a multiplayer game of parenting and civilization building
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Very impressive Jason, you are an inspiration to me.
I really like how that would make it so that just eating berries is unoptimal, and it would also stop food wastage from overeating, and it would make yumming more important.
One of the new names you can name your child is Eve, which should be reserved for actual Eves.
Super good idea
It's a little thematic though like you're talking over each other cause there's too many people in too small of a space talking.
Maybe each player could have a 'voice' in a unique randomly generated color or pattern or just line thickness that their text boxes or edges of text boxes or text characters get so we could distinguish each other by voice. But I'm not sure how that would look, might look really terrible.
wondible wrote:There was a suggestion which I liked: You can spell out any exact name, but if the server has to autocorrect, then it picks by gender.
I would be completely fine with that actually.
By the way last life I told one of my babies "You're completely new right?" and my message wasn't even allowed to go through because it got autocorrected to "You're Commie German" (our family name). I liked it better beforehand, where it doesn't correct your message in case you're not actually naming the child.
Well before it would've still named your child, you just wouldn't even know it
I prefer the gender separated names. Makes more sense for Bob to be a boy.
It's more than just fishing, it's a problem with how buildings and floors work in general. Every single tile needing to be floored before you get a benefit from insulation isn't right especially combined with the number of things that are unfloorable or very difficult to floor.
And yeah I wish there was a way to breed worms and that worms decayed so worms don't clog up towns.
You should get a dry rose bush planted nearby so you can refill on hooks easy,
And I've never understood why ice holes move around? Are they supposed to?
Shoutout to whoever my girl named Snow was for helping me get a diesel engine out of a locked chest I found in a jungle full of mosquitos behind some trees. Was a full blown diesel engine and three full tanks of kerosene inside. Got it out right before I died of old age. The key was G. I was Arlo. Fun life.
Lock and keys seem to be the #1 way griefers are trying to destroy things now, and it is hard to counter cause they work in silly ways:
1) Can too easily destroy a key by scrapping it
2) Can't make a new key (without another key) without making another lock and getting a full lock and key set
3) Can't get a key from a lock and key without locking something else
4) Takes a third of the life span of a file to get a single of the late letter keys.
Could there be a better way to see before you name your kid an invalid name what name they would get?
It is annoying when your child ends up with a name you don't like and didn't name them.
BTW, I could change it so that when your mother says, "YOU ARE PENIS", and then you find your name is PENELOPE by mousing over yourself..... I could auto-process her naming phrases before it is spoken to say YOU ARE PENELOPE. That would improve immersion a bit....
I love that idea.
Yeah, I guess that is more of a conceptual diagram.
It wouldn't work for a whole bunch of reasons (blocking by cistern is one I didn't notice before).
Would be so nice if fences could be on tile boundaries. That would fix loads of issues.
I wish wish wish I had envisioned the importance of "wall" when I designed the engine, and made a special case for it...
If walls are between tiles, then they're not really on a grid.... I suppose they are on a kind of shifted grid. The question is how to specify their placement and interact with them.
Everything currently in the game, including walls and fences, piggybacks on the base "grid of tiles" system. When you go to make a fence, you're clicking on a tile object and transforming it into another object in that same tile. It's very nice that things work that way, and allows us to build all kinds of interactions with that as an atom...
Floors are a separate layer. But they are still aligned with the tile grid, so making a floor is not ambiguous. You carry out an action on a tile, and it specifies a floor for that tile.
Walls could similarly be on a separate layer without too much trouble. The problem is that they are divorced from a specific tile. In fact, one tile can have four walls around it.
Maybe I'm not thinking about this clearly. If it really is a shifted grid, then each tile has only one wall (in it's upper left corner, for example).
I'd still have to rethink the "blocks walking" code.
It might be clunky, but walls could be between tiles and don't need to be divorced from a specific tile. Every east-west wall could be like a floor on the tile below it. And every north-south wall could be like a floor on the tile to the right. With another kind of floor for a tile with both north-south wall and east-west wall.
We already have the kerosene newcomen pump between the regular newcomen pump and diesel engine. Problem is the whole progression makes no sense. Make kerosene newcomen pumps great again!
Thanks for sharing, cool video
I do want safety in numbers, though, which is why there's medicine than you need help applying (a lone griefer can't heal). However, medicine doesn't seem to be enough.
Medicine might be far more effective at doing that if you made it cheaper to make pads. Pads are so expensive both resource and time wise to make. We only get one pad per shearing of a sheep.
1. That some lone griefer wants to pick of some individual person?
2. That some town has decided to kill a griefer, but only one person is available to do it?
1. Is the most common, most complained-about case, right?
2 happens all the time. 1 happens all the time too. But I definitely kill griefers individually more often than I kill them with a group. Getting a group together and talking and consenting to kill someone takes a while, only happens to a griefer that's already done so much shit everybody knows about it.
Why do so many people try to post their sob discord stories here? Nobody has time for your shit.
I think a big problem with the running away but getting caught eventually is fps. If your fps drops then your move speed drops which means some people can catch up to others.
Well done,
I've been thinking about whether or not a mod could allow different families to communicate, and it looks like this does that if both people have the mod. The search feature is very nice too.
It doesn't look like it has the name display feature that the hetuw mod has tho? That would make this more complete.
I'd like to echo Dodge's idea, too many babies dying (not from /die) sounds like a better method of detecting unplayability than just too many babies.
Previous arc was pretty long, it lasted 3000 years
Carts work, but horse carts don't. Wonder why.
The power to keep the arc going is currently in the hands of the expert players.
If you have coordinated griefing on Discord, why no coordinated arc-extension?
Say there are 4 fams left, and one is about to die out. Run over there and help them. Don't let them die.
Or another expert plan: make a central village on the map, a mixing pot, where you bring one mother from each family, to keep each family line alive and protected in optimal conditions.
Here's some fundamental problems with trying to do coordinated arc-extension:
1) Which family needs my help? And a one-time notification in-game for that doesn't help me too much if we're outside the game trying to coordinate.
Would need something like a live family & population per family chart. But any tool might be as great or better of a tool for griefers to use for targeting.
It's hard for me to guess if things would be better or worse with an in-game notification when a family gets into trouble.
2) Survival is something that happens continuously, destruction only needs to happen once. To fully protect an arc you'd need a group of people to 24/7 monitor the family populations to come in where and whenever one gets low, meanwhile a group of griefers can come in at any time of the day, at any family, and try to wipe it. Certainly not gonna happen with the current size of the playerbase, maybe if it was much larger.
1) seems like a good solution.
Is there a 3rd possible solution where you create an invisible container for the dropped items like how bone piles of dead people and baby bone piles work?
@antking and @BladeWood: How might the elements of this idea I've proposed be retained without adding a menu? I'm not entirely attached to the idea of a life log, but I do think that a Rimworld style health system would be a superior alternative to what exists in the game now.
That's the problem. I can't imagine a good way to display that much information without a menu, but this game doesn't have menus. So I don't think it's possible. Imo it'd be far too complicated anyways to imitate Rimworld's health system.
I agree on bumping it up, at least double to < 4 hours or < 10 lives.
This game is super hard for new players. I almost quit right when I started playing the game b/c I couldn't figure anything out and the in-game filter is a challenge just to figure out how to use, and not too useful either. Onetech.info is a godsave.