a multiplayer game of parenting and civilization building
You are not logged in.
Pages: 1
This is a request for feature clarification as well as a bug report.
How are home markers supposed to work?
On april 08., I spawned as Eve, and had the following chain of events happen:
1) I had a daughter (before home marker)
2) I put down a home marker.
3) Daughter puts down home marker at a better spot (good girl)
4) I put down a new home marker close to my daughters.
5) I have another girl while out foraging.
6) When I ask my second daughter if she sees a home arrow, she says no (twice, confirming the answer).
7) I find this strange
I thought children born when you have an active home marker would inherit the marker?
The easiest explanation is that my daughter did not understand what I asked for, but might there be something buggy here?
EDIT: sorry about the unreliable bug report, most likely it was a matter of miscommunication between me and my daughter. I will try to reproduce the chain of events in a later life/pay attention to home marker status.
Is 12 unbroken generations still the record on the main server?
There is one weak rationale behind not eating the last berry, of course.
If I have the option between eating the last berry on one bush, or the second to last on an other, I leave the last berry, so the hourling after me may save his life.
It is important to keep this a soft rule, though, because if we hold it to be strongly bad to eat the last berry, then by induction it is bad to eat the second to last, and in the end noone can eat berries
You could also argue that the hourling behind you should have brought a snack, and by the all-conquering Darwin rule, deserves the consequences, but I think this is a little harsh.
4 berries on the bush is enough to fill a bowl. fewer than 4, you cant fill the bowl, more than 4 fills the bowl, but uses all the berries
that is good news, Matok
Interestingly, slash-and-burn farming are still in use today, and have been used, in parts of northern Europe at least, pretty much throughout the ages, so even though some societies may evolve to crop rotation and Haber-Bosch, it is not unhistorical that others may continue the old tradition.
So, the sad thing is that berry bushes wither and fail?
If I am the last of the Giants, and feel my strenght ebbing, I can always leave carrot fields dry and seeded, and wheat fields grown, and those two resources will be there once a new Eve drops by.
The berry bushes might have dried out and died by the time someone revisits the farm, though.
How many epochs does it take for a berry bush to die from lack of water from watered state?
Maybe we need a new tenet?
"Prioritise watering domestic bushes, even at the prize of your life"
This suggestion is coming from a perceived need for basic village management tools to keep sustainable farms going after the
March 8 2018 update.
I am under the impression, (though I have not extensively tested it myself), that multiple people can share the same Home Marker (person B digs up an existing Home Marker with sharp stone, hit it down again with a blunt stone). I am working under the assumption that the original marker owner A, still will have a pointer to the same location. (What happens if person B dies after digging it up, and never hits it down again, though? Is the home arrow really a pointer to a tile, not the Home Marker object?)
After that intro, here comes the suggestion:
Would it be a good ting to be able to visually determine how many living hourlings are bound to a given Home Marker?
Ugly solution, have a small number float above it. A more aesthetic, ingame solution could be to have a number of cuts/scratches/marks in the Home Marker itself showing the number of attuned hourlings. (Maybe there is an upper limit to ho many people can attune to a Home Marker, or maybe the hourlings can only count to, say, 10 (5 marks on each side), everything above 10 is basically "many")
What is the point of all this?
The village elder could determine how many mouths the village farm/hunting grounds can sustain, order all villagers (who intend to live their lives off the villages resources) to make a given Home Marker their own.
Thus the elders can have a rough estimate of how many people are depending on the farm, whenever a new stranger/Eve shows up asking if there is room, or whenever the fertile mothers are in doubt whether to feed new children or cull the population.
And remember soil is dead.
Tech question (too lazy/unskilled to browse the recipe files) :
How frequent does a partially filled fertile soil pit regenerate?
How frequent does a completely empty fertile soil pit regenerate, if at all?
How frequent do wild carrots regenerate seeds?
Might it be more robust to have a carrot farm rely on a steady influx of external soil and seeds (preferably as well as compost)?
EDIT: hats off to you building that farm from scratch, respect! (You must have had a nice supply of wild berries, though?)
Looks like your beans and crops rotation suggestion got alot more appealing with carrots not being a closed system anymore.
Hey, Potjeh
I find the scarcity of milkweed to be a genious part of the game, how you feel like a millionaire when you as Eve can see 4-5 milkweeds! on the same screen! Milkweed should probably respawn in the timeframe of RL days, though, so sad with the wastelands.
Not against a higher tech source of thread, though, if done tastefully, but please keep the excrement off the tables in general!
Great idea, xoomorg! I have started building those 3 + 4 plot micro farms close to 3-4 waters myself, especially when I find myself on a male char looking to nothing but a future cold grave.
I try to leave a snare, hatchet, fire drill, waterskin, couple of baskets of carrots, couple of baskets of seeds, home marker.
I was Eve, picked up my initial daughter and ran. Together we found an absolute paradise, carrots, carts, milkweed, easy water and rabbits. At the end of my happy life, I had peace in mind, knowing I had raised two strong daughters, teaching them respect for the law and the forerunners who built our paradise! I even got to meet two of my granddaughters, and bother them with the old crony words of wisdom.
Thanks for this experience, Jason, and whoever the forerunners were (should have had screenshots)!
I have died to sudden unprovoked player violence maybe 10 times.
I like your idea, Norgg.
Maybe even have it tied to the hunger indicator, just adding a "bleeding out" modifier, that makes it tick down at 5x the rate (or something)
It feels like a problem that you often cannot prepare for the "You got killed by bow and arrow" outcome, though?
Maybe give hourlings 2 hp? that way, you could at least have a chance of warning your villagers against lone "griefers", while an organized horde could still wreck a settlement, and an armed village guard duo could take out the occasional carrot muncher with relative ease.
2 hp per hourling might make casual "sparring" (hitting someone) less of a psychological barrier, which might or might not be a good thing (hitting someone around a little for picking the wrong carrots). Maybe give hourlings 1 or 2 hp, with most (75%?) having 2 hp, and no way for anyone to know.
This will be fascinating to dig into, thanks for making the post, OP.
Could one aspect of sustainable pie farming be that it is less time consuming than the normal carrot farm?
At the moment we have a growing(?) group of people who knows how to reliably kick-start a carrot-farming community from scratch (I must confess I am not at all in that group yet). Could we imagine a new player technology emerging? What would be needed for say two young, well equipped mothers to fill their carts with goods from a functioning carrot farm, and go on a hike to find the perfect spot (in the pristine wilderness, or in the relative wasteland) for them and their offspring to start and run a sustainable pie-farm? Could you fit the necessary materials into two carts?
Pages: 1