a multiplayer game of parenting and civilization building
You are not logged in.
Simply deleted the old server and created a new one from scratch. Solved the issue. Deleted my previous progress (That's fine)
Does anyone know how I can enable/disable items decay on the private server? Tried to look around settings, couldn't find any file that seemed to affect that. I really don't want to have rebuilt everything every time I log in to my private server.
I did run both before my post:
sh refreshBuildScript.sh
sh pullAndBuildTestSystem.sh
Both exist and ran as usual (I almost always start with those before running the private server)
Now I ran:
./makeDBConvert < After a couple of seconds, the terminal just goes to another line with nothing that showed running (maybe that's normal)
However ./updateDBs.sh gives me the error that the file does not exist (I checked the OneLife/server forlder and updateDBs.sh does not exist there)
restarted VM
And now when i try to run the server ./OneLifeServer as i usually do it does not run, it just jumps to another line with the server directory waiting for me to type
So again I tried:
sh refreshBuildScript.sh
sh pullAndBuildTestSystem.sh
works normally and pull says already up-to-date then runs
Tried to run server again, no luck.
Restarted machine
Tried fetching the pullandbuild with the link you suggested. It worked and said the file was saved.
Ran both refresh and pull again
restarted machine
Tried to run server again no luck
Did i mess this up with my n00biness?
Hey OP,
Ran my private server today and ran the pullandbuild commands to update.
And now the game is acting funny with weird objects spawning and even crashing after some actions.
Anything I can do to fix this? I hope I can keep my progress, but that's not a priority.
Hope you can help, thx
UPDATE: I think this is because of the new update where tools get worn out with time. Maybe when my game updates it would work out.
OH WOW AURORA. It's me, your nameless cousin the farmer who took Filip in!
I saw you freaking out after losing your children. You kept apologizing frantically and you wouldn't listen to my cries of consolations.
Filip grew up to be a great farmer, I ended up giving him my blue clothes and my knife and he lived to be an old man taking care of the farm making sure everyone was fed. I was like a father to him and our goodbye was filled with tearful eyes and heartwarming words.
You were not a failure in our eyes, we loved you dearly and Filip did his best to make you proud. If only you could see what a smart young man he turned out to be. Without him the colony would've failed.
And you were a big part of that; you raised a great man.
Best of luck in your next life and may your journey take you to happy and flourishing places.
And Filip if you read this, I'm so proud of you my son. I couldn't have found a better successor.
Love and respect.
Perhaps i make my own Server ... but i Need a smaller Card and i have no idea how i can do this
Easiest guide for a private server: https://onehouronelife.com/forums/viewtopic.php?id=498
I'm a beginner in Virtual Machine and still got it to works by following this thorough guide.
I made a whole colony from scratch and even have a bell tower built
Enjoy ![]()
This completly kill the kill system. You can kill slowed murderers easily, you just have to aim, I never miss a slowed murderer you need to practice. Game developper said murders are 2% of the total deaths in the game.
Killing has been very nerfed : before there were no blood on body and knife, there were no wounds so nobody knew anything. You were no scream, so you were a ninja out of screen. The cool down was more shorter and you were faster. Now every murders around town can be spotted. Doing a kill murder is hard.
Murders can be solved easily and if you don't have weapon, flee away and start new camp or make bow. Don t just stay around waiting to be killed. Community developpement is part of the game, Jason want us to solve by ourselves our problems. Stop being passive buddies.
Yeah right
https://onehouronelife.com/forums/viewtopic.php?id=884
I rest my case
The bar for stopping griefing can not be set at a group of dedicated players over discord. If that is the case even your suggestions would not be helpful. As you said yourself.
Roolstar wrote:No, one feeder is enough.
Remember that the objective is not to completely stop killing by design. (Otherwise disabling killing players would've been the best idea)
If you can convince someone to be your partner in crime so be it. Guards will either have to stop the killer or his accomplice(s), the feeder.
Since society needs some effort and organization to fight crime, at least make the crime require some as well.
And if you plan on spawning in the same village as you partner, well at least you're gonna have to put time and effort into it.
In the dystopian world you created at least you could stave yourself or restart the game in a new place.
Agreed
Roolstar wrote:<< Keep it simple: A player kills another player, he has to be fed before he can feed himself again. >> EZ, problem solved
What about all the other ways of griefing? Do we have to feed someone who planted wheat? Do we have to feed someone who chopped down a tree?
No this only applies to killing, the other kinds of griefing would need a wise and organized community to counter just like it does now.
Now for my 2 cents. Its a sad fact but all laws at the end of the day are based on violence or the threat of violence. Even in our civilized society, if you don't pay your taxes your forced into jail. Currently, the only way to exert force on an adult player is with death. Its very binary. I feel there should be degrees of force we can inflict. Taking/snatching, Blocking, Pulling/dragging, tying down/imprisoning ect...
Keep in mind what can be done to stop greifing can be done to inflict it.
I agree with your reasoning but I worry about those mechanics being used as griefing: kidnapping, false imprisonment, or even creating a whole colony of slaves by a tyrant and his armed guards over discord.
I'd rather be left to die because no one believed me than to see myself "tortured" with a prolonged sentence for a crime that I did not commit. That would make it really hard to forgive that community, and even to trust another one in the future. In some cases it may even create "revenge griefers".
Only flaw I see is that, say we have Joe the farmer tending to his beautiful berry bushes, when Nameless the griefer decides to start shoveling the bushes. Joe grabs the nearby bow and arrow and shoots Nameless, incurring the murder penalty. Now Joe has the murder slow, a bloody bow, and needs to find another person, then he needs to explain that he killed the griefer, and can't eat until he finds help. Though the idea is good, I feel like it does have the ability to punish the good guy, but no system is perfect.
It would seem to ruin both parties involved in a one versus one situation combat situation, but perhaps this could promote doing jobs with a group to help keep safe. After all, its a game about community. I like the idea, but it does have that unrealistic aspect: In reality, someone can stab another person and feed themselves later, so it has a rather "gamey" feel to it.
Murder irl is tricky as well, especially with no witnesses. I wouldn't call that a flaw.
It may in fact make relationship building more of a priority (a good thing imo)
Let me put it that way, I'd rather have those kind of stories:
"To my family who didn't believe me, I forgive you; my story was too hard to believe. But I die knowing I protected our stocks, and if I had to do it again, I would. Love you all..."
Or
"This stupid griefer thought he could turn my own mom against me...."
Or
"We had a trigger happy guard who killed every person who touched the seed row. So after his third kill, we made him surrender his weapon if he wanted to be saved. He had a dishonorable discharge and a wiser guard took charge. He learned that new players are playing this game and that his job is not to clean up the colony of n00bs like he kept saying"
Or even
"I committed the perfect crime: I spend many years farming until they trusted me, then...."
Any of those stories is better than "This kid with a knife started killing everybody, and we couldn't find the bow..." or "I was typing when he took out his knife and stabbed me then typed XD..."
And the cool thing is that while killing ONE player and getting away with it might still be possible (a good thing imo), killing a whole colony is very unlikely; unless you are dealing with a brilliant criminal mind whose story I'd very much like to read. And in that case, it becomes more than griefing, it becomes a real experience to share and learn from.
Except they can work in pairs as well. One kills, one feeds. Unless the same person cannot feed you a second time. Or if you commit another killing after the first "feeding" you will need to be fed by two separate players, and so on.
No, one feeder is enough.
Remember that the objective is not to completely stop killing by design. (Otherwise disabling killing players would've been the best idea)
If you can convince someone to be your partner in crime so be it. Guards will either have to stop the killer or his accomplice(s), the feeder.
Since society needs some effort and organization to fight crime, at least make the crime require some as well.
And if you plan on spawning in the same village as you partner, well at least you're gonna have to put time and effort into it.
I guess I'm just surprised that an OHOL version of Guantanamo Bay is considered as a viable option, and with even more potential of abuse.
Inb4 prison colonies emerge.
You know that a group of Discord buddies will make that happen. I have to confess though it would make a great story, a horrible, great story.
Forcing a baby to stay with mom?? What would that accomplish??
I don't get that at all.
I mean to punish one possible griefer who's trying to spawn in a specific camp by suiciding over and over, we're making every player stuck wherever they're born if their mother wants them to stay??
If a player does not want to stay in this camp for whatever reason, forcing them to stay will at best make them suicide as soon as they can or at worst do their best to make their "capturer's" life miserable (Best recipe to create a griefer)
And with all the proposed curses and judges and prison systems and tools for capture suggested in this thread, I'm worried that this game is more and more revolving around griefers. I thought OHOL was about building a thriving colony for the next generation.
<< Keep it simple: A player kills another player, he has to be fed before he can feed himself again. >> EZ, problem solved
Of course he can wait about 16-20 more minutes to be raised, then forge a weapon then be able to hold it and then kill ONE other person then die. But seriously who would? And even if they did, this would have almost no effect on the colony.
And the best part about this solution is that it can be implemented with probably less than 2 mn of coding. And without adding a whole new chapter for new players to learn in order to deal with griefers. Someone's killing people? Just do the natural thing and avoid them for a while and then they die. GG
I really like your idea Roolstar. Were it implemented, murders would need to be much more calculated and coordinated instead of the random griefings they are today.
We have that famous murder problem where we can't easily determine who's evil and who's just a guard, and the community support this system would require more or less solves that.
Exactly
Personally I would never play this game again on an official server if that happens to me: imagine being forced to do something you don't want in a game by some faceless player. Or best case scenario forbidden to connect again and play your game for another hour.
Switch to another server?
Yes I know there may be a way to go around this, but I don't think I'll feel the same way towards this community after that if you know what I mean.
I mean getting over being killed by a griefer is hard enough, now imagine seeing your own family turn on you for a simple mistake. Talk about trust issues...
And I think Jason puts a higher priority on that aspect than anything else.
I am NOT for this game to be a "safe space". Not at all. But to implement "torture" would be a dangerous thing imo.
A good design to fight griefing should not create yet another way to grief.
This idea scares the shit out of me OP!
The possible abuse is really serious. Imagine a regular player kidnapped or imprisoned by a griefer.
Personally I would never play this game again on an official server if that happens to me: imagine being forced to do something you don't want in a game by some faceless player. Or best case scenario forbidden to connect again and play your game for another hour.
Not to mention the possibility for a regular player to be mistaken for a griefer and sentenced by fast-to-judge players or tyrant.
<< The scary part is that an abuse like this would really affect the feeling a player has towards this game community.>>
And that for me is much more severe than being frustrated when killed by a griefer and seeing your family scramble to avenge you.
And since Jason is OP, I'll link a thread I started where I make a simple suggestion to fight murder, just in case he hasn't seen it already.
https://onehouronelife.com/forums/viewtopic.php?id=1187
I noticed when I use the server select a lot of random tiles are not loading (shows white with squiggly lines). Also, how do we check if it works?
Almost sure this has nothing to do with the server selector as all it does is edit a couple of files in settings and set the address for the connection.
This is most likely an issue with graphics settings (rendering)
I personally set my targetFrameRate.ini=30 and countingOnVsync.ini=0 (Both files can be found in the Settings folder within the game folder)
Another reason may be that the game needs to update; I've had some visual glitches when I ran the game without it being updated. So try running the game normally first (from default launcher); it may show you it's updating. Then go back and launch from selector.
Hope this helps, and if not check the "known bugs" section of this forum maybe there's something there that does.
Dear daughter Lily,
We were great farmers, and then your brother Lucky turned out to be a a rotten child who picked seed rows.
You took it upon yourself to become a guard with a bow and arrow, and you defended the farm. Lucky never came back thanks to you.
You accidentally killed a baby because there were so many of them running around the farm. I vouched for you and even helped you make another arrow for you to continue doing your job.
Forgive yourself and know that I died a proud old woman with an awesome daughter doing a hard job. Hope you lived a happy life.
Your loving mom.
<< You kill a person, someone has to feed you once before you can eat on your own again >>
Allow me to elaborate:
I'm not for disabling killing people. I get Jason's reasoning behind it and support it in principle.
I am not a Minecraft player for that reason, and that's what makes OHOL attractive to me. People make their own choices, and society has to find a way to deal with it.
But killing is simply too easy as it is currently. Kill someone and keep moving and nothing can hit you. It takes much more for citizens to deal with it than it does for the killer to keep on killing. Not very realistic imo.
And any solutions like being able to hit a moving player or something of the sort is a double edge sword, and peaceful citizens become even more defenseless because of it.
However needing someone to feed you after makes things interesting: (and more realistic)
- If you are a guard who's doing his/her job, citizens feed you. (Similar to armed forces and cops irl, with the support of the community)
- Make a mistake and shoot someone accidentally, someone "vouches" for you and feeds you. (game mechanics are tricky with a weapon in hand)
- Want to be a killer, convince someone to assist you and start your killing spree.
My reasoning is that if society needs to organize itself to counter crime, at least crime has to be organized with a bit of effort put into it instead of just a bored player spending his last 15 mn on a killing spree before calling it a day and logging out, leaving a frustrated generation behind to pick up the pieces.
Not sure if someone else suggested that somewhere online, and if they did I second that.
Just my two cents.
Done!
Awesome thx ![]()
If I may make a suggestion OP.
Can you add an option to simply go back to the default setting (where useCustomServer.ini = 0)
Especially for people who would rely on this tool and don't actually know how to go back to the default setting if they need it.
Thanks a lot for the tool. I love it ![]()
Kazetsukai created the tool and I’ve been helping add to it. Glad you like it!
OP edited accordingly, and if you guys rather start the thread yourselves, I'll delete this one.
Let me know
Cheers
Here's my contribution:
If you want to always spawn at the same place without the need to die of old age everytime:
1- Go into the "settings" folder on the desktop of the VM.
2- Edit the value of forceEveLocationX.ini and forceEveLocationY.ini (save after edit of course)
A good starting location I found is:
forceEveLocationX = -101
forceEveLocationY = -224
It's at the intersection of Grasslands - Yellow Prairies - Swamps (which is basically what you need to get started)
Cheers
https://kazetsukai.github.io/onetech/#filter/tools
This link is all over twitch streams, not my work but I thought I'd post it here since everyone is sharing it on twitch and many forum users may have missed it. I'm sure people will find it useful as I did.
Kazetsukai created the tool and @ryanb (comment below) has been helping add to it < Props to these guys
You probably know, but the link is broken