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a multiplayer game of parenting and civilization building

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#276 Re: Main Forum » LOTS OF BBS OUTSIDE OF HOME!!! » 2020-04-17 01:56:46

Thanks, Tobias, will take a look at that bit of code.

Zues, that wasn't the purpose.  It was meant to engender trade between fams and introduce social challenges to the process of climbing the tech tree.

#277 Re: Main Forum » Engines from wells are being stolen and they probably always will be. » 2020-04-15 20:13:54

You never really needed property protections before.  Nothing was valuable, so you had nothing to protect.  Anything stolen could be easily replaced by making a new one from a pool of infinite resources.

It's not like you "refused" to use it.  Why would you waste time using something that was useless?

Do you refuse to breed Airedale puppies?


Players who lived naked along desert boundaries weren't refusing to wear clothes.  There was no reason for it.

Anyone still holding out and not wearing clothes now?

Players who ate nothing but carrots (when they were infinite) weren't refusing other foods back then.  There was just no point to other foods.

Up until last week, there hasn't been much of a point to other foods beyond berries.  Milk was OP, but why bother?  The amount of food you got per unit water from berries was sufficient.


But players adapt over time as things change.

#278 Re: Main Forum » LOTS OF BBS OUTSIDE OF HOME!!! » 2020-04-15 19:57:14

I can't reproduce this on my test server....

Looking at the code for this, it's super simple.  If you're not standing in your homeland, you are skipped as a potential mother.

#279 Re: Main Forum » Jason, unbreakable yum chain? » 2020-04-15 19:51:55

Yeah, a cap is a good way to limit it.  Will do.

Then you still want to eat more YUM foods to get the bonus, but the bonus stops growing.

#280 Re: Main Forum » LOTS OF BBS OUTSIDE OF HOME!!! » 2020-04-15 19:01:38

Sounds like a bug.  I'll fix it this week.

#281 Re: Main Forum » Jason, unbreakable yum chain? » 2020-04-15 18:50:28

I'll try unbreakable chains this week, but leave it as a live server setting that I can turn off as-needed.

#282 Re: Main Forum » Jason, unbreakable yum chain? » 2020-04-15 18:47:45

It's a tough one.

I am a little worried that yum becomes OP.  Like if you can manage to eat 20 unique foods in your life, each new unique food you find is automatically +20.

Would definitely encourage exploring more of the foods in the tech tree.

However, I worry that if it's too OP, it will have the opposite effect.  If players are so over-YUMED that they don't need to eat much toward the end of their life, they aren't "exploring" any foods at all.


Furthermore, I don't have a good lever to pull to adjust the power of YUM, right?  How do I tweak it down if it's too strong.

I mean, I guess I could apply a hidden scaling factor, but that makes it confusing.

#284 Re: Main Forum » Constantly Starving is Bad Game Design » 2020-04-14 16:02:02

Being almost out of food is way more interesting than having way too much food.

Milk is currently totally broken, and could feed the whole village easily, but no one is drinking it.  Instead, I see 50+ berry bushes in every village still used for direct eating (instead of being used to feed animals and thus make more water-efficient foods).

Anyway, I've lived a few lives myself where we were ALMOST out of water in an advanced village.  It was tense and exciting, and a few of us banded together to save the day at the last minute by fetching a cart of buckets from a distant pond, to buy us more time for making the next rubber gasket.


That pretty much never happened before...


The point is this:  what I did in that life, and the choices that I made, actually mattered to the fate of my village.

I was not bored.

#285 Re: Main Forum » Why do we have so many children? » 2020-04-14 15:54:50

The question is not how many babies total she had, but how many babies at one time.

The game is not going to ever spawn more Eves just because you keep dying as babies.  If it did that, you could decide to be Eve whenever you wanted by spamming death.

There will be a new Eve spawned if there is a true baby overload (too many total babies for the number of total moms).

#286 Re: Main Forum » cant find iron anywhere » 2020-04-14 15:51:52

Look to the left/right along the ley line shared by your well.  There are iron veins where that line crosses grey biomes.

That is all.


Also, if your village founders weren't careful, you may (in rare circumstances) have no iron veins to the left or right of your well.

I'm fixing it this week so that you can dig a second well later, to unlock your family's iron, if this happens (only the "first well" unlocks iron, currently, but this week, it will be "the first well that actually unlocks iron", so any wells that don't unlock any iron don't count).

#287 Re: Main Forum » I want a refund Jason. » 2020-04-13 03:31:21

Please email me for a refund:

jasonrohrer AT fastmail DOT fm

#288 News » Update: Twenty-One Fixes » 2020-04-09 19:18:42

jasonrohrer
Replies: 6

EmrymGR.png

A bunch of things fixed this week.  Stackable piston blanks, both hot and cold.  Swappable machine mechanisms after putting in water or charcoal.  Unsealed bottles can be set on tables.  Full list can be seen here:

https://github.com/jasonrohrer/OneLifeD … its/master

Later-game Eve, who is placed when one of the specialist families dies out completely, is now reserved for players with high fitness scores.  No more spamming /DIE in order to force yourself as an Eve in those situations.

38 reported issues left.

#289 News » Update: More Fixes » 2020-04-04 17:55:01

jasonrohrer
Replies: 2

VopcpXt.png

More stacks, a way to recycle engines, and a new way to interact with your dog.

Still cranking through that list of reported issues.  54 to go.

#290 Re: Main Forum » Is curse blocking too powerful with the homeland, iron, Eve changes? » 2020-04-04 17:47:04

It is true that the current radius for curse blocking assumes a huge, spread-out world.

I'm trying to bring it all closer together.

I'll cut the curse-effect radius in half as a start, on Monday.

Can someone make a github issue about this in OneLife?

#291 Re: Main Forum » Scrap the Scrap Engine » 2020-04-03 19:50:18

An engine is your town's most valuable, hard-won, and singular possession.

I suggest leaving it out in the open and unguarded at all times.


On the one hand, you plead for freedom and the removal of restrictions.  On the other hand, you beg for me to reimpose restrictions as soon as I remove them.  The freedom to get the steel back out of an engine is simply too dangerous to allow.



Also, a bug slipped into that content, only giving you 16 steel back instead of 18.  I will fix that now, and it will go live later.

#292 Re: Main Forum » Finding other towns/experts is STILL a pain, and how I'm fixing it » 2020-04-02 20:54:20

Constraints are the game.

Constraints are what differentiate a game from everything else that is not that particular game.

Would monopoly be way cool if you could move as far as you want each turn or what?


OHOL was originally pretty doughy and formless.  Eventually, it will be carved out of wood.



And the argument here is what?  That oil is so valuable that gingers will never trade it?

Evidenced by what?  By only ginger villages having water pumps?



VOG survey says brown and black villages also have water pumps currently.

#293 Re: Main Forum » Finding other towns/experts is STILL a pain, and how I'm fixing it » 2020-04-02 19:45:59

Well, there's still code in the server that can reclaim unseen places after a while.

There used to be an Eve spiral, and the center would eventually get reclaimed, and the whole thing would start over.

Problem with a spiral is that it's a long way across from edge to edge, and also you don't know which way to walk to find people.

I guess that problem has been solved in other ways now, so maybe it's time to revisit the spiral.

But people also really hated the idea of reclamation.

#295 Main Forum » Finding other towns/experts is STILL a pain, and how I'm fixing it » 2020-04-02 19:36:48

jasonrohrer
Replies: 31

Last week, I doubled the expert way stone placement, which definitely improves things.

But today, I sampled three lives, and I could never find another village before I gave up and got back to work.  It still involves quite a bit of luck and quite a bit of boring wandering around.  Once you find the way stone that you're looking for, you then have 60 seconds to track down the person, even if they are more than 60 seconds away from you.  Once the arrow expires, you're back to hunting around for another way stone.  Furthermore, if the person is far away from you, you don't get updates about their position as they move, so you get an arrow to where they were at the moment you touched the way stone.  By the time you get to that spot, they will be gone.


It's interesting to me that people complain about some feature or constraint, as if it's the problem, but if you actually get them to unpack it a bit more, there's a different problem lurking underneath.  Interacting with another family to get them to help you (via trade, gift, theft, etc.) isn't actually annoying.  But wandering around randomly for half your life to find them is horrible.

So, we could tear out the biome expert stuff.... OR we could fix the fundamental problem of wandering around half your life to find another village.  That problem exists anyway, with or without the biome expert stuff.

But without the biome expert stuff in place, we'd never pinpoint this problem (because you could always get by without finding another village).


Fixes coming this week:

--Expert way stones are doubled yet again (now placed between ley lines as well as on them, every 20 tiles both horizontally and vertically).

--Expert arrow takes 240 seconds to expire, instead of 60.

--Expert arrow now points you to the well site of a populated homeland of experts, if there's no expert closer than 32 tiles from you.  Point to the guy, if the guy is in your neighborhood already, but point to the village otherwise.

--The Eve grid has been shrunk by a factor of 4 (jumping by 50 instead of 200), which means villages will be more likely to be close together in general.

#296 Re: Main Forum » Some ideas for improving cooperation (inside towns and between them) » 2020-04-01 15:00:39

For certain things, you already get a "bonus" for co-op, because you can smith more stuff on the same batch of charcoal, or bake more pies before the over burns out.  That's a natural, emergent thing, of course.  But you do see people co-oping that way in-game.


The problem with making the large-scale (between village) co-op optional is that the cost of that kind of co-op is SO high.  You have to find the person, talk to them, etc.  In order to balance it, the trade-off would have to be huge.  So huge, in fact, that why not make it impossible without co-op?

#297 Re: Main Forum » How about deleting tutorial? » 2020-04-01 14:54:47

I'm no fan of tutorials either.

I was taking measurements back then, and player retention rates (players who played for at least an hour) were horrible.

The tutorial dramatically improved this number (measuring how many players played for at least an hour AFTER the tutorial was over).


Not sure how much the "new player" message to mothers would help with this.  I haven't measured it.


But we can't expect mothers to explain everything, can we?  Like crafting hint filtering, space to freeze the screen, etc?

#298 Re: Main Forum » How about deleting tutorial? » 2020-04-01 14:36:05

I'm not sure about this!

It was also put in place before the "YOUR BABY IS A BRAND NEW PLAYER" info message.

#299 Re: Main Forum » Locations of exhausted mines » 2020-04-01 14:17:15

Hey, bpscotch, that looks just like the promo image from the update!

#300 Re: Main Forum » Hotfix: iron pits no longer infinite » 2020-04-01 14:16:03

Walk along ley lines.  There are muddy iron spots wherever the ley lines cross the grey biome.

To unlock a muddy iron spot (as Eve), make a well site (place 10 stones on a spring) nearby on that same ley line.

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