a multiplayer game of parenting and civilization building
You are not logged in.
Personally I downloaded Lightshot years ago and still use it to this day. It binds to your prntscrn button, but gives you an interactive UI when you press it [so you can crop the screenshot to what you want it before you take it]. Always worked well for me.
I put the "goose" in goosetown! I bred so many! I'm proud for coining that name...
Probably not the place I'm thinking of. The existing Goosetown has been around for a few weeks now, and had a sign up since its early stages proclaiming its name. It was named after a goose that got stuck in permanent death/flailing mode after its head got cut off on a stump.
In fact, its flailing body is still there to this day..
Point is, it wasn't a place named for a bunch of bred geese. In fact, the multiple times I've been there, there's almost never been geese. It's pretty massive last time I checked it out. They had signs up for each of the crop sections in the massive farm, quite a few buildings including a library, a forge, an enclosed sheep pen of ancient stone walls, a hospital.. And at least 3, probably more, outpost cities miles to the north. Another south.
I was initially Eve Wolfe. I spent the first ten minutes of my life doing what any eve does- looking for a good place to settle. I'd just moved on north from a place that looked promising but fell through, when I started noticing signs of life, Goose eggs, fruiting cacti, rabbits with babies.
I figured it'd just be another dead eve camp. I've found these in the past. This time was different though. I didn't see a camp anywhere, but I found a few corpses. They seemed fresh, but a lot of times things don't decay if nobody's around them, so I didn't think much of it.
Still following the trail of fruiting cacti, I stumbled upon two people.
I started talking to them excitedly, greeting and asking them if they had a camp around, were they part of a town or an eve run, etc. They just stood there. One stood on top of a small stack of iron. The other close by. It didn't take long for me to figure out they were ghosts, glitched to appear alive but actually either dead or simply in a different place.
Disappointed, I moved on, passing by corpses. To my surprise, some of them were very recent- recent enough that I could read the names of them, though I'd never seen them in my life. They were the Colden family. I lost hope of seeing any living members when I passed the Eve's grave, however.
And then I saw an actual person, maybe a minute or two later. They were moving around with a basket in their hand. I quickly ran after and said hello, got her story- she was Tonya, the daughter of Eve Colden. She'd been separated from her mother and fam, while they were searching for a place to make camp.
I informed her of her family's passing, and we set off together to find a decent place to settle into. We eventually picked a small patch of desert, bordering a large swamp and a good sized grassland. Not the greatest of spots, but it'd work- we were running short on time.
We got the basics going pretty quickly. Bowls were fired, soil collected, rabbits caught. I died prematurely, starving in the great grassland while trying to fetch thread for backpacks and bellows. The grassland is startlingly devoid of food, and I misjudged my failing food bar.
I got reborn my next life as the firstborn son of Jamie Colden- Tonya's daughter! I explaiend to her in stilted baby speak, "I w/a/s W/o/l/f/e/!" and she seemed to understand, expressing happiness at the fact. She named me Coyote, and explained that she had survived off carrots, as the berries had yet to grow in.
The berries finally grew in and combined with omelettes, our fam made it through for awhile. Unfortunately, I died at age 23, in almost the exact same spot as the first time- the grassland biome struck again! Fortunately I realized that I was young enough to not have gained a lineage ban yet, so after a few /deaths, I got back there.
This time, I was Ella Colden- Jamie's first grandchild, and a girl at that! She again seemed pleased by my reappearance, explaining the story to her daughter- their mother had worked with Eve Wolfe to found this place, and after I died, I came back as her brother Coyote. Now I was here again!
I made sure to stay closer to camp this time, focusing on the farm, making stew, smithing tools, and raising my kids. My first three children died. When I finally got a girl, I frantically picked her up, trying to explain as quickly as possible- we were an eve camp, we really needed girls, would you please stay?? I did add she could move on if she wanted to, but would greatly appreciate her help.
She was confused, however. She'd been twinning with someone. Where was her twin?? She'd been born alone, for whatever reason. After talking to her twin, she agreed to stick around. And I'm glad she did- after her birth I had three more kids. Two boys, named Hawk and Wolfe, that died young. And a girl, Bear- who lost her way while out of camp, and never made it home with her kids.
I finally died of old age this time, among family. We had sheep now, the first compost was nearing completion, and my daughter- Red, I forgot to name her- had children. I got to name a grandson, who went on to name his nieces and nephews, passing down our family name.
-
A quick shoutout to the Colden fam:
- Tonya Colden: It was a really fun life! I'm sad you died so young, perhaps the spot we picked wasn't the greatest unfortunately. I'm glad we found each other though, and that I could help your family through the generations. It was definitely one of my more exciting eve runs!
- Jamie Colden: You were a very great player, and I'm so happy I got to see you throughout all my lives. I'm also glad you made it to old age. Your daughter died shortly after you did, and I buried you atop the berry bushes. When I finally reached old age, I died beside your grave. I hope we see each other again.
- Red: I'm still so sorry I forgot to name you ;-; It completely slipped my mind. You were a wonderful daughter, and I greatly appreciate you choosing to stay and continue our line. You helped our camp survive, despite the failed twinning, and I'm glad. I hope you and your twin managed to play together afterwards.
I hope the fam makes it far. You guys did great and I'm proud of you all regardless ;w; Thanks for making my lives with you enjoyable!
My vote for artist is Multilife. I love their style and color schemes ;w;
https://onehouronelife.com/forums/viewtopic.php?id=3187
https://onehouronelife.com/forums/viewtopic.php?id=3364
And my vote for best town is definitely Goosetown. Epic place.
Ahem.... just wait until you see this week's update....
Oh god please no have mercy on is Jason ;-;
JK, I think you misunderstand... The 55, 65, 75.. those numbers are curses since you started playing that never wear off.
It is done that way so that for repeat offenders each trip to donkey town lasts longer than the trip before, regardless of how many curse points they got in that instance.
I'm not sure how I can misunderstand. He quite literally says "After serving your hours, your curse score goes back down to 7." That's not exactly difficult to misunderstand: After 3 hours, my 55 curses goes back down to 7. This is ridiculous. If I griefed enough to get almost the entirety of server 1 to curse me, why does it only last 3 hours??
Okay, these changes are in.
When your lifetime total is at or above these values, you serve these number of hours:
$lifetimeThresholds = array( 0, 15, 25, 55, 65, 75 ); $hoursToServe = array( 0.5, 1, 2, 3, 4, 5 );And you serve these hours whenever your curse score goes to 8 or higher.
After serving your hours, your curse score goes back down to 7.
After that, you burn one curse point every hour that you play.
So you can see that the repeat offender, who keeps bothering people as a way of life, will eventually serve 5 hours every time they bother people. A brand new player who tries something once will spend a half hour in Donkey Town.
These numbers will literally do nothing at all for the playerbase expect make murders even more prominent. Who the fuck is going to get up to 55 curses? Why should they only have to play for 3 hours, when almost everyone on the server at an active time has cursed them?
If you're going to do this accumulative thing, the numbers need to be realistic, especially with the fact that towns rarely reach more than like 5-8 players on average. Maybe 10-12 in larger ones.
A smaller number range would be a lot more effective.
0 = 0.5
10 = 1
15 = 1.5
20 = 2
25 = 2.5
30 = 3
so forth.
You're not often going to get someone up to 50 curses, but if you do? You should be there awhile. Almost everyone on an active server cursed them- they deserve it.
On another point, I extremely agree with what Stylin wrote. Griefers will never completely leave the game. The murder rate will never be zero. But nobody actually WANTS these players in. We don't see it as a highlight of our lives, to dispatch one- or even three- griefers in a game. Nobody thinks it's exciting. At best, it's frustrating, because your game is getting completely ruined by another player's shit sense of entertainment.
Your "murder rates" also only constitute for a fraction of actual griefers. If you played your game more, you'd understand what everyone complains about, or the problems people face in their lives. You can't get that from data and empty test servers. There are some things you actually need to experience for yourself to understand.
Take a few hours to play a few lives in busy towns, with actual other players. See for yourself how people react to griefing, experience yourself the "entertainment" getting stabbed in the middle of baking pies, or watching someone release all the sheep, or run off with your town's food supply. Then come back to the problem and decide on a course of action.
Cisterns are actually a great thing already mind you if used correctly by filling them from wells and then letting the wells recover while you use the cisterns water stick but every new player just ignores them and empties the wells instead.
Please tell me you're not one of the ancient players who constantly shout at me for emptying a well into a cistern. They regenerate on their own- even when emptied, all at the same pace. There's no downside at all to emptying a well, especially now that we have an indicator for when cisterns have water in them.
I don't know which misinformed player is worse tbh: The people who think that empty wells won't refill, or those that insist that if you don't leave a berry on the bush they won't grow back lmao. I've also heard of people who think if you leave a clay in the pit, it'll regenerate.. Same with leaving reed stumps..
None of these are true. They might've been some time ago, but currently they're not.
A lot of urban legends in the game atm it seems.
For example it's nearly impossible to have a village or big city without sheeps because they produce dungs for compost but what if rotten meat would bring diseases or any other danger (like wild animals) that makes it more challenging for advanced villages to survive, this way eve runs wouldnt be affected by this difficulty as they are challenging on their own
He's already explained ages ago that he doesn't want interconnected towns. I do really like the idea of our accomplishments also bringing further challenges, however.
For example, livestock attracts predators- we all know the classic wolf and sheep problem. It'd be really interesting if sheep attracted wolves towards the town, perhaps after they've been kept for x amount of time. Maybe it can slip/break through fences and carry off lambs or something. We'd have to kill the wolf and repair the fence.
I also like the concept of disease. If food rot is ever introduced, perhaps if you don't dispose of it for a certain amount of time, the nearest players to it in a certain radius can contract illness of some sort. Maybe they can't keep food down [hunger bar reduced perhaps?] and grow a bit slower- and perhaps females can't breast feed or are infertile for the duration of it. Those affected can recover by resting near a fire for a certain amount of time [5 mins?] or applying medicine [instant]. If they go too long without resting or receiving medication, maybe they even die!
Another thing I really like is Tarr's idea of the 'yuck' factor. Right now the yum bonus is basically irrelevant. It's one of those "that's cool but I dont need this" concepts. The only time I ever use it personally is when traveling as an eve for a spot to settle. In ever other scenario I play in, I've never had to use it, and I've almost never seen anyone else bother with it. Keep in mind in a majority of the lives I live, I almost never starve unless suiciding or abandoned as a baby, even in early eve runs.
Having a yuck factor would balance that out. I can't just survive off berries anymore, I have to cycle through some foods. I'd say having it apply at 4 consecutive meals of the same food would work. 4 is a good number. As an adult, 4 berries would probs get me to full. I can finish a single pie or two bowls of stew or sauerkraut.
I agree that right now the amount of viable places to settle in is way too thin- especially if you factor in a desert to keep food consumption lower. The most ideal location would be a good sized desert, a decent size swamp with many ponds, and a large grassland biome within easy walking distance.
Unfortunately such a specific location is sometimes completely impossible to find within a feasible amount of time as an eve. I've had eve runs fail solely because I simply never found a good place to settle. Either there wouldn't be enough ponds, wouldn't be a desert, or wouldn't be a big enough grassland to support my family.
I do wish there were more options for water. The meta has stagnated at desert-swamp-grassland cities. You'll almost never see an established civilization that isn't within these boundaries. Meanwhile irl, there's vast amounts of different cultures in different climates, all around the world. There's variety. Different ways of life. OHOL very much lacks that.
The only idea that comes to mind for increasing the spread of water, would be putting swamp equivalents in other biomes. Freshwater springs in grasslands/savannas. Rare oases in the desert. Maybe being able to melt snow from snowbanks in a crock over the fire in the arctic.
It doesn't enable us to make wells wherever we want, as that'd be as broken as it was before, but it would give us more options in places to settle at least. We wouldn't have to look for quite such specific locations to camp on.
But I really don't know what to say about the "lack of tech" over the past 8 months.
I think what he means, and what a lot of veteran players are feeling a lack of, is truly progressive tech. Game-changers. Something new that extends the tech tree, rather than simply "aesthetic fluff" as some might put it. Something that we have good reason to work towards attaining, and takes us time to get to.
I'll admit I've been a bit impatient too, waiting for a 'substantial' update- an addition that improves and builds upon the meta. Something that's worth the time and effort to attain.
Rails had potential, but fell through- the cost isn't worth the outcome, when we can do everything a minecart can, but much faster, more efficiently, and with less materials. Why waste a bunch of iron on a rail when I can make a cart?
Dogs also had potential, but again fell short. Their existence does nothing for us, so why get them? They don't improve my quality of life. The best they do is follow me around and die. Why do I need a pet in a survival-based game?
Paint is cool and all, but again, what does that really do for us? How does that progress the tech tree? Especially given it takes an entire bucket to paint one wall- and two of the three colors are rare, impossible to make decent quantities of, and none of them are renewable. I'm not gonna take the time to look for the rarely-spawned chunk of material if it's only going to give me enough for a single wall, am I?
I think, long story short, that some of the community is just impatient for something substantial. A big update that gives us something new to achieve, a new goal to reach, a different meta. Right now the meta is stagnant. To some, it doesn't feel like we're progressing in technology.
I'm sure you have updates planned and we'll receive some game changers [food rot and refrigeration will be a big one, I imagine!] and I understand that the game is a steady jog to the end goal, not a sprint. I like the idea that, little by little, all of this will add up in the end to an advanced stage that took many generations to achieve. After all, Rome wasn't built in a day! But as an active player, sometimes these small steps don't feel like we're going anywhere.
Tbh I think, if you gave the recently updated system some time, people would get used to it. We're expecting a lot of new players from Steam who won't know any different, of course, and I think the veteran players could adjust to this new change [for example, I've already noticed a major increase in mothers asking whether their baby wants to live or not. This would likely become common meta over time.]
But at the same time, I do really like the idea of being able to give ourselves a lineage ban from situations we're not fond of. I think it might give a slight boost to the success rate of eve runs- we'd no longer have to deal with that one annoying child who's reborn to us multiple times and just keeps suiciding.
This also gives players a way to work towards an eve spawn a bit faster as well, which is a feature that veterans have been wanting for quite some time. It's not as simple as an "Eve" button, but it does make things a little bit easier.
I do worry it might have bad side-effects on some situations though, especially if spammed or abused.. I'm concerned it might end up causing failed eve camps, and even established towns. If enough people within an hour /die's, between the other lineages taking up spawns and your line's bans, you might end up doomed altogether.
I think it might be a good idea to lower the lineage ban timer, at the very least for the /die command. Veterans only need so much time to /die their way through to the scenario they want- they definitely don't need a full hour, do they? 20-30 minutes might be a bit better for these lineage bans, at the same time making it slightly less appealing in that they'll have to cycle through the same lineages again once they finish their preferred life.
Fine if this is truly how everyone feels, I'll start suciding even as the last girl. You want me to become what everyone undeniably thinks is true fine.
How convenient that this was posted not long before the eve camp I lived in was screwed over entirely by some prick doing exactly what you describe in this rant...
My sister's firstborn was a girl. She was the only fertile female left alive- in fact, it ended up being just us two. She picked up the baby and asked if she'd want to stay or not- giving her a choice. I think she also might've explained the situation [it was an early camp, we were gen 3, me and my sis were the only people left alive] but I was making trips in and out of camp at the time, didn't see it all.
The baby said "Y/E/S" and my sister set her down on a warm tile to continue working.
The girl promptly runs off to suicide.
That was the only girl my sister had for that lifetime. Her following 6 kids were all boys.
I dunno if this was you, but whoever it was deserves a big fat fuck you. Yes, I get it, people are throwing tantrums because they can't insta-suicide on desperate players anymore. But you should at least respect the decent mothers who actually give you the choice. There's no need to be an asshole about it and lie when asked.
Yellow dye would be HARD. Onion skins are a viable option, but by the time the towns are at wool the onions would be eaten. Perhaps that's a challenge for the towns. Or if travel is too hard then we could get sunflowers.
And then we should mix dyes to get purple and green and orange dye. I wish there was a rainbow emoji.
If you admit yellow dye would be hard, doesn't it stand to reason the rest would be too? Mixing dyes doesn't work that way. They're not made up of the same materials, like watercolors- they're primitive dyes created from rather old methods, and usually consisting of different materials.
Purple, for example, was a very uncommon color used in dying before modern technology. From what I recall, the romans actually got their purple dye from the shells of certain snails. Can you imagine how many snails you'd have to find, kill, and crush the shells of to get enough dye for something substantial? It was the difficulty to attain and amount of labor needed that made purple so rare, and only affordable by the wealthiest of people. Thus, it became to be thought of a color of royalty.
Then again, a true red dye was also difficult to get in those days as well. Many red dyes actually faded rather quickly when applied to natural materials, or tended to learn towards an earthy brownish or orangish color.
On a more interesting note, dyes made from indigo didn't actually turn the material blue until it was removed from the dying vat and allowed to oxidize. The dye itself tended to be green, similar to the plant it was extracted from. It'd turn blue once left to 'air out' as some might put it.
i get your point, many a times i got an eve run plenty of food all babies sucided. But the thing is, we only sucide to be more useful how is that fair to us to be punished for people who doom others lineages?
Why should others be able to force us to stay against our will as another family hopes for a girl to come which is a hope we could fill?
This is just smh.
How does abandoning an eve camp with plenty of food yet literally no children around help in any way or form? I've had so many eve runs fail just because all the babies were assholes and suicided before I could even ask them to stay, or because I was out collecting something and they didn't stay long enough for me to explain there's a camp nearby.
Yes, there are other camps. But there are also other players who can fill that void. You shouldn't condemn one town just because another might need a player more.
Anyways, my original point is that there's pros and cons to this.
One pro is that mothers now have the chance to explain their situation and ask a child to help them. Not everyone solely suicides out of populated villages, or thinks before they bolt, or suicides for good reason. This gives mothers a brief chance to change their mind.
One con is that it takes longer for those suiciding out of overpopulated places might have to wait a little bit longer to do so. 3 minutes isn't terribly long, and they're more likely to drop you before then. Yes it's annoying, but it's not the end of the world either.
Another of my points was that a decent player shouldn't force a kid to stay regardless, and that it'll probably become a more common meta for mothers to ask their babies if they want to stay or not. Keeping a baby that doesn't want to be there will probably end up in the kid suiciding at 3 anyways, or wreaking havoc in typical baby tantrum fashion.
Also to OP, I can feel you dude. As someone who suicides regularly out of situations I'm not needed in [usually super busy towns that have a bunch of girls already] this update isn't my favorite.
But on another note, I'm kinda glad for it too. There are a lot of people who suicide for worse reasons- I get a lot of suicides during eve runs, for example, even if I have a great spot picked out. At least this gives mothers in dire situations a chance to ask the baby to stay, or explain their situation.
I do think a smart mother should let them go if they really want to, though. Maybe even stab them if you can- give them a lineage ban, so they don't get reborn there. It's a plus for both sides in this scenario.
This has turned into a whole thing of trying to fix my computer now cause the mod wont fucking run
Here's something that worked for me:
- Paste/move the OneLife+ file into the OHOL folder [don't move the other files into it]
- Delete the original OneLife file
- Rename the OneLife+ file to simply OneLife
When I left it with the + symbol, the only thing it'd do for me is black screen. Deleting the plus symbol has had it work for me ever since I first tried it when I downloaded the mod about a month ago.
In full honesty, early rabbit pis can help a lot in eve camps. It's not really meta to start pies until you've got sheep, since mutton pies are the best pies to make between resources needed and hunger output, but early pies can come in clutch- especially when waiting for the berry bushes to grow in, or if the bushes were neglected and you're waiting for them to regrow.
I've saved a few eve camps from starvation in these scenarios by making a few rabbit pies using wild wheat, any rabbits leftover from backpacks, and sometimes carrots if we've got them before sheep [or wild carrots]. It's not common practice though, or one I'd suggest in most scenarios.
Mango pies should happen sometime!
Don't get your hopes up. We've been waiting for months for an alternate recipe for pork that's actually worth making, since tacos are completely worthless for the resources and time required. Still nothin yet.
Who knows, maybe we'll get a general food/recipe update someday though. Give us bacon or porkchops, some mango dish [chutney? pie?], maybe potpies, a new stew perhaps, maybe a dish we can make with milk or a higher tiered egg dish..
B-But isn't a part of being good at the game knowing when a location is good to settle in and when it isn't? That's like the biggest mistake most new or inexperienced players make with eve runs- settling somewhere far from water, or not near desert.
regardless I'm down for challenge 1. I'd do challenge 2 if my eve spawns weren't so rare that I cherish every one I get.
Edit: How far is 10 meters exactly in-game? 10 steps?
2. If you see someone working at the forge, then stay out of their way. Smithing tools is a very time-sensitive job, and nobody will appreciate it when you stand right in front of the kiln, covering a tool they need or the iron they're trying to smelt, or you grabbing an item they were going to use in an attempt to 'help.' More often than not, it just ends up slowing them down.
If you want to learn, observe them from a decent distance and make sure you're not covering anything. Better yet, ask a veteran for some help, and practice in the extra part of the Tutorial.
Just reinforces my belief that people are idiots and waste their curse tokens on the stupidest or shakiest cases. Save them for sending some griefing asshole to donkeytown, not the mildly annoying or the maybes.
I once saw a kid pull out the straight shaft of the sheep pen and run off, letting them all out. I toddled after an adult with a knife, following them into town trying to get their attention, and they ignored me. She went straight to the baker, proclaimed them to be the griefer "because they had a straight shaft, and where else would they have gotten it????" and killed them. Several people also cursed them.
Except pretty sure they'd had that straight shaft for at least a generation.. it was the town's fire poker lmfao. I watched the same person use the shaft to light the oven for pies earlier.
Edit: Hit submit instead of preview
Hehehe... What happened to linage ban, my dear?
I don't think Eves are lineage banned from their own lines. I've had past runs where I've been born into the lineage I created, definitely before the hour limit was up. Heard of other cases of this happening as well. That's my best guess anyways.
Either that or there were too few players on the server for lineage bans to be active.
I doubt it glitched, but then, who knows?
Except keeping a boy might've helped you, y'know. Like you said, too much to do, too little time. Having an extra pair of hands that can range out of camp for supplies rather than having to stay close or being stuck on a timer to feed babies is an advantage many people overlook.
Experience should be more important than gender in most scenarios, especially eve runs, in my opinion. My best runs have gotten up to gen 30 through this, rather than solely going for girls and abandoning all boys.
As long as you've got a good spot, you should have plenty of food to be able to raise at least 3-4 children, if not more. If you don't, then perhaps there's an issue with the location you picked- most often it's due to not camping on or near a desert.
Being warm cuts down your food consumption a ton. You also need enough local wild foods to sustain you and several children before the berry bushes grow in. The best cases I've had of this have been places with a lot of goose ponds- the more, the better. Omelettes are the best early food in the game and almost always will fill your entire hunger bar, regardless of age.
In the end, its mostly opinion based. I hate that people seem to have adopted this "reee abandon all boys only keep girls" mentality when in full honesty, gender shouldn't be that relevant in an eve run. Location and experience is much more important than the gender of your children, I think. A bad spot and inexperienced babies can ruin your run much faster than keeping a couple boys will.
If we get to build nations, I’d prefer if we could make up our own. Anyway, at the level of tech we’rebat, it couldn’t be my country. It was only created in the sixtewnth century.
Level of tech =/= Time period. One Hour One Life is actually set in an apocalyptic future, not the past- hence why we have Bison that turn into Cows, rather than Aurochs, which is what the modern cow was originally domesticated from. They're extinct, so they're not around. It's also why mammoths and such will never be a thing.
All countries that exist today would technically exist, at least in concept. I can't imagine Jason would put real-life nationalities and such in the game though- it'd create some division between players, I think.
I like the idea of flags/nations that match the crown types we've got atm though. Carrot Clan, Leaf Nation, Wolf Dynasty.. Maybe add some new ones- Mushroom, Snake, Goose, maybe Rose would be some neat ones.