a multiplayer game of parenting and civilization building
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How many % of people that played in the last 24 hours used a mod.
How many % used awbz, how many milkweed and so on..
pls ![]()
I could maybe see "Women are forced to take the childbirth skill, taking up one slot" Given that some people say always be female, it's obviously considered a valuable trait, looking at it purely from a game mechanics perspective.
yes and if man pick up babies they hold them upsidedown to show that they dont have the skill learned ![]()
lmao the tornado baby +1
So what does this all mean? what does it tell us?
Longterm players are getting less? or am i understanding something wrong?
@jason you could make a server that the vanilla client cant join and mod authors could make it so mods cant join bigserver2.
Ofcourse mod authors would need to agree to this and people could still change the mod, but i think it would greatly reduce the mod users on bigserver2
@dodge no
It seems strange that those who use MOD and those who don't use MOD play in the same arc.
I like this idea !
There should be a server with only mod users and another one with only vanilla users.
Mod users are often times the most productive members in a family, they know a lot about the game and work very efficient / produce a lot of stuff, i would love to play on the mod only server.
For one pile of compost you can get 1 wheat, 4 mutton and 1 wool for free, you only need to add one bowl of water and 1 kindling (or less) to create 4 mutton pies.
The pies fit nicely in a backpack and have a very good pip / storage ratio.
This is why i would rate mutton pies as number one food.
Whatever, Could you add the bot script of toxic to Heutowmode So our characters auto make compost?
There is no bot that automatically makes compost as far as i know.
PXShadow is currently working on a bot that might be able to do compost in the future, but its not ready yet.
here is a link to his github https://github.com/PXshadow/OpenLife
Could you add that I could search only for a specific item without all the other items containing the phrase I entered?
I mean if I search for a "rope" there are other objects containing "rope" such as property fence, so all pens and fences start bouncing which is a little annoying. There are other cases too.
I mean, don't remove searching other items containing entered phrase, just add that you could also search for only specific object.
Myabe a dot at the end of text, or ctrl+j to search only for specific object?
Ok i did it, i just updated the latest version with this new feature
Put a dot at the end of the word, for example "rope." than it will only search for objects that are called rope
With notes on a paper it always worked that you could read them entirely no matter how many letters it had once you got 13 yo (not sure if exactly 13, but somewhere close), which makes sense since you learn how to read. Is it different with maps?
Oh i dident know this, i assume it works the same with maps than
Here is a suggestion: Could you please add the option to only have the name of the items you are searching bellow them without all that bouncing.
already exists ![]()
open the text file: hetuw.cfg (inside the ohol folder next to the mod)
and change:
draw_searchpulsate = 1
to
draw_searchpulsate = 0
In order to get the map arrow / home marker you need to be able to read the entire name of the map.
This means if a map is called "AB" a 2 year old can get the marker, but if it is called "ABCDEFG" you need to wait until you are 7 until you can get the marker.
If a very old person writes a long map name, only other very old people are able to get the marker.
I am not sure if this is a feature or a bug, but i think it could be feature.
You can make maps more secret by giving them a long name.
With notes on a paper it always worked that you could read them entirely no matter how many letters it had once you got 13 yo (not sure if exactly 13, but somewhere close), which makes sense since you learn how to read. Is it different with maps?
I made several small improvements to the mod and now with the new map update this is possible:

*i made it so it shows the actual map name in the list and not MAP A
press G in game to see the list
press R followed by a letter to add a custom coord
With the entire food economy supposedly based on limited water supplies, having and endless source of wild meat that required no water to produce was clearly broken.
An important factor is also time and how easy it is to produce a certain type of food.
this chart is made from your logs:
We can see mutton gets eaten more often than rabbit pie and ofcourse nothing compares to berries
rabbit meat was not broken
yes Keyin well said,
i also feel like the updates give us less things to do in game instead of creating more interesting features.
i dont find it so interesting if you are forced to do certain things only to survive / let your village survive and dont have the freedom to do the stuff you want to do.
Another feature jason is working on is to make nearby springs disappear after you created well, so villages can't have multiple wells and its harder for them to get water.
But i am not sure if this will actually happen and how it will work, just a theory for now.
Jason made 2 new commits for the next update:
rabbits no longer respawn:
There are 2204 rabbit holes on a sample rift, enough for 489 backpacks. Rabbits were respawning every two hours, leading to rabbit product overload. After snaring, rabbits no longer respawn.
https://github.com/jasonrohrer/OneLifeD … df65fc720b
ponds refill time changed from 2 hours to 168 hours (the apoc happens before a pond refills)
Put ponds on ice as a long term water source. They used to refill one bowl every 3 hours on average. Now they refill one bowl per week (168 hours). The problem is that I can't predict how many ponds are in a given area. 10 ponds over 24 hours will produce 80 bowls of water. Ponds are for bootstrapping only.
https://github.com/jasonrohrer/OneLifeD … c3fc180ffe
Rabbit Update:
Reverting commit 825f235 . Rabbits respawn again with original timeframe, but snaring them requires bait. Early stages, this can be done with burdock in a kiln-free environment. Later, this can be done with mashed carrot/berry bowl. So snaring rabbits either uses an exhaustible natural resource (burdock) or a bowl of water (or in case of wild berries, at least some water for the domestic carrot).
https://github.com/jasonrohrer/OneLifeD … 575ee19667
Rabbit Update2:
Either bowl of berries/carrot OR burdock now can be spread on flat rock to make 3x rabbit bait. This number can be adjusted in the future for fine-grained controll of the cost of snaring a rabbit.
Update:
improved xray
video: https://i.imgur.com/1FA813s.mp4
it now makes only high objects invisible and you can choose how invisible they should be inside the hetuw.cfg
xray_opacity = 3
the default is 3, change it to 0 to make them completely invisible (like it was before)
change this to 0:
keep_button_pressed_to_xray = 1
if you dont want to keep holding x for xray but instead toggle it
automatic data update is enabled again, like with the vanilla client, you still need to manually update the mod though
automatic_data_update = 1
change it to 0 to disable it (like it was before)
yum finder improved - now also finds seeding carrots and other stuff and doesnt reset after a disconnect
wasd movement improved a bit to make it easier to get into pens
chart for a game called factorio: https://steamcharts.com/app/427520#All
(its more than 3 years old)
how is this possible?
this is the thread jason is referring to: https://onehouronelife.com/forums/viewtopic.php?id=7994
It was also specifically motivated by forum members complaining about the way closest-matching names were often an unpleasant surprise, including when the names crossed gender unexpectedly.
the thread starts with:
I really loved the idea of freedom of naming kids. Why has it changed?
freedom of naming kids - exactly what this thread is also about.
Anyways, i personally dont care at all about the naming system.
yes please make the time longer
Best mod maker back at it again with the amazing updates
thanks, but i am not the best, dont say that ![]()
Update
Search feature:
Press J to add an element to the list, click on an element to remove it again.
Press SHIFT+J to remove the last element from the list.
Yum finder: (thanks to wondible for providing code)
video: https://i.imgur.com/NrTuG1B.mp4
(feature is not 100% accurate)
you can change how the yum and search feature highlight objects inside hetuw.cfg
F would previously fix the camera and you had to press it again to un fix it, now it will only be fixed as long as you hold down F
but you can change this in the hetuw.cfg
the same goes for X and Y
L
teach children your language
Hovering over a player now increase the text size of their name and also shows age and gender
WAR is not a good solution.
The problem here is the Rift and the lack of interesting and useful content (cars and planes are very complicated to make and are not useful)
In the Rift you cant easily play Eve or in early camps if you want to.
So this makes it so some people want to reset the map and create WAR.
I would like to see automatic farming machines and maybe robots you can program to do all kinds of things.
A way for players to play in early camps while at the same time other players play in very advanced towns.
I want those walls, the robot, the floor and that transportation system:
I want good content that makes sense and is interesting even if you played with it a lot of times already.
^ this is the thing i would hate to see in the game,
also the cistern is blocking the gate making the well unreachable.