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#51 Re: Main Forum » The mono diet » 2018-06-06 20:26:30

Rebel wrote:
Spockulon wrote:

. . .

had the same idea, you could have it act kinda like a "food well" where adding multiple different ingreds increase its food points and people can use a bowl to grab x amount from it.
and I have mentioned before about a barrel that acts the same way as the current wells were you fill it up with flour (EG, make flour in a bowl, put flour in a bucket, when its full, put in a barrel)

Also, on the to the topic of food storage and preservation, if different foods had different "Rot" speeds, EG berries rot really fast but higher tech food like pie rot slower would give people more of a reason to make it. even if carrots lasted a little bit longer then berries meaning they were better for early game traveling people would probs grow them?
you could really play around with this, it would add value to different types of food. on another note, the game is about advancing the tech tree, if you give berries no recipes and corn loads then it would feel like progression, thus early game berries would be good but once the tech level where they are no longer the meta as higher tech food is available, something as simple as needing a certain tool to farm corn, where corn loads better than berries.

Yes, that is how I picture it. Come to the soup pot with your bowl, say hi to a few fellow villagers, bond for a moment over food before returning to work (just like, IRL).

I like the idea of barrels for food storage. It would sure beat the heck out of having 4 bowls of flour laying around. It would make the baker's job quite a bit easier, and could even lead to a "supplier"-type job role in the community.

I also REALLY like the idea of rot speeds. Maybe the foods higher up the tech tree should receive this a bonus. Having the berries rot faster makes sense (just like IRL), where as carrots and corn would stay good for quite some time.

I know this would seem like another addition to the "decay" process, but I think it would stop people from spam-picking berries and leaving them all over the place.

Maybe if the food is stored in a barrel the rate of decay is significantly decreased? Another great idea would be for the barrels to be immoveable while they contain food items, to reduce the potential for griefing.

#52 Re: Main Forum » The mono diet » 2018-06-06 19:41:39

Anshin wrote:
jasonrohrer wrote:

Cabbage is for sauerkraut, and you need to make a kraut board and crock, and find some salt.  But WHY?  What's the niche?

Niche= Awesome food. Because sauerkraut boiled for a couple hours with bacon, then eaten on rye toast, is fantastic.

Maybe it's just this? We humans enjoy different foods, just for the simple joy of it. I'm sure this ties into the concept of palate fatigue, but our species is so easily captured by novelty, that sometimes we like something simply because it is new or different or our favorite.

#53 Re: Main Forum » The mono diet » 2018-06-06 18:51:15

There are two thoughts along this topic that I want to offer:

1) Communal Food Sources - Someone on the forum mentioned stew and it got me thinking. In small communities/tribes it's not uncommon for meals to be shared among the community. They gather at the same time around the fire to bond over a meal.

I think this could work well in the game. It would bring players together, overt a communal food source. We already have so many ingredients in the game that would make stews or soups.

Here's how I picture this: Smith/Craft a large pot (iron/clay?). Pot must be placed over a fire and filled with water. When the water boils, ingredients can be added (carrots, onion, rabbit, mutton). Soup must be accessed by using a bowl. Meanwhile, the midwives/mothers have a place to gather and an opportunity to see others players more often.

2) Food Storage - Food storage is a bit difficult in game currently. It's not impossible. 3 pies to a basket, 4 baskets to a wooden box/cart/chest = 12 pies stored. But this is not nearly as efficient as it could be.

Food Storage has been a HUGE FACTOR in human history. We have invented multiple methods of food preservation hat do not require refrigeration. Throughout history we have built structure to store our food (like granaries), and kings have taxed their subjects in food.

We need some efficient form of storage. There would be more of a reason to continue farming after a village reaches "peak food". it would allow long-term planning and could help prevent famines in more developed villages.

#54 Re: Main Forum » Baby Codes Help think em up » 2018-06-01 22:56:27

Alleria wrote:

. I feel like that anti-q = griefer. Let's be honest, you've gotta be a special kind of idiot to abort a Q baby...

...

X means you've been in that location before, don't use it for anything else.

...

If you're not a smart baby, often you'll just die (not follow etc). but if circumstances permit, even if you're a bad baby, I'll train the fuck out of you.

I think that what this comes down to is the constant debate over the best/most efficient playstyles. Some people are very much attached to their own ideologies. When a baby types "Q" they have no idea whether this forum person is someone who matches their playstyle, is one of the famous forum griefers, etc.

It doesn't bother me too much, because I often don't use "Q". I'm pretty adaptable and will try to fit myself in wherever I am comfortable.

...

I've never used "X" for that! I'm going to try. I usually type "BH" or "B".

...

I agree about this. If I'm Eve or in a small camp, I've got shit to do!! If baby doesn't follow me, baby has a great chance of dying of starvation. I'll try my best to save them if they show me they want to live or want to learn. I usually give them a few chances and try to figure out how experienced they are.

If they are constantly clicking out of my arms, run away multiple times after being put on a good temp square, or spam "F", I don't usually bother. They end up being trouble mostly.

#55 Re: Main Forum » Baby Codes Help think em up » 2018-06-01 21:59:28

YAHG wrote:

I don't use Q myself but I will tell people my forum name if they use Q. I just keep all the babies anyways, keeps it challenging smile

Interesting! I've taken to trying to make my "last words" my forum name. I don't know, it's a little ego boost here and there when you make it to 60.

Maybe...

"L" for leave (leave me here, its a good temp) -or-
"T" for temp

"E" or "X" for explore (please give me a tour of our realm)

I'd like to be able to let my mom know that I'm smart and capable of following her when she needs to carry something/baby or perform work. I haven't figured out a good way to get that one across.

Can't use "F", that's for "food"

Maybe "W" for walk (I'll walk behind you); "D" for duckling (I'll follow you like you're mama duck); maybe "G" for Go (you go, I'll follow)?

#56 Re: Main Forum » Baby Codes Help think em up » 2018-06-01 21:38:35

YAHG wrote:

Babies only type lil messages but sometimes you got shit to tell your mom to help them out

Some I think are good:

w (warm): I am on a good tile and am warm here. Mom can know you can last longer between feedings so can forage etc better

bh (been here): Know area perhaps if you ask me where something is I can direct you with cardinals

N
S
E
W

Cardinals are good using them with other codes can help direct people to things they missed

Z! or IZ (zoom scout): I have zoom mod on and I can see really far, let me help you find shit

p (pond) : Baby maybe tell you pn for ponds north etc

n or n? (name me please): Obvious, ALWAYS name a baby even if you don't want to keep it. Someone else might
feed it and it is good when the killers have names to identify them instead of blonde guy..

Might conflict with north? maybe use up for north?

Repeat grabs (You need to get this now): I sit in front of fruited cactus while my Mom doesn't pick it or they are not doing some
crafting correctally and the error is obvs. You can help an Eve a LOT as a smart bby.

Q is still good one, helps them know you are interested in working together..

Maybe you know some good ones, being a high energy baby can keep your Mom and you alive <3

Be careful with "Q"!

I've been killed as a baby for saying "Q". There are some people who believe that we on the forums are trouble-makers or bad players and they will just off us the first chance they get.

#57 Re: Main Forum » Goodbye wells near the baker, berry/wheat/milkweed farms. » 2018-06-01 18:52:03

sc0rp wrote:

There is annoying bug with buckets.  If you take a bucket of water, then take one bowl out of it to water a row, it becomes completely useless with deep wells, cisterns etc., until you empty it completely. There are large chunks of water and there are small chunks of water and you cannot interchange them. Also you cannot take water from cistern with pouch or bowl anymore. Cistern works only with buckets. So if you have full deep wells and full cisterns and somebody took a bucket for bulding another deep well, you're screwed. You need to plant and water milkweed for rope to make another bucket, but you cannot water it, because you don't have bucket.  You basically drowning in water, yet you die from thirst.

New griefing option: use all buckets to make deep wells. If you build enough, village will starve unable to water crops. I stumbled at this accientally.  Shallow well dried out, so I tought I'll be helpful by building deep well out of it.  Then spent the rest of my life planting milkweed and long distance watering it.

I believe that its possible to get thread from wool now? I don't know if its possible to turn that into rope or not. It sounds like it may not have helped in this particular situation, as sheep tend to be a more advanced tech anyway, but important to keep in mind.

It is annoying to have to remove the water from the cistern with a bucket. To me the cistern looks like the bowl Harry Potter force feeds Dumbledore potion out of in the sixth movie/book. If that's the case, it cant possibly hold a whole bucket of water realistically.

#58 Re: Main Forum » Goodbye wells near the baker, berry/wheat/milkweed farms. » 2018-06-01 17:44:31

Stankysteve wrote:

I haven't heard about the cisterns. Having them hold more doesn't change anything though. Communication is difficult in this game. Teaching is one thing but coordinating people to stick to jobs after sound impossible. And that's assuming everyone is willing, able, and knows how to cooperate - in a place where people actually have carts and baskets around because they all didn't rot during the previous generation. Your simple solution sounds like a utopia.

I believe the cisterns hold quite a bit more now.

Others have been saying that with the introduction of the new food sources (especially popcorn bowls) there has been less stress placed on feeding so that players are now feeling that they have more opportunities to communicate with each other.

Additionally, I believe buckets now hold 10 water, which you need to use a bowl or pouch to access. But, in this way a cart with 4 buckets can hold 40 water. Just ONE cart!

Maybe I'm just excited to have a change of pace in the game. It felt stagnate to me these last two or three weeks. That could be clouding my judgment a little, making me a little too optimistic.

I'll give this a try if I get a chance, and I'll report back with what I find

#59 Re: Main Forum » Goodbye wells near the baker, berry/wheat/milkweed farms. » 2018-06-01 16:21:47

Stankysteve wrote:

I bitterly hate this change to wells. With boxes and baskets rotting, clutter was already getting ridiculous. Now you're telling me the only wells we get are from the few ponds that the camp originally built their farm around? So the bakery, milkweed wheat, berry farms, and composting area are now limited greatly in size and ability to expand due to overlapping with other water based work stations. The amount of discord, and clutter resulting from "realistic decay" is getting a bit too frustrating for my taste. Coupled with this change that will condense camps in a Especially in a game about teaching and legacy.

Biomes need to be far more intermixed, or ponds need to start generating in more then just swamp biome. I've had so many rotten eve runs today where I've made all basic tools, taught my kids how, and then died because I could never find a place to start a camp.

The advances in technology were supposed to allow us to tame the wild more. Instead we've gotten changes to game mechanics that have taken us out of nice big towns with walls, buildings, bear rug floors, boxes and baskets, and back into the cold naked wild, with single tile items taking up whole screens of space in multiple directions making mundane tasks like smithing, baking, harvesting a huge effort, wasting plenty of food and time simultaneously -  Even if the changes to wells was undone, we'll never get those towns again with the decay and rot mechanics now. Why even bother.

http://onehouronelife.com/reviewServer/ … w&id=12210

Hey, I feel you. I read on another thread where you said that you felt camps and towns would be relegated to "crappy swamps". I agree we will see more of this and I understand your frustration with it.

I've been an avid fan/player of sim, tycoon/management, and city-building games since I was a kid (still remember how excited I was for SimCity 2000). When I'm building something, I want to be proud of it, and I tend to have perfectionistic tendencies.

I'm hoping a good solution for now is to designate players to make water deliveries from the wells to cisterns placed at the workstations. The cisterns received a buff too, I believe.

I think it might be a realistic solution for now.

#60 Re: Main Forum » Corn??? » 2018-06-01 05:09:30

YAHG wrote:

https://kazetsukai.github.io/onetech/1121-Popcorn

I can't find the code for bonus food. Every time you eat something you get an extra bit of food on top of what the
item gives you, supposedly it used to be 3 now it is 2. People tell me it is called mr.prettyniceguy or something similar.

If we do not cook the corn it gives only 3 base food, so it like a berry but you still get 4 of em. Cooking them just requires
bowls and there does not seem to be corn pie.

https://kazetsukai.github.io/onetech/1107-Teosinte

Corn comes from this plant

Ppfffffbbbbbbttt LMAO

SAY corn pie like 10 times fast out loud.

Funny as hell ?

#61 Re: Main Forum » The Ghostly Griefer. » 2018-05-31 17:36:21

breezeknight wrote:

the 13% of killing taking place in your lineage doesn't meet the 1% analysed by Jason

sigh

*facedesk*

#62 Re: Main Forum » If your a new player, DO NOT LISTEN TO THE FORUMS. » 2018-05-31 16:08:33

I've been playing a few hours a week for around two months. I've been murdered only a handful of times, and only a few of those were legitimate griefers. More often than not I was killed over miscommunication or a misunderstanding.

Reasons I've Been Murdered (in-game, of course)

*mom named me after a former griefer, village didn't trust me;
*tried to stop my mother from killing our town's queen (she was a fantastic queen), mother saw me warning her and killed me a minute or two later
*once I was killed for running into town with a knife in my backpack, apparently there had recently been a murder, but no one saw the perp
*been killed for being too old (some people believe elders should suicide to not waste resources I guess)
*got killed for running away from a bear and accidentally bringing it too close to town
*been killed for being a baby of the "wrong gender" (killed as opposed to being left to starve)

In only a few instances have I been killed "just because".

#63 Re: Main Forum » Jason the Hypocrite? Undecided developer? Vision change? » 2018-05-27 16:26:50

BREAKING NEWS ALERT!

Jason Rohrer discovered to be human being...

Updates to follow...

#64 Re: News » Update: Families and Funerals » 2018-05-26 19:21:13

Aname wrote:

can you write something on the gravestone?

Here lies our deadbeat mother, who we murdered for picking the seedn row. RIP


LMAO!

#65 Re: Main Forum » When will bell feature be introduced? ¯\_(ツ)_/¯ » 2018-05-24 21:37:00

That's pretty much how Jason has stated he wants the bell towers to function. He has brought up the concept of multi-generational pilgrimages frequently in response to this topic. I believe the changes Jason did/is/will implement will allow the bell tower home marker to automatically carry from Eve/mother to baby upon birth. But, Jason, it seems, doesn't necessarily want us to be able to reach the bell tower within our lifetimes. This has happened to me as well.

#66 Re: News » Update: What Grave is This? » 2018-05-21 19:41:11

jasonrohrer wrote:

...

More ways to decorate graves, etc, are coming in the future.

This, I am pretty excited about. When I think of that 10,000 foot, top-down view of humanity I think grave sites stick out as a concept that is prominently important to humans throughout history. Tombs, religions, pilgrimages, tradition. It gives us another cultural facet to play with.

#67 Re: Main Forum » Cacti Kingdome » 2018-05-19 18:46:20

No.

Snek god came to claim those souls which are rightfully his.

#68 Re: News » Update: What Grave is This? » 2018-05-19 18:30:33

Trip wrote:

While I get the idea you're going for, I feel like the graves should be able to be moved once without destroying the information.  Being able to make a graveyard just outside of town, rather than simply having piles of bones around, seems more appealing. 

And I'm sure it really goes without saying; fantastic work on this game.

I agree!! I had a very fulfilling life once as our town undertaker. I believe it actually might have been in [F/D]ucks - town. I built a little graveyard next to the stone storage room with the locked door. I planned out aisles and rows using flat stones as walkways. It was beautiful and I was very proud of my accomplishment. I was very diligent in trying to keep family graves together.

The ability to move the bones without losing the information would enhance this experience. I can understand if there are coding and logistical issues with this however.

Jason, am I correct in assuming that, under the grave system we are asking for, each grave would be it's own unique object in some way? I'm not sure how this is implemented in coding (again, all I can offer here is input from the perspective of a player/end-user, as I know very little about coding. My specialty is in game theory and logic anyway). I remember a recent conversation in regards to the decay system about potentially adding object properties. It seemed at the time you were hinting that would be quite an undertaking. So I can easily imagine how generations of graves on the same server, each being unique, could cause server lag.

Perhaps the graves could still decay, as they do, but I'm unsure if that mitigates any of the performance concerns.

Additionally, Jason, I know you just gave us signs. Knowing the philosophies you are building the game around another possibility is to use signs as grave markers. Are they expensive? Yes. Can they be griefed? Yes, usually. But if someone meant that much to you in-game, doesn't that work and effort make your memorial to them even more significant?

As always Jason, I'm just happy to have a quality update where you have done your best to meet the needs and wishes of your players while maintaining a good in-game balance.

#69 Re: News » Update: What Grave is This? » 2018-05-18 23:06:25

Thank you, Jason! I'm still holding out for grave stones or memorials, so we could organize a cemetery if we chose, however this is a fantastic addition as is!

Finally, we'll have an answer to "Has anyone seen Mom lately?" LOL

#70 Re: Main Forum » who else keeps family trees open while playing? » 2018-05-18 18:58:35

I play on my laptop in full-screen mode, but I keep both the Wiki and the family trees on my phone while I play.

#71 Re: Main Forum » Bug bounty » 2018-05-18 18:48:59

FounderOne wrote:

I just got twice the invisible bug while picking cactus fruits right next to me was a basket.
No bouncing.

It's interesting that you mentioned cactus fruit, because after my  invisibility bug, several of the cactus around me "lost their fruits", which is to say that several already fruiting cacti (fruits on top), suddenly appeared to be "picked" or empty. Upon traveling a screen away and returning to the spot, the bug had fixed itself.

#72 Re: News » Infant Mortality » 2018-05-18 18:36:20

Jason, thanks for the chart! Looking at the dips in life expectancy for infants, I can actually correlate those dips to periods of time I stopped playing out of boredom and frustration, caused by griefing and infant culling.

#73 Re: Main Forum » Bug bounty » 2018-05-18 16:01:40

jasonrohrer wrote:

I've been looking at server logs of this bug, and I don't see anything amiss server-side.

I've also never seen this happen on my end when playing the game.


I'm wondering if some people are just experiencing true network outages, where messages from the server pile up for a while and then suddenly go through.  This game is built on socket connections, so dropped message are pretty much impossible, because the stream of data is guaranteed to arrive in order or not arrive at all.  But the stream can get backed up if the route breaks temporarily.


Anyway, I still haven't received anything from anyone.

I guess this means that it's not that big of a problem?  I don't hear many complaints about it.

I can only speak for myself. For me the bugs are an issue, but not often a "game-breaking" one. I had this exact bug last night, but it had happened to be around middle age. I had attempted to pick up a basket, and simply bounced up and down for about 5-10 seconds. Afterwards, my character moved, but did not pick up the basket. This is only the second time I have encountered this bug. As it happened in middle age, I did not report it to you, Jason, because I know you are specifically looking for instances where this bug occurs at the beginning of the game.

Around the time this bug first appeared, I started noticing the "temporarily invisible" bug and real lag/loading issues when reborn (starting a new game takes forever now) .

I've checked on my end, restarted my laptop, ran some simple diagnostics, updated drivers, and tested my network. I can't find any indication that it is caused on my end, but I acknowledge that's still a realistic possibility.

#74 Re: Main Forum » Hey Earthmans, Alicia here » 2018-05-12 20:30:32

karltown wrote:

From the look of the family tree, I guess things aren't going so well... what with "Peter Murder" and "My fam is all retarded".. http://lineage.onehouronelife.com/serve … el_id=8834

Ah well, what can you do. I just want to say, Babushka, (baby) I love you very much. I hope you took care of the knife I gave you and helped stop this "Peter" fella. Curious to know who became your heir.
Yeah, I know. Our fam pretty much sucks.
Just make sure you avoid the "cunty" ones and stick with the ones you love. Which is why I'm writing this out to my fave earthmans, (Aurora, Sandy, My unnamed granddaughter, Green, Tina Boots (whom I pied with in a previous life) and of course my two gals Babushki and Fire.) and not to Peter.

Stay cool, ma dudes! wink
Ily all

Ah! I was Hope Earthman II. I only had one daughter, Hope III and my two boys ran off. I was our water manager for a while and transported water from the south to the wells and ponds near the farms. Ran into a real bossy farm master, so I told her she could do the water herself, and took over baking with "Ol' Man Baker" and Sandy (your mother). When Ol' Man Baker died, he gave Sandy (who was a diligent and hard worker) his knife. Then Luna came, in her blue sweater and hat, to our village and murdered a baby boy. Sandy was an excellent guard and she took immediate action, killing Luna swiftly. I picked up Luna's knife, put it in my backpack, and went back to baking pies.

Sandy was a natural leader, giving guidance and direction in an authoritative, yet gentle manner. We chatted often and I grew fond of her. When I grew older I decided I would give her my knife for safekeeping. Though we could have used another guard (we had some griefing issues) I trusted and knew so few of the others and had no living children. I informed Sandy of my decision.

She was kind. She reminded me that I wasn't so old after all. She suggested having some fun, but I stayed close to her partly out of concern that the knife might accidentally fall into the wrong hands on my death and admittedly because I liked watching her work and lead. She suggested I sit by the fire with the youngin's and teach.

When the time came she and a few others I was close to saw me off. She agreed to bury me in a beautiful grove of trees and built a small grave area with flat stones. I gave her my knife and we exchanged our love and fond farewells.

You guys had an awesome mom. It was a great life and family.

#75 Re: Main Forum » Family tree is pretty sweet » 2018-05-12 03:27:24

jasonrohrer wrote:

For now, I'm going to leave it as-is.... I spent almost a whole week working on it already!


Thank you Jason. It is a welcome addition! I think it will be interesting to see how this could change stories that are posted here in the forum.

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