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a multiplayer game of parenting and civilization building

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#152 Re: Fixed Bugs » Sometimes not getting your mom's home marker. » 2018-05-15 17:16:39

My educated guess is that when the home marker of your mother is set by her mother (your grandma), you won't get your mothers (and grandma) marker.

#153 Re: Main Forum » milkweed watering » 2018-05-14 18:19:47

pein wrote:

it didnt seem to work for me, it allows to put stakes on any stump, you can water it but you cant remove it

I just tried, and I didn't manage to place stakes on a "bad picked milkweed stump" (being flowering picked milkweed).

pein wrote:

yesterday tried to remove one as it was next to sheep pen, but shovel worked removing it before, now not

The only stump you were able to dig up with a shovel before was a sapling stump, if I recall correctly.

#154 Re: Main Forum » milkweed watering » 2018-05-14 11:42:20

breezeknight wrote:

in best case one would need to be very fast & have already stakes & a shovel ready nearby, which sounds rather illusoric,
...

This feature is intended to be hard to execute.
We 'need' a way to remove stomps that will otherwise be there for a full hour.
With only a shovel needed, we get the whole "the berry farm is grieved" situation again.
That is why a more difficult recipe is added (which is pretty easy to do with multiple people, which encourages teamwork).

TL;DR This is just adding the berry-bush removal to milkweed.

#155 Re: Main Forum » milkweed watering » 2018-05-14 09:09:18

Lily wrote:

I have messed around with it, so I am not sure, but I think the new stuff is just to remove it. Like if you have the stalk in a bad location, instead of waiting for an hour you can put the stakes down, water it, then dig it up. It is kind of a pain, so people don't grief cities with it. I don't think you actually have to water them for normal use.

^This is the case. No need to water stumps, I don't think you can even water "bad picked" milkweed

#156 Re: Bug Discussion » goose » 2018-05-10 16:18:26

Can confirm there is still a bug going on today.
There is a way you can scare the goose in the water, take out water, which make the goose get stuck in his swimming animation.
You can fix this by manually adding water. (the goose will pop out of the water again)
I'm not sure whether the pond refills itself when it's stuck.
I´ll try to reproduce it.

#157 Re: Main Forum » [Disc] Biomes that you suggest » 2018-05-03 20:54:31

First of all, I know this requires a big overhaul of the terrain generating, but hear me out.

What if the map was circular and generated in a 'world-like' fashion.
A pole north and south, desert around the equator and a gradual temperature change.
The map would be way smaller, maybe a little easier to navigate since you know what to expect from a certain latitude.

You could even limit the number of eve-spawns on a world, that way, a world dies out after the last human dies.

#158 Re: Main Forum » [Disc] Biomes that you suggest » 2018-05-03 11:23:39

KucheKlizma wrote:

Biomes are nice and all, but it's already hard enough finding a good spot for a village without more RNG put into it, as none of the biomes is self-sufficient and you need all of them nearby.

The ideal village has indeed all the biomes nearby, but when adding more biomes this will no longer be the case
In this case, villages will have different items which will allow trade between them.
This would be awesome.

What is important in my opinion, is that you are able to sustain a village in these biomes.
Otherwise nobody will settle nearby them simply because they would die of starvation.

Right now, the only sustainable biomes are:
Swamp: because of the water you can use to keep your carrot farm going
Desert: because of cactusfruit that regrows and the temperature bonus that makes you eat less

The biome that often gets picked by Eves is Grassland. This may have some food to start with, but will quickly run dry.

#159 Re: Main Forum » Beer » 2018-05-03 08:29:14

Thank you for your suggestion!

Would it work the same as eating a mushroom? Would combining alcohol and mushrooms enhance the effect?
Let us know! There are plenty possibilities!

There is a special OneHourOneLife SubReddit for these kind of suggestions.
When you post your idea there, people can upvote it and convince Jason it should be added to the game.

Stay awesome!

#160 Re: Main Forum » We need a code letter! » 2018-05-02 22:35:48

@Dishehs I'm not sure what you are trying to proof here. We already know the 'Q-system' is not fool-proof. Many 'bad' forum players have used Q to trick people into keeping them (looking at you Joriom wink)

I wonder what would happen if we tried to change the code letter. How long would it take for people to get up-to-date?
Will some people still use Q only because they saw other people do that before?


As a last note:

Dishehs wrote:

I disagree with your opinion that people everyone on the forums is "good at the game".

That is not my opinion. I never said such thing, simply because it is not true.
What I do believe is that there is a positive correlation between time spend on the forums and knowledge about the game.

#161 Re: Main Forum » plague, sanitation, and bone needles » 2018-05-02 09:30:51

dejawolf wrote:

first of all, got to say i enjoy this game, but it seems weird that you specifically need rabbit bones from a cooked rabbit to make bone needles.
IMO, bone needles should be possible to make from any bones. the bones of your dead children for example.
smash the bones to pieces, and then use flint to chip bone needles.
second i think you should be able to eat raw rabbit, with a random chance of catching a stat-reducing disease, that can be spread through
your village from proximity. e.g temporary lower health, reduced speed, reduced nutrition from food...
or the ability to destroy the rabbit meat so you can get the bones.
also, i think milkweed needs to spawn more milkweed stalks.
it's a bit silly running around your entire life hunting milkweed so you can finally put on rabbitskin pants at the tender age of 59. (naturally you need a the milkweed for that firebow,
hatchet, hoe, rabbit trap... )
also, ability to use the yew branch to thresh wheat.

Thank you for your suggestions!
It would interesting to see mothers abandon their first child, just because they want to make a needle out of his/her bones...

There is a special OneHourOneLife SubReddit for these kind of suggestions.
Post your idea there, so people can vote you up when they agree it should be a part of the game.

(And also, everybody knows a yew branch is absolutely not fit for that kind of work you are talking about wink.)

#162 Re: Main Forum » We need a code letter! » 2018-05-02 09:23:15

Dishehs wrote:

It's a silly system, anyone can get the code letter so easily. You don't even need an account, just quickly glance at threads line this and your in. Why is this community full of so many elitist snobs.

I disagree with your opinion of "many elitist snobs in this community"
This is a simple way of telling your mother that you didn't just buy the game, spend some time on the forums and that you can be productive without much help from others, without spelling it out character by character (would be quite some work).

If you want to contribute to this discussion, please keep your post limited to saying "I think it doesn't work because you don't need an account and the password is too easy to acquire"

#163 Re: Fixed Bugs » Well making bug » 2018-05-01 20:16:15

I was not sure whether I should report this bug or not.
Secretly I really like to build this many wells.
It allows quick water access and farms tend to survive better when water is near.
It was an important factor of why we managed to keep the village running on server 1 (the one with the bell right now).
This once more shows how important water and water management is.

#164 Re: Fixed Bugs » Attacking shot wolf bug » 2018-04-29 08:25:01

Should be an easy fix to change the attacking shot wolfs current state to match the attacking wolfs state.
Add a transition for the attacking shot wolf to shot wolf and remove the current recipe where you have to pet the attacking shot wolf.

Unless there is a real reason why we need give the attacking shot wolf our blessing so it can die in peace...

#165 Re: Main Forum » Tule Decay? » 2018-04-28 18:05:27

YAHG wrote:
akoopatroop wrote:

This whole one-use nature thing feels very artificial to me.

That and I don't see what the point of it. Humanity isn't some scourge that lays waste to
everything wherever we go leaving it barren and lifeless, even if a number of people think
we are.

I think the point is to make you go search for solutions.
When starting a town, you can rely on onions, wild carrot seeds, fertile soil pits and, now also, Tule Reeds.
Once resources run dry, you will have to adjust to the situation.
This means creating a farm/bakery to ensure there is enough food, leaving carrots on the farm to make sure you got enough seeds and so on.
The result is an everchanging situation, which makes every playthrough feel different.

It might feel artificial or does not 'fully' reflect the reality (where reeds will grow back), but do we want a game that is exactly like real life?

#166 Re: Main Forum » update with the 666 bot » 2018-04-28 17:29:05

palisade wrote:

I bet he's rattling off the coordinates of towns he's discovered.

Jot those down and use the compass program to find them again. It'd be a great way of discovering towns and helping them build.

It looks like it outputs its current coordinates. It changed when he walked a tile southeast.
The first number (after the 666) looks like an increasing counter which displays his time alive (or client up-time).
I wonder why it actually moved (why southeast and not northwest?) and what it would accomplish given enough time.

#167 Re: Fixed Bugs » Mouflon Lambs » 2018-04-28 17:01:48

The only reason they can be caught on the rope is because their parent just got shot and they don't really know what to do.
Makes sense to me, I will adjust my opinion on this matter.
I would like that mouflon lambs would listen to my commands, but I fully understand why they wouldn't cooperate. wink

#168 Re: Fixed Bugs » Mouflon Lambs » 2018-04-28 15:50:33

It looks like mouflon lambs are a bit more restrictive than domestic lambs.
You can't re-rope them once released, that is the current state of the game (always has been), which makes this situation a mechanic.
I personally would like seeing this being changed to act the same like domestic lambs, but that is up to Jason to decide.

source: mouflon lamb and domestic lamb

edit: a word

#169 Re: Fixed Bugs » Possible sheep dung bug » 2018-04-28 15:41:29

Looking at the kazetsukai.github.io it shows a weird recipe that might be the problem.
You need to hold a lamb in your hand (which is impossible to get) to get dung in your hand and an adult sheep on the ground.

#170 Re: Translations » Dutch- Nederlands » 2018-03-15 10:19:59

Het klopt dat er inderdaad soms andere vertalingen worden gegeven. Dat komt vooral omdat wij in het Nederlands soms meerdere/andere woorden voor iets hebben. Nu is het een afweging van correctheid tegen consistentie.
obj_584.png
^ Dit is namelijk duidelijk een muts/beany.
obj_199.png
^ Dit echter lijkt er al een stuk minder op.
obj_426.png
^ Dit is geen muts. (althans, ik vind het er niet op lijken)
Dat is waarom ik voor de algemene term van Hoofddeksel ging. (die ene keer muts moet ertussendoor geslopen zijn.)
Er zijn meerdere situaties waarbij ik niet van consistentie, maar van correctheid uit ben gegaan (denk aan Dennen/Grenen).

Daarom dat ik nu ook weer voor correctheid zou willen gaan, vraag is alleen; Welke term willen we gebruiken?
Mijn mening/voorstel is: Wol = muts, Bont = hoofddeksel (er zit echt geen vorm aan), Wolf = ??
Als iemand er een goed voorstel voor heeft, reageer vooral! smile

jord1990 wrote:

Ik zag trouwens dat we anders denken over kleding maken van dierenvacht, Maar Persoonlijk noem ik het geen vacht meer als je het hebt over een shirt. Daarom dacht ik ook eerst om het vel te noemen maar dat klonk inderdaad ook niet lekker, dus misschien maar wisselen naar het bont noemen?

Helemaal mee eens, Bont is inderdaad de juiste term hiervoor, meteen veranderen!

#171 Re: Translations » Dutch- Nederlands » 2018-03-14 12:44:03

Volle vertaling is geschreven, nu zijn er nog mensen nodig die het willen proeflezen.
Hier vind je de vertaling en kan je suggesties/opmerkingen plaatsen

Alle hulp wordt gewaardeerd!

#172 Re: Translations » Dutch- Nederlands » 2018-03-12 22:14:22

Ik heb je een beetje op weg geholpen.
In een extra kolom staan nu ruwe vertalingen die gegenereerd zijn door algemene vertalingen, (bijv vervang alle "Sheep" door "Schaap").
Het vereist echter nog wel wat handwerk om alle vertalingen te vinden en de juiste grammatica toe te passen.

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