a multiplayer game of parenting and civilization building
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"Will you plant more mapples?"
I bet 12 bowls of berries that the area will become uninhabitable in under 2 hours
Grim, you appear to be confused.
1) My misunderstanding. My own motives for making apocalypses are still different than what you suggested though.
2) Nobody let anybody else on any little secrets. When i joined forces with Jack and Yikes, we followed my plan and made three towers for the first time monday. The bug was discovered then and the next day i made sure to leak info about it so it would be posted on github.
3) Yeah, they were making endtowers before that. Someone else probably too. Personally didnt ask much about that.
Also
If you completed a apocalypse without breaking the game, I'd give you some room to criticize, and say "oh the apocalypse is a joke"
Until yall found a loophole it wasn't a easy task and don't act like it was.
Your disrespecting the people who legitimately attempted it and few people that legitimately pulled it off.
Wanna hear how much the apocalypse is a joke?
The first Apoc i pulled off was on 5th June, with the help of 5 other people, after somehow people didnt manadge to make it for months.
The tower was unprotected by anything other than a rubber tree and was pretty close to civilization.
All we had to do was to keep repopulating the bell tower cities and ring the bell at the timing of the apoc tower's chime. That's it. Nobody prevented it.
It felt glorious at the time, but looking back at it now it feels like it wasnt supposed to be that easy.
This stuff got fixed and hetuw mod spread out much more so it's no longer a viable strategy now.
The next apocalypse followed a similiar pattern, but it was thought out more and protected way better. I didnt plan that one, but still had the pleasure to take part of it.
Do i have your regal approval to criticize this broken feature now?
I kinda wish things would survive after an apocalypse.
Yeah, i wish it was like culling: wiping out tecnology but leaving roads and buildings
DarkDrak wrote:Also the bugged apoc-mark makes it easy to navigate around the map even without a belltower (which was necessary for the previous apocalypses)
Basically the only thing I need to see here.
Dont act like your not doing it just cause tarr greifed your bells.
The first apocalypse before everything broke was fair, and I know and you know (I have teh evidence) that you ran into problems and it wasn't a first attempt thing.
Anything AFTER the break is a joke and just bug abuse. I see those and see 3 different ways to make them inoperable, but alas nobody finds them or has a marker.
But it should get fixed by next update, he knows about the problem.
1) Those werent my bells.
2) Might not have been Yikes's and Jack's first attempt but it was for me (excluding the two successfull apocalypses before this one)
3) You cant call the first one fair if it was bugged
Alright, since im part of the group causing the current mess, i probably should explain why.
Monday:
Here we can see Jack and Yikes enjoying their first succesful apocalypse and me discovering that building three towers simultaneously/with a small delay between one another doesnt just override eachothers' homemarks, making one of them effectively invisible, but gives everyone with hetuw mod three bell locations so they can come and dismantle them, just so only one of those gets successfully passed on to children. Therefore the tower that was completed first was indeed invisible to everyone. This alone makes apocalypses a joke.
Tuesday:
Here we can see Whatever making an apocalypse on his own for the most part, because of how easy it is to build and protect vs how hard it is to destroy/prevent, and us helping him out 'cause the guy deserved it. Also the bugged apoc-mark makes it easy to navigate around the map even without a belltower (which was necessary for the previous apocalypses)
Wednesday:
Here we can se us + Kaybro speedrunning another apocalypse but scraping it down because someone (no clue who, please messege me on disc whoever you are) else had already made this:
and unlike the three previous ones (that were done 15-30 minute ride away from everything), this one was right in the middle of civilizations, with a town being roughly 0,35k away from it and other two under 2k each.
And it rung roughly 5 hours before ours (thought due to a misclick we lost 4hour progress), so we had decided to protect this one instead.
Tomorrow hopefully we can make another one before the new upgrade wipes the map out.
I believe that several problems were highlightened here.
The apocalypse does NOT require one to reach the highest point of the tetch tree to be made.
Correct me if im wrong, but i remember that this feature was added when cities grew out of proportion and game became stagnant, so we needed a reset feature to be used when we reach the highest level of tetch. That however is not the case. We can place the first block as soon as our villege creates its first tools = when we make the spring site into a shallow well. And for the apocalypse tower purposes, no further level of tecnology is required.
Propriety Fences right now are an overpowered way of greifing but a useless form of defense.
You all probably heard this one over and over again, but let me add my voice to the common choir here.
As you can see from yesterday's and today's apocalypses... the towers were invisible until the third endblock was placed and after that all we had to do to prevent their deconstruction was to wall them in with propriety fences and then come in turns to kill all outsiders and rock them down every hour. Wednesday's apocalypse site didnt even have a proper defense system - all one had to do to enter was to lockpick one door - but nobody could do it because of an impenetrable and easy to set wall, that takes over the lifespawn of a person to be dismantled. Unless people come in organized groups at the right moment and camp its decay, we can just come over every hour and something, rock them down and then die with a devious face. And if they DO come in organized groups, we'll just counter them with our organized group.
They were introduced to keep outsiders from coming inside, but are way easier to implement in a way to keep insiders from coming outside/ whatever and whoever's inside to come in contact with the outside world.
Just building a tower forces people, who dont want a reset, to spend at least some of their time to go to it and dismantle it. Building one far away, forses people to spend a whole life getting horse and running to dismantle it. Building one and effectively protecting it forces a whole load of people choosing between ignoring it and possibly allowing the work of their past lives go to waste or spending each one of their lives by getting horses, weapons, lockpicking tools/wall building tools and rushing to the apocalypse site, with a high chance of just getting killed and acomplishing nothing; and if we add the problem 2 in consideration, then with a high chance of not being able to acomplish anything other than having hoarded useful resources from their town to a remote and barren location. The game for those people becomes effectively a horse-hoarding/marching/fighting simulator. I dont believe that to be the spirit of this game.
And if someone suggests to just build a stone wall around it and then keep it safe to settle with your own propriety fence, reversing the roles... well, that's a huge wall they gotta build, with a not-so-easy to get resourses to surround an infinite resource; and with 6 hours of time to do it vs over 18hours the pro-apoc group had to settle their defences. And then it's still 10 hours of rotation vs 6 of the apoc groups'. These parallel resources simply arent comparable.
As monday's apoc showed, the current design of letting players know of an apocalypse, to be able to prevent it, simply doesnt work if people have to deal with more than two towers set at the same time.
The next upgrade will probably solve some of these probems switching them with other problems of different nature but i'd still like to adress them.
Just calearing out some confusion here. The last Apoc happened around two weeks ago, wiping out the qin towns. So yeah, everything that was made prior to that is forever lost.
It's not just roads and stone walls that dont decay: signs on stone walls, locked or not, also dont decay and any letter placed on them will remain aswell. Passed several ruins with signs and names on them, so it's gotta be true.
Yeah. Cool. That's not my point.
THIS:
so im just gonna reveal that location, as its not my build and i want to see it disappear.
is my point. The hell's wrong with that attitude towards "not your builds"?
And THIS aswell:
but one thing i rarely ever do at all, building walls like this purely hoarding thief.
Why the hell do you just assume that the stuff is stolen and act consequentely? Lots of people wanna play outside the town-worker-ant meta. And contribute more than enough to do that.
The only explanation i can come up with so far, is that you just take w/e you want without worrying about the towns and therefore assume that others do that aswell. Is this the case?
And im not talking about your weapon hoards here.
So i make tools myself with the iron i get myself, making sure to make extra of those for the town aswell.
Get the horse myself, make and dye cloth myself, make giga milkweed farms myself, to get boxes there.
You just stumble upon them, help yourself to them and have the arrogance to state that it's all hoarding at others' expenses anyway? Arent you just making up excuses here?
Everyone has their way of chilling in this game. You're literally spending all your time in this game by building a giga road between two beyond dead cities. So what's your problem with others working on their own projects?
I hope you at least didnt screw up a city's iron suply by getting all those chisels.
The hell's your problem man? S you're saying that if a project is not yours, it's fine to greif it?
Gotta disagree here. Even with limited oil, even the day of the 50-50 bug, two towns manadged to prosper and at least one of them is still alive. It's gonna take a while to use up a tarry spot with 95-5 and more than enough time to use up all the tarry spots in a reasonable radius around a town. It'll take faster for towns to die out due to them getting cluttered, greifed, boring and a becoming a center of genocide.
Yeah, the exhausted oil pumpjack is removable and reusable
That's so relatable.
So many times i spent a whole life getting nitre, paper and, if im lucky, even sulfur to get 8 bowls of sulfuric acid to use for a radio.... and the next life im there someone used up one or two of those for making pictures. So they gotta get replaced now. Goddemnit Karen, find your own nitre.
Or when you make a ridicolous amount of trips from the berry farm to the sheep pen as a kid to make some clothing and all the fleece keeps disappearing mistiriously.
Or when you drop your cart for literally ten seconds to drop a baby off at the fire and the cart is already gone. Extra frustration if you spent time making it from scratch.
This life i was named Mann Serenil. Born to a mother in coma, i've been taken care of by my sister, Alivea, who was also been looking after our sick mother. What a kind soul.
I, however, didn't particulary like that town. It was big, but empty and gave me depression. My soul was seeking adventure! So ever since birth i had two objectives:
- Get a Horse
- Get the hell out of there and never return.
Thankfully the ever-ringing bells of the forever-name-changing bell town make it impossible to get lost.
That said, as soon as i turned three i started working on a milkweed farm, that had to be made almost from from scratch (of course), but having an abbundance of berries and carrots and two random milkweed seeds left in a bowl, by the time i turned fifteen, the town had plenty of spare soil and enough milkweed for two horse carts. Enough contribution to make up for the food i wasted, no?
By the time that milkweed was almost mature and i could finally make myself a lasso, however, a starving little girl run to me screaming from hunger. Kinda odd that someone like as my sister would let her own child starve, but whatever, i fed her a berry and wandered off to composting some extra soil while i was waiting for the milkweed. When i came back to the berry farm, however, the child was still demanding food and my sister was just standing there. So, as any normal human being, i decided to adopt her child and feed her until she could stand on her own. I named her Olivia, in honor of her mother who had taken care of me when i was her age.
As i was wondering about what to do with my sister, who apparently had hereditated our mother's sickness, Alivea awakened and said that she's fine now and can take care of the child. Isn't it nice when problems just solve themselves? Knowing that i was leaving Olivia in good hands, i immidiatly went back to my escape plan.
It took a while to find a horse and to get it back, so by the time i had a horsecart for myself, i was already in mid twenties. Perfect age for riding.
Finally, packed up with a horse, some straw clothes, a backpack, a cactus fruit, a cooked rabbit and a long term tollerance to hunger, developed by eating well, i came to the fire to say my goodbyes... just to find Olivia being in coma near the fire and my sister stripping down and starving herself to death (in a moment of sickness-driven craziness, clearly).
At this point the only inhabitants of the town were me, my uncle Auggie, my nephew Greenlee and my sick neice, who was also the last girl in the town.
A part of me wanted to just leave and let the other two guys handle it all. Another part of me wanted to let this place die out. In the end the part that prevailed was the feeling of owing something to my sis. She had taken good care of me when our mother couldn't even move and she herself was still a child at the time! So i abbandoned my escape plan, instructed the other two guys to leave Olivia in my hands and proceeded to make sure that she ate well and stayed warm.
And so i spent all of my remaining life taking care of a girl in a state of comatose and accomplishing pretty much nothing else, while my uncle was having fun rides on my horse and my nephew was keeping the town together and helping me with the kids. I was, however, recompensated with many cute great neices and great nephews who called me dad.
When Olivia reached menopause i was already on my dying bed. The town had somewhy gathered around the fire place, so i took the opportunity to say farewell to my family. So i started ranting about how i had spent my whole life doing nothing productive, learning nothing useful, teaching nothing useful when suddenly... the girl, who had been in coma for over thirty years, suddenly sprinted, run around and came back. Nobody could believe their eyes. I thought that senility made me go crazy. The most surprised of everyone was Olivia herself. In fact her first reaction was: "Omg, why do i have so many kids?"
Good Question, bitch ( ͡° ͜ʖ ͡°)
Shoutout to Olivia Serenil for having such an awesome timing, kek
And to Alivea Serenil for being a nice lad.
Tl; dr.
Was planning on continuing a previous life project, ended up feeding a comatose girl.
I thought about stopping her, but the server always "wipes" anyway when there are a new update, so I let her be, I spent the rest of my life bringing stones and ropes for doors. When I was about to die, she named "Jesus" and I named her "Maria", what turned into "Jesusangel Ziv" and "Mariaantonia Ziv". I am not sure if the apocalipse really happened though.
It did.

Thanks for setting it up. Was trying to make paper to communicate with you three for three lives until finally spawning in the same family as one of you and overcoming the language barrier.
Get lucky and have only people who live long in your direct lineage. That's about it.
Since lots of people dislike big cities and lots of people dislike eve camps, i find it easier to be done in a newcommen era villege. The era where there arent enough resources for cosmetic stuff like cars and radios, but still enough freedom to get creative.
Dont try to have many descendents. if you're the ancestor of douzens of gens, eventually your score will be slaughered by all the starving kids and running banies. Ideally get only boys and maybe one girl, who hopefully wont farm girls. If they're old gen players, they'll live to 60; if they're noobs, teach them some easy stuff like farming, stew brewing, compost and instruct them to live a layed back life. hopefully they'll live at least to fourty, surrounded by food as they are.
If your daughter/son is afk, feed the hell out of them until you die and instruct their siblings to do the same. You want them to die old even if it's a waste of resources.
If you're lucky, your offspring will be mostly boys and die out in a few gens, before the town either dies or becomes boring for those who hate big places.
Be lucky not to get greifers or wars in your town, at least until your offspring dies out.
Also make sure that at least someone in the town is baking.
Ironicly the score isnt about helping your town, it's about avoiding to get people who can slaughter it.
Also, dont ride on a horse if you're a fertile woman. If you get a baby, you'll either gotta have a painful trip back or you get your score down by 3-5 at once.
Edit: Gotta say though that it's completely pointless to try and keep your score high. In-game it's a system that gives ONLY benefits, no matter your position and those benefits pretty much only help you avoid starvation when young and to work in the last 5 minutes of your life even without a 20 yum streak to keep you from having to get a berry every 30 secs. Eventually the score just stabilizes around 30, which gives more than food bars to do that. Trying to go beyound that point is not worth the effort.
Don't do this to yourself man. You're the mad lumberjack, the explorer, the experimenter. I stumble on pathways you made between towns pretty often and got to orientate myself thanks to them. Your yum experimentation was also interesting. I get it that you're trying to teach people to deal with greifing, but you're choosing the wrong aproach.
Dealing with bear greifing by blocking caves is nice, but bringing bears to town wont teach noobs to deal with bears: half of them dont even dare adventuring 'cause they die to wolves and boars; there's no way they can just learn how to deal with bears in the middle of a crisis. And those who can actually deal with them cba to use their life to hunt all the bears in the area and block the caves. This stuff gets boring too. It's faster to just avoid a bear and go on with your life.
And dealing with murderous greifers by having a one knife/family policy is plain out ridiculous. If i wanna make rubber or paper, i cba to search for the cook, and either beg for the knife or make him lose his time to come to the jungle and slash a tree. It's way easier to just make your own knife. Also if i see someone hiding stuff, wasting pads etc, i cba to search for the cook, explain the situation, proove that the culprit is a culprit ('cause, you know, when a person comes to you and asks you to kill someone there's 75% chance that the one who asks is himself a greifer) and ask him to kill the bastard, meanwhile the dude already greifed half the town. 10 knives is too many, but some people need to have their own. And if you find some extra unneeded ones, just hammer them and make them into shears or crucible. You'll never believe it but a lot of people dont know how to hammer knives and they dont read the forums. And stabbing them wont teach them a demn thing. You gotta give new players time to learn. And a chance to learn. Don't become the very thing you want to destroy. We have more than enough greifers already.
The rest of you, stop bullying him. The guy's trying to contribute. Maybe trying a bit too hard and sometimes in the wrong way, but we have way worse shitposts in the forums (lots of them) and way worse greifers in the game. And we all know it far too well.
Personally I use /die a lot. When logging in the first time in the day, i /die to see all available civilizations. Since then i /die to get born into the one/ones i like the most. It costs nothing to do.
The idea of a choise screen is awesome, but if it was implemented, i'd probably still /die until i see all the available civilizations (but hey, at least it wouldnt be annoying to the same person more than once). Also nowdays there are many cases of a lineage having spread over 2-3 towns, so a vast lineage would require more deaths to see all of their towns.
I also assume that people who /die because they didnt like their name or didnt receive cloth will still continue doing that, but again, at least they wont be annoying to the same person.
The idea of putting an eve button in there though would inevitably get back the uncursable mass murdering eves. Unless that button had a cooldown of its own.
About your original gene idea though, correct me if im wrong, but you didnt come up with it just to fix the /diying babies™ problem, did you? The way it was described would only allow people to spawn in 3-4 lineages at most, which would make people less attached to the other 3-4 lineages and their towns and favour the war that you longed to see emerging. Do you still intend to implement it somehow?
Ayy.
It was surprisingly lots of work, but it was the funniest project so far.