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a multiplayer game of parenting and civilization building

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#51 Re: Main Forum » Mapping One Hour One Life » 2020-12-09 01:31:57

wondible wrote:

Rolling out now (subject to caching): activity maps (heatmaps) allow spotting active parts of the map at higher zoom levels. It can also be set to stay visible closer-in (format options), to identify hotspots in towns.

Sample size can be changed in the format options; this is mainly to give you bigger pixels for finding active spots from far perspective. Notably, it's now much easier to identify the tutorial zones.

Activity maps are static snapshots, at the same intervals as static object snapshots. Recently there were multiple snapshots per day, but today's did not split; it will likely be once a day at most times.

This is very cool. Obtained from tile content chamges?

#53 Re: News » Update: Legacy Chain » 2020-12-08 07:27:43

ollj wrote:

Expect one city to have a lot of roads around it, it will be like rome, proving to more people, how overpowered tiled roads are.

Tell that to all the corpses you pass along the road. Roads kill more noobs than bears do.

#54 Re: Main Forum » I only read half the fourms because... » 2020-12-08 07:25:15

DiscardedSlinky wrote:

I only read forum titles and responses that are a paragraph or less

You guys type way too much in here. This isn't your English major finals

tl:dr

#55 Re: Main Forum » Mapping One Hour One Life » 2020-12-08 03:56:33

I mean you shouldn't be able to enter a time in the future. Here's the hypothetical situation:

Latest map snapshot is for 12/05
It's currently 12/06
User notices the map is old, so adjust the sliders to 12/06 to try and see a more current map
Map timecode in the URL changes, and refreshing displays the 12/06 timestamp, but the map is still on 12/05.

Depending on where the user is looking at it might not be apparent the timestamp isn't right. Dead towns, wilderness, etc don't change much, so seeing that the current timestamp would give a false sense of certainty as to what they'll find there.

If you enter a number in the URL you can get strange values that the slider can't do on it's own:

https://onemap.wondible.com/#x=-43783&y … 1908482683

Now in the same tab enter this into the address bar:

https://onemap.wondible.com/#x=-43783&y=356

When loading the URL with the 2030 timecode first the second one has it as well.

The timestamp should always match what's being displayed. If a user adjusts the sliders into the future or enters a value that's too high they should snap back to the most current match.

#56 Re: Main Forum » POIs » 2020-12-07 23:37:18

recovered the truck at -44120, 1320. Left a horse

#57 Main Forum » POIs » 2020-12-07 20:43:29

NoTruePunk
Replies: 1

Here's absolute coords for some interesting stuff:

Families:
Arctic -43800, 360
White -46240, 80
Jungle -44480, -120
Desert -44000, -240

Resources
Truck -46600, 180
Kero -44000, -450
Kero -40100, -980
Truck -46480, -600
Kero and tires -33920, 300
Truck -43680, 380
Truck -50280, 1160
Truck -44120, 1320
Truck and horse? -42040, 1250

Post here if you recover any of the resources listed so other's don't run out and find nothing.

You can find instructions on how to enter absolute coordinates into HEUTW here:

https://onehouronelife.com/forums/viewt … p?id=10304

#58 Re: Bug Discussion » Can't build face to face gates » 2020-12-07 19:30:20

Gates have special build conditions, not sure exactly what they are. This is the sort of thing a wiki can detail that isn't covered by onetech.

#59 Re: Main Forum » Mapping One Hour One Life » 2020-12-07 18:34:35

wondible wrote:
NoTruePunk wrote:

What time does the snapshot update?

Raw data updates at 24 hour intervals after the last server restart. The final moment is the default time when you load the map without a timestamp. Processing is taking longer with all the extra activity, but perhaps an hour after that.

So if I load the website with just a set of coordinates like this:

https://onemap.wondible.com/#x=-46229&y=82

It should take me to the current snapshot, right?

I think the reason I've been having trouble with the time settings has to do with the sliders. When you refresh the page on the above link the unix time stays on whatever you've set it to, but if the snapshot isn't current for that timeframe then the map stays the same and the timestamp displayed updates anyway. That's why the timestamps and map content don't match. To load the current snapshot as you described you have to open a new tab. Deleting the unix time in the same tab doesn't work.

There should be a check to prevent entering a time code in the future. If one is entered it should snap back to the most current instead. At the very least the timecode shouldn't persist between refreshes, as none of the other settings behave this way.

Thanks for the info on update interval. That should really help track down valuable lost items if I can log in right after the data updates.

#60 Re: Main Forum » Mapping One Hour One Life » 2020-12-07 10:53:08

What time does the snapshot update?

#61 Re: Main Forum » Diagonal reach pls » 2020-12-07 02:04:13

pein wrote:

One way doors are also useful but not many people learned to use it. I wouldn't like diagonal access, it's weird for optical reasons, it's 140% further than neighbouring tiles, also hard to use the keyboard with 2 modifiers, with 8 is impossible to map it nicely.

You never use a ten-key?

#63 Re: Main Forum » Maps are dead content » 2020-12-05 21:48:03

Dodge and spoon are both getting out of line here...

Spoon, it's unreasonable and inciteful to accuse dodge of being manipulative just for posting a meme. Dodge was expressing himself in a way he knows how, and in an acceptable way I think.

Dodge, it's not ok to resort to personal attacks. You're just stooping to his level if you call spoon insecure.

#64 Re: News » Update: Legacy Chain » 2020-12-05 15:05:46

Dodge wrote:

When the fresh new players from the steam sale and tiktok video will find out that even respawning 10 times in the same village will not prevent it from being lost in the next day or two, the playerbase will go back to the old numbers, just a matter of time.

Selling this update as one that allows you to leave the game for the weekend and come back to the village that you worked hard to build is borderline deceptive.

The reality is no matter how good you do, the game is against you, the distance expands, new Eves spawn, old villages go in a baby drought from the newer ones getting them, couple this with an unfavorable time zone and it's done, the village was full of ressources yet it still died, explain that logic to the player that respawned life after life at the same place and made all this to make sure he will be able to come back when he wakes up.

I think if fertility was made a little easier on the family level then this would essentially be fixed. I think families should last 1-2 days easily, a week tops. Instead we get situations where resources don't matter and fertility death is a daily occurrence.

I heard in the rift that birth distribution between families was perfectly even. Now it's extremely uneven. A middle ground between the certainty of fertility death and the certainty of a pointless survival must exist.

Once families are consistently surviving and cause of death varies between fertility, conflict and starvation then content can be added to that semistable system to advance the tech tree. Semistable should be the goal

#65 Re: Main Forum » Why Everything Runs Out is Boring » 2020-12-05 14:50:25

Trouble is there's no good way to make cohesive decisions as a group. You can take the family out west for new resources, but there's going to be detractors that stay behind or resettle back east and split the family, creating a fertility problem.

Eve Troll wrote:

Yea i wouldnt say diesel is a super easy way to get water. Especially compared to deep well. When moving a family its better to go ahead of the family, scout out the spot, and built up the area before they move in. Much like pein has done in the past. Its far easier to build up a solid town without the demand of an entire family.

Going back to oil being easy. It sure is later in game, but it does require a lot of prep and a lot of resources. The tanks alone are 24 iron, plus a blade, and god knows how many pipes. The first time you drill its insanely expensive with little reward. So in a way oil kind of pays itself forward in later runs. Its especially important that gingers remain rich with it and rich in iron. All it takes is one over generous family member and its back to ground zero.

The newcomen pump makes on average 123 buckets of water... That's 5.1 tanks of kero worth of water. It's actually a ton, so I'm going to go ahead and retract my previous claim that it's OK to skip newcomen. It does take an enormous amount of tires though, 10 rubber dough buckets worth. If your family is moving and you have a massive stockpile of kero it may be OK just to get the cisterns filled quickly, but it's really a waste.

https://onetech.info/2234-Wet-Newcomen-Pump

#66 Re: Main Forum » Maps are dead content » 2020-12-05 14:35:00

JonySky wrote:
Dodge wrote:

You completely missed the point, they magically appear and give you directions which burries maps even deeper in the dead content grave, right next to planes and dogs havent seen those in a while.

and the trains, radios, cameras, war swords, Feast Table, wool clothes ...

Track carts, radios, cameras, cameras and feast tables still get use. War swords are a little pointless, but might come in handy later. Wool clothes are a bad choice of resources but I think it's OK to have bad resource sinks in the game, as it gives options to people learning. It's been a while but I have seen a plane or two in the current arc.

I hate dogs, but that doesn't stop people from making them.

Maps serve a specific purpose that nothing else in the game can do. There's player made waystones, but those require maps. Maps are just fine

#67 Re: Main Forum » Diagonal reach pls » 2020-12-05 04:42:30

Eve Troll wrote:

Do you not understand the wall build or how spawn chaining works? Your spawns stay inside while the wall makes the area inaccessible. Your suggestion would literally kill hundreds of hours of peoples work and leave them completely vulnerable. For what? So you can save a few milliseconds and one extra click while working with diagonal tiles? Its really not hard to left click your adjacent tile then right click the tile below or above. If you play with mouse controls you can get really fast, to the point diagonal controls would save you almost no time.

I know about eve chaining, I've been doing it a while. I don't think it's fair to blame griefers on me or let griefers hedge in the game features. Building a game around griefers seems like avoiding the problem here.

#68 Re: Main Forum » Diagonal reach pls » 2020-12-05 04:39:52

Dodge wrote:

It would look really weird, objects teleporting in the hands of players from a distance like they are some kind of jedi using the force.

Oh true it might look a bit odd with smaller objects. A longer leaning motion might be needed to get the visuals right. I think it could be done though, and that's just polish anyway

#69 Re: Main Forum » Maps are dead content » 2020-12-05 04:36:22

Dodge wrote:
NoTruePunk wrote:
Dodge wrote:

It's on a line if it's not this one it's the other one, if it's not left it's right, and all this is on the magical band, you cant miss it.

It's true they're all on lines, but not just the family's well line. Tarry spots are also on the lines above and below their well. Scouting one out, starting the setup and making a map for the family is a major contribution to it's development.

It will take you a little more time following the different lines, and even that is arguable if you're driving a truck, you're missing the point though, you dont need the map

You're saying to re-discover a site your family was already working on from scratch? Why would you do this instead of just reading through maps in a basket? That would take forever.

now imagine there is no lines and the biome is not a band, the oil rig could be in any direction possible at any distance and without a map it's a certainty you would never find it.

This is still true even with the grid system. You can only check one line at a time, and it's impossible to know how far out it is. In order to check the other lines you have to double back, which means if it's further out than the spot you double back on you won't find it.

Just bring a map and a pencil when you go out exploring for oil. If you don't finish the next person can go straight there. It's not hard. If your fam doesn't have maps then make a dozen for future generations to use. Maps are cheap as heck

#70 Re: Main Forum » Maps are dead content » 2020-12-04 20:55:45

Dodge wrote:
NoTruePunk wrote:
Dodge wrote:

Just follow the magic line close to the nearest ginger village

That definitely doesn't work. You'll just find untapped and exhausted wells. Most families are only working one well at a time.

It's on a line if it's not this one it's the other one, if it's not left it's right, and all this is on the magical band, you cant miss it.

It's true they're all on lines, but not just the family's well line. Tarry spots are also on the lines above and below their well. Scouting one out, starting the setup and making a map for the family is a major contribution to it's development.

#71 Re: Main Forum » Diagonal reach pls » 2020-12-04 20:48:09

Eve Troll wrote:

The cheapest and strongest walls have a collapsible inner wall and an unbreakable outerwall. Diagonal access would disable that build type since the collapsible section could be accessible via diagonal reach from the exterior. And basically disables any form of defensive build beyond property gates.

Would be devastating and practically castrate defensive walls.

I really don't get this. If someone really wants to grief this all they'd have to do is close up the exits.

#72 Re: Main Forum » Diagonal reach pls » 2020-12-04 20:44:06

Eve Troll wrote:

No its not. That is a low pop wall. It needs to remain static while people are offline. Your suggestion would kill it and make most walls useless.

Your suggestion would make property/ally gates the only form of defense. Might as well not even have walls at that point. It would disable anyone on low pop from defending their towns.

Can't you just travel out somewhere unreachable on lowpop?

#73 Re: Main Forum » Rabbit or Cloth Clothes? » 2020-12-04 20:39:48

Spoonwood wrote:
StrongForce wrote:

Wooden shoes are way better than rabbit shoes
Dont decay also super easy to make.

Dont forget the extra slot of cloth pants.

Anything is way better than naked. Iike sheepskins since you can make them into clothes later and also feed the town

I remember arguing, in the sense of making connected series of propositions, with Tarr about wooden shoes vs. rabbit shoes.  As you know StrongForce, rabbit shoes come along with rabbit meat.  It's 8.5% for a rabbit fur shoe, and 6% insulation for a wooden shoe.  A wooden shoe comes along with 2 firewood, a stump, an axe use, a shovel use, and possibly more cleared space (though the dug up stump might not happen).   2 adze uses for a wooden shoe, or one use on an partially used mallet.  Stitching cost for a rabbit fur shoe.  Wooden shoes provide more value overall for a village that lasts long enough.  If a village lasts a short amount of time though, rabbit fur shoes might be better.  I think I'd still pick wooden shoes though, in case the village gets scavenged.

Early on you need thread for rope, and later once you get spindle thread you should be focused on non-decaying clothes.

Wooden shoes all the way

#74 Re: Main Forum » Maps are dead content » 2020-12-04 20:37:05

Dodge wrote:
jasonrohrer wrote:

Separate from finding other villages, what about finding established oil wells?

Just follow the magic line close to the nearest ginger village

That definitely doesn't work. You'll just find untapped and exhausted wells. Most families are only working one well at a time.

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