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#176 Re: Bug Discussion » Chopping White Pine Tree is not Hungry work » 2020-04-01 02:15:18

I had no idea pine trees were not hungry work!

So forests of pine (lumber, firewood) and maple (tools, kindling) are probably best?

#177 Re: Main Forum » Alternative game design instead of current restrictions » 2020-03-31 00:06:28

The thought I've had with respect to 'learning' things is family specialisation, where 'family' means the people you grow up around, or are born to.

It would modify tool slot restrictions, by allowing you to do the jobs that your parents do without using your tool slots.

The number of tool slots would need to be reduced for this to work, but it would allow specialisations within a town to be more realistic.

Something like: If you see a forge being used 10 times before you are 10, you don't consume a tool slot when you use it.

Probably needs to be younger than that, maybe 5 times before you are 3.

#178 Re: Main Forum » Big change incoming: animal attacks can happen on non-empty tiles » 2020-03-30 04:33:58

AlzWell wrote:
jasonrohrer wrote:

Also on the list this week:

If bear attacks are common, people can use fences around their towns to protect themselves, right?


So..can we shoot over those fences?


What a great question, I've never even thought to try it.

Ideally you could shoot over property fences and wooden fences, though I wonder what the impact to defensive fences would be (from other players).

Stone walls should not be able to be shot over, but maybe you could create a 'fortifications' stone wall that can be shot through one-way.

#179 Re: Main Forum » What is racism? » 2020-03-28 14:51:10

I've only ever heard Chav as an English (as in England) slang, backronymed to mean 'Community Housing, Aggravated Violence' (CHAV)

#181 Re: Main Forum » Big change incoming: animal attacks can happen on non-empty tiles » 2020-03-25 02:53:43

jasonrohrer wrote:

Also on the list this week:

A wearable quiver that you can click with the bow in hand to reload....

Wooo! does this replace a backpack, or in addition to?

jasonrohrer wrote:

But it's not like having bears running around the town was pleasant before, even though there were safe places to stand.

Unless you're saying that the town was so cluttered that there was no place for the bear to even enter?

Safe places to stand afford you time to deal with the bear, while still doing other things. If nowhere is safe it's a high stress environment for everybody until the bears are dealt with. Especially as an Eve, it gave you time to try and craft arrows while still feeding children and keeping the fire going. In a large town it gives you time to find the bow and arrow, and to talk to other people. If there are no safe spots then you won't have time to chat.

I think it will be good, but the potential for griefing is high.

jasonrohrer wrote:

If bear attacks are common, people can use fences around their towns to protect themselves, right?

The issue will be people luring them into town, more than anything else. Causing the bear to spawn and then setting them on the town.

#182 Re: Main Forum » Big change incoming: animal attacks can happen on non-empty tiles » 2020-03-24 23:57:36

Twisted wrote:

I do feel like Bear Caves might be to common now that there's no easy way to become immune to bear attacks. Two or three bears are enough to decimate a village, and each town has dozens of Bear Caves around it.

Was thinking the same thing.

Bear caves are *everywhere*. It will be very easy to hurt towns with bears now.

It's already a pain if you misclick when hunting bears or wolves as you run towards them (is there a keyboard shortcut that says "don't move, no matter what"?) but that has been manageable to date with bears because you just stand on an item and they path back-and-forth around you.

With this change hunters will need to kite the bears, probably carrying arrows with them and finding time to put the bow down and reload it etc. (would be nice to be able to reload your bow from your backpack without dropping it).

#183 Re: Main Forum » Question time » 2020-03-24 09:15:40

I really like the sheep herding/grazing idea.

To preserve balance how about:

Grazing sheep regrow their wool.

Fed lambs grow up and produce dung+wool.

Woolly sheep create lambs (as now)

Alternatively:

Fed sheep produce dung+wool+lambs.

#184 Re: Main Forum » Question time » 2020-03-23 02:03:35

Spoonwood wrote:
Cogito wrote:

Berries require no forethought, which is why it's a good thing they are so water inefficient.

They take 12 minutes to grow the first time, and then 8 minutes to grow after that.

I mean for the consumer. The food is just there, ready for the taking. As long as they have been tended (which I think is a mindless task, so everyone can do it) then the food on them doesn't rot or disappear.

Pretty much every other food source requires more commitment to maintain, at the benefit of being much more water efficient.

#185 Re: Main Forum » Question time » 2020-03-23 00:40:38

MrGold wrote:
Cogito wrote:

Berries are a stable food source, that are very forgiving to neglect and only require some mindless work every now and then.

If you use them efficiently (making mutton?) you don't need very many at all, but the cost is that someone who understand how to be efficient is tending them and maintaining food supplies.

Otherwise, when the game starts beeping at people they run to the berries because they know there will be some food there, and like a murder of crows they will strip the bushes bare.

No other food provides the same certainty of supply and immediate lifeline that berries supply.

Of topic but - can we get birds in the game? and a scarecrow to scare them off?


You also got milk you can get a lot over time buckets full of milk feed a lot just requires 1 dried corn so it's pretty good

This is my point though - you need someone to milk the cows, and get the buckets and the bowls and the corn and the water.

Then you need all the babies to know there is milk and that they should drink it first.

With berries, everyone just runs to the well and picks the bushes, and BOOM no death for me right now.

Berries require no forethought, which is why it's a good thing they are so water inefficient.

#186 Re: Main Forum » Question time » 2020-03-23 00:10:15

Berries are a stable food source, that are very forgiving to neglect and only require some mindless work every now and then.

If you use them efficiently (making mutton?) you don't need very many at all, but the cost is that someone who understand how to be efficient is tending them and maintaining food supplies.

Otherwise, when the game starts beeping at people they run to the berries because they know there will be some food there, and like a murder of crows they will strip the bushes bare.

No other food provides the same certainty of supply and immediate lifeline that berries supply.

Of topic but - can we get birds in the game? and a scarecrow to scare them off?

#187 Re: Bug Discussion » I think "HOMESICK" system is broken » 2020-03-23 00:02:03

It's seemed to work correctly for me so far...

I did notice a HOMESICK on my way back to town, when I got close, but that could either be getting close, or more likely I was home then not home on my path back.

But the emote only shows near the boundary, so it makes sense you see both near the edge only.

#188 Re: Main Forum » Constraints and Resource Scarcity » 2020-03-18 11:37:56

Coconut Fruit wrote:

So what do you suggest, Cogito?

No well formed ideas! The problem is that I really enjoy the game as it is, and it's hard to think of different ways of playing it.

In Factorio there are geographic features that you either can't remove or take a lot of work to change, and force you to work around them. We sort of have that with different biomes, but the impact seems low, it's not a very hard constraint.

Again in Factorio, there are resource 'patches' that you have to go explore and mine. Closest we have is oil and water spots, but the only infrastructure that is built is the well and maybe a road. For many resources, like sulphur and latex, a single person can go collect them and bring them back to the town.

Other ideas:

- Land that is better for farming, or farming some kinds of crops.

- Lakes/rivers/canals and boats.

- Grazing sheep that need to be herded from grass to grass.

- Blights/diseases destroying crops

- Ability to hunt and cook as a nomad

- Aqueduct system to bring water into the town

- Automation systems of any kind

Constraints and resource scarcity doesn't have to be purely environmental, and I think this plays out in many towns. The way you build today changes what and how you build in the future. I think that should be explored more, give us more ways of building roads, more uses for buildings, etc.

#189 Main Forum » Constraints and Resource Scarcity » 2020-03-18 10:55:20

Cogito
Replies: 7

Reading a few threads, a few people talk about the 'sameness' in the game.

It's possible to have different roles in life, but as a town or civilisation it seems that the ways of doing things have mostly been solved.

The meta is stagnant.

The pressures on a town seem to be similar in every town - establish toolmaking, sheep, farms, maybe make a belltower. Keep the water going. Find rubber and kerosene, eventually.

There is never a reason to do anything in a different way. It's not possible to set a town up in a place with abundant water, or iron, or some other resource. The only thing that seems to matter geographically is how to connect with other experts.

What I wonder is what resources *could* be constrained, or distributed in an uneven manner?

Water used to be like that, but I don't mind the current system too much - it makes finding things easier which is good.

For animals, you always go and get the animals and put them in a pen you built - no constraints there.

Farms are similar, but that's probably just because you can farm almost anywhere and it makes no difference.

I enjoy all of the individual aspects of the gameplay but a lot of the overarching progress seems locked on rails, racing to recreate the same thing over and over again.

I want each town I'm born in to feel different, and to feel different for meaningful reasons and due to problems being solved in unique and interesting ways.

For the moment, the problems seem to always be the same.

#190 Re: Main Forum » There are 28 new piles in this week's update already (aka, DOZENS) » 2020-03-18 04:58:58

jasonrohrer wrote:

https://edge.onetech.info/

So many piles.

By having a bunch of piles of different things around, you can create a real "market bazar" feeling.

This was in response to a reported issue.

Pile of worms, yessir.

Jason, in that issue you mention that hats are hard to create a stack for because of combinatorial issues.

What is stopping a stack from acting exactly like a ‘container-less’ container. Hats can be put into crates, so what’s stopping a stack of hats from operating like an invisible crate?

Obviously a different question from if they *should* stack but it as wondering about the mechanics of it.

#191 Re: News » Update: Known Homeland » 2020-03-13 02:31:11

Coconut Fruit wrote:

Well, actually I could trade some oil for an engine, it would be a fair trade... But only if I needed an engine. Too bad we use engines only to upgrade wells. Not worth wasting oil for diesel mining pick in infinite world.
Not mentioning cars or planes - making them, or even worse using them is considered as griefing.

The main issue there is you can’t disassemble them. I believe there is a big raised against that, and hopefully will be fixed soon.

Gingers also have fur coats and fish, but those seem more situational than desirable.

There are no alternatives for horses, and no alternatives to rubber (wheels for big carts in particular) and those are *very* desirable.

#192 Re: News » Update: Table It » 2020-03-09 03:46:45

DestinyCall wrote:

We really need a handwashing station in the next update.

Replace the apocalypse with contagious diseases. Only good hygiene or self quarantine can save you!!

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