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a multiplayer game of parenting and civilization building

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#76 Re: Main Forum » Idea - Seasonal Crops and Clothing » 2020-12-04 20:32:57

Arcurus wrote:
jasonrohrer wrote:

This is one of those things where I had to pick my battles, as a solo developer who actually wants to ship (and eventually finish) this game.

No oceans.

No seasons.

what is the big thing with oceans?

To seasons, must not be winter, but cant we have something like berry seasons, wheat seasons, so that you have more challenges and not every life feels same? Maybe different grow speed in different biome rings?

As soon as you put in oceans you then need boats, swimming, drowning, fish, fishing industry, sea monsters, underwater diving, etc etc etc. That's a bottomless pit

#77 Re: Main Forum » Eve spawn analysis: 11-05 to 12-03 » 2020-12-04 20:27:10

Update for 11-05 to 12-03

1023 total eves over 43,894 meters

Furthest eve at y=-46965

average of 42 meters per eve...

Average 1,567 meters per day.

For some reason lots of eves spawning in a short amount of time causes them to spawn closer together on average. On the 27th the last eve of the day was at about y=-26000, which means we've gone 18km over 7 days, or 2.5km per day just over the sale. That's somewhat expected, but it should be even worse considering the previous average was around 70 meters per eve. Just during the sale the average distance per eve was 25 meters. At 70 meters per eve we should have gone 30km, so something is holding it back. This could be a passive ticker like I mentioned before weighting the algorithm towards a specific value based on the passage of time.

#78 Re: News » Update: Legacy Chain » 2020-12-04 19:21:07

Spoonwood wrote:

The more I've talked to people on this, the more it seems that a button to disable this comes as necessary.  Killing oneself purposely to avoid this system is not a good solution, and probably the only reasonable one for male players (killing all of one's sisters, mother, and nieces might be difficult, even if achievable, and isn't playing for the sake of one's descendants also).  Not everyone will enjoy going out of one's band to avoid having children as female.  The game gets titled one hour one life.  This might encourage some players who don't want to get reborn into the same family by default to play 59 minutes one life or 55 minutes one life, instead of one hour one life.  A button to enable or disable this system seems much more desire able so that players who don't want it can still play one hour one life.

Just use /die

#79 Re: Main Forum » Diagonal reach pls » 2020-12-04 19:17:36

Eve Troll wrote:

I would really prefer this never gets added. The strongest and cheapest defensive walls only work with diagonal reach disabled.

I'm confused, what do you mean defensive walls? How would diagonal reach make walls not work? Any diagonal pinch can be walked through

#80 Re: News » Update: Legacy Chain » 2020-12-04 19:03:55

Good content, an an interesting reflection on your goals and perspective for the game. Thank you for sharing that.

#81 Re: Main Forum » Maps are dead content » 2020-12-04 18:58:40

People still make and use maps all the time.

#82 Main Forum » Diagonal reach pls » 2020-12-04 18:57:26

NoTruePunk
Replies: 22

I think we should be able to reach tiles diagonally from our player. So setting things down/picking them up, and crafting.

ty, pls consider

#83 Main Forum » Diagonal reach pls » 2020-12-04 18:57:21

NoTruePunk
Replies: 0

I think we should be able to reach tiles diagonally from our player. So setting things down/picking them up, and crafting.

ty, pls consider

#84 Re: Main Forum » Rabbit or Cloth Clothes? » 2020-12-04 17:51:53

Spoonwood wrote:
QuirkySmirkyIan wrote:
Coconut Fruit wrote:

In Eve camps wolf hats and mouflon hides are the easiest and fastest to get - one person can easily get whole family dressed with them. Some rabbits for loincloths and rabbit shoes. - That's the best beginning I think.

Later on I would always pick cloth clothes, because they look prettier. Having a little less insulation makes no difference (or very little) for yummers.

Tho I don't like when people feed sheep just to get wool and make clothes out of it. Feed lambs (from dimestic mouflons), always.

Then every town needs 6 mouflon in the pen.

It strikes me as a bit risky to have 6 mouflon in the pen, especially with mouflon hides on people.  Maybe badlands aren't usually too far away for 6 mouflon in a pen, but if they are, when someone has to go get another mouflon might take a long time (though maybe things wouldn't be that bad).  A second pen with a regular entrance, a space, then a property gate to lock up a mouflon if not some sheep might be advised.  Possibly even a first pen like that.

I'm also not so sure about rabbit shoes being faster than wooden shoes.  Wooden shoes might be faster.  The village will need butt logs for carts and a stanchion kit, if not two stanchion kits quickly.  An early table might be worth it for early burrito making/storage.  Early boxes are good too.  There's also the meat from rabbit fur shoes.  I think I'd make some wooden shoes, but not overdo them early on.  I'd think a balance between rabbit fur shoes and wooden shoes early on best.

Wolf hats seem like a no-brainer to me.  Someone will likely enough go out exploring and likely enough get killed by a local wolf, and that becomes less likely with wolf hats.  I don't know of any serious disadvantages to a wolf hat, other than decay, and other hats can get made later, or in conjunction with wolf hats once a pen with sheep is up.

I don't know why one who has thought about it thoroughly, would ever pick a reed skirt over a rabbit fur loincloth unless starting from scratch as an Eve perhaps, since reed skirts decay in 5 hours.  And even as an Eve starting from scratch I think waiting for a rabbit fur loincloth is better, or just going without clothes or going with a mouflon hide maybe as an Eve likely ends up better.  Reed skirts cost a lot also, and I think they only have value if milkweed *from the wild* would otherwise sit around and never get used. 

That said, sealskins as Eve I do think worth the time, or at least they can be if close enough and say wearing one will carrying another back to camp.  And I agree with Slinky about seal skins.  I've had a few lives also where I got people sealskins.

I've been making reed skirts up until recent, after finding out that they decay now. They used to be permanent.

#85 Re: Main Forum » Tables, Boxes, Wooden Shoes, Buckets, Carts Over Wood Flooring » 2020-12-04 13:14:33

Eve Troll wrote:

Build stone floors. Damaged mallets can be converted into shoes and damaged chisels can be used at the diesel mine. Stone walls and floors are basically all profit with very little waste.

Clever! I'll gab an adze next time my mallet is breaking. idk if the chisel is realistic to hold onto unless your village is already on the diesel mine stage, and it's only half a steel, but I'll keep that in mind too.

#86 Re: Main Forum » Tables, Boxes, Wooden Shoes, Buckets, Carts Over Wood Flooring » 2020-12-04 00:03:36

Spoonwood wrote:
NoTruePunk wrote:

Do 7x7 rooms, they still work when standing in the center areas.

Heating will still work in some areas, but not in all interior areas for a building that is bigger than 6x6.  I think I once looked at the details for bigger buildings in low pop.  But, I'm not sure I exactly figured it out, and if I did, I don't recall the exact details.  The doors have to stay shut.  As I think you know, it's also very easy to undo the heat bonus, while in comparison no one can steal wooden shoes that you wear or someone else wears in this game at the very least.

The plaster walls are a necessity for storage, so you may as well connect them to form a kitchen. The adobe is cheap if you dig the tule stumps, and the stone for the vertical walls is basically free.

Springy doors are a must, but it's not a big deal for people to walk in and out as clothes will keep you from loosing the body heat provided by the room right away. Likewise for walking into the "drafty" spots on the edge of the room. The food decrement penalty for being cold is exponential, so there's not a significant difference between 40% temp and 50% temp.

7x7 works. In a 6x6 walkable space is compromised for kitchens, as one of the boxes to the side of the oven is right up against the wall. It's also not symmetrical. With a full outfit standing in a 7x7 floored room you get to perfect temp without any heat source. Your cook will thank you.

#87 Re: Main Forum » Why Everything Runs Out is Boring » 2020-12-03 23:46:51

Coconut Fruit wrote:
Spoonwood wrote:

Have you played this week or watched streams?  Also, you lose out on an estimated 33 buckets of water by skipping a deep well.  I don't see any reason to lose that much water which doesn't require kerosene or rubber.

I haven't played this week, I'll play this game again after the update.
Yeah, it's a bad feeling to lose 33 buckets of water from deep well, but there is plenty of new resources and water around in the new place.
Moving to a new place and surviving there is probably the hardest thing in this game, because of how little value foods give in later generations - that's why you would want to make the process as much easier as possible. Having super easy access to water (diesel pump) makes it easier and may save your family. Unless you have tons of tires prepared for newcomen pump, skipping deep well is a good choice in my opinion.

It's kinda sad that kero takes less work to make than tires now. Tires are renewable, and a dedicated person who knows what they're doing can churn out a lot of tires, but kero scales so much better that nothing can really compare. If an early village somehow gets a stockpile of kerosene then newcomen should be skipped, but only if a lot of oil is on hand and in a protected gate.

#88 Re: Main Forum » Mapping One Hour One Life » 2020-12-03 16:51:57

What was the point of obscuring the seed of the map? Isn't it kind of pointless now that resources are in predictable locations?

#89 Re: Main Forum » Why Everything Runs Out is Boring » 2020-12-03 15:56:07

Spoonwood wrote:
NoTruePunk wrote:

The map is infinite, so resources are infinite. Checkmate spoon

The map is finite.  It has a boundary in terms of it's edges.  Anyone who tells you otherwise isn't speaking truth.  Relevant resources don't renew also fast enough.  So, resources are finite.

It is infinite. There being bounds doesn't mean it's finite. Eg, there are an infinite number of fractions between the numbers 1 and 2.

There's a boundary north/south past which certain resources don't spawn. But east/west resources will continue to spawn endlessly. All you need to do to get more resources is go further out. If it's not possible to reach them in one lifetime and return then it's still possible to do so over multiple generations, either by instructing your child to return to the village or outright moving the village to a new location.

#90 Re: Main Forum » viable homebase » 2020-12-03 15:50:15

Spoonwood wrote:
NoTruePunk wrote:

I think it's OK, once people learn how to eve they'll figure out the importance of securing iron for future generations. Making iron more plentiful would just further marginalize the mountain biome specialists

So if you want latex and/or palm oil as white, and a jungle family has only one mine, you'll bring them iron for latex and/or palm oil?  Because you certainly didn't sound willing to do such before... https://onehouronelife.com/forums/viewt … p?id=10299

It doesn't cost anything for a jungle fam to cut trees and collect latex/palm for a visitor, assuming the visitor brought their own bucket. I suppose 3-6 iron would be an acceptable trade for the time and labor involved.

#91 Re: Main Forum » Tables, Boxes, Wooden Shoes, Buckets, Carts Over Wood Flooring » 2020-12-03 15:47:55

Do 7x7 rooms, they still work when standing in the center areas. With tables along the walls that will be the majority of the time.

Yes, close rooms before doing floors. Doors, boxes and shoes should come before flooring, but if all the plaster walls have boxes and there's some boxes in the farm then it should be OK to do.

If you see flooring early on just get out the adze and tear it up whenever you need boards. The labor that goes into laying them down isn't significant.

#92 Re: Main Forum » Why Everything Runs Out is Boring » 2020-12-03 12:43:59

The map is infinite, so resources are infinite. Checkmate spoon

#93 Re: Main Forum » Mapping One Hour One Life » 2020-12-03 12:39:37

wondible wrote:
NoTruePunk wrote:

Can't get life data to show up

Do you have reproduction steps?

It's working now ¯\_(ツ)_/¯

#96 Re: Main Forum » viable homebase » 2020-12-03 12:32:00

I think it's OK, once people learn how to eve they'll figure out the importance of securing iron for future generations. Making iron more plentiful would just further marginalize the mountain biome specialists

#97 Re: Main Forum » Dear people, » 2020-12-03 12:29:25

What I meant when I said "I just want to build the road" was that I want the road built, and yes in the context of the thread I was asking for help.

Sorry if I'm too harsh on you spoon, I do appreciate you and I hope you don't take it too personally. You're right about punk culture I suppose, it's fun to get mad sometimes. I'll be sure and be upset in a socially acceptable, undisruptive way from now on ^-^

#98 Re: Main Forum » Mapping One Hour One Life » 2020-11-30 14:50:21

wondible wrote:
NoTruePunk wrote:

Those are just glitchy false positives. Escaped horses leave ghost items on the map data, and caves are always drawn with bears.

Not exactly glitches - every bear on a cave is a released bear, it's just long gone somewhere else to eat people or get shot. They aren't always drawn with bears, its just rare for a cave to be touched (appears on map) and not released.

I've thought of simulating expired items, but it is interesting to see fence outlines, bears, and horse cart activity.

Sorry, does this mean only items that players touch appear on the map? Is that why you can't see trees and rocks and ponds and stuff?

#99 Re: Main Forum » Mapping One Hour One Life » 2020-11-30 14:32:21

Can't get life data to show up

1zrN0By.png

Not sure what I'm doing wrong. When this happened in the past I just used the ambient yesterday preset and adjusted the settings, but that doesn't work with the current bug

#100 Re: Main Forum » Mapping One Hour One Life » 2020-11-30 14:26:47

There's an issue where if you change settings after using a preset it will go back to the preset's default when clicking to scroll or pan in the map.

Also, please include a timestamp on the map view. It's super unclear when the map snapshots are taken and it's frustrating not knowing if the thing you're looking for didn't exist when the snapshot was taken or if you're just looking in the wrong place.

A list view of search hits would help a lot, and potentially solve the >24 zoom level restriction.

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