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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Idea: craftable timelapse "camera" » 2019-02-26 10:42:05

I just learned on the mobile version you can observe your family after you died. Pretty cool. However.. you have to pay extra for it big_smile

#2 Re: Main Forum » Leaving one berry.... » 2019-02-25 10:57:48

on domestic bushes always pick the last berry / pick from where it has low berry anyway.

#3 Re: Main Forum » Heated farm? Pine farming? » 2019-02-22 09:57:44

Soo... are you pro or contra the berryfarm building?

#4 Re: Main Forum » Live changes to donkeytown threshold for repeat offenders. » 2019-02-22 09:49:23

I am pro ratio

(I once got cursed because because I not wanted to marry/roleplay...)

#5 Re: Main Forum » Discussion: do walls really worth it? Support for buildings? » 2019-02-22 09:35:41

furniture: A small table where you can put 2 full or empty bowls or plates. Put a table next to the place you setup the stew, so you always have a dedicated bowl there. Or put bread and butter on a table, on a 2ed table put empty plate and knife (yea would be cool if we can put knife on it too) -> its a butter bread station. Put a table to the farmer, so he can put his bowls of seed on it. Small table would help organize and save a little space for full plates/bowls.

I don't like how rooms work. If the room is too big You don't get any effect of it(depending where you stand). If a room is too big and the fire is on the opposite of the room you don't get any heat from it. This is neither realistic nor practical. I am sure I can heat up a 10meter x 10meter room with a large fire over time. Especially if the wall are massive stone walls and not some cheep wood walls. Also a room adjected to another room will not isolate each other. Or a warm room with a fire, that has a small room on it with an open door. The small room should get warm too. I would be fine if rooms just work like in rimworld: A room has one global temperature and the walls (and outside temperature) determine how much heat that room loses. Open doors lose more heat. A room surrounded by warm rooms don't need it's own heat source. And so on..

wood (coal) stove: It used some iron to build, but produces heat from wood over a longer time then a large slow fire. Or using coal to produce heat over even a longer time.

buff: feeding adult sheeps: Right now it's a waste to feed an adult sheep. So we feed a babysheep which gives us 1 poop, 1 wool and 4 meat. To make one Wool Sweater we need 6 wool. So for one sweater we get 6 poop and 24 meat. Another 4 for Wool Hat and another 4 for 2shoes. So to make clothes for one person (without pants..) you need 14 wool -> 14 extra poop (so much compost just for one person?) and 54 meat (so much food just for one person??). So what if we feed an adult sheep we don't get poop but 2 wool? This way we could really start producing wool clothes for everyone without a massive stockpile of poop and meat.

Let us combine letters to books. In book we can not only write longer sentences but also add small sketches. This way we can explain future generations what we wanted to build. Future generations don't need to follow this, but at least they will understand the idea of the initial creator. Plus you can tell future generations about iron mines, where iron is already looted, where maybe a closeby town is.. and so on.

Better agriculture:  Using horses to tile the soil, multiple rows. Better watering system (maybe combine backpack with bucket so you can store water in it? then you can leftclick with bowl on backpack to get water out). Maybe later automated watering system. Will cost a good amount of iron to setup (pipes) but once placed saves a lot of worktime.

Most things I listed here are stuff that actually leads to building a real culture.. And I would prefer that 10x more over gimmicks like planes.

#7 Re: Main Forum » Some interesting statistics » 2019-02-20 09:22:47

You have to consider that a lot of oldagers die at something like 57, that will as starvation.

#8 Re: Main Forum » A solution to overcrowded villages. » 2019-02-20 09:20:58

The solution to overpopulation is to build more functioning villages, so the load of players can be distributed to all this villages tongue

#9 Re: Main Forum » Is this legal? Yay or nay? » 2019-02-20 08:50:01

Anandamide wrote:

you will not have a full set of rabbit fur clothes as eve or her children

I do (ok not all rabbit fur, seal too)

#10 Re: Main Forum » Tips for Eve camp » 2019-02-20 08:43:18

OP likes to rush farms. I however like to delay farms and focus on clothes. With clothes you can half the food consumption from your people -> natural food last much longer / berries have time to regrow, People have more time to work and need to worry less about eating all time, you also only need half the amount of farms to feed the same amount of people! -> again, frees up more worktime.

I think to start both  are good, however next generations will maybe have a hard time if they have not enough clothes. They will put most of their worktime into creating food so that they don't starve the next 5min. This leaving much less time to advance.

#11 Re: Main Forum » The New Temperature System, Explained Simply » 2019-02-19 14:23:45

CrazyEddie wrote:

Any wall that's more than three or four tiles away from where you are standing effectively doesn't exist. So I say screw it. Make large rooms, give up the wall bonus, and rely on the floor bonus..

Okey.. why even make rooms/walls then? Just place floor everywhere. Maybe use the stone you would have used for walls for stonefloor, that will visually separate the working areas.



@DestinyCalls: Setup a windows server is super easy: Download the win_full folder: https://github.com/Awbz/OneLife/release … Life+_v199
Then go into the serverfolder. run the .bat file (for me the bat file didnt work, so I had to copy the commands and run them in a cmd(commandline), the .bat only create a few softlinks). After that run the server exe then connect to localhost. There are ini files in a config folder, on of them you can set at which age you die. Set it higher and you have more time to test.

#12 Main Forum » Does the game get balanced more around the zoom-mod? » 2019-02-19 14:14:20

stew
Replies: 3

In early game as Eve you can zoom out and easily scout a biome. Without zoom you would need to spend years of you lifetime (aka minutes) just to find out the biome is not good.

In later stages if you go out and search for food, with zoom -> zoom out and see where food is, and where the food is already eaten. Without zoom -> run around hope to find a berrybush. And when you finally find one it's empty.

And then we complain about berry eaters.. But without zoom you can not quickly zoomout and see where the stewpot is setup. But berry farm is easy to find and most time has food.

And.. crowded cities. Even with zoom I sometimes have a hard time finding the one item that I need. When there lies seeds and trash everywhere how should a non-zoom user find anything in this chaos? They need to spend years to find one item. And they probably need to eat while searching for it, costing even more time..

I personally find the zoom-mod makes this game muuuch more enjoyable. And I like that it got harder. But maybe it's a bit too hard for the vanilla game? (shhh.. just add zoom to the vanilla game)

#13 Re: Main Forum » Is this game elitest, temp update definitely makes it feel that way? » 2019-02-19 14:01:02

FlyingAboo wrote:
stew wrote:

I think without zoom the game is just much harder.. keep that in mind

Yeah but that is really easy to fix if you use the AWBZ stand alone client.  Whats not so hard to fix is the condescending attitude of the elitist players who possibly haven't even been playing games for 1 decade let alone the 30 odd years I have.


Yea for us it's easy. But for the casual player, who probably never heard of zoom before it's hard. If I am Eve or am just outside the town and have a child without zoom and say follow, I have to walk slower or he will probably get lost. Also with zoom a kid can easily zoom out and see where food is, or which berrys are already eaten. Without zoom he would need to run around to find berrybushes and hope he doesn't find an empty one. So indirect it affect us too.

I also wonder if the game gets balanced more around the zoom mod? (for me this game would be too frustrating without zoom. I prob. would have given up already.)

#14 Re: Main Forum » Is this game elitest, temp update definitely makes it feel that way? » 2019-02-19 13:30:49

I think without zoom the game is just much harder.. keep that in mind

#15 Re: Main Forum » Runaway girls: Now a good idea? » 2019-02-19 12:30:53

Greep wrote:

with all trees harvested in a 30 second horse ride.  Probably has 2 generations left.

Uh, which generation were you? Can be that generations before made big mistakes by running to much fires at the same time nonstop.

And high water consumption comes from high food consumption and that comes from the lack of clothes and people who don't work but just eat. You could go out with a handcard, search for dead people with full set of clothes and bring the clothes back. This will lower the food consumption and add value to the town.

In a bad spot? I mean if the town is build on a desert then I agree I would run away too, or just die. Because this town will not make it for too long.

#16 Re: Main Forum » New Eve Strategy » 2019-02-19 12:23:22

> A good baseline for everyone is 3 furs + 2 thread for a cap and pants (0.3825 R) will save you up to 425 food per hour, for the first 5 hours!

Hah looks like my gut-feeling was exactly right. Making hat and pants is exactly my strat.

I love all your calculations!

#17 Re: Main Forum » Killing as Eve » 2019-02-19 10:30:13

keep the boy alive, kill a girl.

#18 Re: Main Forum » Runaway girls: Now a good idea? » 2019-02-19 10:29:12

erm.. hää?

If you are a good player staying with that town and try help them advance is probably a good idea right now. Town need good players.

But stealing the firetools (stealing the milkweed and the gathering time) and probably some clothes, a card, etc in a town that struggles anyway don't sound like a good idea for me... At least not if you want to help the town.

Also if you setup a new camp, you probably compete over the same iron regions - unless you travel far of course..

#19 Re: Main Forum » New Eve Strategy » 2019-02-19 09:59:50

To the last part about the milkweed, that is why I like to craft my 3 starting tools in a different biome and then travel to a new one with fresh milkweed.

I understand your argument with the Backpack. However I see it that clothes not only benefit me, but also future generation. And on top of that natural food drys out much slower.

If someone dies, in this early game, you will probably notice it and you will probably find his corpse. So you can bring the clothes back (take a naked baby, put all clothes on him, run back to base). If someone with a backpack died you also want to bring the backpack back. So no difference here. However the guy with the backpack eaten more natural food. Food that could have been eaten by others or later generations.

I was born to an early camp where all had backpacks but were naked. I went scavenging - brought milkweed, iron and even clothes (and yes for this job a backpack is very handy). But I tell you this camp struggled with keeping up food production. And I strongly believe if most of this backpacks would have been clothes this camp would had a much easier time. (they all died to starvation but me who was a boy and my mom who was too old).

#20 Re: Main Forum » New Eve Strategy » 2019-02-18 23:31:28

go into greenland and craft 3 tools: hatched, firebow, snare. If the biome is not super big and you used most of the milkweed just move on. If you find a prairie go into it and hope to find another adjusted greenland. However before you leave your first greenland biome, check if there is an adjusted icebiome and if so hunt a seal. Asuming the greenbiome is BIG or you found another greenbiome adjusted to prairie, setup a basic camp there and immediately start hunting. Give your first kid the job as rabbithunter, he will need a basket and at least a 2ed snare. I like to make hats and pants for everyone and make a sealjacket*. Someone needs to scout for a good place for farms that still gives access to a good prairie. Sons are best for that. I would not go with an ongoing fire early. Only make a small fire if you have multiple kids and use it to cook rabbits too. If you have a hat and pants for your kids I think you can get away with 1fire only and then use the heat from the hotcoals. I myself have not broken a hatch early.

*: I prioritize clothes much over backpacks. I don't know the math behind it, but if I have a sealjacket, a hat and pants I have to worry MUCH less about eating. So while a backpack decreases labortime, clothes reduces food consumsen, which also decreases labortime. I think in the beginning you shouldn't have much labor time anyway: Rabbits shouldn't be too far away and with 3 snares you basically take the rabbits into the basket, replace the three snares, walk back to camp, repeat. And if you go out for milkweed. If you leave your pants in your base and take a needle and fur in your basket you can carry 4 threads back (one in form of you new crafted pants). You need backpacks later, when you start carrying massive amounts of clay around, or need to go farer and farer for rabbits. However I guess you need always adjustment and in some cases a early backpack could come handy.

Founding next to lots of ponds and then cook omeletes is also not bad, however you still missing clothes and without clothes you will probably need an ongoing fire and with that plus the fire to cook omeletes you have a high kitling use.

Also rushing pies and using the wheat from prairies is something I want to try.

And in the end you need to get a bit lucky and have 1-2 good kids who can continue your journey

#21 Re: Main Forum » So About Berry Eaters... » 2019-02-18 23:05:27

betame wrote:

To chime in,
Milc of course is OP, and also mutton bies are meta, but

If you're optimizing iron, berries are great
If you're optimizing soil, stew is great
If you're optimizing labor, idk but soil seems to take the most time to make from scratch

also there's water, but it isn't usually scarce.

Oh, and about yum and why corn/ bad foods are bad


Really happy to see most of y'all on here understand the food meta!

Hey beatme really interesting stuff you have here! Also I like that you try to take labor into some calculations. Yumbonus can actually lower the labor cost by not having to get back to food so often. However if you work close to the kitchen or have a stewpot next to your workplace, you don't spend much time to get the food. But if you work a bit outside and dont have a packpack with a pie in it, then YUM can add extra value by not having to run for food so much. On the other side YUM can also increase labor time, when you search the one food you not eaten yet.
I personally like to YUM when population count is lower and I know where each food is. With higher population I waste to much time searching for the food I need, as food gets eaten and replaced somewhere else pretty often. I still YUM to maybe 5, but sometimes I also just eat the same pie over and over again.

In crowed bigger towns the labor cost can increase massively. If I cook stew alone, I can be fast and produce stew after stew. But in a city with too many people I may take 10x the time to produce a stew. First there is no sharp stone left in the city and I don't want to steel it from other workplaces. So i get me one. Then all my bowls get stolen in the middle of making. Then someone plant milkweed in the soil i prepared for the squash seed. Then there is no more soil for a new row for the squash seed.. And so on. Labor costs can increase very high in too crowded citys and I think this can be one reason why citys dies out.

#22 Re: Main Forum » So About Berry Eaters... » 2019-02-18 22:23:17

When ranting about berry eater I have to remember that a lot of people don't have the zoom mod. For them it's much harder to see where food is. When hungry and you run into the kitchen just to find it empty, then have to check 100 bowls by running around to find something eatable is hard. With zoom we can just zoomout, see if there is food in the kitchen, or we see that there is a new stew setup, or we easy find natural resources. But without zoom you have to run around all time. You will never find out there is a new stew pot if you not accidentally run into it. And therefore, without zoom, it's so much easier to just run for the berrys. Because they are easy to find and all together.

#23 Re: Main Forum » Foraging as a new meta. Towns are deathtraps. » 2019-02-18 22:16:36

I think a lot of more experienced player do this. Last time I toke one fur and a needle with me and then wander a bit until I find an untouched green biome. Gathering milkweed and kill 2 seals, crafting pants and then two seal clothes, wearing one myself and bring one home. We had lots of fur at home but no more milkweed in our biome, so I repeated that two times until we made all fur into clothes. If I want to add value to the town what I also like to do is pickup a handcard and go out a bit. You will always find dead people with full set of clothes. Put em all into handcard and bring em back home, tada 2min spend for a "new" full set of clothes. I however much more prefair to do this as a boy and not as a girl.

#24 Re: Main Forum » The new eve baby strategy! » 2019-02-18 20:53:06

Dodge wrote:

Fly to tutorial, make family, enjoy the infinite fire

If you setup a tutorial city I will be happy to be born in it smile

But how would you manage to fly there? Lets say you have a friend in discord, he breaks out the tutorial and setup a landing stripe. How will you know in which direction you have to lift off. And wouldn't there be a lot landing stripes in the way? (i read it scans the hole 180° in front of you).

#25 Re: Main Forum » Crazy idea: make high-tech life easier, not low-tech life harder » 2019-02-18 20:35:15

DestinyCall wrote:

All of these technologies unlock new and "easier" options for your village.  Ways to gain access to new resources or re-open access to depleted resources.   But once your village has sheep and a newcomen pump and an iron mine and a well-stocked bakery ... what do you do next?    What do you need to do to keep the next generation alive and well-fed?   What is the next step on the technology chain ... build a car or airplane?

I find this a very good point. I think the next step for a civilisation would be knowledge and organisation. Like right now there is nearly no way telling important things to future generations. Letters are a joke. We need books where we can tell more and make sketches. What if I find an ironmine but can't use it yet. Future generations will never know about it. With books and sketched maps we could tell all kind of things. But also the current organisation of bigger towns is super hard when not impossible. If you have 5-10 people its not that hard. But if you have 20+ people you lose the overview. Did our rabbithunter die? You will probably never know or even realize. In reallife you know each other and if the rabbithunter does not come back after 2 weeks you know something bad happened and you go to search him and/or send someone else to hunt rabbits. In OLOH you don't have time to know each other, its all too crowed with too much people. You can't read anything if multiple people speak.. and so on. I think knowledge organization would be the path to real civilisations...

And adding cars and airplanes is, if you ask me, just a gimmick

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