a multiplayer game of parenting and civilization building
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i dont have github but knife/sharp stone consistency would be great.
come to mind knives being able to dig wild carrots and burdock, and also mashing the pie fillings.
i'm game, plus pigs should be the ones to poop
no u did wrong, should bow them instead, less chance they'll be healed
it happens mate, you did good
futurebird wrote:thanks I was about to do just that.
Ima make some tacos IRL anyone want to come over?Dang, I just picked up some sushi.
Enjoy the tacos!
pretty good, I had some ramen
Well, gold is really really heavy. No filter paper needed there. Like gold panning.
Electrum is 4x more common than gold veins, but obviously requires a lot more steps and ingredients to refine the flakes.
more bells might be good for a while
how rare is electrum compared to gold veins?
Maybe next update; the rainbow update =P
black and purple paints and dyes YEA
Tarr wrote:The problem is I bet the specialization thing would be solved within a day or two unless they were all about equal in strengths.
This community loooove to optimize and run the numbers. If any biome had even a small advantage it would be discovered and some optimal play meta would evolve. And... gosh I'd be all over it I cannot resist such things.
that's yet another reason for combos over complete individual viability
what is easier to figure out 6 or 6x5x4 possible metas? huge full viable biomes are a bad idea
ill be honest with you guys, huge biomes arent needed. Big? Yes, but not to the point to disable combos. Our 6 biomes could hypothetically get as big as to only border 2 others. That's 6x5x4 combos we'd get, this time for bigger, more viable biomes. And each time a biome is added the number spikes!
This is much better than reworking every biome from bottom to top (though some redesign is good too)
a crafting bench could be good, like stores uncomplete items
this is a great idea tbh
Maybe the rabbits are invisible to people who don't live there, or the snare recipe just doesn't exist for them. I guess it could be as simple as being unable to interact with natural objects that aren't in the biome that you were born in.
Why the fuck would you do this though? let tribes fight other biomes over resources instead
please, chill with the lame ideas, variation is great but not if everything is locked.
We want MORE not LESS, we want REALISM not GIMMICKS
I think fully viable huge biomes is not the way to go, too complex, too constraining too. But definitely would be better than it is if we tried spicing up early techtrees for some biomes.
Bigger biomes is good, but not too big as to have combinations made unviable. Combos are great sources of variation.
I don't want to ruin OHOL for you
midichlorians
choose one
I'd love a mod with vampires/werewolves/zombies
i compiled this the other day https://onehouronelife.com/forums/viewtopic.php?id=6082
O I L
Twisted wrote:When Jason first started adding Newcomen parts to the github, I googled what a Newcomen engine was and saw that they were mostly used for pumping out water from mines, which lead me to believe that they would be a mine upgrade. I still think that could be kind of cool.
Same. I imagine that making veins even rarer but upgradable with machinery would make the game more interesting. Setting up and feeding permanent mining outposts would be the kind of stories I would prefer over the current property fence weirdness. Towns might even compete over them or trade iron...
I see you are a person of culture as well
But I'm still on the fence about going, mostly because I don't really have the time to go....
And you say fences aren't bad ![]()
Do you think having a person to review your code for bugs could help?
Since griefing is part of how Jason wants us to play the game I think you should try it out if you have any inclination. There is no reason to be the victim all of the time. I guess that's just something I didn't understand about this game.
at the end of the day its just a game, just pisses me off when someone griefs and goes "but im actually nice"
griefing IS still being a jerk to other people for fun though
Also, pein, dont you get bored that tryhards like ourselves can feed a billion mouths with just some minutes of work?
more nerfs = more challenges and more tech
Twisted wrote:Spoonwood wrote:No, it is NOT better Jason.
It is ten times better. The only bad thing about that update is that it didn't come six months earlier.
It is not better, since as I explained it has resulted in people not playing to provision for their children as much as before.
but that was a horrible explanation, you havent even proved SIDs increased, let alone show why that is more important than actually balancing biomes and clothes, making an entire meta appear with tailoring.
Oh yeah, fertility, keepin lines going... Guess what? There's absolutely no reason to do it in a game that is sit and eat simulator
heat update was the absolute best, you were wrong before when saying it made the game unplayable, you still are.
this is another good idea that'd probably work best watered down i think, just making arctic/desert more viable and oil needed will buff the fuck out of these playstyles
slightly bigger and more interesting biomes is the way to go, but designing a bit for cold/hot/nomad metas gives us A LOT to play with
the kid's into something, Jason. More tiers but still finite iron is good
that and the water changes might be great long term
You already experienced personal trouble with the curse changes, Tarr?
Oh, that's right, they're not even live yet...
I mean, have you seen how many times tarr broke something in your game?
Why does it have to be HUGE CHANGES INCOMING LOSERS every damn time? have a chill, man
every one of these ideas is ok to good, just tone them down a lot FFS
Slightly bigger biomes is great and so is more base game variation, but don't go too crazy over this. To me these wacky ideas are the worst way of making the game more complex
more variety and smart nerfs, thats all we need
tarr has also pointed ou really well why exaggeration is a disservice here.