a multiplayer game of parenting and civilization building
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Why cant we have small stacks? Two mutton stacks would change the game a bit, every storage tech, both implemented and hypothetical is better so there is always an incentive to use that tech. You couldn't pick up the whole stack, like all the other stacks, its just an in place thing to reduce the clutter a bit. It would make even more sense if meat eventually got a decay timer if outside of a box. It would let you put it together before you transport it out, but cant just leave it like that. It would force more milkweed to be grown to build more storage, and make things flexible for when you actually go to use it.
DestinyCall wrote:No need to hesitate. It was griefing.
Anyone could have joined us. They chose to toss aside three perfectly good soldiers. This is what happens. I'm a hardcore RP player. ;D
Hmmm, random asshat (who did basically nothing for the town) tells me what to do, what do I do? Tell em to fuck off. Boring (failed) roleplay. If anyone was unambitious, it was you; instead of working on your village you tried to make slaves and got violent when you didn't get your way.
anandamide wrote:Well theres no need for four base level ways of making rope. Either they are all made equal, and then redundant, or one will be the best and then the others will be useless
Or, there are worse and better ways of production, but the better ones are locked behind machines up in the tech tree
As in exactly what I recommended in my post *faceplam*
Wow this is everything
Okay so more testing has just left me really confused. On my server doing a proper close Ctrl+C causes old natural resources like milkweed,clay and burdock to respawn, but the items made are persisting. Just closing the terminal causes no saving.
Well theres no need for four base level ways of making rope. Either they are all made equal, and then redundant, or one will be the best and then the others will be useless. Yes in real life there are a variety of ways of doing just about anything, but with things like early agriculture and textile production, people used the species that were in their area. In OHOL, you can grow anything in any biome, and seeds from any of the biomes can be found usually in less than a minute walk(assuming you arent searching and are just going to where you know they are), meaning that people will not waste time with other methods, save for eve/ her children doing a quick fix if those other seeds aren't quite so readily available. Thats why I think other rope methods, no matter where exactly they are in the tech tree, should be somewhere higher up in it. Doing this even without any new plants would give a real use to the machine tools, because currently its cars and planes and radios which while cool, have negligible actual benefit.
*** Also, all of those plants IRL(and there are way more than just those) have anywhere from huge to subtle differences in their properties, which is too much for this game; we don't care about a ropes luster, smoothness, tensile strength, water resistance etc. Like with thread, a thread is a thread is a thread, it doesn't matter if it comes from milkweed or sheep. Same for boards, we dont get different butt logs from each of the trees, branches might be different but they all turn into kindling.***
****Unrelated but IRL, yucca rope making is such a pain in the ass omg. Im weaving a coil basket out of homemade yucca cordage and grass and it took days to make just like 10 meters of cordage. You have to boil the yucca, and then let it soak for about a day before stripping it of the leaf matter(less time if you boil it for a long time but its a lot of fuel to keep a large pot boiling for 10 hours and dangerous to leave unattended). You can do it on raw yucca but its so hard and wastes a lot of the fibers. Even with the long soak, that thin diameter of cordage that I made still took about 3 hours to strip and clean it and that was with a nice flat countertop and a knife; I can only imagine the work to do it with just rocks and whatever else you can find in nature.****
Right now rope is pre stone age, as it can both be collected in the wild, or farmed using skewers(I guess farming is stone age since you must use stones and a sharp stone to build a kiln and make ceramics but whatever), using stone or steel hoes while certainly the better option is still "optional". Any tech advance would need to be high up in the tech tree, because while in real life, we had more advanced production of rope than by hand long before metallurgy, it would unbalance the game. I think there should be a newcomen era tool(or steel age) for making milkweed more productive. We should have not just a more advanced rope making machine, but also either get hemp or add a new way to harvest milkweed and have a production similar to hemp.
As you might be able to imagine, this doesn't inherently need iron, or even copper, but we will require at least iron. My imagined rope machine will be made by adding 4 short shafts into a pile, and then adding a wooden wheel to it giving a wheel with spokes. Next you will make the bearing, make two steel cylinder blanks and a thin steel rod. Make one of those blanks into a precision cylinder and then use the newcomen drill to make a drilled cylinder, putting all three together will make the basic bearing(leaving room for future bearings for other tech) and then adding the bearing to the wheel will give you the rope wheel. Optionally, to include copper, adding a wire to the rope wheel will put loops on the end that the rope would pass through. Boards + fence kit will give you a rope machine base, and then adding adding the rope wheel makes the rope machine. Using shears or a knife(not sure on which but definitely not flint)on a grown milkweed will yield some kind of harvested milkweed plant, hitting it with a branch will give you something like "milkweed fiber", putting three of these together would be something like a "milkweed bundle" and feeding this into the machine would give one rope. This could be upgraded further, with some kind of tool instead of a branch to process the milkweed, where the shears or knife harvested milkweed would be bundled into a bale, and using the newcomen roller(or something like it with a newcomen engine) on the bundle would produce "separated milkweed" which would have two parts, the bast fibers and the waste, pulling off the fibers would give you a fiber bundle which when used on the rope machine would give you a lasso(2 milkweed per rope vs 3 or 4 for other methods) and then the waste could be used in the same way as straw for compost.
The rope machine could also have a limited number of uses, requiring a new bearing when it breaks. The second tier could be taken out of the newcomen era by drilling a lock blank with the flint drill and adding a crude piston to make the bearing(but I feel like that would take out a lot of the balance in the game). As mentioned earlier, we could also get a hemp plant exclusive to this process, which would be really cool because right now milkweed is used for thread and rope, but the higher tier of thread comes from sheep instead of a plant, so the second tier of rope could come from a completely different plant that you cannot make thread from. There could even be a rope requirement for the bales, that would be recouped, but would be similar to the compost cycle in that some of the soil goes back in to feed the cycle.
You could do both and still have both be worth it though. Meat could be only slightly stackble, say 3 rabbits or two mutton, but you could fit 4 mutton in reg box/cart, 6 in upgraded cart, and say 8 in the hypothetical upgraded large storage. having two boxes next to an oven, and some more boxes around the perimiter of the bakery already provide tons of storage, so any future storage update will need to be tech locked in some way, maybe half an iron per storage unit. If its shelves, my vote would be one steel gets made into two shelving brackets, adding one bracket to a fence kit gives a shelving kit, and adding this to the two board pile would give a shelf capable of holding 4 items on each of its shelves.
*** Okay also to make sure they dont end up unremovable, before adding to the boards, you should have to add a rope to the shelving kit. Using an adze on the shelves yields boards and a shelving kit without rope.
press = to screenshot, they will show up in your game folder.
I think its because the server saves daily, there is a settings file you can change, but anything done before or after a save wont persist after a restart, at least I think so; I have all kinds of strange and unexpected behavior when I try to run my own servers, such as "permanent" items, like random oven bases and floors disappearing if I go too far. Having animals double up on subsequent logins, once causing the swamp around (0,0) to get filled with an obscene number of boars has happened, and I also cannot place floors, Ill get a random number of them that stick, but at a point, afterwards every time I put down the flat rock or boards, they just disappear and im left holding the stakes.
It will be interesting to see if anyone can revisit the Many Eves/cletown as the eve spiral gets wider and wider....
If we assume a near constant rate of eves, The distance from the center(from my understanding of the eve spiral) will grow logarithmically, in that the relative jump from the center decreases over time. There is no asymptote, an infinite number of eves will give you an infinite distance from the center, but the distance grows more slowly for each new eve. If you assume an "involute of a circle" spiral(each point of intersection on a line drawn out from the center will have equal distance from its neighbors), then it will grow by 2x the distance between those points every time it makes a complete turn. The inital small turns only take a few eves to complete, but the latter big turns take many eves to complete. Im gonna try to make a model for it, but its hard without exactly understanding the spiral, so ill update after I take a look at the code, because I have a feeling its not exactly an involate of a circle spiral, and may instead be a special archimedian spiral, or something completely different. It could be the eve jump distance is applied to both the last eve and the eve that was on the previous turn around the same angle, or there is a predefined slope for the spiral and the new eve is just a jump distance along that spiral, in which the behavior is entirely dependent on what that slope is.
So i'm now having a problem where I cannot place floors, sometimes ill get to place one or two, but after, every time I add the materials to the floor stakes it just disappears and there is no floor. If I make a test map, and place any floors as well, those floors end up as actual objects that can be picked up and moved around.
So when running a test server, after placing the first floor tile, all subsequent attempts just disappear after adding the material to the floor stakes. Also, if you use a test map, and placed any floors in the editor, when in game, they are not floor but actual objects that can be picked up and moved around.
Wut?, how?
And how many of those are in one spot, dont move and you dont have to travel around much to find them? A developed village is different from a mega city or whatever, they have compost and some iron tools maybe but that doesnt mean they have milk. And if you have milk and mutton pie, then yumming in town unless elderly or a child is even less valuable. At the end of the day, your time saved on eating with yum comes at the expense of someone elses time on creating all the foods for your chain. I did say there are definitely exceptions, but there are few tasks in town that an adult cannot accomplish by just keeping some mutton pie near their station, and taking a half second to take a bite and then go on. Yum for more babies, or to stay productive when old, not when you're young and limber and just don't really need it. I bet anyone who just keeps a pie near and eats that is way more productive than someone with 20 yum. Also, you can get tons of benefit out of a short chain, if you get to five on pies and stew and cooked rabbit and other big food, then you can eat a carrot, a berry and a berry from bowl and end up with +21 extra pips. Its probably way more efficient to just break there and start again on foods that are time and resource efficient.
If the foods are readily present. To get past 10 in a developed village usually means you are eating fresh corn and carrots, or are making berry+carrot/rabbit pies, which have been shown mathematically on another post to not be worth it on the yum. Even worse, to go higher means someone is making tacos or baked potatoes or some other crap. If someone has made all of those "bad" foods, then you should only be yuming on them if you are trying to get some girls. You couldn't possibly be saving time in town over just keeping a couple mutton pies in a pack or near your work station. Also, any time you may have saved with your yum was probably lost on the person who had to make a bunch of different foods vs just making more stew or mutton pie. *another valid use of yum is increasing elder productivity, but even then, I rarely ever push past 5 yum, and try to time it so that I hit that at 59. When you're old, you should be doing kid tasks or enjoying your retirement, and talking to your kids and grand kids to keep the social order.
Oblong wrote:Not everyone is redeemable.
Anyone can be redeemed! with enough pain and suffering I have seen considerable changes in even the hardest of people! all you have to do is find out what ticks them the most (which could take years) and then focus on that point! #rehabilitate/greifers
That's fair if you you have enough of a personal connection to warrant spending years rehabilitating an annoying teenager; I feel like most of us don't like toxic enough(or at all) to spend that long on him.
When running a private server, I constantly am having objects despawn when someone walks even just a couple biomes out of view. Is this normal? The worst was this morning, I went to get iron and random adobe bases from my pen had disappeared.
Or even, release on Thursday or Wednesday? We arent expecting a big patch right away, but when something as important horse carts goes down, its definitely deserving of a hotfix and giving yourself a day or two to look at that would be nice.
Please Buff potato and make more food items about it.
Potatoes are the most important foods in the human-being history. And it feed piles of people.
BTW. I like French fries. Maybe jason can add edible oil for us and the chief can make Fries for towns LOL.
Rice, Corn and Wheat have entered the group chat.
*Palm oil also entered the chat*
We died off, not a good idea. Needed food for kids in-between stews. We had to make stew so quickly.
I hate to be that person but just learn to type properly lol. You type a lot more than just in this game, as a child some of your macros may be too long to say and having that personalized touch helps pull people to your side or make them more invested in the town. When your touch typing is good, you can even type one handed without looking, you'll make errors but its totally doable. I went from being a hunt and peck, to having a fastest speed of 137 wpm on one sample at https://www.keybr.com/, but averaging 90wmp in about 6 months. You can get to 100% touch typing and doing so confidently in anywhere from a week to a month. Its really really worth it. It makes every interaction you make with a computer so much more pleasant. You could use any other website but I like that one because it gathers lots of data and uses it to personalize your tests to really hone in on not just weak keys, but whole weird combinations that really push you.
Huh, all the complaining about "everyone is starving" after temp update yet we saw a sharp drop in starvation. Look at that
I think upgrading with a newcomen in a fine idea. An exhausted mine would need a pick used to remove the debris, then the regular newcomen foundation would be built. The pump beam kit would be attached after the engine. A deep drill kit would be made, using the pulley drive mechanism, and a large drill bit(3 iron? im not sure exactly) that would be attached. Each firing of the engine would reset the mine, and have x many chances to be used. Each time its run there would be an additional chance that the drill bit would break. Maybe it should even require a kerosene burner since its an essentially infinite source of iron. Maybe the mine has a random number of chances to be consumed completely, and an even more complex diesel mining rig could be built. Running the base upgraded mine on the exhausted shaft could produce stones or large rocks? It doesn't have to be literal, or make perfect sense; no mine IRL is just gonna have one stationary engine drilling straight down, but its a game and we already accept a number of abstractions.