Transcript (by Youtube)


0s with that startup hello everyone and
2s welcome to another uh Friday stream here
6s finally it's been a while um at strange
9s Loop games I am the lead game designer
12s here and I'll be taking you through some
15s of the um additions that's coming to
18s painting um and we'll also talk about
22s some balance changes hopefully get some
24s questions in and we are probably going
27s to
28s be a little bit uped here and there
31s because the cats decided to after you
34s know chilling out for last two hours now
38s on stream time we decided that hey let's
41s cost a rockus so we'll see how much yeah
44s it's it's my time to
47s shine uh so they'll probably be making a
49s bunch of noise in the background so you
51s know we're not not torturing animals
54s they are just causing a
58s rockus uh
61s just waiting for the server to start up
62s we can of go through some of the things
65s I think Unity is playing nice for
72s once if he wants to uh he's being a
76s little bit feisty at the
78s moment
81s so
84s than here we go combat ears semi locked
87s backwards every now and often
92s see if he wants to participate he's not
93s really that happy right now you know
95s being a little
97s bit little bit of a
100s nuisance but yes so this is the guy that
102s is going to be screaming around and
104s causing a ruckus in the background
107s um and's been teased a little bit with a
110s magnetic
112s stick and then she's coming along here
114s as well apparently it's a cat stream now
116s um being
118s invaded so to prove that they are
120s actually two of
124s them
126s uh trying to distract them a little bit
129s so we can actually get this stream
131s going there we
135s go
137s uh volume on YouTube is very
140s low wonder if that's
143s just I mean it's it's sending in the
146s feedback on both is it low on Twitch as
148s well
152s probably nope seems
154s nope um I don't really know what to do
158s about it because it's all sent through
160s the same channels and then split off
161s into yeah twitch is fine or you
165s know someone saying a little bit low
168s let's let's crank it up a little bit and
169s then see if we're way too loud instead
172s maybe L the latter is easier to just
174s tune down rather than crank up I don't
178s know um
181s just hitting play in unities we can get
183s some some game play
190s going
192s uh just wondering from development is
194s there any plans to come up with
196s something to add or come up with that
197s will keep people interested or engaged
199s after the final tier of skills are
201s released feels every server dies shortly
202s after the SK tier gets
204s released um should be something to add
207s should be should there should be
209s something to add to keep people engaged
212s like gem deposits or something um it is
215s something that we do have kind of in the
218s background um luning on holy crap well
224s apparently cing Rus isn't enough let's
226s jump around the place um it is something
230s on the um on the board that I do want to
231s touch on uh both kind of research in
235s general I'd like to have the time to
237s kind of rework but we'll see where we
240s are with the 1.0 road map because it is
243s kind of a stretch goal for that would
245s like to get that done prior but um if it
248s happens it'll be a Dev stream about it
251s as for General kind of post research
255s stuff um we've talked about it we've
257s also talked about kind of changing out
260s how you get to meteor destruction um we
264s kind of nit picking in and picking and
267s choosing what to add um in terms of
269s prolonging game play
272s overall but also in relation to you know
275s having like Rare Earth minerals or
278s generally more exotic resources for like
283s a a tier five stage if you will in terms
287s of resource refinement and production um
290s so there's a couple of couple of ideas
292s floating around um that were just kind
294s of trying to get to a point where this
296s is workable and it is something that can
300s fit in with the schedule that we are on
302s right
303s now uh so let's see if we can get in on
306s the server and see if Unity plays nice
309s here it's been a bit up and down last
313s couple of days um and I'm also switching
316s on branches because we are also working
318s on explosives as well which we've teased
320s a little bit about previously
323s um I posted a little bit up of it um so
327s there's a there's a few people in the
329s loop and and give some some general
331s feedback surrounding it um so that'll be
335s the main topic of the next
338s stream uh we'll go over explosives how
341s they work uh why they work the way they
343s do how it's going to fit in with balance
345s and kind of how that what it does to
346s Mining and its
349s relations um so that'll be a fun one as
353s well uh just can we can we please Unity
356s play nice gu I can can switch over here
359s hang on
362s I can do that I'm just waiting for Unity
365s to play nice which is also something
367s that we have kind of on the taskboard to
371s uh optimize loading in um well as
376s general just World loading and
380s connectivity uh because it is starting
382s to be a little bit too long uh for my
388s taste hopefully we can get in here
392s shortly um but yeah
395s so painting uh or sort of you know
398s extension on the features for
400s it uh it didn't really fit in with the
403s timetable we had for 11 unfortunately
406s which is why we're kind of
408s releasing paintable functionalities in
412s two
413s batches let's see if
416s we get us actually let's let's let's
419s just nuke
421s whole whole things we can get some
424s playroom there we go look at that nice
427s little flat
430s Square um so one of the things um that
433s is going to be popping up uh before we
435s get to that we are kind of Shifting
437s around the tutorial a bit um testing out
440s some different UI elements and um some
444s stuff around it and
447s apparently it apparently the server just
450s nuked
452s itself ooh see this is also why we are
455s on in staging and you know things are
458s going the way they are apparently the
459s animals are
462s being yeah the the nuke was too strong
465s uh apparently the animals are being a
466s little bit
468s misbehaving more so than
474s usual I wonder I
476s wonder because I was do doing some
480s changes and then I did a branch maybe
482s someone did something to the prior to me
485s branching off that broke things we'll
490s see worst case we'll use this the uh the
493s built
494s one uh because it does work on the
496s current staging Branch it might just be
498s my my specific one that is broken
502s temporarily always excitable when things
505s happen on stream
511s that's the server up again see if we can
513s reconnect to
515s it I wanted to go to so there's a few
519s few balance changes that's coming with
521s um the tutorial rework which is why I
523s wanted to bring it up um one of the
526s things is that we are adding a housing
528s tutorial to it so we'll have New World
531s objects for uh creating
533s a a bedroom
536s and uh I believe a bathroom
541s um adding on the um was fixing up detect
544s the other day
545s so it's a bit chaotic at the moment see
548s if the animals don't cause explosions
551s this time or maybe it was that I leveled
554s and it freaked them
558s out maybe let's avoid giant levels
562s because it might have been the animals
564s that landed on the ground that
567s uh didn't like not having
570s positions see if that
573s works
574s um and of course the
578s tutorial um did a thing so we're adding
580s a few new tutorials which is related to
582s kind of using vehicles um some farming
585s stuff and on how you make tools to plant
587s your first crops just kind of help ease
590s into that
591s introduction um it is also a housing one
595s which uh don't know if we separated it
598s away from build a house
600s yeah so now it'll go through kind of see
603s what you need to be adding to Furniture
605s wise to get those points as well as
608s where they're landing
609s on um and that will also kind of go
612s through
613s craftables for um all of that so just
618s kind of ease that learning curve a
620s little bit and have a little bit more
623s graphical things on on the um on the
627s traction uh yeah the nuke was too
632s strong it
634s was uh stuff was talking about jobs
637s rework um like logging Etc is there a
640s channel where I can see how it's going
642s um that would be related to the perks
645s and
645s talents um and it is post
650s 11.1 um it's going to be probably not
654s too far off in the future but it is very
658s much in progress if you will
663s um that'll it'll come out when it's
666s ready and there will be information when
668s we have information that we want to kind
670s of share out and get feedback
674s on so uh painting what do we
678s do well uh first we're going to give
681s ourselves the can never remember what
684s it's called Uh Dev paint tool yeah there
687s we go and then
691s we and
695s behold we've got if it wants to play
699s nice can we can we pretty please
705s server and then we have an invisible
707s truck look at that beautiful
711s amazing can we get a wheelbarrow then
714s wheel bear we got I think I think the
717s truck might be uh
720s placed somewhere
722s else we'll grab the wheelbarrow we'll
724s get back to the
726s truck best paint ever on that truck yeah
729s the
732s invisible so we're testing around a
734s little bit about how to
736s Showcase where how and configurations
738s for it
741s but all seems like he's playing the same
743s game as us with vehicles
746s disappearing so um we now have
750s paintable World objects this of course
753s is including
754s Vehicles after you know teasing about it
758s from the world the the the main title
761s screen
762s in
764s 9.0 um it finally has gotten to the
768s point and we finally had some time to
770s get that thing going so now when you're
773s looking at a vehicle and it has a it has
776s a a
777s paintable um
780s part to it which all vehicles are going
782s to be having you can select the specific
784s area you're painting on we tried doing a
788s bit with uh like having like separate
791s mesh
792s colliders uh or having a mesh collider
794s and then separate the points on you know
796s you're directly looking at what you want
798s to be painting but overall the
800s performance cost is just massive to do
804s that um across the board so we opted for
808s you specifying it it's also it gets kind
811s of finicky when you have vehicles that
812s have a lot of detail or a lot of
814s different depth to the details um versus
817s things that have decals versus kind of
819s actual depth um in the model itself so
823s we opted for just a
825s more inclusive system that we can apply
828s to anything and we don't have
830s to kind of work that cost into
834s somehow um so now that you grab your
838s paint tool
840s and you Mouse over a object and you can
843s select a specific area that you want to
845s be painting on and I think Mike was
847s still tinkering a little bit about it so
848s that the selector isn't
850s really superb but um we added the scroll
855s hot key forth so you shift scroll to
857s switch in between the details of it so
860s we can paint that black and we change
862s out and we can
864s do uh let's do uh that's a little bit
868s screechy uh let's let's do that let's
870s sync out the
874s coding we can do that we're also
877s thinkering a little bit
879s with
881s um how much strength to it um also doing
886s some bug fixes as well as dealing um we
889s have a fix plan
891s for being able to paint without having
893s to reselect things because right now if
895s you've been painting blocks you're
896s testing it out um you know that you need
898s to paint a block and then to paint that
900s another color you need to kind of
902s deselect that
904s block um and come back to it same thing
906s currently works with
908s vehicles um there'll be a change to that
911s so you won't have to do that um in the
918s future so let's do area
921s one and then obviously um coding works
926s for depth offit so now you have
930s three uh it's three paintable channels
932s so you can select between area one area
934s two three and then all areas at the same
939s time um don't remember if it's in
942s already in 110 uh right now but is it
944s possible to save certain colors when
945s mixing paints yes that is in the table
949s we have let's
950s do uh give paint
958s mixer sweet you
960s have enable it as
962s well there you go yeah so you have
966s whenever you're mixing a paint um show
969s it on get a get a preset number for it
972s and then you can save it and then you
975s can right click it to remove it from the
976s pallet um it also lists the quantities
979s of it so you have all of that in
984s there
985s uh and of
987s course we are all also adding it it it
990s doesn't support all objects at the
993s moment because the art team is going
995s through each individual object as
997s they're optimizing them and adapting it
998s to also support pain
1002s things um so there's at the moment
1005s there's just a limited amount of World
1007s objects that do
1008s support uh paintables we are going to be
1012s contining adding that support for more
1016s objects as we release updates and
1018s eventually every object will have that
1021s support but works the same way um you
1024s have three areas that you can
1026s paint and these are defined so for
1029s moders um it's fully it fully supports
1032s um should be up in the mod kit as well
1034s for the World objects um it's just a
1037s matter of defining which areas are
1039s related to which
1041s channel um and I think Toby talked about
1044s dropping out one of the object that's
1046s like an example mod for that setup can
1049s update that
1052s um but yeah if you have any questions
1054s just you know pop them in on the uh the
1056s mod Dev channels on
1059s Discord and one of us is going to be
1062s able to help you
1064s out
1066s uh so yeah paintable World objects let's
1069s see if we can can we get uh steam truck
1073s can we get the steam truck to not vanish
1075s or is it because I'm is it just not
1078s liking that I know Toby sent me an image
1081s with which vehicles were ready which
1083s vehicles were not
1085s ready uh but I believe they were sorted
1089s out they should be working I'm not sure
1092s why they're
1093s Vanishing
1097s uh large canoe see if the large canoe on
1099s the
1102s play
1104s nope that is also banishing what on
1106s Earth is going
1107s on you actually Vanishing
1110s or yeah there is one and it is
1114s here and it is probably just causing a
1117s ruckus so something is up with the model
1119s or the prefabs for them which is a shame
1122s because then I'm assuming that the as
1126s one of the questions was in there with
1128s are we going to get an updated model for
1131s uh the powered cart and the answer is
1136s yes so the powered cart has has finally
1139s gotten a little bit of a
1142s facelift but I was hoping that it would
1144s not be going freaking
1147s invisible uh I wonder if it's just let's
1154s see no don't need that want to go in
1157s there and we
1163s do is it
1167s just they are good gone what on Earth is
1171s going on
1176s here yeah something Uh something's
1179s misbehaving with
1187s them let's
1191s do that's one steam truck and the other
1194s one is
1196s there huh as usual stuff
1200s breaks um whenever you do a stream it
1203s just it it has to break that's the way
1206s it
1210s is that's slightly annoying and Toby
1213s isn't awake yet he doesn't wake up until
1215s an
1220s hour cuz you are way down there we do
1224s this yeah that thing's there and that
1226s thing's there and then huh
1232s well that's great awesome tested it out
1235s during the week it was working testing
1236s it out just by stream it
1243s breaks see if my other thing worked at
1246s least uh where do we
1251s have yeah here we go
1255s so think is there any any general
1257s questions surrounding painting because
1259s we are I'm looking over kind of
1262s intermediary ingredients and if we want
1265s to kind of break up some of the
1267s component buildings
1269s for um objects in
1272s general where we can have more interact
1275s or more kind of interactions between
1277s professions so right now when you build
1279s a truck as an example uh we can drop
1282s down a robotic assembly
1285s maybe see if that works or if it goes
1291s Haywire uh get that back in full
1296s screen so one of the things from from
1299s balance General thing is right now we
1301s have these kind of large recipes with
1304s Myriad of of like small parts for a
1307s vehicle as an example or workbenches
1310s Etc one of the things I was um kind of
1315s leaning towards was making more like
1319s half
1321s intermediary
1325s uh uh half intermediary of like the
1330s advanced combustion engine where the
1332s advanced combustion engine has a bunch
1335s of other parts to kind of reduce the
1337s size of the recipe itself but also be
1339s able to do more parts from different
1343s things that make sense for the vehicle
1345s so if you do like an under Carriage as
1348s one part or the chassis is with another
1349s part and then you can kind of add all
1352s these uh you can make make bigger
1355s recipes without bloating one specific
1358s recipe in definite with a whole ton of
1364s ingredients
1367s um uh so it's one of the things that I
1371s was kind of worried about when it comes
1373s to adding especially later texts as re
1377s recipes kind of scale up with your
1379s progression you know more more fancy
1382s things require more ingredients and so
1384s on
1388s um and it it kind of gets to the point
1391s where it it gets encumbersome to show so
1394s I'm feeling like it's starting to be
1396s time to kind of decompress some recipes
1400s into more sections if you
1404s will um but it's you
1409s more of a a utility thing surrounding
1411s balance and and kind of shuffling things
1413s around so they make a little bit more
1414s sense a little bit cleaner to see in the
1417s recipe lists as well
1418s as it might get less overwhelming
1422s with lists of things when you want to
1425s make
1426s stuff uh give
1429s Hammer so as for the question with if we
1432s pick up Vehicles will the Color Stay yes
1436s it will
1441s um some of the stuff that we're looking
1443s at for more persistent data for the
1445s vehicles themselves when you're
1446s tinkering out so the color does stay on
1448s that specific
1452s vehicle um any thoughts on glossy or
1455s reflective paints
1458s um we've discussed it we're not entirely
1461s sure how to deal with it technically
1463s though because right now um paint
1467s Technically when you add the paint to it
1469s it changes out um it's basically a layer
1474s over what's already existing if we want
1477s to add effects to it um it's another
1481s technical kind of it needs to apply a
1484s different Shader
1486s um rather than the one we have for the
1489s paint itself so probably a very much
1491s Toby question I know we've discussed it
1493s a little bit back and forth um but it
1496s might be it might be costly in terms of
1500s just overall
1502s blo
1504s um I knew there was something we talked
1507s about with why we didn't opt for it
1509s initially
1512s um it you know it it might be
1515s technically possible to happen um
1518s eventually definitely
1520s not kind of terminating that potential
1526s um but we decided to have sort of a a
1529s baseline
1530s of what we can what we can expect out of
1533s it and and what we kind of see where we
1535s want to go with it from there because it
1538s is very much
1539s uh filling out kind of interactions in
1543s the game that aren't necessarily tied
1546s to the progress or you know it doesn't
1550s help someone else if you're painting
1552s your vehicle but it does very much add
1556s more um just general customization
1560s um and just
1563s more kind of individual footprints in
1567s the world where you get you you get
1569s around on Town and you see all of these
1571s different colored vehicles or customized
1574s houses and and everything else and it
1577s looks really nice it gives a good
1579s impression when you're floating around
1583s um I'll get that 4090 later to chrome
1586s rims
1590s God I wish I wish the freaking wheel
1591s Vehicles were working I wish at least
1594s the wheelbarrow worked I'm happy with
1596s that should not
1599s take why is that not working I know that
1602s the U the skid steer weren't done
1604s yet and that one is still going
1606s invisible I I think I might have broken
1608s my Branch a little bit too
1611s hard
1612s um also terrified of spawning one of
1615s those because that might also break
1617s things um wool color the grade over time
1619s at the moment
1621s no um for maintenance stuff overall and
1625s I still haven't added maintenance on
1627s vehicles
1628s yet um but I will be adding the four
1632s sale components so the inor sales
1634s component will be added to the
1636s vehicles um right now you have that for
1640s General World objects where you can sell
1642s off the objects
1644s themselves um that will also be added to
1647s uh vehicles you and you can have a
1649s little car sales slot um and sell
1652s vehicle in
1656s World um and then we have another in
1658s terms
1659s of um a sneaky balance
1664s change um that I think it might
1669s cause hey
1672s Pondo uh having to fill up your fluids
1675s like all might be a good one yeah there
1676s are a couple of ideas for maintenance
1677s for vehicles um and they're not really
1680s ready right now the the the component
1682s system or the parts comp the parts
1684s component is very crude in terms of
1686s it'll either run or it won't run um and
1689s there's no separation of types of slots
1691s so it's just input
1693s requirement um and I want for the
1695s vehicles I want to change that out a
1697s little bit so we can have different slot
1699s types so you have vehicle engine and
1702s kind of supplementary so you have
1706s lubricant engine and wheels if it's a
1709s motorized vehicle that way we can tie in
1712s things like if the engine breaks down
1714s then we'll cause a significant higher
1716s fuel consumption or if the wheel breaks
1719s then it'll be a lot
1721s slower um or if the utility slot with
1724s like lubricant for example um reduces
1727s the degradation of the other parts kind
1730s of thing
1732s so um will grip degrade on where of your
1736s tires yeah it's either grip or just in
1739s the general movement speed um so there
1742s there's still a couple of things in
1743s there that I want to expand on and kind
1745s of improve on that
1748s functionality uh before it's added to
1749s Vehicles if you do want to add it from a
1752s modding perspective you can just add the
1755s parts component to it and you have you
1757s can add requirements for the
1759s vehicles um if you want to do it locally
1762s on your
1763s server um so the vehicles do as the
1766s vehicles as World objects do support
1768s support the part system as is right
1772s now um but yeah so for anyone that is
1775s dealing with steel smelting and whatever
1779s else uh tinkered around a little bit so
1782s you know don't panic
1784s over how and
1787s where uh we replace that completely
1797s yeah uh let see if that worked it might
1800s not have worked actually let's give the
1803s tool so Wetlands is going getting us a
1806s slight
1808s change um let's just dig down a little
1810s bit
1811s here and then we'll do a
1813s level hopefully things will stay stay
1816s calm and
1818s S um so as you can see here you no
1822s longer have coal as the first layer of
1826s underneath the dirt over the clay in the
1830s wetlands because the coal has been has
1833s finally after a lot of times uh finally
1837s been
1837s replaced you still have a coal layer
1840s that is above the
1842s Shale underneath the
1845s clay but in between there you now have a
1850s layer of a new a new ground material
1853s which is it's still work in progress um
1856s so you know it's not going to be flat
1858s Square it is going to kind of Shuffle
1859s around like the clay does towards dirt
1861s and so
1863s on and that is Pete
1868s block and it is a diggable
1871s material and apparently it it got a
1874s little bit it it's still not done with
1878s the teory side
1880s but
1883s um yeah so Pete blocks is a burnable
1886s block that is sort of your early on
1890s Improvement in terms of fuel consumption
1893s for um General General kind of
1897s workbenches so campfire uh cooking
1900s stations and so on which will
1902s move uh which will kind of shift over to
1905s you get into the game you start it out
1907s um you get your campfires up or you know
1909s you transition over into campfire stoves
1911s and so on so
1912s forth um you move over from fueling it
1916s with logs or sticks and and whatever you
1918s feel like um so instead of forcing you
1922s to go out and and grab a miner to crush
1926s coal to get any kind of improvement
1928s towards your fuel
1931s consumption uh you finally have a way to
1933s get some Pete and that has the same kind
1936s of fuel ratio to block as crushed
1943s coal um so there's still going to be a
1945s need for coal overall for steel
1948s production uh but you'll probably use
1952s generally less stone coal for um overall
1957s cooking stuff um at the moment it's only
1960s in Wetlands because I had that
1962s pre-prepared with the layering and
1964s everything uh but I'll probably be
1966s adding it in a few other biomes but
1973s scarcer there is a mischevous cat in the
1976s background again tearing things down
1980s I will no longer need my minor friend
1982s named Pete I now have Pete in the
1992s ground um so yeah new ground
1996s material um which is going to shift
1998s around the the coal economy a little bit
2001s um because it also means that you'll
2002s have slightly less General coal in the
2005s wetlands as well because Pete is going
2007s to absorb all of that initial
2010s layering uh are you planning to have
2012s refining steps repeat for explosives um
2016s there is going to be another ground
2018s material involved in explosives as
2021s well um which
2025s is it's it's on another Branch it's for
2028s the next stream so you will we'll touch
2030s on that as well and we'll also touch on
2032s more on kind of
2034s what what the geology changes are
2036s overall but yeah so Pete is being added
2038s as a replacement for the coal you you
2042s find at the moment on surface level I
2045s forgot a few bits and pieces of the coal
2048s module
2052s um um at the moment it's just fuel uh
2057s but it might have some more uses we'll
2059s see um Pete's an interesting product and
2062s it kind of requires you to kind of rip
2065s apart the wetlands for it a little bit
2068s um
2069s um I'm kind of researching and and
2071s testing out where I wanted more in the
2073s world to kind of balance out the um the
2078s resource layers between the different
2080s biomes so you're probably going to see
2082s some spots of it in the
2084s grassland um as well as in the warm
2089s Forest not so much in the cold Forest
2093s um and probably just tad bit here and
2097s there kind of spot in uh in the jungle
2099s as
2101s well um just to kind of have players be
2105s able to get some here and there but the
2108s the the big reliable sources are mainly
2110s going to be wetlands and surrounding
2116s grassland
2118s um what else did I have in
2124s store yeah so talked about the um just
2128s just as a a kind of a quick summary for
2131s people coming in a little bit
2132s late um so we
2136s have vehicles being paintable together
2138s with World objects that do that support
2141s it and will add more support to World
2143s objects as they're being polished up and
2145s improved optimization Wise from the art
2148s side of
2150s things uh yeah just so any generally
2153s speaking any of the new objects that's
2155s been added in the last year and a half
2157s support
2158s it uh there are a few objects storage
2162s justest there are a few older objects
2165s that um supports it as well like the
2171s uh could have sworn they added they they
2174s fixed that maybe that
2176s broke or maybe the paintable component
2179s didn't get properly added I know the
2181s storage chests is supporting it and it
2183s will support it by the time 111 gets
2186s out uh
2191s [Music]
2194s blacksmith table is another one that
2196s should be supporting it yeah here we
2199s go let's pull down that
2204s coding so as you see here we got that
2206s metal bar handle in
2208s there uh we have the front
2215s pieces and then we have
2218s kind of the back
2220s metal to the main details um so there's
2223s a couple of things that we're
2224s experimenting with for how to display to
2228s the user which area you're currently
2230s kind of
2231s highlighting
2234s um right now it's kind of pull that
2237s detailing up um it's using the color and
2241s kind of highlighting the entire thing
2243s and kind of pulsating in and
2246s out um
2250s but sometimes it's a little bit hard to
2252s kind of tell what you're looking at with
2254s what with kind of where you're trying to
2256s paint what you're trying to paint into
2259s um so you know take it with a little bit
2262s of a a grain of salt
2266s um but it's a cool new thing that uh
2270s allows more customization tailoring of
2272s what you want stuff to be and as as said
2275s we are going to try to get support for
2278s for basically
2279s everything um some stuff as seen here
2283s doesn't really do anything at the
2286s moment um but it'll it'll get
2290s there um ETA for 11.1
2295s no um it's still it's still in progress
2298s there's still a few assets that missing
2301s artwise that they're working on there's
2302s still a few kind of bugs and quirks with
2306s the new vehicle cools that we want to
2309s hammer out as well both in terms of
2310s interactions and as you seen the uh or
2313s as you as you haven't seen I should say
2315s um some of the vehicles are just
2317s Vanishing at the moment
2319s so always something breaking in one end
2322s fixing it in the
2324s other
2329s um will stores be able to better handle
2331s durabil I believe that is in here hang
2334s on give me give me half a second here it
2336s is an excellent question and and I
2338s completely forgot that I wanted to bring
2339s it up
2341s but spawn a
2344s store here we go can we paint this
2348s door think it I think they were looking
2351s at it but it's not done
2354s yet um but yeah so for the store
2358s now uh let's grab some let's grab some
2364s some let's grab some tool grab a hammer
2368s you now have so we we're kind of
2371s rebranding what was what was previously
2373s known as kind of Max
2375s durability of like the health of the
2379s tool um changing the name of it a little
2383s bit make it easier to understand which
2386s which is which when you're talking about
2388s it as well as when you're looking at
2389s things so the degradation of the tool
2392s itself so how many times you can repair
2394s it and you know how much durability you
2396s get out of it is now being reference the
2398s named
2401s integrity and then you have durability
2403s which is the actual how many hits you
2406s have with the
2408s tool so now you have a separate input
2411s for the Integrity of the tool when you
2413s want to purchase
2414s it which should separate that out so now
2416s you have control
2418s over how badly broken tools you want to
2421s accept or you know say you want to buy
2424s up all the scrappy tools for a lower
2427s price
2428s you can now properly do
2431s that um so thank you everyone for the
2435s input on the new Integrity stuff
2440s because um any and all of it helps kind
2444s of determine how usable some of these
2446s things are for
2448s everyone
2450s um as it was a bit of an oversight on my
2453s part that should have been gone into
2456s stores
2459s talking about
2460s stores I'm kind of dreading what's
2462s coming next after that
2470s sentence can tool repair be set to the
2472s blacksmith one instead of two trying to
2474s keep up with these those Scrolls on
2476s white tigers a pain
2478s um arguably Lloyd you could make a
2480s petition to ask for that to be a change
2482s on white
2485s tiger uh will we look at the problem for
2487s freshness in in them for spoil spoiling
2490s items um you're talking about when you
2492s have say you have
2495s 100 100 pieces of corn in the store and
2500s 50 of them are valid for the criteria
2503s the store is purchasing of it doesn't
2505s read and see the other one yeah um it's
2508s on the bug tracker it it
2510s is it's sort of a a a
2515s bug that
2519s weirdly it it was it's not necessarily a
2521s bug because it's it's sort of a behavior
2523s change in the algorithm for the store
2525s but it's not entirely intended to work
2528s that way so we are looking at changing
2529s it back into the old Behavior using the
2534s new
2539s system yeah but it it was It was kind of
2542s reworked with 10 due to a lot of other
2545s major overhauls uh systematic
2551s wise uh setting prices based on
2554s durability would be great uh can we set
2557s a price based on Max durability like a
2560s percentage weight price
2566s um at the moment not really because it's
2570s very kind of
2572s defined
2575s um looks at El my um it it's very kind
2578s of hard set with what it allows input
2582s wise we probably need to rethink the UI
2586s and kind of the interaction in the store
2587s overall if we wanted to do
2590s that um it's an interesting
2595s idea but it's also kind of very much
2598s expanded on it um I do see the Merit of
2602s it of having instead of having to have
2604s you know thresholds of tools you would
2608s just set a specific price
2611s for like a Max price for that tool and
2614s then you would just buy whatever Quality
2617s Tool that is being sold to you but the
2620s price is automatically adjusted based on
2622s the percentage coming
2627s in
2630s um because I know someone wants to ask
2632s it can we have a working
2634s logging tier six Talent as a stop Gap um
2638s technically speaking that's what you've
2640s been sort of having since we redid some
2644s of those
2645s talents so the old cleanup talent for
2650s logging um removed the
2654s additional cost of picking up
2658s debris um so previously the cost of
2661s calories for debris pickup or you know
2663s chopping debris with an axe was um 60
2668s calories and then the cleanup crew
2670s reduced that cost by a third or to a
2673s third I should say um so the cost you
2677s have for killing debris now is as if you
2681s have the talent the old
2687s Talent
2690s um and it's kind of it it's sort of
2694s Senseless to add that system back
2698s just as a stop Gap when we when we know
2700s what we want the talents to be once they
2702s once they're
2706s fixed because then we're going to
2708s reading things um that we're going to
2712s rip out
2713s anyway and when we are on on a pretty
2716s tight schedule as it is that's a lot of
2719s wasted hours just spent on reing things
2721s that is going to be ripped out um
2725s shortly uh wo maintenance comes to come
2728s to clothing soon um no but something
2732s that are going to get maintenance and
2734s let's hope the server doesn't explode
2736s here because I was this is something I
2738s was tinkering around with the other
2740s day
2743s [Music]
2744s uh
2746s turbine oh solar solar generator was the
2748s one I was leaving it t
2757s look at
2760s that so we'll also cooking some of the
2763s maintenance stuff here as well so
2764s maintenance and parts is getting a new a
2768s new addition as well we we'll sneak that
2770s into this as well
2773s um but since it is very much Balan
2776s things I'll I'll we'll kick it in here
2778s as well
2779s um power generation will get parts power
2783s generation will cost you a maintainable
2786s resource uh
2788s um depending on which type it is so wind
2793s turbines and like wind turbines are
2796s going to need Replacements in fiberglass
2799s um and so on solar generators are going
2803s to be requiring glass and and so on so
2806s forth
2808s um or glass panels or something reflect
2811s the panels still a little bit
2814s in seeing where we want to take it might
2816s just make
2817s solar panels be a resource itself
2822s um so there's there is going to be a
2825s cost for these which means um I can
2828s finally kind of overhaul and scale the
2831s production of
2833s power based on that cost right
2836s now all power generation is fairly low
2840s because they're completely free by a
2842s large Factor so wind turbines is free
2845s electricity water wheels and wind
2847s uh wind Mills are you know free
2849s mechanical Power you can build them in
2851s an infinite size covering half the
2855s world
2857s um and it's always been kind of an issue
2861s with the balance of power generation has
2865s come from the initial cost to
2867s manufacture
2870s them um and that kind of scaled on
2874s with um
2879s like price to power ratio over time and
2881s and and it's been kind of rough
2884s to um anticipate how long the server
2888s lasts kind of after that power
2891s creation um but now power will have a
2895s durable cost to them so they'll have you
2898s know a type of fuel if you will
2901s regardless even if it's green
2905s energy um so that's going to be coming
2908s in with 111 as
2910s well um but with that also allows me to
2913s crank up the quantity of power gained
2916s from these generated Ty sources so all
2919s power overall is going to get a buff
2921s across the board because they are going
2923s to cost over time now and you're going
2925s to need less buildings of them to have
2929s the same quantity of power
2932s available um so that's going to be a big
2935s shift in how much stuff you need to
2938s craft around you and how much space you
2939s need
2941s individually um so that I'm hoping is a
2944s welcome change even if it is an
2947s additional cost to
2949s him um second thing with this is um
2953s we're adding some features to the parts
2956s component
2957s itself so now you can very much similar
2961s to the for sale component where it
2963s allows you to put up things for sale um
2966s in the world world and you can set the
2968s cost you can set the relation to it um
2971s and anyone that then can afford it can
2973s walk up to the device and purchase
2976s it um we want some we're kind of pushing
2979s for more in World activities you're
2982s going to see this with explosives as
2984s well um but parts has this with um
2989s allowing a repair
2991s Bounty and then setting the price for
2994s it so you can
2997s if you have the requirements for
3000s replacing that part um you can charge
3004s people or pay people in this case um you
3008s can pay people to replace the pieces of
3010s broken gears and and cogs and whatnot in
3012s your
3014s Machinery um as those costs and you also
3017s have some settings for it with allowing
3019s repairs when durability drops to a
3021s certain
3022s percentage um so you can set it to you
3025s know not allow this to happen
3028s unless you have you know if the part
3030s breaks completely a bounty will pop up
3033s and it'll allow someone to uh to get
3036s that sorted
3037s out so in this case if we do 100% anyone
3041s can do that
3042s here and then you have the item so the
3044s item or the Integrity of the item is for
3048s the replacement so in this case you're
3051s paying a bounty and it needs to have at
3053s least 50%
3055s durability uh or integrity
3059s sorry um and then which account and what
3062s currency and the quantity you want to
3063s pay and once you have that posted it
3066s should if things are working
3069s properly uh pop up here in Reds so this
3073s is a new tab in the economy viewer and
3075s it'll have basically be a bounty board
3078s for replacing
3079s parts that way while we have added this
3083s maintenance system we are now adding a
3084s way for you to pay people uh um to help
3087s you out repairing things or uh kind of
3091s get more in World activities
3094s rolling
3097s um and you know if you can always use it
3099s as sort of it a self self-managing Board
3103s of what breaks were um which is probably
3106s what I personally use it for
3110s um but it's a Nifty little thing to just
3113s add more depth to the economy and add
3115s more things for you to do um outside of
3118s just Dig
3121s Minecraft um ABC progression
3126s wise
3128s um
3130s yeah uh is there going to be an update
3133s for Cutting Edge cooking it's been a
3134s while and and it hasn't seemingly been
3137s touched um no it it it's it hasn't and
3142s it's still a bit undecided on where we
3144s want to take it
3148s um CU part of me want to push that to be
3152s sort of a utility supplementary
3155s profession to the advanced cooking um
3158s Advanced
3159s baking but it's it's kind of hard I've
3163s been poking around in different kind of
3165s recipe combinations and seeing like what
3167s where it would fit and how it would fit
3168s in um and it's hard to do that without
3172s it being very shallow as a profession I
3175s know you know there's been some
3177s complaints here and there about painting
3179s being its own separate profession and
3181s it's really basic in terms of what it
3185s can craft and and how it's
3187s interacting
3190s and while I agree with that it is also I
3194s don't want painting to be mixed in with
3196s another profession that we currently
3198s have on the board because I do have some
3200s other plans for paper Milling as well as
3203s fertilizing as as example is going to be
3206s involved in
3207s um
3209s explosives um and some other stuff so
3212s there are some follow-up things that are
3213s going to happen to a lot of these
3215s professions that is a bit empty at the
3219s moment um
3222s and I think it boils into a factor of I
3226s don't want to poke at it until I can
3229s turn it into what I want it to
3231s be um and at the moment there's not
3235s enough kind of things surrounding it and
3238s things on the kind of the end game scale
3241s that would make it justice to do that
3244s rework because we have a lot of other
3246s kind of core features and systems that
3248s we need to focus on
3252s primarily um but it is something I do
3255s want to do and it is something I kind of
3257s want to add a bit more flavor and foods
3259s and
3261s and a little bit of mixture here and
3263s there
3264s um we're kind of breaking into to the
3267s chemical side of things with explosives
3269s in the mix um so you know just keep a
3274s lookout we eventually get to uh to
3277s Cutting Edge cooking um it might be
3279s rebranded as a as a different name for
3282s it or kind of shuffled around
3286s um checking in from 2020 do we have
3289s trains no we do not have
3294s trains uh will explosives be its own
3296s profession are baked into an existing
3298s it'll be baked into several
3300s different um paper Milling will have a
3303s part fertilizer will have a part mining
3304s will have a part
3308s um and it'll also be both kind of
3312s mechanical era introduction over the
3313s modern introduction as well so bunch of
3315s different crafting materials as well as
3317s intermediary
3319s Parts um but I'll go over that on on the
3323s next stream which will be in two weeks
3326s uh uh multiple tiers of explosives then
3330s yeah it's cool it's nice it has some
3334s really really nice cool effects from
3337s from Toby I'm really happy with how the
3340s uh the general interactions are coming
3342s out with it
3344s um and yeah
3347s so I have some some if you explode the
3350s water does it
3351s break um I think we'll avoid more water
3354s problems than necessary
3356s and I'm not sure that's how Water
3359s Works uh just just putting it out
3364s there um but now we we got a few ideas
3368s about General destructible environments
3372s across the
3373s board um but like I said we'll do a full
3376s stream on that and and we'll blow things
3380s up to uh two hearts
3383s content um in the next one
3387s but yeah so paintable World objects
3390s vehicles are
3392s paintable um by the time 11.1 comes out
3396s I'm hoping all the vehicles are going to
3397s be paintable that's what the goal
3401s is um can we control who has access to a
3404s generator in terms of the parts or you
3408s mean as power consumption stuff power
3412s consumption stuff and sale of power no
3415s that that will be its own kind of
3418s utility
3421s update so it's it's sort of planned um
3425s but it is also stretch coal um but it
3430s road map wise it is definitely something
3433s that I would consider necessary prior to
3440s 1.0 I'm I'm I'm hopefully not
3442s disappearing too
3445s much uh we'll up gr changes becoming to
3447s 11.1 no um they'll probably come into
3451s 11.2
3454s um we'll see I'll have more updates on
3457s that in the in the future but 11.1 as it
3461s is right now the
3463s main the main stuff that's done is the
3467s general tutorial
3468s overhaul um the parts ex kind of the um
3473s expansion on the parts and the bounty
3475s system
3477s as well as the paintables um so we you
3479s know additional paintable World objects
3482s um the vehicles and so on so just more
3483s customization in that
3486s regard um Integrity control in the
3489s stores for tools so you can
3492s properly correct and control those
3497s values
3499s um a whole bunch of bug fixing
3504s um and the explosives are sort of a
3506s stretch goal if they make into uh if
3509s they make into
3510s 11.1 we'll see it seems like it it's
3513s going pretty
3514s good um Pete as a new block type
3519s so on that premise um it will mean that
3525s you are going to need to generate a new
3527s world to have some of these new
3533s resources so bear that in mind
3537s um because it is going to be two new
3539s block types that you're simply not going
3541s to be able to have in your world outside
3544s of spawning them from an admin side um
3547s unless you make a new world for it
3549s that's going to be changes coming into
3550s the world
3552s generator um normally we wouldn't do
3555s them for minor
3558s updates
3560s um but we're we're kind of on a on a
3563s speedy schedule
3565s for uh um for the features that we're
3568s working on for 1.0 and up to 1.0
3572s so we we're going to break what our our
3576s general conventions that we've
3579s had uh any sort of minor disasters been
3582s brought up um there's a few ideas and
3586s and there's a few
3587s solid solid pieces that we are uh
3591s looking at but probably going to be post
3595s 1.0
3598s uh beta for Christmas in terms of
3600s 111 um we'll see hopefully hopefully
3603s sooner than
3605s that uh we are kind of wrapping up the
3609s core features for it and then it's going
3611s to switch over to just bug crunching and
3613s and
3614s testing um there's a few a few bits left
3618s to kind of get that uh get in
3622s before before we can do uh play tests
3624s for it
3627s uh the meteor actually hitting is one of
3628s the coolest things ever and probably the
3630s rarest player
3631s experience uh I like I like the destru
3634s ability of the meteor
3637s um I I definitely have some some other
3640s kind of natural
3642s disasters um that I'm planning for but
3645s we'll see how far we go before 1.0
3650s and I'm hoping we can get something in
3654s but as with some of these things there's
3656s stretch Co and the the the the features
3658s that are kind of locked in is the ones
3660s that was posted on the road map 4
3662s 1.0 um so that's sort of our main
3665s priority at the
3666s moment
3668s um but as for General minor kind of
3672s disasters it's hard to give that a
3674s balance in between being distractive and
3678s destructive enough without really
3680s ruining someone's day because you could
3682s have someone
3683s that um you know only has two three
3686s hours to play during the week they hop
3689s on and and have their stuff is you know
3691s burnt down because a forest fire
3693s happened
3695s um and in a lot of cases when that
3698s happens in other relative games people
3701s just end up leaving because you know
3703s they come in they see the
3704s destructiveness and they go like I'm not
3706s going to you know not having the
3709s patience to deal with this am and then
3711s they hop on another server or take a
3713s break for a week so it's hard to gauge
3717s the scope of those small disasters to be
3723s you know cool enough to experience or or
3725s fun enough to see or terrifying enough
3728s to see while still not completely
3730s ruining someone's experience across the
3734s board
3736s um so that's kind of taken
3740s into into uh account when looking at
3744s these things while the meteor is
3747s from a design point of view and a very
3750s safe
3751s feature because everyone is
3755s equally aware of when it's going to
3757s happen you can plan for it it has a
3759s timer
3761s um you can see it kind of come in
3767s um
3769s so versus something that would
3771s intermittently happen randomly seemingly
3775s um
3778s but it would be it would be interesting
3780s to do like you know solar flare bam and
3784s suddenly this little radius on the map
3786s is getting scorched and plants die or
3789s trees tumble down or or you know
3792s whatever
3793s else um so from a general just living
3798s experience of it
3801s um it's an interesting Prospect for it
3805s um oh yeah biome specific things could
3807s could do um are your explosives going to
3811s be a way to deconstruct the building all
3812s at once or a tool that can or a tool
3815s that can do that type of thing I will
3817s Reserve that question for the next
3820s stream it is something that we're
3822s discussing um it's also something that's
3824s kind of being poked and prototyped and
3828s tested around so I don't have a
3830s definitive answer to if that's going to
3833s happen in the current iteration or not
3837s um probably more of having
3841s a
3843s um an answer to that after next week
3848s sometime so I'd recommend just popping
3850s in on the uh on the explosive stream and
3852s I'll have an answer for
3855s you um environmental disasters could be
3858s interesting with your Blaze without your
3860s base being blown up drought causing crop
3862s failure isn't this punishing as your
3863s house burning down no and that that's
3865s that's the
3867s that is sort of doable and if you tie it
3871s together with other kind of alarm
3873s systems as in you know you can see a
3876s temperature slowly rising and then bam
3878s the drought hits later then you can kind
3880s of you might not be able to predict
3883s accurately but you can get a sense of
3886s it's about to happen so I need to
3888s prepare for
3890s it um and that most is the kind of
3892s reactive
3894s gameplay that has has a depth of feel
3898s that you know this world is Alive stuff
3900s is happening
3903s um and you know building that character
3906s of the
3911s world uh freshness in store for
3913s 111 I will try to see if we can get that
3916s done I'm not entirely sure how how
3920s intertwined that is um I haven't dealt
3922s with the store code at all so
3927s um I'll poke at it and see what
3931s happens going to claim all my build if
3935s that can explode if El's
3939s around it can add watering systems and
3941s so on yeah so there there's a couple of
3943s there's a couple of things in there that
3944s can tie into like a reactive game Loop
3947s where you need to react to the
3948s environment happening around you which
3949s is also kind of what we're pushing for
3952s as well with some of the some of the
3953s changes that we have on on the table
3958s um and uh yeah so a lot of things still
3963s left to do there is no no shortage of
3967s kind of changes and additions that um
3969s can and can Will and needs to be added
3972s um on our journey
3975s here and
3978s uh
3980s yeah I think
3982s uh I think we can probably call it for
3985s the evening um it's been a blast as
3990s always and uh yes so we'll
3994s uh we'll reconvene hopefully by the next
3997s stream so that'll be in in two weeks
4000s Friday um same channel same
4004s time um go over the Des the U the
4007s destructibility of uh explosives and how
4011s they're interacting in the world and
4013s what you need to do with them
4017s and the cats finally I think went to
4020s sleep for now so hopefully they'll stay
4024s calm a bit
4026s um yeah it'll it'll be a big blast next
4029s time um yeah so thanks everyone hope you
4034s have gotten some questions answered and
4036s some uh insight into what we're working
4040s on and how it's
4042s going um
4045s and I'll see you all next time so have a
4049s good one take care and uh have a good
4053s weekend