a multiplayer game of parenting and civilization building
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Factorio.
When son to an Eve I usually fetch food while young, and set up camp as I get older. Eve has to focus on raising the babies anyway, and I hope her seeing me work teaches her how it's done. Sadly, most players die and I'm more often than not left alone as the sole male in the camp I worked so hard to build.
If I'm male in a village I'm super cautious for the inevitable murderer. I try and keep the town organized, watering languishing berry bushes and getting plates back to the bakery, hunting rabbits for backpacks. I build a sheep pen if there isn't one, or expand the berry farm if there's already sheep. I try and keep on the move so I'm not an easy "culling the herd" target.
I find it's often the women around the fire that become murderers when they see nothing but babies all over and are bored of feeding them with nothing else to do. I wish they wouldn't murder, since most of those babies die from incompetence anyway. The murder spree usually goes overboard and there's only menopausal women left and the town dies.
Baby carriers when?
Happy wives, happy lives.
Any boost to hoes with this?
I think compost should be easier to do and by different crafts. It's cool to have more plants but compost is the problem in all that. Different ways to make compost could make different kind of gameplay in villages
Agreed. Take the berry carrot mash on straw step out, since the lamb already eats it to make dung, and it doesn't make sense to throw fresh food away for compost.
S+W=C on everything is boring. Instead of reusing the soil+water=crop mechanic on bushes again:
ADD FOOD SPOILAGE - like if you don't pick the berries they become rotten berries, and if you don't pick those they disappear and you have to wait again.
More useful cycling makes the effective cool down on edible berries more interesting and adds variety to crop types.
Add rotten food to straw for compost.
Or to feed pigs.
... Goin' on a boar hunt ...
lday wrote:@IronBear
Making it to 60 isn’t that hard for me. I’ve seen many people make it to 6p while doing nothing, especially in larger towns. It’s not impossible, and it’s not uncommon. I’ve ranted about eating and doing nothing being boring in a previous topic. It happens, and it’s frustrating.
Clearly you are suffering from survivors bias, regressive bias, and clustering illusion bias,and reliance on anecdotal evidence.
Close to 1.7 million lives have been made on this game, yet only about 95.6k lives made it to over 55 years old. That means only about 5% made it to elder. It is a rare occurrence.
Frankly if you make to elder (+55) more times then not, I considered you an expert player. But are you honestly evaluating you performance? Are making it to 45 and considering it elder?
How many of those lives made it past infancy?
It's a really troublesome stat since not only is there the infant mortality rate to consider, but the spike for 14 year old Eves.
I'd love to see life expectancy stats for people that survive more than five years. (past 0-5, and 14-19)
Dead horses ... I hope this means foals are in the future.
It makes sense for different plants to modify the soil traits - nitrogen(N), phosphorus(P), potassium(K). Have each crop raise or lower these traits. Make the current soil traits read as high, medium, or low - with words, or symbols, or put them in different colors. Or maybe simply scrap the NPK values and just have a single soil PH value.
Make crops depend on the starting state of the soil they are planted in, and leave a different state (or no change for some).
Add fertilizers like bone meal, or dead lambs, or leaves, or dung water, or added clay or sand.
Tying animals into the equation also really makes things interesting.
Pigs being omnivores could eat plant "garbage" and/or animal "garbage" like burnt goose and dead lambs. - but they're ornery and hard to kill compared to a sheep. But they give BACON, which makes it all worth it.
Bees could be required to run an orchard of fruit trees, and make honey.
Domestic geese could eat insects that might otherwise ruin a crop, and lay eggs.
Some crops should be left behind as civilization advances. Wool is better than milkweed thread. Trying to balance them defeats the purpose of innovation.
EDIT: clarification
Wish this was standard.
The 1080p version is a very realistic visual distance. Much better than the myopic view the game comes with.
Better yet have the zoom tied to the mouse wheel so we can zoom all the way out to 4K "10,000 foot view" if necessary.
Thank you Joriom. ZoomHOL is best HOL.
... twin Eves. It would be fun have the odd chill out game where you and a friend start your town together- and being an eve kinda forces you to talk to the other players as you've got to give instructions to your first kids.
Now you're talking! Solves all the twin baby problems. Smart!
I've had very similar experiences. Either being the Eve, or her son, where the whole camp gets built and it's beautiful and not a single girl survives due to suicide or incompetence. I still don't know how they starve next to food - it may be suicide without running off first.
There is a steady "panic" while setting up initial camp, so there really isn't time for teaching new players beyond "farm the carrots until you're older".
There's that bit between having the farm running and having a sheep pen where the new players usually screw it up by "having too many carrot sponge kids" or letting everything go to seed. The problem is obvious because you told them to farm and it's boring and having kids is more interesting than picking carrots so they raise them. The new kids are told by the noob farmers to also stay by the farm and so that's when the population of carrot sponges happens.
Meanwhile, you're trying to smith a shovel with a dozen kids swarming you.
Then comes the really dangerous part... You built the sheep pen. But catching the mouflon lamb requires a bow and arrow - and by the time you've built that too you're too old to go hunting. So you give it to the most competent person you can find and hope they don't go on a murder spree.
THAT'S WHERE THE MURDER HAPPENS.
Please don't murder people.
I know there's a lot of them at this point.
I know they're super annoying.
I know the town is running out of soil.
Just get the lamb, and bring it back, and get the compost cycle started.
Chances are by the time you get back natural selection will have starved off the weakest players anyway.
You know how to forage.
Hunting is relaxing.
... and a shovel of dung never looked so good.
Ponds refilling over time = good, realistic water cycle.
Building wells on ponds = bad, doesn't make any sense, the water table is everywhere. The whole point of wells is to build away from ponds.
Rather than nerfing water, make well building more realistic. Require digging a hole first for shallow wells. An auger for deep wells. Add some sort of irrigation, bamboo pipes or something.
uhm.... I`d probably abandon both of them just about every time that happened. I doubt I`m the only one.
Two kids at a time is too many unless you`re in a town where everything is running smoothly, which is pretty rare. There would be no point in trying to `save one` It would be a waste of time and resources because I`d expect the chosen one to just suicide anyway to try and be reborn with their friend again.
Like MidgetMaker says, I`d also be suspicious of griefers teaming up and even if not griefing I`d worry that they`d be too invested in playing together to be helpful if the town needed something like one of them to hunt rabbits north and the other to go scavenging to the south.
THIS.
I already reported it.
Ponds refill now, even if drained.
Milkweed doesn't respawn anymore, so if you have a bunch of seeds already you can pick it anytime.
Picking the last berry on domestic berry bushes resets the regrow clock, so it's a good thing. Just remember to water it.
Fire is a HUGE waste because branches don't respawn anymore.
To survive you need sheep, for their poop, for compost. Running out of soil is the long term survival limit.
Study crafting here:
https://kazetsukai.github.io/onetech/
Learn how to make a fire, a bowl, a forge, a shovel, a hoe, and composting ... try not to become overwhelmed.
Jason's forum news doesn't mention the little changes, so players don't know about them and they become the worst game killers. Explaining: Milkweed doesn't regrow anymore, you'll have to farm it. Branches have been nerfed and wood is now precious. Iron has also been nerfed, good luck finding any. Running out of soil is obvious and composting is needed, but you need a shovel to make a sheep pen out of trash pits or graves because there isn't enough wood for fences anymore. You need iron to make a steel hoe to farm anything because there isn't enough maple branches or rope to make stone hoes. Even if you can explain to anyone what you need and send them on a fetch quest, they mostly die - starving because again no thread for backpacks, or stepping on the excessive snakes.
There's no space in this rat race for new players. There's no time to explain the hundred+ steps required to set up a fully functioning forge and make a steel hoe and shovel. Too much of your life you can barely talk, and if you survive long enough to be able to explain it's too late because the Eve set up camp somewhere random and it's doomed from the start. If you're the Eve then you're stuck trying to feed your babies in the hope one of them is already an expert and can get something done while you try to keep the rest alive... and in the rare chance that there's actually more than one expert around you spend your whole life trying to help build a sheep pen and it still takes more than one lifetime and the statistical chance of anyone finishing anything approaches zero.
That's why the long generation runs require voice chat, artificial baby cycling, and excluding new players.
At the very least the News forum needs to be honest about ALL the changes made from week to week so people can prepare appropriate strategies.
Better yet there needs to be an updated rules/instructions option in the actual game startup so players see it when they play.
Post to the bug report thread:
https://onehouronelife.com/forums/viewtopic.php?id=1648
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Translates from binary to:
"Don't talk behind my back on discord. Stop acting like I know something, your all lying!! Spoooky coded message lol."
More iron please... less snakes.
Thank you, love the game.
Everyone is too busy starving to type.
You have to actually read the instructions before you play the game.
Communication is bad in this game and fov is too low
Yes. Joriom's 1.5x zoomed out mod should be standard.
https://onehouronelife.com/forums/viewtopic.php?id=1467
The field of view is much more realistic, and makes a huge survival difference.
How to make zoom mod yourself: https://onehouronelife.com/forums/viewtopic.php?id=1422
I think it might be a good idea to just have the last name given to you as soon as you're born. That way at least you won't be completely nameless even if you aren't given a first name.
Agreed. Last names should be transferred automatically.
First names should be something special from the mom. If she gives you a dumb name or none at all, that's life.
The intro screen should give naming instructions though, so Eves know they have that power.
I'm really trying to move away from "unlimited but fragile supplies of X," because that means there are no more decisions to make, and you just need to make sure everyone is careful and follows the rule. I've seen the eternal milkweed farms, where you just walk buy and pick whichever plant is fruiting when you walk by. Nice that some ancient relative set this up for us, but now we're kinda done thinking about milkweed forever.
That's what legacy and progress are. People have projects that provide for others so they are free to worry about new things.
What I want is more of this: We have these resources available right now, and where should we commit them? For example, when do we have enough excess soil and water that we can grow some milkweed on the side? Even deciding where to spend the milkweed should be an interesting decision (but only if supply is limited).
Not enough soil to grow milkweed leads to not enough thread for clothes which increases food demand which consumes more soil. This little death engine prevents towns from growing to a size big enough to worry about excess. Perhaps a simple but short lived option of digging on green space with a sharp rock = one time use (poor) soil and makes the sharp rock round again.
This has not been fully worked out just yet.
There will be some other changes to farming, wells, and soil in the next update.
... ... ...
Berry bushes will likely change too, though I'm somewhat stuck on exactly how they will work. At least there are still decisions to make in maintaining them, assuming that water becomes more limited again.
Bone meal plant fertilizer = speeds up plant cycling (example, domestic berry bushes now grow berries in half the time)
Well placement should affect refill rate.
Rollback branch respawning.
Saplings growing into trees needs to be a thing.
Reeds need to be farmable and more wicker craftable items should be possible.
There should be a low random spawn rate for plants, as they do take back the land in real life.
New plant = hemp, makes stronger string and rope so items last longer.
New animal, Bovine = milk (becomes) yogurt (becomes) cheese, meat, leather, an animal that can pull a plow.
Plowing empty green space should create fertile soil (trade off is that plow requires a lot of iron, wood, hemp ropes, a cow)
Dead lambs should have a purpose - meat, karakul fleece, compost.
Seal meat should be harvestable. (Google seal meat ... and Flipper Pie!)
Bears should be edible.
Penguins must be able to die.
Hemp. Makes stronger thread that makes clothes last longer.
Weaving....