a multiplayer game of parenting and civilization building
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This is awesome, thanks Jason! I'm tempted to make a player stats page with information like: average life length, cause of death percents, average length of descendants, etc.
Maybe it needs to be on an individual level only? Like the ability to mute in Discord. Maybe you should be able to say, "I never want to play near this player again," and then you will never be born near them, and they will never be born near you, ever again?
This means new players will often be paired with a banished player which results in no experienced players joining them. Not only would new players be stuck with a griefer, they have no one else to help them deal with it.
It would be helpful if experienced players can help filter griefers for newer players so they have a better experience.
What do you think of the mob mechanic Flintstone mentioned above? Being clubbed to death could act as a curse behind the scenes resulting in the white on black speech bubble. The length could be dependent on the number of players who participated. This also clears up the issue with names.
Perhaps an object could help cleanse someone of the punishment but require multiple players.
That's awesome, these kind of experiences are what makes this game unique.
I don't know if there needs to be a separate game mode for this though. It sounds like it comes up naturally within a normal game. If you are focusing on teaching one person, I think it is acceptable to say sorry to future babies.
Instead of blue background for a richly blessed player, maybe a faint glow around the text bubble or halo around their head? This would be a fun goal to achieve and help mothers decide to keep babies.
Overall I'm a little concerned about newbies getting cursed just because they don't know how to play the game. That could lead to them being abandoned frequently resulting in a poor experience.
Edit: A couple more thoughts:
Even with one curse/blessing per life, it might be possible to game the system by having two players continually bless each other on an empty server and then die. What if one bless/curse for each pair of players.
Also, cursing someone will likely result in them cursing you too. Should someone who is cursed be allowed to curse back?
Great idea! I would love to play with friends through this.
My only concern is a higher rate of abandonment due to extra difficulty in raising multiple kids at once.
Possible resolution: you can write as many characters you want in the client, but only the first X get broadcasted to other clients, if it's not a filter command.
It is important that the client shows the limit so they don't write something only to have it truncated. You could check if it starts with a "/" then allow any number of characters.
If breast feeding acted as a natural form of birth control then you could reduced birth countdown which would also reduce the impact of baby-suicides.
This might reduce baby abandonment due to fewer "too many kids" cases.
However it might increase baby boy abandonment if they are wanting a girl because they don't want to increase birth cooldown with a boy. A possible solution for that is to always birth a daughter if one is not currently alive. Feels a bit forced though.
What about providing a tip at the end of each life. It can be in the form of a recipe that the player hasn't accomplished yet.
You could mark transitions as "key" transitions that would show up upon death. You can sort these based on depth to show the easiest first. At the beginning it would be as simple as making thread or a sharp stone, then rope, hatchet, etc.
This would help beginners learn the game. More experienced players could use the harder transitions as a challenge to encourage playing. Another benefit is existing players will see new tech when an update comes out.
The important part is to track what key transitions the player has already accomplished so they always see something new to do upon death.
I would like to know this too. Would be pretty cool to make a tool that parses the recorded game and generates a map.
What is the highest tech item in the game right now. The one that requires the most to produce?
It depends on how you count it. The Stuck Bell Tower has the deepest tree (87 levels) and is the most time consuming.
The Dyed Wool Sweater is showing up as the most involved, but once you have the tools made it isn't too bad. Here are some other difficult items:
Which one is the most difficult? It depends on how you track the tools being reused. Hitting a hot steel ingot with with a smithing hammer 5 times isn't very difficult, but the way I track difficulty is it has to recreate those items on each hit. The database I have doesn't track the difficulty based on item reuse. It used to but that got too complicated.
Wow! This tool just keeps getting better. Amazing.
So, in a recipe, when there is more than one way to do things, how do you decide? Like, for the squash chopping, it can be either a hatchet or an ax. It shows the hatchet. Is this because it's the shallowest option in the tech tree?
Right, it prefers shallower options.
Also, the ingredients at the top of the recipe page are determined by either natural resources or tools. A tool is defined by something that can be used again after the recipe. So a clay bowl is a tool if it was used in the recipe and you end up with one again at the end.
The recipe page on onetech has been revamped. The recipe page shows step-by-step how to craft something. Here's a simple example.
Notice how the Needle and Thread steps are collapsed? You can click the icon next to it to expand the recipe. This way you can see how to make it if you don't know already. Here's another one.
The goal with this change was to make it as linear as possible. Even a complex recipe like Three Sister's Stew is linear.
The crock, corn, beans, and coals are all collapsed so you can expand them as needed. Here are a few more examples.
Hope this helps!
Has anyone found any decent user guides to the new update while we wait for the official wiki to catch up?
You can view the latest changes here:
https://kazetsukai.github.io/onetech/versions
Click on an object to see how to make it.
For some reason the v106 changes didn't show up in Discord live-dev-changes so I didn't know to update onetech. Anyway, it's updated now. You can see v106 changes here: https://kazetsukai.github.io/onetech/versions
Farming becomes more fun if there is variety in how crops grow. This can also cause interesting decisions. Here is a list of ideas along with decisions one might face.
slow growing but high nutrition
should I plant this now for future generations?
do I have enough food to last while I wait for this to grow?
grows only in one biome
should I setup a mini camp at that biome?
how do I transport water into that area?
harvesting takes time but has short window
should I get a crew to help harvest?
should I stagger the planting times?
should I limit how many I plant?
what if I miss the window while I'm gone?
prune to improve harvest (requiring tool)
is it worth the time and effort to make the tool?
tool required to extract seed
should I plant this now or wait until I have the tech for the tool?
what if we consume them all before we have the tech to extract a seed?
feed seed to an animal to germinate it (grows in random location from poop requiring no soil or water)
should I spend time watching the animal to find out where it goes?
is there some way to contain the animal?
can be eaten early but improves the longer it sits
should I eat this now while I'm hungry or wait until it's better?
randomly generate an improved fruit which can be eaten now for higher nutrition or planted to grow an improved plant
should I eat this now or save it for a future generation?
this allows you to slowly make a super food over generations but would require some effort
you can simulate randomly generated plants by having it transition between two states (1 sec super seed, 3 sec regular) which would give it a 1/4 chance you would plant the super seed to generate a better plant
Thanks Jason! Kazetsukai started the project and I have been adding to it. It has been a ton of fun to work on.
The version breakdown is a new feature that still has a few bugs. Pretty handy to see what has changed though.
You can eat shucked corn, but popcorn seems far better.
1. Pick Teosinte which is found savanah
2. Plant in tilled soil
3. Water and wait 4 minutes
4. Provides 4 corn, shuck with sharp stone
5. Let a shucked corn sit for 4 minutes to let it dry.
6. Place it in a clay bowl and combine with fire
7. Makes bowl of popcorn which has 8 uses, 1 food + 2 bonus each time
This gives you a total of 96 food per soil which is better than carrots but takes more prep and not as convenient to carry.
Still with the soil so rare I recommend sticking with berry bushes. Domestic berry bushes replenish in 8 minutes and don’t consume soil, just water.
Leave the soil for milkweed until you get sheep and compost
It’s a bug. I emailed Jason about it and he plans to fix it tomorrow.
But during the game? Nah. Typical session looks like this: I need to know how to make a chisel. Stay somewhere warm, Alt-TAB. Where is search on page? Uhm, nowhere. Ok, maybe I can Ctrl-F on main page, type "chisel. Dang, I find only how to make dozen kinds of graves. And nothing else... Oh, it's progresive page load crap - I need to scroll to the bottom hundred of times just to load all items. Sorry, no time to do that. Maybe click "Tools", Ctrl+F "chisel" there... and... nothing like that even there. WTF? Where should I search for it? In Food?
There is a search bar at the top of each page. Typing "chisel" brings it up as the first result. However, please feel free to post issues or suggestions you have for the site here: https://github.com/Kazetsukai/onetech/issues
Google "site:kazetsukai.github.io chisel"... Nothing found except main page? Damn, this progressive page load breaks even google bots. Oh crap, I've starved...
I recently rewrote how the routing works and added a sitemap which should improve Google's crawling. Not certain why it hasn't yet.
That being said, I'd like to see it improved and I can even help with that. Just point me to the source code and short info how to setup local dev environment. (Unless it's PHP - then don't bother - I don't want to touch PHP with a ten foot pole.)
The site is in Vue and is built into static files so it can be hosted through GitHub pages. Feel free to submit a pull request if you want to contribute. You may want to open an issue first so we can discuss how best to solve it.
Yeah I recently added a 404 page for the site and used it as a joke.
They used to regrow but not anymore. Might as well dig them up after removing seed.
Items are included with your bones when you die, so others can pick up your clothes, etc. However, this only happens when you die on an empty space. If you die on farmland then it will not include the clothes (only bones).
I added a new feature to onetech today. You can type letters for a sign and it will tell you the needed ingredients and recipe to make them all.
What about using the generation number? You can find the highest generation matching the same eve.
SELECT * FROM lineageServer_lives WHERE eve_life_id = ? ORDER BY generation DESC LIMIT 1However this won't show the deepest descendent of the selected player, only of that player's family.
Jason, what if the last name was invisibly permanent through the lineage? Then it would show up when someone is named instead of being lost.