a multiplayer game of parenting and civilization building
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I hope you die alone and cold in a ditch in the Bahamas
If it makes you feel better, I think I've accepted your proposal about five times.
Assuming you're the only one that keeps doing that.
But if you're also the one proclaiming me to be your baby's daddy out of the blue, and I deny it, well you'll just have to pay for the paternity test then.
And I ain't goin on no Dr. Phil Show!
The problem is that, in practice, anything more than about 8 people in a village is superfluous to the village's long-term survival. Maybe that will change as things get more complicated, and more roles are needed. But it doesn't seem like "sustaining a bigger and bigger population" is really anyone's core goal.
It would be if that was the way you designed the game.
Let's say you reach your goal of 10,000 items in two years. Let's say when you reach that point there are also 10,000 people playing the game and 1,000 or more in the largest city. It could be something like this:
What about temporarily infinite with increasing timespan?
The problem with this, even if you make it 60 seconds infinite, with 60 minute recharge, people will just make 60 wells, or what have you, one per minute.
Life has worked out really well for billions of years, balancing resources, especially the chemistry provided by autotrophs, the primary producers of chemistry at the base of the food/life pyramid. If you really want to get a message out about sustainability, especially when it comes to organisms like ourselves, that are built from the products they provide, their role in all life's sustainability that has afforded increasingly complex beings like us the opportunity to exist, is the foundation of the slope that humanity stands at the pinnacle of. Every life form on Earth that exists in the present stands on top of them.
If we are going to survive long into the future, at least in our present organic states, we are either going to have to make their lives easier by providing for them, or, industrialize the chemical roles they have been filling for the last four billion years, and continue to this very moment.
Sorry, maybe that's all too much for you right now.
All I want to say is, look to reality; look to the history of life, humanity being just a small sliver of that; to ecology, paleontology and anthropology, and in them, you will get a sense of the numbers we would be able to live with as we attempt to rehumanize the world, if, we had to start over in the hypothetical situation you are presenting as the, sort of, plot of this game.
I don't like where this is going...
Agreed.
Please give us more branches of the tree to explore.
What happened to 10,000 leaves?
lets say you introduce cabbage, ...and one more plant like potato.
This is what we need.
More resources. More branches to explore. More combinations. More ways to balance priorities.
Give us more metals. Give us more animals. More plants. More food recipes. More tools.
Give us minerals and chemistry. Let us make structures with functions like windmills and water wheels. Make a new biome like a river, lake or ocean, with new plants animals, resources and useful tech to exploit it at various levels.
Make some of the existing things do more. You have iron and flint, why can't I put the iron on a pile of tinder, strike the iron with a flint, the spark jumps onto the tinder, I remove the iron and plop some kindling on it and POOF, fire. If you thin thats too easy, make the flint consumable, or at least give it limited uses.
I could make recommendations like this all day, but, that's the easy part. You have the talent and the knowledge to do the hard part, make it a reality in game.
I don't want to play on a private server where people are doing their own things. I want to play your game. The way you want to see it unfold.
Please, take a day to to decide what the next x things are you're going to add, and then put them on paper, scan them in and we'll be happy.
I'm okay with you tweaking things along with the new stuff. You want to make milkweed rarer? Give us flax to farm too. You want to make iron rarer? Give us copper too. It's a logical pre-iron step; it's softer, takes less heat to smelt , but it's not as durable. Place it's tools somewhere between stone and iron in terms of durability.
Please, give us more to play with so we have more options. It'll give old players new things to toy with and new players can feel like they are on even ground when we don't know what to do with the new things any more than they do. Then we can all have more rolls to fill.
10,000 things over the course of two years, sounds like a lot of fun.
10,000 things / 730 days, thats like 14 things a day, 100 things a week. You've put so much work into that engine, and it really does seem pretty easy for you to add things into the game. I imagine it's even easier when you;re not talking to a camera or giving a presentation at GDC, at the same time.
Just toss us some bones to gnaw on while you sort the other things out.
Piles, mounds, stacks and stuff.
So, we can put ten stones in a pile before turning it into a shallow well, but we can only put one carrot seed or carrot on a single square meter of land?
What sense does this make?
Why can't we have piles of carrots, mounds of seed, or stacks
of plates and bowls? A cart with four backpacks, full of 16 bowls can occupy a single square meter, why can't we pile 3 bowls or three plates in the same space? We should be able to pile ten carrot seeds in a pile that occupies the same space a horse and rider can. Some of these items really need to be stackable, especially the tiny ones.
Maybe you don't need ten bone needles, but if I can place ten needles in a pin cushion smaller than the palm of my hand, we should certainly be able to place ten of them in 10,000 centimeters of square space.
This still makes baskets, boxes, carts and backpacks useful as portable piles and it's already something we see is easily doable with the piles of ten stones. You could have the rounder, smaller, objects just overlap each other slightly to form small pyramids, or, for nice touch, rotate the images 90 degrees here or there so that they take on a nicer appearance (since I know any other angles don't quite look right).
Pretty much same thing with the plates, bowls and even baskets, but just have them stack vertically. Cut off the bottoms and have the tops that stick out overlap to give the appearance of one inside the other with the bowls or baskets, and with the plates, simply overlap the images without needing to edit the graphics.
Sure, if you do this, maybe someone will ask to be able to put a carrot and a carrot seed on the same tile together, and the combinations may be overwhelming, but you can draw the line at one type of item in one pile of it's type.
I think this is a reasonable request.
And sometimes, consider suicide at around 55 or 56, especially when in a relatively poor colony, you're consuming much more than you're contributing after that.
This is wrong. There is no reason to suicide, if you find a warm place to stand around. One berry gives you five pips, at balanced temp that's over 100 seconds; one minute and 40 seconds. At 55 you have the 4 base bars plus 5 others. You eat one berry, carrot or piece of pie at that age and those 9 pips will last you 3 mins (9x20=180, 180/60=3) then you eat one more berry at 59 or 58 when you are down to one pip and you have 5 or 6 left, which is more than enough to get you through the next 120 or 60 seconds.
If you think your family is so desperate for food that you have to prematurely die on them than you are probably not paying attention to your temp meter often enough and are probably the reason for that. You're probably standing in deserts in fur, or standing on a cold tile after you've given all your clothes away.
It's no wonder so many of your towns struggle with food, when you and the people your bad habits spread to, are in them.
Sols are common because either I spend 10-30 mins as a fresh Eve, hunting for a location to start a home that I know will stand the test of time, or, the game gives me the chance to be an Eve in a town I am familiar with. Either way I keep all my kids so the players who get to be male can scout, gather and do the crafting they love while the women do what the same, as best they can, while also caring for their kids.
It's vital that the branches of the family tree be thick and strong to hold future leaves, and that means children having an array of siblings to support and compliment each other's activities.
Yes, someday I'll make a more accurate simulation where you have to eat 18 times per second!
You could actually accomplish this with a clicker style game. Start off with a game like A Dark Room and as you age, you accumulate/earn automated actions, like the heroes in Clicker Heroes or the villagers, in A Dark Room, they just do things for you.
Players can manually automate the tedium of life so that they can spend more time making decisions, like, which kids to talk to at school, what classes to take, or, which neighborhood they want to settle down in to raise a family.
The choice of which things to automate early in life would influence their choices down the road, like assigning a level up to a stat, except, it's a routine you've learned to make life a little easier.
Call it Breathe.
Your first step, automate your breath as you emerge from the womb. From then on, things come and go, like suckling a breast, playing an activity at recess, or doing a paper route for a little spending money, that you can spend with friends, or, save for a bike, or a car.
Go where you want with the idea. Could make a nice Choose Your Own Adventure Routine.
Shaun, find a nice warm spot near where the children are being kept, to spend your last few minutes.
You get 55-60 character messages in the last 5 minutes of life; put them to good use.
Tell your story. Tell your children you're proud of them. Tell your grandchildren how happy you are to see them in your home.
Let your family know where important things are and put your affairs in order.
I generally only do this with the last 30 seconds or so, as there is always somewhere you can be useful up to the bitter end, but it's a perfect time to bond with your little children waiting to get their hands on the world and to pass on valuable information to them. Let them know about the sheep pen you've been working on, the house you tried to finish. That really sweet grassland you found when you thought you were lost, you know, the one with all the untouched soil in it? One of them could find that really useful when he's able to pull a cart load of baskets.
Your final words could save your home, long after you're gone. Share them with your family, in the warm place.
I'd rather have the piano and get the occasional unexpected death at 58 or 59.
The music is a like a reward every five minutes; each, a time for me to reflect on what I've been doing with my life.
I'd rather not have that annoying warning ruining it, especially when I often only take the time to chat with my children and grand children in that last minute. It's the theme song to those final words. Please don't take it away.
(thanks for the head start, mom!)
Always welcome.
They did okay but eventually, they died out. A few days later I was born in that exact same city, My crap shack was still there. It was exactly the same apart from the walls becoming ancient. There were some wooden paths and an unfinished building next door. By the time I spawned, we had lost our family name but I looked at the family tree discovered that we descended from Eve Sol and I was in the 57th generation. My guess is that the Eve got a Lucky spawn and revitalized the city.
http://lineage.onehouronelife.com/serve … l_id=53932
I not only founded that city after a long run juggling my children, keeping every one of them that wanted to live in the process, but I came back to it several times and made sure every major industry was up and running, with every life I lived there.
Or at least, how it usually goes for me.
If you are in the process of step one or step two and you have a second child, I generally, either, settle on the best place I've found so far and migrate juggling both children to that spot, or, find the nearest edge of the desert to set my children on while looking for any other alternatives in the surrounding area.
A few important things to keep in mind in this process, is to choose a location that has a lot of food around it in all directions. Sometimes it can be worth going through your first few kids safely in a grassland surrounded by food, near a desert tile if possible so you don't burn through food too fast. Then, run as far away as you can to gather food and pull milkweed before returning to feed your children, assuming they have stayed on that desert tile, you have about 30 seconds to go out and 30 to get back, if they are new born (4 pips, 20 seconds each pip) or, if they are a little older, you can be out longer. If you want to be a little safer, only run out for 10 to 15 seconds, or, just carry the youngest with you.
You can carry your kids through a grassland, juggling 2-3 of them while you move a screen or two in between feeding them, but this quickly burns through the food in the area and unless there is A LOT of forageables, you;re going to make life for your children and, potentially grand children, when they are struggling to get the farm up and running.
An ideal location would look something like this.
You settle on the desert in the center, there is food and milkweed in multiple directions, pleanty of water and reeds, pleanty of carrot seed, carrots and rabbits, and farther out are tundras for seal coats and badlands for iron and stones. If you're lucky your little patch of desert has cacti or, you are on the corner of a larger desert and can go out into it every ten minutes for cactus fruit.
Back to that first image, if lock your temp (yes, it's a little cheesy for now, I understand, but you can do it, so do it) on a desert edge with your first child, you may wind up running a lot farther before your second child pops out and your path may look a little more like this.
Maybe that DSG spot in the lower left isn't as good as the one in the upper right, but if you have your second kid closer to that, you may have to make due.
Remember, you really only need 8 milkweed for clay bowls, to get the bare minimum to water your farms, and if you only have 8-10 milkweed you can make clay bowls and start a little milkweed farm after you get the carrot farm going, to get more so you can make pouches, stone hoe and all the other things.
What is more important is that you and your kids have enough food so that they can afford those long journeys to other biomes to get anything you may be missing, and while grasslands are the main source of that, prairies for wild carrots, and deserts, in time, can also act as food sources along their journeys. Just about every player instinctively knows they can eat berries from bushes, and if they came into this game blind, they should at least be able to pick up on what is edible by watching you as you carry them.
More of them will not, on the other hand, instinctively grasp the concept that the edge of the desert, and the temp it provides, will cut their food consuming by two to five times, and will almost certainly not know how to exploit that location to lock their temp while they travel, so, a little reminder now and then, doesn't hurt, especially if you see them standing in the cold when a much better temp tile is just a few meters away.
Try not to get too anal about it though? And please, don't get upset if you've been playing for months and are fully aware and people remind you of things you already know. The argument can be had whether it's better to assume players already know and save time talking, working instead, or assuming players don't know and spend more time teaching so that down the road, more people will know. Whether you choose to think so or not, we're all pretty smart, and we do pick up on a lot, so, it may just be best to be the most efficient worker you can be, and hope others learn by the example of the snapshots they get from your life, as you pass by one another.
All that aside, it's not too hard to find a good starting location AND do so with all your kids reaching maturity, so long as you travel wisely solo and with your first kid, and choose your starting location wisely.
While there is so much more I could say, so many points; like the number of fertile soil pits, ponds and clay I like to see that influence my decisions, for now I'd just like to make this post about those two important details.
How to travel.
and
Where to travel.
Having your first kid doesn't mean you have to stop exploring.
Having your second before you've settled on your home, doesn't mean you need to abandon them.
Children have legs and eyes too. The more you keep alive, the more intel you will gain about the surroundings, and the more likely you are to have a successful settlement.
I was Jupiter Sol, but I think Morti might be mistaking me for another child?
Maybe it was another of the children. It was a young adult or teenage person, swear it was a male. Looking at the family tree it shows the 3rd tier (2nd gen) also has some planetary names, which makes things a little more confusing. I just remember dying while teaching a younger person to use the forge and while I was so focused on teaching them to make clay nozzle from clay and skewer and and then to fire it with tongs, I wasn't paying enough attention to my food meter. =/
Thank you Donny.
That really meant a lot to me.
I think a lot of these players started the game before me, and developed a different approach on their own, so, I can't blame them for being a little set in their ways.
Before I started playing I watched a lot of people play the game on Youtube and Twitch and learned a lot by pausing and replaying moments in their videos. I would spend three to six hours some days just watching a single hour long life; watching and rewatching, and paying very close attention to different aspects of the game. I was able to pay attention to things that you can't really afford to do when the clock is always ticking in game, and you're scrambling to stay alive. And a lot of those people, like on Youtube, just kept their best playthroughs, so I got to see what it took for them to live full lives.
This was my goal at first, upon purchasing the game; just make it to 60 years old and die of old age. That quickly changed after seeing player after player die before me in my own family, mothers abandoning their children and the real lifestyle of the non-busy players.
This game is not an abortion simulator. At least, it shouldn't be. The goal of life is to provide for new life, to have the resource and condions, so you can afford to continue the process of reproduction that made you possible. Sure, this process isn't perfectly encapsulated in the game. We're not starting 4 billion years ago, we're starting, supposedly, at some unknown point in the future, where women are asexual and can't entirely control when they are going to produce children. We don't know if Eve's had childhoods or parents, or even if this is Earth, a simulation of Earth-like conditions, or even a simulation of somewhere in our Universe. For now there just happen to be some things here that we recognize. For now, it's like chess; a crude representation of somethings we know, with some unfamiliar elements tying them together.
I'm glad I gave you a good experience.
I think every player should strive to be capable of starting a home from scratch, and every person deserves the chance to learn to do so. I want you to be a competent Eve, so that when the day comes I find myself in your arms, I know we'll both be okay.
When I'm an Eve, you are a gift; an opportunity to teach and a chance to prove I have what it takes to juggle the worst that can be thrown at me. I think I've failed to live to be 60, about a thousand times. Maybe two hundred of those thousand I was an Eve, and maybe twenty of those I managed to keep every child that wanted to be kept AND lived to see grand children. Maybe ten of those I did all that and died of old age, with a family around me.
That's the best life of all.
Coming back, in another life, being a part of your own family, it's an extension of that feeling, but it's not quite as fulfilling, at least, for me, as doing it all from scratch. Finding site, juggling the kids, building the tools, selecting the farm and forge placement, waking up the cacti and rabbits, taking in the land before your family levels it to the ground. Deciding whether a place is worthy or not of your children. I'm very addicted to this.
As a kid I used to build forts, all over town. Every patch of woods had the potential to be a home, every hole in the rocks, every tree. But I had to be picky. I didn't just want a place for myself. I wanted a place I could bring my friends. Start a community, and if things were different, a family.
We can't really do this IRL, at least, not in the US. You can't just run off into the woods as a child and make a town from a fort, but if any of you were boys like me, I bet you wanted to. Some instinct inside of us, pulls us away from the group, and out into the land. To find better. To begin anew.
If I can help you, feel you are capable of that, so you can do it yourself, then I think I've given you the greatest give of all. And you can then go on, to pass that gift onto others, so that they may too, fulfill their instinctual desires.
At least once.
I was Troy, your brother.
Well done with the family.
I can just imagine that place will go far, thanks to you.
Looking forward to checking up on the place over the course of today and tomorrow.
Good luck kids, and best wishes.
Girls, be sure to name your children, and take care of them all.
If Eve Strong, Betty or any of her children can vouch for my performance, I hope you'll all see the light of taking in both, boys and girls, equally.
In the past 5h I've had some really great lives.
_______________________________________________________________________________________
In another live I was a boy named Mars Sol. It was a nice smaller town. it had a small farm and a little Forge. I helped out a bit on the farm, cleaned up, cut down some trees and helped my mom at the forge. There were at least 3 females working on the farm so I thought 'Hey, lets start to build a bit' and so I did. I prepared everything and was having so much fun when all of a sudden a Bear appeared in the town and killed the last fertile female. It was only me, my brother Jupiter and my mom.
Jupiter took over the farm and started a milkweed farm while my mom continued making tools with the little time she had left and I started building walls. When mom died, it was only me and my brother left and we just continued until it was our turn to return to rest our bones.
________________________________________________________________________________________
Final words: "Fire the nozzle"
I remember that. Did you carry on teaching your brother how to smith?
I wasn't making tools, for the sake of making tools, I asked him to make them so I could work the farms, and he said he didn't know how.
Whenever I meet someone who doesn't know something I do, I generally put the game on pause and switch modes. My life then becomes dedicated to passing on information to this person so that they may acquire new knowledge about the game. Jupiter was the person in this case, and I wanted nothing more with my life from that point on than to make him feel he was capable of providing tools for his future families. So, I set everything else aside and step-by-step set out to teach him how to make tools, starting with gathering clay and reeds to make adobe, on up as far as I could possibly get in that life.
I felt really terrible tho, dying so young, when I could have spent a few more seconds going to the farm to grab a carrot and in return been given another ten minutes to teach him how to find iron, build up charcoal and forge his first smithing hammer.
I know you wanted to get involved and, to be honest, I was a little upset by your intrusion into the process of education. I know you meant well and wanted to get smithing up and running as quickly as possible and knew just what to do, but I wanted Jupiter to make it up each step by his own hands.
Thank you Tea, for sharing this story and reminding me of that life.
I'm sorry I didn't stay around longer, and I'm sorry I didn't do more to keep your sisters alive until you and your brother could be uncles. Some times I give so much of my life to the nonhuman parts of my settlement that I overlook what is happening with others and things can and do, end, with just my boys. But I would always rather have all my children than just the girls.
Boys are always welcome in my family.
So you use less food when you're at the optimal temperature. No offense, but don't most people know this? I mean, I get raising awareness of how broken desert borders are and that they should be used whenever possible, but why all the math and numbers? Seems a bit excessive, but it is kind of nifty.
How many lives have you lived?
How much time have you spent of each of those lives farming?
And conversely, how much time doing everything else?
You want to talk to other players? To afford the time to chit chat or to teach? To complement someone on the work they've done, making tools or setting up a sheep farm, which is all functionally temp and food meter control? If you want to do anything else in this game, you, and your entire family, can afford more time by instinctively balancing your temps to reduce the rate that your food meters drop. And it's not an insignificant thing either, you free up twice the time alone, to say hello, good bye, nice hat, cute eyes; just by being naked in the desert versus naked in a grassland. Build on the edge and it gets so much better.
I have never seen anyone start their home on a full blown Tundra, so I can't say it's 8.6 times less time we have to spend producing food so that we can have 8.6 times more time to chit chat or play the rest of the game, but even if you can make that difference five times by having the family meeting spot be near a broken up desert edge where temp is balanced rather than dead center in a grassland, that can cut the ten to twenty minutes everyone is going to have to spend working on food production down to just 2-4 minutes, and give you an extra 8 to 16 minutes of time in a max, 60 minute game, to do the others things you want to do and not make things worse for the rest of your family by tipping the scales towards famine, by doing so.
If it became a habit for the good players, it would become a habit for the streamers, the video makers, and the new players who want to give the game a try, and are not berated into giving up on it because there is not enough food to support them in community after community, or are insulted for not knowing things, everyone takes for granted.
When the habit becomes to stand around in the cold, burning food two to five times faster than standing where you get a good temperature, than the people pick up those habits, and they make things worse.
People see the food meter drop and the temp meter, but there is so much more to the game that they just don't instinctively realize just how relevant that temp meter is to the rate that their food meter drops.
And how many times have you died due to starvation?
Any point I can stress that decreases the amount of children who are abandoned, and the amount of players who feel the need to abandon their moms because they suspect she is not going to maintain the food supply for them to have a future, is a point worth making, is a point worth stressing for the sake of every player, old and new.
The numbers make it clear.
Please, players, name yourselves as soon as you start as an Eve, or, at least before naming your first child, so we get a unique lineage surname.
It just takes a few seconds or less to type "I am [insert your name here]" so that your sons, daughters, and all their descendants, get a unique last name that we can find via the new Family Tree.
I'm generally always Sol (the Sun) as an Eve, and I accept that. And my kids are named after planets, moons and Greek titans, gods and goddesses, as well as sometimes astronomical objects like stars and constellations.
If you are ever born a Sol, it would tickle me to look on the family tree and see you carrying on this naming convention. It's easy to find names, if you don't know the planets, moons, asteroids, Greek gods, stars or constellations, you can get ideas for names just looking up lists for them. Lots of great names to choose from, from all that, even if a lot of them sadly default to stranger names on Jason's short list. I mean, come on, what kid wouldn't want to be named Uranus? But no, he has to be forced the name Urban because x people in the world never bothered to give their kids such a stellar name.
Jason, please include more names on the list, with each update, if it's not too much trouble. Then maybe someday, when I get up to my sixth boy, he gets the name Neptune, instead of Nephi.
My sisters had some kids, only seen a dumb blond girl alive
They broke the stone hoe, they were too lazy to make pies, get firewood, keep fire alive, last 4 minutes tried to forge one, from the iron that was there, even had to cut some fence rails as i lagged and 5 branches i got wasnt enough
This girl took the firebrand and made a short shaft out of it. Then when i asked, just showed another fckign far away, as i needed one plate more to forge, i spent my last years making two crucibles and this made impossible to create the hoe in time. also no froh around and the only almost broken cart never came back. My sisters had more girls but like most of them died.
left two composts to new generations a backpack and a rope. spending 3 minutes on a kid just to see it die in 1 is very not fun.
Not my kids, my own two that survived very long were Mercury(Nameless) and Venus, and Venus raised her family in Topseed, far as I know, to the east of Fuckstown, where I starved trying to teach her kids, and mine, the value of having lots of food around the place so people don't starve running to the pie storage or carrot farm.
I was Ginger, your sister, I went exploring south south west and while checking out the town down there had my first son, who should have been Mercury but I was so busy telling him all the things I learned about the two places that he was too big by the time we got back to Fuckstown and I went to name him. Then Venus was born, in Fuckstown, and we adventured east, after Mercury (Nameless) went on to work at Fuckstown, took the road north, with her still in my arms, then on the way back down south (not much up there0 she grew too big too hold, so when we got to the intersection East of Fuckstown, where the road continued to the East, I asked her which she'd like to do, go back to Fuckstown, or continue our adventure East, see what was down that road. She decided we go East and we ventured on to a place called Topseed (the only sign there). A much nicer place than Fuckstown, imo, but less iconic, and a lot less cactus fruit. Seriously, if you ever go to Fuckstown, pull the cactus west of town and add to the fruit salad strewn across the desert that people just neglect for the poorly placed in the cold, carrot farm.
I have to admit though, maybe a week ago, when I was first an Eve there, and the farm was located between the sheep pen and the smithing station, on the edge of the desert between the well walls, I gave one of my kids the order to expand the carrot farm to the east side of the well wall so it wouldn't be confined to that, at the time, narrow spot, for our huge family. Then every time I respawned there after, I've regretted making that call, as the farm gradually moved entirely outside of the warmth of the desert, and the area south of the smith, just filled up with unorganized garbage. But that was part of the reason for asking them to move it outside, was so, the smith could have more space to work on tools and such, just below the kiln and forge.
Lot of good memories, lot of lifes; short, and long, thanks to Fuckstown.
I spent most of my life just gathering things for the place like seeds, rabbits and soil and trying to organize the farm more. I brought over a lot of soil from the large plains nearby and helped grow and organize some of the farms. It was such a super nice family honestly and when I went I gave my backpack and clothes to one of my nephews I think. I don't remember who, but I just let myself starve at the ripe age of 59 near the farm watching my family for the last seconds of my life. Was nice tho, got to tell everyone bye and I love them before I went.
We had a stone house going, a bell tower started, tools, carts and everything. It was really nice and I've never seen a family progress so quickly before! You all did so well.
@Morti -
You were a good mom and I recall you constantly offering advice about the farm and telling my siblings and I to keep seed back ups. It's a shame no one really listened though. I know I spent a good chunk of my life guarding some seed rows so we wouldn't all die for a famine.
Thank you Uranus (Urban), I'm glad you traveled to provide for the family, but this role, the guard of the seed plot, this is what I am trying to avoid. I feel it is far more productive for any person, to be out there gathering water, carrot seed, soil and even baskets of food, like the cactus fruit, rather than standing over a plot of carrots "defending it" and distracting people. I don't blame you for doing this, someone else started this habit, just like someone else made infanticide a common practice for Eves and ignoring boys a thing for the sake of their lineage, even if a thriving community. People have gotten things wrong and still managed to live long enough that they seem to want to attribute that to their success, and as such, want to throw blinders on to arguments to the contrary. Reminds me of B.F. Skinner's pigeon experiment into operant conditioning. That is what it is, operant conditioning, and as I've said, I don't blame any of you as people for doing these things, but I do implore you to consider the consequences and alternatives.
One of the undiscussed, as I've yet seen, results of the "seed guard" is that it's says to other players "I don't trust you to do what is right, when I'm not looking." and that, I feel, is more detrimental in the long run than a five minute period without carrots.
When the time comes that we recognize that consumption is outpacing production, it's time to pursue alternative means of food production. By that, I mean, going out and gathering seed, eating from the wild in the process and alleviating some of the localized demand for food by our own actions. As a young child able to hold a basket, if I recognize the town is about to go through a period like this, as soon as I can, I grab a basket and go into Eve mode again. Find the nearest patch of desert or fire where I can get the best balance on my temp and set out in a single direction, with little to no deviation away from town, to increase the odds that I find an untouched food supply. More often than not, I find that someone has been through a desert area I pass through, before and that there are plenty of cactus fruiting where I can stop, fill up my basket, lock my temp again and set course back home, where I can give a few cactus fruit to the adults and set back out once again, in search of food and seed.
It's a great way to take in the lay of the land, provides what remains of the community (those who don't know to do so) a chance to build back up, and to find other untapped resources in far off biomes. You don't need any clothes, you don't need a cart full of baskets, heck, it can be even better if you go out with nothing, just lock your temp at balanced, run out, find a desert, grab a stone, sharpen it, dig burdock or eat wild berries or pull seed fro wild carrot before eating them, and eventually find a swamp where you can make a basket, toss in your sharp stone, a carrot seed and a cactus fruit, head home, drop the basket off and set right back out into the wild, naked and unarmed, leaving those things behind for others to put to use.
It's a small contribution, it can seem relatively useless to such a large city, but you're not contributing to the stress of that local area, you're only providing.
Again, I don't blame you for feeling that the best thing you could do at the time was to take on the role of seed guard. With the introduction of signs to the game, it can seem that this is a valiant role in lieu of such a reminder, but I feel it may have an unexpected side effect, that some personalities, just may not appreciate.
But rather than only discuss problems I see, I prefer to be a source of solution. So, my advice would be to make excess bowls from nearby clay if you suspect such a crisis may loom five to ten minutes on the horizon, toss a clay bowl (or pouch, if there is surplus fur and milkweed around) into a basket, you only need one, and set out for a location where grassland and swamp meet, make a sharp stone along the way, stop by a prairie, grab a carrot seed, dig yourself a bite to eat, and find a place where soil and pond are fairly close. This ensures you have the two vital ingredients to start a new farm for carrot seed; the basket, for soil, and the bowl or pouch, for water. You fond the seed along the way, or may have to do so after you find the spot for the farm, but you will have a food supply in that grassland or prairie to stay alive for the five minutes or so it takes for your fresh plot to turn to seed. You've just turned one carrot seed into seven and, where there is one soil there is often four others, and where there is one pond, there are three to four more water, so you can set four plots of soil onto their way to become growing carrots and potentially seeds, before making the trek back home with a few excess carrot seeds and your sharp stone to dig up food along the way.
This is a solution to a crisis that a naked five year old child can provide their village, five years in advance.
Maybe when you come back at the age of ten to fifteen, and find that, things weren't so bad after all. That there are lots of carrots and seeds around and your basket of one or two seeds is just a drop in the bucket. But part of that is because you were not around eating carrots, spending your time saying "this is seed" or wasting peoples time saying "She took from seed" and just distracting people, exacerbating the situation.
Or, maybe there is one little girl left, whose mother just died, waiting on a warm tile for her mother to return, and your piece of food keeper her alive just long enough that she can live to hold a basket while you show her where your seed farm and cactus fruit are, after planting that seed back at home, and when you and she return five to ten minutes later, there are seven new carrot seeds waiting just as she gives birth to her first child.
I would risk the former scenario for the latter, any time.
Thank you for this.
As Eve Sol;
boys named Mercury, Mars, Jupiter, Saturn, Uranus, Neptune;
girls named Venus, Terra, Gaia, Rhea and sometimes names like Persephone, Athena, Aphrodite, Io, Europa, Ganymede, many of which default to the nearest names in the list,
it is a pleasure to have given all of you the opportunity for a new life. I never discriminate by gender, my first boys Mercury and Mars, are often vital to my success when they are productive players who can not just stay alive, but take on the vital roles of turning the milkweed I've pulled with them in my arms, into tools, gathering the adobe and clay for the first kiln, kiln seal, bowls, plates and charcoal, or out there gathering soil, carrot seeds and snaring rabbits for those first needles. You are all, all my children, vital to the success of my first homes, and I will always, accept every one of you or die trying, until we make a home that stands the test of time.
Most often I have to go with a fresh start from scratch, after 10-30 minutes of searching for conditions I am pretty picky about; has to be on desert (you use half the food naked in desert as you do naked in all other biomes but Tundra, and that extra time for each pip to last is crucial for avoiding struggle), has to be near a large green biome with 12-20 milkweed, at least, lots of wild food and soil, and near swamp, with at the very least three ponds, but thirty plus is the dream for long term water supply. If the deserts have lots of cacti, I'm out there every ten minutes pulling them, especially if I have a child. I feel it's vital that children know where emergency wild food supplies are if a carrot seed crisis ever emerges, and it also gives those hunting for resources a nice, warm, place to fill up their food meter and pull some cacti for the future, before setting out to gather iron, rabbits, or any other resources, in the future.
Occasionally I am gifted with a dead city, whose location I have not chosen, and as such, I can't always vouch for, but, I like a challenge and am not adverse to travelling long distances for resources, when and if needed. Just give me a few desert tiles here and there and I am your runner. They are like bus stops, gas stations, or subway terminals for me, at least, that's how I look at them. They are the hearts of the circulatory system when it comes to the transportation of goods.
Lately I have been trying to get my kid, my family, to store up excess carrot seed so we never have to rely on plots for seed when no carrots are around. I have accept that the carrot farm is the default go to for food and as such, a person who is dead set on staying alive is going to pull from that seed plot and potentially force everyone to either scatter for food, say their last words early, or fight over the last scraps of food around; wasting time and effort in the process, and just making matters worse for everyone who stops to read what they say or, to try and pin the blame for murders. I don't want my children to ever have to struggle through those situations, and as such I am keen to get carrot seed surplus to become a thing.
With that comes more challenges however, soil and water being obvious, but there is also the often overlooked things like sharp stones for stone hoes when there are not iron ones around, rope for stone hoes, and baskets for storage, so people aren't using more than a carrots worth of energy just to pull one carrot and transport it ten tiles outside of the farm that is encircled with a halo of carrots and seeds.
Pein, based on your description, I may have been gifted the town you were in, as an Eve spawning in a dead city, but I also spent the day yesterday building that town up. It was one I found myself in as the child of an Eve and played a big part in whoever's decision it was to settle there.
Also, when I came back the last time, as a revisiting Eve, I spent the last twenty years of my life, mostly hauling soil from a large, nearby sprawl of soil to ensure that the kids had ample food when I was gone and there would be no, or at least, minimal, arguing over seed carrot plots. I did not have enough time to start a second carrot farm as the soil and water were at opposite ends of the town, so I chose to dump massive amount of soil into the main farm before I passed on. I also tried to start a berry farm far east of the sheep enclosure, near a few separate ponds, that I had envisioned would be used, mainly for berry bowls, as the massive carrot farm should have sufficed for the food for at least long enough for someone to tame a muflon kid and get sheep and compost up and running.
Had I not dumped so much soil into that farm you may have never known that town as a Sol. Or any of the adventures you were afford in that life there after, so at least I know I did enough for you and the others to live long enough to have a future.
I am all for spreading out and making multiple carrot, berry, milkweed and even wheat farms around a town, heck, if we can, even have separate sheep pens for composting and wool production, that can compliment, and back up each other as either one's resources are depleted by uninformed third parties.
Let's do that, let's try to have backups of everything when we are afforded the opportunity to do so. Some of the longest lived towns I've ever known have been spread between two, three, even more settlements where ample soil and water have afforded people the opportunities to tack on additional farms and resource supplies to preexisting communities.
Maybe one day soon, if we all get things right, we can know an hour where the whole server lives within a single community, and can thrive together, as one, great family.
Just once, can we do that?
Can we all be happy together and not squabble over things?
I know we can.
Using Q is a bad idea.
You're going to kill the game.
If you only keep babies who say Q then new people will have an unpleasant experience and not continue playing.
At some point you are all going to get bored of the game and stop playing and there will be no one left.
The community is not big enough for there to be these sorts of selections, and, it to stand for any length of time.
Maybe if there were 1000 people playing and 10-100 of you used it to find yourselves, that might be reasonable, but we've gone from 200, to 100 to 50 at times and given the thousands of people that have purchased the game there are two people responsible for that. One is Jason, and he can do anything he wants with the game; it's his career, his baby.
The other person is you, the player. If you want more people to play with, more variety, more styles, more money in Jason's pocket so he can afford better servers and maybe even afford some assistants to take on other roles; all the things that come with a growing game and potentially a company, then you need to help.
Stop making other players experiences less enjoyable.
Stop being the reason Eve's struggle to start civilizations because you ran away when they needed your help.
Stop being the reason players born male are abandoned because "muh lineage".
Without the players, there is no game, without the game, there is no community.
Foster new players.
Stop being a jerk.
The way I understand it, the middle is weighed the same as all other tiles combined. It calculates the heat via a quantized heat transfer equation.
I've scoured the database for a bit and from what I can tell the player produces 1 heat, a desert tile produces 2 heat, and a polar tile produces -0.15 heat. There's no info about the other tiles, so I'm guessing they default to 0?
Could you share the location(s) you found this information?
At the moment I'm looking at the objectBank.cpp https://github.com/jasonrohrer/OneLife/ … ctBank.cpp and Ctrl+F'ing for biome and heat and trying to make sense of what I'm seeing here.
I don't have any experience with ANY d arrays, so, it's all wizardspeak to me. I just accept it for what it is and what little I can glean from it piece-by-piece.
I'm also new to Github and wondering if there is a way I could, say, search all of Jasons folders (or maybe just specifically the OneLife ones) for strings of characters like biome, heat, temp, etc. ?
The heat however is dependent on the tile you are standing on, the adjacent 8 tiles, every tiles' insulation (called R value in the code), any heat producing items, and your own clothing.
I was trying to make sense of the tile value thing and found several numbers in the server server.cpp at https://github.com/jasonrohrer/OneLife/ … server.cpp and made this image to illustrate some points to someone.
I really don't know anything about C++, but I like to think I can figure things out just by comparing what I see in game, to what I imagine the code says based on what I see.