a multiplayer game of parenting and civilization building
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What was your suggestion?
Hitler was a Catholic. Just saying.
You can't log in to the official servers with more than one session at a time.
Yeah, it's far easier to grief than to play properly, but all I'm saying there is that removing killing is not a good solution because it's the only way to stop a griefer at the moment. 6 v 1 is still better than 5 v 0.
I think every one should listen to this. If you're frustrated with the game, listening to Jason talk about his ideals and game/life philosophy will really help you to understand why the game is the way it is.
Yeah, that's a catch 22. You can remove killing to reduce griefing, but there are more ways to grief than just killing, but the only way to combat griefing is killing. So you're actually favouring the trolls by removing weapons.
I think it was bad timing between the launch of the game and GDC. Having Jason go away for a whole week while the game is very much in its infancy has meant lots of griefing and generally a not-so-great experience for new players, with more experienced players starting to get bored and jaded and not keen on helping/teaching newer players.
But there is still an enthusiastic core of players, and Jason is back now, so I don't think the game is dead. There will be some people who have stopped playing now who will come back to it after a few updates.
For myself, I have grown tired of playing it in its current state, so I'm working on a mod for it instead ![]()
Well, I have my own plan for items and tech tree; maybe I'll write it up in Google docs or something, but for now I'm just pretty much gonna do my own thing. Cheers.
So, I made a suggestion post on the subreddit about a simple way to implement items breaking and why it should be considered. TL;DR having tools made of different metals is meaningless because all items are permanent, which is boring, and bored people turn to griefing.
Then I thought, well, if it's so simple, I should have a go at it myself. So after a few hours of tinkering (and refamiliarising myself with C++, god damn those pointers), I have finished my mod. At least, the code part of it anyway.
It's available here. I have updated all of the transitions in my own forked data files to utilise the new breakage chances, but by and large all they do is break completely. So this means that every so often, your sharp stone/hatchet/clay bowl will disappear when you use it, but there are some other transitions; your arrow might lose its arrowhead when you retrieve it from a beast, or your tongs might break down into kindling or what-have-you.
Long term I plan to introduce a whole lot of content that will utilise this new code, with things like copper and bronze, weapons and tools becoming blunt and needing to be sharpened and forging being more involved and interesting when working towards the highest tech (steel).
That's going to take me a hell of a long time, especially because I'm no artist, but maybe someone else out there can make use of this code change.
Note that if you run the pullAndBuildTestSystem.sh script, it will pull my forked OneLife source code and also my forked OneLifeData7 files with the updated transitions, which means that if you run the server and join it, items will break when you use them (occasionally).
There is no update required to the client, so if someone wanted to host this version of the server, anyone will be able to play on it without needing to download or install anything different.
I have no idea how Jason implemented the object picker/displayer in the editor, so I had to settle for the broken actor and broken target (the thing left in your hand and the thing left on the ground after a transition, respectively) fields just being input fields where you type in the ID number of the object. It's not hard to figure out what to put there using Kazetsukai's crafting guide.
The chance value is a probability, so from 0 (never break) to 1 (always break).
I haven't fully playtested the values I've put in the transitions yet, I've only tested that it works.
You can run your own server on your pc. Easiest if you are using Linux, otherwise the next easiest way is to run a Linux vm.
https://onehouronelife.com/forums/viewtopic.php?id=112
https://onehouronelife.com/forums/viewtopic.php?id=498
Day and night would be weird. You'd have six days every second. A season would be 15 seconds long.
Mind you, carrots take "four years" to grow, so I guess we could have night last several "years" in game.
Rabbit carrot pie is okay because carrots are plentiful, at least compared to rabbits, so you may as well be getting extra benefit from them if they're available.
No, it doesn't expire.
Try adding a link to the video.
The download link is in the email you received when you bought the game. You can redownload from there. Or just re-use the same downloaded installer/archive that you originally used and reinstall it from that.
My latest mission is to get dressed and head east to look for gold, then set up a forge, make a pick and mine the gold. I haven't actually got that far yet. The closest I've got was creating the pickaxe, then heading towards the gold and getting eaten by a wolf hiding behind a tree. I was 57 anyway ^_^
I don't think there's any way to know, unless you specified which server to join: https://onehouronelife.gamepedia.com/Ad … tom_Server
"Actually, this is my modern home office. Civilization in the rest of the game hasn't gotten quite this advanced yet. Maybe someday though."
* walks away from the office so that it is out of view *
"Everything you see here exists on a persistent server. It starts out full of untouched wilderness and it's up to us, the players, to rebuild civilization from scratch together."
* skip ahead *
"But really, all of this is just the beginning. As players continue climbing up through the tech tree, I'll be staying one step ahead of them by adding new stuff to the game every week."
* car and monorail go past, a monorail/car that is a ridiculously huge technological jump over anything previously demonstrated *
"As we rebuild civilization together, who knows where we'll end up."
* robot shoots him *
So, this, to me, suggests that the robot is a possibility, not implemented in the game at all and that the very premise of the game is that we start at the beginning and eventually lead to future technology, NOT that it already exists in the game.
But yeah, maybe he didn't explain it explicitly enough. Email him and ask for a refund.
Join the discord server and ask for help in the #ask-for-help channel. We can help you debug it easier there.
Another feature that might be helpful in catching sneaky killers would be if graves also showed relationship on mouseover, and also how they died, at least while they're fresh. Then the killer would at least have to take measures to "bury" the body (by moving it with a basket).
Wars don't make sense in this game, because there's nothing to fight for that can't be easily found pretty much anywhere. Also, since you only live for one hour, and there's no knowing where you'll appear after that, there is nothing gained that is kept.
A shield implies preparation. It would make sense in a battle setting, but there are no battles because war isn't a thing in this game. So that's the first reason shields make no sense.
The second reason is that every item that you add to the game is available to good players and trolls. The answer to dealing with trolls is not to empower the individual. "The griefer has a knife! Add shields to the game!" Now the griefer has a shield too. "Okay, add a weapon that destroys the shield!" Now the griefer has that weapon too. "Add a weapon that prevents that weapon from destroying the shield!" Now the griefer has that at their disposal too. It's just a plain old arms race.
And it's not just on an even level. The troll comes to the scene prepared to troll. The victims are not prepared. So the more items that you add that require preparation and foresight, like shields, the more prepared the troll will be.
This is a bad idea.
The way Jason has coded the game, there isn't much that can be gained from hacking. You can't trick the server into letting you move faster or anything like that. Sure, the client can be modified to make more use of the information that it does get from the server. I don't think this is going to hurt the game. Griefers gon grief and they're already overpowered, so a little more power doesn't change much.
Minimaps and radars and such might even be implemented as actual in-game tech at some point anyway.
I think if you watched the trailer and didn't come away with the understanding that Jason is adding technology week to week, leading up to the eventual possible presence of robots, and that the robots (end game tech) were not in the game from launch, then you weren't paying attention. If you bought the game thinking that all of the tech was available from the beginning, then you were very much mistaken, but I'm sure Jason will refund you all the same, since he has a 100% satisfaction guarantee, and he's a swell guy.
The first thing I looked for was the milkweed. Glad to see you emphasize the fruiting only rule. Good video!