a multiplayer game of parenting and civilization building
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I think the idea is to stop bloody farming carrots en masse and make some pies, pies are the next step in food up from carrots and berries so the point is to move on to pies before the soil runs out. If you want more milkweed then you're going to have to venture out a little bit further but it shouldn't be too hard.
we also have much more stuff to be added but I am guessing the idea is that either a) string will become irrelevant so the milkweed wont matter or b) there'll be some alternative way to make thread further down the tech tree
Unless you are a madman I believe you are joking. Obviously, pies will just deplete the soil faster because wheat destroys soil. For now, berries will easily become the primary food source. If apocalypses don't occur too often in the future (or if they are just different and don't wipe the servers), the use of wild carrot seeds plus excess berries can be used to farm sheep to gather mutton. In the end, if a village does it right, they might have hundreds of berry bushes, a few rows of carrots (that they never let seed) and a sheep farm that they use to make clothes and farm mutton. If they do it wrong, the population will die, and from what it sounds like Jason is trying to do (if he succeeds), that village will be lost most likely forever.
So, if you want to be ignorant, or if you just want a simple way to spread the word to ignorant people say and abide by this:
"Don't let soil be used up for anything but berries." and "Don't let carrots seed."
There are exceptions to this rule of course, but if the general population follows this it will eventually become the norm and the pros can optimize the communities to our benefit.
Drakulon wrote:Now that we need worms to make compost, we need a way to make more worms.
Otherwise every civilization will run out of farm land sooner or later.I haven't seen anyone comment on them potentially respawning. Although, in the past, a random mother told me not to dig up a soil pit because it slowly refills over time. If this is true, I wonder if the worms also respawn once the soil has refilled to some extent. However, if this is not true, there are some new rules we need to establish. As long as apocalypses don't become the norm, we need to have a way to keep food sources sustainable to some degree.
At all costs, don't waste soil for a non-renewable food source.
This means:
1. Don't let carrots seed. Only get seeds from wild carrots.
2. Don't ever pick wild carrots (not a new rule but more important now).
3. Never use wheat. Yes, this means no more pies.
4. Berries will become the only reasonable massive food stock. Only waste soil on them, but at the same time, we risk griefers shoveling up all the bushes.
5. Over time convert carrots and berries to farm mutton.Assuming Jason fixes things over time, this shouldn't last forever.
We are looking at potentially 14 soil per pit. Let's make this work!
Yeah, I'm aware as you can see I was contributing to another post that you also spoke in. I haven't seen the post from Jason, so we wanted to test, but I'm willing to believe at this point. Especially because I have a feeling that 5th apocalypse killed Albert shortly after I died. Kind of frustrating because I thought Jason turned it off. From my suggestions, you can see I definitely agree that berry farms are the best option, despite the fact you still have to protect the bushes from trolls. Meanwhile, people are currently letting carrots seed all over because the mass are not aware of the worm addition, so let the struggle continue!
Edit: The Law is that Worms do not respawn. Do not let your precious soil go to waste, it is finite!
As of April 6th, 2018 the latest version of One Hour One Life involves worms.
What are worms for you ask? Jason has added them as an additional step in composting. Thus, if you want to produce soil, you must add complete the old procedure, and at the end, add a worm.
Now there is a problem with worms. There is no previous evidence on whether they are renewable. Therefore, two in-game lives were spent experimenting with the process. Of course, someone could just look at the game files and tells us the answer, but we decided to run a fun experiment. This experiment was run by myself and another player as my son. Our names in this life were Whitney and Albert respectively, our last name was not given.
Thus, I present to you the Albert-Whitney Law.
(This post is to be updated once the experiment is complete by Albert).
The hypothesis was that soil and worms will not respawn after 1 epoch.
The data was collected on 3 pits. 1 with no worms. 1 with some worms. 1 with all worms (called wormy empty fertile soil pit).
As of my age of 6, the pits started to be observed. Albert was born around my age of 20.
At my death, none of the pits had gained soil or worms. This is 6 minutes or less shy of an epoch. Thus, Albert's data collection is required for experimental completion.
If the soil or worms do respawn for him, the data suggests that that resource is renewable at the rate of x/epoch. If not, we need to establish rules for collecting soil and worms. To be updated!
Now that we need worms to make compost, we need a way to make more worms.
Otherwise every civilization will run out of farm land sooner or later.
I haven't seen anyone comment on them potentially respawning. Although, in the past, a random mother told me not to dig up a soil pit because it slowly refills over time. If this is true, I wonder if the worms also respawn once the soil has refilled to some extent. However, if this is not true, there are some new rules we need to establish. As long as apocalypses don't become the norm, we need to have a way to keep food sources sustainable to some degree.
At all costs, don't waste soil for a non-renewable food source.
This means:
1. Don't let carrots seed. Only get seeds from wild carrots.
2. Don't ever pick wild carrots (not a new rule but more important now).
3. Never use wheat. Yes, this means no more pies.
4. Berries will become the only reasonable massive food stock. Only waste soil on them, but at the same time, we risk griefers shoveling up all the bushes.
5. Over time convert carrots and berries to farm mutton.
Assuming Jason fixes things over time, this shouldn't last forever.
We are looking at potentially 14 soil per pit. Let's make this work!
Happened to me as well, thought it might have been because of an unseen bug because I did an action I dont think ive done before. As I tried to pick up my baby boy from behind a domestic berry bush my game froze and about 5-10 seconds later a window popped up saying onelife has stopped working. As it looks like I'm not the only one, I doubt it is isolated to that action and is a new bug in v69.
I have done some thinking about this from a trolling perspective. If I wanted to ruin a community who partially relied on wells, I could just continuously empty the well until it is dry. This wouldn't take much effort because at a maximum of 14 you only need a cart of water sacks + 2 waterable things. I could singlehandedly dry up as many wells as I want if I had many waterable things. Dried wells are COMPLETELY pointless.
Jason you need to do one of two things to fix this (trolling, while it is part of society, needs a function of control or it can kill any game's intentions).
1. Allow a well to be watered when dry (just like a pond), and this makes sense because why would you not be able to add water to a well?!?
2. Allow wells to be destroyed. This provides something for griefers and those who become griefed. If there is a dry well that can be interacted with, it is no longer a PERMANENT waste of a tile. The destruction can give little to nothing back (e.g. the stone and stanchion kit is used to fill the well and is reverted back to plain ground). Not sure if adobe walls can be destroyed, but the same rule should be followed by them. Otherwise, eventually, the world will be filled with unmoveable adobe walls and wells, yikes!
Until this is done, I will do everything in my willpower to prevent people from building wells, cisterns are fine, but wells are broken. It is fine to make the solution difficult and solved by culture, but if culture fails, there needs to be something to do about it rather than a permanent untouchable waste of space.
mayaknife wrote:I was a child, standing up and to the right of a berry bush. I either right-clicked on the bush followed quickly by a left-click, or vice-versa, I don't remember which. I then started oscillating from where I was standing to just above the bush, then back again, over and over, which seemed to prevent a mother from picking me up so I quickly died of starvation. Clicking the mouse buttons didn't break the loop, nor did hitting escape and then returning to the game.
Jason is aware of this bug. Time to time to be fixed.
I don't know if he expected it to be fixed or not in the code changes this week but this still happens to me roughly once every 5-10 minutes. I've grown to get used to it, but I still wish this bug was squashed already
I haven't seen them disappear, but if there are a lot of items around, the clothing will "fly" to tiles that are open, which may be off the viewable map. Obviously, this could be a bug that I just haven't experienced yet.
I'm getting frequent reports of the desync through discord and the forums. I think this is the most significant issue in the game at the moment.
I would agree. Especially in villages with a lot of players working together. Randomly it will update and everything seems to move. Also, I tend to find items that must not actually be there, and this is a real killer when you think you are grabbing food that isn't actually there. I've seen a few players report not being able to move. This has only happened to me once and somehow I eventually got out of it. I think it had something to do with aging at the same time I complete an action because I saw my character get older at the exact moment I became stuck.
This happens to me like once in every few spawns. Sometimes it doesn't let you starve so you quit. It isn't an arctic region, but it just goes to a scrolling quickly white screen with squiggly gray circular structures overlapping each other in different clusters.