a multiplayer game of parenting and civilization building
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Yes! Halloween update! Pumpkins and pumpkin pies need to be a thing!
Nice! If you manage to escape the tutorial you get to write gibberish on Jason's signs!
I'm having the exact same problems here
It failed the first time and when I went to try again it stated that I had already unlocked the game on Steam, although I don't see it on my library.
I remember getting very excited about the "A Horse With No Name" update, I had a blast trying to tame my first horse and collecting tons of cactus fruit, so I guess this one was the best for me
SirCaio wrote:-They would always run from the player, but if you ever come into contact with one you'd be scratched (maybe even contract rabies on VERY rare occasions?) and be unable to pick up items for 10 seconds.
Making green biomes dangerous too? Yeah.... no. Buildings would be awesome, but raccoon would be a death for early eve camps, since quite many camps often appear near corners of forests. Thought having it killed with only short shaft is handy, but it making one unable to pick items for 10 seconds is rather crucial... and rabies only would make player dangerous, considering that they are infectious, and it could be used for rabies griefing.
....
Welp, I didn't expect this ideia to be well received after all (that's why I stated that it's possibly too far off), but I thought it'd be interesting to leave it there since I wanted to suggest some kind of "threat" to leaving food lying around, although the whole getting scratched and rabies part could just be left out.
I think the developer should turn building rooms and structures into an essencial part of surviving and structuring a civ in game before the Steam release, as I fear there will be many new players that jump into the game with the intent of building their own houses and structures and seeing little villages form (like how is shown in the trailer), just to later be frustrated/disappointed by the fact that building is only aesthetic and hinders survival and effectiviness more than it helps (especially now with the chest blocking griefers running wild). I say this because it's pretty much what happened with me when I first started playing, but I stuck around. That said, here are some of my humble ideas on how to turn building into a core aspect of the game:
-More Simple Building Materials: Thatch(Straw)/Planks.
-Mouflon Hide + Any Floor = Simple Rug (not as good as a bear skin rug, but it is a simple way to buff the temperature of a tile inside a room)
-Rose Seed + Bowl of Soil + Water + Time = Potted Rose Plant (Just decoration)
-Primitive Stove: Serves as a hot adobe oven and a hot flat rock at the same time that is able to cook food without having to wait for the fire to turn into hot coals, being a more convenient way to cook inside structures.
-Table: A "container" that is especific for food in wich you can also place 6 plates/bowls on top allowing you to make pie crust and other itens in a restricted space.
-Fire lasts longer inside fully enclosed rooms: Fire 1min ---> 3min / Large Fast Fire 30s ---> 1min / Large Slow Fire 4min ---> 6min.
-Clothes (when not worn), Carts and Baskets have longer decay timers inside fully enclosed rooms: Clothes (Rabbit fur/Wool) 5h ---> 10h / Carts and Baskets 10h ---> 15h.
-Simplified Milkweed and Pine Panels: Milkweed should be simpler to farm (not consuming soil and leavind a hardened row) and wield more (2 stalks from every plant), as for Pine Panels they should be way cheaper to make. E.g. Two Shafts + Long Straight Shaft = Three Shafts + Long Straight Shaft = Four Shafts + Rope = Wooden Frame + Rope = Netted Wooden Frame + Pine Needles = Pine Panel.
-Adobe Floor and Cooling Adobe Structures: A full adobe room will have a cooler inside than the outside, making building in the middle of the desert viable.
-Windows and Shutters for Room Temperature Regulation: If a room is too hot, opening a window would release some of the heat and vice versa, this would allow for some nice variation between biomes, such as desert houses having lots of windows and houses in the arctic having none.
A Possibly too Far off suggestion:
-Raccoons: Very common animals in the green biome that would eat food from the ground, baskets and boxes if they can get to it, incentivising playes to build storage rooms.
-Raccoons would be very fragile animals, requiring only a long straight shaft to be killed, but multiplying every 10 minutes.
-They would always run from the player, but if you ever come into contact with one you'd be scratched (maybe even contract rabies on VERY rare occasions?) and be unable to pick up itens for 10 seconds.
-Dead Raccoon + Flint Chip = Skinned Raccoon + Hand = Raccoon Pelt + Needle and Thread/Ball of Thread = Hunter Hat (I thought it would be funny to have those cool raccoon hats in the game )
And these were all of my ideas on the matter, I hope some of them can make it into the game in some form eventually, but for now feel free to add upon/discuss them on the comments
-Thanks for your attention.
+1
High risk high reward would do wonders for this game!
+1
Let's keep up the QOL suggestions to polish the game beyond perfection for Steam release
The same "switching" bug seens to be affecting poplar saplings and pine saplings, they turn into one another after getting watered
https://onetech.info/1803-Dry-Poplar-Sapling
- Ability to make cheap / free paths, use something to mark a path to function like roads while moving at normal speed. Would be nice to have players share roads and might result in more shared areas and not just "The town" that everyone sticks to forever.
I've thought about dirt roads before, but I haven't been able to figure out a recipe for it. The best and simplest way (it has to be simple, since it's a dirt road/path) to do it that I could think of was: sharp stone + floor stakes = dirt path
But that would remove the stakes (since it's an already existent recipe), so I'm not sure. Maybe using a stone hoe?
Some dog-related itens and mechanics I consider a must for them to become useful, balanced and interesting:
-Leashes and collars: as soon as a dog has been given a collar you can use a leash to walk around with it or tie it to an object (similar to horses)
-Naming system (similar to naming babies)
-Puppies must be fed at least once (milk, meat, kibble...) to grow into adults
-Following system: the dog will follow the person who fed it when it was a puppy
-Limited lifetime: dogs will live up to 40 min before dieing of old age
-Unique traits and abilities: every dog type should have an unique ability
That's all I could come up with for now
Feel free to add upon this ideas as you see fit
Am I the only one that thought the update added ACTUAL donkeys? XD
Constructing a watchtower should be a multi generation project, so griefers don't build them everywhere to shoot at people from afar.
Sadly, I think I (Frank-the younger brother) was the last boy to experience the geese killing tradition as the lineage died out by lack of females shortly after you and my mother passed away.
But worry not, I spent the rest of my life all alone decorating around the killin stump and even buried you right next to it.
It was a fun tradition, it really is a bummer to see that it didn't last long at all, but I had a lot of fun nonetheless, and hope to experience it again some day.
Love you Granny Icelyn.
http://lineage.onehouronelife.com/serve … _id=850643
Thank you Google for Earthworm Chow:
https://www.cooks.com/recipe/46m94rl/ea … -chow.html
clay crock + worm + onion + water + mushroom + flour + hot coals
+1 to Earthworm Chow XD
I personally think that they could be used as fish bait in a future update that adds fishing
I've been really enjoying these latest farm updates. I was so excited to try out all the new recipes and crops, but the amount of clutter on the ground makes things so much more difficult to manage and do. The developer should really consider adding some more storage tech in next updates, or even allowing a crap ton of things to be stackable just like stones.
Seeds became a big concern now that there are several types of them laying around occupying such an unnecessary space for a minuscule item. We should be able to use rabbit skin to make some kind of seed pouch that can hold a large amount of seeds and be carried around, and maybe even make so that seeds that are stored inside a seed pouch won't despawn (like wheat seeds for example).
These are just some humble ideas that I had while playing the game yesterday. I'm very interested in seeing what the developer comes up with for the "storage part" of the tech tree.
So ... I got murdered for the first time in my last playthrough by a random guy that suddenly came out of a building in the city and shot me because i was asking what happened and why there was a bloody corpse in the middle of the bakery (pretty sure it was the same guy who killed this previous one too). You see, I have never been murdered ONCE in the game since I bought it two weeks ago, and I can already say that I don't like the felling of this even a little bit. I'm just sitting here now, wondering what happened to those people in that city (they're probably all dead too). I just hope this whole murder thing gets reworked in the future in a way that prevent people from being so helpless against this kind of situation.
Thanks for your attention.
SirCaio