a multiplayer game of parenting and civilization building
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BTW: Does this now make it the most difficult item to make?
In the baby-boom hours the issue with parenting is, even if I get a learn-willing newbie, I'll soon pop out more babies making teaching very hard to close to impossible.
For those interested in controlling their birth rate, the current mechanic is warmth...
(server code)(and it PEEVES me!)
At first I doubted you, but skimmed through the code and indeed you're right! I didn't know that! Is this documented on the wiki?
Which might mean just leaving it to our parenting skills.
Suggesting following mechanic:
First a rough, but better estimate, if baby death is due to bad mum or "runaway suicide baby" (not knowing of /die). Suggestion: If the baby dies under the age of 4 in a 10 radius for where it was last dropped (or birthed if never taken) it counts as bad mum. If the baby walks away more than 10 tiles from last drop it counts as runaway baby and shouldn't further penalize (the cool down applied already anyway).
Baby deaths due to runaway children shouldn't be considered.
Then the next baby/player should be priorized to the woman having had the least children yet... (not counting /die and runaway children).
For all potential mothers with the same count of children, heat distribution can apply.
There are three main population booms on servers, America, Europe and Australia. Also the infertility doesnt really affect the game if you are playing on server 1 or 2
While this is true for server 1 it is only half-true for server 2.
See this nice data collected by thundersen
https://onehouronelife.com/forums/viewtopic.php?id=4788
Unfortunately server 1 is extremely laggy for me.
Maybe we can hope that once (if) the tech tree proceeds past modern age we get suspended animation/sleeping pods that let people go into stasis and wake up to continue the same life the next day
Or we get NPCs...
Is that a myth?
Yes. It was a suggestion tough. The issue I see with this is encouraging people to overeat...
All in all it's a difficult call, because stuff that is lying around all in town is unclear if it's just clutter you can use as resource or someone was going to build something.
I got agitated also on people for example:
* For taking out firewood of the oven/forge. Seriously, I just put it there for a reason! This is just as aweful as people taking paper out another printer in their office just to get theirs going. Man go to the storage and pick up a new pile!
* I remember going to make a backpack, I got 3 rabbits in a basket brought them to a place near town, went for another load... that rabbits gone, okay, just went for another load gone again... Then I took needle and ball of thread with me and made the backpack in the plains...
So if someone got that firewood to roast a rabbit to get a needle, or a goose, or simmer salt water, make stew, etc. and you take that firewood before they get that fire started I agree, I'd get agitated too.
I thought about a meta for town like an area "free for all" and an "please dont use unless untouched for 20 minutes" or so. However, I don't see this working.
From you story tough, that guy going all mad and then "accidently" shooting you with a bow I believe they were just a griefer from the get-go using the "this is mine"-meta just to stir up drama and go in their "plausible deniability"-mode about griefing.
What annoys me is people who take all the baskets in town to store carrots or pies. Really. Other people need baskets to actually get things done, that basket only saves you two tiles. If there's excess baskets, sure, go for it, but if other people wanna take the baskets for baskety things don't complain.
Well baskets make the life of a baker much easier, especially as you can store uncooked pies near the stove for quick handling when it is hot and to get away the output. If baskets are rare and you need one, sure just take one from the bakery output, keep one pie, put two on the ground and use it. I don't see the problem with this.
When working as baker(ess) I hardly have a shortage of baskets anyway. Usually it are plates that go down fast as the output buffer increases. (because people drop the empty plates somewhere in the wilderness).
A lineage max would mean someone who got lineage ban on all existing lineages can't play anymore. At least on this server.
Without /die this would still be 3 Lineages. As 30 minutes for every lineage until ban, and 90 until it got lifted. However with, there is no limit on Eve starts.
Yes, I suppose the issue may be too many lineages from people /die'ing too much.
Yeah. If we need people to communicate more we need...
1. No limitations to speech for kids to elders (babies can have like 4 letter limit, everyone else gets max)
If only the max could be increased somewhat for grown ups. Even as elder I often cannot write a full sentence beyond trivial in one bubble, but have to split it up...
And yes kids communication limit could grow somewhat faster. IRL 3-4 year olds have already all the grammar of their mother tongue, the rest is just vocabulary.
The main issue: Jason wants to keep jungle balanced, as this is a biome which should provide high profit (bananas) for high risk (mosquitoes). If we are applying counters to mosquitoes, we would also need few bananas or more threats. I would add jungle snakes and jaguars
With current state of affairs I see following issues:
1: Bananas are now a temporary profit useful on startup or travelers, but mosqs are permanent pest.
2: Mosqs can happen literately everywhere due to them wandering far outside their biome and invisible mini-jungle-biomes.
3: While being naked mosqs are a only a minor inconvenience making you unproductive for a minute or two, otherwise useful clothes suddenly become a death trap.
Day/night cycle wouldn't fit the game timing mechanics at all.
Game of Thrones Winter Summer cycle would fit (many years summer, many years winter).
However as I get it, This would be a major engine change...
While I agree I must admit tough, at the same time I fully understand people who don't consider mentoring a fun playing experience for themselves.
If you like mentoring, yes please it's the most awesome thing within the game. If you want to be grumpy old smith, fine too.
I wouldn't blame anybody, that's just likes to some town job and considers it a casual gaming / relaxing experience.
I'm fine with anybody that not about deliberately ruining others fun (a.k.a. "griefing") or deliberately go on excessively wasting stuff others made for the town community while proving way less themselves.
I'm not saying you should spend your entire life teaching others, either.
I forgot who recently posted this, but I'm citing it anonymously with different words. If your play is about advancing towns, this in the long term the best you can do. The pen needs fixing? You thing the town needs that pump smithed? Everything transitory and short-lived, probably in 24 hours the lineage is wiped anyway, maybe a revive of the town, but will fall again, but that knowledge, that sticks for a long time (at least as long that player doesn't give up on the game)
Maybe cars should come with keys...
The main issue I have I turned to asking kids if they are new. They say "N". I ask them if there is anything they want to learn, they say "N". Then they run off at the age of 4 and forget to put food in their mouth.
if your idea starts with change the engine than is a bad idea, aint gonna happen
Sorry, you misunderstood. Bowls on cisterns would need an engine change. Buckets on soil as far I get it not since buckets have units of bowls of water in them as use count.
But since I don't have the system fully working yet, I cant be sure tough.
Adobe oven base fences don't require a shovel use. If you make the adobe not from shoveling. Just saying.
It are the ugliest the fences tough.
If the wood stump is in the way because of whatever, yes dig it up.
Going around the whole village digging all stumps of the trees someone cut down, so the surrondings look nice?... no, please not, in your next rebirth they will be gone.
Pull of the wood and log so the decay can start? Yes.
Managed to compile all.
I'm able to launch the client that resides in the root folder. If I try to launch the cliente of OneLife/gameSource it crashes with a segmentation fault.
If I try to login into my custom server, server crashes with Segmentation fault after the following output:
Placing new Eve: trying radius of 102 from camp
Answer 9 months later ![]()
I just made a new server instance and had it constantly crashing, I found out it missed the symlinks to OneLifeData7.
I don't know what procudure I did to had them made by some tool the first time, I added them manually and now the new instance works as well.
server$ ln -s ../../OneLifeData7/categories/
server$ ln -s ../../OneLifeData7/objects
server$ ln -s ../../OneLifeData7/transitions/
With you on the farmable reeds. Also not about aesthetics, plastered walls dont decay, which is the strength of them. Digging up wood stumps is good if you just straight up need to use the tile or ... for aesthetics.
I've done that when I was about right to build a road over them, yes then it's useful to just continue that project. For aesthetics, given the stump naturally decays after 1 hour, it's still a shovel waste.
About the shovel for reed stumps, depends on how much iron the eve camp has access to. If they already opened a mine and thus have plenty of iron, yes go ahead and dig up all reed stumps you can find. If iron is still in the scarce early start please no, this usually breaks the shovel in no time, breaks compost etc. Also even for old towns, I've never had a hard time to get plenty of clay while hitching a horsecart a minute outside. And yes I forgot, straw+clay = adobe as well.
I am hereby challenging your disposition, and am saying that adobe into plaster walls are for function, and that wood stumps are for aesthetics, and that neither are useless. Only are very specific in their application.
Wood stumps aesthetics, well if you can dare to have them that one hour, just let them decay instead. Plaster walls for function... well if you want to make a dedicated smithing house, etc. yes. far enough. For basic function the oven base does it tough, everything else is aesthetics.
Okay, interesting idea, show me the implementation.
I see, well we agree that digging up wood stumps is a waste of shovel.
About the value of plastered adobe walls in late game... well okay, I guess we can't argue about the value of aesthetics.
PS: Reed should be farmable IMO.
better communication, and bigger FOV might work
I agree.
and dig out the stumps, check how many baskets you got and dig 2x as much adobe
this is invaluable resource
Why dig out stumps? IMO you just wasting the shovel for little output (firewood).
And why adobe once you get already a pen there is little use for it.