One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#26 Re: Main Forum » We got roads....paved roads. » 2020-07-13 22:46:38

The paver is really cool but it's incredibly expensive to run (240+ water, yes it runs infinitely which makes it good but it's still very expensive to get it going), it requires cooperation from all families, and it's the most advanced tech item in the game in a time when the game is brutally difficult. I'd love to try it out but I've yet to live in a town where I had the possibility. Also, I heard that the auto-run doesn't work when turning.

#27 Re: Main Forum » Did anyone do the math on sprinklers and plows? » 2020-07-04 22:52:54

Wuatduhf wrote:
Twisted wrote:
Wuatduhf wrote:

Not worth it. Basically one Kerosene = 48 individual clumps of soil at BEST.
And with soil being a 5:1 ratio to water, it's very severely worse.


How did you come to number 48?

With one kerosene you can run the plow 24 times. If you till five rows each time that's already 120 rows, and you can till much more than 5 at a time if you build your farm around using plows.

Based on the Onetech, the moving plow consumes 1 of the 24 uses each time it tills a field. So, 24 fields tilled in total per Kerosene. 48 soil piles. I'm not sure where the 5 fields per each of the 24 uses comes from?


It only consumes a use when it stops tilling, which is what makes them really good! As long as it keeps moving and tilling, it's not consuming charges. 24 charges means you can make it go 24 times.

#28 Re: Main Forum » Did anyone do the math on sprinklers and plows? » 2020-07-04 21:47:04

Wuatduhf wrote:
Arcurus wrote:

what is the efficiency / math of the plow?

Not worth it. Basically one Kerosene = 48 individual clumps of soil at BEST.
And with soil being a 5:1 ratio to water, it's very severely worse.


How did you come to number 48?

With one kerosene you can run the plow 24 times. If you till five rows each time that's already 120 rows, and you can till much more than 5 at a time if you build your farm around using plows.

#29 Re: Main Forum » Did anyone do the math on sprinklers and plows? » 2020-07-04 15:56:21

I think they're both balanced by the fact that they require a ton of iron and a ton of space, plus they need to be in one specific shape and they're awkward to use because of that. With 24 charges they feel really good to use if you put a lot of time and effort into making a proper industrial farm.

#30 Re: Main Forum » Suggestion - Armor » 2020-07-03 10:36:18

This would be a straight up griefer buff.

#31 Re: Main Forum » How can the games punishment system be based on "he said she said"? » 2020-07-01 18:05:07

It's not really a 'punishment' system. Cursing someone means you didn't enjoy playing with them, maybe because they were griefing, maybe because they spent too much time arguing, maybe because they were too rude or hostile, or for any other reason. The only thing cursing does is making it so that person doesn't spawn near you. There is no punishment associated with it (unless you piss off enough people so that there's literally nowhere for you to spawn).

My guess as to what happened is that someone wrongfully accused you of locking people up, you got really angry, maybe yelled out some profanities that people didn't like, and that's why you got cursed. I took a look at four of your most recent lives and your last words in those lives are "I give up", "FFS", "Fuck off", "Its over". Either fairly hostile or needlessly fatalistic which is why I assume you got cursed due to arguing.

Again this is just me guessing and I could be completely and uttrely wrong, but without looking at the chat log there's no way to see what really happened.

#32 Re: Bug Discussion » Lost Genetic Points » 2020-06-29 17:07:07

People that die before you reach the age of 3 don't affect your score.

Also, if there are fewer than 15 players on the server where they die, they don't affect anyone's score.

#33 Re: Bug Discussion » drugs are bad for you... » 2020-06-27 19:07:37

Working as intended, it's a little bug-turned-easter-egg. Restarting the game will clear the trip.

#34 Re: Main Forum » Why so distant? - about game difficulty » 2020-06-22 16:39:12

The problem is IMO iron. You can only get iron from the first homeland you make, which means two things:

1) If your family settles in a suboptimal place it's as good as dead which moves the spawning further west.

2) You can't build outposts of any kind to make the distance less jarring by building towns between primary homelands.


The iron revamp introduced so many issues to the game without really adding anything interesting. It was supposed to make iron valuable and precious but it kind of did the opposite - every new family creates more iron, and families die more often because surviving is more difficult, which means surviving families get to scavenge iron from dead families.

#35 Re: Main Forum » Question about biome placement » 2020-06-22 16:32:07

The game uses a pseudotopographical map of some kind to generate terrain. The the lowest valleys are swamps, while highest peaks are special biomes (desert/jungle/arctic). From lowest to highest, the biomes go Swamps -> Grasslands -> Prairies -> Mountains -> Special

#36 Re: Main Forum » Is there any good way to see if you are in doors or out? » 2020-06-20 17:08:07

Mouse over your temperature bar to see your hunger pip los. If you're indoors you'll see the text 'indoor bonus' in the same place where the mouseover text usually is.

#37 Re: Main Forum » First wisps of new content... » 2020-06-17 14:23:59

WoodSpoon is just making stuff up, you're all too naive.

#38 Re: Main Forum » Bear Parade new grief meta » 2020-06-11 11:34:35

Bear caves don't respawn, hunting them to extinction is always a good idea if you have the time.

I played in that town at that time as well, I was born during the bear bloodbath and we managed to kill Maged and all the bears when we got older. He got about half a dozen curses that I saw (probably more from before I was born).

#39 Re: Main Forum » Could war ever be enjoyable gameplay » 2020-06-11 11:26:57

The problem with war is that there's only a small amount of families living at any given time. When you attack another town there will be casualties, probably on both sides. Some of the defenders will respawn in the attacker's town, some of the attackers will respawn in the defender's town. By the time you're old enough to attack, your grandmother/mother/uncle might have already respawned in the town you're attacking. It's just a mess and in the end literally no one benefits from any raids or attacks.

For this to change the game would need a lot more players (probably 500+ concurrent minimum) and there would have to be some way to ensure the town you're attacking won't have any of your family members. Something like pairing up two nearby families and making it so any given player can only spawn in one of them.

Also there was no organised military and motivation for war during the Rift, there were no wars, it was just a bunch of griefers attacking other towns since they were uncurseable by other families.

#40 Re: Main Forum » Have a guess of what the new content might be. » 2020-06-04 11:25:52

Updates usually come out on Thursdays.

Next Thursday is June 11th.

June 11th is the birthday of late actor Gene Wilder. He's well known for his portrayal of Willy Wonka in the 1971 movie Willy Wonka & the Chocolate Factory.

Willy Wonka was also played by Johnny Depp in the 2005 remake of the same movie.

Johnny Depp is known for his portrayal of Jack Sparrow in the Pirates of the Caribbean franchise.

Pirates of the Caribbean is based on Disney's theme park attraction of the same name, which can be found in the Magic Kingdom theme park in Florida (and other locations).

Florida is known for its large alligator population, and alligators would make sense as another hostile animal in the Swamp biome.

Since the update is most likely coming out on June 11th, I think Jason will make it a thematic content update related to Gene Wilder's birthday, which means we will get alligators.

#41 Re: Main Forum » What is the difference between Loose Muddy Iron Vein and Iron Vein? » 2020-05-30 11:42:45

Muddy Iron Vein - The default state of a mine found every 40 tiles in the mountain biome. If a family makes their first well east/west of it, this will turn into a Loose Iron Vein. Otherwise, it turns into a Sunken Iron Vein when a nearby well is made.

Loose Muddy Iron Vein - Gives four iron for free, then turns into an Iron Vein.

Iron Vein - can be mined.

Sunken Iron Vein - when a family makes their first well, iron veins inside the tapout range but not directly east/west turn into this. Also, if a family makes their second/third/whatever well, Muddy Iron Veins in the tapout range turn into this. You can place a diesel engine on one of these to start mining. Also, when the nearby non-primary homeland expires (primary = first homeland of that fam), the Sunken Iron Vein turns back into a Muddy Iron Vein.

TL;DR If you have a well and you see a Muddy Iron Vein, you can't mine it. If you see a Loose Muddy Iron Vein or Iron Vein you can mine.

#42 Re: Main Forum » Obscure well claim mechanic » 2020-05-30 00:05:23

That well was actually claimed - it was claimed with a family that didn't have a last name, i.e. an unnamed family. Unnamed families are quite rare but homelands end up being confusing when they happen.

If the well said 'abandoned' then you could have claimed it just by interacting with it. Since the well was already owned by a family, nothing you did would have claimed it.

#43 Re: Main Forum » Leadership » 2020-05-29 19:01:21

DestinyCall wrote:

As far as I can determine it is heavily luck-based. I largely ignore meme score and play as I want.

I mean, yes, if you ignore it it IS luck based. That's kinda how it's supposed to work. Sometimes you'll be near the bottom, sometimes near the top, sometimes in the middle. But if you don't ignore it you can be highly ranked basically all the time.

#44 Re: Main Forum » Testo´s top 3 nerfs more interesting than iron nerf. » 2020-05-29 11:56:41

miskas wrote:
wondible wrote:
testo wrote:
Ousider curse nerf: No more curses outside your family

We had this once, back in the age of warswords. Jason didn't want you automatically cursing the other side of a war. Problem is griefers would just go grief a different family. Make any class of player uncursable, and griefers will arrange to be in that class.

It did lead to fenced towns and mistrust though. If you can't punish a griefer from another family, you have to be darn sure you don't let them in in the first place.

If they do this now they are dead, they have no hierarchy protection and the other family has.


Sure, they're dead, but there's nothing stopping them from respawning and coming back to that exact same town. You kill them, get 15 minutes of peace, and then they're back at it again, no consequences. This would be a griefer dream come true.

#45 Re: Main Forum » Instead of an update we get Jason to play the game for a week » 2020-05-29 11:46:40

I want to say yes, but last time he played he thought there was too much iron and that resulted in the iron nerf.

#46 Re: Main Forum » The Paradox of Genescore » 2020-05-29 11:44:32

When it comes to too many babies, I think there are two separate issues.

  • Getting too many babies that you can't possibly take care of them (this has been mostly taken care of with recent updates)

  • Having too many children means you can't dedicate enough time to all of them, which in turns means you don't care about them (this happens ALL THE TIME)

In most situations, having only one kid makes for more meaningful experiences with that one kid. You live for 60 minutes, 46 of those after entering fertility. With one kid you can dedicate a maximum of 46 minutes to one child. With two each gets 23 minutes on average. With five kids each one gets nine minutes of your time on average - and that is assuming you spend the ENTIRE life just interacting with your kids, doing nothing else, which is very unlikely.

Some thoughts:

BB cooldown
I think the baby cooldown right now is fine. It makes for funny situations and memorable moments. If you know you're fertile, you KNOW you might get two sudden babies at any time, and you should prepare accordingly.

Max BB limit
What if the BB limit was not a static number, but instead adjusted dynamically on the fly? What if, when choosing a mother, the game calculated the total age of your currently living kids, and if it's above, say, 40, it doesn't consider you as a potential mother. This would make it so if your kids die, you get more babies to replace them. But if you take care of your first two or three kids well you'll reach a point where you won't get any more and you'll be able to dedicate all your time to your existing ones.

Homeland gene score exploit
The homeland mechanic is primarily there to stop one family from permanently moving into a town into another family. What if mothers outside of their homeland could still have babies, but only boys?
What if mothers were super-fertile until the age of 25 and could have babies anywhere, but their babies born outside of the homeland could only have babies inside their homeland?
What if mothers that gave birth to no kids, but the game tried to give them at least one kid and it failed due to them being outside their homeland, got a -1 gene score penalty after they died? [Failed to spread genes, -1.0 gene score]

#47 Re: Main Forum » Fixing the unlimited iron through family mines » 2020-05-26 23:40:54

wondible wrote:
Twisted wrote:

and any rails you might see are much shorter than before.

Not for lack of trying

https://onemap.wondible.com/#x=-9997&y= … 1590463936

I can't tell where this mad railbuilder is going, but I've seen at least two of them.


Oh wow that is incredible

#48 Re: Main Forum » Fixing the unlimited iron through family mines » 2020-05-26 23:06:11

I agree 100% with testo, iron is much more rare than it used to be. Not only is it more rare in its raw form, but many iron items that used to be common are rarely seen these days. Only some doors have springs whereas springs used to be the standard for every door, knives are not as common, blowpipes and bottle making stations are rare, and any rails you might see are much shorter than before.

#49 Re: Main Forum » Thoughts about the current homeland logic and how to improve » 2020-05-26 21:54:35

Arcurus wrote:
Twisted wrote:

...
The iron change is really bad, I agree.


can you post that also in the github issue?

https://github.com/jasonrohrer/OneLife/issues/630

I think fixing iron could bring a lot for gameplay if done right.

Jason knows mine and other people's opinion on that change very well, I don't want to keep repeating myself.

#50 Re: Main Forum » Thoughts about the current homeland logic and how to improve » 2020-05-26 20:19:36

Arcurus wrote:

The iron could be done like before the family update, you would need to search and explore for irone and no unlimited iron with engine. You would need to build roads and railroads to bring the iron from more far and far away and protect it.

What was the reason for family mines? Only thing i can understand is that with the current Eve placement eves happen to spawn in exhausted areas, but thats an Eve spawn problem not an iron problem.

Jason wanted iron to be a limited resource that runs out.

Board footer

Powered by FluxBB