a multiplayer game of parenting and civilization building
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I partially agree, Booklat. I think part of it is that new players will tend to eat a lot of berries. I know when I started it made up most of my diet, it is the most readily available and most obvious food source. Also I think it's important to take into account that the pie chart shows individual food items consumed, so if a person is filling themself up, it will take multiple berries, as opposed to one bite of pie. Additionally, berries tend to be the most common food to give a baby that needs to be fed due to the low number of pips that need to be filled.
Anyway those are some factors. I still think people consume too many berries, and should yum chain more. A lot of food items that are considered 'bad' become great if you can maintain one yum chain through your entire life.
Saolin wrote:So a mod like this enables some things you wouldn't normally be able to do (such as permanent emote). Would it also enable actions such as picking up /setting down an item far away? Or use the backpack button to stow an item you wouldn't normally be able to?
Either in practice currently, or theoretically?
A mod can possibly abuse bugs that the normal client doesn't abuse, but those things aren't currently bugs and so mods can't theoretically do them.
Thanks for the information, to sigmen4020 as well.
How about if you pressed the "pick up baby" button and the nearest baby was 4-5 tiles away? Would the command fail, or would the baby elastic band into that player's arms?
That is a LOT of berries, lol
So a mod like this enables some things you wouldn't normally be able to do (such as permanent emote). Would it also enable actions such as picking up /setting down an item far away? Or use the backpack button to stow an item you wouldn't normally be able to?
Either in practice currently, or theoretically?
Just copy the text file from recordedGames to playbackGames and make sure its the only one there. After that you can start up client normally and it will try to load and replay the game. After you stop replay, client will go back to its normal functions with exception it will not record any more games in that session. To enable recording back you need to empty the playbackGames directory and restart client.
I tried this method just now, and while it appears to be working at first, I see the cursor move around and playback stuff at the top, after a few seconds the game freezes and the client closes. Any advice?
Thanks. I used the method described, but no matter what txt file i choose, the game crashes within a few seconds of loading. I only try one at a time and there's nothing else in the playbackgames folder. I have the txt file for that session though.
So a week or two ago I had a baby dressed in a chef outfit, and I set it down only for it to be picked up by another lady (named Pieper, forgot the last name) and she promptly made the baby disappear completely. She made it reappear, then disappear again. After a while my baby fell dead next to her. I was questioning her throughout this, wanting to find my baby, and though she was responding she didn't really answer anything. Shortly after the baby died she got stabbed by someone, being accused of "griefing". I had debated posting about it here, having a strong feeling that something was off, but ultimately chalked it up to her setting the baby down behind her, not sure how else to make sense of it.
So what does this have to do with Torunn Dupee, the Magic Lady?
I was born into a decent town with newcomen well and tons of raw iron. Everything was going normally, gave birth to about five or six babies, and my yum chain was going particularly well. Anyway, around 32-35 I was going about my usual business of tending to the village and I went to the forge to grab a batch of charcoal i knew was ready for the well to pump some water. A woman was standing, and after I had picked up the charcoal, she said "knives for all" and I noticed a basket of 3 knives in her hands, PLUS a basket of 3 knives next to her. I thought I might as well grab one, given the huge supply, though i didn't really approve of the use of iron i had recently converted to steel. As I went over to pick one up from the basket she promptly made both baskets disappear one after the other, from her hands, followed by my basket of charcoal, without moving. The second basket of knives was next to her but my basket of charcoal was not. She proceeded to not move from the same tile for the next 20-25 years. Anyway I was asking her where she moved my charcoal and the knives, and she began to juggle a heated raw iron while no fire was active in the kilns. This really caught my attention and i stated that she must be hacking in some way. I told her that I wish i had a recording software running to be able to show what she was doing. She said that she is only using [one of the standard mods]. She then showed off that she could rapidly switch emotes but i acknowledged that is a standard feature of the mods to be able to hotkey emotes from what i understand. She then went on to refer to something she called her "Daemon", (which to me is a torrenting software from the mid 2000s but i digress) and proceeded to teleport various items into her arms: a lit long shaft, a baby, a dry bean, another baby which she then named, none of which were laying anywhere onscreen. I was very amazed and confused, which i expressed. She said no one was talked to her like this before. (At some point in here my 13x yum chain somehow reset to 3x, but i was pretty distracted by what else was going on so maybe it was a mistake??). She also "picked" several berries and carrots to eat. I say "picked" because that was the accompanying sound to them appearing in her hands, but we were in the forge and there was no food around. She asked me why i was wasting all the carrots, which i had only eaten one of years before meeting her. At this point i need to run off to get some food as my yum chain had dissipated, and to my astonishment i noticed several piles of dirt tilling themselves into deep tilled rows. I came back to ask her about it but didn't get any real response. She continued to refer to "her Daemon". I had to run off again to get food a little while later, and watched several rows of carrots appear to one-by-one pick themselves to first fill a slot box. I ate a tomato from my backpack which did not fill my food bar at all (some kind of mistake again??), then continued to watch some carrots magically create a full pile on the ground, which drew me back to her again. She said it was her "Daemon". I continued to hang around her for the rest of our years, expressing how amazed and confused i was, and eventually referring to her as "the magic lady" as others began to notice our interaction. However when others took notice she was reluctant to show her powers. One young man witnessed one magic trick(?) and proceeded to hang around for a while but she did not do anything for several years until he went away. She died a few years before me, and when she died instead of bones and clothes on one tile, a small collection of short shafts and other moderately useful items scattered across a few nearby tiles with no bones left behind iirc.
I don't really know what to say other than it seems like someone has figured out how to hack in some way. The name was Torunn Dupee. She remained on one tile in the forge for 20-25 years with no food around (though she was able to teleport berries and carrots into her hands to eat somehow). It made me wish I was running a recording software, but from what I've seen on here, is there some way to resurrect this life to be reviewed? I haven't played a life since, though i did exit and subsequently re-open to refer to my family tree, not sure if that matters. Is there some way i can expose the details of this life?
I like the current biome distribution. There's still enough of these special biomes to provide the resources you need, and going on an adventure to find them is kind of fun.
I think most of the information is in this post: https://onehouronelife.com/forums/viewtopic.php?id=7741
Had another idea. What if the cooldown after a kill was increased so that the killer would need to be fed after a kill more often or even all the time. Would mean the killer would need to have the support of at least one other person to kill without also dying from starvation. If someone kills for good reason, the village will take care of them, whereas a random stabber is likely to end up starving.
...the two people engage in a 30-year duel.
Lol I can see this happening already. Two guys standing there swinging their weapons, accomplishing nothing.. That nervous looking curly haired blonde guy standing nearby feeds a bite of pie to each of them and then goes back to spectating as the battle continues.
Solution 1 I've thought about before, and it does seem like it would make would-be attackers more hesitant, it's really hard to say how that system would feel in game though. It doesn't seem very likely to be a great solution, I think people would adjust their strategy around it by getting close before attacking to minimize reaction time. Even if the defender knows what the attacker is doing it's still going to be tricky; since both players will be hesitant to make the first move, and would likely play in a fairly random way of whether or not the "defender" got their counter click on time, aside from sloppier long-range kill attempts. The defender could run as well to maintain distance either resulting in the attacker dropping pursuit or getting baited into a more easily defended long range attempt. It's an interesting idea, but I'm not sure about.
Solution 2 I haven't really thought about. It could be good for delaying an attackers attempt, allowing others to potentially respond I suppose. Doesn't sound too interesting to have a clicking stand off though, I imagine the timing would be spaced out enough it would easy to have it be a standoff every time, or alternatively if not, repeatedly clicking as fast as you can does not sound good either. The stun idea where the defender recovers first might work.
I like the discussion topic. I posted a similar idea before suggesting a probability based hit chance for weapons to make would-be attackers think twice before attempting an attack. It's probably not perfect either.
I would like to see a change to the combat system to make it more defender's advantage, I think it would reduce the amount of killing.
And to clarify, there are some situations where killing IS the best among various bad options. If someone is working their way though the village, stabbing people, I don't think it is a good idea to encourage people to stand around cursing the griefer while their loved ones bleed out. If the griefing is rapidly destroying the village's chance of continued survival, immediate action must be taken and killing the griefer is one of the fastest ways to remove them from the equation quickly.
BUT ... just because it is a fast option, doesn't mean it is the best choice every time. Nor does it make it the most effective solution, especially in the rift. Kill a griefer right now, and he will just be back again in less than ten minutes. Now with a new identity and longer life. I think too many people rely on killing as a way to remove problems when it doesn't really work that well. If you kill two or three griefers in one life ... are you really killing two or three different players or the same person three times?
I can fully agree with that post. Fwiw I used to curse primarily over killing, but gradually I started cursing less when I realized that (prior to the last update) one curse on its own didn't really do anything. This discussion has reminded me that I should re-evaluate my approach now with the overhauled curse system.
Could be nice if they were easier to make. I had a really nice life getting an oil rig from partially built to fully functioning on Sunday in a town where someone built a sign saying "oil sw". Much more effective form of communicating the direction of oil/iron than my typical strategy of running around the fire shouting repeatedly at 59 years old.
Not killing is better, because the more players who witness the griefer doing bad things and curse the griefer for doing bad things, the greater "herd immunity" is created against that player.
Think of the good villagers as immune cells in a body. You must first be exposed to an infection to build up a defense. If you kill a griefer too quickly, people will not understand why you killed or if you are telling the truth about the griefer. Few people will curse. Some will curse wrong. It is confusing.
But if you curse the griefer and warn others about the griefer, you give everyone in your village a chance to witness the griefer in action. Everyone has an opportunity to curse him. And all those players will spread out when they die, helping protect other players and other villages by preventing the griefer from being born in other families.
In the Rift, we are all stuck together. Kill a griefer and he can just walk back to your village, if he wants to keep bothering you. Unless you send him all the way to DT.
Curses are stronger than knives.
You're right, curses are stronger: longer time frame, and potentially multiple area bans with multiple curses.
When I'm living a life though, my primary goal usually is to help the village any way I can, so I don't like the idea of sitting by and allowing someone to grief that with just the comfort of knowing next life I won't have to deal with them at the expense of the current town, I want to help THIS village NOW by removing them from it ;p. I tend to give people the benefit of the doubt for a little while (sometimes I regret it when more damage is done), so there tends to be opportunity for others to notice, and I tend to talk about it with others. I will admit that occasionally after getting burned by letting someone get away with it for too long, I tend to act more rashly the next time to avoid repeating the mistake; sometimes it is in error unfortunately and reminds me why I tend to be hesitant in the first place.
Saolin wrote:DestinyCall wrote:NEVER.
End of guide.
Are you saying if you saw someone kill all the sheep, you wouldn't stab them? I think it's acceptable to kill sometimes, though I find killing tends to happen way too often for my liking.
I curse griefers. Killing them just gives them to another village.
And allow them to continue to run amok in your village? You're not wrong about the cursing and I get why someone would advocate for no killing at all - don't want to fuel the fire, right? I think there is times it's justified though. The problem with my approach of course is it enables those who can convince themself that whatever excuse they can think of justifies their action the opportunity to do so. But if someone is actively trying to destroy the town I'm usually not going to allow them to continue to do so if I have the choice.
Anyway, cursing actually accomplishes the same thing as killing: making them another village's problem, just on a different time frame. That reminds me, I should probably be cursing more. Sunday I was having a really great time, Monday every village devolved into occasional random, unprovoked stab fiestas.
Yay! Yum chain just got better, and towns can be less cluttered!
NEVER.
End of guide.
Are you saying if you saw someone kill all the sheep, you wouldn't stab them? I think it's acceptable to kill sometimes, though I find killing tends to happen way too often for my liking.
Seems interesting to me!
What would happen when Johnson-Smith tried to marry though? You could create a lot more combinations if that could be done, too many probably.
Hmm I noticed some of these when browsing onetech yesterday, but not all. Thanks for posting!
Theoretically, I believe what we should do if we want to maximize survival is to not raise any boys. Always suicide if you're born boy until you're born female. If every player on the server is female, it minimizes the chance of any family dying since it removes one way they can die, no girls rng.
Whether a boy survives or dies has no impact on how many girls you have. By killing all boys you're just halving your babies and will end up with the same number of girls. You're not converting any boys to girls..... Well I guess if the baby /dies they can cycle until they're a girl, otherwise they're area banned anyway if they die some other way. So it still accomplishes nothing by killing boys.
Anyway I still don't like your suggestion, because boys have a lot more freedom to work in their lifetime, whereas girls spend almost half their life raising babies. Mothers can drain a lot of resources during their fertile years while not working as much. You might be right that it's correct to /die as a boy unfortunately, but I'm not convinced. I accomplish a lot more productive work for the town as a boy usually over the course of a life, and I think it might be important to have a balance of men working while women raise kids in order to keep a town alive.
One question: would the larger fam have more chance of high warmth and YUM fertility bonuses than a small fam?
I think yes, and yes, with one caveat: when there is a huge population boom occasionally, it depletes these resources, creating a kind of negative feedback loop.
Actually I think it's more complicated than that. A currently small established town may have plenty of variety of foods if it was once larger but shrinking due to lack of births, and lots of food was prepared due to the expectation of many mouths to feed as well as the options available in a larger town.
In general a more advanced / developed town will have more potential for yum chain due to more options, but what's actually available will depend on population boom or recession, as well as who is preparing the food. Some will make just the most efficient foods, while some will focus more on maximizing yum potential.
Saolin wrote:Dodge wrote:Does it still make sense to have /die with the rift?
They still have the option to just run away from their mom, so yes. Removing the option doesn't help anyone.
I mean you could completely remove the possibility of changing family and chosing a life even if you die of starvation by running but maybe it's not the right thing to do
Yeah that's a possibility I've thought of before as well. If it just lasts for one life though then /die babies would probably be more likely to resort to griefing.
Another option I find more intriguing is to lock a player to a certain family for an extended period, say an entire arc, creating more of an identity and vested interest in the family, and seeing other families as actually other and not as your next life. Problems though are variable survival durations of families, and that lives would tend to feel very samey since you would potentially be born in the same town over and over again.
Does it still make sense to have /die with the rift?
They still have the option to just run away from their mom, so yes. Removing the option doesn't help anyone.
For protecting against the apocalypse we're better off having mixed family towns, say there's three families, and three towns. If each town has one family, and a town dies out, the apocalypse triggers. If all three families inhabit all three towns, we could actually get by with just one town surviving if two fail. Though it would be smart to have additional towns similar to the way it's smart to have a second hidden sheep pen, makes it harder to eliminate all of them.
But what is the best way of dealing with apocalypse seekers? Last night again toward the end of my night there were more people going around trying to trigger the apocalypse, despite multiple stable towns existing. Should we just be killing them? Trying to curse them to donkey town? Spread out multi-family towns around the map? The first two seem more likely to delay at best. The latter might work, but there's a certain threshold that will be too much since there's limited resources to support them all.
I have a suspicion that we'll regularly be dealing with apocalypse seekers a few hours into each rift. Thoughts?