One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#226 Re: Main Forum » village manager? » 2018-11-20 15:58:41

lionon wrote:
SirCaio wrote:

What if we could write notes and stick them on a sign, repurposing it as a "news/jobs" board, where we could request stuff like "need ropes", then people would always go there to look for jobs instead of running around like a chicken with its head cut off tryng to find something to do. (this idea is not originally mine, it has been suggested before somewhere in the forums, I'm just bringing it up again because it's a good one wink )

Ja, I know there are notes, my idea would be similar but different.. having a library you could pop kids in to read up, like rules of the village, plans of the village, or "how to farm"... Right now every sign is a little life project...

There was a village with a library of notes that a teacher, or their mother, was supposed to read to the kids. By the time I spawned in, the tradition had been almost lost. Cultural institutions have a hard time surviving a lack of people in the village. smile

We had a request a while ago for a 'quest' system. This could very well work like that. Add a /joblist command, which only works when holding a 'Blank sheet of paper - &writable'. If that condition is met, it changes from 'blank sheet of paper - &writable' to a 'blank job listing - &writable' upon use of the command. You then speak the words of the job, such as 'One rope and three string needed'. The job listing contains your name, as well as what you're looking for. Someone could then pick it up and type /jobaccept, which would put the job givers name and the job text along the bottom of your screen, just above the food/temp area on the UI. When someone comes up to you and gives you the things you wanted, you type /jobdone.

Alternately, a process of making dyed paper could give us 'job slips'... pink paper, maybe? (I know pink slips are bad, but at least it's a connection, right?) Dipping paper into red dye could give us that, and we'd have a purpose-built item that requires us to prioritize which use to put our paper to, as well as the dye. We'd still need the slash commands, I think, but it could be that you type "/joblist Need three chunks iron at forge" to create the listing. (You still need a charcoal pencil, of course.)

To make it something desirable (other than just helping the village survive), perhaps completing an accepted job gives you the effect of increasing your current Yum bonus by 1 or 2, to simulate the effects of good morale. Having one of your jobs completed is already desirable, of course. smile

It would have to be restricted to posting OR accepting one job at a time, so if you have something you need done, you can't be working on someone else's task. This would also prevent buck-passing, as if I could post multiple jobs, I'd accept all the jobs I could, then repost them as my jobs, getting a big Yum bonus for having other people do the work while I act as a middle-man. There'd probably also need to be a timer, to prevent daisy-chaining that process throughout the village (passing around a carrot seed, for example).

If you die before the job you posted is done, the job disappears. If you die before completing a job you took, the job becomes available again. If you post a job and then realize it's unnecessary, you can type /jobcancel to remove the listing without dying. smile

New assets list:
blank job listing - &writable
job listing, writing happening - &written
job listing, available - &openjob
job listing, pending - &takenjob
job listing, complete - &donejob

And finally, on the subject of papers that have writing... can we use rubber to make erasers, please? Take coagulated rubber, place it on a plate, and chop up with flint/knife. Makes one eraser (I was going to say more, but we only get one ball if we make those, so...), which will return a note or a job listing to blank state. Give it, I dunno, 5 charges with a 10% chance to use... and have the recipe output have a 25% chance of tearing the paper, rendering it worthless (like random notes that say 'George' are now).

New assets list:

coagulated rubber (in hand)
coagulated rubber on plate
rubber eraser on plate
rubber eraser
torn piece of paper

#227 Re: Main Forum » The last berry, fact or fiction » 2018-11-19 21:43:11

Oh gods... nobody's reading my songs... the suffering ego of the artist! Angst!

Or, as Roy Clark (RIP) would have sang,

Gloom, despair, and agony on me
Deep, dark depression, excessive misery
If it weren't for bad luck, I'd have no luck at all
Gloom, despair, and agony on me!

wink

#228 Re: Main Forum » Why is it so difficult for you? » 2018-11-19 20:07:48

mx_owl wrote:

Sorry if this is off-topic, but on the subject of noobs and berries, when should we take all the berries off a single bush? I believe I've heard that domestic bushes should be exhausted and one last berry kept on wild bushes to keep the timer from being reset to 30 mins, but I'm not 100% sure on that...

You can safely pick all berries from both. Domestic bushes don't spring new berries unless you feed and water them, and wild bushes get a new berry 10 minutes after the last time a berry was picked from them or the last berry popped up, whichever takes longer (i.e., picking a berry or letting one grow resets the growth timer), until they are full. The main reason I try to leave berries on wild bushes is for people who are out and about, in case they wind up being a little short of food to make it back to town.

#229 Re: Main Forum » A helpful piece of advice from my school poster project. » 2018-11-19 20:00:48

Aurora Aurora wrote:
Starknight_One wrote:
0skillz wrote:

people who don't understand that the correct spelling is 'sean'.

+1 from this Sean smile

Wair... YOU ARENT A WOMAN!?

Only in-game. And occasional dreams. I was born with a block-and-tackle, and I have no problems with that.

Besides, a woman could be named Sean.

#230 Re: Main Forum » Why is it so difficult for you? » 2018-11-19 19:17:36

Reiker wrote:

I'm curious about the "too many berry bushes are bad" thing.

Like, I get it in theory. Gooseberries require resources to maintain (water + soil/compost + time) so you're losing efficiency when a bush sits around getting unused.

The problem is, in my experience, it's impossible to say something like "we need exactly 20 berry bushes, no more, no less." Settlements are in such constant flux, one moment you have a couple adults working at the forge living off pies and the gooseberry farm is going unused, and the next moment the good players are dying off, everyone starts having triplets,  people need compost for milkweed or whatever and suddenly you're in the middle of a gooseberry crisis. I understand the efficiency issue but I also try to be prepared for these crisis situations.

It seems like such a micro thing when there's probably way bigger issues going on in your town than having 5 extra gooseberry bushes temporarily going to waste.

The main problem is, once they get the idea that they can plant more berry bushes to get infinite food, they do. And take up space, and resources, and break tools. Most times, a village can get by with a few patches of berries that are around 3x3-5x5 in size. Once you get bigger than that, it's hard to pick the berries in the middle for sheep or compost, because there's no place near to set down the bowl.

In general, it's not 'too big to keep alive', but 'too big to be efficient'. I don't have a problem seeing 64 berry bushes in a town... if it's 4 patches of 4x4, preferably spread out from each other. One should be near the sheep pen for even more efficiency. You can make your compost heaps somewhere near the center, or make a few by each farm, in order to keep them going.

One of the last few lives I had, someone planted berry bushes all the way up to and around the oven. It was easier to break the oven and move it than to kill the berry bushes, and it delayed pie production until we got the new one going. Admittedly, that was probably griefing, since other shady things were going on. (I mean, why would bowls of saltwater keep showing up when the nearest ice hole was more than 30 seconds away and not even in an ice biome? It's not like noobs were mistaking it for fresh water.)

Toddlers should farm berry bushes, focusing on keeping them alive. Use distributed small patches rather than one huge farm, and make sure to put food sources near. Kids can just eat berries, but should know the bowl trick. Adults who are starving should eat *one* berry, then a berry from a bowl... and then they can bloody well go find a pie or stew. It's not like they're starving at that point. Taking 'one for the road' is okay, too... but honestly, you should probably just take a pie with you.

#231 Re: Main Forum » Why is it so difficult for you? » 2018-11-19 18:18:55

Reiker wrote:

For a bit of perspective, I just started playing this game a couple days ago. The first thing I taught myself how to do was to maintain and plant gooseberry bushes, which I think is a common starting point for new players. It's the job I tend to default to when I start a new life. Last night I was born in the middle of a dying gooseberry field, so I knew what I had to do once I came of age. It was a moderately advanced society so I had to make very long treks in search of soil, but it was all that I knew.

I spent most of my life turning that gooseberry farm around, and I was successful. But then my uncle came to me just before he died to tell me that this was unsustainable and I would need carrots to start making compost.

This was completely uncharted territory for me, and I was also quickly approaching the end of my life. But I went to work, scavenging for seeds and other materials to make two little plots of carrots. I kept a close eye on my project to make sure we would have enough seeds to keep the farm going.

To my surprise and excitement, I got it everything right and I was able to grow a lamb into a sheep and produce a pile of dung. My niece was watching (she was trying to figure this out too but she was feeding them regular gooseberries) and she ran off to grab a shovel after thanking me for showing her what to do.

I then took my niece and her daughter to my carrot farm and explained the process I had just learned moments before to them - then I died.

I had a blast. It was probably my most enjoyable life yet. Before that life, I didn't really know the value of carrots besides as a food item. So I guess my point is to allow for new players to learn this stuff organically, and try not to be toxic about it. I understand how it can be frustrating.

The best way to teach new players is to be positive and make it fun. Saying "if you're a baby and you're eating gooseberries you need to go back to school" isn't either of those things. I'm also not sure what it means as I tend to eat gooseberries as a baby since stuff like pies seems really inefficient when your food bar is so small, but you never really explained that point so there's no way for me to learn anything.

First off, welcome to OHOL and the forums! Glad to see you're enjoying yourself.

I have some learning songs (posted on Steam) linked in my signature block. I'd like to think the first two present a decent overview of the berry-farming process (although it doesn't go into why too many berry bushes are bad), the carrot and wheat farming process and making compost. The third one is basically a cautionary tale about overdoing one or two food sources (i.e., berry-gobbling adults).

Toddlers and old people should absolutely eat berries. And popcorn. But so should adults - in moderation. Yum bonus is very important in keeping food usage down, as is not overeating. If I can get my Yum up to 6x, that's anywhere from 12-132 seconds that I'm not using my visible food boxes. (Of course, if I have enough food sources to get to 6x, I'm probably not going to be at min/max temp, so it should be weighted away from the minimum.)

Absolute prohibitions are for absolute idiots. But yes, usually there's something better those berries could be used for... like making compost, or raising a sheep for mutton.

#232 Re: Main Forum » A helpful piece of advice from my school poster project. » 2018-11-19 17:43:28

0skillz wrote:
Aurora Aurora wrote:

Who the fuck spells Shaun like Shawn?

people who don't understand that the correct spelling is 'sean'.

+1 from this Sean smile

#233 Re: Main Forum » Pain of the Iron Run » 2018-11-17 22:51:24

MultiLife wrote:
Lily wrote:

You know what we need? Flags or markers you can plant to designate areas, kind of like the home marker but only shows people within 5-10 screens or something of the target when they walk by. That way someone could run around exploring the area around a town and mark all the potential future mines, ponds, or whatever. It would still take your entire life exploring to find stuff, but at least you know the next generation will have a lot easier of a time finding what you marked.

I've always liked the idea of trails. But I don't know how to implement those. Hunting trails and such, those are very real things. I'd like landmarks or flags or some easier to make arrow shaped signs. You could rotate the arrow in directions like NW, N, NE, E etc. Then a life of a mapper/explorer/pathfinder/trailmaker would be a nice task, a special profession.

I tend to lay out branches and seeds as arrows pointing to my camp. I don't need them with a home marker, but anyone else who stumbles into the area would be directed to a place that should have food. I guess I could do the same to point to things... or I can just backtrack the arrows. smile

.....   Like this.
   .

#234 Re: Main Forum » Game Acquired Quitting syndrome. (GAQS) » 2018-11-17 18:23:20

Heh, so like when you've worked all your life to keep the village going and some kid trains a bear into town? AHHHHH GAQS!

I think it works. smile

#235 Re: Main Forum » Baby Crisis » 2018-11-17 18:22:03

Catfive wrote:

They're improving. Each time I login there seem to be a few more clued up ones amongst the hordes of nubs. Nowhere near experienced yet ofc but nevertheless, a couple more who understand more than just berries and a couple more actually seeking out soil and water sources, even a composter today! It is just a matter of time, painful, frustrating, chaotic and hilarious time

Yeah, a few of the more vocal "MAKE IT EASIER" folks on Steam are calming down, now that they have more hours under their belt and it's not as super-frustrating to them. And they're improving rapidly. I think we have some good kids here, just have to keep raising them with tough love. smile

#236 Re: Main Forum » Jason's Radio Silence on Iron » 2018-11-17 17:57:07

MultiLife wrote:
lowdt wrote:

https://en.wikipedia.org/wiki/Bog_iron

just want to leave this here. greetings

Love it. Edit: cool, resistant to rust! Uh oh, don't add rust pls! Well maybe one day, but countering rust has to be a thing too.

'Resistant to rust' = 'covered in glass'. That's basically a glazed piece of steel. smile

No need for rust; our tools don't last long enough anyway, for the most part. Bad enough they break if you look at 'em funny, having to worry about them just falling apart would be ridiculous. "We had an axe, where is it? Why is the lump of rust here... dammit, not again!"

#237 Re: Main Forum » Jason's Radio Silence on Iron » 2018-11-17 17:54:12

Spawned in this morning to a spot I had camped on server 13. Mind you, I hadn't seen much iron (maybe 1 or 2) that I recall on the way there, but while out scouting for clay to get some bowls and plates going (and the kiln, and oven made), I found 7 within easy distance of the camp, and the mountain biome kept going past that. There's probably more up there, or an iron vein, somewhere around.

OTOH, that camp was after a fairly long run from my spawn point. I was twinning with EveChu, but we got separated and I guess she stepped on a snake. There just weren't any good spots before that. This one wasn't ideal, but there was enough water for a small camp to get the tech up a bit. If anyone finds it, the farm isn't in it's final location, it was just the easiest place to start growing food.

Let's see. I think I was a blonde the first life in that camp... and I was a ginger this time. Wonder who'll be next? smile

#238 Re: Main Forum » A little concern » 2018-11-17 05:35:05

denriguez wrote:

I just spent 30 years of my life hauling back six iron for my camp. I didn't see a single vein. The town had pretty much collapsed by the time I returned with a second basket.

This isn't fun anymore.

Edit: It turns out I was in generation 9 and was apparently the first to forge an axe. I'd seen a steel hoe, but that was it. GENERATION NINE and just getting into steel tools.

Smithing is hard, and scouting for resources isn't taught in the tutorial; everything you need there is basically handed to you. And most people never even notice the optional hallway, so they don't know how to smith anyway.

#239 Re: Main Forum » The lulls of one hour one life. » 2018-11-17 04:59:40

I've written three so far... they're all over on Steam. Links in my sig.

#240 Re: Main Forum » 3 Suggestions and my experience with the game so far » 2018-11-17 01:06:49

Auner wrote:

Birth control-

"/die" option was implemented which is honestly a huge step up. I encourage people use it- no use having your mom run after a life you don't want. Yep you abandon your babies. This how it is with a massive base of players being new. The infant mortality is high. When this game first came out I didn't see my first basket until my 3rd life.

I kind of figured launch must have been pretty similar, but I wasn't around then so I couldn't tell people so over on Steam.

#241 Re: Main Forum » 3 Suggestions and my experience with the game so far » 2018-11-16 23:17:26

Lily wrote:

A long time ago I made the suggestion that an Eve should start two or three years younger so they can't have children right away, and it was like the most upvoted thread on the reddit page but the idea still got ignored. I think that would really help Eve, it is only two or three minutes without having a child but that is a huge impact. Having children before your screen even finish loading is crazy.

I also agree children come way too quickly later on as well. People abandon children so quickly because they know it is typically to have 5-8 children, so losing the first 4 isn't even a big deal. I think if you had slightly fewer children, people would focus more on taking care and teacher each one. Which they also would have more time to focus on that as well.

I was playing earlier and I was trying to teach my kids stuff, but I kept popping out new ones so I couldn't teach anyone more than basic things, before having to start over to teach the new kid.

Again... this is a bubble.

It wasn't that bad before Steam launch... mainly because the players were experienced. (Well, most of them. And they put up with my noobish behind.) As the current players get better at surviving, they'll start figuring out things they were doing that were wrong, and correcting themselves. Or they won't, and we'll have a war over it (which is what some of them seem to want... this isn't Crusader Kings, people)!

Having Eve start at 12 instead of 15 might not be a bad plan, actually... it would give you a couple of minutes to get your feet under you before you had to worry about a child coming along. Of course, given some of my recent Eve runs, it wouldn't matter... it's not like I found any food in the first few minutes anyway! You'd have to deal with a smaller food bar to start with, naturally, but I think that's an acceptable trade-off.

#242 Re: Main Forum » Discussion about end of lines » 2018-11-16 22:20:59

Floofy wrote:
CrazyEddie wrote:

Some subtle cheating on the odds would be nice, so that it still feels like 50/50 but in practice gives you a better shot at preserving the lineage. A "safety net" as Tarr put it. Start at 50/50, but for every boy you've had shift the odds 10% towards girls, and vice versa. This would increase the chances of having an evenly split mix of children - which is not what the actual probability would result in, but it's what most people think should happen (since people are generally ignorant of probability), so it won't ever feel like it's wrong.

Everyone complains when they're a statistical outlier (seven boys!) but nobody ever notices or cares if they never become a statistical outlier. Nobody will ever say "Gee, in all of my games so far I've never had seven boys, even though that should happen once every 128 times... something's wrong!"

So we might as well just reduce the chances of being a statistical outlier in the first place.

Actually, I might... but it would probably be after the fact. At the time I'd be like, "Wow, lotta boys." but wouldn't worry about the probabilities. smile

This does feel like a good idea. In addition to this, i can't think of a good way to do that, but i wish moms would always get given at least 5 babies each.

What if there aren't 5 people logging in when you are playing? Or if you're on a server by yourself? I don't think forcing a certain number of kids is the answer. Sometimes, kids should be rare and precious.

Weighting spawns might not be a bad idea, although I think 10% is too much. Maybe 5%, stacking up to 5 times? It would still weight things but not make it a certainty, even after 5 boys or girls. The only problem I see is that it's putting in programming to perpetuate family lines, which isn't really part of the design AFAICT. (But then, I haven't seen the elephant, so I don't know for sure.)

The randomness is a design feature. It's meant to simulate the uncertainty of real life. Of course, our RL social experiment has been running for about 10000 years, so we've had time to establish protections against that uncertainty. And we can pick up more than one thing at a time, so we have that going for us. And best of all, we never log out, so there's continuity. wink

The other thing to consider is that it's still early days with the new players. They'll improve, and things will get better. In a few weeks, maybe another month or two, we'll be looking back at this period and laughing at how we thought we were totally boned as we eat pie in our lovely buildings.

(Look, I know I often come on here and start arguing against things. I like to debate... please don't take it personally. I just really want the best for this game, so I argue against making hasty changes. Sometimes I'm even in agreement with the OP, but taking a contrary position to make his argument stronger.)

[Edited to remove typo]

#243 Re: Main Forum » Help Setting up a Custom Server » 2018-11-16 22:02:39

Floofy wrote:
Starknight_One wrote:

Most of us don't resent the influx. We WANT new players. We just want them to pay attention in the tutorial and apply a little critical thinking instead of just eating the berries and planting eight million bushes. smile

I personally don't mind a player that eats berries and plant bushes. My issue is when there is berries everywhere but yet they still die of starvation or die to wild animals. Or worst... they live, but simply do nothing other than eat the berries.

Some bush planting is acceptable, but when the berry patch is already 8x8 and they're putting in more... they need to stop. Especially when they expand the berry farm into the kitchen! (Seriously. They planted bushes all around the oven. What?)

Much better to have like 4 4x4 fields, with walkways between, than an 8x8 anyway. It gives you room for tools, soil, and a bucket of water, and is easier for cooks and shepherds to gather berries. But most of them are just going crazy, expanding the farm so they can have 'MOAR BERI!' Meanwhile, there's stew going cold, pies are being nibbled on by sheep, and two kids are using the cabbages as soccer balls. wink

#244 Re: Main Forum » Help Setting up a Custom Server » 2018-11-16 21:41:27

CrazyEddie wrote:
Starknight_One wrote:

Most of us don't resent the influx. We WANT new players. We just want them to pay attention in the tutorial and apply a little critical thinking instead of just eating the berries and planting eight million bushes. smile

As a new player I for one appreciate that sentiment, and to the degree that I'm an experienced player now (I can forage! I can smith! I can farm! I can make stew! I can make roads!) I feel the same way. But I will also note that experienced players (in all games!) tend to expect too much from new players, even when being charitable. They forget how bad they were when they started off, or they're hardcore gamers and learned better and faster than most people ever will.

Guilty. Not of being a 'hardcore gamer' (I mean, I game a lot, but it's not my life), but of learning better and faster than most people ever will. Being born with a nearly eidetic memory does that to you.

mx_owl wrote:

I can only speak for myself, but I use the private server to practice surviving and crafting on my own, so I can figure out basic survival and camp making without being inundated with babies or messing up the plans of more experienced players.

For anyone else who might be reading this: You can do nearly the same thing without having to set up a private server just by playing on one of the official-but-unpopulated servers. Most of the time you'll be free to play as Eve without anyone else spawning in. Go to http://onehouronelife.com/reflector/ser … ion=report and pick a server with a small population, then manually enter that in the Settings menu, checking the "Use Custom Server" checkbox.

I do this frequently on server 13, when I feel like I've had a few too many toxic experiences in game. (Yes, they bother me sometimes, so I go play by myself until I feel better.) 13 is my 'lucky' number. wink

#245 Re: Main Forum » Help Setting up a Custom Server » 2018-11-16 20:30:30

mx_owl wrote:

I can only speak for myself, but I use the private server to practice surviving and crafting on my own, so I can figure out basic survival and camp making without being inundated with babies or messing up the plans of more experienced players.

Most Eve camps don't make it far enough to practice the more advanced skills anyway. On a private server, I just keep respawning in the same location every time I die, so it's easy to pick back up.

Also, TBH, reading the comments on this forum about how many people resent the influx of noobs makes me hesitant to try too much on the real game, or do much besides what I already know. Practicing by myself means nobody is mad when I make a mistake or waste something or whatever. But that's me. I have a real life mother who resents me, so I don't need that in my free time!

(Edited for copyediting, not content.)


Most of us don't resent the influx. We WANT new players. We just want them to pay attention in the tutorial and apply a little critical thinking instead of just eating the berries and planting eight million bushes. smile

#246 Re: Main Forum » Discussion about end of lines » 2018-11-16 19:04:12

Floofy wrote:
CrazyEddie wrote:

I like the 50/50 ratio; anything else seems like it would be an artificial and arbitrary decision not in keeping with the game's aesthetic.

I like the idea of lineage-conscious players developing norms around protecting females and risking males. That's part of the emerging-gameplay / social-experiment side of the game.

I'm not crazy about the fact that the norms that have emerged include "abandon male babies".

If you look at my example, there was no abandonning of any males. They managed to keep almost all babies ( 6/9 ). But their lines still ended because they got unlucky to have so few babies, and them being all males.

50/50 would be fine if there is enough babies being born. The game shouldn't be a lottery to know if the lone baby you get is a male (end of your line) or a women.

This is a probability issue. Just because the odds are 50/50, you won't wind up with an even mix; it all depends upon the random rolls. If I flip a coin 10 times, I'm not guaranteed any heads, but the odds are good I'll get some.

#247 Re: Main Forum » Water Sustainability » 2018-11-16 18:54:16

Floofy wrote:
CrazyEddie wrote:
Booklat1 wrote:

The idea is to build cisters so that you can empty full wells into them, this way they start refilling earlier and don't get their timers reset each time someone gets water from it.

So wells regenerate water, but only if they're not being used? Is that right?

From what i understand, the timer for refilling starts once its empty. Is that right?

The timer is reset when water is put into or taken out of the well.

#248 Re: Main Forum » Water Sustainability » 2018-11-16 18:42:25

betame wrote:

I had that same thought about sustainability a while back, and threw some linear algebra at the question.
"Soil=Sustainablility: Composting Guide and Maths"
But that was before Oct 29 update 159 which nerfed shovel (-60%), iron (-50%), soil (-12.5%), and water regen (-20%). Before steam release, we adapted to the change (the extra labor threw us off for a bit).
With the nerfs, I'd estimate one deep well regens enough water to sustain about 2 people naked in a neutral biome.

Basically, it's just 10 bowls of water every 30 minutes. Counting on the extra water from water gambling is a mugs game. So you could make 3 pots of stew (3 bean fields + 3 squash fields + 1 corn field, 3 stew pots) every 30 minutes with one deep well (which is what I base my calculations on) and not run out of water except between times. But that means no composting, so you'd need a soil source nearby. 3 pots of stew will provide 672 food using current settings. There's probably a more efficient way, but stew has a relatively low barrier to entry.

Adding more ponds/wells just means you can make more food. Of course, that means you're using more iron.

#249 Re: Main Forum » Water Sustainability » 2018-11-16 17:54:10

PeaGirl wrote:

Shallow well is not a long term solution, but at least a possible way to keep farm going for a short term until you find enough iron ores for making important steel tools for deep well: Hammer, ax, shovel, adze, froe, file, chisel<(can be put in bowl later on if not planning on making masonry later) and blade<(for steel saw) and so on, in importance rule.

For shallow well -> Deep well upgrade you will need
4 milkweed stolks = rope
1-2 and 1/5 of butt logs = butt log to planks with froe and wooden hammer made by using adze on butt log. Meaning more butt logs if making deep wells for a first attempt.
2 straight branches = two big cut branches on top of each other, and use adze.

Don't forget the bowsaw to make the disc for the bottom of the bucket. (I know, that's the "1/5 butt log" in the equation but the saw isn't mentioned.)

What irks me is people stealing the farm bucket to upgrade another well. I need that, you idiot, go make your own! And then they say 'Use a bowl'. You CAN'T get water from a deep well with a bowl!

Sorry. Rant over. smile

#250 Re: Main Forum » Water Sustainability » 2018-11-16 17:49:10

Tramax wrote:

A pond turns into a shallow well pretty quick - once it runs dry good players will run and get stones.
By the time it turns into a shallow well a second or third pond may have run out. But once the shovel is used on the stony pond to make the shallow well it's a brand new water source! A full well! By the time that well runs out, those second and third ponds have turned into fresh shallow ponds too!
By the time those secondary and tertiary shallow wells are used up - that initial well has had a stanchion kit made for it - hey a brand new water source.
By the time the secondary and tertiary shallow wells have stanchion kits made for them - there's a road to some brand new ponds.
By the time those brand new ponds are exhausted - someone's set up a cistern!

It's all about team efforts smile

Wells and ponds refill over time. They each get the minimum amount of water 30 minutes after they are emptied, and add one charge every 45 minutes after that. If your farming and cooking isn't using more water than you produce every half-hour, it's not an issue.

Board footer

Powered by FluxBB