a multiplayer game of parenting and civilization building
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My response was to kinrany who said entertainment is useful and practical. Sure its fun, and it IS a game, but the point of this thread was to talk about whats efficient and whats not surrounding building. Entertainment isnt efficient or even an asset in terms of survival. Its often wasteful and distracting, used to get you killed a lot in game. Though personally i think it adds some much needed character.
My point was that IRL entertainment is not an exception: everything people do, they do for a reason. So I disagree that rooms don't need to be practical.
This is true. Buts just like real life, some of the most cherished things are often the most impractical. Whats practical about painting, sculpture, jewelry, music, games, film, etc. Yet they are what gives life character and beauty.
Most of these are entertainment and/or education, so they're useful and practical
Reminds me of the old suggestion to isolate all families and to only let one spawn once in each family, plus once for each child.
That way having children would be the only way to come back and continue your project later.
The community of liberty-loving people in the area is extremely vibrant. Lots of other no-school kids for our kids to interact with. Lots of community gatherings and activities. I might need to brush up on cryptocurrency, but it definitely feels like "finding one's people."
And the SKIES. My goodness, I had forgotten how beautiful tumultuous, partly-cloudy skies can be. We have mostly solid blue skies in Davis, California. But here, the sky looks different literally every day. So many scenes where "heavenly" sun rays are piercing through and shining down in dazzling arrays, with such a wide dynamic range. And the sunsets. Even on a cloudy or rainy day, it seems to partly clear up by sunset, providing a textured multi-scape for the setting sun to color. We were expecting it to be "gloomy" here, but so far, we've had at least some bright sunshine every single day. It was pouring yesterday, until sunset, and this morning I have a bright sunrise shining through my window.
They also seem to enforce their laws against victim-producing crimes here (instead of catch-and-release), and they aren't taxing and regulating their economy into the ground (almost every business has a "we're hiring" sign in the window, and teenagers can actually find jobs here, unlike Davis, where literally no teenagers worked, because every business was barely afloat with a skeleton crew of employees). And they're actually sheltering the homeless here, and then forcing the ones who don't want shelter to pack up an leave public spaces (I don't know what the best solution is, but long-term camping on the public sidewalks is probably not it).
Sounds fantastic :)
An interesting update, I wonder how much time it'll take to stage the first race
This world being a simulation wouldn't mean that we're AI. We'd still be people, just people made of simulated atoms.
I mean, if the Newcomen is consuming too much water, the obvious solution is to make it consume less, not add a whole separate recipe that does the same thing but cheaper.
So uh, is it a preconfigured GPT-3?
Thx. Ugly language are my kind of jokes.
Um, it sounds like you understand that you got banned for this behavior, but you don't want to change it...
Even though they’re super good I’m seeing people struggle with how long farms have to be for sprinklers to be super efficient and this is just amazing for compatibility
Having technology that forces these kinds of weird layouts might actually be a good thing, I think. It's more interesting for the village to look more like a bunch of tetris blocks and less like an unordered pile of workstations.
Having weirdly shaped things would also require supporting infrastructure. Like a road along the pipe.
It's a game, it shouldn't be necessary to go through training before playing.
Combinatorial explosion is your friend, Jason
I'm not sure the players can actually handle having 10000 entirely unique objects with their own unique rules.
Yes please!
It could also be a public board instead of Jason's inbox.
In fact, abolish the suggestions subreddit and require all suggestions to be made this way!
Does this mean we will be getting double the content next update?
Sure, bear caves will spawn three bears! You're welcome :^)
Oh, so by default everyone is in the same flat hierarchy with one leader?
You shouldn't try to recruit random villagers. You should recruit those who follow the dictator directly and have many followers of their own.
I think that's usually old women and people with titles, but I haven't played since January and might have missed something important :0
Is laying stones really the hard part? You could ask for a bulldozer instead
You don't need most to change who they follow, only their leaders.
Perhaps genetic fitness should be observable to other players. This way experienced players will have easier time persuading others to follow them.
A wearable quiver that you can click with the bow in hand to reload....
Backpacks work well enough as quivers. What's missing is the ability to "craft" without having an empty tile on the ground. Having a secondary hand is still the obvious solution!
The question is, how does one represent one primary and one secondary hand in a game with no inventory slot UI?
Yes, it became very clearly to me, shortly after the game was launched, that "climbing the tech tree" was never going to be the main, interesting thing for players in this game, no matter how big I made the tech tree.
For me this was never something to look forward to. The reason it was exciting to think about tons of content is that the number of possible interactions between things grows quadratically.
That is, I was looking forward to see unique cultures with unique tech stacks caused by unique circumstances.
Why?
Improvement in culture war ammunition stockpiles, you mean
Makes it easier to store and use tools in a workshop. Helps maintain order.
A worktable can store one item. Crafting with a worktable is the same as crafting with the item inside, but reversed.
For example, consider a hatchet. You can use it on a straight shaft to make kindling:
HATCHET + STRAIGHT SHAFT = HATCHET + KINDLING
With a worktable you can use a straight shaft on the hatchet instead:
STRAIGHT SHAFT + WORKTABLE(HATCHET) = KINDLING + WORKTABLE(HATCHET)
The result is the same, but sometimes it's convenient to let the tool stay in one place.
1. Stationary, can't be taken.
2. Impassable, people won't stand on top of it.
3. Contains one item. Right click to put an item inside or take it out.
4. When the worktable is occupied, left clicking the item applies the item in hand in reverse: the item in hand becomes the second ingredient in the recipe, and the item on the worktable becomes the first ingredient.
5. When the worktable is empty, left clicking applies the item to the worktable itself. Can be used for deconstructing the table.
It also helps that there are barely any tools used in more than one process.
Plates and bowls are the main exception. They're very general purpose and needed in large numbers. As a result smiths and bakers constantly steal them from each other.
Edit: inspired by this thread - worktables that let you use tools without picking them up https://onehouronelife.com/forums/viewt … ?pid=89954