a multiplayer game of parenting and civilization building
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I like the idea, but the fact is that eating hot foods raises your core temperature by a slight amount, even if you're already hot. But it should have more effect on those who are cold than those who are warm... say, twice the effect if moving towards ideal temperature? We could also have cooling foods that worked the same way...
For example: Mango Sorbet - use bowl on a plate of mango slices to get a mango slice in bowl. Mash with sharp stone (like berries and carrots) to make mango pulp. Add a snowball to make mango sorbet. Gives 4 (2+2) food, has three servings - but it makes your temperature go down by some amount for, say, 30 seconds. A good food to give to people suffering from yellow fever or heatstroke, or a small food for people living in hotter climates to help manage their heat.
Lasts for 1 minute before melting into mango juice - same stats as above for food value and uses, but no cooling effect (or a lesser one - cool drinks could be a generic cooling food). Can be refrozen by pouring it into a cold bowl.
We could do similar with bananas and berries. You could even make squash or cactus fruit sorbet if you want. Any fruit will do.
Shot:
i went on to kill as many girls as possible
Chaser:
needless to say ill be spending the next two hours in donkey town for being born to the wrong family....
The lack of self-awareness on display here is staggering. Please enjoy your stay in Donkey Town. You should probably expect to see a lot of it.
Right. So AFTER he was cursed to DT, he retaliated... and so he deserved to be cursed in the first place? Way to blame the victim, snowflake.
I think this is an interesting idea, but I feel like the map would lose a bit of it's charm and make it a bit samey.
I do agree that tundras should never be adjacent to jungles/deserts, but maybe that could be implemented in a different way? An idea that I think would be great (but would most likely take a ton of work to implement) is a linear humidity/temeprature 'heatmap' of sorts, where chunks have a certain heat and humidity and then get assigned the biome according to that. It would also probably require more biomes to actually work in a reasonable manner.
I was just thinking much the same thing. Have hot and cold regions generated on the map, then do a gradient map of the average temperature of a spot and assign biomes based off that. Although I have no idea how much work that would be to implement.
Thank you for this post BlueDiamond and to Pein for his/her response (though I find Pein a bit hard to read in some spots)! I've started a jungle settlement on a low population server recently, and no doubt I'll re-read this. Also, it made me think of making a sheep or cow pen with planted maples or poplars, which seems to me like getting two projects in progress at once! At least without any griefers or tree haters.
Heh. Earlier theorycrafting on a small outpost. It could easily be expanded to a larger area. Of course, it's going to take several lives to get the trees grown. ![]()
Ooooh, I like that Spoonwood.
I'm currently building a house on One City Server, in a place others were avoiding because three mosquitoes had been concentrated into a small area of plains biome by the building of the massive library. I may end up planting some Maples around the 'quitos when I finally pin them to a single tile each. That seems more aesthetically pleasing than many of the other options.
(And yes, the mosquitoes were hovering consistently in the top left corner of the biome, just like we'd expect.)
And pein, it is a very useful and unique skill, nice to have since I'm terrible at smithing. Thanks for sharing all your insights so freely. Mosquito herding can be tedious, but it reminds me a bit of solving a complicated puzzle - and it's different every time.
It's definitely a good thing to know about. Thanks to both of you for sharing!
Yes, it's a topic about looms... or more specifically, cloth.
We now have the ability to produce bolts of cloth. This should allow us to make certain clothing items that already exist - such as aprons - with greater facility.
My suggestion: use a charcoal pencil on a bolt of wool cloth to make an apron pattern. Patterns would work like smithing; multiple hits of the pencil would change to the next pattern. (A gum eraser made from cured latex - not vulcanized rubber - would be useful for correcting mistakes. It could also erase papers that were written on stupidly...)
Applying shears to the apron pattern produces a pile of apron blanks; sewing the apron blanks with a needle and ball of thread will produce 4 aprons. Other recipes might make greater or lesser numbers of items.
Thoughts, suggestions, comments, concerns?
Yesterday we had just one Bob. JUST ONE. He was named after Bob park who travelled there
HOW DID IT GET LIKE THIS
Bob, bob bob bobbob bob. Bobbob bob bob Bob bob. Bob?
did someone change the display settings?
It sounds like either a bad channel on the video card or a failed/loose ribbon cable connecting the screen to the motherboard. The second of those can be easily and fairly inexpensively fixed. The first, not so much.
The game just keeps spawning me in to a tutorial world for some reason. Can I play the game please?
Did you light the torch before dying? That's how you finish the tutorial.
Booklat1 wrote:There are a few things that seem to be easy to find records of, which might give us some ideas on actual labour involved. How much iron can someone usually forge in one go? how many pies can be cooked?
My estimates:
---Pies per hot oven depends on how many people are helping. Each person can probably bake at least 30 if not 60 pies in the minute it remains hot. I'm imagining the frequency in which I can grab raw pies.
I've never had 10 baskets of pies to bake before. That would be fun. ![]()
I think the last time I baked, we had, oh, around 18-20 pies. Most of them loose. But there were 3 of us, so we easily got them done. I could have done them all myself, if they were in baskets, with time to spare... so 30 sounds like a decent average. I can't even imagine having 60 plates available!
this is some thing that has been long anticipated for, as a way to connect families and bring together love ones. I would like to present a few Ideas related to this Idea, "HOW TO BRING LOVED ONES TOGHER"
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1- rings
rings symbolizes, never ending love with its circular shape, now we have many types of rings but circular ones have been the fashion since marriage (also when you get older it gets impossible to get take the ring off)
Rings have been the fashion since jewelers got involved... and since it used to be necessary to pay people to take your surplus daughters off your hands. It's called a dowry. The 'circular shape signifying endless love' is just marketing copy from the diamond merchants.
In general, I'm not against the idea of rings. Having them display on your character might be an issue, though.
my idea is that you can make a ring and their will be four different types
gold ingot + file = 4 gold rings
lock blank + chisel = lock blank with chisel + mallet = iron ring
rope + sting = rope ring
*slight gore waring*
rabbit bones + rabbit bones = bone ringonce you have 2 of the same rings you put them together and use a steal file (doesn't loose durability) will give you joined rings.
if two people wear the rings they are coupled, (this will also work with a lesbian or gay couple because its 2019)
any children birthed in this cupple will see the man as dad and loose all other titles he might have had. the married will also see each other as husband/wife.
______________________________________________________________________________________words have power, in real life and in OHOL you can curse and name some one, that is power! right their.
with this
one person would say "/marriage (insert name)"
and if the person responds with "/marriage (insert proposer's name)" in from a one tile radios from the original person they will coupled.after you get married you can change your forename, this will cause your children to loose ties to any of your family, to change your fore name you must say "/forename (name)"
this is important, because we don't want that much in breeding going on!
Inbreeding is bad in the real world because of the possibility of reinforcing negative genetics, like porphyria or hemophilia. There's no genetic component here. Any complaints about 'incest' or 'inbreeding' are just role-play.
Personally, my head-canon is that the Apocolypse that originally removed all traces of man's works from the world also modified humans; males now emit spores, and the females breathe them in and become pregnant. In such a situation, incest becomes irrelevant; it can't be controlled, because you're not responsible for those free-floating sporm. (Spore sperm...)
Also, there's no reason your children should lose ties to their family. The tracking in the system has nothing to do with your name, or else nameless kids couldn't be displayed on the family tree, nor could kids who get 'adopted' by being named by someone unrelated.
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This is a combination of Ideas 1 and 2-
you have to make a coupled ring, each of you have to be wearing it and then say /marriage(person name)
this might slow down the accident of accident marriages, and would look a lot nicer.
but it would be a greater waste of resources and time. you will still get to change your forename after your married, and your titles will be changed for you children!__________________________________________________________________________I think this would be a nice addition to a very complex game of relation ships! and with the change of forenames their will be a lot more family debates and smaller titles unlike--
Treena your great great great great great great aunt.well what do you think?
By 'forename', do you mean your last name (surname)? Or your personal name? Forename would seem to imply changing your personal name, since 'fore' means 'front' (or alternately, 'leader' in the case of foreman).
I don't think a change of surname is needed, although having the option might be nice. Actually, in general I'd like to see a few more naming mechanics, like being able to name yourself if you're nameless when you become a young adult.
So... I don't really see this adding to gameplay. We already have RP marriages, and people declaring 'so-and-so is my father'. Do we need mechanics to promote this, or can we just carry on the way we are?
There's serious holes in the early game (for me). I don't think, even with the knowledge people possess today, that we'd be making steel again within a generation. It's possible, in some parts of the world, but for the most part I think we'd still be scratching out a Stone Age existence 100 years hence. It's not a matter of knowledge - it's being able to make the tools to make the tools we need to make the things we want. I'd prefer that Jason take a look at that and perhaps provide alternative tools that we can use without having to rush a forge. (Not for hoes - we have alternatives for that - but for shovels, most notably. Not being able to transport dung any other way is ridiculous.)
Steel smelting isn't exactly rocket science, true, but being able to get the smelter hot enough to actually melt iron so you can alloy it into steel takes a bit more effort than just slapping an adobe kiln together and adding a bellows.
Sounds like an idea for a private server.
is it legal to sell someone else's game?
The game itself has no copyright. It says so in the install folder. Do what you want with it.
Broken out many times, although I only rarely find anyone else alive.* Of course, it takes me about 25 minutes to do so (if not more). Part of that is me dithering over how to arrange the forge. I don't think I've done it the same way twice. ![]()
I've had someone break in to help me once. Sorry I wasn't a very good smith, but that's why I was in there practicing! ![]()
I still hope to spawn back inside or near one as an Eve. Oh yes, it can happen. Fun times. I'd like to establish a family line that loots the ancient tombs, rescuing the Eves trapped inside. They could name themselves and adopt a child in the tribe, so their name might live on for a time. (Of course, now I'm curious as to how we got there - 1.7G tiles away from the bell that rang. Was my mother in Donkey Town? Was I in DT? What is my lifetime curse score, anyway?)
* Yes, I know that the tutorials to the north are newer, so I should go that way if I want to find living players. Of course, they've probably committed snakicide by that point...
Hmm extra question. Does that mean that there is no lineage ban with the /die command as well?
Correct. Lineage ban is lineage ban, regardless of source:
- living past 30 in a lineage
- being murdered
- committing murder
- using the /die command
... I think that's the lot?
If there is no lineage ban due to player count, you can /die to each other all you want. Might be a way to get bones for a grave pen. ![]()
Make more bowls. Store wheat in bowls. They can be quickly converted into pies or bread, or kept in case someone cuts all the wheat fields (since we can now get seed from them).
I'd like to see a recipe for a pottery urn (wet clay bowl + clay) which stores 4 threshed wheat, personally. But then, I want to see more pottery recipes in general. ![]()
*snap* *snap* *snap* *snap*
(Seriously. I got a very beat poet vibe from that; I can almost hear Mike Meyers reciting it now...)
that's nice, so it goes outside NW, if you want to find old towns you need to go SE
No, it'll depend where you are on the spiral. It appears to be spiraling counter-clockwise; not sure you can determine the direction of spiral drift from one day's data. If the spiral is, say, at the 4:00 position on the clock, going SE will only get you more wilderness; you'd need to go NW (or more westerly, actually) in order to find older civs.
eddie, yeah, you can calc easily distance based on coordinates, as the pythagorean triangle drawn from them has the diagonal as distance
best case scenario is diagonal, or straight
the home marker shows straight for diagonals over 1000 tiles, then it turns so if you got closer and can go left and right, at some point will turn from straight to diagonal or vice versa
tested on my route from casino town to painter town, was 4 k north and last 1000 tiles was NE, it showed straight nord until i was below 1000 tiles, so the angle is below 45 degree of a 1000x1000 square ? so its fine to go straight until the last 1000 tiles
Good information about the home marker. I assume bell marks work the same.
Nice and amusing, thanks for posting!
REFRESH
Please don't bump topics. If no-one is discussing the topic, it's not really of interest to others. Maybe add a post asking why others don't seem to think this is an issue, and actually pay attention to their responses instead of going off on a knee-jerk reaction?
Starknight_One wrote:But a quicker way is to use two items of one type and a third of another; the dissimilar item is the arrow-head pointing the way.
Like this?
O O O O O
O X X Y O
O O O O OO O O O O
O O O Y O
O O X O O
O X O O O
O O O O O
Exactly like that. It's more time-efficient, which means less food wasted while laying out arrows. As an Eve, I use them to point the direction I'm travelling until I make camp, then I make them pointing to camp while I'm out foraging and/or scouting. Not for me so much (unless I forget my home marker again XD), but for others.
That's pretty good. I'd be a little concerned about it being ambiguous to someone not already familiar with it. I think most people would guess correctly, but not everyone. Also, I suspect a lot of people wouldn't even recognize it as a directional marker at all.
That is the problem with it, but it's not a hard conceptual leap. Especially when it's something like two milkweed seeds and a carrot seed. They can't just have fallen like that... it's a sign! And you only have two choices of which way to follow it, so... flip a coin. ![]()
But for anyone clued in, that's a pretty good marker. As you say, it's fast to make. Requires two different types of objects that are resistant to being moved, though.
This is more a rough-and-ready way to indicate "I was here, headed *this* way" than a permanent signpost, since I'm generally removing tree limbs (pulling them to reset the timer on the trees) and picking milkweed... so there's plenty of material.
There was another thread recently about leaving signposts and arrows, including my own recommendation.
I saw it... I just didn't feel like chiming in.
I was curious; I knew that method didn't originate with me, but I didn't remember where I picked it up, so I went digging. I found it here: Nomadic life. You also contributed to that thread; I'm surprised you didn't pick up on the trick then.
Just a note: I used to make arrows like you do (although I generally only give them one barb, not two). But a quicker way is to use two items of one type and a third of another; the dissimilar item is the arrow-head pointing the way. Since you're only placing half as many items, it's twice as fast to make. ![]()
BladeWoods wrote:The best part is that it only takes 20 years of your life to send and recieve one message in morse!
Hahaha, this.
Just wondering IRL, has radiotelegraphy ever been a thing? I know the SOS code was used in marine. But other than that, I got the idea that telegraphy was a thing for wire. And then they figured out the phone, one wire, and when they figured out radio waves, amplitude modulation was very quickly added to this for voice over radio. At least my idea without researching on this topic...
Radio telegraphy was used quite extensively during the early days of radio, mostly for ships at sea; it's easier to get beeps through than clear voice communications sometimes, especially with early radios. And of course ships can't easily drag cables behind themselves to keep a telegraph line open.
Berry, berry bowl, popcorn. Carrots are wasted on toddlers.
Opened a github issue on the matter, perhaps we'll see action soon.
Tbh I'd love just a general potato-themed update. We could get a bunch of cool stuff, like:
- A new tool to harvest potatoes instead of shovel [Trowel?] or just using a hoe/shovel once on the mature plant to uncover them, then picking each individual one out by hand.
A spading fork would be ideal for digging up potatoes, I'd think... and then looking it up, it's a very similar tool called (naturally) a potato fork. In the interests of having a general solution over a specific where possible, let's just call it a spading fork. It could be also be used for other digging tasks involving turning over soil, such as refreshing a fertile soil pit or digging up adobe stumps and/or clay, but not for digging out rocks or digging pits or fence holes.
- Potato Peeler
- Potato Masher
Knife and Stomper, tools we already have. (Fewer recipes to add means more likelihood of seeing something like this...)
- Mashed Potatoes
- Buttered Masted Potatoes
- Potato patties or hash browns [maybe fried on a hot flat rock, like omelettes?]
- Potato Soup of some sorts [milk, potatoes, carrots or smth like that?]
Mashed spuds... hmm. Place 3 peeled potatoes in a bowl, add water, set on coals to boil. When finished, smash with rock to make Mashed Potatoes (12 servings of 2 pips {+2 bonus for 4}). Add butter... hmm. Currently only butter recipe is using knife... maybe use 2-4 uses from the bowl to improve MPs to a base value of, say, 4?
Potato patties could be as simple as frying potato pancakes on a hot flat rock... two peeled potatoes in a bowl, add an egg, mash or chop (as with other baking) and pour onto hot rock. 4 uses, each makes a Potato Frittata (9 pips +2 bonus for 11).
And a good old-fashioned chowder sure would hit the spot! Take 4 potatoes, place in a bowl, chop with stone or knife. Dump into crock. Add a bowl of corn kernels and a bowl of water, then put on coals. This becomes your Cooking Chowder Base. Then mix a bowl of flour into a bowl of milk to make a Bowl of Cream Mix, and pour it into the Cooking Chowder Base to make Cooking Chowder. Allow it to finish for a lovely Potato Corn Chowder (8 bowls/crock, at 8 pips each +2 bonus to make 10.)
Im not complaining but why is everyone on this forum so smart and making calculations and math stuff???
also good to know. thought that in perfect temp you lose one bar in like thirty secs, now I see its a bit less.
Forum-goers tend to be power-users, for the most part. Analysis of game conditions improves survival techniques, which is why we do it. ![]()