April 18th, 2023 Livestream In-Editor Biome Tour

April 18th, 2023 Livestream

In-Editor Biome Tour

https://youtube.com/embed/5NBgetrxtpw?autoplay=1&start=311&end=8193

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Transcript

is there anything new in the swamp that's interesting to talk about no no nothing has changed all right where do we even start chat where do you want to go like do I do we just I mean I have a couple of things on my list but if there's any particular areas that you guys are interested in looking at, then you know we'll we'll go there and check it out while you suggested there's a question we'll take some questions as we go as well I think this might be interesting from the Lash, what biome have each of, you spent the most time in during development, so when I scan read this I read a different question which was what biome has taken the most effort to, or have you spent the most time developing which might be an interesting question but also in terms of like yeah what have I spent probably like for me maybe like Rocky desert or something like that or, for me personally because that's where I play a lot that old grassy fields I feel like I've spent the most in rocket desert as well yeah but, Hannah what biome is taking the most time to develop

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the correct answer but Northern Forest is the oldest biome in the game it's the first one on this map that was made and so it's also the the one that's gone through the most changes and iterations so we've spent the most time there because it has existed the longest there's like one area that I remember when I played the very first version of satisfactory that was like I guess oh yeah originally a starting zone maybe, yeah and it's like where is it it's like between- I think I think it's, kind of the normal starting zone here like here yeah exactly yeah yeah this is it right here this area is the oldest oldest yeah yeah yeah yeah yeah yeah this is where we always start oh it's changed so much yeah but it's basically unrecognizable at this point so for those who are interested we have a video where I sat down with our CEO Stefan and we talked about like the various iterations of satisfactory and like the prototyping faces that's on our YouTube channel, and this area is is heavily like, there's there's a part of that video when it comes to the later stages of satisfactory where this area is like kind of came to be and most of that video is like in this area in this like where I'm building like a little Factory here, yeah it's wild to look at this area now and look at from that video yeah like it's, much more, empty it's much more teal like yeah back when we had teal grass kind of as a default and just very very different vibe in general and like the the this landscape was much more open leading towards this area because I think like one of our starting zones was like here or something and you walk down like, this waterfall Maybe I think or something like that I can't remember but, yeah this is this is the area I think of what I think of like the early stages this this area reminds me of the, the, hand mining, minigame yeah oh yes there's a there's a video that probably you and Stefan talked about but there's also like a video that I had made from 2017 which is actually has been uploaded to the YouTube channel, where you can see that in the past if you wanted to hand mine something from a deposit you have to like time your clicks with this little mini game and it was super obnoxious but I think I think the motivation for that at that time was like to to discourage hand Mining and and encourage you to move on from it or something like that yeah but it turns out they were probably just better wings for us to accomplish that, yeah yeah yeah one thing I should also mention probably is that, we're in editor right now and in editor everything is not loading the same way it does in the game so sometimes foliage would look kind of strange, and it's like partly because, I have it on like a weird setting it makes it like more smoother to like work in editor, so like it the the stuff you see in editor here doesn't necessarily reflect what it's going to look like in the game because in editor is also loading a bunch of other [ __ ], that very heavily ties down the editor, and, so there's there's like a bunch of issues with like grass not loading in properly and stuff like that and that's not like reflective in the game because in the game it doesn't actually load the same way I think yeah or something like that it's like some of the cliffs here also will like not have grass at all it's the same deal there like they will load in in-game but in editor they don't load in at the moment yeah it's a it's a new tool that we've been using to optimize kind of how our Grass Works because in the in the past we've painted grass on top of cliffs, to to make sure there is stuff there so it's grass was painted as a foliage type when it was not on landscape which is extremely unoptimized, and basically it it just it's not great for performance so we have this new tool, that projects grass on cliffs but in editor you don't see the grass on the cliff so you see empty Cliffs it's like in editor but in game they would have grass so it's kind of a yeah so here's one area that I think a lot of people want to check out and it's the, yeah, and I believe this shot we used in the video is over here doesn't reveal too much but I think this this is like roughly what you saw in the video this is what it is yeah so exactly so when this shot as you can see now you can have those those pillars on the left and also the pillars of sandstone on the right like all the Sandstone stuff is brand new and a lot of the the Great Clips have been converted here to make the transition a lot nicer so transition from the desert into like sparkles and green forest here now we've taken care of keeping them in roughly the same spots, as the great cliffs but since they're shaped so differently the two sets, there's bound to be some differences so hopefully it won't really break too much but there's a good chance some things will be strange from the conversations that we had, Hannah yeah I feel like this is probably the biggest candidate area for Cliffs swallowing up Factory buildings I don't know if many people build here but like if you do yeah there is an oil up yeah there's probably people have built here and yeah the the landscape itself shouldn't have changed too much, and the cliffs like we try to place them as inoffensive as possible when we do any changes but, you know you never quite know what the impact is gonna be so yeah this is what it looks like I don't know if, when you go deeper into this as a candidates I don't know how much has changed here for instance yeah it's all the foliage has changed here because we we've essentially made it a transition biome instead of a kind of a separate biome It's usually the the way we think of a biome is that each biome has its own climate its own theme its own like asset sets and stuff like some biomes will share assets with each other, but this one it kind of just it was so small and it it was kind of like this Nexus between four different biomes in a way that we figured that it might be nicer to just make this full-on transition area, so we've converted it entirely into transition spaces so we've taken assets and themes from sparkles from learning forest from Titan forest and from Dune desert and kind of like try to mix them in ways that made sense so make everything kind of feel like less of a harsh transition essentially this part in particular is pretty interesting I feel like because it's like it's like three different biomes ish that's like joined up together here ish it's like it goes up in the northern forests, like in this direction and here it's going out to like the the maze Canyon and stuff and tidal forest and then over here it's like going to the desert yep that's fun these transition areas are always interesting I assume to make because it feels like it's, those are the hardest ones to make they're pretty tricky yeah because you kind of gotta find assets that might areas and sometimes that's very hard, because some areas are systematically and and Palette wise so different that it's kind of hard to find commonalities and then usually what you do to make a transition kind of nicer is to remove assets over time to kind of have like more empty spots that are kind of more neutral usually like making it kind of Rocky Works Sandy sand and rock is a great way to transition things it's an interesting character because they're pretty Universal got the mix here between this here yeah duct tape Jake us is running in up under London five yes it is yes and then also another question which, I think is fairly relevant, is will we see changes to the road slash path Network yes and I believe that's been an area of Focus right that has been an area of focus because a lot of the areas we've been tackling in this update are ones that kind of had navigational trouble in this sense that like they're either hard to navigate for vehicles or they're even hard to navigate on foot like red jungle is very easy to get lost in, in the past, and so we we've been very much having a focus on building kind of these natural roads that don't necessarily look like traditional roads but still kind of allow for free-form vehicle travel or allow you to build more easily, in ways so you're not blocked as much in that yeah like big truck train six floor or whatever you want to take would work there so in we've done that in Rocky desert we've done that in, Eastern Dune Forest, we haven't really done too much of that in time for us because it's more of a an exploration area so the focus there lies Less on being able to travel through it and more on having little adventures I think it's that makes sense to have some areas that like are not intended for trap you know so you have to yeah for vehicles so you have to find other means to move around yeah exactly in red jungle so it's been more suitable for on foot traversal but, it's not super great for vehicles because it's a an absolute it's a kind of like an end game Adventure Place yeah anyway but, red jungle has that gotten some path work done to it at all footpath smart oh okay oh not not so much for vehicles because yeah I remember there being some changes to pass but it's footpaths I get it yeah exactly we'll show that to get around it I guess a little better we'll get to that part I just need to like pull up, the, I think I feel like I need to pull up the map with the changes, just so I can remind myself again what actually has changed, plan map changes we have on our press kit for the record we have, if you check on under update eight there's like a section where, Jace made these like, together with Hannah this like plan map changes with sections of the map in regards to like what we're planning to do with this update but also in the future so if you're wondering like how will the map still change like that's the best place to go to to check it out, I could links in the chat right now you did okay cool I was just about to I got you Fame yeah, because it doesn't according to the plan map changes in update, there's not too many changes in like, whoops I tried to I just try to open an OBS then move the camera, I don't think there's too many changes like in the desert or no we haven't made any changes in team desert yeah, I think one thing that some people picked up on a couple of weeks ago when we're showing specifically this Vista is like since we're moved to nanite this is unrelated in five and we're using nanite on is it all the cliffs now or is it just like a subset of clips I'm not,

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is that a Ben question it's a then question yes so so, there's a lot of manite in the scene actually yeah so so this is a representation of everything that's using nanite which is unreal it's like it's what it's essentially doing it's streaming in parts of the mesh, so like if you're very far away from a mesh it will only load in like the triangles that actually rendered, the main benefit of us doing this is we don't need to rely on lods for a lot of objects in the scene, which makes it so that like when you're far away we used to have like these, models that we'd like to switch out so like the further away from something it starts switching out models with nanite you don't really need to do that anymore because it's like doing that on the same model it's just changing like the, how like highly defined the model is depending on how far how densely the yeah or something yeah okay, and the real benefit for us specifically on doing on the cliffs is that they look a lot more detailed on in the distance compared to how they did it used to look like yeah damn it really, specifically I'd love to see a side by side or something maybe that's something you can do one day but yeah, wait do I have it wait maybe I have it actually one second oh we it'll it'll cut off audio maybe we'll see it was this one so this is update six seven seven, and then switch this to update 8. here oh damn so you can see the like the difference in if you check the, is it good oh wow yeah so much more detail yeah I think the mic was on for that yeah hopefully, do it again yeah yeah the sharpness look I mean oh man can you proceed like just a couple frames is that easy to do or yeah oh man like I wish I could point at what I'm looking at here but like, how do I just some of the structures in the distance you can see yeah like they look sad and muddy before but then they're like crisp even the close-up stuff because the lighting it works so much better with it yeah that's true that's true because the all the normal mapping on the on the, sorry thing on the cliffs makes this also lighting looks a lot more detailed Jesus okay give people a little bit of a warning when you come come back to my face jump scare a thousand people Jesus Christ yeah, and, one question that I get a lot is whether we're going to use nanite for foliage and at the moment I don't think we will because it's a lot of work that needs to be done, and it's not like a thing where we can just convert easily all the foliage on the map, to nanite unfortunately I know that I know there are real has tools to convert meshes to nanite but unfortunately it probably it doesn't work out for our foliage apparently I don't know the details Ben just gave me the the rundown, essentially to like rework all the foliage on the map and it's just too much work for us at this point, I poop fish get help if you're pooping, big trees are nanite too are they can you enable nanite Vision no I don't think so okay, it might be though let's see maybe maybe the Titan first but there's there's their place aesthetic measures they're not foliage oh okay yeah so the trees are also nanite 14. essentially function as Cliffs do but they're yeah giant trees instead which also completely new and I saw a question come by about being able to walk around the branches and yeah you should be able to there shouldn't be the the usual Collision around them that completely blocks you from approaching them you should be able to actually you can make little tree houses yep that's the idea there you go there you go it's where you can show Collision I think there is, no it should be it's like where's the is it this one I don't know if it's player Collision if it's oh let's see if it crashes there might be a lot of collision actually oh no get ready for imminent crash wait wait wait for it cool scary wait for it I think the editor crashed oh let's go this little machines doing yeah by the way little machine this isn't even on my this is actually on a completely different computer, and it's a pretty beefy one too and it's still kind of struggling so, oh yeah but it's mostly this like visualization stuff that's heavy especially this one in particular let's see how long oh why did you do that because I'm curious this one yeah that was initially yeah no it's also it's also like it does usually fine when you have a small little section of the map loaded but when you have the whole map loaded that is a lot oh yeah I've loaded the entire thing with that even the high-end ones it's that was also not something we could do this is also based on the world partitioning system which we discussed in the unreal and in five tool stuff but it I it's really in this area that you're working Hannah where I think you you guys are taking most advantage of that system, with how you sort of work, with the environment yeah I mean just just any of the later map changes like once I switch to Unreal 5 like with the new world petitioning especially once it got kind of like, we got a little map in engine where it could select essentially which area we want to load, and that makes it both easier and harder to to work in similar areas but also because like normally if you would do any work in a tile like if you would move a tree in the tile it would check out the tile now it just checks out the tree which means that we can detectively work in similar areas at the same time as long as we don't touch the same assets, so it's been nicer in the sense that we've been being able to work much more accurately and the nice thing about it too is that the loading for you all is going to change and be much more optimized because it's not going to load a whole [ __ ] tile, when you get close to it anymore it's going to load like smaller parts of it yeah have you relevant to you have you, have you personally noticed, benefits in that area when you jump like actually into the game and run around or, not per se the five itself is pretty, right so yeah it's hard to compare it to the it's it's hard to compare but like in the game itself probably yes, but in in engine it's very different, because of how things are loaded yeah and I also I don't actually play that much I kind of have this weird thing where- I'm so familiar with this game at some point also yes brand new Rocky desert hello first first look, this is an area I'm currently working in so you're gonna be able to see some in-progress stuff here like some of the LEDs of stuff is broke are broken as well but, I've been doing a lot of work here with foliage and and refining Landscaping, because this area of out of all the starting areas was the longest one ago that we've touched so it was a lot of old stuff was left here so it took quite a bit of work I remember when we were talking about the Spire Coast, that like you mentioned how the style or whatever like how when you wouldn't realizing like how to detail the map and like how to work with it but you keep going back and be like now I've improved like how to do it so now I want to go back to the old areas that were technically finished yeah, because and I feel like rocket as it was like there was like a huge contrast between like rocket as it being like one of the oldest areas like how it was made compared to like sparkles which was the newest area like crazy shiny and then like really old yeah yeah yeah, but this was an area that we didn't have too much b-roll off because, I didn't have time but also I wasn't too sure what areas were new in the rocket desert because I'm a fake fan at that time I'd only worked on some smaller parts of it now the majority of it has it into the new stuff yeah, I think one one part of this that was interesting to me when you were showing me around Hannah and this is more of just like Minor Details was like if you can go forward a little bit to that road, snoot this is gonna be really hard to give you directions so follow this road keep following keep following keep following keep following keep going keep going and stop around here just these transitions are out with these slopes here on on the right there yeah, and also, just you know just smooth that kind of things out and then there's like some small rocks that have like sand coming down off the side of them I think there's some to the left of using it and forward, yeah if you go a little further and then to the right there on your right yep right there so like you can sort of see like these little details where it's like, yes perfect so it's just kind of like the the scent the erosion from the scent kind of like reaches up a little bit to the rock face you know I don't know just like these tiny little details which won't impact things much but I think there's like a really nice attention to detail yeah exactly there was a lot of rough Landscaping in this area too like a lot of really, like sharp ridges, and kind of weird gravel and Cliff painting that was done on a landscape here which I've mostly also made much more subtle and much more kind of the transitions are much gentler now instead of kind of like that harsh cut off lines, that we've had before and most of the landscape changes that I've done here is moving it lower and smoothing it out which means that ideally it shouldn't clip into the factory but underneath instead so you know at first you have some floating stuff I hope there might be some Corners where it's a little bit more iffy but it's really it shouldn't be too bad, so one thing we talked about before the stream was this like abroads specifically and you mentioned it here on chain two that like a lot of Errors have gotten roads, that's new this is a road that didn't exist exist at all before a lot of places here a lot of the kind of things that were kind of almost roads but not quite because they were blocked in specific places or they were too narrow or things like that I've improved to to be much more suitable for vehicles and so now you can instead of there there are no dead ends anymore or at least a lot less of them and you can actually just go around the area much more smoothly than before then here's here's a shot if you guys remember this shot oh it's, when we announced signals is this exact tree there are those things the cacti have been fully reworked too oh let's do some cacti

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it's got some toxic material in it we're all tripping balls now are we all Saka from everything yeah that's a Pokemon yeah it kind of looks like what's the oh what's the name of the Pokemon, is that it I can't remember I think it's Sudowoodo right it's like fourth third generation wait yeah it's Pokemon Gold right gold and silver a character always Final Fantasy that's the difference yeah right see we've got rainmakers yeah pretty sure it is Cacturne cactoon maybe it's that turn yeah wait so are these new- I don't know why but it's just funny yeah I mean there were cacti before but we did a full rework of them those are these two yeah I was gonna say like palm trees oh cool sick yeah I like that a lot of like assets kind of, oh my pride and joy that counts I don't know Hannah

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someone's colors someone said before pay rise for Hannah you need to understand yeah yeah yeah balancing all things she makes it perfectly balanced amazing things and then does that yes and then I ruin it with yeah you cannot make mistakes we're gonna pay for you we've done a lot of color balancing in this area too like tweaking colors of of assets and landscape and stuff to kind of make the palette, nicer as well some people were asking yeah a few people have asked about the shore and the beaches of this area oh yeah that's stuff that I haven't touched yet so this is stuff that's still in progress and we could say that this is an area without Vistas here so you can it's kind of yeah and you can see some more flooding stuff floating Focus I don't know Hannah

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for this but I think I saw someone talk about a part of the shore here that's like at the very left top corner, that had like a lot of clams and stuff that made it really hard to drive there those are have been removed and this is serious about that area yeah exactly but oh this looks very different yeah yeah and, the word the other assets there are also going to be, moved around so that it's gonna be actually, there used to be a rock here, yeah exactly a lot of deprecated assets which means other assets that aren't deprecated or floating because they were painted on top of deprecated assets those are new, like we have a new version of these that replaces the old versions of those yeah this is all stuff that's still like half done I've removed a lot of stuff here a lot of deprecated assets but I'm gonna add the new stuff later and a lot of sharp stuff does this area loop around if you drive here I'm trying to remember and you go over here this just goes oh this goes down to the yeah it's yellow enough that I can make a road there once I remove all the assets, right that would block you but yeah up here oh this goes up here for sure and then there's like the oil stuff over here right and now you're in an area that I'm working on right now this is exactly what I've promoting oh live updates yes this one's in progress oh man the Vista in the back though oh yeah like isn't that sick very nice I managed to get the planet perfectly in line through yeah, signpost Mars saying lots of content to update for blamehana.com site now well you gotta, you gotta make sure you gotta check it after it's released all right because it might get fixed before that mm-hmm right so it doesn't count unless it's live exactly, cool is anything else in this region that's interesting to show off, I mean if you go down that little Valley there, on the left, I that was full of really old Coral assets that were all deprecated, so I've removed those, and I will be replacing this with other stuff, so now this one looks a lot more empty than it was before that's luck and a lot of floating stuff because it was placed on the coral on the coral yeah yeah yeah I mean that's something I should should, tell you too because when we do World updates to an area like after that's done level comes into fixed stuff, so most likely like, kind of more the gameplay things like slugs, animals like Summer's Loop versus fears that kind of stuff will not be updated yet in this area once it goes live, because that takes, more time after I'm done and you're so very in progress and empty because we do oh yeah and this cool area that if you go through the rock on the right yeah yeah are you mean here yeah exactly this one also very different, this one had a lot of weird lasting and also old assets and I've fully converted it to be a transition area between Northern forests it used to be green which was kind of a hard sell, for a place that in a desert right oh I think this is really different actually because I've got stuff built here yeah I just realized is that Inlet different as well or am I imagining thing no no I haven't I've I've haven't changed the the shape of things here there used to be a slug on this oh someone's Heads Are Gonna Roll oh it's gone now no wait I might be misremembering actually because I think I think the one of the thingy spawn here one of the Hogs Hogs just born here yeah the the folks that are worried about their factories here it should be fine I've mostly done landscape painting and foliage to work here so if you have a chainsaw you're gonna be A-Okay I've done some landscape sculpting as well in kind of the higher up area mainly but it's all essentially been like lowering landscape so it should all be good I can never fully predict what's gonna happen here and I haven't done stuff up here yet but only down wait isn't there a iron thingy up here somewhere there it is oh my God this looks very different yeah I've just a question from, bits Hannah have you played around with any bioluminescence for plants just for visuals, bioluminescent plants in general in the game or yeah yeah we love that stuff we have some in caves right we have some in caves, we have some in Titan Forest and I mean we have also of course the North Forest of the acorns and these trees are bioluminescent I don't know if it shows how does it show an editor no it doesn't show up with this lighting system you need a different one, to change the time of day for the yeah the assets to update with the buyers I think this one only updates the, yeah it doesn't update the material it only changes the directional lights in the scene yeah exactly so, I don't I'm not sure if we can show that off here sadly no but yeah technically we could but then we need to load it to the game we love bioluminescence it's great it's it's dope we always think it looks great so we tend to add it to areas if we can, is there is there a cave here that's new in this area there there's case we can show off just, wondering which one we should pick I think okay so it's not the one with the because you sent not the one with the thing if that makes sense okay yeah okay Hannah knows what I'm talking about yeah I think I do yeah, because I think that's actually in this area maybe you sent me two you sent me two when we talked about this you sent me two links and one of them has okay with that thing in it yeah, now,

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, kind of the the Rocks between swamp and desert Canyons that that have a little bit of time force on top of them because there's a cave below there that has been worked on, let's see here all right yeah okay turn the 180 . is it not the waterfalls right not the waterfalls caves no there's there's one like oh waterfalls cave confirmed, I didn't say that you're no this is not what are they visible if I do this by the way this is an old one this is because I'm not sure because it used to be so the way it used to work we had like a separate loading system for the caves specifically they were part of like a sub style almost three separate levels but now it's all together oh nice, so they should pop like if I just go through the world they I should be able to spot them maybe right okay just so okay if you start yes 180 180. this Direction that's more than 180 but sure go left further left for the left further left oh it's like on the other side of this one and go if you go higher I can give you better directions this is gonna be great y'all treasure hunt yeah yeah okay girl further left because basically you need to go to the rock wall not where the waterfalls are but where the the kind of the outshit of of Titan trees are gotcha yeah exactly that you're going the right way okay now go low underneath these rocks there you go yep yeah you got it here you go oh this is where I shot the [ __ ] b-roll I knew about this one one angle I was thinking of doing for the b-roll was like this shot but, so the b-roll in the video is I think is where did I take the shot I think it's from here or something I think this is the shot I used in the video like that it's got some like working progress waterfalls here, yeah the water's all work in progress and it keeps going here yeah I didn't do this cave by the way, this was my intern then we can did some great work here come on editor what's going on oh boy it's really struggling there we go it's coming back I think it was loading in something does your intern have a name, I don't know how much she wants to oh yeah maybe 30 more years that's true cool this I actually remember this cave before we changed it and, it was very empty I don't remember these like were these archers like these like stepping arches here though before there's like, better jump puzzles here as well the navigation here has been improved people are liking the, the cave stuff it does it looks really good this is also another area where where when showing it off in editor we don't get the full experience I would say in the caves I would say because the lighting doesn't really look, the same in editor right now as it does in-game, and I'm scared of doing play from here because it can really come yeah that's dangerous, we we might do that further closer to the end of the stream where like we're not as dependent on the editor as much where if the editor breaks down it's okay yeah yeah exactly so ask can we build in this cave now yeah if it's converted like this you can totally build an escape if you really want something sparkly purple things mean it's safe to build yeah until we change exactly if the editor is struggling does that mean the game will struggle too no no the editors will struggle more than than the actual game does because the editor is doing way way way more, like dynamically as well with the stuff that's in the game then then what will actually be when we when we export the game and cook it cook it all down, so editors always always always slower also the actual game at the moment I have loaded the entire map, you have the entire map loaded right now yes yes well that's actually quite impressive yeah yes, this was not this was Technic this was sort of doable before too, but it just it was a hassle but now I have actually loaded the entire map in one go, and it is it is still doing a little bit of like when it's streaming in and out assets as we're moving along, there can be but there can be spots definitely where like if I'm high up and it's like loading in a ton of stuff at the same time I think there's still some distance calling happening on some stuff you can see when we're moving around yeah I think I've seen some as well because I think at the moment when we're in that cave I think it was loading in some of the assets that we hadn't loaded before and it's probably compiling a couple of shaders as well yeah, but yeah it's fully different too because it's part of, Titan forest's transition area and I think it was pretty much empty before we hadn't shown off too much of the Titan foreign let me see if I can find the spot in the teaser, it's like over here I think it's really tricky because I get lost here a lot, yes okay yeah you gotta go further to the right because that's approaching the area that's still in progress there's like a lake somewhere small like it's not this one oh yeah it's further, yeah that way but on top of rocks so right right right right right up left right there you go there we go yeah yeah this is the area where the shot the teaser there is no deposit on that node by the way I just added it because it looked better it's a teaser I know some people commented on that, yeah actually no deposit there actually, so yeah this area has been essentially received a full overhaul I am like all the big time trees have been replaced and all of all of the foliage has been replaced and I've also redone pretty much all of the landscape painting the sculpting and changing of cliffs not so much, we try to keep it mostly the same if we could, but yeah the and the centuries are all in the same spots as was mentioned in the video hello so they shouldn't affect your factory but yeah full this will pop back up so that's, because the trees are the hip box of the trees are a bit smaller than probably yeah oh that also reminds me there might be some stuff popping up like, like random Vehicles might pop up here while flying around ignore that that's not supposed to be random vehicle, I don't know why, but sometimes there's been like stuff that it's like a little bit of confusion sometimes because sometimes when I've been working on these trailer related things, some we need to sometimes when we're working the same scene we need to commit the changes we're doing, sometimes I've committed stuff that's not supposed to be on the map accidentally,

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so, just be aware of that sin okay okay yeah here's another our giant chainsaw is back yeah this area has a full Ness yeah I think it's when you're just browsing through this area now unless you're like a reasonably play through this area I don't think many people might think that like to notice that there is a lot of changes here but if you do a side-by-side comparison like this area looks very new yes I mean you could go to the the corner hasn't been converted yet to set and you could you could show off how the old stuff which corner is that is the, it's close to Bamboo Fields it's like that that wall of cliffs before that wall of cliffs okay so like it's kind of like between yeah normally down here yeah I mean yeah that's that's old Titan first

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yeah so you can see on on this side here's the new kind of stuff, that I've been building and on on the on the other side of the river you get more of the old stuff you got like nice purple highlights here yeah and this is like our transitions into Northern Forest more colors yeah, can also mention I think we mentioned a couple of times but the water the that you see on throughout almost the entire map right like, is probably gonna change as well, this this Lake stuff is like the material is pretty good like that one I think is yeah I think I think this one this there's a couple of places where you can see like a harsh pronunciation between like water and between areas, and like the waterfalls in particular as well I think, they're all placeholders because we have like this new water system that we we're gonna get around to it someday I want to say we I mean Ben because Ben is the one who needs to sort of, shout outs to Ben yeah helps a lot he's got too much [ __ ] on his plate, question from bacon of War are you using procedural foliage or are you placing Shrubbery, By Hand by hand it's all by hands try hard

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a lot of the rocks that you know when people say like a floating Rock are like okay rocks aren't literal foliage they're not trees but, in terms of unreal unreal engine are rocks considered foliage objects they are right so they're part of the foliage system, and and so like I hopefully like there's a bunch of people here hopefully we've seen like how much detail is like in the world I mean I guess you guys have seen that before but you've also seen how there's like, we've seen like a lot of floating slugs other floating rocks because certain assets are deprecated and removed and like there's so many things everywhere hopefully this like the scale of like what we're working with and how many changes there are I think if you take that all into consideration and the fact that there are some rocks that float it's actually a very like quite a good achievement that like we we come across them every now and then considering how many assets you you place yeah we've never we've never been more than two people working in the world yeah, and and also through line, with that how are you guys like I mean it's we have tools of course like it's not by hand as if like I select a tree and I place it and I turn it and I scale it or something we have this like painting tool for which we can kind of set placement rules like between certain scales how how many kind of the the density of them within a specific area, kind of like doing randomization turns so we don't have to tweak everything by hand but we still need to do that kind of painting yeah Everywhere by hand I think again sort of static meshes are placed like that they can demo that yeah can you demo it'd be pretty cool because like it's like a paintbrush that has like a bunch of different foliages that can be painted and it's sort of like in a way procedurally places them as you paint but then you still need to review and make sure that what you're placing is what you want like at the end of the day the tool just helps you place them but it's not as if it's just like a procedurally done by like an algorithm completely, Hana and crew, somewhere empty, okay let's see here if this works, it's been a while since I did this right asks does Santa go home and Landscape who you are to I don't have a yard but I do play The Sims so technically you have a yard then you have a yard in The Sims I absolutely yeah I can show this real quick too because like when you when you talk about Landscaping like the the way that it works is we have like, one mesh which acts as a landscape which is what you're sculpting on so like wait like here for instance, so like if I wanted to have like a plan essentially this is this is beautiful beautiful look they're mirrors this looks exactly like an actual Dune desert right, yeah yeah and then are you watching Hannah taking notes Here Yeah Yeah Yeah I, yeah I'm learning so much from the stream there's there's a bunch of really cool tools here too like this is like the erosion tool where like it fakes what if water was Dripping on top of this and stuff like that, and then we have like sorry no that's a Hider one wait as good as the intern that one one exactly what I want yeah and then there's the ramp thing here we're like wait let me see if I remember to do this you can create like if you wanted to like create a fake ramp rolling up here wait how do you do this you need to like you have to apply it right oh it's different so like if you wanted to have like be able to drive up with a vehicle and you want that flat kind of thing you can do it that way, there's also like if you want this to be like a plateau thing here you can do a flatten yeah sort of like yeah beautiful made a temple yeah and then on top of the landscape you do foliage painting, you can also have landscape painting you can show that off maybe wait it's in a different tab within Landscaping so it's cool oh yeah that's true, and this is this is oh yeah that's a good point actually because like, if you want to paint like where you want to have like a path because the way we've set it up is the landscape is like one big materials essentially and then we have like sort of layers for that landscape so if you want to have like green parts of the thing does it work this way in this I haven't tried it out in the way we set up here, here beautiful right so like yeah you essentially paint what you want the the like what the landscape sort of texture will look like and if you want to have like a path or maybe like some kind of here's a red jungle or something

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, and then you you we have like different ways to like blend them to make it look better because right now I just painting straight on and it kind of looks weird when it's repeating yeah there's there's ways you can but okay so here's one cool thing though with this material is that we have these like small bushes that appear That's part of like the the layer that I just painted on so like those don't need to be placed manually those are like part of the painting process and then depending on how you paint and sculpt, they will appear in different ways right, that's a good that's a good point actually and then we have the the foliage thing of a jig where you pick sort of what assets you want to paint, so like if you want to place a bunch of rocks here maybe if the editor wants to cooperate a lot, chat chat right now are torn between, don't commit and commit git commit and get push forward I mean I think it's it's honestly clear that I'm gonna be out of a job soon because it's not just natural [ __ ] pro at this yeah all right press one if you want snow to commit it too if you wanted to revert what do you what do you think it's still working yeah okay so here's here's I'm like I'm painting the red bushes like where I want them I want them in this overall section yeah so it's kind of like that but then there's like a panel at the side that gives you a bunch of settings that can tell you this to make you control the size of things the density of the placement the rotation etc etc yeah and then like how it's randomized within the brush sort of right yeah because like right now you're just working with like this one red brushes but you can have like your like palette can be like little Bush rock and a tree right and so when you when you paint it paints Bush rocks and trees at whatever density and Etc that you've pre-configured right yeah yeah exactly you can even paint like different assets at the same time although that is kind of risky to do because they don't take into account the placement of the other type of assets so that you'll get a lot of clipping that way okay yeah and then you can also set like density so like if you want I can't remember if it's like the higher you go the the more appear I think it's the other way around yeah yeah so like the lower value density the less show up less dense exactly and then if I go full on one this is what Hannah just mentioned it's just this is like a little chaos Vineyard or something, yeah yeah so just like I guess you you have like a subset of how do you define that do you have like subset of like okay now we're in Titan Forest which means that these this is that subset of assets that I can paint with, yeah we have filters for that in the foliage tool where you can select oh my God you do oh [ __ ] I've never seen this before yeah this is new to me cool wait previously you had to like find every asset myself like every time so this saves me so much effort oh I'm so scared of using this stuff because it might be stuff here that we don't want to show, grass I think is safe yeah maybe we've demonstrated what we need to demonstrate I don't think there's anything in there that's that's, all right there's definitely something here that I don't think, I just noticed, that we don't want to show off, but this one looks fine because there's a bunch of these I can like when I see assets and this zero on the map that's when I get a little bit nervous yeah I mean that's usually deprecated stuff yeah yeah, nothing there's there's no spoilers in there it's just kind of like oh we haven't used this in three years because we don't want it oh for some reason I can't apply the okay stop being a dad oh wow I wish you guys could see this it's like it also has like a sub filter too with like yep cool the subfilters are the biofilters

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, it's like salt water dead specific yeah cool awesome, what was the thing we were talking about before we started doing this [ __ ], well I actually have another question which is sort of relevant to this or a thing to yeah I'm going to talk about, so one other thing that, people run into is indestructible some trees are indestructible right yeah that should be, now is the system for that the same system that it has been for many years that- I made, where you have to, apply the destructible type to certain foliage types right and and so that so the way the way that and it's a weird system and it really is it doesn't really make sense why it needs to be this way, unless you Dive Right In but the way the the way that this works is because these foliage assets are they're all like grouped into one thing and and so so they're it's very hard to physically test what tree is in front of me and you have to do it within the the instance it's kind of weird, and and so the only way to make trees destructible is on their individual foliage types you can see here there's like little bushes, there's like red bamboo trees there's green trees you need to go in each one of those asset types, and you you can apply certain, like, what what are you like settings tags yeah Collision tag kind of thing whatever like certain like objects markers to them basically one of them is whether or not they can be destructive destructible parameters parameters is the work I'm looking for thank you, and and you can also apply like whether or not it can be picked up things like that and so whenever you come across like certain type of tree that should be should be able to be cut down but but it can't be it's because it's missing that tag and again like as you can see there's so many different types of foliage and I think it's not even we can't necessarily just apply it to each different type of foliage because different areas use different collections of foliage and you need to apply them individually to those or something like that so it's very easy to to miss like one thing here and there and then you get one area with one type of tree that can't be cut down anymore, yeah yeah and it's also something like if it's an asset that we're not sure we're gonna keep or if it's an asset that might be used in different areas then we probably don't really change the parameters until we're very certain like how it's going to be used and where it's going to be used and it's kind of, like, probably a big pass that will do kind of once we've wrapped up most of our biomes where we go over all of the assets and make sure all the settings are correct and all the collisions correct and all that kind of stuff so, okay here's a good follow-up question and here why aren't all trees cuttable by default and that that makes perfect logical sense but the way that these foliages work under the hood, intuitively it is how you think but but, like actually in the implementation in Unreal Engine how it works it does that doesn't make sense like because Unreal Engine doesn't know what a tree is there's just foliage right and foliage can be rocks in in terms of unreal how Unreal Engine considers things a foliage can be anything so there's no there's no way to define what is a tree what isn't a tree all we can do is apply foliages to how like palette and paintbrush and then tell Unreal Engine which ones are destructible trees and which ones are collectible bushes or whatever after the fact there's no way to really Define what isn't isn't a tree beforehand so like even though that like yes that makes sense and we wish it was that easy that's just simply not how it works under the hood and so we we can't consider it that way, yeah because one also one important fact to this as well is how the foliage Works in our game compared to how they work in a real engine because the foliage system that we have in satisfactory is isn't like is a custom solution and we've made for satisfactory because the thing you mentioned Jace where like when I click on this it it highlights all the bushes right because this is a big instance so when we render the foliage we don't render like one thing at a time we bulk them together and send like the data to the dpu we like render all this stuff which also means that each individual tree is not actually where it is no there's no object there like we can see this tree is at this location in the on the map but there is no game object of this plant that doesn't exist it's that's a hard thing to wrap your head around but that's how it works yeah for optimization reasons, and in our game you can walk up to this specific Bush and pick that specific instance up and we have had to make a system and I we've remade that system three times now, for various I've had to go of it you've had a go of it right yes, and and now in up to date there's going to be a new version of that folder system as well, where we sort of detect like which footage did you pick up and the reason why we've made it reworked it so many times is because of multiplayer because, we need to be able to tell from the server like which which Bush did you pick up the problem is that all these instances are not deterministic on client and host, they don't have like a like this specific Bush doesn't have the same ID on host and certain clients, so we have had made to make a system that kind of like figures out which bush is which Bush and then the added problem you mentioned where like you also need to be like when you're looking at the bush so we can highlight the bush that's another problem and not the entire instance of all the bushes exactly because in default in real engine if I want to highlight this particular Bush here it highlights the entire instant bulk that's why we used to have that issue way back when especially on multiplayer where people like, on client I can't pick up bushes and trees and I can understand from a player's perspective like this is like a basic thing why can't I just pick up this tree and it's like actually it's really not that basic it's like a complete pain in the ass it's like one of the most complex distance we have in the game yeah yeah it's like such a small part in the overall game really and the benefit of like dealing with this kind of stuff is that it's very performant but yeah after it because it makes all these assumptions to become more performant it also means that it's, harder to work with because it makes certain assumptions that things work a specific way when and then we go against that yeah because I think I wonder if I can do this, I want to Nuke the planet exactly I can't remember what the command is, whatever ignore that yeah so so, yeah the foolish system is is kind of custom made for our game, and, that's that's also one of the reasons why it's it's a bit tricky for us to just we can't replace it with nanite because it's our own folder system it doesn't go with the way epic has made it, cool there were something else on my notes I kind of wanted to jump over to Bamboo Fields if we're done talking about this stuff something we talked about in the title force that we want to show off more I mean I also I also want to address like there's there's always some questions about terraforming and it's kind of the same situation like it seems logical from a real perspective that it can just modify the terrain but in order to support that in a game you need to make an insane kind of system for it and the way the landscape is generated doesn't support that at all and we would have to make a whole different system for that and like seeing it like be, being done in the engine you have an entire engine that facilitates that kind of stuff our game does not have that it would require us to like create a whole bunch of different features to do that and we don't really see the benefit, for this game of doing that either of like how much terraforming would add versus how much work it would be to add that, if a game is designed from the ground up with that in mind of course yes it's a part of that game it's part of that vision and everything ties into that for us it would be kind of a gimmick and most unless we address all the design issues that come with it but that's that's a whole can of work that would add years to our development yeah literally and and then at that point and then even if we did it at the end we'd like is how much better is the game maybe like two percent better yeah I don't know the cost benefit like way it's just way way heavier on the cost side so it's not worth it for us to do these kind of things yep yep dope so let's let's move over to, the the elephant in the room, all right no actually let's show up red jungle first actually yes I'm so I'm so happy I finally got to work on this area because I was, the old red jump or the way the the version of it that everyone still has, has the Christmas palette my my most wait what is it green and red Christmas I never liked it so the story about red jungle is like red jungle is one of the last areas I've worked on just before we went to Early Access just before the game went live for everybody and basically we didn't really have the assets to make a red jungle we didn't even have red like landscape grass at that point, so it kind of just made do with our library and what we had at the time and that was like half of the stuff we actually needed so now we finally got around to it, and I got to make it in a proper red jungle so we had like yeah like full repainting of the terrain, the red trees are still the same but like yeah all of the Lancia pitting is different all of the small foliage just completely overhauled it's it it is a proper red jungle though actually Oh no you're answering that cool the bamboo feels tradition yeah go away go away if anything it's like an interesting kind of trend, you know, before and after right I don't know oh yeah yeah I mean this is looking super like dense and Lush as well like in certain parts super nice more towards the right you're going to you're going towards bamboo Fields, so yeah I have to because the thing for me I think also because you're working with this Hannah but like part of me is like wow that Booth feels still kind of looks dope right now even though it's in this weird State, because when I was scouting, the teaser that got scrapped the original first video we were going to release, I filmed a lot of stuff in bamboo fields and then you were like no it's all broken I'm like well it looks cool though I like I mean the ideas are there because like this red jungle it was kind of kind of blowing out here there's still here's one of the examples I mentioned before beautifully in progress yeah so yeah this new water is is much better, it was kind of like this red like red green disgusting stuff on there before it was bad, yeah I also have something that changed in this in this area that there's more like open Parts more paths, clearly going through the area so this is less like claustrophobic in general the shallow water right so you can still drive here, some of it is some of it isn't yeah because there's a lot of like more dense so it's harder to like drive around here they feel like this is more of a you're under foots pathing here yeah stuff like that exactly it's all like that's all fairly new like the passing that's there I have to remind myself where I am constantly because I keep getting it going we're going towards Temple fields and there's still a bit of it yeah yeah this whole lower area as well and so much change happening to base terrain, in here no again it's like it's all small changes it's like smoothing and mostly painting and like just getting rid of the rough edges, those kind of things it it shouldn't affect you, not really you know should again as always you can hear the correctly and there was a ridge somewhere around here I don't remember if we used this footage in the world video but there was there was actually a shot that I made where there was like a tick walking on like a path it was like shot downward I had to remove like a whole [ __ ] rock to get that shot, and we didn't use that shot I think I put so much effort into that one oh well still hurting yeah or at least the J the snow cut yeah yeah at least this new cut for sure yeah yeah this this air is dope I love, red jungle was one of my favorite areas to run around and when I started playing the game for the first time what was wrong with you but that was terrifying oh yeah now we're going into bamboo Fields it's such a dude I'm constantly on the corner here like yeah yeah maybe you can go to the yeah with the the overhanging clips and stuff oh yeah we can do that let's go Gamers oh this is that actually be a pretty cool like drone you know PVP drone or it's called PVR PR drone hey edit it in progress area this is ignore that it's just that go fast I gotta go fast

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I'm about to throw up we're gonna we're gonna have like 1600 people about to throw 700 people oh here it is oh no oh wait it's there that was not supposed to be there oh static mesh commit commit it no this is already committed yes oh wait wait I wonder if it's actually committed though because it might be I'm still on my branch but this is the shot I was working on, I had to remove like this whole thing you I don't think I mean unless you update it very recently and you got my my rocket desert changes this is yeah here it is a little guy I'm just a little Beanie I'm just hearing walking nobody don't worry about me I wonder if the, voice acting career oh yeah for sure hire me yeah all right I will hey everybody if you want to have understood as the first acting your game just give me a call okay bye oh [ __ ] fell through the world see the outline don't worry about it, we're talking about the, the cliffs part oh yeah you're here you're already there okay that was that was the area this here like a lot of the overhanging stuff oh yeah yeah hanging rocks up there behind you above yeah yeah the that like tights yes because they hang on tight right I was just guessing sure that's how you remember it's a 50 50. safer work, yeah you you might step on them okay all right let's check out this area over here, cool flowers huh wow look at that yeah and as soon and hands you can see a little bumblebee here or something like that, cool okay anyways moving on is this new water no it's not no it just looked like it was Rippling and [ __ ] we push up with the limo at true cool, do we is this now when we talk about bamboo feel this is the moment I'm gonna go there now, we actually so fun fact when Jace recorded this video, he had one set of information and then, ass development went on things changed so- I made like an addendum to the video even in the addendum we changed it nice yes because it's a bit of a it's a bit of a a tricky story, yes so now we're in bamboo field which is like this area is a little bit messed up or do you want to you can see right here I think with the the small paths is kind of they're there so basically what happened here is that the landscape and the foliage are different versions of this area so what happened is that we were working on this area and it went in a direction that we weren't really happy with so we wanted to revert it but the problem was this happened after our transition to Unreal Engine 5. so reverting it would mean going to the Unreal Engine 4 version of this area which was impossible to do so we kind of for a while we, have the the problem that okay we can't revert this what do we do, so but then Ben because he's a wizard figured out a way to revert the area partially but only the foliage so basically what happened is that we got most of the foliage back from the old area the old version of this area but all the landscape was still from the new version that we weren't too happy with so those two are now completely disconnected so now we there's also there's a lot of floating stuff here there's, the landscape in the foliage basically don't really work together anymore because they're from different versions of the area, so yeah Unreal Engine five good [ __ ] blessing in disguise very very well disguised, yeah the transition just works right yeah it just works but which means that like we we're gonna try to fix the worst of the bugs here before the update so there's not too much like in the way for people, but this area is definitely still gonna change because of course we have like the new Landscaping the old foliage and neither is exactly as we wanted so we'll be revisiting this area and giving it a pass now what exactly that entails we don't know yet we never really know until I go into an area and I develop the vision for it so I do a bunch of tests and I try to find you know new new combinations what is wrong with it what do we need to fix you know just finding a vision kind of like we we do with all the other biomes as well but I think this area is going to change the most from all the areas that are still left but I think that's kind of interesting how like at the moment we don't really know exactly what like we don't have a vision for how bamboo bam Bambi this is where the shooting happens spoilers I mean I'm definitely we definitely want to make the palette more interesting because it's kind of very one note now, and there's there's a bunch of rough Landscaping here that we want to fix and also this is one of those areas where we want to improve the the pathing add better roads do that kind of stuff, so that that's stuff that we're hoping to get in for sure but yeah it's impossible to to tell you the details because we don't even know that ourselves yet we're we're doing one thing at a time okay yeah yeah exactly right now I'm very busy wrapping up Rocky desert entire Forest very cool thanks Hannah helps a lot yeah appreciate your work I want to see if the area that I loaded in is is there there's one place where there were so many one version of this was just covered in these like bamboo sticks, oh yeah it's on the it's on on the right like right end of the Oh you mean at least on the right edge of the biome northwest's like very Northwest the Northwest upper corner flying as fast as I can there it is oh did I miss it oh here it is yeah yeah yeah yes it's like this for example is like it's a cool idea yeah but it's kind of terrible to play so it's it's something that we wanna we want to fix as well also, on that note the bamboo is completely new as well like the that asset's been overmauled entirely I thought it looked different yeah I didn't know if it was because- I'm rarely here or if it was because there was a change but like we did that when we worked on red jungle Bambi looks great yeah baby first I mean yeah for for for Avid chainsaw users this is a great area yeah if yeah if you're ever frustrated with the game just come here exactly yeah bring a bunch of cluster and Nobles and just [ __ ] go ham, I might even thank you no no that's actually how we we, work on it in in order to just bring it together Vincent here Vincent just asked a question that literally also just came to my mind it's so weird because I it came to my head and I looked at chat and it was there and I had a weird am I chatting is anything real is this like the the move the not tenant the, Inception thing or like they went into your dreams yeah something it was very strange, but, yeah so it's a the point of the game is to destroy the world and, like, industrialize it and and remove the beauty of it but that doesn't hurt you when you when you put so much time into this no and the point of things to remove it all weirdly it doesn't you'd expect so but for some reason no I, I part of it is, like part of it I joke about this but I'm also a little bit serious about it like something that- I think that's not to do today again yeah that's not supposed to be there God damn it I like to make as guilty as possible for destroying the environment and that's partially true, mostly I think that like on a conscious and subconscious level the environments have a lot more impact on people than maybe they are aware of because like the most important part is really like first impressions are always like the the most important with these kind of things because that you're going to carry that with you and they're gonna be like the lenses that you're gonna wear for the rest of the game, so I think it is very important to make a good first impression with with any biome but also I don't really mind that the point of the game is destroying area because also it's not entirely it's the point in the beginning because you kind of have to but after that you can work with the environment and I've seen some great builds, that use the environment like really well and like you know like super cool water fall factories or people that have like little shrines with parts with trees and Forest Parts which is crazy yeah this is one of the shots that I was working on yeah yeah yeah yeah yeah that's cool, so yeah I don't really mind at all because like a lot of the map also usually is left untouched and people still go out exploring and there's like there's some players that really focus more on exploring and some players are focus more on building and then I do it for the people that explore you know it's it's really not but it really does- I think I think like putting so much effort to the world just has so much value because either people will keep some of it there and then they get to just continue to enjoy it or, or or they'll, they'll work with it if they want that's another play style then they can enjoy it in that capacity but then like yeah removing it like it being so beautiful and then removing it like creates a Starker like difference right like from, and tells a bit more of a story I think than than if it was just like a sparse area that you know we just quickly threw together because you would destroy it anyway so yeah I think there's more impact in every case I think it makes a lot of sense yeah and like everyone will still experience the area before they destroy it like they're still gonna see everything, I like try to avoid destroying as much as I can it's like an added challenge they're like can I how do I build without removing the trees I often don't remove stuff either I usually find clearings myself I think I think I think partly it's because I lack the vision to be like if I remove the trees here this will be a big you know I don't know like if I was a more experienced Builder maybe I'd be able to like, see like oh if I work if I destroy some of the terrain I can work with this but usually I just like look for stuff that already makes sense to me in my brain and then and then go with it so I end up not cutting a lot of things down yeah no part I'm going to get this oh but that looks good in like oh no I built that I don't want to touch it it's it's mainly from what I play and other people play I'm like it's just great it's just people having options on how they want to play I'm all for it sometimes they destroy the entire environment and as stretch 70s nine says in that case we want to build upwards as in the sky and some people do that you can do that too if you like and you don't have to destroy anything if you don't want to you can also kill the animals just go on a killing spree because you can convert them to biomass I believe true yeah yeah exactly see the trees kill the animals yeah save the trees save the frames kill the animals, let's see you mentioned the abyss Cliffs what we were talking previously as well that one's, received some Polish as well this one is one of those errors probably because there's so many Cliffs where you won't see in the editor it won't look super nice because the grass is missing but right yeah yeah I mean this one has received foliage polish

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kind of we removed deprecated assets and like added some some new ones to make it more shiny and I mean we can also fly through Eastern Dune, the show off some of the roads that have been built there because that's like pretty impactful so I think you say Eastern Dune is that like the Dune maze or the Oasis or no the one that's called Eastern Dune because that that one is on this map that I have Easter June forests is is it next to it's between grassfields and Southern forests and Titan forest and bamboo fields, I don't know what to tell you it's not here or maybe it's like because like the map I have here is older one it's still Waits say that again it's between Southern Forest grass fields bamboo Fields Titan forests Abyss Cliffs blue crater it's like surrounding oh wait is it this one yep ah okay- I mixed this area with a different area desert, we did some foliage polish here nothing too big, but the main change here is like you're going already through it like is we added roads and this thing changed like that moved yeah before but it looks kind of bad yeah okay so we made it interesting chat that's a pretty, I think what's gonna happen is you're if you have machines in this node they're still going to work but they're going to be hovering over here instead yep and they're going to be like consuming from this node so you can't really you can't place you want to get a build back on here right yeah exactly because that note is still taken even if you had a feeling these because like the the branches on these roads they're new they're they felt new because I was flying around here for a different thing, before I started doing shots and I was like it feels nice stuff yeah, and it's, basically line of sand and they were kind of kind of all closed off with like, these small like walls of grass, so what we did is we made kind of gaps in those in a way to make roads to make everything feel more much more connected and easy wait a second is this this shot well I'm sorry I got sidetracked here no it's wait what the hell ignore me, cool easy two and then coin Forest yeah going down this street yeah that's a sub biome of Eastern June so that one's been, updated too there's a lot of World stuff in this update y'all we worked really hard it's a small update for, for everyone but yeah we we knew that we need to stop with the whole it's a small update I think every single time we've said that it hasn't been a small update, defined because like if you look at the patch notes I think the patch notes are way longer on like update five than like six seven but yeah it's not awesome it's it's like who is it small for like yeah it may be it's smaller than another update but that doesn't mean it's a small update yeah and, every time we say it's a small update like I feel like Community feels like, the impact has been huge so it's been anything but, where, and there's that Canyon if you go the other way where you were going before that like Canyon area down there it was pretty much entirely empty before and now it's filled up with stuff and it's like a part of its transition to swamp wait this is this area yeah it's it's complete it has essentially entirely empty before damn I was not expecting that yeah this area to me was just gone like I couldn't find it like it didn't really matter because there was nothing here right so what I mean is like I was kind of looking for that old area and and- I was like I can't find it and the reason was because it's not there anymore it's like this looks like this now yeah yeah that's cool small update we are just changing the engine in the world and like yeah that's not even all like there's more things to talk about yeah I Need video on Friday by the way any video on Friday like all the cool, new shoes we're adding to the game you shoot let's go that was the lamest fake Lee yeah I could have come up with a [ __ ] whatever or is it fake speaking of where was that video this past Friday, we met talking about a bit earlier, ran into issues and couldn't put it out unfortunately sorry but, yeah we have yeah yeah theme of this update we keep running the different issues it's not the same issues different issues, so we're gonna have another video this week and then I think the video that we're gonna do last week will come out later still gonna come up the schedule has have we released a single video according to our original schedule I think we have no, I think it's a solid no let me double check but but I say that but also at the same time we never really have a schedule we always kind of like work with no but but I mean things have been going more and more like or less and less to plan this this time around but it's okay it just it just is what it is right we just need to adapt and move on, and like it still works we still get videos out we're still announcing stuff everything's gonna be okay it's okay it's fine guys it's fine don't worry it's fine okay it's fine don't worry it's fine but see the thing is the thing is though like game development is like the most mess one of the most messy things you could ever do, but it's very it's kind of rare I feel when it comes to like our community manager on the public basic stuff that it that it reflects the messiness that happens behind the scenes which is completely typical right yeah, and I think I think we get lucky I think we reflected a little bit all right we're not perfect by any means, but like I think this is in this case it looks like more things are are are messy because you can see the messiness because snow and I aren't getting what we plan to do out, but but, the process is always and has been for years constantly running into roadblocks adapting running at the roadblocks adapting the other difference is that you can see it on our YouTube channel this time, but yeah that's just how it is just game development yeah that's why we don't believe in like giving giving dates and stuff like that because you just can't predict anything you all should see the broken State the game can be in sometimes like holy [ __ ] you'd have a heart attack yeah honestly yeah I always, kind of, use this metaphor for satisfactory whereas satisfactory is a mansion on stilts in a swamp you know it looks great when you're in it but, when you're actually the one working on the house oh boy yep it's bad but that I mean that's that's probably most games I think it's probably most games yeah yeah it's like a duct tape and and glue exactly like you you zoom in or you like open a door that you're supposed to open and it's just like it's that gif everything's on fire it's like the game plays fine so long as you don't do these things yes exactly or you go to this area don't go through this area no turn around don't go to the bamboo field yeah yeah, quickly wanted to mention also something here so this is one of the old shots that I made, somebody asked about the depth of field stuff so technically the depth of field stuff I also made a Reddit post by the way that I commented on this here as well a while ago technically the engine has support for depth of field in the game and hopefully we can add that to the photo mode that we have in the game so you can make more Beauty shots and that's what we're using we're making these like teaser videos and trailers like every trailer we've made that's always been an engine that like we do a little bit of cheating sometimes where we load in more things that you would necessarily see in the game and like remove laws and stuff like that but most of the time when we make videos and teas and stuff like that it's all in engine and then we you know make it cinematic and making it cinematic makes it look way better than when you're just running on the game obviously but hopefully in the future we can add you know depth of field and like better control and photo mode so you can make like pretty much the same stuff that we're making in our trailers there is a mod out there where you can actually create most of the stuff like even the sequencer stuff where I'm like programming like you know animations and stuff like that there's a mod that can do that too oh that's sick it's called Uh, I'm blanking right now but yeah there's a mod that we can do similar stuff like that at home hopefully we can add it to photo mode in the future yeah there's been, fix it cam thank you that's the one fix the Cannons yeah it's cool yeah people, have wanted to to make changes to the photo mode so hopefully that's something that will happen before at some point yeah we're kind of coming to the end of of the stream here and, fresh out of my notes your dad sent you a message on teams by the way oh did he yeah yeah he just told me to tell you yeah yeah we can do that so, I hope, actually maybe we have already done that days actually because here's the thing okay so I've talked about we we did a Showcase with Lumen as well a few streams back where I showcased like what it looks like with the with it on and off, and maybe we can revisit some of those videos but I kind of want to show a little real quick what the game looks like when you turn Lumen on and off so Lumen for those who don't know is the global illumination, like system that epic I've been working on that's it's like a combination of different, Ray tracing techniques to to make Global illumination and I believe this is with it off and this is with it on oh big difference right Wow Let's go it's it's okay certain situations it's hard to tell which one is which whoa all right the thing is so someone says Showcase with the problem is you enable aluminum caves you're not going to see anything no oh yeah oh yeah, so yeah it's hard it's hard to tell which one is which sometimes for me because I think I've accidentally had Lumen on when I shouldn't have had when I made certain shots, but it's it's some it's in different scenarios it's hard to tell in this shot it's really difficult to tell which one is Lumen and which one isn't I think if I set it to night time, it might be more obvious or maybe not we'll see, we're just a setting thingy wait that was the cave we can maybe just just check it out it's gonna be nothing then yeah I have a video that better showcases can we go into a cave and drag a lot around is that like easy to do or, yeah we can do that that could be fun okay yeah so during night time we also can't really tell the difference

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, yeah it's really in like, more heavily shadowed areas like you can really tell yeah but I think it's it's mostly cool when you're building Factory stuff and you like actually using lights and actually get the, like the screen space stuff I feel like it I feel like it's more apparent on Factory buildings yeah for sure is that just me like on like no no, inorganic things it seems to actually let me show the video I showed a couple of weeks ago, so here's I think we're still on sorry here's the video I want to showcase think audio is still running yeah so this is with Lumen off this is what a factory Building looks like in the game in general here in green sorry in grassfields and like Smith's little house here walk in so this is like we've we've lit the environment so that everything makes sense and, you know everything's fine when you walk into a factory going like this but when you turn Lumen on, same thing here here you can actually tell better when you're closer to materials, because here the the color on the wall says but when you walk inside you know it's, it's hard to see what's going on but then of course you could add some lights which will yeah help with that but like if you didn't have anything here it's cool too because it's it's reacting to like the building build effects yeah that was sick that was really nice actually yeah that's the cool thing is like so I think I puff open, oh that's cool too yeah yeah so if I remove like a part of the roof here oh yeah get this like shaving hot yeah that's nice that's nice, this is where Lumen really shines because it's like a combination of different rice raising techniques to to create the global, the GI, so when you're building factories you you have to have lights like if you're building anything indoors that's the problem and and there are ways to sort of circumvent this, with like making it so that you know it fits better with Lumen to mine but the the problem that we have is that like we want to focus on what the game will look like without Lumen and light it for that mostly, because that's I we believe how most people will play it, and then you know it's not officially supported exactly yeah so just just to clarify just to clarify that that this was in the video that we put out a couple weeks ago but, we we aren't officially supporting lumen in the sense that like it'll be in the game and you can turn it on if you want, but we're not gonna light the world and we're not gonna make changes to the game so that Lumen is supported in all you know reasonable situations like if you just walk into a factory maybe it should be lit a little bit right we're not gonna We're not gonna solve those, issues, when it comes to looming but you can try and solve them yourself with lights if you want to do that it's up to you we're just going to give you the option to play with it if you want to do that a good experience or a well-crafted one yeah and then the main reason for that is because it's like two supporting two differences yeah so this is cool with lights though, explain this as well last week or the week before with lights, lights in our game they are not actual lights, sorry signs that are lit up like this are not actual lights in our games they're they're emissive textures or materials which means that just material is rendered by its own it's not act like it's not affected by Lighting in the scene but with Lumen the system that they made is like actual emissive materials actually emit light on stuff that's close to it and proximity to it so science can actually light up rooms in Lumen which wasn't possible before so that's why I made this like headache of, this is the scene over here where this this room now is just lit with signs, it's pretty cool I love the the the the teal and purple on the roof yeah the the streamer colors stream of colors yeah so I guess that's just, one thing to keep in mind here's another demo in the wild where I think it was a little bit more obvious which ones with which because like the Shadows looks a bit better when you're cool oh you missed it Chase so like here if you look at the Shadows on the ground specifically, they look more soft than accurate in Lumen, but you also get, they're a little bit more I wouldn't say detailed but they they make more sense like in to work yeah exactly there's more of a gradient kind of happening yeah like areas that are more shaded actually get darker versus areas that are light and shaded so that's why I like with like cliff overhangs and such you can actually end up in so like spots where you can't see anything so in this shot in particular like that you don't really see a big difference between looming on and off if I'm just jumping back and forth here yeah yeah yeah, but then like on these I think the other thing to the other thing to remember with a lot of these, before and afters as well is like sometimes the difference is super noticeable in the before and after but when you're playing the game you're not playing the game with before and after right you play on one or the other and so like that contrast is not apparent, in most cases in cases like this it will be a paradigm absolutely well when we see this that's that's obviously a major major difference and very apparent but in most cases I think you'd be hard-pressed to really notice the the difference so like, you know without toggling it on and off repeatedly to see the difference yeah and for me when I'm playing the game and I'm switching back and forth I prefer using not Lumen, for this the sole reason that like my frame rate tanks, on my Hardware, it's very CPU heavy Lumen because it's, it's it's apparently it's faster on CPU than GPU in in when they've been testing it, and satisfactory is a very CPU intense game so like those two systems are going to fight it out the game thread and like the draw thread are gonna battle it out, so like I think on my machine I have a GTX 1080 I have i7 67 000k or whatever it's called the CPU and when I turn Lumen on I get like half the frame rate so I go from like I go from, 12 Ms to like 27 or something like that, so it's it's it's expensive but it's really pretty like when you want to take Beauty shots and stuff like that it's like some for me it's like I turn it off sometimes when I'm like walking around and just looking at my factory but when I'm actually like building and [ __ ] I turn it off essentially I have to turn it off whenever I'm working in, very shaded areas because I won't be able to see anything yeah in engine but like in more open areas it's doesn't really make a difference too much it's, will front it's not a it's not a console toggle it'll actually be in the menu for you guys so you will be able to like switch it on and off, I wonder if a console toggle would be a good idea because for those who use console it might be quicker than going to menus I wonder yeah maybe something to consider but either way it'll be in the menu and you can do it yourself yeah it'll be available but it's not like officially officially supported so to speak because it's very Hardware dependent and, yeah the lighting isn't adjusted for it at the moment this is all post unreal five correct this is we're in unreal five now yeah so this is that's what we have now and we'll have for update eight so you guys don't have it now but that's what will come with updated yes cool all right minus one minute for Q a I mean yeah it's already six, one wait one one video I kind of want to share real quick, is actually from the satisfactory news channel, oh yeah because some some people have asked about GPU stuff yeah and Hardware stuff, I don't have any other information about that but I think I think, Mason the person who runs satisfactory news who also does video editing for us by the way and he runs this channel, he knows a little bit more about Free Shadow there he is actually amazes here again he knows a little bit more about Hardware than like- I don't know too much about it so I can't really talk about it but like you can check out this video where he talks a little bit about I don't know Legend five stuff and he also talks about some stuff regarding Hardware so- I saw that some people were concerned about a really high, minimum, required GPU yeah and it's we can sort of debate what we want to do with that however that GPU I think it's like it's model number is like kind of high yeah but it's actual performance is kind of low yeah exactly it's a modern GPU but it's not actually you know modern isn't always better yeah exactly so even though it's a newer GPU that doesn't mean it's powerful and it doesn't mean you're older GPU can't like you can have an older GPU but it's more performant than that one so I if you check out that video towards the end of the video he talks about that and and that might be something worthwhile to to consider but at the same time if that's just confusing in general maybe there's just maybe some something more we can do or something I'm not sure but like, yeah so- I yeah we talked about it quite extensive or I talked quite extensively about it the the stream after that video was dropped where you know yeah it is confusing with with the specs and the hardware and like what specifically runs and whatnot I don't think, like for me the game runs just as fine and I have a [ __ ] GPU from 2016., when I'm not using Lumen, so so the the general feeling I'm getting and this is just my personal you know feeling is that like the the specs it isn't you should probably try it out, on your own before like saying that you know my computer probably won't run anymore there's probably computers that it won't run anymore because but more so because of DirectX 12 support, because we're leaning heavily on DirectX 12 support for a lot of features and a lot of optimizations in the game we still you can still run the game with their Exit 11 but it's more of a fallback for us right now and we are DirectX 12 is like the default renderer for us I think that has a bigger play if anything when it comes to the support at the moment but we'll we'll see I will probably flesh out a bit more also the process of how we figured out the minimum specs, is like it's hard to like figure out what actual minimum specs are so, Jay said in the menu they're preliminary and, by gosh we're sticking by that there preliminary we'll we'll yeah yeah refresh that more when we release it yeah maybe it's something that we can sort of more better Define and I think there's better communication that can happen there because I also think that like the fact like maybe the selection of that GPU to say that that's the minimum is accurate but it can maybe be misleading if people don't really know that yeah later model number doesn't mean faster than older model number, and then so then maybe what we should do is should we pick a different model that's early that reflects it a little bit I don't know like I don't know maybe this is something we can do to clear up the confusion and then at that point if the confusion is cleared up and people aren't don't think that that's right then we can like tackle that issue but yeah anyway is there anything else World worldwide that you want to mention Hannah use anything we haven't talked about oh boy I mean I think we covered pretty much everything, and yeah like Aries this has been mentioned in a video but the areas that we have worked on now are essentially considered final that doesn't mean there won't be changes happening depending on kind of like I don't know asset updates or if we if we have to adjust for a new feature like this and also like lighting some of the lighting has been updated a lot of the lighting broke and the engine switch so there might be some iffy things going on but we fixed a lot of it, but yeah, oh wait this Arch has been remade right oh yeah that that one's been fully rebuilt oh [ __ ] it was made out of non-uniform cliffs not scaled Cliffs, so this one I did my best to kind of recreate it as best as possible with uniformly skilled Cliffs it's not exactly, the same it's it was impossible to recreate it the way it was and I mean that's kind of goes for a lot of these things because all across the world we've been kind of fixing as we encounter them the cliffs that are not scaled uniformly as in they're squashed or stretched or they're basically that that breaks them not just visually but it can also cause some Physics problems, when playing the game yeah we've we've had that problem for a long time where yeah because a lot of the old structures were built out of non-uniformly skills yes but before we knew that that was illegal, apparently, but the problem is some of this The Cliffs that are skilled that way it's just kind of impossible to fix them without breaking the the entire structure that they're a part of so we're leaving those as is with the hope that it won't cause any issues we will address of course if any issues come up and we will fix them then, but yeah it's it's a bit of a tricky one because it means actual structural changes that affects people's factories so we want to we want to see what we can get away with and, we're just fixing the worst of it and the the stuff that is easy to fix that doesn't really break anything else, man there was there was a cliff set up, a combination right here you can see there's there's a few that I was looking for that I thought was really interesting how you made it here hello here down like here you can see that one yeah it's super squashed oh yeah yeah extremely squashed that's one of those clips the problem is like if oh yeah it's used it's the bottom and the top of a cliff are used I'm basically in trouble with fixing this because like where how am I gonna find this and the problem also is like we have we can technically scale an asset up infinitely it's just it's just gonna look terrible, and it will encroach, also on on the excesses on its on its width essentially so I could try to replace this with a cliff that is much flatter but I would have to scale it up to such a point that that would essentially break our scaling conventions because then textures start getting looking bad and you essentially you just it does a collision it's also Collision right that gets messed up yeah exactly I think that was original problems vehicles on top of on uniforms so so this is what this particular clip one looks like when it's uniformly scaled that wasn't even close exactly this is what I mean it's a huge huge difference, and this is also an area I haven't really gotten to yet but also this would be one of the cliffs where I'd be like I'm not sure I can fix this in a way that doesn't encroach both upon that road that's up there and the river yeah you're gonna either need a whole other asset or like a bunch of bunch more pieces and to take over something like that it's not super straightforward there are loads of those in Rocky desert too and I fixed a bunch of them but it's yeah there's just some sometimes just usually when they're uses overhangs it's really hard to fix them oh here it is I found the one that was like this one I thought was really interesting I think this is almost oh you know this is uniformal so like there's a combination of Cliff faces here that I thought like oh clever yeah these are all uniformal no not this one oh yeah it's really interesting because like I think a lot of these cases you'd need to like make you know Cliffs parts that are specifically what you need, like it's really powerful to be like okay I want I want the this kind of arch thing right and then okay but then if I scale things and mold it into like what I kind of need then I get what I want you know it's it's very powerful to just be able to do that but then that comes with those problems and it's kind of I assume annoying to have to go back and be like it's either make custom assets for the stuff that we've sculpted or not sculpted but like modeled here, have we made all these clips ourselves or are they, I believe is is made by us yes the grid all the cliffs that's because somebody asked earlier if we're using like quick cell scans or like that I don't believe we are or are we no I think some of the old Carl stuff right some of the old Coral stuff exactly they were Mega scans but we've essentially deprecated all of those and the corals that we still use I've been heavily edited yeah we did we had like statues of corals and then one of our artists I believe made scans of those, two years in the game but they were very unoptimized sadly and we kind of went into a an art direction that didn't really fit those assets so someone asked earlier by the way I'm, I'm I'm necroing a topic here but, have we found any place for the, the willow I've been trying my best one lonely weeping willow yeah yeah because I was really hoping I could use it in a Titan forest and in some of the tests I did for titanforce they were in there because I was like please can we have them what about Paradise Island we just plop it that's where [ __ ] goes to die that's where [ __ ] goes to die yeah all the deprecated assets yeah I just put them in Paradise Island, yeah it's like a little Museum I've been trying but it's also apparently a very tricky asset to actually make work well, because of like the the just the way a willow works and its leaves, versus other leaves it's like yeah basically I don't know exactly what it is and I'm not sure how I would be able to explain it but it's a tricky asset to get right, and, I really I really love Willows thank you perfectness commit I really really love Willows in real life and I really like the fact they give off the cards for sentimental sticker to be sick if we can get one in it too much oh no it's get push get pushed we don't even use get get reverts yeah we don't really use it but I'm gonna do it anyway part of the world deleted in protest for the Willows look how peaceful the landscape looks without the island oh so much better right okay oh yeah I love the the floating Cliffs are so much better oh yeah whoops wrong button whoops and it isn't a World Builder at Paradise Island well we want to we want to see how we are going to fix that and that's one of the reasons why we're not really working on Paradise Island because it's actually way too close to the world border and you could like fall through the world and it's like all kinds of issues there and we're gonna see if we can fix it it just kind of depends it's one of our lowest priority areas, and we'll we'll do what we can look how nice this is other stuff comes first so it really depends on how everything goes yeah actually that does look good so I think we found a new level design you know yeah we just remove it [ __ ] it let's go yeah, we have a question a bit of a change of topic but I think important question, do you have any information about what will happen to the alternative recipe for Uranium rods of the future because of beacons in the recipe right now so we have talked about this in the past, and, we will be removing beacons from the game eventually I believe it's going to be at like 1.0 and then at that point that, recipe will change and then there'll be no more beacons in the game, the reason we're not doing it now we're just going to keep it in as it is is that we do want to end up doing there will probably be some rebalancing of, recipes in the future but we don't want to do small rebalances and make recipe changes or too many of them, along the way because I can mess with save files progress and things like that so instead, we're just going to leave it as it is and then when we do a rebalance with and change the recipes it's all going to come in one go and then you have to deal with all of it at once that at least you don't have to do it multiple times it's just a one one go but there'll be more information about that later but the intention is to remove the recipe or not the recipe necessarily but beacons from that recipe yeah it commit deleted apparently deleted everything but Paradise Island yeah oh no yeah exactly isn't it Paradise Island I think I changed it yes I think I changed it in the recent Maps maybe I shouldn't have it it might still be on our Maps Paradise the ones that the ones that I, release on the on the, press kit has Paradise now yeah maybe we should change it back to Paradise I think it's funny and also Oh you mean yeah it's not dyes that's in d-I-e anymore yeah exactly yeah- I wasn't sure what I should do with that last time I was like oh I'll change this to the correct spelling when I posted it yep it's merged Paradise Island is merch there's something merch yeah same Paradise Island yeah yeah who cares about the Willows what about Paradise Island yep, I haven't been keeping up too much with chats I think you have a better sense Jason, of, if there's anything, people asked that I saw a question about when story, one pronoun yeah, yeah exactly I'm fixing a thing sorry guys we use perforce if we're not when we're not using it which we're not using it actually I'm using it for some of the tools that we've made for streaming but that's a different topic when 1.0 we're using perforce for everything game related, will progress carry over to 1.0 as far as I know yeah yes it's going to be kind of the same as most updates just the 1.01 what about the pillar Island where was this, to the south of green fields pillar Island do you know what they're referring to hello in southern greenfields I'm not sure what they mean with that one it's very we've got loads of those is it like oh I think I know I think I know what they're referring to actually, the tip of the map I don't think that's a playable area and it probably won't be here probably I don't know if it's in this version actually Morgan I haven't seen it because it's usually as far as that one there I might have deleted, is it yeah come on I mean we're making changes to this this part of the map I'm not sure how much we want to make those kind of places playable, I don't know this island they're kind of part of the Vista but yeah yeah because I think the the the the kill sphere or whatever the kill box I think it hit it's like starts over here around here so I don't think you can actually go to this pillar Paradise pillar Paradise pillar the tease pillar yep what's on there we should put something you want to get and you can't get it because you die if you do, one thing we haven't, answered today which we've gotten a lot of questions of which is naturally is, update 8 release date experimental release date is there an approximate thing, so the thing is guys, we don't have a date that we want to say publicly yet, and that's unfortunately just just kind of it so if unless we're confident we can hit a date we don't want to say it that's just a rule that we've always had throughout development, now when we say roughly- I want to say it's in the very near future I suppose, it's not like it's three four months well maybe it will be I don't know okay I'm gonna stop right now because the reality of game development is that anything can happen at any time and so we we just want to accept that reality okay so we just don't know we have we have dates internally but until we're confident in it we're not gonna We're not gonna say anything and I don't even want it like the fact that I even said maybe three or four people are going to latch onto that now so I guess I [ __ ] up but like it's yeah you're fine I just don't know yet and once we know a little bit more we'll, talk about talk about it then I think the the main thing for us and I guess it's a little bit stated that news maybe but like the main furnace really is like the the whole switch Unreal Engine 5 has made a lot of stuff uncertain, both in terms of how we like work but also like how the state of the game has been, and it's like a lot of things that are coming together like when it makes sense to release and like what the state of the game is and blah blah blah, and, I think it's going to be very like kind of last second when we announced whether when the update is coming out because there's still a lot of questions on our minds, with you know the overall stability of the game with their this transition in mind, and yeah and the other thing with like with Game Dev like sometimes things can feel really unstable but come together really quickly yeah like that's possible right it doesn't always happen sometimes it feels stable and then falls apart who knows so that's that's why it's really hard to say anything because like we have a date and as we approach the date we're like we're still not sure if we're not sure maybe we should push it back but things might fall into place and then everything's fine, that's the thing we just need to feel it out day by day so yeah so not coming next week I'll say that much yeah not not next week I'll tell you that much or is it not next week should be this year specific in the grand scheme of things yeah I mean it's probably a fair fair window yeah somewhere between next week end of next week and the end of the year we think whatever it was next week though huh wouldn't that be funny it's not though but whatever it would not applied unless I would not have a good time yeah I don't think that would be funny at all it would be a little funny please literally no one would be happy yeah jerk sauce happy this week good one good one summer between now and then exactly will the, swamp nuclear oh come on why didn't I pin it God damn it but I think the overall question was if the the K with the nuclear stuff in the swamp if that's gonna change for this update, I don't know do you know

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we can check not my wheelhouse we can we can check state of things as of this moment doesn't look changed no yeah no that cave is it's gonna wait yeah later still cooking still in the oven yeah exactly we're doing like caves in batches essentially we're just gonna do what caves we can for each update slowly slowly take them off as we go dope building caves by the way put note in cave yeah yeah yeah yeah still still don't fill in games yes oops I saw a question about like after having a map sufficiently finished for you with another be possible but I wouldn't do it I would rather die I'd rather die yeah now I'm it's it's a gigantic map, and it's been a ton of work I've been working on this for years now and once this one's done that's it like whether anything else is going to happen is probably not gonna have me involved I have no idea I wouldn't do it so after this map you Hannah will not work on another satisfactory map no no probably get the Press

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it's been a long time and so like we're pretty we're pretty good with satisfaction where we're ready to start like move on once we're done with this once we're done with 1.0 we're gonna be glad to to have something new happening, and, yeah so I right now we have no plans for for adding anything, it would be dope to have more content but yeah I wouldn't be able to to work on that yeah someone's saying, map randomizer who knows could be I mean that would be reasonable if we could do something like that yeah, make something kind of, that reminds me of something actually the the currently the deposits on the map are randomized they're not supposed to be apparently oh, yeah- I don't think they are well this is still this is still this is this is such a weird thing this is such a weird thing because like you can ask some people and they're like no no they're not they're not randomize and I'm like they literally are randomized are they supposed to be right yeah yeah they're supposed to be okay no they're not and it's like it's like it's it's so rare that within the company you ask different people and you get like 50 different answers this is like the weirdest one of the weirdest phenomenons that I've come across where there's like this strange Mandela effect where people are like no they've never been randomized and then half the people like yeah they've always been around yeah it's so interesting it's so interesting, so I don't really know what it's supposed to be, I think it's randomized now yeah right yeah and I think that's a bug based on the meeting we had with the programmers where they were like wait is it randomized it's not supposed to be randomized do you guys know what we're talking about the, the ore deposits yeah right some of these are the ones on top yeah these little ones here things like the random ones you find on the map hold on I got a hello first delivery yeah, let's do a quick quick unofficial poll on Twitch all right so press one if you think they sh these deposits should be random two if you think they shouldn't be random unofficial no I know they're random right now the question is should I opinions if we're looking for here looks like a lot of people prefer random but there's still a lot of people who want, okay interesting interesting three if you don't think they matter at all I guess so you could do that too yeah interesting it is fairly mixed seems like it's skewed towards people wanting it to be random all nodes should be random I completely disagree I think I think that could be a fun game mode if possible yeah it could be a fun game but like I don't think that old mode should be random that's that I don't think that flies with not as a defaults no no no no, it could absolutely be a really fun like like game mode for sure though like if you you know you're replaying the game and wanted to experience hey what's this this looks good so hide all all messages so now that we're, coming to the close I'm gonna show real quick just what it looks like this is a little bit in the Unreal Engine 5 video too but, this is the landscape basically underneath the hood when you don't have like all the stuff on top of it, and a random floating, this is you against it what was that is this you again this floating thing could be but, I think okay no I don't think this is actually floating because I think it's on like a cliff or something because if I load in this segment here load region boom they're on yeah that's weird that's in that layer and the other ones aren't so this is the world partition thing where we can load in like smaller segments of a tile it used to be if you're loading in this area you would either load in let me see if I can actually recreate it, so if you were to load in how it used to work if you want to load in just that Cliff there you would have to load in all this give it a second yeah boom you have to learn this entire segment just put it like this clip whereas now you can be like unload and then load see how much much faster that was yeah and then of course we could load a little bit more so that it's populated in the areas that you can sort of see here right that's something I think I haven't talked to Ben about this actually so I'm not sure if I'm talking out of my ass but I think this is something we also need to configure a little bit when this might be like some feedback that we get from you during experimental where how the draw distance like how much we load in find that like sweet spot where there's it's still smooth when we're loading areas but you still see enough of the map you know if you see this you'll be like what's going on it commit says yeah no I don't know this looks fine I think we found the sweet spot right here yeah very optimized yeah yeah because like they can because like in this situation here we've loaded enough right like this this is fine you're running around but like if you were standing on top of this cliff and you were loading for instance it wouldn't work so like this this is some special magic that needs to go into like how the loading of the word partitioning works, to make it look good slider in settings I actually don't think that's possible because I think- I this is okay I might be talking about my ass now but my understanding is, that that things will still be like grouped up into tiles in a way but that with these settings we can tweak those tiles, to be a bit better and then and then the logic behind when they load in can change too so at the end of the day at least the tile sizes or some am I wrong here this is my understanding you know what I'm not okay I'm gonna fish what I'm saying but I don't know I don't think it's completely right right okay so just stay with the grain of salt I'll just finish what I said but like I think that when it comes to, whatever tiles we end up having we can now adjust those tiles to find a better Sweet Spot, in development but then when we, export the game and cook it down it still Cooks down to tiles I could be wrong, I think it's partially true yeah or yeah if not fully sure but that's that's my understanding of it as well there's there's some form of logic as to what is loaded and when and it's not just tied to like just add more in the distance like it doesn't really work that way because they're kind of segmented yeah exactly but there might be aspects of what you're loading on the tiles that might be affected by that so you could have some kind of you know cold distance on certain assets or whatever, yeah and then I'm not totally sure how that because it's a new system so I'm not entirely sure you know in any case I doubt something like that will be in update, but who knows what will happen there'll be some form of version of it and then all right A lot of people saying motorcycles what have I missed I've seen motorcycles so many times in the Stream and typically we have zero to one mention of motorcycles on a stream and there's been like 10. there's I feel like there's been at least one mention every stream since a while when did the motorcycle thing start, I think it's I so I thought it started with you because it started I came back from a stream and it was a thing and you were already you were already tired of it all right this must have been one of the other Jace clones that was doing that yeah yeah they didn't they didn't fill me in motorcycles are the new golf I guess Jesus we just spoke now we open even more can of worms plus I acknowledged it that was that was yeah I think first mistake but but one of them I think in one of the very early prototypes we had like, not a motorcycle but a, what's it called like a quad bike do you remember this Jace I think you were working on that system I don't think I ever worked on a quad bike okay what was it for I can't remember what's that I remember seeing like the quad bike model sometime but that might have just been for shits and giggles because sometimes we just add dumb [ __ ] to the game yeah we have had dumb [ __ ] we're goofing around if, if that was there it's real agent unless unless it was like some asset that we bought and used in development or something I don't know I don't know if your, your Tabs are going out to stream right now I'm not sure desktop one I'm not sure just no I can see it on Discord I don't know if that's what's going on oh yeah weird oh it's probably because it's wait because that works leaked leaked all right now I'm scared no I'm really scared we'll be open two and a half hours if we haven't leaked anything yet maybe we should wrap it up we have we have a good, we're in a good role here yeah yeah yeah, I'm scared I'm scared I'm scared