a multiplayer game of parenting and civilization building
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On farms, eat from the least-full bushes first, and empty them.
In the wild, eat from the most-full bushes first, and try not to empty them.
breezeknight: After the big temperature update, yellow fever was handled as a special case in the "biome shock" code. But two days ago, Jason changed the way that "biome shock" works. It's possible that in the process the interaction with yellow fever got messed up.
Sounds like you might need to set your screen resolution to something different in the game's settings menu.
The screenshot you posted (but removed?) shows you've successfully started the server on your local machine! You're done! You're ready to play on your server.
To play on your server, do this step:
In the game client, connect to 'localhost'
If you ever want to shut down your server, in the command prompt window (the window with the white text on the black background) press ctrl-c. But you can leave it running for as long as you like.
Carpentry is easy, fun, and very valuable (and underappreciated).
I did finally learn blacksmithing though in my string of being men in new villages that didn't survive yesterday. Usually there are other people trying to do it and i don't want to be in the way. I was so proud of myself when I produced the villages first axe and shovel too
Congratulations! Well done. You should be proud.
The true heart of this game, in my opinion, is in discovering, learning, and teaching. Every new experience is a reward.
Yes. You'll probably have to figure out some of the important details on your own.
Snowmen will work like a cold fire as long as all the tiles in the building are desert tiles. If any of them are mix-matched tiles you just create a nightmare.
The heat behavior of snowmen is the same no matter what the underlying tiles are. Whether the biome tiles are hot, cold, or a mix, snowmen will cool down the air around them making hot tiles cooler and cold tiles colder.
Remember, your temperature is primarily determined by the biome of the tile you are standing on. It's affected by fires, snowmen, floors, walls, and clothing, but is not affected by the biome of any other tile, no matter how close or far away it is. The only biome that matters is the one biome you're standing on.
The temperature update changed the way that snowmen affect the temperature around them. They work like fires that contribute negative heat, BUT they only contribute to convection heat, not to radiant heat. That means that they will cool down the airspace within an building, but they won't cool you down just for standing near them.
This may be a bug. I suspect they are supposed to work exactly like negative fires, both for convection and radiation.
nerfsnowballsnow reported the symptoms here https://onehouronelife.com/forums/viewt … 486#p45486 and betame reported the cause here https://onehouronelife.com/forums/viewt … 489#p45489
I'll report the bug on github and I imagine Jason will fix it soon, although it's possible he intended this.
Generally speaking you make yourself a backpack and you make others clothes. This way you know the backpack will be useful while making sure the other furs are being useful too.
This is an excellent rule of thumb.
Kind of how like every Jedi makes their own lightsaber.
Can you change all the sprites in the game like this?
Yes.
Maybe next Jason can add penguins that spawn with diesel engines.
Good point, it's hard to tell. I was being sincere.
I appreciate the aesthetic Jason is shooting for by enforcing "if you want to die, you have to actually die".
I also appreciate the convenience of just dying right away when you decide to die rather than having to wait around. It's like waiting in line at the grocery store, and all you're buying is a pack of gum, and there's just one person in front of you, but they're paying with a check but they can't find their checkbook and then can't find their ID and then realize the total is more than they have in their account so they ask the cashier to take a few items out of the bag and and and and and AND YOU JUST WANT TO BUY A FRICKIN' PACK OF GUM
These two things are in conflict with each other. But IMHO the annoyance is small enough that I'm not going to ding Jason for dedication to his aesthetic. Much. Maybe a little.
I'm just saying. Convenience is nice, you know? And frustrating things are frustrating.
Esc + % to quit the game does not kill you, it disconnects you. While disconnected you'll eventually starve and die, unless someone is feeding you. But if you reconnect before dying, you'll simply rejoin your life still in progress.
If you disconnect, you can spawn a new life without waiting for your old one to die by manually choosing a different server to connect to. You'll still be alive on the original server, but you'll get a new life on the new server.
Cool. An actual opportunity for warfare.
When the server receives a malformed message from the client, it kills you. Awbz' client exploited this to allow you to kill yourself at will; when you press shift-del, Awbz' client sends the server a malformed message, and the server kills you.
The malformed-message-kill behavior was reported here: https://github.com/jasonrohrer/OneLife/issues/181 , and Jason responded that this was deliberate. I later noted in that same bug report that it was being used by Awbz' client to circumvent Jason's previously planned behavior for /die.
Thundersen raised the Awbz client "exploit" in a separate bug report, here: https://github.com/jasonrohrer/OneLife/issues/194 , and in that bug report referred back to my comments in the initial bug report.
Jason finally got around to considering whether that should be considered a bug or a feature, and brought the question back to the forum, here: https://onehouronelife.com/forums/viewtopic.php?id=5381 , and in that post he referred back to Thundersen's bug report which referred to my comment in 0ArturkA's bug report which discussed the root cause of the whole thing.
After discussion in Jason's thread, Jason decided on a new set of semantics for insta-death, and in the process changed the server so that it would disconnect rather than kill when it gets a malformed message, which disabled the Awbz client's insta-kill feature.
that's hysterical
Spoonwood, this news post is from July of last year.
This thread will explain: https://onehouronelife.com/forums/viewtopic.php?id=5381
Everyone.
wild lassos
lol
imagine a nomad family of 9 running with pine doors to find a suitable home to settle
lol
yaira, in your second picture the fire is outside your 8x8 grid and so it doesn't exist at all.
Somehow this discussion turned into "what do I do when I need to afk for a bit", and while that's a legitimate issue, I don't think it's really the most important consideration.
I don't think that raising the top is a good idea here. Only needing to eat once every 6 minutes.... that's pretty leisurely. Of course, if you're actually doing stuff in the game, you won't be able to hold that perfect temp. But the fact that it's possible even when naked, just with the small fire, means that bathroom breaks are totally possible.
So, yeah, raising the top is basically irrelevant, because it affects almost no one. It's nice to know, I guess, that if you're afk standing on a small fire you can be gone for six minutes as long as someone else feeds the fire every thirty seconds, but there's no practical implication for the game. People don't stand on fires, they work.
And while they're working, they're going to have to refill their food bar every ninety seconds. "1:42" isn't practical because if you wait until you're almost empty you will die due to random circumstance. And this is for an adult in the prime of life, and assumes that there's enough food available that they can fill their bar every time they eat. But very often given the food available your choices are to eat once and leave your bar partially unfilled, or eat twice and waste a lot of food just to top off your bar.
Also, the timing of when you eat is not always under your control. If you're foraging, you eat when you come across food. If you're working, you eat when your task can be interrupted. If you're in a village, you eat when your task takes you past the food supply, or when you can afford to leave your station and go to the food supply.
Backpacks, portable food, stockpiles, and food distribution networks alleviate these issues, and are welcome sights to see, but the point is that they are ways to relieve the pressure of an individual's food demand - and right now that pressure is very, very high.
Probably too high.
It's not impossible to get anything done because you are stopping to obtain food every sixty seconds... but it's difficult, and not much fun. A small buff to the bottom end, as you put it, would probably have a large positive effect on player enjoyment without significantly changing the role of clothing or fundamentally making the game "easy" (because yes, it's a survival game, you should be worried about dying!).