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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » REFUND??!?!? » 2018-03-16 17:54:27

whos salty for what??   I have only ever heard good things about this game. Whos complainin bout what?

#2 Re: Main Forum » Nocturnal Infertility » 2018-03-15 09:03:53

all this is still going to be reliant on the player population.

as players go to sleep, either some families get wiped out, or all families suffer a burden.

so either NPCs have to be added, or, people who died during living lineage should spawn in the same village next time they log in (so the family line is preserved offline)

#3 Re: Main Forum » Clothing... is coat warmer than hat? » 2018-03-15 08:53:07

let me clear up some things maybe:

muflon hide is bug, that was mentioned.


but also, there is a reason why...

   A)   That shoes are more important than other articles of clothing:   physiology.   Think about it, you are wearing clothes, but your feet are bare and you are running around in the wet wilderness.....    yes shoes have a bigger impact than most individual items of clothing.

   B)    That wool is less insulating than animal hides:    because it is.   Animal hide  (ie, Leather + Fur) is insanely insulating.  Evolution knows best.  But the main reason wool is "worse" than hide is that wool clothing is significantly easier to mass produce than wild animal hide.   Thus, technically wool is "better", but not in raw insulation, its a combined value.

#4 Re: Main Forum » Simple text-based crafting guide » 2018-03-15 08:34:31

why not just improve the wiki?     anyone can modify it...

#5 Re: Main Forum » The New Update did not do Enough to Stop Griefers » 2018-03-15 08:31:22

I think the idea was eventually towns need dedicated guards

#6 Re: Main Forum » Stuff Despawning Timer or Decay » 2018-03-15 06:20:51

if you chop down a tree, but dont dig up the stump,  and you move the firewood & log away,  the stump will despawn.  i think 200 years (minutes) maybe.     if you screw up milkweed the stump will eventually despawn.

I would like for barren rabbit holes to eventually de-spawn or repopulate, but we should be able to bury the rabbit hole with a shovel.

#7 Re: Main Forum » Compartmentalize your villages, people » 2018-03-15 06:16:13

a lot of these problems would be more easily reconciled once a village gets large if we only had a SLEDGEHAMMER

#8 Re: Main Forum » Compartmentalize your villages, people » 2018-03-15 06:15:08

Portager wrote:

My usual strategy, when I am rebuilding a large camp is to "hide" a few plots of carrots on the outskirts of the camp. These become the backup seeding carrots in case the rest of the kin pick all the carrots at the main patch without letting any seed. I try to choose locations that not many people would visit, normally a rocky area by a bear cave if one isn't far lol. smile

i do this,  I also like to hide a seeding row behind a tree

#9 Re: Main Forum » Compartmentalize your villages, people » 2018-03-15 06:14:06

Yogotronik wrote:

cooking rabbits is a full time job

you should really not be cooking rabbits.   they should go in pies.

#10 Re: Main Forum » Request for list of content quick-fixes for tomorrow » 2018-03-15 06:05:18

DuBsters wrote:

Using backpacks right now is very difficult, the "clickbox" for getting things out is pretty tempermental


this is biggest issue as female with long hair, or when wearing wolf cloak.

need to bring the backpack clickable area in front of the player.

and make rightclick cycle through backpack contents like you did with the baskets /carts   (OMFG THANK YOU FOR THAT BTW)

#11 Re: Main Forum » New Map scanned yet? » 2018-03-15 05:13:47

as far as I know, it is tile by tile. so only tiles that have objects sitting on them (crafted objects)  would not update. 

as you said, there are a lot of places with tiny patches of snow in highly trafficked areas

what ive noticed is that even on server1  (the oldest, most played, most advanced) the "discovered" areas only encompass a very tiny portion of the map around the origin point  (0,0)

amounting to maybe 16 out of 1600 sectors   (1600 sectors is just what the ripped map ends at, the in game map goes beyond that perhaps to infinity (not sure).  So basically even if all discovered areas didnt update, 99%  of the map will have updated.  There really isnt any situation the old biome map is helpful anymore, you can walk out of discovered areas in 5 minutes or less.

so even on server1,  wandering just a little ways from the origin point, the new snow biome is prevelant everywhere and the old biome map is useless (the shapes of biomes borders changed significantly)

its much more drastic on the newer servers (10+)  where ive found snow even exists right next to the origin point.

in any case, just hoping someone will pull the new map soon, would really help

#12 Main Forum » New Map scanned yet? » 2018-03-14 12:21:27

Dogamai
Replies: 6

Wondering if anyone has a new map updated with the addition of winter biomes?

was using the map at:     http://bream.chardsville.uk/OneLifeMap/

but its not really feasible now since so much terrain on the newer servers even near the origin now have snow everywhere, changes the biome outlines too much to find my place now.

#15 Re: Main Forum » THE **NEW** OPTIMAL CARROT PLANTING (spoilers: it's 4 to 1) » 2018-03-11 14:33:41

I just started making all my farms in the grasslands where the wild seeds are. no more soil destroyed. as long as people dont savage the wild carrots, but most people dont have a sharp stone handy.  JUST MAKE SURE YOU HARVEST.

I found i can easily sustain on 3-4 plots with some clothes on.  Maybe 5 without.    Makes it easy to setup a one man Milkweed farm, and if you have rabbit supply, you become a tailor.

#16 Re: Main Forum » Please remove PVP » 2018-03-11 13:24:20

One way to handle to greifers, would be to have the system spawn them in the middle of no where for a few days/weeks (real time). So they can cool off, and join society when they are more mature smile

#17 Main Forum » [Suggestion] Eve's raised by wolves » 2018-03-11 13:11:27

Dogamai
Replies: 2

I think it would be fantastic if, when you spawn as an eve, you start at child stage (short but able to pick up food),  and when you spawn there are two friendly wolves next to you (who just leave / despawn when you leave)

So you are raised by wolves and you have a little time to find berries before babies start popping out of you.  smile

Also plays nicely with the reality of how many babies run off in to the woods away from their mom, or get left in the woods.  Yes those players die, but then the "eve's" have slightly more plausible origins big_smile

#18 Re: Main Forum » Population questions » 2018-03-11 11:05:49

ameliewilde wrote:

We are already doing that, aren't we?

yeah thats what i said

Dogamai wrote:

can bounce around as they please ( pretty much already doing this with customServerAddress )

#19 Re: Main Forum » Milkweed farming » 2018-03-11 09:51:54

I do agree with OldBaby  though,  even the rabbit holes that were snared without a baby rabbit should eventually respawn as well, perhaps after 24 hours or 48 hours,   otherwise permanent civ destruction is inevitable because newbs are inevitable and trolls are inevitable, and in this case, and milkweed for example, it only takes a single one to permanently destroy a civ.

#20 Re: Main Forum » Population questions » 2018-03-11 09:27:41

On a different note, as far as how many servers to have / how to spread populations,  I think the most effective method is probably still the classic mmo method:

List all the servers, and their current populations and let players pick which servers to play on.

I would still keep in the Auto-server-select feature (make it a checkbox option during server select),  but to improve on the boring old method, I would make this modification:

Allow players to select "Favorite Servers".

Give each player the ability to mark a couple servers with their priority. So they have say 4 favorites, they mark them #1 - #4  and when they respawn, if they have Auto-server-select option turned on, the spawn spread algorithm tries to place them with priority on their favorite servers, until those populations are too high.

So you get the best of both worlds.  People can still chose to stay working on a specific server, or they can bounce around as they please ( pretty much already doing this with customServerAddress ) as easily as checking a box on the respawn screen.   

and you wont have as many dead servers when overall game population declines eventually, since likely numerous people will have selected a low pop server as their favorite, most servers will still have a dedicated group justifying keeping it alive.

Of course inevitably some servers will die off, but you can let it happen more naturally.

#21 Re: Main Forum » Population questions » 2018-03-11 09:00:36

Actually maybe you are doing all of that already....    I just realized I really have no idea.

#22 Re: Main Forum » Population questions » 2018-03-11 08:58:54

And thinking about it, you could curb the spawn center at the very high end of the local tech,  so once a village has grown to the end of the tech tree and sustained for a while (getting stagnant gameplay-wise),  push the spawn radius center away from the village, so people can start a fresh life in the wilderness again.   
Automated cyclical evolution.   
with the added bonus of explorability, because as time goes on, a single person choosing to spend their whole life exploring in a single direction would be able to stumble upon numerous abandoned mega-villages,      rather than just tiny failed camps.
Perhaps that person could make it back to living villages as an old person and try to tell people about their discovery, and get people to migrate and reclaim the old cities.
If you have some really long term perishability on items, like baskets, seeds, and stone/wood tools and such (maybe 10,000 years? 50k ?), those abandoned mega cities would still require a lot of work to bring alive again,  but it would be a somewhat different approach than just building a fresh city, since you might still have things like Walls and floors and roads and wells(dry?) and kilns and forges, etc.

Anyway, food for chewing smile

#23 Re: Main Forum » Population questions » 2018-03-11 08:45:29

I would suggest instead of changing your spread algs,  what if you update the spawn radius instead?
So if a server has a really low number of players, they all spawn close to eachother.
As the server population increases, increase the spawn radius.
Then you have the ability to tune average town populations to suit the tech growth rate as you implement higher tech levels.
Could even have the spawn radius tied to the local tech levels as well. So if you have an area with high level tech items built, the spawn radius centers there and shrinks, to help grow populations in higher tech areas, since higher tech areas need more people to sustain them.

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