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Obviously if you've ever caught rabbits or done the math in the current game it's annoying to catch rabbits without a backpack or cart. To reduce some of the tedium without changing the bait mechanic right out how about adding a bait back so rabbit bait can be stored in a basket/backpack/etc?
The easiest solution is to use the water skin pouch (hereby renamed rabbit skin pouch) for holding three bait at a time. This item was classically only used for water very very early in the games lifespan and currently its only other use is for bellows. This allows a player to prep before hunting to reduce on trips walking back and forth (which is the most annoying part of hunting currently.)
How hunting works on live:
Bring snare OR bait out to rabbit field first.
Bring whichever you left behind. (since both cannot be carried unless you have backpack or cart.)
Snare hole
Place bait
Walk to next hole with bait/snare
Walk backwards to old hole for snare/bait
Rinse and repeat. This is just a cycle of tedium that isn't needed and makes the game to play worse overall.
Suggested hunting:
Bring snare AND bait out to rabbit field in basket (prepping at home once you make the first water skin.)
Snare AND bait hole since you can now carry both at once.
Walk to next hole to bait AND snare.
Rinse and repeat.
Feels much better, cuts out on needlessly walking back and forth, and thematically makes sense unlike the current way rabbit hunting works.
TL:DR; Add ability to store bait in a container to improve rabbit hunting from the abomination it is now.
I think the only goal at this point is to see how long we can stay alive in a depleted rift. We aren't going to be allowed to leave the box, because that would mean we would have access to more resources and we could keep things going indefinitely, if we tried hard enough. We aren't supposed to "win". We are supposed to lose ... but you know ... nice and slow.
Every decision is supposed to be hard with death constantly looming around the next corner. The wrong choice means the village will collapses right now. The right choice means it collapses later on, when somebody else makes the wrong choice (or the right choice but at the wrong time). On the upside, all of your choices will matter because what you choose to do in each life will make a real difference on the game world by depleting limited resources and leaving the next generation with less to do. On the downside, nothing really matters because the whole game is being balanced around a state of inevitable collapse, followed by server wipe.
I'm really sick of the rift.
Are you sure you don't like each week being an attempt to make the game worse for the sole purpose of eventually getting the game to a state where living inside the box is so terrible you'll pray for death from your neighbor or sister? Are you telling me slowly pulling the bandage off for a month hasn't made for thrilling or exciting game play?
It'd be nice if we weren't working to make the game bad for the sake of some goal we're not even close to reaching. Next you know you'll have to walk back for forth between the firing forge and flat rocks because players are converting iron too fast for him.
Would rate the update -1/10.
Maps are probably okay but it is straight up frustrating to constantly have to walk back between rabbit holes because you cannot carry both bait and a snare until you have a backpack. This means you need to make 10 treks back and forth between the same holes just to collect up the rabbits. After about six rabbits I said fuck it and just used a basket since for the most part early game I didn't really need the backpack.
Feels retarded frankly that you need a cart to effectively catch rabbits in the game since you cannot hold everything you need to catch rabbits in the first place. Add in the fact if you were carting rabbits back to town you'd need a rubber wheeled cart to dress a single person.
Update both didn't hit the mark (just made rabbits more annoying without messing with the massive amount of free food they give) while also making the game worse. Another update where people (rightfully) question whether you know how your own game works.
I'm not sure why you went after rabbits instead of hitting the obvious issue (looking at you wild gooseberries). Right now the biggest issue with rabbits is that the meat very quickly piles up due to the amount of rabbits you need to dress people. Dressing one person head to toe in a village requires 12.5 rabbits which means to dress a village of 10 people you're going to produce 121 rabbit meat which is 1210 pips if eaten cooked on a fire or 6776 pips.
This means one to two trappers can provide enough food for the entire village in their own lifetime + more depending on how the food is cooked and served. Better yet, this food lasts indefinitely too so it's not a problem if the meat sits around forever until someone decides to start mass producing pies.
This baiting change isn't going to do anything positive for the game. You aren't making anything harder but just more tediuous as early game clothing will just shift to nondecaying clothes until loom clothing can be produced and I wouldn't be surprised if you start seeing more carts around early game since backpacks will just be annoying to make.
This change ends up just being a wild goose chase in an attempt to bring an in an end game when you don't even have a solid mid to late game developed yet.
wait, what exactly works as bait? it isnt just A burdock?
It's either/or. You can use a burdock to catch a rabbit or you can mash a bowl of berries with a carrot and use that as bait. It's both thematically dumb while also being incredibly tedious for the sake of being tedious.
Just doing a carrot makes so much more sense as you can fit a bowl, snare, and sharp rock into a basket. You then use the naturally spawning carrots in the savannah as your start up bait while later taking the carrot seeds back to replant for more rabbit bait. For the berry bowl method you literally have to walk out to the middle of the savannah and drop off your snare, then return with a single bowl up until you have a cart in which case you can catch a whopping four rabbits at a time then proceed to bait + snare.
This is just Jason being goofy again. Baiting a rabbit snare isn't the problem with his solution, it's the ridiculous cost and the tedium related to having to walk back and forth to your rabbit hole twice just to catch a single rabbit.
I found a better solution:
https://github.com/jasonrohrer/OneLifeD … 575ee19667
Early game, snaring is very easy with burdock.
Later game, it's a bit harder, b/c transporting lots of bait bowls is not convenient. You could imagine several creative and interesting solutions to this problem, for the would-be civilized rabbit trapper.
I hate to say it but that's franky a dumb idea to use berry/carrot bowls as it's incredibly expensive to catch a single rabbit while also making it where you can only catch one rabbit at a time early game (due to the fact you can't carry burdock mixture on a flat rock and a sharp rock at the same time.) It's comical to say the least the thought you need a cart to catch rabbits now, especially since even with a base cart you can't wheel out enough bowls to even make yourself a backpack.
I get you're trying to balance things but this is completely out of whack to a hysterical amount. It's more logical to use carrots/wild carrots (they already exist in the savannah) and just to add to it you give an actual use to mashed carrot bowls which are just redundant as you can already stick a full carrot into a pie without having to mash it first.
Or just make snares break like the majority of tools, so eventually you need to invest more ropes to make more snares to get more rabbits.
Makes sense considering how many snares you find on the map due to people always making more and more. If not just breaking it'd be nice to remove the rope from the stakes considering eventually you'd have a bunch of useless traps since rabbits become so scarce on the map that 30 snares just aren't doing anything anymore.
I mean that's sort of the issue with him solely looking at rabbits and deciding that their a problem without taking a step back and seeing the big picture. Removing infinite rabbits doesn't suddenly have an real effect on the game as putting on the cheapest nondecaying clothing set still raises your temperature by a moderate amount.
However, when he goes towards the early game clothing he needs to be careful to not make it completely useless like he did to mouflon hides for a split second by reducing their insulation. Make it all decay but be reasonable about it. It's not worth a rope + reeds if the thing decays <6 hours considering any other rope related item doesn't currently decay. Straw hats on the other hand are incredibly cheap and should have a shorter timer (which you then upgrade everyone elses hats to bowlers later when sheep are more plentiful.)
Like I said in the other thread the main issue with rabbits is they produce a lifetimes supply of food by clothing a single person in the village, dress a few people and next thing you know you've potentially fed 1/3rd of your village in a single life.
Kill wild gooseberry bushes after being picked up, cacti stop producing eventually, geese stop laying eggs, and let the meats decay. Nerfing rabbits isn't treating the actual problem we have.
miskas wrote:W T Heck? Who made this railroad in a 190 years arc?
Reset again? Home page doesn't list the previous arc time, and no maplog was published
No, I'm pretty sure homepage is bugging out. Current arc was going still from the looks of things as I couldn't spawn as Eve and there were only four (advanced) families on the server. Stuff is still probably all sorts of fucked from the player made apocalypse.
People will have less clothes, they will eat more foods, water will go out faster. We need more survival in more developed towns to make it less boring.
People will just shift clothing types instead which will only slightly increase food required per person per hour. Instead of seeing rabbit fur outfits you'll see:
Straw hat/Bowler/Santa
Sheep skin/seal skin/mouflon hide/loom top
Reed skirt/Pants
Sandals/Snakeskin boots/Clogs
Backpack/Cloak
And do you want to know a secret? Almost none of that what so ever decays. Only the mouflon hide out of the chests decays, the pants don't decay, backpack/cloaks don't decay, and the only decaying shoe type you make can be turned into a nondecaying shoe. All you are doing is shifting people from doing one activity that can be done all arc long into rushing them to do early clothes then rushing a loom and to be frank the rushing is what is bad about the game right now.
Early game is the only really polished part of ohol and instead of him trying to push us to end game faster and faster he should be working to slow the game down instead. Once you reach mid game/late game it stops really having things you have to do and becomes moreso a game of "what shall I do?"
Changing rabbits alone isn't going to add any significant challenge to the game but instead will just detract from what players can do within the game.
Another update based on removing a fun activity in hopes of balancing things without adding anything interesting. The problem with rabbits is you need 12.5 rabbits to fully dress one person which means if you are mass producing clothes you're getting a free 12.5 raw rabbits (13 if rounded up) every time you dress someone and these meats last forever. This means you are producing 130 pips worth of food just to dress someone if plain cooking them or 728 pips worth of food if you are baking them all into regular rabbit pies. Considering you are making someone clothes this is more food than they need during their ENTIRE LIFETIME which is where the biggest problem of rabbits come from. Add in like I said these rabbits sit around indefinitely someone making people clothing is producing lifetimes amount of food for 1-2+ citizens just by going out of their way to reduce the food need of the town.
Jason should be targeting all the "free" food sources instead of just focusing on stuff like rabbits: Make mutton and raw rabbit decay, wild gooseberries shouldn't regrow berries if all picked, geese should eventually stop laying eggs, and cactus fruit should eventually stop spawning. All he is doing by nerfing rabbits is changing how people dress early game which most people don't care about anyways. Before sheep everyone should have mouflon hides (10 hr decay time) and reed skirts (lasts indefinitely) then once you get tools/sheep you move to making straw hats (again indefinitely) and now that rabbit shoes are off the table wooden clogs are the shoes of choice. While its interesting to shake things up his scope should be on all the free foods and not just rabbits as hunting rabbits is an enjoyable activity that is being gutted for "muh difficulty."
https://onehouronelife.com/forums/viewtopic.php?id=8092
He's likely just going to cut support for mac.
I would rather make it expl-based, the more you hunt the better you get at hunting and therefore the better the rewards and the tools that you can use. An example of this could be Oxygen Not Included, every duplicant can make basic chores for every branch of the tech-tree but if you want to get more efficient or having access to certain recipes or materials you need to start selecting what duplicant will be the one to perform certain activity
Say theres a level 5 chef in the kitchen that is getting old and he picks one kid to become his assistant and then after the main chef when he is dead. On becoming his assistant and gains bonus exp when cooking.
I really dislike the idea of having to do random busy work grinding to be able to function in a village. I think his idea of boons were a much better idea rather than all this skill nonsense people are bringing up.
Instead let an Eve or family/town pick some sort of item that gives the area/lineage some sort of bonus so each family is slightly different. Maybe one family has clothing crafts that last double the length of time (even if you can get too many rabbits imo) or maybe you have one that is better at recycling and produces extra steel during the smithing process, or perhaps one group are better with technology so their newcomens are less likely to break down. Towards the end of the arc you're only going to have 4 or so families so you don't need too many unique buff ideas.
Make the families unique instead of adding a goofy ass skill system.
One idea: if motor isn't portable in a cart, but it can be removed from a car, then a car is useful as a mobile motor transport (to move the engine from place to place).
The thing about this idea is that a horse cart with wheels carries the engine + 7 potential other times vs a car which carries the engine albeit a bit faster but only holds the engine + three other items. Add in the fuel needed to just drive the car around and we've got a two slot storage option vs potentially a 7 slot.
The speed isn't exactly a valuable trait for the car in the first place and considering how the map has changed stepping on a snake isn't very likely for someone on a horse anymore.
A car or plane is just too expensive in resources and ease of it being lost to be viable for anything other than an expensive toy. Horse carts with wheels cost half as many wheels, holds double a car holds, and is generally the better item at a much much lower cost point. You're very unlikely to run out of horses on the map vs always eventually running out of kerosene.
Nah, he had no weapons and wasn't in kill mode. There was also no one around/no one trying to attack anyone else. Could he still be speedy that way?
It's 100% the posse bug, we've known about it since it was released. Until the recent posse changes it wasn't ever realistic to get the permanent speed boost but now it's rather simple.
All you need to do is have someone trigger kill command and either others do the same or hold an item and state "I join you" less than 8 tiles away from growly boy. Once you drop the kill command everyone who participated gets a speed boost ranging from 1-2x extra speed.
You are able to join a posse chasing after yourself which just seems silly.
If you are holding a weapon while joining a posse chasing after yourself you'll attack yourself. Sort of sad you get the SIDS death instead of registering it as you killing yourself like it shows in the life logs. 
I am confirmed for oldest SIDS death in game. (Future Texas duh.) 
Can use this bug to duplicate arrows whenever killing yourself. Also can duplicate paper in the same way (shoot someone with an arrow note) but cannot duplicate knives.
To duplicate bows/knives you need to drop the unbloody weapon before the games kill trigger kills you.
Attack self by joining a posse
Right before you die to your injury the weapon will turn unbloody
Drop the now unbloody knife
Die horribly
???????
Profit.
Who cares whether or not names are gender specific. Sure it's slightly annoying to get a derp name but it never ruined any part of the game. "Omg what am I going to do when I'm named babygirl while male????"
/die
Names don't really matter but enforcing gender appropriate names seems silly. It's still wrong to basically play male in the current game lol.
Basically Eves were coded to spawn on springs at one time which meant you could land in a jungle. He had to then change it so Eves spawn X tiles away from springs because I learned how to create death loops where Eves repeatedly spawned on the same traps with 0% survival chance. Spawning in/around a jungle meant that you could potentially have mosquitoes snipe you as you connected which was just annoying.
Also jungles aren't very livable in game without a lot of work seeing as you'll always be at neutral hot temperature which is generally considered really bad. Basically, they're just not good for living in and can't be fixed so why bait people into building near/on them.
(2) means that everything you build is lost in about a day. I'm guessing that most people don't like that too much. People are currently complaining that everything is lost in 5 days at the end of the arc. "EVERYTHING WE BUILD IS POINTLESS!" But, you know, before the arc, everything you built was usually lost in less than 24 hours.
Unless I'm missing something, I'm pretty sure it's impossible to have it both ways. Permanence and Novelty fight each other. If it's permanent, you're going to encounter the same thing over and over. If it's novel, well, then it's new, and it must not be permanent.
(Note that if you exercise (1) and are successful at starting a new town, you will suck babies away from an existing town and cause it to die out...)
(I also realize that (1) is not a pure Eve game because even the wild areas of the rift are somewhat settled and explored.)
The only time things were being constantly lost in 24 hours was when you introduced the eight hour cull time instead of the weekly cull. This is what made things feel constantly meaningless as we had towns that could last upwards of a month of play with the old culling system. Sure. you still lost smaller towns at a quicker rate but you could have your lives actually cycle between early game (since there was almost always an early own or two) followed by a mid game level town, and then sometimes either someone would accidentally find a mega town or would spawn there on server reset.
When you lowered the timing we stopped having any sort of San Cals, Goose towns, or Casino towns what so ever. Did people play in these exact places 24/7? No, and that's why they're tolerable long term vs what we have right now. You might be in Goose Town for a day before trolls or bad rng killed it off then in a few days or upwards to a week someone would find it again and restart the rebuilding process. You can have meaningful building and resting without the balance being all funky. We traded history and interesting things for a system that left a bunch of random ass walls and flooring on the map.
The problem isn't "Can we have late and early game coexist in game at the same time" but more so how do we allow early game to exist without spreading the families so thin. The biggest issue with early game is the amount of Eves that pop up (hence why a closed eve window can be good) which spreads the players too thin.
Overall, I'm not sure why you keep trying to push we have more permanence now when classically places lasted longer. We traded sporadically living in the same place over a long period of time for constantly living in the same place for a much shorter length of time.
13 is literally nothing rofl.
Building walls around a fishing hole can cause the ice hole to delete itself if it should ever try to move with no open tiles available. Not a very fun bug to find after spending an hour building myself a personal fishing hut.
If possible can we also do something to add insulation to an ice hole? Currently in game fishing is the only activity that can really take advantage of the building bonus due to the extended amount of time you stay in one spot but due to not being able to insulate the ice hole tile the whole building (or at least fishing section) is only an aesthetic thing. Maybe just give it 10% insulation base so building around an ice hole isn't just for looks (this is tied for flat roads in insulation value and whenever you have one bad tile in a room all tiles are treated as such.)
Breedable worms or some variant of lesser bait would be a godsend. Fishing requires a lot of setup for what I'd consider minimal payoff. You'll lose your hook, worms, and get a bunch of silly boots. Box + Basket of soil = empty worm box. Empty worm box + worm = five worms after five minutes. Of course numbers can be scaled more appropriately if it seems off but 1 worm =/= 1 fish meaning there's a potential you get anywhere from 0-100 pips worth per five minutes per box. Just as with shrimping fishing would be closer to OP when multiple people are doing it but having chill ways to get food is good imo.
Freshwater fishing would also be cool since generally speaking a fishing rod has no real requirements to do early and brings more viable early good food options which helps a developing camp grow without putting too much strain on natural resources (besides worms.)
TL;DR: Fishing holes can delete themselves when trying to move without a tile to go to.
Suggestion one: Add insulation value to ice holes (or allow for them to be floored.)
Suggestion two: Breedable/renewable baits.
Suggestion three: Freshwater fishing.
Edit: Apparently you can insulate a fishing hole by standing on a door and fishing off of it lmao.
Edit 2: I've actually now perfected the fishing hut.
Second image works for baking too. Assert your warmth dominance over fish and pies by baking in a T pose.
Good overall arc. A shame it ended on how all arcs end with trolls deciding to end it via killing the derps.
New baby system seems to work great, permanence at 8000 years seemed good. The only bad part is as stated the stagnation after the first day or two due to the game going into maintenance mode.
Better to weaken the curses based off how many curses you personally have vs how many people you've cursed. I've personally got a score around three or four due to cursing trolls (and only trolls) which is mostly to blame due to being able to zoom out and see who is cursing who. That feature obviously is getting fixed with the next update so that's not really something to worry about anymore.
Well, fences were meant to be consensual. That's why there's a waiting period. This is the general rule of homesteading. You can only claim unclaimed land.
https://www.youtube.com/watch?v=fasTSY-dB-s
The situation you describe is a sticky edge case, though. The land was unclaimed, and someone is just trying to bug you.
The idea with the posse system is that you can't chase someone down by yourself, but you can still guard an area.
Get the jump on this guy with a bow, and then wait for him to come back. He can't get w/in 5 tiles of you once you have him locked with a bow. Have your fam feed you during this time, and patrol your fence until it hardens off.
This is not really how fences are intended to function, but this set-up would allow you to railroad a fence against one player's will. It would be much harder to do this with a fence that a large group of people didn't want.
Though the solution of getting reborn as his ally was clever and cool. It may have felt like a "nightmare" to you, but you did have a puzzle to solve, and you solved it eventually.
Bows range is three not five.
Furthermore, I do agree that it's a little hard to use the posse system as it's nearly impossible to even get people organized to use it for the speed bug let alone to actually use it against someone being a pest.
https://www.youtube.com/watch?v=wpgWHrJ6bLg
The two light brown Eves (SW square + NE square) are using the speed bug with max bonuses which is pretty noticeable on the horse vs the two black eves which are normal max speeds without the bug.
I mean to be fair we already had Assmann (just an extra n). I don't really see the problem with more names as it just adds more meme names we can get away with.
I wouldn't worry about the absurdity of names when stuff like My Balls is already a valid in game name.
My Balls, Blue Balls, tons of silly names can already be made.