a multiplayer game of parenting and civilization building
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Jason made this thread concerning his desires regarding other languages when the mobile version came out and was being discussed.
I doubt Thexus is trying to get Jason's attention. Rather it's more of a help wanted sign to the general community.
Same concerns were raised in this thread but here's Jason's input from it:
Also, be careful eating too many bananas. They can be binding.
The idea with this biome was to make one that was "perfect" in many ways (free food, perfect temp), but a pain in the ass because of the mosquitoes. This is actually the way the jungle is in real life, sorta.
Regarding standing on a corn kernel to ward off a bear, that is correct, and it is really dumb.
How many players can dance on the head of a pin, though?
The players are separate from the map. The animals are part of the map. That's the difference.
Server 1 has 200,000 moving animals that have been seen on its map at some point. That's a lot. But it works, because they're all just regular map objects. They go back to sleep, essentially, after someone hasn't looked in a while, and become just like a rock or a tree, until someone comes walking along again.
Now, it would be possible to store the animals on a separate layer in the map, maybe the way that floors are stored. Floors are actually kept in a separate database.
BUT... at this point, that would require a huge overhaul of a bunch of different systems on both client and server. Probably a week or so of work, and lots of new bugs would result.
And really.... are you really saying that you haven't been killed by animals ENOUGH in this game?
You want MORE maulings and poisonings? MOOOAAARRRR!
That said, yellow fever probably isn't severe enough.
You shouldn't be able to survive it without the help of someone else feeding you. It should probably be longer, and take you down to 1/3 hunger bar. And the fever should be hotter.
And maybe bananas need some nerfing.
when there is plenty of iron I always go for one soil twice tilled
I used to think like that, but the only varations the towns seem to have is high amount of iron with high amount of (ability to make) compost or low amount of iron and reasonable ability to make compost.
Ultimately, if the town's got a compost work chain going - they can have a self-sustaining population indefinitely which leads to a big pile of iron for the town - but that indefinite compost work chain should still be there so why waste the iron when it will sorely be needed for something else after you die?
Also I have to note that while you have quite a few berry gobblers buzzing about, berry bush groves seem to have grown smaller, it's fantastic as it's lead to clear evidence for new players that they don't actually need to have it be so big when the extra time not tending a massive grove gives people allows for setting up secondary, tertiary and so forth food sources which leads to the gobblers panicking only to be told to eat the other food.
Obviously though given the update is called Jungle flora the new biome's official name is Bananatown.
So I was super hype to try out the new filter system but it seems clicking a chunk of limestone while filtered to cistern doesn't work as intended.
Has any other problems in using it arose for anyone else? I have not tried the filter system too much because I generally know what I'm doing.
Prior to steam launch when it was semi-regular to be in a place where a crown was in the town I played a round where in working diligently two elders agreed that I had earned it.
Putting aside my pet project to have them brief me on what scouts had discovered I politely used the crown as a symbol of office. Instead of running up to people and saying "I'm queen - do what I say!" I would approach other townsfolk and say things along the lines of,
"Hiya Jim. Seems we need some more iron tools. Do you know how to smith?"
"Would you mind taking over the forge?"
"Oh okay then don't worry about it I'll find someone else!"
At the end of the day, I'm just advocating for being diligent in your job until that's rewarded with a crown. If that day comes - don't be a dick. Just use your game sense to show people that a village manager isn't a bossy boots.
I'm very creative so i name my babies "Hope" since nobody else does that, ever.
I type /sad when I get named hope.
The only time I was happy about that naming convention was when I was told by my mum "We don't have a lot here but we do have hope. We had faith but she just died."
Yellow fever in its current state is perfect for dropping babies onto it mosquitoes when you're facing overpopulation - their food bar is so small that they can't even run back into camp t convince someone to feed them in time.
Yesterday, I found an awesome spot as an Eve. A mix of various biomes. A lot of water. Had everything going real quick. One issue: had all boys.
And, I like the fact they were all boys. That's part of the game.
When a game starts getting 'tweaks' to make things easier/predictable you start losing emergent gameplay.
My favorite/most memorable moment was when I had a 'newb Eve' pop me out as a girl, then a few moments later another girl. Our Eve mom died shortly after due to starvation trying to support two of us. We were both still infants, but I grew up just in time to find a nearby berry bush and save myself and my little sister.
We ran around as kids, barely surviving, helping each other until I was 17 and had a baby girl. Then... a wolf got me. We said our goodbyes and my sister grabbed the baby. Went on for a few generations after.
These types of moments will get ruined if the starting/Eve mechanics were to change.
IMHO, it's the unpredictable moments (even in village building) that makes this game good. If things become more predictable and 'easier' then it'll kill the meaning of the game. Which, IMHO, is about the struggles and not the need to build a super-civilization.
I know where you're coming from with that - however what I like about this suggestion is that Floofy isn't asking for the ratio of males to females to be modified - players will still be assigned male or female 50/50. It's just where they're allocated. If every fertile female in the game had x+2 amount of sons and x amount of daughters the next players to join would still have equal chance of being male or female - it's just that once the older women have a kid the younger women have a higher chance of getting one too.
To hammer it home - in a scenario where a woman was 28 and had no kids - she will have a higher chance than her younger sister to have a child. But this older woman would still have nearly the same chance of having 5 sons, no daughters while her sister may have two daughters and no sons. All that is being proposed is that a more equal chance to have kids exists - and then in conjunction with that you have a better chance of squeezing out one daughter because your spawning rate is higher than someone who already has one.
Also, there are plenty of players who call themselves vets, but don't know anything - you see them bouncing next to many items as they try and figure out how to do things. Offering to help explain only makes them say, "I know." before running off.
New players scared of admitting that if they say they are new, they'll be abandoned I reckon.
I like the idea but it would ultimately lead to more kids being born to mums who are on the cusp of menopause. Wouldn't it be better if the 50th percentile of ages that are fertile have the highest priority?
Nice idea but something that effects every life after it's used on you one is a bit much...
A pond turns into a shallow well pretty quick - once it runs dry good players will run and get stones.
By the time it turns into a shallow well a second or third pond may have run out. But once the shovel is used on the stony pond to make the shallow well it's a brand new water source! A full well! By the time that well runs out, those second and third ponds have turned into fresh shallow ponds too!
By the time those secondary and tertiary shallow wells are used up - that initial well has had a stanchion kit made for it - hey a brand new water source.
By the time the secondary and tertiary shallow wells have stanchion kits made for them - there's a road to some brand new ponds.
By the time those brand new ponds are exhausted - someone's set up a cistern!
It's all about team efforts ![]()
The game shouldn't require mods to be playable.
So much this.
How do we get Jason to tell us his plans (if any) for iron? I feel like the fact that it's almost been a week since he mentioned it in these forums is foreboding given how much of a hot topic it is.
If we endured another week with no update on his reception of our feedback nor any changes in the iron spawn rates I feel like we may start facing major atrophy of veteran players who get tired of assisting low tech camps knowing that three quarters of the time they're not going to get more than 4 iron this life. Meanwhile the people they could be teaching gobble berries like locusts; prime for learning but in a situation where the town can't sustain education because of the lack of iron tools!
I made a poll to measure a course of action we as a community could take.
LINK
If you have any ideas beyond these feel free to comment and perhaps we'll have a revote once some more ideas come out of the woodwork.
I go with :
1. GreenBiome
2. Blue Biome
3. YellowBiome
4. GreyBiome
5. WhiteBiome
6. BrownBiome
I considered shitposting that the true names are the basic lands you get in Magic the Gathering without mentioning the franchise I was referencing; but the amount of people scratching their heads at the mention of islands would not be worth it.
If you reinterpret the yellow biomes as white (I guess what you call white biomes would have to be reinterpreted as the elusive sixth mana type - snow
), brown as red and grey as black it actually aligns with the color pie philosophy.
Have any if you tried to spend an entire life gathering iron?
this is the only way we'll gather accurate data for wheter iron is too scarce or not. I think It's no scarce yet, but will be after jungles, as twisted said.
I have, as a woman character no less - carrying kids who wanted to stay back home and raising them.
I found two badlands with ground Iron in them. The first of which had four. The second was quite large and by the time I had a basket full of iron I had found an iron vein and had gone through menopause. The next 15 years of my life was putting down flatrocks to show the way for a young man laying the road before I died to a snake.
I found that the ratio of gold ore to badlands feels like approximately 13:30
Meanwhile the ratio of badlands with some iron to badlands with no iron is 6:30
It's such a weird feeling running for so long and thinking, "Hrm! Another gold vein, fancy that!" Knowing fully well it ain't a priority because you're searching for something rarer.
I've always called them Badlands, Goodlands, Waterlands, Rabbitlands, Hotlands, and Coldlands.
This is aesthetic. I am adopting this.
Everything listed is sadly by design, and time and time again Jason has not budged on those topics.
Which is fair and I both respect and agree with them to a decent extent. A fair few players want what you are talking about - but this is why the game's open source! So you can get together and make a private server with those improvements!
I make a point of not naming myself until my first kid can see me name myself.
That way there's a chance they come to understand how last names work, as a lot of new players don't seem to know that they can say, "I am..."
Here's one I think is badly needed right now: "Don't overfeed, wait for F". Every time I spawn in a town I'm surrounded by moms who pick me up every three seconds, wasting their own food bars (and thus the town's food) like crazy. I'm starting to partially run away from them now to keep them from overfeeding me. But I can't tell them to stop because I only get two letters at a time. So if you start nursing and see other moms nursing as well, be sure to spread this commandment:
Don't overfeed, wait for F
I have been fighting that battle for a long time.
I've whittled it down to seeing the mum come towards me and moving away in anticipation while saying IM OK
followed by NO T HU NG RY if necessary (the first few times you may have to say that in their arms)
The point is using the /die command "legacy" bans you from respawning into the same family.
Currently there are three ways to prevent you from being respawned in such a manner:
If you get old enough.
If you die from being killed.
And if you use /die.
Prior to the /die command kids had to convince adults to get their hands on a weapon, which is tricky one letter at a time and not always feasible depending on resources available to the town. When the adults were Eve or Eve-esque they had to resort to running away from their mother. But that was flawed as you could keep on being respawned to the same mother five, six times. Certain players got mad at this and would knock on bear caves to possibly kill the mother so they wouldn't have this mum to respawn to.
The newborns not being able to wiggle free is a measure implemented to make sure the child doesn't accidentally leap out constantly, starving the mother - amongst other things.
Nah that makes things too easy.
Further confirmation.
Be careful Jason, dunno how many minutes you've got left!