a multiplayer game of parenting and civilization building
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Better to bring the rabbits back, but skin them on the edge of town. Rabbit meat doesn't do anyone any good if it is a hundred tiles away from the bakery. And leaving the meat in the field and bring back baskets full of skins is just silly. It takes the same amount of space and fewer trips to bring back the whole rabbits. Just don't feel like you have to bring ALL the rabbit meat inside the bakery at once. If the bakery already has a few baskets of meat, leave the rest outside so the baker has floor space for plates.
It always a good idea to find a nice empty stretch of open space on the edge of town, not too far from the bakery to setup your rabbit processing station. When the bakery is full of meat, just leave the rabbit meat on the ground when you finish processing the hides. The meat will be just fine sitting there until it is needed.
I meant more of, that if they are just stacking up and up, and no one is doing anything with them whats the point. Trying to add in other pie production into a bakery that's already moving smoothly with mutton gets chaotic fast, and you can't tell the pies apart easily. Tried it a few lives today and each one was decently successful, one branching out to clothing production right next to it.
boxes directly over the oven is a bad idea, because people want to get to the boxes & they clutter the oven
also if you bake with several people & have one side blocked everybody stands in the way of the other
an oven is best placed two spaces free from all sides, even from the wall, or even better, in the middle of the bakeryalso
i've seen a good idea, a turkey broth corner in the bakery, where the bones can be utilised& a bakery needs an own fire & therefore piles of wood & kindling oc
- - -
This setup could only really work as a second bakery that handles pies outside of mutton, hands down. It was very easy to roll out a bunch of baskets of pies and get them ready for a fire and fire both boxes. In this setup after thought, two people can easily go at it because you can cook from both the top part of the oven and the bottom. The only thing I would change to make it be able to pump out more would be to do 5x4 and two boxes on each side, each person would have two boxes to pull out of and bake, only ever needing to move one tile. You could then also store bucket of water in the production row. Another interesting note, because of the small size there was less free tiles. Even when it would be cluttered by someone, it only took moving a few items to get back to normal.
Since it's a second bakery, needing its own personal wood supply (the tiles south of the wall were free always so you could spill out down there when plating heavy or for few kindling. There is a permanent fire 8 tiles away with a shaft next to it, why waste space to store it in house. You aren't the main food source, you are supplying yum to those that are conscious of it, and dealing with the side effect of heavy rabbit trapping for clothes and packs. After this experience I think there is merit to having a second small scale bakery to handle pies if you are actively hunting rabbits. Either that or maybe skin the rabbit and just bring back the fur because damn those stack up fast.
I think doing top left corner oven and top row boxes would be great,you could set three rows of plates. The oven was there and I never thought to move it, i think was the original bakery, we just put walls around it in my gen. I really liked having two baking spaces too on top of the organization of the smaller size. Someone was actively hunting tons of rabbits so everyone had clothes and packs, but it lead to tons of rabbits piling up, and it would be too many pies for one space because there was also a fricken crap ton of mutton around too. I am gonna to try setting up rabbit stations again like that, just small little guy, makes others more likely to pursue rabbits as well.
Bless your heart Future, I was the one that set that up as the rabbit bakery. Took a little to get the shift done right, I finished the walls and put the boxes in, made all the plates and bowls. So happy to see someone care to take pictures and talk about it on the forums.
Also why in the world would they add another box in the prep space, I saw them starting to skewer those rabbits right before I died and I knew it was no good, bones would get all over either bakery. Nice job dragging it out.
Yes, plan to shrink it this week.
If two families/towns join, or someone flies in or bell-towers in, that is not supposed to suddenly give everyone on the server a "free ticket" to live two lives in a row there.
The problem is that you guys all got used to doing that. I suspect that you want to go back to doing that, and you're just not telling me that directly.
I would agree that it shouldn't be a free ticket either, and I also agree it was too common beforehand. As a player to have some sort of control over this happening does not sound appealing. I don't want this to happen whenever I want it to, or every other life. I wish for the chance that maybe one in five or ten lives or more, it could happen if the cards were right.
The "reward" of subverting the entire point of the game?
This game is NOT about "continuing." It's a game about "saying goodbye and letting go, and placing your precious project, half-finished, into the hands of your descendants."
Remember: why is this game not just a 2D Minecraft or a large-server Don't Starve? Because, at the end of your hour, you say "goodbye" to your town, and really mean it, and really feel it. That was a good life. I can't believe it's over now. Good luck, everyone.
What would be the point of a deathbed speech if you were going to pop back in there as a baby in 2 minutes? This isn't a roleplaying game. Players aren't pretending or acting. It's a realplaying game. Players are saying goodbye for real.
Very solid points. Sometimes it feels like a generational game of hot potato because of the ratio of producers (typically experienced players) vs consumers (berry patch kids). But that would definitely be the half finished part right there. When you have a good one and get to die of old age saying goodbye and good luck, it does feel good. I always have always looked at it as reincarnation though, with the smaller playerbase, a lot of us play with each other often just without knowing. I don't know if I would lose that feeling if once in awhile when I hit reborn I saw familiar surroundings. It has already happened plenty with playing, taking a break and playing later in the evening after my ban and finding out the town is still going. I am excited to be there, but not betting on getting a third chance, or even wanting it.
And I fully realize that this one aspect of the game makes it "not as good" as those other games, because there's nothing most players want to do more than lose an entire Saturday working on one giant in-game project (hello Factorio, Star Dew, Subnautica, Rust, and all the other games that have made 10x or 100x more money than OHOL). Having it end every hour really breaks up that flow. It wakes you up and makes you remember real life for a second (the horrors!) and maybe gives you pause before jumping back in for another hour. Thus, the top player of OHOL has only played 1,800 hours, which is way less than the top players in Rust:
https://i.imgur.com/YtKaoXR.png
But I'm trying to do something new here. Something interesting. Something that makes you feel things that you've never felt in a game before. And also, maybe just a little bit, encouraging you to quit playing after an hour or two....
So subjective, I enjoy OHOL more than most of those titles (never played rust or will) because of the lack of permanence, it keeps it fresh, and as you said you have to think about your commitment to another hour. After back to back old age deaths I almost always end up taking a break in some way, even if it's just strolling through the web or watching a video, two hours is a perfect intermission. I realize my desires and that of many of us, do in fact go against your vision. I have thought of many many ways to appease both sides, but ultimately whatever you decide, I would still be happy. Its a fun game, and a very curious one. There is so much potential within, to me almost bursting at the seams.
Jason, have you ever thought about having different servers that behave slightly differently? Immediately I think about the splitting the already smaller player base up issue, but it would be neat to something Like 1 Big Server Standard, Big Biome Map, 1.5hr Lineage ban server, then few for solo play or relief if big server 1 was bogged down.
At least we can now move around boxes. Have had that happen a couple times but can usually just transplant a box that was in a bad spot to where you need it. Especially nice if you want to change a sheep pen wall or two with chest later on.
Whatever wrote:Was CrazyEddie this person?
He was indeed!

All of this because of fricken twin eve and quad eve?!? Just change how lineages are handing when being Twin/Trip/Quad eves for the love of god. They are called TWINS ~ same family. They should have never had seperate lineages to begin with. Also Jason directly stated he always wanted multi family towns and that's in the gutter right now.
Once more, I'll point out:
a) The area ban removes from your pool of children only those who have recently been in the hypothetical large town nearby.
b) Servers have many towns, and most players will not have recently been in the town near you.
c) The number of players removed from your pool of children is much smaller than the number of players still in your pool.
Therefore:
d) The area ban has little effect on your fertility.
I think the side-effects are in people's imaginations and the actual effects are very large.
Pretty much everything CrazyEddie said is speculation at best, nonsense at worst.
Got that fixed up for ya Eddie.
My personal speculation is that a player that instantly /dies either is attempting to get back somewhere or prefers a certain stage of play over another. They are not going to be just using /die once in awhile, they will most likely use it 2-5+ times per life lived, which is very likely to negatively affect the state of the game with such a large area that you can force yourself out of. The numbers are out there, the Eve spiral camp distance is a fraction of the area ban, that is PLAUSIBLE that /die can remove you from more than one lineage. I get the concept of needing a lineage ban to keep the game concept of new life new lineage, but that should be limited to just being in that lineage and nothing else. The possibility of a city standing the test of time because it has more than one lineage to produce babies is the whole point of a Bell Tower and that is under fire.
I personally wonder if tying number of fertile females nearby/in lineage into the fertility calculations could work. Stacking multiple lineages of women in a nursery at perfect temp would still give a little edge, but it has diminishing returns. The 35yr old half starving single mother eve camp down the road a bit would still have a fighting chance to get births because the civ few hundred tiles away has a ton of females. If done by area, there also would be another legitimate reason to go form an outpost as a young girl, to get away from the rest of the baby machines.
Napkin math would be
Perfect Temp and good yum = 1 chance to get baby
Bad Temp and no yum = .5 Chance to get baby
Perfect Temp and good yum around 10 other mothers = .7 Chance to get baby per female
Bad Temp and no yum and alone = .5 Chance to get baby
As you stack mothers, you still have a raw higher chance per female than cold and hungry, but for the Eve, you have a little higher chance to not be drowned out by a civ too close. Temp and Yum will still always be the way to go, but less chance you will have to be sitting around a fire doing nothing between 37 to 40 while the camp struggles because a baby is more important than getting a sheep pen up.
I usually immediately start making a pen when I start into a new town. I will go dig up and break up the rocks as a 3-5yr old and ask an adult to haul them to where the pen is going to be and then cut them into bell bases, unless the area calls for an adobe pen that you can do solo. Having an older adult moving the stone while youngster cuts them and places the stakes can speed things along. The village won't last long unless sheep is secured for compost, only downside is when nobody else is making food or managing the bushes while you are doing said project. I was in a town last night that I swear was the worst I have ever seen. Two bear caves within 8 tiles of the berry farm, a fast road going right between the forge and adjacent to the berry bushes. This was also like a 20 tile fast road for no reason at all, Multiple people started working on it when there was no carrots being managed for seed and only 9 berry bushes. It was like watching an eve camp put a gun to their head, not slowly starve out.
Now that sheep produce dung whenever fed, it is indeed less of an issue. Basically you can balance wool/mutton/compost a little easier. If the is plenty of mutton around and food isn't a huge issue, no need to overload the camp with baskets of mutton laying around. Obviously feeding a baby, getting the dung, shearing the baby and butchering it is the most ideal, but it no longer stops the compost cycle like before. If someone was attempting to grief they would try and shear the last sheep repeatedly before it could produce a baby, thus stopping compost. Also if there is plenty of soil and mutton, and no one is full time baking and shepherding, not having every tile in the pen filled with dead lamb is actually nice.
It's also not just making what we do harder, it makes certain things not viable at all and they will never be done. Pine walls are an example, 5 rope per wall is absolutely insane, and pine doors are only ever thought about because they can't lock. Even a 2x2 room would take 60 rope which would be a staggering 240-480 bowls of soil, 240 water and about 5 steel hoe. For a 2x2 room... Yeah i'd rather use 24 adobe and call it a day, Granted 4 long shafts per pine wall is also not very good, but definitely think rope is holding that back.
Personally I feel like it's a loaded question. To top it off, the person you are usually asking (newborn) they have a very limited way of communicating. In my experience asking someone a yes or no question when they have a limited vocabulary ( think new english speaker) you are definitely going to get an answer but that answer might not be accurate. I haven't done it a lot yet, mostly because mothering and nanny'ing is my biggest downfall, but I believe it would be better to ask someone to rate their experience from Q to to T (Q=1 T=5) of what they rate themselves is a better question. ABCDE on a 1-5 scale would work, i just do qwerty because keyboard life is all. As pointed out, a new player is more likely to learn to say N to the "are you new" question than they are too learn how to compost, or as you pointed out, simply to make baskets. These are people, they are more likely to fib a little on a question that is damn near, should I let you live or not, than they are if given a 1-5 scale on their competence. I started right when steam launched, which a lot of us know as a growing experience. I knew what I was being asked. When someone asked me, are you new or not, I knew they were asking "Are you completely clueless or are you trying hard despite not understanding everything" I made it to 3yrs old at a significantly higher rate than not if I skewed my answer. I get what people are trying to do, but it can't hold up. Best thing we can do is find the one kid out of three dozen that still wants to raise their hand and say teach me, there will always be the slacker, but the productive ones can outweigh them.
use the BB code img tags. Best way is to host the image on imgur, once uploaded they give you links for many different formats including BB code ( will say for forums and message boards. Simply copy that link and past it into your post or comment and it will show up.
Many updates ago Jason nerfed the shovel to balance the iron-usage overtime needed to feed a village. This is based on shoveling dung.
This hurt every other use of the shovel like making graves. I wish making graves didn't suck ass. But idk about making different tools like a pitchfork for every different thing to balance things is a good idea, there just needs to be different probabilities of using a charge. Graves and potatoes could have a very low chance to use up the shovel and dung could have a higher chance to use a charge and so on.
And I don't think wool is the best for clothing. Rabbit fur is easier to get and has more insulation.
Yeah thats why I pondered what other uses the tool could be for, so its not for one thing. Kind of like the adze has a few other uses like taking handles of sledges etc. I am not sure if coding a shovel to have different probabilities depending on what you use it on would work, no other tool is coded that way as far as I know. Already you bring up the point of the shovel being tied to too many tasks makes balancing hard. To nerf compost, everything else the shovel does was hit. Shifting the task to a different tool is the cleanest way to go about it for long term in my mind, and gives more freedom with making a tweak without upsetting other areas. Also it does fit thematically because forks are used to move manure typically, not shovel.
I could totally see a nomad lineage making it. You gear up backpacks on people and carry bunch of rope. When you come upon a settlement give them iron and use their tools and cart up like 8 carts using all your rope, eventually get some horses going. Kill wild mouflon as you go and collect mutton and wild wheat, ovens are two adobe so easy to do a pit stop every 20-30 min and bake up a few carts of pies and keep going. People mostly would just eat on the go, if you are crossing enough ground living off burdock, carrots, berries, bananas and onions isn't far fetched even for a group of 20 people. The thing is though, all you are doing is surviving at the point. I can see the appeal of seeing how far a lineage like that could go (caravan leader succession would be big role) or the appeal of just doing something new. I personally would think it would be really cool to give it a shot, but it would take some coordination to get going, but once systems are in place public spawns could fall into the grooves and keep it turning for awhile. Being able to carry as much with you as possible is huge, so would need carts and horse carts fast.
As a nomad this "lack of milkweed" "hard to get" "huge soil sink" just sounds ridiculous to me. Honestly try roam few screens of the town centre and youll hit bag and basket full of ropes in no time.
Not if you are in a town that has been hovering at poverty for awhile. It sometimes can take 3-5 minutes to find some milkweed if people have been already scavenging out farther. I have seen HUGE savannas without a single carrot in them because the town has been around too long without teching up. If cultivation does not occur they disappear at an alarming rate. I am not saying it's not possibly to find, but that it can start to take longer as time goes on. Especially if a lot of early rope waste like stone hoes happens in the camp, 5 snares etc. Yeah you can 99% of the time go out and find some, but that could take three to eight minutes. Five minutes late on catching a sheep to get compost going and a lot of people could potentially starve. Its not a game breaking thing, just a pretty hefty speed bump that has no late game tech work around. Rope is 4-12 soil bowls, 4-8 tool uses, 4 bowls of water, no matter what. Rope is pretty expensive, unless found naturally, but that bottoms out especially in a slightly unfavorable spawn.
I have always had a problem with rope. It is really damn expensive to make and it gets exhausted naturally fairly quickly. Cultivating it takes a fair bit of soil and water which during food shortages not advised. Often will see people make stone hoes when there is plenty of skewers around which is a real drag.
My idea:
Wild Milkweed
4/per rope as is right now
Harvest is the stalk
Cultivated Milkweed
2/per rope
Harvest is thread
Starting off would be the same, but when you start to grow it gets a little cheaper to use.
Visually as in the game? Just like the shovel, dung sitting in the middle of the fork. It would be another thing to make yes, and another iron needed, but the hope is that the iron use just shifts from the shovel to the fork. I'd say we go through shovels twice as fast or more because of compost. Also if the only reason to use a fork is compost or wheat, less chance of someone taking it for another task. You'd be consuming more iron just in the threshing wheat sense, which is why I ponder adding the element of gaining more wheat (two bowls) by threshing it with a tool rather than a branch. It's so hard to replace the branch, its renewable, its cheap, it doesn't have uses. Taking away anything of these to make something else more appealing would hurt early settlements too much...
Regardless - The shovel has too many uses and I think shifting some of them off it would be a good idea. Compost makes the most sense to me because it's a single limited action (move dung) but is absolutely necessary for a civ to go anywhere.
I'd argue that with fed shorn sheep producing dung its not as big of a deal, you just slightly slow down mutton production for a sec. I think previously the aim to shearing all the sheep was to stop compost cycle, well it doesn't anymore so eventually that will stop being a thing when they catch on.
I love how you consider someone being pissy over a kill is fair game, and follow that point up with, it can look like a killing spree but i always have a reason. Its actually quite deviously hilarious. On the concept of rightful murder and the crowd reaction, well anyone not using the zoom mod can barely ever see whats said by others. Almost always have no clue what is going on. It's a highly dramatic situation especially if the victims are typing with all the red on the screen. You throw out a curse because you almost never use them, and this is what they are supposed to be for right? I mean you killed somebody, I should CURSE you right? Other people are... No one curses the idiots because of the stigma, the base word is already aggressive. Some kid keeps hiding tools or flat rocks from the forge, in a relative setting you'd be yelling at the kid shame on you, not I curse you child! Curses and murders are intertwined heavily and it would be hard to step away from that without reworking the system and potentially changing up donkey town. Sending some dingus to donkeytown for an hour by themselves when they are just starting to learn the game would kill off playerbase, if meant for brickheads picking all the carrots meant for seed, once per life maybe not enough etcetera.
I do agree that most get too involved and don't just let it be. To me its kind of "Bro we are surrounded by a ring of bones of a mothers and brothers and sons. People die every minute or more, just let it be, keep an eye on them, they might be cool. The drama we surround it with is what is drawing people to murder. Just yesterday someone started killing people and tried to get a rise. The three left afterwards didn't really care and just kept working. When I told the person Nobody ever cared when they said they killed my mother, thats when I started seeing more colorful language. I have also been in a circumstance that someone just whipped out a knife and started coming at me. I was dodging them no problem, but explaining the situation was exactly possible. In the first circumstance we should have gotten rid of that person way earlier, in the second, I put that person down instantly, only got two curses. These examples are easier to define, one being cause and effect to their crime, the other being self defense. The gray area is when you are both judge and executioner, defining what is idiotic and delivering the killing blow. Thats the slippery slope that makes us vilify murder in my opinion.
The shovel has so very many different uses compared to the other tools. Most importantly moving dung to complete compost cycle, digging up rocks, digging graves, making wells, pulling up stumps, making fences, digging up potatoes.... it goes on and on. Strangely though it has lower average uses than the other tools, aside from the saw. We often talk about the viability of something because of its shovel uses, looking at you potatoes. We critique double dipping shovels by not going straight from pen to compost pile and setting it down. Some of us would straight up stab someone they saw burying a bunch of people. Steel shovel, more like gold plated diamond tipped shovel.
Now that clothing is more important, the best way to do that is wool. Fed shorn sheep produce dung, so you can balance mutton/fleece/compost much more effectively. It's practical to have someone constantly shepherding sheep for fleece if you can support that amount of berry and carrot use and for someone to be turning all the fleece into clothes and pads. You don't have to overflow the whole place with mutton, and on the flipside if you shear all the sheep it's not as big of a deal, it's just a small hiccup until you start getting new sheep. Essentially gives two gears to the shepherd, meat production or clothes production. I have manned the station for 45 minutes and have gone back and forth from killing a bunch and just shearing the same 6 sheep over and over. If you are quick babies don't pile up, or the just flood the pen and all the sheep are just stuck there till you shear them and clean up.
But still given all this new productivity in sheep handling, trying to get somewhere with stable pen construction, it only exacerbates the shovel's workload. I think we need a Pitchfork. It would fit perfectly, it's two uses would be to thresh wheat and move dung. It would be a tool that hangs out in the farm to thresh the wheat after picking, when the compost was ready you'd go to the pen to get a pile of dung and bring it back. Can't figure out how to get around, why wouldn't you just use a branch for unlimited uses. Bigger pile of wheat maybe? Could use better grain storage as one per pile or bowl adds up quickly, three piles per tile just like soil would be cool.
I think it would be interesting to see something else take over the compost cycle, the wheat idea is just because needing to get straw and dung together go hand in hand. Having more than one use for it would be enjoyable, plus seeing a pitchfork next to the wheat fields instead of a branch would be neat.
fences would be viable if they would cover like 2-3 tiles, like newcommen does have 2 tiles blocking, that would result in diagonal walls, i tested it with newcommen, would of cover much more space but looks a bit weird
pit pens and snowmen pens showed that we rather go fast and cheap than fancy and slow
Agreed if they spanned multiple tiles it would be an upgrade but not many objects function that way and it would not be very intuitive. Newcommen blocks two tiles because it NEEDS to reserve that spare tile for the machinery. At the moment fences just use so much. Two long shafts, adze use and shovel use. To take them out all it takes is a mallet (usually should have but if not +1 adze use) and a shovel. It's a griefers paradise, not only are the tools needed to break it down usually right around, but you can open the pen AND ding the shovel up a little bit. Oh and if there is no stakes around you need +1 long shafts (granted it is returned on use but still necessary to start it off). Considering how little guarantee there is that the pen you spent most of your life and a bunch of resources to make is gonna last an hour or so, why do fancy? Considering how viable oven base pens are to me bell tower bases are fancy, especially if there are a lot of reed stumps to dig up to get it off the ground. I would never conceive of even starting to use a fence to make a pen, no way in an average camp is there going to be enough shafts to get it done in a timely manner. Also if I were spawning into a city and there was time for that and perhaps resources - the pen is already too established and there isn't room. It would be absolutely pointless to attempt said project, your best bet realistically is to convert a oven base pen into adobe wall pen. Which again is rather pointless because the pen works, and there is other stuff that could be done. When is the last time you saw someone grief an oven base pen anyways? A single bucket of water and a bowl and you could take down half the pen in seconds and collapse the town - yet for some reason it does not seem like it's a widespread grief tactic. Hard to wrap my head around it - I think it comes down to too much competition for long shafts on its own makes fences unviable.
how about just having a few corners, and linking up with ropes? like a box ring
we need to find some good solution, pens are essential part of a stable city
Oh dear god another rope sink? No thank you. Rope is hands down my least favorite mechanic of the entire game. Odd, such a crucial resource that is needed for sooo many things, that mankind has found ways to make out of nearly every fiber we work with, has one non renewable wild resource. To cultivate it - requires four tilled soil and 4 bowls of water. I will let you take whatever route you want to get this, none of them are good. Either you are tilling 3 bowls of soil for one tool use, 2 bowls for one tool use, or one bowl for two tool use. We can now refine oil to make kerosene to pump for water or to fly a crude airplane, but to make a single piece of rope it still takes:
1 Skewer | 1-2 Uses of a Steel Hoe or Stone Hoe (which takes a rope to make, super good icing on that shit cake)
4-12 Bowls of dirt
4 Bowls of water
Stone Hoe
1 Long Shaft @60 Min respawn time
1 Sharp Stone
1 Rope
2-5 Ropes per hoe before breaking -1 Rope to remake hoe (To save dirt and to till 1 bowl of dirt for every one rope you make you use one rope to make another hoe ~ at that rate consumption of sharp rocks is actually a thing let alone the shafts)
Steel Hoe
1 Long Shaft @60 Min respawn time
1 Iron + 1 lump coal
6-13 Ropes per hoe before break
Not considering all the time it takes to grow it - how long it might take to find a seed if people weren't being good before you, it's already daunting how costly a piece of rope is. I mean come on man, its freaking rope.
/endrant I agree we need a good solution and that is not it.
takes quite a while to make one right now
especially if we supposed to make rooms too
i would like boards as walls, maybe a new way to cut butt log into long boards which would cover more tiles
If the resource of time is low - using a resource that the other needs won't help. You need the boards to make the rooms, and now they would compete even more.
also, pine pens would be nice, i posted on other topic, how i imagine it, its jut mango or pine trees around in a box shape with some stones on bottom so it wont block the view south side.
The downside is the long growth time so you wont see in your lifetime
Doesn't that kill it right there? You are talking not having a pen up for 60+X minutes from the start of a camp, X being how long the eve has had before you were born. Another way to look at is, that if I was an eve and when I was dying of old age and there wasn't sheep already going, my last words would not be goodbye, they would be see you soon.
Branches are op out of their biome, as that was quite limiting factor in a few camps, but pine is just for firewood, so just a bit of saving on transport, also in real life pines grow faster than most of the other trees, what about a 50 min growth timer? if you plant trees before age 10 you would see them grow out.
A lot of maple trees grow roughly the same rate as pine trees, they might grow for longer to a greater height, but from sapling to tree it's not that far off. Honestly the timers feel off, 1 hour to grow a tree and one hour for you to get one more branch from it? Either slash the growth timer or vice versa and cut down branch regrow timings. You'd need everyone to be on top of picking branches as they are walking by to heavily exploit a 30min branch timer, and extra shafts aren't going to drastically change the state of the game, we might possibly start making animal pens out of fences or something (would be a huge buff to charcoal, but is kindling scarcity ever a thing?)
So we need something that isn't in direction competition with other needs. Possibly could be another turnout from a butt log so every tree has them, but then competes, and what tool? Don't want another tool, nothing else makes sense, froe is boards, adze is mallet, saw is for disks. I suppose you could do Froe>New Beams>Saw>Boards but then you'd gate boards behind a saw which is another decent step. You need a chisel, a bow, goose, file and blade blank before you can make a saw, rather than just needing and adze and a froe. Reverse it maybe? Using a saw on boards would give fence kit instead of adze on two shafts. Already this is getting convoluted and require changing a few things, and makes me weary.
Best solution - Pine Trees. Make it redder in color and a little longer than the other logs to tell them apart. They would be gated behind an axe, and using a froe would yield two pine beams, which then could be turned into a fence kit. Beams could definitely be used for a lot of further tech down the road as well to give them more uses other than just fences. Keep the mechanics of building a fence, with using the shovel to dig a hole. Add in a Pitchfork that's two uses are to move poop and thresh wheat and we call it a day.
Pretty sure that kills like 4 birds with one stone or more. Potatoes do not compete with compost, graves do not compete with compost, removing stumps and rocks do not compete with compost, digging up adobe does not compete with compost, removing clay pits for building space does not compete with compost.... I really should have counted before starting to type all that came to mind.
I agree with using boxes as part of a pen. I really like having part of the wall of a pen as a box or two and the bakery is attached adjacently to easily pass mutton. Also sadly fences are too costly early on and easily griefable, I much prefer the aesthetics of wooden fences, even when doing non gate entries. Here is a quick shot of the three space pen I did on a private server with bakery attached and tailor attached.
for some reason flooring was bugging out on my server so none of that, kind of ruined the build without having fast roads and wooden boarders around the garden. Was still fun to do the layout though.

My thoughts on a blessed system was basically reincarnation as a boy to be infertile (Adam) that you got a 30-45 life in the same town if you had been blessed enough. Would be nice in some way to have a way to reward a player rather than just curse someone. If it's on a long cooldown it's not like every life you will be using one.
Original Idea https://onehouronelife.com/forums/viewtopic.php?id=5402
I would be all for getting stabbed and my horse and cart full of iron being taken by a primitive jungle tribe to further their gains. From my perspective, I just got effing stabbed, duh. From their perspective they had to commit an act of murder, but it was for the good of the people, life for a life. Much better than being stabbed standing in front of the town oven because a griefer determined me as the most productive member a the time and wanted to cause some drama.