a multiplayer game of parenting and civilization building
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I have had this happen to me more than a couple times so far. Doesn't seem something new and only happens very sporadically.
The bug goes like this:
You see someone getting stabbed or shot and you know they need medical assistance. They don't move towards pads/needle so you go and get those yourself. Somewhere along the line you go heal them and they look like they have yellow fever instead. You are still able to patch them up normally but visually they speak with orange text balloon and have arms positioned like if they got bitten. They might also have the yellow hue color on them. (I don't recall for sure)
I wonder how many people died because people just tried to feed them instead of doing the pad and stitch.
Not entirely sure how to consistently replicate the bug but has this situation happen to anyone else? Maybe someone figured it out entirely already?
Guys, maybe focus on decaying and trash for now. This is important so please don't derail it.
I subscribe to all of this 100%. We definitely need this update.
I often suicide anytime there are more than 6 girls + fertiles.
My favorite lifes are on eve camps usually gen 2 to 4. You struggle, make connections with the other few people and you contributions are usually very felt.
Had great lifes on gen 2 and 3 of Rose and Ofallon this weekend and its a real pleasure to see our family descendants thrived on the long run. Even almost teared up irl when my sis older sis died. Died surronded by the ones I loved and wished them well.
Large towns are missing the struggle for the most part and the "human connection" is greatly diminuished. I hope Jason's family unit/properties can help mitigate those issues and help improve how life feels on those huge towns.
If poo was easier and less costly to move around not sure if we would need decay. I have always been in favot of having a more dedicated tool for compost, and to ease up on the shovel.
If you really want to go the magic direction, why not just add a sort of "2-set ownership totem" where you craft it and then you can place both of them (like if you had two shafts), the square they make would be the area affected by them. Add a visual indicator for the square frontier and maybe a hue or overlay on set area while it is being homesteaded. Then remove hue when it becomes permanent. Any "heir" or "access rights" commands needed to be given inside.
Once it is active everyone can enter the marked area but they cannot interact with items (except to drop them).
People can be killed inside normally.
This wouldn't require gates, fences, or anything. It would just be a sort of a claim on a piece of land. Then the player would have the responsibility of building on it.
EDIT: If anyone messes with the totems until the homestead is complete, then the whole thing is cancelled.
To avoid people just sneakly replacing the totems with their own the hue on the area could depend on whether or not it is your claim (green hue for yours, red hue for others).
Homestead areas have frontier lines green or red depending on whether or not you have access to that area.
Totems don't have ownership, they would need to be joined together to be "paired" and could then be placed by anyone.
Once the homestead is complete, totems can only be removed by the owner.
Area access can be revoked by owner. Heir can be designed, defaults to first born still alive, recursively.
If no authorized person enters the area for a certain amount of time, both totems unground themselves and become normal items. Area is gone.
@Vexenie Check out this video:
https://youtu.be/WbQsZ5rQ2gg?t=431
I love the new clothing update and all the new colors now available. Its so much fun. Thanks Jason!
That said, towns now look like someone consumed LCD and moved everyone to one of those beatles music videos.
Could we tone down on the brightness of the colors? Neutralize them a bit?
Something like this:
Instead of this:
CTRL F5?
Happens with all dyes too.
Not sure if a bug but there is some weird transition here:
https://edge.onetech.info/731-Simmering-Dye-Mordant
Last one right on the bottom.
Maybe a transition back to undyed for all colors? Maybe with alum?
I also don't see any decay on any of the items.
I opened two issues yesterday on github relating with clothing:
[Unreleased] Skirt doesn't have pockets
https://github.com/jasonrohrer/OneLifeData7/issues/247.
[Unreleased] weird sprites for new clothing
https://github.com/jasonrohrer/OneLifeData7/issues/245
https://prnt.sc/n837cz
Wasn't the entire issue the ownership of items?
I understand the concept developing small imperfections to add in more possibilities. But here you are developing a bad system where ownership now depends on my only recourse after giving you access to my area is to murder you. If gates are inherited by children then I must murder my offspring if I want to keep anything private.
That's not ownership and and not "missing a spot". It's just bad, horrible, design. If you want to add in imperfections please at least design them well.
Hardest part of having a pump on eve camp is the need to empty out the well twice.
If you don't have a way to "own" something (read: have personal control over something) then there is nothing to trade for. Everything is everyone's.
Ideally items would be marked themselves. But since that might not be feasible then areas of control are the next best thing I guess. Though I wish we could have some sort of rust equivalent to adding charges on the walls to break in that area of control.
This might be a tangent but on the subject of names, we have some huge names available in-game.
Cursing, giving or removing access to OLUWADUNMININU SHUFFLEBARGER might be a bit of a pain without commands. Perhaps both curses and "ownership" could both also have a sort of a command counterpart which would cause the character to say "curse OLUWADUNMININU SHUFFLEBARGER".
And add in a curse age limit like 16 or 20 to avoid baby griefing.
Or perhaps trim some of the larger names currently allowed.
If I feel fulfilled at the end, I "succeeded". Often it's more about connection with others or by defending town against bears or griefers than any particular building.
Spawn an Adam as second and a child as third.
Have them auto marry.
Females at 14 and males at 14 could /marry eachother and have children without any further interaction.
Add /divorse and female becomes infertile until she marries again.
Could allow people to control how their fertilities and give a meaning of building a fsmily to the father.
Instead of multiple owners I think it would make more sense to be able to name a heir and who has or doesnt have access.
Access needs to be revokable though. And only the owner can set heirs and access.
Amd @JonySky brings a very important point. I quite often find players who speak next to no engljsh. This needs to be simple to use.
/access add x
/access remove x
/heir x
Somepeople have huge names and is completely impratical to write it normally. Maybe have the character say "x has access", "x is my heir".
Then add a door that auto adds children and another that doesnt.
Still dont like that we cant break in but this version definitely better.
@Jason, it is quite strange for me to see someone who wants in-game drama, conflict and player "driven stories" to then design a system that does not allow players to do actions like: break in a house to steal food; chase a killer to their hideout and kill him; or breaking someone out of prison.
Wasn't one of your initial scenarios a mother with a baby that wants to steal a car from a town? How does this system help with that?
How does this system insensitive wars of any kind?
How can conflicts be resolved if people just tuck in behind their magic fences?
This elder driven magic fences feature serves no solution to any of the scenarios you presented as being evidence of something missing ingame.
You don't need magic fences though! Any cheap fence that anyone can build will be ok. You only really need to worry about the gate/door.