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#876 Re: Main Forum » [Disc] Biomes that you suggest » 2018-09-29 01:04:23

UnnoticedShadow wrote:

I think all of the current biomes exept badlands should be livable, and some form of water other than ponds would rock!

liveable or sustainable? sorry if I seem repettive, I've been giving way too much thought to it

#877 Re: Main Forum » [Disc] Biomes that you suggest » 2018-09-29 00:59:23

Glassius wrote:

1. Ocean
2. Make all (or most) of biomes able to sustain people. I want to be an Inuit!

i think this isnt the way. it should be all about combining biomes, though they all should be slightly more liveable and grass shouldnt be so OP

edit to make it a bit more clear, I do want a buff to most biomes, it just doesn't make sense to make all or most sustainable by themselves because we'd keep picking the ones that were best. If we strive for the optimizing combos we get more options.

#878 Re: Main Forum » Make Aprons Decayable » 2018-09-29 00:57:01

i'd agree with you if this came with all clothing being rebalanced, skins don't decay either and wool stuff decay way too fast

#879 Re: Main Forum » Abriviated code language for kids, the meta version 2 » 2018-09-28 21:52:20

Aurora Aurora wrote:

I enjoy the swedish ones

definitely the best, i didnt even understand it

#880 Re: Main Forum » [Disc] Biomes that you suggest » 2018-09-28 21:41:34

Mr.XIX wrote:
KucheKlizma wrote:

Biomes are nice and all, but it's already hard enough finding a good spot for a village without more RNG put into it, as none of the biomes is self-sufficient and you need all of them nearby.

The ideal village has indeed all the biomes nearby, but when adding more biomes this will no longer be the case
In this case, villages will have different items which will allow trade between them.
This would be awesome.

What is important in my opinion, is that you are able to sustain a village in these biomes.
Otherwise nobody will settle nearby them simply because they would die of starvation.

Right now, the only sustainable biomes are:
Swamp: because of the water you can use to keep your carrot farm going
Desert: because of cactusfruit that regrows and the temperature bonus that makes you eat less

The biome that often gets picked by Eves is Grassland. This may have some food to start with, but will quickly run dry.


months ago and this guy already saw it crystal clear

#881 Re: Main Forum » The problem with wheat » 2018-09-28 21:13:54

Glassius wrote:

Grain silos would make synergy with rats, which were suggested recently smile

Also, siloses on pictures are very big structures. Maybe something smaller, like amphora?

https://upload.wikimedia.org/wikipedia/ … Amfory.jpg

i've wanted more clay vases and pots for a very long time. I think we could get amphora for dyes and other non-drinkable liquids, vases for milk and urns for storing many of the same food item.

#882 Re: Main Forum » Do Dogs STILL not decay? » 2018-09-28 20:34:36

ShadouFireborn wrote:
Booklat1 wrote:
ShadouFireborn wrote:

OneTech is gospel, and we can not and should not do our own independent research to verify the integrity of the information given by OneTech.

Also, Jason does not deserve any kind of vacation and is at the mercy of the OneLife playerbase's demands for updates now, Now, NOW!

Jason just went on vacation, what even is your point?

I think you illustrate my point nicely.

The point that it is unreasonable of us to ask for content? I'm not sure you've realized, but Jason's job is developing this game and I don't see whre OP is demanding urgency as you implied. This game's development has to take into account requests from a playerbase. You're pretty new here, right? Not sure if you're aware but tree farming, dogs and notes were all player-requested features that took months to be implemented. And it's not even an issue that they took long, but now that they're here we get to tell Jason what parts of it work and the ones that do not. That is feedback (and Jason asks for it in the discord all the time).

MY point is that in any moment this post attacked Jason, it's just like any of the 30 posts every day asking for stuff.

#883 Re: Main Forum » Hey lets make an abbreviated code language for kids :D » 2018-09-28 16:41:44

boggers wrote:

When you're told to stay on a bad temp spot.
TH - Too Hot
TC - Too Cold
HR - the good temp spot is HeRe.

what if instead of HR we used PT, as in perfect temp. Also works for TR (temp run)

#884 Re: Main Forum » Do Dogs STILL not decay? » 2018-09-28 16:38:01

ShadouFireborn wrote:

OneTech is gospel, and we can not and should not do our own independent research to verify the integrity of the information given by OneTech.

Also, Jason does not deserve any kind of vacation and is at the mercy of the OneLife playerbase's demands for updates now, Now, NOW!

Jason just went on vacation, what even is your point?

#885 Re: Main Forum » USEFUL UPDATES! » 2018-09-28 11:13:14

quick updates:
buff to hunting, as in, seals, boars and mouflon all capable of being cooked on a spit (worse than butchering)
as tarr said, a use to worms and more to pigs (I like the idea of draining their fat)
more animal byproducts and ancient chemistry

complex/game balancing updates
More biomes with basic resources. It kills me that this game has mostly a single meta. Takes a lot of the "every life is unique" feel.

stuff like branches, water, rope and/or soil should not exist in a single biome, otherwise this one biome would always be needed.

#886 Re: Main Forum » My house too cold to live. Pls help » 2018-09-28 11:04:52

it's honestly better to just move to a desert and forget snow biomes entirely (unless you really want that salt)

#887 Re: News » Update: Dogs and Donkeys » 2018-09-28 11:03:12

Mr. Milkweed wrote:

How about being able to use rope to tie somebody up?

how about we realize that if jason only ever works on fixing grief this game will never progress? Honestly, plenty of ways of dealing with griefers, specially after this update

#889 Re: Main Forum » Don't make oven base pens, make adobe half walls. » 2018-09-27 01:34:39

build pens around cities with people and carrots inside pens inside the bigger pen.

#890 Re: Main Forum » Sand Update [Suggestion] » 2018-09-26 23:02:57

UnnoticedShadow wrote:

+1, I think Jason should be working more on base features than advanced tools, and this could be a step in the right direction big_smile

Definitely. Sand is a good thing but there are also other features that could gain more functions (pigs and worms, for example)

#892 Re: Main Forum » Immigration (new concept) » 2018-09-26 18:41:44

Honestly, can't we strive to do that through town bells?  this does sound kind of magical.

I like the idea of families moving around as much as anyone but i don't think this is the way. We could just buff wild resources a bit (seals and game being able to be cooked on a fire for example) and give reasons for people to travel long distances, maybe for rare resources.

we can also get better tech to move around, like charriots (and horse breeding)

#893 Re: Main Forum » Mining for finite resources. » 2018-09-26 16:25:06

coal mines and big mine varieties would be sweet. If we ever get copper for wires we'll need mines too.

if we get more uses for limestone we could have mines for that too.

#894 Re: Main Forum » New sheep pen meta » 2018-09-26 02:07:47

there should be a nailed fence variety, one that took a special tool to remove.

#895 Re: Main Forum » Biome Rebalance Ideas » 2018-09-26 02:01:22

I'll look for it. I'm wondering if it only makes a difference for early civs.

#896 Re: Main Forum » Biome Rebalance Ideas » 2018-09-25 23:29:43

pein wrote:

desert is a must, its 4 times better, al lyou gonna see is dead kids if you got no desert

Is it really? I don't eve much but I don't usually have much trouble keeping myself safe from cold even in cities without deserts.

someone suggested in the forums a plant that would work as a bowl sustitute. There are indeed jungle plants like that into ral life, some cn even be used to make underwear, this could definitely be a thing.

#897 Re: Main Forum » Quick clothing guide in bad biomes » 2018-09-25 05:09:59

nice post, but i'd like to raise more awareness on the fact skins do not decay. it's pretty easy to mass produce sheep skins and with enough effort every town could have cheap non-degradable clothing for everyone. Sheep skins are the ideal baby/kid clothing because of that (even though its insulation is lacking.

it really doesn't hurt to have a bunch of skins laying around.

#898 Re: News » Update: Tree Farm » 2018-09-25 04:57:18

jasonrohrer wrote:

Well, I looked at some stuff and found that it is possible to root many trees without rooting hormone.  I hadn't heard of willow water until just now, but sounds like that's a replacement for rooting hormone.

It's actually a type of natural hormone extract.

Definitely awesome if some trees needed that. I work with natural product extraction, this would make me so happy.

Are you willing to add fertilizers to grow trees faster?

#899 Main Forum » Biome Rebalance Ideas » 2018-09-24 17:18:23

Booklat1
Replies: 4

I made this for reddit but am also posting here:

This is a compilation of ideas to make all biomes more interesting and some of them more viable for a base. Not all of the ideas are actually mine, most are things I got from other posts here and in the forums. All of these are supposed to be combined to give players more choices and playstyles and can be summarized in 3 ideas.

Before I start, TL DR: 1 current biomes slightly more viable. 2 new biomes with basic resources (water/food/soil). 3 Bigger and further away biomes

1 Current biomes are very straightforward and grass does almost everything. I understand grass is sort of an Eden and all biomes have to be characteristic, but would be nice if the game gave as more options such as cooking unbutchered seals, and mouflon in fires/spits, gave us more uses to limestone and salt in early cooking and also higher tech resources for dangerous biomes.

2 New biomes means more combinations. Currently every civilization ever needs grass and swamps for early to late game and badlands and savannah sporadically. Desert is great to have around but is not a must. If new biomes are added they should also have new alternatives for soil, water, early food and wood evn if less efficient/different in functionality. Maybe even more ways to shortly skip tool like skewers/hoe. Also more small animals with easy access food and late industry uses like fats/skins.

3 Bigger biomes. This idea has been floating around for a while. Biomes are pretty close, it's too easy to find the ones you need (even though you always need the exact same ones), there is little incentive to trade when most cities are alike. I don't even think they should be much bigger if more of them were added, that would already make up for them all being further, but even 2x or 1.5x bigger could make the game more realistic. Also helps that gatherers can survive a bit longer if food is found.

This post turned shorter than I imagined, so I hope it'll be more interesting to read.

#900 Re: Main Forum » Can we change recipe for pine panel? » 2018-09-24 16:29:27

if rope making was buffed this could also stop being an issue, I don't know how that could be done though

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