a multiplayer game of parenting and civilization building
You are not logged in.
For me, a scoring system of some kind (any kind) would detract from the game.
On the other hand, I'm very interested to learn more about the accomplishments of my descendants (and predecessors, for that matter). I think that's a natural instinct. I can see how it might not fit Jason's vision (I'm of two minds about it myself), but he did add the lineage browser which suggests he wants to provide at least some direct connection to your posterity even though the whole point of the game is that you don't get to see what comes after you - you get one hour, one life, that's it, and you have to live knowing that you're playing a small part in something bigger than yourself that you'll never see.
I did a life yesterday born into one of the bigger towns (for the fourth time). Wealthy town, plenty of resources, reasonable layout, but everything keeps turning to shit because nobody knows how to maintain things. I guess that's the curse of this game, and learning to live with it just part of the experience.
Anyway. Me and a brother were born to a baker mom right there in the bakery, and from the very get-go she said "You will be bakers."
[ shrug ] Okay, I guess I'll be a baker! Haven't done that yet, should be fun.
Well let me tell you me and my brother worked our asses off for sixty years! I already knew most of the baking trade, but I taught my brother as well (always love teaching things! very rewarding). The bakery had gotten completely cluttered with the usual garbage that people leave everywhere, PLUS it was being used for cooking stuff like rabbits and eggs and stew. So right away I put a stop to that nonsense, moved everything out that wasn't needed for baking, and gave us room to work.
And then after that it was just ramming-and-jamming on pies, non-stop for an hour. It was great! As we went we got better at it, more efficient, continually upgrading our capacity, adding more storage and keeping it filled, adding more plates and keeping them in use, shortening the turn-around time for wheat and flour and mutton, managing the fire better, keeping the bakery clean and organized, etc etc etc.
The best part was when the two of us - plus an occasional helper - had built up a gigantic inventory of uncooked pies and nearly run out of cooked pies. We looked around, said "Okay, time to bake", lit the fire, and then just had a coordinated frenzy of baking pie after pie after pie after pie. And when it was all done and the bakery was stuffed to the gills with boxes and carts full of baskets full of pies, we just kind of stood there with this exhausted glow. "HIGH FIVE!" It felt great knowing that through our hard work and dedication to the craft we had fed the whole town even while half the berryfields were lying brown and empty due to neglect.
TLDR; Baking is awesome, highly recommended.
Check out this playlist for tolerances in the time of ancient greeks: https://www.youtube.com/playlist?list=P … 4RXv4_jDU2
Clickspring is pure pornography.
David Gingery has a series of books called Build Your Own Metal Working Shop From Scrap that provides a game plan and detailed instructions for building everything you need for a machine shop - including a lathe - starting with nothing more than a drill, a hacksaw, charcoal, and scrap aluminum. It's not the only path forward from the stone age to the industrial age, but it shows that it is possible, and provides an understanding of how such a thing could be done by one person with minimal tools and resources.
Wikipedia: https://en.wikipedia.org/wiki/David_J._Gingery
Buy the series on Amazon: http://a.co/d/fCBc7Vs
"The hobbyist starts by constructing a small foundry capable of melting silicon-aluminum and zinc alloys from recycled automotive parts. Then green sand castings are used to make a metal lathe. The lathe is the first machine built since it can be used to help build itself. The lathe and foundry are then used to make more complicated machine tools."
"Beginning with a simple charcoal fired foundry you produce the castings for building the machine tools to equip your shop. Initially the castings are finished by simple hand methods, but it isn't long before the developing machines are doing much of the work to produce their own parts."
Iron is too rare atm to exhaust that rapidly for the sake of soil.
I'm not sure that's true if you measure them by their inputs and outputs. Consider the man-minutes needed to find and return with a load of iron vs. the same for a load of soil. Now consider how much is produced by a load of iron vs. a load of soil.
Let's handwave and say that an expedition to fetch iron takes five times as long as an expedition to find soil. Let's assume we're in the basket era, and that the iron-fetcher needs a slot for a sharp stone so he can forage and survive on his way back. Say the ironman spends ten minutes and brings back two iron, and let's add in another two minutes for the smith to turn them into hoes. In that same time, the soilman brings back six baskets of soil, or eighteen bowls.
So for the same labor input (i.e. the same food cost), the iron can make one hundred tilled rows, or fifty if double-tilled, while the soil can make nine tilled rows, or eighteen if double-tilled. To make one hundred tilled rows, with single-tilling you need one iron trip (twelve man-minutes) plus sixty-six soil trips (132 man-minutes), whereas with double-tilling you need two iron trips (24 man-minutes) plus thirty-three soil trips (66 man-minutes). In this handwavy scenario double-tilling wins; it produces the same output at a lower cost: 90 man-minutes vs. 144.
Soil has to be very much closer and easier to find than iron for things to tip in the favor of single-tilling.
---
Anecdotally, lately I've rarely seen a shortage of iron in a village. Either there's no steel tools at all because nobody knows how to smith and nobody has bothered to get iron, or there's plenty of steel tools available, including hoes (and knives! always plenty of knives). Whereas I've frequently seen shortages of soil (and the accompanying famines) if composting hasn't gotten started, and that's definitely with people going out in search of it.
I'm afraid I don't really understand why it makes a world of difference if multiple villages are connected to each other instead of one megacity...
To put it somewhat less tangentially than Morti's otherwise excellent explanation:
There's three things to balance in any settlement: consumption, extraction, and renewal. Consumption is food and is determined by the number of people you have and how well they keep their temperature regulated (plus things like not overeating, not overfeeding, not getting fever, etc). Extraction removes resources from nature and converts it into food - some of it is already food (berries, burdock, bananas) and some of it has to be processed to create food (soil, water, and iron). Renewal replenishes nature's supply of resources.
In the short run, your rate of consumption can't exceed your rate of extraction. In the long run, your rate of consumption can't exceed the rate of renewal. (I say "your rate of extraction" and "the rate of renewal" because you (the townspeople) determine how quickly you can extract, but nature determines how quickly nature will renew.) This means the maximum population of a town now is limited by how quickly you can extract resources. But the population of a town later is limited by how quickly those resources get renewed once they've run out. Both of these are difficult constraints to deal with, although the second is much harder than the first.
There's a limit to the amount of resources you can extract and a limit to how quickly you can extract them, and the physical size of your settlement affects them both. You can find more resources by sending your gatherers further and further away from the town center, but doing so dramatically slows the rate at which they can be gathered. Road building is a way to get the increased-extraction-limit of gathering across a wider area while mitigating the reduced-extraction-rate that doing so would otherwise entail. In other words: "roads to nowhere" increase the number of people that can survive in a town in the short run.
In the long run, you're faced with the renewal limit. You extract close to town and are limited by your extraction rate. Then it runs out close to town and you're limited by the renewal rate close to town. So then you extract further away and are limited by the reduced extraction rate from extracting far away. Then you build roads, and improve your far-away extraction rate. Then you run out far away, and are limited by the renewal rate of your larger gathering area. So at some point, you reach a maximum number of people that can survive in your town, and in the long run that number will be much smaller than it is while you are still expanding, building roads, and exhausting the resources in a wider and wider area.
The only way to have more people is for them to be so much further away that they're not drawing upon the same resources.
Which leads to another conclusion: the closer together your towns are, the less population each one must have. And conversely, the less populated your towns are, the more easily they can sustain themselves within a smaller area, even after the resources are exhausted and you're living within the limits of renewal rather than extraction. In other words, you can sustain more people by spreading them out in small clumps than by putting them all in one spot.
That's why we need roads.
When soil is coming from distant lands instead of compost heaps, wouldn't it be better to spend the iron and save the soil by tilling twice? One trip to find iron buys a lot of tilling; one trip to find soil buys a mere row and a half, or three if you spend the extra till.
I wouldn't mind some tech to do this (a cooee call or a bull roarer sort of thing would be good, like a temporary mobile bell), both are real world tech (and I've actually used both for signalling when separated).
This is a great idea.
Maybe something that overrides the Home beacon temporarily, perhaps for fifteen seconds if you're close, decreasing to five seconds if you're far away but still in range.
For that matter, the Bell Tower should work similarly, overriding your Home for a few seconds if you have a Home already, so that even people with a Home set (which should be everyone, seriously, people, SET YOUR HOME) can still know more-or-less where the tower is.
Wow. That is NOT what I expected. And not very useful, either. It ought to either always inherit, or never inherit.
Well said. I believe this is exactly the experience that Jason wanted to convey.
I can't understand what forces a frustrated, bitter or bored person to stay in the game and start messing up others' work.
They're twelve.
I don't know about others, but I enjoy killing people when I am bored. Not like people people but one person up until I myself get stabbed, and saying "For the catfish, weeeeee!" or something.
Yeah, it's shitty when people do that, but some do it just to get an easy way to get earlier out, perhaps possibly get in lonely server of Donkey Town, where imo is fun to do all on your own, especially when you already know what is ahead of you.
Instead of doing shitty things and ruining other people's fun just to get into DonkeyTown, why not just run a private server when you want to play all on your own?
Go to https://github.com/Awbz/OneLife/releases/latest , download the "win_full" zipfile, unzip it, and in the "server" folder run "runServer.bat" with administrator privileges (right-click and choose "Run as Administrator". Then in the game client connect to "localhost" and hey presto you have an entire server all to yourself.
Don't be shitty.
How do you die from STARVATION when you're literally drowning in food all over the place.
I have died many times of starvation because I was out on a mission while still young and misjudged how far I could go / how much I could do before I had to return to the food and eat. This is possible no matter how much food there is in town; all the food in the world does you no good if you have three pips left in your meter and you're four pips away.
I'm much better at managing my food bar now, but it's a skill and it takes time and practice to develop that skill. Newbies die for lots of reasons, but that's certainly a big one.
slow banana plantations that can only be planted in the jungle climate
Some particularly long and difficult method for clearing the jungle, planting farmable banana trees, and wiping out mosquitos would be an awesome addition to the game. An epic quest with an epic payout.
It seems the intention behind Eve spawn placement is:
Eve is supposed to feel like a fresh start, with maybe a small chance of stumbling into the ruins of a past civilization, or eventually bumping up against a living, neighboring civilization. [..] This guarantees that Eve is always in an untouched area, but also that she is never too far from some recent civilizations, so trade can happen.
(from http://onehouronelife.com/forums/viewtopic.php?id=1310 )
With the spiral, an Eve has an older settlement towards the spiral center (possibly still going, possibly dead at a late stage, but most probably dead at an early stage), two neighboring settlements of about the same age ahead and behind on the spiral, and (if enough time has passed) one much newer settlement away from the spiral center. There's two other older settlements and two other younger settlements that are almost as close as those, in the "diagonal" directions relative to the spiral center. All other settlements are further away than these eight by some multiple of the inter-settlement distance.
I have two questions:
a) How far apart are the settlements in practical terms (i.e. how many minutes walk)?
b) How did you determine that they were too far apart and needed to be closer?
Welcome to the game! A great story and some lessons well-learned.
This would be a GODSEND! Clutter is pernicious and bean pods are a big contributor.
I learned stew recently by picking up various precursors other people had left lying around and using the hints screen to complete the process. There's a lot of pieces and steps but they're all straight-forward and the hints basically walk you through it (slowly). Stew is rewarding to learn and rewarding to make, I encourage everyone to try it.
Now that I know stew, from now on when I see beans scattered all around I'll know how to clean them up reasonably efficiently. But they'll still occupy bowls while waiting for all the other components to get finished, and bowls are always in short supply in my experience.
Having the hot-rock timer not get reset with each new omelette would be a good nerf. It would require better management and coordination of the cooking station, which is a good thing. Well-run camps in the early pottery stage would get a bonanza of food to carry them into large-scale farming; poorly-run camps will scramble around frantically trying to get a paltry few omelettes made while chewing through their kindling.
This is good.
And it ought to be technically straight-forward to implement, right? Use the same timer mechanism that ovens, kilns, and forges use?
And while it's possible for a decent-sized civilization to subsist on wild eggs alone, in practice this never happens. People farm, and farms drain the ponds. Eggs are an early-game food, then they're gone. Sometimes you see them later but no one bothers cooking them; pies are a better use of plates, stew is a better use of coals, and the ponds are too far away to collect eggs in quantity.
Could we instead have a way to dump Bowl of Parlm Kernels https://onetech.info/static/sprites/obj_2146.png and Bowl of Sulfur https://onetech.info/static/sprites/obj_2138.png.
It is currently so easy to grief by filling all avaible bowls with Palm Kernels,since you can only empty them by putting them into the rubber bucket - Which can only be achieved when you get a Knife. But early villages have no way to emptying the bowls and they become useless.
Just like Salt water bowls.
My number one pet peeve in this game is Bowl of Effectively Useless Crap (Most Especially Salt Water). I hate it even more than Two Dozen Milkweed Seeds Scattered Everywhere. Please give us a way to dump out the contents, even at the cost of wasting them.
Prior to bananas, getting a settlement up and running was a knife-edge challenge (which is great!). A hopeless task for a newbie, but just barely doable with some experience. The main dynamic is that until you get a well-run farm going, you have JUST ENOUGH natural food to carry you through - but you can feel the time pressure as you see it running out. You have to go further afield to get what you need, which itself adds to the time pressure since it takes you longer to get anything done.
Every now and then you run across a sizeable cache of food - a cluster of cacti with fruit, a new grasslands area with berry bushes - and a wave of relief passes over you as you realize you've bought a little more time. Getting the kiln up and making plates opens up omelettes and marks a major milestone; you're not out of the woods, and it has trade-offs, but it represents a big breakthrough and grants a well-earned respite.
This is awesome gameplay.
Bananas are so filling, so plentiful, and so quick to regrow that it basically takes all the pressure off. It's no longer a knife-edge challenge. And you can take advantage of it immediately without any precursor technology (like plates). This is not awesome gameplay.
I wouldn't want to see a nerf to berries, cacti, eggs, and rabbits, or to the quantities of the non-respawning foods. They seem to be just right. Bananas are the outlier to be fixed. I like that they're high-reward and high-risk, or at least are supposed to be. But we the players have figured out how to minimize the risk while reaping the reward, which makes the mosquitos annoying and disruptive rather than dangerous. I'm not sure how to fix that.
I found a big jungle where the middle didn't have mosquitoes (or very little of them). Then me and my kids put bananas literally everywhere in that jungle. Must have been like 30 bananas on the ground.
The strategy was for the girls to literally stay in the middle and do nothing but eat bananas, and the guys could go ahead and expand our banana empire (since their death wasn't an issue).
When i had kids, i would literally hold them in my arm the whole time since i didn't really need to work at all. This led me to a very low baby death rate. Once my girls kids were childs, i instructed them to stay in the middle with me and do nothing.
I spawned into a camp like that; maybe it was yours. My mother was roleplaying it to the hilt, and talked about how her mother had traveled from the East to raise a new family in the jungle. But my mother didn't say anything about staying there and doing nothing, and there was already a kiln built right there in the middle of the jungle. There was also a fire kit, some unfired clay bowls, and a chunk of iron ore, but otherwise it was all unused! So I assumed without thinking about it that of course we needed to tech up and start farming, so I started working on clay and steel.
It was a disaster.
There was no room to work in the small cleared space in the jungle. Leaves and tinder were too far away. Tools kept getting lost in the clutter or picked up and taken away. Mosquitos broke through the "banana barrier" from time to time and interrupted everything. Nobody was fetching clay, adobe, iron, or kindling. I died at 59 having made a single cold iron bloom.
If mom had said something like "We're going to stay in here and make nothing", or if the halfway-started fire/kiln/forge setup hadn't been there already, I wouldn't have tried to finish it. Or I would have moved somewhere else to set it up. But as it was I simply died thinking that my ancestors must have been insane to try to make a camp in a tiny space in the middle of the jungle.
This was me: http://lineage.onehouronelife.com/serve … id=1996024 - My sister's lineage made it another five generations; no idea if they stayed in the jungle munching bananas or not.
Nomadic experiments I would like to try include:
Making fire on the roll. So far haven't done this, but seems easy enough if we have rope (and I've had rope for potential camps carried for two generations in baskets).
My first priority as an Eve is to make a portable fire kit: basket, sharp stone, hatchet, fire bow. If necessary I'll make that kit in one biome (a grasslands with lots of milkweed) and then carry it away in search of a good spot to build a kiln and start a farm. The same kit could be carried by one member of a nomadic tribe, and then making a campfire is as easy as finding a maple branch, maple leaf, juniper tinder, and another branch. Would be good for cooking rabbits, geese, and fish, or even omelettes if you've brought some plates with you.
Building nomad tech. If we can get a (knowingly unsustainable) site up, long enough to make carts, that would make nomad life richer and more complex, quick setup kilns would then be easy, possibly allowing kiln setups (firebows and even bellows in carts can make for fast setups, I speak having built out of ruins/civil strife a couple of times)
High tech would definitely make the nomad life easier. My personal interest is in seeing what can be done as paleolithic nomads - stone, bone, and fiber; no farming, pottery, or iron.
Horse drawn wagons + backpacks would give nomads some serious capital, with what they can haul from a fast setup, with bellows, firebow and axe/hatchet.
I'd love to try riding horses + backpacks (or even saddlebags!) as a paleolithic nomad, but Jason would have to add tech tree branches that don't require steel tools and domesticated animals to get there. Maybe hitching to a tree instead of a fence (but without the ability to tame), and using a mouflon hide as a saddle (instead of sewing a saddle from the hide of a domestic sheep killed with a steel knife). Perhaps the downside of riding an untamed horse is they escape immediately if ever released from your grasp.
Long bonding sessions in the banana jungle with the kids. When you're spawning like mad, sit and eat bananas, and train the newbies (and the veterans unused to the concept of multi generation nomadism) about your quest for a new camp, how to avoid yellow fever, and most particularly for vets, the means of meeting up again. Nomad societies need closer bonds in this game, given the lack of infrastructure to tie the group together.
I'm considering trying to start nomadic lines, and my first order of business each time will be to teach the children what being a member of the tribe means. I've concocted a few simple short rhymes to serve as "the lore of the tribe" that hopefully each generation can pass along to the next. If it works I'll post about it.
How about this for a navigation and marking strategy:
When you establish a camp, set a home marker. Always leave a sharp stone and round stone next to it, and teach everyone to use it. Establish a social norm that setting your home with the home marker is what makes you part of the tribe.
When it's time to leave camp, leave the home marker behind but take the sharp stone, and set a waypoint marker next to it (see below).
While traveling in search of a new camp, from time to time set down a waypoint marker. A waypoint marker is a single road segment, with a round stone set next to it in the direction of travel. I think this makes a good waypoint - it's easy to spot, it's an obvious sign of human presence, it's intuitive as to which direction it indicates, and it can be built quickly using materials that are relatively easy to obtain. For efficiency you'd want to carry a set of stakes as you travel, which takes up a precious cargo slot, but I think it could be worth it to make a standardized, high-visibility marker quickly.
After establishing a camp and setting a home marker, fan out for two or three biomes in several directions and set waypoint markers pointing back to the home marker, so that lagging tribe members can find the new camp even if they shoot wide of the mark while following the trail.
Just an idea. Thoughts?
FTR this is awesome. I wouldn't use it myself, but it's great that you did the work to make it possible.
When I saw the thread title ("Controller support?") I said to myself "Oh, someone's asking for controller support? Yeah, sorry, not likely to happen, better get used to the mouse", and then when I saw that you weren't asking for it but offering it and had already done it I did a shamefaced double-take. Kudos to you, and to Jason for open-sourcing the game.
This has been effectively superseded by Awbz' modded client, which includes the zoom-out functionality and quite a bit more. You can get it at https://github.com/Awbz/OneLife