a multiplayer game of parenting and civilization building
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Good news!
I have the compiling sorted out for Windows. If you want to try it out and see the streams and oceans in action, download this zip file, extract it and run OneLife.exe and it will join my server running the water mod.
Stay tuned for more updates on Sammoh's server.
Don't panic. It has come about because the update was rolling out and the servers were shutting down, but a small bug in the new snake data was discovered at the last minute, so Jason interrupted the update to fix that. It seems you got the client update before the process was interrupted. Just keep trying to reconnect, or if you're impatient, reinstall the game.
Not quite the same world. There are 15 servers which have their own maps. Most likely you'll be on server 1 though.
I've made a simple mod where players can opt in and out of having babies.
Thanks all
I'm planning on including this in my Garden of Eden mod eventually, which will be set in the beginnings of humanity. I'm going to resurrect some of the content from my original mod and throw in some of the newer stuff I've done lately as well. There will be this water mod, Adam and Eve (fatherhood), the restraint mod and a few other minor things.
I made this water mod because Sammoh was working on having streams but it just wasn't quite working right with just in game objects and transitions, so I implemented it with some code changes. I'm working with him to resolve some data issues at the moment, and he might incorporate this water mod into his server. The biggest obstacle is that is requires a code change in the client as well, so I need to work out how to compile the client for Windows and Mac.
Hmmm, that's a little bit light. Sorry chief, this might not be the game for you. Not on that machine anyway.
Ever wanted to find the ocean?
This is a little something I've been working on lately.
Features
New water biome that blocks movement, disallows placement and spawning of regular objects, and can be scaled from puddles up to oceans.
Procedurally generated streams that can be configured for length and rarity.
Stream objects that can be used in recipes (creating bridges or drawing water for example).
Objects can be marked as placeable on water biome, allowing for things like building bridges or docks.
Water specific mobs (ducks, swans, etc.)
Rideable water objects (i.e. boats) that can be used in recipes if clicked from adjacent or boarded if clicked from the same square
What hardware are you using?
I've never understood how roaming mobs work. From what I can tell, they are just objects like any other thing, but they have the ability to move to another spot. What I don't understand is how they can stand on another object. What is in the map database at that point? Two objects? Is one contained in the other or something?
So it would be possible for the procgen to come up with a recipe like curved shaft + rabbit hole = escaped riding horse? I don't see that as a selling point. I must be misunderstanding.
Kinrarny can you explain what you mean by procedural generation in this context?
Yeah, that has been suggested too, and I love the idea. Would probably lead to people building the trigger up to the last step, and waiting for the update to be ready, then triggering it. And I can imagine some cocky noob coming along and triggering it too early, just before the update, so that we have to rebuild it from scratch to get the update now ARGH! Drama
Another game I keep thinking of is Factorio. You build things in that game because you "need" to. Why do you need to advance the tech? To get to the next tech. And why? To build a giant rocket at the end. This takes ages but the journey is satisfying and the end result is too. Maybe eventually there will be some grand monument to build.
This was kind of where I hoped the apocalypse would come in. The apocalypse trigger always being at the very top of the tech tree, taking ages to get to (longer with each update) and triggering something quite cool, but also somehow resetting things so that we can build another one. Or hell, maybe it doesn't reset anything? But it just takes ages to build each one?
What do we need in real life? Food is the most obvious one. Warmth, which you already have, and which affects food consumption. Shelter is just warmth, which is already in game. Other needs are more emotional/mental, but that's always really difficult to implement as a game mechanic. I've seen games with mood meters and things like that. The Sims comes to mind, but really? Do you want to recreate Sims?
Exactly
I had an idea about industries and trade that kind of lends itself to this discussion. What if every biome was capable of sustaining a settlement in terms of food, at least up to a moderate size, but in order to advance up the tech tree, resources were required from combinations of biomes. You already have this to some degree, but mostly it's just iron that's needed. If you built on that kind of diversity a little more, then Eve and her descendants would be able to setlle anywhere, and then once they got established, set out exploring to find the other resources needed to develop further, possibly setting up new settlements in those areas, possibly coming across other already existing settlements, and establishing trade routes.
Of course, this all does come back to the fact that food is everything in this game at the moment, and there is no other need. If you want everything to be driven by need, then we need more needs.
It's not just about making them bigger, because regardless of how big they are, they will always be next to each other. Bigger will help, because it will be harder to be closer to everything, but what's really important is having resources separated from each other, without making basic survival impossible because of this.
You could change it from a lineage ban to a server ban, and kick them to the next server down the line.
Can you two get a room and please leave this thread to discuss the topic? Thanks.
They're not supposed to. They're supposed to learn from other players. That's the point of this game, humanity working together to better itself. The ineractions between players are the central focus of this game.
That's what mods are for. The game is open source so these alternate servers can be set up for free. I don't think Jason can realistically maintain different versions of the game running on different servers.
Should I set up a server running my fatherhood mod so people can try it out?
Wow, you sound like a real cool dude!
The mobile app should help a little.