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#26 2020-01-24 19:04:01

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Road Helpers Wanted!

wondible wrote:

On the map 0 is actual server 0, the same as used for monuments. You should find monument markers on exactly the coordinates listed there. I do want to have them only showing current monuments by default though. When I first put them in, it was ambiguous whether that spot had been forgotten or not, but we've got lots of documented resets now.

It seems like the map hasn't been updating. If you move up time it all goes blank, but it seems like yesterday has hardy anything there either. I swear there was more semi built up than only Connell town and Meagle town?

Is the map working right or am I batty?


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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#27 2020-01-24 19:50:58

wondible
Member
Registered: 2018-04-19
Posts: 589

Re: Road Helpers Wanted!

Punkypal wrote:

It seems like the map hasn't been updating. If you move up time it all goes blank, but it seems like yesterday has hardy anything there either. I swear there was more semi built up than only Connell town and Meagle town?

Is the map working right or am I batty?

Map updates are out of sync with life update, so it can be a little weird where you can either have developments out side of the life area, or life clusters in empty space. Nothing has looked out of place to me, but I haven't been in the world to check it personally.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
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#28 2020-01-24 21:20:17

Rose
Member
Registered: 2018-06-07
Posts: 86

Re: Road Helpers Wanted!

Map is correct.  Two Boots towns connected by long N - S road. Volek (gingers) camp west from N Boots town.

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#29 2020-01-25 07:34:03

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Road Helpers Wanted!

UPDATE: Jan 25th

So I did a lot of work on the town where the bell tower (almost complete) is attached to the stone sheep pen. I made both the sheep pen and the goose pen, Made all walls and doors in the kitchen, made the well, laid all pine needles between crops, planted all gooseberry patches, built two other large stone buildings and put in all adobe walls, plus about three more doors and laid road thru town and plastered the adobe walls.

And then some asshat just removed all the plaster while I was filling water buchets. It took all day to get all that plaster made! Argggh!

Please, can someone get more plaster made and put plaster back on the adobe walls. Hang a few wall shelves too if you can. I need to sleep and I can't get to it.

Last edited by Punkypal (2020-01-26 11:56:23)


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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#30 2020-01-26 12:37:29

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Road Helpers Wanted!

UPDATE: Jan 26th

I feel I've done everything I can for the city I got going (now the Bell Town, w/ sign MIDVILE(?)). I appreciate whomever fixed that plaster and now someone also has started to paint some plaster yellow, which also helps stop griefers from wrecking walls. If I could request, please make all walls on one building same color! Patchwork is soooo ugly! LOL. Anyway, the beast now grows and changes faster than any one player can keep up, so I shall let my town go now, hoping I laid enough groundwork and it's a strong layout with good bones and get focused on road again.

The sheep pen with the waystones if anyone has noticed lead to four different oil spots. A couple directions have more than one spot near. All told, I believe following those waystones leads to six oil spots within a couple hundred tiles of the bell. Basically enough that this town should be able to keep running for quite some time!

In other news IDK WTF is up with people laying stupid track all over town and removing doors and such to do it. I ripped a ton of it up and others I saw did too. Some track going from sheep pen to kitchen isn't a bad idea, but I couldn't find any logic for most of the other. It's better to lay rail out to one of the oil spots if someone is bored and feels like playing choo-choo boy. In town it just eats up badly needed space to put things down. Otherwise, I say, please help tear up stupid track in town. It's just the latest trend in griefing.

Lastly I'll say: I spent most of this day getting the buildings set up for as were intended. I really don't get how dingle brained some people are. I made a sheep pen. It was clearly a sheep pen. Someone decided to use it as a small kitchen and build a property fence sheep enclosure. That was yesterday and I finally got rid of that and moved all sheep into the good pen. Anyway, A forge area was set up plus two more stone buildings, one as a general workshop and another as a nursery / storage. Well I log in today and someone made the nursery a forge and kitchen, and the workshop a third forge, and others else made no less than three additional forge areas outside town. None of them being used except the first one that I got set up. OMFG! I pickaxed out the nurery and now it's actually being used properly (because I gather all clothes and put then there in the shelves and stocked firewood). The workshop I left the secondary forge because it has some use, but that building finally started being used as a bottleworks, which I like. I originally was going to have a different bottleworks bullding, but people put other things on that land and I'm fine how it is. Maybe tomorrow I'll make one more stone building for general use between some roadwork. Anyway, can someone explain why so many players feel a need to make their own forge to use only once and then bugger off forever? Jeez!

-------------------------------------------------

Oh, enough rants. The Greatroad progresses West and now is about 250 tiles West of the Bell. Someone to deliver stones using a horse cart is appreciated. There is lots of desert around headed west, so a black rider would be of great help. Scour the deserts clean! I changed up how I'n laying path. Instead of 4 blanks spaces between tiles I'm trying to do eight. Eight is good because a full cart holds 8 and can just be fully unloaded at each section. Since I'm laying every 8 spaces, it gives me more time to fill in solid chunks anytime I go behind some trees rather than only dropping behind trees and sometimes having just one or two open spaces. My goal is to only leave 8 tile long spaces. If I have to drop less than 8 apart, Imma gonna try to fill it solid. This also given me a little more time to clear the path for the road. Last road a lot of you helped, more than I expected, so I need to move a little faster to stay ahead of y'all.

Also, I cleared about 7 bears and a few wolves west of town. If someone wants to run some patrol and clear out any wolves I missed or bears that would be awesome. The road going East I believe is getting a little rough. I think someone went around and woke up every bear, so dealing with that would be a great thing too.

Thanks road peoples!

Last edited by Punkypal (2020-01-26 12:37:48)


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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#31 2020-01-26 15:07:57

wondible
Member
Registered: 2018-04-19
Posts: 589

Re: Road Helpers Wanted!

Punkypal wrote:

Anyway, can someone explain why so many players feel a need to make their own forge to use only once and then bugger off forever? Jeez!

I often make a separate kiln so I have space for pottery, especially when the smithing area is cramped and it might provide a seed for moving things (I actually did see it move once in the maplogs) Yesterday I only did that once in Florida though.

I've also used an outlying old forge when the main forge is busy, I believe it was to make a kraut board, at a time when people were really touchy about knives.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with edge push, autorun, click priority tweaks, shiver/sweat, time hints, name completion, emotion keys, interaction keys, learned tools

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#32 2020-01-26 22:00:37

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Road Helpers Wanted!

wondible wrote:
Punkypal wrote:

Anyway, can someone explain why so many players feel a need to make their own forge to use only once and then bugger off forever? Jeez!

I often make a separate kiln so I have space for pottery, especially when the smithing area is cramped and it might provide a seed for moving things (I actually did see it move once in the maplogs) Yesterday I only did that once in Florida though.

I've also used an outlying old forge when the main forge is busy, I believe it was to make a kraut board, at a time when people were really touchy about knives.

And I do realize the main forge typically is busy, which is why I left the secondary one in the crafting area. Though I only saw anyone use it once. Someone else has since removed it [EDIT: and someone put it back again. lol]. The thing I don't get is why make a forge if there is one already there that isn't being used like, ever? My only guess is it's someone without any zoom mod and they literally have no idea the town already has a half dozen forges.

Last edited by Punkypal (2020-01-27 03:12:35)


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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#33 2020-01-27 18:34:41

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Road Helpers Wanted!

Wondible

We just had another Appocalypse. Is there a way to force the map to do an update so we might be able to get some bearings? I want to try again at a road, but prefer to keep it close to 0 coords, as I'm assuming that's the center point of the Eve zig-zag progression. Let me know if that's a possibility.

Also, when I use the HETUW mod I can see that when I use search mode for "SPRING" that natural springs say "evePrimaryLoc". Do you know what this means? Do any springs NOT say this? I ran North over 2000 tiles and never found one that wasn't an "evePrimaryLoc" spring.

Last edited by Punkypal (2020-01-27 19:16:15)


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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#34 2020-01-27 19:34:16

wondible
Member
Registered: 2018-04-19
Posts: 589

Re: Road Helpers Wanted!

Punkypal wrote:

We just had another Appocalypse. Is there a way to force the map to do an update so we might be able to get some bearings?

Nope. Maplogs are published after they stop being written to, with a break forced if one goes over 24 hours. For an apocaplyse, the only way to get anything sooner than 24 hours is if a server restart happens to come along.

I want to try again at a road, but prefer to keep it close to 0 coords, as I'm assuming that's the center point of the Eve zig-zag progression. Let me know if that's a possibility.

0 is the top limit of the zig zag, not the center. -500 should be around the center.

natural springs say "evePrimaryLoc". Do you know what this means?

This is a leftover from the time when eves were spawned on top of springs so they didn't have to go searching for one. Tarr (at least) built cages around all the nearby springs and none of the eves could get out.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with edge push, autorun, click priority tweaks, shiver/sweat, time hints, name completion, emotion keys, interaction keys, learned tools

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#35 2020-01-27 20:03:02

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Road Helpers Wanted!

wondible wrote:

Nope. Maplogs are published after they stop being written to, with a break forced if one goes over 24 hours. For an apocaplyse, the only way to get anything sooner than 24 hours is if a server restart happens to come along.

OK, I didn't know if you had any way to query the info. You just have to wait for it to be sent out, correct? How long before we see the next update of any kind? I can get bearings off life data or any player made structure. Which is coming soonest?

wondible wrote:

0 is the top limit of the zig zag, not the center. -500 should be around the center.

Well that's just silly.

Last edited by Punkypal (2020-01-27 20:04:14)


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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#36 2020-01-27 21:09:28

Rose
Member
Registered: 2018-06-07
Posts: 86

Re: Road Helpers Wanted!

Maybe  build  the Main Road half way between two most advanced towns.
They will try connect each other so in natural way will be also connected to main road.
The new one will start down the road.

This way we will avoid the trap of one big bell town surrounded by dead settlements or cluster of bell towns competing of natural resources from the sames bioms and looting each others with many occasional killings and wars.

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#37 2020-01-27 22:40:33

wondible
Member
Registered: 2018-04-19
Posts: 589

Re: Road Helpers Wanted!

Punkypal wrote:

OK, I didn't know if you had any way to query the info. You just have to wait for it to be sent out, correct? How long before we see the next update of any kind? I can get bearings off life data or any player made structure. Which is coming soonest?

I did think of one thing. Map data is 24 hours after reset. Life data is the same time every day, so it will actually come sooner.  Life updates seem to cut off at 8:00 am UTC, and files are updated around 8:30. I start processing them at 9:00. Give that a little bit of time to work and then you can look up one of your lives (or another one you know about) and see the birth location (this does not use the birth/death location setting yet)

Apoc was around 17:08 (5pm) UTC, so I tweaked one of the map update checks to 17:30; once again it takes some time to run, and this one is going through a CDN, so checking it too soon may cause the old data to get cached for a little while.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with edge push, autorun, click priority tweaks, shiver/sweat, time hints, name completion, emotion keys, interaction keys, learned tools

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#38 2020-01-27 23:09:57

voy178
Member
Registered: 2018-08-18
Posts: 230

Re: Road Helpers Wanted!

Am I wrong or does the data for old bell towers get saved after resets? The map is cluttered with the pins. A bit distracting, not gonna lie.

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#39 2020-01-27 23:15:25

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Road Helpers Wanted!

wondible wrote:

Apoc was around 17:08 (5pm) UTC, so I tweaked one of the map update checks to 17:30; once again it takes some time to run, and this one is going through a CDN, so checking it too soon may cause the old data to get cached for a little while.

Are you talking for life data, or structures? I'm confused what this means hmm

When are you saying any kinda data should be searchable? I'm simply doing a search for the Eves that appeared after the apocalypse and they still aren't coming up.

Last edited by Punkypal (2020-01-28 00:25:16)


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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#40 2020-01-28 02:03:48

wondible
Member
Registered: 2018-04-19
Posts: 589

Re: Road Helpers Wanted!

Punkypal wrote:

Are you talking for life data, or structures? I'm confused what this means hmm

When are you saying any kinda data should be searchable? I'm simply doing a search for the Eves that appeared after the apocalypse and they still aren't coming up.

Names will be some time around 9:15 UTC, structures some time around 17:45 UTC (last one changes at every map or server restart)


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with edge push, autorun, click priority tweaks, shiver/sweat, time hints, name completion, emotion keys, interaction keys, learned tools

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#41 2020-01-28 02:47:05

wondible
Member
Registered: 2018-04-19
Posts: 589

Re: Road Helpers Wanted!

voy178 wrote:

Am I wrong or does the data for old bell towers get saved after resets? The map is cluttered with the pins. A bit distracting, not gonna lie.

Oddly enough this is what I'm currently working on.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with edge push, autorun, click priority tweaks, shiver/sweat, time hints, name completion, emotion keys, interaction keys, learned tools

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#42 2020-01-28 17:05:16

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Road Helpers Wanted!

wondible wrote:

0 is the top limit of the zig zag, not the center. -500 should be around the center.

Are we certain this is current? I checked life data on the three Eve names I know since the Apocalypse. One was born around -800, and other arounf -300, but one was at +900. When I do a search by name on the map, it shows where they were born, right?

Also, why does the lineage tab sometimes work and other times doesn't? Is it normal to have to fiddle with and reload multiple times to get the data to show properly? That's why i'm so confused. Often I can't figure out how to work the map because so often it just isn't working.

Last edited by Punkypal (2020-01-28 17:15:05)


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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#43 2020-01-29 00:30:48

wondible
Member
Registered: 2018-04-19
Posts: 589

Re: Road Helpers Wanted!

Punkypal wrote:

Are we certain this is current? I checked life data on the three Eve names I know since the Apocalypse. One was born around -800, and other arounf -300, but one was at +900. When I do a search by name on the map, it shows where they were born, right?

I'm not sure if the recallibration code Jason put in after the great northern march works on the first eve after a shock to the system like an apocalypse

Also, why does the lineage tab sometimes work and other times doesn't? Is it normal to have to fiddle with and reload multiple times to get the data to show properly? That's why i'm so confused. Often I can't figure out how to work the map because so often it just isn't working.

Not quote sure what you are talking about. I do know that the recent megafamlies can be trouble for the family tree graph layout system.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with edge push, autorun, click priority tweaks, shiver/sweat, time hints, name completion, emotion keys, interaction keys, learned tools

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#44 2020-01-31 18:07:30

Rose
Member
Registered: 2018-06-07
Posts: 86

Re: Road Helpers Wanted!

Punkypal please start building the road.
We have total chaos on the map.

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#45 2020-02-01 07:51:33

Punkypal
Member
From: New Orleans
Registered: 2019-11-24
Posts: 245

Re: Road Helpers Wanted!

I have been building a master planned bell town. I just started ringing the bell so people can come to it (I was working to keep people out until I "finished").

I have work tomorrow, but road construction shall begin soon.


Daily Updated Map of Player Structures: https://bit.ly/2UrfOQ9
Link to Many Beginner Guides: https://www.youtube.com/channel/UCNp6g7 … xcw/videos
Composting Guide: https://www.youtube.com/watch?v=jmgyl9evfhw
Diesel Engine Guide: https://www.youtube.com/watch?v=4sMX_GlwgbA

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#46 2020-02-01 14:24:41

wondible
Member
Registered: 2018-04-19
Posts: 589

Re: Road Helpers Wanted!

Punkypal wrote:

I have been building a master planned bell town. I just started ringing the bell so people can come to it (I was working to keep people out until I "finished").

Oh, that was you. I spotted that place browsing around the map a few days ago.


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with edge push, autorun, click priority tweaks, shiver/sweat, time hints, name completion, emotion keys, interaction keys, learned tools

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#47 2020-02-01 20:00:22

Rose
Member
Registered: 2018-06-07
Posts: 86

Re: Road Helpers Wanted!

Punkypal wrote:

I have been building a master planned bell town. I just started ringing the bell so people can come to it (I was working to keep people out until I "finished").

I have work tomorrow, but road construction shall begin soon.

The bell town is rely nice designed. You have done great work.
I hope you will like little cow pen which i build there today.

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#48 2020-02-01 20:04:33

Kinrany
Member
Registered: 2018-01-22
Posts: 653

Re: Road Helpers Wanted!

Does the town have a name?

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#49 2020-02-01 20:06:29

DestinyCall
Member
Registered: 2018-12-08
Posts: 2,835

Re: Road Helpers Wanted!

How long did it take to build all that?    Very nice work, Punkypal.

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#50 2020-02-01 23:27:54

cvos88
Member
Registered: 2020-01-27
Posts: 13

Re: Road Helpers Wanted!

Hey just to confirm something road related. It is better to go through harsh biome and keep a road straight than to go all the why around them, right? By piling up stones there and letting someone else finish it. Is anyone else getting a little frustrated with some of the crazy curvy roads? Or is it best to avoid things like jungle cause of the bugs? Anyways this is a plied for straighter roads!

And yea I agree that the new bell tower is fantastic! I think the best way to improve productivity is to have things organised in this game. No one wants to work in a messy town. But man when I see stacks of plates in the kitchen I just get that inch and I gotta fill them with pies!!!

Last edited by cvos88 (2020-02-01 23:31:17)


P.S. I love you Kal. Take care <3

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