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a multiplayer game of parenting and civilization building

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#1 Main Forum » Jason Is working on Net code. » 2018-03-13 02:50:53

Alveus
Replies: 4

I just wanted to let you guys know, in an unofficial post, that Jason is hard at work on Net code issues. I moderate the subreddit. His recent disappearance from the forums and discord has likely been in his descent into coder madness while he attempts to excise the rotten net code. I'm sure he will make an official post on this, soon. But for now, rest well knowing it is being addressed.

Keep up the great work Jason.

#2 Re: Main Forum » Discord? » 2018-03-10 17:07:38

I agree, the discord should be listed in a sticky.

#4 Re: Main Forum » [Sudgestion] More Ponds » 2018-03-10 16:59:55

Persona wrote:

@Sr.Hikari - never said fully automated, but perhaps lower the amount of "tending" needed - once you reach irrigation you will still need to seed perhaps, but no one needs to constantly fetch water and water individual rows.

Would allow the farmer to craft do other things while farming is more watching harvesting and planting and not so constant grind

I actually posted an idea in my idea suggestion thread on this.

"#6 Irrigation should be possible by shoveling squares adjacent to ponds (for a set distance.) Crops one square away from irrigation do not need to be watered. This seems a bit overpowered in the current meta, maybe this would cause source springs (ponds) to dry out over time. You would now have to feed the source pond with water?"

main thread: https://onehouronelife.com/forums/viewtopic.php?id=341

In this sense I would think of ponds as small source springs. i would suggest implementing various sizes of source springs, however. Maybe the drain on the source spring could be lessened by connecting multiple springs together.

In essence all progress is simply just streamlining. Irrigation is a necessary step in that direction.

#5 Re: Main Forum » [Suggestion] new forums » 2018-03-10 16:54:40

Yesss! Please add a few extra sub-forums. Suggestions, Stories, Bugs, Purchase Problems, etc.

#6 Re: Main Forum » Please remove PVP » 2018-03-10 16:53:05

Bayo wrote:

It should at least be nerved.
Hunger and animal deaths can be seen and you can at least try to avoid them.
A human sneaking up on you while your busy farming or st. is just an insta death without any warning or way to avoid it.
I read that some villages have guards for that kind of behavior, but i have never lived in such an organised utopia.

This reminds me of an idea I had last night. I think weapons should have some sort of animation. The reason  knives are crazy OP is because it's INSTANT. There needs to be a walk up-knife stab animation you have time to avoid. I'll add it to my suggestions list.

#7 Re: Main Forum » The New Ways of the Carrot » 2018-03-10 00:16:36

Okay, so it seems like wheat and carrot/rabbit pies are the future here. A farm would need one row carrots, one row wheat, one berry bush. Im not sure how much threshed wheat you make from cutting wheat... or how to make pie crusts. This makes rabbit viable for ingestion instead of just being annoying to work with though.

in the wiki you wrote that berry bushes should stay at 4. Why?

#8 Re: Main Forum » Compiled list of suggestions: » 2018-03-09 05:08:29

asterlea wrote:

you actually can select the individual items in a basket, with the exception of things like Basket of Soil and Basket of Coal, which are completely new items. It's tricky though, since the selectable area is so small since each item is being overlapped by the basket and other items put in after, so if you put in a smaller item and then a larger item after, the larger item can completely cover the smaller one so you can't get to it at all.

Edit: Also, buildings do make you warmer. Or so I've been told, haven't been many places with them myself.

OH, man, what if holding right click made the images in the basket LARGER like zoomed in towards you like a magnifying glass kind of thing and releasing it picked the item up?? I'm imagining something like when you mouse over the buttons on a mac computer.

#9 Re: Main Forum » Compiled list of suggestions: » 2018-03-09 04:50:23

Kewl, I think you're right... But, maybe skewer could just check the first item in the basket. I'm assuming the names have sequential ordering in the item list based on their position in the container.

action = left click
{ if container(check itemname position 1 == "rabbit meat" or "wolf meat" or chicken meat")
then
{
skewer;
}
}

I know that's a simplification and I have no idea how the actual code works for item usage, but it seems like it should be do-able. If it requires a rewrite for some base code I would think that letting tools interact with contained items would be worth it either way. I can't imagine us being restricted to crafting on the floors in the robot age, and it might open the door for workstations and tables.

#10 Main Forum » Compiled list of suggestions: » 2018-03-09 01:27:59

Alveus
Replies: 8

I know I should post this in the other quality of life post, but here goes.

#1 Bows should be placable in carts. It is currently impossible to go by yourself and bring your bow and arrow back with whatever you hunted. Maybe we could even modify our backpacks to allow bows on the side of the backpack? backpack + rope? People have been wearing bows by putting the string around them like a backpack strap forever. Just saying. Also, it doesn't help that most hunted animals (wolves, muflon, bears) Don't fit in a backpack.


#2 Skewers should be able to skewer meat from containers directly, and should place meat directly into containers. Seriously, having to deal with the way the skewers function right now makes trying to cook Rabbit meat INCREDIBLY tedious, not to mention the fact that I ALREADY have to keep two fires alternatively dying to cook over the coals, AND rabbit bones get everywhere.

In case anyone is curious, the current function is as follows if you are taking meat from a container and cooking it before putting it back into a container:

Take meat out of container, place on floor. Right click skewer, left click meat, left click coals, right click ground (to drop meat on ground), right click another free tile (to drop skewer), right click meat, left click container. That's a total of 7 clicks and the time it takes trying to find an empty spot for your skewer and meat every time.

It should be right click skewer, left click meat, left click coals, left click container. 4 clicks.


#3 Cooking meat is wonky. We shouldn't have to constantly light fires and wait for them to die to cook food. Fire (tinder, etc) + dug hole = firepit? Cook over coals OR firepit? (longer lasting wood usage.)


#4 I need to be able to dig a trash pit/holes with a stick. It's ridiculous to assume you have to be able to make steel tools to dig a hole. Maybe allow digging in water holes with sticks. I can't get rid of all the rabbit bones!!


#5 There should be some sort of belt made from rope (2rope?) that has a loop or two for tools. Maybe belt + rabbit fur = belt with sheath?


#6 Irrigation should be possible by shoveling squares adjacent to ponds (for a set distance.) Crops one square away from irrigation do not need to be watered. This seems a bit overpowered in the current meta, maybe this would cause source springs (ponds) to dry out over time. You would now have to feed the source pond with water?


#7 IF you were to make it so that you could view contents in a containers here is how I would do it. Right click = pick up first item, Hold right click = zoom in on container with items moving sort of like an apple computer dock until you release the right click on a certain item.

#8 Attacks from player to player should have an animation that gives enough time to dodge the attack if you are aware enough. Having an entire village insta-knifed because you were one tapped by a guy off screen isn't fun. Making knives and similar weapons that may be used on other players have attack animations will discourage this kind of trolling, or at least hamper it to the point where people can realize what is happening.

#9 Skeleton variance: If you die as a baby your skeleton should be smaller and fade away after a few minutes. Adults get increasingly large graves/skeletons. Graves could say age/name.

#10 Baby naming: Allow names to hover over heads. Mothers give names on birth.

#11 Sign posts: Craftable from long straight shaft + rock. Removable with sharp stone. Allow you to write a small message. Mouseover the sign to read message on bottom of screen.

#12 Workbenches. Items tied to a workbench with thread will allow single click usage of the item, automatically snapping back to workbench after usage. (something like this?)






Thanks for reading, guys! Please let me know if any of these need clarification. If anyone below has better ideas for some of my problems here, I will add them to this post.

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