a multiplayer game of parenting and civilization building
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The actual speedrun should end when your cart is ready. Or when you start Freeing the Noobs.
Worms do nothing(yet) leave them in the dirt.
I agree.
Would there be restrictions to using a captcha or equivalent?
Download the game find the last OneLife_vXXX run it. (It will download stuff if it's not up to date) then find the last OneLife_vXXX (where the number is bigger) and run that.
What you find in the dmg is OneLife . app, there's no version number in the file name at that point.
PS: Jason I'm on mac and I'm a software dev... time is limited but if there is anything in particular you need help with getting the mac version I may help out.
Well, if you find the time to adapt the zoomed out mod, that would be awesome (I'd be happy not to have to run my windows partition just to play the game properly ). It seems well documented starting here and here and the tweaks are rather light. Joriom, who updates the windows executable is quite active on the discord and has his own.
Sadly, the regular autoupdates mean that any mod needs an update for every -weekly- update of the game...
how inventory is weird (ie: backpack has 3 spaces but it's so difficult to make use of...)
Backpacks have 4 slots and if you find it difficult to use, you don't leave your settlements enough. Leave your backpack to someone who does, if you want to be efficient.
What it lacks though is the ability to cycle through the items stored in it, like for baskets. Putting stuff on the ground to access the others is very tedious. (Note : That might be what you meant by it's so difficult to make use of; then I do agree, but still want to point out that more "static" people like farmers or smiths should be low priority when it comes to backpack)
I think everything "common" should stack maybe stacks of 5? 5 seeds? 5 carrots? etc. Several "take until full moves" ie: berries, carrots?, water? see how it's weird depending on the item.
Well, I kinda agree. Making baskets is not too difficult, though, as soon as you have carts or wheat fields. Basket maker should be a more common profession. (Besides, making at least one basket in any of your lives should be mandatory, at least in early settlements)
lately I've been into trapping but often when spawning into a city there's no snare so I have to run around making one. I get really stressed out hoping that nobody grabs my thread/rope while I'm looking for a stake. Wish we had one slot pockets in some clothes...
How would you have clothes if your village doesn't have any snare? Besides, backpack and apron are what you are looking for.
Is starving the default excuse for connection lost and ESC% quitting?
Pretty sure it is.
Imagine if one server is all tutorials, and everyone on it would experience three seconds lag every time a new player started. That would be even worse, on so many accounts.
And a such a critical moment in a player's game experience.
So, what about directing players to low population servers (as a temporary fix)? You have the population size information server side and you know if someone loads the tutorial, so couldn't you select a server at the player's connection rather than using the 'go to the highest priority server' algorithm? (If I understood well how it currently work)
Complex cheese industry with various aging processes - different results in different biomes, multiple aging steps for high end cheeses requiring moving them to different biomes.
Hard and soft cheeses. What about washing and salting the rind regularly? Ewe and goat cheeses should be a thing and butter too. By the way, where are my baguette and my red wine!?
OK, just kidding (moving cheeses from biome to biome for different results is too specific but awesome as an idea, though). Not quite sure about what I would want. More complexity indeed, but socialization means too.
Burrito? What is that? A solid kind of stew?
Btw, pork tacos are the pinnacle of food. Why not pork tacos?
Kitty Drake
The mother and the Eve are not bad either.
Too many to fit on one server, maybe.
A temporary solution could be to direct tutorial players to low traffic/empty servers (?).
could you just get rid of tutorial on servers and make it a local client thing?
Local tuts could be technically interesting if feasible, but solving the slow inserts issue is the priority. And it would make Operation Save the Noobs impossible. And that would be a huge shame!
(But then if I was to give you an advice, I'd say play the game on Windows if you have the possibility, as you'd get the essential zoomed-out mod https://onehouronelife.com/forums/viewtopic.php?id=1467)
Well I can't find any reason for it not to be there. Double check that you effectively have no .app file to run and if it is the case, try running the .dmg again or even downloading it again.
Iside a freshly downloaded DMG:
The v126 app will appear after the auto-update :
No b in OneLife_v126.app.
Everything you need is in what you downloaded. Get OneLife.app running, it will auto update to OneLife_v126 (probably).
It should be inside the Onelife_v58b folder, which you should place in your app(lications) folder. So the path to it should look like Macintosh HD/Applications/OneLife_v58b/OneLife_v126.app.
Edit : Tried to remove the auto-URL unsuccessfully.
OneLife_v126.app
And OneLife_58b should be in your app folder, apparently.
Hm... I do agree for the curse thing (even though I wouldn't accord it much importance -Heresy to the forums!-), but what actually matters, at least to me, are the family trees, which are not affected by names, as far as I know. I'd rather have a name to be interacted with that none for having waited for an hypothetical named relative.
When I talked about twisted minds, I was referring to digging deeper into the glitch, not about every forum user's psychopathic instincts.
I most probably do not represent the meta in that regard, but for Eve/early settlements, my strategy revolves around keeping only one girl (or two if I feel that the first one behaves riskily) and a bunch of boys set (mostly) on food gathering duty. I tell my daughter to never leave the camp and to take no risk, as her brothers and I forage and have keeping her alive as our top priority, while she focuses on smithing/farming (if she can, otherwise, I get the smithing going), eventually popping babies and surviving. One pro of that is that even though the initial population is high (5-6 people in an average Eve camp quickly pump out the food resources around it), gen 3 is kept small, while I often experience mass starving as the farm starts to run and people assume that foraging is not a necessity anymore. Plus, the very existence of this gen is pretty much certain, provided the girl is obedient and/or smart enough, whereas the usual way consists of having your children run around randomly and wishing that those who survive happen to be girls.
Of course, this strategy relies a bit on the fact that people are a minimum dedicated and hard working, but only a few actually lazy people would choose to stay/would survive in an Eve camp.
I had a few lineage jump to the next steps (e.g. survive to generation 6-7 at least) with that strategy, which proves that it is viable if not good.
I find one analogy very useful and helpful in deciding how to optimize code. [...]
I have no clue about memory management for online programs and the validity of your statements, but your little narration is captivating.
You can also check those :
https://github.com/jasonrohrer/OneLifeD … ster/faces
Beautiful! Ask for a thread in the fan art section.
Edit : ok, I'm kidding there because you seem to struggle with image embedding. You have to paste the image url in the img tag not the imgur (or whatever) link. ; it should end in .png or any other image format. In imgur, right click the image and select copy image link.
I promise I'm not a spam bot
My experience on the discord server makes me doubt about it...
I agree we should stop talking about it, just do it and pretend it never happens
Hehehe
You can launch babies/toddlers into locked houses. [...] this is going to kill children
When I talked about twisted minds, I was referring to digging deeper into the glitch, not about every forum user's psychopathic instincts.
has some benefits and a high setup time so i would leave it, its fun
True for Stone walls, way less for oven bases.
The teleportation we're talking about isn't lag related. ...
There's a whole thread about it, with diagrams and in-depth explanations by Tarr.
The proximity of the structure, when made of stone pillars, to Stonehenge is the fondation of the picture.
Nah, Jason has pretty good track record for keeping fun stuff.
I noticed some of those (didn't know about the mighty fruit boot, though, I like it more, now), but I think that those are "features" that do not impede the gameplay too much, or that only affect a few individuals, in very specific situations. Whereas this glitch, even though it is quite complex to figure out and is based on rather aesthetic designs, doesn't make any sense in the game's reality (teleportation!?) and affects the game "balance" (although not too substantially) : settlement layouts, reduction of the time constraint with faster farming/cooking/...
Plus, the idea was brought to light only a couple of days ago and we just started experimenting with it. Which new ways of exploiting this could our twisted minds find?...
I find it funny, that's what had me make this picture, but I would fix it if I was Jason, as it is too blatant and influential as a glitch to be kept. But of course, I am not Jason.