a multiplayer game of parenting and civilization building
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To be fair, It's also often partially the fault of the first generations that make the village layout. The smithing area should be somewhat remote. And yes I could have moved, but I felt I didn't have the time for that.
And it's possible to have different villages with different progressions without multiple parallel tech trees. Having only a few key biome-specific items is enough to have different outcomes, both economically and visually.
Yes, this is what I ment.
I wouldn't like a mechanic where people of a certain "tribe" can only do certain stuff (as been suggested in the past). But simply more alternatives to do stuff, available to everyone, but only in some places viable.
Theoretically for food we got already lots, but the less used ones are unused for a reason. First it's that it is to adapt to a specific biome (mix), secondly you have to have compost and you have to keep replacing baskets and this will produce quite a bunch as wheat as "by product" and thats why you'll have to have to rely on bread/pies as major source of food for an older town to work.
I know this going to anger certain individuals, and I don't see anything realistically change like the following text, but I want to put this comment / suggestion out there anyway.
What are the issues with the current system?
* Far most, it's very unintuative / complicated for newer players. Yes it's in the tutorial, but that's already a lot of information in a short time and additionally people seem to skim through it quickly. I remember myself, okay ice you need clothes desert you don't... that was it. Or something like that. I had no idea how important it's effects are. Mothers raising there children in the green are an obvious symptom, as well as a step fruther, they learned to "put em in the fire" -- which btw. I considered ridiculous when I first saw than on twitch -- then they put the children in the fire in the middle of the desert. Or some idiot/griefer putting bearrugs in the middle of the desert, lo and behold my mother tryed to raised me on one....
* Eating to compensate freezing kinda makes a little sense, eating to outrun heat stroke doesn't.
* The issue with optimizing when running with pies to go down almost all the way on hunger with one serving getting you to full. Really missing one breakfast/lunch/dinner doesn't kill you. Humans can survive for 3 weeks without eating. Given time runs a little strange in the game, before somebody calculates again how many seconds 3 weeks are when 1 minute is a year.... it's about the idea to be able to go somewhat into fast without dropping dead.
Following example as "best practice": If you got a little time the free offline game "unreal world" may be a nice diversion. If you can stand the not so nice graphics and the MUD-like controls. Anyway, it got the best hunger/food mechanic I've ever seen in a game so far. And I admit all the way like there might be too much for a fast paced like OHOL... It goes basically like this, the most important stat is your stamina bar. It determines what and how much you can do in a given time period. Doing stuff reduces stamina, resting increases (this is something I would not copy, but wanted to explain as I remember it). The maximum stamina you can have is determined tough by nurture level (and wounds). If you are in starvation you simply can't do much and exhaust quickly. Eating after a fast doesn't replenish the max stamina right away, but you also have to give it sometime to become healthy again.
"What I'd suggest": stamina bar is too much, but a "health bar". First your age determines your max health. children and elder just have less. The health bar also replaces current age limits, the things you can do are determined by your health, so if you starve there is no lifting that rock. Neither is if you are a child or a grandpa/ma. The temperature could be quite similar to food except it has a too little and too much. Instead of showing the surrounding temp. it would be "body temperature" with arrows how the surrounding & isolation would affect one. Too little or too much and the health bar would reduce, making hard work impossible, making you slow to move, and finally if it gets too extreme, death. There is no out-eating for being naked on an ice-sheet or wearing very thick clothes in the desert. Wounds would also simply reduce health ... until they are either fixed or health reaches zero.
Before you defend your game: I realize Jason seems to have quite a road in mind and I doubt he'd like to redo this, because likely he did it the way he did out of reason. I still wanted to write it down... maybe there is a huge overhaul far in the future and maybe someone remembers by then, or so.
I'm often amazed how well a village can run, when it runs efficiently. Was recently 3rd generation in a startup village and in no time we had build a huge pen out of stone (bell tower bases), made all the iron tools and had tons of pie... Compare that to so many settlements that barely made it.
Or another one was the complete opposite, I was trying to smith some second gen tools as the first ones got broken, and constantly people were standing in the smithing area, taking the road stone, decades past... then again a child interrupting and another. Finally it got lighter lower people and I out of fertility, I got the smithy sorted and was amazed how well I could do 5-6 burnings in the forge with one load (2 raw iron, 2 crucible and two tools) and when I was finsihed, I noticed I was all alone!! Everyone seems to have died in the meantime (including all the children I birthed)..
Kinda related to floofy's suggestion:
https://onehouronelife.com/forums/viewtopic.php?id=4538
https://onehouronelife.com/forums/viewtopic.php?id=1544
Going off just the meter doesn't represent the impact of clothes well, but the raw math does. When you look at food consumption of clothed versus not clothed in most of the biomes, there is a pretty big difference between the two data points. Making biomes bigger could have a huge negative impact, displacing resources like soil and water from each other making it harder to start up a village.
As long there is only that one and only tech tree we have now, where you more or less need everything from every biome out there to be kinda sustainable. As recently suggested by someone else, it would be very nice to have different kinds of villages, not only, seen one, you seen all.
Like for example an Northern ice village:
You got no clay? Make bowls and dishes out of wood (like certain cultures did with no access to, albeit it be more work intensive and maybe less durable)
Got no fresh water? Well you'll sustain mostly from fishing anyway (which should then be possible, rather the 3 worms you get per fertile soil).
Make backpacks out of seal skins and needles out of fish bones.
Also biomes wouldn't need to all or nothing. An ice biome still could feature rabbits (aka "snow rabbits") just way less than prairies. Just googled it, inuits made ropes from sealskin as well..
Well I kinda agree it needs some sort of fixing. Especially since clothes become a death trap with yellow fever.
Also IMO it is one of the most confusing things for newbies...
Wow really? I shake my head sir...
Oh well, didn't read with full attention it seems. Sry.
put skinned rabbit into bowl and apply sharp stone, then onto cake crust just as mutton.
Or another observation. The largest and oldest towns I saw had two bakeries and I believe the effect is vice versa, it's not they had two bakeries because they were large, but they were able to become large and old, because somebody at some point made a second bakery.
Bakers, you are the true heros! Until recently I believed next to infertility and griefers the biggest downfall of towns would be disruption of the compost cycle. However, I've seen now a few times it are actually the bakers. This happens, one baker dies of old age and nobody takes over the job. The cakes and bread lasts a while and then suddenly everybody starts munching berries, which can never support any reasonable sized town. There soil is used up like crazy, people try to fix it by making compost ASAP. But it just doesn't work that way and then they start dropping like flies (albeit a little outward of town would still be wild food, but nevertheless).
With the famines somewhere where the wheat farm used to be is usually still a hugh pile of grains... which nobody can eat.
Or put otherwise on my private practice server I could go fine with 4 bushes of berries. Only 4! And food was piling up like crazy simply due to side product (grains and mutton) of compost mostly for milkweed and experimenting with the other plants.
he killed a player who'd wandered into the village from outside 'to protect the village'.
This makes make me so sad. Happens all the time in bell tower cities now with smaller Eve spiral other family lines manage come it and every so often some idiot things, he has to "cleanse the town"...
However the thing is, with two knifes in your backpack and no one else having one, this is a way higher security risk. If I have a knife to spare, I always find someone who seems to be productive doing something and hand it over. Preferable backer or shephard/gardener. But anyone productive will do. Griefers don't work productively, ever. Never had a bad experience with this. To repeat hoarding knifes is a security risk.
PS: Now that I think of it, when I'm busy in town and don't have a knife, I might put an arrow in the backpack. There are almost always a few bows around, but arrows is what griefers get rid of.
I would just so love to be able to watch a reply out of the persons view... but I know this is way too much data to ask for, even if the server would "just" have to save the client/server communication stream to be able to replay it.
Since I recently had another case... there is *no* reason, why anyone should ever have two or more knifes on them. This is either a griefer trying to prepare are a mascre or an idiot who thinks this keep town safer (which it doesn't, it hurts production and harms security)
One can make a case for a second pump... but any more is just waste of resources. It doesn't get any more faster and how many buckets per minute would you need that you'd have several pumps run at the same time? An hell freezing over when you forget to put back the last bucket of water, and intact deep well can easily help out of the deadlock.
I bought OHOL about three months ago and I haven't really used a bow at all, tamed any horses or sheep, built a pen, or built any walls or road. Wish I knew how to build walls and roads- something to learn for the future I'm sure.
Funny is that putting a sheep into a pen is something I always end up doing, if it isn't already done.
Never build a wall... love building roads, if the town is doing well, just put some stakes on the floor, hit them with a round stone until they are square and put on a flat rock. Making roads only works sensibly efficiently if you have a cart tough to gather the flat rocks.
Never done, Sauerkraut or Stew or any food else other than the wheat based ones.
Why invest the resources of raising triplets instead of 3 separate kids, that don't all suicide if only one of them happens something.
If people want to be accepted as twins and triplets they have to stop suiciding over each other and just play a minesweeper or whatever until the other finished to start another game.
As for the rubber tire that cant be separated from each other, just make a new one, you only need one tire for a pump
Why didn't I think of that!!!!!! Thank you for telling me. Would have never occurred to me. This is exactly the solution and answer I needed!
and if it is true we'll suicide if one of us die
Yes and that alone makes me abandon twins from now on every and always. First it's a way higher risk it are griefers and those that aren't are way more suicidal.
It's not that hard to upgrade it though. As long as you're not completely out of iron and branches you can easily make the pump. If your town is out of iron and branches then that town was going to die anyways.
To reiterate, as the pump doesn't refill itself there is no use of a second pump next to an existing one. You are basically just destroying wells, if you finish the pump or not.
And from the wiki:
An empty deep well can be upgraded into a Newcomen Pump. Once the first Stone Block has been placed, the water will not regenerate.
This is just yet another griefers paradise. As I understand it, there is little benefit for a second or third pump in remote proximity. And a stone block is easily made and the well practically destroyed...
I just had a life in a village where there was a tons of shorn sheep in the pen and unsliced bread in the bakery. So I took out, found some iron and smithed a knife, I made bread, I cleaned the pen and since shearing all sheep is a favorite of griefers I stood a little outside again watching the sheep pen. I didn't have a backpack. Then some stupid "guard" chick came by with a knife and said she is watching me... sigh... then when I dropped the knife to eat, she grabbed it additional to the one she had "for safekeeping"... and lo and behold a few minutes later we had some griefer murder that started with her of course. Thanks for the "safekeeping" all knifes idiot. Just because someone runs around with a knife doesn't make them bad or suspicious...
PS: Is it getting worse the last days? I wasn't in a larger non-startup town that hadn't a killing spree going on during my hour..
What I find a little awkward now, we have to create steel for a shovel, but simple iron suffices for an engine...
It’s hard to abondon them now because there are many players that will swoop in and feed children no matter what you say.
Exactly better to not just ignore them but kill one of them, the rest will suicide then anyway, even if fed. Just take them to the next ice sheet/desert and drop off. From my experience it's not even 50/50. It's 50/50 they become griefers and the majority of the 50% will suicide if the other dies just having wasted resources.
No seriously?
While we are it, bowl of cabbage seeds can't place on a horse cart out of some reason (all other kind of filled bowls can)