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a multiplayer game of parenting and civilization building

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#1 Main Forum » Long Building a Civilization from Scratch TUTORIAL » 2018-03-21 20:28:11

ShadowsSoldier
Replies: 0

Like i said, its in 4 parts, rather long, but it's an easy introduction to the game and the stages required to make a thriving Civ.

Part 1

https://www.youtube.com/watch?v=Dc_d0T0H3aQ&t=2175s

Like and Sub if you enjoyed if not, just flame me on here XD

#2 Re: Main Forum » Dug Big Rock Purpose? » 2018-03-21 14:32:21

I'm sure at a later date something will be implemented like carving it into tiles etc.

#3 Re: Main Forum » Man, I'm so sick of building camps just to see them rot » 2018-03-19 21:49:47

As of now no there are not 10,000 items in the game, he says he will be adding things per week, and I'm guessing that this will add up to 1,000's of items. The items in the video are what are currently in game.

#4 Re: Main Forum » The lack of storage problem! » 2018-03-19 21:45:10

ryanb wrote:
ShadowsSoldier wrote:

yeah but just having handcarts, boxes, and baskets everywhere is kind of aggravating.
Imagine building a box specifically for certain items, like a box for carrots that held more of that item.
Crafting recipe could be easy to add,
Wood planks plus the item like how you make a bucket to specify the item and thus the storage built:
Wood planks with Carrot + Rope = Carrot Storage.

I really like this idea so I suggested it on Reddit.

Sweet, like that idea, basically once somethings added, it only takes item of that type much like stacking.

#5 Re: Main Forum » The lack of storage problem! » 2018-03-19 19:17:46

Yeah usually i put them in boxes 4 tools to a box, usually takes 2-3 and they can be seen very clear in the boxes.

#6 Re: Main Forum » The lack of storage problem! » 2018-03-19 19:03:09

Think of all the things we could potentially stack:
long straight branches
curved branches
yew branches
fire wood - fire wood pile
butt logs - small log pile to large log pile
sharp stones
flint (not where you have broken it)
iron ore
limestone

idk you tell me more

#7 Re: Main Forum » The lack of storage problem! » 2018-03-19 18:53:18

Yeah, this is also about more than just carrots, like having a place to put tools that is easily recognizable as a Tool Cabinet or Tool Shelf, would help promote proper usage, like bringing tools back where you found them.
Or storage for lets say, ropes and string where they can be seen, yes you could just make the model of the item look different in baskets and boxes or add a new storage for such items.
Also item stacking needs to be a thing, bowls and plates that are empty should stack, no if and or buts about it.

#8 Re: Main Forum » The lack of storage problem! » 2018-03-19 18:45:14

yeah but just having handcarts, boxes, and baskets everywhere is kind of aggravating.
Imagine building a box specifically for certain items, like a box for carrots that held more of that item.
Crafting recipe could be easy to add,
Wood planks plus the item like how you make a bucket to specify the item and thus the storage built:
Wood planks with Carrot + Rope = Carrot Storage.

#9 Re: Main Forum » The lack of storage problem! » 2018-03-19 18:38:25

so then 11 ppl would require 11 storage boxes full of baskets, full of carrots, just for 6 minutes. It's just very inefficient.

#10 Re: Main Forum » The lack of storage problem! » 2018-03-19 18:36:30

Okay add 10 ppl to that number then how many storages would you need?

#11 Re: Main Forum » The lack of storage problem! » 2018-03-19 18:18:15

It seems one of the main issues in this game - The ridiculous amount of clutter all over, could be solved by changing the way some storage works and or adding more.

#12 Main Forum » The lack of storage problem! » 2018-03-19 18:16:34

ShadowsSoldier
Replies: 23

We need more storage to put it simply, or a change in the way some items interact with storage. Or simply more items need to stack.

For example:

A wooden box holds 4 carrots, or it could hold 4 baskets filled with 3 carrots in each.
Just from a farmers standpoint, make the size of the carrots smaller, make baskets hold 5, that way when farming one basket next to a row of carrots is a 1:1 fill ratio.
Make other items scale with boxes therefore a box still would hold 4 baskets, but could also hold 20 carrots w/o the need for baskets.

Give us storage for specific items, Tool Cabinet or Tool Shelf/Wall.
A Wardrobe or Dresser for storing sets of clothes, a bakers shelf for holding plates and bowls, as well as half cooked pies.

Any other ideas just post them here,
More efficient ways of storing things or items that could be used as storage like i listed above.

#13 Re: Main Forum » Industrial Revolution » 2018-03-19 18:10:07

I don't see a point in this game where we will just not have farming, even by todays standards a single farm/farmer feeds up to 155 people.
The fact of the matter there will always be farmers.
Yes, we need more tech it will add more play ability, but as it stands most civilizations on high pop servers die of starvation before even getting through the tech already in game.
The only servers that seem to reach higher level tech are the low pops, or the customs.
Official server low pop, max tech tier, just expanding for the future.  https://www.youtube.com/watch?v=-VhJLG4_LuM

#14 Re: Main Forum » Man, I'm so sick of building camps just to see them rot » 2018-03-18 13:09:30

Dawn wrote:
Dagar wrote:

Maybe lengthy answer incoming:
First of all, I think people reading the forums are not the one you are actually addressing with this matter, as people who want to learn more about the game externally usually are quite aware of the matters.
Secondly, I myself have just picked up the game, cannot play too much and try to learn in game rather than outside. But still, as I am a social nature, I do not just want to spawn somewhere, have them nurture me and then not contribute while I try new things out. So a fair amount of time I will farm, get water etc. and not do any fancy advanced stuff. Maybe the reason why so little progress is happening is because others are like me.
Third, every couple generations a village does not have the expertise to know that they have to limit their numbers, so they all starve and migrate, and someone else has to get the whole thing going later. Again, no progress. And when it is late night or morning on a work day, not many people will be there -> little sharing of knowledge -> little progress.
The last thing is communication. The whole community is I think growing atm, so the mean experience of all players is growing very slowly, if at all. It takes only one newby who thinks that it is a better idea to take a carrot from the field than from a basket to spare the field workers some clicks and your seeding rows are plundered or at least inefficient. So you need to communicate where the information is needed: in the game. I've had two lives where my main work on the field was to watch over the one line of carrots that were left for seeds and repeat the same thing over and over again. I am sure there will be some kind of convention established once >90% of people know you need fully planted carrot rows for seeds, but this "level of education", if you will, first has to be met. So maybe do some farming work for some minutes of your life, and keep watch over those rows, and communicate, so others can learn. It is in your responsibility as experienced player to help all advance. Not so much by doing fancy stuff, but by teaching more people to do that stuff. Any form of advanced technology is useless if people don't know how to use it properly, so guide them there instead of complaining.
This game is a social experiment. The basis for all social interaction is communication. Established rules (like saying F for food as a baby, not draining ponds completely and so on) can help this communication be more efficient, so develop some rules for carrot rows, tool and ressource usage and COMMUNICATE THEM!

I really like your point. So far I've been focussing on developing individual civilisations, getting them to be as advanced as possible. But your post is making me think that communication of what I know should be my top priority because no matter how far I can get a civilisation on my own, it's going to die and have to be restarted by someone in a couple days max.

Some of my best in-game experiences have been where I've taught people the basics of sustainability, how to make compost etc.

Increasing the mean knowledge seems like a great mission.

I've been doing the same, we have a centralized base atm (all be it slightly unorganized in my opinion) but i digress, I've been making "outposts" basically everything a civilization would need, small farm, wells, smithy (with all tools), berry farm, milkweed farm, and of course a stockpile of food for the person who finds it. I've been following the idea of keep it simple stupid, make it very easy to see what is what and how it should work as well as very orginized ill take some screenshots at some point.

#15 Re: Main Forum » Usernames? » 2018-03-18 12:48:43

Go! Bwah! wrote:

I don't know what public servers y'all are playing on, but I've only been killed twice by griefers in all my games, once by knife and once by bow.

When you play are you in fairly large civilizations or just ones that are tiny and peter out themselves. The more thriving a civ, the more likely it is to give birth to a griefer/murderer.

#16 Re: Main Forum » Mods For Discord! » 2018-03-18 12:47:04

Joriom wrote:
ShadowsSoldier wrote:

I nominate Jorium, and support Exbeer as well.

Don't even try that Shadow. My excentric ways of relaying messages to people are not popular here.

\

XD well sometimes people need to hear it like it is, im too cynical to be a mod, biased as one would say.

#17 Re: Main Forum » Mods For Discord! » 2018-03-17 21:39:05

I nominate Jorium, and support Exbeer as well.

#18 Re: Main Forum » Population size management. » 2018-03-17 16:13:08

Gate Valley wrote:

I remember seeing a post a while back about small-scale sustainable farming. It involved 7 carrot plots, 3 for seeding and 4 for food that sustained a total of 3 people if they were fully clothed. That was a while back before carrots got tweaked so you could probably do something like a 12 plot farm where 2 are used for seeding.

Your numbers are terrible, 1 carrot plot left to seed creates 5 seeds each seed has 2 uses,
So 1 carrot plot = 10 seeds
Do 10 rows, 9 for food, 1 for seeds. its simple math.
if you would like to expand:
20 rows, 18 for food, 2 for seeds.
See how easy.

Please for the love of god don't do 3 for seeds and 4 for food, giving you 30 seeds for the 4 food plots you have left Or 12 plots 2 for seeding giving you just under double the amount of seeds required to re-seed.....

Farming is the simplest application in this game and also one of the easiest things to overthink.

Happy Farming

#19 Re: Main Forum » Milkweed For People Who Won't Read the Wiki!!! » 2018-03-17 01:32:42

Checked the timers,
All seeds despawn Except for carrots seeds, wild or domestic, its almost like the game is trying to say we need to farm XD

#20 Re: Main Forum » Milkweed For People Who Won't Read the Wiki!!! » 2018-03-17 01:31:34

Ill have to check, but i thought they did, when i set up my farms I leave no excess, 1 seed plot to 9 carrot.

#21 Re: Main Forum » A kingdom for a MAP! (Your thoughts right now.) » 2018-03-17 01:13:18

Joriom wrote:
rosden wrote:

the community is already working on the map problem so I dont see it as being implemented into the game at all. A compass might though.

Compass? In a top down game when north is always up? Yeah. Good idea. Genius.

LOL, Jorium you savage!

#22 Re: Main Forum » Available tech doesn't allow us move beyond a shared resource society » 2018-03-17 01:10:42

This game is somewhat of a social experiment as I see it, can we come together as a group and make something substantial or we will all be in it for ourselves and fail. Having personal property enforces the in it for ourselves idea, and i can say with no doubt if you yourself focus on keeping the civilization alive and going, even if it means doing the most menial tasks it will not fail, provided you do the task correctly.

I leave you with one thing, learn to farm, do it right, leave rows for seeding, have someone make a little compost, you will not starve, even if the trolls and idiots decide to do their own thing.

#23 Re: Main Forum » Stop overdeveloping the land! » 2018-03-17 01:00:10

You guys thinking that pies are the way to go for a DEVELOPING SOCIETY are what is causing most of these dead civilizations!

Yes, pies provide a lot of food content, however the water that it takes to create the wheat, the compost to renew the wheat and the dough make it vastly more expensive.

Pies should only be used once you have a STABLE source of food, which right now is carrots.

The problem with carrots right now isn't the food itself, its the farmers, whether they neglect it, or overproduce, or under-produce, or forget to leave rows for seeds.
If you make 10 rows, 9 for carrots, 1 for seeds, then you can reseed all 9 of those rows and reseed you seed row after using compost to create it again.

For those of you who think pies are the way to go, do the math yourself or read: https://onehouronelife.com/forums/viewtopic.php?id=476  like the man above me stated, its very simple math.

The benefit that pies have are late game, considering what we have so far, they are great once your settlement is established and expanding, but guess what you still have to make sure you have an ample surplus of carrots.

What the OP said is true, rushing through the development of a civilization is what causes the failures, seriously guys just crack down on farming until you have the food to not starve, its not that hard lol.

#25 Re: Main Forum » Whitelisted Server? » 2018-03-16 12:52:26

Its not the newbies that are the problem its the people that specifically try to grief

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