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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Can we revitalize this place? » 2021-03-02 02:25:50

I’ve never been a huge fan of the forums, but it is a bit sad to see it become so dead. Someone should print every long argument ever made here, and see how thick the pages would be.

#2 Re: Main Forum » What would you like to see as an update? » 2021-03-02 02:10:15

Better ways to relay information. Notes and maps only cut it for small-scale sharing, like within the town or briefly between two foreign parties.

Books could serve as a number of things, from job log books keeping tabs on who has what job to manuals instructing people on how to make an engine or a radio transmitter/receiver, allowing people to continue working on projects potentially spanning multiple lives without having to resort to outside sources, like onetech. The applications of books are varying. They can also be passed down without the order being mixed up, and can be transported.

Later technology, like televisions and computers, could be an expansion on tech like radios, except computers would store information to be read, and televisions would relay the information visually instead of having to flick through a slotbox of pages (or book).

If there would be more content, then less experienced people would need a way to learn this extra content without having to do a bunch of outside research, and spending time on low-pop servers just to say “I’ve done it”. But like you said, need content.

#3 Re: Main Forum » How do you define civilization? » 2020-12-14 20:46:31

I would classify civilisation in this game, very simply, as a group of people surviving in one spot. So as soon as the first well is up, the family can be classed as a proper civilisation, but a settled Eve can be classed as the very start of a civilisation, and therefore the period of time living off of wild food can be too. It can probably be said that interacting with all the other different families makes them part of the connections that make up the server-wide civilisation.

Everything is doomed, so there isn’t really much of an end goal to define success, but what does define success depends on how well this group of people stave off drought, and thus starvation. Water stored by this collective is basically the timer of a civilisation’s lifespan, and therefore efficiency and resource management is key. Anything you do to intentionally waste water, whether it’s directly wasting it, not eating yum foods as much as possible, or telling newer players bad practice so that they unknowingly waste water (and end up passing down bad practice as a result), is going against the idea of building civilisation. There’s not much variation you can offer besides different ways buildings look, farm layout and smithy setup for this reason, since different ways of doing things means varying efficiency of water usage.

Which is why shucked corn is clearly the best food eaten raw.
- - - - - - -
TL;DR I class civilisation by a family’s ability to survive in one spot, and to take it a step higher, the ability for all three useful families to survive in one relative spot.

#4 Re: Main Forum » Idea - Drinking Kerosene » 2020-12-14 03:49:58

DestinyCall wrote:

Water is life.    I want to chug buckets of pure water.

Gotta stay hydrated, gamers.

#5 Re: Main Forum » Gas powered stoves and forges » 2020-12-13 01:14:44

Gas-powered stoves would give a reason to allow better crude oil distilling tech, amongst the other benefits.

#6 Re: Main Forum » What 218 years of collective work has brought us. » 2020-12-13 01:08:47

218 years includes the industrial revolution. However, we are still using adobe kilns and ovens to produce things.

#7 Re: Main Forum » How To Properly Grief a Village (THE GUIDE) » 2020-12-09 20:42:10

Maybe here, but there’s quite a few newer people who probably stayed after the last rush to give it another try. Or do you take pride in griefing people who don’t know how to defend against it?

#8 Re: Main Forum » Idea - Seasonal Crops and Clothing » 2020-12-09 20:34:50

Actually, a little bit related to this...

...What about using homebands as a way to add different climates into the game? The neutral zones remain how they are. However for each specialty band, there are some sub-specialty green, prairie, swamp and mountain biomes? Each band would have their own different types of resource variations, for example tundra bands would have white rabbits, which give white fur and different meat, while desert rabbits are a grey-colour and vice versa. This would also extend to wild foods, such as berry variations like blackberries, strawberries, etc.

Of course this wouldn’t achieve much, and is more of an aesthetic gimmick in terms of resources, but it could be the start of another idea, which is more implementation-friendly.

#9 Re: Main Forum » How To Properly Grief a Village (THE GUIDE) » 2020-12-09 17:07:14

Believe me, I would if I wanted to. Unfortunately for you, I actually take other people’s feelings into consideration.

#10 Re: Main Forum » How To Properly Grief a Village (THE GUIDE) » 2020-12-09 16:31:36

Imagine thinking griefing is so difficult, that it requires a guide to follow, lmao. There’s so many people doing what you’re doing. Maybe playing normally is a challenge for you, you should give it a try.

#11 Re: Main Forum » Jason, Maps Are Getting Used » 2020-12-06 02:32:30

Maps are mostly only useful for making waystones, since maps can be thrown out of town and hidden easily. Waystones are the real useful item.

A good use for them, especially before homeland bands, is/was to help non-mod users to find the nearest expert waystone. Another good use for them is to store information, such as useful tips for newer players to follow, to limit the spread of bad practice.

I don’t think that they’re dead content; they can have fairly creative applications, being used for something that they likely weren’t intended to be used for in the first place. Take for example their use for town naming.

#12 Re: Main Forum » Newb Baby booms! Jason please read » 2020-11-30 03:37:34

DestinyCall wrote:

Or if individual mothers had a baby cap to prevent one woman becoming the mother of millions.    This would also have the effect of giving experienced mothers more time to teach their new children.

It’s been a while, so please correct me if I’m wrong, but is there not already a cap of four per-mother?

#13 Re: Main Forum » idea- musical instruments » 2020-07-19 11:21:53

I mean I’m as little of a fan of biome restrictions as many are... but what if the ingredients for some very cheap ones were biome locked? Like say, 2 instruments per biome? Then each village will naturally have different sounds to them as you arrive? There could of course be later game ones that need copper wires, and aren’t biome locked save for needing a Newcomen engine.

#14 Main Forum » Extending teaching beyond “face to face” interaction. » 2020-07-19 01:49:26

schmloo
Replies: 9

Books, and a whole new door in terms of “tech” and player interaction. Sorry, I know it’s a suggestion, but it can be difficult to teach things to other players in times of crisis, and also difficult to teach certain things such as creating an engine and setting up an oil rig, since 1) the processes of both examples are difficult enough, and b) the second one simply isn’t reliably taught without very high risk of the student starving in the tundra (or dying to other causes). Not to mention a lot of people either don’t know how to themselves, or they can’t be bothered or are able to give the time and effort to constantly teach new people who possibly won’t stay around to use the knowledge in the near future.

Maybe books could work as the leather bound cover being a “container”, which only hold things with a +note tag, and can hold 10 small items? Which can then be placed on the floor and cycled through like you would with a basket? I’m not sure how it all works, I’m just going off using the +contFoodDish system as an inspiration. And in terms of players knowing the order, it’d be down to them to number the pages with some method of their choosing, ie. Roman numerals.

#15 Re: Main Forum » It's griefing if you don't give poor families oil as ginger for free. » 2020-07-19 01:12:02

QuirkySmirkyIan wrote:

If you don't give them oil and you have stacks of oil and they need it. You are actually griefing in most cases. A lot of people play multiple lives and therefore if you do not give other fams oil you are degrading others/future lifes.

QuirkySmirkyIan wrote:

The one and only lad who decided to add diesel scrapping.

Also, I think if someone wanted to grief they’d do something damaging, not productive... like, you know, going through the whole process of making oil and giving it to other families that don’t have access to the biome-locked valuable resource. Unless maybe you’ve misunderstood the meaning of “griefing”?

#16 Re: Main Forum » First wisps of new content... » 2020-06-16 10:48:11

*Tear rolls down face*
*Shaky smile forms*
“...We did it, reddit.”

#17 Re: Main Forum » Have a guess of what the new content might be. » 2020-06-04 02:34:29

JackTreehorn wrote:

Tea and medicine - Wild comfrey for insect bites, Rose hip Tea, Yarrow slows bleeding and as a tea can help colds and other ailments.

I for one would be a big supporter of this idea.

#18 Re: Main Forum » Horse Nerf (Suggestion) » 2020-06-03 13:54:13

If iron and oil wasn’t nerfed to balls we’d probably use cars. However, both are the backbone of every settlement, because water and therefore food is so heavily dependent on it, and it’s so sparse. So every piece of iron and oil should always be put towards water, since if it doesn’t towns will die out. Making horsecarts require iron is just going to worsen this effect, since there will be even less iron for water and tools. Considering horsecarts get intentionally thrown into the wild, replacing them is a constant drain on already-valuable iron. Horses need iron = shorter town life.

#19 Re: Main Forum » Thank you so much for curse forgiveness. » 2020-05-31 17:55:44

Arcurus wrote:

what did you do?

Yea i meant practically how they forgave you, since i thought the mob killed you, since this is what a mob normally does.... but of course if they did not kill you....

Yea people currently get really easy angry.

Oh sorry, quite literally just being able to explain yourself without a) being killed on sight and b) being silenced by [gasp]. Can’t type if you’re running away.

EDIT: Sorry, I forgot to mention that I’d never actually let myself be in range of a posse of more than 2 people. The fault there was largely on their part. There was about 3 or 4 of them consistently but dotted around, maybe more coming and going, but it was a matter of waiting for the ringleader to die so I could get close enough to ask for them to hear me out, without dying to a fast posse. If you can get one trustworthy person to vouch for you, and the rest aren’t just doing it with the want to just kill someone (who can’t be reasoned with), then you can live to tell the tale and get most of your curses removed.

#20 Re: Main Forum » Sheep needs a change » 2020-05-31 17:39:07

pein wrote:

2 young sheep can give wool, won't poop, won't have lamb, can't be killed for meat
3 old sheep, poops on transition, gives wool once, can be slaughtered

I like it, would add a pretty significant buffer to killing all of the sheep, allowing people to see what’s happening (provided there’s lots of sheep though).

#21 Re: Main Forum » Thank you so much for curse forgiveness. » 2020-05-31 17:28:24

miskas wrote:

yeap Forgiveness is very nice just used it twice today.
I Just forgave a person who I saw he was helping the town.  Was that you?

If it was in the black family and it was Michelle targeting me, then yes. I think people were hesitant to forgive but at the end of the day, I just wanted to compost and make yum foods, not be chased put of town for like 40 minutes over something extremely trivial.

#22 Re: Main Forum » Thank you so much for curse forgiveness. » 2020-05-31 17:03:25

Arcurus wrote:

...

Say “I forgive (x)”, with x being “you” or the person’s name

#23 Main Forum » Thank you so much for curse forgiveness. » 2020-05-31 14:39:45

schmloo
Replies: 7

Just an appreciation post. Now I can actually defend myself against people who rally a town to mass curse me because I stepped on their kid’s toe. Can’t explain yourself to a mob lead by a “bad” leader chasing you down without you getting a chance to defend yourself, let alone challenge the leader 1v1 in any way, but you can pick up the pieces and clean up mob curses afterwards.

#24 Re: Main Forum » Car usage and oil scarcity » 2020-05-28 12:10:20

DestinyCall wrote:

Better yet, change the output from the fractional distiller so it provides petroleum by-products.

We will gather crude oil to get kerosene to run the water pump and in the process, accumulate various other useful materials, like gasoline for cars and tarr for asphalt roads. 

Since you get both gasoline and kerosene, you do not need to choose between driving around in a car or gather water to live.   You can do both!

A bit unrelated to cars, but possibly the introduction of plastic materials with longer polymer chain byproducts, if oil becomes more abundant?

#25 Re: Main Forum » Teach new players » 2020-05-23 14:34:13

testo wrote:

...
Sending your friends to argue about everything like a coward and playng the victim role when called out not toxic enough?
...

Who’s arguing for me? Was this not just between me and you just now...? I feel like there’s a lot of anger coming from you right now, so I am going to head on out.

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   > ._>-'
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peace

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