夏娃
夏娃 是第一代玩家的名字,因为她是一个家族的起源,这个名字来源于圣经中[1]的故事。
在PC端中,用双胞胎代码有可能成为一对双胞胎夏娃,双胞胎夏娃可以分别给自己命名并开创两个不同的家族。
如果夏娃存活满46分钟并死于年老,下一局她可以在她死去的地方重生,但这种情况仅可能发生在当玩家重新进入游戏时服务器中少于四名能生育的女性角色时。
目录
夏娃的使命
有时当你进入游戏时,你可能发现自己是一名14岁的女性角色而非一个母亲怀中的婴儿,大部分时候都诞生在荒芜的平原中。很快就会有其他玩家作为你的孩子出生,你有两种方式喂养你的孩子,第一种是抱起你的孩子喂养母乳,同时你会降低一点饱食度,一直抱着你的孩子可以使它的饱食度不下降,并且也不会额外降低你的饱食度,但同时你不能拾取其他物品或做其他的劳动。所以当食物短缺时,尽可能长时间的抱着你的孩子是个不错的选择。 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 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. 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. Choosing a good location will also 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
This step-by-step guide to 'Eve-ing' 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
Food and Your First Tool
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
As soon as you locate a decent supply of berries or other 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 jungle or 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, barrel cacti or banana trees provide an excellent source of renewable food in the form of cactus fruits and bananas that do not despawn once harvested. However, it is important to be especially wary of wandering rattlesnakes and mosquitos (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
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
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
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
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
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)
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
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.
- Long Straight Shaft.jpg
- Wooden Tongs.jpg
- Stone Hatchet.jpg
- Wood-filled Adobe Kiln.jpg
Wood-filled Kiln
- Wet Clay Bowl.jpg
- Wet Clay Plate.jpg
- Juniper Tinder.jpg
- Leaf.jpg
Fire and Firing
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 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!
- Ember Shaft.jpg
Ember Shaft
- Ember Leaf.jpg
Ember Leaf
- Smoldering Tinder.jpg
Smoldering Tinder
- Burning Tinder.jpg
Burning Tinder
- Fire.jpg
- Firebrand.jpg
- Firing Adobe Kiln.jpg
- Wet Bowl in Wooden Tongs.jpg
Wet Bowl in Wooden Tongs
Post-Fire Early Farming
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.
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 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.
- 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
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.
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
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
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
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
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
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
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
History
- 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.