a multiplayer game of parenting and civilization building
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There's a tag with numerals and letters which appears before a person's chat nickname, if you type '.list'. I believe that's a permanent id tag for YumLife (for that account).
The game had some form of anarchy for a while. There didn't exist allies, leaders, or posses. Also, no possibility of running away before getting killed (no 'growl'). The result?
Some people would get killed over trivial things. You used some board to make a bucket, when someone else wanted to make (purely decorative) wood flooring? Stab. You had a backpack that someone else wanted? Stab. Killing over small matters, when anyone could do it, was not good.
There also existed pein-style killing. Someone like pein would believe someone doing the wrong thing. Like watering too many berry bushes or the wrong berry bushes. Stab. Maybe some of that could get justified. But also, pein admitted he had a temper. Hard to figure out when such killing made sense and didn't. Then pein would get stabbed by some idiot also! Yea, it didn't work out well.
Then there were the new players and they still something like "HOW KILL". These days they mostly look funny and/or some experienced player kills them after getting exiled, or they give up on killing (which they should!) or go play something else, since this isn't a game about killing people just because killing exists in it. It isn't a "kill or be killed" type of game. It's a "multiplayer game of parenting and civilization building" The new player saying "HOW KILL" was extremely far from playing consistently with such a concept.
Then there were new players who would figure out killing quickly. You can see one in the video here at about 2:45 https://www.youtube.com/watch?v=fuGrYoBzqOU His cousin was just putting berries into a bowl. And got shot dead. The mother even predicted that would do such. Those people didn't stop to think "huh... maybe I shouldn't try to kill for no reason in this game". They just victimized their cousin trying to pick berries. It was not a good experience trying to help out or do something and getting shot like that.
I also remember getting shot by my own daughter twice (and I mean playing with random people... playing low pop with friends is different.). I think both times it was just me and her. I remember seeing one making a bow, and I try to assume she plans to hunt a turkey. Nope, I get shot dead.
And it wasn't like PvP games. In PvP games, both players compete for some goal, and thus both have reason to kill. But, in OHOL, it would usually be one person wants to kill without any in-game reason to do so. And the other person doesn't want to kill, or would only kill for defensive purposes. The first person has the goal of killing. The second person has the goal of trying to make a better society or build stuff or parent or something constructive.
So, based on what I've seen, NO, anarchy would not be a good idea for this game. It already had anarchy, and it was a bloody, boney mess. And left plenty of *victims* who correctly felt unhappy with a game that didn't fit it's advertisement, because of jerks and idiots.
I do feel skeptical that democracy wouldn't work, because of the time issue. Also, I don't know that democracy would work better. I mean, genetic score tied to leadership, at least in general keeps out people who want basically want to victimize others, because they can.
I don't see any reason to change the current system, because it doesn't suffer from deficiencies.
And finally, anyone wanting something like the danger of the old days, can use '/unfollow' command at any age, refuse to run away if targeted, and thus they become as vulnerable as they were in the old days to getting shot when picking berries.
Updates are kicking people off of bs2 now (not just causing infertility).
It happened when the last update fixed the wheat bug, and just happened now.
Did the process change or do we have a bug?
I would guess they were making it up, since Jason glasses/the default client doesn't have permanent identifications in game (there does exist a player's leaderboard which has a permanent identification though).
That said, if you use YumLife mod: https://github.com/selb/YumLife/releases, that has permanent identifications. Names can get changed, but I think the id tag which initially comes as your identifier, won't change.
Simplest solution is to ALLOW PLAYERS TO EVE WHEN THEY WANT.
Three more humorous possibilities as "solutions".
1. Play on a low pop/small server. Yea, likely not a group experience. Even if it's a group experience, it's a small one likely.
2. Find twitch streamers/viewers/vets who want to make new towns. Do it on Sunday, and call it mass even! It can be fun. But, getting random people to join becomes more difficult. It can happen. I've had the new player popup on low pop servers before, and even had it on s1 before the split period in some recent days. But still, kind of rare. Also, you can only do that when you can get such a group together. Again, change your work schedule... don't be a real priest who needs to conduct a real mass on Sundays.
3. Go to Donkeytown! I mean, nowadays you can just be rude to your moms with your bone clutter and "nope, not your baby", and /die yourself there these days. No need to get cursed out to go there. Kids in donkeytown too now. Yea, but 1. It's donkeytown. 2. Have to walk back if you want to develop a donkeytown town, or keep a family going (which means you'll need more people in donkeytown). Also, Donkeytown will have all sort of issues with race restrictions (which is good overall, because I don't think we want donkeytown players to get useable planes up, since then they can possibly harass the main town players on their cursed out account).
To imitate Tarr's style:
Change your work schedule so that you can play 4:00-12:00 A. M. EST (a little later even) when there's a new Eve spawn and/or a developing family/one before a diesel water pump.
???
Profit.
Yea, that doesn't work.
Some more humor in response to this:
Final phase, tech tree is done.
Make sprinklers and plow???
Alright, I just saw some on iamdox's stream.
Make radio telegraph too??? https://onehouronelife.fandom.com/wiki/Radio
Again, I'm joking. Why oh why would you make the radio telegraph unless you play low pop, and/or make it, "because it exists" "because it's there" (and Jason if you're reading... do NOT try to fix the radio telegraph so it becomes useful. There are plenty of more productive things to do than trying to make that thing useful.)
Apocalypse maker style:
"We need an apocalypse to reset the arc! Then there will be new families, since the old ones will starve. There will be linear town development too, since no one has anything!"
Yea, o. k. But, after like 48 hours, there's almost surely a paved road, probably glass bottles, some trucks, and we're easily off of the initial oil pumpjack and onto oil wells (who likes the oil pumpjack as anything but a bootstrap anyways?). And loom clothes started and up, if not now or soon getting transferred to the latest Eve camp also (trousers decaying would cause clutter... I remember basket decay and stuff spraying out everywhere). Though, I remember playing after one arc, and it didn't completely feel like normal until a week or two into that arc, I do remember having some tan lady coming and visiting me as a black Eve with a horsecart like 2 days after the reset.
Also, apocalypses reset tutorial areas. The apocalypse is not a kind thing to do to a new player: http://onehouronelife.com/forums/viewtopic.php?id=10919 So, no. Not a good solution on two points.
Additionally, I don't recommend anyone lose sleep to try to do the apocalypse.
My style:
Hey look, server1 is active! http://onehouronelife.com/forums/viewtopic.php?id=10912
Well, that did work. For like 5 days or something when server1 was active. No families made it through the unsplit/merge period, but honestly, I felt happy with it. Some families made it start to finish and thus could claim that they succeeded! And town development was linear too. Then there weren't enough players to have players not checking a custom server split between bigserver2 and server1. RIP
I made this post after the days playing on s1: http://onehouronelife.com/forums/viewtopic.php?id=10917
But,
1. Jason would have to find that idea interesting.
2. He'd have to recode his entire server movement process (the current system has bugs).
3. Some now vets like SoloAceMouse would also have to deal with a change.
Yes, that is the point of the game. It is deliberately this way and that has always been the case.
What you quote from Jason holds true, but what you quote from Forman is not how the game always was.
In addition to the above example where server1 was active (and there were other times it has become active), it use to be that players could '/die' and become an Eve. Also, advanced objects getting thrown at Eve camps ruining the possibility of linear town development didn't happen when I first played, or happened rarely. When I played between the first oil update and The Come Together Disaster, there were plenty of developing towns not on a pump or diesel water pump. Finding them was not rare, as I recall, and they were not difficult to find. People would resettle old towns, as Tarr would probably point out. But, players who wanted to get away from places like "Bell town" (there was a town that got referred to by that name on the forums years ago), had meaningful options. Also, even in an old city like San-Cal people could form a suburb and basically play as if they were starting over from scratch.
Specifically, as a case in point, I remember there was an update that changed from the pond to well system to the spring system. I think it got called "Pump Overhaul", since pumps didn't use to bust, and they got changed to bust (I still like this aspect of that update). I wanted to see how the new system worked. But, since wells would cluster instead of more like the current day one well in center of town style, I could easily spot resettled towns that week. I would often get born into a town with two wells adjacent to each other or something, and thus knew that this place had gotten resettled. But, if I /died a few times, I could easily go to a new style one well town/camp. And I don't think I even became Eve a single time that week (he did an arc reset after that week). I still managed to get to the new/developing, pre-diesel or just diesel water pump town easily.
If there were some change, could I do so today? Only at certain times of the day. If it all. Plenty of families would likely resettle and not experiment with some new water system. So, definitely not; the game has not always worked that way. The point of the game is not "being FORCED TO START AT THE //END// OF THE GAME //EVERY// TIME".
Jason made objects decay at one point when they hadn't previously, and if I recall correctly, commented on rebuilding from scratch.
The advertisement on steam says:
Leave a legacy for the next generation as you help to rebuild civilization from scratch.
https://store.steampowered.com/app/5956 … _One_Life/
It doesn't say "help rebuild civilization from the end of civilization."
It says "from scratch".
Edit: I don't think "from scratch" has to mean from Eve or Eve's daughters. A town can be deep well, or on a pump and the family still be building from scratch possibly. A family can even still be 200 generations in and be rebuilding from scratch if you ask me, if they developed linearly. But, if they get all sorts of loom clothes, an engine, and more even (I mean some of those things are even understandably scavenged... do players really want to make more buckets and get rubber supplies for every new family?), it just isn't rebuilding from scratch. And resettling dead towns, even if wise, isn't rebuilding from scratch. It ends up more like loading someone else's save file... even if that save file seems pleasant.
OminousBladeBlank wrote:The game used to be much better and is now abandoned, I feel bad for anyone who bought it because of this.
I bought it because of this video and I love it so don't feel bad for me
The quote you referenced doesn't apply any longer.
It has had updates and improvements lately, as you can see if you join the discord or look in 'News'.
I seem to remember that in 2019, a year after this game first got released to the public, there was a Twitch stream were the developer played with some of the (at the time) discord moderators.
Maybe doing such 6 years later sometime soon would be a fun or enjoyable experience?
Or maybe a YouTube video?
Just a thought.
You're welcome.
What an interesting and different sort of post.
Knowing that, we can find many signs in the tutorial, such as some manmade item outside the wall (such as basket and sharp stone) and the sound from bell tower (6000km away).
It definitely made for something to see when iamdox saw that tutorial belltower on his stream.
I think 6000 m, or 6000 meters would be more accurate. I mean, you could walk to the bell tower from some tutorial area where you first heard it.
In the end, does anyone know how to obtain absolute coordinates when playing the game? Is there any way to be born as a fertile Eve in the tutorial area? It will achieve more amazing work if it is possible.
I think I remember reading on the discord that at some point in the past, birthing children from a tutorial area was possible. But, that no longer works.
However, you can play as twins, triplets, or quads in a tutorial area. To do so, one player either has a brand new account, OR one player logs into a tutorial area, but does not light a torch. Then everyone logs in using the 'friends' screen and a twin code like how twins otherwise work.
I had started arguing on the discord recently that an apocalypse on bigserver2 made sense. This arc, which I call the Weasner arc, has gone on for so, so long. It has lasted over 21 months. The Weasner arc has lasted more than 936987 OHOL years as you read this.
But, then I looked over an old bug report, and remembered experiencing a tutorial area disappearing during an apocalypse. It didn't bother me, but I understood what was happening, and wasn't playing the tutorial to learn anything that the tutorial got designed to teach. I was testing out to see if I could finish the end during the disaster of a day that was April 1st, 2022 or reading Hetuw chat or something like that.
Jason disagrees with me https://github.com/jasonrohrer/OneLife/ … 1885367236 on the following , but I think that an apocalypse resetting a tutorial area makes for a bad experience for new players. As an analogy, consider that we have a diligent student studying Geometry from a little pamphlet. Then some bully comes along and throws some black carbonated beverage on the pamphlet or grabs it off of the desk, tears it up, and throws it in the trash. Though, the student can ask the teacher for another pamphlet, I don't think it wise to tell the student that s/he gained from the experience of having the bully act that way. And I don't think it appropriate to reward or encourage the bully to do that, and disciplining the bully seems like the better course of action. I also don't think it worth the diligent student's time to experience something like a bully destroying their study material.
So, no apocalypses... ever.
I noticed it a while back that Eve chaining on some bugfix/2020 updates, that updates would put everyone back near some of the old towns. I tried once or twice to find a new, fresh spot, but I recall it took a while, I think running over 1000 tiles and remember not getting much done.
Kotryna on the discord today said:
"Why did all Eves spawned that much east? Like nobody could start a new camp, the walk was way to far..."
Where are Eves intended to spawn on bigserver2 after an update and why?
Players keep having way too many babies, and very close to each other with no cooldown at all, not only that but lives with eight or maybe more babies are not uncommon (i've had many of those already) and you can see many of these problems in one of Twisted recent videos here
I see that Twisted's big sister was Mary Ghost. Doing a search for 'Mary Ghost' on the family tree, Twisted could only have been Toba Ghost: http://lineage.onehouronelife.com/serve … id=9588438 (he also calls his boy Stearl later). Ignoring the /die babies, Twisted only had 3 children! Eve Ghost only had 4 children also! Also, all four children of Eve Ghost had 4 or less children (ignoring /die babies). Twisted's sister only had two relevant children: http://lineage.onehouronelife.com/serve … id=9588438 I haven't checked all of that family tree, but if they exist, where are the relevant mothers with "too many babies"?
That family also makes for an extremely clear case of resettlement. Probably some other Eves did not resettle (or maybe they did... finding a fresh spot can be difficult upon server restart last I knew). The fertility from mid level temperature and yum boosts in the queue position (if still active, which I think they are), imply that the babies would tend to go straight to the Ginger families instead of to more naked families with less variety of food around also. Also, experienced players who would rather play Ginger than other families, and such players are not that difficult to find, I think. Of course, if the game tilts towards one family having more relevant abilities long-term, certain experienced players will go there more often and thus "too many people" (but is it too many babies?) seems likely.
Twisted does comment about his exhaustion. But, is that from feeding all THREE of his children? I doubt it. From what I can tell from the video before he comments about his exhaustion he feeds someone named Ador Winter: http://lineage.onehouronelife.com/serve … id=9588420
Thus, I reject the premise that him having too babies lead to his exhaustion. Instead Twisted
1. Stepped into the position of *the town's* (not the family's!) wet nurse for a little bit.
2. Fed at least one child from another family.
The nursery is all sorts of cluttered with bones, and the sounds from babies popping out also can be triggering. That combined with the kindness of a "I'll feed all those babies" can be exhausting.
Instead of a "too many baby" problem, I see the old clutter problem, both families deciding to resettle in the same town exacerbating that clutter problem, and they had a well built nursery for temperature purposes, OR how /die babies feel exhausting to players like Twisted sometimes.
Also, with respect to 2. above, players are supposed to prefer their own children ahead of any other children. From one point of view, there is little to no responsibility if you're a ginger Mary Ghost to feed some ginger Ador Winter.
"babies make teaching so hard"
If you're going around becoming the town's wet nurse or feeding children from other families, sure, teaching will become so hard. But, teaching doesn't work by trying to save everyone. It happens by taking the time to talk to one or a few people.
There may still be something to your claim Strilar. I remember BlahWizard commenting about how things suddenly got much harder when the players not checking a custom server started splitting to server1 several days, and on the last emoting "this game is impossible!" However, you need a lot more *well-organized and publicly accessible* data to support your case. And any solutions may lead to other issues.
I can reference some recent family trees like this. One where Rina was Eve and I was her daughter, and we settled in an area with some grey berry bushes (and, of course, no nursery):
http://lineage.onehouronelife.com/serve … d=10047358
But in that case, the family made it all the way from server split period to the merge period! The family was successful! If families had a consistent measure of success might players feel a little more willing to step up and embrace more challenges?
Edit: I was Bonalyn in the last link. I had eight non /die children. Three of them lived to 60! Kenny died, but I remember one of my children just standing in a spot, and my motto, when I feel it necessary to say so is "FOLLOW OR DIE", because if the baby isn't going to follow as much as they can, there may not be time to run back and feed them. So, maybe Kenny was afk after shortly logging in. But, yea, if you want to say so, I killed Kenny (had no idea that I had named that kid Kenny until making this comment).
But, sure, maybe that life shouldn't have been so rough. Or maybe it should have. It's rather hard to tell on this one. But, I do feel that life did push the edge. And maybe only because I'm experienced enough and use YumLife mod, I managed to handle it.
Edit: BlahWizard's comment "this game is impossible!" happened when she was playing in Yearby family: http://lineage.onehouronelife.com/serve … d=10062527 Their town (which had another family help start it) started getting built about an hour and a half before the split, I think. I find it hard to remark accurately on that "this game is impossible!" comment, because there's a drastic difference between playing with a few people joining who are watching a stream or otherwise deliberately joining s1 as a custom server, and then in the course of a few minutes incoming players not checking a custom server coming in as babies.
Motivating Problem: Some players feel fine with resettling dead towns and/or feel comfortable with massive amounts of scavenging from towns without any players present (dead towns). That allows for nonlinear town development. Some players feel fine with even resettling old towns, even if experienced apparently. Apparently, they could care less about town development or feel that some town that they had previously lived in, didn't have enough development (the later I kind of understand... the former... not so much). Some other players would rather families started from scratch and/or feel comfortable only with some to no amount of scavenging from dead towns. These players prefer linear town development and new towns, or as Kotryna calls it "organic gameplay". Some of this third group of players can get seen talking in this thread by forman: http://onehouronelife.com/forums/viewtopic.php?id=10793 Also, this thread started by Frodo: https://onehouronelife.com/forums/viewt … p?id=10868
The third group of players runs into an issue, in my experience, because I don't wish to look a gift horse in the mouth. And there exist complications like "well, can they get rubber supplies later and enough buckets? Will they have kerosene? Will anyone want to deal with the language barrier and get rubber?" And "do you really want to run a charcoal newcomen pump instead of a kerosene newcomen pump?" From what I could tell from Awbz, other multiplayer games do run into a similar issue of advanced objects getting thrown at some players without those players having taken the game's basic steps. In OHOL, did anyone in your family either make a loom and feed sheep for those loom clothes in your generation 6 camp or do any sort of resource exchange/gifting such that they have some plausible claim to have earned those clothes? Or did someone just gift those clothes to your family and (unintentionally) ruin the possibility of linear gameplay?
OHOL has traditionally got run on what can get described as a "one server" concept. All servers, potentially, are the same. Low population servers don't have different rules, or at least didn't until race restrictions came into play with Eve chaining, which spread families out too far for bi-directional resource exchange or gifting or stealing. These days, bigserver2 and server1 potentially have the same set of rules. I believe server2 does also: http://onehouronelife.com/forums/viewtopic.php?id=10853 and perhaps servers3 and beyond would also have the same rules if there were enough players on one of those servers to kill off Eve chaining. I don't understand how the code works in that detail.
In contrast, a paired server concept would run roughly like this:
1. We first have a persistent server like bigserver2 getting incoming players not checking a custom server (default players) for some period of time. Maybe a week, since weekly updates got advertised.
2. The paired server gets wiped. A hard wipe back to nature. Then default players start coming to this server. The server stays active for some period of time. Maybe a week also or maybe something less like 3 days (not 2 hours during an update period... there should exist enough time for players to substantially explore the tech tree in a meaningful manner... that is, that can be useful for their family or other players on the server). Then players start getting redirected to the persistent server. The paired server either gets wiped as soon as no families live on it any longer, or just before the persistent server stops getting the default players.
3. The even numbered servers could be the persistent servers, and the odd numbered servers could be the paired, "start from scratch" servers. Thus, if bigserver2 is a persistent server fills up, it's overflow goes into server2, if server2 fills up, then server4, and so on. Server1 fills up, then server3, ..., server (n + 1).
Such a paired server concept would, I think, do something to satisfy the desires and needs of the players who want more linear game play. People who resettle dead towns, perhaps, wouldn't get frowned up by the likes of me and others, since there wouldn't be such a conflict with those seeking a linear/somewhat linear style of gameplay.
Now, there do exist some problems that such a concept runs into:
1. Whenever a server starts up, it's basically no more than a matter of timing who gets an Eve spawn. Genetic score is not tied to Eve spawns until there exist enough players on a server. If we end up with feral/griefer Eves, that can be bad. Then again, the game's advertisements said weekly updates, and before genetic score got tied to Eve spawns pretty much all Eve spawns were a matter of timing (following how using /die use to get used by some to force an Eve spawn or those who didn't like towns for some reason would /die out of them and then end up an Eve).
2. Players would have to accept that lineage length as not necessarily meaningful. But, some of us, I suspect, long ago accepted that (even if we didn't say otherwise). However, with such an acceptance a possible benefit can arise. Servers having a natural pause period (for the persistent server) or an end state (for the hard wipe paired server) would imply that families could have a sort of natural goal. Families natural goal wouldn't be some hazy, undefinable "survive as long as possible", which in the end is something for nature to decide since "as long as possible" can't get known from the perspective of the present, but instead would have a goal of surviving until the default players shift servers period. Families that survived from the beginning of the restart of the persistent server until the shift period could get said to have "won". Families that survived from after the wipe period on the "start from scratch" server until its shift period, could also get said to have "won". And perhaps some that started in the middle of those periods, depending on how generous with respect to victory awards we feel.
The server as a whole could also get evaluated as having "won" or "lost" if all starting period families survive until the end period. Or how well the server as a whole could get evaluated, more concretely I think, on how many families survived until the end period having started either at the beginning period or somewhere in the middle.
3. A paired server system would almost surely require re-coding.
4. The redirection of players would need perfected. There have been before, and currently again appears to exist some bug in the server split/merge process.
5. Long-term that would mean that if the game wanes a lot in terms of interest, it ends up with two servers instead of one.
So, even if Jason likes this idea and think it could make things better, I wouldn't at all feel surprised if nothing ever changed.
Thoughts? Impressions?
On the discord, TheGeniusPhoenix asked:
"Can we talk about how if you are crossing a hazardous biome as a white female, you can't pick up the baby you just birthed!"
We can sit here all day and say "well, you can understand that Spoonwood, so why are you worried?!"
But, that's the sort of thing that can easily confuse a new player. And having watched enough new players over the years now, it wouldn't surprise me at all if they are dropping babies and confused. Even some veterans may be confused by that. I think even after I learned about race restrictions, I wondered for a split second or two why I dropped a baby sometimes *before the bands*.
SamWish:
"Tbh I wouldn't be sad if it got changed back. Can't go anywhere as a white lady."
But couldn't you colonize an Eve camp and have your white babies eat up all the berries??? I mean, the picture suggests we try that! No, don't do that. It would be bad for the server, with likely the next Eve spawn further away from other races.
Nuclear Bomb remarks, and Twisted saw this also in his video I think, and I suspect many others have also:
"white people keep ending up in towns where the exclusive biome blocks them out of portions of it and either they take over the town or someone uses them as an excuse to start killing"
I mean, the former is not hard to find.
I'm skeptical that the following is the case, but there's a concern on a reddit thread:
"The White update is killing cities":
https://www.reddit.com/r/onehouronelife … ng_cities/
"TheGeniusPhoenix — Today at 8:29 PM
I got born to a mother in a desert. She just tries to click on me, arms frozen to her sides."
44 out of 100 might be too high...
I don't recall any advertisements by Jason about OHOL being some sort of killing game. I don't recall anything about killing in the trailer, about daughters killing their mother (which I remember experiencing twice at least, once in a context where I was Eve chaining), mothers killing their daughters, aunts killing their nephews, or cousins killing their cousins. I don't recall him saying any words about the game being violent also necessarily in any advertisements. People like WBSteve who posted a video on war in OHOL was not making an advertisement. He showed the game *as he played it*, and told a story. He didn't say that the game was designed to be specifically played that way, nor that it would continue that way in the future.
The old killing mechanics had more issues also. That new player? He picks up a knife and all of a sudden stabs someone. But why did he do it? Was there an in-game reason to kill like that? Nope! It was often a "WANT TO KILL" sort of thing. Someone didn't like that someone else used a board to make a bucket instead of for their wood flooring (which was just decoration)? Stabby, stabby, without any hope of peaceful discussion. Killing would sometimes happen for the most pettiest of things or because someone had a temper issue, as Pein suggested he did. Would you stab your aunt, your cousin, mother, or uncle because she or he spoke rudely to you? Well, I certainly hope you wouldn't.
Those killings also, as Tarr suggests, were not about survival. They were not about parenting. They were not about civilization building. Those who killed also often didn't have the consent of their victims. It was victimizing people, not some sort of battle.
So, no, I don't know of any false advertisements on this issue. The old systems were bad. And if you still think otherwise, go read a book, learn to think for a change, and grow enough of a spine that you could be wrong on something.
You don't delete forum messages. What you could do though, would involve just replacing any message with one piece of punctuation like a '.' period
Spoon family also ran into an issue which I think explains "why is it always carrot pie though?". I got ghost Eve and started at the split period unlike Yearbys who started before the split period, and three times I saw that there were no pies and no one cooking pies. I finally say "ORDER, NEED A COOK". Someone says "THERES NOTHING TO COOK". Now, I did walk to the garden and find a few carrots. She wasn't right exactly, but she was closer to right than wrong. There were so few berry bushes to the number of people as I recall, and the value of berry pie is low without enough yum, that berry type pie seemed not worth it. We had a sheep pen up (not in the picture above), but due to (at least perceived) berry shortage, what would feed the sheep? Mutton pie isn't reasonable without feeding enough sheep or killing mouflons. And rabbits were waiting to respawn close, but additionally, I don't think we had burdock at that point, and it may have been quite a journey to get burdock.
From one perspective, it can get argued that the map generation code has been bugged for a very long time. In this post https://onehouronelife.com/forums/viewtopic.php?id=6365, Jason provided how the map looks with the original intended code:
and the current buggy code (he said that the code was bugged... and then decided that bug should be a feature):
And I call such buggy on the basis of having seen how we were kind of stuck on just carrot pie (I did cook other things, but I'm a vet). And though I did go out and forge berries, playing in ghost Eve mode, I eventually looked at the time, felt it better to go eat dinner, and wander off to starve in front of a bear cave and left some berries which I don't know if they got planted (there may have been some berry bushes planted on the right side beyond the picture above, I'm not sure). Also, on, I don't know how many comments about the milkweed system as inadequate that recur over and over and over again. Rope finder is the name of the game for advanced players sometimes.
Additionally, in the picture above, seeing the malachite there, I'm guessing someone was trying to get a loom up. But, what would feed the sheep? Arguably, the newcomen engine isn't so relevant, since it came from some helpful friends who got their rubber before the incoming players split servers, but still...
The player count on the servers last week enabled a split for players not checking a custom server to go between bigserver2 and server1 (though I've read there's an intended soft preference for players to stay on the same server after a while... though I know I first met Clay as my leader on bs2 and later saw him in two lives on s1). But, during lower population hours, the player count threatened bs2 and s1 families with dying off due to too low of numbers. Thus, incoming players got merged back to bigserver2. Thus, some server1 lineages would just stop having children.
But, from another perspective, it can get said that they had an advantage over bs2 families in that they can get said to have reached a natural end or goal state. They survived (or came close to surviving) until the end, so to speak. Metaphorically, they can get said to have "died of old age". They also, in my opinion, have a much clearer notion of family success than bs2 families. Some of them also apparently started before, at, or near the merge period and survived until the split period.
The following is not claimed as a complete list.
Some of those families are:
The Soupirs: http://lineage.onehouronelife.com/serve … d=10040819
The Kaltmans: http://lineage.onehouronelife.com/serve … d=10047536
The Hohenwarters (started by Rina, and I played as one of her daughters): http://lineage.onehouronelife.com/serve … d=10047358
Also, perhaps worthy of mention are the Yearbys: http://lineage.onehouronelife.com/serve … d=10062527 https://cdn.discordapp.com/attachments/ … bf2744bfd&
And Spoon family: http://lineage.onehouronelife.com/serve … d=10063597 https://cdn.discordapp.com/attachments/ … 73cd787c8& both of whom stopped having children due to a bug in the serve/merge code or because of an attack on that process and a flaw in Jason's security process. [edit: credit to BlahWizard for the pictures]
There were some other families who had the same issue since some other families were alive, and because some players got redirected to server1 after that period.
Twisted in his latest YouTube video asked about this update, so I'll repost what I wrote here:
"The update makes it even more easy for players to resettle dead towns. Is that rebuilding from scratch? I don't think so.
The update makes it possible that a white woman can go to an Eve camp and try to raise her children there. I did that once. Is it good that I can do that? Does it help players?
I guess going to an Eve camp and raising new players makes for a new sort of challenge. I'm not sure it's a good one though, but whatever.
I played Eve Wood http://lineage.onehouronelife.com/serve … id=9982276 as white and started in a mountain band. Later on, I found that some of my descendants had moved back to an old jungle town like 4k right that had no/little kerosene. I walked back on the road, and ended up having children that died early to starvation. I did though reach where Eve and her daughters started a town, and had a child or two who lived a fair amount of time. As I recall, I came back [got reborn] another life there, and had a nice time making paper with one of my relatives at least. But having one's descendants as Eve resettle a dead town when you're trying to at least have your family have at least a semblance of rebuilding from scratch (who knows how much scavenging from old towns got done? Arguably some of that may be alright, but still... it can be argued against also... or maybe it's alright since it can get considered repurposing, which Europeans are probably more familiar with than Americans), feels disappointing.
I had a server1 life where as a white man I went and helped Gingers start things up (after finding another Ginger family that had failed). Next life I got born as a white girl, and well site was dry. Gingers had tapped us out! And I had helped my future family ruin the dreams of my Eve grandmother! F---ing tapout! It was nice when a Ginger apologized that their family tapped out that ready well site, and provide[d] a convenient excuse to go live at their town (which I wanted to do anyways, and was planning on walking there). But still, what [were we] suppose to do? Go dig up a well further away and walk more for iron, or go live with Gingers?
I have heard on discord that when someone wanted to get some specialty resources, it was convenient to have a white person around to translate. But, I think that's about the only good thing I've heard come from this change.
Resettling old towns is NOT families rebuilding from scratch. It is the furthest thing from it. It is a cheat, and breeds entitled players who have not earned what they have. It often results in players living in bad areas or not having the resources like kerosene to sustain an area. It also spreads families out, since Eves spawn and sometimes run left, while resettling goes right.
This update encourages cheating, just like how the necessity of everyone staying close for trading/exchanging/gifting/stealing specialty resources made cheating so much easier for people.
Maybe it deserves a 44 out of 100.
And thank you for asking Twisted."
Also, on whites going to colonize an Eve camp. Perhaps some veterans don't /die and play. Sure, that's a new challenge, since you have less pips, and thus have to scramble more to get food. But, if I did it a bunch of times, I'd expect to start racking up curses. I can imagine hearing, "THAT WHITE LADY AND HER CHILDREN ARE EATING ALL OF OUR FOOD!". And they would be right in that we would consume much more food than them. Thing is, I'd end getting cursed for doing something suggested by the update picture.
Living in an area where you have to walk around a biome band is awkward. I had experienced that awkwardnees a while back when I'd say get tan, and then walk to try to help out newer Gingers (arguably, sometimes taking too many things from dead towns... but taking things from dead towns discourages people resettling them).
But, mostly from what I've seen it has involved players resettling dead towns even more. Perhaps some of that has been better than I've thought, or even necessary. And yea, if you were Eve or her daughter and played at some town and the lineage dies out, and had more plans, I can understand frustration, and maybe resettling might even be beneficial to the server if there are no bottles and blacks resettle to make glass making easier, or gingers resettle so oil making is easier (gingers resettling can also make oil making harder... it's circumstantial). But still, resettling a dead town with another family is cheating, or often seems like cheating. And if someone says "well, it's been around forever", yea... so what? Crime is still crime, even if it's been around forever.
It also makes it more difficult for people who want to play in a family which rebuilds from scratch and/or earns what they get from others (the family need not make buckets of latex from scratch... but shouldn't they have at least done something to earn those buckets of latex? yea... getting latex can be a pain... so I have and others might through latex or kerosene at new families).
Additionally, last week some of us had played on Sunday on server1 and made a town in snow band there (hoping for a split to happen on Sunday, which didn't) , which had no family there when incoming players started getting split between bs2 and s1. BlahWizard found graves of Furie people who were white: http://lineage.onehouronelife.com/serve … d=10064597 Was the white person one of the people who had played with us on Sunday? Or some new player just wandering about the woods? I'm guessing it was the later.
So I think I'm sticking with an F grade for the colonization change.
Edit: Previous version had a wrong link. Added link.
The other changes described in the post above do seem good.
The port needs to be 8005 also.
There exist 15 other public servers, and you can see how many are playing at a time here: http://onehouronelife.com/reflector/ser … ion=report (the port is also listed there) The address of all public servers get listed there on the left. To test things to see if it's working if you don't have an hour to play, probably trying one of the higher number servers using an address like 'server10.onehouronelife.com' comes as one possibility. bigserver2 is the server most reliable for having people on it, though the past few days with a player bounce, server1 has had a good amount of activity also during peak hours of the day, though not when Americans tend to sleep. You can get children on any server if some person logs in to play with you, and you're fertile... basically meaning you're 14 to 40 as a woman.
Server 2 and greater also have the possibility of Eve chaining... getting reborn in the same spot as an Eve, but I digress. Good luck with your technical issue!
There was a complaint on discord lately about a family having steel before they had iron. This isn't all too uncommon on bs2, and even when that doesn't happen, a family may often have rubber tire carts or loom clothes before they have gotten latex or made a loom.
But, with the new player influx on December 26, 2023, there were enough players logging in, that incoming players got split between bs2 and s1. So, s1 became active, and basically all families were early game. S1 also didn't maintain it's population overnight, so it isn't like towns got super far there. Will there exist enough players for server splits in the days ahead? I don't know, but in order to figure out what's going on with the servers, you can check here:
Just so we're on the same page... currently, once you place the whole ring of stones, that is what unlocks iron (and also dries up nearby natural springs).
My recollection is that it used to be that the drying up of nearby natural springs didn't happen until the well got dug. Onetech confirms that this still holds by showing a dry natural spring on the well page: https://onetech.info/662-Shallow-Well-f … 40-160-160 . The ready well site suggests that a natural spring *with 9 stones* will get tapped out.
Most natural springs in the 160 radius don't have any stones when a ready well site gets made, so most natural springs do not get dried up by a ready well site.
However... don't you need iron to make the shovel in the first place?
Most players are in close enough proximity to old towns that they could go get a shovel or make one from iron in the old town. I can't tell about forman's intended context exactly, but in the context of bad actors, nope, they don't need iron to make a shovel to dig up a well. The just need a shovel, which doesn't require them to make anything.
1. It is an infinite map, after all, which means infinite iron. Infinite is a lot. (and by that I mean almost infinite, or infinite in practice). This undercuts any advanced mining things (why spend kero to get iron if you can just walk around and get iron?), and makes metal items not very precious.
It's a finite map and always has been. There is no process by which more map gets generated ad infinitum. Just because something you perceive as large, that does not make that something "infinite". With regard to "infinite in practice", there exists a finite amount of time to get things, so, again the map is finite. Or "finite in practice".
2. If you depend on iron just laying around to bootstrap... like you need to find at least one "loose iron" to make the shovel.... what happens when a griefer runs around the map collecting all the lose iron and hiding it?
Right now, a griefer can't do this, b/c they can only unlock one set of iron veins and steal one set of loosened iron from them. They can't run around the map and gather all the low-tier iron.
Destructive players can take iron from veins which are not theirs of their own family in addition to those of their family. Thus, they can potentially steal from more than one set of loosened iron veins.
The point here is that there's not just an infinite amount of iron on the map that you can just walk around and harvest.
The map is not infinite. It never has been that way. The same goes for iron. There is no "infinite in practice", because "in practice" there's also some sort of time constraint given by the game. What resources can get used in principle also falls under time constraints. Time is not infinite and would not be for players even if they had no time limit imposed by the game.
The old system, when iron was loose on the ground during the Rift AND BEFORE AND AFTER THE RIFT ALSO, did not have an infinite amount of iron that could get harvested. The current system does not have an infinite amount of iron.
Also, all maps are finite, because they exist within space. The amount of iron within any sort of map, given that iron takes up space (which it does) and there's a finite amount of iron within one unit of space, also will necessarily be finite, by existing within space. So, for any conceivable map that could get implemented in any computer game with iron, there won't exist an infinite amount of iron.
Therefore, the point that "there's not just an infinite amount of iron on the map", gets satisfied, because it is a computer game. It would hold true for all alternative iron ideas also.
Consequently also, "advanced mining things", can't get undercut by a "infinite amount of iron" in a computer game, because "infinite amount of iron" isn't possible as something existing in order to undercut "advanced mining things".
We can't build a curse tree (where show you people who are cursed by others), because... why would you trust those people? They might be griefers! So someone else's curses are meaningless to you.
People who care about the opinions of a community, don't generally think like that. Also, why the hell would statistical information about the behavior of other people be meaningless? Statistical information often comes as more informative, not less informative.
In the absence of anything else, there's as much reason to believe other people's curses as to not believe them. When you don't know whether or not some piece of information has truth or falsity or relevance or irrelevance, there's no reason to suppose things go either way.
Additionally, if there were a curse tree, then the majority of the community would have some sort of representation. The majority of the community is not destructive. If the majority of the community were destructive players, things would get destroyed more often than crafted. And the majority of deaths would happen by actions of one player doing something to cause the death of another player. Neither holds, and both are absurd.
The current system is good because at least it’s trying to place people away from people who don’t want them near.
The current system has it so that you can get born to someone who you've cursed. Since destructive players often have behaved in such a way to kill or try to kill other players, why would you want to get born to a school shooter or mass murderer? I mean, suppose that reincarnation is true, why would you want to get born in the next life to Marc Lepine? Alright, you probably don't know who Marc Lepine was.