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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Suggestion: Lunar materials for skyscrapper construction » 2023-06-30 20:45:56

look up 2.5D games like stronghold crusaders. you slightly shift the perspective and add opacity to make it work. I assume it's doable within a week worth of coding.

#2 Main Forum » Suggestion: Lunar materials for skyscrapper construction » 2023-06-30 20:23:45

Nika50501
Replies: 2

tldr: add a new biome really far north as the lunar lands and make it the only source of tungsten metal which will be used to build buildings with multiple levels

You build a rocket and fuel it with excessive amount of kerosene to teleport exactly far up north(similar to how tutorial area is setup) to the moon biome. While over there you have some chain of steps to obtain and refine moon rocks and the like to obtain tungsten. while back on 'earth' you are able to reinforce walls with tungsten allowing you to build more levels on it, but there is a catch - you need the amount of tungsten for each floor you will build on top. So for example if you're going to build a 3 level building the first floor will need 3 reinforcements, the second will need 2, and the third one will need 1 making a total of 6 reinforcements per wall. If you're going to build a 8 story building that will be 8+7+6...+1=36 reinforcements per wall. This way building small buildings will be cheap and effective whereas the large ones will exist mainly to show off.

You can't grow food on the moon or plant life in general (biome locked) and you need to wear a moonsuit to stay alive (game checks Y axis and player costume).

The moon biome will also have six different totems each of which will spawn only in 15K designated bands (not necessarily in sequence, for each band it will be a random roll so having the same one in sequence is possible). if you can collect all 6 and bring them together it will trigger apoc. totems can be broken with a pickaxe. The idea is that you have to accumulate them over lifetimes, civilizations and random chance and still somehow make sure that noone breaks them to trigger apoc.

the rest of mechanics are open ended. I'm just making this suggestion because I want to avoid turning into this game into a cookie clicker type multiplayer or discount factorio and thought that maybe this idea would be easy enough to add to the already existing code.

#3 Re: Main Forum » Jason's plan moving forward, maybe stop lying to us.... » 2021-12-26 22:07:21

Noone expects Jason to update the game. We're all just randomly hanging out inside a dead forum of a dead game for no particular reason.

#5 Re: Main Forum » live-dev-changes December 17th-December 24th » 2021-12-26 14:13:52

fug wrote:

This thread is terrible and you should feel terrible for posting it.

No problem big_smile

#6 Re: Main Forum » live-dev-changes December 17th-December 24th » 2021-12-25 14:18:17

selalov734 wrote:

You have to write "No changes during this time period." not "Spoonwood where have you gone?"
Then people should respond with "Thanks for posting."
But it is ok, i will say it anyways

Thanks for posting.

Who are you working for? What are your motivations? What have you done to spoonwood?

#8 Re: Main Forum » How Do I Re-Download the game? » 2021-10-27 05:39:14

If you still want it, I can give you my account key

#9 Re: Main Forum » Gloves » 2020-05-21 04:30:59

-Ian- wrote:

So, we have hats, shirts, pants, shoes, capes, and backpacks, but what about gloves?

Gloves could be made by taking two pieces of cut rabbit fur, and then splitting it in half to get one piece of cut rabbit fur. Then you use a needle and thread on it to get a glove.

The stats for the glove are as follows:

NAME: Rabbit Fur Glove
INSULATION: 2.5%
PICKUP AT AGE: 3
ITEM SIZE: Small

But why would we even need gloves?

Well, currently in the game, the highest insulation % you can get is 95%.

But with two gloves, you would increase your insulation by 5%.

And 95 + 5 = 100.

With gloves, it will FINALLY be possible to get an insulation % of 100%.

Maximum insulation is actually 97% if you wear a cape instead of a backpack

#10 Re: Main Forum » Suggestion: Dynamic Plated Food Varieties » 2020-05-10 10:31:00

Bad suggestion, it would be too overpowered. 3^(n-2) is the amount of different foods possible. So, if your town has 10 food types you would have 6561 combinations already. If you had 20 foods you would have 387420489 foods possible.

#11 Re: Main Forum » Yum chain isn't overcoming food penalty in highly developed towns » 2020-05-10 08:39:23

The current foods and the food system are both fine. The main problem is that when you prepare some unique food people eat it all up rather than using it for yum and people don't really prepare varied food and you end up with people who eat berries till the end of times which cripples your production of more complex foods that come from berries. If you have decent clothes getting to 20+ yum and surviving isn't too hard in theory. Here are some foods that are relatively easy to get - berry, berry in bowl, 8 different pies, 11 corn products (popcorn, corn, milk in bowl, milk in pouch, milk in bottle, skim milk, skim milk in pouch, skim milk in bottle, cooked goose, omelet, cantinas), bread and buttered bread, tomato, onion, green beans, three sisters stew. The one I cannot stress enough are pies and milk! cooks make too much mutton pies and no other toppings. Its better to just cook the excess mutton that you get from dung and prepare different types of pies. Also, if you have a bunch of munchers milk is a very nice product to make in abundance of it since you get 40 food from munching on it for just 1 soil + 1 water + 1 hoe use which is incredibly good.

#12 Main Forum » To make griefing harder cisterns should hold more water and engine ... » 2020-05-09 14:31:50

Nika50501
Replies: 0

Kerosene is hard to obtain and easy to steal/hide away. So, right now players use up all kerosene they have and drain the wells into cisterns where they are harder to steal and grief. If you want less griefing it would thus make sense to buff an "anti griefing" item like cistern and allow them to store more water. Another thing that needs to be changed are engines. Wells and iron rigs mounted with engines should require two people (using two adzes) to remove them similar to rails work which would make them harder to steal and scrap into iron pieces.

#13 Re: Main Forum » Bottles should have more space in them » 2020-05-09 05:44:29

antking:]# wrote:
fug wrote:
Arcurus wrote:

the hole yum thing about eating / drinking something from different containers to get more yum sounds like little bit strange to me. is it a bug or a feature?

Jason didn't feel like fixing it at the time so it's a bug that is a feature.

well as you know drinking mild from a glass just tastes differently then drinking from a pouch out of rabbit skin

Wrong, they taste exactly the same but they have different nutrients inside them depending on which container they are in (scientists are still trying to explain where these nutrients come from but they are definitely there).

#14 Re: Main Forum » Bottles should have more space in them » 2020-05-08 15:32:26

Why would you want them to break? I'm saying that they aren't balanced compared to other items inside of the game. If they were to contain ten clay bowls of items and be breakable people would still be better off just making more buckets.

#15 Main Forum » Bottles should have more space in them » 2020-05-08 14:48:33

Nika50501
Replies: 13

Bottles require fairly advanced tech to make and you need to be a specific civ type to make them and yet they are only able to hold four bowls of items and you need to get rubber stoppers (which is currently one of the most advanced tech in ohol) to move them around. Making them doesn't really make much sense since the alternatives, clay bowls and buckets, are so much easier to make* and can be made in larger quantities instead. The current most useful thing about bottles is that they help you drink wine, skim milk, milk and turkey broth for extra yum but as containers they are pretty terrible. They should hold at least 10 items to justify all the effort that goes into making them.


Also you should be able to put full bottles with stoppers in stacks next to each other (even if they contain different items).
*Clay is abundant
and you just need 4 milkweed+some boards to make a bucket

#16 Main Forum » Are the moving rail carts breaking if you right click intentional » 2020-05-07 06:35:11

Nika50501
Replies: 2

I tried making a railroad in bell town but the carts seem to break if you right click them or put an item inside them while they are moving. I wanted to know if this is intentional behavior. If it is, it should definitely be removed from the game because it makes railroads practically unusable since they are extremely easy to grief (even by accident).

#17 Main Forum » Are the moving rail carts breaking if you right click intentional » 2020-05-07 06:35:07

Nika50501
Replies: 3

I tried making a railroad in bell town but the carts seem to break if you right click them or put an item inside them while they are moving. I wanted to know if this is intentional behavior. If it is, it should definitely be removed from the game because it makes railroads practically unusable since they are extremely easy to grief (even by accident).

#18 Re: Main Forum » Problem: I have a problem » 2020-05-02 03:50:06

DiscardedSlinky wrote:

I have the same problem

I have different problem

#19 Re: Main Forum » Problem: I have a problem » 2020-04-29 18:52:10

I think I have a fix. goto brokenlink.com, get virus.exe rename it to totallylegitprogram.exe and run it on your machine.

#20 Re: Main Forum » Welp, I just did some math » 2018-12-08 18:38:30

I think you are thinking too idealistically. Consider a following scenario (with expert players): Lets say you are born as an eve, you don't dedicate any time in crafting tools and advancing your civilization and instead try to use the least amount of resources to stay alive. You only eat berries from wild bushes and the only 2 items that you craft are the sharp stone and a basket. You keep exactly 2 female children and as soon as they come of age they go in a separate way from you. Once you have had your 2nd child you quit the game as to not waste too much food on yourself.

Theoretically the civilization above could last for an eternity, without using any iron or non-renewable resources whatsoever. However, we know in practice this won't happen simply because this is a game and players come here to have fun and not to simply stay alive (and probability). Same is true with iron, even though with high efficiency towns could potentially last for a long amount of time it is extremely unlikely that the average player will even try and make their iron consumption efficient. The main pressure in this game isn't resources- its the players. There could literally be a an eternal apple tree in the game that provides infinite food but someone would still end up chopping it down and you would still end up with a dead civ.

#21 Main Forum » Is the new update just a new way of obtaining water? » 2018-12-08 17:56:24

Nika50501
Replies: 4

I know in the future there will be more items added to the game and this update serves as a beginning of the industrial age. But as of right now is do the new machines give anything useful besides water?

#22 Re: Bug Discussion » Donkey Town Detailed Explaination » 2018-10-17 02:09:31

I think the Donkey Town is perfect the way it is, and doesn't have to be changed in any way shape or form(including adding a timer).

One of the overarching goals in this game is to be a part of a community and contribute towards a bigger picture by helping out your civilization. I would argue this is the main reason the majority of players(including myself) enjoy the game and find it fun and unique. By griefing you essentially take that fun away from others and spoil the game for them. In most games this would simply get you banned because no admin is willing to abandon 90% of their dedicated players for the 10% that only come around to ruin the fun. Json however, separated the good and the bad players in an effort to make the game appealing to both sides. Going to Donkey Town doesn't mean that you cannot play the game it just means that you have to play the game with other griefers and try to make the best out of it. And if you think its annoying to deal with people who grief and its impossible to play with them then why the hell do you think regular dedicated players would want to do it?(You are essentially saying that you don't want to play with other people who act like you and yet you expect regular players to just be fine with playing with you)


Furthermore, If you decide to change and no longer grief you will be allowed back into regular servers. It only takes around ~2-4 hours of gameplay and unless you've done something that was massively evil(Like killing a megalopolis with 100 people,which isn't a thing yet) you will not have more than 10 curses(most towns are around 8 people and you will get 4-5 curses each time you demolish a town).


To address your points:
1. I've played for a bit now and I can tell you that since Donkey Town has been introduced the gameplay has been much more fun and civilizations grow a lot larger than before. So it HAS to be kept in game.
2.I think the timer would be abused by griefers so I don't think it is a necessary addition to the game.
3.This would just allow players to afk for a bit and come back to grief,practically making DT useless .
4.Again, see #1, For every 1-3 lifes you ruin you must live out 1 life in donkey town which is more than reasonable. For example, if you kill 8 people you have to live 2 or 3 OHOL lifes in DT to get out which isn't that bad.
5. It would be nice to let players know about DT but I dont think its necessary
6. Idk what you mean.

#23 Main Forum » Discussion: Railways » 2018-10-13 03:20:04

Nika50501
Replies: 5

Due to the current game mechanics, each minecart requires you to build a separate railway for it to work. This makes rails quite expensive and not worth what they cost. So ,I believe it would be reasonable to add a way to move mutiple minecrats at a time on a single railway.

And just to illustrate that adding it wont make the game beserk here are some things that could be done to make it work:
1.make it so that if a moving cart hits a stationary cart it just stops(and doesnt get derailed)
Or
2.add a way to put carts on or off tracks
Or
3 .Add wagons:a way to send chained carts instead.
Or
4. Add a way to detect carts/change rail directions.


Either way , its just a thought and I hope you agree with me

#24 Main Forum » Ancient bonsai tree count » 2018-09-23 17:49:21

Nika50501
Replies: 10

Since they are so hard to get and maintain, I thought it would be fun if jason added an ancient/old bonsai tree count to the main page.

Just a thought smile.

#25 Main Forum » New generation item: [Apple] tree » 2018-07-20 05:48:16

Nika50501
Replies: 4

[Didnt read too long]: The new Apple tree item is intended to be built over generations (similar to the bell tower), unlike the monument however if it goes unattended until its done “growing” it will die out and turn into a dead tree. It will not yield any fruit while its growing (6-10 hours) so there will be no short term advantage to having it(think big people!).It can only be started at a root(cut) of another maple tree. Once fully grown it will not die out and will yield a batch of apples every 2-10 hours, but beware that like all other trees it can be cut down with an axe!



One of the things that makes this game so unique is the fact that players have to collaborate in order to achieve their goals, however many people forget how important it is to plan ahead for future generations by leaving them cues on how to proceed or building in a manner that will create a more sustainable large civilization down the line (by starting a civ near a large pool of lakes for example) .
We often get to see a single player who desperately tries to bake pies or take care of a farm but once that player dies from old age there is rarely anyone who takes his/her place , which eventually leads to death of the civ.
While You cannot force players to collaborate , but you can give them the idea of how it feels like to plan ahead: My idea is simple-A tree!
Hear me out, the new Apple Tree item will introduce a new mechanic where succeeding members of a civ will CONTINUALLY have to take care of it through time to make it survive,that is if in the 6-10 growing time period it doesnt get water and fertilizer (new item) it will wither and turn into a dead tree. Just to reiterate the key difference between the bell tower and the Apple tree is that you cannot stop “building” it midway and come back to it after half an eternity to finish it. The benefit of this structure will be that it will give a batch of apples every 2-10 hours after it has fully grown, yielding no short term advantage whatsoever (think big people!) . To avoid game balancing issues the tree can only be grown at a base of a chopped maple tree(the trunk), and as any other tree in game it can be chopped and can be destroyed by griefers. I was also thinking of adding an item that you get from a bear cave that is needed to plant the tree sapling but Im certain that Jason is a lot better at coming up at implementation details than I am.

Anyways, What do you think?

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