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#26 Re: Main Forum » Why make potatoes » 2018-06-12 08:14:59

I agree, maybe just have it require a single shovel use, then it can be picked up by hand. The way things currently are with the graves and whatnot, if you wanted to farm potatoes you'd also need to have the smith make shovels full time...

#27 Re: Main Forum » I was finally a West! » 2018-06-12 08:08:28

It's nice to see your branch of the family tree go on. I was Hannah in generation 11, and the line still seems to be going strong.

I'd just like to call out Jenna from generation 21, my Great Great Great Great Great Great Great Great Granddaughter:

NAME YOUR FUCKING KIDS!

Thank you.

#28 Re: Main Forum » The enclosed bakery/shop/nursery social/civ experiment! » 2018-06-10 09:26:16

I don't like the looks of pit pens, but I have to agree with pein here, fenced pens are too labour intensive, and too easy to ruin. I literally spent a lifetime making a 3x3 fenced pen. I might not have been super efficient but still, if I just dug a few holes and filed the corners up, I'd be done in way less time.

More on topic though, I wish we could set up a system like that, but currently food production is not centralized enough for it to work. If you don't make the pies available to everyone, they'll just munch on the berries or carrots, and you'll just sit inside your bakery wondering where everyone is, and why you aren't delievered any ingredients.

#29 Re: Main Forum » Warm rooms » 2018-06-10 09:13:43

Here's what I was getting at with the post where I quoted myself:

If you have a fire inside the room, the whole room will be warmer if you don't make floors!

It's super weird but that's how it currently works. If we use the same examples as my previous post, but we remove the floors from the room we get:

1.) corner of room, naked, 0.370 heat.

2.) edge of room, naked, 0.391 heat.

3.) at fire, naked, 0.626.

The fire is slightly colder (which is good because it was too hot), and the rest of the room is warmer (which is good because it was too cold)!

Too be fair though, I don't see many rooms nowadays, especially not heated rooms. If there are rooms however people like to make floors for them (why wouldn't they?) and without a heatsource in the room it's better to have the floors to keep you warm.

#30 Re: Main Forum » Warm rooms » 2018-06-10 09:00:30

Rebel wrote:

kinda, so floors give heat?

To clear that up first, floors give 0.1 insulation, which affects how the heat spreads. Basically when calculating where the heat goes it takes into account how much insulation neighbouring tiles have. A tile with 1 insulation has no heat transfer in or out, the only heat that is there is the heat produced on that tile (players, desert tiles and fires produce heat).


Alright now the test.

You have an adobe room with 3x3 internal space, with wooden floors around a central fire.

1.) you are standing in the upper left corner, naked, and you get 0.229 heat.

2.) you are standing above the fire, naked, and you get 0.306 heat.

3.) you are standing in the same tile as the fire, naked, and you get 0.666 heat.

Now we remove the room and and floors.

4.) diagonally up and to the left of the fire, naked, you get 0.208 heat.

5.) above the fire, naked, you get 0.266 heat.

6.) in the same tile as fire, naked, you get 0.554 heat.


The room apparently makes the tiles around the fire marginaly better, while it makes the fire itself too hot.

#31 Re: Main Forum » Warm rooms » 2018-06-10 08:04:38

Standing outside in full gear with no heat sources nearby will give you a heat of 0.27, and standing outside but on a single floor will give you 0.37 heat. 0.98 is so much insulation that unless the heatsource is on your tile, you ignore it. That's why it's so close to the temperatures inside the room.

Is this what you meant?

#32 Re: Main Forum » Warm rooms » 2018-06-10 07:45:06

I've also now tested it in the best clothes you can get (wolf hat, rabbit fur loincloth, rabbit fur shoes, sealskin coat), which gives you an insulation off 0.88 total.

If you stand on top of the fire in the corner of a 3x3 adobe room, you get 1 heat (max).

If you stand in the middle of such a room you have 0.39 heat, which is not bad, but you'd think you'd be burning up in full fur clothing inside a heated room, yet you're not even comfortably warm.

If you stand in a corner opposite to the fire, you'd have a heat of 0.38. Again, not bad but as far as realism goes it makes no sense.

For someone in full gear a desert tile hidden under a floor is a great starvation zone. The insulations add up, so in full gear on top of a wooden floor you have 0.98 insulation, so you keep all the heat that's produced on that tile pretty much. A desert tile produces heat, so that hidden desert gives someone in gear max heat, and is essentially worse than standing naked in snow.

#33 Re: Main Forum » Warm rooms » 2018-06-10 07:22:31

I've made a python simulation of heat transfer that's true to the game (I hope). I posted about it in this thread: Food Consumption vs Temperature.

Here's what's relevant to this thread:

Izzytok wrote:

Standing naked in a 3x3 adobe room with wooden floors, diagonally across from a slow fire, will give you a heat of 0.157. Standing outside the same distance away from a slow fire, that would be 0.139. Funnily enough, because of the way insulation works, and because the floors insulate, your corner of the room would have been warmer without the floors, having 0.187 heat in that situation.

If you're standing at the slow fire outside, you'd have a heat of 0.55 which is close to ideal. If you then build a 3x3 room with floors around the fire you get a heat of 0.66, or 0.62 without the floors.

I guess it's important to note that building floors around a fire will make the fire hotter, and the tiles outside the flooring cooler. It just kinda contains heat where the insulation is, which is why clothing is great untill you stand near a fire or in a desert. In that situation it just traps all the heat produced on that tile, inside the tile, and consequently - you.

So if my calculations aren't off, heated rooms aren't all that good right now; especially if you put floors down, since they limit the amount of heat that can spread out inside the room.

#34 Re: Main Forum » Well buffs newest update » 2018-05-27 22:41:35

Haven't played since the update, but according to this Crafting reference, shallow well now contains 9 water, deep well now contains 9 water and regens every 2 minutes, compared to 5 before. Also dry wells refill with normal timers.

#35 Re: Main Forum » Recently i was my own grandchild » 2018-05-25 06:37:37

Intangir wrote:

whats lineage banned?

After dying as a member of a family, you can't respawn in that family for 3 hours. Eve's are the only people this doesn't apply to, so currently being an Eve is the only way to respawn intp your own family in less than three hours.

I was my own grandchild once too. I was super excited, since I started a cool base with my kids. I was just gathering stuff to start iron working and then stepped on a snake behind a tree at 13 sad

#36 Re: Main Forum » Wells, water containers, and water in general » 2018-05-25 06:27:35

I'm pretty sure jason said somewhere that "area effects" are not something that is viable in this simulation. I might have just missunderstood what he said, so don't quote me on that. big_smile Design wise I think the shallow well should essentially be a pond you can place wherever you like. It should have low capacity and refill slowly. The deep well should then be a noticable step-up. There are many ways to do that, and I think what I explained above would succeed in making the deep well more than just a shallow well with more capacity. My thinking is that the higher tech should be straight up better, but require a barrier of entry - buckets in this case.

Similarly once pumps roll out, I don't think they should just be the same as wells, but with x capacity. There should be a trick to their use, like maybe one person has to pump it, so the other can fill up containers. Just some barrier of entry that will make building a pump right from the get-go a sub-optimal choice.

#37 Re: Main Forum » First Impressions, and concerns » 2018-05-24 09:43:21

Milkweed actually seems pretty common to me in the green biomes. You must have had really bad luck with the spawn.

Advancing up the tech tree however is a whole nother beast. The fur clothes all require thread, every bucket needs a rope, you need a rope to start up sheep farming (you can reuse that one though), the horse needs a lasso and every box needs a rope. So making a milkweed farm is really essential.

I agree with you on the vision. Wish there was a way to look around further (there are mods).

#38 Re: Main Forum » Wells, water containers, and water in general » 2018-05-23 19:45:42

These kind of specifics would really come down to the balancing. I just wanted to put the idea out there.

What I was thinking was that you could fill up bowls and pouches with the bucket and vice-versa. You just couldn't use the bucket directly to do actions such as watering crops or making dough and such.

The reason I think this would make cistern more viable is that, while you could make 4 buckets and leave them sitting by the well or put them onto a cart once you filled them up, you could have a cistern nearby and use the same bucket over and over, while waiting for the well to refill. Ofcourse you could put 4 full buckets onto a cart and have a superior portable cistern, but I always thought cistern holds to little water, and making a cart and 4 buckets is pretty resource intensive, compared to a cistern and bucket.

For the ropes, I was thinking the way wells are made now is fine. There's obviously a rope on the deep well sprite, and it doesn't explicitly require a rope in the construction, so I guess it's the rope from bucket construction.

#39 Re: Main Forum » Wells, water containers, and water in general » 2018-05-23 18:00:09

Valences42 wrote:

Oh!  I'm sorry I misunderstood you then.

I think that's a fantastic idea.  My only concern with it is draining wells faster if we use buckets to their full extent (buckets with three portion capacity).

The idea is that wells then come in bucket-full's of water.

For instance if you wanted to keep it close to current wells, and changed the bucket capacity to 3, the well would have water 5 layers (buckets) deep. So you could take water out 5 times for a total of 15 water. Water would then regenerate layer by layer at a fixed rate (or maybe have lots of layers but wouldn't refill).

Lets say you would lower the bucket 1 layer per 5 seconds. Taking the water out would for example work like this:

- use the bucket on the well, it starts lowering
- click on well with empty hand, take it out instantly and get a full bucket, the topmost layer of water is drained
- do the previous steps again, this time you get no water, since the top layer is empty
- do step one again
- wait 10 seconds
- click on well, get a full bucket, there are now 3 layers left
and so on.

You could just pop the bucket in and go do something else. When you come back, you will either get water from the bottom layer or you'll know the well is empty.

#40 Re: Main Forum » Wells, water containers, and water in general » 2018-05-23 17:44:40

That's part of my idea, sorry if that wasn't clear enough. You'd make the bucket hold more water, 3 portions maybe, so it's an alternative to basket+3 pouches. The downside of the bucket would then be that maybe you couldn't use the water from it directly; as in, you can fill pouches or bowls with it, but you can't water things with bucket or put it into bowl of flour to make dough. That kind of thing.

In my mind I was kinda thinking 3 portions all along, so it'd make pulling it out of well worthwhile, while also not making it obviously better than a basket with 3 pouches inside.

#41 Re: Main Forum » Help still says need to move file to somewhere not read only on update » 2018-05-23 17:31:10

Try unchecking the folder as read only, and with the folder info window still open, run onelife.exe as admin.
It might sound silly, but it worked for me.

#42 Main Forum » Wells, water containers, and water in general » 2018-05-23 17:14:03

Izzytok
Replies: 10

I was reading through the '"Everything runs out" - maybe it actually should' thread and I guess it kinda veered off towards water management and wells. I just thought it might be nice to have a thread specifically to discuss these things, and maybe post ideas for changes we would like to see or think would make the game better.


So, onto my idea:

Make buckets usefull, while making the wells more interactive, and maybe making the cistern usefull along the way.

The idea is, since buckets are pretty expensive to make, to give them some extra utility, mainly with increased size. This has been said before, so it might not sound all that interesting.
I'd couple this change, with a change to how the deep well works. My idea is to have buckets be the choke point for using deep wells. Once completing the deep well, you would have to lower the bucket into the well, which would take a short time, and advance through different levels of depth. Once you were happy with the depth reached, you would pull the bucket out, and if there was still water at that level, you would get a full bucket, and soak up the top-most level of water in the well. If you pull out the bucket too soon (on a dry level), you just get an empty bucket, and have to start lowering again.

Then, you could use another bucket to get more water out of the well. That would make, in my opinion, a well+cistern combo usefull, since you could empty the bucket into the cistern, and lower the same bucket into the well right away.

The well would then refill in layers of water at a set rate (or not?) and would have a max depth, at which you were guaranteed to get a bucket of water if the well has any water left, or if you don't get anything, the well is empty.

This would add a small minigame element to how you gather water, and make buckets and cisterns more usefull in general. I didn't put in any numbers since I just wanted to get the idea across, numbers would just be part of balancing.

So, what are your thoughts?

And feel free to discuss other water-based ideas here.

#43 Re: Main Forum » Weird Chat » 2018-05-23 15:36:48

CarrotPies4Life wrote:
jasonrohrer wrote:

Screen shot?

file:///C:/Users/Faridatou%20A/Downloads/B6FA9039-DEAF-4B1A-8D90-6BC8430D2EDA%20(1).jpeg

<Just copy and paste that into a search bar. Thanks for replying btw.

I'm afraid that's not how it works lol lol

#44 Re: Main Forum » Suggestion: Piles, mounds, and stacks for stuff. » 2018-05-22 15:24:25

You can wear a seal pelt, it will give you no insulation though. I guess it's just for carrying the thing around.

As for the stacking functionality, I'd love to have it. Only for storing though, since the way the game seems designed, being able to carry stacks of stuff would be OP. I'd just love to have a mound of carrot seeds near the farm. It's just crazy that a singe seed pod would take up an entire square meter of space...

#45 Re: Main Forum » The Super Hero Human Sign! » 2018-05-22 15:18:45

An hero is usually slang for commiting suicide. So I don't see how it fits here either for the story, or for the lulz...

Cool story though!

#46 Re: Main Forum » Food Consumption vs Temperature » 2018-05-21 23:02:49

pein wrote:

Making a room with fire has effect at all?

Yep, it does. By my calculations it's not major, but my calculations could be off.

Standing naked in a 3x3 adobe room with wooden floors, diagonally across from a slow fire, will give you a heat of 0.157. Standing outside the same distance away from a slow fire, that would be 0.139. Funnily enough, because of the way insulation works, and because the floors insulate, your corner of the room would have been warmer without the floors, having 0.187 heat in that situation.

If you're standing at the slow fire outside, you'd have a heat of 0.55 which is close to ideal. If you then build a 3x3 room with floors around the fire you get a heat of 0.66, or 0.62 without the floors.

I guess it's important to note that building floors around a fire will make the fire hotter, and the tiles outside the flooring cooler. It just kinda contains heat where the insulation is, which is why clothing is great untill you stand near a fire or in a desert. In that situation it just traps all the heat produced on that tile, inside the tile, and consequently - you.

#47 Re: Main Forum » Dying of old age is too difficult » 2018-05-20 20:22:54

Morti wrote:

I'd rather have the piano and get the occasional unexpected death at 58 or 59.

The music is a like a reward every five minutes; each, a time for me to reflect on what I've been doing with my life.

I'd rather not have that annoying warning ruining it, especially when I often only take the time to chat with my children and grand children in that last minute. It's the theme song to those final words. Please don't take it away.

Agreed. It's a peacefull ending to a long life. It also kinda makes sense, since you lose interest in food as you get really old. You just have to take care of yourself.

#48 Re: Main Forum » Food Consumption vs Temperature » 2018-05-20 18:10:29

jasonrohrer wrote:

A full set of fur clothes does not get you to perfect if you are outside.  But it helps a lot.

I was kinda thinking a full fur set would get you pretty comfortable in a temperate forest climate.

For an average human there isn't a vast difference between 20°C and 22°C, but between 14°C and 16°C might be the difference between me deciding to take a light jacket or none at all. I'm thinking a non-linear relationship between heat and food consumption might better fit both reality, and make clothing more usefull.

A bell curve would give you a nice central region of "optimal" temperatures, where the change between comfortably warm and "best friggin temperature ever" isn't as great, and also on the edges where you can't really tell if you're  just very cold or freezing, conversely really hot or burning up).

And a quadratic fitted to have a minimum consumption at ideal temperature would have a similar effect near the ideal temperature, but give you more extreme consumptions in the extreme heat regions.

#49 Re: Main Forum » Food Consumption vs Temperature » 2018-05-17 16:58:51

Flintstone wrote:

I'm taking a deeper look at the temperature calculation (heat map) and it looks to me as if it's broken. Not completely broken, but enough to mess up what I believe is the intended effect with body temperature and the temperature of one's surroundings.

What we know is:
1. You will consume more food if you are too cold or too hot.
(good design, that means we can use technology to reduce our food consumption)

What we don't know is:
2. Exactly how should you play in order to keep a good body temp?
(unless you are next to staircase desert biome, which is a pretty daft requirement for survival)

I can cover myself completely in rabbit fur, but only see a marginal difference to my temperature. This makes no sense if the intention is to incentivize use of clothes.

Looking at the code I see that it's using a heat conduction model, which is really not the best model for a human in the wilderness, and my guess is that this is the source of the unintuitive behavior. I will actually spend some time to develop an alternative implementation, then reach out to Jason and see if he would like to use that one instead.

Gotta agree with you here. I just added insulation to my little OHOL heat simulator, and even with max insulation (which I think is currently impossible to get) you have 0.4 heat (0.5 is ideal), if you're not on a desert tile, or a polar tile. This is really weird to me, since you'd think if you were completely decked out with clothes, you'd be hot in a temperate climate...

It's interesting to note, that if you get to 1 insulation (max) the heat transfer equation basically ignores your tile, and only the heat produced on your tile influences your heat. So if you're fully insulated and you stand one tile away from fire or a desert tile, you have 0.4 heat. If you then move on to the desert or onto the tile with the fire, you suddenly have 1 heat (max), and it's worse than being naked in temperate zone. If you go to a polar zone you still only have 0.34 heat. So without a heatsource, even if you are completely clothed you'll be somewhat cold in the temperate zones, and pretty cold in polar zone.

Oh, and 0.4 heat corresponds to 21 seconds per lost bar of food, and 0.34 is 18.6 seconds per lost bar of food. Obviously better than being naked, but you can't ever stop on a tile which radiates heat, or you're worse off than without clothes.

This is all based on the premise that my little simulator works as inteded...

#50 Re: Main Forum » Vandenberge - new players » 2018-05-13 21:43:19

Trick wrote:
FounderOne wrote:

http://lineage.onehouronelife.com/serve … l_id=29600

In this two lifetimes I faced a lot of new players. It was pretty hard to teach them while trying to dont let everything collapse.

As a new player, this is my biggest frustration.  The 'elders' are grinding so hard to keep things afloat that they have no time to teach the new people.  So, newbies wander around, use up resources, and are generally useless, or worse, actively fucking things up.

The grinding in this game is a bit too much, IMO.  There needs to be some moments of 'phew... ok, so we're not imminently going to die, so let me teach you this new skill' and/or 'let me learn/master a skill myself'.

Instead, your time is consumed with "MUST MAKE CARROTS, MUST FIND BERRIES, MUST NOT DIE", and you don't get to enjoy the social side of the game.

Some people suggest that you should read manuals/google it beforehand before playing, but a game shouldn't require a manual to gain entry.  Good games are not overly hard for new players to access - they are challenging, but not near impossible.  I think if/when this game gets picked up by Steam or whatever, and an influx of players come in, there will retention issues because the game is just not easy to get into at the beginning.  The most effective way to combat this, without overly simplifying the game, is to have this part of the social role of the game where elders must teach new players.  But if they are too desperate trying to survive themselves, this wont/doesn't happen.

I don't know what the best fix is for this.  Maybe have food needs slowed down?  Maybe have longer decay periods?  I'm not sure... but players should be able to enjoy the social game for a few minutes now and again without potentially sacrificing the entire village.

Completely agree with you. I wish I had more time, so I could teach someone something. I did teach a few people how to make pies and such, but honestly the majority of learning in my games happen when the village is so far advanced that there isn't really anything else to do, or when the village is doomed.

Some of the most genuine learning moments happened when there weren't any women in town and we were just waiting to die out, which I think shows a problem in the game's pacing.

Just had a game today where I spawned as Eve, and between finding a good spot, keeping myself alive and trying to climb up the tech tree, there's literally no time for teaching. Heck, I couldn't even keep my kids alive. Couldn't teach them where to find food, or how to help me start up the farm ar anything really... Died old and alone...

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