a multiplayer game of parenting and civilization building
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Jason is smashing the gavel like a judge eager to get to lunch ![]()
"I sentence you to hungry work! Next case!"
tried springy doors but they let out a few if they move the right time
Couldn't you prevent this with some strategically placed berry bushes at the gate?
Saolin wrote:2. Wall boxes are accessible from both sides of a wall.
I think of it as a feature, rather than a bug. You can build wall boxes to transfer food and supplies through the wall while maintaining internal room temp.
Fair enough. I don't mind it, and I would feel pretty sneaky if I took something from a locked room this way. It just seemed non-intuitive and therefore not intended. Maybe it was intended to work as you said. It is slightly more convenient.
I Found two fairly minor issues with at least the slotted wall boxes yesterday.
1. Graphical issue: doors open "inside of" the wall slot box - when opened and intersecting a wall slot box tile, most of the door disappears behind the slot box. Looks really weird, but that's all.
2. Wall boxes are accessible from both sides of a wall. Yesterday I was able to stand outside the kitchen walls and interact with objects in slot boxes on the inside walls. So if you wanted to have a locked room, it would seem players would still be able to access any items kept in wall slot boxes on the inside of the walls from outside.
I imagine the regular wall boxes function the same way.
Thanks
Is there a way to get steam to open the modded client instead of the default one for ease of access and to track my hours played?
but Holy Jason Rohrer has already stated, repeadedly, the game has no population of players problems, so ...
there are no problems with this game, like ... at all
I don't think Jason has said anything like that, not recently anyway. His attitude for the past several months seems to be more along the line of "trying to figure out what the problems are so he can fix them and make this a better game".
i think the game should reward players who climb the specialization latter in some way, though i am against any kind of leaderboards, leaderboards breed only the competitive kind of players & OHOL should be about cooperation
the main occupation in OHOL is how to build something, not how to win over every other player
The thing is, with the current leaderboards if you are "competing" to be at the top, aside from your own survival which presumably everyone is already motivated to do, the other way you are doing that is by helping others survive. So you don't really have a point here even though in a vacuum your comment makes sense.
I mean they take away some of the dis-incentive to construct buildings, anyway. It doesn't increase storage, but you can still have a wall without also decreasing storage.
Yeah it's been that way for a while. I reported it as a bug a while ago and found out it's intentional to prevent people from sitting on a high rating, which makes sense. Though I wish it was 48 hours or so personally.
13 sounds better than 9 for a more developed town. I was just thinking, would it be better if we had a smaller number for eve villages though? It would probably decrease the routine infanticide in eve villages if they weren't getting overloaded with more kids than they can feed all the time. They want a few kids, but not too many. Would help balance the life score issues faced by players in eve villages, probably. I guess it would be hard to tell for the server what is an eve village, so perhaps "within x amount of time/generations from when the eve spawned"?
One thing I find about onetech, is that for as much as people swear by it, it's actually really clunky to use. The search function doesn't work and always tries to show how to make dice regardless. So instead you're left thinking "Hmm, what requires [object] to make", and then clicking through different parts of different recipes until you get to it.
And then you have a lot of recipes that seem to have odd priorities in which steps are shown. I don't know if the example I'm about to give is specifically accurate, but say you want to learn to make stew, a typical sequence of steps for a task like this will be "get clay -> *detailed steps on how to forge a bowl* -> find vat of stew -> click on it." When realistically if you're looking up stew probably you want it explained how the stew is actually made in the first place?
Just something that's annoyed me for a while. Tbh, until I came to expect it, the sequence of steps on onetech had me mentally facepalmimg a lot.
Perhaps a chair you could sit on to decrease food drain. Would go nicely with the crib idea.
Jason also decreased variance recently by reducing the swings caused by each life having so much value, I think each life is worth 1/4 as much now in impact on your genetic fitness. So you can't go from 45 to 22 to 46 within the span of 4 lives anymore.
Am I reading correctly that we get 100+ bonus food capacity once reaching maximum food capacity?
are you using one life plus? Pressing H with the chat window closed will hide all people if you are.
Yeah, I am. That must be what it is, thanks!
I've had this happen 3 times to me. One just now and two other times in the previous few weeks. All people suddenly disappear, their held objects disappear, and text also doesn't appear (even my own). Otherwise the game still proceeds as normal. Dropped items do appear and i can still hear people moving. I can still interact with stuff and feed myself (though i can't see myself so it can be more tricky).
Anyone else getting this?
How did those babies get knocked down? It looks way sadder.
I'm glad to hear it sounds like the arc is almost over. I want to play tonight but end of arc towns are way too depressing and pointless. I need to work on improving my tool strategy!
My main point was that i think being productive and beneficial to society should count for something. Sometimes you have to choose between work and children and with the current system its going to always be children. In real life working hard and building a legacy is something you can pass onto your family. I dont think it should count for much but it would be nice if it counted for something.
It does, indirectly though. If I build an oil rig to supply the diesel well for example, the next few generations in town (including my own family) will survive more easily, having a positive impact on my genetic score after I die, on average.
Now if I'm starving kids to do this then its still a net negative; in real life you're generally going to be choosing your own kids first, even in a survival situation, but sometimes you might not if a certain task was needed for anyone at all to survive.
I don't think the gene score is perfect by any means. I'd like to see it balanced across stages of the game, so a predominantly early game player isn't at a fitness disadvantage compared to someone who prefers established towns. I also think it could be made less noisy by adjusting your score based on each offspring's performance compared to their own average performance instead of your average performance. If it seems too confusing to have different life score impacts from two players who died at the same age, list their genetic score beside their name on the genetic fitness screen to add the relevant context.
As for the original idea of unlimited stomach, you might as well place a welcome mat down for griefers and leave the front door wide open.
I wonder if an unadulterated increase of stomach size would decrease the incentive to yum, since being able to surpass the maximum stomach size is one of the benefits of yumming.
Dodge, how is:
reduce food drain rate by 4x, reduce food values by 4x
any different from:
increase stomach capacity by 4x
The only differences I guess is it would mean babies need to be fed less often, and yum would be more powerful.
Of course many food items would need to have their relative value adjusted unless you wanted to deal with non whole numbers. But it could be used as an opportunity to rebalance food items.
When I posted the same idea in the other thread I was thinking more along a 2x change.. but regardless, you're right, increasing stomach size is pretty close to the same as decreasing hunger drain and food values.
Nah this doesnt work cause new grieff mechanics. They would just eat every progress item, but hey you can always eat leafs.
"that dude just ate up all our hoes"
That's fine, you wouldn't need them for anything else anyway. No farming tools left? No problem! Just eat the dirt and seeds, it's the same thing anyway!
I'm so hungry I could eat a whole horse.. cart.
Still hungry? Here, have some diesel.
Pica simulator 2019.
I had been thinking about a week ago of a way to re-balance food and hunger, for a different purpose, which was to more evenly balance survivability in early eve settlements and late game towns with the intention being to make them more equal in terms of their impact on genetic fitness. But I suppose it could be reworked to implement Jason's idea of introducing more powerful food items instead or as well.
Basically the idea was if you decrease pip drain so you lose pips more slowly, and decrease the pip gain of various food items such as pies and other later game foods you can maintain or increase difficulty of survivability in late game, while decreasing or maintaining food pressure in eve camps so that survivability is more similar between the stages of gameplay. I think also though berries and popcorn would need to give decreased pips as well to keep their power level appropriate and avoid a potential berry muncher's heaven in late game.
So anyway this idea could be entirely re-purposed to introduce more powerful food items by changing values related to pip drain and pips gained from eating. The tools are already there (i think?) to introduce bigger food items. It would have no impact on overeating, though I don't really see overeating as a problem, but i guess it would decrease food pressure if everyone always got full value out of their bites.
Jason, I'm really excited for this! ![]()
It's a good point that we still don't have enough incentive to communicate. I thought tool slots would help that a lot more than it has so far, which is why I thought it was a smart idea. I thought the 8-16 would have almost no effect on many players since I/they would have 12+ every life, which is why I suggested cutting it down more. It was supposed to encourage teaching and communicating more, but so far I've just been conserving my tool slots to avoid running out, and if I've been communicating and teaching more it's only because I have less jobs that I'm working on and so nothing better to do. Maybe I'm still getting accustomed to the system, but at some point it's either beneficial or it's not. Personally for me, that in combination with the prolonged stages of scarcity that seem to be an increasing percentage of each arc has made the game less fun recently.
Tools maybe I can still get used to and it won't bother me as much or feel as limiting, but I'm really getting sick of the extended periods of scarcity where there's no incentive to do anything anymore and everyone seems to stop working and it just feels like everyone is basically milling around waiting for the arc to end, bickering about petty things and killing each other.
Bots might sound nice on the surface, but any minor issue with the bots would be magnified due to quantity and become akin to griefing while the issue ended up on the backburner for months while we argued on here whether it was a big deal or not.
I like the idea of controlled pregnancy, like say a male and female must mutually click each other to impregnate, otherwise no baby. But players arrive to play when they arrive and need to be born somewhere, so it doesn't work.