One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#26 Re: Main Forum » Seed ratio » 2020-12-21 22:16:54

sigmen4020 wrote:

Umm. Your garlic ratio is way off. You plant more garlic using a single clove not a whole garlic bulb. You can produce five garlic cloves from one garlic bulb. So 5 garlic bulbs * 5 garlic cloves - 1 = 19.

So seed ratio for garlic is more like 19:1 rather than 4:1, which explains why towns get so over cluttered with garlic so quickly.

AHHH you're right, sorry. I was looking at the wild growth recipe which doesn't give the domestic bonus.

#27 Re: Main Forum » Mapping One Hour One Life » 2020-12-21 15:09:44

D97IND wrote:

This is my first post in the forums (hello to all my mothers from my many lives); I've been playing for almost a month now and worked for three lives to create this map for Server 2 as of 20 December 2020.

https://imgur.com/a/xjS2wEA

Long live the yum.

Hello, and welcome! Thanks for making that it looks really cool.

You could probably make your own thread for that, people really appreciate original content here, and It's only loosely related to wondible's project. More people will probably see it if you make a new thread.

Thanks, and good luck.

#28 Re: Main Forum » Problem: Not Enough Uses for Garlic » 2020-12-21 15:03:47

antking:]# wrote:
Morti wrote:

Let's domesticate nanners.

Problem is that the bananas we see in our jungle biomes are already domesticated because they are the stereotypical yellow, curvy bananas that  we like to think are "regular" bananas. so to domesticate bananas Jason would have to make an wild nanners. So I don't think it will happen, even though I myself wish we could farm bananas.

tho in a wierd way having only domesticated bananas in jungles sorta fits into the lore or OHOL, and explains why we can't grow new banana tree. fun fact you can't grow a banana tree form a "regular" banana because it is do generically inbreed, to itself the only way we make more tree in real life is using cuttings

Lol, what? You know what plantains are? It's true that there are different kinds of bananas but they don't need to be domesticated, they're like coconut. That's just how bananas are in the wild because of monkeys.

#29 Re: Main Forum » Seed ratio » 2020-12-20 05:36:07

Don Holm wrote:
NoTruePunk wrote:

Just for reference:

Glasswort, grapes, trees, wheat, milkweed, pumpkin, squash, corn and berries all give infinite seeds.

How does berries give infinite seeds?

One berry seed planted can generate infinitely more berry seeds or berries. You never have to replace that first seed, just keep renewing the bush.

#30 Re: Main Forum » Seed ratio » 2020-12-20 00:30:03

Morti wrote:
Morti wrote:

NTP,
Read this https://onehouronelife.com/forums/viewtopic.php?id=2160
and try to put your mind in the state things were back then, as best you can.

You can also see why cisterns are placed throughout the farm, thanks to pein's contribution to the overall idea of the way things should be laid out on the farms. This is how progress is made; on the shoulders of the past.

The 3x3 strategy isn't so bad. You can make carrots into a perfect ratio farm by squeezing two boxes into the plot. It's just storage is so tight and with cisterns and boxes and tables blocking movement in farms you frequently get walls of blocked tiles that you can't get through. Seeds get strewn about, there's often too much or not enough of a given crop. Perfect seed ratios would be ideal, but it's not a severe problem.

The 3x3s are much, much better than how people used to make farms. Even if it doesn't work well at times it does manage to limp along and provide a bare minimum level of survival for the family.

#31 Main Forum » Seed ratio » 2020-12-19 11:21:12

NoTruePunk
Replies: 14

Just for reference:

Tomato: 29:1
Garlic: 24:1
Carrot: 6:1
Cucumber: 5:1
Beans: 5:1
Potato: 4:1
Onion: 4:1 (with an intermediary step)
Pepper: 3:1
Sugarcane: 3:1
Cabbage: 3:1
Dill: 2:1
Peppercorn: 2:1

If you want your farms balanced plant in these ratios. Hilariously none of these are 9. Dill is close though, a 3x3 of dill can be maintained without excess seed production or unfilled plots.

Glasswort, grapes, trees, wheat, milkweed, pumpkin, squash, corn and berries all give infinite seeds.

#32 Re: Main Forum » How do you define civilization? » 2020-12-19 10:28:11

A civ is a unique group of people that stand out as having a singular cultural and historical background, going back in time and being presently isolated or separate from other unique groups.

In real life there's just one civilization now, due to globalization. But in the past there have been many, and unless we all go extinct simultaneously there will probably be more civilizations in the future.

In OHOL a civ doesn't develop until it has established itself somewhat. If there are 3-4 families living long term together up to an average generation of around 50 then I'd call that a civilization. That's enough time to stop worrying about basic survival and develop your own village writing, a village tradition or a specific infrastructure exclusive among the grouping.

#33 Re: Main Forum » Problem: Not Enough Uses for Garlic » 2020-12-19 10:15:21

PeaGirl wrote:

I wonder why garlic is not edible. I myself have eaten a glove raw once (well, more like sucking on it, very good for C-vitamin). It was suggested by a lady passing by with her bicycle.
Or give garlic more uses than pickle crock. Perhaps use garlic with butter to make a new variant for bread and butter.
Or perhaps OHOL's very own garlic deodorant? Use cut garlic glove on mouth to apply it on virtually smelly armpits.

Eating garlic is about as fun as eating raw onion, so why not? A yum is a yum.

#34 Re: Main Forum » You Are Hope Sequel to be released on PC, iOS, and Android in 2021 » 2020-12-19 10:12:04

I take that back, it looks really fucking good. Those graphics are sexy af... I wonder why the recording was so shitty? And to release without a trailer or showcase or press? Kinda confused but in a good way

#35 Re: Main Forum » You Are Hope Sequel to be released on PC, iOS, and Android in 2021 » 2020-12-19 10:04:16

Looks good, looks cute, wondering if it's cross platform or multi-platform. Will mobile players and PC players be interacting?

#36 Re: Main Forum » How would you go about bringing the Apocalypse? » 2020-12-19 06:29:05

Eve Troll wrote:

It would be cool if there was a really difficult version of the apoc tower. But instead of resetting the server it reset resources. Stuff like tarry spots, soil deposits, milkweed, wild foods, and etc. As long as its not obstructed of course. It would be cool to be able to renew areas that would be unlivable otherwise.

Hmm, anti-apoc force field that protects your town???

One well preserved arctic village could bootstrap the other three, but they likely won't appreciate it. Then again, the jungle fam with a large stockpile of kero might be just as good, and they get the apoc stones in their biome anyway.

HMM just thinking out loud, ignore me

#37 Re: Main Forum » How would you go about bringing the Apocalypse? » 2020-12-19 06:21:18

Right after an apoc or map wipe there's a huge reserve of new oil available, which means for a week or two after towns can get really rich really fast.

I don't know how many times I've logged in and found my mother rapidly migrating east into a dead, desolate wasteland. Old land is devoid of wild food, oil, cinnabar, horses and other valuable non-renewable resources. For some reason players prefer prebuilt walls and a dug well to eve camps, not that old towns come with much more than those walls, especially after they've been looted.

I won't ever make an apocalypse myself, but I think the anti-apoc complaints are overblown. It really depends on the current west-vs-east migration culture and the state of villages. What's the difference between your work getting wiped by apoc compared to it getting abandoned after the muti-generational migrants that moved to your town from 2k west die out and the new eve spawns 10+ km away?

If people change the migration culture and proactively start migrating west then it'd be a non issue.

#38 Re: Main Forum » Lineages Living Doomed To Die » 2020-12-19 06:07:51

Petition for spoon to stop making so many threads

(also yes fams die, it's OK)

#39 Re: Main Forum » Investing so much time and effort in something that everybody hates. » 2020-12-19 06:04:47

DestinyCall wrote:

Plus, I am not a fan of systemic racism and magical bullshit.

Racist magic

#40 Re: Main Forum » Suggestion having JOB Titles - also for master griefers » 2020-12-19 06:03:01

I think titles would be cool:

"I am a smith" or "I am the baker", "I'm the farmer", "Im a hunter", etc.

I don't think there should be any sort of restrictions to it. If a few people hear you say it out loud the word gets out and you get a title appended to your name when people hover the cursor over you.

#42 Re: Main Forum » Nice to see the update has enabled longer lasting families » 2020-12-13 13:57:21

We already have a curse system and it generally works. Gameplay is collectivized, why can't moderation be too? Let the player base develop it's own culture of what is and is not socially acceptable.

#43 Re: Main Forum » Nice to see the update has enabled longer lasting families » 2020-12-12 18:14:04

Eve Troll wrote:
NoTruePunk wrote:

IP bans for multi-accounts with too many curses

What happens when multiple people of the same household play and one of them is cursed to donkeytown? Plus bans cant happen unless an eula is added, which would contradict the original contract made when the game was purchased. Would likely put jason in legal trouble. "Lifetime server account" etc. As much as an eula would probably help the game it would be hard to introduce it this late in development. Plus jason wouldnt have much legal ground to deny server access if the eula was rejected.

If your little brother gets you banned you should have a personal talk with him about what sort of behavior is considered unacceptable online. People don't actually get to discard all morality and social convention just because they're behind a computer screen. Unfortunately that wasn't really established early on in the age of the internet.

Griefing is cyber bullying.

#44 Re: Main Forum » Nice to see the update has enabled longer lasting families » 2020-12-12 18:08:50

Spoonwood wrote:
NoTruePunk wrote:

IP bans for multi-accounts with too many curses

I don't think that is possible.  onehouronelife.com says "lifetime server account" and there's no end user license agreement, which I'm not sure leaves the possibility of permanent bans open.  Or in other words, there is nothing comparable to the death penalty for serial destructive players.

Accounts permanently in donkeytown though is possible, since donkeytowns still exist on the same server.

They can still log into low pop of course. It'd be automatic, if you're booted from bs2 it puts you in a random lowpop

#45 Re: Main Forum » Nice to see the update has enabled longer lasting families » 2020-12-12 18:06:39

Eve Troll wrote:

What if you built up enough curses you were sent to donkeytown for a week or something?

Say you break 20 curses you go for a week. After the week the curses are scrubbed. If another 20 is accumulated you go for two weeks and so on. Eventually serial griefers would have their accounts in donkeytown for months.

That's how the old dt system worked. The penalty was exponential.

#46 Re: Main Forum » Where is this game heading? » 2020-12-12 17:58:16

DestinyCall wrote:

I'd like to see fireplaces that are built into a wall and last much longer than an open bonfire.   It would make heating individual buildings much more practical if it was possible to heat more efficiently and with less firewood.    Better fire tools, like flint & steel or strike matches would also be a great way to improve fire starting.   It would be nice if we didn't have to guard the eternal flame forever because starting a fire was easy in an advanced town.

Gravel+quicklime+sand= cement mix
Cement mix + cut stones = cement mix and cut stones
Bucket of water+ cement mix and cut stones = wet
Wet cement stones + steel rod = uncured fireplace
Uncured fireplace + time = fireplace

Bonus heat since it blocks movement. Longer duration of firewood enables the smithy to start their own fire at will without worry as to the firewood supply.

The steel rod at least makes it post-newcomen. Maybe something fancy like a trowel to make it a little harder.

#47 Re: Main Forum » Where is this game heading? » 2020-12-11 23:04:07

I agree fire kinda sucks. Firewood should last a little longer. 4 minutes each means 2-3 trees chopped every generation. This represents a massive labor cost, and extinguished fires are much too difficult to restart, essentially punishing potentially well off families who might just be down on their luck after a bear attack or a dip in population. Kicking people while they're down is no fun.

I disagree about businesses in the game. That's a really bad idea. Money would be a nightmare to manage inventory wise, and since everyone shares a common goal in the game creating a market to bribe people with would be extremely divisive. Inevitably it would result in a few selfish players hoarding and destroying resources for personal advancement at everyone else's expense.

#50 Re: Main Forum » Mapping One Hour One Life » 2020-12-09 18:27:20

wondible wrote:
NoTruePunk wrote:

This is very cool. Obtained from tile content chamges?

Yep, same maplog data, just another pass (or 22, for all the zoom levels)

Birth coords could be integrated into the activity heatmap too, since those don't cause tile changes. Might give a slightly more accurate picture. Death does drop items but might not count, idk about that

Board footer

Powered by FluxBB