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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » A kingdom for a MAP! (Your thoughts right now.) » 2018-03-17 00:53:33

the community is already working on the map problem so I dont see it as being implemented into the game at all. A compass might though.

#2 Re: Main Forum » Adobe vs. Pine Walls? » 2018-03-14 03:27:14

making a pine wall house just proves you are rich to everyone else

#3 Re: Main Forum » Looking at the viability of sustainable farms to build villages. » 2018-03-09 15:55:07

yes but eves will still be screwed in my opinion and villages can always fail. Which is why i would like to keep soil alive and have a solution if there is barely any soil around.

#4 Re: Main Forum » Looking at the viability of sustainable farms to build villages. » 2018-03-09 15:32:41

I dont believe so. but even with spawning being that way if everyone does this then a lot of players will fall behind the soil use and the players don't know which direction will lead them to more soil.

#5 Re: Main Forum » Looking at the viability of sustainable farms to build villages. » 2018-03-09 15:23:17

all that does is spread the problem. Fresh spawns will have to travel even further away to just start making farms. it is not the best solution.

#6 Re: Main Forum » Looking at the viability of sustainable farms to build villages. » 2018-03-09 14:26:32

yes I found them in the village

Collecting rabbits wouldn't have been as productive for me as tending the farm because not only would i need to snare rabbits but also make fire to cook them.
Look maybe even making rabbit and carrot pies could help which would require having a few changes to the farming structure. But that still falls into the problem of losing to many reeds to make compost.

To me as well this was about making a farm that could in the future sustain a larger population and to me rabbits and berries won't do that.

#7 Re: Main Forum » Looking at the viability of sustainable farms to build villages. » 2018-03-09 13:42:02

soil doesn't regenerate. you can only get new soil from compost. Carrot seeds are not the problem in this farm but technically they can slightly lift the load.
Using full wild Berry bushes would be the best option but you will be using those as food while building the farm or someone else is going to be eating them to.

And I actually had a dying farms food supply that I used to support me with berry bushes as well.

#8 Re: Main Forum » A map of villages and roads on server 3 » 2018-03-09 13:34:20

I think spawns were moved or something. So they are there is just that people are spawn near them.

#9 Main Forum » Looking at the viability of sustainable farms to build villages. » 2018-03-09 13:20:43

rosden
Replies: 30

EDIT: this is old. The new changes give compost 3 soil and now 1 carrot seed plot can seed 10 plots. This changes the conclusion and makes farming with a larger population much more viable.

I just spent a life on a server building a sustainable farm from scratch using 2 pieces of soil.

KgXPPSS.jpg

What I found was that your population is dependent on the amount of berry bushes you have.

___________________________

My process:

everytime I get berries I get a seed and make compost

That compost is then used to make a new berry bush and refresh carrots seeds or make a new carrot plot

then those new berries restarts the cycle.

___________________________

Now what this process does is stagnant your soil meaning at most you are making 3 plots of edible carrots on your first life (only enough for 1 person).

The only way you get more soil is when the berry bushes replenish their berries (meaning now there is 2 composting soil at once) which requires waiting an epoch(60 years).

what this means is in perfect conditions without major hiccups your village population can grow by as many berry bushes replenish once per epoch.

1 turns to 2 turns to 4 turns to 8 turns to 16 as long as each composting soil makes a new berry bush.

The next problem is reeds which are required to make compost which replenish once per epoch. So your farms size is will be based upon how many reeds are around your farm.

which makes 16 or even 8 people supporting farms non-viable (so 4 or 5 population will probably be the max if not then 3).

Also you can always start with a higher population by laying down more soil and making more berry bushes.
____________________________

And remember this is all based around the farm not having any major hiccups.
if you start a new farm and a new player walks up to your farm and decides to eat and live with you. You are dead.
If a player picks too much of your berry bushes you can't make compost and then your population drops.
If a player leaves a carrot in soil too long for it to become a seed you lose that soil and your population drops.
If a player eats your seeding carrots you cant plant enough carrots for next time and your population drops.
If too many reeds are used up you stagnant and lose compost and your population drops.
____________________________

Its not impossible to make a sustainable village so good luck.
And remember soil is dead.

#10 Re: Main Forum » A map of villages and roads on server 3 » 2018-03-09 10:21:24

added in 2 new roads farmers peak to old peak and the yellow brick road to box eden

#12 Re: Main Forum » A map of villages and roads on server 3 » 2018-03-08 02:56:55

I have just updated the map with a few more villages and the yellow brick road wink

#13 Re: Main Forum » A map of villages and roads on server 3 » 2018-03-07 13:19:12

wooden floors. quality roads take some time to make (continous wooden floors with no gaps). there are less quality roads (continous wooden floors with gaps) like ruinian to utopia but the best quailty are utopia to midgard and utopia to eves cradle.

If you want you can work to improve the quailty of the roads or build a quality road between places (one line farm is popular lately but has no quality roads)

#15 Bug Discussion » invisible people » 2018-03-06 01:57:10

rosden
Replies: 15

Sometimes people are invisible to some other people.
They can play the game and pick up objects.
Kids i think can be fixed by picking them up.
But the player sprite and the players text don't show up.

#16 Re: Main Forum » A map of villages and roads on server 3 » 2018-03-06 01:28:03

I have updated the map and added a google doc showing major structures at locations.

#17 Re: Fixed Bugs » Cool crucible in wooden tongs has no transition » 2018-03-05 09:08:42

this is a problem hot crucibles work fine by cool crucibles don't

#18 Re: Main Forum » A map of villages and roads on server 3 » 2018-03-05 08:25:28

you can find to biome map here:
http://bream.chardsville.uk/OneLifeMap/

it should be the same for all servers

you can join the server you want by changing 2 files in the settings folder:

useCustomServer - change the 0 to a 1

customServerAddress - change localhost to server#.onehouronelife.com
# = the mainserver you want (with this map its 3)

#19 Main Forum » A map of villages and roads on server 3 » 2018-03-05 06:21:17

rosden
Replies: 109

I made a map of the roads and current known areas that have coordinates on server3.

n8BI4Wx.png

if you are on server3 feel free to use it sometime especially if you find a road.

here's a google doc showing some of the major structures at locations (use them to find out where you are):

https://docs.google.com/document/d/1KA3 … sp=sharing


if you dont know how to join server 3:

you can join the server by changing 2 files in the settings folder:

useCustomServer - change the 0 to a 1

customServerAddress - change localhost to server#.onehouronelife.com
# = the mainserver you want (with this map its 3 so server3.onehouronelife.com)

if you want to play normally again just change the 1 back to a 0

#20 Re: Main Forum » THE TENETS » 2018-03-03 12:36:23

I like the always go east I think its good.
I also think that could be used on the only the farmer eats from the dirt as well though
because the farmer doesn't always place baskets of food around
having a line saying "if there are no baskets to eat from, eat but not from the bottom row".

And with the ONE MOTHER, ONE DAUGHTER tenet I believe sons can also be a problem if 3 sons are born (its not too unreasonable to have 6 babies born in one life at high traffic times)
throughout your lifetime and your daughter births 2 sons that can also be a drain on the food resources having a maximum of 1 or 2 sons per female could stop those
situations

#21 Main Forum » A draft for a village set up » 2018-03-03 02:11:36

rosden
Replies: 10

I wanted to come up with an ideal set up for a village. This is what i thought of:

A6Xvcbn.png


jobs:

Tool maker/smith - makes requested tools and develops smithing tech

clothier/hunter/animal caretaker - makes clothes and tools that require fur or animal hides. when not doing that they are out hunting rabbits or wolves
or they are working with domesticated animals.

farmer - makes carrots and milkweed also looks over crops making sure no one eats from the farm

cook/firekeeper - maintains fire near village center for toolmaker and mothers. also cooks meat the hunter gathers and makes pies.

helper/gatherer - asks the major jobs if they need any help or materials and gets them what they need ( not everything is going to be at arms length)

mothers - keep baby around fire near village center so you can go around and still do your jobs


this set up relies on around 6 people (1 for each major job with 2 helpers) to manage properly
but can be cut down to 3 people
with 1 being a farmer, 1 being a tool maker/firekeeper and 1 being a helper
with newer people taking over the jobs that have not been filled

the biggest problem is setting up and maintaining order in the village but that's always been a problem
maybe we need a village elder.

#22 Main Forum » Want to try something new - Try playing as a nomad/traveller » 2018-03-02 13:24:35

rosden
Replies: 2

If you ever get bored or want to try something different then try becoming a nomad/traveller.

being a nomad/traveller involves moving in a single direction finding untouched areas and foraging for food.

I did this as eve had a 4 people family and became gran (found on discord sammoh and mutava were a part of them)

we continuously moved right and stopped to collect food. Once our baskets were full or the food ran out in the area we would pick up our baskets and keep running right to repeat the process.
we didn't craft (only baskets and sharp stones) and we didn't farm.

It was an amazing experience.

nomad


tips:

- when waiting for people to catch up just stand still, dont move back

- make baskets for everyone that can carry one (except mothers carry the baby)

- always carry a sharp stone in a basket to dug out carrots (if you have 3 or more people try and carry 2 in case someone dies or gets lost)

- if you manage to become old let the oldest child lead and get the group to become efficient without you

- if you are so old that you start becoming a burden tell your family you are leaving and are going to die and then die in a way that doesn't disrupt the group too much (examples: starving on the way or getting eaten by wolfs)


if you need any more tips feel free to ask
or
talk about you own experiences trying it I would love to hear it

#23 Re: Main Forum » Base Biome (ABANDON ALL GREEN) » 2018-03-02 11:20:59

The 2 major problems I see is fire and starting out. Starting a fire requires lots of materials from the greenland biome so being too far away from one will be a problem.
When starting out the play wants lots of food and carrots won't be enough so the player sets up around the berries to survive. Setting up a farm requires fire so the player gathers all the resources in one place to make it. by the time the player can make farms they have already set up a base.

If making a base in a wetland is to occur the player is going to need to migrate after set up which can take some work that may seem unnecessary.

I do think it could be a good idea making a base on a wetland biome that's next to a greenland biome but it would need to be a mid game move so don't expect most people to do it.

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