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a multiplayer game of parenting and civilization building

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#526 Re: Main Forum » Structure Decay or Destruction? » 2018-03-15 23:17:32

There was no post about that. Jason told us that personally on Discord (where he is active for few hours almost every day). Thats why I'm passing down the knowledge smile

#527 Re: Main Forum » Whitelisted Server? » 2018-03-15 23:16:12

We already have many people from Europe and some from Asia. I'm from Poland myself and I've met more people from UK, Germany, Spain, Italy than from US. Probably because we're in the same time zone, playing around the same time.

#528 Re: Main Forum » Structure Decay or Destruction? » 2018-03-15 23:07:32

Way to demolish adobe structures is already on the way. Jason said he simply "forgot" to address the issue.

#529 Re: Main Forum » Tips and info (with images) » 2018-03-14 23:15:36

Matok wrote:

Yeah I think JuliusRex has his conclusion on what is best clothing backwards. The code appears to be deciding how much heat the player can radiate, which is not what keeps you warm, it's what you lose. If you radiate more heat, you retain less, so you feel colder.

So if you want to retain more to stay warmer, I'd think you'd want more insulation, not less. That makes logical sense anyway.

There's a comment in the code below the calculation that says the body produces 1 unit of heat. r value of clothing can *hold this in*. So you want a higher r value to hold in as much as you can, radiating less out.

Also wouldn't make 'game sense' to say the 3 rabbit fur chest piece keeps you warmer than the 4 rabbit fur chest piece.

The point is - how much is the 1 unit of heat compared to for example fire or units of heat you gain from fur clothes.
From empiric observations - the temperature bar goes lower (immidietly) after changing from fur to wool and goes back up again (immidietly) when you put fur back. No "over time" effect has been noticed for over 10 lives in single willage fully clothed.

If they make you colder but retain more heat (? make you loose more food even if you're colder ?) then we need to see how does the "radiation" colrelate with "heat" gained from clothing. Because those MUST be two different factors if what you presume from code is true.

Bascally - there must be some further step where "radiation" is used with "heat" to calculate the real hunger lose.

Or  you're just simply wrong and that part of code is not used or is inverted (1/x) in further calculations.

#530 Re: Main Forum » New Map scanned yet? » 2018-03-14 23:09:27

Uncle Gus wrote:

The only difference being that when the biome generation changes, like for example when a new biome is added, the already explored locations are not updated with the new bioome generation. So at best, going from the code, you can see a map of what the world looks like if it was generated from brand new, with that particular set of biomes. If you want to see a map of the world if the biome generation changed partway through exploration, you would need to combine two different maps, and you'd need to know which areas have been explored.

Could you please confirm "explored locations are not updated with the new bioome"? Because updating biome (tile by tile as seen by some people) is the only explanation for milkweeds in arctic, swamp trees in savana, soil patches in swamps/arctic - things I've seen so many times since update on lower numbered servers - not on the bran new ones though.

#531 Re: Main Forum » Request for list of content quick-fixes for tomorrow » 2018-03-14 22:51:03

EDIT BY JASON:

Wow, some amazing suggestions in this thread.  I'll do more later, but I got up to here for the content update on Thursday, March 15, 2018.  I need to go to sleep now, though...

END EDIT BY JASON



Rightclick On Backpack - toggle items like baskets

Some of my ideas:
Hot Mining Pick Head#flat rock + Smithing Hammer = Hot Ax Head#flat rock  (to cycle the tool heads again if you overshot)
Round Stone + DUG Hard Rock = Sharp Stone
Pine Door + ANY = Open Pine Door
Open Pine Door + ANY = Pine Door (so you can open them with item in hand, atm you can die out of starvation in room/animal pen if it gets cluttered around you for some reason and you have item in hand)
Dry Deep Well + Bucker of Water = Deep Well (only for bucket?)
Tree + Steel Ax = Chopped Tree With Logs#3
Butt Log + Steel Ax = Fire Wood
Mining Pick (or) Smith Hammer + Adobe Wall (any) = Adobe (or) Adobe#2 (or) Adobe + Parial
Forge + Empty Hand = Bellows + Kiln
Kiln + Mining Pick = Owen (or) Owen + Adobe
Own + Mining Pick = Adobe (or) Nothing (or) Base
Milkweed Stump + Shovel = Milkweed Seed (or) Empty
Bowl of Mashed X + Self = Clay Bowl (+ minimal hunger?) - just to empty the bowl
Sheep Skin + Drop Spindle = Fleece
Timed: Small Trash Pit + 7200s = Empty
Dye-Ready Wool X + Water Bowl = Wool X

#532 Re: Main Forum » YouTube Tutorials Here » 2018-03-14 21:00:30

Just to seal the deal with some numbers:
foodStats from OHOL official page
In table marked as "Yesterday" - Wild Carrot 1945
This mean players detroyed almost 2000 wild carrots with a sharp stone just in one day. How many ruined biomes is that? How many new settlements and Eves had to starve next to fertile soil without seeds? Yup. Lets teach them how to do it more.
Also "Past Week" entry - Wild Carrot 27047

#533 Re: Main Forum » What happens if I die with clothes? » 2018-03-14 20:45:15

Clothes remain on grave.
There are some ocasions where you can't generate grave and all the loot that would come with it disappears as well (cluttered spaces).
After body decomposes, I believe the loot to be lost as well.
If you or some of your relatives is not going to pick up your things immidietly - undress.
Also - try not to die in cluttered spaces.

#534 Re: Main Forum » Tips and info (with images) » 2018-03-14 20:35:11

JuliusRex wrote:

Your body radiates a certain amount of heat, with a default value of 1. The rValue is a coefficient applied to that radiation, thus with an rValue of 0.6 you are radiating 40% less heat.

The rValue of your clothing is calculated as follows: 0.25*rValueOfHat + 0.35*rValueOfChest + 0.2*rValueOfButt + 0.1*rValueOfFrontShoe + 0.1*rValueOfBackShoe. Code here: https://github.com/jasonrohrer/OneLife/ … .cpp#L7361

So as you can see, as smaller rValue is better

Could you please elaborate? We mostly compare clothing by the in-game heat meter. In case of wool you're MUCH colder compared to rabbit. How does radiation corelate to temperature? Can't seem to find it easily in code and if you know it much you might just know already where it is...

#535 Re: Main Forum » Stuff Despawning Timer or Decay » 2018-03-14 20:22:43

Some items decay - some dont. If they do - they tend to have short "fuse". You can see them decay i few minutes max. Reeds, wheat straw, berries, leaves, rabbit bones. The only "long decaying" item I know atm are human bones.

Other stuff, like edible crops (carrots), pies, clothes, buildings, wooden planks, tools, baskets - seem not to decay. Even firewood and butt logs seem to last forever.

#536 Re: Main Forum » New Map scanned yet? » 2018-03-14 20:15:21

Different server use different map - but i believe its based on the same seed - basically, oryginal biomes are the same, but players and modificatios they make are per-server.

Knowing this - you can use "the seed" to generate biomes map yourself in your own code. Thats how the linked map works.

#537 Re: Main Forum » Having Items Sealed within Buildings » 2018-03-14 03:26:33

Additional point:
Wooden doors use few pieces of rope - with milkweekd already sparse and used clothes, water pouches, tools, boxes (a lot of stuff...)
Adobe wall uses 2 clay and 2 reeds. You can even easily block wooden doors from outside by using 6 adobe walls. Hell, you don't even need to finish wall - 3 adobe will siffice.
TL;DR:
Deconstruction is a must.

#538 Re: Main Forum » Home Markers » 2018-03-14 03:22:01

It does appears for baby without any distance limits but only if mother has set one up herself or inherited it from mother as well.
Often mothers are "wild eves" that stroll around a commuity and stay there without making home marker themselves. Other times - mother could have removed her marker by a mistake and lost it.
If someone removes your marker - you're unaffected. If you remove your own marker - you seem to loose it.

#539 Re: Bug Discussion » Picking Up Grave With Previously Equipped Items » 2018-03-13 19:13:45

I can confirm seeing similar behaviour for loot, bones themselver and arrows shot from bows. I believe items are supposed to find the "nearest available spot" in such situations - I've see items pop up like 5-6 tiles away from the event in case of clutter on ground. Sometimes though - the process fails.
I've seen:
- entire coprses never spawning after dying on the carrot plots sourounded by baskets (starvation or being shot by bow - player did not just x-close the game, confirmed on discord, we were looking for their corpses with them)
- loot not dropping from corpse when picking bones with basket
- arrows being lost when landig in cluttered area
Please note that extensive search was performed by more than one person connected through discord voice chat in each case. Items did not just "pop in strange place" - they never popped out - we knew our base very well at the time - spent multiple lives there. Only happens in highly "polluted" areas with hardly any space on floor.

#540 Re: Main Forum » YouTube Tutorials Here » 2018-03-13 17:43:04

Zeromus wrote:

It is similar to fertile soil.  Even though it is a non-replenishable resource, we still dig it up to make some carrots.

And those two sentences proove you should reconsider teaching others "the way". Fertile soil IS RENEVABLE resource. You replenish it by composting - which is the base of farming atm. You can pick up rows of dirt you placed and move them anytime. You can even take fertile soild from composting and refill the natural deposits if you're wierd like that.

While you can not plant wild carrots in the middle of nowhere for people to collect the seeds. Watered seeds will grow and eventurally seed and die - they don't stay forever. The most you can do if leave them unwatered for future generations but... that brings the problem of watering them and waiting four minuted to get food or 9 minutes just to get seeds... while starving looking at carrots grow. You could always leave basket of seeds where plant was - but thats just 3 to 6 seeds instead of infinite supply (which can be used to prevent need of composting at all - you dont let carrots seed and just get wild seeds over and over).

#541 Re: Main Forum » [Sustainability] Modern Survival v63 (Volume 1): FARMING, UPDATED » 2018-03-12 21:17:29

Did you count in that you get 3 pie crusts per one dough bowl? Cause I can't see that in the visual representation and it's the game changer as for water/soil usage.

Also - pies are required if you want to travel further to collect resources and not hinder your inventory space.

#542 Re: Bug Discussion » Client/server get out of sync » 2018-03-12 20:50:38

I spent my entire game as kid, then teenager in a village sitting next to fire to preserver food untill I can store more calories. Never left fireplace except for the buggy last seconds. First time i ventured away from fire more than 1 tile away - was to get food. 5 tiles away from fire, just outside my field of vision - was a carrot on a ground. Tried to pick it up - could not. Picked up bowl next to it and tried to place it on ground - it "replaced" the phantom carrot. Died out of starvation right after that - back on the fire spot.

TL;DR:
Bug is not long-distance related. It appeared 4-6 tiles away from me (exact point of time unknown).
Game recording of this single short session on very small area (+ some inactivity on main screen before and after) can be found here:
http://joriom.pl/ohol/report/phantom_carrot.txt
Recording time finish: 2018-03-12, 21:42 CET (UTC+1)
Bug occured around 21:20 CEST
Official server 3
Last ~20 minutes or recording are idle time in menu (white writing report) before closing client to rename file.

#543 Re: Main Forum » How do you prevent wells from running dry? » 2018-03-12 20:11:21

Well, I just thought about a roundabout ways to make wells usefull without any "water ammount indicator" on them. Need to test it out though.

It goes something like this:

SOLUTION I

Preparation:
Put a well and two cisterns next to each other.
Usage:
Before taking water from well, always fill it up to brim from cisterns so you know exactly how much water is left in well.
Collect up to half (or 2/3) od well water suply and put it in cisterns.
Deep wells are better because you can collect more and leave them for longer to refill.
Water farms only from cisterns.

SOLUTION II

Preparation:
Build well (or few of them) next to a pond.
Usage:
Collect water from well always at the same time when you pick it up from pond.
Pond collects water at the same rate so it will be the well indicator.
Deep wells get water at the same rate but are less prone to getting dry due to higher water ammount.

SOLUTION III (mix of I and II)

Put wells next to ponds.
Before collecting water, refill wells from ponds up to full.

Cons:
Easy to troll well dry killing entire settlement.
Any interference from outside can be deadly.

Assumptions:
You can't overfill the well like a pond.

#544 Re: Main Forum » Players are interesting in this game » 2018-03-12 19:50:26

On my first run I tried to do something. Then I realized I do more harm than good. I went to wiki - read all current recepeies and logged back to be usefull. Thats not how most people play this game though. Don't expect them to.

We here are bunch of people involved in cautious and thoughtfull gameplay. Most players are not. Most of the "mob" as I call them have the mindset of "oh yeah, nice game, cool stuff, craft things, live long, bad graphics, what do, craft more, poke that, god bear, no food, get berry, find ppl, farm carrot, got food, food good, more food, almost die, more food, carrot farm, soil end, bad design, forum cry"... can you see how it unfolds? At least half of players could be described in those "two word thought lines".

OHOL is hectic be design. Most people want to have fun, not to "work hard" and "think much" in a game.

#545 Re: Main Forum » Players are interesting in this game » 2018-03-12 18:52:54

InSpace wrote:

But you learn things while playing all the time, like doesn't people get curious about how to use that oven or how to make that swagbackpack.

No, you don't learn things by playing. You learn things by NOT playing and watching others do that or by investigating random things while neglecting your needs. You learn by taking risks, not by "having fun".

What you see in most games - whenever possible players will try to reduce risk to minimum. Basically grind the risk out of game. In case of OHOL its grinding carrots (aka hunger) out of life.

Most players will try "new" things only when they feel safe at current state. Like picking up strange things or reading crafting recepies will occur mostly only when youre fed AND have steady supply of food ready.

The problems is - you die of old before you can achieve that or you take kids/strangers and they make it impossible with their additional hunger.



Consider that:
I can safely farm my carrors and maybe one day have enough to venture away looking for milkweeds or rabbits.
VS
I can ventrue out looking for milkweeds and rabbits risking starvation and loosing what I already collected.

#546 Re: Main Forum » How do you prevent wells from running dry? » 2018-03-12 18:38:56

ned wrote:

From the recipes, you can refill drained wells.

False. You can refill NON-DRY wells. If it dries up - you basically have a fancy wall without any use. You can't put water into DRY well (both shallow and deep).

Also - it takes 300s for well to replenish single (single? or more at once? unknown) unit of water. For comparision. It takes 120s for wet carrots to sprout, next 120s to grow full and 300s to seed.

TLDR:
Wells are currently useless - just a fancy tileblocker.

#547 Re: Main Forum » Players are interesting in this game » 2018-03-12 18:31:19

Most of the time I run naked. Not because I dont know how to make clothes but for the simple reason of... all milkweed in the area being destroyed by misinformed people (this is common in "youtube tutorials" - pick flowering only) or just by trolls. Without it I can't snare rabbit, I can't sew clothes... Its gg.

Also - the need for milkweed is horendous. You need 8 milkweeds just to start fire. 4 more to snare a rabbit. and 2 more for each clothinng piece. Oh, and Did I mention people making water pouches instead of clothes already?

#548 Re: Main Forum » Continuity of Life » 2018-03-12 17:01:56

Portager wrote:

Often enough, you will end up spawning back into the civ that you were in before. You can increase your odds by force closing the game until you respawn where you want to.

You can also increase your chances by locking to a specific server. Considering population of around 40 ppl on server - you're very likely to get reborn in the village you died in if it's thriving.

Server locations:
http://onehouronelife.com/reflector/ser … ion=report
You need to modify files in settings folder:
customServerAddress.ini
useCustomServer.ini
Please note though: do it on your own risk. Setting "useCustomServer" to 1 disables updates so everytime update gets published you need to set it back to 0 for one game or strange things might happen.

#549 Re: Main Forum » YouTube Tutorials Here » 2018-03-12 03:44:38

Zeromus wrote:

I'm trying to not overwhelm a new player.  I'm just trying to help them stay alive.

Staying alive is pointless, even harmfull, if you dont contribute. Staying alive for the sake of staying alive should be considered trolling at this point. Whevener I can't contribute yet or anymore... I just go to die in the corner away from people - so my bones dont take precious space on the ground. Sad but true. This game is all about that - harsh reality. Thats also what I suggest others to do.

#550 Re: Translations » The situation with translations » 2018-03-11 23:11:14

I've just started Polish translation on google drive. Hope to finish it through night. Would be nice if there was any other player from Poland who could double-check and give his own ideas. Some names have ambigous translations.

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