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#126 Re: Main Forum » Can This Game Evolve Beyond White Supremacy? » 2020-09-30 02:42:30

Spoonwood wrote:
Capyrs wrote:

They are the only race with a specialisation that can be learned by all the other races ...

What are you talking about?  Browns can't learn to speak the black language and the ginger language so far I know.

You can still learn other languages, it's just harder because people don't tend to be around other languages long enough, and then pass their learned language down to their kids.

Not that long ago we had long-lived towns and language was eventually, partially, shared between them.

#127 Re: Main Forum » A way to allow twins to curse. » 2020-09-24 06:23:11

I also twin with friends quite a bit, and while it is fun to collect a griefer's bones and parade them around town to get them cursed, it's not quite the story I want to tell - I'd rather just be able to curse them and avoid them in the future.

#128 Frequently Asked Questions » How do I know what to eat? » 2020-09-21 23:52:12

Cogito
Replies: 2

The tutorial introduces a few foods, and tells me I should eat berries until I am full, but I see other players eating lots of other foods.

How do I find food to eat, learn how to eat it, and decide what I should eat next?

I also see players making food like pies. How do I find out how to make new food?

#129 Re: Main Forum » Glaring problem of cars » 2020-09-19 09:58:48

I agree, as one person alone it is hard to smelt much iron.

With a bit of prep even two people working together can easily smelt 10-12 iron (~ 2 stacks) in one firing. With three people I've managed 3+ stacks.

My method uses one flat rock, one person with tongs producing the blooms onto the rock, one person hitting the bloom with a stone, and another person moving the wrought iron onto new stacks.

Hitting the bloom and moving the wrought iron can be done by one person, but it's slower.

The most important thing is the set up. Get 3 stacks of iron within easy reach by the tongs weilder.

Clear lots of space for the wrought iron stacks.

Make sure people don't stand on top of the workspace, and don't try and put down all the flat rocks!

----

An engine is what, 15-16 iron. That's two firings for the wrought iron, two for the steel, and then another 20 messing around with the newcommen tools.

Work with people, prepare your workspace, and you'll find it much faster.

#130 Re: Main Forum » No fathers, no adoptions » 2020-09-17 01:41:07

I like the idea of the ephemereal wine maker.

I will endeavour to making as much glass as possible to aid in your task. Each life I will focus on collecting materials for glass (paper, glasswort, and limestone), or crafting glass bottles (and a funnel if needed).

Fatherhood may become something in the future, but only when Jason begins working on general gameplay mechanics again (as opposed to bugfixing and adding items). There are other balance and 'fleshing out' aspects of the game that I think will take priority, but I'm sure he will have the idea of fatherhood in his mind when working on related things. So I doubt we will get a standalone 'Fatherhood' update out of the blue, but instead it'll be something we get when he is looking at homelands, or family specialisation, or language, etc.

#131 Re: Main Forum » The Racing Car - Design » 2020-09-15 13:17:57

The file format (AutoCAD DXF) is used to record technical drawings.

#132 Main Forum » The Racing Car - Design » 2020-09-15 09:21:21

Cogito
Replies: 12

After last week's Delivery Truck it looks like the next update may be a racing car.

Not many details yet (I'll update this post or make a new one as they come in) however we do have some initial designs.

Design 1:
Design 1

Design 2:
Design 2

I think it will be really fun to have people zipping around in sports cars, and I think people will look amazing(-ly hilarious) in these cars.

This content is not *super* useful right now, and I think we really need some general tech updates (a workbench!) and 'filling out' of the tech tree.

That said, I like it!!! Give us more high-tech items; let's build the engines and pump the kero, and have races down the highways.

As a bonus, we also can see the Delivery Truck design:
Delivery Truck Design

#133 Re: Main Forum » We desperately need a tech catch up » 2020-09-14 02:59:57

There needs to be a lot more tech around, or it needs to be much harder to grief.

People lock up horses if there aren't many around, but that is rare because they are pretty easy to replace.

If we have an easier way to create advanced tech (like a diesel powered workbench) then there will be less need to lock it up.

Engines are too easily griefed (just smash it with a hammer!) but trucks are only griefed by loading them and running away. If you have 5 trucks lying around it's not so hard to go find the missing one, if you even need to.

#134 Re: Main Forum » A new farm meta » 2020-09-14 02:50:01

Villas wrote:
gamatron332 wrote:

All your points are valid. However. There is no point in saying berries are trash(which they are) when they are such a important part of the game. We can’t feed sheep without berries. No sheep no compost, no compost no long lasting civ. While berries may suck we still need them and unfortunately have to take the time and soil loss.

Imo they aren't good for sprinklers, I may be mistaken, but we would need to deplete them all, then soil them all and only then use te sprinklers to save water, while we could be farming easier crops there and water them soilless every 5 or 7 min.

Bushes are better farming the ordinary way, soiling and manually watering them, so we can reset them individually as they need

This is exactly my point.

Unless we have lots of spare food and sprinklers, better to just farm berries normally.

I actually don't mind the idea of having a 'normal' set up and a 'berries only' set up, where you literally pick the pipes up and move them if you want to do intensive berry farming.

Let's say I want to make a lot of wool clothing, and I have 12 sprinklers.

I can first farm ~12x2 plots of carrots for 100 carrots and 28 seeds (4 extra, but all good) at a cost of 2 bowls of water, 4 charges of kerosene (1/6 of a 'use', 1/36 of a tank), and 24 seeds.

I then move the pipes to the berry farm, at a cost of 12 hammer charges (6% of a hammer).

I then farm 12x2 berry bushes 4 times for 112 bowls of berries (12 berry bushes give 14 bowls of berries) for a cost of 8 bowls of water, 8 charges of kerosene (1/3 of a use), and 96 soil (32 soil piles, a bit more than 4.5 composts).

I then move the pipes back to the main farm, at a cost of 12 hammer charges (6% of a hammer).

This will give me 100 bowls of feed mash, almost 17 feed mash buckets. 12 bowls of mash give 1 bolt of wool, so this gives enough for 8 shirts and shorts (with a bit left over).

This is almost certainly worthwhile, as you save 88 water at the cost of 2x6% of a hammer and 1/3 of a kerosene use. A single kero use gives 4x8 = 32 bowls of water, so the water saving is about 77 bowls (minus whatever the water cost of 12/100 of a bar of steel is).

It's a decent chunk of work, but probably achievable in one life if everything was set up ready to go.

#135 Re: Main Forum » A new farm meta » 2020-09-13 08:11:15

gamatron332 wrote:

I was thinking 18 long rows For a farm with a single row of berries (that’s 2 3x3 plots which is enough for any civ.) that could be easy to implement.

Berries are a lot more work than the other crops (beans come close), and don't benefit from the plough.

If you need a lot of berries, and the water is an issue, then having one row of berries may make sense.

For these berries, every 10 minutes, you will need 18 soil and 18 empty bowls. In return you save 17 bowls of water.

This is a good trade, but it comes at the expense of 18 other crops that don't require any soil. You do have to plant these other crops, but that is far easier as long as you have the seeds ready (wheat and corn in particular).

These crops are also faster to grow. Compare 4 minutes for corn and 6.5 minutes for wheat to the 10 minutes for berries.

Staked crops require a bit of work to add the stgakes, and take 5 minutes to grow, still better than berries.

The main drawback to berries is the soil requirement. Once you get rid of the soil requirement (thanks to ploughing hard rows) the other crops are so easy and fast to farm.

#136 Re: Main Forum » The Delivery Truck » 2020-09-12 08:23:44

Incredible amounts of damage = put things in it and drive away? Does that mean a horse cart with rubber tires is capable of doing ~1/3 incredible amounts of damage?

The most immediately obvious use of the Delivery Truck for me is building fast flat rock roads. Constructing those roads is dominated by collecting the flat rocks, the truck will make that job much faster.

I also think it will be useful for collecting and delivering produce from a sprinkler farm. Load all the vegies into baskets (made from threshed what sheaves) and load those into the truck. One trip to clear 63 veggies back to the kitchen is very attractive, compared to 3 trips with a hand cart with tires, or 7 with a normal hand cart.

Getting branches to make pens, adobe  and cut stones for buildings, trading resources between towns. There are lots of constructive uses.

Thankfully for now they can't be destroyed, and they aren't trivial to make, so I don't think they're going to be as abused as some might imagine. The worst that will happen is the truck gets stolen, filled with important resources.

I hope we see lots of trucks running around, and more tech like it.

#137 Main Forum » The Delivery Truck » 2020-09-12 04:57:52

Cogito
Replies: 14

https://edge.onetech.info/4658-Delivery … justFueled

What an interesting concept!

First, functionality.

The delivery truck is a fueled vehicle that can hold 21 large items. For reference, a horse or hand cart with tires holds 8 large items.

It takes one use of kerosene, and remains fueled for an entire hour. The crude car takes 4 large items and remains fueled for 10 minutes.

This is a big step up from other options, and is understandably more expensive to make.

So, how hard it is to make?

It requires a diesel engine (as to be expected!) and everything else is fairly achievable.

The basic steps are:

  1. Make a Diesel Engine (requires rubber, locked behind the Jungle Biome. Also required for Rubber Tires later on)

  2. Make a Truck Chassis by combining a Steel Beam with 4 Steel Wheels with Tires

  3. Make 3 Buckets of Paint, one white, one red (requires cinnabar, locked behind Desert Biome), one black

  4. Make a Stack of Sheet Metal and a Big Stack of Boards

  5. Assemble!

    1. Place the engine onto the truck chassis to make a Diesel Truck Chassis

    2. Paint the metal sheets red and put them on the Diesel Truck Chassis to make a Truck Cab

    3. Put the Big Stack of Boards on the Truck Cab to make a Bare Wood Truck

    4. Paint the truck white

    5. Use the black paint to on the truck to add the delivery signage

    6. Fuel her up (requires Kerosene, locked behind Arctic Biome)

I think it's going to be very useful!

#138 Re: Main Forum » A new farm meta » 2020-09-12 02:57:42

gamatron332 wrote:

@cogito I am definitely gonna try and use your design.. when I was working on it I entirely forgot workspace and before engine problems.

It's not too hard to do, main thing is leaving enough space, and ideally having the start of the farm near the bakery (but otherwise on unused land).

gamatron332 wrote:

It may be a one man band then but I’m gonna try. If you ever see a eve chewing out her kids because they didn’t plant the berrys in a line... that’s gonna Be me

I *hate* berries as part of the sprinkler system, as they restrict usage of the plough. Potentially you could have one side as berries and the other as crops - this would certainly reduce water used for berries. The downside is that sprinkler farming other crops becomes twice as slow.

When I've done this farming before I would have an entire row planted and watered, growing, while I prepare the other row - harvest, plough, and plant. It was relatively easy to alternate between the two.

Perhaps there is an end game where you have a lot of sprinklers built, and can devote a section to berries. They certainly use a lot of water if you are trying to make a lot of mash. They just seem so slow.

#139 Re: Main Forum » The Work Table! » 2020-09-12 02:47:16

I think this makes a lot of sense, and would make fabrication a lot faster.

I'd even go so far as to say it may negate the negatives of being able to smash engines so easily.

It would make late-game technology much more accessible (extra engines, sprinklers) but that is probably a good thing.

#140 Re: Main Forum » A new farm meta » 2020-09-10 05:49:35

I enjoy all the ins and outs of plough and sprinkler farming.

Once set up an individual can farm an inordinate amount of food for pretty much no marginal cost.

In terms of spacing, the sprinkler head should be placed close to the kitchen. There is a minimum required vertical space of 7 tiles - more is better. This is made up of 1 tile for the sprinklers, 1 row either side for crops, and 2 rows either side of that for harvesting. If there is extra space on only one side that is still useful, as that side will be used for crops like wheat. Allocate and occupy more space than you think you will need, but at least 7 vertical tiles.

The sprinkler system will run to the west, and should be one long line. There is no value it turning the rows around, as it makes ground preparation and harvesting much more difficult.

Starting with 3-6 sprinklers is fine, and worth doing. Aim for space for at least 15, but even more is better.

Make sure a lot more space is allocated and occupied early on, by laying flooring in long horizontal rows. My preference is for fast stone roads directly above and below the crops, however this does make interacting with the farm difficult for some people. An option I have not tried yet, but would like to, is to fast stone road down the centre where the sprinklers are, with cut stone paths above and below the 2 lines of crops.

Use the plough! The plough turns a hardened row into a deep tilled row!!!! With the plough the only crop that needs soil is milkweed.

Plant and harvest a lot of wheat initially. Turn all the straw into baskets - let people take some for compost if needed, but you don't need soil to farm when you have a plough.

Harvest all produce into baskets. Fill baskets with tomatoes, corn, pickles, peppers, onions, carrots - anything and everything that will fit. Harvested wheat goes into buckets.

Until we have better harvesting and storage options, get those baskets into carts and take them to the kitchen and feast halls.

Make more baskets.

----

Individually I was able to do 4+ harvests on a 12 long sprinkler system in one life. This is a lot of food. I did not make enough baskets, so was harvesting onto piles on the ground. This slowed me down a bit, but was faster than moving all the produce away. I would have had to move the produce if I continued, so what I've written above is more about long term sustainability.

There were a lot of seeds around from the 'traditional' farms (ie people letting carrots go to seed) and corn and wheat are very easy to mass farm. I did need to start managing seeds a bit better, especially for peppers and the like. This was one of the more annoying aspects of farming, but still fairly quick.

Set up the infrastructure, and there will be food!

#141 Re: Main Forum » Project December is out now » 2020-09-03 02:25:54

Looks interesting Jason.

Is it just a general chatbot, or is there some story/game involved as well? Wasn't clear from the examples.

I don't mind dropping $5 on a cool experiment, but it's not entirely obvious what I'm getting - 1000 compute credits of something? Do I use a compute credit every time I talk to the bot?

Also, the title of the web pages has a typo in it, it says "Project Deber" when I assume it's meant to be "Project December".

#142 Re: Main Forum » Animal husbandry and breeding for improvements » 2020-08-27 00:24:06

If we could build trains that held multiple people, we would build grand tours of the world. Stopping at each town, the curious and bored would climb aboard and be flung forward to the excitement of the unknown.

Some would be ill-prepared, hungry and starving, a pile of bones left by the side of the way or forgotton in some carriage. Babies would be born, already abandoned as the train flies past their mother's homeland. Death would abound.

But it would be grand.

#143 Re: Main Forum » Can something be done about zone restrictions? » 2020-08-05 02:25:21

DailyNightmares wrote:

At the moment it seems that gingers have a special thing which is they can find gold

...and oil, and fishing, and feast tables (though that is other families too)

If you're not noticing the restrictions it's either that you're staying in town (probably being useful!) or, more likely, that some other family else has shared the restricted content with you.

If you play a few lives you will probably play as different families, so plenty of people will, for example, pump oil and distribute it around all the towns.

#144 Re: Main Forum » Account sharing protocol » 2020-08-01 17:03:11

Is this using cached credentials, stored on a 'relay server', to allow people to share accounts? Won't only one person be able to play per account at any time, and they will have the gene score of that account?

This sounds like a slightly safer? way to share an account without sharing login details, is that right?

#145 Re: Main Forum » Changes to Feast Table » 2020-07-25 04:35:08

pein wrote:

still not trade but theft and donation. likely someone will make one and people stteal the same rose and the same bottle until eternity.

Once you use the rose it wilts, and you need a fresh rose.

You can of course just steal roses from the bush, or get cuttings etc.

#146 Re: Main Forum » Changes to Feast Table » 2020-07-24 12:35:01

JonySky wrote:

who uses Feast tables?
I think it is another absurd change that is useless

Who makes ice cream lately?

I've seen both in nearly every large town over the last week or two.

#147 Re: Main Forum » Changes to Feast Table » 2020-07-24 07:26:08

DestinyCall wrote:

Feast table is now locked behind all three biomes, actually.   Pumpkin pie requires sugar from the jungle.

You are right, I meant two additional biomes. Will see if I can update.

#148 Re: Main Forum » Changes to Feast Table » 2020-07-24 02:17:15

I love the craving mechanic for that reason, they become worth it so someone goes and does the work in order to satisfy the craving.

In this case, it means that someone needs to go and do the work to improve the town, so that the craving can be satisfied, and that is a good use of the mechanic.

Feasts to date have been fairly easy to do, especially now that cows are so much more common. I've seen feasts in most developed towns I've been in recently.

#149 Main Forum » Changes to Feast Table » 2020-07-24 01:30:54

Cogito
Replies: 16

The feast table is being changed to allow pumpkin pies to be containable.

Feast tables will be started by adding a Rose in Bottle with Water to an empty table.

This means that feast tables are now locked behind three biomes (two additional): the Jungle (Sugarcane for the Pumpkin Pie), the Desert (Glasswort for the bottle), and the Tundra (Snow Bank for the Red Rose Seed).

It also means that pumpkin pies can now be added to tables.

----

I predict that feasts will be much less common, which is perhaps a good thing.

They are already unnecessary for food, as we have so many vegetables that are great to yum with.

They will become a common craving block, as glass bottles are in general so rare - though once you have bottles and roses growing not so hard so will probably just limit the feast table to later stage towns.

#150 Re: Main Forum » Best crops and setup for sprinklers? » 2020-07-21 03:35:11

There is currently no way to turn the plough, though I can imagine an update might use directional markers (stakes and sapling) from the road paver to implement it.

The biggest benefit I've seen from the sprinkler is that there is *always* food available if you have it set up. Sure people don't harvest quickly enough, or manage it efficiently, but it allows one dedicated person to produce a *lot* of food, quickly.

All the talk of efficiency discounts the most important resource of all - player time.

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