a multiplayer game of parenting and civilization building
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Same family, different mother took me into jungle, forced me to get jungle fever then abandoned me to starve.
The Miu family is certainly making me want to go on a killing spree on them, but I wont lol
I had my lineage last 36 generations after me, every member of the family alive then was descended from me.
My Mother was AFK, and I only lived because a Male made sure I stayed fed.
Died from starvation because my mother refused to feed me, using the excuse Boys r Yuk
Died a namless Miu.
First time I ever been refused to be cared for lol
I confess I had thought you could use needle and thread on the straw to make basket, and didnt bother double checking myself. Sorry
The generosity of a male player has now allowed the line to go another 8 generations and counting through me THIS is why males should also help with the children!
As for the baskets, you can use a ball of thread instead of precious milkweed.
This, I believe is the crux of the argument. I can see making baskets with straw or reed and thread.
But the Wheat + needle and ball of Thread means you can use renewable resources in your own village to make your baskets with. Everyone has needles and ball of thread by a certain time as it is much easier than maintaining the milkweed (though when you just need a THREAD and not a needle and thread it is a pain to find in post milkweed civilizations)
Born to a mother who was not there (at all, was like.. afk), and a male by the name of Flint Peters ensured I stayed fed until I was old enough to fend for myself.
You sir, are awesome. I spent the time cleaning up the bakery (it was tidy by the time I died!), and had several children.
I named the first born son after you and told him the story.
pein wrote:QWERTYUIOP is better cause that's right below the numbers and only differs a bit for german or french keyboards
It does have the advantage of being closer to the keyboard, so no memory is needed. But, it has the disadvantage that words become possible to spell. I don't know if that's enough of a problem though to outweigh the benefit of having a system that probably can get communicated with a greater number of people.
I'd love to go to loc 56032,48534 and see if there is a library there.
futurebird wrote:just think how cute it would be to see two kids holding hands coming in to town!
Ok, that would be cute. I'm all in for making OHOL more interaction based.
Cute? Two words for you.. The Shining
I think most people use the code tag to minimize wall of text. But yes I wish there was spoiler tags
You dont need a fire in the room to be at good temp anymore, Good clothes and walls are enough.
Thanks, I learn something new every day!
Trouble with this idea, and it does have to do with the engine, can be better explained by changing the terms a bit.
Assume that we consider players "Actors", and everything they interact with are "Props".
An actor can use a prop, be it a food item, a horse and cart, or even a theoretical Horse Carriage.
A Prop can not act upon an Actor, Your horse can not ride without you telling it to, your pie won't automatically smack you in the face, no matter how many bananas and cream are in it.
An Actor can act upon an actor though, or use a prop on an actor. But this is the actor performing the action, not the prop. Feeding babies by picking them up, or giving them berries, or killing him once he spams the whistle emote are all examples of this.
To make a Horse and Carriage the way you traditionally think it would work, it would require the carriage (a prop) to work on an actor, because the carriage will have to force the player to move, even though someone is driving it.
There is no mechanism in the game that forces a player to move without the player clicking the mouse on a position.
What there would need to be first is an auto-follow function. This would be needed first before designing the rest.
THat being said, how many times have you lost someone you are following due to lag? Auto follow would certainly be helpful.
... I had a horrible thought...
Make a scavanger hunt that, in reality, just gets a noob to build an apocolypse monument
So, a 6x6 room is currently the largest space to ensure full heat. (overall size 8x8 with walls, or 64 tiles)
But, you CAN have a bigger work building, provided you make rooms. You can put 2 6x6 rooms as shown, and use up an overall size of 15x8 with walls (120 tiles) for a savings of 8 tiles!
Of course you need a fire in each room, and the center door set on spring, but it still less room than 2 full sized buildings
WWWWWWWWWWWWWWW
WFFFFFFWFFFFFFW
WFFFFFFWFFFFFFW
WFFFFFFWFFFFFFW
WFFFFFFDFFFFFFW
WFFFFFFWFFFFFFW
WFFFFFFWFFFFFFW
WWWWDWWWWWWWDWW
finally no more 502 errors. Took that long. And to answer question, I could see the main forum page,l i could post, but i couldn't read any replies, so when I posted, i could not even see what i just posted lol
since no one can read the post yet, i put problem in subject
I tend to use the Allman bracket style myself for code I make from scratch, but will default to style used in a program if i am modding or troubleshooting code
I have been known to create functions to make it easier to work on one section at a time in the code, then at the end, replace the function call with the actual function. Similar how you would build a complicated Excel formula. Get it workign in bits, then combine it all so it only takes up one cell
I am glad that it got resolved in the end. Don't know if my own report did anything, but fact it got fixed before their CEO got wind of it is a good thing lol
But yea, normally term spaghetti code is not about syntax, or how easy/hard it is to follow the long programming, but the structure. Here is a example from a reddit page for spaghetti code to do 100 Beers on the wall. It works... BUT you can see there is a much better structure to use.
Uhhhh ok man your Jason’s twin......
I am also 40 years old I do have to look up the new fangled quick coding now and then myself lol. I understand fully in programming in what you know. its quicker, and optimizing as you go can be very very hard and distracting.
My sad story of today...
I was born as a boy in a town of redheads. There was another small dead town not far north east. I wanted to revive it, and a stranger, a woman, showed up. She gave birth to a baby girl and disappeared.
A daughter! I named the girl Miracle. She was a ginger like me, so I thought she would fit right in. I brought her home, and introduced her to my family. She was old enough to care for herself, so I went back to the outpost and worked there for awhile.
I returned back home just in time to see an old lady kill my adopted daughter. Obviously Miracle had done nothing wrong, as the lady said it was too dangerous to let her live.
But Miracle had a baby of her own just before she died. I picked up the baby and ran away with it.
Alas, a relative followed us. When I put the baby down to feed her, he picked her up and ran with her until she died in his arms.
I lost all will to continue on, and died of starvation in the outpost where my daughter was born.
Very sad. I do not know why they think it is dangerous. I mean, if its "oh they may kill us all", I have been murdered by my own son before!
Depends on definition of "Spaghetti"
As a coder, when I hear spaghetti code, it usually means code without proper documentation, or layout. When you look at properly designed code, you see a lot of comments (like //Build database) and brackets lined up to where close brackets are vertically aligned to the line that opened that bracket.
Spaghetti code, then is code where it is very hard to see where one bit of code ends and another begins.
Jason's code is very well laid out, easy to follow, and certainly not what I would describe spaghetti code
Actually, I saw it as more of a multiple birds with one stone.
There are people that complain that
1: No reason to trade between families
2: outsiders to a town are usually killed, there is no reason to diversify in a town
3: all towns look the same
4: No reason to go beyond the village you born to
I figured that family based styles may be a good idea to address all of that in one fell swoop
People are talking about wanting trade, of making outsiders more reasonable to a town, even of varying the landscape of what can or can not be built.
What about: Family Specific recipies?
Here me out... what if, when an eve is created, they assigned a random "Style". When you are born to someone, you inherit their style (similar to Jason's gene idea).
A person with a specific style trait creates items in that style where available. Clothing and buildings come to mind.
Once an item with a specific style is made, it is tradable as normal.
And each style has one item that no other style has, that offers some sort of bonus. How about a styled well with a smaller chance of going dry? Or the ability to build a greenhouse that can grow crops without soil?
All style specific buildings of course should be able to break and require someone with that "style" to repair
What would this do?
1. Towns will have different looks.
2. Towns where multiple families have lived would begin to take on a hybrid look as things are built
3. Trading between families becomes a thing.
4. Someone from a different family now has a purpose
To be clear, I am not suggesting this as something that should be done asap, but open for discussion to see what others think.