a multiplayer game of parenting and civilization building
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While entering my Eve camp with a basket of resources, I went to set a full basket down and accidentally put it on top of a basket containing pies. The pies teleported to the nearest open spaces, and the basket they were in (now empty) was put at the top of the stack of two baskets. The bottom basket still contained a sharp stone, a snare, and I believe a rabbit carcass (or maybe a milkweed stalk).
Full baskets should probably not be allowed in stacks, although I'm not sure how that will work with baskets being stackable. Either that, or all baskets should be emptied by the action of stacking them, which will (I'm sure) result in much hilarity of bones, dirt piles, and other objects teleporting around town. ![]()
Jason has pitbulls turn mean randomly. Originally they were only mean and would attack anyone all the time. Now instead pitbulls only sometimes turn mean without abuse.
Honestly, it should be all dogs. The whole concept of 'dog breeds' is just a eugenics program run rampant. The natural state of canids is a random mix of traits; forcing them to breed into their own family line to 'fix' traits in place is a terrible idea from a genetics standpoint. It removes hybrid vigour and reinforces recessive traits that are not necessarily good for the species.
Pit bulls get a bad rap, but they're not bad dogs inherently. They're just the ones that people have focused on recently. When I was a child - 40 mumble years ago - it was 'known' that German Shepherds, Rottweilers and Dobermans were vicious and couldn't be trusted around children. My neighbors at the time had both a Rottie and Dobie and two children the age of my younger siblings, and they were the nicest dogs I ever met - until we got our Pibble mix last January. There was never a problem with those dogs, even when half the neighborhood kids were over in their yard. Those dogs just loved playing with kids.
My point is, there's very little evidence to support the idea that pit bulls are inherently vicious - or at least, no more so than any other animal bred for its aggression. Treat the dog well, correct it gently, don't abuse it, and you won't have a vicious dog while still getting useful work (or companionship) from them.
Ferals are another matter entirely - feral dogs quickly go back to being wolves, even if they look like a chihuahua. Watching a pack of them tear down a steer always gets me misty-eyed. ![]()
I looked for after that time, but that was the last.
I had watched you smithing, from my desert tile, when I was a little baby.
I remember feeling really lucky to have such capable and dedicated players in the line I had recently begun.
When I asked you if you were a hunter, it was because I was wondering whether I ought to do some hunting myself.
Politeness gets you killed in this game, so I never expect anybody to answer right away.
I really tried to make a screenshot of you saying "I am the hunter", with bow in hand, next to that dead boar, but I seem to have messed it up.
Thanks for being my mom Morti!
You're the best!
You can replay the session and get a screenie then, if you want to. Of course, if you'd lived a bunch of lives before then, it could get tedious finding the right life. ![]()
boggers wrote:JK, I think you misunderstand... The 55, 65, 75.. those numbers are curses since you started playing that never wear off.
It is done that way so that for repeat offenders each trip to donkey town lasts longer than the trip before, regardless of how many curse points they got in that instance.
I'm not sure how I can misunderstand. He quite literally says "After serving your hours, your curse score goes back down to 7." That's not exactly difficult to misunderstand: After 3 hours, my 55 curses goes back down to 7. This is ridiculous. If I griefed enough to get almost the entirety of server 1 to curse me, why does it only last 3 hours??
That's not...
Okay. Let me try to explain.
Joe Griefer goes on a murder-spree and manages to accumulate 16 curses in one life. Let's say it's his first offense. So for this case, his current curse score - CC - is 16. Since he had no prior curses, his lifetime curse score - LC - is also 16. Therefore, he serves his time in DT - 1 hour, per the list - and his CC is lowered to 7. His LC is still 16.
Joe, true to form, begins griefing as soon as he's able to pick up things again. It doesn't take long for him to get another 9 curses, without losing any time from his current total. He gets killed at this point, and the server checks his totals. CC=16 [7 prior + 9 new], so he goes off to Donkey Town. His length of stay is determined by LC, which is 25 [16 prior plus 9 new]. As this puts him into the next category, this time he spends 2 hours in DT before his CC is reduced to 7.
Each time Joe gets sent back - even if it's only with a single curse on top of his 7 from before - he'll be accumulating lifetime curses and therefore increasing the amount of time he has to spend in Donkey Town before he can mess with anybody else again. As far as I can tell, there is no way to reduce lifetime curses - only current curse score.
So yes, in the limited case that you manage to get a HUGE number of curses in one lifetime, this seems like a bit of a gift. But remember, all it will take is one person's bad day to put you back there for 3 hours (at that point) in the future, unless you've been good enough (or stealthy enough) to avoid curses and burn off more points.
we still only have very few options to survive.
we need more berry types, more water sources, or a way to turn salt water buckets into fresh water.
if we could convince newbies to move off of gooseberries with something more challenging by recipe but more worthawhile we'd have a bit more usefullness.
hard difficulty is what i think normal foods should be - it'll shoo away newbs, but i hope food can last longer when all long-lasting foods (Like bread) have a bit more nutrition. except bread. i still think it's pretty good.
Eve starts should still be possible and easy. absolutely. but make more bread or pie foods - not talking more grain foods, i'm talking more complicated meals.
and yes, we need stacking wheat. i beg you.
make some main meal with milk &/or eggs & some other crops. just make sure it's worth its time.
my thoughts, jason.
shepherds pie
put a carrot in a bowl
add a raw potato
chop with a sharp stone or knife
add mutton
chop
put in pie and bake ![]()
desert holiday pie
put cactus fruit in bowl
smash with stone to make cactus fruit juice
chop and deseed squash
add to bowl of cactus fruit juice
smash with stone to get pie filling
put in pie and bake
Hmm... how about non-pie options?
sunday roast (2 servings)
put carrot in bowl
add raw potato
chop
add mutton
add plate to make sunday roast pan (uncooked)
cook in oven
remove plate and eat
I eat instant ramen almost everyday and that costs like a dollar
A musician friend wrote a song called Top Ramen Blues.
"When you're down on your luck, they're four for a buck."
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Did people want fruit trees? It's not so bad. Decore, and another low effort job you can do to help the village in the long run. It's just a shame you can't eat the mangos right as they are without a knife.
Eating the skin is a bad idea; it contains urushiol, the toxin in poison ivy that causes you to itch and blister. Can you imagine having poison ivy on the inside of your throat? At the very least, a sharp stone or flint chip should be needed to remove the skin; it's nearly impossible to peel by hand. (I use a potato peeler when I'm working with mango in my baking.) Trying to eat a mango without processing it first is a messy, time-consuming job.
I really don't think it was anyone's fault, except yours, if you relied on a berry on the floor to survive, especially if you had a backpack to keep it safe. Just maybe don't depend on food left unattended on the ground? Or communicate instead of expecting the world to know this is YOUR berry as if property was even a manageable thing in this game?
It's not like he came running in from the wild, desperately searching for food. He followed me over from the farm (where there were plenty of berries), talked to me, and then picked up the berry I had put down and ate it. I had another in my backpack, but the rest of the space in it was filled with tools - because even though we had 6 snares, someone would have turned my stakes into more if I had left them lying in the pen. That was the first time. The second time he came over to talk to me, I'm not sure where he was. But again, he took the time to ask a question (where horses?), and *then* grabbed the berry off the ground and ate it, a second before I was going to. And the berry in my backpack wasn't quite enough to get me to 60; that's why I had a second.
The farm was within easy walking distance, *if you have more than 4 food bars*, and he knew that. He could have gone over to the bushes and got his own berry to put in his own backpack. But instead, he decided to disrupt my pattern and prevent me making any more progress. It might even have been a subtle form of griefing... although moving the adze and shovel would have been more effective. I mean, he literally watched me bring the berry over and never asked if he could have it, just grabbed it and ate it.
Look. I understand that nothing in this game has ownership markers. But at the same time, it's a game about working together to survive and improve our lot in life. Taking food from someone on a project disrupts that, because then they have to go get more food instead of making progress on what they were trying to do. If you don't think the project is a good idea, say something - trying to sabotage people instead just makes them cranky.
1. When an elderly person is working on a project, the berry on the ground is not 'fair game' for you to pick up and eat; it's to prevent them having to run back to the farm so often. Please leave it be, unless you're really in danger of dying. (I know, I wasn't going to finish the horse pen in that life anyway but I'd have liked to set one more fence before dying of old age at 60, instead of dying of starvation at 59 trying to stuff a berry in my mouth.)
The start of a horse pen for my village, my adult-life project:
Also, if you make a home marker there and respawn as an Eve, there's a chance you'll spawn there. Had it happen to another player, and I spawned in as her daughter. Fun times.
We probably would have had to move on, or at least send people off to loot nearby tutorials for supplies, in order to survive for very long; I think there was a goose pond, but that was the only water. Enough to build up a small farm, get tools in order, make the sledges into carts, stock them with pies. And then find a better location to live in, or build another outpost to replenish supplies and keep moving. ![]()
We heard a bell ring. It was 1.7G tiles away. That's an epic journey that would put the Hebrew tribes to shame, but maybe we could have done it over the generations. The Port clan could have become wanderers, with minor outposts along the way. Unfortunately my only daughter died young, so the line died with us.
For now, a basket, backpack, a tamed horse and cart, for every man, woman and child.
The milkweed, woodworking and sheep infrastructure to produce the ropes, boards, shafts and wheels for lassos and carts.
Nice dream, but if wishes were horses, beggars would ride.
Near future, maybe a shale mine for flat stones; I feel bad making all these roads if it means denying people gravestones for their family members.
Hmm. How about a flint-crusted wire-saw to cut large rocks (or half large rocks) into flat stones? That would help, and it would make wall and road builders compete for resources.
Maybe a workbench for a designated carpenter. Some saw horses for cutting wood and a variety of saws for different products. More efficient varieties of presently existing tools, for turning trees into more logs, and logs into more boards. Maybe a new plant, for the source of plant fiber to make ropes.
Things like these would be nice, but in asking for them I don't want to deny anyone else the time Jason would put into fulfilling their requests.
As long as things continue to be added, I'm happy. Even if it's mushrooms, roses and dogs.
I'm sure we'll get some advanced woodworking tech someday. Personally, I want more pottery. Currently, wet clay bowl + wet clay bowl gives us wet crocks. But adding clay to a wet clay bowl could make it into an amphora, allowing it to store 4 bowls of wheat, corn or flour. That would help with kitchen organization, and maybe convince more people to make different varieties of pie. I can't tell how many settlements I've seen where they have berries, carrots, wheat, rabbit, and mutton that only make rabbit and mutton pies. Or settlements that have corn for stew but never think to put a bowl of popcorn near the berries for the kids to eat. It helps them to develop the habit of looking for differing food sources, not just stuffing berries into their mouths; give them popcorn! ![]()
Similarly, adding a wet clay plate to a wet clay bowl could give us an elegant vase, fit to display a rose on a grave. This is just a decorative item, but I think it would be nice, especially if we could glaze it - or maybe it matches the color of the rose put into it?
I would also like to see pottery glazes, letting us color our bowls (and other pottery) so not everything is the same shade. They could even have patterns. Just like firing pottery, glazing would require a firing kiln. And I was going to propose sand as a new resource to do that... but then I discovered this: The Science of Salt Glaze Pottery. So maybe we should need salt to glaze pottery?
To represent the preserving effects of glazed pottery, any food that has multiple uses - pie, for example - is changed to have an 85% use rate, instead of 100%. If this can't be done, it should have a 15% chance of spawning a +1 of whatever is in the glazed pottery. This should mean that you get an extra serving about every other pie, unless you get lucky. This effect would apply to glazed stew crocks and to glazed bowls used for stew. You should only get about 1 extra serving every three bowls, and probably one extra bowl every crock. It would be important to food conservation, but not as critical as keeping up the farms, the composting cycle, and food variety. If you don't have salt available, you can do without it; but if you can do it, it's nice to have.
EDIT: To fix math above. Removed the word 'other' in re: Three Sister's Stew. Forgot it had 8 uses.
gabal wrote:I am not sure players would recognize that crops are diseased because they need to do crop rotation.
I get it right, then it could shown by rotten yields, dicoloration and/or flies flying around them, to signal the fact, those are diseased
Considering that soil is a limited resource, we already have a simulation of nutrient deficiency; if you don't have soil, fresh or composted, you can't keep berries alive or till new rows. If we could do those things without adding soil each time, we would probably need to implement crop rotation, but I personally think it's fine as it is.
FeverDog wrote:I appreciate how much fun you are having role playing. However, your fun is ruining others' fun. Find a game where your fun doesn't ruin others' fun and go play it.
I am sorry.
I didnt mean to ruin everyones fun. I just wanted to play as a criminal for a life.
It wasn't that bad, I got a good roleplaying experience out of it... but from the standpoint of the game being about survival in a harsh, unforgiving world, disrupting a town for the sake of rping a murderer won't make you many friends.
However, in my next life, I'm going to rp a cranky farmer who carries a knife and will stab you if you take his farm tools - including the bowl, the basket, the bucket, and the laid-out soil. Be warned. ![]()
https://onehouronelife.com/forums/viewtopic.php?id=498
Bimble has done all the work in setting it up, you just need to follow his directions. That should get you going.
If you really want a Windows native server, you may have to compile it yourself. That's a long, complicated recipe. ![]()
Hah! So I was right to try and curse you!
Darla ran off soon after, convinced her little sister was an evil person, and starved in the wild. She didn't want to see the berry patch that reminded her of Marie, or her mother, any longer. She returned the clothing the town had given her and ran off, forgetting to look for food in her grief. Truth be told, berry tending had been wearing on her... she'd devoted her life to it, raised 4 children (and two daughters who never drew breath), and what thanks did she get? Accused of attempted murder when she'd never even touched a knife or a bow in her life... stabbed... her family killed in front of her eyes, even if thought justified. Better to die alone than wait for her children to turn evil and have to watch them die too.
From the news item on Steam integration (emphasis added):
One thing I should warn you all about is that the Steam release will be Windows-only for the time being. The build process is complicated enough, and the Mac platform is finicky enough, that I've decided not to tackle it for now. Come to think of it, the old Mac that I build the game on probably can't even run Steam, so I'd have no way to test it. And sadly, Linux on Steam is even less of a priority. In my experience, Mac and Linux users make up only a tiny sliver of the Steam audience anyway. The Mac and Linux builds will continue being updated off-Steam as usual, however (and anyone who buys the game on Steam will be able to access them). Hey, I'm typing this update message from Linux right now, so I'm a true believer, but I don't even have Steam installed on here.
No problem here activating the game on Steam. I was able to play through the tutorial, but when I died of starvation at 58 it wanted me to restart the tutorial. Is that because I never lit the torch? I was trying to get through to the end and break out... but I'm not a very good smith, so it took me a while. While in there, I saw someone else moving around the end area of the tutorial, cut my way in, and said hello. ![]()
When the game will be released on steam will those who already own the game be able to get it on their steam? I own and game but i'd rather have it on steam since it auto-updates and is simply much more convenient, but i can't afford buying it again just to have it on steam. Thank you for taking your time reading this (you da best whomever you are)
Jason said all current owners will be able to play on Steam (emphasis added):
Account creation, server-side, based on Steam ownerership, is also working. And the final pieces are in place to enable all of you, the existing owners of the game, to unlock the game on Steam and automatically access your account details on the Steam side (you won't even need to type in your key again after installing the game through Steam). However, I'm still waiting for Valve to flip the switch on the GrantPackage feature for OHOL. Hopefully, they will do that early next week, and then you can all start testing the game on Steam.
About that, your dead mom here, clearly I did die and didin't kill you by bear.... But i respawned, and fortunately wiped that town off the face off the earth
. No more girls or women after I unleashed two bears onto the town. And then, the end XD
Iconoclast or nihilist? Or simply jealous you didn't found the town?
Did you delete the email Jason sent you when you bought the game? If not, there should be a link to the download page there.
Maybe it was because the green wasn't within view of my camp. If they would have stayed they would have seen that it was only one or two screens away and we had enough omletes that it didn't need to be closer. I even planted a nice berry farm to try to convince them to stay. The berry farm wouldn't have even been needed until we got sheep because of our never ending supply of eggs. *Sigh*
Hush your mouth, you're talking to a berry farmer here. ![]()
It sounds like an ideal situation. I'd have liked to be part of that, but I've only been playing a week. Ah well. I'll try my best for all my children, but in certain situations, I'm going to favor the girls. Sorry boys.
My mother took me there as a child. I spent my life keeping the berry bushes alive, growing wheat and carrots and raising sheep for compost. I would have done more but it's awfully hard keeping the bushes going in spite of the efforts of a determined berry-gobbler, my son! I was trying to get us some pies cooked but you never got the kiln going. I'm not sure if we had a fire bow drill.
If you'd maintained the farm, I could have fired those extra bowls, cooked the pies, and we would have been fine. But you wanted to do something other than farming, and I respect that choice. I don't mind growing things, it's kind of soothing.
EDIT: Sorry, linked the wrong life. ![]()
I think a thing people forget when they starve boys is that you are already on birth cooldown from spitting out a kid. When you toss one of your boys you aren't guaranteed that the same player is rotating back to you again. Killing your kids isn't going to make a baby girl pop out any faster (unless it's the same exact player popping out AND they roll girl this time.) If anything you should at least try to be willing to keep children who want to help.
From the looks OP ended up tossing two boys who at least talked (talking and F babies at least look like they were willing to stay) and only ended up keeping two girls as the other two kids were suicides. A great son is able to help carry an Eve camp because he never has to stop working. On the other hand a new boy or lower skill set male is going to be incredibly useless due to being a resource sink.
At the end of the day only you decide which kids you keep and which you don't. I personally prefer to be male in an Eves camp because how much stuff you can get done. Though, if I get starved for being male I don't stay as a female either.
Like I said: I was put in a situation where I had to be Eve as a second-gen child of, what? 10? By the time I started having children, I was roaming the wilderness trying to find resources I needed to get some bowls fired; there wasn't much wood nearby. Looking back, it wasn't an ideal location, but it had desert, water, and soil nearby; I can work with that. I was out looking for rabbits and wheat when the first two were born; I hope they had better next lives.
Pretty sure I was down to 'starving' more often than not during my fertile years, as well. It wasn't just drain on the area, it was also drain on me. I'm sorry it came down to 'survival first' in those cases, but if I don't live on an Eve run (which this essentially was), so far no-one has lived more than another generation or two. Once I managed to get the farm set up, I was more easy about that aspect, but that wasn't until after Daphne was born. It was a task I could manage while raising a child. Once she was old enough, Daphne helped, and I ran out to gather more wood for the kiln.
I'm glad the Kato line went on so long. I feel like I did something good, even if I had to be harsh to accomplish it. ![]()
By contrast, my last true Eve run. I'm pretty sure my first daughter wanted to help, but she was trying to show me a cactus fruit and stepped on a snake. The rest of my *ten* children suicided without saying a word or giving me a chance to explain... I was looking for a good location, had a nearly full food bar, and was pretty sure I knew where a decent biome mix was, with water. Once I found it, I was working on getting the farm running... there was food, rabbits, soil, water, and a desert nearby. It would have been fine, children. I would have kept you boys, too. I'm sorry you weren't born into a thriving village where you could run around and waste resources trying to complete a project that's already been done by someone else. And I'm sorry you thought a nameless Eve wasn't going to be a good mother. I'd have chosen a name if I had a legacy... ![]()
Like I said: as I get better, I'll be more willing to push on the number of kids I keep. But I really want that heir, if not one to spare, before I raise a boy.
Except keeping a boy might've helped you, y'know. Like you said, too much to do, too little time. Having an extra pair of hands that can range out of camp for supplies rather than having to stay close or being stuck on a timer to feed babies is an advantage many people overlook.
I know that an extra pair of hands can help, but ... my first two were boys. I need at least one girl to carry on the legacy, or why even bother working to build anything? Resources were decent, but not plentiful; enough to support 3-5 people until the farm started producing. I wanted to save them for the girls, and their children. Two boys at the beginning of my birthing years were not going to help; I needed a girl, because none of my siblings survived.
Experience should be more important than gender in most scenarios, especially eve runs, in my opinion. My best runs have gotten up to gen 30 through this, rather than solely going for girls and abandoning all boys.
After my daughter was born, I had a son I was willing to keep. But he didn't want to be the child of an Eve - or the only remaining child of an Eve - and ran off. My second daughter also died young. Fortunately, Diana came along as I was nearing the end of my bearing years. Daphne wound up raising her.
The girls were able to raise sons to adulthood, and I'm happy for that. If I were better at scouting and setting up an Eve camp, I probably could have kept a boy or two, but I'm not that good yet. When I am, I'm sure I'll be able to keep more of my children alive.
As long as you've got a good spot, you should have plenty of food to be able to raise at least 3-4 children, if not more. If you don't, then perhaps there's an issue with the location you picked- most often it's due to not camping on or near a desert.
I seem to keep spawning near monoliths, so the biomes are all crazy. And I'm just starting to get good at assessing locations; I've only had the game, what, a week or two? So yeah, I'm probably not going for optimal spots. But I'm getting better.
Being warm cuts down your food consumption a ton. You also need enough local wild foods to sustain you and several children before the berry bushes grow in. The best cases I've had of this have been places with a lot of goose ponds- the more, the better. Omelettes are the best early food in the game and almost always will fill your entire hunger bar, regardless of age.
I'm aware, thanks. Like I said, I'm not exactly an expert at Eveing yet, but I'm getting better. Someday I'll be able to keep most of my children alive in an Eve camp. This run was pretty much that, except that I had a head start before my mother was killed. I think that may have made the difference. That, and having a really good pair of daughters in Daphne and Diana.
In the end, its mostly opinion based. I hate that people seem to have adopted this "reee abandon all boys only keep girls" mentality when in full honesty, gender shouldn't be that relevant in an eve run. Location and experience is much more important than the gender of your children, I think. A bad spot and inexperienced babies can ruin your run much faster than keeping a couple boys will.
I don't have a problem with keeping boys when there are resources available, but things were a bit thin at the time. I'd have kept them if I could. And I suspect you're right; most of my Eve runs wind up with me as an old woman with dead babies. The vast wave of suicides doesn't help, but it really only takes one careless player to destroy an Eve run. When all the food within reach of the camp has been stripped by someone who doesn't know how to manage a Yum chain, mass starvation happens. ![]()