a multiplayer game of parenting and civilization building
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I wanted to see how far people migrate, so i tried to compare place of birth and their death.
Hope i didn't screw up.
Results only for people who survived to adulthood (14yo)
5000-1000 = 33 people
1000-500 = 58
500-200 = 227
200-100 = 382
100-50 = 490
50-0 = 2507
picture shows all births that day, color coded by time
Is there a way to see wich deaths ware caused by animals, data has only disconnections, starvation, killer id and old age?
This will make painting cheaper, but how will it make it not useless?
Mabye painting simple geometric shapes/symbols and pictograms could be more usefull.
What if randomnes was introduced to domestication of animals and plants, so that one can not expect to get best result first try.
Town wolud have to spend to much resourses to master all at once. It will have to specialize in one or two and buy others from
neighboring towns.
To counter lack of easy farming hunting big animals could be buffed. Now only meat that can be eaten without steel knife is rabbit.
I saw some long rails on custom server but long rails don't work, carts stop moving if noone is nearby and crash if more than two are on one line.
Maybe colors should fade after washing. New cloths will not stay brand new forever.
It would be nice to see some other stage of decay and not just rags.
Also long dress needs accesories, it looks weird with furr backpack.
What if Eve Jones can claim area - build totem/shrine/town hall and all doors and chests in this area are locked by default to anyone but Jones family. Strangers can't steal pie nor hoe unless they are left in open. Griefer can be banished from comunity in similar way curses work. If you think your town members are fools because they plant potatoes and not cabbage you can exile yourself and start your own village with diferent name. Similar system to code locks(can't be phisical key that gets stolen from corpse) that limit acces further to smaller groups - no more random people in smithy or bakery.
Trading inside village/family is hard to achive.
What about two villages - how do people even know there is one next to them.
If there is inhospitable biome like tundra or desert between them even small one probably noone will get close enough to see signs of their existance. Most people rearly go outside town.
I propose new navigation system instead of only home arrow add landmarks(huge rock,special tree etc.) that that give some indicator near screen border when you are close and help find way to remote places. Same with fires and maybe other special manmade structures.
But why would two civs want to trade? All players can create same goods .Excluding high tech like engines or radios that advanced town could mass produce. Before that stage all towns follow same tech tree.
What if families had access to pottery or clothing uniqe only to them, or domestication of animals and plants was much slower and required effort from whole comunity so you can't have all of them available in single lifetime and must focus on one and buy others from diferent village.
Animals need balancing and rework.
In real world in non intensive farming, animals eat lots of food that is not digestible by humans - grass.
in OHOL 6 gooseberries and carrot give 37 food when eaten raw but turned to mutton + wheat (64 as bread) make 240 food as mutton pies. That is more than double profit over less procesed food plus wool and dung.
Milk is even better but noone bothers making lots of it.
I think feeding animals more often can be better than nerfing soil/compost. So that players are rather using animals to condensate energy in food and not multiply it.
Adding intermediate life stages , starving adult animals, extra feeding to get lamb (like in case of cows and dogs).
Maybe there should be natural resource(clump of weed) that stops adult animals from starving without constant care from players or cuts on some feeding costs when fed manualy.
Ice cream in waffel cone is the only way to eat it.
Not a big fan of oven/kiln stuck in corner. It's ok for baking pies stored in baskets but for other stuff it constrict movment to much.
Maby you are clicking on shadow beneath you and not tile itself.
I was in town with three horse carts that ware stuck and chest that didn't close, you could still store items in them.
It can be related to last fix: Left or right click now works to remove specific item from permanent container.
I would rather nerf mutton. Make raw meat spoil and require feeding sheep to get lamb.
To change skin colour you need to edit object file of all player models
19, 350, 351, 353, 1007, 1009, 1628, 2404, 2462, 2464,
347, 352, 354, 355, 1008, 1010, 1629, 2403
find part with spriteID=53 and spriteID=54 and modify color settings
spriteID=53
pos=0.000000,55.000000
rot=0.000000
hFlip=0
color=0.866667,0.690196,0.576471
don't forget to delete cache
Data from Monday
I only counted unique mothers to 20 gen.
Half of Eves dies without children
10% of gen2 survives long enough to have own kids (half of Eve's kids are male so 20% of girls )
25% of gen3 (50% of girls)
for next generations this value does not change much
approximate number of camps :
gen3-60
gen5-40
gen10-20
gen20-15
Radius of 2000 is definitely too large especialy after server restart.
Just restart client game overwrites stdout.
I tryed scouting today with this metod but never found anybody alive.
I'm wondering why are so many spawns near X axis far away from rim.
What is VOG? It has to do something with in game text boubles, but what?
Eves have bigger say limit and birth linage ban has changed to location ban.
My ideas on solving door problems:
1. Comunity developes complicaded code for who opens door first (older/younger,male/female,clothed/naked etc..)
2. Town assigns job of doorman who opens doors in bussy areas(may need new fancy hat)
3. Spring loaded door that closes automatically (we have spring in game)
4. Revolving door (players just go through)
@JoshuaN
To analyze data dump it in spreadsheet and format it properly.
Births and deaths entries are mixed and have diferent data in them so you must separate them.
This lesson shoud help you import data from text file. https://www.youtube.com/watch?v=37kwwEeFKvY
Alternative update image.
I bet honey in OHOL would come with lots of angry bees, so no please.
Corn or potato starch can be turned in to glucose much safer.
With no zoomout mod I avoid walking south home arrow, toltips and "hungry" popup block to much view.
When planes ware introduced i wondered if you can get to tutorial area to abuse its natural resources.
What rare items are worth this effort?
Gold has not many uses, town with airplane probably has bell tower already.
Iron veins are as rare as gold but give dozens of ore so iron it is not so rare.
Letters are probably only items worth such expedition, as it took me half of my life to make sign with just nine of them.
Bill Eros son of Destiny here.
I was only child for long time and town seemed to be doomed so i spent most of my life on making a sign.
Town almost died out but my sister gave birth two boys and girl, second girl was born just before i died.
Bell tower base is five block high now, hope town will last long enough to complete it.