One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1 Re: Main Forum » HOW I STOPPED TWISTED FROM STREAMING! » 2019-04-23 19:55:30

This sort of thing harms the game itself by reducing exposure. Why are you so intent on murdering an indie game?

#2 Re: Main Forum » There is a poop apocalypse, please fix » 2019-04-11 19:40:34

Maybe composting boxes could help.

Just the same as making a compost pile, but instead you put four of everything (straw, mashed berries with carrot, water, poop) in a box and close the lid. Come back later for the equivalent of 4 compost piles but inside a single tile.

#3 Re: Main Forum » More feasable property, built off in-game practices and QOL » 2019-04-04 17:53:10

wondible wrote:

Much as I'd love this, I already see the technical objection.

You have "Red Bowl", green, blue etc. Now you need "Red Bowl with Charcoal" "Red Bowl with Charcoal and Iron" "Red Sealed Cruicible". And what if you put a blue plate on the unsealed red crucible? Did I see 192 receives for bowl?  That is 192 new objects and transitions, times the number of colors. Maybe Jason could find some clever way to swap out colored bowl and plate parts, but then there has to be a place to store the color information, which is another major technical hurdle.

Would it maybe be possible for the painted pattern to be a separate "object" though, one that appears attached to the bowl or the plate no matter what is in them? Like how emotes go over every character model instead of we having one model for each emote+character combination?

#4 Re: Main Forum » Dirt roads » 2019-04-04 15:10:50

I think much more important than the speed bonus is simply the fact that we will be able to connect things more easily, which I think it is the main benefit of a road in this game. Connect cities, or connect the city to a nearby mine, or to a place with oil, this kind of thing.

#5 Re: Main Forum » The Architect's Hat » 2019-04-04 15:06:02

happynova wrote:

The single exception is weapons.  There is an advantage to keeping weapons out of just anybody's hands.  And, surprise, because there is a good, rational, survival-oriented reason for that, people do it!  They keep careful custody of knives, and observe others for trustworthiness when deciding who to pass them on to when they die.  We're not dumb, Jason.  We're really not.  We do things because they make sense and aid our overall, long-term survival.  Trying to force us to do things that we can see aren't in our best interests is a recipe for failure.

Oh yes. Now that you pointed out, we do have transmission of property and inheritance. It is extremely common for an old person to call a younger one aside when they know their time is coming, give them the knife they have been carrying in their backpack or apron and tell them to keep it safe. Another thing that I see people passing down through generations like that are crowns, although knives are of course much more common.

#6 Re: Main Forum » Dirt roads » 2019-04-04 14:44:35

I like this idea very much. It makes sense too.

#7 Re: Main Forum » More feasable property, built off in-game practices and QOL » 2019-04-04 14:25:16

Another thing that I would like to see. We have primary color paints, but maybe with an update like that, Jason could add the possibility to mix colors too so we could also get purple, orange and green.

#8 Re: Main Forum » More feasable property, built off in-game practices and QOL » 2019-04-04 14:17:57

This idea is great. Porcelain plates and bowls with different colored patterns for this would look lovely.

#9 Re: Main Forum » A rough, incomplete sketch for makng family survival more meaningful » 2019-04-03 00:21:01

While I do wish I could go back to some families, and I would be happy to be in a good family for generations, I also worry that families will be killed off not because they are bad, but just because people want to play as Eve.

Griefing would be more harmful than ever, I believe, and some people who were not griefers before and that would just /die will now grief so that they can Eve. And there is the issue of griefers that do not succeed on ending a family and then get another shot at it because they keep being reborn in that family.

All in all, it seems like a fantastic mechanic in a perfect world where everybody is nice and happy to be part of that family. That isn't reality, though.

#10 Re: Main Forum » Why there are no wars » 2019-04-02 05:15:07

Seems like the kind of thing that can't really be helped when the whole premise of the game is that you live a different life every 60 minutes, if that much.

We see wars and fight for supplies and stuff in games like, say, EVE Online, because things are less "temporary". While you can still lose all your stuff, there isn't certainty that you will lose all your stuff every hour.

I do not see how anything can be changed without changing what is the main premise of this game, and that is not something that I would like to see happening.

About sharing everything, well, even the biggest towns, even if they have multiple families (which I've rarely seen), they do not have a lot of people. And we don't want to play alone. So we share things, so that there are other people to play with around us. It is pretty sad to be the last one in a dying town.

Wait... Oh shit this was posted on April Fools. It's already the 2nd here so I didn't notice.

#11 Re: Main Forum » Roman update » 2019-03-01 15:21:33

Gotta keep in mind that, just like we would be able to wear armor to protect ourselves from griefers, the griefers could wear armor to protect themselves from us. Not saying that armor shouldn't be added eventually, but just wondering how it would work.

I was thinking that, instead of stopping you from being wounded, it could increase the time you have before dying, so you have more time to reach the town if you get wounded in the wilderness and people have more time to heal you. Then if a griefer gets their grubby hands on some armor, they don't become impossible to kill, because armor won't, by itself, stop people from getting wounded and dying. Then, the better the armor, the more seconds you have before dying.

#12 Re: Main Forum » Ohol is big in china, help jason come up with chinese things to add! » 2019-02-13 19:00:22

I would love to have silk worm farming and silk clothes added to the game. And tea could be a multiple-servings food for yum.

Also alcohol could have some funny effect like messing up your speech and/or making you see double. Some games do this sort of thing.

#13 Re: Main Forum » Favorite OHOL Character? » 2019-01-10 02:35:15

I like the first ginger best because of the freckles and the shape of the mouth. Looks like she has chubby Lumpy Space Princess cheeks.
latest?cb=20130218043120

#14 Re: Main Forum » Just Why? » 2018-12-30 14:12:21

I agree. This update is really disheartening. I dislike every change made in this update, I'm severely disappointed and I feel that the philosophy behind the game either changed or wasn't communicated clearly to begin with. I thought the game was about building and parenting, and building things for the next generations, but if it is possible to just go and wipe everything, and if it is impossible to keep a family line going, then the proposed objective of the game is not aligning with the actual gameplay. This isn't why I bought the game.

#15 Re: Main Forum » Visualization of lineage duration over time » 2018-12-30 12:55:21

betame wrote:
Gabby wrote:

It seems like lineages were indeed already dying out super quickly even with the Eve "exploit" and without the apocalypse to wipe out the towns.

Before the update, any time an eve died of old age the next eve would spawn in the most active town due to a bunch of bizarre mechanics interacting unintentionally. So a long lasting town was made of many eve lineages strung together.

Yeah, I get it. I just don't get it why this is a bad thing when so many lineages can't go past third gen.

#16 Re: Main Forum » Visualization of lineage duration over time » 2018-12-30 03:50:20

This just makes the apparent need for the latest update more confusing to me. It seems like lineages were indeed already dying out super quickly even with the Eve "exploit" and without the apocalypse to wipe out the towns.

#17 Re: Main Forum » It's that time of the year, apocalypse is back! » 2018-12-28 21:32:59

mrslax wrote:

I don't even know what this game is about anymore

This puts into words exactly what I'm feeling. I thought it was about leaving stuff for the next generations.

#18 Re: News » Update: Apocalypse 2.0 » 2018-12-28 19:43:45

I really don't like anything I read about this update, but I'm a somewhat new player so what do I know. I'll wait and see.

#19 Re: Main Forum » One City Server » 2018-12-28 14:06:04

Milke wrote:
Gabby wrote:
lionon wrote:

Nice idea. Please add a transistion for "newcomen base + pickaxe = pickaxe" so we can destroy that stupid no-pen someone did.

Might also make sense a time lapse (-1) transition for collapsed mine + 48h = mine shaft?

Ah yes. I had to go and make another chisel because someone locked it in there. I don't know why they would do that. Such a stupid way to grief, by locking a chisel away.

Good idea on the mine too. A permanent city means resources that are not renewable are going to be a huge issue.


Oops...

This wasn’t an intentional grief although I admit I was lacking in experience when I first attempted to build the pen. In light of that messup though I did make most of the other tools myself! It was also my own cart which I locked in there sad rip

I got off yesterday and haven’t been on since - will be neat to see what the place looks like in a few days, and hopefully a method to remove my ugly newcomen prison comes about by then.

I'm sorry for thinking it was griefing. When I logged in the cart had most likely already despawned, because there was only a chisel in there, so I thought it was intentional because it is a pretty useful tool even though it is easy to make another.

#20 Re: Main Forum » One City Server » 2018-12-27 22:51:48

lionon wrote:

Nice idea. Please add a transistion for "newcomen base + pickaxe = pickaxe" so we can destroy that stupid no-pen someone did.

Might also make sense a time lapse (-1) transition for collapsed mine + 48h = mine shaft?

Ah yes. I had to go and make another chisel because someone locked it in there. I don't know why they would do that. Such a stupid way to grief, by locking a chisel away.

Good idea on the mine too. A permanent city means resources that are not renewable are going to be a huge issue.

#21 Re: Main Forum » Reviving Dead Towns » 2018-12-27 20:35:11

It was a very interesting thing to do indeed. The other day, I spawned as an Eve in a town that seemed to have "half-despawned". It was so weird. There were berries all over the place forming no discerning pattern, several sheep around the same area but with no pen around them, some more secondary tools that are usually made later while priority tools like axe and shovel were nowhere to be found, there were even two bowls full of sterile pads that we found when I cut down some trees (as if the trees grew where it used to be a hospital). It was a weird life, but a fun one.

I tried to organize it the best I could to help my kids move forward. It was funny how everybody that was born there was like "wtf happened" and "why everything is everywhere".

#22 Re: Main Forum » Question about Eve spawn location "exploit" » 2018-12-27 16:40:21

CrazyEddie wrote:
Gabby wrote:

I've been Eve-chaining in Server 9 for the last day, learning some recipes and experimenting with stuff that would be considered a "waste of resources" by experienced players. It was nice. I'll be sad to see this possibility go.

Run a private local server and you can experiment to your heart's content. If you're using Windows, it's easy!

That's all there is to it!

In the settings folder under the server folder, there are a bunch of configuration files that you can edit to control things like whether or not you randomly spawn, whether you always spawn in the same place, where exactly you spawn, etc. By default I believe you will always spawn in the same location, but if not you can edit the value in forceEveLocation.ini . You can also give yourself an extended lifespan by editing lifespanMultiplier.ini and/or epochSeconds.ini which might suit your purposes even better than Eve-chaining.

Thanks to Awbz for building and packaging the server for Windows.

Wow nice, thanks! It will be great to have a place to train my clicks. I'm still really slow.

#23 Re: Main Forum » One City Server » 2018-12-27 16:03:47

Interesting, I will take a look when I have some time!

#24 Re: Main Forum » Question about Eve spawn location "exploit" » 2018-12-27 13:56:50

I've been Eve-chaining in Server 9 for the last day, learning some recipes and experimenting with stuff that would be considered a "waste of resources" by experienced players. It was nice. I'll be sad to see this possibility go.

#25 Re: Main Forum » Game suggestion: "I love you" » 2018-12-25 18:11:00

This is such a wholesome suggestion.

Board footer

Powered by FluxBB