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a multiplayer game of parenting and civilization building

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#301 Re: Main Forum » HOW I STOPPED TWISTED FROM STREAMING! » 2019-04-22 12:28:26

I thought you quit.  So much for the forums getting back to normal discourse.

The fact that you admit to ruining another person's play and possibly lively hood (or beer money, I don't know how popular Twisted is on Twitch.) should earn you a permanent ban from the game by Jason.  You are actively harming the game.

The_Anabaptist

#302 Main Forum » Meta: Proper kitchen design » 2019-04-21 14:53:43

The_Anabaptist
Replies: 8

I've been working in some horribly designed kitchen spaces lately.  Here is my suggestions for improving them:

#1) A two room design, one for actual baking and the other for kitchen prep work

The actually bakery side only needs to be big enough to house the kiln, a stack of kindling, a fire stick, and enough baskets filled with ready to bake goods (pies, raw mutton, tires, etc.)  Finished product should be moved out of this room right after a baking session is over to discourage non-baker traffic.

The prep room needs enough tiles to lay out: 4 plates, 4 bowls of whatever is being mashed (most likely rabbits), a bucket or well, a bowl of wheat/flour, a basket storing: a round rock, a sharp rock, and a knife.   In addition there should be enough storage for additional raw food materials, baskets, bowls of wheat/flour and empty plates.  You prep 4 crusts, you mash 4 bowls, you fill 4 crusts, you put them in baskets, layout 4 more plates and fill 4 more bowls and repeat.  When the baskets are filled, transfer them to the bakery side.  Ideally the two sides would be split by boxes, to save on walking back and forth.

#2) If you insist on a one room design, don't bring in items that need mashing.  All mashing should be done outside and brought in, preferably in a cart, when available pie crusts are ready.

The_Anabaptist

#303 Re: Main Forum » Promoting this game and expanding the player base. » 2019-04-20 23:56:54

I would say 99.9% of the YouTube / Twitch streams are with players using the zoom mod.  I'm a non-zoom player myself and find this frustrating as it doesn't represent the game out of the box.  How many new players throw their hands up in the air looking for a zoom button / toggle that doesn't exist.  I would also argue that the vast majority of streamed play isn't on the default server, which is another huge disconnect for new players.  They have to be wondering where all the cool towns, tech, and promised community is at.

The_Anabaptist

#304 Re: Main Forum » Glowing/visible tiles and immersion » 2019-04-20 23:45:21

There are times when you want to place something behind another object.  Trees and Walls come to mind.  Without that highlighting effect, it can be dang near impossible.  I vote to keep it.

The_Anabaptist

#305 Re: Main Forum » Rabbit hunting with a horse » 2019-04-18 12:53:02

There have been a handful of times where there are 10 - 12 rabbits in close proximity to each other, but a chore to reach via walking / handcart, that I have gone to the effort of setting up a hitching post for future generations.  Then its just a matter of educating future rabbit hunters about the location.

The_Anabaptist

#306 Re: Main Forum » Satisfaction of defending property » 2019-04-16 09:35:02

I'm with you Glassius on this one.  If your account is correct you: #1 Emptied the basket, indicating that you were using it in the other player's view.  #2 When basket was taken, you verbalized that you wanted the basket back.  In this case, you could have done #3 retrieved any one of the baskets from the cart. #4 At which point if he/she took it again, stabbing would have been 100% fully justified.

This is not griefing people, learn boundaries.

The_Anabaptist

#307 Re: Main Forum » any ideas for possible updates? » 2019-04-14 02:11:48

Something that changes up the meta.  Now that we have linen fabric, how about a baby sling?  Or switch poop to pigs.  Or let tame dogs herd farm animals.  Something...

The_Anabaptist

#308 Main Forum » PvE challenges needed for established towns » 2019-04-07 15:14:11

The_Anabaptist
Replies: 6

I think established towns need additional latter game challenges of the PvE variety.  Here are some suggestions, of which I'm sure a few have been bandied about in the forums before.

1) Blight
If there are more than "X" number of berry bushes cultivated within a given "Y" area of the map, then a blight should be triggered.  Diseased bushes should appear, and the players need to identify and chop them down / dig them up within a given time, or more bushes develop the blight status.

2) Rats
If there are more than "X" number of piles of foodstuffs (things not in bowls, baskets, carts, etc.) within a given "Y" area of the map, then rats should be summoned.  These rats will run around camp eating these piles of foodstuffs until either the players knife them, or tamed dogs kill them off.

3) Fire
I've said it before, open campfires should have a chance to throw embers and burn up flammable items around it.  These flammable items should also be able to throw embers potentially cause a significant fire and heat hazard for overly cluttered towns.

I'm sure everyone can think of a few extra ones that might add some moderate challenges and spice up game play.

The_Anabaptist

#309 Re: Main Forum » Idiots who screw up your Eve Camp [Game Story] » 2019-04-06 02:51:15

I actually like tidying up camp after the last female dies.  I plant lots of milkweed, I turn any iron ingots into steel ingots, I build a horse hitch and gather backpacks and baskets filled with important tools and clothes around it.  I like to imagine a rider will come thru and collect it, or another Eve will stumble across it.

The_Anabaptist

#310 Re: Main Forum » Pregnancy » 2019-04-06 02:46:56

If you add a baby delay, then I think you should add a scene of the baby / babies in the womb.  And if it is babies, there should be a mini game of them fighting in the womb.  Let the griefers get it out of their system with the chance for fratricide in the womb!

The_Anabaptist

#311 Re: Main Forum » The Midnight Plan » 2019-04-04 22:54:42

Furthermore...

So a bunch of griefers could put an apocalypse totem inside a fence and short of killing them all we couldn't stop it?

Or I could make a small fenced off area with a couple exits, knife somebody, retreat to the safe zone until the killer penalty times out, rinse and repeat?

The_Anabaptist

#312 Re: Main Forum » The Midnight Plan » 2019-04-04 21:58:45

So a griefer can build a fence and then just relocate all the important stuff into it?  And if he or she dies, well then it's still locked?  Perfect...

The_Anabaptist

I look forward to the day a group of griefers build a fence around an entire town and lock everyone out of it...

#313 Re: Main Forum » Taking a break from griefing. » 2019-04-04 21:54:47

With all the recent thread discussions, I was under the impression the next few updates were all about more efficient griefing.  Hardly a time to be taking a break from it.

The_Anabaptist

#314 Re: Main Forum » The Architect's Hat » 2019-04-04 21:50:28

First off, never played Rust, never intend to.

Secondly, I won't claim to follow all the twists and turns that this thread has already taken, but I think something obvious has been missed regarding the magic hat.

1) An Eve would start with the hat.  Thus EVERY Eve would start with the hat?
2) Did we not already have a city that started with EIGHT Eves?
3) How many more Eve's immigrated into said city over the course of it's lifetime?  So +X hats.

So then either hats are indestructible and thus over time infinite, or they deteriorate and potentially unobtainable to future generations without the birth of more Eves.

Thus in my opinion they are not the solution.

The_Anabaptist

#315 Re: Main Forum » Why there are no wars » 2019-04-02 21:41:37

Jason, I do not understand your obsession with conflict or why you find it desirable.

Why do people / clans / nations fight?

1) mates / romantic entanglements
Not very applicable to this game. 
1a) No fathers are needed.  Give adult males a fertility age range and factor it into the existing heat & food calculations for having kids.  Then there might be a reason to kill them off. 
1b) There is no way to drag a fertile woman back to your camp, even if you do wage war against your neighbor.  Figure out a way to throw one in a cart or onto the back of a horse.

2) Possessions
Short of clothing & a backpack and maybe a knife residing in the backpack, what else would you kill for right now?  Clothing and backpacks aren't that uncommon, and once you have a knife of your own, why kill for another?  Find more things for players to actually covet.  I'm not going to kill somebody over food, cause moving slow while holding a murder weapon and gaining permanent curse markers from everyone else for that just isn't worth it.

3) Resources
Find a way to unevenly distribute resources so groups are forced to fight / trade for them.  That means some resources either have to be rare, or unevenly distributed across the map.

4) Religion
What have you coded that pertains to religion?  Your players are doing a better job of creating religions than you are.

5) War for the sake of War
Our options for killing are knives and bows.  Right now both are little more than stand next to your target and right click.  War has armor, war has ranged combat, war has pikemen and calvary charges, etc.  You don't have wars because you haven't developed the instruments of war.

My name should be indication enough that I don't want anything to do with war, and frankly your insistence on it disgusts me.

The_Anabaptist

#316 Re: Main Forum » A Griefer's Guide to Pitbulls » 2019-03-25 08:28:37

I've never raised a dog before.  That sounded like an insane amount of work, so wow, just wow. *slow claps*

Another good reason not to raise kids inside enclosed buildings.  Just build a town close to lots of rabbits and dress the little rugrats right away instead.

Seriously, I'm really starting to hate enclosed buildings.  I think they disrupt the traffic flow of most towns and are a poor use of your limited time.

The_Anabaptist

#317 Re: Main Forum » Why no rivers in the game? » 2019-03-25 08:13:45

I would welcome the addition of rivers.  Maybe just a few, to imitate the largest of them.  They could serve as barriers to land travel.  Either build a bridge to walk across them or some sort of ferry to cross them.  Maybe it could also introduce a delta tile that would be suitable for wild & domestic rice growing.

And you could add some tough critters like alligators to keep everyone on their toes.

The_Anabaptist

#318 Re: Main Forum » The little bakery that could. » 2019-03-14 16:44:49

And those are the times where brandishing a knife and yelling "back off or I'll knife you!" communicate your displeasure the best.

I really hate it when I'm off on my own and others insist on invading my space.  The walls / fence wasn't the first clue?  The others learn quickly after you knife the first.

The_Anabaptist

#319 Re: Main Forum » Obvious but true » 2019-03-13 23:52:49

Put a knife in a baby with a backpack and you can use it as a warning to the adult who thought this was a good idea. /s

The_Anabaptist

#320 Re: Main Forum » In your opinion where should each tool go? » 2019-03-13 23:44:29

Shovel
I prefer it by the compost piles.  If it ain't there, hopefully somebody else is running for the poo already.  If you leave it by the pen, some idiot will use it to dump all the poo outside the pen in a misguided attempt to help.

Hatchet
In your backpack.  Unless you have a cart and a good straight / curved branch location to stack pump beam assemblies then a backpack for the hatchet and 3 kindling in a basket is the way to go.

Advanced Tools & Baskets
I get real nervous seeing any grouping of advanced tools in a basket precisely because of griefers.  Much better to have them in a stationary box with lid.

Knives
In the abdomen of griefers.

The_Anabaptist

#321 Re: Main Forum » I can't deal with roads anymore. » 2019-03-13 00:31:45

As somebody who has spent many a lifetime building roads in this game, there is a certain art to building them well.  My tips would be as follows:

1) Anytime a road is forked a wooden or flagstone tile should be set at the intersection.  Otherwise, inevitably townsfolk get routed down the exact wrong path they wanted to travel.

2) Roads that are three spaces away from berry farms are ideal.  Why?  1st empty tile is where townsfolk should stand to harvest.  2nd empty tile should either hold spare bowls, spare baskets, dumped dirt, buckets or compost piles.  Then the 3rd tile should be the actual fast travel road.  I also prefer to place a wooden or flagstone tile next to any well location.

3) Keep zigzagging roads to an absolute minimum!  Personally, it gives me motion sickness to see the screen jiggle.  You should have a clear layout of your path in your head before putting the first tile down.  If there is a temporary obstruction like a stump or big rock, skip over it, you can back fill later.

4) Roads are better above a smith than below.  Smith sprawl always seems to go south and roads can be very inconvenient when trying to work.

5) An early road out of town goes a long way to encouraging a graveyard to be built further out, rather than having it crowding a growing town.

6) A well built road that connects all the elements of composting makes that job so much more efficient and keeps everyone well fed to boot.

The_Anabaptist

#322 Re: Main Forum » One hour one howl » 2019-03-10 02:15:41

We need Cronenbergs!  (Rick & Morty reference, for anyone who doesn't know.)  Dimension C-137, here we come!

The_Anabaptist

#323 Re: Main Forum » I recorded a stationary timelapse » 2019-03-06 11:40:46

I remember living in this town!  It was before that rail line was added.  I used to process a lot of rabbits that I caught to the right of that fenced area in the lower right.  Back then the place was drowning in extra clothing gear, much of the lower room was covered with it.

The_Anabaptist

#324 Re: Main Forum » Berry Bushes Need Limited Lifespans » 2019-03-05 11:06:06

Just wait, winter is coming...  Bam! Your entire grove is dead!

The_Anabaptist

#325 Re: Main Forum » Buildings and Flooring Aren't All That Efficient » 2019-03-04 12:52:41

I for one like all the recent changes to how temp works.  I like it when I get setup with a full set of clothes and my food consumption goes way down.  Perhaps we need to be looking at buildings having benefits other than heat addition / reduction?

Maybe specialty buildings?
Many people have suggested grain silos or warehouses in the past for bulk food storage?  Be a good place to encourage preserved food storage in the future. 
We already have people building hospital locations, an enclosed hospital with beds could allow injured people to climb into bed and confer a death delaying benefit?
How about a baby room with cribs?  You stand over a crib, have a baby, and they start in the crib and the rascal can't crawl away! Muhahahaha!

I'm sure we could come up with enough ideas to make something like this work.

The_Anabaptist

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