical generation for stuff like Dam
2574s building and and whatnot like having
2576s some sort of hydro
2579s power uh but if it's going to be the
2581s initial water wheels that's kind of just
2583s get like an AC converter or a generator
2587s uh probably not it'll most likely be a
2591s separate type of water interaction
2595s object um that said we do have some
2598s ideas for moving you off mechanical
2602s Power as a requirement later on through
2604s the tech stages
2610s um aren't the earliest power generators
2612s based off mechanical infrastructure at
2614s least as primitive forms of getting
2616s power
2619s um I mean sort of yeah um if you're
2622s looking at like the the the earliest
2627s easiest um electrical power in in
2630s general would be kind of a steam turbine
2634s probably um
2637s because you're you're using heat as a
2642s source and then shoving it through a
2645s turbine which spins and generates
2647s power potato power just just enough
2650s Terror Roots maybe we can squeeze out
2653s some ampage out of them just just have
2655s enough Terror
2659s Roots atmospheric engine steam and coal
2663s yep a steam engine is still mechanical
2666s Power converting to Electric
2671s um yeah like I said it
2675s it it poses some interesting issues but
2679s it's less of an
2680s issue in the future so 10.3 is going to
2685s introduce General garbage like in in
2688s terms of not General garbage sorry um
2692s general maintenance requirement which
2693s will
2695s generate garbage slash
2698s waste products
2700s so the water wheel for example or the
2704s windmill is not going to be completely
2706s 100% free power as they are
2710s now because they will have a
2712s maintainable part in them that will
2716s gradually wear down and you'll have to
2718s replace
2720s it
2722s um
2724s and uh
2729s I know you're spoken about new changes
2730s coming to electricity in the game but
2732s will these new changes allow us to
2733s choose which crafting benches can access
2735s it um that's a separate power thing but
2739s yes the the general idea is to allow you
2742s to have more control over what's in in
2746s terms of what's consuming SL producing
2750s who can access it and where
2754s um but that's part of a kind of a bigger
2757s utility
2758s update that we have some uh we have some
2762s plans
2764s for if it makes it before 1.0 I don't
2768s want to promise
2770s that um we definitely want to try to
2773s getting in there because we feel that it
2775s would be an important
2778s part um of the
2782s industrialization um and giving you that
2784s kind of legal control and um Regional
2788s control over you know power generation
2790s and and power plants and so on um so
2793s there's definitely a goal to try to get
2796s that in but we're also under some
2800s pretty pretty
2803s uh limited time constraints
2807s to do all the general core features that
2810s we wanted to have done by
2813s 1.0 um so we're you know trying to keep
2815s the scope somewhat realistic in what
2817s we'll actually be able to do before then
2819s and what we can't and what we'll have to
2820s come after um as once 1.0 is
2825s released the general goal is just you
2827s know keep growing Eco keep adding things
2829s to it
2831s um keep expanding on it and just
2834s improving updating
2836s patching um fixing polishing and the
2839s whole the whole
2843s shebang how are we looking everyone's
2845s kind of
2847s I thought the other place was a farm SL
2850s cooking area but uh turns out we get a
2854s whole bunch of campfires here as well so
2856s I wonder if these are actually turning
2858s it turning all the random pulp that
2860s they're getting into um
2867s morter could be interesting one town
2869s being super into power generation
2870s basically just selling its power
2872s generation capacity to the other town
2873s over oh yeah it there's there's a ton
2878s of um gam playay implementation and so
2882s on um I thought farming was kind of
2885s useless here um there are there are
2888s certain things that you do need to farm
2891s regardless
2893s of what you really want but the size of
2896s the world might allow them to skip
2900s that it really boils down to how much of
2903s how much spreadsheet math they've done
2905s on exactly how much unit that have those
2908s oil kind of
2909s things um cost
2913s relations so you know and I'm mainly
2917s speculate speculating on a lot of these
2921s things um do you have any plans ideas
2924s regenerating income after 1.0 um there
2927s are some ideas floating around and there
2929s are some things that are revolving and
2932s we'll
2933s do it's it will be a topic on a
2938s pre
2939s 10.3 uh Dev stream I think well well
2943s there it's a few uh it's a few subjects
2946s in there that I'll uh grab John and have
2949s him on stream as well to talk
2951s about uh so that's something to look
2953s forward to if you're
2962s interested look at that beautiful Forest
2964s just
2965s Vanishing imagine in 10 hours this is
2968s just going to be a desolate
2969s Wasteland not a tree
2983s sight coming along here um do we have a
2987s mining encampment we have a little
2988s mining
2992s encampment see some sand being collected
2995s there
3004s um any plans to add AI workers you can
3007s hire to reduce monotonous tasks um
3011s no I know there's there's
3014s definitely a lot of people that are
3016s interested in having that um in some way
3020s or capacity in terms of you know from
3022s the player side
3024s but um
3028s there's no plans to do that um simply
3031s because of the general scope of the
3034s design for Eco as well as division is
3037s it's focused
3039s on um General player interactions and
3043s player player bound economy and if you
3046s start introducing
3049s AIS um the Eco developers go on the
3053s human superiority Road all human labor
3056s um
3058s no so the the general idea is all
3061s professions um builds into
3065s upgrades regardless of this like bound
3069s to the progression of the server which
3071s at the moment it um it's kind of limited
3075s for some professions like a lot of the
3078s early introduction ones um like Milling
3080s carpentry logging and so
3082s on um versus Mining and and and the
3086s industrial route that gets a lot of cool
3088s Machinery that can reduce that
3089s significantly way late
3091s game uh but it's definitely something
3093s that we're looking at Bridging the Gap
3096s for a lot of them um Farmers road
3100s builders terraforming in general is
3102s hopefully going to be slightly
3104s easier
3107s um as we have some uh some midgame plans
3112s to add a u an attachment to the steam
3116s tractor so you
3117s can move some dirt around
3122s essentially um you won't be able to
3123s break rocks with it but you can use it
3126s to
3127s uh terraform and and help you mine quite
3131s a bit prior to getting levels up and
3134s uh kind of the late game
3137s stuff um any updates to the crafting
3139s material for Adobe um I have an
3142s experimental thing going on but it's
3143s it's generally it's generally in that
3146s realm of
3147s dirt slash
3149s clay um one or the other probably
3153s potentially both
3155s um and then plant fiber and raw
3161s wood like generally nonprocessed
3163s material um which will then tie into the
3166s tutorial a bit better
3169s in um teaching people about where to
3172s find new
3173s professions why am I getting a
3175s disconnect there we go just some Network
3182s lag
3186s um where was
3188s I
3193s Adobe uh any thoughts on expanding out
3195s of that kind of era wle do for example I
3197s mean wle and do would like it's adjacent
3200s it's it's kind of the grassland version
3203s of
3204s it um
3207s if you
3208s will um so if we you know if you
3212s see a weird variation SL different types
3215s of adobe
3217s maybe
3220s um but it's also
3223s that it's also leaning into that whole
3226s notion of how long are you trying to
3229s keep players within that era of
3234s progression so if we're looking at
3237s um blocks
3240s for
3246s um um 3.14 days um if you're looking for
3250s blocks that are kind of equivalent in
3251s terms of material complexity and
3254s progression you've got a do and then you
3256s got W and blob wle and U do
3260s that's kind of leaning in
3263s towards the same tech level if you will
3267s there's not a whole lot of upgrade
3268s possible in between those two it's
3271s generally just you know Twining stuff
3273s together with fibers instead of just
3276s slapping it together and and drying
3278s it um so probably more of an an adobe
3282s variation maybe um but it wouldn't be
3285s enough to fit in between the
3291s two uh yeah in the Stream about the
3294s Adobe it did kind of look like it might
3296s be washed away by the rain in grasslands
3298s yeah
3299s it it's not necessarily a very
3303s U rainfall
3306s heavy resistant
3310s material um I'm having trouble finding
3312s servers that make it all the way to the
3314s end game has syncing server starts ever
3317s been considered to incentivizes joining
3319s mid game for official servers um that is
3322s a very directed question more towards
3325s Dennis as a community
3333s manager
3335s um more than anything else there's
3338s there's a lot of there's a lot of
3341s benefits to it but there's a lot of
3342s there's also a lot of downsides to it
3344s because then you know you have kind of
3346s an e and flow where everyone starts in
3349s in one week and then it's completely
3352s dead by week two and no one can of jooin
3357s and or runs an official server say you
3359s start off the game and you have to wait
3362s you know one and a half a week before
3363s the next official server restarts
3365s instead of having them looped back to
3370s back the server I play on destroy the
3372s meteor this weekend after only two weeks
3374s we got to rebalance our mods
3379s um yeah
3381s the balance in general is tricky when it
3384s comes to scaling multiplayer
3388s count um in a static economy
3393s environment um so for like scaling
3396s recipes for example could be a thing but
3399s then if recipes are scaling to player
3402s count then someone joining before a bul
3404s of a bulk of players join
3408s in
3412s um um but yes so if you know if you have
3415s a scaling recipe system where where um
3418s an iron bar costs 10 iron ore and then
3421s suddenly you have 100 people joining and
3423s that iron the the same iron bar suddenly
3425s cost you know 200 iron ore um if you
3428s made a bunch of iron ore into iron bars
3431s initially before the big Splurge of
3434s people joined suddenly you know you're
3436s you're rich because you made
3439s materials that is so much cheaper than
3442s someone joining later
3444s on um which is why it's static and if
3447s it's static then it boils down into how
3449s many people are joining which is also a
3451s good example on why the speeduns are so
3454s nice to see
3457s um because you run into the issue of say
3461s you know the official servers are
3465s balanced towards you know the like the
3467s medium collaboration or the high
3469s collaboration setting is set like you
3470s know roughly 50 active
3473s players and then suddenly you've got
3476s trip that in population then you're
3479s going to run into food scarcities which
3481s we've seen um you're going to run into
3483s absolutely devastated forests and not a
3485s tree around which we've seen in in
3487s previous
3488s builds um you'll run into there's so
3492s much more material available on the
3495s server and any flaw in balance in
3497s between two specific professions just
3500s gets Amplified so much more
3513s uh uh most cases people people planning
3517s a career grinds all you all you need to
3519s keep going another guy buys your scroll
3521s and sets up shop in front of you so both
3522s quit early game yeah and and there's a
3525s lot of there's a lot of player mentality
3527s to it as well um and kind of a culture
3530s of wanting to be first um
3535s which I don't know if it's a if it's
3537s just a game
3539s era culture thing
3543s or um where this is really coming
3546s from
3549s um it um it really goes in EPM flows
3553s like you can really see how player
3556s player behavior um especially on on
3558s really really big platforms like Steam
3560s and so on kind of propagates in trying
3563s to do that type of genre
3567s uh approach regardless of the
3571s game um so if you have if you have a
3574s whole bunch of single player games that
3577s are kind of super quick to play through
3579s and they get super popular very quickly
3582s um and then they pop out into a
3585s completely different styled game but the
3589s same general
3592s design um and we see this in comparison
3595s like Minecraft compared to Eco in a lot
3598s of cases because they're both block
3599s based voxal games they're both very
3601s creative
3603s sandboxy yet the general design approach
3605s is ex like substantially
3608s different um
3611s with just the fact that we don't have
3614s any general hostile mobs in Eco although
3616s you could argue that your competitor
3618s across the street is very hostile to you
3621s sometimes um
3626s but it's you then have you know you
3628s don't really have any general threats
3631s you don't need to spend a bunch of
3632s material building defenses you don't
3633s have a consumption for uh you know
3636s turrets ammunitions or protection
3638s measures
3641s um wish I could buy sell by tag for
3644s Simplicity um if you have a general and
3647s apparently I don't have that up on
3650s this let me let me push that in here as
3655s well uh um that text can be changed
3661s out let me just grab this
3665s here why did this
3667s thing that's what I should be having
3670s hang
3671s on um so if you have a
3678s suggestion um actually copy
3682s that add a new text thing
3687s going on the Fly
3692s here add a text thing add
3696s there see if that makes
3700s sense and then we want to have that we
3702s just reduce the opacity um so I'm just
3704s throwing in a
3707s um text box
3716s put that up there apparently I picked
3719s the wrong thing background opacity
3720s that's what we want not opacity of the
3724s text
3727s uh is that going to be in the way I
3729s don't know that's probably going to be
3730s in the way um so if you have any
3733s suggestions ideas and thoughts about
3735s improvements and or systematic changes
3739s or you know with whatever whatever
3742s tickles your fancy um head up over onto
3745s our canny page and and drop a suggestion
3747s or vote on some of the suggestions that
3749s are there that way um it helps us
3753s see where the general interest is and um
3757s might influence some of the priority
3760s decisions based on scale
3763s popularity
3768s um and there also there are also some
3771s good ones in there
3772s and you can just talk to other people
3774s having those ideas
3778s um think at Tech Tree where we all start
3780s as the same and then we work in diverse
3782s but it depends on your work and not not
3784s on what we research
3789s um
3794s yeah it's a general different approach
3797s to
3800s skillups
3801s um and
3803s it's like at the moment we have a very
3805s hard time component in relation to how
3808s quickly you can gain skills how fast you
3810s can kind of force a progression
3814s going um and if you if you base your
3817s complete progression on flat out
3822s just how much you're pulling into it
3827s um especially for like super skill-based
3830s progression and skill
3832s up
3834s um it adds
3836s a substantial
3839s higher gap between casual players and
3842s non-casual
3845s players um and we already have a pretty
3848s big gap in between them um the
3849s exhaustion functionalities and and
3851s feature that we've talked about prior
3853s and came up with a a bunch of
3855s improvements and polish for
3858s 10.2 um is a good example on kind of
3862s some of the measures that admins that
3865s have these problems in their communities
3868s really
3869s wanted um so time being as a critical
3873s component in to be able to
3877s bridge casual players and non-c
3880s casuals um is kind of the only element
3883s that you can use and having a completely
3887s pure skill-based experience gain
3892s system um it completely removes that and
3895s makes it
3896s a lot harder to deal with
3898s it that
3900s said um there is a config option if you
3904s want to experiment with it um gaming
3908s Engineers um as you brought it up um
3912s that will allow you to
3914s gain uh pure like player experience so
3918s the experience you gain here from um
3921s your skill multiplier so your actual
3923s character level
3924s up um there is a setting for that in the
3928s um in the um experience configs um that
3932s will allow you to add a value to it so
3934s you will gain experience towards your
3936s player advancement regardless
3940s of
3941s um like disregarding the time you'll
3943s still get the time experience but you
3945s will get uh a portion of
3949s experience that you gain from using
3951s tools and whatnot in your specialization
3953s so if you pick logging you'll gain
3955s character progression level up by doing
3958s logging
3960s activities um but you'd still be bound
3962s by the research unless you do some other
3964s modding
3974s stuff
3982s uh uh which proves e his life with all
3985s its politic
3988s drama um what does the paint in the
3991s video title refer to it is pure out
3994s paint vaganza here um when uh Toby Pops
4000s in um so 10.3 will introduce a new a new
4003s system that allows you to use a painting
4006s tool or different painting tools and
4009s they'll allow you to paint blocks in
4012s colors that you
4014s craft um and it's it's crazy it's
4017s beautiful it uh adds a ton of life and
4021s vibration to the game but it's going to
4023s be absolutely chaos I think initially um
4027s looking forward to seeing a lot of cool
4036s builds um regarding the time XP thing
4038s could something
4039s vaguely similar to B rest timer
4043s work um the the general issue with the
4047s time gain the The Experience gain
4049s crossed with time is that when you want
4053s time to be a major
4056s factor
4059s um it
4061s uh like even if you have the experience
4063s or double the experience um like well
4066s changed it switched it around to be um
4069s you'd still gain that experience
4071s regardless so you're still accumulating
4073s resources um
4076s a lot faster than
4078s is generally might be balanced
4084s towards um so it makes it really really
4086s tough to kind of deal with um a lot of
4090s the aspects
4094s of gauging
4097s uh gauging and estimating for how many
4099s players will take you know the the time
4102s it takes for players to gain the the
4104s same quantity of materials or EXP
4107s experience we switch over to the wood
4109s cutting Industrial Area
4112s here a lot of workbenches going on we we
4114s see some more uh some more wooden Huts
4117s here and there and we see that carpentry
4122s station really taking form
4129s here
4134s um yeah yeah so for the color selection
4138s um you have inputs for RGB and
4144s CMYK so it's straight up across the
4146s entire
4154s scale it'll be cool so we'll
4157s we'll in a bit here need to see if Toby
4161s awake yet Toby is waking up
4184s um any more plans to have more updates
4186s in 10.3 do you have a Target date wor um
4188s you mean in terms of General stream
4191s updates for Content stuff that's coming
4193s for 10.3 or
4200s you referring to like more updates after
4204s 10.3 or what I'm a bit
4208s confused you lost me Pondo you lost
4211s me people making pixel arts on their
4214s buildings oh yeah I can um definitely
4217s see that happen people are already doing
4219s it with actual building stuff so I'm
4222s presuming they're going to have an even
4224s more amazing time poking at it with
4227s paint
4230s stuff imagine forgetting the exact shade
4232s of black you Ed and have to repaint the
4234s whole building to be the same one oh I
4236s can
4237s uh there is hang on hang on we have a
4241s Toby we have a
4244s Toby but Toby is
4248s uh uh let's do this in in the meantime
4252s Let's uh let's get stuff set up um be
4256s right back
4277s [Music]
4304s [Music]
4313s [Music]
4323s [Music]
4342s [Music]
4366s [Music]
4377s [Music]
4398s [Music]
4413s [Music]
4460s [Music]
4463s there we
4464s go
4466s hello think audio should be fine let me
4469s know if audio isn't
4471s fine should be you hear me hello should
4475s be able to hear Toby here increase you a
4478s little bit um yeah so you know doing
4482s doing speedrun craziness
4485s um people are building
4488s like uh like crazy um things are
4492s happening how are you doing awake way
4495s early in the morning I'm awake I'm
4497s barely awake we got coffee somewhere
4501s here it
4502s is I S I popped into the stream for a
4505s second I was I was watching it off to
4506s the side as I was getting ready and I
4508s just sort of appeared yeah not
4512s ready that Shir on those it's fine that
4515s that was uh that was a very much my
4518s fault
4520s uh overlay overlay not overlaying
4526s okay nice Toby what hour is it for you
4529s and where are you
4530s located um I'm in Brisbane Australia and
4534s it's 6:21
4536s a.m. so I'd normally be asleep it's a
4539s Saturday so I'm in the future for most
4541s people I guess unless you're also in
4544s Australia do we have anyone in Australia
4546s watching the stream is anyone awake this
4548s early
4550s here it it's probably more in the line
4553s of if someone still is uh
4555s ask for race 6 a.m. on a Saturday this
4558s is crazy um yeah it's probably more a
4561s question of if if someone is still awake
4564s rather than is already awake yeah yeah I
4567s should have just stayed
4570s up zombify just sitting there like
4575s yeah um yeah but no so what do we got
4579s for us painting people have been asking
4582s about what what's the deal with the
4583s paint topic yeah
4586s um paint painting's fun I've been
4589s enjoying it this week it's been crazy
4592s been a lot of good work I on
4596s urugai that is a long ways
4600s over
4603s really the opposite
4606s side um but yeah I guess just take it
4610s away for uh take it away to your screen
4613s share okay all I think maybe are we are
4616s we ready for that are you are you
4618s prepared we can do that yeah actually
4621s let's move that move that thing up to
4623s the top right so it's not in the way
4626s because that's going to be in the way
4627s otherwise there we go
4629s yeah so here we go now we're on he's
4632s live we are we are live on Unity editor
4635s hopefully playing nice but knowing
4637s knowing Unity sometimes it doesn't
4641s so we will see we'll we'll see um yeah
4644s it's been like this morning so so far so
4648s um yeah we're here in the title
4650s screen uh you've probably seen it when
4653s you log in this is our little world that
4655s we built for
4657s that and is my stream running smooth
4660s enough I've got Australian internet so
4662s it's not very good I think it's looking
4666s good cool I think stream can probably
4670s let us know in uh in case we're getting
4674s every everything is looking good so you
4675s know seems like it quad Bros is in the
4681s chat he's done a lot of the work on
4684s this it's looking really good so I don't
4687s know should we start off with kind of
4689s how you get the paints going or should
4690s we just start some painting and show the
4692s functionality of
4694s it a few different paint guns
4697s here yeah we got a we got a few few cool
4700s gadgets and and trinkets to do it um so
4704s for for initial painting um May maybe we
4709s should just go through the process and
4710s kind of talk about it so uh everything
4713s starts with a flower or a mineral
4716s depending a little bit on on the pigment
4719s type um and just just just as a general
4723s alarm note all the recipes are still
4726s pending balance I'm still working on
4728s them so they're not going to be the
4730s quantity you're producing or necessarily
4733s the specific ingredients um back and
4735s forth just as a disclaimer so no one
4737s just like freaks out of like these
4740s paints are going to be super super
4742s expensive I'm not going to be able to
4743s afford to paint more than you know two
4745s tiles um so just you know it'll it'll be
4750s different on
4754s release yeah so those are all crafted
4756s here at the Mill aren't they so we've
4758s got like the different powders that are
4760s crafted from you get the the blue Powder
4762s from the huckleberries
4767s correct yep and you have
4770s some some mixture um we've got some some
4775s are going to be organic so some are
4777s processed from actual crops and plants
4780s and and so on um some are going to be
4785s inorganic um as in minerals so iron ore
4789s copper and and so on so forth um so
4792s there's a few different types of
4794s sourcing of the
4796s pigments um and you might have multiple
4799s different sources
4801s for the same
4805s colors yeah I think the example of
4807s that's the yellow one right so yeah this
4810s one's created by sunflower then you've
4813s also got it in here as a recipe for
4815s powdered creas
4816s so it's still making the yellow
4820s powder uh very healthy to craft paints
4823s on the same table as we M flour
4825s well you know I'd hope that the Miller
4828s is using two different Mills just just
4830s for sanitary
4836s reasons we found the use for copper then
4839s copper spray
4843s gun uh but yeah so once you have your
4846s materials that you want to use and you
4848s have a wide range of Base pigments that
4851s you can use to mix colors with um you've
4855s got the new crafting station for all of
4857s the interactions for
4861s this uh which is our paint mixing
4865s table yeah and you kind of start out
4869s this this Paint Bucket which is just
4871s like a base paint which I could just
4874s give myself a bunch of
4882s them no I can't do 100 the stack size on
4886s those
4887s 10 you're gonna have to do an F give if
4890s you want to exceed it
4892s [Music]
4894s true but yeah that that also goes for
4896s stack sizes and
4901s everything it'll it it'll be different
4904s but uh the functionality isn't going to
4911s change yeah so once you've put the this
4914s is kind of still work in progress we got
4915s some other ideas on how to advance this
4918s but it's it is actually quite fun mixing
4920s the different colors to to come up with
4922s unique
4926s ones so these are based on the pigments
4929s that we've got um you kind of like
4931s lighten it up or darken it
4940s down kind of charcoal I guess so these
4945s these names are kind of just getting
4946s pulled by the the closest they are to
4948s one of our like reset colors aren't they
4952s yeah yes we have a we have a a general
4954s list that will it's just a grade of how
4958s close it is to that defined color and
4960s it'll pull that name so you might have a
4963s very large variety of specific
4968s colors um but it will it it and that's
4971s also something that we can just keep
4974s populating with specific
4976s names um or other real color palette
4981s names in in
4984s equivalent um but yeah so the the at the
4987s moment it's it's somewhat fairly wide
4990s range but it can be narrowed down by
4992s just expanding that list of names for
4993s these
4997s colors yeah we're getting some comments
5001s here I'm just reading through um
5005s tws to the UI for RGB hex value etc for
5009s a higher tier painting paint mixing
5013s machine yeah not a bad idea the the the
5016s um the the RGB heex value input
5022s is it's a what do you want to what do
5026s you want to call it uh there there is a
5029s general
5031s um kind
5032s of usability con concern with it because
5036s we want we want the whole painting
5038s system to be very interactive um very
5041s physical in that
5044s sense
5046s um but we also don't want to detract
5049s from that so if we add say uh you know
5053s an an inter field for just placing down
5055s the RGB values or dropping in the hex
5058s value then the entirety of the the
5061s mixing feature
5063s is um just bypassed or you know
5067s completely kind of scrapped
5069s ignored and people can then opt to just
5072s ignore the whole paint mixing and just
5073s wait with painting until you come into
5075s late stages and you can just use that
5077s RGB thing um so it's still a
5081s very um it it's on the board of like do
5084s we want it for its quality of life slash
5087s ease of use kind of
5089s thing
5091s versus is it going to completely
5093s invalidate
5095s the use of this feature on its on its
5097s head
5098s essentially which is where our general
5100s concern is for it which is why it's not
5103s in at the moment the the specific mixed
5107s paint um with the debug text will print
5111s out the hex valy for the the color type
5113s which is also something that we're
5115s experimenting with um and looking into
5117s kind of how we want to display the
5119s information of what paint is contained
5121s in each
5122s bucket um player UI wise um so if you
5128s throw throw together that
5131s mixture um and then look over on the
5134s tool
5136s tip you can see that it it does show
5140s you um the X code that's
5143s color yeah um and that's something that
5146s we might want to keep it there you know
5149s there's a lot of these minor things that
5152s um
5156s um that is still on the kind of design
5158s Board of of like how much of this is
5161s going to be usable what what's just
5163s preferred um while still keeping it kind
5167s of in the in in the range of complexity
5170s that we're
5172s targeting
5174s um ask for some colors with how about um
5178s do you get the color you see or the
5180s closest pre preset to it um EG anything
5184s close to shle will all be the same color
5186s no it'll be it'll be the preset one so
5189s uh it it'll be what's in the preview
5191s that'll that is the output color the
5193s name is just pulled from the closest ass
5198s the closest Associated point of data
5200s value so if you're looking at a paint
5203s bucket that
5204s is um completely 100% red and then you
5208s add a slight gradient scale to it to
5210s kind of shift it over into another color
5211s it'll SP it'll still pull the name
5214s closest to that defined red
5220s value um but it it will output the one
5224s that's in the preview so you do have
5226s access to the full range of colors
5229s um and the more you experiment with
5232s percentages the more you're going to
5234s shade and and differentiate to it um
5237s until you forget exact shade of blue you
5239s use and need them to repaint the whole
5241s house um yeah presets is something that
5245s we've talked about um and
5247s that's yeah we do want to do that just
5250s trying to figure out the best way to
5251s kind of approach that for the UI but so
5254s I'm not sure if that's going to make it
5255s in for 103 but it
5258s it'll it'll probably
5260s not the the I I
5264s think um I think from our discussion
5267s it's we kind of want to wrap up the main
5269s features and core aspects of it so we
5272s might do a UI pass and expand on it and
5276s and in integrate some really cool
5278s quality of life things and we do have a
5279s concept from eleno I don't know if you
5281s saw that yet posted one last
5285s night um yeah I did see that
5288s well I worked with them on a little bit
5290s before so I don't know I've seen the the
5292s final
5293s thing
5296s so uh I w't look at it now oh yeah an ey
5299s dropper tool that that tells you what
5300s color combo is in a painted inor block
5303s yeah it it's a lot of things like that
5305s is is stuff that we're talking about and
5307s and kind of reviewing and seeing how far
5309s we want to take
5311s it um but for the general chat and
5315s discussions surrounding it we do have
5317s solid plans for allowing you to
5320s save color
5323s presets so you'll have an an indent in
5327s the paint mixing system where you can
5330s save up to a certain quantity of colors
5332s or if it's scrollable and we just allow
5334s any number of Saved colors and then you
5336s can just click that color and it'll just
5339s add the values you need to have in in
5341s pigments resources equivalent to paint
5345s it
5351s um yeah I I'm pretty keen on the idea of
5354s naming your own colors as well and being
5357s able to kind of copyright them so you
5359s know this is my color mhm just like yeah
5363s color copyright LW is pretty wild in
5365s real real life so could be very
5369s interesting yeah um get very
5373s complicated it it it like it it can be
5376s super sophisticated like it can be it
5378s can be super super complex regarding all
5381s the all the
5383s potential related systems running it um
5386s Pondo yeah the the um someone spotted
5389s the dynamic icons immediately of course
5392s um yeah just about to bring that up it's
5394s a new fancy cool technical Gizmo that
5397s Toby and Mike has been working
5399s on mostly Mike mostly
5404s Mike yeah it's pretty
5406s cool we could use it for other things
5408s too but yeah it's
5411s um kind of this two-part icon that can
5413s be
5415s tinted I lost my nice
5417s blue the other thing that's really cool
5419s with the other thing that's really cool
5421s with this is kind
5423s of yeah there we go so these paint
5426s sprayers have like this little Dynamic
5428s part that updates that's a really awful
5430s awful color but it's a pretty blue oh
5434s what have I
5437s done Oh
5440s no you're proba I found a bug you're
5442s probably breaking it I know we were
5444s talking about if you have yeah if you
5446s have
5447s um a selected stack in it and then you
5450s pull the stack out without pulling it
5452s out of the tool or yeah
5456s that that at the moment there is a bug
5458s when you when you have a stack selected
5462s and then you move the stack without
5464s unselecting it um it it causes a bit of
5467s a Mayhem so we see if okay un messes
5473s it um that's how does how does the
5477s ratios of pigments relate to how many
5479s powders it uses um it is entirely on
5483s like with weight percentages so if you
5486s take and it'll use one piece of pigment
5489s per
5491s input um so if you add you know five
5494s Reds in that UI it will consume five red
5496s input
5497s ingredients um at the moment it
5501s is essentially Unlimited
5504s on Max stack size for how much the
5508s pigments are used so when you select and
5511s have a preset mixture it'll take those
5513s pigments but it will
5516s make
5518s um it'll make um any quantity of paint
5522s paint buckets with that
5525s color uh up to the stack size so if you
5529s input like you know 400 paint buckets or
5531s 400 you know base paint stuff in the
5534s mixing table and then you set your
5536s preset it's not going to
5538s consume multiplied
5541s by um the Paint Bucket
5545s uh can we Outlaw certain houses painted
5548s in in in quote unquote ugly
5550s Styles
5552s um I think painting as an action can be
5555s prevented but I I don't know if we want
5560s to go all the way craziness in in
5565s picking specific color values because
5567s then that would need to have the rgbx
5570s values we'll
5573s see um
5574s there's some interesting ideas around
5579s it uh does a block retain its color when
5583s picked up or just reset to
5589s default it resets at the moment doesn't
5591s it yeah yeah probably
5597s should so get quite
5599s complicated yeah because then the picked
5601s up block has to also remember what
5604s the color data on
5608s it um um Satsuki there is a few things
5613s on them that are not entirely done yet
5615s however you do have
5618s a a general pace of
5622s interaction um so as you can see now
5625s here he's holding the golden paint gun
5630s um which is the dev tool version of a
5634s paint tool and that will just allow you
5637s to paint crazily and as you can see
5640s there there's also a preset palette that
5642s he can select stuff
5646s on fly mode not working beautiful you're
5650s just doing it all yeah I can play
5655s yeah yeah this is this is quite fun
5665s oh no am I going to paint the entire
5667s house
5670s pink um I can see it now admins are
5672s going to need a way to remove colors um
5675s it's probably not impossible to
5678s do some sort of like clean paint command
5682s for
5684s aiel
5686s um but we do have some uh uh can't wait
5690s for the legance of elicit graffiti
5697s uh yeah so the the color palet GUI up on
5700s the top left as you can see which
5703s probably will be moved around a little
5704s bit is what pops up when you use the dev
5707s Tool uh or the paint Dev
5712s tool
5713s um and it's it's only accessible with
5716s that one at the
5718s moment we have some we have some general
5720s thoughts and ideas of of how to
5722s generally improve the
5725s um improve the quality of life for it um
5730s but the paint tools will also feature
5732s the same kind of um form selection as
5735s you have on the regular building Hammer
5739s so for actually painting larger areas
5742s and and larger buildings um
5745s in kind of at
5748s once
5750s um doing finally doing that red stripe
5753s on the
5754s um Lighthouse instead of just using
5757s bricks
5759s yeah um but yeah so the the
5764s general the general thing with the tool
5767s upgrades being like the wooden paint
5768s sprayer is having like Point like Point
5772s click only similar to the um Stone
5774s Hammer um and then you'll have different
5778s form selections for um the higher tier
5782s tools as well as the The General
5784s pace of
5787s interaction um so the modern sprayer
5789s will have the same speed as you're
5792s seeing right now with the dev
5795s Tool uh bumpity any questions on F
5799s future revision to only be able to paint
5801s one specific side of a
5803s block um I know we we talked about that
5806s internally but
5809s uh that in itself has a lot of
5811s optimization and performance questions
5814s and potential issues which I think is
5816s the main
5819s concern yeah cuz each blocks just
5823s storing the color itself right and then
5825s if you had to break it down into which
5827s face had
5829s it that'd be a question for the mic
5839s probably and look white it's white
5842s limestone
5845s yeah it's beautiful Crystal
5850s white that thing really and you can you
5853s can also pick the colors with the dev
5854s tool which is nice
5861s yeah so some some of the other things we
5864s were talking about was
5865s like maybe offering a slider that gives
5868s you kind of less of an effect so you get
5870s more of the the base showing through so
5872s I guess like a light
5874s coat so you could kind of just use that
5876s to tint um the
5880s materials yeah yeah we we had a long
5883s there's a little bit showing through
5884s yeah we we had a longer discussion on
5886s that in in regards to kind of the
5888s thickness of the paint
5891s um
5893s and it had a profound effect depending
5896s on the
5898s material um the material used like the
5902s if you're using like a dark
5904s uh composite Lumber versus if you're
5906s using a bright composite
5908s Lumber um it had a substantial
5911s difference in terms of um kind of how
5915s much of the background material is
5916s shining through depending on the um the
5918s alpha for it and if it's too low some of
5923s the color Shades really didn't have any
5925s effect at all like they were barely
5927s visible unless you did it like on a
5929s bigger scale compared to some to another
5932s color um
5935s so exposing that to
5939s be
5942s visible um is something that we also
5945s kind of wanted to do and we also have
5947s the potential to do
5949s that just got here did Jens paint the
5951s helicopter yet no no we haven't painted
5953s the helicopter
5956s yet um so as you can see here as an
5959s example pull down the alpha you see a
5961s lot more of the Limestone Shining
5965s through um which means you know your
5968s black isn't going to be black your red
5969s isn't going to be purely red um it's
5972s going to be more very dependent on very
5975s dependent on the
5978s actual like base material color so like
5982s that one will be darker than than this
5985s one so no that could be that could be a
5987s slider so you could kind of tweak that
5990s you could go full full coverage and then
5992s just like a a light
5995s so like if you wanted to kind
5998s of just darken these up a
6008s bit
6010s yeah not sure how how easy that'll be
6014s but it's just the the color that's
6016s coming in the alpha on that
6022s so uh
6025s see we get an answer to that uh yeah on
6029s on the paints we had we had some ideas
6030s for uh being able to outright remove the
6033s paint from a block by interaction either
6035s by it being a separate tool or if it's
6038s an alternative action on the paint guns
6040s or kind of like
6042s where where that's introduced or or you
6045s know if we wanted to have a turpentine
6047s bucket and you just Purge the color on
6049s the Block um
6054s uh so there's some there's some ideas
6055s and and some things that we can do there
6057s that is
6059s uh quite possible um and it's just it's
6062s just super gratifying just watching
6065s watching paint happen in
6066s Eco
6069s is fantastic um it it just I don't know
6074s it just adds so much personality to
6077s it um yeah I'm very excited to see what
6080s people do with this especially like you
6082s can imagine some pretty amazing pixel
6084s art happening or even just breaking down
6086s photos
6088s into pixel art getting like hyper
6091s realistic stuff going
6095s on
6097s um could rain tint that blocks darker
6101s temporarily
6105s um nothing's probably impossible in
6107s terms of having having the rainstorms
6110s kind of make stuff look darker
6114s but it
6116s uh there's a lot of there's a lot of
6119s different technical things happening at
6121s the same time there
6124s um and probably not initially but we'll
6127s uh I said we'll see how far we take it
6130s um you do have you do have the wetness
6133s kind of coming through on blocks as
6138s well when Toby tinted the docks it
6140s looked like it it had rained oh um it
6142s was when was running the um it reduced
6146s the opacity SL Alpha on the the the
6149s paint so it just you you just kind of
6153s tinted up or stained the wood almost
6157s you uh to a
6160s point um versus you know having like a
6164s full coat painting
6167s it um and having that as kind of a
6170s setting or a slider or something that
6171s you can adjust yourself on on the tool
6174s you're using um is probably going to be
6176s the
6178s better interaction change for
6181s players um can you paint
6185s vehicles um do do you want to answer
6188s that or should I answer
6189s it not
6192s yet I don't want to answer it yet no
6196s um yeah we we've got that stuff in the
6200s works but yeah it's not going to be
6204s probably not 103 I
6206s guess definitely not Vehicles 103 no but
6210s we have a we have a plan for it so
6214s comeing we have a large part of the
6216s systems in place for
6218s it but there's still there's still some
6222s technical interaction side
6225s things um that needs to be done or
6228s completed for it to be
6231s possible um so un unfortunately it's
6234s probably not going to make it into
6237s 10.3
6240s um in terms of and and that's not just
6242s vehicles to to be specific that's that's
6244s the whole uh being able to paint World
6247s objects in general um because it's
6249s something that we we're intending to
6252s do not necessarily the whole object
6254s it'll vary from object object to object
6257s to which parts can be
6260s paintable um and there's different
6262s details and different objects and they
6264s are also being kind of set up and and
6267s Polished um while that
6270s happens um so you know different
6273s different levels of detail um to be
6276s paintable um to see if I could actually
6279s show that
6281s off
6288s um yep can we repaint the road lines um
6293s you can make the asphalt a complete
6296s color although that is a good question
6298s if if the opacity isn't set straight up
6300s if you brightly paint the
6303s asphalt it's going to shuffle fun things
6305s with the
6311s Lins but yes there there's a good
6313s example on kind
6315s of the the the kind of different
6320s style um and detailed color shifts
6324s on the
6325s object so that this has got kind of
6329s three different color
6331s sections two
6339s three yeah this is this will require
6341s setting up in a lot of different things
6345s um we've got a few kind of ready to
6348s go color code your chest col yeah not
6353s not not just color coding the text but
6354s color coding the chest
6357s itself
6359s um what about decals custom patterns and
6363s stickers to be sprayed
6367s on yeah I'm open to that we don't have
6371s anything planned at the moment
6374s but we're starting to use decals for
6376s some of our assets
6378s so probably
6381s something not sure how that how they
6383s would work like I guess it would
6387s be um from from a mod kit one for you uh
6392s from a technical standpoint will um you
6396s are changing the color of uh from a
6398s technical standpoint here you're
6399s changing the color of an existing block
6401s SL model will it be supported to be able
6403s to paint custom models added by mods I'm
6406s assuming that you're you're talking
6407s about if modded objects are able to be
6410s paintable yes
6414s yeah
6418s there's wonder if I should just
6423s show did you set up a new like
6427s base base variation thing and blender
6430s for
6432s it also um yeah there's a there's a
6435s there's an add-on for it
6437s so still kind of work in progress but
6441s need some testing seems to be working
6445s speaking of add-ons did you did you
6446s publish the um the Eco
6450s thing or is that still just on your
6452s local side I've handed it out to some
6457s select people to
6460s test but that's what this is here so I
6463s know are people interested in this or is
6465s this uh jish
6474s this is kind of the workflow that we're
6476s using yeah yeah it's probably probably a
6479s bit of mix I think some people might be
6480s interested just to kind of see how how
6483s thing how things are happening and
6486s and what on Earth a Game Dev artists
6489s do yeah
6492s okay um well this this is probably what
6495s we'll start making available to for mods
6499s is like the we've got this Library which
6501s has got a bunch of decals that minko is
6503s whipped up so you can oh hang need to
6509s actually
6512s and so these are like little bits and
6514s pieces that can be kind of placed around
6516s on your
6522s asset but the main thing is
6526s this common material
6539s and then with this Eco
6541s add-on you can kind of choose which
6544s texture you want so we've got this this
6546s is all in an atlas as an atlas of all
6549s the different materials that we're
6553s using it should be updating but oh
6556s that's
6559s right you've also got the ability to
6562s kind of d things if you wanted to
6567s like make this little inside part
6570s darker you could ptin it down like
6574s this but then these These are also
6577s paintable so if I go into I want to make
6579s this part you know color
6584s one then these sides will get painted
6587s with color two and then this inside
6588s Parts colored with color three so this
6591s is kind of how the approach of the model
6592s could take to make their assets
6595s paintable so you be able to use this
6596s add-on to like kind of assign those
6599s areas for
6603s color does that help is that
6609s useful
6612s uh does that mean that we can make
6614s models using the same textures as
6616s existing building blocks but without
6617s needing Dev here it depends on what's
6620s what's loaded into that thing isn't it
6624s yeah so the these are more for the World
6625s objects yeah but yeah
6628s yeah that's the idea
6634s so um and then each of those sides would
6637s be paintable by players in game yeah so
6638s you you assign the channel like the
6641s surface that goes into which channel and
6643s then the channel is what's being painted
6645s when you U interact with it most over
6648s or um so
6651s on yeah
6656s so this Atlas is still a work in
6658s progress so there's a bunch of empty
6660s stuff and we still tweaking values on it
6662s but everything's kind of
6664s using this now
6667s so should give it a lot more consistency
6670s because like previously
6672s every like every object that was made
6674s out of wood was using a totally
6675s different texture so it's
6677s all kind of slight inconsistencies and
6681s also um using up a lot of vam for
6686s essentially the same
6688s texture so that was kind of the thing
6690s behind
6694s this yeah anyway back to painting back
6697s to
6698s painting
6701s yeah I think that that Lighthouse is
6703s looking so much so crazy much clearer
6706s now it is this white there's white and
6711s there's real white real white real
6714s red not just Redwood
6723s red look at that
6726s beautiful and it's not made out of
6728s bricks it's just same Stone crazy
6734s yeah um is glass
6738s paintable it's
6740s not it's
6743s the the frames
6744s are the Glass
6747s isn't not sure what we want to do there
6749s we might be able to kind of tint it it'
6752s be the same color as what the frame goes
6754s to I guess but yeah we we we talked a
6758s little bit about it the other
6759s day where you know if we could
6762s do if we could do like two
6767s different channels for blocks in that
6771s range um um so you could have like a
6774s like a stained glass kind of
6777s thing
6780s um but there's a there's a lot of
6781s General complication with
6784s it
6789s um because the the general issue with
6792s blocks and as we were touching on like
6795s the the blocks gets really complicated
6797s data wise um and the
6801s more details in between between them um
6804s the more data needs to be stored across
6806s the board so if you
6808s have if you add another Channel you're
6810s doubling the quantity of information
6812s that needs to be stored in
6813s it
6818s um but it would also be interested
6820s interesting to
6827s do um but yeah at the moment it's just
6830s the um it's just the frames as as answer
6832s to it at the moment just the um the
6834s actual frame socket for
6838s um for the glass that's paintable not
6841s the glass
6842s itself
6849s yeah uh socket it's if the the um if the
6854s general intention is that we don't
6856s want we want the frame to be paintable
6858s but we don't want the glass to
6860s necessarily be painted about in the same
6865s um in the same interaction or the same
6868s color as the frame is so say you wanted
6870s a a black tinted window but you want a
6872s red
6874s frame um it needs to store both
6878s values because it's still in the same
6880s block the the glass pane itself is not
6884s see there there's omage to you
6888s armored
6891s uh why are you doing this to
6895s Mei I'm
6903s sorry yeah didn't quite make it
6909s uh proportionate that's fine that's
6916s fine do zebra Crossings with this as
6919s well I you can already do that but
6923s helicopters confirmed by Toby see what
6926s see what you're see what you're doing
6929s here oh I mean we already have these
6932s spinny blades how hard would it be
6934s speaking speaking of the spinny blades
6937s um when is that upgrade coming
6946s in they're bigger so there'll be a a
6949s migration needed I
6950s guess be an occupancy
6953s change yeah because that that's that's
6955s in that is inot temp three right are
6958s those those can be
6960s yeah are those on
6964s develop not yet no but they can
6968s be they are they're paintable as well so
6972s if we could get that in that' be cool uh
6976s soet what you are seeing him roaming
6978s around in is the title screen world
6987s so the
6988s uh the the the the thing in the main
6991s title
6992s is is a built World it
6996s it and it stemmed
6998s from um the background
7002s image
7004s um for the uh the stream over
7008s leas so we had the um like the the boat
7012s docks blueprint
7016s thing
7019s um and then the r team decided hey you
7021s know this this was a great concept thing
7024s let's let's make it into a
7027s reality so in a mixture of the whole art
7030s team being
7032s involved um using a mixture of you know
7036s Dev commands and
7038s uh and and tools um cooked up the
7045s um Turned that that concept image of the
7049s that little fishing Village into a
7051s reality and then it turned into a um
7055s title screen as
7057s well
7059s yeah to be fair shards did a lot of work
7062s on this like it was a collaborative
7065s effort but shards really like just spent
7068s spent time on
7069s it adding over little details
7074s he's our master
7077s builder um can we get a save file out of
7079s it I want to copy some of the
7084s buildings I guess
7089s so I think so I mean we got we got all
7092s of the other public kind of servers um
7095s can you paint water blocks role playay
7097s oil spills um no so it's only Tak taking
7103s in it it's only paintable for actual uh
7107s player built block
7111s sets um so you can't you can't paint
7114s natural
7116s tiles
7122s um getting some lag
7131s here it's looking generally fine there
7133s there's some there's some load things
7135s there but
7136s yeah
7139s uh but it's it's it's amazing it's cool
7146s um what was that question so something
7148s about the doobe um now that the doobe is
7151s tier one will will H logs be harder to
7153s make as tier two um they'll have they'll
7156s have a new recipe um there's there's a
7158s um there's a dowel rod ingredient
7161s involved in it it's generally not going
7163s to overly complicate the recipe or move
7165s it out of like you know loggers can make
7167s it but it'll it'll just it'll be more
7171s than just wood blocks or you know wood
7176s material um it'll it'll have some
7178s refining process with
7184s them um what if you paint a mortared
7187s stone orange wouldn't it basically just
7189s be mortared Sandstone um yes it it was
7194s we touched about it uh we touched on it
7197s a bit earlier here with
7199s um um having the gradient
7205s Alpha um the the grade Alpha for the
7209s paint thickness basically um as
7213s selectable um and you could select the
7216s depth of and the thickness of the coat
7220s basically um to vary so you could have
7223s very different styles
7225s of uh shade
7227s impact so you could have a really thick
7229s coat and it would just be you know
7231s really writing over the uh the base
7234s material or you could reduce the alpha
7237s and it would
7241s um kind of shine through a lot more and
7244s you would see more detail of the origin
7246s block but you would just get like a
7247s slight Hue change of
7250s it um so this a lot of finesse and and
7253s tweaks potential as well as tons and
7256s tons of
7257s creativity uh potential for
7261s this oh I just figured out you can pick
7264s a a blank block and it will let you
7267s remove it it it worked
7269s now I was I was
7271s having I was having issues getting that
7273s to work on on the last build I was on
7276s but oh yeah maybe Mike fixed it with his
7278s last
7280s push nice it's in the Stream here
7282s somewhere so he'll probably answer yes
7284s or
7285s no um but as you can see here we have a
7289s functionality for when you have the dev
7291s paint tool at least if you pick color
7294s off a block and you pick it off a
7297s non-painted block um you can just kind
7300s of erase the color you
7304s have which is similar to the regular
7307s build Hammer Dev tool where you can just
7310s hit e on any material and it'll copy
7312s that material we we did and applied the
7314s same thing for
7317s paint yeah uh will paint be visible on
7320s the map or will it only display the
7322s default
7323s Block it's I don't think it has a
7331s um
7333s um a map up no because the
7337s um the the the map paints are set in the
7340s autogen for the block Color
7344s Picker it's it's potentially possible
7347s but it's not going to happen for
7350s 10.3
7355s um because that would that that whole
7357s system would need to be kind
7360s of
7363s rejigged yeah I I think at the moment
7365s it's just kind of it's just
7368s picking uh or not picking it's assigning
7370s the um
7374s uh the map color for it and then it sets
7377s that map color for that block
7387s type every server is going to be filled
7389s with billboard ads for their shops on
7391s the 2D
7393s map everyone just has text like buy
7396s Stone
7397s here help me get rid of it
7403s dirt for
7409s free but no so now we finally got the
7413s painting stuff in order so we can
7414s actually show it off and I'm hoping
7416s everyone is eagerly anticipating to
7421s cause eyes source for their neighbors
7423s with bright
7425s colors um
7433s what are you talking
7434s about beautiful it's
7444s beautiful it is absolutely gorgeous
7447s beautiful yellow
7449s building
7453s yeah it is very addictive though yeah it
7457s it is especially playing with the dev
7459s tool it is uh very easy easy to kind of
7462s get lost in what you're doing and just
7464s kind of keep poking painting even if
7466s you're not painting anything sensible
7467s really just kind of just fun just just
7470s fun and satisfying to
7472s do um but yeah it it's it's U it's been
7477s a blast being involved in it and and
7478s Mike has done a tremendous amount of
7481s work towards getting this sorted out and
7485s done
7487s um and everyone involved in in making
7489s the shaders Sport and and just the
7491s technical background stuff um has been
7495s fantastic um so there you have the
7498s um you've got the wooden paint tool you
7500s got the mechanical one and then
7504s iron and then You' got the modern
7514s one I can't do
7519s that okay yourself paint yeah you give
7522s you still
7527s paint so yeah there be there'll be some
7529s animation speed differences and
7535s uh and some general General changes in
7539s quality of life things to uh to
7541s differentiate the painting tools as
7545s well
7547s um are we still looking at doing like
7550s line tool and field tool sort of yes yes
7554s yeah yeah so support larger General
7556s larger interaction paints with um more
7561s control um we do want to add like a
7564s hammer view thing where he
7568s um um where you kind of like same as
7571s same as when you're building you're
7572s selecting the tile and then you're kind
7574s of selecting the tile you go you want to
7576s paint too um
7587s uh would it be tough to implement in
7589s painting rooms to give a partial tier
7594s bonus that is a very good question I
7596s think it it might be slightly
7598s complicated
7600s but
7604s um
7606s yeah there there are there are some
7608s potential technical issues with it
7610s because like the room calculator has no
7613s idea
7615s what uh like the data of the blocks it
7618s just knows what the blocks
7623s is um I'm assuming you're only going to
7625s be able to paint things on your property
7627s um you you well I mean you can paint as
7631s long as you're allowed to do other stuff
7633s in that
7637s area um but since paint will have a
7641s consumer able component to it um I'm
7645s kind of
7646s presuming people are you're going to
7649s have people doing like graffiti or weird
7651s stuff but the at the same time it's also
7654s going to be a cost component to it so
7656s they're spending you know they're
7657s spending money
7659s to to to paint over stuff
7662s or uh paint stuff back and
7666s forth um is there a way to to remove the
7668s paint to restore its original texture um
7671s not
7673s not added directly at the moment outside
7675s of the dev tool but yes there will
7678s be since when have spending money stop
7680s someone trolling that is very
7683s true
7694s um can you paint items such as bows or
7699s or like I'm guessing General tools uh
7703s hey
7704s defiler uh no it's just blocks and
7708s they're block sets as well as the World
7714s objects
7717s uh I would never let Toby paint someone
7721s else Toby trying to make a
7724s McDonald's it's
7726s beautiful you did get hooked up on the
7728s yellow
7730s there yeah
7738s what's wrong with
7740s this dying clothes would be pretty cool
7742s um we have we have some ideas towards
7744s that end as well um for General clothing
7748s stuff and and
7749s like Avatar related things um but that
7754s is that is going to be um a Down the
7757s Line separate update
7760s thing um
7764s painting with solid colors looks really
7766s bad it removes all texture would be
7768s better to use tint instead um the
7770s general idea is to allow people
7773s both so being able being able to
7776s manipulate the um the alpha value on the
7779s tool to allow you to paint in different
7781s kind of
7784s thickness
7788s uh input so you if you wanted yeah as
7792s you can see here um shifting that Alpha
7796s back um you can see how much of the yeah
7800s the the general opacity of the the color
7803s um yeah you can see that reducing that
7805s makes it Shine through significantly
7807s more the issue then is if you
7810s got uh block material that is really
7812s dark then light colors are going to be
7814s an absolute nightmare to paint on it but
7816s you might still want a white white house
7818s and we don't want
7820s to um we don't want to kind of enforce
7824s people to then have to tear down their
7826s entire house and rebuild it just for the
7828s sake of wanting a White
7835s House got to get that perfect shade of
7837s gray so my buildings looks even more
7841s boring that is one way to Target what
7843s you want to be
7846s painting um will there be a tool like
7848s the soil sampler to give you paint
7850s information on the Block
7853s um there's not a concrete plan for it at
7856s the moment but there is it is something
7860s that we are looking
7862s into um I kind of want
7866s it but we're still kind of discussing a
7869s bit in in what shape it would take and
7871s and how that interaction would happen
7873s what kind of details you get out of it
7877s um and so on because we do want to have
7882s we we we want to put Painting in a way
7885s where people that really go out of their
7888s way and kind of make larger quantity of
7891s paints available um in specific Shades
7894s or get good at just general mixing
7897s things um and have cool
7899s colors or or you know vibrant specific
7902s variations um give them a a
7905s marketability for it and if you can just
7908s grab a paint you know like a paint
7909s analyzer tool and walk up to a paint
7911s block and go what is this paint block
7914s and then get exact
7915s values it removes a lot of that
7919s potential
7926s um so you know there there's there's a
7931s few few questions in there on how much
7935s of that information we want to allow
7937s people to be able to
7940s acquire um
7942s versus Discovery and experimentation
7945s thing um so yeah as as for clarification
7948s on General balance and interaction for
7951s it um painting will be a new profession
7954s yes it will be what produces
7958s the
7961s um base paints and and surrounding areas
7966s um at the moment the mixing part is
7969s available for everyone but you still
7971s need to be a
7973s painter U to be able to make the base
7975s variations um as like the
7978s the the core ingredients to be able to
7980s make
7984s paint um and we have some other ideas as
7986s well to involve some of it in general
7989s crafting recipes
7991s um for colorization of things and
7999s uh shift some of uh we got some some
8003s other decorative General decorative
8005s items and so on on the board as well to
8011s do
8015s um the on on the exhaustion mechanic um
8020s the question Pops in on uh YouTube
8026s regarding um what we were talking about
8029s last stream on exhaustion um
8032s having it connected to calorie
8033s consumption makes it an absolute
8035s nightmare to try to balance in between
8036s the different professions and there are
8038s some that are explicitly penalized
8041s compared to
8042s others um regarding it hence why it's
8045s capped with
8049s time um and it and with it and having it
8052s linked to time also allows us to do
8056s certain optional things
8059s configurable whereas
8062s hard calorie limits would be so much
8064s more rigid and
8067s um non-customizable in the same
8074s sense goingon to tell our community that
8076s the meteor will only go down with lasers
8078s the perfect shade of
8084s pink uh
8092s uh please let painting be bigger than
8094s paper Milling um paper Milling will will
8096s get its love um we have some we have
8099s some significant plans for a lot of them
8102s when when Rainbow truck Dennis Pops
8105s in you have a rainbow truck hidden the
8109s way um but yeah so blacksmithing is
8112s going to have a lot more to do once 10.3
8114s comes out because we are introducing
8117s maintenance and degradable things in
8120s general
8123s um tailoring will also get some love
8128s um for another update it's tailor
8132s tailoring kind of animal husbandry and
8134s and everything around in that as well as
8135s we want to deal with clothing
8137s Decay
8141s um uh later on we'll see when we can
8145s manage to fit that in but it's uh
8148s durability drain and maintenance and
8149s decay of object SL entities and and
8152s items and whatnot it's going to be
8154s affecting everything across the board
8156s it'll be affecting Vehicles it'll be
8158s affecting
8159s workstations um clothing and so on so
8162s forth to a varying degree and it'll be
8165s it's something that will be
8168s added um in segments across so 10.3 will
8173s include tool degradation as well as work
8177s station SL crafting
8179s table um
8183s durability drain U not for the table
8185s itself but for the the specific parts
8187s and consumables that are in it um and
8190s then we're going to add it to Vehicles
8192s potentially for
8194s 10.4 um clothing requires a bit
8198s more technical investigation to see how
8201s and and how we want to deal with that
8203s because we have the issue of um things
8205s like Vanity clothing and then like
8207s limited limited item wearables from
8211s things like event and so
8213s on
8215s um that has some complicated
8218s implications if wearables were
8224s degrading um so there's a few there's a
8227s few key puzzles that we need to figure
8230s out before that's introduced um hence
8233s why you know it's kind of on the back
8235s burner but it is being planned
8236s for
8238s um and as you can see things take their
8241s time it's you know we're not a super
8244s sized AAA
8246s company
8249s um but we are making our way
8254s forward Toby is going absolutely crazy
8257s with the bright colors is here
8258s now purple came in there
8261s yeah so this is just like purely the
8264s paint color so change it so it doesn't
8266s show any of the underlying stuff at all
8271s I think we should be able to kind of
8273s adjust this
8275s value between zero and one I guess
8281s yeah do you have a ballpark figure for
8284s how much paint should cost per block
8285s Toby's been painting for an hour so does
8288s he need to be a millionaire to do
8292s it question no it the general the
8296s general goal is that painting should be
8297s fairly cheap in a lot of cases um now
8301s some some materials for certain pigments
8304s might be more expensive than others so
8307s specific color shade ranges might
8309s be differen thing a bit in U in price
8314s ranges um depending on what they're
8316s where they're sourced if it's easily
8318s farmable or if it's something
8321s more um regenerated wildly and and so on
8325s so forth um but it's definitely GNA be
8328s something that is widely
8332s shifted around during it during the play
8335s test stages in terms of costs because we
8338s definitely want people to have fun with
8340s it and interact with it um and you know
8343s mix play
8347s test
8348s um and not just be this kind of like
8351s deluxe end game I don't know what I'm
8353s going to spend my money on so I'm
8355s painting my house kind of thing um we
8358s want it to be like a a bit of an organic
8360s GR growing thing taking shape along
8364s as you might see someone painting their
8366s house and going like oh he has money to
8368s splurge on
8371s paint
8373s um but yes there's there's a lot of a
8377s lot of cost relations there in
8379s especially since it's going to be both
8380s organic and uh mineral driven pigments
8384s so some things are more static some
8387s things are going to be harder to come by
8389s even if they might be cheap to come by
8396s um um so yeah you know it it's the goal
8399s is the goal is not to have it expensive
8403s um in the
8408s general um yeah for for World object
8411s painting and like vehicles and so on it
8413s it's it's underway but it won't make it
8417s in 10.3 most likely um
8421s and it's generally related to front end
8424s stuff like how you're interacting with
8425s the world object and how you're how
8427s you're applying the paint and seeing
8429s what you're painting and where
8432s um that we're experimenting with
8435s so uh probably not in 10.3 but it is
8439s most definitely going to
8446s come it's one of those things where I
8448s can just calmly state that it's G to
8450s happen
8453s it's happening it it is going to happen
8455s it it's probably not going to happen
8457s from 10.3 but it's most definitely going
8458s to happen so you are going to have the
8461s option to paint those trucks and get
8464s those get those paintable paintable
8467s things going and it's not just going to
8468s be truck it's going to be the steam
8469s trucks you're going to have you know you
8471s can
8472s have the the spq purple that Toby is
8477s rumaging around with right now for uh
8479s you know an excavator or or whatever
8482s whatever your heart's
8487s desire uh it's nice yeah uh go so the
8494s enal uh it'd be nice if you can somehow
8497s filter which blocks you want to paint
8498s with the paint count you don't paint the
8499s blocks you don't want
8502s um yeah the the general idea is to
8504s introduce that uh line SL you know point
8507s line floor uh fills ction types that you
8511s have for your build Hammer to also be
8514s applicable with the paint
8518s spray um so you can actually
8521s deterministically decide where you want
8523s to be painting or you know if you want
8525s to paint specific details but you don't
8526s want to risk painting all over the
8530s place um it needs a block outline I
8532s think it it is outlining the Block
8534s You've selected but because it's green I
8536s think it might be or is it not outlining
8538s it it's not out it should be out planing
8541s it that would be a
8543s bug it's also happening with the dev
8545s tool so it's darkening it slightly yeah
8549s it's a bug yeah that that that is just
8551s that that is just bug don't
8556s worry should we have a Civics
8558s integration to be able to ban ugly
8559s colors and enforce color styles um that
8562s was that was what was requested
8566s Dennis ban the color green
8571s that depends would you consider this
8575s ugly would you ban
8579s this
8581s oh we're only introducing the ability to
8584s paint and people immediately start
8585s thinking about how to prevent
8591s it oh yeah regarding that bug the bug
8594s doesn't exist in staging 2896 the
8597s question is which build that is is it I
8600s can see what block is highlighted the
8602s question is is the bug introduced on
8604s Toby's updated Branch or is it or or has
8607s it been fixed
8610s since that is always the
8613s Curiosity um how will buy and selling
8615s paints work in
8618s stores um it'll be chaos it'll be
8621s outright
8623s Carnage um no so paint
8627s lists in varying degrees uh and I
8631s believe at the moment it's showing
8635s the can't
8637s remember Mike may be able to help out
8639s with that I think it was listing with
8641s the RGB as
8643s filters but I'm also not sure now that
8646s I'm thinking about
8656s it if you pop down a store and add the
8659s paint I I wonder if it's going to
8663s cause
8672s chaos right
8674s here uh regarding store selling paints
8677s can we have it when you hover over the
8678s icon on the tool t on the tool tip to
8681s show the like a big window preview of
8683s the
8684s shade
8689s um think I I think it might be
8691s displayable in the tool
8694s tip you need to own you need to have it
8696s on on property as
8698s well yeah I'm scared that if I claim
8701s this is a might crash everything do do
8704s you do you have a settlement placed
8707s somewhere or did oh you you you claimed
8710s it with claim
8711s right yeah oh that that is
8718s exciting so what am I doing paint paint
8720s Paint
8723s Bucket
8725s hey it's a different different it's the
8728s Paint Bucket not showing up or did it's
8730s not showing
8733s up is it running with is it running with
8735s the
8739s unhiding um yeah I think so because I
8741s [Music]
8746s can did you run it with in here
8751s get in
8753s here
8756s right well
8760s um as uh are you able oh yeah pull pull
8763s it pull it back into full
8766s screen there you go you see the uh the
8768s the the solid bricks
8775s um uh solid B things so yeah in um if
8779s you pull up the this skill
8781s menu you have a new profession selection
8784s which is somewhere in
8786s there um one of one of the question
8790s marks uh that's the one
8794s yeah still it's very
8797s Roman there with the uh yellow and
8802s purple um so we've got scientist coming
8806s in as a new profession parent and then
8809s we are putting uh moved over oil
8811s drilling into
8813s it um oil drilling might get renamed at
8818s some point perhaps we'll
8820s see um and then we have painting in
8823s under
8827s it and painting wool it'll absorb a few
8832s of the
8833s recipes that are non-specific at the
8837s moment um there's still a few recipes
8840s that are on some temporary locations so
8843s they're not you know it's not accurately
8845s depicting what it what can be crafted
8848s and so
8849s on um so it'll it'll do a few more
8853s things um initially and then we're going
8854s to
8855s have some more stuff coming to it in
8858s 10.4 um and just kind of keep polishing
8861s on it and add
8863s things um might add some decorative
8866s pieces in there as well um
8870s and a few things um the scientist is
8872s just the actual parent profession for it
8874s so similar to how like Carpenter is for
8877s carpentry and logging and it's just the
8880s kind of the collective
8882s profession for
8886s it um any any clue on when the logger
8889s lucky logger will be put in and work um
8892s we have some plans for like overhauling
8895s the entirety of the perk
8897s system um and the reason why some of
8900s those haven't been fixed yet is because
8901s they have some technical drawbacks that
8904s just doesn't really play nice without
8909s it um and but once that's done which
8913s should be done before
8915s 1.0 um we also have some plans to
8918s redo um the general effects and and
8921s restrictions for a large portion of the
8924s crafting perks across the
8926s board um to be more of a uniqueness to
8930s each per profession rather than just
8932s kind of the same for all the crafting
8943s professions you're looking for that per
8945s perfect shade of blue
8951s again and you can see how teal can be
8955s multiple different types of colors
8961s that's
8967s working oh what happened
8970s there very good
8976s question um alpen glow the um the speed
8980s of interaction is in the tool so if
8986s you um if you compare the wooden paint
8989s sprayer with the modern paint
8991s sprayer um one is doing like its own
8994s kind of sequence of it and then the
8997s other one's just kind of kind of you
8999s know let you free form paint as he's
9002s doing with the dev tool right
9006s now um can glass be stained and painted
9008s no unfortunately not at the
9011s moment well we'll probably look into it
9014s but the the frames are paintable but the
9016s glass is just plain glass material it's
9019s not going to be shaded at the
9028s moment it is turning into a
9032s very a very colorful
9040s building uh four usability commands from
9044s admin side of
9046s things um you have some new commands to
9049s spawn paint buckets different shades
9051s directly from RGB input
9055s values yeah paint
9058s RGB and then you can specify the color
9061s range and the quantity of buckets as
9072s well maybe painters can see less paint
9075s when applying it um
9081s everything like paintt paint to
9084s block
9086s um is a one:1 ratio so you can't really
9090s fractionalize
9092s that it it's kind of like you know think
9095s of arrows for a bow you can't really
9097s fire half a
9098s bow
9101s um but yeah so painting will have a
9104s calorie consumption per interaction
9107s similar to the other thing oh yeah Alp
9110s GL that that is definitely something you
9111s can do
9113s um but you can't fractionalize it so
9115s either it will you know not consume it
9118s or it will consume it so
9121s on
9124s um every going to uh are we ever going
9127s to add more expansions to the farming
9128s industry like beekeeping um well a lot
9132s of that is probably going to be related
9134s to the animal husbandry thing since it's
9137s kind of a animal husbandry will it will
9139s be its own profession but it's also
9142s quite un encompassing area of focus
9146s for what we have plans for it in regards
9148s to like anything related to animal
9151s interactions be it you know bees or
9155s whatnot
9157s um as for Animals powering different
9160s Machinery
9162s um we'll see how far and and where we
9165s take it it could get very complicated
9168s but
9168s it um
9172s there's some there's some interesting
9174s ideas for
9180s it what are you up to
9185s now just playing around with the uh RGB
9188s values
9192s ah yeah I was I was I was thinking that
9194s as well Dennis it's like is he painting
9196s a giant Austrian flag mural in the back
9199s there
9205s no I don't
9207s uh that flag it it was austal there for
9210s a
9215s moment no I'm from Australia not
9225s Austria but yeah so you know painting
9228s can uh you kind of just get lost in
9233s it
9239s U you really can
9242s mhm we've been we've been going at we've
9244s been going at the painting now for like
9245s what one and a half hour
9248s something
9250s really I guess so
9254s yeah and what have I got to show for it
9260s this beautiful
9263s building God is not going to be happy
9265s with
9267s me you put a lot of love into this
9270s one and then you come with a paint gun
9272s and it and it looks
9276s yeah beautiful is the building is the
9279s building a soft play
9282s center peace of art that is that
9288s is art
9292s yeah based on actual Australian housing
9303s y it uh it is colorful enough to be to
9307s be a a playground thing um
9312s no no it's it's it's really cool seeing
9315s seeing it finally come into life and and
9318s being able to show it off and uh
9320s kind of go through what steps to get to
9324s it
9325s um and everything kind of surrounding
9329s it um any thoughts of adding in matte
9333s gloss metallic Etc type paints later
9336s on yeah I would like to do
9343s that it be some interesting I mean it
9346s would just it would just be different
9347s fields with with a different type of
9349s base paint right
9351s just taking yeah we could just more
9353s values than just the
9355s colors like at the at the simplest side
9358s we could just kind of adjust the
9361s metallic
9364s roughness um we could start doing
9368s like fancy shaders with clear coat and
9372s metallic flex and stuff like that would
9374s be
9376s cool yeah um contracts stipulation to
9380s allow painting access only uh so you
9382s could hire someone to paint your house
9385s um it's a good point I think there
9387s should probably be a contract for it uh
9391s or a contractable source for it and and
9394s I believe they should be autop pulling
9396s from the Civics so uh paint block SL
9399s remove paint is probably going to be a
9401s Civic
9402s trigger just from the interaction
9404s standpoint and then from there players
9406s can just go crazy with it
9411s are you are you hiding hiding all the
9413s shiny colors and just yeah I'm feeling
9419s self-consciousness going more of a
9421s neutral tone just don't just don't hire
9424s Toby to paint your
9427s house unless you want a really cool
9430s house it'll be colorful if nothing else
9435s yeah what's wrong with a bit of
9439s color see look how boring this is
9446s now um can you paint any furniture slash
9449s what about doors um it falls under under
9452s the same kind of delay as Vehicles as
9456s they're all World objects
9458s so you will be able to paint all of it
9461s to a certain
9462s degree
9464s um based yeah B based on specific
9467s channel so you you you'll have up to up
9470s to three potential color choices SL
9473s details settings on each
9476s entity
9480s um but it's not going to make it for uh
9484s for
9485s 10.3 but it it is definitely happening
9488s um now that
9490s said all of the assets might not be
9493s paintable from the offset once that's
9496s released
9498s um cuz it takes quite a bit of work to
9501s go through each of them to make sure
9503s that they're set up to be paintable and
9504s which parts are
9506s paintable um in the prefabs and then
9509s from you know Unity interaction side of
9512s it um so it might be that a whole bunch
9515s of things are
9516s paintable and some aren't
9521s um but yeah that's that's a a different
9524s topic to uh to go over kind of see
9528s probably list which objects are
9530s paintable or which aren't depending on
9532s which list is the bigger
9536s list um initially and then you know at
9539s at the end of it everything will be
9540s paintable in to some
9544s degree
9547s yeah we'll probably prioritize things
9549s that kind of make sense like Vehicles
9551s will be a big one to do first and
9554s then just objects that you see around a
9558s lot yeah
9560s um kind of prioritize in that way are
9562s you guys having to go into each of those
9564s assets to set them up for for painting
9566s yeah
9568s um it it varies a little bit because
9572s like certain entities are very are just
9575s like child variants of a parent one and
9577s then you just need to fix the parent one
9579s um so for things like ashor Furniture
9583s XYZ you only need to change the parent
9585s version and then it'll just propagate to
9588s the sub ones
9590s um but while they are poking their nose
9593s into those assets and their
9595s prefabs they're also taking the time to
9597s clean them up um standardize them
9600s and kind of fix yeah add LS and fix up
9604s all the
9606s technical um technical bits and pieces
9610s for optimization purposes and redoing
9612s some of the assets while they're still
9615s while they're digging into them um the
9618s windmill being a good example or the um
9620s the windmill the water
9622s wheel
9625s um and uh so on
9630s um would redone the whole
9633s asset
9636s um yeah and it's yeah more optimized so
9639s it'll um especially when you see a like
9643s a lot of them all Clump together really
9646s it'll help performance
9654s um does painting over a block with the
9656s same color use a paint
9658s no so right now he's using the dev the
9661s the dev tool for it so it um yeah if I'm
9665s using
9665s paint it'll it'll prevent you from
9668s painting over it um we might tweak it
9671s out a little bit so it's more of a it
9673s doesn't consume paint but
9675s it's
9678s um increased performance downside people
9681s with borderline RGB vomit vomi ified
9686s houses uh armored to is looking like
9690s he's falling asleep uh it it's probably
9694s not too far off because it he he got
9697s woken up way early in the morning for
9700s this
9702s yeah and I'm also just zoning out
9705s paintings
9710s there we go keep your back straight
9712s drink some
9715s water it's okay it it's what 9 a.m. 8:00
9720s a.m. 7
9722s 7:47 yeah it's almost 8:00
9725s a.m. yeah so i' probably be waking up
9728s around now anyway I guess maybe a little
9731s bit
9733s later this is fun though look at this it
9736s is you paint one whole half of your
9738s house one color in the other half a
9741s two-faced
9742s house
9749s yeah hey Toby can you wake up to answer
9751s the question on the stream no I'll
9755s paint
9758s accurate um you me you mentioned
9761s windmills I'd really like to have large
9762s windmills to recreate more believable
9764s windmills like the Netherland ones like
9766s really really really big bladed ones um
9769s if it's actually something we're doing
9770s with the wind turbines among other
9772s things like the blades are that acid is
9774s just so much
9775s bigger
9777s um and it's something that we're doing
9779s for for a lot of these kind
9783s of General World object things
9789s um the water wheel is one that's coming
9791s in that's did we we made it bigger
9794s right it's wider yeah it's it's
9798s wider uh
9800s um so the the wind turbines um I popped
9804s them up on on a on a
9807s stream I don't know which one two two
9809s streams ago three streams ago something
9811s went over a bit of performance
9812s performance related things um showed up
9816s some of your
9818s uh some of your
9820s optimization data
9823s screenshots uh comparing frame rates and
9825s and whatnot between
9827s uh between the old wind turbine which
9830s we're seeing on the screen here on
9832s release versus the new one that's like
9837s three times designs more details and
9842s has four times the
9848s optimization um every going see if I can
9850s find
9851s this it's probably buried under a lot of
9854s other screenshots and
9856s discussions uh ever going to add a water
9859s power turbine like being able to build a
9862s dam
9866s um hydroelectric is is difficult due to
9870s how the water kind of
9872s behaves um it would was more of a a a
9878s kinetically volumetric water
9881s that kind of ran all over the place it
9884s would be easier but
9886s it's flashbacks to Todd Howard saying 16
9889s times the
9894s detail uh Ni No but there there is ever
9899s going to make ever going to make the
9901s water behave it's it's been behaving
9903s better and better with each update now I
9905s think we're we're getting more and more
9909s stuff together but like water in a
9913s in a cube boxal world is always going to
9916s be a bit wonky in in one way or another
9919s either completely breaking
9922s realism um anticipation with like you
9925s know free floating water Block in the
9926s sky kind of thing
9929s versus are you not able to create new
9932s source blocks in general and then all
9934s you have like you're destroying the
9937s original ones and then that water is
9939s gone from that world forever um there's
9942s a lot of a lot of complicated issues
9945s with water manipulation in general um
9949s yet still retaining water as a
9952s criteria
9954s for geological
9958s restrictions
9962s um and there's some parts of that that
9965s we definitely don't want to remove hence
9966s why water isn't you know carryable with
9969s a bucket and you can just place a source
9970s block all over the place
9974s um so there's a lot of design that goes
9977s into dealing with the with those types
9980s of issues
9981s where our Target design idea might kind
9986s of clash a bit with
9989s what's
9992s conveniently a quality of life thing and
9995s interactable uh also reminds me those
9998s those decorative wall mounted pieces
9999s needs
10000s that yeah I was just thinking
10004s that they are a bit
10006s floaty mhm
10009s I think none of them have that set up no
10012s I don't think they're set
10014s up
10016s okay the glass bulbs have it I
10021s think um I think
10024s so um yeah no no Lava
10027s buckets
10030s um but no it it's gradually expanding it
10033s we're you
10034s know stuff stuff is being o those are
10039s pretty
10046s uh but yes you know there there's
10047s there's detail to it there's some
10049s technical limitations to it um and then
10051s there's also kind of the Clash versus
10053s player usability versus design
10055s complexity and and
10060s um kind of mixture to it
10064s um but uh yeah no the the painting is
10068s awesome
10070s it just adds so much so much vibrancy to
10075s it um s
10077s yes uh yes you'll you'll be able to do
10080s you'll be able to paint everything
10083s um vehicles and World objects will be
10086s coming um at a later update um so for
10089s 10.3 it's only going to be blocks and
10092s and placeable
10094s blocks
10096s um but uh
10099s yeah it 10.4 will will probably
10102s introduce the uh the enal world object
10105s painting and then each subsequent update
10108s will have more
10110s paintable objects being fixed and and
10113s hooked
10116s up uh when will Lumber building options
10119s get some love human log has like two
10121s times the options same for Brick and I'm
10123s presuming we are talking Lumber block
10126s forms Toby yeah
10130s yeah there's Rob's actually looking into
10132s some stuff for the lumber at the moment
10135s which hopefully carries across to other
10137s blocks
10139s so different types of approaches to the
10141s roof um more pre placement of different
10144s wall
10146s types um that sort of thing so I know
10150s block blocks take quite a bit of time to
10152s work
10153s on um and we don't get the like the
10156s opportunity to kind of dedicate a lot of
10158s time to them that that
10160s often so hopefully that's something we
10162s can do more of um but yeah Lumber is
10166s definitely one that we're we're looking
10168s at at the moment
10170s so what would you
10173s like what what forms are you looking
10177s for post suggestions for them in listing
10180s in on the cany
10182s please so you know
10186s specify uh specify specify the type of
10190s material and the form you would like to
10192s see preferably if you have multiple
10195s suggestions
10197s preferably keeping keeping it in one
10200s post like if you're doing like block
10202s form suggestions for for you know Lumber
10205s in this case um drop him and any and all
10209s suggestions for that block for the block
10211s set in the same kind of thread um will
10215s make it a lot more readable but yeah
10217s absolutely pop in over on on the cany
10220s page and uh go
10226s nuts getting some getting some solid
10230s uh General player feedback on which
10233s block set they think are missing forms
10235s or or kind of which you know which form
10239s types if it's like specific corner or
10241s inward outward upwards downwards and
10245s half blocks and and so on so forth just
10248s popping and all suggestions in there
10250s it'll help us keep them tracked um and
10253s it'll also help people kind of voting on
10256s them and weighing them
10257s in um
10260s yeah really helps us out yeah the other
10262s thing I'd like the other thing I'd like
10264s um is kind of like feedback on free
10267s placement versus just Auto building
10270s so it's like excuse me yeah setting up
10275s like rules to kind of cover every
10277s situation is tricky and sometimes not
10279s possible so you end up with like um
10283s placements that you you can't get the
10285s block to rotate properly you can't get
10286s the exact form but then if we kind of
10289s expose every form as selectable it's
10292s going to be a lot to kind of manage as
10294s well but I'm kind of open to how people
10298s want to uh like handle that if we want
10302s to get some votes going on it or
10303s something like that maybe we can kind of
10306s mix the two so we have like an auto
10308s Builder that does very like very simple
10310s stuff and then if you want to use the
10312s more advanced
10313s forms they're freely placeable and
10317s rotatable something like that it's kind
10320s of what Rob's playing with at the moment
10322s so we're kind of like catching up on
10324s that almost every day
10328s to see what works what doesn't work
10334s so nice cool to hear hopefully hopefully
10338s that answers the the uh the general
10340s questions surrounding block forms
10343s in can and and
10351s what a lot of a lot of the rework of the
10355s block the brick blocks have been great
10357s would like to see that see that approach
10359s being applied to other blocks as well
10369s uh Satsuki a trigger definitely is good
10372s but it won't be a block type per se but
10374s rather spe placed down as a rotated
10377s selectable
10378s blockor um the SEL the selection will
10381s simply be choosen through a procedural
10383s helper sub
10384s routine um I I think it's down to like
10388s anytime you try to kind of
10392s automate what's connecting to
10395s where you have to cover like all cases
10398s across the board to make it play
10401s nice
10404s um whereas if you have direct manual
10408s control over
10409s it it adds a layer of complexity because
10412s you then have to expose every single
10414s type of block form for that
10418s form um so in terms of like a wall you'd
10421s need the singular wall piece you'd need
10424s the T intersection and then a cross
10427s intersection um um as individually
10430s selected block form
10434s types um yeah
10437s so similar to what the Adobe is kind of
10442s doing which I think you you showed this
10445s off last week yeah yeah that's so this
10447s has got a lot more options for like
10451s actually placing
10455s down because then the issue comes in
10457s with when you have complet compl total
10460s control um the whole construction menu
10463s gets really really filled really
10465s quickly on just a few different block
10468s form
10471s types so as we can see if you're holding
10474s out the build menu you have what is it
10476s six entries five
10478s entries yeah six entries just for this
10481s just for the single wall
10484s type so if you then have say a thin wall
10488s versus a thick wall versus an offset
10492s wall um it's 18 form types that you need
10495s to browse and switch
10497s through and that then that suddenly kind
10500s of fills up that whole UI very quickly
10503s we have some ideas on on how we want to
10506s approach if we do change
10510s it
10514s um to deal with that in terms of like
10517s yeah like like suggest coming in on
10519s Twitch like subcategories slash um
10522s scrolling to change rotation for it or
10525s or and and so on so forth um so there
10529s are there are
10530s some
10532s um there are some general General ideas
10534s there to
10537s uh um to improve quality of life
10540s controlling the a large quantity of
10543s block forms
10545s um if we do allow you to like complete
10548s manual autonomy over how you're placing
10551s them um as I know a lot of a lot of
10553s times the auto Builder just doesn't fill
10556s and cover the basis for what people
10558s might be wanting to do with certain
10560s things like you can you know you can do
10563s weird artwork or whatever and then the
10565s auto Builder just mucks it up for you
10568s because it wants to be connecting to the
10571s XYZ I know in particular the roof
10574s Builder tends to do that um when it's
10576s not building against other roof
10580s types but like a roof type bir into a
10583s wall segment or a glass segment and then
10584s suddenly the Builder doesn't really know
10586s what to do and covering all of those
10588s cases gets really complicated really
10602s quickly um is this the final texture of
10605s the Adobe blocks was hoping it would be
10607s more yellow SL sandish
10613s colored um I think it does need a little
10615s bit
10617s more work yeah so I think it's not not
10621s final final but final
10631s is yeah I guess it's more about not so
10634s much the texture per se but more The
10635s Tint of the texture I guess yeah
10647s yeah having it having it a little bit
10648s more of a it's actually good if you if
10650s you pull up yeah if you if you pull up
10652s the um the floor versus the the block or
10656s the
10656s cube
10659s yeah that D yeah it has a bit more of a
10663s a dried kind of frequently walked on
10667s look of it
10671s yeah if you don't like the color of your
10672s Adobe you now have the option to paint
10677s it yes it'si any any block form is any
10681s any block that has the attribute for
10683s being painted um is
10686s paintable which also on there we go yeah
10690s um so on the on the modding side of
10692s things uh yeah that that looks more
10694s right um on the modding side of things
10696s there is a new attribute for the
10698s declaring a block to be paintable or a
10700s block form to be
10703s paintable um and if you don't want
10706s specific blocks to be paintable you can
10709s also remove it um and override the
10712s vanilla files for
10715s it um so you know if you have you want
10719s specific block types to not be paintable
10721s you can do that
10723s um through overriding with mods um and
10728s if you're adding if you're adding blocks
10731s to the game it's not a complicated
10733s process to get the block forms to be
10735s paintable
10738s so should be fairly simple
10762s uh since we almost have the Adobe now
10764s there's no chance we we're having half
10766s Timber as well was playing was playing
10768s manner Lords for the last dot dot dot
10770s the houses there looks awesome um I
10772s haven't had the opportunity to dive into
10774s that yet been
10777s been interesting one but
10781s uh I mean half Timber is is kind of
10784s human
10785s like isn't it
10789s or or am I being
10792s confused have
10795s Timo like logs hav is that what you're
10799s talking
10803s about I'm
10805s being uh oh yeah okay so it's more of a
10810s more of a defined Lumber thing it it
10812s would probably be more lumber like
10815s Lumber
10817s forms uh um so
10820s on um tier 2 Lumber the the
10825s floor um you have those like Cross Beam
10828s the like the exterior Cross Beam wooden
10834s pieces yeah those things these ones yeah
10836s yeah so those on you know like old
10840s British
10842s styled uh you know Med uh medieval
10846s housing things like plaster things and
10849s they have those like cross beams to to
10852s keep structural integrity and
10854s things oh yep yep yep that's what
10856s they're talking about I know what you're
10858s talking about now yeah but I think that
10860s would that would be more in line with a
10862s u like a lumber form
10864s maybe since they're they're kind of half
10867s sneakingly in there
10879s yeah half Timber is a Timber log frame
10881s with Clay SL Adobe
10886s inside or or you know it's framework and
10890s then plastered coverboard which is great
10892s for insulation
10911s pretty funky it is pretty funky some
10913s some some neat color selections here you
10917s you and that you and that
10918s purple IM immediately going immediately
10921s going for
10924s that almost some some donut thing going
10926s on
10929s there I might be
10932s hungry those wheels of cheeses and
10934s donuts that's going going through Toby's
10937s head right now
10940s um but no it's uh I don't know you are
10944s you are you feeling kind of content
10948s happy I guess so everyone made fun of my
10951s bit my
10953s painting
10955s so beautiful beautiful
10960s artwork uh see Toby there's no glass in
10964s the new window no glass yeah can we
10967s remove the glass from the human
10969s logs it would be easier to just add
10971s Glass to this one
10973s [Laughter]
10976s though
10978s yeah I think that makes sense kind of
10981s it's always been weird that you have
10983s glass it's a separate thing but then
10986s glass is included in all those other
10989s yeah the the only the only one that's
10991s kind of difficult for the glass thing
10993s for removal I I I still want like brick
10997s embedded glass
11002s but I don't know may maybe maybe look at
11006s simpler frames for the glass
11009s and rip them out and just leave glass to
11013s glass radical
11017s ideas you'd lose the
11020s grills but
11024s uh maybe
11032s maybe I think it's one of those one of
11035s those things that Toby to's going to
11036s simmer on and
11038s then something will
11040s happen either that one gets glass
11043s orass get
11051s REM yeah see we have we have those this
11054s just like
11057s slick uh um thin lines on it auto
11061s Builders yeah the the auto Builder is
11064s doesn't like
11066s Corners yeah Corners where something
11069s else is connected to is even
11072s worse
11074s y maybe we could do a few different te
11078s of glass block that kind of go even
11082s earlier um kind of kind of want less
11086s glass not more
11089s although but is a separate
11096s block
11098s yeah like that you know we'll see there
11102s there's a lot of things to do in there
11104s and as you said we also have we also
11107s don't really have a whole lot of time
11110s set aside to deal
11113s with quirkiness of some of the block
11116s sets um we're kind of ripping them out
11119s or or redoing them completely to fit
11121s another type of style or and so on um as
11125s they are really
11128s complicated but hopefully we'll see some
11130s we'll see some more forms to some of the
11132s block sets
11134s eventually um
11136s yeah i' like to eventually get
11138s everything kind of consistent so that it
11140s kind of functions the same and there at
11143s least some consistency to the forms yeah
11147s can still kind of expand it as we go up
11149s but be
11154s nice um fun yeah that that one doesn't
11158s really align
11160s well exterior part of the corner and
11163s then versus the middle the corner I know
11166s what it's
11168s missing it's not colorful enough yeah
11171s yeah
11175s that's matching perfectly that's
11179s beautiful street art
11183s sculpture yeah we should update the
11185s title screen so that you can see
11188s this going over here yeah yep definitely
11193s want to see that in the title
11195s screen uh would it be possible to make
11198s hedge
11201s blocks yes it is possible there is a mod
11205s for it as well um and it's something we
11208s want to do we've started kind of poking
11210s at it a little
11212s bit was hoping that we could get it in
11214s with the outdoor decoration stuff but
11218s maybe
11220s not might have to be after 103 but
11224s yeah starting a petition for Toby to
11227s paint the title
11230s screen you regret
11236s it yard room here yeah so we'll have uh
11241s we'll have a Dev stream on the whole
11242s outdoor thing um it's a new room type
11244s that's coming um and it has a bunch of
11246s new objects that you can decorate with
11250s and all kinds of cool
11253s stuff so you know follow along keep keep
11258s uh keep in update line on uh on Discord
11263s what do you call it we pop pop out
11266s information um so sneak peek
11269s previews
11271s um and uh some cool stuff that's being
11275s discussed and
11277s uh you know just generally more
11280s information flow on the Discord than any
11281s of the other channels um that's what I
11284s primarily use um I pop into uh to steam
11288s discussions every now and then but I I
11290s tend to stay away and let let the that
11292s whole Zone to
11294s Dennis um
11298s just because I have a hard
11301s time talking in uh Forum form if you
11306s will I prefer more of a direct line of
11309s communication instead of you know
11310s getting a reply every seven
11312s days
11315s um but that's just yeah that's just
11318s me um but yeah no it's been it's been
11321s awesome to have you here and taking your
11324s morning time off on a
11326s Saturday uh
11329s um and I know if I I'm supposed to be
11331s watching cartoons right now in my
11334s pajamas right um I know if I just let
11337s Toby go on here he'll he'll have he'll
11340s have the stream glued with radical
11343s painting all over the place for the next
11345s six hours
11347s straight yeah you should probably wrap
11350s this up uh because because I know uh I
11355s know that I I got super absorbed as soon
11357s as I started poking in the in the
11359s painting stuff it just Bob Ross
11362s intensifies yeah it's it's just it is
11365s very gratifying just poking around at it
11367s there there's something there's some
11369s Tranquility to it um and and serenity
11372s that's
11373s just
11375s another layer onto the calmness in Eco
11379s and you're just kind of casually
11380s strolling around doing your
11382s thing
11385s um yeah so you know um as as for the
11388s stream we'll pop back in on the um on
11391s the speed run and uh I'll continue
11395s answering questions for a while longer
11399s um and we say uh say thank you for jump
11403s out thank you for uh for for hopping in
11406s and uh participating with us um and
11409s showing off the new painting stuff no
11415s worries it is uh those happy
11419s [Laughter]
11422s accidents oh it's it's been uh pretty
11426s neat um and uh like I said we're we're
11429s we're working intensely on it and trying
11431s to get it out as quickly as possible
11432s we'll have some more updates relating
11435s play test
11438s um in information about the play test
11442s and related update information should be
11445s popping out on Discord event ually I'm
11448s not going to give a date because I I'll
11449s get crucified from everyone
11452s um but uh yeah we uh we kind of want we
11458s want people to to get a crack on it and
11460s and see see if they can break what we
11462s failed to break or um just see cool
11466s stuff that they make and
11467s and uh getting some balance input and um
11471s seeing how many people are using it and
11473s where and how and and kind of all the
11475s things around it um
11478s it's going to be awesome I'm really
11480s looking forward to it um so with that
11483s you know thank you Toby and uh all right
11486s have a continued great
11489s weekend we'll catch you later yep
11496s yep how do I get out of here I've
11500s trapped Toby he's in the
11502s basement um no
11505s just hop out of the Discord and and your
11507s you're fine all right bye take
11515s care there we
11519s go so now it's everyone else in me Toby
11522s has run off he managed to escapee he's
11525s free
11526s again um switching
11530s over footage
11532s to this thing and then we want to hide
11535s that thing and then we want to do that
11540s there we go now we are back here and
11542s let's see we had some we had some outro
11544s questions here
11545s from
11547s um from that
11557s [Music]
11559s um I think everything should be running
11561s and Screen over and everything yeah so
11564s um on that quick question for ADD
11567s planning to add new professions and um
11570s trains and
11572s vehicles um Vehicles
11576s yes um we have we well not necessarily
11579s vehicles per se but like stuff two
11581s vehicles um we have a new attachment
11583s coming through the steam tractor that
11584s will go over here in in another stream
11588s um a new profession which is the
11590s scientist coming which is oil driller is
11593s being moved to that profession P
11595s painting which is the new profession
11597s that will have handle all the enal
11599s craftables surrounding
11600s it
11602s um is
11604s uh in there as well and then we have
11607s some ideas for other professions that
11609s will also be under um the scientist
11612s profession
11614s umbrella um so stuff will be more
11617s populated and kind of added and fleshed
11620s out with um as we go along
11626s here uh
11628s Yoshi hey hello
11632s um thinking of buying the game have no
11634s clue if I'm going to like it does it end
11636s at some point does it stay as an active
11638s world and you can progress this I think
11639s there's a lot of people in chat that
11640s would just flood you with information if
11643s they got away with it um but no so it's
11646s fairly open-ended it's a Sandbox
11648s environment um there is a general kind
11651s of end goish objective with a meteor
11654s flying in the sky on if it's enabled
11657s which it is by default um objective is
11660s to shoot it down and then after that's
11662s done it's not going to you know complete
11665s save out or or like end the scenario if
11668s you will it's an open-ended cycle
11671s so um it is up to each and everyone as
11675s well as the server owners to kind of
11677s restart and and do their thing or if
11680s they want to keep going um there's quite
11682s a few of longer running servers as well
11689s uh will there be flying vehicles there
11691s there's none planned at the
11695s moment um bicycles and and or other
11698s efficient vehicles for commuting would
11700s be neat normal cars for role playing um
11704s there's
11706s um there's potential for it um and we
11711s also
11712s have we also have some
11715s um some asset upgrades coming in as well
11718s like the
11720s um um powered cart for
11723s example um is going to get a facelift a
11727s significant facelift it has a um don't
11731s think it's in 10.3 but it is getting a
11733s complete revamp on its
11735s look um and the new one's looking pretty
11739s cool so when we hopped
11742s out uh two hours ago there was a forest
11746s here there is is no longer a forest here
11749s this is very RI in pieces not Rest In
11752s Pieces it's just ripped in
11758s pieces or was it Rest In Pieces rather
11761s than rest in
11763s peace um whichever up to one yeah people
11768s have been really really busy just
11770s gutting this things if we turn around
11772s here we are starting to see some
11774s constructional assembly line taking
11781s place we also see starting to see a
11784s bunch of shale being stacked up here as
11785s well probably going to Spook players
11788s sneaking in
11794s here let whale in and Arc in here some
11797s Mass research tables to get Tech
11801s progression swoed in
11810s um yes Satsuki it's uh it's SL record it
11814s does like a
11815s smoothening speed
11817s limitation transition thing so you don't
11819s have that jerky kind of
11822s fly hard
11824s input so it's more of a curved curved
11831s motion um any plans for additional
11834s diagonal blocks um not at the moment
11836s we're trying to stay clear of it because
11838s it
11839s adds a huge quantity of
11844s complexity to a lot of things especially
11847s where anything that's automatically
11849s built
11850s so um we've stay cleared up there at the
11853s moment but you know we'll see what
11855s happens in the future no one knows maybe
11859s Toby gets a grand vision of everything
11860s needs to be diagonally built and you can
11862s no longer have
11863s squares um
11868s there we see some some mortared mortar
11870s research as well as iron ore starting to
11873s take shape here as
11878s well yeah everything diagonal purple and
11881s yellow don't forget the
11883s yellow or is it yellowish
11885s orange couldn't really
11889s tell uh framed glass lost its thin
11893s floors uh we'll have to take a look at
11896s that because
11899s I recall it but uh
11902s yeah uh will there be new functionality
11905s for the mechanical crane um we have some
11907s ideas on how we want to rework
11911s it um but it's it's kind of in that land
11916s of um broken stuff is more important at
11920s the
11923s moment um and we're kind of prioritizing
11928s a lot of what we have on the road map
11930s that we that we kind of need to get done
11932s and then if we have time to do some of
11935s those polish quality of life
11936s improvements and upgrades for these
11938s things
11947s um uh we'll see uh holding multiple
11950s materials at once would be a big
11951s Improvement to it um yeah I think
11954s holding multiple materials at once not
11956s just for the crane but in general um is
11960s something we've looked
11962s at every now and then we have we we had
11966s some some stuff drawn up back in um back
11969s in when we had Keegan on the r team
11971s but it kind of got pushed out
11975s and a bit forgotten so we might take a
11980s new Peak on it it uh depends a little
11982s bit on how complex it would be um
11989s uh we'll see um the the current road map
11992s or the the recent road map per se up to
11995s 1.0 is on one of the latest Dev blogs on
12006s Steam so many stumps yeah
12009s there's there's total deforestation and
12012s Devastation here
12017s it's a lot of trees cut
12020s down it's a very very big chunk of the
12023s forest we're going through checking out
12025s the
12027s teory what is going on with the
12032s teory um Dennis Dennis
12037s Dennis
12039s um I don't know if I broke it but uh the
12044s the the tech Tre display is
12048s is not what it should be looking
12055s like
12062s huh um timus yeah that that'll that'll
12066s basically be how it works
12086s yeah so a lot
12087s of a lot of early
12090s tier wood cutting I can see some people
12093s being strolling
12096s about
12102s um but so far everyone's kind of kind of
12105s stuck up on the Island
12146s imagine Stone Age Lumberjacks DeForest
12148s is enough of the planet to cause global
12150s warming
12154s um I mean it it it wouldn't be too much
12157s of a grasp um now there there is some
12160s there is some tweaks and things that I
12162s want to look at for pollution values um
12165s which is gonna be a focus for the update
12169s after
12171s um after
12173s 10.3 um it'll be a lot re revolving
12176s garbage recycling pollution in general
12180s uh the the ecosystem
12182s primarily um
12197s uh plans to make faces on the map less
12199s intrusive not having them zoom in when
12202s you zoom on the map would be good
12204s something other than just turning it off
12210s um I think the it's hard to do that
12215s without
12221s um um while still filling the
12224s functionality that the intention is
12231s um any plans to come over to console at
12235s Dennis do you want to do you want to
12236s answer that one
12239s or generally speaking it it would never
12242s happen prior to 1.0 in particular
12247s um but yeah the
12252s um there is a layer of complexity with
12255s consoles
12257s that would be very hard to get
12261s around in the game's current
12265s architecture um due to how console
12269s restrictions work in like application
12273s wise um based on how we have our servers
12277s set
12278s up
12283s um are they all people on the server
12285s yeah yeah so you know we
12288s um you don't have NPCs in Eco outside of
12293s animals and it this is running on a live
12297s server which is the white
12299s cheetah and it is a collaborative effort
12302s to kind of speedrun and see how quickly
12305s a cohesive group of people can get
12307s through the game content from point A to
12310s point
12314s B uh
12317s can you talk about any further plans
12320s changes to the culture systems or new
12322s ways to generate
12324s culture um we have some planned but
12327s they're not in action yet so I don't
12329s want to go into them at the moment
12332s because there's there's just a layer of
12333s uncertainty and I don't want to give out
12335s kind of wrongful information in uh as
12339s things can change quite drastically from
12342s from where they're at right now to when
12345s they're actually implemented in game
12348s um but there is going to be coming a
12350s outdoor room that will help you amplify
12354s the culture you gain through uh
12356s paintings and frames at the
12360s moment
12362s um which is going to be you know
12364s Outdoors so it'll be a new way to kind
12368s of add Aesthetics around your
12371s property
12373s um so not filling up
12378s uh your entire property plot which just
12380s your
12381s house
12383s uh there like you know giving you a
12386s reason to not just do a square building
12388s it it adds a reason for having open
12391s space Greenery and and kind of Decor
12393s around your
12405s environment so here we have the the
12406s cooking station as we can see heavily
12409s heavily influenced
12413s by scaled fishing I yes some ice boxes
12418s to help out with the stack sies and
12423s uh impressive use of
12425s Hune to make amazing
12435s housing um white with the white cheetah
12438s one we're watching where they're
12440s probably having everything as short as
12442s it can go it's like 3 days or something
12444s the they have the ambitious plan of
12446s doing it in 24
12451s hours so things are going to go pretty
12454s rapidly
12456s here um later on tonight slash tomorrow
12460s morning I think things are really going
12462s to speed up with iron consumption and um
12466s higher degrees of tech coming
12471s in and I'm hoping not to miss it um so
12476s I'll continue after we close this out
12478s tonight um there's still you know the
12481s the they'll be working away at it um all
12485s night and
12487s then I'll come back in and stream um
12490s tomorrow evening um don't have a time as
12495s of right now because I'm it's a bit
12497s uncertain when I get back home
12499s so um in the evening
12503s slash not too late if they're planning
12505s on 24 hours I definitely don't want to
12508s miss it so it would the stream would
12511s start earlier than we did
12517s today uh so if you are interested in
12521s seeing how this speedrun ends up make
12524s sure to tune in for that one as well um
12526s and you know I'll keep keep answering
12529s questions that you have in the capacity
12530s I can give
12532s you
12536s um such a massive grind I love it
12538s they're probably having a great time
12539s right now yeah they're they're super
12541s organized trying to do everything as
12542s optimized as they can squeeze in
12546s and
12549s um going absolutely nuts I mean you can
12552s see how quickly they cleared out this
12555s rainforest um
12561s they they've chocked through almost half
12564s the rainforest on this
12567s island which is
12571s insane is there is there work Bing pool
12573s for hours taken um I don't
12579s know um I'd love to know if they
12581s organized themselves with the tech
12582s upgrades and such oh yeah they they they
12585s have this down to
12587s um a scale of which upgrades is worth it
12591s at what stage and waiting with certain
12593s processes to get the upgrades and if the
12596s upgrades are worth the investment cost
12598s for the quantity of Machinery they
12601s have
12604s um since like a lot of it is down to
12608s there's some weird loading thing going
12610s on there
12612s um because of the cost of
12615s upgrades and the time is the relative
12618s component rather
12620s than the accumulation of
12624s resources um if when they have the
12627s manpower to do it it might just be
12630s faster in terms of time to just ignore
12633s certain modules for certain tables and
12635s and
12638s combinations uh but I'm pretty certain
12640s they have this just straight down to an
12643s art at this time um especially to be
12646s able to
12649s uh commit to
12651s this um I know there's there are a
12653s couple of couple kind of leaders in the
12657s group that kind of arranges and and
12660s sorts and and keep tabs on what's going
12663s where and what capacity and who works on
12667s what but it's it's just amazing to see
12672s happen and it's a great example as well
12675s um
12677s on kind of showing how hard it is to
12680s make an adjustable balanced
12684s point where like we can make it as
12687s costly as grindy or you know it just
12689s increase volume of ingredients or or
12692s quantity of ingredients that this
12695s costs
12697s um but at the end of the day if you have
12700s a large enough group that is working in
12703s Tandem and have everything mapped out to
12707s this
12708s degree um they're just going to burst
12712s through kind of anything we throw at it
12715s as long as they have the intention to do
12718s it
12721s um and the speedruns is just a great
12723s example on when that is taken
12727s into
12729s uh a practical
12732s level introduce an unexpected disaster
12734s random events
12737s Cavin fills everything with
12745s dirt uh I I I like to say a statistic on
12748s how many how much red bull was consumed
12751s during this
12752s project uh yeah that'd
12755s be slight concerning levels
12759s maybe uh don't endorse excessively
12763s drinking energy drinks just to be able
12765s to keep up competitiveness in a speedrun
12768s for any sake in any game
12773s really uh but yeah know they're cutting
12775s down the forest in a in a rapid rapid
12778s rapid speed
12807s Wonder can I get this now it is the I
12810s was hoping to see the teory but the
12811s teory is not playing
12814s nice
12823s U swirling around stock people
12831s here get some lagy loads it's the the
12835s canoe
12837s Factory got to provide personal
12840s transportation for all the people
12841s fetching materials across the
12854s plains h
12859s uh but yeah I think we can can probably
12864s start wrapping up here if there's not a
12866s whole lot of other
12868s questions uh yeah drink water muchu
12879s imp have been a am as
12883s well that's a whole plank Factory for
12885s for basic upgrades for sure yeah that is
12889s it is quite
12892s possible uh I think I've gotten
12896s [Music]
12898s through through
12901s [Music]
12903s it yeah no I I think I think that's
12906s that's pretty much the entire list I do
12909s apologize if I've missed any questions
12912s kind of leaking through um that hasn't
12915s been answered
12917s um been a lot to kind of keep track on
12920s um and it is getting getting kind of
12922s late
12926s um but uh yeah we'll continue the stream
12930s tomorrow and I'll post an announcement
12934s on the Discord when I know
12937s exactly uh where oh yeah Pondo I'm sorry
12941s um the the the cats are the cats are
12943s fine um I'm not sure if you came in a
12946s bit later but they were causing an
12948s absolute Ruckus In the start of the
12951s stream um they were really wanting to
12954s participate on
12955s it
12962s um but yeah they are they
12965s are at the moment they're sleeping but
12967s they'll they'll wake up here in a half
12968s an hour
12970s and fly back and forth like
12974s gazel how does Denis feel about these
12977s unrealistic
12980s buildings
12984s um I I I don't see any unrealistic
12987s buildings here they seem fully
12989s supportable by that two pieces of
12994s 2x4s
13001s right yeah um the whole the whole stream
13005s thing will be it'll be on YouTube um is
13009s also why I kind of want to cut it before
13011s the 4our thing I know YouTube doesn't
13013s play nice with extremely long video
13016s uploads
13020s um yeah no it's been it's been amazing
13022s to be here and have everyone join in and
13025s a lot of discussions back and forth um a
13028s lot of good questions
13030s posted and as as mentioned throughout if
13034s you have any feedback and suggestions
13036s hop out on on our canny page at Eco
13041s doc.io um and uh yeah if uh if you're
13045s interested in seeing how this play test
13047s uh play test the uh speedrun turns
13051s out um tune in tomorrow and have a look
13054s and I'll hopefully catch it before it
13058s ends um yeah everyone have a great
13063s weekend and I'll catch you if you pop in
13065s on next time um if not there will
13069s be another Dev stream in as usual by
13073s weekly so in two
13075s weeks um hopefully we'll have some
13078s outdoors outdoor news for you um as well
13082s as the um a lot of finalization for
13085s balance stuff um will be
13087s done so uh take care have a great
13091s weekend and I'll catch you on the next
13093s one bye