a multiplayer game of parenting and civilization building
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-stacks
-storage
-fix ground iron spawns
-make higher tech iron mines
that's all really. Stacks and storage are a given. Clutter is still fucking everywhere, and it's increasingly annoying. Especially with small items, and ones gathered often; seeds, flint chips, rabbit carcasses, mutton, piles of wheat..
As for iron, we have a proper iron sink now. Surely we can afford at least a slight increase in ground spawn? He whines about "oh but cities have stacks of it" and "but muh data says u have enuff in a 5 minute radius to survive 200+ hours" but the fact is: no lineage tends to make it past 24 hours, and hasn't in months. Those stacks of iron? They're always found in late-game civs, well past the point of iron mines.
A nerf to the iron mines was reasonable. Decreasing the uses we get out of tools, sure- gives us a better iron sink. And now we have iron going into pumps and engines. But nerfing the ground iron so heavily literally did nothing except make eve runs that much harder to even get past gen 2, let alone far enough to get iron mines. Its time to bring it back up a little.
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+ You can light straight shafts from firing kilns/forges/ovens. These things, along with making charcoal, last 30 seconds. A firebrand will stay lit for 60 seconds. If you time things right, you can actually get to your first iron tools from a single fire, rather than wasting a bunch of kindling on rebuilding it whenever it dies.
+ You can craft baskets on the same tile as the cut tule stumps.
+ A majority of the things done with a flint chip can also be done with a knife. This might be handy in mid-late game civs, as it could spare you the annoyance of scouring the camp in search of a flint chip. Examples include:
-Harvesting wheat and reeds
-Making gooseberry seeds
-Skinning animals
-Making needles
-Shucking corn
-Harvesting cabbage and squash
-Getting a cutting from saplings
+ You can now cut a lasso back into two ropes, using a flint chip or knife.
+ If you split a large rock in half, you can store the halves in carts and carry them back to your building area. Replacing the individual halves together on a tile will let you split it into the cut stones for your building. This is much faster then trying to haul the big rock or cut stones by hand.
+ Adobe, as well as baskets, can be made with the straw from wheat as well- not just tule reeds.
+ Rather than chopping up all the firewood for kindling, try shoveling up the stumps of the trees and using that instead, along with yew and curved branches.
+ Along similar lines- don't cut down cedar or yew trees in your area, unless they're inconveniently located in the middle of camp. These are valuable, renewable sources of kindling. Try to stick to cutting down the more useless trees, such as the dead desert trees and swamp trees.
+ Don't use logs for firewood. Since you only get one per tree, it's much preferable to leave those for future carts/chests/flooring rather than wasting them on keeping a fire lit.
+ Never, EVER use kindling to make a large, fast fire. This is a complete and utter waste of the kindling. A single kindling is much better used on rebuilding a fire from embers/scratch, as a regular fire made from such lasts twice the length as a large fast fire- 60 seconds vs 30 seconds.
+ Every time you cook an omelette on a hot flat rock, you're resetting its cooldown timer of 2 minutes. By timing out your cooking, you'll be able to keep the embers going for as long as you have eggs. This can be very useful in early camps, and saves on kindling usage.
Think wrought iron also stays hot forever, would be neat to have a cooldown on it if it gets accidentaly heated.
I know for a fact that it cools down when in your tongs and on a flat rock- for one, the transitions are in Onetech [10 seconds for both], and for another, I've had it happen to me while smithing before.
Do you mean specifically when it's placed on the ground? I actually don't see a transition from hot to cold when on the ground in Onetech.. nor have I ever tried it personally.
Very much agree that this is just another one of those "on paper its unbalanced/broken but in actuality it doesn't affect anyone" issues. Like omelettes. And eve chaining. And ground iron prior to the nerf. So many nonproblems getting 'fixes' because 'well muh data says' or 'but theoretically.' Should focus on problems that are actually problems, imo. Like how potatoes are so shit that people are willing to kill anyone that plants them, or bugged cows, etc.
Shout out to the Cosmo fam for being the most fertile family I've ever seen. 46+ kids between me [Carla Cosmo] and my 3 sisters. And it looks like one of my sister's kids managed to have another 14 herself.
Makes me glad I scooted out of that camp as soon as I could grab though. Could you imagine 40+ kids running around a gen 3 eve camp? It worked out pretty well though, I found a fairly nice deserted camp somewhere far north/east. Nice patch of desert, bunch of berries grown, all the iron tools, a sheep pen with a bow/arrow and lamb food all ready to go..
Had 12 kids myself. Unfortunately like any fam we lost people. A daughter and a son ran off at childhood for no reason. Another daughter made it to 10 before getting hit by a bear north of camp. And I lost 4 sons + 2 granddaughters in a sudden server-wide DC, which I reconnected to with 2 hunger bars left and managed to save my firstborn daughter. Two sons also survived.
All in all though, that family definitely popped out babies left and right. Of course, the sweep of death after the server disconnect probably contributed to the next generation's baby boom- all the people that ended up dying getting reborn and such. I'm not sure if my end of the family will survive, thanks to that DC and the two granddaughters lost to it, but heres to hoping- and if not, perhaps my sister's lineages will make it.
Opened a github issue on the matter, perhaps we'll see action soon.
Tbh I'd love just a general potato-themed update. We could get a bunch of cool stuff, like:
- A new tool to harvest potatoes instead of shovel [Trowel?] or just using a hoe/shovel once on the mature plant to uncover them, then picking each individual one out by hand.
- Potato Peeler
- Potato Masher
- Mashed Potatoes
- Buttered Masted Potatoes
- Potato patties or hash browns [maybe fried on a hot flat rock, like omelettes?]
- Potato Soup of some sorts [milk, potatoes, carrots or smth like that?]
He would just farm carrots. All day, carrots. nothing else. And of course they had to be left sitting on the ground as a town never has enough baskets. People ate those carrots because they were there, and didn't bother with yum or baking. Just relying on this guy's excess carrot produce. I said to him that this is too much, using up our hoes we need for other things, but ofc the argument to me was "there can never be enough carrots". With the text limitation, I didn't bother debating. But I would've loved to see him farm some other stuff too, such as milkweed. The compost chain wasn't even fully functional as we lacked wheat (farm that too, will ya?). I tried to get newcomen pump and buckets, so I asked him to farm some milkweed - he said, "farm it yourself". I was just running out to get rubber at that point. Oh I wish I could split into two, my dude! But variation is the key here, sir carrot king. I wonder how many carrot gobblers died after he was gone.
I feel like I've met "thers nevar enuf carrots!!1" people way too often. Like the lovely lad I encountered who insisted on picking 4 rows of carrot seeds [which someone else watered while I was away getting a new hoe and taking care of kids] even though I'd been handling the carrot/stew farm just fine for the last 30 minutes.
Carrots are important, sure. We need them to feed lambs for dung, and to make the compost itself, and sometimes to help use up all the rabbits brought in for backpacks by making rabbit/carrot pie- and maybe a couple other pie variants for yum bonus.
But there's such thing as too much- of anything, not just carrots. You don't need 28 carrot seeds littering your farm area. Nor do you need 10+ rows of carrots watered and growing at one time. Nor do you need 500 berry bushes. Moderation is key in any situation, and excess often just leads to a mess.
And another thing that came to mind is that any new players within your town might've come to the assumption that eating carrots raw whenever they're hungry is okay in any situation, rather than learning their importance in the compost cycle, or how to make them into pies, or that there's better foods available.
Regardless, I've never been a fan of the players who spam-make anything. Pies I might understand to some degree, as the clutter of mutton and wheat piles is worse than a clutter of ready-to-eat foods. But things like carrot seeds and the likes are just.. eugh.
Guess what? Jason promised to do something regarding potatoes when he decided, much against the opinions of those he asked, to utterly destroy the availability of iron.
Guess what he never did? do something about the potatoes.
Thanks for your dastardly lies, Jason.
While most everybody else in this thread has addressed the obvious reasons, I might add on:
You're assuming that people will just leave the shorn sheep with its fleece and not immediately grab it to do whatever they want to do with it. A shorn sheep with its fleece on the ground will be ignored for maybe ten seconds at best before someone comes along to stow it away or use it for an apron/thread.
And another thing you didn't consider is the mess of dead lambs and dung that'll clutter the entire town thanks to your freeroaming sheep. Not to mention their AI has them target people, similar to bears but without the deadliness. That free tile you were about to set something down in? Nope there's a sheep there now.
Lastly, there's also the matter that I saw mentioned briefly earlier of not being able to accurately tell how many sheep there are. Chances are people would end up shearing or killing them all- if only to stop the dead-lamb spam, or because they didn't know that was the last sheep, etc.
Overall it's just not a very good idea. You have to make a pen either way. It's better in the long run to simply take the extra time to make a larger one for sheep, rather than a small one for carrots.
or just abuse the snowball glitch and hit them with a snowball before stabbing. The knife wound doesn't overwrite the snowball effect so you get your bloody knife and they walk away after the 10 second coldness cooldown with no other issue.
Knife hoarders are easily the lowest of the low in my eyes and put the entire town in danger because of their backwards logic. You don't need 4 knives. You won't be using 4 knives. You're not "protecting" those 4 knives. What you're doing is essentially griefing, and I have no qualm with killing these hoarders if they refuse to hand out their tools to players who'll use them.
Pass them out. Take a minute of your time to observe your village and hand them out to players working. Like Pein said, don't give them to kids or the elderly. Give them to middle-aged players who are working, and spread them out as much as possible. Your 4 knives are a complete waste of space and iron sitting in your backpack. They're tools, not heirlooms.
4 competent players with knives > 1 "hurr durr im helping!!1" player with 4 knives that gets insta-killed by the first noob griefer to roll into town.
is this really an issue though? There's not really such thing as an "infinitown" atm, because no town lasts forever. You're complaining and worrying about eves abusing the respawn function in order to have a town last forever- but right now, the longest a town tends to last is maybe.. 2-3 weeks at best. And a lineage, even one in such a town where they've got pretty much everything, rarely lasts beyond mid-20's.
Is this really a bad thing, or something to worry over? Such towns are novelties atm. There's rarely more than one or two known ones at any given time, and they don't last "infinitely" like you claim. Sure, in theory they could. But they don't. They never have and they never will. The eves get bored, or stop eve running, or eventually break their eve spawn chain. The city dies. Everyone moves on. But the memories it made live on.
There's also the novelty of being born into such a giant town. A massive, sprawling city, with outpost towns dotted around for miles, roads connecting it all, labelled and organized farms, even libraries. A lot of people don't like big city life. Even I'm not a huge fan of it. But the excitement of being born into a big town on occasion, one you recognize and had heard of before ever going there- it's a very fun break from the constant string of eve-camps and early towns you're usually stuck with!
I lived a couple lives in Goosetown before it died out. It was so exciting! I remember spending an entire life trying to teleport a child into the room so that they could unlock the door from the inside, as someone had blocked the outside with boxes. I remember exploring the road from end to end, ranging through the wilderness and stumbling upon forgotten outposts. I remember paying homage to our undying goose stump, and reading stories of past families in the library.
You're looking to take that away, for what? It might not be what you intended, but it's not like people are complaining. On the contrary, these rare and large towns are usually looked upon with excitement! There's a sense of pride and accomplishment in having a town go so far. A vast, VAST majority of eve camps simply die. We might reach gen 20, get sheep and compost and a decent forge and a small bakery. But it dies. They always do. And in most cases, that's the end.
But for the occasional town to outlive its first lineage, to grow and prosper.. that's a bad thing? It isn't in my eyes. Especially now that you have the option to lineage ban yourself from unfavorable scenarios. Everyone that might enjoy exploring such a large settlement can do so. People who don't can easily /die away and search for their preferred lives. There's little downside.
I don't know, all in all I just.. I don't see the issue. And I really don't want to lose the enjoyment I've gotten beforehand from being born to a large town that I recognize. The game would've long since stagnated for me without the occasional break from the constant push of eve camps and early towns.
All I see now is people arguing over "a child's right to live" when in reality, this is a videogame. You take what, 2 minutes at most to starve when abandoned? And then you're onto the next life immediately, to a new family and scenario. The only difference is the 2 minutes of your time spent waiting to die.
What's the huge deal? It's not "a child" or an "all life is precious" issue. It's a bunch of pixels on a screen. You can respawn endlessly and play countless lives. You can't control where you might spawn in, but neither can the mother control when she pops out kids. If she can't take care of you, just move on to the next life.
Carrot-Seedling wrote:There was a maple farm in the first life and 15 maples within ten tiles of town in the second. Why the lynch mob?
It really is the low text limit I think. There just isn't enough text or time to have a civil discussion when you disagree with someone. For instance, I just recently had to shoot someone over an argument. They were seriously trying to get me to stop picking carrot seeds because it was clutter. If you have any experience, you know you quite simply never have enough carrot seeds, no buts, full stop. I tell her I'm done discussing and she, just, will, not, shut up. Seriously. But I'm 20. I can't explain. I just tell her to stop bothering me about 5 times, I even tell her I'll get baskets and put them slightly out of town if she want. She doesn't shut up. Holy crap. So I go forage for some milkweed and shoot her. Now at least future generations won't be harassed to stop getting seeds.
If I had enough text to explain? I might have convinced her, or at least would have gotten her to shut up and leave.
Oh, you were the dumbass I was yelling at for interfering with a job I'd been doing for the past thirty minutes. Fantastic.
What you left out: I'd been handling the carrot and crop farm myself for the past 30 minutes in that life. I raised my kids near it and kept the carrots coming, to the point where we even had a bit of an overload, which I happily passed to the bakers.
I'd left the area briefly to go scrounge up a new hoe, as the one I'd been using broke. Got a bit distracted, and eventually came back to 4 rows of carrot seeds- I hadn't even watered the carrots before I left, since we had plenty around at the time.
So I picked two rows, which was plenty given our needs, and left the other two rows to despawn. Then you come busting in, shoving your face where it doesn't belong and trying to do things your way and only yours. I'd been doing my job perfectly fucking fine, thanks, for the last 30 minutes. We didn't have much room and had enough- both carrots and seeds- to last for the time being.
But oh no, you repeatedly claim "WE NEED MORE DON'T LET DESPAWN NEVER ENOUGH WE NEED AT LEAST 400" and the likes, despite me insisting I had it under control, we had plenty, we didn't need to clutter another 14 tiles with singular carrot seeds that weren't going to be used anytime soon.
Carrots are a renewable resource my dude. We already had at least a dozen seeds laying around, between what I'd planted and already picked. It only takes one of those seeds to get another 7. We didn't need even more littering the area. It's a waste of space.
As it is, I let it go the minute you finished and buggered off to go fuck up someone else's job. It was done. Whatever. I took my latest harvest and dropped off several baskets near the sheep pen, then took the rest to the bakers, and helped them work on getting rid of some of the excess rabbit we had laying around.
Lo and behold, fifteen minutes after the incident, you come popping in with a bow to shoot me for "harassment" even though I'd fucking moved on with my life already.
Tell me: who's harassing who?
- The person who's doing their job as they had for most of their life, then gets interrupted by some young upstart demanding things be done differently, and who in the end just lets it go and moves onto a different job?
- The person who rushed into someone's work, started doing things their way despite a stream of protests, then spends the next 15 minutes of their short life crafting a bow to get revenge for the 'injustices' done unto them?
How to join a different server:
Settings -> checkmark use custom server -> under Address type in server#.onehouronelife.com, with # being the number server you prefer. I'd suggest 2 or 3.
Jk Howling wrote:Just wanted to point out rl quick that you have way more than "15 minutes" of the full hour-long life to move around freely as a woman. Your fertility only lasts 25 minutes, from age 15 to age 40. You're also tied to your mother for food for the first 3 minutes of life. This leaves you a full 32 minutes for the rest of your life to move about as you wish- which is just about half.
Lower than 10 and older than 50 it's difficult to freely move due to the low food store.
As woman if you do not want to abandon children you have about 10 to 14 and 40 to 50 -> 15 minutes.
I mean, even as a 5 year old and equally as a 55 year old, I've never had problems with this. Again, it's another thing that, if you know what you're what you're doing, is rarely an issue. Just like bears. All it takes common sense and not taking stupid risks, like running out into inhabitable biomes without bringing any sort of food with you.
I always use the full 32 years I get without fertility to my fullest, and almost never starve early, sans the occasional "going off to die of old age and getting sniped at 59 by hunger" scenario. I've even had multiple successful runs where I've had to migrate away from my mothers crappy pond-less site as early as I can to find a new place to settle.
It's honestly not that hard. There's food literally everywhere, especially since Jungles and bananas being added. A basket, a sharp stone, and a couple pieces of food to eat if you get low in an inhabitable biome is all it takes.
Including babyhood/childhood and elderhood you only have about 15 minutes of that hour you can freely move as woman.
Just wanted to point out rl quick that you have way more than "15 minutes" of the full hour-long life to move around freely as a woman. Your fertility only lasts 25 minutes, from age 15 to age 40. You're also tied to your mother for food for the first 3 minutes of life. This leaves you a full 32 minutes for the rest of your life to move about as you wish- which is just about half.
Personally my opinion is pretty neutral on the topic at hand. Yeah it's annoying, but it's not the biggest problem in the game or one I encounter often with a bad outcome. Bears are simple enough to deal with if you know what you're doing. As it is, I wouldn't be against removing either.
Also, can't we just talk about the actual topic and not devolves into a personal bickering mess? C'mon guys.
Okay let me tell you a few things from my personal experiences from playing this game for the last 4-5 months.
Every time- and I mean every SINGLE time- that there is a "Guard" or "Policeman" or "Protector" role in any village I live on, you know what happens? Either they cause unnecessary drama with their roleplaying, hoard every weapon in town, get insta-killed by the first griefer to cross their path, or most often- they spend the entire. fucking. life. running around with a loaded bow, scaring the shit out of people, and doing absolutely nothing productive whatsoever.
And on the other hand, every time I've had a successful town dealing with a griefer, you know how it was handled? By competent workers who were going about their own business and doing other jobs, but happened to have a knife on them. Myself included.
So here's some tips that I've found helps a lot more when combating griefers:
- DON'T HOARD WEAPONS. Period. Nobody needs a backpack full of knives to themselves. It's both a waste of the tool and the materials put into them. And it only takes one griefer to render that entire backpack of weapons useless.
- Pass out the weapons to other workers in your village. They're tools, not heirlooms, and the more people equipped to handle a griefer, the easier it will be to take them down. What's better- one person with 5 knives, or 5 people with one knife? Try to observe a little bit, and give them to players you notice are putting work into the village. The shepherd and baker should be priority, as they actually use the knife in their professions. Don't give them to untried youth or the elderly, and make sure to find an heir to pass your own gear to when you reach old age.
- If you have a knife yourself? That's great. Maybe you'll have to use it at some point. But being a "guard" isn't an actual job in this game. Find something productive to pass your time with. Extra points if it's one that actually utilizes the knife. If there's no shepherd or baker in your town, try to fill in that gap yourself, or perhaps hand the knife to someone who can.
- e observant. Sometimes people can end up focusing too much on their task at hand, and completely disregard other players until it's too late. It doesn't hurt to stop and observe for a moment, see who's doing what. It also doesn't hurt to be wary and keep tabs on players talking to/coming near you. Personally I tend to keep a few blocks distance between me and someone who could potentially have a weapon, often when taling. Those few extra seconds can save your life if someone happens to pull a weapon.
- Communicate. This one's obvious, but actually speaking with your village-mates goes a long way. Personally I've found that warning the townsfolk of a griefer before attempting to deal with it myself has helped a lot in preventing wrongful revenge-killings. The more players know about a situation beforehand, the less impulsive they'll be in reaction, and less confused they might be if the griefer tries to spin it back on you.
- Don't jump to conclusions. Just because you see a bloody knife, doesn't instantly mean they're the bad guy. Ask around a bit, from both witnesses and the participants. Get the story. You may still make mistakes or the wrong call, but it doesn't hurt to at least sort out the situation a little before doing so, rather than leaping to the offense because of a little blood. My personal rule of thumb is that if I didn't see it myself, I try not to get involved, unless there's multiple people to verify a story.
- Don't waste your curse tokens. Cursing should be specifically for the worst of griefers, or at the very least, griefers you witness yourself in the act or can confirm preformed an act of griefing. They should not be used on the mildly annoying- roleplayers, new players, the likes. And NEVER curse someone solely because "they told you to" or "other people were doing it." Mob mentality is not a good thing to have in this game. Make your own decisions on the matter, and think it through a little before using it.
- Keep tabs on the medical supplies. It also doesn't hurt to have some stashed away in case of emergency. People often take the needle+thread from the medic station for other reasons, and griefers can easily disrupt it by scattering the pads. It doesn't hurt to stow these away nearby. And if you don't know how to heal a standard knife/bite wound, try to pick it up from someone. It's a good skill to have.
Since the game is generally anonymous, there's little way to tell. Aside from eves that commonly use a specific surname for their family, or knowing someone well enough to recognize them on typing patterns alone, you'll never know who the people of your next life are and if you've played with them before.
And in all honesty, it's very hard to tell if it's someone you've played with before solely based off game encounters. Unless they stand out very much in a similar manner between both lives, it's just about impossible. It's also equally hard for people to recognize you based off these in-game encounters.
It's a bit different if you get to know people out-of-game, such as in the discord or forums. For example, I can usually spot Mirelli, if only due to all the reed skirts around camp, or Tarr and a few other players thanks to their go-to surnames, or pein sometimes if I get comments on doing corner entrances to sheep pens lol.
But on the other hand I've probably played with the same people quite a few times in-game and never noticed, because they don't make an impression. I've probably played with the same griefers a few times as well, and maybe even killed the same one across a couple lives. Who knows? Unless you get to know their particular style and quirks, and others get to know yours, you're anonymous.
+1 to flags, but I'd be really happy [and it'd make a little more sense I think] for flags to be based off the crown symbols ingame, rather than irl countries and such. Actual country flags could cause a bit of drama in the playerbase ["Why isn't my country included!?!?" etc.]. And I have to admit it'd be really cool to have, say, a Wolf monarchy, complete with crowns and flags. Maybe even banners we can hang on walls! Solid no to the bonuses though. Jason doesn't want any magical or mystical additions to the game.
Monkeys would also be cool. I liked the idea someone had of them eating any bananas left on the ground, maybe even from baskets. Having them run up a rubber tree if shot at [and missed] would be neat. Don't agree with the chance thing, that'd just be annoying.
Haven't played for a few days, but I noticed iron's scarcity immediately after the update. Eve camps were hard enough to kick off in the first place, given the very specific terrain requirements for a potentially good settlement. But now, they're basically impossible, solely because there just isn't enough iron to get out of the berry stage.
I think one of the main contributors to this issue is how much ground iron we require just to mine a vein. We legitimately need to find 8 iron alone just to get at a vein. And guess what? By that point in time, you'll need maybe 4-5 of it for the rest of the tools you haven't already made.
Another big issue is that the entire nerf was based solely off game data, which claimed there was enough iron within a 5 minute radius to last a camp 200+ IRL days or some bs [which is irrelevant, I think, given the fact that most eve camps rarely lasted more than 15 hours alone.] But instead of basing any updates off his actual experiences playing the damn game, he relies on game data. I think this is the major flaw with his most recent updates and ideas.
He needs to play his own damn game more, so he can actually understand what his updates do and how they affect real gameplay. Running simulations in an empty test world and throwing out numbers given by a computer only gets you so far. You can't comprehend the frustration of dealing with griefers or running around for 40 minutes of your life trying to find iron without actually experiencing it.
Searching for loose iron is kinda tedious. IMO it'd be best if loose ore was removed and there were only veins, but you could mine 3-5 ore from a vein before it turned to hole and you needed a stanchion kit to continue mining. Stone pick to get started, which should obviously be a lot less durable than the steel pick.
He'd have to make iron veins way more common than they are now in that case, alongside making it MINIMUM 5 iron pre-iron. Given the fact that you need 7 iron minimum in order to get the supplies to mine an iron vein, you'd still need at least two veins to gain the tech to mine them fully. Factor in early iron needs and...
Well.. Think about it like this:
- Your first 3 go towards the obvious: Hammer, Axe, Shovel. Three most important iron tools. You need the axe for firewood so you no longer have to range for miles to get branches for kindling to keep a fire going to forge. The shovel is your key to the compost era, which is where your civ finally steadies. Hammer is obvious.
- Your next 2 will likely go towards a hoe, so you can progress the farm, and a second shovel. Because whoops! the first one broke. Thanks Jason!
- Your next 6 now go towards tools for the iron vein. This isn't factoring in replacement tools, of course, which will probably come up- especially for shovels, and likely a hoe and/or axe. The tools you need aside from replacements are: Adze, Froe, Pickaxe, File, Chisel, Bowsaw. Without these, no stanchion kit, no iron vein.
- By that point.. what exactly do you need the iron vein for? A pair of shears? A couple knives? That takes about 4 iron, out of an average of 20. And the rest? Smelted down and stacked, until someone has a tool that needs to be replaced. Probably a lot of shovels, the occasional hoe or axe, the very rare froe or adze..
Its just an example of another myth passed around by players that don't know any better, or never learned about updates that happened awhile ago and refuse to listen to players who actually know what they're doing- or take the time to witness these changes themselves.
Other myths I've heard in current-day game includes:
"Always leave a berry on the bush, otherwise they won't regrow!"
"Leave a clay in the clay pit so it regenerates!"
"Don't kill the naked sheep, their wool regrows!" and "Grown sheep give poo too!"
"Don't dig up the reed stumps, they regrow in an hour!"
"Don't dig up wild carrots, they regenerate the seed!"
And the ever so common: "Don't empty the wells, they won't refill!"
Uhhh.. that's new.
As far as I know, farming in the desert is no different from farming in any other biome. It does not take extra water, soil, etc. Basically it has no impact whatsoever on the crops- nor does farming in the arctic for that matter.
From what I've experienced and read up on over the last few months, it's actually preferred to do a majority of things on the desert. This is because you lose a lot less hunger when warm [or hot] than when cold. It saves a lot of food to work on projects in warmth, because you eat less.
The only thing you wouldn't want to do on the desert is put flooring [aside from stone roads], make buildings, put fires, and wear clothing on it. All of these actually cause you to overheat and lose hunger faster.
Unless that's changed in a recent update, it should be the same as it has been?