a multiplayer game of parenting and civilization building
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The couple of food pips wasted in the carrot rabbit pie by not waiting until starvation is a pittance compared to the bonus you get from incorporating a rabbit into a carrot pie. A rabbit alone gives you 11, and since a carrot pie is 8 per serving, you'd have to waste almost two whole servings of that carrot rabbit pie in order to lose that 33 extra food you gained.
Carrot rabbit pie is the best. No argument. Carrot pie can be quick and easy, sure, but the soil demands make it pretty unsustainable. Just have kids work the fields until they're old.
I actually looked at it from the opposite way around, meaning you're adding a carrot to a rabbit pie.
In that case, adding the carrot only increases the pie's overall value by 16 over what a rabbit pie gives you. If you aren't going to eat the slices when you're at 1 pip left, then the effect of adding the carrot is diminished. If it reaches the point that adding the carrot is effectively less than 8 food due to inefficient eating of the pie slices, then you wasted the carrot.
Rabbit Pie is 60 food total
Carrot Rabbit Pie is 76 total
Carrot is 8 food total
Rabbit Pie and Carrot eaten separately are 68 food total.
Carrot Rabbit Pie is 76 food, which is only 8 more.
But let's say you eat slices of the Carrot Rabbit Pie early. If you always eat when you see the 'starving' thing pop up, which shows up when you have 3 food pips left, you're getting effectively 17 food per slice. That's 17 x 4 = 68. Exactly the same as eating a Rabbit Pie and Carrot separately. Any more inefficient than that and you're wasting food.
You should always make rabbits into pies rather than cooking them over a campfire no questions asked. The increase in food value from 11 to 60 is quite amazing. However, adding a carrot to the mix is only effective if you eat the pie efficiently.
I tend to not bother with the carrot. As soon as you start losing food pips going into old age, the efficiency starts to drop. Rabbit pies are still alright until you drop below 16 food pips.
To be honest I feel like we need 25 food pips to fix this weirdness with the pies. Why shouldn't the one that takes the most ingredients be the best to make? Did Jason just put it in to be a troll pie and see how many people waste food on it?
Mugatu86,
You may want to include the +3 bonus food into your amounts. Your list makes the Berry Carrot Rabbit pie appear like the best at 18 per slice, but since you get +3 extra every time you eat anything, it's actually 21 per slice and an adult can only possibly get 19 from eating anything (max 20 food pips on your bar, and you have to eat when you're at 1 left or you starve).
This makes the food per serving of Berry Carrot Rabbit pie effectively 19, same as both the Berry Rabbit and Carrot Rabbit Pie, which means it isn't worth making.
Also, Carrot Rabbit is only worth it for full grown adults and only if you wait until you have just 1 food pip left, otherwise it is a waste. Carrot Pie is a better choice for children and elderly if you have to pick one or the other.
For there to be the possibility of cooperation, there must first be common goals.
Sorry but, griefers don't have common goals with other players.
Well, the purpose of the math, which maybe I didn't point out well enough, is that the answer isn't simply X is better than Y. It depends on the situation and doing one simple thing, such as growing your own berries or not, can make a big difference in the result. Anyone who's just always doing 1 thing every time they play is being inefficient sometimes. Look around, see what you have, and make the most efficient choice.
Even in the example that I gave, which uses water as the main factor, still doesn't tell the whole story. I've actually seen a civ that had so much water around it that a good number of the ponds just went unused, always staying full. That is wasted potential water, because a pond can't fill up beyond '3' water so that's extra water you never get when it stays full. In that case, the water use doesn't really matter as a bottleneck because there's so much of it, so you should look at how to get more food per growing plot instead and put that extra water to use. In that scenario, it would actually be better to make carrot pies because raw carrots takes 20 plots, but the same amount in carrot pies takes 18.
If you take out the berry growing and go to wild berries, the difference actually increases to raw carrots needing 19 plots, but carrot pies needing only 12 plots for an equal amount of food. It reduces the water needed for the carrot pies by quite a bit too, down to 23, which is still a little bit higher than what raw carrots alone needs, but again, if you have plenty of water, why would you not do carrot pies to get more food out of what you grow?
"Efficiency" matters so long as the resource you're being efficient with is limited in some way and you have to make it last as long as possible. If water production is outstripping how fast you can use it, it is effectively unlimited and therefore, should not be considered for efficiency. Other measures of efficiency might be space (both in how compact each food item is and in how much farming space you need), and time (how much of a person's time is required to create X amount of food, measured as food per minute output).
Water has a hard limit on just how many people can be supported in an area, but if there's so much water around that the hard limit is beyond what the server can even support then it no longer matters.
The using wild berries or growing your own makes a huge difference in how viable pies are. Let's look at that closer.
A person can't eat more than 720 food over the course of a single life. This is because of the minimum seconds between food decrements found in the code, which is set to 5. The maximum is 20, so if you're at the perfect temperature you only burn 1 food every 20 seconds, and if you're freezing to death you burn 1 every 5.
So at maximum burn rate you need 3600 seconds / 5 = 720 food over the course of one life. You could assume that the first 4 years of your life you're taken care of by your mother, so you actually only need 56 minutes worth of food at a rate of 1 food every 5 seconds, or 56 * 60 / 5 = 672 food over the course of your life, maximum.
Let's assume you actually do stay cold and freezing to death until age 60.
First, lets look at carrots.
Carrots are 8 food each. You'd need to eat 672 / 8 = 84 carrots to survive, give or take a few on overeating, but let's not worry about those.
To grow 84 carrots you need 84 / 5 = 16.8 harvested farm plots. But you can't plant .8 of a farm plot so let's call it 17.
Those 17 farm plots will need 2 additional farm plots of carrots left to go to seed, giving you enough seed to plant 20 plots. You're up to needing 19 plots of carrots now.
You'll also be needing to replace 2 soil for the seeded carrot plots. That's 1 composting.
And we're going to grow our own berries for all of the composting we do, so we need to grow 1 berry bush plot. It can use the 1 leftover soil from the composting.
We can assume we had an extra carrot for the composting because we only needed 16.8 plots, but we will need to go find some reeds.
That is a total of 21 water. 20 for crops, 1 for compost. Plus you have to find 1 reed.
Let's look at carrot pies.
Carrot Pies are 32 food each. You'd need to eat 672 / 32 = 21 carrot pies to survive.
To make these, you need to grow 21 carrots. That is 21 / 5 = 4.2 plots, which rounds up to 5 carrot plots.
You'll need to grow one more carrot plot and let it go to seed, using up 1 soil.
You also need 21 pie crusts, which for that you are going to need 21 / 3 = 7 wheat plots.
The 7 wheat is going to need 7 water to turn it into dough.
You use up 7 soil to grow the wheat.
To replace the 8 soil that you've used so far, you'd need to compost 3 times, but if we grow our berry bushes, you have to include the soil they use as well.
You'd actually need to grow 5 berry bushes to cover all soil costs and compost 5 times.
The math is 5 soil for berry bushes + 1 soil for carrots + 7 soil for wheat = 13 soil needed. At 3 soil per compost, you get 15 soil if you compost 5 times, which covers the 13 cost.
But since you are doing 5 composts, you need 5 carrots, which is an extra plot. You're now up to 6 carrot plots.
This is 6 carrot, 7 wheat, and 5 berry plots, a total of 18 plots, which is 18 water for the crops.
That is a total of 30 water. 18 for crops, 7 for dough, and 5 for compost.
Now, let's look at rabbit pies.
Rabbit Pies are 60 food each. You'd need to eat 672 / 60 = 11.2 rabbit pies to survive, but let's just call it 12.
To make these you need 12 pie crusts, which is 12 / 3 = 4 wheat plots.
The 4 wheat is going to need 4 water to turn it into dough.
You use up 4 soil to grow the wheat.
To replace 4 soil, you need to compost 2 times. Two berry bushes for the compost uses 2 more soil, for a total of 6, still covered by the two composts.
But, you're also going to need 2 carrots to do the compost, so let's assume you have to do everything to get them and the seeds. That means 2 carrot plots, one for compost, one for seeds.
That costs 1 additional soil thanks to the seeding carrots, which pushes our required soil count up over 6 to 7. You need another berry bush now for another compost, so 8 soil total.
That is a total of 16 water. 9 for crops, 4 for dough, and 3 for compost.
You will also need 12 family rabbit holes.
Some of this could be more efficient if you scaled up to support 2 or 3 people because there are extra fractional amounts that go unused when you assume 1 person.
But the conclusion is a person could use less water living off Rabbit Pie, but your next bottleneck is likely going to be that rabbits only respawn every epoc.
The best answer is in a balance and wise use of resources. If you have a surplus of something, then use it. If you have a ton of raw rabbit sitting around but not much water, make Rabbit Pies. If you have a ton of water and no rabbits, grow carrots. If there's wild berries, use those before growing your own. If you have none of these, why the heck you living there?
And put some pants on. Naked people eat too much.
I don't think pvp should be turned off because it's the only solution to extremely problematic individuals currently. If you turn it off, people are then free to clean out your storehouses and there isn't a damn thing you can do about it.
But it currently isn't implemented realistically. How often do you hear about a 5 year old murdering an entire neighboorhood of adults with a kitchen knife in a few minutes on the nightly news? Never, because it isn't possible.
A child shouldn't have the physical strength to overpower and kill an adult, let alone a dozen of them. Even if prehistoric history was more violent than today, I'm fairly certain that if a kid tried to stab an adult, they'd get a backhand across the face for their trouble and get their knife taken away.
Killing someone should be possible, but not easy, and honestly shouldn't be possible at all for kids to do. They shouldn't be that strong yet.
Are the seed tiles for seed storage or seed growing?
Being able to craft and wright on simple signs would be amazing!
Sign next to Pond "Leave Some Water In Each"
Sign next to Farm "Don't Harvest This Row" and another that says "Let This Row Seed"
Sign next to Berry Farm "Don't Eat Berries", "Need For Compost", and "Water Brown Bushes"
Sign next to Milkweed Farm "Only Harvest Fruiting"
I'm not really for text signs. Anything you add to the game you have to ask your self this one simple question.
What would the trolls do with it?
Sign next to Pond "Take water here."
Sign next to Farm "Free Carrotz"
Sign next to Berry Farm "Weedz, dig up plz"
Sign next to Milkweed Farm "Ur Mama, lul"
I think they'd do more harm than good by being a vehicle for trolls to spread misinformation.
Dagar hit it right on. Most the people reading the forums know what to do and for the most part, are likely not the cause of the failures. If you're on the forums is likely because you're looking to learn something about the game.
I think a huge influx of the player base is actually from people who saw a youtuber playing it. Now, I don't know if you've seen some of the videos on the game on youtube but... they're not exactly instructional, for the most part. I think someone here from the forum put the effort into to making some instructional youtube videos, but the bulk of the youtube player base likely hasn't seen them if they're just watching the popular youtuber channels.
So they get a laugh watching their favorite youtuber flail about in-game for a bit, think hey, this game might be fun, and they go buy it because they want to flail about too. Good for Jason, but means there's a group that's just going to be randomly clicking things, because that's all they know how to do.
And inevitably, even if you have a solid group building a camp, they're going to be replaced by some of these players in an hour.
i think there is no maximum population size at all. it depends on the expierience of the born babies, because i drectly run out of town and crafting stuff in the wild when im old enough and see that the farm will not work for whatever reasons. (e.g. not enough soil or not enough clothes for everyone)
There's no minimum population that works either. By that I mean, if you get two people together who don't know what they're doing, they'll still starve. If you get 40 people together who all do know, they'll be fine.
But they starve or survive as a single unit. Since food is freely takeable by anyone, you can't stop people from messing with the seeding carrot plots so a few starving individuals that panic and eat the last carrots that were meant to go to seed can starve the entire civ.
This sort of short sightedness will always be a problem as long as people are allowed to take anything they want to. Population management won't fix it.
Pre-farming stone age society maybe. But I'm pretty sure personal property was a thing as soon as individual family dwelling were a thing, which generally coincides with development of agriculture. I think it makes sense that nomadic cultures wouldn't have much of a sense of personal property, and that sedentary cultures would need to develop a stable property system to avoid bloodshed over farmland.
If pre-historic people's were anything like us and didn't like their 'things' being taken, pretty sure a pre-farming stone age person would beat your ass if you tried to take his favorite rock. And that would be deterrent enough to keep strangers from trying it again. No one wants an ass beating.
But dealing with people taking things that you don't want them to take in OHOL is pretty binary. You either let them, or kill them, there's no in between.
This is a "a multiplayer game of parenting and civilization building".
You have to give birth to your own child, and teach them the rules and laws. You can teach them how to farm, so they will produce food. You can also teach them how to bake pies, so nobody will starve in a 15 miles zone around the pies.
You have to establish a civilization, where everyone shares everything, clothes get worn my multiple people, and they work with the shared tools. This game is not about the player, you are not in the center, you are just a small part of a tribe, you can make the future generations' life easier by doing a lot of things. Making clay bowls, clay plates, storing carrots in baskets, making clothes out of rabbit hide...
Also, i dont think that 10 people needs trading, they can live in anarchy. And you have to remember that this game just came out, a lot of balancing needs to be done.
This is not like other survival games, in this game, you dont work for your own survival, you work for your tribe's survival.
And tribes will fail. Nothing requires anyone to listen to the 'rules' that their parents lay down. You can do whatever you want, as much as you want to until there aren't enough resources left to do so.
Unchecked socialism will not work in the long run, because you can't guarantee that everyone will follow unenforceable rules.
We are currently stuck in a shared resource society with no enforceable rules. You only 'own' the clothes on your back and what you happen to be carrying, and carry capacity is very limited. One of the most valuable resources, which is food, is very hard to claim in any sort of meaningful way. Just because you plant it, harvest it, or bake it, doesn't mean it is yours. If you put it down somewhere it is no longer yours, and anyone can walk up and take as much as they like, and leave you with absolutely nothing left for yourself with nothing of value traded in return for your time.
I'm honestly surprised that the game wasn't named Tragedy of the Commons the Game.
But it's a very good example of how economic socialism with no rules will always result in failure. With no rules, you can guarantee no production quotas and have no limit on consumption. While the system may work for a short while when production is outpacing consumption, the moment that consumption outstrips production you end up with a shortfall, and any stores of resources that you do have are simply buying you a little bit of time before the collapse happens. Unless members of the society happen to notice the shortfall and have both the capability and drive to overcome it, the civilization will fail.
I find it fascinating, but I also find myself wondering if we'll ever even have the capabilities to change to a different economic structure with how the game works. Trade can only form when people can't freely take whatever the hell they want, and right now people pretty much can, whenever they want. Even when you're working on crafting something, which you must do on the open ground, anyone can step in and just take whatever the hell they want and stop you, and there's little you can do about it.
A flourishing settlement can become a graveyard in minutes with the current game rules. Just last night I was born into a settlement that had somewhere around 8 to 10 people running around. I don't know if they were all born there or not, but I do know that at one point, a few of them loaded up as much food as they could in carts and took off, leaving nothing behind. I only survived myself by leaving the settlement behind and living on my own for the next 10-15 minutes somewhere nearby. When I did decide to come back to see what ended up happening to my original home, I saw no food and fresh corpses littering the ground, in a society that had been so lively only half an hour earlier.
And all because anyone is allowed to just take whatever they please.
Giving players the ability to claim and store resources in some meaningful way, and be able to demand trade for those resources, for just an hour of game time would be very tricky. What happens when someone dies? Can anyone just loot their storage then? Does it become a free for all frenzy of taking dead people's things every time someone kills over dead? Do you allow inheritance, so the children get first dibs?
Honestly I don't see how it could work but maybe Jason already has some ideas. If not, and we're always going to have this wide open take whatever you please structure, then we're doomed to repeat civ build up and collapse.
I'd add one more thing to the list of what is needed for sustainability.
Knowing when to stop.
Had last night where someone was growing carrots as fast as they possibly could, but we just didn't need that much because there were only 3 of us and we all had good clothing. It reached a point where there were single carrots littering the ground all over the place because the two dozen baskets were already full, and eventually lead to a lot of farm plots turning into seeds simply because they didn't know what to do with all the dang carrots.
And they just kept planting and watering more any time they could find a bare spot of soil.
When there's enough, quit growing carrots or risk destroying the entire farm. Doing a good thing with blind single mindedness can lead to a bad thing.
but i'll be dead by the time it regrows!
Think bigger picture than just yourself.
Also consider that if you choose to play again, you may be one of those future generations that got screwed by your own previous self killing the plant.
There's some unintentional trolling going on with noobs just clicking on everything to see what it does. I caught one last night who emptied a forge of its charcoal, dumped it on the ground, then took a piece and was trying to throw it on a fire.
I stopped to ask him "What are you doing?"
He said "don't know"
He then promptly dropped the charcoal on the ground and ran off to go mess with something else. I think he ultimately created an adobe base in some random spot as well.
You gotta treat noobs like they're curious children. They're going to screw things up, just like a 2 year old would. If they find a seed, they'll probably try to plant it to see what happens.
Yeah the differences between wild and domestic bushes seems unnecessarily confusing, and is likely where this myth came from.
The point is - how much is the 1 unit of heat compared to for example fire or units of heat you gain from fur clothes.
From empiric observations - the temperature bar goes lower (immidietly) after changing from fur to wool and goes back up again (immidietly) when you put fur back. No "over time" effect has been noticed for over 10 lives in single willage fully clothed.If they make you colder but retain more heat (? make you loose more food even if you're colder ?) then we need to see how does the "radiation" colrelate with "heat" gained from clothing. Because those MUST be two different factors if what you presume from code is true.
Bascally - there must be some further step where "radiation" is used with "heat" to calculate the real hunger lose.
Or you're just simply wrong and that part of code is not used or is inverted (1/x) in further calculations.
To be honest, the Heat Grid and R Value Grid code is pretty complex. It's not a simple this divided by that formula.
We can see that we're aiming for a value of 0.5 heat, if we look here: https://github.com/jasonrohrer/OneLife/ … r.cpp#L976
The way that sub works, anything that is not exactly on 0.5 will start to decrease the seconds between food decrements from the maximum down to the minimum value, until you reach either 0 or 1 heat.
And if we look here https://github.com/jasonrohrer/OneLife/ … .cpp#L7509 we see that the rGrid values (which has the calculated rClothing values added in) gets used as 1 - rGrid[j]. That then gets used below to calculate a Heat Delta that then is used to update the Player's Heat Map.
And that gets used here https://github.com/jasonrohrer/OneLife/ … .cpp#L7586 to actually set the Player's Heat value somewhere between 0 to 1, based on a "TargetHeat" which is defined near the top of the class as being 10.
So yeah, there's some further steps. Quite a few.
But instead of trying to make judgements based on code that we don't fully understand, I think simply switching between clothing and observing that when you put on a seal coat vs a rabbit fur coat that your temp bar goes up, that's all the answer we really need to know which is better.
JuliusRex wrote:Your body radiates a certain amount of heat, with a default value of 1. The rValue is a coefficient applied to that radiation, thus with an rValue of 0.6 you are radiating 40% less heat.
The rValue of your clothing is calculated as follows: 0.25*rValueOfHat + 0.35*rValueOfChest + 0.2*rValueOfButt + 0.1*rValueOfFrontShoe + 0.1*rValueOfBackShoe. Code here: https://github.com/jasonrohrer/OneLife/ … .cpp#L7361
So as you can see, as smaller rValue is better
Could you please elaborate? We mostly compare clothing by the in-game heat meter. In case of wool you're MUCH colder compared to rabbit. How does radiation corelate to temperature? Can't seem to find it easily in code and if you know it much you might just know already where it is...
Yeah I think JuliusRex has his conclusion on what is best clothing backwards. The code appears to be deciding how much heat the player can radiate, which is not what keeps you warm, it's what you lose. If you radiate more heat, you retain less, so you feel colder.
So if you want to retain more to stay warmer, I'd think you'd want more insulation, not less. That makes logical sense anyway.
There's a comment in the code below the calculation that says the body produces 1 unit of heat. r value of clothing can *hold this in*. So you want a higher r value to hold in as much as you can, radiating less out.
Also wouldn't make 'game sense' to say the 3 rabbit fur chest piece keeps you warmer than the 4 rabbit fur chest piece.
Wow, this is nice.
I would not have guessed that rabbit fur gives more insulation than wool. Good to know, I guess. And now I don't feel so bad making the shoes, always thought those probably didn't give as much warmth as other pieces and were kind of a waste of thread. Looks instead like wearing shoes is better than wearing pants if you've got 2 thread and 1 fur to spare.
Interesting.
I had a mother tonight who said "build a fire" as soon as I was able to hold stuff while she continued to work the fields. I went to work doing so, and got one put together in fairly short order thanks to all the materials being nearby. She plopped my little brother down next to the fire after that.
Makes me wonder now if that was her testing me to see if I knew what I was doing.
You know I kept thinking to myself while reading your response that I really don't remember using that much water the last few times I played. Counting it back I remember that I needed to grow the wheat sometimes if there wasn't any yet, needed to make the pie crust, and I'd do one or two composts to replace the soil. Still seemed like I was using less water than what an equal amount of carrot food would require, but after reading your post I figured out that I was doing something different.
I've been getting my compost berries from wild berry bushes.
I mean, if they're there, why not, right? They're basically 'free' and only limited by time, and most importantly, no soil or water cost. The issue is they're not guaranteed because you can't pick where they'll be and you can't control who has walked by an eaten off the bush either, so just because you know where one is, doesn't mean you can count on it being available when you decide to do composting.
But yes, I see where if you're growing all of the ingredients for the composting, pies do take up more water because of the soil usage of the berry bushes. That is a sustainability issue if you're trying to get every little bit you can out of the water available. There's a limit to how far you can travel for water, unless you're going to start sending multiple water fetchers out on a rotation to keep getting water from further and further away, and then you start running into hunger issues if it is too far.
And you are right that getting started, you gotta eat something. A stack of pies aren't going to appear in front of you as soon as you're born, you usually have to make them if you're going to have them at all, and you'll starve in the time it takes to make them if you don't eat something else. This is why I usually spend my time going on a quest to fetch something that the civ needs, as my payback for the support I got in the beginning. Though that's sorta getting to be a different topic I think.
Yeah I'm not aiming to derail the thread Pasta, but my caution is that I feel like a thread like this might be encouraging ineffective use of time for transient gains. I've seen dozens of full baskets of carrots vanish in a matter of minutes, there's no lasting impact on the civ. A much more lasting impact can be had by building something that lasts generations such as some clothing, but as we all know milkweed is a bit of an issue right now. The best way is to go find some, but to do that you have to travel, sometimes very far.
You're not going to get far with carrots.
So my point is, the food per minute really doesn't matter if you're not going to do anything with it. Your freedom of how you can use your time does. You can have a much longer lasting impact if you get thread together to build 4 sets of clothes than if you fill up 3 dozen baskets with carrots. With the carrots, your gonna be making repeat trips home to eat and you waste so much time doing that.
So I take issue with this thread basically saying 'pies bad, don't make'. They absolutely are not bad.
Yeah, lately I've been asking if kids 'know how to eat', because a surprising number haven't figured that out how to poke a carrot in their mouth yet.
Had one tonight that said YA, and then killed over dead right in front of me. Full set of clothing on them that I put on them, and baskets of carrots right behind them.
I mean, come on, I didn't spend 4 minutes nursing you so you could win the Darwin award.