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#1 2019-01-18 15:33:01

pein
Member
Registered: 2018-03-31
Posts: 4,337

Mini guide: How to eve

I was writing about how to prepare yourself to eve runs, now i try to write about the real thing

Version 190.
This might change on each update, and will be very subjective
i got tons of experience playing, i might not be the most experienced Eve, but had a lot of successful runs and great spots

Even if you do everything correct, or most of things, it will come down to your ancestors, some kids are just useless, some know how to continue your work without telling them to

You are born in the wilderness at age 13, alone, naked.
Your goal is to find a spot  you can call home, you might be lucky, you might need to search for 20 minutes, any more than that is too much
I don't recommend raising kids at this point, you might take the first one if its smart, as he/she sees the things you see, and accepts the challenge  (but might just be a noob who is happy to be raised this time)
Baby tests are necessary, the easyiest is following you, if you can carry him to find a spot until he grows, that's good, if falls behind than its no use to him/her.
If you put the baby on a warm spot while doing something, and it moves, you should consider abandoning.
generally they are a waste of time so if its not a good thing to do.
You can tell them no spot yet, they should understand.
The kids will be lost or die anyway, its nothing personal.
The second kid when holding one completely immobilizes you, so never do that, you either choose the smarter one, or go with the first one.
If you sitting around you will not be able to do your task, especially if you new at this.
Drop your self conscience, 90% of time you better off with a basket in your hands.

What not to do: don't settle in the spot you  born, don't put a home marker there, its not a predifined good spot, its just a random place. you need to run around the edges of biome to see how it looks like and know the map better.
Don't stand on ice, don't put kids on the ice, you will need to eat a lot more.

1.st challenge, find a spot:
make yourself a basket from 2 reeds or use branch on 2 wheat, get a sharp stone. This allows you to get 2 food in basket and easy way to get more (burdock, wild carrot)
An ideal spot has:
-access to branches, you need like 10 straight shafts, 10 other for kindling, the more the better (minimum is 3 short shafts for fire making tools and hammer, 2 firebrands, 2-3 tongs, one will become bellows, one for axe, one for shovel). the further it is, the longer will be making the set of tools
-acces to adobe: minimum is 4 to make a kiln and extra adobe for charcoal, so you need minimum 4 reed or wheat, but each kid will need a basket to be able to scavenge, they also want to make an oven, so better make it yourself to save some headache
-temperature: now you got two options, deserts and jungles. they are essential, pro players wont stay with you if you don't have warm spots, they make it 3-4x easier to raise kids and keep them alive, if they die at age 5-6 its your fault, rather don't even raise them.
-there is a difference between jungles and desert, you can use the whole jungle, as its almost perfect temperature, but you can only use the outer edge of the desert, as its hot in the middle, you only want to build, farm and do things on the outer 3 edges and 1 outside of it.
-wild animals: while i never die to them, most newbees do, so if you cnat deal with them early aka walling off snakes and mosquitoes, shooting boars, smashing adobe in front of bear caves, don't settle right near them.
a good way to not risk it, is to choose a desert/jungle which is small, and separated by 5 tiles from nearest biome of same time ,then animals wont be able to traverse it. Big jungle or big desert will always have wild animals in it, small ones you can check for yourself.
There is a slight chance of the neighboring biome will have mosquitoes, instead of the jungle. You don't want wild animals in a radius of 50 tiles. Jungles can be very rewarding if empty, but a pain if they have those bugs.
But you can always safely plant farms on it or build a pen, they cant attack you on the bushes, and they cannot enter a pen.
-enough clay: minimum is 3-4 clay piles right near it, and some more closeby, you will need to make bowls (minimum 5-6), plates (minimum 3) and a noozle(cost nothing just don't forget to poke the clay with a skewer), the more the better, this are needed to forge tools and to start a farm.
-soil piles: ideally you want minimum 4-5 in the closest green biome at least, you can rush sheep, then its no longer an issue, but it needs your skill.
-ponds: you want at least 2-3 ponds, same goes for this, if you can grind out the upgrades, two can be enough closeby and some more further, the less skill people have, the more you need, at least 6-8 in immediate vicinity.
-milkweed: while you can gather this further away, or on the way searching for spot, its good to have at least 12 in the biome, for basic tools, one thread for the pouch, one for arrow, one rope for bow. Some for additional arrows, clothes, and one rope to get sheep.

So to summarize: you need access to a green biome close by for soil, food, milkweed and branches
you need a swamp for reed, clay and water
you need a desert/jungle for heat, possibly cactus or bananas

while food is good to have, its never the biggest issue, your main food source should be always the farm you plant.
It might get easier start but wil become irrelevant later. If you want long lasting city, the main thing is heat, animals can be killed, walled off, but you cannot heat up all the tiles around a starting area.

Ice: no reason to settle near ice, you get stones, you get seal skins, but after that is kinda useless. A snowbank can be useful for cheap walls, griefer deffence (but also griefing), might be useful near a jungle to survive fever, and a bit of fun with fishing and sauerkraut.
Savanna: its not essential but backpacks make life much easier, it should be no further than 50 tiles from your camp, and have minimum 18 rabbits in it so you can make 4 packs per hour at least. if not, you might want to create notes, signs, roads to it so makes it easier to collect them.
Badlands: while badlands will be a problem cause of bears, you can wall them off south side, placing an adobe or a newcommen foundation
while you as eve wont really have time to make 3 arrows, in case of a problem, i don't recommend settling very close to a bear cave
lose iron, stone and flat rock can be welcome, also generally a lot of big rocks, so it can be useful for industrial purposes, fast sheep pens. also the big flat space generally  useful. just not for rooms or berry farms, but is ok for other farms like milkweed and wheat, carrot.
iron in sight also helps you cause you can rush other things knowing you will have the tools: if you can cut the trees and dig up everything, a worse spot can be made viable.

once you found the spot, hit a marker, and leave a stone and a sharp stone near it, you can have your first kid raised.
note that good to have a basket and a sharp stone for each of your kids so they can help you.

2.nd challenge, make a bowl to allow farming. also setup for tools.
you will need adobe, ropes, you might found some ropes during the search, so you make a fire drill bow (curved shaft, rope, short shaft), and a hatchet (short shaft, rope and a sharp stone). so you need a few straight shafts. Now you can stack two long shafts and 2 curved shafts, if you bring sharp stone so it fast to gather, you can also put short shafts and curved shafts in basket, or just put 2 curved branches on each other)
you will need 2 firebrands ( read my other guide on how to make an axe with  a single fire)
you will need 2 tongs (one will become bellows, but until that can ask a kid to help on pottery), so you need a flint to cut a fire brand, also flints can be used to cut reed and leave it in swamp
you need a rabbit, cut its skin, cut again then cook rabbit on skewer
you need a stone, a few flat rocks
the extra adobe and the nozzle made is important, i seen eve camps without it, and its just a waste of kindling and signals that they got no plan to doing tools.
i generally make it all together, make the pottery and prepare for the smithing. That's why you need to tell your kids to gather food, clay, branches. they shouldn't do anything else, no need to make backpacks or make oven, or make other bullshit like roads, cooking eggs, this might kill the efforts of creating tools in time.
You need constant gathering of branches, curved and yew for kindling, straight for tools.
you make the first fire and do the pottery, don't forget making a noozle.
3-4 bowls and 3-4 plates will be used for the forge, so you need extra bowls to start a farm, 2 minimum.

When you choose a spot, you choose the farm spot, it needs water, close by soil. Bring the soil to water not the water to the soil. I know it might look like you save time dumping out the soil pile but it's a lot of time bringing all the water there and eventually soil runs out, water wont necessarily.
The other thing to consider is heat. that's why you choose a spot.
While often times you need to do this on your own, its better to resort to a kid.
BERRY BUSHES CANT BE MOVED, nor the ponds. A good eve has good kiln placement (just outside the desert but on the edge, close to the green biome branches and clsoe to clay, no unremovable tiles like sand or cactus, ponds, not close to the farm), good oven placement (not near the kiln, preferably closer to rabbits (nothing wrong to make second oven later), i wouldn't put oven at all before sheep cause there is no benefit making 4 rabbit pies or carrot pies early on, over gathering raw food, and focusing on tech. but somebody will snap a stupid oven somewhere and better to do yourself.
Berries always should go to a warm spot, the 3 edges of the desert, inside jungle,  while water proximity is important, it doesn't mean it has to surround a pond, ponds become wells, wells need buckets, buckets need free tile. Its nothing wrong going 5-10 steps for water if your farm is on a warm spot, i would even say 20 is fine with a fast road, later with buckets its not an issue, and berry placement can ruin a camp. You can plant carrots, corn and milkweed right next to ponds as they leave hardened row which can be used up later on.
Also don't make bigger than 3x3 berry farms, cant be picked down easily, smash some home markers in between, put stakes, explain to kids, to leave free tiles between. nothing wrong with planting a long line of berries around desert edges or planting 4 smaller berry farms in 4 corners of camp rather than one huge in same spot. On jungle, 5 bushes can block out mosquitoes so you might even try to make 5 wide from jungle border inside, then turn it 90 degree and again, and leave the center free (make board floor maybe)


you cook the rabbit and make a few needles, the more the better, later generation will be searching for it and its annoying, just make like 10 needles in a further spot, toward the rabbits preferably.
Catch one single rabbit or tell your kid to do so, it helps a lot if you got it before the first fire goes out.
Use a needle on a thread and sew the four cut rabbit furs, and make a pouch, put on tongs, put on the noozle, your bellows is done.
After pottery you put the adobe on the kiln so creates charcoal. use the first batch to dump out and put it in bowls. 3 is enough i prefer 4, making more can delay everything else.
Light up the second kindling in the kiln (you can still do it with the second firebrand if you light it up before the fire goes out)
30 sec you have charcoal, put on the bellows on kiln. Fire it up, if you fast enough, you can smash one iron, put in bowl, smash other 2, take out the first steel, heat it up, smash again (crucible needs 10 sec, hammer head other 10 sec), you will have 10 seconds to make a hammer, make another steel and make an axe, it's a bit more than 30 sec, as you got 10 more seconds if you fire up another steel. If you cant do this alone, ask for help, a kid will put the wrough iron into prepared bowls with charcoal, put the plate on, you heat it up, he takes off the seal, put the steal out, you heat it up, he makes the hammer, you heat up the other steel, then make the axe.
the advantage of this is you don't need multiple fire, and you don't need to keep up a fire, you need the short shaft for hamemr, the furs, the skewered rabbit, the thread and 2 fire brands. And you can just use the fire brand to make an axe, cut a tree fast, make kindling make new fire with other fire brand and put firewood on it.

A lot of camps die before making an axe!
esentially, they cook up eggs, they keep up a fire, they try to make a few pies, the green biome will run out of branches, the timer will restart, 1 hour from the time you found the spot, the branches will come back, that need 3 generations surviving without a constant fire, eggs arent reliable and clutter up the camp. And its not fun at all, if you are a grandkid, you will need to wait on new branches, and if people still waste it, tools might never get made!

So the 2 iron for hammer and axe is essential, and it's a good archievement as an eve. You might be new and slower, so the minimum is pottery, making charcoal, and planting a tiny farm spaced out, on a warm spot, waiting for the smart kid to do the rest.

3.rd challenge make a shovel to get soil and water
While a lot of people do hoe 3rd, i will always go for shovel. Steel hoes are nice, they allow fast tilling, but sometimes you don't have enough soil and water, or the population is still small, so you better off gathering skewers, wild skewers can till 4-6 piles of soil. Stone hoes can till 12 soil, and it's a giant waste of ropes, if you break a few stone hoes, you already denied bow, arrows, carts, buckets, second snare, etc.
Most cases you will find enough skewers to keep up a berry farm and get enough bananas, cactus, eggs , to have enough food.
Just wait patiently a bit more, you can also set up a small stew farm with skewers, do the pottery first.

The reason you make shovel is to clear up the space. you might cut the trees but the stumps, the clay pits, soil pits, and the big rocks are an issue, also soon you need a well and dig out soil pits.
Also the baskets the eve made, leave behind tule stumps, which can be digged for adobe in next 60 minutes
be it for 2 new kilns in a better space (use the old for pottery only), new oven, building, this adobe is easy to get and its not a high of a cost

A lot of camps die because they run out of water and soil, another good job for kids is to gather round stones near ponds, and soil near farms
Diagonal flat roads are not so annoying as they only make you run fast if you choose to, they look a bit weird at first but as long as it prevents huge farms is good, i don't really farm berries right from start as someone else always does it, but i might try a showcase.
Having a shovel will increase the chances that your line survives 2-3 hours more ( empty soil pits and dig them for more soil and make a few wells)

4th challenge: make more soil (have a pen)
Now there is a noob meta about this with corner entrances and stone blocks regardless the situation, 4 bushes on corners in a 3x3. placed near the oven which was already misplaced or in the middle of the desert, or just outside the jungle.
You need to think a bit.
A pen needs a flat space, you can create a flat space, unless there is sand, snow banks or cactus, ponds, hot springs. Don't have those on the designed area. You can always make new oven or second oven.
You need the pen near a good temperature spot for an oven, preferably jungle or edge of desert.
Also you need it on an edge of the town with some useless space for the bones.
Having it on the middle of the desert is not bad for the sheep is bad for the sheperd and  people who run in. They are skilled players who will be clothed most often, you don't need a desert pen. You also don't need to plant berries on each corner unless its 9x9 size.
You generally have a side which will be fixed, like left side its an oven, you cant extend there, so you might as well have one single front entrance, and one entrance other side, which is temporary, so you can just use home marker or hit some skewers in it.
this allows extending the pen without the need to dig out the bushes. You can use sand piles instead of berry bushes, they are unremovable, and this allows to be used as perfect corner item.
You can reuse cactus and ponds as walls, or stumps temporarily (1 hour)
if you got a big swamp and lot of reeds, digging the stumps will give you plenty of adobe. Adobe base and half adobe walls are both the same cost, half adobe walls look better, removing or replacing them is the same, using bowl of water, if they are converted to ovens or kilns it wastes more for oven bases.
you can plaster it and paint it, i havent really seen skilled griefers to water twice and pickaxe it all alone.
You need to make half walls and enclose it before upgrading all the walls, also minimum should be 5x5 inner size, as after upgrade you wont be adobe to modify it. Check out my other designs for sheep and cow pens.

Having sheep as soon as possible helps on composting, which allows planting milkweed, wheat, carrots, stew plants, without to worry to go further and further to gather soil.
you might not be able to make it as an eve, you can prepare for it, by gathering ropes, iron, making tools, bow, shears, arrows, spindle, knitting needle.

Stone blocks are better option in badland/desert proximity. grave pens are niche and needs skewer farm and plenty of flat rocks.
rose pens are viable if you can gather 12+ seeds so a huge savanna and some snow banks close by.
uncomplete snow man pens on a desert can be cheap and fast with the only side effect of beeing too cold near walls and needing a lot of food to make them, but if you make like a 7x7 inner side, they don't cost anything else. its even too easy so i don't really do them.
other options are newcommen foundations, but they look weird and corner entrances are blocked, so you need front entrance or different corners on the left edges near the corner items, it looks very weird and its non extendable.

A pen on the jungle wont allow mosquitoes inside it if they arent inside when you complete it, and yo ucan use biome edge as a wall for them, so don't worry about mosquitoes when making a pen or a room on jungle, they are the best rooms (if you put pen type entrances on it), you cant ruin it like other places, cold bioem rooms? too cold, desert rooms? too hot, edge of desert? inconsistent heat
a jungle room floored still has ncie temperature and even in some light clothing is nice.

the compost cycle makes the camp turn into a city. you can heal people, feed people, create nice things.
anything else is mostly roleplay or just unnecessary luxury.

At this point you can focus on quality of life things, mass producing carts, backpacks, upgrading carts, different food types, rooms, horses, etc.

5.th challenge: get enough iron
you need 8 iron to make a mine, and every hoe and shovel delays it even more. knives and newcommen pieces, locks, keys are unnecessary until you can make a pickaxe, a stanchion kit and a cart.
Finding a vein can also be a problem and hauling all the iron back. Once its done, you can afford extra tools and knives.

You can do all this as eve if you are good enough and got help (3 good players can make a pen and even a mine before 60). Depending how much time you look for a spot, how are your kids. Hammer and axe is decent compromise and you can still enjoy a bit of chatting with the family, or risk your life as old lady to get some iron or ropes.
Disregarding kids, clothing, lassos and horses, etc.

As for abandoning kids:
Its an idealistic approach to keep all kids, and presume they are all decent, all good intentional
There is a lot of time lost raising even one kid before finding a decent spot, raising 2 same time wastes to much time and if one dies its even worse, you might have a good male player and its even more stressful to follow the females and communicate with them.
I had runs where mom had only plans but no action taken and i made a camp and she popped 5 females on me who were rude, disgraceful and even cursed me afterwards, a bit of respect to your Eves, Adams and pseudo eves.
after you got a spot, you can keep a kid, preferably girl. Early girl who are decent are very lucky, as you can feed your grandkids.
Nothing wrong with the boys if they are decent, a noob will be a waste on resources regardless of gender so they need to keep temperature and know when to follow when stay put. If they don't you shouldn't keep them or teach them how it works. you make it harder for everyone else on the camp, if you are too soft to people. Eve runs are hard for majority of people and if they don't do what you ask as baby, they will be much worse as adults.
Keeping all females when thee is some animal threat might be viable, but if you keep all your kids, you pressure your daughters not to keep all of them. Not keeping your sons is just dumb, if they arent newbees, they might be able to feed themselves and some others.
Before farm 4 people are enough. If someone offers to raise them i might keep more, if not i just try to explore and abandon, i still pick them up to allow /die, or allow a chance to show their skills, but being to soft is not a good thing, good thing to one person but bad for everyone else.
Blaming others is easy, finding solution is harder.

You should accept that some people arent enough skilled to keep a city together, or don't have the time for you.
You can make a fallback outpost, second city, smith there, bring back some tools and just let them experiment. This also allows bigger population, but they will fight for resources, but smaller population cities are generally nicer, and people will find each other if the population decreases.
As a female, you might need to consider to move out if many other girls are around. having some tools like 2nd fire bow, second hatchet, needle with yarn, snare, cart, bowls, etc helps with that.

This got long and maybe not so good to see it trough, not simple enough. But i hope there are some things in it which you might make you think.


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#2 2019-01-18 15:34:03

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: Mini guide: How to eve

reserved


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#3 2019-01-18 20:35:07

CrazyEddie
Member
Registered: 2018-11-12
Posts: 676

Re: Mini guide: How to eve

Good post, lots of good details. Thanks.

---

I don't worry about the heat placement of anything except the berry farm and the kiln/forge. The berry farm will have a lot of people spending a lot of time on it, and most of them will be low-skill players (because most players are low-skill). It's very important for it to be warm, because that has a very large effect on the overall food consumption of the camp.

Having the forge be a good temp is valuable because it will be occupied by high-skilled players doing very important tasks under tight time constraints. It's very helpful for them to not have to stop frequently to eat.

Everything else (i.e. the pen and the bakery) will only be occupied for extended durations by a few people, probably higher-skilled, doing non-time-sensitive tasks. Keeping their food consumption low is nice, but not crucial. They'll have access to food and the experience to not starve, and by the time the pen and bakery are in constant use the town's food supply will be stable and abundant, so it's fine if a few people are too cold or too hot.

---

I keep all my kids and recommend everyone do it. Any kid that can be a net producer is an asset, not a liability, so the trick is to make sure they are net producers.

How?

Tell them to gather food! Give them a basket (give them yours, and go make a new one yourself) and tell them to bring it back with food. If they were going to be a burden, they'll die. If they live, they're an asset.

The ones that clearly know what they're doing can be repurposed later to gather wood and clay and iron and soil.

The ones that are noobs but show some promise, i.e. they ask what to do or how to do it, give them some assistance; show them what to do once, give them encouragement and a positive experience, then turn them loose and hope for the best.

The ones that seem like they know what to do but are just hopeless at it will die, and that's okay. They'll learn to do better after spending some time in more-developed settlements.

---

At first I wanted to keep all my kids from the moment I spawned. Now I don't keep any of them until I have found my spot. It's not feasible to look for a spot and have children follow you, even if they are old enough to feed themselves. They move much slower than you do and have to stop much more frequently to eat. Coordinating movement between multiple players is difficult under any circumstances. Progress will be very slow, and they are likely to either get lost or die trying to keep up. The result is that you will fail to find a good spot and fail to establish a good camp; your children will have had a miserable, difficult, and boring life and will die without having created a lineage.

Sometimes I'll keep my very first child and carry it with me while I search. That can be fun if there's some decent conversation between you, but it can also be very boring for your child who is essentially along for the ride with nothing to do. And it can be a long ride. Finding a good spot could take five minutes, or it could take twenty minutes.

---

The search for a good home is also a race against time. The more time you spend looking for a spot, the less time you have to produce children who might carry on the lineage. Accordingly, sometimes I will take a chance on what looks like a promising spot without knowing that it's perfect. I won't necessarily count the milkweed plants, I'll just be hopeful that, if the nearby grasslands looks big enough, it probably has enough milkweed to get started. I'll assume that no matter what, it'll be possible to get the resources needed (food, rope, clay, reeds, soil, iron, rabbits, stones, etc) even if I or my kids have to travel some distance to find them.

My minimum is "warm, next to water, near grass". Warm meaning desert, or jungle with a sufficiently large area clear of trees and mosquitoes. Next to water meaning at least one pond within a few tiles of where I want to put the farm and at least two more fairly close. Near grass meaning a large green grasslands within easy walking distance. If I can find that much, I'll take it.

---

i wouldn't put oven at all before sheep cause there is no benefit making 4 rabbit pies or carrot pies early on, over gathering raw food, and focusing on tech. but somebody will snap a stupid oven somewhere and better to do yourself.

I'd go ahead and make the oven. Like you say, someone will do it anyway, so it's better you place it well. And like it or not, someone is going to go hunt a ton of rabbits; might as well have someone make them into pies rather than cook them on skewers, especially if there is wild wheat nearby.

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#4 2019-01-18 23:05:02

Crumpaloo
Member
Registered: 2018-12-16
Posts: 371

Re: Mini guide: How to eve

Did you really just call this a mini guide? LOL


1,280 pips just by Making Pork Tacos, Possible 2,500 pips just by hunting turkeys, and yet, somehow, yall still eating berries, bruh.

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#5 2019-01-19 04:20:15

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: Mini guide: How to eve

all my guides are mini guide, helps with the search
and kinda basic knowledge tongue


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide

Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#6 2019-01-19 04:49:30

Turnipseed
Member
Registered: 2018-04-05
Posts: 680

Re: Mini guide: How to eve

Even with that essay he wrote it is still a mini guide theres alot to do as eve

It is possible though up to luck spawning in perfect spot or having exceptional children to make it much further than pein has described.

Last edited by Turnipseed (2019-01-19 04:51:51)


Be kind, generous, and work together my potatoes.

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#7 2019-01-20 02:21:33

betame
Member
Registered: 2018-08-04
Posts: 202

Re: Mini guide: How to eve

Wanted to dump some minor max-efficiency thoughts that apply to the wilds /early game. (I'm certain others have thought of these too)

Also, I agree with CE about keeping kids

Wild Tactics:

Spread:
The bushes near camp are for the starting journeys of children. Adults should return to camp with a backup food from unfrequented lands or at least be full.
The first berry is free - it allows a berry to start regrowing
The last berry can kill - it’s there for emergencies.

Don’t Unspread:
Keep lone plants available.
Eat from food cluster locations rather than lone plants.
A group of cacti or bushes will rarely be depleted (and you’ll have more warning time if their supply is drying up). Leave lone bushes for local gathering
Likewise it’s better to nab a burdock or carrot where there’s already a lot of them, leaving lone burdocks for local emergencies.


//always take food with you
always remember where the last food you saw was
If you use up your travel food, return to the last food. Don’t risk trying to find food further along your path

//Pick any renewables you see (except berries). Essentially, pile cactus fruits and eggs around their source to be gathered later

//wild animals might snipe you in any biome. Listen for their foot steps (beyond your vision). Travel in diagonals to improve your vision range; if you’re going due south, alternate between se then sw. As soon as an animal enters the screen, move away from it until it also moves away. Potential mothers should take less risks with their life; delegate badlands tasks to males.

//Each person needs about the space of one medium grassland or desert to live off the land. (25 bushes or 13 cacti, less if temperature is managed)

//once a badland is void of iron, leave a large x in white stones, stacking two flat rocks in the middle to prove it’s man-made. (Maybe also when a green biome is void of milkweed)

Last edited by betame (2019-01-20 02:24:31)


Morality is the interpretation of what is best for the well-being of humankind.
List of Guides | Resources per Food | Yum? | Temperature | Crafting Info: https://onetech.info

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#8 2019-01-20 03:09:14

CrazyEddie
Member
Registered: 2018-11-12
Posts: 676

Re: Mini guide: How to eve

betame wrote:

//once a badland is void of iron, leave a large x in white stones, stacking two flat rocks in the middle to prove it’s man-made. (Maybe also when a green biome is void of milkweed)

Oh, now that's a neat idea.

Makes me think of another: if you spot an iron vein while you're out gathering (no matter what you're gathering, it doesn't have to be iron), mark that spot! Rearrange all the nearby stones into some obvious pattern that's easy to spot from far away. Like, make them into a big long line ending at or near the iron spot.

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