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Author Topic: The Survival of The Shellfolk | For the Lauv of God  (Read 8471 times)

Supernerd

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #30 on: September 07, 2023, 09:19:22 pm »

I think we might need a bestiary or something.

Fish Sugarpants
Thing 1: Craft a Sharp Stone out of a Stone.
Thing 2: Construct a Cave Home using the Sharp Stone
Thing 3: Hunt Bubblefish using a Bone Spear
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A_Curious_Cat

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #31 on: September 08, 2023, 01:07:14 am »

Mu Rex

Make a Sharp Stone (-1 Stone, +1 Sharp Stone).
Carve Cave Home (-1 Sharp Stone).
Dry Meat


Edit:  guess I’ll dry some meat…
« Last Edit: September 09, 2023, 08:27:32 pm by A_Curious_Cat »
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King Zultan

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #32 on: September 08, 2023, 04:07:34 am »

Walnut
Make sharp stone
Carve cave home
Gather rocks
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Magmacube_tr

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #33 on: September 08, 2023, 04:15:52 am »

Assuming a small housing would only house 1 Shellfolk, then we need 7 actions to knap rocks, and another 7 to carve the homes.
So, 14 actions in total which should be spread out to everyone over the next few turns/days to ensure we don't all drown.

Would it be sensible to craft another fireplace so we can have more meat drying actions?
How long would the meat not spoil?

Yea you need 7 homes. 7 actions to knape rocks, 7 to carve away on the cliff. I was planning to include corridors as a building, but that will come later.

Yes actually. A shellperson can dry 3 bags of meat or 3 pieces of raw leather in 1 turn. There are 4 bags ans 3 rolls of raw leather. I will both take too long (3 turns), and whatever left will spoil in 2 turns. So yea, you need another fireplace.

I am going to add some more info on the turn.
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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #34 on: September 08, 2023, 04:58:00 am »

Assuming a small housing would only house 1 Shellfolk, then we need 7 actions to knap rocks, and another 7 to carve the homes.
So, 14 actions in total which should be spread out to everyone over the next few turns/days to ensure we don't all drown.

Would it be sensible to craft another fireplace so we can have more meat drying actions?
How long would the meat not spoil?

Yea you need 7 homes. 7 actions to knape rocks, 7 to carve away on the cliff. I was planning to include corridors as a building, but that will come later.

Yes actually. A shellperson can dry 3 bags of meat or 3 pieces of raw leather in 1 turn. There are 4 bags ans 3 rolls of raw leather. I will both take too long (3 turns), and whatever left will spoil in 2 turns. So yea, you need another fireplace.

I am going to add some more info on the turn.

Do we need a workshop to make sharp stones?
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Magmacube_tr

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #35 on: September 08, 2023, 05:03:47 am »

Do we need a workshop to make sharp stones?

No. It's even written in its description.
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Maximum Spin

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #36 on: September 09, 2023, 07:17:24 pm »

Let me quickly run down our action economy here.

So, first of all, we need at least three meat-curing actions this turn to feed everyone, since each one will apparently cure three units (one bag worth). We currently only have two, so we'll need another. Now, two people working together can dig out three buildings - 1) knap, knap, dig; 2) knap, dig, dig. Still, even with that, we currently have a need for nine buildings: seven homes and two storages. That plus curing three bags of meat would take up everyone's actions, and we haven't even accounted for water, for which we need another action, so we're going to have to compromise. We can't do everything this turn, no matter what.

To break even over the long term, we need an average of 2⅓ cooking and water-gathering actions per turn, and, at a 33% success rate, hunting actions. Plus at least three fuel-gathering actions, if we don't even build any more campfires. Luckily, our current excess of water and raw meat mean that we only need one water-gathering action and three hunting actions this turn to most likely survive to the next. (Although, if you don't mind a suggestion, we'd be more likely to survive if each hunting action produced one raw meat and ⅓ chance of a second, plus ⅓ chance of leather, which would have the same effect on average while eliminating the possibility that everyone completely fails and we all starve... as it is, spending three actions on hunting still has almost a 30% chance of complete failure. Even if you don't want to guarantee success, it's possible to choose a different probability spread that produces the same overall average while the failure chance drops faster as we add hunters... with a ⅔ chance of failure, we have to have six hunting actions just to get the chance of total failure under 10%.)

So needing one water-gatherer, three hunters, and three cooking actions minimum, that means one third of our 21 actions are spent already. On top of that, we have nine buildings to build, a fourth cooking action to do, and three to cure the leather. One player could build a second campfire, cook on it, and then cure a unit of leather; this would force us to spend six actions hunting for fuel from then on, though. Otherwise, we could do three cooking actions on our campfire today, getting nine food, then two cooking actions (leaving us with eight cooked food including the two extra from today) and one leather-curing action tomorrow, and generally try to keep our stockpiles from getting out of hand so we can cook everything just in time before it rots. We'd then have to choose whether to build another campfire to cure two more units of leather tomorrow.
I don't know exactly how imminently we need those storage caves, but if we assume we at least need the housing before the flood comes, we have three turns to get seven buildings, so we should aim to use five actions toward that each turn. We probably need the storages around the same time, so six. That's including both knapping and digging. We have enough stones for now to make all nine caves plus a workshop, so there's no pressing need to collect more.

It might be a good idea to have more than just three people hunt, to be sure we get enough. It seems one success awards four meat and one leather, at least on average, so we probably only need one, but, like I said, the chance of three failures is still pretty high. Still, it would suck to end up with more than we can store.

All told, we have two players (six actions) who haven't posted yet, and we need one cooking action, two hunting actions, and one water-collecting action. It wouldn't be a bad idea to build another campfire and use it to cure food and leather, as well as spend some actions collecting fuel so that we have enough to keep running both. In order to do all that, some actions are going to have to be changed, though. I don't think gathering rocks or building a workshop are very pressing right now, and we could afford to drop one of the excavations until next turn too.
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Supernerd

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #37 on: September 09, 2023, 07:35:57 pm »

It is to my understanding that Sacks will handle our inventory problems in the short term, so we don't need to make Storage Caves just yet. Also worthy of note is that our species description specifically states that we have a carnivorous digestive tract. Carnivores tend to have a powerful stomach acid that usually destroys whatever bacteria that their prey might have contained, so we are almost certainly going to be fine eating raw meat if we are healthy.
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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #38 on: September 09, 2023, 07:52:55 pm »

Carnivores tend to have a powerful stomach acid that usually destroys whatever bacteria that their prey might have contained, so we are almost certainly going to be fine eating raw meat if we are healthy.
You know, the actual research on this is pretty equivocal. It may be true of scavengers, but there doesn't seem to be a statistically significant difference in stomach acidity between obligate carnivores and, say, humans (who prefer not to eat raw meat, although we're entirely capable of doing so and actually not that likely to get diseases from it). Parasites are more of a concern than bacteria with undercooked meat, anyway, although there are obviously a few well-known bacteria that spread that way.

But more importantly, the turn writeup was pretty clear that we want to eat cooked meat.

As for the sacks, my concern is the flood, which could wash away our stuff if it isn't packed up.
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Magmacube_tr

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #39 on: September 09, 2023, 08:10:14 pm »

To clear up the meat situation;

A shellperson can eat both cooked and raw meat. But since these creatures have very active metabolisms and sapient brains, eating processed meat is much preferred. It is just more nourishing when cooked.
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A_Curious_Cat

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #40 on: September 09, 2023, 08:28:45 pm »

Do we need a workshop to make sharp stones?

No. It's even written in its description.

How did I miss that?!



I don't think gathering rocks or building a workshop are very pressing right now

I’ve changed one of my actions from building a workshop to drying meat.
« Last Edit: September 09, 2023, 08:39:08 pm by A_Curious_Cat »
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Funk

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #41 on: September 09, 2023, 10:57:22 pm »

I will hunt with all three actions.
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Crystalizedmire

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #42 on: September 10, 2023, 09:01:32 am »

(sorry for the late reply)
Mollask:
gather fuel
gather rocks
gather fuel
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Magmacube_tr

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #43 on: September 11, 2023, 06:12:50 pm »

_/Labour Report\_


Foraging

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

Rocks Gathered= 2

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

Water Gathered= 0

Hunting Animals (%33 Success Rate)
Mollask: x0
Mu Rex: x0
Molloch the Devourer: 0
Zark the Red: x3(x)(✓)(x)
Fish Sugarpants: x1 (x)
Shelbie: x0
Walnut: x0

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

Hunting Plants (%33 Success Rate)
Mollask: x2 (x)(x)
Mu Rex: x0
Molloch the Devourer: x0
Zark the Red: x0
Fish Sugarpants: x0
Shelbie: x0
Walnut: x0

Fuel Gathered= 0


Construction and Production

Items Crafted
1 Sharp Stone by Molloch the Devourer
1 Sharp Stone by Shelbie
1 Sharp Stone by Fish Sugarpants
1 Sharp Stone by Mu Rex
1 Sharp Stone by Walnut

Buildings Built
1 Storage Cave by Molloch the Devourer
1 Cave Home by Shelbie
1 Cave Home by Mu Rex
1 Cave Home by Walnut
1 Cave Home by Fish Sugarpants

Meat Dried(3/3)
Once by Molloch the Devourer
Once by Shelbie
Once by Mu Rex

Meat Dried= 9

Leather Dried
...



The fledgeling tribe slowly wake up. They are greeted by a dark, navy colored morning with a dreary, overcast sky. It would be a very depressing morning for a person, but for a shellperson, that's just the way it is. They switch from sight to echolocation almost instinctively as a response to low light, as both are processed in the same brain region for them.

It is hellishly hot and humid, as always.

The first things first, the group run for the water bags. They take large swigs and wet their gills. They notice that their water supply is now insufficent for the next day, and cry about it. Well, they don't cry specifically about it, but they do cry large, hypersaline tears to sequester the salt from the seawater they just drunk. Shellfolk don't have emotional tears, nor do they have the concept.

Molloch, Shelbie and Mu Rex dry most of the yesterdays hunt and cook the group a nice breakfast of some great eightleg roast. They rejuvenate the fire with a piece of fuel and get to work.

Walnut and Mollask each find and grab an usable rock while they waits for the meal to be prepared. They add the two onto the rock pile.

The tribe gathers around the fire, and together, they eat their meals quickly, feeling starved the from the dinnerless night of yesterday. There are leftovers for the night and even some untouched dry meat. They bag them in. They look at the remaining raw meat from yesterday, which needs to be cooked tomorrow at the latest. They'll cook it tomorrow. It would be a shame to let it spoil.

Zark and Mollask set out to find prey, while the rest of the tribe begin digging away at the cliff. It is simple, but ardulous work. They each grab a rock from their pile and knap it so it becomes a tool. Then they chip away at the cliff until they each have a small space they can maneuver in and a set of crude stairs that lead up to it Molloch carries all the bags currently in use to the room he dug and assigns it as a storage, while the others claim theirs as their homes. They briefly consider tunneling into the rock, but since there is an impending flood and they need to carry everything indoors as quickly as possible, they abandon the idea for now.

Zark and Mollask return to their brand new settlement a short while later. Zark has a bag full of fresh meat, an useable bone and a new pelt at hand, while Mollask is unfortunately emptyhanded.

Zark had encountered an alone, defenseless baby eightleg and killed it. He figured that its herd might be nearby and looked for any tracks or signs characteristic of passing large animals. But strangely enough, he couldn't find any. He resigned to just butcher his current kill and return to camp.

Mollask on the other hand, had went after the sacktrees. But those plantimals were all faster then him, apparently, as they managed to fly away every he threw his spear at them. Mollask eventually got tired both physically and mentally, and decided that this struggle was not worth it. The tribe didn't need fuel immidiately anyways.

The rest of the day goes uneventful. The clouds above shift in swirling patterns as the tempatures start to cool a bit. A small earthquake happens, and the mountain spews some lava. Normal stuff. It does it once every few days.

The tribe gathers around at night and tell eachother stories while they nibble away at leftovers from the morning meal.

Each member tells a story. Zark talks about his gladiatorial battles back at the coastal rocks, Mu tells of the time when he was recruited to defend against Greenfiend invasions, and Shelbie describes how his cousin acted all weird and loopy and then died from an Innard Dweller.

Some stories are sad, some are funny, some are weird. But they are listened to anyways.

Until the turn comes to Molloch. Being the most attractive and seemingly the wisest, everyone else listens what he has to say. Molloch thinks, and then a lightbulb appears on his head. Literally, his glowing forehead stalk gets brighter to express the emotion.

He points at the mountain. It is barely visible at all in the absolute darkness, but they all see the firey glow coming from its top, illuminating the clouds above with faint orange light.

Their vocalisations is shrill and whistly and wheezy, with occasional clicks and clucks. It resembles birdsong in a way.

"Do you know the story of creation?"

Zark asks, "Well, which one? Are we talking about the great steppe one? Or the coastal one? Or something else?"

"I am talking about the Mountainblood Tribe's myth of creation. It is an obscure one, as obscure as the tribe even."

"Well, I've not heard that one before. I'd like to hear it." Walnut says.

"And me neither!" Fish adds, appearing from the darkness with his spear and an empty bag at hand. He hadn't been around the fire the entire time, a fact that others didn't notice before he arrived and then silently agreed to not mention.

"Ah Fish, where were you?" Asks Mu.

"I saw a bubblefish and tried to get it. It didn't work out."

"Anyway, come and sit with us. Molloch, come on. I wanna hear it too."

"Alright, alright."




In the beginning, there was only sea. But then the Mountainblood Spirit made the blood flow up from then deep seabed, and-

"Wait a moment, isn't the open sea infinitely deep?"

"Nobody really knows. It has a very deep bed in this myth. Anyways-"

The Mountainblood Spirit rose the blood up until the rock reached the surface. Then he used ash and water to make a mix, and he boiled it for a very long time. From that hot mix of ash and water, came forth life.




"Well that was lame." Zark said.

"Yeah, the coastal myths are better. They have multiple gods, so myth have drama and stuff. No wonder it is obscure. There is very little to talk about." Shellbie adds.

"Fine, maybe it is a bit lame compared to the others. Let's hit the crib, shall we?"

The tribe members get up from the campfire. Some go to their homes, and other sleep around the campfire again.




_/The Uch-Urum Tribe\_

_/Population\_: 7/4

_/Resources\_
¤ Raw Meat: 6/5 (3, spoils in 1 turn, 3 spoils in 2 turns)
¤ Dried Meat: 2/5 (+0 / -7)
¤ Bones: 1/0
¤ Raw Leather: 4/0 (3 spoils in 1 turn, 1 spoils in 2 turns)
¤ Pelt: 0/0
¤ Stones: 8/0
¤ Water: 5/5 (+0 / -7)
¤ Fuel: 2/0 (-1)

_/Tools\_
10 Leather Sacks (5 used, 5 available)
7 Bone Spears (7 used, 0  available)
7 Leather Clothes (7 used, 0 available)

_/Buildings\_
1 Fireplaces
1 Storage Caves (15 Storage Total)
4 Cave Homes (4 Housing)
0 Workshops

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

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

Active Warnings
STRONG FLOOD COMING IN 2 TURNS



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 11, 2023, 06:17:51 pm by Magmacube_tr »
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Crystalizedmire

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Re: The Survival of The Shellfolk | For the Lauv of God
« Reply #44 on: September 11, 2023, 06:20:39 pm »

Mollask:
make workshop
hunt
make storage cave
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