a multiplayer game of parenting and civilization building
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Art is for other people, not the designer.
If you don't like some piece of work, or some aspect of that work, that someone tells you is art, you have a right to complain about it. Good artists have a responsiblity to their consumers just as people selling non-artistic products have such a responsibility.
I think most artists would cringe at hearing this. xD
I think one point, Spoon, is that being an artist doesn't necessarily mean that you make money. In fact, a bulk majority of artists who became famous did so posthumously, and many were poor during their actual lives because their contemporaries/"customers" thought that they sucked. Appreciation for these artists literally came only after they died.
The other thing is that catering to the current field of customers/fads in the field isn't an absolute measure of "good-ness". I personally enjoy quite a bit of anime, and most people would tell you that the anime industry is beholden to pressures of adding lots of tropes, fanservice, and other gimick-y elements that producers know will sell. Even if the original screenwriter had no intention of having a beach/hotspring episode, producers will often force the team to add it because it sells.
So there's always a tug between making something that sells and making something that somebody considers artistic.
Agreed!
Secondarily, now my thoughts (I split this into a second post):
I intend to understand how he views or he models war in the game, what elements should be present and generally speaking how he thinks and how is it going to work. Would there be a planning stage? What are the reasons to a war?, how does it develops? (IE a war IRL has a declaration process and a justification process, there are stages in the war and so on).
The current state of OHOL has major limitations for a realistic implementation of war.
There are multiple reasons, but the most easily understood factor is that there just simply aren't enough players. At ~100 players divided to ~15 players per village, these aren't the numbers that make organized war practical in any shape or fashion. If we actually wanted to simulate the world realistically, ~100 people is barely enough to simulate the population of a single village/town on historic Earth.
At best, you could call these "scuffles" or "gang violence" -- which is essentially what the inter-family violence is in OHOL.
I'm not Jason, so I can't really speak for him, but I'll try my best to explain the impression I had about Jason's vision/objective.
(1) I don't think Jason ever intended OHOL to be a PVP/war game. In fact, perhaps OP should check if Jason indeed said: "where is the war?" (I do know that Jason has certainly asked "where is the trade?", but I don't recall Jason ever saying anything about wanting "war" in particular.
(2) Rather than "war", Jason's intentions in adding swords were to create a sense of "othering" towards outsiders, make you feel closer to your own family, trust your own lineage more than people from other lineages, and in general create a degree of background conflict that leads to "richer stories". To Jason, a story that has no antagonist/conflict/strain is boring. Similarly, he considers a "garden of eden" utopia where everyone works together to build/advance civilization to be also boring.
(3) Jason believes that the good side of humanity/players will triumph over the negative side. This is more of personal philosophy component that I honestly don't agree particularly with. He has said somewhere that you would trust outsiders *more* thanks to the swords update, because if an outsider doesn't use a sword on you, it's the highest form of trust you can get. The increased stakes to trusting someone make it all more meaningful (per Jason's artistic philosophy).
TLDR; Jason isn't looking to model war or make it realistic. It's really just an expression of what he thinks is artistic.
Does anyone know if OHOL uses a TCP or UDP protocol?
I got the impression it was TCP and wasn’t fully sure why.
That's insane haha XD
Hard isn't the same thing and boring grind-y and not fun.
Lots of hard things are super fun. Milkweed isn't hard it's tedious. There is a difference.I generally like farming and spend a lot of time growing most everything else, but when you grow milkweed you get nothing for your efforts not even a hardened row that you can replant. It's not better than the wild version like berries where you get one extra berry, it's not like carrots which are amazing and grow multiples per row. You just get the same boring wild plant after having used up soil and water and they take forever to despawn if harvested incorrectly so you can't keep a farm plot going. Someone can clear it all out in a few moments. It's just annoying that growing milkweed can't be avoided.
I think that's an interesting point.
Maybe milkweed feels tedious because there's no mark of it being there -- you could spend a lifetime farming milkweed, and as soon as its all plucked, it's almost like the milkweed farm never existed to begin with. It feels like you've done absolutely nothing precisely because of the absence of that sense of permeance.
So I guess that point about milkweed leaving a hardened row could help counter that feeling.
RECIPE 34: TIN (CASSITERITE) SMELTING
Tin, out of the metals of antiquity, has the lowest melting temperature after mercury (liquid at room temperature) at 231'C. Consequently, it is the easiest ore to smelt (like lead, it does not need any special furnace, but unlike lead cassiterite does not require any preliminary roasting since it is an oxide). However, the rarity of tin meant that most civilizations encountered tin much later in their technological tree of advancement.
To review the abundances of classic metals: Iron (lots!) > Copper (50 ppm) > Lead (14 ppm) > Tin (2.2 ppm) > Silver (0.07 ppm) > Mercury (0.05 ppm) > Gold (0.001 ppm).
Formula (Smelting without Charcoal):
1. Cassiterite Ore (x2) + Clay Bowl = Bowl of Cassiterite Ore (x2)
2. Tongs + Bowl of Cassiterite Ore (x2) = Tongs with Bowl of Cassiterite Ore (x2)
3. Tongs with Bowl of Cassiterite Ore (x2) + Large Fire = Tongs with Bowl of Molten Tin
4. Tongs with Bowl of Molten Tin + (action) = Tongs + Bowl of Molten Tin
5. Bowl of Molten Tin + (time) = Bowl of Tin (x1)
Formula (Smelting with Charcoal):
1. Cassiterite Ore (x1) + Charcoal (x1) + Clay Bowl = Bowl of Cassiterite Ore and Charcoal
2. Tongs + Bowl of Cassiterite Ore and Charcoal = Tongs with Bowl of Cassiterite Ore and Charcoal
3. Tongs with Bowl of Cassiterite Ore and Charcoal + Large Fire = Tongs with Bowl of Molten Tin
4. Tongs with Bowl of Molten Tin + (action) = Tongs + Bowl of Molten Tin
5. Bowl of Molten Tin + (time) = Bowl of Tin (x1)
Formula (Bad recipe)
1. Produces slag if players attempt something else
RECIPE 35: PIT FURNACE
While lead and tin can be smelted in a conventional wood fire, the next series of ores require a higher temperature to smelt. To produce higher temperatures, adding oxygen (either through a blowpipe or bellows) and charcoal is absolutely necessary. There are a series of furnace designs sufficient to produce temperature at this tier, although the pit furnace (fire pit + bellows) is the most primive.
The following ores can be smelted at this furnace tier (e.g. pit furnace): Copper, Silver, and Gold. Iron requires a specialized furnace design, called a "bloomery", which will be covered later.
Note that furnaces that burn at higher temperatures produce more slag (melted waste product). Consequently, it is probably not a good idea to smelt lead/tin in higher tier furnaces, as the molten metal will mix with the slag.
Formula:
1. Shallow Pit + Bellows = Empty Pit Furnace
2. Empty Pit Furnace + Basket of Charcoal = Pit Furnace with Charcoal + Basket
3. Pit Furnace + Crucible (up to three) = Loaded Pit Furnace with Charcoal
4. Loaded Pit Furnace with Charcoal + Firebrand = Firing Pit Furnace
5. Firing Pit Furnace + (time) = Pit Furnace with Smelted Ore Crucible
6. Pit Furnace with Smelted Ore Crucible + (action) = Smelted Ore Crucible + Empty Pit Furnace
Note that this pit furnace design can only fire up to three crucibles with a single load of charcoal. Future furnace designs at this tier have better efficiency.
RECIPE 36: CHARCOAL PIT
This recipe is intended to replace the current method of producing charcoal on OHOL. Producing charcoal in pits was the most prevalent way of making charcoal in antiquity, and likely continues to the the predominent method to produce charcoal on a global/international scale today (source: UN Food and Agriculture Organization http://www.fao.org/3/X5328E/X5328E00.htm). Pit fired charcoal has lower yield than more advanced methods.
In this OHOL recipe, I've proposed what I anticipate to be a fairly controversial change -- that charcoal require firewood for production. There are two reasons why I've suggested this. (A) Realism. In real life, you can't make charcoal from just kindling; larger pieces of wood are absolutely required to form the charcoal. (B) Resource scarcity revision. Currently in OHOL, water and iron are the limiting features for a civilization, which is fine in principle, but actually fairly unrealistic when compared to actual history. In actual history, rather than water/iron, the primary limiting resource has virtually always been wood.
No matter where you look on Earth, mass deforestation (and it's consequences, such as desertification), is probably the largest impact that the human species has had on the planet. It's not iron or water scarcity. CO2 emissions is recent (on the geological scale), but steady deforestation has been the principle environmental impact of our species ever since the stone age. In fact, the rate of deforestation *improved* ever since the introduction of coal/natural gas, and consequently we don't talk about it much today since our modern economy no longer depends on wood, but circa 1500s, many European countries (particularly England) were hitting firewood shortages. Here's a really cool article: The Firewood Shortage That Helped Give Birth to America
Between about 1500 and 1660 Britain’s basic fuel supply, wood, began to fail, and after much re-adjustment over a prolonged crisis was replaced by coal.
The reasons for this growing shortage of wood fuel are various. Consumption of fuel increased as population grew and industry burnt more, while the supply seems to have dwindled as woodland of great antiquity was cleared to provide more cultivated land.
This growing shortage of wood manifested itself in a price inflation of astonishing magnitude. The cost of firewood was stable until the 1540s, yet it quadrupled by the 1580s and reached ten times its old level by the 1620s. Charcoal, though rather less seriously affected, followed the same pattern in a six-fold increase by the 1660s.
The whole period was, of course, one of general and rapid inflation, modest by modern standards but severe by comparison with anything before it; and firewood was affected more conspicuously than any other widely used commodity.
In short, by having charcoal consume firewood, there will be greater pressures on the wood economy. I would prefer to see wood scarcity over water or iron scarcity (it's more historically accurate), and I would propose to loosen the pressures on water (early wells could yield *much* more water before running dry) in exchange for an increased pressure on wood.
Formula:
1. Shallow Pit + Kindling = Pit Hearth
2. Pit Hearth + Firebrand = Small Pit Fire
3. Small Pit Fire + Firewood (or log) = Large Pit Fire
4. Large Pit Fire + Basket of Fertile Soil = Firing Charcoal Pit
5. Firing Charcoal Pit + (time) = Charcoal Pit
6. Charcoal Pit + Basket = Basket of Fertile Soil + Uncovered Charcoal Pit
7. Uncovered Charcoal Pit + Basket = Basket of Charcoal + Shallow Pit
Higher tier charcoal kilns will yield more charcoal per firing.
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Bookmark for iron bloomery: https://www.haraldthesmith.com/iron-sme … ce-design/
That's pretty low standards to me, and I DO expect otherwise. I played civ III for YEARS after the people at Firaxis quit working on it. I still have my NES that my parents got for me in the 80s and it's not all that long since I last played it. Perhaps a more relevant example, I've put the original Master of Orion on my modern day computer, and it's still that brilliant game that it has always been. I've tried to get a machine to run Jupiter Space Mission 1999, an old Atari 800 game, and no luck on that... but still... that game is even older than the other ones. So why wouldn't I expect the game to outlast the designer, when I've already experienced that, and even go so far as to use a dos-emulator for a decades old game?
I believe I misspoke here (or maybe was misinterpreted?).
What I was trying to express is that indie software (and the game industry overall) programs with a “one-and-done” approach. It’s generally not expected that development/maintenance of a game will last longer than the original development team.
On the other hand, projects like PostgreSQL, Django, Microsoft Word, Ubuntu, MongoDB, etc. are expected to be robust for 20+ years with active maintenance, and thus needs to be coded to an interoperability standard that allows the software to live beyond the lifespan of the original developers. Another team must be able to pick up on the prior work and advance it from where it left off.
Solo programmers code differently and work according to different paradigms in general.
Sorry to hear about your loss!
I hope you take the time to spend it well with your family.
Thank you for the update!
It’d be great if the recipe book would automatically filter by default for what you’re holding *and* what your mouse is pointing at. This would give players a preview of what A + B = equals in a context relevant fashion.
All these statements about Jason being mediocre game designer just isn’t fair. It’s non-productive, and how does it help OHOL in any way?
Games are a subjective experience, especially more so in Jason’s case because he views games as an art form (not necessarily a product). The type of game I’m looking for might be different from the type of game you or Jason is looking for — and that’s to be expected. The big game companies might do market analysis to figure out what sells, but in Jason’s case he views OHOL as art first and product second. He’s not interested in sacrificing his artistic vision in exchange for commercial consumerism.
And there’s a certain degree of admirability in that — to make the game *you* want to make, irrespective of what a board of producers or whatever tell you you have to make because it will sell.
Regarding code — this was mentioned in the Fall of Civilization video, but I’m assuming that Jason heralds from the older era of developers. There’s a whole fissure in modern CS regarding OOP/procedural programming, the latter being more efficient at run time and the former being more legible. Everybody you ask will have a different opinion on what’s preferable, albeit for me personally, I come from the healthcare industry where interoperability is key, so having code that any developer I can hire (or team of developers) can work efficiently using common paradigms and standards. Sometimes the esoteric optimization for a marginal increase in processing power just isn’t worth it to me, especially if nobody else can maintain the code once that employee leaves. If nobody is willing/capable of maintaining it, over the years that section of the code ends up being a vulnerability especially as the rest of the code base evolves.
The standards for software industry and indie (one-man) game development are a bit different. In the end, if the game works without bugs, who can complain? Nobody really expects OHOL (or any game) to last longer than Jason (or any developer) spends time on it.
That said — I personally think OHOL’s biggest problem is that it’s constantly broken and constantly filled with a backlog of bugs and nonintuitve gameplay.
OHOL was released last year, but frankly it plays more like an alpha given that any point you log on, there might be a game breaking change that results in something like eve traps or butter knives. Consumers often evaluate software based on their experience with bugs — and the abundance of them in OHOL gives the impression that it’s a poorly put together or poorly thought out game.
In reality, software development (for all games) is exactly the same like this — most gamers just don’t see it — because usually you can’t buy or play games that are fresh off the live git repository. All that everyday instability is normally caught by alpha testers and beta testers and more.
I know that Jason has repeatedly said that he’s not interested in beta testing or staging servers before production, but I think an important thing to keep in mind that OHOL is already on market. The bugs that players experience are already part of the legacy of the game. What exactly is the legacy OHOL will be remembered for?
If we have a fixed number of families, do we spawn a new Eve whenever we drop below that level? Like, say we want 20 players per family, so we need 5 fams if we have 200 players. Or lets do 15, so it's 6 families for 100 players?
I think it's possible to go through the lifelog and compute the relationship between current family size and how many more generations a family is likely to survive into the future.
From there, you can target the preferable number players per family. I would expect this to look something like a sigmoid curve, so maybe aim for the inflection point before there are diminishing returns with more family members alive at once.
Yeah I can understand that, it's one of the issues with procedural generation techniques. Not saying it's Jason's fault
I'm personally intrigued at the idea of using real life elevation maps as the basis for game maps. It's not unusual for developers to use layers of an elevation map (procedural) + temperature map (latitude/gradient based) + moisture map (procedural) to generate a game biome map, although personally I think it would be cool to load an existing public domain elevation map (like of Earth).
The Earth itself is large enough, and there's few enough people playing OHOL that you could literally pick any random spot on Earth as a seed and set that as the center for all civilization. Apply a few rotations and projections to Earth (which forces a different layers on top), and every server restart will essentially be an entirely different game that isn't easy to recognize (given that there's a hard limit on the number of tiles a player can walk/ride in a lifetime).
You could even take NASA's elevation maps for other planets too. >w< XD But if I keep going on like this, I'll definitely get carried away.
RE: map homogeneity
One reason why maps are fairly homogenous in OHOL is because Jason uses a perlin noise algorithm to generate maps. This algorithm is resource efficient for the server, but it will never quite produce a map that is truly heterogeneous in the fashion that a hand-drawn map is or the real Earth itself is. If you've played enough games, the OHOL map starts to look similar no matter where you go, and that's a feature of the algorithm.
The perlin noise algorithm is also one reason why rivers are impossible for the current game (balance reasons aside), and oceans can come out looking weird (unless you go for an island map).
The first game I played on this version was incredibly dry.
Some of these towns are so deep in the lineage (generation wise) that it's almost all exhausted wells and half-dead towns (a bunch of towns that failed to get diesel). My mom was at a fringe/dead town (no water, also very little iron) -- idk how far she traveled from the main cluster, but I spent my entire life at a cluster of dead towns with my cousin (who I ran into) who never got any kids that stayed.
The feeling was very much like "no girls left" -- except occasionally there would be someone on a horse running by (a distant family member) but doesn't stop -- so I knew that this dead town/city would certainly cross paths with someone else in the future, so both my cousin and me basically spent our entire lives prettying up two adjacent dead towns so that if anybody decided to stay, it'd have everything they need.
And I think we only had two horserider visitors who didn't even stop.
So yeah, it was a very very dull.
yay!
The city dwellers immediately lunge at you with their swords
Getting killed for love is totally worth it
RECIPE 33: LEAD ORE (GALENA) SMELTING
Lead ore (galena) is actually quite abundant and easily smelted (low melting temperature at 327C), and consequently it was well-known in antiquity. However, it did not have much impact, as there were few uses for lead (except perhaps as ammunition for slings) since it was too soft to make tools with. Cast lead balls have been recovered in the archaeological record since 6500 BCE.
The original major use of lead in the Roman Empire was for making lead pipes for plumbing (lead in latin = plumbum). Lead is the easiest abundant metal to melt, shape, and cast. In fact, human civilizations has used lead pipes up until WWII -- which is when we first realized there is a health hazard associated with lead poisoning.
They show up here (early) in this recipe mega-thread because it's noteworthy enough to mention in the earliest smelting technology. First, Galena (lead sulfide) is oxidized by roasting. Then, because of its low melting temperature, galena can in fact be smelted in a typical fire pit. The efficiency of lead smelting can be improved by adding charcoal to the crucible (although this is entirely optional).
Formula (Roasting Galena -- can also be done in any oven except pit oven):
1. Galena Ore + Clay Bowl = Bowl with Galena Ore
2. Bowl with Galena Ore + Hot Coals = Bowl of Roasting Galena Ore
3. Bowl of Roasting Galena Ore + (Time) = Bowl of Roasted Galena Ore
4. Bowl of Roasted Galena Ore + (Action) = Roasted Galena Ore + Clay Bowl
Formula (Smelting Galena without charcoal):
5. Roasted Galena Ore (x2) + Clay Bowl = Bowl of Roasted Galena Ore (x2)
6. Tongs + Bowl of Roasted Galena Ore (x2) = Tongs with Bowl of Roasted Galena Ore (x2)
7. Tongs with Bowl of Roasted Galena Ore (x2) + Large Fire = Tongs with Bowl of Molten Lead (x1)
8. Tongs with Bowl of Molten Lead (x1) + (action) = Tongs + Bowl of Molten Lead (x1)
9. Bowl of Molten Lead (x1) + (time) = Bowl of Lead (x1)
Formula (Smelting Galena with charcoal):
10. Roasted Galena Ore (x1) + Charcoal (x1) + Clay Bowl = Bowl of Roasted Galena Ore and Charcoal
11. Tongs + Bowl of Roasted Galena Ore and Charcoal = Tongs with Bowl of Roasted Galena Ore and Charcoal
12. Tongs with Bowl of Bowl of Roasted Galena Ore and Charcoal + Large Fire = Tongs with Bowl of Molten Lead (x1)
13. Tongs with Bowl of Molten Lead (x1) + (action) = Tongs + Bowl of Molten Lead (x1)
14. Bowl of Molten Lead (x1) + (time) = Bowl of Lead (x1)
Formula (bad smelting recipe yields slag)
15. Roasted Galena Ore (x1) + Clay Bowl = Bowl of Roasted Galena Ore (x1)
16. Tongs + Bowl of Roasted Galena Ore (x1) = Tongs with Bowl of Roasted Galena Ore (x1)
17. Tongs with Bowl of Roasted Galena Ore (x1) + Large Fire = Tongs with Bowl of Slag
This recipe series generally reveals my philosophy towards smelting. Smelting tech is all about efficiency -- lower efficiency methods either burn more fuel or consume more raw ore to produce less final ore. Advancing up the smelting tree improves resource efficiency, and allows larger volumes to be performed at once.
I also think it would be an interesting game mechanic if performing the wrong recipes produce slag, raising the stakes for any kind of smithing/smelting.
RECIPE 32: EARTH OVEN
Earth Ovens are the earliest ovens in the world -- built as a pit in the ground. Bake breads and roast any kind of meat in an earth oven, but don't try to bake a pie... that just sounds like a bad idea.
As a side note, all kinds of meats should be edible/bakable in OHOL when they're not -- pork, rabbits. It would be cool if adding seasoning does something special to the food too.
Formula:
1. Shallow Pit + Kindling = Pit Hearth
2. Pit Hearth + Firebrand = Fire Pit + Firebrand
3. Fire Pit + (Time) = Pit of Hot Coals
4. Pit of Hot Coals + Raw Food (up to three) = Pit of Coals and Food
5. Pit of Coals and Food + Property Fence Twigs = Uncovered Pit Oven with Food
6. Uncovered Pit Oven with Food + Bowl of Soil = Covered Pit Oven with Food + Bowl
7. Covered Pit Oven with Food + (time) = Pit Oven with Cooked Food
8. Pit Oven with Cooked Food + action = Cooked Food + Shallow Pit of Ashes
Well, yeah, of course if you walk away, you're not starting your own fresh line.
But obviously, if ever player started their own fresh line, there'd be 100 concurrent lines, and it would never work.
So we simply cannot allow every player to start their own line, nor can we allow players to decide to be Eve.
This is the hidden reason why established lines were dying out, I think. You are competing with 15 other lines for babies.
Another interesting question is whether lines dying out necessarily equates to towns during out. In my personal experience, in the prior update, even when lines didn’t last particularly long, the towns were outliving the families.
I recently watched a twisted cast of a town that I recognized, but the family names were completely different.
Consequently, if your objective was longevity of towns, in my opinion the previous update didn’t impact that particularly badly. However the lineages did not last very long.
I’m curious about how this new update will impact the languages/families/swords. If there are only two/three families on the entire server, that makes languages/swords effectively useless, right? Because chances are your local area will grow increasingly homogenous. Even the nearby towns will presumably be colonized by people from your own family.
I've never quite understood this "sick of this family" thing.
If you want a fresh start, just walk away after you're grown up and pretend to be Eve.
Go back to the land.
Part of this is the distance required to walk.
In the current game, iron is the limiting resource, and most advanced settlements have scouted/exhausted most iron within horse radius.
If you attempt to “go back to the land”, it’s not possible to walk far enough on land by foot to get to a fresh start with the surface iron required to start an eve village from scratch. Often, you have to depend on your kids to continue your migration since it isn’t realistic to start a good village in your own lifespan, but lots of kids will SID in that kind of situation because very few players have extensive experience eve-ing.
The decay resets will help a lot, although it’s impossible to know which direction one should travel to find iron.
I’m also curious about the number of distinct families we’ll be seeing after this update.
Cross post:
On the forums, Jason, you mentioned the problem of server load for having lots of generic storage.
Wouldn’t this be resolved if instead there were specialized storage containers (e.g. grain silo)? I believe(?) currently you use brand new objects for each element of a stack (e.g. bucket with 2 bowls of water => bucket with 3 bowls of water), however this is quite tedious.
I know this might be a lot to ask for, but wouldn’t your coding be so much easier if you stored a generic “counter” parameter with each object in the database? And then serialized this counter when sending data to clients? You can store it as a short so the impact on bandwidth is minimal.
For instance, carrot (counter=1) would be rendered as a single carrot on the ground by the client. Carrot (counter=5) would be rendered as a stack of five carrots. Shallow Well (counter=4), Iron Mine (counter=3), etc could all have different meanings that make stackable data a lot easier to handle.
It would make our lives a lot easier if most items of the same type were stackable (or containable in a specialized container that stores only one object type).
—————
To follow up on the “counter” idea, the current soil/bucket logic is completely nonintuitive for beginners. It makes no sense that you can’t use a bowl on a pile of compost (or a half empty bucket on a cistern) (or a bowl on a cistern), and every day I see beginners struggling over this before they figure out this weird quirk of the game.
To make the game controls more intuitive, piles of stuff (e.g soil, water) should be counted by their smallest unit. For instance, a full pile of composted soil should be 21 units, not 7 units (x3 baskets). This way, you would be able to use a bowl on a pile of compost and decrement the counter by one. Using a basket decrements the pile by three. The client is responsible for figuring out the sprite to display based on the counter.
RECIPE 31: BANANA LEAF CLOTHES
This recipe series is intended to provide a quick solution to nudity (providing only minimal insulation). Banana-leaf clothes should be the worst clothes in the game, providing something like 5% insulation per item.
I've made clothes craftable with either needle+thread or rope (to encourage use of minimal clothing at any early technology phase of the game).
Formula:
1. Empty Banana Tree + (Action) = Empty Banana Tree + Banana Tree Leaf
2. Banana Tree Leaf (Stackable) + Needle and Thread = Clothing + Needle
3. Banana Tree Leaf (Stackable) + Rope = Clothing
The recipe series for banana tree leaves:
- 1 leaf = banana tree skirt
- 2 leaves = banana tree top