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#26 Main Forum » Donkeytown mechanics » 2019-10-30 00:53:37

mensrea
Replies: 8

An expected behavior of griefers is to curse other players on every opportunity. Particularly they would target players interfering with their griefing. They would likely curse those who curse them. Griefers curse those who murder them. People countering griefers are noble. The result is that if a griefer is a living mother then noble individuals are sent to donkeytown.

One grief is convincing others that the griefer is good and the counter-griefer is bad and to thus curse the counter-griefer. One situation this applies to is if the counter-griefer causes first blood to be shed. It's much more likely to result in the noble player being cursed.

If griefers coordinate their curses on a single player, whenever those griefers play the individual will be sent to donkeytown.


The reason I bothered to think about all of this is because I am personally affected. I have noticed that without a change in behavior, my trips to donkeytown seem to be random. I can play a normal life, die of old age, then spawn in donkeytown. Over the course of tens of minutes, or even less, I can spawn and die in donkeytown, then I will spawn to a mother a hundred tiles away from town. Or however many tiles. So if you are having babies away from town, these may be griefer babies.

The number of towns and their distance is related to probability of donkeytown spawns. The state of the arc and how it affects player location affects the probability of donkey town spawns. The eve window affects the probability. Whether this randomness is desirable should be considered. Also it should be considered that griefer curses send good people to donkeytown.

The affect on my gene score from three or four lives of quick deaths in donkey town affects my gene score and the number of tools I get to use. I think I'm bugged at five tools. It's supposed to be 8-16 tools? I've been getting 5.

#27 Re: Main Forum » Does the tool limit or the well limit cause fast arcs? » 2019-10-28 22:30:56

The tool limit is a significant factor in the productiveness of skilled players' lives in many cases. The result is progress is slower in the tech tree. If your town's well goes dry prior to completing the oil rig and engine pump the town will starve due to lack of water when nearby ponds are depleted.

That was what happened to the not western rift town this arc. There was a diesel pump well but no oil yet. Somebody made a map to the tarry spot about one-eighty tiles North. The tarry spot had no work done to it. The town was managing on ponds. It gets worse and worse as the pond distance increases. The town actually had horses to get the water. I managed to roll rods and bore pipes. I cannibalized the newcomen for rope, a blade, and two stone blocks for the tarry spot. I brought two buckets of water and charcoal to the oil rig, someone else brought kindling and a fire bow drill. Unfortunately, they didn't start a fire (or have the skills to). I was out of skills at this point too. I asked my daughter to help me but she was annoyed because I had run off to get berry's to leave at the oil rig and she thought she would have died. A good child would have met me halfway in the direction I had left. So I griefed her little berry outpost and returned to town. The classic bb spam was happening. Eventually I died to join the bb spam. I died about eight times until I had a mother who kept me alive just long enough to run off to the oil rig. I had the skills to run it and had run it once when the arc wiped because the other family died out. I was naked and carrying berry bowls to feed myself. I enjoyed the increased difficulty.

It's definitely not solely the tool limit that caused the fast arc. Had the mango tree planter done something useful, or the building maker had made two more stone blocks instead of walls in a useless building, or the last smith made charcoal, or the people dying clothes not used the kindling, etc, then circumstances at the end would have been different.

Also, for some sets of skills having a limited number could result in you doing more of the same sort of job. But for other sets, once you run out of input resources, if you can't find anything else to work on, you may resort to murder. For instance, if you're a clothing maker and there's no berry and carrots, you may be rather bored and resort to less productive activities, like clothing children by killing adults.

#28 Re: Main Forum » So the arc just ended » 2019-10-28 16:43:42

There was much much more murder than usual at the end of the arc. In my last life I was born in a new town without a well and built in a swamp at the South rift. It looked like someone's pet project with almost as many tomato bushes as berry bushes. But, there was plenty of compost (six or more piles) and sheep. Some people showed up and said we should move to a town far North if we wanted to live. I was happy with staying but I went North because pretty much the rest of the camp did. Immediately we found a bloodbath in the main building. It was mostly white family people getting stabbed. The single family notification happened and I had to stab a woman with a baby as the map whited out. I wanted to see what would happen. We were all naked and she had a stab wound.

I went to the Northeast corner, Southeast corner, Southwest corner and then encountered Eve Happy and helped them out there.

Might consider resetting tool skills with apocalypse because without a knife, pads, etc many of my skills were useless.

#29 Re: Main Forum » The trade-off of building stone walls » 2019-10-26 03:54:58

pein wrote:

The only bonus i would consider is medium heat, that is only viable for 1x5 or 5x1 size as you need to be at least 3 away from the fire to not be too hot, and divide 2.5 (that's a fire heat value) per tiles inside the room so basically you would need 2 fires to heat a room of 2x10 in 2 tiles, meanwhile, you get 4 perfect tiles outside with no fire
Actually a fire on ice tile is close to perfect

What is a medium heat bonus? Are you talking about the size of the fire? Definitely standing on a fire in a valid building is going to be worse for your temperature than standing on the same fire outside.

I'm talking from experience that sitting in a building without a fire is excellent for your player temperature. That screenshot you posted, if you toss a couple of pieces of clothes on, the temperature would be much closer to the middle - no fire is required.

#30 Re: Main Forum » The trade-off of building stone walls » 2019-10-26 00:20:03

A fire is not required in a building. The building greatly increases the insulation of worn clothing. While fully clothed in a proper building your temperature meter and food consumption is optimized, approximately equal to standing naked on a small fire. This greatly helps babies if a mom is inattentive or busy. Also, preparing pies in a proper building minimizes food usage.

My preference in these short wipes is to have a smaller building solely dedicated to cloth storage and players standing around. It's even great for players who need to afk for a bit. Another use is if you're yumming, low on pips, and need a place to wait while a fire is dying down.

In summary, buildings were greatly buffed and don't require a fire inside. At least one building is worth it if you have idling players or babies.

#31 Re: Main Forum » OneLife++ - Milkweed's modded client » 2019-10-09 02:29:20

milkweed wrote:
miskas wrote:

Can I also change the keys to these to make them like hetuw
Q    Eat or put on what you're holding.
C    Take out an item in your backpack, apron or trousers. Press C again to swap it with another one.
V    Drop am item you're holding into your backpack, apron or trousers.

hetuw
E
press E to eat what you are holding in hand
Q
press Q to put something in your backpack or take something out

I'll also add shortcut keys customization feature.

I use the DVORAK keyboard layout. I use your mod for zoom via the scroll wheel (once I figured out that besides shift + arrow key did it), item search, and improved home arrow. I disable everything else. But occasionally I will hit a button that really throws me off. For instance, going into UI zooming mode which changes the scroll wheel.

If besides customization to keybinds, if you could translate the default binds to the keyboard layout, that'd be great. Some games have a problem with this, some don't. For instance, some games map the WASD movement to ,AOE (the same keys physically) without my intervention. Idk how they do it but maybe that's something you can use too?

#32 Re: Main Forum » Fix for moving in slow-mo » 2019-10-09 02:13:24

I recently started using I think milkweed's zoom mod, I tried it because of the item search feature and engines being hidden.  I too noticed a weird slow motion affect when zoomed out. Without a player speed calculation being displayed, I think that my character movement speed decreases during slow motion. The density of player added objects affects the zoom level where the slowdown becomes noticeable. It matters most when chasing or being chased during murder scenarios. So when running away I usually want maximum zoom out, but I tend to have to zoom in some until I seem to run at maximum speed.

I think I can recall instances with the vanilla client in very lively, dense areas that I can observe a slowdown of animations, but it is less obvious that my actual position changes more slowly.

Is it true that my run speed is lowered when the animation is slower? The sound of running or the horse running is also slowed down.

#33 Re: Bug Discussion » YOOHOO Notification/Random sound - possible bug? » 2019-10-07 00:21:49

I also experience sounds that appear to originate from a location but the object making the sound is not there. The most noticeable is the running horse-cart and car sounds that are localized but never stop. Is there a workaround for when it's annoying enough? For instance, the horse-cart running sound was near town once. I suspect exiting the client and reconnecting would fix it. I've heard other noises that seem out of place too. Like while riding the horsecart and hearing the whistle at unexpected times. I don't immediately identify it as a bug though because in a game playing a distinctive noise while engaged in an activity sometimes is normal. For instance, playing a berry munching noise while nearby the gooseberry farm could be an ambient noise as part of the game.

Also, I think the shot bison sound is probably intentional. Most bisons make a walking noise when nearby, a shot bison makes the shot bison noise. If you have only one arrow and have to return to a shot bison, the sound will help you find it. It's not the discussion here, but modded clients with zoom and search make the sound less useful. I played many hours without a modded client. I started using wondibles mod because it was advertised to have a search feature. Well, it's like cheating almost. But dealing with griefers who have a modded client is much easier with a modded client. Remember to run around searching for 'engine' and you may be surprised when it finds one. A modded client radically alters the mood and pace of OHOL, and may permanently alter your experience with the game. I knew a mod would probably do this and I resisted for a long time. Nothing is forever and once you have experienced enough Vanilla OHOL, trying modded can make sense. For instance, tension is much higher at default zoom in trying to use sounds to gauge a killer's distance to you, especially a bow killer who if you see on your screen it's probably too late to avoid. So vanilla client says you get shot but modded allows you to live. Two extremely different outcomes that are your experience to the same basic situation.

#34 Re: Bug Discussion » Removable Engines » 2019-10-06 22:47:18

There is a solution to easy engine theft already. Using a lock and key on a wooden chest gives you a locked wooden chest. Put the engine for mining inside the chest and stash the key. You might also include a basket or backpack of chisels and a tank of kerosene.

It's usually pretty clear where the town well site is going to be so you don't have an issue where you want to move a diesel water pump. But imagine you find a new collapsed mine site that is more desirable than the first one you find. Or, you have to travel a long way to get to the site. Then having the engine in town allows your ancestors to take the engine to any mine site. Some towns do not have a close collapsed mine. Relocatable mining engines allow you to skip marking a trail, which could be quite lengthy, by returning the engine to town after use.

Also, griefers could more easily block a mine engine if it's permanently installed, because they're remote and rarely visited.

You said it'd be nice if the engine was permanently attached to the mine but I'm not convinced that solves the griefing problem.

Having a degree in lockpicking ensures some minimum level of skill and effort to access to the engine for getting more iron. What I mean is, you can't just throw the engine in a horsecart and run away laughing at the town. At least you have to spend the time picking the lock. It gives other players opportunity to judge what you might be up to. I feel better if I see someone smithing responsibly doing lockpicking stuff. For instance, a griefer is less likely to do anything other than make a knife or lockpick, but a player going to get iron will also make chisels and other smithing work.

How engines and iron can go wrong: I am currently spending time in Donkey Town. I started a life seeing an engine sitting on the ground. I promptly locked it up, gathered a horsecart of kindling, made some chisels, and upon returning with raw iron, I get cursed and chased for stealing shit. If I'd known I'd be punished by being unable to play, I would have run off the with the horsecart I was using to kite players while dropping baskets and BPs of iron. I was probably convinced to be massively cursed post-mortem by the real griefer who killed me. Contributing was the nursery fire was below the smith rather than near the kitchen. This meant more people than usual in the area who probably don't understand what's going on. The funny thing about it is I made two trips of iron. So initially we had almost none, then after returning to town with a small batch of raw iron and the engine, then returning with only baskets of iron, it was probably easy for an 'idiot' to think iron was leaving rather than coming to town. I did load a BP full of chisels and took the engine, that looks like I'm stealing chisels, BPs, and an engine.

I remember when I used to be very quick to murder people who were dealing with locks. I think locking an engine is legitimate anti-griefing strategy. I also think using a key lower in the alphabet is indicative of less evil intentions. But nobody is going to hold a trial and wait to find that out.

I have even locked an engine in a town with an exhausted deep well so I could be sure to make a couple of mining runs before installing it. I have also griefed myself as in my dying moment I helped a new person by making a pump valve jacket, only later returning to the same town with a diesel pump but no tools. This is another argument for keeping the mining engine removable so that you can get some more iron to make the town's second diesel prior to installation of the diesel pump.

For reference this post was made after the killing delay update.

#35 Re: Main Forum » New update » 2019-08-24 23:36:55

After the apocalypse but before the server required client update, I saw the Tarr monument. But, that doesn't tell me that the rift exists.

#36 Re: Main Forum » Fag » 2019-07-26 05:12:58

I caught somebody loading up a horse cart with smithing tools. Managed to hop on the cart to save the items. Then had to run around town begging people to kill her because I had no weapon.

#37 Main Forum » New hard mode update is incredibly satisfying » 2019-07-26 05:09:14

mensrea
Replies: 2

I had a string of early age deaths, and a life lived until the despair of being unable to find milkweed to make progress in tech was enough to cause me to wander in search into inhospitable biomes and starve.

But then, I was born into an early eve town, pre-steel. Well, a man made clay pottery without putting the adobe on, leading to basically killing everyone in the town due to lack of kindling to make an axe.

I managed to live my whole life there, requiring thirty years or so to finally be able to make progress and smith a shovel and axe in the final minutes of my life. Then an eve and another person came with a child or two. Hooray, some people to take over. A hoe was next up and perfect to make the new berry farm around the shallow well.

Well, she picked up the bow and shot the other adult. Then shot and killed the children. I should have stood by more diligently to capture the bow between feedings.

That's a great life in my opinion, made possible by this update.

#38 Main Forum » Civilization size, job specialization, and smithing » 2019-07-14 05:26:32

mensrea
Replies: 2

I wanted to share something I enjoy about this game, and something which happens so infrequently that I think it's easily missed.

Smithing to me is a special part of the game, not too much unlike baking. My start in this game was as a baker and transitioned to a love of smithing. Baking is somewhat a more forgiving activity than smithing. You must have certain tools but you only need to eat food. This allows a new player to be useful as a new baker and quickly try more advanced pies and foods. As a baker you still get the high actions per minute while in the bakery combining ingredients. A high actions per minute is something I enjoy. For a baker, you can do a large volume of mutton pies requiring little thinking but instead many repetitive actions. You can also make variety pies. In most towns, you probably gather your own variety ingredients, which generally gives a break in the high activity while you run off to the farm. You may get distracted with a carrot harvest or whatever. I also like to 'steal' pie crusts and light the oven, returning with raw carrot or berry pies to cook. Sometimes I slip in a carrot before the baker can sharp stone a plain rabbit bowl.

Smithing is a similar activity to baking, the majority of your job is localized to the forges. Smithing to me is a more advanced activity because of the optimizations you can make while playing. You generally want to get as much done in the time that the forge is firing. You don't want to occupy all of your flat rocks with cooling metal with nothing else useful to do, so you can fire some crucibles, or maybe save a flat rock for making wrought iron that immediately cools and can be removed from the flat rock.

Smithing is interesting because as you add players you can get more done. The most common assistance is the stone holder who smashes iron blooms and removes the wrought iron. You can add another assistant who simultaneously fires the crucibles. If you have multiple forges, you can get charcoal cooking in the extras to reduce downtime of the forge. If you have another person turning clay into pottery, then you can have that activity going at the same time as firing the forge.

Something fun to do is to run the forges for the smith. This is like the firebrand manager. He does his best to keep charcoal in the working forge for the smith, and the firebrand on fire continuously. This works best with a minimum of three forges. Always keep a forge on fire without covering with adobe to relight the firebrand is one rule that works. Otherwise, say with two forges, you sort of keep in mind how long the firebrand has been going, and delay covering the forge with adobe if the firebrand is going to go out. When the firebrand goes out, relight on the forge. Often I will have a helper who will repeatedly place the adobe just before I can relight the firebrand. And most of them have no clue what they've done. I don't appreciate the run to the town fire to relight my firebrand. It's time wasted. I've probably killed over it before, after aggravating factors like back talk.

Anyway, I find it quite enjoyable when I had five forges, and a similar number of people helping to smith. It's rare, and watching slower people end up with tongs in their hands or other objects can be funny to watch. It can also be infuriating when you needed one more blade for a kraut board and they stood there with the item you need cluelessly in their hands. But running the forge with many people doing work at the same time is a special part of this game. I'd describe it as highly coupled cooperation, in time and space. Most things in this game are loosely coupled. Somebody sometime made piles of firewood for example, which is used for days to keep the camp fire going. How many times have you seen two people making a diesel engine as fast as possible together?

In closing, the real heros are the men and women who bring the iron from the wilderness and leave piles around the forge. Also, the kindling gatherers.

If you have gotten this far, has anyone calculated or know the number of maple or lombardy trees required if you wanted to keep a small fire going indefinitely on kindling only harvested from tree branches.

#39 Re: Main Forum » So I was just Insta-Death'd by a Snowball » 2019-06-20 05:00:51

I observed this bug once. I threw a ball at somebody and they immediately died.

#40 Main Forum » Precious life update causes loss of learning opportunity » 2019-06-12 04:32:54

mensrea
Replies: 5

Change the donkey town penalties to consider number of trips to donkey town and not only cumulative curse count.

I have been murdering people at a steady rate while playing this game. I almost never do it for fun.

I usually kill as a last resort. An example, I was very old and trying to make one last thing for a diesel pump and I've fired the kiln and the newcomen. Then some clown has a child and stands on the steel. I say move once and also am able to get the corner of a piece of steel and make one. I wanted to make four blanks to complete a set of ten. I got one. I shanked a bitch. Then, I explained why and fell over of old age. When I logged back on I found myself in donkey town.

My first trip to donkey town was a 4 hour one. We don't have access afaik to our total curse counts, so I read up and found out that I must have a significant cumulative total of curses, and more than 8 curses that haven't decayed in a recent period.

I interpret the situation as I regularly receive curses, but not enough to send me to donkey town ever before. On this occasion, I just got a few more than usual.

The curse system is tuned to work in a certain way. Requiring a threshold to send you to donkey town prevents illegitimate curses from sending you. People take it poorly when you attempt to correct them on an issue. It's not the smart people either, because they would either know they are correct and not be mad about the situation, or receive and understand corrective information. So, I expect that I receive curses but the system works as intended, I have never been to donkey town.

However, a four hour first trip to donkey town is pretty harsh punishment, I think. Should cumulative curses be weighed against total playtime? If I receive curses like normal peaceful players and I decide to go on a rampage to send me to donkey town, should I be penalized because I've played the game long enough no matter how peacefully to win a four or five hour trip to donkey town? No, I don't think so.

The precious life update has made it seem possible for me to run out of lives if I die in a few bloodbaths. But, I think with the life count and regeneration rate at current levels and my play style it should be impossible to run out. But I still think people consider it when cursing.

And so my behavior is going to change as follows. I will no longer try to teach stupid people, in particularly ones that are verbally combative. I will lure or stalk them until I believe it is safe for me to kill them. My goal is to minimize collateral curses. Then, depending on the situation, and more likely not, I will commence running away at the murderer's pace without providing a teaching lesson in the form of words. (When typing increases risk).

I am not sure I have adequately described my play style, but as a generally well-behaving player, the way when I engage in violent activity is affected after this precious life update, I think.

#41 Re: Main Forum » Do you like getting killed in OHOL? [Poll] » 2019-06-07 23:00:19

I rarely get stabbed at random. But I do not usually enjoy it. It depends on whether I am into the work I am doing for the town. It also depends on whether I die or am healed.

But, on the plus side, I have murdered my share of babies. One life I made two endstones out of my babies and was prepping for three and four using pads and an assistant. But, I was murdered for a claim of griefing because I was showing off my pretty endstone. I worked hard on my yum chain to allow me to find the nosaj statues. In my opinion I was griefed.

Nowadays, the least hint or agitation that somebody is a griefer is enough for me to eliminate them. Two people together prepping weapons? Kill the one with weapon first then murder the second. I don't require myself to give any leniency or questioning. If the first thing ur naked ass is doing when you grow up is to get a weapon, I am going to kill you, probably. Oh, you don't like how your mom took care of you? Well, you're alive and that's good enough. I have been attacked by my own alive children because they fell out of me in town and I didn't feel like stopping to carry them to a fire. So especially if I see my own children obtaining weapons in a manner that isn't clearly legitimate, I will take them out, if I feel like staying in the town.

All the above is great reason for yumming. It gives you the freedom to outrun your opponents, or run to cover to wait the murder cooldown while the little bastards have to go eat berries.

#42 Re: Main Forum » Having foreigners in your town is not worth it. And I hate that. » 2019-05-17 03:19:50

It's hard for me to continue to say that I dislike the war sword update.

I have been in a town where the two lineages had learned each other's language exceptionally well. I was the last member alive from my lineage but I also controlled the only War Sword. They were able to tell me to kill a griefer in their family with it. Now, I did consider that maybe my destiny was to go on a sword rampage. Especially when my yum chain was lining up nicely in my later life; I would have plenty of time to deal damage without feeding interruptions. To choose not to engage in a rampage is an interesting choice to have.

On the other hand, I have been on the receiving end of a couple massacres. I don't enjoy seeing a nicely arranged and operating village suddenly destroyed by a lone raider. But, with closer spawns you need to protect your towns access to iron and other resources. Two large villages may have trouble existing nearby.

The War Sword update obviously generates new scenarios to play. You can be the lone survivor of a massacre to go on to populate the town, for instance. This life is a pretty interesting one that wouldn't exist without the update.

#43 Re: Main Forum » The Dumbest Idea: Baby Alarms » 2019-03-18 15:25:24

Tarr wrote:

I think it's smart for a baby to whistle whenever it wants food as if you've played the game long enough it's easy to accidentally ignore the sounds of a crying baby.

I think you intentionally ignore the crying babies; it's not an accident when I do it. I think, maybe it's a fun mini game for a child to find the nursery.

#44 Re: Main Forum » How much do you leave town? » 2019-03-15 00:52:52

I usually like to leave camp once per life, and more if a project requires. I like to pick a project for my life that adds something the town is missing which gives me an opportunity to leave camp. I usually leave camp at an opportune time in my yum chain. I usually like to get a small bonus to give me a bit more roaming opportunity to find wild foods. Once I have partaken in a good sampling of wild foods or my project is ready, then I go back to camp.  At that point I may try to complete a special food for my next yum, or work on projects.

There have been times where I've managed to sit at the smith/nursery area my whole life. At the end of it I feel like I may have missed out.

#45 Main Forum » Murder is entertainment. How often is best? » 2019-03-14 21:57:10

mensrea
Replies: 5

I never have to commit murder randomly to get my fill of it. Inevitably, a griefer will commit a murder and that can't be tolerated or allowed to happen again, so I am also involved in committing murder. This happens enough that I never feel the need to seek out murder.

So, I'd say in about ten percent of my lives a murder would be enough murder for me. It's pleasant when otherwise there are no murders and no griefers.

Sadly, I am at 2:2 lives to murders. I was murdered in the previous life. Then in the subsequent life I was happily making bean burritos and tacos when the griefer made a second hot rock out of my dough rolling board. I observed this guy continue to seemingly randomly pickup and drop items and be unresponsive to queries. Someone tells me to make a knife so of course I do. I'm also making a kraut board, which I admit it is suspicious when someone is making four blades at once. When questioned it was deemed reasonable.

Anyway, this guy shows up with arrow in his bow and I commence evading and pleading for help. Eventually I get him by the sheep pen. Next, one of my brothers thinks it's a good idea to commence a revenge killing. "He's a murderer," my brother said, referring to me. I think I end up getting healed once. Then I have to kill him. Next thing I know there are murders on murders. It's a bloodbath.

But, if one murder is entertainment, then six or eight murders is some factor greater than one times better than a single murder. If it had been three murders I would have been disappointed. There is no reason to celebrate; I have seen that many before. But I have never seen something as great as what I was witnessing. We were running out of meds. A child victim of a random arrow attack had a clean wound but somehow the needle and thread disappeared amongst so many people standing around. There were so many babies around the nursery fire, I am sure some of them must have starved in the chaos. Idiots were dropping clean pads on the ground.

And somehow, I, believing to have generally instigated this, am still alive somehow and I have committed two murders, one against a griefer and one in self-defense against one claiming to kill murderers.

I started telling people who would flash knives while cycling through their backpack inventories that they really shouldn't do that in front of a murderer. Seeing a knife two or three squares away is frightening because of the propensity for revenge killings. I hope they found my telling them that as funny as it was to say it.

Here's to a murder-free hour in the future.

Do you also find murder entertaining? How much is preferred?

#46 Re: Main Forum » Obvious but true » 2019-03-14 00:48:55

I needed a body for a nosaj and stole a baby who tried so hard not to die. I think he was actually patched up because town was so close to the statue. It didn't stop his mother from attempting to murder me later. I got a bow and arrow and defended myself.

I eventually got stuck with a knife and while dying explained to people I made this cool object with a red stone mounted on it out of the baby.

#47 Re: Main Forum » Open later: Top cap for yum » 2019-03-13 00:32:25

My observations with yum are that it affects my self-interested or town-centered motivations. The yum side-game is somewhat an experienced cook mechanic. Prior to playing the yum game, I would spawn and run around the camp and try to observe what it needed most or what may be critical and missing. For instance, a lack of water is a critical town problem. I would go seek out the resources to fix the problem.

The yum game is very individual-centered behavior. Instead of fixing the town's problem, instead I can try to outlive it, with the yum game. When all the stupid people are dead from starvation, the smart live on. The town is so much more pleasant when the stupid are dead. I greatly benefit from that aspect as it appeals to me to sometimes play in a self-interested way, valuing my survival or goals over the needs of the town.

One reason to use yum is to enhance your survivability. In the event of famine, you are more likely to survive if you have a larger food bar than other players. This appeals to the self-interest.

Another reason to use yum is to compensate for what your town is lacking. If your town is in early stages, then you may not have clothes, or you may have clothes but no backpack. If my yum chain is high enough, I can leave town to gather and not bring food. I effectively have an extra slot to carry. It doesn't fully compensate for a lack of milkweed or sheep thread to make carry slot items, but it makes a difference. Early game towns are more likely to have wild foods accessible nearby. The smith or baker do not need to eat the yum foods, but the explorer or gatherers can choose to eat yum foods to extend their ranging ability.


I observe a lot of towns do not have sauerkraut capability. It can be a smith friendly side project because of the blade and basic wood resource requirements. But, nothing will make me switch from crafting adze and and froes to just blades than some asshole taking the smithing hammer while the furnace is running. I know the town needs those tools, but I very quickly stop bothering to think anymore about what has or has not been smithed after I have been unhelpfully fucked at the forge. I try to make three blades for a sauerkraut board, but usually can only manage a couple at a time. Then somebody makes a bow saw out of a blade. Now I run out of resources cause I only planned on three blades at once. And so I wander off to find a resource. I get back and there could be no blades. So, I go back to making more blades as fast as possible, to hopefully have three at once. I do this to the detriment of everything smithing related. As long as I can make another blade I will light the kiln and prepare unforged bowls after I have smacked my blades out.

So this one time, there were a lot of murders by knife. I was just trying to make a sauerkraut board, I was not encouraging a murderous rampage. I am not saying I was disappointed though. The gameplay value was created by my motivation to create a specific food for yum.

So, without yum, this beautiful aspect of gameplay would not have existed. I was at about 15x yum, and with plenty of plus pips, I was working hard at smithing. Well, somebody created a huge hickup and I became salted. At some point I was needing to finish the kraut to maintain my yum chain. Even with me wasting resources and skipping needed tools to make the kraut, I failed to maintain my chain. I was so furious. I may have stabbed somebody, I can't remember. Smithicus interruptus.

And don't take the baker's sharp stone, or always return it.

And, an observation since the temperature update. When I have more clothes on, my yum chain number is usually lower when I reach fertility. This factor of baby birth probability causes lower birthrates in towns with clothed women. A town with well clothed women is probably more established and able to support a population growth. So, to add an interesting aspect of game theory: you can try to commence a yum chain as early as possible in your life while wearing the least clothing. You will spend a lot more focus on gathering yum foods early game. Your yum number will be higher through the fertility years than somebody who wore clothing through their life. Once you reach birthing age, throw on all your clothes to grab a good temperature and increase birth probability. There is a risk and reward. Your likelihood of death while young is much greater when chasing yum naked, but you are rewarded for a higher chain later in life.

Another fun thing, is to plan a massive plus pip for a useful task.

I think yum is either a distraction or nuanced mechanic. If I need to travel a long way for a specific reason, the only way could be a massive yum chain, who knows.

#48 Re: Main Forum » {idea} - town newspaper » 2019-03-01 05:36:41

Having a death feed would be immensely helpful in obtaining information.

Often times I can run around a town and predict an upcoming famine and cause. I do this by watching the compost cycle and water sources. What I don't always know is when it's happening. For instance, I may head for the hills to survive off the land while the town is dying. When I return, clearly there have been a lot of deaths but it's hard to always say it was famine.

You could also more clearly see a surge in population if a feed had births and deaths.

I've also thought about a health bar above players' heads.

But, there can easily be information overload if this information was provided. This game is mostly focused searching and manipulation of objects which would be detracted from if the user was provided much more information.

#49 Re: Main Forum » The village almost starved because it was overrun with pork. » 2019-02-26 20:09:00

I wanted to contribute a pork tacos story. I like making pork tacos. Eating plaster appeals to me. Anyway, anytime you have a flat rock nearby coals, somebody is going to come by and throw that bitch on there. Well, please, let me either make the carnitas or the dough ingredients on it first.

Today, the adobe builders were enjoying plaster too and had some huge operation in progress. So I  just wanted to take two limestone and bowls and make some quicklime because I had found two limestone earlier but we had a tinder shortage so I had spent most of my life getting straight shaft and forging an axe head. Praise the person who must have crafted a stone hatchet.

Ok, so I'm getting older, but I still have this pork I slayed as soon as I could handle a knife in my life.

My first clue that something was wrong in this town was I spawned in the nursery with cooked pies around an oven with a fire in the room with us. You know, the nursery is usually near the kitchen. Nursery in the kitchen is a recipe for any town to have a famine. The baker will just leave when the choas is high enough. I've done it. I will take the last pie as baker. Put it in my bp, and then stand on the best temperature tile or fire. I will even just light a damn small fire and waste kindling on the coal piles. But I will outlast almost everyone with this strategy. Surprisingly few people ask for food when they are dying in a famine. It is fucking funny though, seeing the whole town moving in a buzz at once in circles. You can  tell it's happening because usually people are doing work in areas, and with less probability of moving around. I can usually predict famine. I start making soups until I need to stop moving around because the food is low enough.

Another recipe for disaster in a town is that the nursery is with the smith.

Ok, so while I'm waiting to cook up the bowl of limed corn, someone turns the small fast fire into a large slow fire. Ok, I'll make another. The plaster guys are firing the forge quite a lot with their limestone operation.

So I'm sitting, waiting to use the coals. And, oh, the bowls disappeared. It was the plaster guys hauling quicklime away. Ok, it just takes a second to find a one. So I come back, and see my son placing a flat rock onto the freshly hot coals. I am unable to cook my carnitas. I am unable to make the masa dough. There are two bowls of limed corn and everything else I need to make a nice big stack of pork tacos. But, I am one pip away from the last year of my life. So, as I was struggling to make these delicious tacos, my son was following me around, asking for a knife to I don't care what. But, he is the cause of the situation where I do not have time to have a discussion with him. He is complaining that I never took care of him.

So, I turned around, and stabbed him with the knife he wanted. I had just moments before I was going to die of old age. Instead of standing by to receive his education on why he deserved to die, he ran away. I started an explanation but it was fruitless. I fell over and died pork taco ingredients spilling out of my backpack and knife dropping out of my hands.

Was this griefing? It's a serious question. I had no time to teach him in any other way. I think it was the only option really.

Point is kids, if there is one sparkly thing sitting there, somebody is probably using it in a specific way. Don't fuck with it. Probability of not fucking shit goes up with the number of same objects sitting there.

#50 Re: Bug Discussion » Disconnect behavior » 2019-02-15 23:14:04

So the behavior I described is accurate.

If I am unable to leave my mother's arms OR there are no objects to interact with (cleared tiles) then the disconnect takes a long time to appear.

If I am able to leave my mother's arms then I once I interact with an object, my character does the lag described in the Feb 10 lag fix, and shortly thereafter the disconnect screen is shown and I can attempt to reconnect.

The problem is that I cannot attempt to reconnect due to connection issue when held in my mother's arms and unable to get down to interact with something. I wonder what /die would do in that case? I had not thought of that before this post, but I will try it.

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