a multiplayer game of parenting and civilization building
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Awesome. Well i'm just gonna leave this here because it's really satisfying to look at.

Thanks for clarifying. I haven't experimented myself so i was unsure why two trash pits weren't used. You said that lambs shouldn't have different pathing, but is that an ideal situation or the current one? Why are home markers used in the original designs but not the corner method? I figured it was because lambs could stand on trash pits so i came up with the following alternative if that's a thing they do.

So surely something like the following design would be better, if you take down the home marker after the lamb is grown? This would work right? Also has a bonus where not every lamb is blocking a tile inside the pen.

I prefer the idea of an off hand which doesn't allow any recipes, but how do you put something in your off hand? Click the tool on yourself?
I think there's a mechanic i'm not clear on because doesn't it make more sense to have trash pits instead of home markers? If the tile behind the trash pit is also a trash pit, the AI can't move to either of those tiles and thus no movement is made... Or is the sheep AI different to the lamb AI?
So what if i am holding a hatchet in one hand and a flint in the other. Does it enable both chopping branches and skinning rabbits at the same time? I also expect this situation to create problems if multiple one handed tools have different effects on the same item. Also, what if i want to pick up a needle, and a thread, in each hand? You'd have to add new controls for all this and i doubt that's going to happen.
This is pretty awesome. I'm glad you found a good solution that supports both preferred playstyles. I was apprehensive about the Eve's spawning so far away at first but it definitely grew on me, having untouched land to develop and support my family. Definitely an improvement, looking back. Shame i can't really enjoy the current content but this spawning system is great.
Two iron to make... wait for it... one shoe! Worth!
It'd have been fine if he'd waited to release the half done content. Releasing decay without repair is almost the same as taking out carrots to replace them with potatoes. Then only taking the carrots away and waiting a week to add potatoes.
One problem i have with this. If it takes 1 minute to fix something in game, would it have taken 1 year in real time? Or 1 hour? Anyway, the real problem isn't the decay as such. It's the lack of repairs.
After looking at the crafting guide, it looks like wild carrots do not respawn seeds.
I think people need to calm down, and realize there is nothing else like this on the market. The guy updates the game weekly, sometimes more. He engages on several social media platforms, and has a pulse on the community.
Does the update make the game more tedious? Sure.
Will it get fixed, even if it requires something like writing a database engine from scratch in 72 hours? Absolutely.
Accept that this is a living, breathing, thing.
It will change, for better and worse.
Jason hears your prayers.Take a breath.
You have to realise that because there's nothing else like this on the market, that people have to reject or complain about changes, especially ones that reduce enjoyment of said game.
How would several stable states work? Layered systems that rely on each other?
duplicate topic
What do you mean? You think there's a topic that exists for this already? Multiple? Perhaps. Specifically? Whether anyone has any interest in my opinions is not really for you alone to decide. Thanks for bumping my thread though ![]()
I'd just like to list a few things i consider positives and negatives, from changes made to the game recently.
Positives
When Eve's would only spawn in new areas, it created a nice amount of cohesion with the existing game elements. While you will no longer be able to make roads and find settlements from the past, i liked the emphasis on creating a family line that people can be born into, maintain or ruin. It was sad that this change was implemented alongside finite soil (worms).
Sheep manure is now required to fertilize soil. This is a huge step towards how the original compost came into play. Originally there were just carrots, and seeds, and water. There was never any need to do anything else. Adding compost allowed all the components such as berries, wheat and pies to join together into a singular system, along with carrots.
Decay in it's current form is soul destroying, however, i think some level of decay should be necessary. Spawning into a place with all of the things you need can be kinda boring sometimes. This is why a level of decay for things like tools or clothing and soil to some extent, should be in the game. But why, why was this added BEFORE any kind of repairing?
Negatives
Since the Eve spawning range was changed, i am constantly spawning into areas with empty berry bushes, no vegetables in the ground, random thread lying around and randomly bumping into other Eve's. While this is fine by itself, contrasted with the previous experience, i definitely prefer spawning in a fresh area. Knowing that there are the resources my family line needs to be successful.
Making soil finite was a huge downside for me personally, and the more changes that got added to make it finite, the more it was ruining the enjoyment for me personally. With the ability to make it infinite again, with A LOT of proper management and gameplay systems, i think this negative has been reduced. It should be complicated to make something stable, not impossible.
Basket decay. Storage is a huge issue. It's not a fun experience. It adds no enjoyment. It was already bad before baskets decayed but now even more so. With floppy or broken baskets every 60 (up from 30) minutes, the game is at least twice as tedious. Every new player will have to spend their years collecting baskets, every generation. Perhaps that's the point, but it's MORE tedium to an already tedious process.
Lily wrote:That kind of defeats the purpose of a hunger box, though I do think a box or two of overfeed would be nice. Just a one hidden box fixes the griefing thing, and takes a little pressure off the really older or really young, while not really changing anything major.
What do you mean!? The invisible bar should be able to contain all food bars that are assimilated.
It would only prevent food getting wasted and reduce the possible ways to troll, hunger would still remain just as relevant as before.
So what would be the drawback to being young or old then? There does need to be some overfed bar, but it shouldn't be equal to what you ate. Technically if you ate twice as much food as you can hold, you'd be sick and puke it back up before digesting it. Realism aside, having a few bars of overfill would suffice and solve the problem at hand.
I'm pretty much done for now too. The changes to Eve spawning were a good change but i disagree with worms, finite soil and now finite tools and baskets. Just ruins any sense of progression the game currently had and any enjoyment you can get from playing the game. Adding in these systems before there is ANY further progression or repairing is a huge mistake.
So sad that he keeps making changes against his original game design, against the players wishes and killing player population.
He probably saw the group of meta gamers who coordinated on Discrord and said "How can i stop people doing that?". Resulting on ruining the experience for literally everyone.
I like the idea of weighting mothers with a home marker. This allows a new Eve to get situated unless there's no other mothers for the spawning baby.
Each murder takes karma and every life where you die at 60 gives back that karma. Anyone playing the game legit and dealing with griefers is going to have positive karma.
Those are good points!
I don't know about you, but constantly having to spout out verbal instructions to family members and newly arrived wanderers gets old. We are all running around in a chaotic frenzy trying to survive and don't have time to chat with a well keeper. Why go through the effort of making a well if you can't use it if it gets drained?
I've seen enough of the carrot seed row argument to know this 'verbal instructions' thing absolutely needs to be constantly repeated throughout the generations.
But, it's a developing game, so I have hope.
Maybe there could be seed keepers, well keepers, and water runners?
I used to teach my children things but it got old asking them if they're new. Having them say yes. Then every new life i spent more time typing than actually playing. It got to the point where i was just rolling the dice and focusing on what i wanted to do. I should keep putting in the effort really but it really does get old.
@pein Those are the kind of experiences which led me to try this kind of life for myself. Even if i get their arrow, if they survive, they'll just make another one and come and kill me while i'm busy doing something. This happened twice now under different circumstances. At least i named them for their first murder so when they killed me in front of everyone, there's no doubt. I wonder what happened in that village after my death.
There was one life where i witnessed a murder. I already had a knife in my backpack so i quickly dispatched them. I then stood still next to the grave and explained the situation to my grandson. I was already getting old so shortly after i addressed my grandson and pulled the knife out. He ran so fast lol. I dropped the knife on the floor and said, it's up to him to protect the tribe now. This kind of experience is memorable and sadly, it's because of a griefer. At least he knew definitively, after i gave him the knife, that i was protecting the tribe.
Technically speaking, you could push a family line with a group of organised people. Very quickly too. All you need to do is raise your team into puberty and then die, respawning to your children and pushing the record up.
Xuhybrid wrote:I never plan on doing anything like this again but i just wanted insight on how easy it is to kill a really thriving colony, without ever being discovered. Without anyone ever stopping me.
Sorry, I don't believe you for a minute. You will do it again. I can tell from your writing that you had fun destroying this society, and it is only natural to do "fun" activities more than once. Thankfully you taught me your methods, so if a bunch of berry bushes get destroyed and someone runs over and starts telling me about it, I will instantly keep a close eye on them (knife at the ready). If someone with a bow starts to talk to me, I will keep moving while they talk. So on and so forth.
I will be waiting.
Good. That's the idea i am presenting. You'll notice how i ask why nobody is taking my arrows near the end also.
It was certainly thrilling and i tried my best to tell the story in an interesting way.
Edit: I don't find enjoyment in ruining the work of others. I have quite a lot of empathy for others so my session today was aimed at learning something, and treating the game as just a game.