a multiplayer game of parenting and civilization building
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It's a big update.... and it's ALMOST done...
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OOOHHHHHHH
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Looking forward to it, It's not just radio but the beginning of electricity. Hope we can do more with glass in the future too.
"I came in shitting myself and I'll go out shitting myself"
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Thanks Jason! This update is looking awesome.
In case you missed it, two copper coils needs a transition. See: https://github.com/jasonrohrer/OneLifeData7/issues/138
One Hour One Life Crafting Reference
https://onetech.info/
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Love how the updates looking, but if im gonna be honest, it seems out of place, i mean we dont got anvils, advanced clothing, or automatic ways to water our crops. It just seems so offputting that we have cars driving around and yet alot of pre-industrial era inventions are somehow missing. Im not saying the content your putting out isnt nice, im trying to imply that it seems to be out of order.
I dont think im the only one that feels this way either, if the idea is to create a framework of inventions every x amount of years as a sort of main idea of human civilization, and then later go back and add less important stuff to fill in the gaps i guess i could see that making sense, but for now it just feels weird.
1,280 pips just by Making Pork Tacos, Possible 2,500 pips just by hunting turkeys, and yet, somehow, yall still eating berries, bruh.
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I just feel that with every tech update of the game every "civ" in the game immediately jumps forward as well.. There is no sense of development of civs in the game, everything is available from start, albeit you'd need to gather some stuff etc.
There are two things that come to my mind, to one hand it's true. Actually for example the Romans could have built electric motors, they had all the materials, they just had no idea to make coils of the copper and use permanent magnetic rotating stuff to induce electricity to transport it... it's just the knowledge and understanding that was missed. Similar today, I guess probably we could do some of the +1000 years from now tech with stuff available in a contemporary hardware store if just by knowing how to put it together. Since the characters in the game actually get the knowledge of the players they know of advanced tech even when born into a stone age village.
The other tought, since civs in the game are actually quite short lived to due nocturnal infertility.. if having some kind of "research" mechanic in the game to get a civ to another level would push much out of reach.
So I dunno, just saying I consider it awkward there is no actual "scientific" development in the game and everything becomes available from the player finger tips as soon it gets in the tech tree from every stage of civ.
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I just feel that with every tech update of the game every "civ" in the game immediately jumps forward as well.. There is no sense of development of civs in the game, everything is available from start, albeit you'd need to gather some stuff etc.
There are two things that come to my mind, to one hand it's true. Actually for example the Romans could have built electric motors, they had all the materials, they just had no idea to make coils of the copper and use permanent magnetic rotating stuff to induce electricity to transport it... it's just the knowledge and understanding that was missed. Similar today, I guess probably we could do some of the +1000 years from now tech with stuff available in a contemporary hardware store if just by knowing how to put it together. Since the characters in the game actually get the knowledge of the players they know of advanced tech even when born into a stone age village.
The other tought, since civs in the game are actually quite short lived to due nocturnal infertility.. if having some kind of "research" mechanic in the game to get a civ to another level would push much out of reach.
So I dunno, just saying I consider it awkward there is no actual "scientific" development in the game and everything becomes available from the player finger tips as soon it gets in the tech tree from every stage of civ.
I could actually get behind putting knowledge barriers, now thinking about it i do find it weird that everything and anything can be made at anypoint with no restrictions other then how to make it, which if you look at one tech takes about 10 minutes for some of the more advanced stuff. I feel like in general theres gotta be more spacing in what people have, vs what they could make. If you look at Rimworld you start out not even knowing how to make basic clothes. Theres these up-gradable research tables that after enough research unlocks more options in techs that help you're colony. I dont know how this would apply to OHOL im just stating similar game mechanics that have worked in the past to adress problems like these.
1,280 pips just by Making Pork Tacos, Possible 2,500 pips just by hunting turkeys, and yet, somehow, yall still eating berries, bruh.
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I hate the idea of "research" whenever I see it.
It wouldn't fit in this game and would most likely end up being an absolutely boring bottleneck that no one would enjoy doing.
What if I told you that if you're bored whenever you see an abundance of towns having maxed out the tech tree the solution isn't to simply impede everyone's progress but to improve on this experience and add more to the game?
I am of the opinion that if your game is as complete and complex as it should be then the progression and pacing should stand up on its own.
And it absolutely does up to the point where people run out of things to do other than to survive.
The best example I can come up with is tech-oriented industrial minecraft ftb mod-packs.
It took months of playtime to get to the endgame where you generate iridium from UU-matter (and that's without relying on a civilization not collapsing around you).
That experience was a blast learning so many different parts of the game: learning to make a proper smeltery, processing of ores, mass produce rubber, automate machine fabrication, mass produce power, etc...
Everything was so satisfying and fit together so nicely.
I know those are 2 very distinct games but I enjoy them in the exact same way.
I had a blast learning to farm at first, then to make compost, to build pens, to bake, to make clothes, to smith.
Particularly smithing is great: first to make tools, then building a newcomen engine with its various mechanism that then allow you to make an oil rig followed by a fractional distiller that finally gives you access to kerosene.
In my opinion, this is the absolute best part of the game and is what was the most well done.
If I were to be a smith trying to make some tech and all of the sudden I would be unable to make x or y just because "you didn't spend z amount of time just waiting while research is conducted on the crafting of this item, sorry" that would immediatly discourage me from playing at all.
This new update seems to add more complex tech and I am both glad and excited for it.
I bought the game after seeing its trailer where I was promised I would help build civilizations up to the point where we have towns guarded by atomic powered robots and I hope this will be the case.
I do agree with Crumpaloo's first post though.
Some earlier parts of the game could use some updates and be made more complete.
For example farming (as in simply planting and watering stuff, not the composting part) was the first thing I learned and now I always avoid it like the plague.
It is the most boring part of the game while unfortunately being the most important too.
If perhaps it was made more complete with the possibility to create an automatic irrigation system later on.
That would go a long, long way in giving people more incentive to farm and make this part of the game much more interesting.
I heard of the textile idea too and found that absolutely genius.
The reddit thread suggested spinning wheels and looms.
Adding an option as satisfying and complex as smithing for the clothing part of this game that would give much more durable clothes would be absolutely wonderful and is overall a genius idea in my opinion.
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Add more clothing pleasee, it makes no sense that most people run around with grass skirts and their titties out in an advanced town with oil. I mean they are likely to have backpacks too but its still weird :/ aprons and sweaters are good but we need more stuff, a new animal you can kill for fur and make clothing from would be cool (not the killing part). or something else idk how clothes were made in that time, maybe something not from fur/wool.
I sign my ingame notes as Gio or Truz.
big baby: https://i.imgur.com/ZoLRpb3.png
most kids: https://i.imgur.com/3Vmffb4.png
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I hate the idea of "research" whenever I see it.
It wouldn't fit in this game and would most likely end up being an absolutely boring bottleneck that no one would enjoy doing.
What if I told you that if you're bored whenever you see an abundance of towns having maxed out the tech tree the solution isn't to simply impede everyone's progress but to improve on this experience and add more to the game?
I am of the opinion that if your game is as complete and complex as it should be then the progression and pacing should stand up on its own.
And it absolutely does up to the point where people run out of things to do other than to survive.The best example I can come up with is tech-oriented industrial minecraft ftb mod-packs.
It took months of playtime to get to the endgame where you generate iridium from UU-matter (and that's without relying on a civilization not collapsing around you).
That experience was a blast learning so many different parts of the game: learning to make a proper smeltery, processing of ores, mass produce rubber, automate machine fabrication, mass produce power, etc...
Everything was so satisfying and fit together so nicely.I know those are 2 very distinct games but I enjoy them in the exact same way.
I had a blast learning to farm at first, then to make compost, to build pens, to bake, to make clothes, to smith.
Particularly smithing is great: first to make tools, then building a newcomen engine with its various mechanism that then allow you to make an oil rig followed by a fractional distiller that finally gives you access to kerosene.
In my opinion, this is the absolute best part of the game and is what was the most well done.
If I were to be a smith trying to make some tech and all of the sudden I would be unable to make x or y just because "you didn't spend z amount of time just waiting while research is conducted on the crafting of this item, sorry" that would immediatly discourage me from playing at all.This new update seems to add more complex tech and I am both glad and excited for it.
I bought the game after seeing its trailer where I was promised I would help build civilizations up to the point where we have towns guarded by atomic powered robots and I hope this will be the case.I do agree with Crumpaloo's first post though.
Some earlier parts of the game could use some updates and be made more complete.
For example farming (as in simply planting and watering stuff, not the composting part) was the first thing I learned and now I always avoid it like the plague.
It is the most boring part of the game while unfortunately being the most important too.
If perhaps it was made more complete with the possibility to create an automatic irrigation system later on.
That would go a long, long way in giving people more incentive to farm and make this part of the game much more interesting.
I heard of the textile idea too and found that absolutely genius.
The reddit thread suggested spinning wheels and looms.
Adding an option as satisfying and complex as smithing for the clothing part of this game that would give much more durable clothes would be absolutely wonderful and is overall a genius idea in my opinion.
Actually drew a whole bunch of concept art in photoshop about a irrigation system in this old post: https://onehouronelife.com/forums/viewtopic.php?id=4836
I feel like in order to truly slow things down and make satisfying gameplay, we need to expand on the mechanics we already have, and THEN work on high tech things like radios and automobiles.
1,280 pips just by Making Pork Tacos, Possible 2,500 pips just by hunting turkeys, and yet, somehow, yall still eating berries, bruh.
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I could actually get behind putting knowledge barriers, now thinking about it i do find it weird that everything and anything can be made at anypoint with no restrictions other then how to make it, which if you look at one tech takes about 10 minutes for some of the more advanced stuff. I feel like in general theres gotta be more spacing in what people have, vs what they could make. If you look at Rimworld you start out not even knowing how to make basic clothes. Theres these up-gradable research tables that after enough research unlocks more options in techs that help you're colony. I dont know how this would apply to OHOL im just stating similar game mechanics that have worked in the past to adress problems like these.
I really dislike the thought of getting punished for knowing the tech tree inside and out. You've already got these artificial wait times in the form of players who have no idea how to advance the tech tree until someone else comes along to push them up it. For example: I fetched a pair of twin Eves 14 iron within my first ten minutes of being alive but I ended up suiciding on them because they were worried about making backpacks instead of caring to make bellows or prep the forge at all. 14 iron is enough to make the complete tool set with exactly one spare iron to go to whatever duplicate or the start of the newcomen stuff. Do you know when they made a hammer? Gen 5. For an hour essentially all that iron sat there ready to be made into all the steel tools the camp would need but NO ONE knew how to use it at all.
It's the same with the newcomen parts + machines in general too. I've spawned into plenty of villages where they have the iron to move up along the tech tree and no one is attempting it. Instead they're either making a bunch of duplicate steel tools or leaving the iron raw in giant piles. If anything does the wait part right it's the oil rig. Yeah it might be annoying to have to keep pumping out the pipes but if you want to make something take extra time it should be done via needing extra resources rather than sitting around twiddling your thumbs.
fug it’s Tarr.
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Yes, I never suggested "waiting" as research development... I just noted that there mostly isn't a feeling of development, mostly everything is available on fingertips. As you said, one can jumpstart with Eve right into iron age skipping the stone. Yes some players don't know how, but really there isn't any real hurdle.
I agree the oil rig is actually a quite nice hurdle to overcome.
The only other one is the sheep pen (with sheep) and a shovel which jumps from nomadic style to a mostly stable settlement.
Last edited by lionon (2019-01-11 18:04:29)
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Thanks for the huge content update.
I can't wait for the day that there is so much stuff that nobody knows everything. To me, that's what will make this game legendary.
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I don't have a problem at all with the dramatic and ahistorical leaps in technology and the patchwork combinations of technology from many different eras.
The art style is cartoony. Everything is highly abstracted. The technology tree exists for the purposes of gameplay, not simulation. Jason is using concepts drawn from the real world (e.g. a dramatically simplified but essentially accurate representation of making steel in a primitive environment) but is not trying to model the real world.
I think the aesthetic works fine for what the game is trying to do.
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I don't have a problem at all with the dramatic and ahistorical leaps in technology and the patchwork combinations of technology from many different eras.
The art style is cartoony. Everything is highly abstracted. The technology tree exists for the purposes of gameplay, not simulation. Jason is using concepts drawn from the real world (e.g. a dramatically simplified but essentially accurate representation of making steel in a primitive environment) but is not trying to model the real world.
I think the aesthetic works fine for what the game is trying to do.
Adding to this the things might have gone differently... it's not like that "history is on rails" like some of the games suggest out there. It might have been, people discovered paper (made from wood) way earlier than they did... or gun powder much later etc.
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well, some things cant be made before making something else kinda unrelated, you need bucket to make a car
now this is good example of research barrier, you cannot skip out fully on tools and farming, but yeah, i was able to make deep wells on a spot no one would look at, and made it viable, and i liked it, i also like cactus farms
we need abundance of parallel tech choices, so people can accommodate to the map, adapt and use the resources they got, and make fun gameplay for each of this
better farming, better smithing, etc. we got plenty water but animal husbandry is kinda basic still
https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide
Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.
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Love how the updates looking, but if im gonna be honest, it seems out of place, i mean we dont got anvils, advanced clothing, or automatic ways to water our crops. It just seems so offputting that we have cars driving around and yet alot of pre-industrial era inventions are somehow missing. Im not saying the content your putting out isnt nice, im trying to imply that it seems to be out of order.
I dont think im the only one that feels this way either, if the idea is to create a framework of inventions every x amount of years as a sort of main idea of human civilization, and then later go back and add less important stuff to fill in the gaps i guess i could see that making sense, but for now it just feels weird.
+1
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You are... Megan, Max, Morgan, Masha or Misha? u are my kid!
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