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Author Topic: The Survival of The Shellfolk | For the Lauv of God  (Read 8089 times)

Magmacube_tr

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #90 on: September 16, 2023, 05:48:16 pm »

Mollask
Carve Cave Home
Dry Leather
Craft Leather Bag

Mu Rex
Craft Sharp Stone
Make Storage Cave
Craft Leather Bag

Molloch the Devourer
Craft Sharp Stone
Craft Sharp Stone
Carve Cave Home

Zark the Red
Hunt for Meat
Hunt for Meat
Hunt for Meat

Fish Sugarpants
Craft Sharp Stone
Craft Bone Spear
N/A

Shelbie
Hunt for Fuel
Hunt for Fuel
Hunt for Fuel

Walnut
Craft Sharp Stone
Carve Storage Cave
Gather Water



Also, to clear a few things about how storage works...

Edibles (water, raw and dry meat) need bags to be stored.

Stone, bone and pelt do not necessarily need bags. But storing them in bags is more efficent. You can store 5 stones in a cave without bags, but 15 with them. Should've thought to clarified before. Did now.

You can also gather stone with a bag and get 3 in one action instead of 1.
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A_Curious_Cat

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #91 on: September 16, 2023, 10:00:00 pm »

You can store 5 stones in a cave without bags, but 15 with them.

How many bones or pelts, respectively, can a single bag hold?  How many of each can a storage cave hold without using bags?
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Maximum Spin

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #92 on: September 16, 2023, 10:35:06 pm »

You can store 5 stones in a cave without bags, but 15 with them.

How many bones or pelts, respectively, can a single bag hold?  How many of each can a storage cave hold without using bags?
I feel like you're doing a prank.

Three. Five. A bag holds three things. A cave holds five things, which might be bags. Have you never looked at the spoilers in the turns?
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A_Curious_Cat

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #93 on: September 16, 2023, 11:18:47 pm »

You can store 5 stones in a cave without bags, but 15 with them.

How many bones or pelts, respectively, can a single bag hold?  How many of each can a storage cave hold without using bags?
I feel like you're doing a prank.

Three. Five. A bag holds three things. A cave holds five things, which might be bags. Have you never looked at the spoilers in the turns?

Nope, not a prank.  Just a small reading comprehension problem.  Could’ve sworn I read those spoilers… 😳

Anyways, I guess all of my questions are answered now…
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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #94 on: September 16, 2023, 11:23:52 pm »

Nope, not a prank.  Just a small reading comprehension problem.  Could’ve sworn I read those spoilers… 😳

Anyways, I guess all of my questions are answered now…
The spoiler about the storage cave did change recently - earlier turns only say that it holds bags - but all the information was still available to answer your questions.
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A_Curious_Cat

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #95 on: September 16, 2023, 11:33:05 pm »

Nope, not a prank.  Just a small reading comprehension problem.  Could’ve sworn I read those spoilers… 😳

Anyways, I guess all of my questions are answered now…
The spoiler about the storage cave did change recently - earlier turns only say that it holds bags - but all the information was still available to answer your questions.

As I said, small reading comprehension problem.

…anyways, does the information that Magmacube provided at the bottom of his most recent post change anything?  Or, are we good to go for an update?
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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #96 on: September 16, 2023, 11:39:26 pm »

Well, we should prioritize making more bags, but I think we're good with what we have this time, and I assume, like last time, the action rundown means the next turn is probably being written already anyway.
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Magmacube_tr

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #97 on: September 22, 2023, 07:14:05 pm »

_/Labour Report\_


Foraging

Gathering Rocks
Mollask: x0
Mu Rex: x0
Molloch the Devourer: x0
Zark the Red: x0
Fish Sugarpants: x0
Shelbie: x0
Walnut: x0

Rocks Gathered= 0

Gathering Water
Mollask: x0
Mu Rex: x0
Molloch the Devourer: x0
Zark the Red: x0
Fish Sugarpants: x0
Shelbie: x0
Walnut: x1

Water Gathered= 3

Hunting Animals (%33 Success Rate)
Mollask: x0
Mu Rex: x0
Molloch the Devourer: x0
Zark the Red: x3 (✓)(x)(x)
Fish Sugarpants: x0
Shelbie: x0
Walnut: x0

Meat Hunted= 3
Leather Harvested= 1
Bones Collected= 1

Hunting Plants (%33 Success Rate)
Mollask: x0
Mu Rex: x0
Molloch the Devourer: x0
Zark the Red: x0
Fish Sugarpants: x0
Shelbie: x3 (x)(✓)(✓)
Walnut: x0

Fuel Gathered= 2


Construction and Production

Items Crafted(3/3)
1 Sharp Stone by Mu Rex
2 Sharp Stones by Molloch the Devourer
1 Sharp Stone by Fish Sugarpants
1 Sharp Stone by Walnut
1 Leather Bag by Mollask
1 Leather Bag by Mu Rex
1 Bone Spear by Fish Sugarpants

Buildings Built
1 Cave Home by Mollask
1 Cave Home by Molloch the Devourer
1 Storage Cave by Mu Rex
1 Storage Cave by Walnut

Meat Dried(0/6)
...

Meat Dried= 0

Leather Dried(1/6)
Once by Mollask

Leather Dried= 1



The drizzle had started early in the morning.

Zark woke up first. He openes his eyes into a world of almost total darkness. He figures that it may be very early morning, though it is really impossible to tell. He knows he doesn't feel sleepy, so he brushes the thought aside.

The first thing he notices other than that was how the air felt like jelly between his tendrils. A human would retch at this weather. And even a shellperson is disturbed by it. The air is unmoving and openly threatening. It is uncharacteristically cold and chilly. Zarl himself finds it lowkey unnerving, and he is a retired gladiator, mind you. Not many things bother him in this life, and very rarely does he cares; he crushed that weakness a long time ago.

The third thing was the remnants of a rancid smell. The "almost" rotting leather from yesterday night was gone, reduced to only a few pieces and smatters. Stinkeaters, Zark figures.

Zark tries seeing around with his light stalk on maximum brightness. But it is no use, the air is too thick, and it is too dark and damp. So he shuts it down entirely and starts clicking his beak to echolocate. He eats his piece of dried meat, drinks his water, wets his gills, grabs his spear and a bag, and goes on his merry way.

Molloch wakes up about maybe fifteen minutes after Zark. First thing he sees are two extinguished fires. He isn't bothered though. They weren't planning on cooking today anyways. He uses last of their fuel to light up the fireplace closest to him. Maybe it will be useful for something else?

Molloch notices Zark's absence. He brieflt thinks to go and find him, but his logical side wins over. He and Zark have no place to hide when the flood comes. There is no time. The rain is about to start any second now. They need to get everything and everyone in before whatevers left out is swept away by the floodwaters. If Zark doesn't cares about that, that's a him problem.

Others wake up as Molloch screeches them a good morning. They are sluggish without the tropical heat, but the wet cold wakes them up quickly anyways. They eat all of their remaining food and drink their water. Shelbie grabs a bag and says his goodbyes. He sets on his way to find fuel, seeing that they are out of stock. The others make it clear that he should be back soon, or else.

Molloch, Mu and Fish grab rocks and start knapping. Fish, still scatterminded but feeling better, sees them and decides to join them. They end up with 5 sharpened rocks from their efforts

Mollask and Molloch each carve a cave home. Molloch feels a bit safer now that the possibility of death for him has been reduced considerably. And the same for Zark. Wherever he is. If he isn't here when the flood comes, the house will be useless to protect him.

Fish doesn't gets the memo. He instead remembers his spear being broken back in the day before. So he uses his sharp rock to sharpen a bone into a new spear. He starts to slowly carve away with his currently slow and imprecise tendrils, and is only interrupted much later on.

Mu and Walnut carve two storage caves adjacent to the original one. They then start hauling their stuff in. They haul pretty much anything the tribe has. They use bags to store the leather, stone and bones. In the end, counting the ones Shelbie and Zark presumably took with them, they are left with only one bag. Two for raw meat, one for bones, one for raw leather, one for stones, 1 for water and one for pelt- wait, where is the pelt? And there should be three raw leathers instead of two?

Unbeknowst to Mu and Walnut, Mollask had the pelt and was in the process of making an another leather bag using the pelt from yesterday. And he had already dried a piece of leather into pelt while Mu and Walnut were hauling.

Finished with their hauling stuff, Mu and Walnut take on other tasks. Mu grabs the new pelt and makes an additional leather bag. Walnut takes that bag to the sea and fills it with water. When questioned, Walnut just states "It is future investment."

Zark returns, with a rare find. He had stumbled upon a dumbdumb herd, an almost extinct species of prey that is exceptionally dumb. Zark, after much wandering, had found an elderly one struggling to catch up with its herd and killed it. He took what he could of his kill with him and came back to the tribe.

With his catches promptly stored, he seeks his rest at his new home carved for him by Mollask. The shellperson in question is a bit disgruntled due to seeing no acknowledgement, but it is quickly subsided by the stress that comes when he starts feeling actual raindrops, pitter-pattering on his shell. Temperature drops a notch down, and the annoying chill slowly becomes an exhausting, damp cold.

Shellbie arrives shortly after, with a few tendrils missing and some of his shell chipped. He holds a mostly full bag of fuel. He had been pursuing sacktrees, but instead ran into a Floater. A floater is a type of greenfiend, thr type they use to attack shellfolk on land. It is essentially a sacktree that is much bigger, wetter and smarter. Shelbie was lucky that this one was alone. A good spear strike to the gas bladder and it was down. It didn't die from it though, and it fought quite a bit before Shelbie could stab it to death. He then harvested its non-slimy parts before returning back to the tribe.

There was to be no campfire time this night. Fish was escorted to his room with his new spear at hand. The sky raged, and the rain quickly picked up speed. Everyone went into their caves, Shellbie being the last as he carried his bag of fuel to the storage.

Then, the downpour truly started.

All the water in the sky fell onto the bare earth with no trees present to mitigate it. The resulting flood shook the ground, moved boulders and eroded the island, also sweeping away any traces of the workshop and the fireplaces there once was. It continued for the entire night, long after everyone fell asleep.

It stopped at dawn, the rain had weakened too much to sustain the all-encompassing flood, but it was still a raging storm outside. At least water isn't going to be a problem tomorrow.


TUTORIAL COMPLETE!

UNLOCKED: Tunnel

UNLOCKED: Carved Balcony

UNLOCKED: Workshop Cave



_/The Uch-Urum Tribe\_

_/Population\_: 7/7

_/Resources\_
¤ Raw Meat: 9/15 (6 spoils in 1 turns, 3 spoils in 2 turns)
¤ Dried Meat: 0/15 (+0 / -7)
¤ Bones: 4/0
¤ Raw Leather: 3/0 (2 spoils in 1 turns, 1 spoils in 2 turns)
¤ Pelt: 0/0
¤ Stones: 2/0
¤ Water: 5/15 (+0 / -7)
¤ Fuel: 2/0 (-0)

_/Tools\_
12 Leather Bags (10 used, 2 available)
7 Bone Spears (7 used, 0  available)
7 Leather Clothes (7 used, 0 available)

_/Buildings\_
3 Storage Caves (45 Storage Total, 23 Used)
7 Cave Homes (7 Housing)

_/Toolmaking\_
Spoiler (click to show/hide)

_/Construction\_
Spoiler (click to show/hide)

Active Warnings
STRONG FLOOD NOW



_/Cave Map\_





Players

Spoiler:  Mollask (click to show/hide)

Spoiler:  Mu Rex (click to show/hide)

Spoiler:  Molloch the Devourer (click to show/hide)

Spoiler:  Zark the Red (click to show/hide)

Spoiler:  Fish Sugarpants (click to show/hide)

Spoiler:  Shelbie (click to show/hide)

Spoiler:  Walnut (click to show/hide)


« Last Edit: September 22, 2023, 07:31:00 pm by Magmacube_tr »
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Magmacube_tr

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #98 on: September 22, 2023, 07:29:21 pm »

Before you ask, no Z levels. We goin' full 2006.
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The Canadian kitten

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #99 on: September 22, 2023, 07:43:17 pm »

aw, thought it was about to be shellfolk fortress
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Magmacube_tr

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #100 on: September 22, 2023, 07:50:01 pm »

aw, thought it was about to be shellfolk fortress

It is, though? X and Y are available. It is gonna be like Boatmurdered.
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Supernerd

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #101 on: September 22, 2023, 09:14:16 pm »

Could we get like, a legend for what the symbols on the map mean?
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A_Curious_Cat

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #102 on: September 22, 2023, 11:44:38 pm »

Why aren’t the storage caves shown on the map?  There should be three of them.

Also, would it be possible to convert a cave home or a storage cave to a carved balcony?  What about other types of conversion?

Edit:  also, which way is which?  Is the left the outside and the right the inside, or is it the other way around?
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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #103 on: September 23, 2023, 01:54:49 am »

Could we get like, a legend for what the symbols on the map mean?
Check the constructions spoiler.
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King Zultan

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #104 on: September 23, 2023, 04:14:02 am »

Should we convert one of the homes into a corridor?


Also I think we should only have one entrance.
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