a multiplayer game of parenting and civilization building
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Hmm I didn't even know that an insulation bonus had been added for bear rugs, nice!
I haven't played through the New member swarm, but maybe have a few males hold a teaching "class" That way many new players learn at once and it takes some of the burden off of the mothers.. At least teach them very simple things like, berries, farming, compost and stew. Maybe another male can hold a class for clothes making. After a few classes, that should help some of the new members know how help out in those areas.. The more that learn the easier it will become eventually.
I hate to say this, but non new members should be priority on making sure they get past the baby stage.. Not saying ignore new members, just saying take extra care in keeping non newbies alive. They can help keep things running.
This is a really good idea if any males find themselves not running around frantically trying to keep the village alive, which is probably close to none a lot of the time... But perhaps at old age even just going to the fire and telling babies to follow you if they want to learn and making sure there is food for them to eat while they learn some basic task. I haven't played either so not sure how manageable it would be. It sounds frantic.
Just because you work in a soup kitchen and donate money doesn't automatically make you a good person regardless of other things you do.
It is good you do those things though, and that you're expressing remorse for what you did is a good sign.
I've worked in humanitarian jobs since finishing university and sometimes I'll have people tell me I'm a good person for the work that I do, but they're wrong, it doesn't make me a good person. I think of other people I know working in the same jobs that have no qualms with using greasy social tactics to get their way, or relish in the opportunity to have power over the lives of others, or can even be straight up sociopaths themselves.
Nobody's perfect but whether you're a good person or not is a summation of all the things you do. Doing a few good things with your life is not an automatic free pass of impunity to do whatever you want with the rest of it.
Yes, it's just a game, but taking pleasure in the displeasure of others is an antisocial personality trait. I am glad you felt bad about the encounter that led you to start this thread. I hope you will learn from that experience and grow as a person.
I used to waste a lot of time running around looking for yum foods, but I've had a lot of practice yumming, and i got way more efficient with it over time. Now really the only aspect that takes more time than not yumming is when I have to touch all the pies in the kitchen, which can still be shuffled through pretty quickly just looking for the word "yum". Practice makes you better and more efficient just like anything else. I usually stock my backpack with a portable food item or two, depending on what I'm planning to do, and make sure to eat the stationary foods when I'm in town. Kind of develop a mental list/map of the what/where of the food options and start with the most efficient ones.
I actually get thrown off more if I can't yum due to lack of options, because I'm so used to yumming that I do it pretty automatically and keep having these "oh yeah" moments where I realize I'm not yumming and need to go get another pie, and being distracted every few seconds by my food bar dinging at me that it's already time to eat again. I haven't tried to calculate exact math on all aspects of yumming vs other diets, partially because many food options contain unique ingredients that are hard to assign a value like clay, buckets, limestone, or time, so I'm unsure exactly where the threshold would be to make one type of diet superior to the other, but going off the assumption that you are eating at a water-equivalent rate for each diet, which I think is a reasonable assumption, a full yum chain results in a buffed character due to a much larger food bar, while a mono diet does not. So personally for me I find yum is the superior option once you are familiar enough with it that it becomes a streamlined routine to yum. Whatever food item you eat doesn't take more time than any other if you plan ahead and already know what you're planning to have next before you need it.
Anyway I would certainly enjoy a buff of course, but +2 would be way too powerful I think. I don't think it really needs a buff, that will happen on a small scale anyway over time with the gradual introduction of new food items making it easier and potentially more efficient, though I do wonder if once we have those "feast" foods that Jason has talked about if it will make yumming obsolete or not.
Playback hasn't been working for a lot of people for a long time.
I'm always amused by the words spoonwood chooses to substitute for "update"
That would be nice if the pathfinding interacted better with closed doors.
Edit: Jason what if the pathfinding would open a closed door for you, but leave the door open behind you to keep springy doors from being pointless?
Typically I'll greet the baby, look for clothes, and give a tour of the town. If a new player I will emphasize the kitchen is a good place to get food, and ask if they want to learn anything. If I don't get the "new player" notification I will try to mention any jobs the town needs worked on to give them a head up on the state of the town. Once this is accomplished we can exchange pleasantries and emotes until they're old enough But then they're cut off.. lol jk
I stuck with vanilla for a long time, not wanting to have to mod the game, but I eventually became too frustrated with all the time I would waste running laps searching for basic objects in town.
Anyway on the topic of the thread, I think this is a cool idea, and might even help lay some foundations for trade depending on how it was done. If it just resulted in setting up a farm in another biome right next to town, it wouldn't accomplish much. But if there were several region locked food items pretty far away, personally I'd be at least a little motivated to get them to my town. I'm not sure it's that different from the update Jason just released, but seems a little more in the direction of facilitating trade.
I tried before and it wouldn't work. Heard the same from others here and there. Haven't heard anyone say it worked for them.
So we would see people hauling carts full of pies that were baked before they were born to be dumped in the distant wilderness so that they could replace the pies in the kitchen and by the fire with pies baked themself to game the system and boost their own score?
The current system is not perfect, but it's better than this. If the village is low on water while waiting for tech to advance, a person who hauls a cart of water buckets from ponds is going to help their family and the rest of the village survive by doing so, regardless of who uses the water they brought (unless it's stolen and taken elsewhere). It will have a positive effect on your score to have brought the water over not bringing it. Will you have 3 babies who die young and also give birth to one griefer? Who knows, maybe. Or you might give birth to 2 good players who live to 60 and one new player you can supervise and teach to keep alive. I think this element of randomness bothers people about genetic fitness, but what's important to realize is these luck components cancel out over time; everyone gets about the same luck in the long run and all that's left as the influencing factor on score is the actual contributions you made to your family surviving. Sometimes maybe your contributions might help someone else more than you, but the only consistent presence in anyone's lives is themself, so by bringing a positive impact every life you are helping your own score the most in long run.
A pumpkin pie recipe could include sugar.
It was already pointed out in his first string of posts on the account.
i don't really count on milkweed being readily available, it often isn't. Just make sure you have a few bowls with seeds available so it can be grown as needed.
Yeah. Now we just need to make oil production fun so more people have reason to learn it.
I find making oil about as fun as other activities. It's harder now without extra wells on the outskirts of town to use, but there's plenty of ponds anyway.
Wow JohnathanDavid, That sounds a lot more fun and interesting than this "magic walls" update.
I'll say again, trade doesn't work currently because it's just not efficient. Trading takes a lot of time when conducted between different locations. You can circumvent trading by moving into one large town with all families. Players will automatically gravitate towards making the most effective decisions.
This update only accomplishes forcing multi-family towns and some role specialization, while introducing a hurdle in getting to the stage of having an established town. None of these are bad things. It might be a bit frustrating watching whatever problems surface being tweaked and balanced over the next few weeks/months though.
Looking back on the first post, I see Jason actually has no mention of trade there, which is interesting since at a glance it would seem that's what this update is attempting to force.
Someone took screenshots of this happening before in here:
The problem with trade is it's just not efficient. Why spend 10 years travelling, 10 years negotiating a trade with people you can't understand, and then 10 years travelling again every life, when you can just travel to multicultural towns that have access to everything and stay there. Taking the latter approach produces a more stable and efficient town and will lead to multicultural towns being the norm, removing even the need to travel to one a lot of the time.
All this update will do is bring together multi family towns and create some role specialization.
That's a pretty stylish cow pen! I usually just let them roam the town/wilderness freely and then chase them around with corn and buckets, lol.
Had a cow follow me to the oil rig the other day which made for a convenient use of the downtime present for both activities.
Just be a reasonable person and think about others in general. Ask the Smith when they're not right in the middle of time-sensitive activity. The Smith will usually make the hoe if you ask, but if they're too busy making something important for the town, just accept it and use skewer/stone hoe. They're perfectly usable alternatives even if they are less than ideal. Stabbing the one person making engine is completely idiotic, and will just result in you getting stabbed in retaliation and probably multiple curses too.
If I need a tool and someone is already smithing I'll just mention it to them, walk away and come back in a bit to see if it's there. If I don't see it and they're still smithing I'll wait until they finish with anything time-sensitive and then politely ask again and generally you're going to get a response if you do this without being rude. Sometimes they even already made it and either someone else is already using it or its on the ground and I didn't see it yet. Sometimes they might still be working on it, or there's not enough iron. You can't use a skewer in place of iron for an engine/oil. Don't be selfish. Think of others and what is most important for a town to prioritize. You could always just do something else until the smithy is available to use and then make it yourself too.
I think fug is right that we will just end up with bunch of mixed race towns. It will be harder to get a town started, but the ones that do will be a large mix of families. There wouldn't really need to be trade other than for RP, but there would be some job specialization. The time spent traveling to a different town to make a trade and come back would be less efficient than just having it all centralized in one town.
DiscardedSlinky wrote:Snow biomes don't offer anything besides gold though, and even that is practically worthless.
The tarry spot is only in the arctic with this change.
I thought oil had been restricted to only the arctic biome while we still had the rift? Did it change back?
To me ginger seems like the best skin: oil and seals.
Hmm this is an ambitious idea.
Hard to say how it would work, would depend on how accessible other families are. Could you find the two families capable of producing rubber in time to build Newcomen well before the water runs out? Sounds potentially quite difficult. It is an interesting idea. I worry that some skins will have a certain ceiling in tech that they rarely advance past unless getting extremely lucky, so balancing may need to be done in various areas to accomodate this? Or just let some skin tones be bad I guess, but that's not as interesting. I think iron should be left out of this unless some alternative to iron tools is introduced. Otherwise you need to find a specific skin tone at the eve camp stage just to be able to dig a shallow well.
And even for just rubber, you will need to find two specific races before Newcomen well... But let's say you do... And then you can't even talk to them. You need to spend multiple generations together just to understand each other, meaning an initial plan to trade and head back is likely to turn into just abandoning the old town to live in one big city with all races probably since obviously by the time multiple generations have passed the original town the trader was from will be long dead. I guess there's ways of working around this, like writing notes, and its also not likely to be a complete mystery what the trader is looking for...
As for stealing I think it would likely become pretty typical for families to lock up their specialty resources.
Ambitious idea that would probably demand a lot of subsequent balancing and adjustments, but once got right it could be an interesting dynamic. It would probably have a lot of problems for a while first though.
Then we would be like a kilometer tall though.
Also hatchet and axe should be just one tool slot for both. Hatchet can't do anything different and is just a worse axe.