Starting Guide

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This is a community-written Starting Guide for One Hour One Life.

Introduction[edit | edit source]

You've finished downloading your copy of One Hour One Life. Excitedly, you load into a colourful world filled with promise as either a newborn baby or a young woman. You're completely naked, freezing, already hungry and have no idea what you're doing. You die. You reload and die again. You try asking for help but the answers, if there are any, are vague and non-specific. You're frustrated.

The purpose of this page is to smooth the learning curve of the early game. As such, it will, by necessity, contain spoilers and should be avoided by players wishing to learn by trial-and-error or within the social environments of the game world. There are two main sections to this guide: the first section features a basic introduction to the game world designed to ensure a player's immediate survival while the second section consists of an in-depth "complete guide" that covers everything up to and including your first farm.

If nothing else, all players should enter the world with the knowledge that the environment can be permanently altered by their actions. Certain resources are integral to the survival and advancement of player societies and it is imperative that guidelines are followed lest areas become stripped of their resources and rendered unsuitable for continued settlement.

Tutorial and Recipes[edit | edit source]

The tutorial is a basic introduction to the game, accessed on the login screen of the game (currently visible only at first login, and after death). It will instruct you on the basic mechanics of the game, and give you time to experiment in a closed environment.

However, much vital information is omitted, some of which can be accessed by using the inbuilt recipe index. Holding an item in game, will make a set of related recipes appear in the bottom right corner of the game interface. These can be scrolled through using the left and right arrow keys. Furthermore, if you type "/" into the speech box, followed by an item name, e.g. "/Rope", it will only show recipes associated with that item. Entering "/" will clear the search function again. The search function is limited, and can be difficult to use when lots is happening on screen, but can still come in handy.

The information that cannot be gleaned from the tutorial or the recipe index, can be discovered through gameplay, observing or asking other players, or (as a last resort) can be found in this wiki and at Onetech (both of which can be accessed via links at the top of the game's official website).

Basic Concepts[edit | edit source]

Controls[edit | edit source]

One Hour One Life primarily uses the mouse buttons to control your character. Most actions are performed using a left-click, such as moving your character, picking up or interacting with objects, crafting, and eating. Right-click is used to drop items, remove objects from certain containers (like baskets) and to use weapons. Attempting to drop an item on an occupied space will swap the item in your hand for the one in that space.

As a baby, you have limited interactions with the world and are entirely dependent on your mother until the age of 4 (when you reach 7-8 hunger boxes) and enter childhood. You will be able to do most things in childhood, except for some cases such as Hand Carts, Big Hard Rock, and knife which can only be picked up once you reach a certain age.

Pressing Enter will open a speech box into which messages can be typed. Pressing enter again will display the message above your character's head, or close an empty speech box. The length of messages you can type increases with your character's age, starting with only 1 symbol as a baby, up to around 60 symbols at the end of your character's life. The speech box can also be used to type various commands such as the recipe index.

The space bar can be used to 'freeze' the camera, giving you finer control when you need to click something while moving.

Eating[edit | edit source]

To eat, pick up a food object using left click (this could be anything from a simple wild berry to a cooked pie), then click on your character. Beware if you are wearing an apron or backpack as clicking on these clothing will store the held item. Clicking the food directly onto your character's face should avoid this problem.

Crafting[edit | edit source]

Most crafting steps involve combining 2 items. To do this, pick up one item using left-click, then click on the item to be combined with. In some recipes, it matters which way around the item is added.

Hunger Gauge[edit | edit source]

Hunger Gauge.png

On the bottom left of your screen you will see a line of small boxes representing your hunger. As you go without food the gauge empties from the right and boxes turn from black to white and if you run out of filled squares you will starve to death, though a warning chime will sound to alert you when your hunger reaches critical levels (this chime ceases to activate for very old characters who must pay particular attention to their hunger if they wish to survive to 60 years old). Babies begin their lives with 4 hunger boxes which gradually increases to a max of 20 for adults. As old age sets in, characters begin steadily losing hunger boxes until only 3 remain, at which point they will die from old age.

Food Bonus[edit | edit source]


Once you eat a food item, your food bonus chain will begin. For every unique food you eat, you will get a +1 food bonus added which acts as extra food pips on top of your hunger bar. So if you eat three unique foods in a row, you will have a food bonus of +3 hunger pips. The food bonus reverts to 0 when you eat a non-unique food in your train. When you pick up a food, it will tell you if the food will add to your bonus (YUM) or a food you've already eaten (MEH).

Warmth[edit | edit source]

Heat Gauge.png

On the bottom right of the screen is a warmth indicator with an arrow indicating your current level of warmth and a midpoint representing an optimal temperature. Being too hot or too cold is not in itself dangerous, but warmth is directly tied to how quickly the hunger gauge drains. Aim to be as close to the midpoint as possible -- values above or below this point increase hunger drain, with characters at extreme temperatures requiring up to 4 times the amount of food to stave off starvation. Many factors contribute to heat, including clothing, fire, biome and buildings, and certain held items. If you are placed near a fire or on a desert tile as a baby, take note of your heat meter and do not move from an optimal spot. Pick up and wear any discarded clothing you find, and take care not to overheat if fully-clothed and standing near heat sources.

Inventory[edit | edit source]


There is no traditional inventory system in OHOL. Each character is able to carry just one item in their hands at a time including containers, the most basic of which is the basket. Later on, backpacks and carts provide additional carrying capacity. If you are holding something and wish to pick up a baby or harvest a berry, you must first empty your hands by right-clicking on an empty space on the ground. If you instead right-click on an occupied space you will swap the item in your hand for the one in that space. You can swap an item in your hand for one in a container if there is an empty space in the container. It is important to be mindful of these limitations should you find yourself in a location where few open ground spaces exist as it is possible to starve or neglect your children simply because you cannot find a place to drop the item you're holding.

Bloodlines[edit | edit source]

It is possible, and recommended, to choose a family name as an Eve. This can be accomplished by using one of a variety of phrases, such as "I am X", where X is the desired family name. You will then be styled as "Eve X". In addition, it is possible to give first names to your children by using phrases such as "You are NAME" while holding them. Your children will then be styled as "NAME X". You can name children and adults as well if they do not have a name. Just stand near them and say "You are NAME" but they will not receive your family name, only a first name. Should you have a daughter but fail to name her she will no longer be able to pass your family name onto her own children (though she will still be considered to be related to you along with her children, if any). Names are selected according to external lists (first and last) and should you select a name that is not on the list the game will automatically select a similar one.

See also: NamesLineage Ban

Curses[edit | edit source]

Curse Token.png

If you see someone griefing, you can curse them by using phrases such as "Curse X" and their curse score will go up by 1 point. You cannot see your curse score nor anyone else's. For every hour you play, one curse point will be removed from your score. But the time will only count if you have lived for longer than 10 minutes. So if you live for five minutes, that will not go towards decreasing your curse score, but living for 15 minutes will decrease your time by 15 minutes. When you curse someone, you use up your curse token. It takes 2 hours of your playtime to regenerate a curse token so make sure to use it on someone that deserves it. Curse tokens are server based so if you curse someone on one server, you will still have a curse tokens on the others. Curse scores, however, are global. So if you are cursed once on three different servers your curse score will still be 3.


When a player reaches a curse score of 8 they will be born marked and their speech bubbles will be inverted (white text with black background) in their next life. Marked players will also be force-spawned into "Donkey Town", a far-away spawn location on all servers, where you can only spawn in if you are marked. Marked players will then have to play out a fixed amount of time, after which their score will be set to 7, and can be born back at the normal spawn locations. After that, you burn one curse point every hour that you play as usual. Donkey Town residents will be able to see a count of their excess curse score.

Biomes[edit | edit source]

Biomes are zones where only certain resources spawn. A basic understanding is useful in locating early-game food and materials to craft tools. Note that this list is incomplete, focusing only on the resources you will be using early on, and that some of these items may be found in more than one biome.

- Grasslands have berries, milkweed, the early trees you'll need, and soil.

- Yellow prairies have rabbits, wheat, and wild carrots.

- Swamps have tule reeds, goose ponds, and clay.

- Badlands have rocks, flint, and sadness.

- Tundra biomes have seals and rocks. These areas are cold and will lower a player's temperature. It may be better to avoid tundra in early game if you can.

- Deserts have cacti, flint and rocks. These areas are hot and will raise a player's temperature.

Other Dangers[edit | edit source]

Rattle Snake.jpg

More often than not, you will die of starvation, however there are other ways to die in OHOL. Certain animals, including some domesticated animals, are dangerous. Encountering a hostile animal (by occupying the same space as a resting hostile animal, or while running), will result in the player being wounded, and eventual death if not treated.

Wolves, snakes, and boars move erratically, usually away from the player, and are confined to their biome, but still present a danger (especially when hidden in thick forests). Unlike other wildlife, Bears actively pursue players in their vicinity, and will follow a player across biomes, presenting a risk to an entire village.

Other players, too, can be dangerous when they are armed (sometimes entirely by accident).

Life as a Baby[edit | edit source]

Most of the time, you will spawn as a baby. You have few hunger pips and are completely helpless, totally reliant on your mother or other adult women. You should expect to die frequently, and be abandoned or otherwise neglected fairly often. This is normal and should not be taken personally. Settlements must carefully manage their populations or risk starvation and, in the case of new mothers, the burden of caring for babies is great.

To raise your chances of survival, stay close to your mother (unless she instructs otherwise), stay warm if you can, and tell her when you reach approximately 2 hunger pips (Most commonly communicated by typing 'F' for 'food'). Follow her, or remain still when appropriate so she can easily pick up you when required. Picking you up requires the mother to sacrifice 1 pip of her hunger bar, so avoid jumping out of her arms (by clicking or trying to move) while she carries you. In the first minute of life, you will be unable to jump from your mother's arms.

If your mother neglects you, you might be lucky enough to have an older sibling or another family member who is willing to feed you. Show your appreciation by following their directions. Note that only young women can breastfeed you. Old women or males cannot breastfeed. However, any player who can pick up objects can feed babies by clicking on them while holding a piece of food.

Above all, do not get discouraged by death -- just keep respawning until you are born to a mother who can care for you. Or spawn as an Eve.

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 must pick it up at a cost to your own hunger gauge. 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. There is an internal cooldown that attempts to space out births, but, since it is random, you may have many children in quick succession or no children for minutes at a time.

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. Don't take it personally if your babies run away (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.

General rules of resource preservation[edit | edit source]

Hunt and snare animals only when they are in families[edit | edit source]

Rabbit Hole vs Rabbit Family Hole

Rabbit holes snared without babies will take an hour longer to regenerate. Additionally, killing Mouflon, Boars and Bison in their family form will allow domestication of the baby. In general therefore, it is better to kill wild animals in their family form.

Harvest milkweed when fruiting for seeds[edit | edit source]

Milkweed Growth.png

Harvest milkweed when it is fruiting (fruiting milkweed will have yellow pods, not purple flowers) in order to collect seeds from the debris. Fruiting debris lasts for 10 minutes while young and flowering debris only last for 1 minute but give no seeds.

Leave at least one wheat for seeds[edit | edit source]

Wheat seeds can only be pulled from ripe wheat, if you harvest all the wheat before you collect the seeds, you will have no more wheat to plant. Wheat seeds will disappear after 2 minutes. A common practice is to harvest all but one wheat crop until you have planted more rows.

Use clay wisely[edit | edit source]

Unlike most resources, clay is non-renewable. You can only collect them from clay pits and one extra by digging up a clay pit with a shovel. Once you have used up all the clay in the area, you will need to travel further and further in order to collect more.

Straight Branches[edit | edit source]

Straight branches are vital for a town's survival, especially in the beginning of a family in Eve camps. You must try to preserve the straight branches and not use them in cases where there are other alternatives, such as kindling. Even if you walk past a straight branch on a tree, it is always a good thing to pick it and set it down, resetting the respawn timer and hopefully leaving the next person who discovers that tree with an extra straight branch.

Canada Goose Pond[edit | edit source]

Geese lay eggs, give feathers for arrows, and can be killed for meat when present at the pond. But geese will permanently be removed from ponds if the goose is shot, or the pond is completely emptied or overfilled. It shouldn't discourage you from emptying ponds for wells but it is always a good strategy to keep at least one goose pond intact.

Pay attention to carrot crops[edit | edit source]

Seeding carrot

After you water carrots, it will take 4 minutes to become mature carrots. But if you do not pick them, after 5 minutes the carrots that remain in the soil plot will go to seed and when harvested will give you more carrot seeds instead of carrots. After a further 10 minutes, the seeding carrots will disappear. If you need carrots, then make sure to watch them and pick them before they turn.

Leave one woolly sheep[edit | edit source]

Domestic Mouflon with Lamb.jpgDomestic Sheep with Lamb.jpg

When tending your sheep pen, it is important to leave at least one sheep, or Domestic Mouflon, or fed lamb alive, in order to produce lambs. Shorn sheep will not produce lambs and must be fed to re-grow their wool. So it is better to designate shorn sheep for mutton, and produce more wool by feeding lambs instead, which will also produce Sheep Dung. Note: Sheep dung is ONLY produced by feeding a lamb.

Shave sheep before skinning[edit | edit source]

Shorn sheep with woolShorn dead sheep with woolSkinned sheep with hide

When you kill a woolly sheep, it will keep its wool. You can still shave the dead sheep with shears to get fleece that can be used to make thread. Skinning it with a knife will give you a sheep skin which has comparatively limited uses.

Resource Respawns[edit | edit source]

Fruiting Barrel Cactus.jpg
  • Water, wildlife, the harvesting of wild berry bushes, cactus fruits, and tree branches does not require the same special consideration, as these resources will always eventually respawn, although may be finite in the short-term (objects can take between 15 to 60 minutes, to regenerate).
  • As of update 75, wild carrots do not respawn their seeds so after seed removal it is safe to uproot them for eating. Burdock and wild onions are early food sources that cannot be cultivated, provide no seeds, and do not respawn.
  • Fertile Soil Pits are also finite. However, it is possible to craft soil via compost later in the game.

Detailed Guide[edit | edit source]

This step-by-step guide is geared towards players with little to no experience with tool-making or basic crafting. Recent changes to Eve spawning have ensured that most Eves will spawn far from previously or currently occupied areas and must therefore build everything from scratch.

The Pre-Fire Era[edit | edit source]

Food and Your First Tool[edit | edit source]

Sharp Stone.jpg

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. Your first task is to pick a direction and start running with the goal of finding berry bushes. Running in a relatively straight line makes it easy to backtrack to useful resources or objects of interest that you pass along the way. 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. As of update 75 there are many early sources of food to sustain you, including wild carrots which can be harvested with a sharp stone. Before doing so, it is strongly encouraged to click on seeding carrots with empty hands in order to remove their seeds lest these be destroyed forever along with the plant.


A useful object to craft at this point is a basket made from swamp reeds. Harvest two reeds with a sharp stone, pick up one reed bundle, and combine it with the other reed bundle into a basket. You can now carry up to three of certain items and tools, including food items for long expeditions.

Setting Up Camp[edit | edit source]

Home Marker.jpg

As soon as you locate a decent supply of berries or wild forage and starvation is no longer an imminent threat you can start looking for a place to settle. A decent location would be near the border between a grass biome (with plentiful berries, 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.

Special consideration can be given to settling near a desert biome, as certain tiles near the borders of deserts and other biomes can be just warm enough to perfectly balance a player's heat gauge. In addition, deserts with plentiful barrel cacti provide an excellent source of renewable food in the form of cactus fruits that do not despawn once harvested. However, if you choose to settle near a desert, it is important to be especially wary of wandering rattlesnakes (particularly around trees).

A nearby badlands biome can also be vital in the long run as a source of Iron Ore and mouflon, but must be balanced with the risk of Bear Caves and wolves.

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]

In order to begin farming you'll need something to carry water which means you'll need at a minimum fire. Some or all of the following tool-making steps can be skipped should you happen upon human-made tools, but it serves well to familiarize yourself with the details 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 order in which you will gather your materials will depend on the locations of the resources around you. You may wish to gather some of these resources together as you pass them for maximum efficiency. Note that some of these resources require a sharp stone when gathered, so it may be a good idea for you to take one with you in your basket when hunting for these resources.

In addition, bringing along one or more berries in your basket can make all the difference: one key mistake many players make is misjudging their food allowance, losing track of berry bush locations and starving to death. It is your job to prioritize how you will gather them efficiently based on what you can see on your map and then place them in an order you can easily remember near where you want to build your kiln.

Adobe Kiln[edit | edit source]

Adobe Kiln.jpg

Find a clay deposit and bring back at least three pieces of clay (ideally bring 4-6; clay can be stacked 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 it cannot be avoided, 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.

Bow-Drill[edit | edit source]

Fire Bow Drill.jpg

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.

Long Straight Shaft and Wooden Tongs[edit | edit source]

Long Straight Shaft.jpgWooden Tongs.jpg

The following steps are done before crafting a stone hatchet should you have only one sharp stone available. Use the sharp stone on 2 maple 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 for firestarting and brand.

Stone Hatchet and Kindling[edit | edit source]

Stone Hatchet.jpgKindling.jpg

Use the sharp stone on the straight branch twice. Use a rope on the resulting short shaft then use a sharp stone on the Tied Short Shaft to create a hatchet. Use your hatchet on your scrap branches to create kindling. Place one of the pieces of kindling in the kiln and one near your long straight shaft.

Wet Clay Bowl(s)/Plate(s)[edit | edit source]

Wet Clay Bowl.jpgWet Clay Plate.jpg

Use the round stone on clay one to make a wet clay bowl. To make a plate, first make a wet clay bowl then use the round stone on it. Make as many bowls as you like (though 1 for now should be fine), but plates won't be used until later and possibly only after your death so making one now is entirely optional.

Finishing Touches[edit | edit source]

Juniper Tinder.jpgLeaf.jpg

Finally, you will need two ingredients that are not listed above because they despawn 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.

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:

1. use your bow drill on the long straight shaft

2. use the leaf on the smoking long shaft

3. use the ember leaf on the tinder

4. 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 brand 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!

Post-Fire Early Farming[edit | edit source]

Deep Tilled Row.jpg

Now that you can transport water, there is one last hurdle before you begin growing your food supply: seeds and soil. Always keeping in mind your hunger, empty your basket and locate a patch of fertile soil. Use the basket on it, bring it to a relatively open area (it is greatly advised that this be as near to a source of water as possible, and many players eventually aim to move their farms and town bases into swamp biomes to be as near to ponds as possible) and right click on empty ground to dump your soil. 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 always recollect soil using bowl or basket.

Stone Hoe.png

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 vital 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).

There are two main direct food crops: domestic gooseberry bushes and carrots. Each has considerations:

Domestic Gooseberry Bush.jpg
  • Domestic berry 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, it is unwise to rely too heavily upon them, so it is better to diversify into other food sources, and leave berries for the very young and very old.
Carrot Row.jpg
  • 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 not to allow less than a full row of carrots to go to seed (which consumes the soil plot).

To farm carrots, locate some wild carrots, click them, empty handed, to get a seeds, then bring it back and use one on your farm plot. Take one of your clay bowls, fill it with water from a pond then water your plot. Take care not to drain a goose pond. You can 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 patch of carrots is in the ground 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: Do not allow for less than a full plot of five carrots to go to seed. This will accelerate dirt consumption while yielding less than five seeds.

If your settlement has an experienced farmer do not interfere with their plots unless asked, (if you have nothing to do it can instead be helpful to assume the role of water carrier) and try to avoid eating the carrots if you can.

Other Farming[edit | edit source]

Ripe Wheat.jpg

Once your food supply is secure you can begin to explore other options and goals. You may wish to start a milkweed farm, as quite a lot of thread is needed for the mass production of clothing and some tools. Collect milkweed seeds by clicking on the debris pile formed after harvesting fruiting milkweed.

Wheat-farming is useful for making baskets, some clothing, and for the baking of higher value food. While a single wild wheat plant will produce enough dough for four pies, wheat seeds despawn so take care not to entirely depopulate a prairie. Wheat-farming is most useful for later stages as part of a dedicated composting, baking set-up.

Domestic Sheep.jpg

Some other available seeds can be seen on the Seeds page. Additionally, there are currently four domesticatable animals available to farm which are sheep, cows, pigs and dogs. A Sheep pen is essential for making compost, and is additionally used for clothing, horse-riding, pies and medical supplies. Cows produce milk and butter. Pigs are used to create pork tacos, and to feed puppies. Dogs currently have limited uses.

There are many other crops that can be cooked into food, such as beans, squash, corn, cabbage, and potatoes. Beans, squash, and corn are usually grown together as they are the main ingredient's in Three Sister's Stew. Beans can also be made into tacos or burritos. Cabbage is made into sauerkraut and potatoes are made into baked potatoes, but these two crops aren't farmed as much as the others.

Rabbits and Clothesmaking[edit | edit source]

Clothing is essential to minimize a colony's food requirements. Note that if your settlement is located within a desert biome, rabbits are useful mainly for backpacks as wearing clothing in the heat of the desert is inefficient.

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). Rabbit family holes will have visible babies. 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).

Preparing a Needle[edit | edit source]

Bone Needle.jpg

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. Now make another fire, but don't bother with extra kindling for the kiln. You must wait for the fire to burn down to 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, discard the larger of the two bones somewhere convenient (it takes some time to despawn) and use a sharp stone on the smaller bone to create a needle.

Making Clothing[edit | edit source]

Needle and Thread.jpg

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]

Bow and Arrow.jpg

Geese and other animals 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 much later on in blacksmithing.

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.

Next stage[edit | edit source]

Now that you've mastered the basics, here are some topics to consider pursuing: