a multiplayer game of parenting and civilization building
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Thought that was already a thing
I liked sauerkraut until he nerfed it.. sad face
potatoes are amazing
So just played a bit, sauerkraut is best, not early game tho.
potatoes are a good shout, shovels are easy to make.
if no shovel in sight, carrots and beans.
Well corn, squash and beans are used to make the stew. cabbage is think is the highest tech requiring three blades, boards, pot and a mallet to make a stomper (and salt). Green beans are pretty good early game, just requiring a bowl. baked potatoes are cool take effect to regrow have sprout them in a bowl, requires more dirt tho.
and there does not seem to be a recipe to reuse the pot.
i lived off rabbits for a while, gives alot of food plus the added fur helps.
tech teir food woop.
I was jamie. Tried to bring you some food.
I did notice and it was helpful, just needed someone to stay alive! XD
Instead of setting up a good camp I decided early that I would try and save all my kids.
http://lineage.onehouronelife.com/serve … &id=282736
I thought "I won't be one of that eve that just says sorry kid." wish I did, I spent all my life feeding babies, even after I couldn't feed anymore.. Gena and Jamie weren't too bad, they got me food while I was babysitting, but the rest just honestly, they couldn't even feed themselves after they got hair, I had to feed them manually with my food supply. then my last kid said F and instantly died...
7 kids lived to hair. 4 suicided. 2 starved due to running around or too late "F"
ohhhhh mehhhh gawwwwddddd, he only went and done it.
Looks guys, forcing players to grow different crops is not the solution, you might as well just have one crop.
(I kinda go off topic here about soil sorry)
The current system nearly works. you are have few problems:
1. Soil takes wayyyyy to long to get back from worms, anything over that crops growth time is just silly. this is one of the main reasons we don't carrot farm, its ugly leaving harden rows, and you cant live on a 5x5 carrot farm for a whole hour..
2. bushes don't die, they should have a similar growth as the other crops where they die, after that you have to replant. They have no value, thus people eat them even if there is a cart full of mutton pies next to them.
The fact that bushes never die and use soil, makes them a god to other foods.
3. Fuck all recipes for food-related products, have more tech related food, that is slightly easier and better, it works with pies, we eat rabbit pies until we get mutton then we eat mutton, and if we don't have rabbits (rarely) we eat berry pies.
More recipes higher the tech tree would change the mono-crop IF the crops had similar growth attributes. EG, Oh we can make carrot stews now stop planting berries, Oh we can make corn and lamb chops grow corn instead. While this just moves the mono crops depending on tech level you have infinite recipes that can be added that reinsert a crop, You just have to make it easier, and better once that tech level is increased. bare in mind, there are No real tech levels just item progression, thus if it took longer to get to certain items like bowls and popcorn was better then berries and grew the same then we make popcorn.
To conclude,
I think all crops should cost the same and have similar growth time and yield, the tech level should determine what food is currently the meta as food recipes will be better then what was mono before and tech should be slower to get, having a clear "upgrade" point, "YAY we have clay bowls and plates now, we can cook popcorn!"
This kinda goes off Jasons "you must evolve or you die", atm you don't need to evolve because berries live forever and there is no need to get compost fast or tools or anything.
Rebel wrote:No, everyone can use some marker, you used to be able to hit a home marker with a stone to make it yours but now you have to remake it, you cannot grief people by destroying their home markers. they only get destroyed if that person makes a new one or they destroy the old one.
Maybe it's bugged there? If one of your kids remakes it, you still have it, but children born later don't inherit it?
That's a good shout ill give it a test when I get some computant family members
Carts will break and trees cannot be reproduced. You could make a limited income of baskets from straw if you're careful with compost. But it's not fun. If you see a bunch of carts in a town you know that it will start sunsetting soon. No one builds a storehouse for a bunch of them anymore because what's the point? In the great words of the Nine Inch Nails and Johnny Cash, sometimes it feels like my only true legacy to descendants is, "An empire of dirt, and you can have it all..."
I loved being a basket maker, then i saw Jason's post about specializing I totally understood, being efficient with compost and mass producing wheat is fun and can pretty much set up baskets and flour for ages. (Mentioned before but really need a flour storage because holy shit, the number of carts and bowls of flours there were was stupid).
I did fence the area off a little and went a little out of town to do it, but everyone knew where to get baskets from and it was proper neat. it's hard to pass down the profession when there as alot of new players tho. (just FYI basically I was doing three jobs at once, flour compost and baskets, another good player did sheepy and got me dung.)
commonly you don't see people doing one job their whole life, normally if people need a tool they ask someone who knows how to make it, could be anyone.
You know what you don't see anymore? Storehouses lined with excess supplies. (Now they're just single locked door rooms people hide weapons and a food stash in. A griever's dream) You know what you do see a lot of, especially nowadays, instead? Screens full of single tile crap items all over older settlements. If you're going to make more garbage, make more storage options. Its bad and only gotten worse rapidly.
You remember the arguments against artificial difficulty? That just kicking up the sliders on damage and health on enemies in games is not a rewarding change in experience? More steps and more items on the ground due to more intermediate stages... (drying corn, worms spread across two fields or more, one in use and one not, neglected seeded crops)...is not a rewarding change in experience. Added with the psychological effect of the knowledge that storage solutions will not last, and cannot be renewed long term makes it feel futile. I often suicide out of large towns that have already exhausted all the natural resources in a wide expanse of area. They're often frustrating for that reason, inevitable griefers not included.
Carts will break and trees cannot be reproduced. You could make a limited income of baskets from straw if you're careful with compost. But it's not fun. If you see a bunch of carts in a town you know that it will start sunsetting soon. No one builds a storehouse for a bunch of them anymore because what's the point? In the great words of the Nine Inch Nails and Johnny Cash, sometimes it feels like my only true legacy to descendants is, "An empire of dirt, and you can have it all..."
surely, if higher tech level has decreased decay, that means there is less mess produced those tidy towns? I mean you will never get tidy towns until people learn how to efficient crafters, garbage collection is a noble profession and many of my kids have been happy cleaning up the place most of their lives.
as for storehouses, I Have seen a few, but problem is, there is nothing to store in there, pie get eaten, carrots are not grown, berries cannot be stored and tools break too fast to think about storing them, maybe in larger towns where a blacksmith make multiple tools to store (Which I have seen and done) for future gens. but guess the main reason is its too easy for people to put all the tools to make keys into the house and then lock the door and hide the key, preventing a key being made to unlock it for at least 20 mins.
(went a bit of topic but yolo)
I personally hated the storage houses we had before, because what the hell is the point of storing food that you will never eat, if you have a net gain on food, don't grow more food, this will because more and more of an expert task when more food decay is added, and people will have to know how much food needs to be grown to feed x people.
houses should be made for closing spaces for jobs, its so annoying baking or blacksmithing and you have people fucking standing around in the way, having a house that a baker and an apprentice can lock and keep people out while they are baking/smithing spends up the task loads. if you know how to craft with from storages EG carts and baskets, you only need one tile for crafting, the smallest and most efficient bakery I have made is a 3x3, which includes a kiln, however, there was a separate Mill room where the dough was made and stored.
also, a nursey is useful, where a mother can nurse all the kids in the village (i have seen places with two nurseys) with a depot for pies for the nurse and a fire.
I am yet to see a room for cloth making. currently, rooms are not really made at all, mainly because stone walls cannot be destroyed and it's too easy to grief.
I am yet to also see, a butchery where lambs are roped into and slaughter (kinda like in the trailer), I started making one joining a bakery but never got round to finishing it. literally only needs to 1 or 2 tiles.
Would love to see residual housing for families, EG basically a small nursery and storage for your family line, would only need to be like 3x1, and you can have a key to the house and box only, there is not really a use for personal items but you kinda can keep clothes you made or spare food in there. Basically what I am saying is that I would love to see lots of small houses rather than one huge one.
And back to the rubbish, it's not hard to take broken baskets out of town, all broken things decay in time so. would like to see storage options that cant be a mess with, I used to use boxes in bakers but once you die a day later you would come back and the boxes were turned to carts. I know there are the boxes with lids now, but they can be locked so easily too.
Rebel wrote:No, everyone can use some marker, you used to be able to hit a home marker with a stone to make it yours but now you have to remake it, you cannot grief people by destroying their home markers. they only get destroyed if that person makes a new one or they destroy the old one.
I think it should be like that again.. No reason why we can't share a home marker. It even makes more sense that way. People usually know the way home.
Agreed
I just find it annoying that basically, you don’t have free reign on a horse. You have specific “spots” where you have to park otherwise you will starve. I want to be able to get off a horse, have a snack, grab some of my stuff from the cart, and work without ha omg to worry and stress about it.
It’s understandable with wild horses or even horses not attached to a cart. But tamed, cart-attached horses shouldn’t do this IMO.
Or even just letting them move a tiny bit, not across an entire biome within a minute would be helpful.
Don't get me wrong I do agree with you, it's annoying. However, I only see this problem occurring when exploring. I only tend to use horses for logistics, EG bringing mutton to the bakery or hauling branches back to base, and most of the time can be done before having to eat food this is I believe the way Jason intended it for.
Hitching to trees would be a great solution to this, preventing horses from running away just destroys the use of hitching posts.
There has to be a downside to riding horses otherwise everyone would always be riding them, atm its nice seeing carts of items being transported around, the moment horses stop running like they used too, everyone will just be riding them.
No, everyone can use some marker, you used to be able to hit a home marker with a stone to make it yours but now you have to remake it, you cannot grief people by destroying their home markers. they only get destroyed if that person makes a new one or they destroy the old one.
I don’t think decay should be implanted on important starting items. Higher-tech stuff would be nice, keep the boredom away, but adding decay on stuff like kilns would kill the Eve population.
this game is meant to be difficult and at the moment you can pretty much do everything as an eve maybe about from getting all the iron tools.
You have to have a reason to progress to the next stage, if higher tech tools break faster or last the same duration as lower tech tools whats the point? plus its more annoying have to keep going back in the tech tree.
situations where a drill would break after 20 uses so you quickly want to get a flint and steel that lasts 200, we already see this with ponds and wells, why not on other items?
Whats the point in making a better kiln if a clay one has no downsides.
Men further the village
Female further the line.
females should never leave home unless its super important and there are no men about. Also, order men to go "collect iron","hunt" or "get a sheepy" etc, even building. Females should really just focus on childbearing and teaching, even job allocations, males should never do a job a female can do, which is pretty much most things that can be done without being in a situation where you have to sacrifice that tool or a cart for a baby.
an easy way to remedy this is just to leave a sharp rock and round stone in a basket next to your homemaker so people can set theirs.
I have no idea why it sometimes does it and sometimes doesn't maybe there is some sort of timer we don't see
I get your point, its annoying having to hop back on the horse to stop it from running.
I have got into the habit of making hitching posts before I gather, EG I know a spot where there is a bunch of branches, I take a fence and shovel there before handset up a post and then start collecting, it can be done in most cases but not all, such as firewood collecting, this being said, you can just keep moving the hitching post.
I like the way it works at the moment having to plan ahead, then again I am one of these guys who doesn't chop trees down until I need to instead of deforesting a whole area and slowly dragging clearing it with logs, I hate mess and do everything to avoid it. Thus i find making a hitching post next to some trees beforehand, then chopping the trees and transporting then moving the hitching post to the next few trees (bare in mind it only take one and 1/3 of a tree to fill a cart). i know there is other cases where you just want to pop off the horse to eat or pick up something off the ground and it's annoying when the horse runs.
being about to use your bkpk while on the horse would help. or at least allow us to hitch tamed horses to trees.
Baskets take 10 hours to decay.... again, 30 generations.
Everything you make does not break soon after.
ahhh man, means I can no longer be a basket farmer.. felt so important.. le cry.
you can't please everyone I guess, some people like hardcore survival, some people just want to cry about hardcore survival so that can build their towns in one generation.
I would love decay on everything, it slows progression down and progression is the main selling point in the game and atm its too easy to progress. and higher tech items could decay less quickly.
Hey now I have mentioned it, most towns don't take long to well be complete and people start just adding to the mess or building buildings and whatever.
Would love it if it took a lot longer to do things. eg, a kiln takes an hour to set before it can be used. or it takes alot longer to make charcoal lets say like 20 mins (would give you a nice path to go down for tech, EG make a charcoal pit that makes charcoal in 10 mins etc..) I love the bell tower because of this feature, it takes ages to make not just a simple item 1 + Item 2 = product. You can have this on food recipes too, a stew my take like 20 mins to make but has a large amount of food, but popcorn takes a few seconds (like it does) to make before you can eat it again leading to future tech to able to make better tools to increase cook times, eg cooking meat on a fire may take 4 mins but cooking it in an oven could take 2.
I feel that you will find it hard with the current mechanics to increase the tech tree without changing the past tech to work with it.
Just some thoughts.
All I can see this doing is increasing the number of plots for the meta food. if berries are still easier to grow then carrots, people will just grow another berry bush instead of carrots. Thus, huge meta food farms will just be made. unless you make it easier to grow other other crops or have all crops be the same difficulty to grow, then it would be worth growing that carrot plot to get the bonus, (and using the word bonus implies that this won't happen all the time and its a luxury).
Don't even think about using the haven food design, its unique but even for haven it doesn't really work or encourage different foods being eaten as people will still eat whatever they can to get that stat level up and even with so many pieces of food there are still meta foods people feast on, plus with drinks sats are not a problem. plus you have to play haven for like a month at least to get to know how to play and what the fuck is going on and how to avoid raiders.
I believe in you Jason to create your own solution to this problem. and we can throw ideas at you but at the end of the day, you will only know what works if you implement it, its one thing saying "Have a food bonus for eating various of food could work" and actually seeing how the players find loopholes around it. it's annoying but it's not like you haven't implemented ideas before that were good ideas at the time and players just ignored them or find ways around it.
if worse comes to worse and you cant think of a solution to it, keep adding to the tech tree and maybe that will give you some ideas. players will happily play whatever the food situation is as long as new stuff is added, I mean look how long the carrot meta was about for.
also, feel like now is a good time to mention it, if mutton pies literally fill up your food bar and we are only in the early ages of the game, will we ever unlock better food? or just easier/cheaper ways to make it? Maybe another problem for another day
So according to the github recipe page, all bones despawn in two hours unless buried. if bones are left on the floor that takes three hours to despawn
So much hate, so little love.
Graveyards are a problem, I think burying the Eve of the settlement is probs the only meaningful grave I would bother making, maybe if someone really helped out the settlement I would bury them, but other then that, all those dead babies can go in a bone pile somewhere far away.
Graves should be for memorable members of the town. EG The person who made the first tools or captured the first sheep. or even someone who did more than a lifetimes worth of work.
My thoughts on grave sheep pens.. my same thoughts about pit pens, ruins my immersion, hate it. is it that difficult to spend a generation to get a nice looking pen up and running, rather than slamming an ugly arse pen down just to get some dung, Towns should aim to look good over the efficiency, I would argue that if the town is not at the right place to make a fenced pen, then you are not ready for sheep and rushing them helps no one if you haven't got the steel tools or the iron to keep the sheep pen working. whats the point in having sheep if you only have the iron to make one shovel, no knife, and no shears. The amount of times I have seen this is stupid, sheep but no tools. mainly because they break and there is no iron or the person who was looking after them before was selfish and died with the tool in bkpk and got lost.
One day, there will be something we can craft with bones. Bone glue or bone armor or something like this, surprised bones have no use atm, I mean bone tools are a thing, even up to the Viking age people were using them.
Still find it super weird that we just jump to steel from stone. maybe one day he will expand it.