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#301 Main Forum » Kill stats » 2019-02-11 07:42:10

NoTruePunk
Replies: 2

Hi,

It's currently possible to go through the recently deceased list and add up how many kills someone has. An automatic tally would help us to purge griefers, or at least restrict their actions to other things harder to track.

Obviously there are legitimate reasons to kill people sometimes, but anyone with 10+ kills in one life is obviously griefing and should be cursed to high hell. Unless your victim's last words are "I sacrifice myself to the gods" for the apocalypse there's no reason to have that many kills.

If it's not added on the stats page the community could ping the lineage list to generate a list ourselves. It's gotta be live too, you can only curse someone 2 hours after they die.

Ty,

NTP

#302 Re: Main Forum » Lower the Donkey Town Requirement » 2019-02-11 07:16:50

The one in a million chance of being cursed by quadruplets and actually ending up in donkey town is inconsequential when your stay is only 30 minutes.

#303 Re: Main Forum » How should clothes work heat-wise? » 2019-02-09 17:58:10

jasonrohrer wrote:

wearing a really thick coat does not keep you cool in the desert

We need heat moderators that will keep you warm in the cold, AND cool in the heat, like a Keffiyeh or a windbreaker.

#304 Re: Main Forum » A very silly stress test today » 2019-02-09 06:21:48

Surely there's some way to spin up some bots for this sort of thing?

#305 Re: Main Forum » Something looms large in my mind... » 2019-02-09 06:19:52

GreatShawn wrote:

Maybe you can split a bolt of cloth into different pieces of cloths and make different clothing out of each piece. That should counterweight the cost to make one bolt of clothes.

Splitting and combining in different ratios would be ideal. It makes the utility of the garment proportionate to the material cost. It also sorta makes sense logistically.

#306 Re: Main Forum » Sharing locations, multiple markers and plane destinations » 2019-02-05 04:02:03

desertsyd wrote:
CrazyEddie wrote:

very hard to find using the default zoom level.

tired of players whining about the zoom level.

the zoom level is fine.

the world of OHOL is a grid, how hard is it to move in a straight line. sure, there are obstacles to route around, but it's just as easy to count how many squares you have been pushed off the original path.

-1, 0, +1, +2, *OHSHITASNAKE*, +3? -3?

#307 Re: Main Forum » Why the complex recipe for lettering? » 2019-02-05 03:41:52

jasonrohrer wrote:

I don't really know what to call it, because it's new, but it's something like a "maker aesthetic," as in, "What it actually feels like to make something."

This all makes sense for the most part, thanks for the info. But in real life if I want to make something I generally have more than one way of going about it. I could very well take a bunch of twigs and twist and shape them to form letters, but if I were going to make a sign that's probably not how I would do it. If I really had nothing more than string, fire and ceramics then I may very well not have much choice I suppose. I could arrange rocks on the ground or try to scrape out letters from a piece of bark or something. I could crudely smear some dark substance on a flat surface...

The thing is, as it stands people just aren't utilizing these features. I think it's an issue of disproportionate abstraction: when making something certain acts are abstracted in the process, but almost nothing is abstracted in letter making. This results in tedium. When making a pickaxe we go from hot steel shovel head to hot steel pickaxe head in one blow. If the same level of abstraction used in letter making were applied to smithery I would probably need tongs and several blows on the horn of an anvil to make a pickaxe head, and I certainly wouldn't be able to make it starting with a shovel shaped lump of steel.

I hope we don't have to wait till we get to digital printer tech ingame to be able to make signs or lettering by keyboard. Maybe flat rock + twig letter + chisel = engraved stone sign? This would solve the issue of letters just falling off signs when you bump them (as it would IRL), but also requires the full twig alphabet be made initially if you want your village to be able to write anything. Chaining this tech makes sense and this is also how gravestones are made. A 12 character limit would prevent spam. A newcomen apparatus could be used in place of the chisel if the chisel is too low tech, or the board part of wooden signs could be made more primitive, either option would prevent the two techs from overlapping in utility. Also, twig lettering can be rearranged and re-purposed if the building or area is re-purposed, while an engraved stone could not.

have you seen Minecraft or Rust, with sign clutter on every available surface?

I have, and that definitely got out of control. At one point I had to answer questions through a plugin about the content of a sign wall in order to proceed in the server... To the next wall of signs. But players built that as a consequence of their collective actions. The players are going to find ways to ruin and adapt features through emergent gameplay no matter what, and after some point you can only do so much in getting them to play The Right Way™. If I want to subsist solely on wild gooseberries and set the world record for most bone needles crafted I could do that. I could create a meta that slowly kills off the rest of the playerbase, in both ingame and OOC. Unless you're making a game that is single player and PG-rated we will always be able to find a way to kill it. You gotta cut us loose and trust us to keep the community alive.

#308 Re: Main Forum » Why the complex recipe for lettering? » 2019-02-03 23:06:24

fragilityh14 wrote:

so are you the one who made the "writing center" sign in apocalypse town trying to get students?

No

#309 Main Forum » Why the complex recipe for lettering? » 2019-02-03 17:37:21

NoTruePunk
Replies: 21

Hi,

I don't understand the reasoning for a complex letter crafting system. If I've got twigs and I've arranged them into a "lettering kit" through whatever prerequisite crafting, I should just be able to type what letter I want. That's why we have keyboards, to type letters... The complex crafting system for lettering is confusing and frustrating, which puts a hard learning curve on inter-generational knowledge. Lettering is much too easy to grief, even accidentally ("where did I get this M?").

I just want to make a sign that says "Carrots" or "Compost". This whole system should be scrapped for a sign recipe which prompts a text entry when placed. A village needs organizing tools in order to form a cohesive leadership, right now those tools just don't exist. The second you die everything you've worked on is gone, cannibalized into a half dozen side projects by people who knew nothing of the original intent of your work. The only way to prevent this is to spend 5-10 minutes to take up an apprentice, which there's no guarantee a child will accept.

~ntp

#310 Re: Main Forum » Death Statistics » 2019-02-03 17:34:27

Is there info on life expectancy by gender? I would imagine it might be close, since women will starve more but men tend to live more risky lives.

#311 Re: News » Update: The Miracle of Flight » 2019-02-02 01:45:47

Kinrany wrote:

Can we bomb other villages with bears?

Of course this would be the first response. "How do we use this to grief?"

Yikes.

#312 Re: Main Forum » Freaking Planes » 2019-02-01 06:26:07

MultiLife wrote:
Grim_Arbiter wrote:
GreatShawn wrote:

OMG JASON FUCKING ADDED MORE FUCKING USELESS TECH!!

Looms were also added and people have been asking for those for awhile now. While we can only make wings from them as of now, I doubt that will be the only use in its future.

Wohooo looms! I want to see clothes!

Deserts got warmer so we might not need them... Nudist colonies FTW

#313 Re: Main Forum » Family tree browser broken » 2019-02-01 06:23:32

Jason said he's fixing it, has something to do with the new server names messing things up. Idk if the fix will rectify former lineages but it should at least be good moving forward.

#314 Main Forum » More tutorials? » 2019-01-29 07:40:53

NoTruePunk
Replies: 3

Hi,

I'd like some sort of practice area with more tutorial stones. Maybe a kitchen to show how to bake and cook, a farm tutorial, a real dedicated smithing tutorial and a building tutorial. You can read how to do things but there's nothing like doing it to learn how.

Maybe then people would know how to play the game? Idk about that though, since they'd have to be optional tutorials.

Let me know what you think.

~NTP

#316 Re: Main Forum » How to caravan? » 2019-01-26 18:55:10

Morti wrote:

If you are born as female, you have ten minutes from age 4 to 14 to run childless for sure, more if you keep food meter lower, but if you can't get far enough away to find a nice grassland with sufficient milkweed, soil and a warm biome by ponds, I'll stay quiet in your arms or at your side for as long as it takes.

You just need to go into Eve mode and run like the future depends on you.

If you are male, you can basically do the same thing, but the time you save from 14-40 needs to be dumped into 40-60 when you go back to the other town and let people know you found a nice, fresh, spot to make a new home.

You could also just take an ax, pick a cardinal direction and cut down anything that gets in your way to make a clear path. Then you check around every grassland, swamp, jungle and desert you cut into, and look for a suitable home site. Eventually you'll find one and the people born there will be that much closer in that direction to fresh surface iron and nodes.

You really have so many options either gender, just don't waste too much time talking about it and do it.

This is exactly how the greatest chains of cities have come into existence, ones so big they even spawned in multiple eves in multiple  locations, and lasted nearly a week. That's a lot of hour lives.

The problem is, each settlement formed in this way can only travel a distance limited by 1 lifetime, which means the territory of the two settlements will overlap. Since your new settlement is green and the old one is advanced eventually your parent civ will hit cars and overtake your territory altogether, defeating the purpose. Without a way to sustain a nomadic society each branching settlement of an original eve camp will be at a fundamental disadvantage. You also can't retain multiple lineages this way, unless you can coordinate with someone from the other lineage over voice chat somehow. The lineage that is left behind will die out, or form their own settlements and your society will go separate ways. This is another way in which child settlements are at a disadvantage, since villages with multiple lineages don't suffer from as much lineage ban.

#317 Main Forum » How to caravan? » 2019-01-26 08:17:59

NoTruePunk
Replies: 11

It seems like with the depletion of iron in an area caravans are a fairly central idea behind OHOL. At some point you have to get up and move, no matter what. The dev has stated this. But I haven't seen or heard of any really. It might be feasible for a single woman or twins on voicechat to go out and settle somewhere new, but moving a population isn't possible, and certainly not for multiple generations. We have no way to carry young in vehicles. Even on foot a pie, a sterile pad and a needle/thread take up your whole backpack. So if unsustainablility is a core mechanic of the game and caravans aren't possible, that begs the question:

What do we do when we run out of iron, aside from die?

There's missing mechanics here. We need some sort of horse-drawn carriage that people can ride in. Two drivers, one for cargo and one for people should be enough to sustain a small caravan for multiple generations, given an imperative like "go east until generation 50, then settle a village" written on a paper. People running around on foot or each with their own cart is too chaotic, but two experienced drivers moving a small population can work out a system using occasional home markers to meet at in case of separation. They'll need to stop on occasion for foraging anyway.

#318 Re: Main Forum » Soil efficiency page created » 2019-01-26 01:05:20

DestinyCall wrote:

Each squash gives one seed, so no losses related to re-seeding.

https://edge.onetech.info/1201-Plate-of … st-chopped

It's true! I'll update the page to reflect this, I thought there was a seeding cost. I'll also make a section to show my work, since there seem to be some errors or points of contention at the least.

#319 Main Forum » Soil efficiency page created » 2019-01-25 06:57:37

NoTruePunk
Replies: 12

Hey just wanted to make people aware of the reference I made:

https://onehouronelife.gamepedia.com/Food_Efficency

It details the various conversion ratios of soil to food for each applicable food type. Foods with better ratios require less soil and consequently less composting. Keep in mind that this is independent of the recipe's complexity and crafting depth, yum bonus, other considerations, etc. It's just a reference, but it might give you a good idea, for example, if your village only has 1 or 2 wells then maybe mangoes or pork tacos aren't the best thing to cultivate, since they have a bad water ratio. On the other hand if you have lots of water but your compost cycle isn't stable then you could set up a cow and get basically free food from it's whole milk, just putting in a fair bit of water and some time-sensitive crafting.

Someone suggested calculating food to iron consumption from tools, but that would require probability, which I hate calculating.

Let me know what you think.

~NTP

#320 Re: Main Forum » 120 Age Cap Server - www.dying.world » 2019-01-25 06:33:18

Mederos wrote:

Is there a family tree I can use for this server? I would really love to play, but mostly if that is the case. I love seeing how my family grows and lives on (or doesn't) without me.

That's exactly the part of the game that servers like this kill. It makes generational development pointless, it flies in the face of the whole game's motive.

#321 Re: Main Forum » Buildings (obsolete techtree branches) » 2019-01-25 05:58:36

Ground stakes need a center stake that doesn't move. You can't cycle through it quickly because the stakes move back and forth. Huge pain.

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