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#1 Re: Main Forum » OHOL for Mobile - Beta on iOS & Android Now!! » 2018-06-26 01:09:05

Android here but happy to help when a build is ready.

#2 Re: Main Forum » 2HOL Rebirth - New objects, recipes, mounts, livestock, and shrines » 2018-06-26 01:06:07

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Follow the link in my signature to download/join the Discord.


    This update is likely full of bugs and issues. It is the nature of modding, and we will adjust as necessary. Some adjustments may require a client patch. If you are in doubt about your version, the latest is always at Frank’s Github page. If you get “Login Failed”, you probably have an outdated client.

    The following is an incomplete list of patched items. Some are familiar from the testing phase, others are brand new (new items were added up until this morning). Some recolors were performed, and some sprites were replaced.

-Mammoths are now in the game. They yield ivory, hides, and meat. There are 15 breeding pairs in the world. Once they are gone, they are gone. They can be used as mounts and to plow fields for grapes.

-Four regional resources have been spawned. Each provides the means to create more of this rare resource. Controlling the flow of these resources provides military and economic opportunity.

- Support for 9 nations/empires has been added. National crowns can print banners. Banners can be used on ancient stone walls. Swordsman and shield bearers can rally to a banner on a stone wall, transforming their items into the custom submissions from the community for each nation. The nations discord can be found here.

-Apfels, tobacco, grapes, and chickens/eggs added. These each have their own crafting tree and benefits. Apfels and grapes require bees to cultivate properly. Chickens must be fed wheat from a bowl to make eggs.

-Swords, shields, and armor added. Officer’s armor and helmets added. Adding wolfskin cloaks, and dyeing armor, have been included.

- Windmills can be used to clean up threshed wheat on the ground.

-Sexual reproduction functionality for mammoths and chickens is now supported.

-Simplified Mendelian genetics functionality for grapes. Good wine requires good grapes. Good grapes require pollination by other grape vines. Owning a large vineyard increases your ability to produce good wine.

-Smoking and luxury items like ivory goblets added. You can store cheroots in a cheroot box made of ivory. Ivory spear added for killing bull mammoths.

-Nomad robes/tents have been recolored. Bear hat reskinned with smaller sprite. Numerous other adjustments to clothing.

-Tools are now used up after a certain number of uses. All have been buffed vs vanilla by at least 2x.

-Decay disabled for baskets and handcarts.

-Support for medicine-making, in addition to vanilla surgery system.

-Vanilla farming recipes/domestication of goose and pigs included.

- Signs and graves included. Roses and seed stratification system included.

- 81 keys and doors have been added for 2HOL keys. Use a steel file to cycle keys, and lock the pine door before installation.

- Camping stove should be working now. You can make stew there.

- Tons of miscellaneous improvements and suggestions implemented. Please give feedback in #suggestions and on Trello if you see an improvement that would be helpful to implement.

-The map has been wiped. After various attempts to save it, the time sunk has outweighed the benefit. This allows a clean slate for the massive update we are dropping, but I will commit to keeping this map alive as long as possible – even if it means missing out on vanilla updates.

    A huge thank you to everyone on the 2HOL team, and an even bigger thank you to the players. This is a hobby project run by people spanning the world, including an unprecedented level of community feedback into the mod. Most of the art you see was submitted by the players for the players. As the map matures, you will see the 2HOL custom items slowly blend with the vanilla world to create a special realm indeed.

#3 Re: Main Forum » Sad » 2018-05-30 20:28:27

YAHG wrote:
sammoh wrote:

I'm working on a PVP system with opt-in functionality.

It works like this:

1) Swords can wound people. Swords are heavy, and ice-cold.
2) Armor is warm. Armor is also heavy. Wearing armor with a sword equipped = neutral heat. Now you are efficient.
3) When you are wounded, you are forced by the game to hold a "wound" item. This is also really cold.
4) Wounds eventually kill you after a stagger/bleedout timer. I have made this functionally infinite for 2HOL.
5) Medicine can heal your wounds. Somebody else has to bring it to you, but you can heal yourself with it.

The end result is that the food bar becomes a health bar. Engaging in combat without proper gear will use up your food reserves quickly.

Engaging in combat without a dedicated person to feed you and carry medicine is ill-advised, as you are vulnerable when wounded.

Wounded players will eventually starve.

Being wounded while wearing armor slows your hunger rate significantly, now the medic has time to get to you after he heals the idiot without armor on.

Anyone who is not carrying a sword is faster than anyone carrying a sword. This allows people to escape PVP if they wish to flee. It also allows one side of a conflict to throw down their weapons and retreat.

I tested it today. It would be a vast improvement if vanilla adopted such a system.

That sounds like it would be really cumbersome, you can't just have the item lower our hunger by X?
I assume there is code that adds hunger bars for the different foods.

I would guess he would do an eat function and the items have a nutrition property, the eat function may
or may not check for a positive value but you could always break the check in code.

There was a code change involving mushrooms so that you can't drug people, the github log should reference
this so you can see how he allow/disallowed feeding people, you can just make the sword a hidden sort of food
item to reverse feed people.

Granted since it is all open you could just copy the function to work as a base for a wound function, I think the
temperature function checks people for equipped items so it would give you an example of how to check for worn
items so you could code in armor.


Doing as little surgery on the code itself as possible is important. I test the limits of the engine, I try not to expand the scope.

The fact that this works in a way that I can wrap my head around is enough to make a deep PVP system with logical rules to follow.

It prevents naked people with swords from killing entire villages.

It makes PVP a team sport, and any real battles between opposing forces would require the consent of both parties to a fight.

Governing the action through the food bar is pretty intuitive, and allows simulation of bleeding outside of the vanilla stagger timer.

#4 Re: Main Forum » Sad » 2018-05-30 20:14:54

I'm working on a PVP system with opt-in functionality.

It works like this:

1) Swords can wound people. Swords are heavy, and ice-cold.
2) Armor is warm. Armor is also heavy. Wearing armor with a sword equipped = neutral heat. Now you are efficient.
3) When you are wounded, you are forced by the game to hold a "wound" item. This is also really cold.
4) Wounds eventually kill you after a stagger/bleedout timer. I have made this functionally infinite for 2HOL.
5) Medicine can heal your wounds. Somebody else has to bring it to you, but you can heal yourself with it.

The end result is that the food bar becomes a health bar. Engaging in combat without proper gear will use up your food reserves quickly.

Engaging in combat without a dedicated person to feed you and carry medicine is ill-advised, as you are vulnerable when wounded.

Wounded players will eventually starve.

Being wounded while wearing armor slows your hunger rate significantly, now the medic has time to get to you after he heals the idiot without armor on.

Anyone who is not carrying a sword is faster than anyone carrying a sword. This allows people to escape PVP if they wish to flee. It also allows one side of a conflict to throw down their weapons and retreat.

I tested it today. It would be a vast improvement if vanilla adopted such a system.

#5 Re: Main Forum » 2HOL:Baker Royals » 2018-05-27 22:16:12

fragilityh14 wrote:

how many people play on the 2 hour server? I haven't tried it, wouldn't have thought enough to have 10 kids, and would have figured people playing that server would know how to survive

The server supports 300 concurrent players. The Discord has ~1000 members. Population swings from 10-80 players most days.

We have an absolutely massive content patch coming, with significant changes to security/PVP/farming incoming with the advent of irrigation.

#6 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-25 19:05:56

Flintstone wrote:
sammoh wrote:

I came here to say that inter-tile communication is already possible and implemented in the game. I have built a stream pathfinding system using only transitions. 2HOL's bee hives also communicate with other tiles using honeybees to mediate the transaction.

Could you describe how the stream is implemented?

The stream sends out an invisible "H2O Agent" to flow in a direction, and the sending tile needs a response within a certain time frame or it will attempt to route east or west around the perceived obstacle. So if a southbound water agent finds an open tile, it will spawn a proper stream tile (which will then send its own agent south). If the way is blocked, it will attempt east, then westbound water agents. If they find a path around the obstacle, a confirmation is sent to turn the southbound tile into an elbow tile.

This was tedious to make, and looks like shite right now (watercolor scans were a cool idea but the marker versions look much better). 2HOL's modding philosophy has always been to push the limits of the engine and the transition system itself - if this works reliably, we will use it as our blueprint for electricity.

Here's a visual breakdown: https://imgur.com/tgVIz99

#7 Re: Main Forum » "Everything runs out" - maybe it actually should » 2018-05-25 11:46:52

I came here to say that inter-tile communication is already possible and implemented in the game. I have built a stream pathfinding system using only transitions. 2HOL's bee hives also communicate with other tiles using honeybees to mediate the transaction.

#8 Re: Main Forum » My Little Dick Family (also a bug?) » 2018-05-07 08:02:16

Anshin wrote:

I have seen the random people statues bug in 2HOL, but not OHOL. They have names and change into different people if you leave and come back later.

This was fixed in a recent update for OHOL. 2HOL runs older versions of server code.

#9 Re: Main Forum » Dissatisfied with OHOL? Try 2HOL » 2018-05-04 14:10:23

Luniatji wrote:

Well.. I would like to play on 2hol to see if that's another setting and thus another set of people, but i can't play on it lol. It gives me an "zlib1.dll' error while I can play on the ohol servers.

Is there anything I could do about that? I know I could fix it, but I think it's strange that I didn't get problems on ohol but did have problems on 2hol..

You need to run OneLife.exe, not EditOneLife.exe.

#10 Re: Main Forum » Beer » 2018-05-03 12:36:37

I did this for 2HOL, and we use the Space Station 13 method of getting drunk (drink too quickly/too much) and you are wasted.

#11 Re: Main Forum » Servers as a karma ladder? » 2018-05-02 15:54:10

Drakulon wrote:

I would say it should only count after a certain age, maybe 1 year after you can eat.
Maybe there could be a bonus for raising childs. If your kids get to old age you get bonus points and are more likely to go up the ladder.

This is abusable. You can "grief" by continually raising kids until a village starves, while racking up karma.

#12 Re: Main Forum » Servers as a karma ladder? » 2018-05-02 15:44:41

Karma must be given. Someone says "thanks sammoh" and I get one karma.

#13 Re: Main Forum » The role of males in the game » 2018-05-02 11:02:00

I can change the titles, but the way I accomplished this was to remove genders completely from the game.
The game no longer checks to see if you are female when considering valid spawns.
So technically men are no longer men, I guess.
Or women are no longer female.
I don't remember.

Will require client rebuild/update to change the lineage names, since these are determined by the client.
Trying to hold off on more client updates for another week so we can get an autoupdater running.

#14 Re: Main Forum » The role of males in the game » 2018-05-02 09:50:36

Results so far of Mistery Mom update/test on 2HOL:

-Dads are pretty good moms.
-Eve spawning is almost completely impossible with so many eligible parents.
-A single family line took over the entire server at one point (3rd cousin 18 times removed etc).
-That family has since died and nobody has last names now.
-Some people have said this hurts RP. I'm not sure what that means, but I think they meant immersion.
-Some people have said this makes being a man annoying because you can't do projects (welcome to the pain of womanhood)
-City spawns are increased. You are more likely to be born into a thriving society than a random Eve in the wilderness.

I have considered enabling bad mothers to let people "cheat" into being an Eve, but I think this punishes people actually playing the game.
Testing continues....

#15 Re: Main Forum » Dissatisfied with OHOL? Try 2HOL » 2018-05-02 09:38:49

I believe that PVP in current implementation is detrimental to social aspects of the game.
I believe that violence and warfare do not require death. You could "raid" a larger village with a small crew.
Some would call that griefing.

"We can't kill the raiders! GG sammoh"

This would be ignoring the 19 different locks in the game, and built-in security features for other things (bee swarms, camels require bridles to move).

The defenders have the advantage. You can lock the rest of the world out, if you care to.

#16 Re: Main Forum » Get Reborn to Lineage Button (Griefer/Law/Ruler/Punishment Mechanic) » 2018-05-01 16:54:09

Families as saved games is the coolest fucking thing I ever heard.

#17 Re: Main Forum » Broken Hand Carts » 2018-05-01 16:42:52

Broken handcarts should just slow down over time. Add one more transition between new and busted. Allow harvesting of boards from broken handcart.

Or make an iron banded cart that has a longer lifespan.

Or go full hog on the cart minigame and make it like Jalopy where you gotta bring a spare wheel and a mallet to make it to the next town.

That being said, if you could tow them away (bonus points for the slower speed idea) it would be ideal.

#18 Re: Main Forum » The role of males in the game » 2018-05-01 14:59:58

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I hope this ends the argument amicably and we can all agree to go home to our husbands.

#19 Re: Main Forum » How to set up your own mod » 2018-05-01 11:37:26

Excellent guide. PM me on Discord if you are an idiot and need another idiot to explain it to you even dumber than this.

#20 Re: Main Forum » Version mismatch: Client 89 -- Server 1 » 2018-05-01 11:34:59

Try ln -s ../../dataVersionNumber.txt . inside the /OneLife_Live4_UnixSource/OneLife/server directory.

#21 Re: Main Forum » Dealing with griefers the "big picture" way » 2018-05-01 10:17:31

Griefing is just using game mechanics backwards or forwards.
The game mechanic most used by griefers is violence.
Without healing, violent people have a monopoly on life and death.

Adding a transition that removes the "arrow wound" and "stab wound" conditions would resolve this to some extent.
Medicine would just be another thing you need on hand for a successful village.

There are other forms of griefing, but I believe simple math outweighs the griefers here.
For every one griefer, there are 10 people willing to actually play the game properly and be social and help build.

You cannot undo the work of hundreds or thousands of people singlehandedly. Not every day. Not 24 hours a day.

Griefers already lost before they started.

#22 Re: Main Forum » Dissatisfied with OHOL? Try 2HOL » 2018-05-01 09:46:57

jasonrohrer wrote:

This turns out to be a griefer's paradise.  Two glorious hours with no consequences, and no covert operations necessary.  The only thing the victims can do is quit and hope to be reborn far away from the troll in their next life...

I presume it was you who cut down my tent.
I'll have you know they were meant to be cut down.
And it's already back up.
And I built a distillery in it.
And drank a beer to celebrate it.

So while it is a "griefer's paradise" the damage is limited by how simple some of the mechanics are.
Tents go right back up.
Silk is easy to clone and impossible to get rid of.

People wanted a sense of home, which is what I have given them.
They have named their towns, and return to them perennially.
Some people (like me) hang out in spawn and help the chaotic noob pit.

Others have built wonderful villages that thrive for weeks on end.
Some of these are closed communities that do not raise children or accept outsiders.

It's a matter of taste. I know the community is on you about griefing but it's really not an issue for us.
There will always be a place for people to gather at the center.
And there will always be distant bells ringing, calling you home.

#23 Re: Main Forum » Dissatisfied with OHOL? Try 2HOL » 2018-05-01 02:30:27

jasonrohrer wrote:

Griefing isn't a problem yet...

And if a griefer can't do any serious damage, that means that there are no consequences to much of what you are doing, right?  Like, food isn't precious, because it's always easy to get more whenever you need it?  Like, it's impossible to "screw up," either accidentally or on purpose?

You can screw up. Towns can become deserted. Griefers can grief (I reserve the right to roll the map back at any point). People fail.

But there are other consequences of long term habitation. Garbage piles up. Species go extinct. Those renewable resources end up not being renewable after all.

This doesn't happen in OHOL because of the spiral and map culling. Centering the spawn point creates a "chaotic noob pit" to borrow a term from Colin. The ecological devastation around The Zeroes is something to behold.

#24 Re: Main Forum » Dissatisfied with OHOL? Try 2HOL » 2018-05-01 01:51:54

I will definitely add the noble potato.

2HOL is a community-driven project.
It is an experiment in long term habitation
with an open art submission process.

It sharply diverges from OHOL in significant ways.
It is part nostalgia, part The Castle Doctrine.
A Methuselah story with room to trade and RP.
You cannot kill, but there is conflict.
Greed is punished by the gods.
Faith is rewarded with sandwiches.
The apocalypse is a bank teller.

Yesterday,  a walled village named Murica delivered an aid package of beer to the impoverished Eves in Spawn City to feed their children.

It is not a critique of Jason's work. It is a tribute.

#25 Re: News » Update: From Riches to Rags » 2018-04-23 12:21:13

I think people need to calm down, and realize there is nothing else like this on the market. The guy updates the game weekly, sometimes more. He engages on several social media platforms, and has a pulse on the community.

Does the update make the game more tedious? Sure.

Will it get fixed, even if it requires something like writing a database engine from scratch in 72 hours? Absolutely.

Accept that this is a living, breathing, thing.
It will change, for better and worse.
Jason hears your prayers.

Take a breath.

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