a multiplayer game of parenting and civilization building
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if you are so invested, you should check the discord.
the bot commands are public and not too extensive. but also answers your problems. for example you set a new fire and say bot fire, so he swaps on it. I don't really want to control each and everyone, I expect that some players will be useless toward the main tasks, and others do tasks that aren't really important for the current stage of the game. so the bot doing the tasks no one does is fine. feeding one person is not that big of a deal. that also answers your other concern. a player would also eat a food that's there if he is starving. bot actually eats whatever near fire, so you should drop a few carrot pies. his speed isnt extreme, I work at same speed if I try to do stuff and I'm on my main pc. he can also fetch berries in bowls if you set up a box with bowls in it. generally I would have popcorn and garlic in bowls near the babies. a few carrot or mutton pies. dump some soil near compost and have water in buckets, more than one if the farm is larger.
one fertile female and beans it's really an edge case. I blame the game for a feature that goes against it's initial goal. especially that I suggested it and was pretty obvious it has to have some sort of limitation. personal yum is more important than city wide variety, technically you should do one for each person in the city so like 12-20 per hour of each food like carnitas, eggs or beans. and your skilled players who cut trees or mine iron benefit more from yum than your female who didn't even reach 20 yum.
families die, but that also shoudnt be taken as granted. ever since I started playing, I enjoy paving roads but can't keep up with the distance that families are placed. the biome rings were great but the bands are horrible. 400-600 minimum each family but often 1200 away and dies out too early, yesterday was 2000-0-2000 for 3 fams, even when we ran the paver ahead it didn't reach. if the gingers survve, others could just as well with pip bonus and free stuff taken to them. distance makes no sense. trading makes no sense. 804 tiles of playable area on an unlimited map makes no sense. it's like you using a big monitor with 10 pixels of a strip on it actually showing things. tldr I don't hate the bot tending fire and picking berries, tending bushes, aka the boring stuff. fembot was actually better than 80% of the playerbase for staying put and surviving. people cherry picking towns kills towns. jason fails to understand to reward things or give options to people who want options.
bots identify themselves from age 0 just say 'bot', it's not an ai language model, it's a simple command. also just follows and as for feeding when needed, too good of a baby? so he is net positive, and if you want just block him with a few branches or say 'bot stop' and he starves .
do something unique
I hate 3x3 farms, saw too many
did a 2x5 yesterday and they went crazy lengths to make it 3x3
Is there any method to know the absolute coordinates when playing the game?
I know some mods can show the coordinates, but it is related. It means we can’t get the same coordinate system in different life except performing transformation or setting a same original point.
I saw some secret bases for apocalypse in YouTube. They were always built in a remote place. How can their owner and other players who want to stop the apocalypse arrive there in different life?
Is there any method to know the absolute coordinates when playing the game?
Or they just do this by their memory?
jason obfuscated absolute cords.
it's only relative cords to birth. or triangulating from a bell tower. since it's 2d and square based, it's always same angles, so apparently one bell enough.
there was a bug with graves and messages. basically, relative coords based on birth. I was using a coordinate graphing tool to put them as dots. stdout txt had them, copy paste generate. first it took me long time. +- -- etc. hard to wrap your head around while playing. but once graphed I was able to visit 4-5 towns in a life, bell runs without bells but closer, like 300-900 tiles only. we had fun doing it. jason patched the exploit.
I forgot who made it, In an excel map he generated color codes on biomes, then you found a 3-4 biome meeting point, wrote down from middle to clockwise like 1 grass 2 savanna 3 arctic etc. 9 number, find in excel table. 3-4 biome mix was quite unique, with new map not so much, also making the table was long time.
tutorial and donkey town was somewhat fixed. but yeah, on wondible map you can spot a biome shape or city if you roughly know it.
is it hard to make steam mods? anyone care to explain on discord? I had the very first few graph mods made, still got the files, might worth converting some.
travel has no point right now. I tried a few times, and it was fun with the bug to the graves, as nobody else knew it how, so it was like bell runs without bells. the travel stones are similar but with 2 families it messes you up. there were too many attempts to ruin coordinates and navigation, and the flaws with single families are kind of rough
but just as a game element, it makes no sense. it's like a sales pitch, 'oh the map is huge and you can never get to the end', why would you want to? around 150-200 hours in I realized the power of horses and stops, so I was designing towns in mind with running around on horse carts, and I was placing some fences 100-200 tiles in strategic zones.
there were some interesting towns, like one was 40+ gens the other started later and was around 25-30 gens, they were barely 300 away but a huge ice biome blocked any travel on foot, played for a week in both towns when I finally realized you can cross one to the other.
there were some lives where towns were 600-900 tiles away and tried creating a road, never finished.
there were some attempts when we made roads like 4-6000 long manually, connecting everything. you ended up with people stealing engines and anything of value. even when I locked up a horse cart and made my town again it was gone by the next time.
90% of players live their life within 50x50 tiles, some others travel like one direction then return.
rift was a bad idea for a whole server, but for a family, 200x200 isn't that bad.
the other issue is the 'everything runs out' principle. it's a game, it should be an idealistic world where you can fix everything, create endless value and live in harmony with the nature. mistakes shouldn't be final and you should be able to progress endlessly.
I had an idea back before, basically each family would have a seed, but each town would be a unit on it's own, with the ability to place it on a world map, basically teleporting it. the eve would mark a center tile, and gradually unlock 50x50, 100x100 up to 200x200 tiles. that would be the town. it would still have an area around it, so you could travel on foot. but it would be just a randomized land of a similar size, like 2-300 tiles.
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oxoxo
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oxoxo
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x -town o-empty
the towns would be placed in the middle tiles, and the area around it would be empty.
other means of travel could include trains or boats or airplanes
underground subways would be best, since it would show on your map but wouldn't need to be connected.
towns could upgrade it and travel to other places for a cost, instantly
travel is boring. finding towns more than 20 minutes away is hard, and boring and makes no sense when you don't live any longer than 60 and not fertile after 40, moving people so far is pointless
so this way you could have the travel but also would make the map more compact
there could be a ranking system or weekly limit of how much you need to achieve. then people would have their own towns they could return to and fix it up. people could rank map seeds with good or bad or more scaling ranks like 1-10.
then the bad ones could be wiped and replaced. it could even be a ranking system that places good towns closer to the center and would give more resources around it.
for the progression: the town should be a unit, with parts that count as sub unit. each item would be tracked around it, you couldn't take items from the town territory as other family, and travel methods wouldn't let it either.
there could be eras with requirements to build certain stuff, then it could reflect in the style of items. some items should be expensive, but the resources should come back endlessly, making work more important than the actual resources.
I would also love private lands. for example each town would have a town center, 50x50 always shared, the outer ring could be taken as private lands, like a 10x10 plot, and you could fence it up, and automatically leave a road in between. these lands could be used to produce things.
for all these the whole game should be changed in a few ways.
been like 6 months since I used the forum too
havent played a long while
there was a lot of updates nowadays, like last 2 months
search for the email and at the end there is a 20 characters long key in the download link
tga, uncompressed and also the points are 90 degree turned sideways, no layers, need to flatten them, no messing with alpha channels too much, might ruin them
some things need the exact size, like 1mb for biome backgrounds, not sure why, they might turn out discolored ingame otherwise
Jason used Magickimick or whatever is the name, it's linux and free
I much rather preferred gimp2 for saving the files, since people modded other games (city skylinines?) they added the feature to save uncompressed, also the ordering of dots is the default one but the original tga format would be different elsewhere
you can use whatever format and picture editor for the making, just save it again in gimp2, I generally done PNG as it has the transparent parts just as tga, saving with gimp was easy if the sizes match, just drop the picture on top, delete bottom layer and 'export as'
there are additional tricks, like setting the text from 0 to 1 to make something transparent or non transparent, then it can go overlay instead of cutting off the overhanging parts. that was used with my original underwear sprites.
there are cloud gaming services that work on mac. boosteroid for example, but the servers are in europe. ohol can be installed but it's a bit tricky. you got to go to the menu of the steam from the cloud pc, which only happens with games that allow that, like pro evolution soccer (free demo anyway) and then find ohol on your steam list, install, log in and play. the bad part is that your settings won't be saved, and you got to install it each time you play and can't be more than 10 minutes inactive. you can do a macro to move your mouse before each 10 min but if you just play a few hours that's entirely fine. it installs it within a few seconds. have been playing INL like that, my pc only has intel hd video card and the unity for INL is a bit more demanding than ohol, so I can only run it on medium and close range but can run it on max settings in cloud. usually I got like 20-30 gb extra space in cloud and the install is super quick. I guess if ohol would be on their list then it would be simpler.
pein wrote:you could stop any time
I play YAH on emulator, I'm slower than usual and got to work side to side when combining. has the spiral and the old good mechanics, and some quality of life changes. most players are dog water tho, as you can imagine. there is a mechanic that you mark a town for your spawn so you get back if someone buries your bones and you play 10 minutes meanwhile. it's not 100% to get back but it's still fun to continue your town and sometimes play with others.
YAH? Link?
you are hope, the mobile game by dual decade, it's not free but quite cheap
but since it's android I got to emulate it
best performance you would get on Fyde OS
but since their controls are so bad, the crafting is diagonal swipe, undressing reverse, and the lifting containers is up swipe, the best way to control is Bluestacks, or in my case MSI AppPlayer (minimalist blue stacks for MSI), it can recognize the advanced keyboard controls, it's based on pixels and screen size, so it can be wonky with small items but after a bit of messing around I found the right coordinates for items and 90% does what i want to do. only that each direction and creation combo would need a key so I limited myself to left right up and then drop (actually got some special drop actions but I don't use them often), take clothing, eat, chat.
also got some emote macros
I'm used to the swipes now and I rather swipe sometimes than to walk over it and lift with a key, but I find it quite annoying
working side to side makes me slower, like I can do 7-8 plates/iron with a fire, but that's fine.
not much really, as a baby stay in the fire, don't waste their time and food bar, the colder you are the more you eat, so walking around it's not too efficient for them. also get used to lower food bars, the chimes are annoying but you won't die by only eating each minute once. better players know the timings but panicking and running after them might get you starved.
better players usually tell what is needed or what is their plan. usually it's ropes or boards or more pottery or storage always welcome. generally I give a small task to kids, or tell them what is the most important, but they might not know how to do it. also bad players give bad instructions so listening to them is also bad.
in exchange for raising you it's nice to do one small boring task, like adding soil and watering plants, making compost, killing wild animals and collecting rounds stones, rabbits. but the majority of vets don't expect you to do much, try to not fight over resources and respect others privacy/properties, and have fun.
flip your monitor
I mean pigments in the skin adapting to heat or cold isn't a big of a stretch. but it's hard to make significant to be important enough but not more important than other things.
They made INL and it is fun but since some of the mechanics are just reductant, like having babies is actually annoying. the playerbase there is more hardcore since it needs a better rig and more knowledge and another payment. and the age is limiting you from doing things while you are born on the same place anyway. so all in all being a baby is bad, and starting as an adult is good.
so no reason fixing Jasons nightmare updates, just scrap it, the game can have a new identity with new mechanics that make sense, good reward and punishment systems that aren't too complex and just make sense.
@selalov734 the way Jasus did the characters, their head positions or hairs are completely different positions so they aren't interswappable, I tried it. I even made a working, decently looking character but it's a pin doing it. the eyes are also way too low resolution, 9 pixels are already huge, kind of the same as the biggest one, and so it can only be black and white.
yeah the engine limitations are crap, we could make nice looking mods that are easy to install but can't fix the crap ui and can't add stamina or hp then can't really make it any better.
Im thinking about implementing it that way:
- each floor / wall has a heat value that comes from the biome plus season temperature
- the more insulation the floor has the more it stays close to 0.5 temperature
- with each timestep the floor / wall tiles exchange temperature with the tiles next to it while considering the insulation of wallsFor example if you open a door the room would not get hot / cold at once but over time the room would cool off.
The bigger the room the more temperature leaking you would have though not having 100% wall / tiles insulation, so no artificial limit.If it is performant enough, i could use the same mechanism to calculate temperature on any given tile.
The idea is then to change the biome if the tile gets too hot / cold over time simulating climate change / ice ages.I would say the difficulty / time to implement it is medium so should be ok.
General im thinking about how to handle the temperature.
The idea is to have more realistic temperature mechanics, so in theory very bad temperature could kill you over time.
The problem is players are not used to it.
Also it could be too annoying that you are forced to leave a cold biome in the winter (if you dont use enough clothing / heat and once implemented buildings).Currently if it is too cold / hot you lose hit points and gain exhaustion. Both slows you down to at max 50% if you are close death.
This might be irritating for players, especially if they are used to ignore temperature at all.
So the question is which mechanics can be used to make temperature more meaningful / realistic while on the same time give the players a good experience.
For sure better messages could help if a player is slowly dying through temperature.
Maybe instead of having a slow killing through temperature it would better to use something like (heat)strokes that give you a clear understanding that something is really going wrong. These strokes would stay for lets say 15 secs and come once in a while if you have bad temperature. They could limit speed, hinder eating or doing stuff.Any ideas?
Jason doesn't understand how to reward people and why. His values all all over the place. As you remember, the base game was mostly 'don't do this'. Like 90% of mechanics are about not doing things, even accidentally you can do permanent errors. I guess his childhood was rough. He is still weird tho, I get that he had so many rules he enjoys breaking them in certain areas but in his online persona he has kind of weird OCD.
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I don't think it makes any sense to write complex stuff when the outcomes aren't really different. And if they are, it might require meticulous management which might be annoying for some. I guess people would enjoy more mechanics when it's well done but not too many pointless modifiers for the same thing. Ohol is just food and heat, no hp, no stamina no nothing, and heat is kind of food too.
Same with iron and water, everything converts to it and they kind of convert to each other. That just makes it a bad system since it's bottom and top level resource so the bottom changes the lategame (wasting water hits back later) and the top changes the bottom (too much high tech makes life too easy). It's as fun as turning the lights on and off.
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Well, technically you could calc the average insulation where walls count more than floors, then the average temperature would be the material of the house, the original biome(not sure on this) and the season combined. The heating up and cooling down could be a set value in perfect conditions.
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But the issue there is the management. Right now in OHOL you could make a 1x5 room and stay on perfect temp WITH a fire. that's 5 sideway wallsx2, 2x1 vertical and 4 corners. too much material for such a small place. The bigger the room the less walls needed as central tiles don't need walls. And the shape that has the most central tiles is the square. So if it isn't square it's wasting materials, also some heat bonus. But the other issue is that needs a fire, and needs to tend to the fire. 15 firewood per hour, regardless of size.
And a fire outside is just 0.40 or something then what? it's still a good bonus with no effort. Also you stand still so quite hard to work and enjoy a bonus.
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That being said the only legit bonus I could imagine in a room is perfect temp without clothes. Upsides? work in a good environment regardless of outside weather conditions. Downside? limited space.
Now really who does want to micromanage the size and shape of the room and all those details for 0.1 heat? like you do a compost cycle and make a bit more pies and same deal.
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I think it should be a different way of thinking, instead of you making a bunch of plans and arrangements to make it perfect temp, it could be a central heating, like a chimney and a fireplace built in wall. This should be more effective than a normal fire, or last longer. Instead of fixed heat, it would be perfect heat, but last less for bigger rooms. It could work with charcoal since that is 3 units, so can be measured better. So for example 6x6 rooms was Jasons plan. That is 36 tiles, so a firewood would last 6 minutes for 36 tiles, so 1 minute for 6 tiles. That's 50% better than a fire outside. So if a room is smaller you could heat it faster and last longer or if it's bigger, more charcoal would be needed. A firewood should also give 4 kindling (in yah a log can be split in 4 bricks then each can be cut into kindling). So 4 kindling is 4 charcoal, 12 piece for heating 36 tiles to 6 min. that's 1 piece 3 tiles for 6 min. You could fill up the fireplace and it would go for a while, creating perfect temp indoors.
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If other bonuses come to play there could be some good mechanics, not to heat, but to make rooms useful.
would be interesting if you could handle it as a group zone, not sure how performant would be with many.
could be just type A, B , C , D and the rulesets would be same for similar rooms. no reason to treat anything under 3x3 as a room. but no reason to make difference between 3x4 and 4x3 and 3x3+2 for example. But a 7x7 could give extra bonuses for the extra material used. It was working in ONI, like a bed and a decoration object without any machine (lights maybe) makes it a bedroom, bedrooms gave sleep bonus, faster energy refill. OFC it's harder to give bonuses to rpg humans than controlled ai workers.
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Other reason to make rooms could be tech gates, like a machine only works indoors. Not sure if time based actions could be good, I can see it work if it's not a do or die. Like spend 10 seconds near a table to earn a research point and at 10 you get a blueprint. It doesn't need to be everything a blueprint either just a branch of tech.
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once I had an idea, with stamina bar, you would have a permanent bar and a temporary. permanent would be your maximum, maybe it could be even trained, the more you use it the less it takes to spend. a boost option could help do jobs faster but exhaust you. boosting while exhausted would trim some of the top limit down then you would need healthcare/resting/comfort activities to fix. It could be 4 different colors. Green on top: usable stamina, yellow: exhaustion after doing activities too long, red: extensive exhaustion permanently damaging you stamina, and harder fixes. Then a grey part that's the difference of current and maximum. So for example you start on 30 stamina and each time you deplete it, you gain 1 stamina. it could go up to 100, but you could also block out your top limit by overworking yourself. So asking for help, resting would be not only RPG but reasonable strategic steps. Restoring yellow bar with some foods would give foods a different stat to improve. Red would be harder, maybe just heavy resting could remove the penaties occurred by overusing stamina.
Beds could refill stamina, but nobody likes to stand in place, so instead of you sleeping (too long, it could still be like 20-30 sec doing nothing), the bed would be 'charging up' and you visiting the bed would take the charge, like a battery transfer. One bed would belong to one person, you would need to claim for life just like a home marker. You could upgrade beds for better stats. It could also be a tent that you place somewhere then later upgrade, it could act as a personal stash too, holding private item that others can't touch.
pein wrote:doors are just walls with a toggle. I guess you could check the pine doors code, that's the simplest.
i meant how the server calculates exactly when a player get indoor temperature boni.
Normal doors should work already. Spring doors i did not test yet.
checks the 8x8 for temperature, the player is top left of middle tiles. walls limit the 8x8 to smaller size. walls and floors add insulation values. overly complex for like 0.05 bonus when a fire is already almost perfect
actually 2 fires with 2 free space create 4 perfect zones in L shape both top and bottom, also 5x1 room with a fire on one edge makes perfect temperature on the other edge.
pein wrote:was helping px with the graphical stuff, like making smaller tiles for seamless cover and giving tips on masking the edges of the map
yeah it's chaotic, and jasons ideas were flawed, fixing them is kind of impossible, better having new ones
it's too different, yet too similarmaybe the ai should be hired or spawned on will
Thx for helping PX with the client!
Yea, in the end it would need a custom client to a allow more different look.
"masking the edges of the map"
> There are no edged i know of in the current map, its kind of round.> maybe the ai should be hired or spawned on will[
the plan is that you can give orders to your follower Ais and you can hire Ais for coins to become your follower.
Was also thinking about allowing to use coins to increase your chance drastically to give birth to an Ai.
map tiles, sorry. like blending of biome edges
I still got the old custom stuff and we could make some more. he had that idea of the custom client being able to import stuff.
I guess I could just make a portable ohol client with all included or installers for it.
doors are just walls with a toggle. I guess you could check the pine doors code, that's the simplest.
turn it into a gen z snowflake game even more.
when idiots could be killed the game was way better. honestly if you suck at it you deserve to be harassed. if you can't even reflect on mistakes or get butthurt by legit claims then the problem is you. if you can't ignore bullshit the problem is with you.
being offended doesn't mean you are right
everything is your fault, either you allow it or attract it in your life.
I think it's Vietnam or something similar
you could stop any time
I play YAH on emulator, I'm slower than usual and got to work side to side when combining. has the spiral and the old good mechanics, and some quality of life changes. most players are dog water tho, as you can imagine. there is a mechanic that you mark a town for your spawn so you get back if someone buries your bones and you play 10 minutes meanwhile. it's not 100% to get back but it's still fun to continue your town and sometimes play with others.
was helping px with the graphical stuff, like making smaller tiles for seamless cover and giving tips on masking the edges of the map
yeah it's chaotic, and jasons ideas were flawed, fixing them is kind of impossible, better having new ones
it's too different, yet too similar
maybe the ai should be hired or spawned on will
pein wrote:one time I tested, was griefing the town over and over, making Newcomen bases to block things, converting oven to kiln or destroying it, hiding tools, like bellows or axe, fire tools, burning food, filling stuff with seeds, wheels, repeating over and over with some variety. I usually didn't grief towns, especially good ones, maybe some shitty camps where someone pissed me off, but like just a few troll things, not completely destroying it. it just was a test that what would piss off others that much to get killed.
well turns out that most of the new and medium new people didn't care. they were annoyed but they just assumed that I'm new and I don't know any better. I was naked the whole time.
what eventually got me killed was the one time I named one baby some medium troll name, not even something rude. so they don't care until you mess up their dumb rp. a bunch of people are fine doing nothing for hours but don't dare to say anything negative to them.
I don't agree. Your test are not really sound. The things you tested, people might not catch. If players are busy doing work for the family, they might not catch when their stuff gets moved around. Or, who is building things to screw everyone else over. They might notice and get annoyed, but may not have necessarily identified the culprit. They know a troll or someone new may be around.
Naming the baby something troll is direct evidence of your intentions. At that point you were identified as a griefer. That was the result.
As for the some of the "why is everyone so mean to me? What did I do to them?" Well.. a lot. The game is not easy. A family can die off by the silliest things. So, some of those things claimed as "mistakes" can be quite detrimental. Specially to those who have participated multiple generations to the progress of a family. The mistake may be even more costly depending on what other scarcity the family is dealing with at the moment.
What I've noticed is, a lot of new players darting all over the place just trying to figure it all out on their own. Anyone telling them to stop, and trying to teach them is viewed as someone trying to ruin their fun. Then they lash out, without giving others time to explain. When they get cursed, or worst they think they're the victim. All without noticing the harm they've caused. That's when new players unwittingly become the griefer.
I would. that's why I killed people who were intentionally ruining things. But slowly the community turned into gen z idiots who got offended by anything and everything and in all the wrong categories. For all the things Jason was going against the majority he choose the killing to be removed for a magical bullshit system where noobs are your leaders who can't even understand some basics. The meme score is not a guarantee they would able to be an Eve and make a working city, and the requirements are way too random for it.
Like people do not care about the location and advancement just to have their clothes and can fuck around. If you would be wearing clothes, they would accuse you of random bullshit just because they are envious, even if you made all the clothes yourself.
The name doesn't affect anything, it's certainly not something that ruins a city. Might ruin an rp baby life, they might die early if they get a troll name, but it's certainly not something anyone should curse for. And a bunch of people curse for this dumb reasons, meanwhile their contribution toward the town is negative.
There are people who overdo things, and ruin a bunch of stuff without asking, it's like they not bad, they fast enough to survive and produce things, they just don't have a sense of what is needed and how much. In YAH I met one of those, and I was pissed. So I just said 'why didn't you do the tutorial dumbass', as at least they got a tutorial. The ohol tutorial is dead. Like 80% of people can't Eve, can't help an Eve and do all the wrong things in all levels of camps. Like double fire, filling plates with eggs and making graveyards. You can't even ask them to get branches for tool making. And before you could do the important things, they got grandiose plans they will never finish. And a bunch of people side with the griefer just because they are their ingame mom/grandma/sister or whatever.
would be interesting to wall off an area after moving out resources, just to force respawns on it. but I guess it has to be outside visibility range too and if I remember right, they are in chunks of like 13x13? or smaller? so the wall should be outside the biome and the chunk
one time I tested, was griefing the town over and over, making Newcomen bases to block things, converting oven to kiln or destroying it, hiding tools, like bellows or axe, fire tools, burning food, filling stuff with seeds, wheels, repeating over and over with some variety. I usually didn't grief towns, especially good ones, maybe some shitty camps where someone pissed me off, but like just a few troll things, not completely destroying it. it just was a test that what would piss off others that much to get killed.
well turns out that most of the new and medium new people didn't care. they were annoyed but they just assumed that I'm new and I don't know any better. I was naked the whole time.
what eventually got me killed was the one time I named one baby some medium troll name, not even something rude. so they don't care until you mess up their dumb rp. a bunch of people are fine doing nothing for hours but don't dare to say anything negative to them.
pein wrote:not sure if this works, someone should check it. it works in yah. make a fnece under a stump and the goose stays on stump and won't decay.
Stumps don't decay anymore. Also, the headless goose that never dies on the stump got changed, I think, when the 'stand on an object and you can't get killed' thing changed. That also made it so that you could stand on a grassland tile and get killed by a boar, for example, if the boar would cross that grassland tile while moving between swamps.
doesn't worth the shovel use. Yah has a bunch of things on old system, but some before the good changes. They changed rubber cart when I asked tho, it was still 4 items. They said a fence blocks the goose until opened and won't decay. I always forget to try.
I tried the bear cave deleting but it doesn't work, it just goes back to the cave. Also it's 3 wide wall for all animals but bears. it blocks you like Newcomen did but the bear can cross on top diagonals. I got another blocking method, if it still counts as an item, then
A000A
0CCC0
0A0SA
0AAA0
0-empty A-half adobe wall B-bear cave S-stakes/marker
so basically 7 stakes 7 adobe to trap it and move around (you can use explosives on caves in YAH so clearing better than blocking it)
one of my favorite YAH item is a torch that lasts an hour. you can light up things with it, costs 2 shears, so a hat worth. You use palm oil on it or stick it in a tarry spot then light it up. It also needs a chisel and make a stone block, drill it (similar to the apoc one but it's on top). Since it allows walking, it's ideal pen corner, people got to use an axe on it, put a medium fleece ball in it to move it, so by griefing it they make torches for you and if you see in time you replace the shaft. Leaving axes out is always a bad idea anyway. The torch replaces the 20 firewood and you only do fire for babies maybe. Also burns mosquitoes in 3 attacks.
Sad OHOL doesn't have items like that, complex but good quality of life change. Also I have to make stone blocks before recycling chisels.
With a horse is way different gameplay. Distance would be an issue normally, so those numbers aren't that good. If you plant the milkweed you already waste the uses, the other thing is the stones which add up over time. Either too many or too little. I usually dig the closest big stones so they don't make sharp stones all the time. Flint works on wheat or reed, don't take a sharp stone to the swamp just to lose it. The other thing is the jackpots, there is a small chance that all items become a jackpot so if you find one burdock, flint or sapling there gonna be more next to it, so that really helps with finding things.
You can take a stake and round stone in your pack, a shovel and 3 fences. Make fences around renewable resources or groups of resources. I already did this after like 100 hours but rarely saw anyone doing it. You can do fences in the city too. 2-3 tiles next to wells, compost (because they usually too lazy to take where it's needed), next to kiln, oven, or just empty locations. This way you can group things like dropping items needed for smithing, cooking, cutting boards, etc.
You wouldn't normally stop for a sharp stone or some logs, but with a horse you got space and save time picking them up. So it's a bit of time setting fences but saves a lot for others after you. Also might help them to find the city if they lost. You can hit a straight and a diamond stake pointing to the city from the fence too. If you don't have a fence, horses are biome locked, so a tiny biome holds them in place. You can also get down next to a tree and stand on the other side, it's first movement will be toward the tree and will be blocked. You can also cut off some tiles he can run to by placing 5? (might be 8) items in a row or a wall to a connected biome he could run to.
You can build a cistern near wild soil. if there is like 6-8 or more pits, it's worth it. you can also disassemble it and relocate, you only lose a limestone really. it's rare but some cities got like a decent cactus farm and the city is far from water but close to soil, it's viable, but needs a bit of different tech ordering. you rush buckets, cistern and you can get a bunch of water using 4 buckets in a cart. Reversly you can make compost near ponds and use it up for milkweed or wheat.
not sure if this works, someone should check it. it works in yah. make a fnece under a stump and the goose stays on stump and won't decay.