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a multiplayer game of parenting and civilization building

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#1 2019-12-07 03:21:17

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Update: Feast and Fixes

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New this week, for a belated Thanksgiving:  a feasting table, where you can serve yourself a whole plate of food.  This takes advantage of the recently-added food overflow system, and is the first food source that offers +40 in one gulp, giving you a huge buffer of time before your next meal.

I spent the rest of the week making a dent in the very long list of issues that have piled up.

You now have a separate directional arrow, at the top of the screen, when you hear a distant bell tower ring.  No more needing to dig up your home marker to follow the bell.  A bug in lingering home markers from the last life has also been fixed.  Some glitchiness in biome sickness have been fixed, along with an exploit that allowed you to plant biome-specific things outside of their target biome.

Eves were being spread out too far, because tutorial players and donkeytown players were advancing the next Eve position by accident, so that's been fixed.  This should bring everyone a bit closer together.  I Fixed a few confusing cases of tool learning (like when you're too hungry to use the axe, but learn it anyway). 

There was a huge inaccuracy in the way that average lifespans were being computed as part of fitness score calculations.  That has been fixed, which should dramatically reduce fitness score inflation, and all fitness scores have been reset back to 0.

There are still loads of issues left to fix, and I'll be focusing on those next week.  Thanks to all of the people who spent so much time reporting them.  Keep them coming.  If I don't know about them, I can't fix them.

Please report programming-related issues here:

https://github.com/jasonrohrer/OneLife/issues

and content-related issues here:

https://github.com/jasonrohrer/OneLifeData7/issues

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#2 2019-12-07 04:18:54

JasonY
Member
Registered: 2019-11-15
Posts: 209

Re: Update: Feast and Fixes

Tech updates when?


Need Content

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#3 2019-12-07 07:16:19

fug
Moderator
Registered: 2019-08-21
Posts: 1,130

Re: Update: Feast and Fixes

Absolutely hilarious the update is called feast and fixes but you can't make feasts due to a bug.

Whipping cream to butter takes one use off of a bowl of butter.

Bowl of butter requires maxed usage to be put on the table. This renders players unable to actually make the feast table.

Issue has been posted for a few days already.

https://github.com/jasonrohrer/OneLifeData7/issues/519


Worlds oldest SID baby.

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#4 2019-12-07 07:42:18

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Update: Feast and Fixes

I don't find it hilarious, I find it sad to release buggy content that doesn't fulfill the promotion for the update.


Danish Clinch.
Longtime tutorial player.

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#5 2019-12-07 11:44:54

StrongForce
Member
Registered: 2018-03-09
Posts: 474

Re: Update: Feast and Fixes

Just transfer butter with a knife from one bowl to another and you good

Last edited by StrongForce (2019-12-07 11:45:11)


Baby dance!!

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#6 2019-12-07 16:30:57

Bearfut
Member
Registered: 2018-07-28
Posts: 22

Re: Update: Feast and Fixes

JasonY wrote:

Tech updates when?

Never, just minor game tweaks until he gives up on the game.

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#7 2019-12-07 16:43:55

StrongForce
Member
Registered: 2018-03-09
Posts: 474

Re: Update: Feast and Fixes

JasonY
Did you do the whole techtree already?
I bet you haven't made a Christmas hat.
Try looking at it like minecraft
Lots of smal patches then a big content update.

Fixing bugs is important since they would keep piling up.


Baby dance!!

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#8 2019-12-10 02:06:28

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Update: Feast and Fixes

StrongForce wrote:

Try looking at it like minecraft

jasonrohrer wrote:

And in terms of my vision for the game, or why players would use buildings or clothing---this isn't Minecraft Creative Mode, folks.  I'm not trying to make a game where you build stuff "just for fun" or "because it looks cool."  I'm trying to make a game where you build stuff because you have to---because your survival depends on it, and because it's optimal.  The walls in this game have always had R-values.  There has always been a thermal propagation model (it was one of the first things that I coded on the server, four years ago).  Walls were supposed to be functional.  That's why you'd want to build them.

I wish it were otherwise, and for some players it is.  But, that's because they are smart enough to not fall into such a narrow line of thinking.


Danish Clinch.
Longtime tutorial player.

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#9 2019-12-11 15:19:41

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Update: Feast and Fixes

It seems with the Eve spreading too fast bug fixed, many things are better! Towns were able to keep going, and actually keep growing. After about a day, the empty spaces did not feel completely barren anymore. You would see signs of others having passed before. Also we managed to make quite a bit of road and actually connected up a few larger thriving towns.

With the apocalypse triggered and a fresh world, I hope we actually see a city die actually because it's completely exhausted of resources, not just because everyone spawns 8k away from it.


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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