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Today in very important Spoon discussions - if you deliberately get rid of all the iron, you won't have any iron left! Egads!
I mean, I guess if you make it to the mine first, someone could just throw iron into a basket and then go put it in a biome where no one in the family could pick it up. That might be more difficult to pull off than clearing out multiple veins and making junk that can't get used or scrapped.
Because of that, I'm going with the iron system as being the bigger flaw here, since this wouldn't have been possible under the iron on the ground system.
So, let's say you end up as child of Eve early. The Eve picks a spot with just one vein, or maybe two. You make a smithing hammer. Then you make a newcomen crude piston, a newcomen crude cylinder, and a boiler, since your family may likely want a newcomen pump eventually. If you have another vein, you make another newcomen crude piston, another crude cylinder, another boiler, and a tank for a newcomen engine and extraction of water from the pump.
But, if such were actually to happen, a family isn't likely to get to a pump in either scenario, since they have to look for something made from steel in some place other than the mines that the family unlocked, which is even worse if this happened with child of Eve at server reset, since dead towns with iron at their veins or in town don't exist. No shovel. No tools to make a bucket, nor a knife, so rubber to make a newcomen engine to scrap those parts seems unlikely to get from another family.
I've never known this to happen in game, but why is this possible? Is this a flaw of the scrapping system, the iron access system, or both?
people who can't do things, won't do things, it's not the language gap, I had 2 translators and the ginger chick still didn't understood why she is needed to do it for us, it's bad mechanics, they don't understand in plain english, why would they understand in klingon
I agree it's not always the language gap. Recently, I made paper before in a place after dropping some bananas out of my backpack, and wrote notes about what I needed. Some black chick took my latex bucket and palm oil bucket cart and put it inside of a desert. Such biome locking of items is not interesting, and at least wasn't stated as intended. Gingers have some reason to do such sometimes, and biome locking of trucks can make sense I think so that they don't disappear to nowhere, but I digress. Fortunately in that case, I noticed that with Hetuw mod it was soon low pop and I could get my cart back and managed to get the sulfur into the latex buckets and make it home. Since they happened in close proximity, it was a good example of how no race restrictions was better.
Also, if I had been able to get the stuff I could have made it back home with more time to have people I could relate to, instead of being an alien in a small village of people who wouldn't do anything for me after I at least brought something, and couldn't relate to.
It's especially strange that Jason talked about personal interactions once regarding race restrictions, because it leads to all this travel time and lack of personal interactions, since people end up ignoring you or not understanding you. Though I haven't played them, I definitely am lead to believe that games with universal chat systems have better things going on than OHOL's dumb system.
single iron and single oil killed the map variety. having more water or iron creates different lives.
Yeah, towns definitely looked more interesting and more various technology wise before the spring system. It was more interesting overall. I didn't like how the charcoal pump would never break (I thought that should have gotten reserved for the higher tech diesel water pump), but looking back I think that's about all that would have made sense to change.
Temperature overhaul also decreased map variety, since even though desert edges were predominant, you would also seen jungle towns, or people trying to rough it in the grasslands or swamps. Having threats of mosquitoes or snakes for everyone was also more interesting than just having the boar threat of today's current game.
So many mechanics that do NOTHING or worse, make the game less playable.
And Jason is stubborn AF, not a chance in hell he'll spend months undoing shit he's done before -even though those weren't needed in the first place
Thing is that seems obvious that some things weren't needed and worse if you think about things even after initial release. It wasn't long until bear caves were added, and they just made things more unplayable for people without any benefit. Someone trying to develop an integrated game would have at least checked if standing around a berry skin rugged floored building was more viable than the effects of bears, assuming that they work. I mean think of it this way:
How many families or players have survived longer due to the use of bear skins compared to the deaths from player caused bear attacks? Also, has any player survived longer or even had a substantially more convenient life due to the use of bear skins than the negative consequences from players caused bear attack after bear attack? At least such is somewhat if not very likely with deadly domestic boars, even though they probably kill far more players than they help.
But what is well tap out doing to the game and what is its value in the game today?
I once was a white Eve and had my ready well site with 9 stones (someone had moved one), tapped out in a jungle area. I tried to move the family, but the player I moved wasn't all that great. There was another time where tapout messed things up: https://github.com/jasonrohrer/OneLife/issues/752
So, well tapout functions as a way to destroy locations as settable. That's about it. The only benefit lies in that the directional indicators from dry well sites. But, that could conceivably get accomplished by other means, or just get removed, since it doesn't do all that much if you have an expert waystone or can spot signs of civilization.
In short the well tap out radius is forcing towns to move further in order to make a new town.
Yes! Sometimes I've run further west as Eve, because I see staked springs. Again, moving further west like that is a negative.
The same holds for tarry spots and iron, yep. Especially if tarry spots didn't tap out, there would exist more oil, and that would probably make it preferable to use the diesel mining pick than a mining pick to get iron due to a lack of hungry work. Also, using the diesel mining pick is more interesting and engaging than using a mining pick with hungry work. Making chisels and using them is also different than needing more food. And travel time would be likely be reduced.
selalov734 wrote:hmmmm
You might notice all of those are in direct response to Spoony being an obnoxious drag on the community.
Nice you see you leaping to your alt's rescue. Again. You're just being obvious about it now.
Again, I don't have any alts.
Hasnt that always been the game?
No. There's not much killing these days. Well not today, since it's snake bite day. But otherwise, no, not so much.
Have you tried befriending the snake?
No. Does that work wonders?
Have you tried not stepping on the snakes spawning beneath your feet?
You know what... I'll have to try that next time!
Wait... there won't be a next time.
Spoonwood wrote:March 18th-March 30th No changes during that time period.
March 31st:
1. Engines changed to become unremovable from wells and iron mines.
2. A snipped pickling cucumber can get removed from a pickle crock so that a pickle crock can get moved.
3. Domestic garlic is edible at one pip sans yum. A garlic bulb is not edible. One needs to put a garlic bulb into a bowl, mash it, optimally with a round stone, and then pick out a garlic clove. The garlic clove is edible at one pip. Each bulb translates into a bowl of five cloves. Efficiency wise this makes domestic garlic comparable to carrots extremely late generation, or in between peppers and tomatoes once both peppers and tomatoes yield only one pip sans yum. Early game, sans yum, garlic is probably the most inefficient crop (though it's better than before) other than dill.
4. "Wildcard support on vog allow list." I don't know what that means.
There was a note on the discord which said:
"Anyway, I have a little something cooked up... along with the engine fixes... but it's a little hidden. Curious to see who will figure it out first."
wow, an actual update. Thx for posting Spoon, I prefer coming in here than the discord anwyay
You're welcome.
Spawned in, ran and got near to the milkweed. Then a snake spawned in and bite me before I could make it.
Imagine if you were a new player and spawned into an area with deadly animals randomly spawning in, or there was an apocalypse before you could finish the tutorial.
As someone who never played during the rift i dont think you have the right to speak on how or what it was like to play during it
I watched videos and streams. It was a lot of senseless killing.
Surprise eve! Your dry deep well is now a diesel well. Skipping right over needing piles of tires, all in eve's lifetime.
We talked about this a while back in some post. I never knew a town to skip the newcomen stage on bigserver2 since the spring update. I could have missed it, sure.
We already know this.
Some people don't read the discord or would have come here first. I remember DestinyCall saying that she doesn't go there.
Also, the analysis about the value of domestic garlic isn't on the discord, and I doubt everyone had thought that through before reading this (not that they necessarily should have).
March 18th-March 30th No changes during that time period.
March 31st:
1. Engines changed to become unremovable from wells and iron mines.
2. A snipped pickling cucumber can get removed from a pickle crock so that a pickle crock can get moved.
3. Domestic garlic is edible at one pip sans yum. A garlic bulb is not edible. One needs to put a garlic bulb into a bowl, mash it, optimally with a round stone, and then pick out a garlic clove. The garlic clove is edible at one pip. Each bulb translates into a bowl of five cloves. Efficiency wise this makes domestic garlic comparable to carrots extremely late generation, or in between peppers and tomatoes once both peppers and tomatoes yield only one pip sans yum. Early game, sans yum, garlic is probably the most inefficient crop (though it's better than before) other than dill.
4. "Wildcard support on vog allow list." I don't know what that means.
There was a note on the discord which said:
"Anyway, I have a little something cooked up... along with the engine fixes... but it's a little hidden. Curious to see who will figure it out first."
Seem we are playing different game Spoon ? Engine or iron not always the problem , what I saw is in a medium village there is a newcomen pump well , and more than one engine was knocked at a private fence , and in a large city , more engines are knocked, with good lucky you can see truck and sportscar too in the same fence . Because the villages are dead so fast , there always someone would loot things to their expanding and developing west home . I remember the Love family one of the longest gens within months was dead , the new family members from 10k far west , ignored the long travel bored , still loot its fence knocked thing which of course include engines and kero .
Nowdays , what is the truth ? Make an engine ? No , loot one from east .
As every village can't survived more than four or five days , an abandon-loot recycles is worked well . And some high-tech master fam's good appetite for making one or two engines , as well as a truck or a sportscar , can be a good supplement to the recycles .
BTW Jason can u give us torch or lighter ? I just want to conveniently light my oven or kiln when I needed. To avoid starting a fire from drilling wood, I have to keep adding firewood making the fire never goes out, it really makes me tired.
The factual claims that you made I agree with. People *scavenged* engines from old locations (I wouldn't call it "looting", because one can't steal from the dead exactly... but the point doesn't change). It was very common. I don't see how what you point out contradicted anything that I said in the original post though.
As you said, yep, people took engines from the east probably more often than making an engine. That's probably more time played away from the people in the village, right? It requires less knowledge of the game to scavenge an engine and keep it secure than to make an engine, right?
Oh, and Eves who chose one iron vein locations would *not* so often have descendants who had an iron issue, because they could scavenge an engine from locations with no one living instead needing to make an engine or two, correct?
So you know, 2HOL has a flint with steel recipe which functions as a lighter.
Also, consider bringing back the rift. >:)
But much much bigger. 3000x3000 tiles should do nicely.
The Rift had a trail of babies following a mother or two at the end. The size of The Rift had nothing to do with that, and it certainly wasn't a good situation.
What if you're just about to place an engine on the well, and someone runs off and *permanently* puts it on an iron vein?
That's a very short time period. It could happen, sure, but I think it will be less frequent than engines disappearing into the woods or getting scrapped. Also, for that one, another engine could get started for the town's well in principle using iron from that diesel iron mine. Putting an engine on the well could be more dangerous, since then the town might not have any way of getting iron from any nearby mines. But, survival without iron, though unpleasant, is more feasible than survival without water. Additionally, getting iron from unused mines elsewhere or other families might be possible.
I kind of agree that removing engines could be useful... but that would apply to engines on vehicles. The lingering question here I think is should engines be removed from trucks or sports cars even once fully completed?
It should stand to reason that you are nobody.
That doesn't make any sense. You haven't done anything here but acted foolishly.
Are you trying to say males don't show up in long lines in family tree page?
Or are you trying to say that males don't show up in deep roots?
I'm saying that males don't show up in deep roots (also females who just unluckily don't have children, while their sisters do, won't show up in deep roots or will be at the bottom of that score system). Males show up in long lines, since they live at a high generation. They don't show up in deep roots and can't, no matter what their contribution was (unless there are too few females who had children). In addition to development of a town, it's theoretically possible for some female character to birth a child at 14, die shortly thereafter, and the male ends up feeding the child even before she can feed herself, and the rest of the descendants come from that female child. But, the male would get no credit on deep roots.
All the deep roots shows only Eves, so ya, no males there.
That's deep roots for all players combined. This page: http://lineage.onehouronelife.com/serve … front_page However, if you click on the 'family trees' link in the login screen you have a page for your own personal records on that account, including records for that week. Hence, I mentioned that Tom Jobbins doesn't appear on *my* deep roots for this week. You can also compare via character's names. When I click on my 'family trees' link I get my personal all time deep roots, which is why I mentioned Athena Red at the end of this post, and this week's deep roots. But, Tom Jobbins "deep roots" doesn't appear for this week, even though he had more influence on that place and what that family had than say April Jobbins who starved at 9.
Emma Pixler had living relatives who lived for 68 more generations. Tom Jobbins had living relatives who lived for 150+ generations and Tom Jobbins lived to 60 (you can confirm both of those and don't need to take my word for those facts). But, Tom Jobbins doesn't get any credit, and couldn't get any credit on deep roots for having relatives who lived to high generation.
Thanks for asking and trying to understand Laggy!
Nobody cares.
I care, so your statement is not correct. Why don't next time you try to see if you statement makes any sense before saying it? Are you scared of thinking?
Emma Pixler appears at the top of my deep roots this week: http://lineage.onehouronelife.com/serve … id=7941804
After I saw the apocalypse happen while watching Twitch streams I decided to wait a bit until there were new families. I didn't think the surviving families would last that long, though the tan family definitely did fairly well making it to the later stages of a charcoal pump at least (they weren't very high gen., and had some rather experienced players). I saw that there was a new Ginger family, and then logged in, and used /die a few times until I was either Eve or child of Eve. I wasn't trying to pick a race or family, I just wanted to be in one of the new families without lower pips for food and relatives who survived the apocalypse having tool slots (the apocalypse doesn't reset settings, and tool slots is a settings file?).
I ended up as Tom Jobbins http://lineage.onehouronelife.com/serve … id=7947357, and Jobbity on PXchat was saying that s/he was the Eve. I got asked to look for a spot, and after making a basket and the three primary starter tools (rabbit snare, fire bow drill, hatchet) found the spot where Jobbins family made their camp, which as I write has a place that made a belltower without resettling and has survived for 128 generations. In my second life there I ended up starting on a belltower, and ended up finishing it up Monday afternoon in another life, but that's a bit of a digression.
I remember getting sealskin for myself and throwing it either one of my sisters or nieces. I don't think I made the shovel, though I could have gotten a branch for it. I think I made the axe? I think I did make the steel file blank. I definitely remember going to the nearby swamp and digging up tule stumps (which I always do in early camps.. I didn't dig up the well) and cutting down tule reeds, making baskets with them, and digging up tule stumps (though I didn't cup up all the tule reeds in that swamp). Then I started making an adobe oven base pen with the tule stumps I had dug up. Just kidding, I haven't done that for a long time, but digging up tule stumps early can have it's uses. A bear, just one, came to the village at some point in time, and I made two more arrows, someone else lead it away so I didn't need the arrows, but they were around, and unfortunately I think I didn't quite make all the tools for a cart that life. I farmed some also, and watered grey berry bushes.
I'm not going to claim that I was the most productive member of generation 2 or that was my best life. But, genetic score is tracked for male characters. And the lineage chain/reincarnation mechanic exists. So, clearly, descendants of male characters get tracked in some way. However, for characters like Tom Jobbins whether they are male or they are female who just don't have any children by sheer luck they have no possibility of appearing on "deep roots", which gets tracked on the family trees page.
It doesn't seem consistent that one can be a productive early generation character, the family survive a long time, help towards that, and not get any recognition of such, because you didn't have any children that life.
Thinking back I had this sort of thing happen at least once before which comes to mind. I was the male smith of the Pie family a long time ago: https://onehouronelife.com/forums/viewtopic.php?id=9029 and in part wrote about it, because of someone's idiocy about needing something that they didn't and trying to make that something, when they didn't know how to make it from scratch. I also learned something about how to counter the idiocy of such a person without killing them.
My all-time deep roots is from Athena Red: http://lineage.onehouronelife.com/serve … id=6858503 with a lineage depth of 234. But, Pooyah Pie could have reincarnated 340 generations into the family, and thus should have more credit than Athena Red. It would be better if deep roots had something for male characters.
This feature was added as a means to allow one engine to be moved from producing water to iron and vice versa.
If this wasn't clear before...
The reasoning here doesn't make sense as a means of motivating the diesel mining pick. With things movable, you only need one engine, and thus less iron need. A diesel mining pick is only needed and preferable if there's a shortage of iron in an area. But, with only one engine getting used there's less probability of a shortage in an area. Two engines needed makes it more likely that there's an iron shortage in an area, and thus would more likely motivate making the diesel mining pick.
Also, as Pein pointed out in some comment a while back, you wouldn't do water before iron under this. The first engine and kero would then go to the diesel mining pick, because if someone messed up and put the unremovable engine on the exhausted deep well, one would have to scavenge for iron from far away or get it from other families. So, the diesel mining pick would get used earlier, at least with smarter players.
Additionally, and I didn't mention this before, for sure... oil running out demotivates the use of the diesel mining pick. I mean, if we unlimited oil, then it would be probably be preferable to use the diesel mining pick, since it wouldn't use up any pips with hungry work. But, with finite oil, then the diesel mining pick isn't preferable to using a mining pick and doing hungry work, since that's less costly than using kerosene.
Also, engines can get put on muddy iron veins, and thus kill off an iron unlock from that spot?
It sure does look like it, since an engine can get put on a muddy iron vein, and then once removed, the collapses the mine. It accordingly makes no sense that engines can get removed from mines, since one person could theoretically kill off all iron unlock for Eves in an area.
Make it so that engines can't get removed from wells again. Also, so that engines can't get from an iron mine. Then families will be smart to put an engine on an iron mine *before* putting it on their well, so that they can get iron to make a 2nd engine.
Also, engines can get put on muddy iron veins, and thus kill off an iron unlock from that spot? If it were just one vein, that could be ok, but if that kills off iron unlock, one could kill off all iron unlocks ahead of the Eves, I think.