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a multiplayer game of parenting and civilization building

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#26 Re: Main Forum » Regarding car change » 2020-05-21 03:18:07

We need to be able to make a freight truck from a simple car... something that can hold > horse cart capacity. Also, being able to hold 2 people would be nice.

#27 Re: Main Forum » Builders challenge! : farming assembly line » 2020-05-21 03:15:20

Ok, I get it. Thus the trolley.

To be fair... eating two berries per lifetime (one by hand, one by bowl) isn't terrible... as long as those are the only two you eat then they can be helpful for yum. I think there are 7 gooseberries per 1 soil + water... compare to 3 pepper (1 for seed), 2.5 onions (5 for 2 water, 2 soil), and 5.2 for tomatoes (one tomato for 5 seeds) for the same soil/water input.

I think being against all berry consumption isn't it.. we should be against non-yum food consumption. Except for stew/mutton pie/turkey other base foods.

#28 Re: Main Forum » Builders challenge! : farming assembly line » 2020-05-20 23:14:59

Cow pen should be separate. There's no reason for the cows to be moving around.

It'd be nice for the berries/carrots to be next to the compost, sheep and pie kitchen. All need each other, especially the compost/sheep/carrot/berry.

#29 Re: Main Forum » Builders challenge! : farming assembly line » 2020-05-20 18:09:45

Water shouldn't be a problem if we are putting cisterns everywhere now. Soil will be a problem, so we'd have to have a couple of soil dumps. Hoes are always a problem unless there's at least three, even on large farms. Maybe boxes or tables where stash like 5 hoes across all the focused farms.

Yum Farm

I posted that a while ago, but this is my idea of focused farms, right next to their production and where they'll be consumed.

#30 Re: Main Forum » Builders challenge! : farming assembly line » 2020-05-20 17:37:29

testo wrote:

Not to bash you coco but your goodlooking effort on the cisterns says otherwise.

Ouch...

I think there should be farm production right next to the area that needs it. Corn next to cows and pigs. Carrots/berries/sheep/pie kitchen all next to each other. Corn and beans next to mesa kitchen. Broth next to milk station for bottle/pouch reuse. wheat at mesa kitchen, pie kitchen, and bread bakery. There's no reason to have a huge farm not next to the area that uses it.

#31 Re: Main Forum » Best Eve Names... » 2020-05-20 13:46:45

pitlik, swetlik, and ky are funny last names I found in the last names file.

#32 Re: Main Forum » Language Barrier is Broken » 2020-05-19 20:45:07

You can also use a radio transmitter and receiver to communicate in the same way you can a written note. While this makes as much sense as all families being literate in all other languages but fluent in none, it is at least a functional workaround.

#33 Re: Main Forum » Coming soon: more loose speech character limits » 2020-05-19 20:42:37

testo wrote:

This is good, however it still doesn´t make sense that ingame commands like "I follow x", "order, " and others are part of the speech and follow the character limit.

The most pathological case is "curse", which allows players named "Ty" without a surame to be cursed using 8 characters, while "Harleyquinn Truckenmiller" has the perfect large cover not to be cursed until you hit 31 characters. And no, "curse you" is not the perfect bandaid.

Exactly this.

Otherwise, a good update.

#34 Re: Main Forum » Remove Posse » 2020-05-19 15:41:45

I say we remove posse. It' too complicated, non-intuitive, relies on chat, and has proven again and again to not work.

Make killing also wound the killer too. Or if you want to keep it realistic, killing someone wounds the killer if the person they attacked also had a knife/sword/axe/weapon. Killing still slows you drastically.

To keep it more functional, once you've been healed, there's a timer before you can attack someone/be healed or something like that... basically an incentive to punish chain attacks/heals. This is also realistic... someone who's been weakened by a wound isn't in a position to attack someone right away.

#35 Main Forum » Best Items to Scavenge? » 2020-05-18 22:04:20

tocal
Replies: 3

One of my favorite activities in this game is to get on a horsecart when I'm 14 and head east. I'll spend my whole life scavenging from old towns and bring the loot back to the populated towns before I die. What are the best items to scavenge?

So far, I would break down my list like this:

1. engine
2. bottles/filled bottles with cork
3. coagulated latex bucket
4. stack of buckets
5. tire
6. drawing plate

Am I missing something more valuable that I could be bringing back? Is my list out of order? The goal is to get the most useful high tech items as possible to fill up the 8 cart slots and 4 backpack slots.

#36 Re: Main Forum » What is currently the main reason families die? » 2020-05-18 19:48:30

TBF, not all the streamers are useless. Twisted actually got me into the game and I learned a lot about the game from watching his videos.

#37 Re: Main Forum » Build Cisterns: Economic Stability of Water Storage » 2020-05-18 19:09:54

They are also good for pies and compost, but I get your meaning.

#38 Re: Main Forum » Systems within systems » 2020-05-18 16:07:31

Yes. Good design makes things intuitive. You don't want the game to be so unintuitive that the barrier to entry is too high for new people to enjoy the game.

#39 Re: Main Forum » Build Cisterns: Economic Stability of Water Storage » 2020-05-17 20:26:01

I like it, but I would extend the pine needle road to the cisterns to help people find it.

#40 Re: Main Forum » How to make Roads and Railroads more useful? » 2020-05-16 21:12:10

I think we should be able to ride the train at warp speed along the line, stopping at designated stations that require building. If two people were on the same track going opposite directions, could have funny showdowns.

#41 Re: Main Forum » More advanced injury and disease system » 2020-05-16 19:28:45

Vexenie wrote:

Right now, we have only fatal wounds, where we need first aid to save somebody
and the snake venom will need an antidote to save someone
and arrow heads need actual primitive surgery to remove it

What if we had non-serious and serious wounds?

Yellow fever isn't necessarily a fatal wound. I'm pretty sure if you take all your clothes off and go to cold biome you'll probably be cured before you starve. Also if you have enormous yum chain and food bar you can also survive a long time, possibly outlasting the disease.

#42 Re: Main Forum » Remove Posse » 2020-05-16 19:15:48

If you can get a screenshot, this seems like it could be good meme fodder.

#43 Re: Main Forum » How Iron Works Now: The Whole Process » 2020-05-16 04:41:58

Does it matter the state of the chisel? can almost broken chisels be used as the bit?

Could you also explain the spring system? how things dry up, the directional markers, sand, why eves can't create well sites anywhere near where they spawn oftentimes? smile

#44 Re: Main Forum » Posse and leadership is background process people don't know or care » 2020-05-15 22:48:33

If the whole town is stuck in a property fence, then you're dead. If one person is outside and can stab, then they can kill the griefer. Ownership of property gate would have to go to next of kin or unowned if nobody... which allows the people to get out. Not saying this is how it currently works, but how it should work if this were to be implemented.

#45 Re: Main Forum » Why I decide to quit this toxic game » 2020-05-15 20:52:34

arkajalka wrote:

Imo things that are problem now.

- The current meta with iron/water is so tough that you have no room to breathe most of the time. Either you work your back off on water/iron tech or your town dies. If you work on iron and water tech then no one will bake/farm and youll hit starvation. Theres so much one person can do. For me it feels like theres really no one working in the town and its all on you or the town withers.

-People are hard stuck on playing the same old same old meta. 3x3 berry bushesh, 7x7 houses adobe horizontals stone verticals... If you try to do anything different you get cursed "for grieffing".

Both of these are a serious issue, and are related to one another.

#46 Re: Main Forum » Posse and leadership is background process people don't know or care » 2020-05-15 20:49:54

@Arcurus Killing someone also ending the killer means that griefing through killing also kills the griefer, so problem solved. If someone is griefing through not killing, they can still be killed, but with a method that doesn't allow abuse. I would argue that this is way less drastic and simpler than the current system.

When you close a property gate, lock a box, or lock a door, you can trap people inside. This is another form of griefing. Slowing someone down or freezing them makes it much easier to kill them, allowing those inside to possibly escape.

Basically, what I'm suggesting is that griefable actions slows someone down so it's easier for the town to deal with them.

#47 Re: Main Forum » Favourite type of life? » 2020-05-15 19:31:16

I enjoy lives where I'm able to learn a new process and create something permanently useful for the town. That includes glassware, perma-clothes, engines, making newcomen, etc.

I rally want to start a chem lab so I can learn that stuff but I would need a lot of resources and bottles for that.

Outside of the game I like optimizing town designs.

#48 Re: Main Forum » Posse and leadership is background process people don't know or care » 2020-05-15 19:27:23

my ideas:

Killing someone also kills the killer. This allows non-death griefers to be killed by someone who care enough to sacrifice their life to do so. Also, killing griefing just isn't worth it anymore.


locking gates and doors causes someone to freeze for a bit, making this kind of griefing harder.

carrying an engine makes one move slowly. ( I know it was like this before, not sure if still like that)
This would include an engine in a cart. Cart/wheelbarrl moves slower now too.
putting something in a scrap box slows them down drastically, giving someone a chance to kill the scrapper.

#49 Re: Main Forum » Yum Station Design Proposal » 2020-05-15 01:20:09

pein wrote:

we figured out that it's better on the mac since it has a search feature, so pdf versions could be searched with it
sadly no such thing on windows, but I set up a group based system where you can search on the subcategory
you can put items in multiple categories like boxes are wood but also containers, there is space for 4x7 on my resolution, so around 28 items without scrolling

Is there a way to organize the images that they're searchable on both mac and pc? Like, pdf files in a directory structure that makes sense? Does converting the images to pdf make it harder for you to use them on a pc? I'd like a way of organizing the OHOL images so that they're universally searchable.

#50 Re: Main Forum » Yum Station Design Proposal » 2020-05-15 01:15:34

Ok, this is my updated yum station with buildings to preserve space and floor tiles to imply function. The stone floors are a little difficult to see what's on them, so maybe use some other flooring. The stews would go along the west wall of the milk yum building.the empty tables could hold exotic foods, like wine, ice cream, more pouches, etc.

yum_station9

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