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#1 Re: Main Forum » Let's Not Meet - Opposite of Missed Connections: » 2018-07-28 17:18:44

I was in a nice village supporting a dozen or so people with someone smithing, and a fire going. Then someone started cooking up eggs, and the man doing the smithing started freaking out because the hot stone was where his fire was "supposed" to go. Every time someone would walk up and cook and egg he would flip out at them yelling, "Noooooooooo!"

He stopped smithing for over ten minutes trying to get people to stop cooking on the rock because it was in the "perfect" spot for his fire. The whole time there were plenty of spots within a single tile where he could have started a new fire made a few steel tools, and then make a new hot stone for people to cook on, all in the time he spent complaining about "losing" "his" spot to "griefers," and how it was so much slower to have a fire an extra tile away.

He was my baby, so I kept trying to get him to roll with the punches a bit more. Eventually I built him a new fire, and he started smithing again, but he was still quite salty about it.

#2 Re: Main Forum » A draft for a village set up » 2018-03-08 16:53:55

I could imagine a setup of a number of these satellite farms with a single farmer serviced by someone running in wheelbarrows of empty baskets and running out wheelbarrows full of carrot baskets. Then these go to outposts that aren't producing food, like nursery, blacksmith, trappers (if cooks are separate), etc.

#3 Re: Main Forum » THE TENETS » 2018-03-08 15:15:55

Zwilnik wrote:

Something I've also realised about children. While it's worth getting them working as soon as they can pick things up, it's very easy for them to accidentally starve if they're doing tasks away from the centre of the village and food source. So it's probably best to have the young kids doing the carrot harvesting (with an adult in the area to make sure they're know which ones to pick and which rows to leave to seed etc.). The only issue there is that makes it harder for them to use berries as a food source, so either having regular drops of baskets of berries or have regular 'lunch breaks' smile

I tell all* my babies that they should always carry food with them when they're little. So if they're fetching water, their basket will only have two pouches, plus a berry or carrot, etc.

Harvest is a great idea for kids (as you said, as long as seed garden is far enough away they don't pick accidentally). It also gets them hands on early with farming, which is an important skill to have if you want to raise a family of your own.

*all that I keep

#4 Re: Main Forum » New Recipe/Recipes = Writing » 2018-03-08 06:14:42

Any ability to communicate across generations would be a huge advantage and could really shift the gameplay. I think if we get it, it should be something that takes an absurd amount of work or resources to produce and/or only last for an hour or two.

#5 Re: Main Forum » On Farms and Berries » 2018-03-08 02:20:53

ElderSophia wrote:

Sometimes it's as simple as grabbing a basket and wandering the woods for a while so the farm doesn't wipe.

I've had great success with this when food is getting low, there are seed carrots in the ground, but the crop isn't ready for harvest. If I'm running the show I'll say "Babies! Grab basket, find berries! Next harvest X min. Go! Now. Go go go. GOOO!!!" etc until everyone has fled. That usually clears out camp pretty quick.

#6 Re: Main Forum » On Farms and Berries » 2018-03-08 02:01:18

deBeerlax wrote:

just eat from the baskets?

This is the real solution. I've had good luck with surrounding the farm with baskets of food a couple rows/columns deep so no one ever feels like they need to go into the field to eat. But you gotta keep them full in all directions, if someone wanders in from the south you want them to see a basket of carrots first, not your seed crop.

#7 Re: Main Forum » On Farms and Berries » 2018-03-08 01:55:45

As long as my seed garden is separated from the carrots for harvest, I tell my kids: "Never a dry field. Never an unpicked carrot." That said, when I'm getting things going in a 3:4 ratio and there's enough food in reserve, I'll wait one minute after watering the first crop to water the next, and so on. And wait 4 min (roughly when first seed field turns to carrots) to water the next seed field. It slows down the initial output, but establishes a consistent rhythm... otherwise the babies tend to get anxious if they're sitting around waiting for the next harvest.

#8 Re: Main Forum » Have you encountered Human Trolls? » 2018-03-07 19:03:42

I support the idea of leaving trolling, but making it hard work. It wouldn't be like the real world if there weren't jerks, but you should have to put some effort in. If it were more like that, I could imagine throwing myself into helping a troll mom wreak havoc. It's not what I'd normally do, but I'd help someone who is working hard at something.

If things advance to the point where there are competing lineages, a saboteur class (ie, trolls working on behalf of another lineage) might arise.

#9 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 18:19:02

xoomorg wrote:

So in addition to chat, features of the Cradle would include:

* Food provided to you.  Possibly even fed to you directly (so you don't have to put down your baby and pick it back up) by young girls.
* Free clothes, of the highest quality.
* Protection from bears, outsiders, etc.

Most importantly:

* Granted status as Elder Matriarch when you reach the right age.  This basically makes you the Ruling Class.

I'd also add knowledge sharing to that list. The other stuff is valuable to the individual, but teaching is valuable for the whole community.

#10 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 18:09:58

xoomorg wrote:

I think the fact that the Cradle would be an excellent place to chat would make it appealing.

Exactly. I also wouldn't mind stopping to go raise a baby, especially if there were a custom tailored place for it. I think that's the key though, is you have to make it appealing enough that you don't have to "make" people come there, they just know that they'll have a much easier time raising their baby if they go to the Cradle.

#11 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 17:58:06

xoomorg wrote:

Secondchild, if females of breeding age all gather in one location -- the nursery -- then there's no need for shuttling.  If people bring them food (in carts from a healthy farm not far away) then they don't need to waste time / hunger picking up babies and putting them down over and over.  They can just stand there, holding their baby (which doesn't drain any additional food, once picked up) and talking to them.  And each other.


Yeah, that's a much more economical use of resources, it just creates short gap from when a girl is able to interact with things to when she starts having babies. Not really enough time to do anything major. Oh, maybe they're the ones teaching the demos and running the nursery, so they're close at hand when they start having kids of their own?

Part of my rationale for runners to fetch babies was to deal with the fact that some women will want to go do extended projects and not hang around in a nursery. But maybe letting those ones go would be a check on population growth.

#12 Re: Main Forum » Let's talk about "lag." » 2018-03-07 17:51:07

robinson wrote:

However frustrating this might be, we could just considere it as an unfair death by nature, like a desease might kill us in real life for no reason. Maybe it would be even possible to implement it this way as a quick fix - if you die while the connection is broken, you could get "heartattac" as reason of death...

I've been calling it dancing plague (see). Sometimes it can be "cured" if someone picks you up (if you're small enough) or feeds you food.

#13 Re: Main Forum » [Suggestion] Heritage » 2018-03-07 17:30:24

Oddly enough the part that you dislike, is what I enjoy the most. For me the primary challenge of the game isn't really to figure out the mechanics and craft everything on the tech tree (though that is enjoyable). It's about how to build lasting social structures with an influx of new people. What values and wisdom can you impart the quickest? What are the failsafes you can put in place for when people inevitably mess up (i.e., what are the other "secret garden"-style we can be using and teaching)?

I've had some success with "The Rules". Always asking a baby if they're new. If they are... go over stuff in a bit more detail. If they're not just jump right in. Rule one is "teach everyone the rules". I've been reborn into some of my own families a few times, but after a generation or two, the mothers are all totally silent or will say "f for food" and nothing more. If you're a totally new player dropped in the middle of that experience, you're bound to mess stuff up.

One thing I haven't been doing enough of is leaving someone in charge. Usually it's a scramble when I start aging to go around camp asking who wants to run things. I should probably pick a baby who knows how to farm already, and ask if they want to run things, then pass it off as quickly as possible, and start teaching them about teaching babies.

To get back more to the topic, the feature around heritage that I've wished for is the ability to see something around either what generation you are a part of and maybe if you're your own descendent. I can't imagine too many downsides to the generation count, other than perhaps the pressure if you're a part of a long family line. But if we reach the point with long family lines, I could see people getting tribal, and only helping if they're part of that family line, so knowing if you're part of your own family tree could mess up some of the "global village" feeling that the game has right now.

#14 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 16:25:59

I've been thinking way too much about this. Especially in the context of building a society when you know there is a huge range in players' skill levels.

This is probably just wishful thinking, but I'd love to have a nursery where someone shuttles babies to after they're born. It would have one main entrance room, with a stock of clothing and a main mama to guide people along. This main room would have two sides, one for totally new players, and one for returning players, and adjacent to it, would be demonstrations relevant to each.

For the new players, as they grew up, they could watch someone demonstrating and explaining basic crafting and game mechanics. When they're able to pick things up, they could move on to another room that has baskets of things they can play around with... kinda like a Montessori school. There'd be another person here whose job is to impart wisdom. Adjacent to this room would be someone constantly showing the important rules: milkweed and family animals come to mind.

For returning players, they'd get a demo of the latest tech/discovery/technique (right now, stuff like letting whole fields go to seed, or metal working, etc). Then there would be people in subsequent rooms showing how to do various advanced stuff: crafts, techniques, etc.

This would require a ton of infrastructure to support, but you can start with a single room and scale up. First room is the nursery, second is the adjacent rooms with demos. Actually... doesn't even have to be a room. You could start a small farm (3:4 seed/feed ratio) next to a house so that babies growing up inside could see.

UHsIUi5.png

#15 Re: Main Forum » Death Suggestion _Ode to my son » 2018-03-07 01:03:55

I was just thinking about this earlier today. What if you could watch for a while in ghost mode. Maybe it fades to black over a minute with a button to skip?

#16 Re: Main Forum » Carrot farms on the subject of sustainability via "carrot math" » 2018-03-04 22:53:35

I've been teaching my kids "Three to seed, four to feed".

If you're just starting out, and have some good resources around you, this is the ideal farm pattern and timing I've found to get a sustainable rotation going:

mvChMSW.png

Top row is for seeds, bottom row is for eating. Start 1A and 2B and the same time. Then water one in the bottom row every minute, and one in the top row every ~5 min. You need 17 seeds to get the full rotation going, but you can work your way up to it if you don't have mouths to feed. Once you have the pattern generally established, work those fields as quick as you can, even if things get a bit out of order.

This needs ~1.2 water per minute, which works out to be 3 main ponds, plus an occasional 4th backup and it produces 5 carrots per minute.

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