a multiplayer game of parenting and civilization building
You are not logged in.
DiscardedSlinky wrote:Is this going to be a choice to be reborn or is it automatic? Sometimes I just want to move on from a town. I don't want to be forced to play in a single town every life just because I live to 60
I mean you can always just /die if you don't want to continue somewhere.
I feel like this should have been done earlier as this should hopefully cut down on /die babies as people no longer need to cycle through a bunch of families to get to a specific place.
The thing I don't see coming from this update:
Really don't think we're going to be stealing from each other. Races are too interwoven when the games population drops back to normal for people to turn on each other. Currently, with all the families it's probably more okay to loot each other as there's tons of the same race families on the server.
Fun gimmicks with the update:
The town youth can fundamentally judge whether it's worth letting grandma come back as you can curse people and block their respawn. With four tokens per hour a small council can form within a town and essentially vote people out of their respawn which while very unlikely to happen is a possibility.
Wouldn't that use of curses be a bit inappropriate? Cursing should be reserved for grifers.
I love these "oops, my game is communist" updates, it's funny as fuck
Bad content. Stoking tribalism won't work. We like cooperating.
Fix baby distribution, it's broke.
I think lowering the server cap to 180 and making baby distribution a little more even should be enough to fix this.
It seems like a dramatic problem right now, but They'll get better soon. Don't over do it.
They're pretty horrible and tasteless. No wonder our toxic community loves them so much.
You can now search for a diverse collection of objects. "Lock" button saves the currently checked items, or click the lock on individual ones. View and clear the locked set from a tab at the bottom of the object list.
Yoooooo ty
I meant like conflict driven hardships. Those dont happen, and its still impossible to invade another families territory and take it over. Being the last surviving female of your slaughtered bloodline carried emotions and feelings that dont exist in this game anymore. You held a resentment towards that family, a duty to future generations, and this ambition that you would one day take back your homeland in the name of your family.
The only hardships we face these days are technical ones. Emotional hardships hardly exist anymore.
I'm telling you that still happens. It might not be frequent, but I personally have been born to the sole refugee of a mother fleeing war. She posted us up in a dead town far away where the waring Carrols wouldn't find us. It was a shithole, and convincing everyone to move back after the war was over took quite a bit of work.
Tiny homes are pretty low quality housing. It's better than nothing, but it's not a good option. I think we deserve better.
A better option is municipal housing. Very low cost, very good quality. High density is potentially much better for the environment too.

At lower densities I like the idea of housing cooperatives. This can take a number of forms ranging from community land trusts, to home owners associations, to tenant councils, to communes.
To fix this there needs to be a check on a family's fertility. If they have less than two fertile women or girls under age 14 then they're guaranteed to be assigned the next birth, and it's guaranteed to be a girl. Women or girls outside of their band count as infertile for these purposes. To keep things interesting the check is never made if there are greater than 40 players online, and the family exhausts an invisible token each time this is used. The number of fertility tokens a family gets goes up every few hours up to a cap, and there are a few non-renewable reserve tokens inherited from the eve for that lineage. If two or more families have met the conditions to use their token the birth is assigned at random. If a fertile woman or girl returns to her biome band from outside before the token is used it's deactivated and returned to storage. If all women from that family are out of band while the fertility token is active the next player login is given a 5 second wait period to give them a chance to return.
Homelessness is a feature, not a bug. You can't get people to pay rent without the threat of starvation, exposure and state violence propping up the profits of private landlords.
Homes should be owned and operated by the people who use them, at cost. Not traded as a commodity.
Update for 11-05 to 11-27
324 total eves
14.7 eves per day
71 meters per eve
Furthest is ID 1606521028 at (-26167,-100)
http://publicdata.onehouronelife.com/pu … Friday.txt
NoTruePunk wrote:yeeted
Forgive me for being old, but, what does this mean?
I refuse to Google it out of principle, but I'm not above asking.
Yeet: To throw, lob, discard with force or velocity
This is a great way to find dead towns and yeeted resources.
So most people try to make do with the kinda janky relative coordinates HEUWT provides based on your birth location as 0,0. This was a necessity after absolute coordinates were no longer sent to clients in an update a long time ago. But you can still rig heuwt to use absolute coordinates if you get them off the Wondible map:
1.) Go onto Wondible and check the coordinates of each of the 4 major families by checking "Graticule". Write them down for quick reference.
2.) Get born
3.) Enter the coordinates of your birth town by pressing shift+R, but invert the sign. So if you were born at -3700, 100 you would flip that to be 3700, -100
4.) Click the new coordinate you've just entered to set it to 0,0.
You should now see your birth coordinates as their absolute value, rather than a relative reference point. Enter more coords (without flipping signs) if you want to find another village or something.
If your mother is out of town when you're born you might have to delay this process until you can find a major landmark, and eve camps may not be on the latest Wondible snapshot at all. If your coordinates need to be precise then you need to stand at the exact spot your coordinates are entered for when you click them to set 0,0. I've found just being in the general vicinity sufficient though, for the most part.
It doesn't take two tanks, it takes one tank of crude and 1/24th of a kero dose.
Recuperating lost resources from dead towns isn't the only benefit. Mainly it would be used to extend the range of an arctic fam's oil drilling operations, assuming they're otherwise stable. Like I said before it multiplies the efficency of everyone that uses it. Trade, oil drilling, dead town spoils, all of it.
The initial cost doesn't matter, as It's infinite. Main issue is the occasional griefer taking the long walk out to turn it off, or, much more frequently I think, a curious noob that wants to see where the road leads and tries to pick it up by hand. I think the shutoff recipe needs to be changed to a shift+click or at least use some sort of tool. Mallet? Rubber stopper? Just something that makes It's shut off intentional.
DestinyCall wrote:I am aware that we are talking about a paved road, but I am confused why that matters.
It matters with respect to whether or not a paved road is vital for resource transfers (trading, stealing, or gifting), between villages. It simply can't be vital with respect to resource transfers, because resource transfer between villages had to have happened to make the paved road in the first place, since it requires rubber (and thus sulfur, latex, and palm oil were needed) to make an engine for a paver, and kerosene to use.
It's vital for effective resource transfer. Yes technically you could carry an engine or bucket of latex from one village to the next by hand, but driving it across the road is much faster. Investing a little labor into the road multiplies the efficiency of everyone else.
Also, earlier you were talking about the north/south travel distance not being helped by the road, which is true but it accounts for a much smaller portion of the distance traveled by most. The eve spawn is mostly linear.
NoTruePunk played as Mona Peaches, as one can learn by reading the discord. There exist several users who say this first and likely use leader board information. NoTruePunk said himself:
NoTruePunk wrote:I think I was mona
milkman lives
idk what the hell was wrong with my childrenMona Peaches starved 5 children: http://lineage.onehouronelife.com/serve … id=6775626
NoTruePunk says:
NoTruePunk wrote:Our biggest enemy in this game is the eve spawn pushing us further out ...
But, he helped to starve out a lineage, and thus contributed to producing another Eve spawn.
I had a girl and a boy and considered that enough, as I was out on the road. When you have babies away from villages there's a good chance it's a griefer since there's no one around with active curses. I sent them off and didn't think anything of it since our family was doing fine.
Turned out milkman was my cousin and the only other girl. Don't blame a griefers actions on me. Our family should have been fine, there was no way I could have known milkman was in the village.
The rift was more dynamic. It sucked being stuck in a box, but families and towns were given the time and opportunity to grow in character. Families would invade towns pushing the original fams into a nomadic lifestyle for a few generations till they settled again. These were interesting lives. Lives that dont exist anymore due to in game mechanics that block diversity.
That still happens. And if families were more stable reproductively and less resource stable late game then elective migrations east might happen, which would be remarkable.
Which band are you building the road?
Right on the border between the mountain and jungle bands, on the mountain side.
Yo, that's wholesome as fuck
I'm seriously sick of you hijacking every thread, spoon. I'm not interested in deliberating over the definition of a "generation", the relative merits or moral appropriateness of resettling villages or moving resources from dead towns. I don't care about children of men or your "no vision" rants.
I just want to build a road.
NoTruePunk wrote:The road is an incredibly vital resource, as it lets us find one another quickly without relying on way stones, facilitates looting of dead towns from east to west and helps resetting from west to east.
I think the last word is intended to mean resettling.
Finding one another quickly makes it easier for some players throwing advanced objects like loom clothes, or engines, and kerosone tanks at new camps. Looting of dead towns isn't rebuilding civilization from scratch. Such looting is a cheat on that concept. The Steam advertisement talks about rebuilding civilization from scratch. So did Jason a while back:
jasonrohrer wrote:The game takes place in the realm of thought experiments.
It is "in the future," because the thought experiment is about the future.
But this world is obviously not earth.... it is 50,000x bigger than earth, and it has no oceans. So there was no apocalypse here. There are no ruins.
The world is the imaginary space inside which this thought experiment plays out:
"If we had to start over from scratch, but kept all of our knowledge, how long would it take us to get back to iPhones?" where iPhones are a placeholder for whatever sufficiently advanced tech we can imagine."
https://onehouronelife.com/forums/viewt … 896#p81896
But, there's no way of doing such a "thought experiment" meaingfully with looting of dead towns.
Resettling old towns from west where an Eve spawns to east, also isn't rebuilding from scratch. It leads to situations like where Eve Fierros http://lineage.onehouronelife.com/serve … id=6768204 walks into Mushroom Gorge or a bit later. Then that early family has high pip values for foods with a fair amount of variety of food around. That might get described as a cheat on the food system. And it's not just a player or two who wanders into a place like that from some earlier generation camp. It's the entire family.
Such Eves who resettle also don't dig up any iron veins. Additionally, because of such resettling from west to east, families end up spread out left to right even further, since new Eve spawns will happen and spread things out. Road building plays a part in spreading families out, because it makes resettling of dead towns easier. Resettling also pushes families apart even more, and your road encourages that. Especially when families last a fair amount of time after resettling.
The effective distance between two families is all that matters, and I'd take a road trip in a truck over a tireless cart walk any day.
I do agree that we should resettle less, but disagree strongly that looting is bad. Looting almost always happens east to west, which means it's a force to counter the eve spawns. Resettling on the other hand happens west to east which exacerbates the eve spawn drifting away.
Looting leaves behind a shell of a town no eve would want to settle in, which means people are actually MORE likely to start over.
And this thread isn't actually for your gripes with how others play, spoon. This thread is about the road.
Another option I just thought of was to put in place special lineage ban exemptions for the family with the least # fertile women AND server pop is low. So someone could /die a few times and end up back in the same family quickly, or instruct an infertile relative to attempt the same.
It would help a lot if people could dump milk paint or yellow pigment at the end of the road, as those are the tricky ones to get a hold of.
Hey, I know y'all are using and appreciating the road, but I can't keep up with the pace of the eve spawns on my own. It takes a lot of food and lives, and sometimes I want to do other things in game.
You can usually find the running paver or the deactivated plow at the end of the road to the west. Be careful not to click the running paver, as that turns it off and wastes the ingredients.
To run the paver you need a tank of crude oil, a bucket of gravel and a bucket of yellow paint. You Don't actually need to run it to help though! Just chop down trees in a line, dig and remove items in front of the road and that would make the whole process incredibly faster.
The specialty ingredients needed is crude from the arctic and yellow paint from the jungle. Sometimes people process all the crude into kero, but usually you can find some without going all the way to the gingers. The paint is a little tricky, but if you visit the jungle fam you can usually find a bowl of urine or a bowl of Indian yellow pigment to make the paint yourself, or just ask for a mango leaf as It's incredibly easy to provide on request.
The road is an incredibly vital resource, as it lets us find one another quickly without relying on way stones, facilitates looting of dead towns from east to west and helps resetting from west to east. Our biggest enemy in this game is the eve spawn pushing us further out, which makes the road our last line of defense!