a multiplayer game of parenting and civilization building
You are not logged in.
Aren't tool slots tied to genetic score? There's almost certainly a way to engineer a penalty that results in the immediate loss of a tool slot for each /DIE. Enough of those and you can barely play.
+1 on turning up the difficulty on lives and refresh rate.
Related: we need bulk storage. Dump 8 bowls of beans/wheat/etc. into a crock. Scoop out full bowls as needed.
Maybe the game should remain this easy indefinitely? It's not as if even this mode is a breeze - towns still struggle to survive and water eventually runs out. However, making food drain as slowly as it does now would allow towns more time to develop cultures and identities in the world around them. Towns like these are ultimately more fun to play in. So if such an easy mode as this makes it so that each town lasts for 2 days rather than 1 on average, would that be so bad? That's a whole other day to make a cool city before water runs out.
Agreed. I've said before, eating is not interesting. It's still possible to starve if you're not careful, and if your town is poorly managed, you still risk food collapse, but damn it feels good to be able to teach folks and have adventures.
I just had a pretty good one.
My mom didn't have a last name. My mom, my grandma, and my infant aunt were the only folks in a small camp with 3x3 berry patch, two kilns, and a shallow well. When I turned three I went away to get a basket. I got a little lost on the way home, and when I got there, everyone was gone. No trace of them.
Anyhow, I popped about 8 babies, only two of whom, both daughters, didn't SIDS on me. I lost track of the younger one, Lil, but the older one, Doris, stuck around and was super helpful, as I'd used up all of my tool slots. Doris helped me build a cart, we baked some pies, I got her rabbits for her backpack. She didn't have any surviving daughters, so we were both somewhat resigned to the fact that our town was doomed. My exit music starts playing, and as I'm saying goodbye to Doris, literally seconds before I'm about to die, my long-lost daughter Lil shows up, surprising the hell out of both of us, saying she'd found a ginger town. I tell them I love them both, and then I let go.
I don't know yet if either of them had a surviving daughter, or if they made it to ginger town. I hope they did.
latex not renewable anymore can be planted but gives rubber once
Ah, didn't catch that. Thanks!
As a thought experiment, what if each of the three specialty biomes was essentially equivalent in what it offered the specialist tribe? What would need to be added for each biome to have a naturally-occurring food source, a dangerous animal, a food source you had to cultivate, an animal you could domesticate, etc.?
What would be added if Jason were to eliminate all of the N/A cells in this table? Of course, there probably aren't many plants that would grow in the tundra, but who knows?
Ah, gotcha. I've played vanilla since day 1.
(Creaky old man voice)
You kids don't know how good you've got it! Back in my day, we didn't have buckets, cisterns, pumps, or tires for our carts! When our well ran out of water, we had to fill a cart with baskets of empty water skins and hightail it to the nearest swamp, uphill both ways, in the snow. AND WE LIKED IT.
Sometimes the water carrier would forget to set a home marker, and what do you think would happen then? EVERYBODY DIED.
Those were the days.
Am I the only one who's curious about the mysterious green orb? Am I missing something obvious?
It's hard to tell, but it also looks like it's in your pack in the second screenshot. TELL THE PEOPLE ABOUT THE ORB
I like the idea of having diff stakes as auto-stakes. Maybe you can make them with a yew shaft instead of straight shaft? Add a colour change to make te difference more obvious.
I like this. Yew shaft has too few uses compared to straight shaft.
This is so wonderful and wholesome. Great job, Miskas.
Folks who shepherd a lot:
Would it make sense to have an intermediary step in the sheep's growth (young sheep) that doesn't supply any fleece but does supply a smaller amount of mutton without hungry work? The per-mutton cost would be significantly higher, but it might make the shepherd's job easier.
IDK, I think specialty crafted novelty items outside of just biome-locked essential resources would be a great personal incentive for individuals to trade. "Hey, that's a sweet backpack. Trade you a tattoo for it..."
Making tattoos available to everyone would take the awe out of it. If you see a white guy with a tattoo, you know he has some stories to tell.
I also like the idea of requiring some biome-locked resources to make specialty novelty items. Salt, sand, sulfur, snow, mango leaves, tomatoes, fish bones, snake skins, seal furs...
Maybe introduce walrus in the ice biome, and then gingers could make horned helmets (not a real thing, I know) with their tusks. I'd walk through hell in a gasoline suit to get a horned helmet.
denriguez wrote:And what if interacting with specialist items (rubber tree, tarry spot, wild horse) was hungry work even for the specialists? Only specialists could do the work because only they would have the hunger capacity to do it.
It wouldn't be clear message either. I saw many times how a person tried to cut a tree without result. Many just don't know that most of trees are hungry work. Same would be here.
I agree that messaging is still an issue for hungry work, but making it hungry work would avoid the necessity of having to tag items or recipes as speciality items. Just mark them hungry work.
Maybe hungry work could get an exhaustion emote ("phew") or a grumbling tummy to indicate they're too hungry to do the work.
I once spoke to the oracle through a well. It was weird and exciting.
I don't know how much control Jason had over the timing of this Steam Sale, but I feel like it landed at a bad time. I wish recent changes had focused on making the game EASIER and more accessible, and player-friendly. Instead of limiting choices and cutting off huge chunks of content behind race and genetic scores.
It feels like a bad time to dump a bunch of new players into the game space, since the meta hasn't even had a chance to adapt to the family specilizations update.
Agreed. I imagine he didn't have much say in whether/how/when the sale when forward, but I'm especially worried about this as we head into the Thanksgiving holiday in the US. Lots of folks will be home with their families in about a week with lots of time on their hands.
jasonrohrer wrote:For tools, you hold the tool backwards, and there's clear messaging about using up tool slots. But here, you already learned the knife, and it's not working on this rubber tree...
I was under the impression that the heat stroke/dehydration/palor would be enough of an indication.
e.g "I cannot slice this rubber tree because it's way too hot here so I cannot afford to exert myself in any way"
But I could be completely wrong. Minor slowness effect could help.
This got me thinking: what if entering a specialist area was simply hungry work in the form of a temporarily shrunken food bar for everyone but the specialists? And what if interacting with specialist items (rubber tree, tarry spot, wild horse) was hungry work even for the specialists? Only specialists could do the work because only they would have the hunger capacity to do it.
Ex: immediately upon entering the jungle, the ginger's struck by heat stroke and their entire hunger bar (not just their pips) gets cut in half. They cannot slice into a rubber tree, because it's hungry work. Their hunger bar is literally smaller, so they can't even eat enough to interact with the rubber tree, but can still pick things up, pick bananas, etc. When they leave the jungle, their hunger bar restores to full size.
This would only require changing oil tech, rubber tree, and wild horse to be hungry work, not some specialist tag.
Edit: I think it'd also be a good disincentive to traveling through bad biomes, making it much more likely that only desert specialists would collect ores for dying, etc. No need to code ores as desert-specialist only.
I haven't played yet today, but why are there so many babies per family? How many families are there? Shouldn't new eves spawn once there are more people playing?
I only played once today (about an hour ago) and it's chaos right now. No idea how many families there are, and I haven't kept up with the status of the Eve spawn rules, so I can't say. Heaven help any Eves that spawn in the next few days.
Tonight I told every new player born to me to not let this first experience ruin the game for them. I'm telling them to come back in a few days when things have settled down a bit and experienced players can actually coach them.
Sorry, but the first question doesn't make sense. Is a 1 "very new" or is it "not at all new?"
Jason could you lower the peep drain for those days that we get too many new players?
game is close to unplayable veterans cant keep up.
Can confirm. First time playing in a couple of weeks, popped so many bbs that I starved just trying to give everyone a halfway decent chance. Of course, there's no chance for these players when there's so much competition for baby care, and so few experienced players to give care *and* develop a town. Cut the pip drain in half for the next week, and we might get somewhere.
Doesn't matter, if you're abandoned as a baby deal with it, don't go on a killing rampage to get them.
Ridiculous to kill someone for the act of removing an unwanted person, it kills their genes anyways...
Isn't... isn't killing someone literally "the act of removing an unwanted person"? That's just a watered-down description of killing.
But again, I so appreciate the moral policing in a thread describing an interesting, unique, fun, and surprising life that didn't turn out how I'd expected. Very kind of you to show me the way.
Earlier today I picked up a bow saw out of a box and set it immediately back into the box. I was charged for a tool slot. Can someone please try to replicate?
I've had the opposite experience. Before the new tool constraint, I'd fly between jobs as you mentioned doing, never really staying on one task for too long. Now, I take some pride in specializing and playing a unique role. I feel much better knowing that if I go to the bakery and someone is baking, then they're probably going to keep the pie cycle flowing, rather than just bake a batch of pies every now and then.
Hey, can you link to your lineage? I think I might've been your grandma. I was Bonita Klank and sent one of my kids out with a horse cart full of empty buckets to keep the town alive. Great work on the maps! http://lineage.onehouronelife.com/serve … id=5445002