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It is possible to spawn as twin Eves, by using a twin-code with another player. The two Eves can name themselves separately, and will be the start of two different lineages.
If an Eve lives out the full 46 minutes to die of old age, she can later spawn back into the same location as she died, but only if there are fewer than four fertile females on the server at the time the player joins the server. This feature is intended to make solo play possible.
- 1 Life as an Eve
- 2 Detailed Guide
- 2.1 The Pre-Fire Era
- 2.1.1 Food and Your First Tool
- 2.1.2 Setting Up Camp
- 2.1.3 The Road to Fire
- 2.1.4 Kiln
- 2.1.5 Fire and Firing
- 2.1.6 Smithing
- 2.2 Post-Fire Early Farming
- 2.3 Rabbits and Clothesmaking
- 2.4 Advanced Hunting
- 2.5 Conclusion
- 2.1 The Pre-Fire Era
- 3 See Also
Life as an Eve[edit | edit source]
Sometimes you will spawn as a 14-year-old woman, known as an Eve. You will be naked, most-likely in the middle of no-where, and soon other players will begin spawning as your babies (assuming you are not playing entirely by yourself). To feed your baby you can do one of two things: The first option is picking your baby up, allowing you to breast feed. Picking your baby up comes at a cost of one hunger point. Holding a baby will keep its hunger gauge maxed out at no additional penalty to yourself, but you are unable to pick up or interact with anything else. Hence in times where food is scarce it is often considered better to hold onto your child for longer. The second is a method of feeding infants that any player can do, by holding a valid piece of food (Such as a berry) a player can click/interact with the baby and, if hungry, the baby will be fed. There is an internal cooldown that attempts to space out births, but, since it is semi-random, you may have many children in quick succession or no children for minutes at a time. Your temperature and Yum Bonus will influence the rate at which you give birth. If you are at an ideal temperature and have a high yum chain, you are more likely to have a baby.
Your goal is to find a food source before you starve, then ultimately to find a good base location to build a future for yourself and any children you have. Most early-game food sources can be found in the grasslands. Your best bet is to search for berry bushes. These can be supplemented with various other non-renewable wild food until you get a farm going. Beware, food doesn't last forever!
A good base location tends to be at the intersection between multiple different biomes, with plenty of resources. Choosing a good location will make your babies more likely to stay, and will improve the overall likelihood that your bloodline will survive many generations. Naming yourself is another step you can take to increase your chances. Don't take it personally if your babies run away or die in your arms (often they may just be trying to return to a past life). Focus on learning and practicing what you can in each life. If you mess up, you can always start afresh in the next life.
A more detailed guide is included in the next section. For a general guide to the game see Starting Guide.
Detailed Guide[edit | edit source]
This step-by-step guide to 'Eve-ing' is geared towards players with little to no experience with tool-making or basic crafting. The Eve spawning algorithm ensures that most Eves will spawn far from previously or currently occupied areas and must therefore build everything from scratch.
For a guide to the basic controls and mechanics in the game, see Starting Guide.
The Pre-Fire Era[edit | edit source]
Food and Your First Tool[edit | edit source]
You have spawned as a fresh Eve in the wilderness and must start from scratch -- a monumental task at first, but one which will become easier and more natural as you gain experience. Running in a relatively straight line makes it easy to backtrack to useful resources or objects of interest that you pass along the way. Your first task is to pick a direction and start running with the goal of finding food and, hopefully, a natural spring. While you travel pick up the first round stone you find and then watch for a big rock that you’ll use your stone on to create a sharp stone, your first and one of your most important tools.
There are many early sources of food to sustain you. You can pick gooseberries, wild onion, wild garlic, bananas, and cactus fruits without a sharp stone. Burdock and wild carrots must be harvested with a sharp stone. It is strongly encouraged to click on seeding carrots with empty hands in order to remove their seeds. Most of these foods can be found in the grasslands biome, with the exception of wild carrots (Prairies), bananas (Jungle), and cactus fruit (Desert).
A useful object to craft at this point is a basket made from tule reeds. Harvest two reeds with a sharp stone, pick up one reed bundle, and combine it with the other reed bundle into a basket. In case of not finding reeds, you can also craft a basket by harvesting one Ripe Wheat plants with a sharp stone and threshing them afterwards with a Straight Branch or a Small Curved Branch to get Straw (but move it from the place where you harvested them before or you won't be able to thresh it), then use a sharp stone on a sapling to get a skewer. Once you use the skewer on the straw, you will have made a basket. You can now carry up to three of certain items and tools, including food items for long expeditions.
If you pass a tundra biome, you may wish to club a seal for clothing. To do this, get a straight branch from a maple tree and use your sharp stone on it. Use the shaft on the seal, then use a flint chip (sharp stone on a flint outcrop found in grasslands or badlands) to skin it. You can then wear the skin. Most clothing helps reduce the rate at which you consume food (See Clothes for more details). This will become vital for the survival of your lineage, so it is recommended to get clothes asap.
Setting Up Camp[edit | edit source]
There are several things that go into making a camp, but the most important is finding a natural spring. A natural spring can be found on a fault line. Due to the eve spawns, it is your best bet to find a fault line and head west. The natural spring can be found in the grasslands or prairies. If you find a dry natural spring, then you must continue along the fault line for up to 160 meters until you find another natural spring.
As soon as you locate a natural spring with decent supply of berries or other wild forage and starvation is no longer an imminent threat you can start to settle. A decent location would be near the border between a grass biome (with plentiful berries, soil, milkweed, and trees) and a swamp biome (with goose ponds -- the more the better, preferably on the same screen or at most 1 screen away -- and a good number of reeds). A great location would also be near a prairie biome with access to rabbits and carrots and a perfect location boasts easy access to all these biomes as well as others, but be aware that time is not on your side and in a pinch, migration can be left to your descendants. A badlands biome should be close as well, as this is where you will get your town's iron supply.
Tundra is bitterly cold and should be avoided if possible except to (quickly) hunt seals for clothing. Likewise, Jungles and desert biomes should generally be avoided, for their dangerous animals (Rattle Snakes and mosquitos) and hot temperature. If you are not clothed, the effects of Temperature Shock can rapidly deplete your food (Note: Since v.200, desert and jungle are now death traps rather than ideal temperature spots).
Once you’ve found something acceptable you’ll want to avoid getting lost. Look for a sapling and cut it with your sharp stone. Place the resulting skewer in the vicinity of your future base and then use a round stone on it to pound it into a home marker.
The Road to Fire[edit | edit source]
Now that you have your base, you must hurry to protect your family from the elements. The longer you leave your children without fire or clothes, the more food they will consume, and will rapidly strip the surrounding area of wild food. You will want to start farming more food, and start making clothes to slow food consumption. You will need fire for both of these. As of v.200, fire is something that you should aim for even without a kiln, as a place to warm up before setting out, or as a place to leave children for maximum food efficiency.
Some or all of the following tool-making steps can be skipped should you happen upon abandoned tools, but it serves well to familiarize yourself with the recipes for future lives. Aim to gather all or most of the following ingredients while always keeping an eye on your hunger gauge and eating when necessary. The most efficient order in which you will gather your materials will depend on the locations of the resources around you. You may wish to start gathering some of these resources together even before you find a base location.
You will need a sharp stone for some of the materials, so take one with you in your basket along with some food! One key mistake many players make is misjudging their food allowance, losing track of berry bush locations and starving to death.
Use a sharp stone on a poplar branch once (to produce a small curved shaft) and on the maple branch twice (to produce a short shaft). Use one rope on the small curved shaft, then use the short shaft on the tied branch.
Use the sharp stone on 2 straight branches to create 2 long shafts. Find a flint outcropping and use your sharp stone on it to form flint chips. Take one and use it on one of the long shafts to create Wooden Tongs, the other long shaft will be used to start the fire and as a firebrand.
Stone Hatchet and Kindling[edit | edit source]
Use the sharp stone on a straight branch twice. Use a rope on the resulting short shaft then combine a sharp stone with the Tied Short Shaft to create a hatchet. Use your hatchet on your scrap branches to create kindling.
Finishing Touches[edit | edit source]
Finally, you will need two ingredients that are not listed above because they decay relatively quickly and should be gathered last. They are tinder from a juniper tree and a leaf from a branchless poplar or maple tree. You are now ready to make fire.
Kiln[edit | edit source]
While you are getting your fire ready, you may also want to gather materials for your kiln.
Find a clay deposit and bring back at least three pieces of clay (ideally bring 4-6; clay can be carried in a basket). To make a kiln you'll need three pieces of adobe, made by combining one piece of clay with one Reed Bundle or, if necessary, straw from wild wheat. Processing wheat involves an additional step after cutting it with your sharp stone: you will need to find a maple tree or Poplar Tree, click it to take a branch, then click the branch to the wheat to thresh it. The grain is useless to you right now, but the straw can be used like reeds for making baskets or adobe. Place your first piece of adobe where you want your kiln to be, use a round stone to make a base then add the remaining adobe to the base. Place a piece of kindling inside the kiln.
Wet Clay Bowl(s)/Plate(s)[edit | edit source]
Use the round stone on a piece of clay once to make a wet clay bowl. To make a plate, hit the clay twice. Make as many bowls as you need (though 1 for now should be enough), but plates are optional for now.
Fire and Firing[edit | edit source]
The process of actually creating the fire involves four steps that are much less complicated than they first appear:
- use your bow drill on the long straight shaft
- use the leaf on the smoking long shaft
- use the ember leaf on the tinder
- discard the ember leaf, wait for a small flame, then use kindling on the tinder fire
When you have a small fire, pick up the long shaft, use it on the fire then use the resulting firebrand on your kiln. Pick up your tongs and use them to grab a wet bowl or plate and then click the kiln to produce a dry clay bowl or plate. Repeat as necessary. Congratulations, you have just fired your first pottery, can now transport water and are ready to enter the next phase of survival: farming!
Smithing[edit | edit source]
|Hitting a Hot Steel Ingot on Flat Rock with|
a Smithing Hammer will make:
Getting iron tools early on will help your camp immensely. You will need to make Bellows and one extra adobe to upgrade your kiln into a forge, and you will need to collect several Iron Ore, which can be found on the fault line of your well site.
Once your forge is up and running, (More exact instructions on how to smith can be found on the Smithing page) The first tool you should aim for is a Smithing Hammer, as you will need it to create other tools. The next most important is the Shovel. You will need this to make dig your Well Site into a Shallow Well.
You can then move on to all the other tools as necessary (Hoe, Adze, Froe, Chisel, File, Knife, Shears). Try not to double up on these tools if you are limited in iron. If you accidentally make the wrong tool head, you can add it to a Clay Bowl to scrap and recycle the iron.
Post-Fire Early Farming[edit | edit source]
Now that you can transport water, there is one last hurdle before you begin growing your food supply: seeds, soil and a hoe. Always keeping in mind your hunger, empty your basket and locate a Fertile Soil Pit. Use the basket on the pit to fill your basket with soil, and right click on empty ground to dump your soil. Bring several lots of soil to a relatively open area as close to water as possible. Many players aim to plant their farms directly into swamp biomes to be as near to ponds as possible. Note that Ice Holes contain salt water and are not suitable for farms.
Individual lots of soil can be moved by using your bowl. If you misclick, need to drop your basket to eat or simply wish to move your farm, you can recollect soil using bowl or basket.
To till the soil, you will need a skewer or a hoe. A skewer can only be used four times before breaking but has the advantage of being a quick early option that does not require valuable milkweed to craft. Use your skewer or hoe on the fertile soil to till the soil. A single lot of fertile soil will require tilling twice to get Deep Tilled Row. Whereas a double lot of soil (on the same square) will only need tilling once. A triple lot of soil is unnecessary and is a waste of the extra soil. Therefore, if soil is abundant, it is best to use two soil to save your hoe (which will eventually break).
Finally, you will need seeds. Seeds can be gathered from wild plants. Most seeds decay and must be stored in a bowl to prevent them from disappearing. So keep this in mind before you go collect them. There are two main direct food crops: domestic gooseberry bushes and carrots (See individual pages for more information on how to farm). Each has considerations:
- Domestic Gooseberry Bushes require water and soil to regrow once all the berries have been picked. Berry bushes have important applications in compost-making as well as in domestic sheep rearing, and can provide relatively easy food for early civilizations. However, so it is unwise to rely too heavily upon them (overuse of berries can collapse the compost system and rapidly create a famine), so it is better to diversify into other food sources, and leave berries for the very young and very old.
- Carrots, when harvested at edible maturity, will return the plot to a Hardened Row which only requires one soil to be reused. It is critical leave a full row of carrots to go to seed (seeding carrots consume the soil plot). Careless eating of carrots can also lead to a collapse of the compost system, especially if no carrots are left to go to seed.
Plant the seed of which ever you choose to farm, into your farm plot. Take an empty clay bowl, fill it with water from a pond then water your plot. Take care not to drain a goose pond. You could also make a water pouch after hunting one rabbit, although clay bowls are more common and may be easier in the early game due to less milkweed needed and no needle required. Most crops need to be watered only once during their lives with the exception of domestic berry bushes (see above) and tree saplings. Once your first crop is growing some of the pressure eases, but you will not have achieved complete food security until you have a robust compost cycle which involves steady supply of berries, carrots, wheat for straw and a sheep farm for dung.
Since wild carrot seeds no longer respawn, at some point it will become necessary to begin designating "seed rows" of carrots that will remain untouched until they reach their flowering phase. Tip: Always leave a full plot of five carrots to go to seed. This will reduce dirt consumption, and yield the maximum amount of seeds. You must pick the seeding carrots before they disappear. Then place the seeds into a bowl to prevent decay.
Once your food supply is temporarily secure you can work on other necessities. You may wish to start a milkweed farm to provide thread for clothing. You could start a sheep pen, and make a Bow and Arrow and some rope in preparation to domesticate sheep. You could start a wheat farm in preparation for composting which will also require sheep. See Farming for other crops as well as other domesticate-able animals.
Rabbits and Clothesmaking[edit | edit source]
Clothing is vital to minimize a colony's food requirements, it is also useful to make backpacks, which increase your carrying capacity. In early game, the main two options for clothing available to you will be Seal Skin and Rabbit Fur. You can also acquire Mouflon Hide and Wolf Skin if you have a Bow and Arrow. Later in the game, once you have a knife, you will be able to get Snake Skin and Sheep Skin as well as various other wool products. See Clothes for a full list of clothing items.
Snaring[edit | edit source]
Snaring rabbits first requires a snare, created by combining a rope with stakes (use a sharp stone on a straight branch three times). Use a snare by placing on a rabbit hole. Note: Only snare Rabbit family holes, which have visible babies to reduce the time until rabbits respawn. Soon after setting a snare you will be able to collect your bounty and move your snare (family holes will respawn eventually, but during your lifetime they will likely remain empty and you’ll need to find another family hole).
Preparing a Needle[edit | edit source]
To start making clothing you will first need to cook your rabbit. Use a flint chip on the body to skin it, set aside the fur, cut down a sapling to make a skewer and skewer the meat. You must wait for a fire to burn down to hot coals before cooking or you will ruin the meat and lose the chance to get bones (and food). Deposit your cooked skewer on the ground, right-click it to remove the skewer, eat the meat. Drop on the ground and right click to remove a small Rabbit Bone. Use a Flint Chip on the small bone to create a needle.
Making Clothing[edit | edit source]
|Rabbit Fur Products:|
|Sewing different amounts of Rabbit Fur using |
Needle and Thread will get different items:
Now you need a single thread to create a Needle and Thread that you can use on different kinds and amounts of fur or wool to craft different pieces of clothing. Thread is consumed every time an object is crafted. Rabbit Fur stacks to four pieces of full fur and two pieces of cut fur per tile. Attaching a needle to a ball of thread makes it so that the needle can be used multiple times for sewing before it runs out.
Advanced Hunting[edit | edit source]
Geese and other animals, including Grizzly Bear, Wolf, Wild Boar and Mouflon must be hunted with Bow and Arrow. Geese can be used as food sources (take care to not eliminate an entire population as they do not respawn) and are needed later on in blacksmithing. Grizzly Bears take three Arrows to kill. Bison take two arrows to kill. Rattlesnakes and most domestic animals can only be killed with a knife.
Conclusion[edit | edit source]
If you’ve lived long enough to accomplish all the above, congratulations: you are most likely old by now. You may have already noticed your total number of hunger pips has decreased and you are losing vitality. When your hunger pips reach 3 you will turn 60 years old and die from natural causes. This is the best death one can hope for -- even though you will likely not have left the stone age you will have built something viable for future generations (hopefully including your own children) to build on.
You'll notice there has been no mention of the babies that will no doubt have begun spawning almost as soon as you entered the world. The reason is that early on children are an exceptionally risky proposition and the choice of whether to keep or abandon them depends largely on your goals and how prosperous you find your surroundings. Since picking up a baby drains hunger, a mother is encouraged to continue holding her child -- trying to juggle multiple infants in the absence of a food source is a sure way to guarantee not only your own death but the deaths of your children as well. In addition, the pressure to secure a steady food source drives a new Eve to be constantly moving, carrying items, and potentially running long distances to forage additional food, all of which will place a strain on her if she is also pausing to feed one or more babies multiple times. With experience, you will learn to judge how many children you can support at a given time. For instance, should you have scouted a very generous berry-laden location ideal for a future camp, it can be worthwhile to sacrifice some of your early productivity by focusing on holding your baby and setting it down only to eat a number of berries at once. While your food requirements will effectively double with the addition of a child, you will gain potentially skilled assistance or, at the very least, an extra set of hands that can find and bring materials and berries to your camp and accelerate your settlement's development.
Regardless of starting luck, it is advised to be wary of raising too many children as population explosion -- and the food crisis that inevitably follows -- is the single greatest threat to even large and advanced settlements. Ultimately, while you remain a fertile Eve your highest priority is to ensure your own survival until can support at least one fertile daughter. This is a harsh and dangerous world.
See Also[edit | edit source]
History[edit | edit source]
- Prior to v.186 it was possible to "chain-Eve" by repetitively living to age 60. This was used to keep towns alive over several days. However, as this feature was only intended to allow solo-play, the code was updated so that Old-age spawning is only possible if there are fewer than four fertile females on the server at the time the player joins the server.
- v.236 - "/DIE" no longer triggers a lineage ban, but instead adds that family to your temporary skip list. You only become Eve if there are actually no available mothers around to have you.
- v.239 - The lineage/area ban on "/DIE" is back. "The Eve spiral is back, replacing the newer Eve grid placement. The spiral now works along with the ancient map culling, resetting back to the center of the map once it has been reclaimed by nature, so Eves will come closer together periodically, instead of just once a week when the servers restart."