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#4301 Re: Main Forum » Is this game elitest, temp update definitely makes it feel that way? » 2019-02-19 12:34:35

Greep wrote:

Nah, mostly only betame loves the update, he just posts a lot wink  I think a lot of players agree with the concept, like myself, just not necessarily the tuning of it.

I like the idea of clothing improving.  It has needed an improvement for a while, I agree with that.  Wood flooring improving also, I think comes as a good idea. 

I don't like Jason nerfing jungles in the way that he did.  People were already avoiding those.  People would die from yellow fever because they wouldn't move out of the jungle, at least for a while.  Tackling mosquitoes is not as easy as killing snakes, boars, or wolves.  Tackling mosquitoes is probably not as complicated as making a diesel engine, but I think comes as more complicated than blacksmithing, composting, or making a newcomen water pump.  Maybe I don't have the complexity level of tackling mosquitoes correct, but whatever its complexity level it definitely requires patience.  It's also not too hard to think you're safe, then see a mosquito floating back to a spot that you thought was safe because you miscounted, or an item got moved (so cornering them easily could get delayed or wrecked in a camp with people working on pinning mosquitoes down to corners in my opinion).  I thought the balance of the jungle about right.  Or at least, the jungle didn't need to get as massively nerfed as it did.

Also, myself and someone else I talked to setup up settlements on low population servers in the jungles for a reason (playing with strangers/people who you think you can trust but don't know well sometimes can be fun... so private servers aren't desirable).  We were trying to play smart and took on a serious obstacle.  We basically got a kick to the groin.

So, I don't completely agree with the concept, and I think it's implementation lacking also.

#4302 Re: Main Forum » i'm not the only one that thinks new update ain't that bad - youtube » 2019-02-19 12:15:45

omlinson wrote:
Spoonwood wrote:

As someone else told me HoneyBunny is never Eve.  Consequently, his opinion comes as suspicious.

funny enough, the last episode I watched-> he was eve on feb 14

https://www.youtube.com/watch?v=6x__RGmAB4M&t=1196s

Fair enough.  But, the video still reveals his opinions as suspicious.  Remember, this video happened before the update, so bear that in mind.  He congratulates himself and his family saying 'we did so much work'.  Really?  He grew three carrot rows and then started three more by the time he died.  Honestly, if I had a camp with as small of a farm as that as an Eve before the update (I don't know about now), I would be sweating bullets.  I'd be wondering what in the world my children were doing or what I had done wrong.  He ONLY thinks about growing berries and carrots even though he has corn right in front of his face, and lies next to savannah for beans (or even squash... assuming both exist in that prairie).  Sure, he has some wrought iron, but it's not all that useful for a while.  There's not enough soil or water used to need a shovel.  He didn't make it to steel tools.  Really, I've had families where by the time I'm dead we had a good size farm going, have one or two wells dug, and steel tools are getting made.  I've seen families struggling much more, but with his self-congratulatory attitude thinking that his family has gotten so much done, sorry... that's not right.  Not before the update.

Also, minus his self-congratulatory attitude his video reveals his opinion as suspicious about the update.  See where he put his carrot farm and where the other farm went?  Those spots are cold now and were cold before the update.  He had desert edges that didn't get used for a farm.  Before the update a family could get used for that.  You simply cannot find warm spots for farmers like that anymore.  And clothing simply won't get the farmers to the level of warmth that use to come as available before for farmers.  And for a smithy or kitchen it will take them LONGER to get to a point where temperature can be as good as it could be before if your family had a strong enough of a location.

Sure, if by 'not bad' that means that the game has gotten harder he isn't necessarily wrong about the update being not that bad.  But, since whether or not the game has gotten improved by becoming more difficult makes for an improvement or not, his opinion comes as suspicious.

#4303 Re: Main Forum » Killing as Eve » 2019-02-19 11:35:55

DestinyCall wrote:

In my opinion, the best way to handle population control in an Eve camp is to assign difficult but useful tasks to young children.   The strong and capable ones will survive.  The weak will perish.

Next time you have an extra boy child, just give him a basket as soon as he grows hair and tell him to go find iron.   Either he dies out in the cold or he brings back some iron.  Win-win!

If he hangs around the bushes eating your berries and refuses to contribute (or actively works against the village), craft a bow and fix the problem.   You'll have a reason for murdering him at that point and everyone who matters will understand the necessity.   Plus, you can use the bow to hunt mouflon and wolves.

I don't know if sending a boy out for iron before seven makes for a good call, though if a badlands lies close enough to a food source, I can see it.  But, after seven I think that's mostly a good idea.  I'm not so sure about killing a boy who is just hanging around, because he might be a new player using the tab bar to figure things out or looking things up online.  But definitely, boys and men probably preferably will be the ones who more often do things away from camp.

#4304 Re: Main Forum » This week's update is the worst » 2019-02-19 11:26:02

Peremptive wrote:

spoonwood digging up a stump changes nothing for the mosquitoes, but it allows you to walk over it, so you won't auto-path through uncovered tiles.

You're right about stumps.  Or at least that may well be better when I think about it.

#4305 Re: Main Forum » A Guide to Farming. [Spoilers] Don't read if you want to self-learn. » 2019-02-19 11:20:55

JoshuaN wrote:

Add bucket of water and then charcoal to newcomen pump and light with a firebrand. This produces 4 buckets of water, add one bucket of water back to boiler so that you do not run out. Take the remaining 3 buckets of water to the farm or put into a cistern to be used later (holds 10 buckets).

The charcoal newcomen pump produces 3 buckets of water, but requires 1 bucket to run (you take a bucket out, throw a bucket back in, put a basket of charcoal in, and then lite it up with a firebrand).  The kerosone newcomen pump produces 5 buckets of water once it has gotten setup, but also requires 1 bucket of water to run.  It runs similarly to the charcoal pump, except that it requires kerosone to run.  Also, there exists a diesel water engine, which requires a shallow well instead of a deep well to upgrade.  It produces 7 buckets of water per use, and from the wiki it only requires kerosone to run.  Thus, it produces the most water AND requires less kindling to run than either of the pumps after enough uses since it requires kindling (and water) to setup using a newcomen multipurpose engine mostly using steel, and some wrought iron, a long straight shaft, and a raw rubber tire.  It does require more iron to setup than either pump.

JoshuaN wrote:

How to farm:
-Planting new crops: Take a basket and collect soil from a nearby deposit or compost pile. Place the soil where you're going to plant your crop by right-clicking the ground. This makes a pile of 3 soil on the ground. Separate the soil piles into groups of two. This saves soil and hoe durability.
Next find a steel hoe, stone hoe, or skewer. Whichever you can make or find available. Hoe the piles of two soil to get a deep tilled row. Adding any seed to a deep tilled row and watering it with a waterskin or bowl of water produces whatever crop you are growing. Some crops consume two soil per harvest however some crops leave behind a hardened row. Harden rows take 1 soil and a use of hoe to make a deep tilled row.

The skewers have to get cut from wild saplings with a sharp stone.  Domestic saplings yield weak skewers, which unless things have changed, cannot get used to till the soil (though weak skewers do come as useful for other things). 

JoshuaN wrote:

-Warning: Growing carrots is time sensitive. If you are growing carrots it is best to leave the seeds dry until you need carrots. If grown carrots are left in the ground they turn into seeds after 5 minutes and seeding carrots disappear entirely if left alone for 10 minutes. When growing carrots always leave one or two rows in the ground, this produces 7 seeds per row and consumes the soil. Harvest all but one or two full rows of carrots to be used for sheep and composting and rabbit carrot pies. When your seed carrots have turned into seeds harvest them before they disappear. It is always a good idea to leave extra seeds laying around to be replanted in case the last row of carrots is accidentally harvested.
-All other crops can be left to grow on their own without worry. Always replant after harvesting. Two soil + hoe + seed + water.

No.  Specifically the 'all other crops' sentence is not correct.  Green beans take 4 minutes to grow.  If they get left 2 more minutes, until 6 minutes they turn into dry beans.  So, if you want green beans, then warnings about the time sensitivity of green beans applies.  If you want dry beans, the time sensitivity applies.  Also, cabbages are time sensitive.  They take 4 minutes to get to the form of a red cabbage which can get used to make sauerkraut.  If you wait until 5 minutes they turn into cabbage seeds.  Both carrot seeds and cabbage seeds can disappear, while green beans do not.  Additionally, trees can get grown.  Not all trees need the same resources.  After initially planted most trees require getting rewatered after thirty minutes.  Mangoes are a bit different in that they require a basket of soil and a bucket of water at some stage to grow to full maturity.  Furthermore, potatoes differ in that after they have gotten setup, they require one more soil to reach maturity.  That said, they do not decay or have a seeding form.

JoshuaN wrote:

-An efficient production of soil allows for more types of crops to be grown including squash, corn, and beans for stew.

I feel that it can use clarification now that dry beans consist of the type of beans needed for stew (green beans can only get eaten raw in a clay bowl).

JoshuaN wrote:

-Excess soil produced can also be used for rope production via growing milkweed. Only harvest milkweed when it is fruiting. Fruiting milkweed can be harvested for milkweed stalk AND seeds. Other stages do not produce milkweed seeds.

Yes, only fruiting milkweed produces seeds.  However, picked fruiting milkweed takes longer to decay than other stages.  Of course, you need enough milkweed seeds around or decaying (but not decayed) fruiting milkweed to make those seeds.  So, a balance of picking fruiting milkweed and non-fruiting milkweed comes as desireable.  That said, it probably comes as best to pick fruiting milkweed first, and anytime you feel unsure pick milkweed only at the fruiting stage.

JoshuaN wrote:

Baker:
-Find a filling for your pie, skip this if making bread:
    -Mutton: This comes from using a knife on a sheared sheep. Do NOT kill your last sheep just for a pie. Use mutton on pie crust to get raw pie.
    -Rabbit: This comes from snaring rabbit family holes and skinning rabbit with flint chip. Do not use snare on rabbit hole if it has no baby.
    -Rabbit continued: Mash rabbit in bowl with sharp stone and use bowl on pie crust for a raw rabbit pie.
    -Rabbit & carrot: Combine a rabbit and carrot in a bowl and mash with sharp stone. Combine with pie crust to get raw rabbit carrot pie

There also exists berry pies, berry carrot pies, carrot pies, carrot rabbit pies, and berry carrot rabbit pies.  Berry pies just require a bowl of berries put onto pie crust.  A berry carrot pie is a bowl of berries plus a carrot in a clay bowl, then mashed, and put onto pie crust.  A carrot pie doesn't need a bowl, just a carrot and pie crust. Carrot rabbit pies and berry carrot rabbit pies need mashed.  Additionally, in an oven, a turkey can get cooked.  But, when using the oven a turkey preferably gets cooked last after all other foods in the batch (or at least I haven't tried cooking anything with a turkey in the oven).  A plucked turkey needs to get put onto a plate and then put into an oven. After a bit, it gets taken out.  Then it needs carved with a knife similarly to bread.  To eat, you need to put the turkey slice onto a plate.

#4306 Main Forum » An Experience Getting Bit » 2019-02-19 10:29:38

Spoonwood
Replies: 3

My clothing set was a straw hat, a sealskin coat, a rabbit fur loin cloth, and two rabbit fur shoes.  I might have crossed over one jungle tile before getting bit (maybe not though), but I know that I was in grassland when I got bit.  I had more than 6 pips, or bars if you prefer, when I got bit.  When I got bit I immediately went down to six pips as before.  I stood in a grassland the entire time I had the fever.  By the time I could eat, I had 1 pip left!!! 

Conclusion: Mosquitoes are STILL dangerous if you are wearing enough clothing.

#4307 Re: Main Forum » i'm not the only one that thinks new update ain't that bad - youtube » 2019-02-19 01:11:05

As someone else told me HoneyBunny is never Eve.  Consequently, his opinion comes as suspicious.

#4308 Re: News » Update: Temperature Overhaul » 2019-02-18 23:54:30

jasonrohrer wrote:

https://i.imgur.com/C69TYGq.gif


The other biomes remain unchanged for the naked player.  Thus, the game isn't really any harder now than it was before, unless you count the loss of the desert-boundary exploit as making the game harder (yes, that was easy, but the game was never supposed to be easy like that).  Clothing and walls are so much more helpful now, that the game might even be easier, ignoring the old exploit.

This doesn't make a lick of sense.  Scouting now is more difficult, since running with clothes on limits the possibility of running through a desert or jungle.  Clothing and walls TAKE TIME and effort to get up. Clothing before sheep requires more soil and water to get a milkweed farm going, or more people foraging for milkweed.  Clothing after sheep requires more sheep to get fed than being naked, putting more pressure on the water, soil, and iron supply.  Wood flooring has to have every tile floored inside of a room or in a certain radius, which entails that kilns and ovens need to get destroyed in order to take advantage of the effect. Wood flooring also requires more butt logs to get used towards those floors.  None of that had to have to happen before, since settling in cold biomes wasn't advantageous.  Trees useful for butt logs were likely to lie closer, since a desert OR jungle intersection has more butt logs than a prairie which only has junipers and trees out of biome.  I also find it rather curious to deliberately ignore the old edge effect, since I know as an Eve I wanted to have my farm on the edge of a desert and swamp usually.

How in the world can someone believe that something that takes more time and effort to establish (even if equivalent) just as easy as something that takes less time and effort to establish?

Also, there use to exist good farming spots in that there existed some good spots temperature wise for farmers, or people picking crops, like dry beans for stew, or berries for berry pies, berry carrot pies, berry carrot rabbit pies, or feeding sheep.  Or to pick carrots or carrot seeds.  Those temperature spots no longer exist, and no clothing is not equivalent to those old good temperature spots.  Walls around farms?  Don't make me laugh, or show me a picture of a family actually having the time to do that and their lineage numbers, and the heat of the people inside of the walled farm.

Honestly, it boggles the mind that it could be believed that "the game isn't really any harder than before" by anyone who understands it.  Sounds more like a baldfaced lie.

#4309 Re: Main Forum » The new eve baby strategy! » 2019-02-18 23:39:38

BladeWoods wrote:
Spoonwood wrote:

Of course you need an empty plate for that, and making at least one empty plate will take longer than making a fire without a kiln.  I'm not saying which is better.  My guess is the omelette strategy, but eggs also have to have spawned and 'everlasting' depends on the number of ponds nearby also.  Maybe that means the first firing in a kiln should be small something like a two plates and a bowl so farming can get started, or a plate and a bowl so you can cook eggs and someone can start a farm.


You do need plates, but building a kiln and making plates is like the very first thing you should do when you start a camp.


The exhaustive eve strategy:
Be a nomad living off berries and other wild edibles
Get basket
Keep travelling, find milkweed, collect rope, make hatchet and bowdrill
Find a spot to camp (By waterland, grassland, and at least somewhat close juniper tree)
Collect adobe and clay, make a kiln
Start fire, make mainly plates, a couple bowls, and coal
Put flat rock on fire when it goes out
Live off omelots and keep babies on the hot rock

So a few things.  No, it's not efficient to collect rope, if you mean to get more than one rope.  It's more efficient to make one rope and then complete one of the tools.  I use to go for all three of the primary tools straight away.  I usually make the rabbit snare first.  Then I make the fire bow drill.  Then I complete the stone hatchet.  The stone hatchet has to come last, because as soon as it gets made, a sharp stone is lost.  If the rabbit snare isn't desirable right away now (though I kind of doubt that), then the order should be the fire bow drill and the stone hatchet.  Bottom line though... no, collecting multiple ropes is probably not optimally efficient.  Making the tools that you want first one by one results in less running around, since collecting multiple ropes and then finding branches takes more time, because if you do that, you pass up so many branches while collecting a second rope.  Of course, that's assuming that the grassland you find first has twelve milkweed and enough branches.

Second, when collecting adobe and clay I would also during the same trip make new baskets.  That way my children would have baskets ready to go. But, I don't how feasible that is now, since when I did that I would drop my children off in a warm desert spot.  Making a new basket in the same trip as getting as getting adobe or clay might now all too likely result in the child starving... I don't know.

Third, plates aren't useful for farming.  Bowls are.  Sure, if you want to cook a lot of eggs, then plates come as needed, but really a balance of bowls and plates seems right, unless you want to rush cooking eggs or rush the farm (I did two bowls and the nozzle via the first fire sometimes before as I had children tell me 'need farm' sometimes or something like throwing soil above the kiln before I've fired anything, instead of say gathering food or resources).  Or at least it was.  With the desirability of heating any infant now by fire or a hot flat rock, I still think a balance comes as needed.  Someone in another thread pointed out that popcorn and green beans make for good foods (and I agree even more so now since you want to have your camp close to the prairie).  That entails that a balance of plates and bowls comes as desireable, but apparently it's not happening.  Why?  Because not enough bowls have gotten fired.

Also, I would completely expect that finding a flat rock has become more difficult since no one is settling in a desert any longer.  So cooking eggs early has become more difficult.

#4310 Re: Main Forum » The new eve baby strategy! » 2019-02-18 19:16:52

Of course you need an empty plate for that, and making at least one empty plate will take longer than making a fire without a kiln.  I'm not saying which is better.  My guess is the omelette strategy, but eggs also have to have spawned and 'everlasting' depends on the number of ponds nearby also.  Maybe that means the first firing in a kiln should be small something like a two plates and a bowl so farming can get started, or a plate and a bowl so you can cook eggs and someone can start a farm.

#4311 Re: Main Forum » This week's update is the worst » 2019-02-18 18:01:26

Peremptive wrote:

The problem here is that the dev only looks at really old players, and doesn't consider what the game is actually like for the average person on it. I was quite surprised when he mentioned in his post that jungles were too easy, because I had similar experiences to you. In fact, mosquitoes are the most dangerous threat to a village. Noobs don't know to go to cold biomes, but they do know to rush to their family and yell F over and over, while overheating completely. So you waste 4-5 berries to keep them alive while they needed none, and then they munch on another 3-4 berries to fill up. Mosquitoes would kill an entire village, not just the person bit, very easily, unless you dedicated significant time and resources to fill up all tiles, cut trees and remove stumps so you can navigate safely, and slowly drive the mosquitoes away. They are the only threat that can starve an entire village and the only threat that you cannot simply kill with a bow and arrow.

Removing stump isn't necessary and I think actually slows down the trapping process, because mosquitoes can't move onto a stump.  Then again, there's little use in knowing this sort of thing at present, since living in a jungle just sounds like 'try hard with not enough benefit' mode.  Also, snakes need a knife to get killed, but I think you were already thinking along the right lines.  You really only need one or two people to destroy threats in most biomes, except in jungles, where it takes more time and effort, at least if you have a sizeable jungle and want to use as much of the jungle as possible.

Rage wrote:

I still say that jason has 15 servers, like 3 of them were being used fairly regular before his 'big server' update. Why does he not keep his stupid vision of having people do nothing except eat every 2 seconds and work their ass off to wear cloths that really don't help that much, or what ever his vision for a 'too hard to enjoy' game is, and dedicate a couple of those EMPTY servers to easier settings.

If he cared at all about his player base he would do this, test which model his PAYING customers prefer and cater to the majority while also providing for all player preferences.

Hell he could have different settings on all 15, or maybe do something more reasonable like keep 10 servers and have beginner, intermediate and his hell settings available.

I think that's a better idea than what we have at present.  I don't think it's a foolproof test, but it's an experimental approach at least and has promise in other regards also.  I suggest you put that idea up here: https://www.reddit.com/r/OneLifeSuggestions/

fragilityh14 wrote:

Also, i don't know why the OP said stone hatchets break, I've literally never seen that happen and the wiki says nothing about them breaking. i assume you meant stone hoes, which should at least give you back your sharp stone and a kindling.

Because they do.  Here's a simple test.  Go on a low population server and reset until you're an Eve in a grassland.  Make a stone hatchet.  Spend the rest of your life chopping up branches.  If none breaks, keep on playing using your Eve chain until one breaks.  I've seen one break with my one eyes several times.

#4312 Re: Main Forum » So About Berry Eaters... » 2019-02-18 17:15:00

Booklat1 wrote:

Berries would be good if not extremely labour intensive to produce. Mutton pies take berries so they are also labour intensive (even cost more iron with all these tillings)

Also, shovel uses, though to a lesser extent.

antking:]# wrote:

instead of berries people should, use green beans, milk, skimmed milk, popcorn, and corn those are three easy meals that most people don't think of harvesting (green beans) or just lay it on the ground an forget about it... with this food you could easily get a descent yum. I think that those options should, exist for kids, as regular food and for adults as yum increasers!

I wholeheartedly agree with this.  It's also one reason why I would often not play with a group, because they hadn't provided any foods like those when they probably could have done so early.

I also think that people cooking more than rabbit and mutton pies can have value.  Making all of the pie types, many of which rely on rabbits (carrot rabbit, berry rabbit, and berry carrot rabbit), I also think a good idea.

#4313 Re: Main Forum » Butt Log Supply » 2019-02-18 16:36:28

The map has more trees for butt logs so you can get them.  I wasn't clear at all, and that is my error.  I meant the local butt log supply.  I can't tell if using a horsecart is indicative of anything, though it could be if people were using a handcart to transport them before the update more often suggesting that getting them might be further away from town... or it could be people wanting to move faster... I don't know.  Also, remember that butt logs have a good number of uses other than wood flooring... disks for carts, disks for cars, disks for buckets, boards for buckets, boards for doors, boards for boxes, boards for sledges, boards for regular carts, boards for horsecarts, board for rubber wheeled carts, disks for a drop spindle, boards for a kraut board, boards for a propeller, boards for a radio, boards for a small sign or a big sign.  Butt logs can also get used as firewood, and butt logs can get used to make track kits but I don't know of any circumstances where I would recommend either.

#4314 Main Forum » Butt Log Supply » 2019-02-18 14:42:39

Spoonwood
Replies: 5

When people settled in deserts (or more rarely jungles) some trees that didn't yield branches could get cut for butt logs.  Of course, swamp trees can get cut for butt logs.  But, junipers in prairies don't yield butt logs, only firewood.  Wood flooring comes as more desireable since the update.  Has the butt log supply seemed to be worse than before... or am I just theorycrafting?

#4315 Re: Main Forum » This week's update is the worst » 2019-02-18 13:27:58

JoshuaN wrote:

You can get berries and bananas in the wild FOR FREE that regenerate.

Wild berry bushes still regenerate as I understand things.  Before this recent update, they don't regenerate.  Watching a stream since the update, I've still seen empty banana trees, so I'm fairly sure that they don't (I cut all the banana trees down in my jungle before the update after emptying them, since I figured they would be useless and more items on the ground and I could use more kindling).

#4316 Re: Main Forum » This week's update is the worst » 2019-02-18 13:20:18

Grim_Arbiter wrote:

I just feel like he could have done this with keeping jungles the same temp and doing everything else that he did. There is no last bastion for a casual or newer player to learn. All the people on the not so good side of the scale die before they can even type out "I'm new"

I wouldn't reccomend this game how it is right now like i have to people I know personally in the past.

This!  I had grown tired of deserts myself actually.  But, jungles seemed rare, because plenty of people didn't know how to handle the bites (which isn't difficult, but you have to know how to do it or listen to someone trying to tell you).  I recall even quitting on a family before who was in a jungle before, because of the possibility of bites.  Also, ideally you would want people to trap and entomb the mosquitoes, which does take serious effort and probably would end up an intergenerational project with a true jungle with more than a few mosquitoes.  It would require teaching people or hoping that other knowledge players willing to put in the effort were around, unlike killing a snake or three yourself in a few years.  And the people doing that wouldn't be causal players, I think.  So, I think that if only jungle would have gotten nerfed they still would have been kind of rare, or at least, the choice between jungles and prairies as the third biome for the ideal intersection (grassland and swamp are necessary) I think would have been at least somewhat close.

#4317 Re: Main Forum » The New Temperature System, Explained Simply » 2019-02-18 12:56:02

Thanks for the information Eddie. Since all tiles need wood flooring, it sounds like that at least the forge, if not the oven also will have to move. Or do I misunderstand things and stakes can get put on the same space as a kiln?  I haven't tried that admittedly, but I can't imagine that working.  Players have to destroy a kiln and rebuild things now or move it, build all these buildings, build wood flooring, there does not exist any way to get any farmers to good temperature like before, but the game isn't harder?  Sounds to me like you've provided more evidence that the game has become harder.

#4318 Re: News » Update: Temperature Overhaul » 2019-02-18 12:12:55

JoshuaN wrote:

I knew that just by bringing back iron the village would be able to advance further up the tech tree with new comen pumps and hand carts. I may avoid farming ever again! The wild is much safer than any village.

In my opinion many families already struggled with getting good farmers.  I found many families barely having any diversity of crops at all.  What will happen now?  Will good farmers become as rare as gold veins?  And how will families climb the tech tree if the smith/smithing team doesn't have enough to eat around camp when smithing?

#4319 Re: News » Update: Temperature Overhaul » 2019-02-18 12:05:28

Kinrany wrote:

Looks like the temperature system is simpler now, yay!

jasonrohrer wrote:

And finally, the hard part:  biome boundaries.  As the new system is described so far, the old boundary-blending issue is fixed (because only your current biome tile contributes to your heat equation, without blending), but an exploit is still possible:  by jumping back and forth across a boundary, between a hot and cold biome, you could warm yourself up to perfect temperature without fire, clothes, or walls.

Does anyone actually use this exploit?

I'd try to disable this feature for a while and see if it can be thrown away completely.

I don't think any people other than babies used that, to reiterate now non-existent, "exploit" intentionally.  However, if you set up a farm on a desert edge with ponds a little bit into a swamp, then when people ran for water, it seems reasonable to believe that this "exploit" came as in effect for farmers.  As an Eve I had developed a strategy of looking for a desert with a pond either in it or near it.  Since I usually found one or two ponds at most in a desert, I expect that my families farmers had that *effect* in force at some point, since they won't just rely on the primary and/or secondary ponds for water always.  Since my families would often choose to grow berry bushes in those borders, that suggests that when picking berries off of bushes to feed sheep that effect came into force also.  I'm sure that other families had their effect in force as I saw other families have a desert with a pond in it, and some of their farm at the edge of a desert and a swamp.  I'm fairly confident that this sort of advantage for farmers is now impossible for any family.  The farmers will be either too cold or too hot, if anyone ever again sets up in desert or jungle, which I find unlikely unless things change, in comparison to before.  I think it clear that this entails that farmers will have to eat more necessarily, making soil and water pressure more intense.  Since people will go with spots that need clothing that means more milkweed early, which means soil and water pressure also become more intense also.  At least unless playstyles adapt.  And even if they do, players who aren't Eves or their children have more to think about, since usually temperature mechanics got made smooth to at least some extent (or could be made smooth by Eves and their children) for later players by Eves and their children before.  So contrary to what Jason has said, the changes do make the game more difficult, except of course, for those families who were NOT settling in a desert or jungle before.

Thinking more on this, I did start trying to using that effect, the 'jumping back and forth across a boundary, between a hot and cold biome' intentionally.  So, the first sentence isn't true, though it may perhaps still hold that it came as not all that common that people tried to use such intentionally.  I tried to place my kiln at the edge of a desert and grassland (or swamp... preferably grassland).  I hardly ever found the 'sweet' or ideal spot, as watching my temperature while firing clay bowls I didn't find feasible, but I did happen upon the idea of hoping to find a balance of not too cold spots and not too warm spots to dance around when I would fire clay bowls (or smith if I built say a second kiln later than as an Eve).  That said, I probably did get close to the sweet or idol spot intentionally, and I use to comment on people on Twitch streamers who had their kiln in their center of a desert saying things "I don't understand cooking the smith".  That all said, for my recent run on a low-population server that "Frost" knows about, I finally tried a sizeable jungle with mosquitoes and parking my kilns a few tiles inside of a jungle is much simpler than finding the sweet spot for the smith to dance around (taken in isolation from the problem of handling mosquitoes). 

I do think, contrary to Jason, that the mosquitoes offered enough of a tradeoff.  When I saw people with yellow fever I would say things like "get in cold" or "get in grass" and they would remain in the jungle.  And sure, they can get trapped and entombed.  But, doing so is more complicated than hunting a boar, wolf, or snake.  I know I got bite a few times while trying to do so.  When I trapped them, I watched my pip meter very carefully and wouldn't try to trap them if I had less than 6 pips or was past 50.  Mosquitoes killed a lot of children even if they were players who knew about temperature mechanics.  And as an Eve before the bigserver change, I would run past jungles for the most part, as I didn't understand how to handle the mosquitoes then, and even now that I do, I'm not sure that I could teach my children how to do so by the time I died, or feel confident that enough players would do that later on.  When I trapped them, once or twice, at the end of one life I thought certain areas were safe.  Then I found out that there were mosquitoes who had stopped moving somehow even though they had an open square less than 6 tiles away.  They wouldn't start moving until they got "reset" somehow, or so it seemed.  And mosquitoes can hide behind trees also.

Jungles once could be or were beautiful (maybe after cleaning up items used to trap mosquitoes).  Now they are hot hellholes that reasonable players will only touch to make rubber or to grow mangoes.  I find such places becoming hideous like that such a pity.  /sad  /angry

#4320 Re: Main Forum » Eve Problems? » 2019-02-17 21:11:24

Anandamide wrote:

All of those games were made by larger dev teams, except for rollecoaster tycoon, and rollercoaster tycoon came out twenty years ago, and was a completed game on its release. You knowingly bought an incomplete game, but one where the creator laid out his vision for the game, and this is exactly in line with that vision. Youre wanting this game to be something it isnt. Go play factorio or rimworld if you want a variable amount of challenge that suits your needs for bootstrapping something from nothing. There are many many games that have that base concept, and Jason is trying to create a game for a very specific niche of that already very specific genre of sandboxy survival games. There are so many other games that fill those different niches of this genre. So find the one that actually suits you vs trying to have this game become something it shouldn't. Unlike a lot of games, in this one the hardest part is the beginning, because thats how real human development has gone. We traded difficulty of survival for the burdens of a more complex society. He makes lots of abstractions but at the end of the day this is a game that rewards bad choices and bad luck with death, just how real life used to be.

So humans evolved from apes living grasslands, prairies, or swamps... even though apes live in jungles nowadays?  Humanity doesn't have any sort of history in a jungle before agricultural, despite an archaeological scientist like this one: https://www.ancient-origins.net/news-ev … ts-0010663 suggest that humanity lived in the jungle before agricultural?  Jungles have rich sources of medicine https://www.thoughtco.com/tropical-rain … et-1204030, but also only have mosquitoes that give you a disease?

#4321 Re: Main Forum » Crazy idea: make high-tech life easier, not low-tech life harder » 2019-02-17 20:48:20

Anandamide wrote:
mrbah wrote:
Booklat1 wrote:

because naked women alone in the wilds should have easy lives. right.

Because naked women should appear out of fucking nowhere, right.

Because this is a game and abstractions are made.

    The game needs a starting point, however illogical, which like all fictitious(using this liberally) works requires the reader,watcher, or player to at least suspend some of their disbelief in order to create the framework for the rest of the story, game, work of art. What is interesting is what follows after you suspend your disbelief. And in this case it is, what if you are a naked, fertile asexual female who awakens alone in the wilderness(***and in reality, almost no one played on even that difficulty level, because if you have lived past early childhood, its because your family or tribe took care of you***). That, once you are at that point is a very, very, difficult kind of life and so it is fair that it is very, very difficult game to play. Technology(like clothing) make life easier and more productive. In real life, clothing was very hard to obtain. In the beginning it was only stuff you could hunt and gather, and hence clothing was limited to the small animal population in your immediate vicinity. Hominids literally lived like this for over a million years ...

    As I understand the history of hominids comes as one living in a rainforest, including the early history of humanity.  But, now the early history of "OHOL humanity" has people avoiding jungle like the plague.  Eves were sometimes doing that before (I know I generally avoided the jungles when trying to find families as Eve Spoon... I'd lose time if I got bite and I worried about my family having mosquito bites... but I did get born to people trying the jungle, and later I tried it on a low population server), but now I expect every competent Eve will avoid the jungle as much as they can even if some small jungle patch doesn't have mosquitoes.  Suspend my disbelief?  But how do I do this when "humanity" no longer can originate from a rainforest?  And don't people still live there today well enough sometimes with long family histories (granted they don't keep records... but I would guess there is some oral knowledge of their families history)?

#4322 Re: Main Forum » Crazy idea: make high-tech life easier, not low-tech life harder » 2019-02-17 20:28:17

DestinyCall wrote:

If high tech doesn't improve on low tech in some way, then advancing up the tech tree becomes meaningless.   

The early game has a clear direction.   You must have the ability to make fire in order to make pottery.  You must have access to pottery (or alternatively waterskins which also require fire) to be able to start agriculture.  Agriculture is necessary to establish a fixed camp, since without a renewable food supply, you will quickly exhaust wild food supplies by staying in one spot.   Then the next step to advance is iron tools.    Without iron tools, you can't keep a fire going efficiently and you can't make shallow wells or dig out depleted soil pits.    After iron tools, the next step to advance your village is sheep.  With sheep (and wheat/carrots/berries) you can start to compost fresh soil so that when the nearby soil pits are all used up, you can continue to farm sustainably.   

All of these technologies unlock new and "easier" options for your village.  Ways to gain access to new resources or re-open access to depleted resources.   But once your village has sheep and a newcomen pump and an iron mine and a well-stocked bakery ... what do you do next?    What do you need to do to keep the next generation alive and well-fed?   What is the next step on the technology chain ... build a car or airplane?

I feel like the current tech tree make sense up to the point where you've made an established town with sheep, but beyond that, it kind of loses direction.   Villages are stuck in a constant cycle of composting and sheep rearing and pie making.   There's no "next step" on the tech chain.   No goal worth striving towards that will improve quality of life in the village.   It doesn't have to be a major overhaul .  It could be something as simple as adding a way to make more durable tools .... better clothes ... or new ways to make easily depleted resources that require you to invest time and energy in your generation to help save the next generation from scarcity.    We should have new ways to provide heat.   We have kerosene, but still use fires to keep warm.   We should have new ways to make clothes.   We have a loom, but we still wear rabbit hides.    We should have new ways to make processed foods.   We have steel, but we still cook in an adobe kiln and crockpots on coals, instead of using a real stove.   

These basic tasks SHOULD get easier as we advance because bigger towns have higher populations and those higher populations require more food and more clothes and greater job diversity to sustain the town.  In a little Eve camp, one person is working to establish farms and another person hunting rabbits and another person is gathering clay or iron or branches.   The population is small, but there are only a limited number of mouths to feed and a few key jobs that need to be done quickly.  In a larger village, the number of people increase, but so do the number of diverse jobs (and the number of new players or slackers/griefers).   One person might be farming wheat and another one is working on carrots and another guy is making stew.  But someone else is making carts and buckets while someone else is building a road or constructing a house or working the smithy or tending sheep.   These extra workers needs to be fed so the village can continue to grow and thrive.    Food production and clothing production should get easier or more efficient as you reach new technology levels to reward people's efforts and allow well-run towns to stabilize at a new set point.  This allows the general population to work on new jobs - like having a dedicated mechanic building cars and airplanes or a radio operator to coordinate with other large towns.   

There should be a new goal, something worth working towards and putting effort into achieving when you come into a town that has a good iron supply and a well-run bakery and a healthy sheep population.  In the current game-state, we never really get beyond "sheep town", but there's no reason why that has to be the pinnacle of useful tech advancement.

Well, clothing production gets easier with sheep, though maybe you meant past that point.  Really clothing production can theoretically get harder since all of the local wolves can have gotten hunted, which suggests using a horsecart or even a car might have uses in hunting animals for clothing.  Also, food production can actually get better with technological improvement, because of the yum bonus.  Skim milk, whole milk, and buttered bread all require a bucket to make and buttered bread requires a knife also.  Sauerkraut requires a special shredder, and mangoes require a bucket of water to grow, so a good supply of water comes as desired before mango trees.  Potatoes require that a colony can spare shovel uses and if you're buildings out of stone (instead of adobe), that probably means that potatoes have to come significantly later than sheep.  Pork tacos require a good supply of kindling and someone who can spare the time to get limestone, which probably means that you might want to have a diesel water pump before thinking about those since it reduces the need for charcoal to have a good water supply.  Bean tacos/corn tortillas (the wiki isn't clear on their name) I think work the same way.

So, I do think that technological improvement can improve the food supply, because of the yum bonus.  The difficulty though lies in that you'll have to convince people like CrazyEddie who have said 'yum is a toy' to actually yum chain.

#4323 Re: Main Forum » Is this a bug, or is this working as intended? » 2019-02-17 18:03:00

Anshin wrote:

QUESTION: Does taking a road through several biomes end up killing you due to shock?

There exists a big road on server12.  If you hop on there and can find it, see what happens I guess.

#4324 Re: News » Update: Temperature Overhaul » 2019-02-17 17:58:03

Thank you for your comments and suggestions CrazyEddie.  I guess a consequence of clothing increasing your temperature regardless of biomes, and the extreme difficulty of getting appropriate flooring and buildings for a farm which has significant impact means that farming in a desert or jungle is now inferior to farming in a grassland, swamp, or prairie where at least in principle the farmers can be clothed.  That's more early milkweed pressure of course.  Is the game easier or the same as before when settlements already struggled with milkweed before and now will need to focus on it even more?

#4325 Re: Main Forum » An Open Letter About The New Update » 2019-02-17 12:54:42

DestinyCall wrote:
Spoonwood wrote:

I setup a town on a low population server, Eve chaining.  I picked the jungle deliberately, as I had avoided it so many times.  I have my farm, kitchen, and smithy in a jungle.  I got lucky and didn't get bit farming, smithing, or cooking.  I was loving it.  I spent a few lives moving mosquitoes around to some edges, and then started on building mosquito tombs.  Someone popped in and helped me finish four mosquito tombs.  I didn't have any dark nosajs either.

I played earlier today, and by the time of my first meal I realized something was different.  I looked at the temperature and oh dear.  No wonder I had to eat, because my jungle was so hot.  It turned from beautiful/potentially beautiful to ugly overnight.  Why did I spend so much time trapping mosquitoes when I may as well have setup somewhere else now closer to rabbits (or maybe wolves)?  I still have my Eve spawn in a neighbor's town.  But, I told my neighbor earlier 'curse Jason Rohrer'.  Maybe I'll adapt or something... but my jungle... my beautiful jungle is now hideous.


According to Jason's post, jungles are now exactly as hot (bad) as the grasslands are cold (bad).    So if your jungle is located in a good spot and bug free, don't resettle in a cold zone.   Try building a house instead.

Theoretically, a fully enclosed building with a closed door should now be colder inside, when located in a hot zone.   No clue if this actually works, but that's what Jason said in a recent post about his vision for this update.   Houses to protect from heat AND cold.

Thanks for the suggestions.  I do appreciate them.  I do have a bunch of butt logs and another neighbor than Frost kindly gave me three axes.  I know how to grow trees also and have a good water supply (though I don't have a diesel water pump).  There still exist drawbacks now.

1. As I understand Jason's post, wood flooring and walls will have the same cooling effect as a heating effect.  But if you're cold, then heating things up with a fire would make things better.  So unless fire with flooring and a room will overheat you (I haven't tested this... and I think it varies with room size), fire comes as the last component of heating yourself up.  That's fine for a cold spot, I think.  But, for a warmer spot, I think the equivalent of fire is snow.  Importing snow is slow because of how fast you move with a snowball.  And snow is less useful than fire.  So, even a good jungle doesn't seem as good as a colder neutral biome now.

2. Some clothing will decay if I clothe every body part.  I will need new clothing every 5 hours, which might mean two play sessions, if I say take a 5 hour break.  I really hadn't planned on that.  It also will slow my progress with other things.

3. My farm... my farm!  How in the world do I build a good house for my farm?!  Even if I put walls around my farm, which would limit it's size or require several walls, wood flooring simply won't work as well as the near perfect temperature jungle as before, I think, because the ratio of wood floored tiles to unfloored tiles will be small, especially in comparison to the ratio of my kitchen or smithy.  Farming can be relaxing in comparison to cooking or smithing, since there's no fire that will burn out on me if I don't plan things out well.

4. I will reiterate I built mosquito tombs.  So, now it's like any real jungle needs some walls for animal pens, for the smithy, for the kitchen, flooring for all of those AND tombs for the mosquitoes.  That means that jungles in general need more resources than other areas.  And it isn't like rubber can get used to make walls.

Thanks for your suggestions though.  I do appreciate your encouragement and you trying to help.

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