a multiplayer game of parenting and civilization building
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Seems like a complicated change to some mechanics; fires would have to be some sort of active item, like animals are.
I'm hoping to see a fire pit/cooking hearth:
an investment of stones/ clay for improved fire tech
Higher heat value, so the tiles around it are warm (rather than needing to stand on it)
Blocks Walking, so you don't stand in the hot pit
I found a more detailed explanation of the server choice algorithm here, and those discussions got me thinking.
I believe the major design choice is between having the nocturnal infertility fall a small group, or sharing the burden between everyone. Currently, its the former choice, which leaves the burden on an unfortunate few.
I'm playing around with tracking the number of players over time (sick at home...). This is fresh data from today. Timestamps are in UTC. Note how the rise of server 3 around 5pm correlates with a steep decline on server 2. I wonder how that felt for lineages on server 2 at that time.
Cool to see the data tracked and graphed out! Thanks!
Intersted in seeing a 1-2 week graph (the holidays may make it irregular though)
True, there's no right way to play the game. It's equally about learning, teaching, artful expression, fun, playing a part, trying to leave a mark in a changing world, society building, lineage securing, and resource efficiency.
And iron is truly irrelevant as a constraining factor. Saving time is what improves all of the above game qualities for every player.
And in 'saving time', I mean decreasing labor - the subjectively boring parts of the game.
Labor costs pay off in a few generations with the kerosene upgrade:
With the old pump, every other bucket of water requires the work of making coal, and lighting it in the pump's boiler.
With the new pump, every 11.5th bucket of water requires the work of making coal, and lighting it in a boiler.
(you do this 2 times for every tank which has 6 uses. Each tank provides 24 buckets.)
The work invested in initializing the kerosene upgrade is hard to put numbers on, but my upper estimation of lighting ~20 kilns/boilers, finding all the iron, and searching further for future iron should still pay off rather fast - a few generations.
Also it actually isn't resource sensible but maybe for the largest of largest towns when going on for a long time. Considering the efficienty of the coal vs. kerosin pump it would take a looooooong time for it to pay of the iron investment done in the whole chain.
Agree,
It takes ~800 buckets of water to save 1 iron
And ~1-2 buckets is enough to feed a person their whole hour life, depending on temperature.
So it saves ~1 iron per 24 hrs.
Your lineage needs to last over 25 extra days for the kerosene upgrade to pay off.
EDIT: I'm human and didn't realize a tank has 6 uses. Also that it takes 2, not 1 charcoal per tank. Should be ~500 buckets to save 1 iron;
23÷((0.005×11.5)−(0.005×2))
So with ~2 generations per hour and a village of ~10, ~33 extra days for the kerosene upgrade to recoup its iron.
...43.5% insulation is about what you need to be around perfect when in full jungle...
Also note: 43%~ insulation will take you to max temp in a neutral biome so don't go touching bugs.
Cool, this is close to numbers that I thought.
I'm interested in your testing methods - identical results from multiple players helps us strengthen the facts. How did you set up the situations and how did you measure?
Looks like a challenging game design problem thats entirely unique to this entirely unique game mechanic. --- therefore worth some dev attention.
I want to reiterate that Nocturnal Infertility only occurs during the change period between high and low player numbers. A low player number that is constant will still have enough players logging on to replace those logging off.
Since it's a meta problem, a meta solution sounds fair to me.
The sense of infertility may partly be a predictable result of the steam influx. I don't have the data, but I'm imagining we're in a gentle "collapse" phase of the overshoot-and-collapse in population modeling as we reach a new playerbase plateau -- which makes the infertile hours even worse. And the change must feel more drastic to new players who joined during steam's high birth rate boom. The rush of steam players who had their exciting first month of play are playing less frequently now, and the yet-to-buy steamers aren't the people who were amped up about to buy this game.
Do we have data on the number of players over time by server?
Current numbers here. http://onehouronelife.com/reflector/ser … ion=report IDK about server data over time.
Trying to check over the math.
The scaling in regard to iron spawn chances and map sizes looks relatively consistent.
Mangos were reduced from 11+2 per slice -> 7+2 per slice, 69.33 food per soil-> 48 food per soil. I'm not sure if that was factored in yet.
Stew definitely uses more iron per food than mangoes, because stew requires tilled soil. Milk currently trumps all food by a large margin.
I'm not certain about the 1100 soil per iron math, but I'm guessing it was
21 soil / [(1 shovel use * 0.5/100 iron per shovel use) + (1.467 hoe uses * 0.5/50 iron per hoe use)] = 1063.3 soil per iron,
which leads to my main question:
The "putting down" transitions weren't updated with the rest of the iron-nerfing shovel changes.
I don't want to create a GitHub account to raise this query.
Just died from Clothes.
I was in a highest tech town, with plenty of clothes.
Bit a few times next to berry farm, where people fed me.
But couldn't make it back to town from the oil pumpjack before dying.
Yellow Fever + Clothes interaction is a major oversight. It punishes players for investing in clothing tech.
Easy fix: remove heat aspect, but make pips even lower. Or let us take off clothes if bit.
Thinking about labor per food, and realized a way to prove some numbers.
After spending part of your life making 1 compost and the 4 mutton pies it gives, what should you spend your time growing with the ~16.75 soil you produced?
food per compost cycle = (food/soil)*16.75... +240
Food per Compost (Pies Included)
Wh. Milk: 9,600+
Stew: 1,772
D. Goose: 1,580
D. Omelette: 1,513
Mango: 1,044
Popcorn: 1,044
Krout: 994
Mutton: 956
Berry: 826
Carrot: 680
Potato: 642
Shucked Corn: 575
Grean Bean: 575
Bean Burrito: 695 + 5.98 straw per compost cycle
Bread: 776 + 8.38
Berry Pie: 833 + 3.09
Carrot Pie: 852 + 5.46
B-C Pie: 1,045 + 3.35
Mutton Pie: 1,527 + 5.36 + 5.36 dungYou don't need to work hard to feed yourself for your whole hour life (hourly consumption vs temperature).
My personal vote is berries - maybe popcorn - for smaller bites, and mutton pie - maybe stew - for larger bites. (or just milk if available)
The hardest part is describing the labor of each food. There's the number of clicks to grow and process the food, and also the time required for gathering the water and iron, fixing broken tools, and grabbing/ eating the food.
Pein's done a good summary of the required tech here:
1st category wild food berry, onion, burdock, wild carrot, cactus plenty in early stages and far away from cities
mushroom is hardly a food and it takes a few hours to produce
2nd category domesticated ready to eat food using plates or bowls: green bean, shucked corn (waste on calories if you don't let it dry), carrot, berry bowl, berry
3rd category requires fire/ashes, plates or bowls, flat rock, maybe bow, skewers:popcorn, omelette, bean burritos, cooked rabbit and goose
4th category requires oven to be cooked, possibly sheep pen, hunting rabbits, carrot and berry farm: 8 types of pies, mutton meat, baked potato(shovel nerf made this very bad)
5th category requires crock, fields planted and maybe extra equipment like stones, bucket, salt water, stomper, kraut board, fire: stew, sauerkraut
6th category requires knife: mango, bread, buttered bread
7th category, requires a lot of setup and hardly worth it cause unsustainable(requires worms or limestone), even forge, planting rose: fish, bean and pork tacos
8th category requires cow pen, extra buckets, knife: milk, skim milks, buttered bread
Agreed, that the meta for a long line isn't about maximizing food/iron. It's about finding time and effort to teach every single child you have how to keep daughters alive.
Follow them around. Force-feed them if needed. Hold their hand so that their lack of playtime doesn't hurt your lineage. They'll learn faster. They'll love the game more. They'll make life easier for everyone afterward. There will always be someone to teach in this game.
If the game were solely about food production, it would be too easy.
Agreed, this thread is totally for theoretical projection with the current state of the game, inspired by the thread that decided the iron nerf
The long-term pressure is supposed to come from iron. Clearly, there's no pressure there. At all.
betame wrote:And with the Newcomen Pump, 1 axe use = 40 water
Iron/water = 0.000125628140703518Is it more iron-efficient to produce kindling with an axe, or with a stone hatchet?
Let me try the math:
One hatchet = four milkweed = eight soil + four water + four tills [assuming sharp stone and straight branch are free]
(154/1759 till) + (210/1759 dig) + (544/1759 water) = 1 soil + (420/1759 mutton pie) + (105/1759 sheepskin)
(0.70039795338 till) + (0.95508811824 dig) + (2.47413303013 water) = 8 soil + (1.9101762365 mutton pie) + (0.47754405912 sheepskin)
One hatchet
= (4.70039795338 till) + (0.95508811824 dig) + (6.47413303013 water)
= 0.04700861092 iron + 0.01223271336 iron + 0.00081333329 iron
= 0.06005465757 iron
with (1.9101762365 mutton pie) + (0.47754405912 sheepskin) as an additional byproductOne hatchet use = 1/41 hatchets
One hatchet use = 0.00146474774 iron
with 0.0465896643 mutton pie + 0.01164741607 sheepskin as an additional byproductOne axe use = 0.0050251256281407 iron
So using an axe to create kindling instead of a hatchet uses not quite four times the iron, and sacrifices roughly four-and-a-half mutton pies and one sheepskin for each axe used.
Note that in the above calculation, the iron cost of water assumes you're using an axe for kindling, even though the calculation itself shows that it would be more iron-efficient to use a hatchet instead.
Good point!
I got the same result as you for the stone hatchet,
and likewise the stone hoe is more efficient too, by a factor of ~5; 0.00285974559932269 iron/stone hoe use
And used to farm their own rope, they'll be even more iron efficient, just not labor efficient, but that's relative whether its easier to look for stones and farm, or just mine iron.
I'll return with samples of how this affects things. Solved recursively:
iron/chop 0.000382811618990941
iron/smith 0.00248946672447259
iron/till 0.000747394113268027
iron/dig 0.0126902084247505
iron/water 0.00000957029047477352
Which changes the food/iron drastically to:
Mango 38,584
Berry 30,964
Popcorn 88,159
Carrot 18,068
Stew 42,293
krout 25,349
bread 23,555
Berry pie 24,566
mutton pie 35,961
Things I'd like to know as well, domestic eggs (I don't know how many eggs you get from a bowl of corn, didn't do that yet) and yes whole milk.
From what I understand, you can get 1 egg (19 food) per corn vs popcorn which is 12 per corn.
So domestic eggs are 26,070 7,850 food/iron
Using the corn for milk yields at least one bucket of milk (140 food) if you keep it from separating, more if you put in the effort to eat buttered bread with skim milk.
I'll mark it as 192,000+ 57,800+
edit: had my corn math wrong by exactly 4:1
Ok here is a few more questions.
1): You are saying berries > berry pie as a food source. Where does this come from? Assuming there is actually wheat laying around (and there very often is from people making compost), berry pie is very clearly more effective than simple berries. (but just to be clear, i don't advise people to make berry pies). If your calculation implied that the pie force us to use soil for a wheat plant, keep in mind that this new wheat plant we planted will be able to be used for compost later anyways.
The ranking is purely food per iron. Which is typically an irrelevant statistic. (Food per effort is hard to calculate though.) It's all about what you have available in your life.
Berry pies use more iron than just berries because wheat must be tilled.
The +42 straw is valuable; it represents helping the compost cycle or making straw hats or baskets. All of those activities will cause grain to accumulate for you to use in the breads/pies.
The equation for berry pie is
4 berry pie
192 food = 4 berry pie + 1 straw = 2 soil for wheat + 24/7 soil for berries + 1 water for wheat + 24/7 water for berries + 1 till + 1 water for dough
food per iron = ((420÷1759)×60)+(192÷(2+(24÷7)))÷(((154÷1759)+1÷(2+(24÷7)))×Iron/till+(210÷1759)xIron/dig+((1+1+(24÷7))÷(2+(24÷7))+(544÷1759))×Iron/water)
so I did forget the extra water for dough, but that only hurts things. I'll update.
I suppose I should post all of these equations. And I'm sure throwing it in a matrix would be most elegant.
I'm a bit confused... Where is the mutton pie in all this? I believe mutton pie is BY FAR the most effective nutrition method in the game. I don't want to question your maths, but saying that berries is the second most effective food method in the game feels wrong.
Please DO question these calculations. I'll add top foods as requested. (except milk which should be the obvious winner, but the grain you feed the cow becomes 1-5 or so buckets.)
I started with the main ones that came to mind.
I spent some time removing sources of error from these sensitive calculations; hopefully this can help someone modeling this type of thing in the future. When dividing by small numbers, the sensitivity to error is huge: https://www.youtube.com/watch?v=V0ZRvvHfF0E
Anyway, I want to help make my calculations clear to anyone who’s learned how to solve systems of linear equations (high school or college algebra). I want to demystify these results, so you can check them yourselves.
In most gameplay, labor > iron. If your lineage dies before iron is scarce, then its all about saving labor hours to give you more time to help your kids. Currently wondering how to quantify labor costs
Typo in formula with berry carrot pie ~1% error.
April20 Changes to shovel for potatoes and dung. I'll update it later
Latest Update:
Shovel is now used two full times per compost (~566 -> 419 soil per iron). Potato was slightly improved.
Food/iron (diesel) Skin Straw Dung
Wh. Milk 46,640 4.8
Mango 25,242 24.2
Berry 20,446 24.7
Mutton Pie 14,420 60.1 50.6 50.6
Mutton 12,767 212.5 0.0 199.2
Berry Pie 11,730 14.1 43.5
B-C pie 9,989 9.6 32.1
D. Goose 7,660 4.8
D. Omelette 7,335 4.8
Stew 6,454 3.6
Bread 6,292 8.1 67.9
carrot pie 5,876 6.9 37.7
Popcorn 5,061 4.8
Krout 4,818 4.8
bean burritos 4,721 6.8 40.7
Carrot 3,664 5.4
Green beans 2,788 4.8
D. Corn 2,788 4.8
Potato 981 1.5 The idea behind the calculations is a late-game civ with all the tools made, plus a water pump. The only non-renewable resource needed for food is iron.
No YUM bonus or overeating
Round stone is used to pound hammer heads/ iron
Dung from lambs, not shorn sheep
Central fire exists with negligible iron
Coal for forging uses negligible iron ~calculated 1% reduction if using one coal per tool
Kindling for baking uses negligible iron
Steel tools are used instead of iron-efficient stone tools
Whenever a compost is made, 4 mutton pies are cooked but the sheepskin is not counted toward shrimp food
By recycling broken tools, you reduce iron consumption by 1/2 long-term. The hammer uses are mandatory, but there's a small extra cost from making kindling for the forge, depending on the smith's skill. may re-add 1/3 axe (for coal) used per steel
201 hammer uses = 0.5 iron
101 axe uses = 0.5 iron + 1 hammer use
51 hoe uses = 0.5 iron + 2 hammer uses
41 shovel uses = 0.5 iron + 8 hammer uses
therefore:
Iron/smith = 0.00248756218905473...
Iron/chop = 0.00497512437810945...
Iron/till = 0.00990147302702175...
Iron/dig = 0.0126804999393278...
With pumps fueled by kindling, water costs a fraction of an axe use.
Iron/water (Deisel) = 0.000024268899405412...
Iron/water (NC Kerosene) = 0.0000432619511139952...
Iron/water (NC Coal) = 0.000248756218905473...
Every time we till the ground, we lose ~0.01 iron. Every time we chop, smith, or dig anything we lose iron. But how much iron do we use to make our food?
Tool usage for farming gets a little tricky because the compost cycle interconnects everything, but its just a big system of linear equations, which can be represented by the matrix:
soil berry carrot grain straw dung mutton pie skin water dig till
21 -6 -1 0 -1 -1 0 0 0 -1 -2 0 (composting)
-1 7 0 0 0 0 0 0 0 -1 0 0 (berry farming)
-8 0 30 0 0 0 0 0 0 -7 0 -7 (carrot farming)
-2 0 0 1 1 0 0 0 0 -1 0 -1 (wheat farming)
0 -6 -1 0 0 1 4 1 0 0 0 0 (feeding lamb)
0 0 0 -1 0 0 -4 0 4 -1 0 0 (baking pie)We first have to make soil. Through linear substitution (see this tool https://www.emathhelp.net/calculators/l … aclulator/), the first line can be turned into this:
(154/1759 till) + (210/1759 dig) + (544/1759 water) = 1 soil + (420/1759) mutton pie (+105/1759 sheepskin) dig coefficient out of date
Meaning whenever we make soil, we also end up producing sheepskins and the ingredients for mutton pies.
If growing berries,
1 soil + 1 water = 7 berries
Or 1 soil = 7 berries - 1 water
To turn our soil into food, we literally substitute this berry-growing equation into our soil-making equation. We can also convert tool&water uses into iron.
(154/1759 till)*Iron/till + (210/1759 dig)* Iron/dig + (1 + 544/1759 water)*Iron/water = 7 berries + (420/1759) mutton pie (+105/1759 sheepskin)
with a diesel engine,
1 iron = 14,508 berry food + 5,938 pie food (+ ~24.7 sheepskin)
If we're growing things like carrots where some plots are dedicated to seed, and others become hardened rows, the substitution is a little trickier:
8 soil + 7 till + 7 water = 6 plots of 5 carrots
1 soil = 30/8 carrots - 7/8 till - 7/8 water
1 iron = 2,371 carrot food + 1,294 pie food (+ ~5.4 sheepskin)
Overall, these numbers shouldn't affect how you play. I did this to prove it could be done.
Yes, some foods can be proven better than others at conserving iron. But so what? Food takes way less iron than other projects, so saving iron mostly isn’t about food. Just like in real life, most of the resources are used for vanity projects --- to please some of us, not feed all of us.
1 iron making food perfectly = 20,000+ food (and some sheepskin)
1 iron chopping firewood = a slow fire for 26+ hours
1 iron digging graves = 78 graves
Is it griefing to waste iron? …its annoying, but not necessarily civ-destroying because we never totally use up our iron sources; horsecarts allow us to mine from far away.
Current Resource Cost per Scalable Food:
Current Resource Cost per Scalable Food:
Bean burritos: 1 plate of 6 burritos of 19 food = 114 food + 1.5 straw
= 3/2 x (4 dough = 2 soil + 2 water + 1 till)
+ 1/5 x (5 bean bowl = 6 soil + 6 water + 6 till)
+1 water
Berry: 1 bush of 7 berries of 5 food = 35 food
= 1 soil + 1 water
Berry Carrot Pie: 4 pies of 4 bites of 15 food = 240 food + 1 straw
= 24/7 x (7 berry = 1 soil + 1 water)
+ 4/30 x (30 carrot = 8 soil + 7 water + 7 till)
+ 1 x (4 dough = 2 soil + 2 water + 1 till)
Berry Pie: 4 pies of 4 bites of 12 food = 192 food + 1 straw
= 24/7 x (7 berry = 1 soil + 1 water)
+ 1 x (4 dough = 2 soil + 2 water + 1 till)
Bread: 8 slices of 8 food = 64 food + 1 straw
= 2 soil + 2 water + 1 till
Carrot: 30 carrots of 7 food = 210 food
= 8 soil + 7 water + 7 till
Carrot Pie: 4 pies of 4 bites of 7 food = 112 food + 1 straw
= 4/30 x (30 carrot = 8 soil + 7 water + 7 till)
+ 1 x (4 dough = 2 soil + 2 water + 1 till)
Corn: 4 corn of 5 food = 20 food
= 1 soil + 1 water + 1 till
Goose: 4 goose of 2 bites of 10 food = 80 food
= 1 soil + 1 water + 1 till
Green Bean Bowl: 5 bowls of 6 bites of 4 food = 120 food
= 6 soil + 6 water + 6 till
Kraut: 3 crock of 5 bowls of 2 bites of 6 food = 180 food
= 4 soil + 4 water + 4 till
Mango: 9 mango of 2 bites of 9 food = 144 food
= 3 soil + 10 water
Mutton: 4 mutton of 12 food = 48 food + 1 skin + 1 dung
= 6/7 x (7 berry = 1 soil + 1 water)
+ 1/30 x (30 carrot = 8 soil + 7 water + 7 till)
Mutton Pie: 4 pies of 4 bites of 15 food = 240 food + 1 straw + 1 skin + 1 dung
= 6/7 x (7 berry = 1 soil + 1 water)
+ 1/30 x (30 carrot = 8 soil + 7 water + 7 till)
+ 1 x (4 dough = 2 soil + 2 water + 1 till)
Milk (whole) : at least 4 buckets of 10 bowls of 14 food = 560 food
= 1 soil + 1 water + 1 till
(+ 1 water for additional buckets)
Omelette: 4 omelettes of 19 food = 76 food
= 1 soil + 1 water + 1 till
Popcorn: 4 bowls of 4 bites of 3 food = 48 food
= 1 soil + 1 water + 1 till
Potato: 4 potatoes of 2 bites of 6 food = 48 food
= 2 soil + 1 water + 1 till + 5 dig
Stew: 1 pot of 8 bowls of 2 bites of 14 food = 224 food
= 1/4 x (4 corn = 1 soil + 1 water + 1 till)
+ 1/5 x (5 bean bowl = 6 soil + 6 water + 6 till)
+ 1 x (1 squash = 1 soil + 1 water + 1 till)
+ 1 water
+ 2 axeResult: Food Spreadsheet (all calculation based on this)
per soil 418.71639782358 1 0.309266628766345 0.0875497441728255 0.119386014781126 0.238772029562251 0.0596930073905628
iron per 418.71639782358 0.00238825134434151 0.000024268899405412 0.00990147302702175 0.00497512437810945 0.0126804999393278 0.00248756218905473
Food (per crop) food per bite bites per crop #crop Soil Water (deisel) Till Axe Shovel Smith Straw Dung Skin pie (soil byproduct ) Skin (soil byproduct)
Berry 5 5 1 7 1 1 0.238772029562251 0.0596930073905628
Mango 18 9 2 8 3 10 0.716316088686754 0.179079022171688
D. Corn 5 5 1 4 1 1 1 0.238772029562251 0.0596930073905628
Popcorn 12 3 4 4 1 1 1 0.238772029562251 0.0596930073905628
D. Omelette 19 19 1 4 1 1 1 0.238772029562251 0.0596930073905628
D. Goose 20 10 2 4 1 1 1 0.238772029562251 0.0596930073905628
Wh. Milk 140 14 10 4 1 1 1 0.238772029562251 0.0596930073905628
Stew 224 14 16 1 2.45 3.45 2.45 2 0.584991472427516 0.146247868106879
Krout 60 6 10 3 4 4 4 0.955088118249005 0.238772029562251
Carrot 7 7 1 30 8 7 7 1.91017623649801 0.477544059124503
Green bean bowl 24 4 6 5 6 6 6 1.43263217737351 0.358158044343377
Potato 12 6 2 4 2 1 1 5 0.477544059124503 0.119386014781126
Mutton 12 12 1 4 1.12380952380952 1.09047619047619 0.233333333333333 1 1 0.268334280841387 0.0670835702103468
carrot pie 28 7 4 4 3.06666666666667 2.93333333333333 1.93333333333333 1 0.732234223990904 0.183058555997726
berry carrot pie 60 15 4 4 4.9952380952381 4.86190476190476 1.93333333333333 1 1.19272313814667 0.298180784536669
Berry Pie 48 12 4 4 5.42857142857143 5.42857142857143 1 1 1.29619101762365 0.324047754405912
Bread or dough 64 8 8 1 2 2 1 1 0.477544059124503 0.119386014781126
Mutton Pie 60 15 4 4 3.12380952380952 3.09047619047619 1.23333333333333 1 1 1 0.74587833996589 0.186469584991472
bean burrito stack 114 19 6 1 4.2 5.2 2.7 1.5 1.00284252416146 0.250710631040364clothes become a death trap with yellow fever.
yep, + reference. This definitely needs fixed before anything. I don't care how much food a set of clothes could save if they could also kill me randomly in all biomes.
The OP's 2nd option would be a perfect solution for this! (have clothing reduce the "heatUpdateSeconds" as its called in the server code)
Note also that shoes can add as much insulation as sealskin coat!
?? OneTech lists their weighted insulation as 31.5% for sealskin coat, and 8.5% each for rabbit fur shoes.
Agree! Each compost has the byproduct of 1 wheat and 4 mutton, which is exactly what's needed for four pies. Using the mutton/wheat is the most often neglected part of the complete compost cycle. Without it, there's unchecked clutter.
And non-mutton pies are best for yum or if you have extra wheat from straw hat/basket makers.
Turkeys and rabbits are great bakery food too if anyone hunted them!
Thanks Betame,
This was helpful for me. Now can you explain what's going on with spawn points? I'm totally confused.
Guessing you mean this:
"Shrank next Eve jump to 250, down from 500. Smaller Eve spiral, more likely
to be interaction between villages." Spiral explained here
http://onehouronelife.com/updateLog.php has the basic object changes and a link called "code changes" with server changes and such. Again, transition changes I've only found on Discord and OneTech.
For some who don't know were to look for changes to underlying transitions (Discord, OneTech, ...)
"All seepage water sources produce one unit of water (one bowl) per hour. Upgrading [now] increases reservers, not rate. The known time of the first refill step from empty now matches the expected time for subsequent refill steps (the first step no longer has a huge time advantage, meaning that a source can't be exploited by keeping it constantly on empty). Fixes #79"
Original Water Nerf for Newcomen Pump:
"Adjusting pond and well refill rates to prepare for new pump. After reserves are consumed, pond produces 5 water per hour, shallow well produces 5.3, and deep produces 5.7 per hour. Reserves have not been changed (pond has 20 water on average, shallow has 66 on average, and deep has 160 on average)."
(First step of deep well from dry still produced 20 water/hour minimum)
But (unless something changed) not all jungle trees can be cut. I'd be perfectly happy to get rid of some rubber trees and oil palms.
v175 Introduced transitions for chopping down all states of Jungle trees including rubber trees and oil palms. As seen on OneTech
+1 for jungle meta.
3-4 factor reduction in food consumption; better than being fully clothed; better than making a room with fire.
However tiny your local jungle patch may be, it's absolutely the best place to make your home.
I was thinking of this issue too!
More from the standpoint of the constant new player base. It's counterintuitive that
shorn sheep don't have babies.
shorn sheep must be fed to produce wool
ony lambs produce dung
I'm pro decoupling compost and pies, but I think if the decoupling is choice-based it will lead to another point of contention between new and old players.
Yellow fever is only lethal to the starving, kids, elderly, and those WELL-CLOTHED as discussed here.
It kills everyone except its banana-munching targets.
There is a simple solution to bananas. Just have them decay in 5 minutes like berries. Or what would be cool is if they turned brown and mushy after 5 minutes, then decay after an additional 5 minutes. I think if you remove the ability to stockpile them, so the person has to keep going in and out of the forest to eat one banana at a time, that really balances it out. Also bananas are known for going bad quickly theses days so I think people can relate.
Eggs are not really free, since they require kindling, which requires an axe(thus iron) or a hatchet(thus string and a rock). Actually, I would check the code to make sure the timer on the hot flat rock doesn't reset every time you put an egg on it. I looked it up and it says the hot rock lasts 2 minutes, but it feels like it lasts way longer than that. I swear it feels like it can last up to like 5 minutes or something. So it might be constantly getting reset all the time. If it is, that is your problem there, because instead of getting 2 minutes you get an infinite hot rock as long as you drop an egg onto it every minute or so.
Fully agree. I once made a food-secure road out of bananas.
But it does seem strange that omelettes are more filling than complex tacos/burritos among other higher tech foods.
I routinely survive bites with clothing, just don't overdo it. A hat or loincloth is a smart investment if you are able to get it. A sealskin coat is not recommended for trips to the jungle. A hat and loincloth together and you can survive in ice. With one you can easily survive in normal cool biomes.
...Grass skirts are all the rage for semi nomadic banana munchers too, for a good reason.
Did you playtest those clothing combinations?
I've been too worried about wasting clothes to perfect the numbers.
Finally had a Clothing + yellow fever death, at insulation 66%. Granted I was aging so I had 4 pips once bit.