a multiplayer game of parenting and civilization building
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I like them to inform us about the current situation and asking if someone is interested to do something about it.
I don't like them just order staff, I like them to make us co-operate and support each other.
I prefer them to look for what their people are capable of.
Not: Order, Someone has to cook.
But: Order, Who wants to make food? Ben appears. Next order, Ben will cook, bring him wheat and meat. Then the leader himself brings staff to him to thank him for cooking.
Leader sees a working citizen and says thank you. Then orders, Tomi brought us rabbits, come make backpacks and take meat.
Leaders see the smith. Order, Fiona is smithing, please bring kindling to smith.
I would be ok giving each child 5 minutes of care. this is 25/5=5 babies though not 8.
8 babies are a 3.15 minutes per bb. Meaning your whole life you are feeding helpless bbs without any meaningful interaction with them , no teaching no guiding no working together.
Does the graph subtract the births that SID later? Sids are 30% of births.
...
about raising a child, I teach them the basics of how to survive, clothes, yum food, onetech.info, and guide them to craft something they want or need to.
About civilization, you are actually right we might have common practices and rules but we have no history and no identity, living in random and expendable families.
"a multiplayer game of parenting and civilization building", but you can't really raise your children, nor create a civilization
you could raise your kids you just make too many to raise them properly. I can raise 1 kid per 10 minutes Properly and no more.
it would be much better if you could choose when you want a kid.
As for civilization, well there is only one civilization, the player base and it is a mixing pot of everyone, If you see we have similar city designs, similar food preferences, we say, please yum and we destroy berries, we make spam pies and always make a similar kitchen building and smithing.
We luck separated and dedicated groups of people to form separate interests and traditions. If we could stick to a family and always have the same co-players the player base would split to groups and would form different interests and practices.
playing only 60 minutes and in random places and families doesn't help to form group identity.
oh i remember this! im pretty sure i placed the first three floor tiles?
Yes, you did and thanks for inspiring the idea, when I saw the empty space in the middle I realized I can craft my berry carrots there.
Yeap this is a problem, going homesick might be the best way to get gene score.
I was in there with you testo, I saw people blaming the leader as inactive and that he had to start issuing orders. People were complaining and all wanted things to go their way.
One-person wanted to destroy my rabbit bait workplace and grow more berries cause 17 beries weren't enough. Another person wanted to place way stone on it to write about how to yum food and, I wanted to keep my workplace. I also saw other people writing staff and be tense. I talked to the berry guy and he left saying after i die he gonna plan berries. I managed to come in terms with the way stone female and found a way for both of our projects to co-exist.
I myself had already lived 2 more lives that people were tense and I was tensed as well.
I got leadership in my last years of life, my one and only order was, people try to co-operate.
I don't know what is it but player interaction is a lot worse these days.
Maybe Vets want to do their thing but they cant cause they have to do the mandatory maintenance staff as most of players cant contribute more that they consume.
I am guilty of this too, I used to make food and care for the village all my gaming life, the last days I only do what I want to though and don't care about other survival.
you need 4 tiles
designate the 3 of them with floor to not turned in to farmland.
1 box to store pouches, bowl, sharp stone.
1 tile is used to place your carrot stack, can be upgraded into a sloth box but munchers will it eat any unused carrots.
I really believe more workplaces upgrade city life.
If rabbit bait could be turned back into mashed carrot berry bowl it would also work as a sheep feed and compost storage!
It would be huge to not need to wait for a berry bush to sprout to do compost or animal feed.
It would be nice to be able to remove them and get resources from them though!
Correlation is not causation. That said, nice work, and I've definitely had my score tanked by baby flood.
https://www.sciencealert.com/watch-here … ation-work
I just checked the immediate days after the 1 baby per female. it started to go up from there.
measure more days before the update to have a more reliable measurement if you want. my job here is done
Designated storage and workshops.
-the bakery has insulation and it is only bakery.
-rubber oven area outside.
-the nursery has pads, knife, thread and it is filled with firewood!
-clothing storage can be the same room with a nursery.
-stew area
-tacos area
-4 separate pens (ships,cows,pigs ducks)
-compost area
-granary (raw food storage)
-engine/Kero storage also has a horse in it for the traveler who brings kero.
-roads to nearby outpost wells
-kindling park connects to smithing
-an area to yum pouch and bottles (milk and broth)
small carrot farm, small berry farm, small bean farm, Big corn storage. wine
rails that connect the farm with the granary.
i guess it has to do with the leader update. since before genetic score did not do much, now you can become a leader...
Nope, gene score inheritance implemented in 15/5/20, the average lifespan was already about 27 by then.
Ok i did somthing better.
average lifespan of 3/5/20
20.7
average lifespan of 10/5/20
27.1
average lifespan of 17/5/20
26.5
average lifespan of 24/5/20
27.3
the Max 1 baby per female got implemented in 5/5/20
gene score inheritance implemented in 15/5/20
the hunger emote in 21/5/20
Max 1 baby per female is the dominant reason behind the spike from 21 to 27
"Yum still motivates selfish behaviour"
Not really if you make a yum food with more than 1 bites you don't need the other bites of the food, it is more efficient to make another yum food and let the leftovers for others. In a perfect world, people would make yum foods eat a bite and trade the leftovers with others to both gain a new yum food.
does hetow has custom sprites?
VOG is Voice Of God I think, Jason can join the server as a god and use godly powers of creation!
He can also speak to us, I had spoken with him while I was smithing for oil rig back in the rift.
God:
-how things are going?"
The Smith of a starving village:
-"Help us! we are Dieing!"
I do really think that game is at is best state UP till now.
It is not great still have problems and issues but these are a lot less than before.
Many more items have are useful now (pen fences), food variety is needed, the organization of tows is better than before. killing is lower than before, traveling is better than before, caregiving is better communicated than before (hunger mouth), Communication is better than before.
Interfamily co-operation and family co-operation is better than before. better because previously it didn't even exist.
Better is not the Best, it is just better than before.
I run in the same problem today with a white family.
We even had black eve family living with us for a period as both didn't had a claimed well.
City had ton of rubber , water ,iron , food but we couldn't claim it.
I opened an issue about it. https://github.com/jasonrohrer/OneLifeData7/issues/809
Don't know how the vanilla game feels right now but Hetow Ohol Is at its best state right now.
I really think the searching and navigation of vanilla, the need for yum memory, the difficulty to spot others' names, and finally unable to have a broader view of the city are drawing the experience down.
For me it is wrong to categorize OHOL with other crafting or survival games.
-Think of don't starve but whenever you log in you spawn in a random place with a different random character.
-Think of rust but whenever you log in your base is gone and you might spawn naked or part of the biggest clan out there having all the loot of the word.
These games would be much different with the main premise of OHOL, you only live once and to play again you have to start a NEW life.
Even Eco that is a CO-op, survival, and finite resources game, Is not like OHOL cause of this premise.
People may just don't like this premise in the end. (many /die already cause they don't like this premise, in reality, they want to play a different game.)
I myself wanted to play a different game, to be honest, a game of family domination, that you pick a family and stick with it to survive the longest of all other families. But Ohol on what Jason created for is not at all this kind of a game. I realized this and I accepted it, I don't think Ohol as a game I wanted to be and I love it for what it is purposed to be. I love the game as it is and I will be a longterm fun of it.
What about you, what kind of a game you wanted to play that doesn't fits in the main premise of Ohol?
THANKS Jason, the game is at its best state right now!
Don't know how vanilla game feels right now but Hetow Ohol Is at it best state right now
I really think the searching and navigation of vanilla, the need for yum memory, the difficulty to spot others' names, and finally unable to have a broader view of the city are drawing the experience of this game down.
For me it is wrong to categorize OHOL with other crafting or survival games.
-Think of don't starve but whenever you log in you spawn in a random place with a different random character.
-Think of rust but whenever you log in your base is gone and you might spawn naked or part of the biggest clan out there having all the loot of the word.
These games would be much different with the main premise of OHOL, you only live once and to play again you have to start a NEW life.
Even Eco that is a CO-op, survival, and finite resources game, Is not like OHOL cause of this premise.
People may just don't like this premise in the end. (many /die already cause they don't like this premise, in reality, they want to play a different game.)
I myself wanted to play a different game, to be honest, a game of family domination, that you pick a family and stick with it to survive the longest of all other families. But Ohol on what Jason created for is not at all this kind of a game.
What about you, what kind of a game you wanted to play that doesn't fits in the main premise of Ohol?
yeap berries are good to yum and you can just walk there once to yum them.
if you saw I have not dedicated space for Onions and peppers cause we don't need them.
There are about 29 more efficient yum food than onion peppers and salsa.
Berries should be far away to not be eaten raw.
Also, berries and carrots should be far from compost so they don't get overproduced.
Berry carrot bowls are in the granary or you can make as much as you want and send them there with carts.
The rail, the granary and the road make sure that everything is near you want to use them.
PS: yes cows need a 2 tile pen, but i was bored to make it.
what do you think of this?
The idea about it is to use 4 carts.
As for the Granary, it can store more than 24 baskets to be filled with raw food All the time. Bowls and buckets as well.
The Granary should be FULL with food to work as a warehouse for Cooks. ( cooks don't go to the farm to pick up carrots they have a Granary)