a multiplayer game of parenting and civilization building
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Thanks Uncle Gus.
For anyone wanting to know how to make certain letters, the onetech reference has been updated. Some letters are quite complicated, for example this is how to make the letter R
Cool idea, but it is a little complicated to understand. The idea of only being born once per lineage (as discussed in another thread) solves the same problems in a simpler way.
HOLY COW GUYS I JUST THOUGHT OF SOMETHING AMAZING!!!! THIS AUTOMATICALLY MAKES MALES MUCH MORE VALUABLE!!!
Hear me out, if you have a city of nothing but women, you can't support all the babies they produce. So you let them die and add them to the pile. But now, if you do that, you'll be running through your exhaustible stockpile of babies. Long story short, you're welcome for solving all of your problems Kappa.
Right! Every player is valuable. Losing a baby has weight to it unlike currently. Also, if you happen to get a newbie player he won't last long anyway and therefore won't return to your line. It makes keeping babies a better decision overall.
+1 to only being born once per lineage with a cool down. I think this will result in more Eves, but it will resolve other issues.
If you do this, please add a birth timer to Eves just starting. It is near impossible to keep a baby right off the bat, and it would be sad to lose a potential player just from that initial baby.
Thanks for the guide Uncle Gus.
If you're making a mod, you might also want to fork the onetech repo. You can point to a custom data repo and then deploy the site up to GitHub pages. I'm working on improving the compatibility with mods. If you have any suggestions in that area please post them here
Perhaps bring back the hunger penalty when having a baby, but make Eve the exception. This way keeping a female will become a bigger strain on food which will make males more valuable.
Update: if there is a penalty related to having a baby (or losing one), I think a 45 sec pregnancy period makes sense. It prepares the mother and gives the baby a chance to quit without the mother being punished. It could also not clear the pregnancy timer if they quit.
I think hidden properties take away from the game since they are not graphically visible. When you have perfect information you can accurately make decisions based on what is around you. This is generally the case throughout the game and I love it.
However there is some hidden information: wells, tools breaking, and even decay time. These are all variable states which are not visible to the player and therefore pollute one's ability to make a decision. Please don't move further in that direction.
The core abstraction in this game is (a + b = c + d) crafting. That's what makes all the deep interactions possible, makes crafting learnable through observation, and so on. It's the beating heart of the game, and this model can cover almost everything you can think of.
A side note: the simplicity of the crafting system is what makes automated tools like onetech possible. The more logic which is added to transitions, the more difficult tools like this will be to create.
This shouldn't be a factor in the game's design, but it goes to show how a simple design can be used in interesting ways.
I like the idea of randomized tool breaking, but perhaps make it possible to repair a broken tool to soften the blow of bad luck. Repairing could be time-sensitive: if a broken tool stays around too long it decays into an unrepairable tool.
We are at v76, but the pie fix happened after so we don’t have it yet.
I think when a monument bell is rung it gets set as the home marker for everyone on the server that doesn't have one set already.
A new feature has been added to the onetech site: Crafting Recipes! Check out an example here:
This is awesome, thanks!
This was fixed after v76 which is the latest content update. I assume a new release needs to be made for the servers to pick this up - most likely today sometime.
if milkweed is regrowing in 60 min first then it's a waste of time to bother with that procedure, one player won't be seeing it regrow within one life time
it's even waste of time to try to make a milkweed farm, it wouldn't be a waste if it would regrow in 30 min & if the farm would be kept for future generations but since it gets wiped out anyways, so why to conserve or build ?
Planted milkweed only takes 5 minutes to reach fruiting milkweed. After picking it goes to a stump which takes an hour.
Isnt the hole game about adding to the civilization that your parents already have made?
Instead of migrating and starting over. Archiving nothing...
You aren't starting over when migrating. You can take key items to help jumpstart the next settlement. Since you are starting at a higher level of technology with new wild resources to consume, your settlement will have more potential than the one left behind.
ryanb wrote:Kazetsukai created the tool and I’ve been helping add to it. Glad you like it!
OP edited accordingly, and if you guys rather start the thread yourselves, I'll delete this one.
Let me know
Cheers
No worries. Kazetsukai made a post announcing it a while back.
Kazetsukai created the tool and I’ve been helping add to it. Glad you like it!
Perhaps deleted transitions stick around in the game until the server restarts? The wild carrot reseeding transition was definitely removed.
Thanks for doing this each time InSpace!
Gooseberry bushes are harder to grief now. Only Dry Goosberry Bush can easily be dug up and instantly turns to kindling.
Wild and domestic bushes that are not dry require stakes and water + shovel in quick succession. This means it is hard to do with only one person.
Also we’ve updated this crafting reference with the latest changes: https://kazetsukai.github.io/onetech/
Here is another crafting guide. It is up to date with the latest changes.
I would love it if family trees were accessible through an API on the server. Anyone could then make a tool to browse them.
It would be interesting to have one central village that makes migration kit carts: a couple baskets of pies, fire bow drill, axe, bone needle, a couple snares and maybe some more tools?
The family line could continue on across multiple towns.
Lily wrote:It isn't that bad. You get the soil, then each worm is worth another 3 soil each. You can often find a few soil spots together too. So I think it is fairly reasonable for a village to get about 100 soil without any trouble. If you are really motivated and travel far, 200 maybe 300 is even possible. Which, now that I think about it is probably 3 days or something. Which doesn't seem very long but is far longer than a city is expected to survive, if the new changes coming up(spreading out eves more so cities die, and blowing up the world).
In my experience, towns of 5-10 people go through about 12 soil an hour. Several times more if your farmers are inexperienced. Arrows cost 4 soil, a set of basic clothes from scratch cost 4 soil for the snare and 8 soil for the shoes and I assume 6 soil for loincloth+shirt+hat. Clothes are deleted permanently whenever someone disconnects. So that's 18 soil gone every time someone disconnects. So accounting for disconnects and assuming that bushes never dry out and there's one fully-geared disconnect every 3 hours, then I predict that a town of ~8 people will deplete at least 18 soil per hour.
Now in the past, a populated town could plant wheat to make food and basket production more efficient.
So, how do I spawn worms? Do they spawn once per 5 minutes per fertile soil pit?
Clothes, rope, etc. do not deplete soil if you only pick fruiting milkweed. If you use wild carrot seeds you can have carrots without depleting soil as well.
If Eve always spawns thousands of tiles away from civilization then boys are even more useless. If you are a man and don't see a woman around there is no point in continuing.