One Hour One Life Forums

a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Tree Farms should be a MUST. » 2021-03-31 13:21:34

Diagonal can be really nice. The branch side is exposed and you can easily walk between them.

#2 Re: Main Forum » Someone going around in Phex posing as other people » 2021-03-29 22:21:41

FulmenTheFinn wrote:

Anyway the guy is in Donkey Town, his curse name is Drama Tank. Maybe you have a griefer list you could check for that name.

Seen in DT, yeeted a truck, played with nosaj.

#3 Re: Main Forum » Someone going around in Phex posing as other people » 2021-03-29 21:42:38

They are not exact; It's usually l (ell) vs I (capital eye) substitution. I guessed they were indistinguishable in the game font, which the screenshot seems to prove.

#4 Re: Main Forum » Replacement for the current annoying/pointless baby feeding system » 2021-03-24 10:56:41

Dodge wrote:

Instead carrying a baby should slowly feed them one food bar at a time and it should cost you more food than they get, so something like 1 food bar for the baby costs 3 for the mother but when you carry the baby it doesn't lose food also.

Here is the problem I have with this. Babyhood is already a bit boring; even Jason considers this an unsolved problem. If I'm just standing around holding a baby, then I'm wondering if there is some small local job I can do while watching the baby. That gives me something to do and the baby something to watch, and maybe an idea of something they could do when they grow up. A high cost to pick up just encourages standing around the fire.

#5 Re: Main Forum » WIP: Mapping One Hour One Life » 2021-03-01 21:24:22

Rolling out now:

Object search list has images. Image icons can be turned on for static map search results; by default this is for small number of results, since this drawing method does not scale well. Click the image in the name result list to toggle between image and diamond (I haven't found a good way to communicate that toggling is possible in the limited space)

#6 Re: Main Forum » WIP: Mapping One Hour One Life » 2021-02-20 14:18:37

Object searches now work at higher zooms, and locations can be browsed through.

There are still caveats
- Data is chunked similar to the daily snap shots.
- The most common objects are not indexed; often this is things from the tutorial, esp adobe walls.
- Static snapshots only included parts of the map that were loaded during chunk processing; you may need to scrub back several days to see everything that is potentially reachable.
- In timeline mode, only objects appearances are indexed, not removals.

The previous "visible in map search" still works, and will cover some cases for un-indexed items.

A special index of notable objects was created, and used to show wells and towers. This should provide more current default map positions. These and the existing monument data use item graphics for the markers.

Also: hover text for item name search results includes the item id. You can search for items by id, as well as players by id in player search.

(You might need a page refresh. My browser has been pretty stubborn about updating)

#7 Re: Main Forum » Wondible's Client Patches, Mod Client » 2021-02-07 02:53:55

WonLife 363.84

- object search is no longer opened by `:`. It has a configureable key defaulting to `;`.
- configurable key to clear object search, defaults to `.
- say field macro keys assignable to F2-F12; ctrl+key to set
- age scaling no longer applies to can-pickup-baby checks.

#8 Re: Main Forum » Wondible's Client Patches, Mod Client » 2021-01-31 03:00:26

WonLife 363.83

- block many instances of your character talking to itself
- location slips temporarily give close distances
- location slips show distance when hovered
- slip to owned property
- /FAM gives location slips instead of speech
- follow roads only while autorunning
- fix bug with object search in containers

(However, the release build still has the ghost sound regression.)

#9 Re: Main Forum » Teacher's Uniform » 2021-01-17 13:52:16

Cogito wrote:

Chest: Rabbit Fur Shawl (cheap and extremely uncommon)
Bottom: Rabbit Fur Loincloth (cheap, but common, until village gets wool clothing. other option would be reed skirt)
Foot: Wool Booty (relatively cheap, and seems to be the least common footwear that is easy to acquire)

I see shawls semi-regularly. But it is often hard to see the difference with a backpack on.

I usually pick a rabbit loincloth when I have the option. I believe is best in class for temperature, thus many people will wear it by choice. There are few options for bottoms though. Some of the skirts are uncommon, but there is the loom tech barrier, and they will likely get turned into pants.

I see wool booties sometimes, but they are probably uncommon enough.

Also, all of these decay, so there would be an ongoing cost. On the upside, that means extras won't accumulate and be worn by others as often.

#10 Re: Main Forum » Teacher's Uniform » 2021-01-17 02:20:24

fug wrote:

I would go a step further than just making it a clothing related thing and say it should be a mechanic just like leadership with designated role titles

Would be nice. Right now I'm hoping to maybe create a tradition. If people play this way, perhaps it appear worthy of enshrining in code.

Meanwhile: experience report: Toques don't get made much, but people do seem to like wearing them when they exist. Perhaps I should be more active about asking people if they know about this idea or just picked it up. Would help spread the idea if nothing else.

#11 Main Forum » Teacher's Uniform » 2021-01-16 14:34:15

Replies: 13

I've been thinking that males may make better teachers without babies popping in all time time. The problem is that without those babies, you don't have a good way to start the conversation. If nobody answers on a visit to the nursery, you go off to do something else, and miss quite a few people, unless you spot somebody struggling at a basic task.

What if there were a teacher's uniform? To really work we'd have to tell new players about it like we tell them about yum, but we've got start somewhere.

Right now I'm thinking Toque Blanche (chef's hat). It's not best-in-class so you don't see them often, but they are not terribly hard to make and still have a bit of insulation. Other possibility might be the Santa Hat; however it requires alum and seems to be a bit more common on it's own.

#12 Re: Main Forum » Wondible's Client Patches, Mod Client » 2021-01-02 15:53:25

WonLife v361.82

Packaging update. Now ships with three example settings directories, and slightly more user-focused readme. Patch descriptions moved to separate file.

Changed default for shiver and sweat to off.

Changed binary defaults for camera control to have pan instead of edge push.

If you already are running WonLife, do not update. Patches have moved to Jason's base master, which has the ghost horse/truck sound fix. The patch has thus been removed, but the packaged builds are still using the last client release as base, which still has the bug; thus this build will also have the sound bug.

#13 Re: Main Forum » Iron Unlock After An Apocalypse? » 2020-12-28 22:35:15

I checked the code. Primary homelands *should* get reset as part of the map wipe, so no family will have one on record after the apocalypse.

#14 Re: Main Forum » Hunger results in less "one hour one life experiences" » 2020-12-26 13:50:13

Just remove death from the game. And the quit button. Catch quit signals and rootkit the computer to make sure escape is impossible. One Hour is not only guaranteed, but REQUIRED.

#15 Re: Frequently Asked Questions » Tool slots ? » 2020-12-24 02:35:49

Nope, it's been disabled, presumably forever.

#16 Re: Main Forum » Problem: Not Enough Uses for Garlic » 2020-12-21 21:39:53

All this talk and the only thing for "garlic" on the issues was a comment on something else. So here you go.

#17 Re: News » Update: More Fixes » 2020-12-20 03:12:03

Twisted wrote:

This update also fixes the permanent horse/engine noise bug, that alone makes this a five star update.

Ty Jason! (and of coruse wondible who made the fix for the noise bug)

No, it doesn't. There was no update for binary client version. It seems he still doesn't have access to the computers used to publish client builds.

The code is committed though. It is coming.

#18 Re: Main Forum » WIP: Mapping One Hour One Life » 2020-12-20 03:09:38

EmeraldVirus wrote:

Hi wondible, I'm just wondering why the heatmaps and the ability to see built structures seems to only work on big server 2.  I was looking at server 3 and was curious to why I wasn't able to see anything besides a few spots where people died.

Jason only publishes object placement data for the main server.

#19 Re: Main Forum » WIP: Mapping One Hour One Life » 2020-12-19 19:46:49

I posted a map update (may be cdn delay) The banding simulation always uses the new placement; band overlay has a rough estimated switchover time, which I will update to be exact tonight.

#20 Re: Main Forum » WIP: Mapping One Hour One Life » 2020-12-14 18:40:25

Rolling out soon:

- Found and fixed a prime suspect for the mis-scaled activity map tiles (this wasn't reproducing locally, so it is a bit of guesswork)
- The fade option now applies to activity map. Activity may also be separately toggled off.
- Lineage color have been adjusted for dark mode
- Format options have subsections which toggle with their associated layer or feature.

#21 Re: Main Forum » Idea - Seasonal Crops and Clothing » 2020-12-10 00:19:44

schmloo wrote:

Each band would have their own different types of resource variations, for example tundra bands would have white rabbits, which give white fur and different meat, while desert rabbits are a grey-colour and vice versa. This would also extend to wild foods, such as berry variations like blackberries, strawberries, etc.

Right now all the specialty stuff is rare and precious. What if each band had foods that were good and easy enough to be staples in their band, but would still be somewhat unusual in other bands. Tacos and saurkraut are probably the closest, both involve moving some base materials rather than finished goods.

#22 Re: Main Forum » WIP: Mapping One Hour One Life » 2020-12-09 23:59:10

NoTruePunk wrote:

Birth coords could be integrated into the activity heatmap too, since those don't cause tile changes.

Before maplogs I considered doing something like this with just the life data. I'm not sure it would add a lot to this data; perhaps it could still be done to backfill pre-maplog times. I'm also not too keen to make it any slower to process.

#23 Re: Main Forum » WIP: Mapping One Hour One Life » 2020-12-09 03:35:12

NoTruePunk wrote:

This is very cool. Obtained from tile content chamges?

Yep, same maplog data, just another pass (or 22, for all the zoom levels)

#24 Re: Main Forum » WIP: Mapping One Hour One Life » 2020-12-09 01:04:29

Rolling out now (subject to caching): activity maps (heatmaps) allow spotting active parts of the map at higher zoom levels. It can also be set to stay visible closer-in (format options), to identify hotspots in towns.

Sample size can be changed in the format options; this is mainly to give you bigger pixels for finding active spots from far perspective. Notably, it's now much easier to identify the tutorial zones.

Activity maps are static snapshots, at the same intervals as static object snapshots. Recently there were multiple snapshots per day, but today's did not split; it will likely be once a day at most times.

#25 Re: Main Forum » Few questions on custom server » 2020-12-09 00:25:36

Delete the .db files, but there may be a few others, offhand something like map_dummy_recall.txt is one of them.

Or just pick a new random x for your eve spawn location, thats basically what the tutorial solo challenge does. I wouldn't mess with y as much, you wouldn't get special biomes most places.

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