a multiplayer game of parenting and civilization building
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Normal method. Put full basket on floor, put clutter around, put full basket on top of basket, watch things fly over the rift.
Are you able to check on average how many "active curses" a cursed player has when joining in?
Meaning: at the moment of birth, are there more than one person already playing with an active curse on the baby? Or maybe 2? 3?
Even if a player has hundreds of curses, how much does the average player play per day/week? Can we expect individual players to "body block" their cursed players for than a couple hours a week? A week has a lot of hours.
Please don't do the max radius experiment lol
People tested it yesterday and they could still send stuff across the rift.

Not to be the party pooper but:
https://github.com/MilkweedOHOL/OneLife … d-features
Action with No Delay
Delay between an action and another one is disabled.
You can move very faster than usual!
Aren't these effectively cheats?
So I've been posting some videos, and was wondering if it would be possible to install a plugin to embed youtube videos. I've found some for FluxBB but no idea which version we have so I'll just post some of them here:
https://fluxbb.org/resources/mods/auto-embed-media/
https://fluxbb.org/resources/mods/simpl … -embedder/
https://fluxbb.org/resources/mods/youtube-bbcode/
Bonus for a thumbs up and down system for posts:
https://fluxbb.org/resources/mods/a-ver … th-thumbs/
The current genetic fitness just seems not to represent anything useful.
A "gene" is successful if it spreads a lot. The current score de-incentivize having multiple children. Ideally you would be dependent only on yourself.
If your genes doesn't propagate, you shouldn't get more score just because you reached age 60.
A better metric could be, as an example, quantity of offspring/nieces that reach adulthood (14?), or maybe include great nieces and grandchildren as well in the mix. The more surviving children you have, the more the score goes up, the less surviving children you have the less score you have.
https://www.youtube.com/watch?v=6thphB0sRD8
Any chance we could put the liquid latex on a cart? Please?

Today I have achieved what few have achieved! The true pinnacle of skill! An accomplishment far beyond all the shift clickers out there! A true testament of skill and cunning!
I have beaten the meme genetic score!
How did I fare so well with children? How did I populate the server with my offspring? How did I achieve spreading my genes far and wide?
Oh you silly naive child, by not doing any of that and cheating and subverting the system instead of course!
Here are some guidelines so you can become the meme lord as well:
Live to 60, always!
Saving food in your last moments? See rule above, munch on those berries all you need!
Lots of children? Spread of genes? Forget about that, have as few children as you can! Only eat mutton pies and berries to keep your yum as low as possible! Let the other females have the children
If anyone, not your descendant, even looks funny at your (hopefully) only child, stab away. They don't matter.
Oh no, you have a high score but you are no longer on the leaderboard? Fear not! Cheat your way back in by using the tutorial. It doesn't contribute to genetic fitness at all but you'll be back to the list for another 24h.
Genetic fitness is not about spreading your genes, it's about making sure the few genes you have are buff af.
Children decrease your genetic fitness, don't have them!
Remember folks, follow these simple rules and you can also be a meme lord.
Honestly if you have the chance to retaliate during the "recently injured" status the initial range of engagement doesn't matter that much.
Yeah I don't think people who are injured should be able to self heal. And I think there is value in not being able to perform actions during your injured status making you dependent on your peers.
Maintaining a small window of time (recently injured) where you are able to act upon the aggression before you become "fully injured" would allow for a longer "fully injured" time before death, which I think would be a great addition considering how hard it can be to heal people in time.
A way to temporarily extend the "fully injured" status would also be useful so a more in depth investigation of the causes of the injury could be made. It would be very helping to be able to have time to speak with people to try to figure out if the injured player is worth rescuing at all. But this is a bit outside the preview of actual combat.
The combat system isn't necessarily in a good place. Zoom-out mods have a huge advantage and killers can potentially do it over and over again if they start by killing the one person that would be able to fight back.
I was thinking in ways to improve the system in a way that would allow for some counter play. Here is what I came with:
Growl range should be limited to vanilla Field of Vision.
If two growling people meet, they injure each other.
A special notification would be sent to you if you were targeted by a growl. It would hopefully give you time to respond in kind.
If you are being targeted by a growl and you use a weapon to target yourself, you automatically growl back to whoever is growling at you. Helpful in crowded situations.
When you get stabbed or shot, you become "recently injured" and still able to do actions for a few seconds (5 seconds?). After that you become "fully injured". "Recently injured" would allow you to pull out the knife and stab them back. Or if you are medic you could drop apron with pads in hopes someone else could use them to heal you. (you shouldn't be able to self heal)
I think this would allow for a more dynamic combat and, at the same time, make the zoom-out mods not so overwhelming on vanilla players.
I usually teach berries/compost to new players that are willing, which is pretty much 100% of them.
Essentially I give a brief introduction and then guide them to do what they need to do, usually providing them all the tools they need, like bowls, sharp stones, buckets with water, soil, shovel. All while feeding them berries.
For berries typically I first I start with an overview explanation, "these dark berries here, need soil and water to give more berries".
Tell them to pick up a bowl (I usually pick one and drop it at their feet and immediately feeding them a berry (I keep feeding them to allow them to focus on the lesson).
Point them to the soil "grab this with bowl" "put it on dark berry" "now water, here is bucket, use bowl" (even saying this the majority of them swaps bowl with bucket and tries to use bucket)
They water the berry and that's it, you say "good job!" and tell them to keep doing it for a while. Keep feeding them berries.
For compost well, you can have a look at it here:
https://youtu.be/vOizzjLy7Gw?t=1649
She did the entire lesson but didn't seem to get everything memorized and starved before she could try to do her second try. She was a bad one to teach haha, for some reason she kept moving around every 1 second or so, really hard to feed, you can see me struggling with that a few times and trying to find a way to feed her when she actually died.
It might be partially Jason fault tbh.
In the tutorial you are taught on how to eat wild food and berries. It is not obvious for new players they should be eating something else other than berries. Specially as that is also the best food to eat at the time the child is dropped onto them by the mom.
I've witnessed the complete mental disconnect where new players learning how to bale pies still run out of the kitchen towards the berry bushes whenever the alarms start ringing, even after they finish baking some pies and they are available.
There is no time to think when alarms go off. Eat or die, and everyone knows where the berries are.
I try to teach people to eat pies but even I end up going for a bunch of berries every now and then.
We might need to think of something we can do that is easy and provides results. The 3x3 berry fields on the corners of a spring has been adopted by much of the community and allows for much better bowl fillings. Maybe we can figure out something that could work into changing people's behavior towards food.
Any way we can start forcing players to be efficient?
Maybe we should start fencing berry farms haha
How about you needing metal tip arrows to be able to kill people and bears?
While I think griefers are pretty annoying, I don't want to have my ability to respond violence with violence restricted when I'm an Eve.
I just don't know which app to use to edit stuff up on youtube haha (needs better quality). I have it in the thing to do.
list.
I just used first result on google for a throwaway share for discord.
Its a cut from a video already on youtube. But for now I'm just posting raw gameplay. Might do clips in the future.

PS: could we maybe install a plugin on this forum to display webm or youtube videos?
gw4, I dislike griefers as much as the next guy but there was an argument on #general and Joriom told everyone to stop and disengage, you were the only one who didn't. Instead of stopping you proceeded to pressure Jade to leave chat and then called her "toxic".
TO's are temporary so not a big deal.
I just had two kids from whom I got new player notifications. (UI was messed up but probably because I was using awbz)
They were completely new, didn't know how to tend berries, use backpack, etc. I spent quite some time with them teaching them about saying F for food, how to whistle, how to tend berries, how to make compost, how to take care of their babies. It was great having a heads up in regards to their new status. I usually ask but this way is better imo.
I also noticed someone else trying to help a new kid, they told me they also got the notification when she was born. All in all, it should help new players integrate. I've been noticing a lot of the so called berry munchers are actually just new players without a clue on what to do. This feature should help a lot with turning them from observers into actual productive and engaged members of society.
5 lives and 2 hours might be too little though. Might be helpful to have it increased to like 5 hours.
PS: a little surprised by the amount of new players we got in the town.
Here is another idea for a server: A weekly/weekend community event/workshop server.
Someone or a group of people, not necessarily Jason, could have access to the configurations and vog access to one of the servers, an event/workshop could be issued and the server configured to fit the challenge.
Ideas for workshops:
* Workshop: build your own engine; No hunger; Everyone spawns in the same place
* Workshop: sustainable farming 101; No hunger; Everyone spawns in the same place
* Workshop: forging; No hunger; Everyone spawns in the same place
Ideas for events:
* Two teams, massive battle (20v20?) last one standing wins; Imagine medics, fighters, possibly supply carriers (food
)?
* Attack the fort: defending team in a castle, attackers need to get the crown in the middle.
* Car racing: everyone gets a car, first one to the other side of the map wins.
* Plane race: Several teams formed; infinite lives, ask vog to put you back in your team camp; a landing pad would be placed outside rift; first time to build plane and land on the pad wins.
It wouldn't even need to be something very formal. If enough people on discord wanted a quick 10v10 battle and vog moderation was available it could potentially be done on the spot just for the fun of it. teleport everyone to central location, give everyone gear, watch carnage.
We currently have big server as our main one and 15 other smaller servers where people can play in if they want a more solo experience (or to play solely with their friends). Having 15 copies of the main server does seem like a waste opportunity though.
If it is possible, what if we had each of the servers with same code but a different configuration?
Here are some ideas:
* Legacy Server: Rift turned off;
* Creative/Education Server: hunger rate zero; no penalties on picking up children; rift turned off; Reset weekly?
* Hardcore Server: double the hunger rate; Rift;
* Sustainable Challenge Server: Smaller biomes, more abundant spawns, but 100x100 rift;
* PvP Server: 30x30 rift; Hunger rate zero; map is grassland biome with only skewers (lots of them); alternative recipe: pick skewer and get sword, knife or bow (33% chance each). Always spawn as Eve.
Last one would need some extra code work but you get the idea! I really like the idea of having different types of servers. They wouldn't replace the main server but would provide players with different options for having fun.
What other "game modes" would you guys like to have?