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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Family genetics and fatherhood » 2019-12-02 10:57:59

fug wrote:

Mom holding baby phrases:
You are not my baby (remove baby to allow for adoption by other moms/dad)
_____ is your mother (specific female)

I really dislike the idea of just being able to say 'you're not my baby' or similar and therefore not being responsible for the kid. Adoption sure (I mean it happens already with peeps ditchin their kids by the fire), but I think it should be clear that someone is still the biological mother. Otherwise people would abandon their kids without going thru the effort of finding someone to take care of the kid.

I'd rather just have the mother who adopts a baby say 'I am your mother' and the game then saying 'adoptive mother' or something next to the name, while not changing anything about the birth mother.

#2 Re: Main Forum » Idea: one kill per life? » 2019-12-02 10:50:24

Although killing/griefing can be a problem, it also feels natural to the game. It shakes things up a bit, making that life unique or stand out among the rest. Yes, it might stand out in a negative way (especially at first), but it makes it so the game isn't completely bland/exactly the same over and over (I talked about this in a diff topic: although there are a lot of diff things you can do in a life, the timeline of the town is always the same moving from the Eve stage to advanced. The only things making a difference there are these disruptive events.)

Anyway, I don't think you should put something into place to prevent mass killing. But if you do, would this restriction apply to war swords? Cuz it'd be weird to me if you can only kill one person as a swordsman and then that's it.

#3 Re: Main Forum » So uhm, how do you trade for oil? » 2019-12-01 16:26:10

Yeah, it was expected from the start that multi racial towns would be the ones to thrive. Trade doesn't really work imo, just charity. Nothing is ever gonna be equal in value. If you're ginger, find and help another town. Either go live there or bring them some stuff (depending on how advanced the town you live in is).

#4 Re: Main Forum » Suggestion: Free Demo » 2019-12-01 15:05:21

As Kinrany says, I think a free demo like this would prevent people from actually buying the game- especially if it's only limitation is less content or w/e.

A demo would be good if it allows people to do somethin similar to the tutorial; something that feels like it isn't really what the actual game is like, but gives an idea of how things could/would work when buying the full version. Maybe it could even be offline (single player), or maybe you'd only get to play for a short amount of time (a few lives and then you need to buy).

The thing about a demo, though, is that it could convince some hestitant people to buy, but it could also scare some away who would've bought it otherwise...

#5 Re: Main Forum » How Was Eve Just Warm Enough After The Apocalypse? » 2019-11-29 18:28:30

Eve didn't exist before 14 so didn't have a temperature to begin with
She came into being like this

#6 Re: Main Forum » Family Name Change After an Eve » 2019-11-29 18:24:55

The family was still nameless when the daughter was born. When daughter grew up she named herself Burns. Eve (still nameless cuz her daughters last name doesnt affect her) said 'Im so sorry' as her dying words - therefore setting HER last name as "Sorrows".
She didn't name herself and probably didn't intend to with that message anyway.

#7 Re: Main Forum » Nerf the Horse? » 2019-11-29 17:45:28

For those suggesting cursing and getting more people to do so: I might be wrong, but don't you have to be within a certain distance from a person / where they died to be able to curse them? If they got away on horseback, they'd be wayyy too far away really fast for the rest to even be able to curse them.

#8 Re: Main Forum » Some feedback » 2019-11-27 22:20:53

1. Agreed but it'd take ANOTHER piece of glass which is ehhhh
2. Butter has 8 uses too so it makes sense. I assume you'll be able to put it on the pumpkin pie or something (currently it has no use).
3. Lmao

#9 Re: Main Forum » Problem: Affected Emotion Seems Off » 2019-11-27 22:14:05

Sitting/lying down implies the kid shouldn't be able to move from that spot after. You want kids to be stuck in immobility for longer than the 12 seconds they lie flat on the floor already? Nyeh.

I don't feel it looks irresponsible to put your kid on the floor by the fire anyway. Why do you feel that way? It's just irresponsible if you leave them there and never come back (even in more advanced towns- don't just ditch your kid with another lady, ASK if they'll take care of them if you really need to go).

In early stages (pre-clothes) you have 2 options (if you HAVE to work):
1. Put them by the fire to keep them warm, but alone for a short amount of time.
2. Take them with you, but they'll be cold and miserable while your hands are full.

Neither of those are optimal, but both are responsible in their own way (one for saving YOUR pips, the other for saving the baby).
I generally ONLY go for option 1 if I'll be working close to the fire. If not, I tend to take my baby with me so it knows where I am and they don't have to be worried about food. If food is (very) scarce, I'll take my baby away from camp to some berry bushes a little ways away so I don't use up all the food in/near camp and I can make sure the baby survives. At that point my work will just have to wait a bit.

Cuz of how I play, I'd much much rather have a baby sling than a little cushion to put my baby on- even if I can't feed it while it's in the sling (if it's on the back like a backpack). My body warmth could keep the baby warm and I just have to take them out for a sec when they're hungry.

#11 Re: Main Forum » New pine meta » 2019-11-27 17:59:58

Spoonwood wrote:
Kaveh wrote:

Fire spreading or other ways of devastation á la Plagues of Egypt would be great, imo. Having something disrupt that somewhat repetitive civ building would be awesome, even if it's annoying when it happens.

In my experience, farming isn't like cooking which isn't like smithing, and getting resources out of town is different also.  Doing an oil rig isn't like doing an engine which isn't like getting rubber.  Radios differ even more.  Forging gold differs also, and there exist more examples.  More trading would also be an alternative to civilization building.  Trying to have a family rough it out in the wild is also possible with an infinite map.  And more might be on the way.  Wine is coming and it's complicated to make.  Jason has talked about other sorts of content in the future as I recall.  I have to wonder if you say that such is somewhat repetitive on the basis of experience and an experience of doing all of the various things involved in civilization building in this game.  I've built a lot of roads and that was repetitive, and building buildings I think can get rather repetitive quickly also.  And the amount of content in the game is finite.  That all said, it's an important issue for lives to feel different.  I once feel into the trap of just trying to focus on the water process for towns, and that kind of got stale, though really there exists a bunch of things to do for that from the ground up.

It's not the singular tasks I find repetitive. They are different and I wouldn't be playing this game anymore if I'd get bored.
What gets repetitive to me is the way every town kind of grows in the same way from Eve-town to advanced. Yes, there are side projects, there is RP, towns can look unique because of different architecture or gardens, but the overall timeline is generally the same. That's what feels a bit bland. There is really only one way for a town to flourish, no matter what happens in between. Trading changed some of that, but it basically just added an extra step to the process. It (sadly) didn't make it less repetitive, even if it adds a completely new task.

This repetition is why I called for things like locking seeds behind skin tone (posted about it on this forum but it got ignored so eh), or these disruptive events in my previous post. It would make each town unique because of the way they deal with their struggles. It'd make people rethink how to layout their towns, what to focus on and how to advance. I'd like that.

#12 Re: Main Forum » a whole life without tool slots » 2019-11-27 17:44:28

Lum wrote:

Scavenging doesn't require tools, but crafting does? Who would have thought...

This. It does make sense to me.

#13 Re: Main Forum » Understandable gestures and playee set knowledge » 2019-11-27 17:36:28

Pointing would be cool if you want to show someone something.
The other ones you can kiiinda do already: /love for 'Hi, I'm friendly pls don't kill me', /happy for 'I agree/good' and /sad or /mad for 'I disagree/bad'. Most people will understand if you use these.

However, showing people stuff is hard. What I generally do is I'll type !!! to get people's attention if I don't speak their language, then start walking in the direction of what I want to show them. If they don't follow I'll spam some more !!! until they do. It usually works EVENTUALLY, but this is mega bothersome. You just get people going ?? or speaking gibberish to you for a few minutes until they understand you want them to follow you. Pointing would make this a loooot easier.

The best situation ofc is making paper, a pencil and a rubber ball and passing it back and forth to communicate. You can't understand speech, but reading a note works fine.

#14 Re: Main Forum » New pine meta » 2019-11-26 11:46:53

Spoonwood wrote:
ShekelCorp wrote:

Long term its a super easy meta to break. Fire or fire arrows would make it bad long term but good short term.

What?  Why do you believe that Jason will make fire spread like that?  I mean he wants us to play a game of parenting and civilization building.  I don't see how fire that spreads that way would have an advantage for civilization building or parenting... not on an infinite map with new spawns spreading people out.

Fire spreading or other ways of devastation á la Plagues of Egypt would be great, imo. Having something disrupt that somewhat repetitive civ building would be awesome, even if it's annoying when it happens. They'd last for a few years at a time (3? 5?) and happen maybe once every hour or so, or even less frequently so you don't know when to expect it.

Every disaster could affect something else, sometimes even in a good way. Like maybe rain can make it so you don't need to water anything (so do some farming quickly before it ends), but it's cold and makes your fire go out if it's not inside a building.

#15 Re: Main Forum » Problem: No Lack of Tool Slots Left Indication? » 2019-11-26 11:38:58

Coconut Fruit wrote:
wondible wrote:

WonLife 288.38

Displays your learned tools and an empty slip for each available tool slot along the top of the screen. Similar to yum, the tool UI is only shown when holding or examining a tool. Available slots depends on the text announcements and may not be available after reconnects and such.

This is patch is still work-in-progress, but currently serviceable.

Here is me going smith mode https://www.twitch.tv/videos/512810561?t=4h31m20s

wondible solved it in a great way. Hopefully Jason will make it the same.

Yeah this is really nice. It's awesome that it uses pictures as well, you'll know what you have in a quick glance and it's accessible to those who don't know English very well (or just forgot the word for a sec).

#16 Re: Main Forum » EZ mode » 2019-11-26 11:35:33

Yesss go back but with the yum boost! It's great incentive for people to actually try out different foods when they're new instead of them just standing around the berry bushes.

#17 Re: Main Forum » Imagine More Burdock » 2019-11-25 18:34:11

You can also make bait with 6 berries+carrot right? Will cost a lot more water of course, but yeah it is still possible even after running out of burdocks.
With infinite map there is no real reason to make more burdocks spawn anyway, can just travel some if you need more.

#18 Re: Main Forum » Not very accessible for new players » 2019-11-25 17:18:00

Harmi wrote:
Kaveh wrote:

Omg imagine being a veteran player and not being able to do anything but listen to your mom rehash farming to you. You already have to wait 3 minutes before you get to play now (5% of your playtime in a full life), being unable to do anything after or maybe only if you mom tells you so would be horrendous. There are much much more efficient ways to use that time, both for the kid AND the mother.

And that doesn't even take into account that a baby could know much more than its mother. I've taught my mothers many times.

No, that was not the game mechanical thing I was trying to explain. I was trying to show a way that the game would help you to save your time from doing things that seem to not make sense by making crafting mechanic, simpler to get, and then lead you to use that same time to interact with other players and make deeper relations with them.

It doesn't mean that building an efficiently working town would take any longer than now. The new system, however, would automatically lead you to do things together with other players. That would be the result of more explanating GUI.

And the "teaching" I am speaking about, necessarily doesn't mean that you would need to in chat explain how to use a hammer. The kid would "learn" it by for example these 2 steps

1. Seeing someone to use hammer correctly.
2. That person giving the hammer to the kid. 
- Now the kid would be now fully aware of how to use it.
- Maybe you could even make a "classroom" and teach many kids simultaneously.
- In the best possible scenario, in an organized town, It would lead some player to learn all the possible skills available and then teach them to all of the new babies together.

So, if you teach your kids in that way, the town would flourish even if some players were new. But if you didn't teach -or your kids didn't wanna learn, the town would slowly start going down.

Now, with the current mechanism, the town will flourish if there are senior players and it will go down if someone bought the game from steam and joins your town. I think it's not a good way because of those reasons.

Even the grandmas last few minutes would be important if she could stay home and teach new kids before dying. She could teach some new babies to do some old skill and know that the baby knows it and then grandma would die out by knowing that there in the town still is someone who knows how to use some specific tool.

So you basically want to make it so someone can't get a tool before they see someone else use that tool?

Although it is an idea, I don't think it'll work... I see too many issues with it
First of all:
What happens to the first person in the chain? How does someone learn to bake or smith when nobody has done it before them? What if you find an old abandoned town with a lot of tech your town didnt have, but you're unable to use it cuz you never learned (and anyone who couldve taught you is dead)? Or do you want to make it so only one person in your family can get the tool slot without learning from someone else, but everyone else will have to ask them? What if it's a griefer and they just pick up every tool then leave town to live somewhere else but making sure that no one in the family will be able to do anything? Or what if your family has split up into multiple villages, would you have to go find the other village to even be able to use the tool?

Next to those issues, I see a problem with even finding someone to teach you in the first place. What if you want to learn to bake, but nobody is in the bakery to teach you how to use the oven? Do you have to ask everyone to figure out who can show you to do it, and then they have to stop what they're doing just to help you? If you'd go with teachers: you'd need a constant supply of multiple teachers at the same time cuz nobody can learn all of the tools (not enough tool slots).
Also: this still forces me to spend time doing basically 'nothing' but looking/listening cuz I can't do anything myself. I'd much much rather just be able to leave and do what I want to do, cuz time is super valuable in this game.

Edit: Wanted to add that a town will never flourish without senior players. Yes, new players can bake and farm etc, but they won't be able to make a diesel engine for quite a while- that's super advanced tech you won't just pick up by looking at it. You can look it up on onetech, but if you haven't learned a lot of other things before you won't really know how to apply that knowledge (fast). Even getting a newcomen well is super hard now you need collaboration with other people, for which you need to know how to explore & communicate. Stuff like that isn't easy. If a town would exist of only newer players I think it'd run out of water fast and then die out.

#19 Re: Main Forum » Coming soon: shorter time for property fence cure » 2019-11-25 11:14:11

Gogo wrote:

Can fences automatically be fixed at corners when we fix the rest of fence, so we don't have to move outside of property to fix it all?

This would be nice, but what would be even nicer is if people just stop making crooked fences so you only have to go around it one way to fix it #petpeeve

#20 Re: Main Forum » Problem: No Buildings For Farmers » 2019-11-25 11:11:06

Now farming isn't possible in snow biome it would be cool to be able to put a greenhouse there for farming. Maybe it'd also require something-induced soil?? Maybe you'd start overheating if you spend too much time in there? It'd be like farming lv. 2 which you'd only do for a fun challenge, not cuz it's necessary (cuz you can generally find a better biome nearby).

Also, as for the farmers having it rough cuz they work in worse temperatures, that's just realistic imo. They work outside and have to deal with the weather.
If you're a decent mom and realise you don't need your clothes as much as your kid does, give them some of yours.
I've also given my kids my own backpack if they wanted to go find other civs or oil or w/e while I wasn't planning on leaving town. Exploration is tough in terms of food.
BP's are super useful, but you don't NEED one if you stay in town.

#21 Re: Main Forum » Not very accessible for new players » 2019-11-25 10:59:09

Omg imagine being a veteran player and not being able to do anything but listen to your mom rehash farming to you. You already have to wait 3 minutes before you get to play now (5% of your playtime in a full life), being unable to do anything after or maybe only if you mom tells you so would be horrendous. There are much much more efficient ways to use that time, both for the kid AND the mother.

And that doesn't even take into account that a baby could know much more than its mother. I've taught my mothers many times.

#22 Re: Main Forum » One click instead of fifteen » 2019-11-25 10:53:17

Thing is you DO use a bowl to get fresh green beans all at once ( https://onetech.info/1175-Bowl-of-Green-Beans )... But dry beans you do have to pick individually.

Is that cuz picking 1 fresh green bean would mess with the transition of it going dry?? or wuh

#23 Re: Main Forum » Is there a way to close recipe tab » 2019-11-24 20:40:23

No, recipe tab always stays open if you click things. You can only close a recipe you searched for (with / ). Why is it bothering you? It's not that big tbh.

Not sure what the Z is for, maybe it does the same as TAB or pages back thru the recipes the other way? I can't check since with the mod I'm using since I don't have to press enter before typing what I want to say (it just immediately brings up the text box). Think you still have to press enter first in vanilla, right? Try pressing z without the text box up

#24 Re: Main Forum » I traded.... BUT » 2019-11-24 16:19:52

Not sure if it was preupdate, it had diff families (as in, diff skin tones) living there though their numbers were low. I assume they may have gotten there by themselves as a multiculti town, but not through trade.

#25 Re: Main Forum » How to build corners? » 2019-11-24 16:16:33

So basically the wall you put down before will auto-adjust to the walls next to it. Put one above/below it and another to the left or right, and the first one should turn into a corner piece

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