a multiplayer game of parenting and civilization building
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DaTrüf! wrote:How are the screen shots I posted of Toxic not real?
They show the date and everythingOmg you're so right, since everyone knows that you can't photoshop dates. It's like dividing by zero.
I think it's, like, against the Constitution or something.
It's not a bug, it's a feature.
Also, grow up. No-one is interested in your childish antics.
Hmm, maybe a probability transition? If you drop or put away a bloody sword, it has a 25% chance of breaking... although I'm not sure how you'd clean it without putting it down. Perhaps setting it down on a cloth (or a cloak, maybe?) cleans the sword with no chance of breaking.
A broken sword could be melted back into an ingot. Or it could break and leave a 'broken steel tool', idc. Just give us a way to get rid of these things if you're going to insist we have them in the first place.
voy178 wrote:So how will we trade again?
I'd suggest trade language, but I don't know how that would even be implemented 'cause then there'd have to be your language, their language, and a third language used for trading which would defeat the point of the language barrier.
Trade languages are usually a pidgin, made up of words from several other languages. The idea is to communicate, 'I'll give you 3 of these for 5 of those', and you don't need a large vocabulary for that. ![]()
Where does this leave the learning and skill aspect of the game? Making a diesel engine can't be complex because anyone who is born into the engine race needs to be good at it.
Or would this only be for basic raw resources so some people just get more iron out of a mine than others?
If it's for complex tech I think it kinda kills some of the fun of learning. If used for raw materials it might make sense, though trade isn't mostly about raw materials, it's about added value.
Important to note that black powder was never a big export from China, as soon as it's utility in war became clear people learned to make it wherever it was needed.
That's because the Chinese didn't discover how to make granulated powder of a particular size; they just mixed the ingredients together, instead of wetting them, drying the resultant slurry in cakes, and grinding the cakes to the desired fineness. The resulting mixture burned unevenly and left much residue, and was only suitable for use in fireworks and crude war rockets (many of which failed to launch, or detonate, or both).
Plus, the ingredients for black powder aren't that difficult to find, most places in the world. Sulfur is usually the sticking point. Potassium nitrate collects in manure piles and carbon (coal or charcoal) is as common as dirt.
BladeWoods wrote:yellow (red + green)
red and yellow makes orange btw....wait, how are you getting yellow from red and green?
He's using color mixing rather than pigment mixing. It's the difference between using light and paint or ink as your medium. ![]()
thanks I was about to do just that.
Ima make some tacos IRL anyone want to come over?
Oddly enough, I did lime chicken burritos for dinner tonight. Must be something in the air.
Amphorae and canopic storage jars have been found with wine that was still good after hundreds or thousands of years. One jar from an Egyptian tomb even contained primitive ancient wheat seeds that were still viable, if I recall correctly. So perhaps not 'high capacity', but 'long term storage' is certainly doable with pottery. ![]()
I've put forth the idea of extending pottery by two items before. Adding wet clay to a wet clay bowl makes a wet clay amphora. Once fired, an amphora can be filled with up to 4 wheat, and moved where you want it. An amphora can go in a box, chest, sledge or cart, but not a basket or a backpack. (Might be able to make a balancing rig with a tied straight shaft and two amphorae to carry more, but that would take up the backpack slot.) Other things could be stored in them, as well, not just wheat, but that was the primary clutter I was addressing at the time.
The other item, purely decorative, is a vase for displaying flowers. Add a wet clay bowl to a wet clay plate to make a wet clay vase. Once fired, it holds roses and any other flowers that are added. Maybe indigo? I also think 'bouquets' of carrots or knives would be amusing, but that's another subject.
Let's see: currently we have two basic clay items, bowl and plate, plus the lump of clay itself. Taken two at a time, and allowing two of the same item to stack, we get:
bowl + bowl = crock recipe (only currently existing one)
bowl + plate = vase recipe
bowl + clay = amphora/jar/jug recipe
plate + plate = roasting pan? Allows for making roast beef... yum!
plate + clay = clay floor tiles?
clay + clay = large lump of clay, use a netted wooden frame on it to get bricks?
Of course there's the possibility of a new clay item using a different tool, or just adding a third thing after plate when smashing clay with a rock.
I don't want to ruin OHOL for you but the secret force behind all of the "magic" in the game is actually .... midichlorians. These tiny, pixel-sized organisms make up all objects in the OHOL world, binding them together in ways that we still don't fully understand.
No. No! That's not true! That's impossible!
*sigh* My joking pop-culture references so rarely get picked up on...
Don't Panic!
Seems cool, but has its flaws. Obviously it's very hard to see danger coming from the south for one
Rotatable viewpoint would be nice...
Telephone earpiece sanitizers seem underrepresented... ![]()
Well, I'm now looking at d-town as a temporary stop-gap.
Hopefully, eventually, police forces, leadership, law, etc. will be possible, making it much easier and practical to deal with griefers life after life, instead of needing to deal with them in a trans-life way. Also, figuring out how to make a family really matter to players.
So I'm not going to spend more time on the curse system just now...
... police forces? On the one hand, every time we start getting to the point we might be able to organize such a thing, you change the meta and we have to play catch-up. The good players get there soon, but the average player doesn't realize things have changed... and this results in chaos, and confusion, and dead towns.
On the other hand, you don't want people working on multi-generational projects, so you implemented the lineage ban, and then changed it to an area ban. But without those kind of guiding forces, the organizations you expect to come about won't happen, because unskilled players and griefers will kill the town before it can be arranged - and the people who want to provide such services wind up having to repair the damage, or they just die.
The gripping hand is that our avatars live 525,600 times faster than we do. Imagine what kind of society we'd have if we could only speak like 8 words a year. Pretty crazy, right?
You're trying to force your vision of the game on the player base. That is your right, you are the game creator. But you had built a wonderful sandbox here, and interesting customs were beginning to develop... and I'm afraid this particular update is going to destroy all of that.
Now that it is yours, you have to take care of it and feed it every day or I'm not getting you another village.
And remember, son, a village is a privilege, not a right.
a hunter hut with a pen, cistern and a small berry field?
with a pond on savannah it would be viable with a pen for infinite food
but even with water transport is okmaybe if i find a good town where rabbits are close i make a second pen with a small berry field and ropes into snares for each hole and a note to snare all rabbit and take off the snare near them, some sort of road to it and around so snaring each rabbit each hour is fast and easy with a horse
This is exactly what my Marchwardens camp was designed to do... how long ago was I talking about that?
Oh yes, back in November. The post following the link shows the graphic version of the design I had back then (although it occurred to me that you could get more space inside by building outer walls (blocking tiles) on the edge of the square and use reverse entrances on all four sides).
I'm all for a domesticated milkweed that gives us a thread, and regenerating wild milkweed.
futurebird, I like the idea of increasing the chance to get thread over multiple generations, but that would take a lot of additional coding. I think Jason's more likely to go for the steady percentage chance.
It's making the new bush be visually distinct, and yet still recognizable that's the problem. Although it could probably be done with the number of flowers and pods on the plants...
DestinyCall wrote:The name database is already set up to give you the "nearest match" if you select a weird/bad name. Would it be possible to do the same thing for duplicate names? That feels like a better fix to me.
I like the idea.
It's kinda dumb that we had to come up with it because of people having too low of an IQ to notice there is an actual number next to certain people's names before cursing.
I do like however that it would mean I wouldn't have to put up with the billionth lazer. Or bob for that matter./cue in the people arguing against this because "not enough RP opportunities" because we "killed the bob cult".
Think about it though. Names could hold actual value. Imagine being the one and only original bob of your lineage.
Make each name unique (per server) for the lifetime of its owner + two hours. (Or possibly three hours from naming?) Thus no possibility of cursing the wrong Bob Smith.
I tend to having kids that wont suicide when i need the girls.
and why do boys always stay and the girls always die is this a curse? And boys always spawn way more frequent then girls
Confirmation bias. You just notice it more when the girls /die and boys stay than you do when boys /die and girls stay.
Reminds me of an acoustic country song my friend made when I told him about bears and babies. Its called "feeding babies to bears"
Damn, I wish I had thought of that. ![]()
I've been planting milkweed obsessively all day and noone's cursed me. I've been hiding my deeds by making compost on the sly as well. The FOOLS! MUHAHAHA!
Oh, well done. Wasting those valuable berries and carrots, cluttering up the ground with threshed wheat, and damaging shovels! I bow to the master!
they should just stop the /die and make a /eve thingy so you can spawn as a eve. and you can spawn as a eve like 1 time in 2 hours or so.
/die is way too annoying because all my kids just suicide in the hope for nothing. i need those goddamn girls
Make it use your curse token...
The ghost of shrimp past?
he xnt bzm qdzc sghr, xnt zqd z enqlhczakd noondms
ax sgd vzx, xnt rokkdc 'noonmdms' hmbnqqdbskx... ![]()
jasonrohrer wrote:sudo cat /sys/kernel/debug/extfrag/extfrag_index Node 0, zone DMA -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 Node 0, zone DMA32 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 0.979 Node 0, zone Normal -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 -1.000 0.884 0.935 0.961 0.974Can anyone make any sense of these values? I can't find any documentation about this.
kernel.org wrote:extfrag_threshold
This parameter affects whether the kernel will compact memory or direct
reclaim to satisfy a high-order allocation. The extfrag/extfrag_index file in
debugfs shows what the fragmentation index for each order is in each zone in
the system. Values tending towards 0 imply allocations would fail due to lack
of memory, values towards 1000 imply failures are due to fragmentation and -1
implies that the allocation will succeed as long as watermarks are met.The kernel will not compact memory in a zone if the
fragmentation index is <= extfrag_threshold. The default value is 500.Based on that those values don't seem troubling, but I don't have much to compare to.
I suspect that 1.000 is fully-fragmented; 0.000 is normal fragmentation; and -1.000 is unfragmented files. The documentation seems to be missing the decimal point (or is written Euro-style, with 1,000 being the same as 1.000 in the US). If the positive value went up to 1000, the negative value should be similar.
DestinyCall wrote:The second effect of a partnership only comes into play if the two players are male/female and both of reproductive age.
Technically men can remain fertile until the age of 60
"It's different for men! Charlie Chaplin had babies at eighty!"
"Yeah, but he couldn't enjoy 'em!"
(A No-Prize to the first to identify the source of the quote...)