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#1 Re: Main Forum » Jason make forgive all a thing. » Today 00:40:13

Would be fun if there is a day or certain hours where the exact reverse happens: everyone who cursed someone or cursed each other, ends up in the same family and they either work out their disagrements or give another curse to confirm they don't like someone. Cursing someone once based on a mistake/misunderstanding or disagreement can happen or maybe others tell you to curse someone and you just do it. but if you meet again in a different scenario you might not dislike them.

I would forgive some people, not all of them, I remember some what they did and every time is the same if we meet, they just stir up shit then play the victim. But if there is a certain time range I wouldn't care. I only curse for important reasons and evidence and if they refuse to communicate. most people don't even ask for both sides perspectives and just dogpile on people. there is no down side of cursing and no reason not to curse back if someone cursed you, regardless of who was right and who was wrong. and then there is this sistuation where you walk on eggshells the more lives you had but you also probably experienced more lives so your skill is higher and you won't be offended for every tiny issue but others rag you into drama and can't even ignore them.

jason already said it's not for long term play. maybe he just wants griefers to buy more accounts and curse out everyone else.

#2 Main Forum » Fence gate pens » Yesterday 17:27:02

pein
Replies: 0

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it's a small trick or exploit.

on the start of the game you might have an eve town, and it usually stagnates on a few people then like 25 comes at once. until someone is skilled enough to do tools, nothing gets done, maybe a small farm.

the main issue is that you will need clothing and food and people use up branches and milkweed for small fires and single cloth pieces.

with the sheep you can start mutton which is good  enough if people can't yum, cut trees make clothes and use up the mutton. also you get multiple threads on a single wool so you can save ropes for buckets and boxes. saddles and pads (which are useless now) and compost. So it's much better having it early to have a functioning one than to wait 5-10 generation for a proper one, especially if you don't loot other cities.

The issue is you can't make it quick enough without any sort of transportation and if the mapple trees are empty you got to wait half an hour.

Property fences are annoying, removing them takes ages. usually I have to find an elder or soon to be elder, explain how it works, have a paper and 2 pencils. Repair the fences before removing, so if I don't succed I just cancelled the decaying progress. tried 2-3 times but in those five minutes they can barely help to remove 5-10 pieces of fences and still takes 10 minutes to decay. they either wait until I can place the first paper and I have to wait my timer each time or I have to explain again how to do the rest and which ones have to go.

Property gates won't decay until someone is alive to inherit and it can be cut down by the owner. Takes a straight shaft extra. You can't entirely build an entire square, because horizontal gates have to have 2 tile gap and they drop the other one if a new one is built too close. But you can place vertical gates in a line.
You would need 2 tiles to be barely functionable, 3-4 for dung or at least a rope to take each out,  a box helps with dead lambs, but generally you would want to be a square of 5-7 tiles at least.

Also if you would go trough the effort for an animal gate, you would also need to  make a fence post for a horse.
That's why corner or front entrances help, plant some berry or potato or squash, anything, or just a home marker on a corner and block across it. The most permanent is a waystone with a map and you can leave a coordinate or a message on it.

For the height you should go all the way of the planned size if others want to surround it or replace parts. The top and bottom on the opposite side of camp better to be something else tho. I did it in a camp the other day and when I got back it was a fence line divider between pork and sheep and had to track down the owner(s) to cut it down. The divider was fine but the top entry had to go and we somehow  break an axe on it so it took a while.

A lot of towns die out before an animal pen is made and usually that's the main reason why. Ofc if you got a few veterans or horses from somewhere, this isn't an issue. But with chaotic starts with no veterans and no time to spare, no one can do it in a single life and catching up on others work is usually harder than starting from scratch, you don't want to move the items and you won't notice if they are already gone. In smaller server, friends, dt or or just temporary camps this can help to build one super quick, like next to a desert with many horses. I ran a paver to a dead black town once, wasn't too much to loot, and going back and forth took a lot of time, especially on foot, to bring a horse, but with the road and a few sheep skins for saddles it was an ok time.

Going sideways with walls will cost more, so 2-3 tiles are just fine, it's more of a half size pen, it's kind of obvious how to expand it. The side facing the camp/berries should have the boxes preferably. You can also do graves or just item stacks, probably stumps or yew branches, squash/pumpkin stacks that also block movement and won't be taken for a while. Normal fences are harder to remove but if they do it intentionally it doesn't matter what is there.

Ideally you would go back and inehrit it. If the family dies, it will drop the gates and the animals escape. You can lure back the mouflon, it follows without a lamb and run from you with a lamb and you can use ropes for the rest. The gates cost a single straight shaft and the fences. You can use normal fences in some horizontal spots or one on vertical and put boxes on it, that ensures it will stay there for at least 2 hours. And if you got a truck and oil you can use the fence you would already make as the back side of this, and do an airlock from an animal pen.

I was doing the megamuttonator exit, which is just an oven and 2-4 boxes and we used it for rubber making as they rarely do it near the main oven or you don't have space for doing a bigger batch.

Doing out of graves in hyper busy eve camps makes some sense, as a lot of the people die. But I found it that people are hyper obsessed with the grave making and it's location. I had serious trouble feeding myself or making a backpack and moved 10 bones just so it's not so close to the well, but by the time I got old the kids were trying to move it even further and the ones who do it, usually don't have zoom mod so they just start new ones anywhere on any side of the town. I tried waystones to signal the location, fast roads to get there, nothing really works, maybe pine floors covering most of a side so they can't bury them there. Set 3x3 or 4x4 or any size of pine squares work, as some people expand it and carry bones over but the rest of the people won't care if it's too far.

It's half the cost with single straight shafts, so it's not a huge time saver in most cases. Squares are the most optimal as center tiles need no walls, and it has less sides too, any shape other than a rectangle and square would have less inner tiles and any rectangle would have more if it was a square for the same amount of resources. You need width+height and 4 corners at least, so the materials start on 4+2+2 and 2 more for each wall piece to expand. So aiming for huge ones compels others to make it a big square or ignore it.

Some people have set towns everything related the well position and that wont always work with the natural resources around it. And some complain that the 40 tile iron mine is too far for a smithy. But if they already planted bushes and made some buildigns, it's pretty time consuming to move everything around. Sometimes I dint wanted to play in big towns and die several times, and still got leader with a 60-80 or higher ranking and that means everyone else is under that so you can't expect much. So it's situational. But it's somewhat portable and expandable while being functionable earlier. It's easy to think you can finish it  but if you try to have some conversation and improve the moral you need to convince people to be loyal to the camp and come back. doing every tech upgrade for others might not make them happier.   

Other use case would be wild pig, bison, wolf and dogs. it's pretty much a ghetto build, if it's slightly further, others won't interact with it or won't mind how it looks. if you fin a few natural blocking elements like trees, ponds, cacti etc, especially horizontal ones, and parallel to each other, the vertical sides can be closed quickly with gates and removed or expanded later without spending all your life on it.

#3 Re: News » Upadate: Only Friends » 2026-05-16 21:58:45

Griefers United wrote:

How about returning curses to 3 months.
That's where all this started. If they cry about it so what.

wasn't here, won't always read updates, sometimes I check onetech but it's missing some stuff

it isn't even about the length or the values. the whole framework is flawed long ago.

5 years is overkill, I mean if he really wants to he should ban people. jason embraced the communist 5 year plan.

he is making bandaid fixes. this healing block is for the group vs group fights where coordination and skill matters. I'm not a griefer, got some curses, adding up on an old account, I could show some stats and replays on just how dumb it looks like, I have 2 instances of having 5-6 curses for literally no reason. if those players who cursed me would see the replay would have zero clue what thye cursed me for. but it's permanent and irrevocable.

I play mostly solo and obviously got disadvantage against groups. most people don't understand leadership, curses, posses, none of these magical intangible features. yet you expect to replace actual moderation by subjective opinions. the majority is not always right, the majority is just the majority, if you listen to their whims and feelings you end up miserable. right or wrong doesn't depend on someones sensitivity and people with no standards or principles can yapp all they want, it's just sheep mentality and peer pressure.

and the issue is that these features became way too important and it's not based on something real and tangible. leaders don't always are the most bright or competent ones yet they get a lot of power over others. and curses are just the revenge of the cowards who can't really handle a situation otherwise, you need two people for a conflict, at least, so neither side is good or evil sometimes and it's not like one side just gonna admit his fault so I don't see why it should apply one way, if anything you should always curse people who cursed you, even if you are wrong. and so many of these anti griefers got so much interactions, so many outgoing curses and none received I don't even know what they do all their lives other than yapping. if anything all the slander, framing and pointless curses are the issue.

I'm not a hero either, and don't want to be the saviour all the time, or sacrifice myself for others. ofc you could choose to save yourself and that drags you into drama. I was defending towns and you need 2-3 veterans not 25 newbies who got no clue about whats happening. cities will be killed just the same.

if you look at some perspetives it's already obvious how flawed the system is. if you curse someone for any reason they are evil. but if you are cursed by the evil then what are you? you can pick up curses for trying to stop bad intended people too. tolerance is not a virtue. if anything everyone just gonna end up with more curses, especially solos who get in the way of groups. it's all about power, not morality or logic.

so this system can't replace real moderation and it's not even promoting any sort of communication or forgiveness or cooperation. I'm all for segregation, if anything they will be worse off without me. also kind of dumb that if curses are equal the first person to join blocks out the other, and then when he takes a break the other might join and it's reversed.

basically around 50-60 curses you will be blocked out of the main area for a single player who cursed you. if that curse is invalid the whole punishment is unfair. ofc you can still get trough anyway at different times or situations. the other day there were like 9 people in donkey town and people choose to die and come back as it was actually looking better. Some people are so ready to be offended they curse at the first tiny opportunity, everyone would do the same then everyone would be blocked out randomly. And new players or new accounts can easily abuse this. And then some other bandaid fix comes. jason seems to teach a lesson or provew a point but this makes no sense this way. he really tries to force an outcome and it's not happening. if you need a virtual hr meeting in the game to do anything and there is a 'right way to play' it's not really a game.

#4 Re: News » Upadate: Only Friends » 2026-05-15 20:26:50

please don't use imgur. used to be great but now the Uk government (and some other eu countries) bans it, also they had a lot of issues with regional linking and redirection and ads.
there are good services like imagebam or imgbb or others.

removing features usually makes the game less than before
removing the dodging ability was also a hit, one could have a slight chance defending themselves. the majority is not always right and defending yourself should always be possible
when all else equal there are no good and bad, just sides and two people killing each other resolves an argument. generally the more petty ones would never stop harassing you anyway. I generally ask for reasons and listen both sides but most players just pile on the first person to be accused by something. and rarely even gameplay related. words can't hurt you.
kills are necessary because some players would never apologize or never communicate and wouldn't admit their fault in a situation

but if healing and dodging is removed might as well remove kills too, what remains? blocking others and trapping them

curses being a flat number is bad, curses supposed to justify kills and create a consensus, total curses are a bad metric of griefers. some people are disagreable and competitive that's not always an issue, people having zero curses incoming but hundreds outgoing are pretty shady to me. a bunch of new accounts have crazy 50 to 200% of their lives being cursed and still only 20-30 curses, which does almost nothing, meanwhile over 1000 lives the 40-60 range is barely 6%. especially that leadership score is quite random and intangible. the only direct control you have over it is feeding new players and afk players. which is currently mostly smurfs. leadership should be based on more skill and account age/apm limits. not something crazy high but like 500 actions per life or 100+ hours and knowing like half the recipes should be bare minimum.

curses should work both ways, I believe in segregation, punishment still depends on who joins a life first if all else equal and they would block each other. same goes for duels, who clicks first or who frames the others first, who complains harder. the system should reward forgiveness and redemption too, make people who cursed each other work together on a task and reevaluate their relationship. some cases wouldn't work out, but right now you reward people who are being petty and relentless with their views. you are trying to force an outcome. griefers and anti griefers are both extremes, and sometimes they swap roles. you can find bad and good in everyone.

removing the heals just makes people go kamikaze chain kills and end up piling up bodies.

most griefing happens because players are bored, lack of loyalty, lack of goals and rewards. maybe you can't fix griefing but you could redirect the aggression, personally I'm mostly annoyed by guerilla warefare from the inside.

#5 Re: Main Forum » Roleplay » 2026-05-15 03:55:28

it's basic logic
you still assume everything is black and white and good people who claim they are good they are actually good and bad ones are admitting they are bad.
it's not about moral right or logical thinking, people had cults and murdering male characters, none of it is moral or logical, and if you refused you got killed. there are situations where the logical or moral perspective is opposite, when both are true then I would say is the conclusion is usually right. otherwise just beliefs and opinion, personal truths and forcing on others is not a good thing.

cursing would be a way to self govern and on average the more cursed people would be the bad guys or the disagreable people. there is no limit on who can you curse and for what reason and who decides if you were right or wrong. it's subjective.

having the bigger group agree on anything would put you morally righteous and punish people for not submitting to your whims.

so your assumption that the majority would be right in every case or in average is wrong. this kind of thinking ignores the exceptions. there are plenty of disagrements, misunderstandings, framing and complaining. bunch of people would support the one crying harder without any proof or evidence.  there are plenty of cases when people just curse whoever you ask you to. and plenty of cases where the leader or the bad guy is decided because they were born earlier or they 'report' others 'behaviour' first if all else is equal.
so this one sided cursing Is clearly not working because of flawed theories. people don't really have principles they just use toxic positivism and give their empathy to whoever claims it's a victim. they even provide empathy when you didnt ask for it. but then when accountability is the question they blame others and do nothing. tolerance is not a virtue.

nobody would be a prisoner in an online game for long.

tool slots were awful. limiting on what can you do is not a great idea. or it needs balancing. and rather than punishments, add bonuses.

families were mixed originally, I don't think it will come back ever.

leadership defienetily needs to be based on skill and have some apm and account age limitations. before 50 hours they can't even navigate and before 200 they don't see the big picture. recipes can be learned faster or slower and you might end up knowing everything earlier or later than others, but bad leaders give bad orders.

meritocracy is generally the best way of ordering things and having an order based on things you can't control is not a good solution. generally I would agree that the 20-30 range players are new or hostile, but I don't see much difference on 40-55, you can gian score in estabilished cities, living long eating food others made. you could survive in new eve camps doing everything right and punished for others not being able to survive. the server also needs certain resources so some of the /die should be justified and free if people care about the shared goals. living out your lfie in the given scenario helps the roleplay but it's not always the best service to others. force feeding new players (accounts) would generally raise your score and keeping afk players alive. this was abused already. old cities and old accounts have several down sides compared to new ones.

if the game balance depends on a lot of intangible things, like player skill and curses and leaders or biomes and races, it takes away control from players and adds unnecessary randomness. some random is ok, but too much makes certain actions good or bad. like it's a game balance issue that you have 60 years but you would need to use 30 to talk, set up leadership chain or talk out issues while you could build an entire city from resources that are ready. the game is too fast currently and certain actions give huge rewards on low effort or low rewards for huge effort. the game should reward good behaviour, teamplay and probably needs a better upkeep/value and progression system. like old cities should always be valuable. items with a lot of work should be valuable. working together could be forced but rewarded for doing so. but in certain categories freedom should be alllowed.

I accept that people just chitchat all game or sweat for the most part, used to be the latter, now I'm more balanced, I know my biases, sometimes I still just chill, and that's fine. But the game balance needs ownership and meritocracy, value skill somewhat, put a personal and a community pressure on you. for example you don't have to do much for a high population, no control about it, no effort needed. higher population scales with higher upkeep but same territory, higher resources of a fixed amount. so if most people don't create any positive impact, the edge cases people die to your neglicence or ignorance, it's not always hostility, lot of people just don't know any better. one way would be to change from a resource based economy to time/action/stamina based one. I doubt Jason adds stamina, most obvious improvement. Hungry work is similar. Jobs could have short timers or forced over time collection. So you are force to spend time on research or tasks, so there is a less difference in rushing, you would need to assign your kids to do some jobs, and that would always be helpful. There could be a free tier of resources that adds some value, like leafs, river water (maybe a distinction from current water system) and branches, etc, could form basic recipes that help with stamina or morale or any tangible bonus so peoples time is valuable, not all about resources. more of a use it or lose it. you got 10 iron per hour on level 1, if you don't gather by the end of it, it's lost. but you won't need 60 minutes to gather it, just the care/knowledge to get it. sure, later the other elements could be expanded like clay or wood industry and you would need to sacrifice part of your water or iron production to improve those. and you could have limitations in tech and rewards for reachign higher levels. it would auto balance itself, if you would need 1 level in one of them to be higher than others to use it for upgrades. if the upkeep is higher, like food is needed to live, stamina is needed to work, then some foods replenish more stamina, food can decay, etc. then players would need to cooperate to increase production, survive, help each other, I'm not talking about sweaty numbers, but like spend 20 minutes of your life doing stuff if you want to have some chill time in the rest of 40, or do something useful every 5 min then talk all you want. currently a lot of people fail on this.

the other issue is sharing which sounds nice on paper. but forced sharing just means that everyone enjoys your labout and everyone can have demands on anything. but if you don't even keep your own share of the social contract, you can be a burden on the society.
creating items should be rewarded in some way. ownership could be tracked. sharing could be an option but not theonly option. now it could be limitations like you can't privatize a burdock. but if I made a steel tool, a second shovel, by doing every step, collecting the iron, the branch, the steps to make the tool, I should be able to forbid the usage of it (moving it could be possible with certain limitations). And partial ownership should also be tracked somehow or automaticlaly rewarded. So everything should have a cost and a value. I dig up a burdock using 5 stamina and I gian x tokens, then if you choose to eat it, you get -5. At least the last interactions should count, but the recipe system is a bit weird, as some free resources still take effort, actions take effort and knowledge and some others don't. some processes like making a fire are several steps but don't provide a tangible reward. So there are a lot of details.

you won't have a trade system without a basis for it, like currency and safe trade. one is a storage for currency/tokens. a way to share or trade with it safely, so it can't be stolen or scammed out. a way to trade for items you want preferably automatically and having needs and excess you would need to balance. for example you know how to make pies, and they decay in x time, but another city is starving. I honestly don't care about the process, a trading building would buy it and other cities could pay for it, you would get some of the share, if they return the plates to the market you get them back and they get some refund. tasks/quests for other players on preset values, like min/mid/high effort. you would offer currency who gathers x branhces or clay  to a certain spot. you would give some of your tokens that they can use for buying buffs/items. for example your skills and knowledge in making clothes are higher and you can do it quickly, you could have a business of providing clothes but the token need would make you require some payment, so you would provide your earned tokens for a simple task like someone feeding a lamb then they could get your clothes. is it complex? not that much? is it needed? I think yes cause all we got is word based agreements and some people don't honor it. There are weird situations where they see something completely different than me. Two things can be true. For example if I made oil in a ginger town, I know the location, I know the process and got no biome limit, I should be morally and logically right to take some of it. Now you could come with the roleplay opinion that each life is separate and you are no longer owed those items, you are different family. But usually I see the most stringy people hog resources for themselves when they didn't made it, and they are paranoid about you asking for it. But thensome are very generous with items they didn't make, like make an impression on a baby who just started by gifting a piece of clothing. I had some altercations about this, like they stole some rabbit furs then gave a backpack to a baby and got their loyalty, so if I complain I get targeted for it. Being too stringy won't help. Having 25 players you can expect you need more than 2 baskets and more than one round stone for example. Not touching others work and items should be obvious but it's surprising how many people feel entitled to things. So one issue is trust, too much or too little is an issue and I could trust most of the city if one person can just scam both of us. It's pretty crazy when they undo all your work because they want things differently but if you do that to them they would kill you for a single item.

#6 Re: Main Forum » Running The Charcoal and Kerosene Newcomen Pumps » 2026-04-12 20:50:43

rare instances where spoon is revived

the big water tanks are op
you could even start a city anywhere with them if you think about it
more reasons why the 3x3 farms around a well make no sense

it's weirdly more powerful than engine wells, it's less convenient but it's worth doing it
especially with revived cities where another nearby well spot opens up, like Pearl was 200 generations in and never made his own well yet.

It has to be wet to install the wick burner so it needs an extra rubber, and it can also run out right after converting it which I found very weird. it's generally best just to use most of the kerosene on it and remove it once you finished. keeping a tank for starting up the mine engine or trucks.

Rushing cisterns and emptying the well is quite powerful. But then most newbies don't understand whats the next step. especially that this one is not hinted or easy to assume.
getting rubber is not that hard on low pop which is often, but you could rush it all you want and might not ever run out.

With the surge of new players most cities reach the Newcomen stage If they survive the early rush to tools. There were several oil wells and even more tarry spots in between along the road, we had to carry oil from town to town and barely gets used, and the bottleneck is empty tanks not oil or manpower. Sometimes information, because even with maps it is not often finished. And some people just lose horses and trucks with all the oil inside them. But even towns 5000 east got revived and then you got options to get more oil nearby in low pop.

On a somewhat related note: keep the tools in dead towns, especially the adze and pick. You can disassemble wall boxes with an adze, convert to sledges, break down large boxes into small ones, convert to chests with sledges, then break those down and get back ropes. With threads on the wall make lassos then you can remake the large boxes in the fence in the next city. if you aren't using it up, at least the next city can store it the same way. With a truck, taking the boards might be viable. Or just remake them in the new location.

Swamp farms are also easy, just plant them once and they need no water, so then you got enough boards to cover buildings, chests, boxes, carts and enough buckets. People cut the clsoest trees and gets hard to make a fire. They still keep making kindling out of firewood which is why it should give at least 2-4 of it to make it worth.

#7 Re: Main Forum » Why curses don't make sense » 2026-04-06 01:07:36

Laggy wrote:

So many words, so little meaning.

so little words, so gay.

#8 Re: Main Forum » Why curses don't make sense » 2026-04-05 21:05:14

D3mon1cblack wrote:
Tart wrote:

?Two sides of the same coin, Antigriefers vs Griefers. Real talk is that there's no single reason to curse, its just a tool to block players you don't want to play with. Cursing is abused by both sides, but the curses do stack on griefing accounts and older accounts.

yep you can curse for whatever reason you like, doesnt matter if its dumb or not

and I would fully support separating the dumb and triggerhappy people until they arrive to the conclusion that actually provides results or more likely die trying.

the truck thing was in Dandekar and the new ginger was setting up in Spoon, which is the same jump as the ginger fam had. eveans and groot was almost 2k away. in this case if you do it my face, it would give the opportunity to consider cursing you back, so it further separates us. you can look at the cities and see how they look, you can tell when I was never been there smile all I'm saying is probably your loss, not mine. just when shit hits the fan, make sure you enjoy it, and know it's not random, your choices in judgement led you to that.

D3mon1cblack wrote:

only reason my fam lived was cus i grabbed some food and suddenly got 5 kids, i got m some craves (shroom and whatnot ) and logged for the day, i dont police the game so why would i know some a-hat is playing? you should know better tho you have been playing this game as long as i have. you did not have to walk 4 k back, but you could have gone inband and spawned some players who would actually do it, or hell even settle somewhere else, like i said only reason i cursed you cus you were way out of bands as the last fert

Sounds pretty policey to me that you expect people to struggle for reasons they aren't responsible for when they wouldn't have to if the right choices were made. yes I know, that's why I was trying to kill him in Pearl and warning people about it and that's how I got cursed by him.

I don't bell run over 2k on foot, and maybe 3-4 on horse if there is some road. And it's unlikely that the kids get back. Whatever was near Edd town, I think Pizza? was scrapped for parts, that probably was the best option, looking back. But you guys never sent an order either. I had no info on the location, only about the distance which is a ridiculously long way to save something that probably not worth saving, I already had to save Giovanucci and that was because 2 stray bears, and they didn't even had more than 5 arrows, that's why sticking one into each makes it almost impossible to kill one at a time. Just because I was the last, doesn't mean there is no overlap, my mother was like 20ish that time and I'm pretty sure others were alive, and you shouldn't count my last 20 minutes or my first 14 knowing where I started, from my perspective I would never get back and I even ruin your spawns if I cross bands. I had info on nearby towns, thats how I even got a horse, that's like 2 days before towns. You wouldn't really expect other people to go south east to get west quicker. Also the truck was fenced in giovanucci, while the family was next to you which I found out later. There was another one but not in Groot or Evans (yet).

That's what I'm saying, you can check the map in between Groot and Mysak. There is no settlement that can sustain a 40+ gen family for long. And it wasn't the only family that died out, the reason you spawned more east was by pure chance and other families died out too and none of them when I was there  but like within 5-30 min after I was gone. The exact reason why I don't have the option to choose lives, is because those players curse me for stopping them, and I get this swaps when I set a family straight and I take a break, because my curse list is actual troublemakers you can't reason with. And Mysak in particular wasn't any better off than any other, it was low pop and coordinated killings so probably you can save one, maybe Eveans.

I would rather have you police the game than your afterlife.

#9 Re: Main Forum » Why curses don't make sense » 2026-04-05 17:43:33

D3mon1cblack wrote:
pein wrote:
D3mon1cblack wrote:

i cursed you for being an out of band fert killing off the gingers, you were south of the desert bands fcol, you deserved those cus you killed off the gingers by doing so, enjoy them (and i had nothing to do with your truck)

when? where? how you even know it was me?

I don't remember any game where I was the last female and wasn't in my band for a prolonged time.

last female? yesterday named Chudney Mysak

ah, yeah. I was born in Edd town to a newbie who ran away with a horse, like 4000 away from the ginger family, that's 100 tile per minute. she didn't even understood the bands, and wanted to do a fire under the road, and she had at least another girl later when crossed the road so I wasn't technically the last, maybe i just lived longer. And she bailed somewhere later, not sure where, I told her about the nearby ginger city, but I got no clue where she was. And I tried to explain to her but she had no patience for baby talk.

so you expected me to travel 4000 tiles in 26 minutes to keep a griefed family alive, cause now checking some logs they died to shot grizzly bear which is either incompetence or intentional. there isn't even a ginger city west of groot, and with the gen debuff starting from scratch is suicide.

I was in Groot and was like 32 when I had some time to talk, after I got a horse in Polynice, and wasn't even paved at that time, I stayed out of band to not take away your spawns. So you cursed me and let  Kailie Klimpson Gene score 27.77 Curse score 23 BOOK BABY HALL live in your city 3 lives without recognizing that you signed your death.

So not knowing the context you just cursed the last female of the line without ever meeting me. But you had no problem living with someone who has more lives in donkey than normal lives.

ANGELA NEVIL
8952057    13.14    female    -162938 / -257    Shot_Grizzly_Bear    2026-03-24 00:18:53

that's around when I cursed her and got cursed back 2 days later for not tolerating her bullshit. That's when Pearl family started and I took the 4th Eve to a town and built it up almost alone. See? There is some patterns, why some towns and families succed and why others don't. you proved my point.

And the other guy I was talking about was doing the paving, probably you have a reason why he is cursed out too. You should be really nice to people who do the paving cause any legit player who could keep your families you hold deer, are at least 2000 tiles away from you when they start griefing you, cause you harbor the actual assholes. good luck fixing them xD

#10 Re: Main Forum » Why curses don't make sense » 2026-04-05 16:17:16

Tart wrote:

?Two sides of the same coin, Antigriefers vs Griefers. Real talk is that there's no single reason to curse, its just a tool to block players you don't want to play with. Cursing is abused by both sides, but the curses do stack on griefing accounts and older accounts.

it should show the players who cursed you so you can stay away or I dunno, give a real reason to hate you. I confronted one guy and even had the screenshot to remember the 3 word code, and he just said it was long ago and I should forget it. so him trying to troll/ruin things is justified without explanation but If I would do the same to him that's somehow bad. if they wouldn't have double standards they wouldn't have any standards.

#11 Re: Main Forum » Why curses don't make sense » 2026-04-05 15:17:49

D3mon1cblack wrote:

i cursed you for being an out of band fert killing off the gingers, you were south of the desert bands fcol, you deserved those cus you killed off the gingers by doing so, enjoy them (and i had nothing to do with your truck)

when? where? how you even know it was me?

I don't remember any game where I was the last female and wasn't in my band for a prolonged time.

#12 Main Forum » Why curses don't make sense » 2026-04-05 13:50:38

pein
Replies: 18

The game has curses and there were several updates with failed logic

https://onehouronelife.com/forums/viewtopic.php?id=2620
https://www.onehouronelife.com/forums/v … p?id=10815

In theory it meant to prevent people spawning back to the game if they were cursed. And in majority people would get cursed when they deserve it.

In reality there are several issues with this. Not everything is black and white. People roleplay as different personalities, a killer would be also just roleplay, at least he is honest abut his intentions. There were several updates that prevent killing them without leadership involvement and drama. Also the 'duel system' became a game of who clicks first. It's also very confusing for most people when you can kill someone and when not. One player killed another and I ran out of the cooldown when I could kill them for it. But the feedback from the game don't reflect that, you are still holding your bow and the animation is going on.

There are people who consider themselves as 'anti griefers' which goes into 'hero complex' and they think their word is absolute. A circular logic where they consider themselves good and anyone disagreeing is a griefer because of that. That is just the lack of understanding of perspectives.
There are some people who recognize when they did something bad intentionally and they deserve a punishment for it.

Also there is the issue with faking actions or faking intent. Faking that you want the best for the town and then ruining it. Or just sheer incompetence where your actions ruin things without you realizing it.

95% of people are just selfish, they just want the outcome where they win and others lose, there is no morality or principle behind it.

This results in several issues:
-trigger happy leaders: any sort of issue makes them go all out on the smallest offence.
-fake accusations, misunderstandings and slander: people get killed and cursed
-kill and curse chains. two ginger families lived together and we didn't understood each other, one member of my family was murdered, and I didnt knew the reason, but since it was a leader of mine, I had to take her out in return as it seemed to be just a power move, so then a kill chain started.
-empathy no matter what: some people don't consider ruining the town a problem, and write off everything as an accident, and they save everyone no matter what, that results in others being killed but they only care about feeling good about themselves not the consequences of their actions or the ones they defend.

Curses are also a reason why others curse you, no matter if they deserve it, they will curse you back if you curse them. It's bad for them so they consider as an equal measure. I delayed curses after their death or off screen and I got less curses this way, also some of them curse with 'curse you' so the person next to me gets cursed instead.

Curses come in pairs, and they seem to be equal on the surface. if you get involved, you get punished. If you don't get involved, you get punished.

Trigger happy people: Some people just love drama, and too immersed in it, and any sort of negativity will make them curse on cooldown, I saw a chick having like 10x the amount of normal outgoing curses ratio, almost every 60 minutes she played she had an outgoing curse by statistics. She also failed to understand that she is also cursed for me so the same thing applies to her, if I'm in the game and she comes later, she won't be able to play in the main area and she was baffled and angry about it, but in the reverse situation she was tremendously happy that it happened to me.

Reasonable people try to solve problems quickly. Unreasonable people will argue about it forever and try to ruin your game every time. And without convincing others, you can't deal with them. And that makes them even more annoying to deal with. It's just not a fun gameplay going around convincing others for the whole life or even 20-30 minutes to get rid of someone. And if they don't accept the real reasons, then you have to come up with something exaggerated which selfish people don't have problem with, they just come up with outlandish claims with no proof and play it dramatically and it seems to work better than the plain reality.

Dealing with problematic people gets you cursed and framed. Since I cursed someone and saw him doing shady things, I didn't wanted to let them own a property fence. In return he exorcised the ghost and blamed it on me. Then the ghost was convinced it was me who did it.

Personal relations and roleplay also comes into play: they are less likely to curse a relative in game, even if it's a bad person, a baby who sees someone die, automatically assumes you are the bad guy for doing it and later takes revenge, no matter the  context or explanation. There were also cults who killed anyone for any made up reason like being male, not wearing a wolf hat or straight up for not doing what they told you to do.

I don't consider myself a hero or a griefer, I don't go into games thinking I'm gonna ruin others life for no reason, but I take revenge if others try to ruin mine. When there is no skill involved, there is no consequence of peoples actions. The leadership is not based on skill really, or morality for that matter. One example is when the server needs a certain item like oil or rubber, one family will be more important to stay alive and then you would have to reroll several times to get there and help which ruins your score. Teaching and force feeding new people might improve your score but usually is out of your control who lives and who dies.

The quality of curses: on oholcurse there is one particular metric that all the players I ever cursed or got cursed by is way worse than mine: curses to life ratio. while I might have a flat 40+ curses recieved, it's only 6%ish of my lives. Some people have over 300% or way more interactions with way less lives. They clearly just want drama but the current system rewards them for it. It's statistically impossible that all of them still play and at the exact random hours I do, yet if I keep a pause after a game, I'm cursed out and families die out. When I get back it's another eve town 80 tiles from the previous and they can't find it.

The 'ownership' also seems to be a big issue. You are almost never cursed when you are running around naked, but when you wear clothes you are more likely to be exiled, killed or cursed. Same with horses, trucks, even carts. Owning a fence or having ledership puts you in risk. If you don't give it to them you get punished.

Multi accounts: people can be very petty about curses, I saw in logs that a player went around cursing for 2 hours after my death to curse me several times from other families too. That time the rule was 2 hours. Also people seem to use several accounts to curse one person multiple times.
In fact there are custom mods that use several keys and brute force until one is not cursed out and then they can dodge the curses and then block out people who they consider risky or dangerous. Any time families getting killed and I die, the next few minutes I'm blocked from entering a family, as I encountered those killers and I got cursed by them. New players even ignore when I call their attention to it. This leaves them with players who are incapable of defending themselves or even cursing them as they don't even understand what is happening. And for a lot of players, it's just fatigue. You just stay out of drama  and let them kill each other, why would you care.

Personally I really don't curse people often, like nothing they say offends me, words are just words. If they can be reasoned with I talk it out, if they are annoying I just ignore them. If I can't I set boundaries and if they cross it I tell them the consequences. I get annoyed by waste, but it's not a reason I would kill someone, but after I warn them and tell them why it matters and they keep ignoring it or even start to do even more of it, then I keep my promises. If I don't understand something then I ask for an explantion or proof and ask the other side too about it. Most people don't do any of it, they don't ask for explanation or don't give warnings just play judge jury and executioner.

I saw some of the new players started trolling or griefing, for example a kid grabbing one tool and just tries on every single item, digging out rows or cutting trees and ignoring people who tell them not to do it. generally it's a sign you can't reason with them. And better acting early than ignoring signs. The other player got offended for me asking if he did ruin an oven, then he thought I should apologize for even asking such a thing, and later he tried to blame someone else for it, thinking I don't have a zoom to see their actions or I wouldn't ask the other person. So straight up gaslighting and emotional manipulation which seems to work on some people.

If too many kills was an issue, not enough kills are also an issue. Griefers and killers usually blend in for 20-30 minutes, even wait until the people who are competent die and then start ruining the towns, by then they got leadership and 'friends' who vouch for them in case they get blamed for anything. When so much dipomacy is needed, certain playstiles become more viable. People following others around, annoying them, slandering you behind your back, starting curse chains and kill chains, playing the victim, playing innocent, claiming their ingame roles and making up stories about others being bad, evil and you can't do anything about it. Especially in early camps where you try to survive and others to survive. When resources are shared, leeching on others becomes the easiest and most convenient way to play. Use the resources others provide and use the time when they do other things to ruin their gameplay. Sort of a weaponized incompetence where they deny any involment and claim inonocence, deny everything and cater to the feelings of the people every time they are called out. I don't consider intangible things that important, if it doesn't relate to survival then it's secondary, and if you care about anything tangible, you are at a disadvantage against the ones who don't.

In January I picked up 6 curses, when I gifted resources from a ginger town and I got my truck stolen, and because of the language barrier I couldn't even clear myself, and I was too old, and being chased you can't really do much, and they didn't even let me go back to that faraway town. can't even say it was misunderstanding, the player stole the truck when I got out of it, they had 5 others and he just put it on display and probably went around making up stuff for giggles that I stole it from them and I was doing something bad. Someone stole my truck yesterday and I ended up with 2 curses and couldn't even curse the person who did it. I clearly told I got it and I'm still using it and they kept following me and taking it then running away with it. Got 2 curses for saying no. There are occasions where I maybe deserved it but the late ones are always about some dumb drama they drag me into, I was literally never starting a life to cause trouble, I barely even talk to others and just do my own thing, I don't even complain or mention when they mess up things. They leave me no options and expect me to bend. Then it only matters who complains first and starts slandering the other person and how convincing their act is. Some of the entries I don't even know what happened as I didn't even interact with others, I just travel to other towns and I get cursed for no obvious reason.

Overall I don't think there is good and evil (the so called griefers are often even more direct and straight forward than the 'anti-griefers'), there are just sides, and this 'consensus' doesn't work when people have discord open and several keys to force voting out certain people based on their opinion. A new friend of mine got really upset over being cursed out of accident/misunderstanding and trying to repair it just made it worse. This forces people to play pretend and be two faced, as there is no consequence for harassing others if you have some people advocating for you, as you can single out anyone for any reason. Personally I don't want to be liked by everyone or cater to everyone. There are plenty of players to play with and you won't enjoy playing with everyone. The game shouldn't limit players of certain play styles to be in advantage over others. There should be some better metrics for leadership and skills, more reward for longer players not more punishment.

Opinions are jut opinions, and some peoples opinions shouldn't be considered equal, generally with more lives people tend to become more experienced, so their leadership or curses should matter a bit more or drop the whole system and limit it to lower amounts, just separate people who don't like each other, no need to block them out based on who joins a life first. When there are two sides, that are both emotional or there is no consensus, I tend to side with the one who goes back to work, but most people just get convinced by the one who cries victim for the rest of the life, on that cases kills were a better solution, just let them resolve it in a fight and get rid of one of them or they will continue the drama until the end.

And brute forcing several keys from the same IP should not be so easy. They can even choose who to born to now, so it's even worse than you think. They kill every family at once and nothing you can do about it even if you want to.

#13 Re: Main Forum » Let's Talk About Bots » 2024-08-27 10:44:36

if you are so invested, you should check the discord.
the bot commands are public and not too extensive. but also answers your problems. for example you set a new fire and say bot fire, so he swaps on it. I don't really want to control each and everyone, I expect that some players will be useless toward the main tasks, and others do tasks that aren't really important for the current stage of the game. so the bot doing the tasks no one does is fine. feeding one person is not that big of a deal. that also answers your other concern. a player would also eat a food that's there if he is starving. bot actually eats whatever near fire, so you should drop a few carrot pies. his speed isnt extreme, I work at same speed if I try to do stuff and I'm on my main pc. he can also fetch berries in bowls if you set up a box with bowls in it. generally I would have popcorn and garlic in bowls near the babies. a few carrot or mutton pies. dump some soil near compost and have water in buckets, more than one if the farm is larger.
one fertile female and beans it's really an edge case. I blame the game for a feature that goes against it's initial goal. especially that I suggested it and was pretty obvious it has to have some sort of limitation. personal yum is more important than city wide variety, technically you should do one for each person in the city so like 12-20 per hour of each food like carnitas, eggs or beans. and your skilled players who cut trees or mine iron benefit more from yum than your female who didn't even reach 20 yum.

families die, but that also shoudnt be taken as granted. ever since I started playing, I enjoy  paving roads but can't keep up with the distance that families are placed. the biome rings were great but the bands are horrible. 400-600 minimum each family but often 1200 away and dies out too early, yesterday was 2000-0-2000 for 3 fams, even when we ran the paver ahead it didn't reach. if the gingers survve, others could just as well with pip bonus and free stuff taken to them. distance makes no sense. trading makes no sense. 804 tiles of playable area on an unlimited map makes no sense. it's like you using a big monitor with 10 pixels of a strip on it actually showing things. tldr I don't hate the bot tending fire and picking berries, tending bushes, aka the boring stuff. fembot was actually better than 80% of the playerbase for staying put and surviving. people cherry picking towns kills towns. jason fails to understand to reward things or give options to people who want options.

bots identify themselves from age 0 just say 'bot', it's not an ai language model, it's a simple command. also just follows and as for feeding when needed, too good of a baby? so he is net positive, and if you want just block him with a few branches or say 'bot stop' and he starves .

#14 Re: Main Forum » Best Town Layout » 2024-08-04 00:24:01

do something unique
I hate 3x3 farms, saw too many
did a 2x5 yesterday and they went crazy lengths to make it 3x3

#15 Re: Main Forum » How to know the absolute coordinates when playing the game? » 2024-02-08 01:44:08

Huey wood wrote:

Is there any method to know the absolute coordinates when playing the game?

I know some mods can show the coordinates, but it is related. It means we can’t get the same coordinate system in different life except performing transformation or setting a same original point.

I saw some secret bases for apocalypse in YouTube. They were always built in a remote place. How can their owner and other players who want to stop the apocalypse arrive there in different life?

Is there any method to know the absolute coordinates when playing the game?
Or they just do this by their memory?

jason obfuscated absolute cords.
it's only relative cords to birth. or triangulating from a bell tower. since it's 2d and square based, it's always same angles, so apparently one bell enough.

there was a bug with graves and messages. basically, relative coords based on birth. I was using a coordinate graphing tool to put them as dots. stdout txt had them, copy paste generate. first it took me long time. +- -- etc. hard to wrap your head around while playing. but once graphed I was able to visit 4-5 towns in a life, bell runs without bells but closer, like 300-900 tiles only. we had fun doing it. jason patched the exploit.

I forgot who made it, In an excel map he generated color codes on biomes, then you found a 3-4 biome meeting point, wrote down from middle to clockwise like 1 grass 2 savanna 3 arctic etc. 9 number, find in excel table. 3-4 biome mix was quite unique, with new map not so much, also making the table was long time.

tutorial and donkey town was somewhat fixed. but yeah, on wondible map you can spot a biome shape or city if you roughly know it.

#16 Re: Main Forum » Town stages are skipped and game difficulty is out of balance » 2023-09-27 10:03:08

travel has no point right now. I tried a few times, and it was fun with the bug to the graves, as nobody else knew it how, so it was like bell runs without bells. the travel stones are similar but with 2 families it messes you up. there were too many attempts to ruin coordinates and navigation, and the flaws with single families are kind of rough
but just as a game element, it makes no sense. it's like a sales pitch, 'oh the map is huge and you can never get to the end', why would you want to? around 150-200 hours in I realized the power of horses and stops, so I was designing towns in mind with running around on horse carts, and I was placing some fences 100-200 tiles in strategic zones.
there were some interesting towns, like one was 40+ gens the other started later and was around 25-30 gens, they were barely 300 away but a huge ice biome blocked any travel on foot, played for a week in both towns when I finally realized you can cross one to the other.
there were some lives where towns were 600-900 tiles away and tried creating a road, never finished.
there were some attempts when we made roads like 4-6000 long manually, connecting everything. you ended up with people stealing engines and anything of value. even when I locked up a horse cart and made my town again it was gone by the next time.
90% of players live their life within 50x50 tiles, some others travel like one direction then return.
rift was a bad idea for a whole server, but for a family, 200x200 isn't that bad.
the other issue is the 'everything runs out' principle. it's a game, it should be an idealistic world where you can fix everything, create endless value and live in harmony with the nature. mistakes shouldn't be final and you should be able to progress endlessly.

I had an idea back before, basically each family would have a seed, but each town would be a unit on it's own, with the ability to place it on a world map, basically teleporting it. the eve would mark a center tile, and gradually unlock 50x50, 100x100 up to 200x200 tiles. that would be the town. it would still have an area around it, so you could travel on foot. but it would be just a randomized land of a similar size, like 2-300 tiles.
ooooo
oxoxo
ooooo
oxoxo
ooooo
x -town o-empty
the towns would be placed in the middle tiles, and the area around it would be empty.
other means of travel could include trains or boats or airplanes
underground subways would be best, since it would show on your map but wouldn't need to be connected.
towns could upgrade it and travel to other places for a cost, instantly
travel is boring. finding towns more than 20 minutes away is hard, and boring and makes no sense when you don't live any longer than 60 and not fertile after 40, moving people so far is pointless
so this way you could have the travel but also would make the map more compact

there could be a ranking system or weekly limit of how much you need to achieve. then people would have their own towns they could return to and fix it up. people could rank map seeds with good or bad or more scaling ranks like 1-10.
then the bad ones could be wiped and replaced. it could even be a ranking system that places good towns closer to the center and would give more resources around it.

for the progression: the town should be a unit, with parts that count as sub unit. each item would be tracked around it, you couldn't take items from the town territory as other family, and travel methods wouldn't let it either.
there could be eras with requirements to build certain stuff, then it could reflect in the style of items. some items should be expensive, but the resources should come back endlessly, making work more important than the actual resources.

I would also love private lands. for example each town would have a town center, 50x50 always shared, the outer ring could be taken as private lands, like a 10x10 plot, and you could fence it up, and automatically leave a road in between. these lands could be used to produce things.

for all these the whole game should be changed in a few ways.

#17 Re: Main Forum » Woah, it's a been a while » 2023-09-27 09:44:08

been like 6 months since I used the forum too
havent played a long while
there was a lot of updates nowadays, like last 2 months

#18 Re: Main Forum » Account Recovery? » 2023-03-22 14:20:40

search for the email and at the end there is a 20 characters long key in the download link

#19 Re: Main Forum » Editing Graphics and Sprites » 2023-03-09 11:44:48

tga, uncompressed and also the points are 90 degree turned sideways, no layers, need to flatten them, no messing with alpha channels too much, might ruin them
some things need the exact size, like 1mb for biome backgrounds, not sure why, they might turn out discolored ingame otherwise
Jason used Magickimick or whatever is the name, it's linux and free
I much rather preferred gimp2 for saving the files, since people modded other games (city skylinines?) they added the feature to save uncompressed, also the ordering of dots is the default one but the original tga format would be different elsewhere
you can use whatever format and picture editor for the making, just save it again in gimp2, I generally done PNG as it has the transparent parts just as tga, saving with gimp was easy if the sizes match, just drop the picture on top, delete bottom layer and 'export as'
there are additional tricks, like setting the text from 0 to 1 to make something transparent or non transparent, then it can go overlay instead of cutting off the overhanging parts. that was used with my original underwear sprites.

#20 Re: Bug Discussion » All menu graphics flipped on Linux compile [v368] » 2022-07-22 00:13:33

there are cloud gaming services that work on mac. boosteroid for example, but the servers are in europe. ohol can be installed but it's a bit tricky. you got to go to the menu of the steam from the cloud pc, which only happens with games that allow that, like pro evolution soccer (free demo anyway) and then find ohol on your steam list, install, log in and play. the bad part is that your settings won't be saved, and you got to install it each time you play and can't be more than 10 minutes inactive. you can do a macro to move your mouse before each 10 min but if you just play a few hours that's entirely fine. it installs it within a few seconds. have been playing INL like that, my pc only has intel hd video card and the unity for INL is a bit more demanding than ohol, so I can only run it on medium and close range but can run it on max settings in cloud. usually I got like 20-30 gb extra space in cloud and the install is super quick. I guess if ohol would be on their list then it would be simpler.

#21 Re: Main Forum » How to cope with boredom » 2022-06-15 18:20:34

Arcurus wrote:
pein wrote:

you could stop any time

I play YAH on emulator, I'm slower than usual and got to work side to side when combining. has the spiral and the old good mechanics, and some quality of life changes. most players are dog water tho, as you can imagine. there is a mechanic that you mark a town for your spawn so you get back if someone buries your bones and you play 10 minutes meanwhile. it's not 100% to get back but it's still fun to continue your town and sometimes play with others.

YAH? Link?

you are hope, the mobile game by dual decade, it's not free but quite cheap

but since it's android I got to emulate it
best performance you would get on  Fyde OS
but since their controls are so bad, the crafting is diagonal swipe, undressing reverse, and the lifting containers is up swipe, the best way to control is Bluestacks, or in my case MSI AppPlayer (minimalist blue stacks for MSI), it can recognize the advanced keyboard controls, it's based on pixels and screen size, so it can be wonky with small items but after a bit of messing around I found the right coordinates for items and 90% does what i want to do. only that each direction and creation combo would need a key so I limited myself to left right up and then drop (actually got some special drop actions but I don't use them often), take clothing, eat, chat.
also got some emote macros smile

I'm used to the swipes now and I rather swipe sometimes than to walk over it and lift with a key, but I find it quite annoying
working side to side makes me slower, like I can do 7-8 plates/iron with a fire, but that's fine.

#22 Re: Main Forum » Etiquette » 2022-06-14 10:17:19

not much really, as a baby stay in the fire, don't waste their time and food bar, the colder you are the more you eat, so walking around it's not too efficient for them. also get used to lower food bars, the chimes are annoying but you won't die by only eating each minute once. better players know the timings but panicking and running after them might get you starved.

better players usually tell what is needed or what is their plan. usually it's ropes or boards or more pottery or storage always welcome. generally I give a small task to kids, or tell them what is the most important, but they might not know how to do it. also bad players give bad instructions so listening to them is also bad.

in exchange for raising you it's nice to do one small boring task, like adding soil and watering plants, making compost, killing wild animals and collecting rounds stones, rabbits. but the majority of vets don't expect you to do much, try to not fight over resources and respect others privacy/properties, and have fun.

#24 Re: Main Forum » Welcome to BETA test a fully new written OHOL Hardcore Server » 2022-06-14 10:11:23

I mean pigments in the skin adapting to heat or cold isn't a big of a stretch. but it's hard to make significant to be important enough but not more important than other things.

They made INL and it is fun but since some of the mechanics are just reductant, like having babies is actually annoying. the playerbase there is more hardcore since it needs a better rig and more knowledge and another payment. and the age is limiting you from doing things while you are born on the same place anyway. so all in all being a baby is bad, and starting as an adult is good.

so no reason fixing Jasons nightmare updates, just scrap it, the game can have a new identity with new mechanics that make sense, good reward and punishment systems that aren't too complex and just make sense.

@selalov734 the way Jasus did the characters, their head positions or hairs are completely different positions so they aren't interswappable, I tried it. I even made a working, decently looking character but it's a pin doing it. the eyes are also way too low resolution, 9 pixels are already huge, kind of the same as the biggest one, and so it can only be black and white.

yeah the engine limitations are crap, we could make nice looking mods that are easy to install but can't fix the crap ui and can't add stamina or hp then can't really make it any better.

#25 Re: Main Forum » Welcome to BETA test a fully new written OHOL Hardcore Server » 2022-06-09 19:47:21

Arcurus wrote:

Im thinking about implementing it that way:
- each floor / wall has a heat value that comes from the biome plus season temperature
- the more insulation the floor has the more it stays close to 0.5 temperature
- with each timestep the floor / wall tiles exchange temperature with the tiles next to it while considering the insulation of walls

For example if you open a door the room would not get hot / cold at once but over time the room would cool off.
The bigger the room the more temperature leaking you would have though not having 100% wall / tiles insulation, so no artificial limit.

If it is performant enough, i could use the same mechanism to calculate temperature on any given tile.
The idea is then to change the biome if the tile gets too hot / cold over time simulating climate change / ice ages.

I would say the difficulty / time to implement it is medium so should be ok.


General im thinking about how to handle the temperature.
The idea is to have more realistic temperature mechanics, so in theory very bad temperature could kill you over time.
The problem is players are not used to it.
Also it could be too annoying that you are forced to leave a cold biome in the winter (if you dont use enough clothing / heat and once implemented buildings).

Currently if it is too cold / hot you lose hit points and gain exhaustion. Both slows you down to at max 50% if you are close death.
This might be irritating for players, especially if they are used to ignore temperature at all.
So the question is which mechanics can be used to make temperature more meaningful / realistic while on the same time give the players a good experience.
For sure better messages could help if a player is slowly dying through temperature.
Maybe instead of having a slow killing through temperature it would better to use something like (heat)strokes that give you a clear understanding that something is really going wrong. These strokes would stay for lets say 15 secs and come once in a while if you have bad temperature. They could limit speed, hinder eating or doing stuff.

Any ideas?

Jason doesn't understand how to reward people and why. His values all all over  the place. As you remember, the base game was mostly 'don't do this'. Like 90% of mechanics are about not doing things, even accidentally you can do permanent errors. I guess his childhood was rough. He is still weird tho, I get that he had so many rules he enjoys breaking them in certain areas but in his online persona he has kind of weird OCD.
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I don't think it makes any sense to write complex stuff when the outcomes aren't really different. And if they are, it might require meticulous management which might be annoying for some. I guess people would enjoy more mechanics when it's well done but not too many pointless modifiers for the same thing. Ohol is just food and heat, no hp, no stamina no nothing, and heat is kind of food too.
Same with iron and water, everything converts to it and they kind of convert to each other. That just makes it  a bad system since it's bottom and top level resource so the bottom changes the lategame (wasting water hits back later) and the top changes the bottom (too much high tech makes life too easy). It's as fun as turning the lights on and off.
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Well, technically you could calc the average insulation where walls count more than floors, then the average temperature would be the material of the house, the original biome(not sure on this) and the season combined. The heating up and cooling down could be a set value in perfect conditions.
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But the issue there is the management. Right now in OHOL you could make  a 1x5 room and stay on perfect temp WITH a fire. that's 5 sideway wallsx2, 2x1 vertical and 4 corners. too much material for such a small place. The bigger the room the less walls needed as central tiles don't need walls. And the shape that has the most central tiles is the square. So if it isn't square it's wasting materials, also some heat bonus. But the other issue is that needs a fire, and needs to tend to the fire. 15 firewood per hour, regardless of size.
And a fire outside is just 0.40 or something then what? it's still a good bonus with no effort. Also you stand still so quite hard to work and enjoy a bonus.
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That being said the only legit bonus I could imagine in a room is perfect temp without clothes. Upsides? work in a good environment regardless of outside weather conditions. Downside? limited space.
Now really who does want to micromanage the size and shape of the room and all those details for 0.1 heat? like you do a compost cycle and make a bit more pies and same deal.
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I think it should be a different way of thinking, instead of you making a bunch of plans and arrangements to make it perfect temp, it could be a central heating, like a chimney and a fireplace built in wall. This should be more effective than a normal fire, or last longer. Instead of fixed heat, it would be perfect  heat, but last less for bigger rooms. It could work with charcoal since that is 3 units, so can be measured better. So for example 6x6 rooms was Jasons plan. That is 36 tiles, so a firewood would last 6 minutes for 36 tiles, so 1 minute for 6 tiles. That's 50% better than a fire outside. So if a room is smaller you could heat it faster and last longer or if it's bigger, more charcoal would be needed. A firewood should also give 4 kindling (in yah a log can be split in 4 bricks then each can be cut into kindling). So 4 kindling is 4 charcoal, 12 piece for heating 36 tiles to 6 min. that's 1 piece 3 tiles for 6 min. You could fill up the fireplace and it would go for a while, creating perfect temp indoors.
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If other bonuses come to play there could be some good mechanics, not to heat, but to  make rooms useful.

would  be interesting if you could handle it as a group zone, not sure how performant would be with many.
could be just type A, B , C , D and the rulesets would be same for similar rooms. no reason to treat anything under 3x3 as a room. but no reason to make difference between 3x4 and 4x3 and 3x3+2 for example. But a 7x7 could give extra bonuses for  the extra material used. It was working in ONI, like a bed and a decoration object without any machine (lights maybe) makes it a bedroom, bedrooms gave sleep bonus, faster energy refill. OFC it's harder to give bonuses to rpg humans than controlled ai workers.
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Other reason to make rooms could be tech gates, like a machine only works indoors. Not sure if time based actions could be  good, I can see it work if it's not a do or die. Like spend 10 seconds near a table to earn a research point and at 10 you get a blueprint. It doesn't need to be everything a blueprint either just a branch of tech.
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once I had an idea, with stamina bar, you would have a permanent bar and a temporary. permanent would be your maximum, maybe it could be even trained, the more you use it the less it takes to spend. a boost option could help do jobs faster but exhaust you. boosting while exhausted would trim some of the top limit down then you would need healthcare/resting/comfort activities to fix. It could be 4 different colors. Green on top: usable stamina, yellow: exhaustion after doing activities too long, red: extensive exhaustion permanently damaging you stamina, and harder fixes. Then a grey part that's the difference of current and maximum. So for example you start on 30 stamina and each time you deplete it, you gain 1 stamina. it could go up to 100, but you could also block out your top limit by overworking yourself. So asking for help, resting would be not only RPG but reasonable strategic steps. Restoring yellow bar with some foods would give foods a different stat to improve. Red would be harder, maybe just heavy resting could remove the penaties occurred by overusing stamina.

Beds could refill stamina, but nobody likes to stand in place, so instead of you sleeping (too long, it could still be like 20-30 sec doing nothing), the bed would be 'charging up' and you visiting the bed would take the charge, like a battery transfer. One bed would belong to one person, you would need to claim for life just like a home marker. You could upgrade beds for better stats. It could also be a tent that you place somewhere then later upgrade, it could act as a personal stash too, holding private item that others can't touch.

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