One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#176 Re: Main Forum » MY Issues and Suggestions for the game from a new player » 2018-10-01 10:37:45

FeverDog wrote:

I couldn't get to that section in the tutorial for some reason.  I tried.  I'll try again....

It'll be the last room, following south of the torch room, with the quote "hmm...".

It should have all the resources to set up an adobe kiln/fire/pottery/bellows/tongs to start forging.

I still return there occasionally to hone my Eveing skills and checklist.

#177 Re: Main Forum » Heres a thing I made when I was procrastinating » 2018-09-30 22:31:07

Cute: A young red-head is looking nervously at the world she has to explore, arms tucked behind her back.

#178 Re: Main Forum » Quick clothing guide in bad biomes » 2018-09-30 12:47:51

100% agree with your analysis.

Wanted to add that to warm yourself to desert level with clothes in the green/blue, you'll need a total insulation of 67.3%. Happy to see the cheap early game options provide a set with 71.25%!
Changed, see Temperature Mechanics

#179 Re: Main Forum » MY Issues and Suggestions for the game from a new player » 2018-09-30 12:16:56

Fresh player input is super important! it's the single part of play testing that can't be recreated.

COMMUNICATION: Extending speech length as suggested would add to the game, no question in my mind. Especially with the surge of new players coming from Steam. Teaching and aging are core elements of the game, but don't have to be in such odds with each other. It's artistic to add one character per year, but more realistic and helpful to gain speech as described by Torston (and many of us before). I once thought that sentence length should be earned with survival, but unskilled kids need to ask their questions to improve themselves.

CRAFTING: Has anyone stayed without finding Onetech? Hardcore gamers need it, but I figure folks still get their $20 worth without it? What's very special about OHOL vs other crafting-heavy games is that there are no invisible recipe books needed you can learn all recipes by watching other players interact with objects in the game.

MECHANICS: Multilife covered WASD. Double-clicking is also a non-option for a similar reason, I assume.

BABIES: The code has an advanced baby-spacing algorithm, and I don't see much room for improvement. It's left on us to manage the high risk-reward resource that kids are.

#181 Re: Main Forum » My house too cold to live. Pls help » 2018-09-28 07:44:10

Izzytok had the old system figured out too.

#182 Re: Main Forum » My house too cold to live. Pls help » 2018-09-28 07:23:45

So, based on the code pertaining to heat...
each grid space holds a heat production value depending on what's on it (biome+fire+your person)
and a heat resistivity value (floor+walls+your clothing).

Heat sources dissipate their heat up to 5 tiles away.
And the more heat resistant tiles between you and the source, the less heat will get to you.
But also, having heat resistant tiles on the other sides of the source helps the heat find you.

OUTDATED

#183 Re: Main Forum » Let's lay some love down on Jason » 2018-09-26 16:42:08

Yikes. The pine panel discussion has a bustling separate thread for it.

As for the appreciation,
This game has that special social symbolic element to it, like many of Jason's games, but with an mmorpg foundation. His games are so touching that he literally got an art museum exhibit dedicated to one.

My biggest awe moment was looking over the heat mechanics code and seeing he implemented a Partial Differential Equation (2-3 years of college calculus) solver to numerically calculate your temperature every single time you move!
...scrapped for magic in v199 Heat Overhaul

#184 Re: Main Forum » Sheep pen/trash pit, counter intuitive for new players » 2018-09-25 16:54:30

While I'd like to see the addition of gates, any blocking tile should still work as a gate.

An alternative to greifable wooden fences could be wired ones, if you can make a pile of 5+ wire then string them to poles.

#185 Re: Main Forum » Steam: I've decided to do it » 2018-09-24 21:24:53

Support from me!

edit: cool, we can play off-steam still. But I'd follow the game regardless.

I'm glad you're getting to choose the markets your game is in.

Mathematically, increasing sales by working with Steam will temporarily grow the active player base to a new steady-state size. (modeled as dx/dt = sales - x*attrition rate, where x is the active player base). So Catfive is right about a deluge of active players from increasing sales, before it evens out again.

For us players,

steady state active player population = sales / rate of quitting

If we want to grow the player base, its our job to help new players not quit.
(Jason's job is increasing sales, and balancing the quality of the game against how many players he can handle)

#186 Re: Main Forum » Why Whites are Better than Blacks (ONLY in Ohol) » 2018-09-24 16:39:16

Are there any data crunchers who want to prove if female societies were better than average?
During the week of red-head towns, we all saw the longest lineage was 51. Any data on other red-head lineages? or on how the average lineage length compared to a typical week?
This is a great case study opportunity for the male/female debate.

(True, even with the hotfix, it sounds like lighter skinned groups are slightly more likely to have women than darker skinned groups for now)

Also a quick note that race=/=ethnicity=/=nationality/origin, as was mistaken at the beginning of the thread.

#187 Re: Main Forum » Still thinking about griefers. » 2018-09-13 21:11:00

jasonrohrer wrote:

...
Okay.... so here's the plan that I worked out.  What do you think?


1.  A more visible mark on cursed babies/people, regardless of whether they speak (black speech will stay, but I'll add something that cannot be missed visually).

2.  A global database that tracks players' total curse scores, shared by all servers.  This total score never decrements.  So our top player above would have 114, or whatever, forever.

3.  A current curse score that is also shared by all servers.  Getting cursed on one server makes you cursed on all servers.

4.  Your current curse score decrements at a rate determined by your total score.  As your total score gets higher, your current curse score decrements more slowly (more time as marked baby).  Currently, everyone loses one curse point per hour.  The new formula will be:

1 + ( totalCurseScore / 20 )^2

...

On top of Jason’s current proposal which helps assure bad players are noticeable, we still need help carrying out our intended punishment (exile). We also need fixes for massively exploitable game mechanics, and ways to reverse damages; otherwise the game is set up to encourage players who enjoy griefing and discourage players who enjoy the core game.

More specifically:

  • Starving evil babies is unnecessarily difficult. They can jump out of the mother’s arms and run to the nursery spot with other babies. There, they can stack with other babies and be fed with misclicks. I recommend cursed babies be layered to the back of all baby stacks, and perhaps nerf baby movement.

  • We need help cursing players that are moving or have complicated names. Options like “Curse you brother/murderer/[null]” to curse the closest brother/murderer/anyone. If the ambiguity is a problem, and you really want us to kill them to see their name on the bones, we’ll need help killing greifers (see next bullet)

  • Killing greifers should be easier with groups because greifers rarely have teammates (just prevent twins+ if they have any curse score) and the non-violent masses are untrained in killing. For example, I like GreatShawn’s cleaner idea of helping someone put on armor. Also, send cursed players to the front of player stacks so they can be seen/ clicked on.

Other than that, I think Jason’s current implementation looks good;
The curse/murderer/victim stats show that most cursed players are killed way more than they are cursed — killing without cursing gives them a free shot at working evil in their next life. So the addition of memory with the TotalCurseScore helps point out mass griefers that were dipping under 10 CurrentCurseScore often, while still allowing innocents to redeem themselves.
Visible marks will help prevent griefers from being undetected — if you had only one life, everyone in your community would know you were evil.

#188 Re: Main Forum » This is how a berry farm looks like » 2018-09-08 21:16:46

I'm in large agreement with your original 3 wide column.
I'd point out that (depending on temperature) watering berries for 20 people would take about 4-6 deep wells very close by --- the closer the better.

When tending big farms, my body gets in the way when clicking above, so I'd prefer to tend berries from the sides, meaning the berry farm should be a tall/vertical. I'm a fan of 3x5 because it fits on a screen, but imo 3x10 wouldn't be bad, so long as it's near water.

#189 Re: Main Forum » Tired Of Berries » 2018-09-03 17:49:27

So the question becomes: What should we farm instead of berries? What food can you farm with less hassle? Why do nice players get stuck trying to keep berries alive?

Feeding people takes work, and the quick turnover of the berry bush speaks volumes to its usefulness for kids, yummers, learners, and composters. As a centerpiece to civilizations, berry farms fall victim to group think, so taking care of them is a courageous act of altruism.
I hope there's a better food source, but I don't know of one aside from high tech milk.

#190 Re: Main Forum » How much does your food cost? » 2018-09-03 17:34:37

Bump my favorite food meta topic!

I'm not convinced of water being abundant;
Update 127 and 159 came with a water nerfs of -33% then -20%, and I've seen many cities bouncing between dry wells.

Therefore I'm a fan of milk/dairy (in theory; milkweed for buckets and such are a cost), ~and skimming this data I don't see a clear contender for 2nd place.

I did some preliminary maths on carrying capacity with regard to local water sources.
What are the implications of this on keeping our lineages alive?

#191 Re: Main Forum » How to pley » 2018-09-03 06:05:28

This topic was an entertaining way to review WHAT NOT TO DO. Great job detailing some of the many behaviors that are inefficient for productivity.

While these won't outright ruin the game, imagine how frustrating it is to see these behaviors when you want the community to play efficiently.

Also, this topic has nothing to do with Pein's play style. There's no reason to reply with hate.

#192 Re: Main Forum » Soil = Sustainable Lineage: Composting Guide and Maths » 2018-08-26 16:41:26

Some early, very rough numbers on the age-old question of carrying capacity.
see non-rounded iron numbers in new topic

With the Newcomen Pump, iron is the limiting factor.
1 iron produces about 15,200 food worth of berry and pie
(ignoring axe/hammer uses for cooking pies and forging ~0.1+ iron, which would push it to ~13,800 food per iron)

Noting that recycling broken tools reduces iron consumption by 1/2 long-term:
0.5 iron = 1 shovel =~ 40 shovel uses
0.5 iron = 1 hoe =~ 50 hoe uses
0.5 iron = 1 axe =~ 100 axe uses
With the Newcomen Pump, 1 axe use = 40 water (neglecting the background tool usage to keep a central fire)
Therefore 1 water = 0.000125 iron

Looking at the first row of the RREF matrix, and ignoring skins
1 soil + 0.0597 pies = 0.0875 hoe uses + 0.1194 shovel uses + 0.3093 water = 0.0023675 iron + 0.3093 water
1 soil + 0.0597 pies = 0.0024062 iron
1 iron = 416 soil + 24.8 pies

spent on berries 1.052 iron = 14,560 berry food + 1,488 pie food
1 iron = 15,200 food (eating berries and pie)


~ ~ ~ ~


Here i'll assume the limiting factor is water (rather than labor or iron). So the question becomes:
how much food can be produced sustainably with the water renewed in a well?

Numbers:
Deep wells produce 53.33 water per hour on average (20 in a drought)
Update 175: Deep wells produce 5.714 water per hour, (still 20 water/hour minimum once emptied though)

Update 178: All groundwater regenerates 1 water per hour on average. (Well technology increases reserves only.)
Newcomen Pump creates 40 water per 1+ kindling or 1+ axe uses

With no clothes we consume about
1800~746~433~178~163.6 food per hour depending on the climate:
extreme~wetland~desert~jungle~ideal

A full compost cycle with the remaining soil going into berries (for simplicity) yields about
820 food pips (with no yum or overeating)
using about 22 water

Wetlands

{(20 WaterPerHourPerWell/ 22 WaterPerFarmingCycle)*820FoodPerFarmingCycle}/746FoodPerPersonPerHour
=1.00 people per well

22 WaterPerFarming Cycle * 746 FoodPerPersonPerHour / (1 WaterPerHourPerWell * 820 FoodPerFarming Cycle)
= 20.5 Wells per Person

Desert or a population clothed to 67.3%

= 11.6 Wells per Person

Jungle

= 4.8 Wells per Person


these are ideal cases, with all water going straight into an ideal compost cycle and food production with adequate labor and no waste
~~~DontBlameMeIfYourVillageDies

#193 Re: Main Forum » Paper Message Recommendations? » 2018-08-24 20:02:06

Examples on my mind:

  • x resource x direction, ... z resource z direction
    (rabbits, bakery, forge, compost, other village, tailor, medic, etc.)

  • Read xyz forums

  • We are nomadic. Leave extra girls by ponds to start homes.

  • Tend home if childbearing. Gather from far if male.

  • Keep oven, compost farm, and sheep together for pies.

  • Keep all babies; disperse if overpopulated.

  • Priority order is survive, compost, yum foods, gather, build

#194 Main Forum » Paper Message Recommendations? » 2018-08-24 19:48:28

betame
Replies: 10

Papers are a great gift for placing forum knowledge into the game for all players to see. Valued for advice, laws, correspondence, culture, history, rp, and art, they are typically created by skilled players (us tongue) who are trusted with a knife. The best messages will hold their meaning if moved, or their environment changes. And the most useful will directly improve the village’s future. Using up to 60 characters,

What would you write?
What notes have you appreciated?

Great discussions out there, more to come hopefully:

#195 Re: Main Forum » Sheep pens are the arteries of your town. » 2018-08-24 11:50:56

Yes right on! I've seen this in a couple towns which made compost go to sh...
One fertile sheep left alone will fill about 6 other spaces with its lambs before they start decomposing. Then you need a couple extra spaces for dung production. Any less space and you have to clear the artery before pumping anything out.

#196 Re: Main Forum » Soil = Sustainable Lineage: Composting Guide and Maths » 2018-08-24 09:35:05

gabal wrote:

What is the proper way of disposing of dead lambs? I messed up the first time when I tried to learn composting when I filled up a trash pit that was the border of the sheep pen. I tried to keep the pen clean and I ended up ruining the pen. I really had no idea trash pits had capacity as I haven't seen a full one before that.

A common learning experience!
Trash pits fill up after 20 items are put in (usually there's at least 1 in already to prevent shoveling it)
Dead lambs despawn in 5 minutes, and can be placed outside of the pen if there's no space.
Dead sheep bones (once you take the meat off) despawn in 2 epochs, so those need to be carried outside of the pen using a basket.

Typically, pens need only 1-2 live sheep (unshorn=>fertile).
In an unkept pen with 1 sheep, about 7 spaces would be filled at all times;
1 new lamb leaves its parent's side about every 80 seconds. The new lamb dies in 1 minute, then rots away after 5 more minutes.

Managing space is essential so thanks for seeking knowledge in the quest to help!

#197 Re: Main Forum » Soil = Sustainable Lineage: Composting Guide and Maths » 2018-08-24 04:27:23

Glad to see the shared dreams of mass compost!


Blazier wrote:

There's a small mistake: in the "out" part for the compost cycle, you should also list that you get wheat grain, as you call it.

Fixed and credited, thanks Blazier!

#198 Re: Main Forum » Soil = Sustainable Lineage: Composting Guide and Maths » 2018-08-22 15:15:51

Thanks for the support y’all!


I did more math out of curiosity, looking at maximizing soil production at the cost of iron:
Even if you tilled plots twice instead of once where possible you would still need about 1/4 of your plots dedicated to composting;
(double tilling with 3.18 soil returns 21 soil for 2.53 hoe uses
v single tilling with 4.25 soil returns 21 soil for 1.47 hoe uses)

Ultimately, the 1/5 v 1/7 minimum doesn’t have a big bearing on the decision of whether to compost or not; the more the better for the farm’s stability! And the decision to sacrifice 1 tilling to save 1 soil still exists when planting many crops.


sanchez wrote:

also horse carts help

YES TRUE!!! Horse riders greatly expand the radius for resource collection. If they’re not busy getting mineral/wood they could easily get soil faster than composting. I have trouble guessing at what radius it might become inefficient to search for and collect the soil.

#199 Main Forum » Soil = Sustainable Lineage: Composting Guide and Maths » 2018-08-17 12:40:09

betame
Replies: 13

TL;DR: CIVILIZATION IS SOIL. Making soil takes water and a little iron. Oh, and the byproducts are clothes and pies! So PLEASE COMPOST LOTS!

Many family lines are still dying/struggling from famine, or struggling to get the building supplies they need. I’ll explain how to complete a full compost cycle and how it solves these challenges. Every city must compost (so you’re not saving any resources by ignoring it), and going low on soil backs up many other projects. In fact, over 1/5 of your plots must be allocated for soil replenishment. By making soil, you also create mutton pies and clothes from a bit of water and tool uses with zero other costs to the city.

Agriculture allows for civilizations to centralize and accumulate goods. Steel age farms utilize composting so you don’t have to go far for soil. Plus having soil also saves you long trips for rope, baskets, skewers, and wood by planting them at home. The only thing you need to leave the city for are other minerals.

Taking into account end game problems of finding iron, I worked out the maths for a sustainable farm that uses as little iron as possible. Some linear algebra of the full composting cycle shows that investing 4.25 soil returns 21 soil as well as 1.00 sheepskin and 4.00 pies, but costs only 5.18 water plus 1.47 hoe and 2.00 shovel uses total. Thats 494% more soil than the cycle began with! Or over 1/5th of your plots dedicated to composting.

I recommend using the extra soil on low-iron milk from corn, or on berries*. And of course the extra soil can be used for diverse foods for increasing your YUM! You can even grow straw hats which don't rot (yet).
*One compost brings enough food for a whole hour life, if the 16.75 soil produced is spent on berries - with the pies, 800+ food! (with a cost of about 0.05 iron). -Math here

Compost is made from 1 wheat, 1 water, 1 dung, and a bowl of 6 berries and 1 carrot.
The ingredients’ cycles are explained below, also functioning as a tutorial for new players / beginners.

Berry Cycle

In: 1 soil, 1 water
Process: Place the soil then water on a darker bush. Pick the berries from a nearby bush.
Out: 7 berries

Carrot Cycle

In: 8 soil, 7 tillings, 7 water
Process: Water 7 plots of carrot seeds. Harvest 6 plots and use the seeds from the 7th to reseed new plots.
Out: 30 carrots
*recommendation: If people are eating the carrots too much then do this cycle in small chunks; carry/hide your seeds and carrots

Sheep Cycle

In: 6 berries, 1 carrot
Process: Feed a bowl of these to a hungry lamb. Slaughter it as an adult.
*neglecting to have the adult slaughtered/bones dumped will fill up the pen, preventing dung from spawning
Out: 1 dung, 4 mutton, 1 sheepskin (or use sheers to make it fleece)

Wheat Cycle

In: 2 soil, 1 tilling, 1 water
Process: Plant and water wheat, then harvest.
Out: 1 wheat ***do not separate until all compost ingredients are ready

Compost Cycle

In: 1 wheat, 6 berries, 1 carrot, 1 water, 1 dung, 2 shovelings
Process: Mash a bowl of 6 berries and 1 carrot with a sharp stone.
Place the harvested wheat near the pie station then thresh with a curved or straight branch.
Take the straw from the threshed wheat and place it where you want to make the compost pile.
*the straw has a 4 minute decay timer
Add the mashed bowl to the straw, then add water, and shovel the dung onto it.
Out: 1 compost pile (8 baskets of 3 soil = 24 soil), 1 wheat grain [ty for catching, Brazier!]

Pie Cycle

In: 1 wheat grain, 1 water, 4 mutton
Process: Grind the wheat grain in a bowl. Add water and immediately place dough onto four plates. Add raw mutton.
Out: 4 Mutton pie


Supporting matrix, rref using https://www.gcalcd.com/calculator/matrix/

soil   berry  carrot  grain   straw   dung   mutton    pie    skin    water   shovel  hoe
21	-6	-1	0	-1	-1	0	0	0	-1	-2	0
-1	7	0	0	0	0	0	0	0	-1	0	0
-8	0	30	0	0	0	0	0	0	-7	0	-7
-2	0	0	1	1	0	0	0	0	-1	0	-1
0	-6	-1	0	0	1	4	1	0	0	0	0
0	0	0	-1	0	0	-4	0	4	-1	0	0

RREF:
1	0	0	0	0	0	0	0.0597	0.2388	-0.3093	-0.1194	-0.0875
0	1	0	0	0	0	0	0.0085	0.0341	-0.187	-0.0171	-0.0125
0	0	1	0	0	0	0	0.0159	0.0637	-0.3158	-0.0318	-0.2567
0	0	0	1	0	0	4	0	-4	1	0	0
0	0	0	0	1	0	-4	0.1194	4.4775	-2.6185	-0.2388	-1.1751
0	0	0	0	0	1	4	1.0671	0.2683	-1.438	-0.1342	-0.3317

NOTE: This is as of June 8th’s Big Farm Update (v108) thru current version (175+)

edit 3 Sept 18: Realized compost has 8 uses instead of 4 (didn't see update in v103). I feel very silly for not having noticed this!
edit 24 Sept 18: Realized shovel is used twice when moving dung.
edit 19 Nov 18: Compost now has 7 uses.

Board footer

Powered by FluxBB