a multiplayer game of parenting and civilization building
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Tbh, being named by someone other than your birth mother should link that person on thbe family tree, similar to how being killed by someone links that person. But instead of "Killed by Johnny" it'd say "Adopted by Johnny"

Yeet. Should be in this week's update.
Pretty sure not being able to rope domestic calves was an oversight- I reported in the github for issues, hopefully will be fixed soon.
Dunno about roping grown animals tbh. In domestic animals' cases, they actually follow players, unless they have a baby with them. This makes leading them back to pens/what-have-you a bit easier than you'd expect, unless there's a lot of players running around close to it.
On the other hand, I think a luring system might work a bit better tbh. Instead of animals being attracted to any person that happens to be near, maybe have them attracted to people only if they're holding something- food, for instance. Corn for cows, for example, or carrots [or a bowl of berries+carrot I guess] for sheep, etc. They'd then target that person until the item is set down or put away.
To my knowing Donkeys can't. Since the expanding eve spiral is always moving outward and donkeys are always dumped 50k away from the closest civ I'm pretty sure they get stuck playing from scratch every time they spawn.
Which I of course have no problem with. Punishment had been way too light for way too long. If you're annoying enough people to be exiled you deserve to be stuck either afking next to bushes or being stuck in limbo.
Wasn't it only like that when Donkeys spawned in the existing servers? I know in that first week Jason had a skeleton for a global curse server in progress, and had only applied the "spawn far away from existing settlements" thing as a temporary solution until he could finish the Donkey Town server.
It should be its own server at this point, in which case you should be able to respawn in home marked areas just like any other eve, no? Unless he kept the distance thing fsr in the Donkey Town server...
Maybe we could get oxen instead of using the domestic bison. They're common enough animals of burden, I think, and would make a bit more sense. A draft horse would also be cool.
I agree that the infinite soil thing would be broken as hell though. Maybe like xclame said, we could load it with soil to dispense as it goes, or you have to walk over piles of soil. But at the same time, it'd have to have some sort of benefit that would make it worth all those extra steps to obtain over something simpler like a hoe.
I'd propose it being able to till without soil, but only on grassy biomes [which are the most fertile]. Perhaps you also have to stop every x tiles to feed/water the working animal. This would give it a benefit over hoes, as you don't require soil ot till, but also give it some limitations so it's not utterly busted.
It genuinely depends on how many people you pissed off for how long you end up there. The last person who asked/complained about it had gathered a load of 19 curses total- over double what you need to be sent to Donkey Town in the first place lmao. Yes, it's gonna take awhile to work off that many curses.
Its no different than jailtime. The worse the crime, the longer you're sentenced. Just be thankful it's not worse- Jason has a code he considered implementing where Donkeytown tracks your total curse score across all servers. The more total curses you have, the longer you have to play to work off a single curse. Wouldn't that be fun!
God I hate those 'protector/guardian' roleplayers lmfao. Guarding the camp is not a job. It's not even productive. 90% of the time you're just running around with a loaded bow, interrupting peoples' work and scaring the shit out of them. No, you don't need a backpack full of knives to 'protect' your city. You also don't need a loaded bow in your arms 24/7.
In most of my lives where we've had griefers, they've always been solved by the regular townsfolk. We don't need a dedicated protector to prevent things- only competent and observant players.
I lived a life yesterday where I witnessed a guy stab a fertile girl for no reason or explanation. Me and one other person were witness to the event, and several other townsfolk were on the scene in seconds. I retaliated pretty quickly and stabbed the guy with my own knife, which I'd carried for most of that life as a baker.
The girl was saved by a fast-acting villager, while she gave the killer's name and such. Someone fed me, though I didn't need it, and I thanked them between explanations.
The only hiccup was the killer was also saved. Another player quickly re-stabbed him while onlookers berated the savior, who apologized as they'd arrived late and didn't realize. The griefer took at least 6 curses with him after he died, possibly more- I bet we sent his ass to donkey town.
This is easily one of the most ideal situations of handling a griefer. Griefer killed, victim saved, and curses given. We had no need of a policeman or guardian or whatnot- just a town of observant, fast-acting players, with knives given to those who are competent workers.
I don't think a slight edit to fence gates would make fence pens themselves be more viable, since the issue with making an entire pen out of fences is how taxing it is on resources that are constantly in need for other things. Early game can't make a good size fence pen very easily or quickly, so they make do with what's more available- clay, reeds, and reed stumps.
As it is, this would be a great addition, but like you said- I have no idea how it'd be implemented or how difficult it might be. Right now we have to make do with planting a berru bush in front of the gate, and blocking off the three cardinal sides of that bush with something un-passable [usually oven bases]. It's kinda ridiculous.
What I always imagined for fence gates was something like a single-click action in which you pass through the gate. Clicking on the gate would activate a short cutscene [not instantaneous, but maybe 1-2 seconds long at best] in which the player opens the gate, walks through, and closes/it falls shut behind them. That way players can't leave it open, and animals can't pass through.
About 40 or more ice holes together in one area near a large city. This was just last week so some of you might remember the city.
Or was that something the players did that I'm not aware of?
It's a known glitch in the system that Jason has yet to figure out, actually. Penguins will pop out of an ice hole, move a short distance, and create a new ice hole- regardless of the biome its in, or the availability of other ice holes. Seems to happen most commonly around big settlements with many people.
Unfortunately Jason has yet to figure out what causes this, or how to duplicate it on his test server. I think part of the trigger might be number of people, as I've never seen it happen in small camps or villages.
It really does make a huge difference haha. I had a similar run yesterday actually- almost the same exact scenario.
I was born to an Eve who clearly had no idea what she was doing. She settled on the border between green and rocky, with desert close by and literally not a pond in sight. She didn't even have a kiln up and was working on soil rather than kiln, fire, bowls..
She snapped at me when I was little because I kept moving back to a warm desert tile near her.. I wouldn't call it a camp- worksite, I guess? She told me "be a good girl or I'll have to kill you" or somethin like that.
I thanked her once I reached toddler age, grabbed a basket, and found an awesome site literally five screens south. Nice size desert, at least 6 ponds bordering that, and right next to the large green biome. I got a kiln up, fire going, bowls made, and berries growing by the time I had my first kid that stuck around.
The two kids that stayed with me were hard workers. My only daughter worked with me at camp, and we got iron tools going by my 30's. We got stew plants + carrots running as well. My son Zeus got to work on a sheep pen and managed to finish it before getting snagged by a boar.
Had my usual number of suicide kids because "Wah y u not a big city reeeeee" but overall was a pretty great run. Every other one of my mother's kids suicided. The fam made it to gen 11 thanks to me and my kids, looks like it was wiped out early thanks to some griefers though v.v
http://lineage.onehouronelife.com/serve … id=1232486
tl;dr, pseudo-eve runs can be pretty satisfying at times and I agree- location can mean the difference between an eve's success. It's also kinda neat to look back and be like "hey, that run made it there thanks to my actions. Awesome!"
I recently saw like 3 wild boars running around in the desert, nowhere near a swamp. It was very odd. I called them desert pigs and avoided that area like sin lmao.
Ancient graves would be epic tbh. It'd be awesome to see a mossy, maybe slightly crumbled headstone surrounded by rose bushes, with a note for the fallen resting atop the grave. It'd be atmospheric and aesthetically pleasing, and at the same time make those who actually used graves as they're intended a bit of a reward for generations.
Added note, you whine about how "that adobe is such a waste, you could've used it for plates/etc!" when the fact is, half of it was likely harvested AS adobe from shoveling reed stumps. On another note, as Tarr said, clay is often quite literally so abundant that using them for the rest of the pen isn't going to do much harm. You'l still have a shitload of clay to make into bowls/plates/crocks as you wish.
Another note. What are you gonna do with all the adobe you just removed, exactly? Make plates out of it? You can't. Make adobe walls? Yay, crumbling buildings are so great! Let it despawn? Grats, you jsut wasted even more resources than the original builder!
You complain about wasting resources, then go do it yourself- not only be dismantling an already functioning pen, but squandering even more resources to replace it all- ones that could be used for other things, just as you said that clay could've been.
Look in the mirror sometime and try to understand exactly how hypocritical you're being. "Wah that clay could've been used for something else! I'm going to let all those materials despawn and use every straight shaft in the area replacing it all!"
Awhhhh c': I was your grandmother, Aggie!
I'm sad to hear that Jacob turned out to be a griefer. I did keep an eye on him during my life and noticed him lurking around with a loaded bow, but never saw him go after anyone or do much, so I assumed he was one of those annoying "guardian/policeman" types. Wish I'd trusted my family when they'd admitted their concerns and took him out in my old age. Sorry to say I didn't, but I did pass both my knives down and am glad he was dealt with.
I'm happy to hear my crown got passed around! The story of that crown was actually really heartwarming, and I'm proud that I was the first but not the last of that lineage to wear it.
There was a man throughout my life who celebrated my birth as if I were his own. Who knows, perhaps I was? I was a bit nervous at first, he seemed a bit odd. But he persisted, pulling me aside as a baby and showing me the crown he was working on crafting for me. He called me a princess! Throughout my childhood I'd see him constantly as he lavished gifts on me, making sure I was properly clothed and geared. He even risked his life, tracking down two snakes to craft me a matching pair of fruit boots.
He's also the man who named your mother, passing down the Kaczynski name, which I lacked. Originally I was a tad annoyed, as he grabbed my firstborn as soon as she appeared in the world and named her without even consulting me. But he was an honest, hardworking man- and I'm glad now that he returned the family name to our lineage. I wished him the best in his next life when he reached the end of his time.
Side note, I originally passed down the crown to you because you were consistently working, and your mother was getting on in age. You seemed like a capable and hard worker, and I believe your sister was a bit younger at the time- I hesitate passing any important gear down to untried youth, in the event they might wind up griefers like Jacob, or new players that don't know how to utilize it.
I think I might've ended up passing my backpack with the second knife onto Emslee later though, perhaps that's what enabled her to take out Jacob in the end. I'm proud of you both, and glad that he didn't get away with his crimes. Hope he gathered a good amount of curses and was sent to Donkey Town!
Yes to more dye colors: gold, green, purple, black.
And some game relevant flags, like the Leaf, Carrot, and Wolf to match the crowns.
I second this, minus purple dye maybe- or make purple dye super taxing to get. In the real world it was very rare and hard to obtain, thus why it's considered a color of royalty.
Flags to match the leaf/carrot/wolf crown would be epic though. And a mushroom crown/flag would be dope.
Damn I was Eve of that fam. Popped out 13 kids and looks like 5 of my girls made it over 55 years- and yet it only made it to gen 4. Update, perhaps. That's super unfortunate.
Sad yall didn't make it, but neat to know the belltower was found. I did hear it ringing while I was alive, but already had set a home marker to fix the sheep pen so I couldn't tell how far nor what direction it hailed from.
Also glad to see the triplets didn't turn out to be bad seeds. I was nervous about keeping them after so many experiences and stories of griefer twins/triplets, and had told my other daughter who had the family knife to keep an eye on them. Very happy they didn't seem to cause any trouble.
Honestly I'd probably quit if I no longer had access to a zoom mod. While I tend to use awbz's a bit more often thanks to his additional features and dynamic zooming, it sounds like quite a few players still utilize your 1080 mod- and honestly it was the first mod I tried since buying the game.
I think a lot of people would agree that after getting used to being able to see further than 2 tiles away, it'd be unbearable to go back to the claustrophobic lifestyle of the original client. If Jason is too narrowminded to understand that, I imagine he's going to lose a lot of players if and when you eventually close down the mod.
what is this, Minecraft? Pfpfffff
19 curses hot damn, you really pissed some folks off didn't you
I can playback my recent lives and see if I can find the one where I had problems with the ice holes. Will upload a video of it if I find it.
Edit: Or at least I would, if my playbacks were working properly, but fsr it just gives me errors on the starting screen and I watch as my mouse moves around as if I were playing, but don't get to see the actual game. Oh well. Will record any ice holes I see in future lives.
"This place is shit, please find better spot"
"Tfw needs farm to live, but doesn't settle near water."
"You gonna name yourself, Eve, or just piss off everyone born to you?"
"Please stop spamming that sharp rock on milkweed, it's clearly not working."
"Can you please kill me so I don't respawn here fifty fucking times"
Pretty sure Jason has already mentioned that he's likely going to add refrigeration and food rot at some point in the future, so no huge reason to bring up reworking food now. It's probably not going to be done for awhile until we have electricity to be able to refrigerate food- or maybe he'll implement some crude early refrigeration methods involving the snow biome or something, I dunno.
Point is he already has something in mind for food decay. Still, it'd be nice if the last hunger bar lasted a little longer. I hate it when I die literally next to a carrot, or with a berry in my hand. But at the same time, it's not like the hunger pings don't start dinging before then. When I die to starvation it's usually because I underestimated how small my food bar was, or how quickly it was dropping. It doesn't happen often to players who know food management.
Oh, this again. There was a thread about this not that long ago. My idea was doing something similar to how flint-tipped bowdrills can remove the arrowhead with a piece of flint, but instead we can remove the lid with an adze or bowsaw and get planks in return.
Maybe using an Adze or a Bowsaw on a chest removes the lid and gives you back the planks used on it, in a similar manner of having the planks just leaning against the side of the box until someone picks them up.
That way we get the wasted planks back, can move the box by making it a sledge/cart, and honestly the changes on Jason's end wouldn't be that big. Slight edit to the sprite [basically putting the planks leaning against the box] and the code'd basically be a recipe. "Adze/Bowsaw + Chest = Box w/ Planks." "Bare Hands + Box w/ Planks = pick up Planks"
Or maybe use an axe/hatchet on it and get kindling in a similar manner. Hatchet/Axe + Chest = Box w/ kindling. Bare hands + box w/ kindling = pick up kindling.
People could still grief by putting locks on the chest I suppose, but at least it'd take more time and effort to do this. The more time a griefer has to put into their work, the less often it'll be done. Besides, I tend to kill anyone making a key/lock set already- whether intentional or not it usually means all your good gear locked up with no key, which is griefing in my eyes.
Tbh I always wondered if there was a specific set of requirements for these or if they just happened randomly lmao. Glad someone cracked it. Tbh it might be fun to have talking tools give some advice.
Say, a pickaxe that says "Iron vein to the north" or an axe that says "don't chop oaks" or a shovel that says "save me for compost"
The problem with lineage bans for 0 year olds is that you suddenly start punishing completely innocent players that got abandoned by their mothers for one reason or another. This could be detrimental for eve runs, when your first few babies might be abandoned while searching for a good spot to set up camp, and completely block out people from large lineages if the mother abandoned them to overpopulation.
Baby suicides aren't the only reason babies might die at 0, and its unfair for the players that don't suicide but still die early to get banned entirely from the lineage.
On the topic of baby suicides, I do this a lot, for very specific reasons. An eve camp in the middle of green is going to die out whether I stay or not. Being born as a male when a camp needs a girl might entice me to suicide and try to wait out their cooldown to go back. Getting born to a huge town that's already at the end of the tech tree and has little to be done is an easy suicide for me.
I'll always stay if it's a small starting camp or town that could use my help. Personally I think any decent player should, especially if they're a girl. Suiciding is only a problem to me if it's among a small family or to an eve. The rest of the time, it'd be annoying at best.