a multiplayer game of parenting and civilization building
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I generally do:
1. Fire, Water Skin, Carrots
2. Backpack - I do this while others are watering carrots. Also assign someone to forage and
bring back food. But backpacks speed up everything else that you do in the future, so they are key.
Rabbit hunting trips go from 3 rabbits to 7 rabbits being carried back, which means packs for your
family. It's one of the most effective ways to make everyone more efficient.
3. Milkweed and Berry Farm - If there is enough soil, someone gets assigned to this, while I
go foraging for ores.
4. Kiln + Forge - Just make one. I don't know why people make a kiln and a forge, it doesn't
really make things much faster. Make 3-4 bowls, 3-4 plates, and a nozzle. Adobe after each kiln session
so you get the charcoal.
5. Steel tools - Axe first, it makes forging the rest so much easier. I've gotten fast enough to the
point where I can forge an axe in two rounds, starting with no smithing hammer. It really does help to
be fast with this, like so:
Round 1: Prep 2 bowls with charcoal, and have a plate nearby. First ore gets pounded and immediately
gets turned into unforged crucible and then goes into the forge. Forge the second ore and toss it in the
other bowl and in the forge it goes.
Round 2: You have two ingots now. Prep a short shaft nearby. First ingot goes in, turned into smithing
hammer head. Wait for it to cool, then attach to smithing hammer and forge your axe with the second
ingot.
On a related note, forging is one of the most annoying things to do when people don't cooperate. Two
main things: do not construct your kiln/forge next to the oven or too close to the center of town.
Drives me crazy when there's a million pie crusts or just people moving around in front of the forge.
Also, do not assist anyone with forging unless they ask you to help.
6. Cart, Sheep Pen - As soon as the axe gets made, I switch to stuff needed for carts -- froe, chisel,
adaze, file, and blade blank, plus bow/arrow and cooked goose. Then sheep pen the traditional fence way,
or pein's idea for trash pens lol.
7. Sheep Farming/Mutton Pies/Wheat Fields - Fill in the blanks for anything you're missing at this
point. Shears for wool, knitting needles, drop spindle. Shovel for sheep dung. Knife for murdering sheep.
Wheat for pies and compost. You should have berry bushes and carrots ready at this point.
8. Dyed Clothes, Gold, Roads/etc
I just had a run today where my Eve died and I had survived as a baby boy. I ended up starting a camp
from scratch following this process. I had a 2x3 milkweed farm, 2x3 carrot farm, and 3x3 berry farm. I was
able to forge a few tools, and left 4 ingots for whoever (hopefully) stumbles onto the settlement.
I was the one who made the three crowns with your gold. I still remember telling you we should make a wolf crown with one and you told me you were scared they would kill you! Great job on finding the gold! I had some really fun and memorable lives in that town.
People who grief are probably just lacking some kind of control in their own lives, or, like kubassa, have some weird inflated sense of self importance. Players abandon babies for all sorts of reasons, whether it's not enough time/resources, or even if they just don't feel like taking care of another kid. We've all done it, but most of us don't take personal offense and plot revenge when it happens to us, because we don't all think the world revolves around us.
Either way, don't care about griefers. I can recount all the great people I've played with and all the adventures and things we've built in my many lives, but I never remember griefers.
I was just there someone wheated the fields and most people were starving, I set out to forage and maybe bring back soil and seeds but I got lost.
Just spawned there again and ended up getting my blue clothes back. Someone found FIVE gold. He made a bell and I made one of each crown and passed it on to my kids. The town is doing okay right now, just subsisting on mutton pie. We were carting in soil from far away, but the mutton pies go a long way so the wheat is lasting a decent amount of time.
There's also a little settlement up north, maybe 3-4 biomes away, and it's full of my kids right now. They have a good carrot farm going up there. It would be nice to get those two places connected, maybe farm carrots up north and cart them down for sheep.
Was it town with king with blue clothes and the fire pit had stone floor and a perfect heat tile?
Damn we had a TON of mutton, I must be doing something wrong I raised at LEAST 10 sheeps personally... no poop
I told people we needed to craft exlax at the pharmacy to unlock poo.I really hope it is bugged, or that someone know what we are doing wrong. I think a sheep
being on a tile in the moment of its growing up is maybe a little to harsh to pull off..At least I made a few sets of wool clothes, none of the fancy died shit though that was before my time <3
Yup, I was actually King Ted (just died). I was in that town a couple generations before, when I made the first 10 or so stone tiles and all the red clothes. Came back and decided to go blue.
This isn't the first town where I haven't seen dung though. I was in another one yesterday where I couldn't get dung to work, but I figured it was because my pen was too cluttered.
I was just in a town where we had a lot of sheep, and no dung at all. We had plenty of lambs that were fed and transitioned to adults, but no dung. The pen was completely clean and there was plenty of space. Now that I think about it, I haven't seen dung in two days. Possible that dung is bugged now?
Afaik they only poop on transition from baby to adult sheep. Bonus is that you will have tons of sheep so there will be some to slaughter for mutton.
I believe they poop if you feed them, even if they are adults.
There has to be a spot for the dung to spawn on, so if it's filled with dead lambs and other stuff, you won't get it.
After I died as your mom the first time, I had to step away for 30 min. I came back, and BOOM, immediately born to Grover Wild.
Grover!! It's Bob!
Your daughter came to me after your death and asked for the knife to avenge you. I don't remember exactly how everything happened, but I ended up shooting the Eve with an arrow eventually. She said she would return, and then collapsed into a pile of bones. I didn't live much longer after that, since I was really old at that point, but your daughter did have another child if I remember correctly.
I have since been reborn into that town every now and then, and it has expanded quite a bit since our days. Anyone who has spawned into this town would know this place to be the only one that has multiple completed stone rooms and a million berry bushes.
Anyway, really enjoyed our adventures! A couple lifetimes after that one, I was born to an Eve who named another child Grover, and I got really excited thinking you might've been that Eve, but it wasn't you. Hopefully we'll run into each other more often and have some more adventures.
I was born into a thriving little village from my Eve lineage, the Chimeras, many generations
ago -- my previous home marker still standing proudly by the kiln. However, things quickly
deteriorated when someone started drying up all the ponds and destroying the kilns and ovens.
I had barely grown hair by the time the village had been killed off and I was driven away by a
woman with a bow.
I ran North, gathering what I could along the way to start on my own weapon. I swore I would
take the land back. And then, you were born. You came mewing into the world just as I began
fletching my arrow. And suddenly, the loss of my family seemed a little more bearable. It wasn't
revenge anymore -- I had to take you home and to help you live a better life.
Once you were old enough to survive on your own, we ran South, back to our homeland. I asked
you to promise me that you would run away if I got hurt, to save yourself. When we got to the
camp, all was quiet save for a gently fading fire. Cautiously, I patrolled the perimeter. We were
safe.
And so we began rebuilding our settlement. First, the old carrot farm. Then, the forge, reshaped
from the rubble. Maybe I would be able to give you a good life, after all.
Then, your first child arrived. Not a child, but a monster. It looked like an ordinary baby boy, but
we both felt it -- something off. As soon as he could open his mouth, he spoke unintelligible
babble.
"666"
I would not allow you to touch the devil child. And so it quickly perished, leaving its putrid rotting
corpse next to the carrot farm. Death still thick in the air, your second child arrived. It was just
like the first. One by one they died, and one by one they were replaced by the next iteration of the
same child.
"Mom, are we cursed?"
I did not know how to answer you, so I didn't. Instead, I ushered you closer to the fire, hoping
that one day you would bring a pure child into the world. I would never find out as my life was
cut short by a vicious wolf.
We may have been cursed, but you were my life's biggest blessing, my little Hunter. I'm sorry I
didn't get a chance to say good bye. And I'm sorry I didn't get to thank you for giving me purpose.
You could be a gourmet chef, but the power is out and everything is rotted, so now you're eating nothing but Spam and Saltines.
But at least we'll always have a surplus of salt.
I like the new compost system. There was very little incentive to diversify from carrot farming before. With so many better food sources out there, a carrot farm shouldn't be the end game. A carrot farm should be a small part of a town's food production.
It's rather simple, your hands act like a floppy basket with different graphics.
How do you pick which item you want to use then?
I honestly like the simple mechanics of the game and how you can do everything with just two mouse buttons. And even then, sometimes my brain will malfunction and it'll take me a second to switch something out of a basket. It's a good idea in theory, but I think it's fine the way it is.
Also, as soon as you set up a working carrot farm, your goal should be to move up the tech tree and begin establishing better sources of food. Carrot farms at this point are not a sustainable option long term. I've seen so many settlements set up carrot farms as their only source of food, and then just rely on it until an inevitable famine.
Get started on pie production after you have carrots all set. Plant some berry bushes. Once you have those all up and running, you should then be concentrating on sheep farming and making mutton pie. Move as quickly up to this as possible.
I was in a town tending to sheep, and noticed that shears now break after one use. I imagine this is probably a bug, but hopefully this saves a few people the trouble of actually going and making sheers at this point. Luckily, mutton pie is no longer bugged and seems like a great food resource.
Edit: Shout out to Brak(??((Ayeee)) and Grover from that town.
To the one offspring who was digging the whole "bear summoning" thing: you were my best offspring ever. Your pretending to be a bear was adorable. "GRR!" indeed.
Sorry I starved (right next to the wild onion) and wasn't able to keep the fun up for longer.
Haha, hey mom!
I ended up summoning a ton more bears. I found this one spot with 5 bear caves and had all of them chasing me.
A decent Eve player can take care of a child while putting together the necessary tools for a good start. And that extra bit of investment in the beginning yields another helpful player who can get the camp started that much faster.
In fact, if I spawn as an Eve with a child, I'll pick up that child and look for a good spot. At that point, the kid isn't even slowing you down for anything, and by the time you get to a good starting area, they are ready to help you.
When you should suicide as a kid is when the Eve is clearly not capable of taking care of herself or the settlement and you are a boy. Your mom will most likely die and you'll either die shortly after or live by yourself the rest of your life.
Still happening today. No connectivity issues or lags. Just random "died: connection lost". Even tho I'm experiencing zero latency.
Same. My lasts 3 deaths were all from connection lost. In one life I lost connection in the middle of nowhere with the only cart from the village, and was one fence kit away from a sheep pen.
If you use the launcher 3rd party thing you can clearly see the server being 0/200 after losing connection. It's server-side and it drops EVERYONE on a server.
I guess Jason implemented server decay, too.
Silvses wrote:aldraw wrote:The influx of asian players should help keep towns going
I just played a whole life. Found the biggest town so far in after the update. There were 4 people, 2 fertile women. With the abundance of food, we were always full, didn't spawn any babies for the entire fertile period.
That is because no one is playing but those in your tribe. The new update sucks and not fun to have to make everything multiple times in 1 life.
It's also because it's temperature that now affects birthrate, and no longer food. If you want more babies, make sure you're as close to ideal temperature as possible. This is actually a pretty welcome change, especially as an Eve. However, I did find it really hard to birth anyone last night even at a fire, and I suspect it is because no one is playing.
As some people say: If you're getting hurt by mere words, how are you going to survive bullets during World War Three?
Who says that? Are you quoting yourself again?
Yes, I really think the role of caretaker/teacher is underutilized but can be really important.
In my opinion, in a perfect world, you would have a single fertile woman taking care of all of the kids around a campfire. This frees up the other women to continue contributing in other useful ways, instead of having all the women standing around feeding their own kids. While the kids are essentially useless for the first few minutes, the caretaker should share:
Basic Rules -- Farming, etc.
Navigation -- Layout of the town, and nearby resources
Main goal/challenges of the town -- I think this is really important. It's nice to have the kids know from the start what the big overarching goal is at that moment, even if it is just to have enough food to sustain everyone.
Beyond that, niche job-specific education should probably still take the form of the child watching someone else do it. Otherwise, it's just too much information. Just ask the child what they would like to help with and steer them in the right direction. And of course, this is all dependent on how far along the civilization is, it's much easier to take the time to educate kids in a stable society where food isn't a huge worry.
I just want to make it clear that I don't really think this is "cheating", especially because all you're gaining is anonymous (if not for the forum) recognition of a big generation. I just think that because of how this was achieved, you bypassed the inherent difficulty of the game by specifically undermining the built in game mechanics.
In this scenario, you are able to talk to each other, and you might recognize this scenario if you ever do get together with your friends to play games, or go to a game store to setup and play. I know I've done it in many games, ranging from Team Fortress 2, to Minecraft, to Command and Conquer, to Quake. These games facilitate Teamwork, and there is a trend that highly skilled players tend to communicate using their voices, rather than stopping to text.
I think this is a bit of a leap. You're talking about games with built in voice chat, and features that enable and encourage team play. And that is reflected in the theme and the goals of the games, as well. Can you imagine if you could only type one letter in TF2? The whole point of that game is to work together as a team and respond quickly, so the voice chat really helps in being agile.
There are numerous indications of OHOL not being such a game, least of which comes from Jason himself. These include: you spawn randomly, you can barely talk for the first few minutes, there are no maps/locations for you to readily find others, no in-game voice chat, etc. These are all features that enhance the difficulty of the game, and help build on the theme.
The difficulty of the game stems from having to work with strangers with competing priorities and various experience levels.
A mediocre player on their own can build a decent settlement capable of supporting multiple generations, but when you add in people who don't quite understand the mechanics of sustainable trapping, or a guy who really values snakeskin boots above a working carrot farm, that's when things get difficult...and interesting.
When you strip all of that away, when there are no longer interesting choices and your time in a particular village is in essence infinite, what's the point? The whole theme of this game revolves around the idea that your life is limited, and what you do with that time is important. Do you spend the last few years of your life putting the finishing touches on that sheep pen you've been building since you were old enough to pull a cart or do you spend it sitting around the fire and passing down knowledge to the kids? When you're part of an infanticidal hivemind, it doesn't matter, you just respawn and keep working on that pen.
The record of 111 generations just feels cheap. You guys circumvented the inherent difficulty of the game, which exists because of the game mechanics reflecting the theme of the game.