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#151 Re: Main Forum » If you are Eve and could get ONE item to start with what would it be? » 2019-05-12 03:31:49

Staring with an axe probably would be the best. All other items can be gotten fairly quickly but being able to cut down on kindling is the biggest boost to an eve. When i was starting new villages from end game towns it was always shovel/axe heads and a bowl so i could start planting before kids and then throw down a slow fire when babies start popping out.

#152 Re: Main Forum » Consonant and vowel clusters in the English language » 2019-05-10 13:43:29

A feature such as this would be amazing in a game that didn't bounce you around every hour. My personal feelings are that there isn't enough time in one spot to care about wanting to trade, war, learn a language etc. If it was regional, all eves that spawn in X tiles of each other speak a param, then maybe. But then we will come back to the fact that the map generation doesn't support trade because resources are close together, and that there is poor long distance traveling. This is amazing work, but one that would fit better in MMORPG that had more permanence than OHOL.

Water balancing still feels off, either there are 15 ponds nearby or you are rushing newcommen as eve, cold biome buildings have little value, SIDS epidemics, we can make engines but can't make a god damn box that holds more than 4 things, there is a lot of things on the plate that could use attention, and we are now dreaming about dessert.

#153 Re: Main Forum » We need your help for the PIES 2.0 Mod » 2019-05-08 23:04:56

When you color the pie it loses visibility when it starts to get eaten. Can you color the outer rim of the plate and not just the inner circle?

Perhaps a color for berry/carrot and rabbit/carrot rather than trying to do a orange ring plus another ring

#154 Re: Main Forum » Am I a klutz or are runner babies impossible to catch? » 2019-05-08 16:17:42

I am agreement for having them be a touch slower in the first year. Had a baby dodging pick up while whistling constantly, purposefully trying to mess with baby timer, was maddening.

#155 Re: Main Forum » Should suicide be limited? » 2019-05-08 15:47:05

Whatever wrote:

The main issue is that people cannot choose where/how they want to play.
Its hard to get back to a previous village.
Do you want to play as boy or girl? boys are useless
Do you want to play as eve? In a big city? In a small village?

You see babies commit suicide and think this is the problem, but this is just the side effect of other problems.
If those people dont want to play, you cant force them to play.


We often forget there is a person on the other end that also has to agree to putting an hour into that village. We can't expect that every baby we get, no matter how needed they are, will want to stay. It comes down to personal preference and enjoyment.

Many people hate being boys because they can't stop a lineage from dying out from lack of babies. I like being a male because I can work without worrying about fertility and babies, leave town more often and such.

Some people hate/suck at eve camps, and don't want to be a part of them. Some want to be at mid game to lay down the town foundation, some like big cities because food isn't as much of an issue and they can do highest tier of tech.

You can't stop people from wanting to seek enjoyment when playing a video game. The best thing you can do is have systems in place to put them in situations that THEY prefer more often. At the moment the only system we have in place is /die, which obviously is frustrating to one half of the playerbase. If there was a way to be more likely to spawn into a town at the generations you like playing, usage of /die perhaps would take a dive.  If 8/10 lives you spawned into a camp you preferred, that one or two times you spawn in a camp you don't want to be in, you'd be more likely to tough it out, rather than /die.

Most towns between gen 1-5, 5-10, 10-20+ are usually around the same stages as each other. Being able to set that as a preference would be neat, if it was tweaked properly.

#156 Re: Main Forum » A friendly "goodbye for now" » 2019-05-08 06:05:11

Nice list Jason, combining 3 and 4 is... a trip... wink

#157 Re: Main Forum » stop shearing last sheep » 2019-05-05 07:50:28

Striving to optimize resources, being aware of the future and planning for it. Understanding what holds more value than other things, depending on time and current tech level. These are all good qualities to have, no doubt. The slippery slope is when you start to judge others based on if they follow the same principles as you.

Die a hero, or live long enough to become the villain.

#158 Re: Main Forum » YumChain improvements » 2019-05-04 09:27:58

My thoughts are:

  • Capped out at 15-20

  • After reaching cap next food item starts a new chain

  • Basic foods only give one yum

  • Processed foods give varieties of 2+ yum

By capping it out and making it reset after capping, a stable variety of food sources are wise to keep around. Breaking a chain mid way would suck, but it was going to happen eventually. Basic foods would remain pretty much unchanged for Eve's, they would still get to same yum's they did before. Later generations wouldn't have to rely on wild food that might be picked clean as yum boosters like wild onions, carrots and burdock. You would feel general life getting slightly easier as the town develops and has a variety of food available. Specialist food makers would be welcomed and necessary, instead of that one guy that actually made burritos or tacos. There would be a reason to have pigs if tacos gave 4 yum, and was a staple in the towns chains. All raw and coal roasted food such as eggs, rabbits and geese worth 1 yum. Pies/stew and broths 2 yum. Foods like burritos, tacos, chips, fries, kraut worth 3. Still mulling over how you stop players just eating the same top end food over and over. Making it reset exacerbates that, but also didn't want it to be easy to stack a chain up with a bunch of high yum foods and keep it going for ages by going through raw foods by refreshing the chain. Maybe you can't use a food item from the previous chain? If you were mentally keeping track of say 5-10 items from previous chain and planning out next 5-10 wouldn't be too bad. I did rabbit pie last time so i will do mutton this time, ice cream plus tacos , now kraut plus burritos this time. 

Yum chains right now are really delicate, and relatively an off to the side feature. Not many use it, and the users range from, in the back of the head trying for small chains to full yumophiles that will spend a good portion of time scouring for that last wild food they need for their chain. I would like it be a more widespread mechanic, that everyone grasps and utilizes. Less common food items that aren't as nourishing could be good for yum, a delicacy that you don't waste for hunger. Having a stable variety of food being produced would be another sign of town advancement. You would want to have a steady supply of the items. Farming space would increase because you would need more crops like beans and corn and tomatoes going. We would be eating a lot more of the food often, instead of just eating mutton pies until the civilization dies out. There would be more pressure to do well techs and have multiple springs tapped, because you would use more water for farming and soil making.

#159 Re: Main Forum » Late game idea: modern people forget how to eat wild food. » 2019-05-03 13:20:16

I would like to see yum chains be less of this lifelong stack of cards. Processed foods would give more yum than natural and would cap at say 10 to 15. Eve could still wild yum and in towns you wouldn't be spending so much time trying to stack it up. Losing a chain wouldn't be as devastating and fertility would level out. Having a very diverse amount of food would still be an advantage because you could keep your stack at max easily for longer, and could reattain a decent yum without traveling out to the wilds for food or overeating for yum.

#160 Re: Main Forum » Idea for pond distribution » 2019-05-02 23:02:44

I like the idea of seeing ponds as temporary water sources that can't be upgraded. That once you get a little bit of a food supply going, you should be looking towards wells and relocating the starter camp.

#161 Re: Main Forum » Idea for pond distribution » 2019-05-02 16:46:39

It would be nice to still have perhaps a 1/10 chance for a second pond within 15 to 20 tiles away. Just so water still has a chance to enhance the location instead of being just a marker of viability. Also clay based water storage at half the capacity of a bucket would be nice. If it came down to one well per town buckets would be crazy in demand.

As to testing some of the off wall ideas, weekend test client/server based out of the forums occasionally to get feedback could be an outlet to explore. I would participate and give in depth feedback to that.

#162 Re: Main Forum » Total Lifetime curse score system is bad and harms veteran players. » 2019-05-02 16:20:38

Stylingirl wrote:
hmrka wrote:

Wow, so its not a problem because not enough people are affected by it YET? Nice. Guess i'll have to wait a few months.

Yes, that is exactly the point. You're all complaining that people have been set to Donkey Town for various murders and misunderstandings, but that is how the game is played. You don't get to do whatever you want with zero consequence, maybe take a step back and try to understand why they cursed you. Curses and unavoidable and if you don't want to be at risk, ask someone else to murder the griefer so you're not exposing yourself to potential murder or curses. Just because the curse system doesn't perfectly filter out griefers, which some people have different definitions of what is and isn't griefing, doesn't mean we should start giving free passes out to a dozen players just because they play a lot.

I see where you are coming from on the zero consequences. Even if you only get cursed when killing griefers you at some point become a martyr. But, five hours is a lot for long term accumulated curses. I'd say that if the curses are spread out and just pass the threshold a 1 hour trip, one life, would be better. If the curses have been gained all within a short amount of time, and you have recently been in donkey town, you will have a much longer stay.

#163 Re: Main Forum » Cute pie retextures. Now actually contains pies. » 2019-05-01 11:47:44

Yeah, just make the plate stand out little more when the pie is full, and as soon as one bite is out very easy to see the rings. Empty portion of the plate when in basket would be up to show it as well. When plate empties goes back to its original color.

#164 Re: Main Forum » Nerf the number of ponds in one location. » 2019-05-01 11:35:19

jasonrohrer wrote:

The problem with this idea is that it creates a "don't do that" thing, where you would get scolded for taking water from the wrong pond and "starting the clock."  The same for building a second well, etc.  That's annoying.


Actually, it would be better if each "tier" of the pond had a timer.  So the pond has "10 uses" or whatever, and each "use" gives infinite water for 20 minutes.  Then the pond waits until someone takes more water before the next clock starts ticking.  Thus, you don't "ruin" a pond by taking the first water from it.  That might be a bit of a pain to implement in the current engine, though.


Thank you for catching the "don't do that" part of this. Don't do this things are bad for new players, and really good for griefers. To be honest I wouldn't add timers like you are suggesting ever simply because of players with bad intentions. Few clicks here and there, and now if the town doesn't shift to building pumps right away, they will die. Oh because they had to shift focus too early, they will die, because camps are tightropes before you get to later well techs.

Solutions that put more weight behind well tech I believe are better options. A plausible reason as to why high number pond towns last longer is because there is a better time buffer until someone that knows how to do high level water tech comes along. The catch-22 of it is though, because we usually settle around so many ponds, there isn't as big of a push to do pumps so fewer know how to do them. If it became more of a sheep like thing "Hey guys if we don't get sheep/wells going this town is without question dead" more would learn how to do it.

jasonrohrer wrote:

Wells used to be buildable everywhere.  Problem there is that there is no limit on local water, then, assuming you can find enough stones.  Forcing them to be built on ponds was the solution to make sure people didn't have infinite wells right in the center of town.

A greatly needed change with some unfortunate drawbacks. It started the path down to the tri-biome meta. That unless you had swamp/grassland/desert starting point it was a lot harder to get off the ground. You needed the dirt, you needed the water, and the perfect temp tiles for babies was absolutely needed. If you couldn't find a spot like that before a certain age as an eve, you'd just give up. We also lost the ability to have towns in biomes like badlands and savannah, you can get by with having dirt be hauled but not both.

What if there was something that spawned in other biomes that could be converted into a water source so it could be controlled? It could be an existing thing like converting a cactus or squash plant or something. A new item added, or something more radical.

  • Lessen ground iron

  • Heavily increase vein spawn rate and cut down iron per vein by 60%-70%

  • Veins mineable with pickaxe at high break rate. Should expect one pick per vein but bad luck could mean two or even three picks.

  • Empty Iron pits or Collapsed Iron Mines able to be converted to water source with shovel

With something like that, you could damn near eve camp on a badlands. If there was a way to consume wolves or wild mouflon without a knife, say like on a spit over coals/fire, you would be able to get by as hunters until you raced to compost and wells and started farming, taking a breath when you get stew going. Same for savanna, you would haul water to make rabbit pies from wild wheat until you could get enough water to start farming. Maybe make it so you can carry water pouches in packs or basket, and savanna towns would be know to start off with lot of packs and water pouches instead of lot of pottery. Certainly would break up the monotony that can exist in early game, as you usually follow the same pattern for all eve camps.

#165 Re: Main Forum » Cute pie retextures. Now actually contains pies. » 2019-05-01 10:27:40

jinbaili83 wrote:

ignore the sheep it was my previous experiment i forgot about, it didn't show untill now when i rebuild sprite cache.

I'll take a large can of Nightmare Fuel please, thanks.


Really like the work, although as you said they all look too much the same when they start to get eaten even if there was a new sprite for each phase. I love the idea though, it would be really nice to have the pies easier to tell apart. Perhaps colored plates?

#166 Re: Main Forum » My husband the new player » 2019-05-01 10:09:17

Yeah I still laugh about Jason saying he wants us to care about families. The second my mother that did a great job her whole life turns into a pile of bones, its now a nuisance. Pretty much it seems like the ONLY thing that makes people hate of graves is the shovel. I would totally devote a life to making a graveyard with rose bushes, trees pillars and such, if I didn't feel like I was using town food up and griefing the iron supply. Pleasefix

#167 Re: Main Forum » Why does everybody only want to be Eve? » 2019-05-01 10:03:07

pein wrote:

jason help on organizing cities

like 30% of people quit bad looking towns, even if some people work hard to get in shape

dirt roads for planning, they could go around fences and fences could hold the categories

storage would be better but just by placing dirt road tiles which block planting, we could shape towns very nicely

kind of a joke but highest tech right now is a free tile where you can put down stuff

I second and third this. Right now its hard to mark off planning for others to follow, and it takes a lot of effort to shift things around in an established town. Sure I will pull up some bushes to sneak in a row for boards, but shifting a lot of farm space and already placed boards is massively painstaking. If you are hoping to have a hand in making an organized town, you are better off starting before they have wrecked it with a 7x7 blob of berry bushes that have been boarded around and stew farm based off those boards... It got like that because either the eve camp just kept planting and planting, or that somewhere in between the rows got filled because it was too early to board it up. Being able to quickly put down dirt paths would immediately help this issue, and give later generations a blueprint of how to do the roads when they are ready.

I don't like large cities because they are usually cluttered and tight knit. Its like having too many people living in a house, there is way too much stuff in every room, and you are constantly tripping over other peoples stuff. They are usually so far gone that any attempts of steering away are impossible, its a visual game of telephone because whatever was thought about when the town was made is long forgotten and twisted into barely functional setups.

Also please please please, Can floor stakes be moved to the top of the list of items when putting down stakes? Between floors, farming borders and roads, floor stakes are the highest used of all stake recipes, but its one of the last in the cycle. If we had dirt roads and it was just a little quicker and easier to put flooring, I think the results would be huge.

#168 Re: Main Forum » Mid-level tech that people will scramble to build... » 2019-05-01 01:09:58

Booklat1 wrote:
futurebird wrote:

The watering can. Basically a bucket with a spout that lets you water 10 plants without refilling.


This one would be so beautiful

And you would be holding the thing you need to get water from a deep well. No more, oh crap all the wells are deep wells and I can't find a bucket to water the plants moments. Doing any action per tile for me is actually enjoyable, but the tasks that require back and forth are not enjoyable. Rather than ask for changes to current mechanics, such as being able to use a bowl on a berry bush, adding in fun tech items is the way to go. What is currently lacking is a sense of evolution of basics tasks as a settlements tech level increases. As soon as you go beyond a water pump, its all for novelty items essentially. We are sitting there dipping clay bowls into wells/ponds/buckets back and forth per plant, meanwhile on the other side of town, they are starting to pump for oil. They have to pick berry by berry and go back and forth to the bowl, constantly to make compost, sometimes going 4+ tiles from the bowl because of mega patches. We are sailing through the skies on planes, offroading our go-karts around the wilderness, usually getting lost or stuck. It just doesn't translate. If I were walking by the berry field and saw it needed a lot of attention, I would feel more compelled if there were better tools to it en mass. To have something allowing us to soil/water more than one crop per trip, taking care of some of the basic farming would be more communal. Sure I will spend two minutes renewing couple dozen bushes as I was on my way to do something else, next time someone else will do the same. Give us some carpentry items from putting long shafts and curved shafts etc through lathes, that is used on a berry bush then can be used on a bowl, it holds twelve berries so you can fill two bowls in one trip.

#169 Re: Main Forum » The Hate Against Griefing » 2019-04-28 12:53:05

Not sure if the hatred is towards griefers or just you Toxic. Too many actions to attract attention, eyesore use of capitals, boasting and bragging all the time. Clickbait topic titles, overly emotional and irrational when reprimanded or called out. Streamsniping and cursing the streamer,  even bragging about that on the forums, thats not griefing anymore. You are not a griefer, you are just a pain in the ass and a menace to those around you.

You are are taking Jason's words about griefing and his views on it, and twisting them to suit yourself. Once in awhile to let off some steam, and take a few screws out and see what happens, is more of what I believe he had in mind. To make it your common playstyle, a mercenary of your own discord, is a different matter. To view attacking a specific person through the mechanics of the game as an achievement is very saddening. To see your metric of success being how many in a day can you topple is maddening. Not only because you have done these actions, but celebrated them, has rotten most value of what you could ever bring to the discussion.

Personally, I am rather indifferent to the whole mess and you. I just grow tired of this becoming a constant front page of the forums topic. Way too much negativity, dozens of threads, just bury the damn horse.

#170 Re: Main Forum » Domesticated milkweed suggestion » 2019-04-28 06:36:02

Best reply I have gotten in regards to this is to think of milkweed as a crafting resource like a tree. Realistically it shouldn't change when domesticating the plant.

#171 Re: Main Forum » Another biome specialization idea » 2019-04-27 09:05:50

With how much has been said already, and how little might be read, this might fall on deaf ears...

What you (Jason) are desiring out of your game, we want (speculative) to deliver on. The problem is though, it can not be forced. As soon as the "rules (code)" says thats how it should happen, the emotion behind the action withers. It's not about creating a system that checks all the boxes, its about making a system that doesn't even know what should be a box. Wars, Colonies, Trade, Migration.... They are all possible in your engine, but none of them will happen if you try to make them happen. All you can do, fittingly so, is plant the seeds, and see what the plant wants to do. Every time you bring one of these ideas to the table I am filled with both excitement, and sadness. Excitement because you view your work as alive, organic and fluid. Sadness because whats left after throwing darts are great ideas, but are barely plausible without drastic overhauls.

In regards to this specific topic, big biomes will never work until each biome has its own tech path that is balanced to the other paths. There would need to be a liveable path up to the specialization of the biome. If looking at rubber, than ANY and ALL camps starting off from EVE standards would need to be able to tech to making producing rubber, otherwise trade is out the window. It's no longer a we have this, you have that, its a you have this and I can access it and you cant, so if I could.... We have seen how this has played out with resources like gold and oil in our past, not especially pleasant. Later game all civs would plateau until they had access to things outside of their biome, but getting to that point would take legwork. If the biome can't support themselves to a surplus of a resource then why ever trade? Not only would a badlands town need a way to feed their entire populace without needing lots of water or soil, they'd need to be able to make enough say iron, to want to give that up for essentially compost materials.

Gamers are "lazy" people. They will find the most efficient way to do something, rather than simply the way they were told to do it. Until it's efficient to separate towns, that after  what the first two hours of the town existing, all towns weren't the same with a different coat of paint. We will never trade. We will never war, we will never share. We will survive. Because that's the only thing you have given us to do. That line about people with hammers seeing everything as nails, starting to make more sense.

#172 Re: Main Forum » About that annoying thing called 'areaban'... » 2019-04-24 18:15:00

Would having a system for generational preference alleviate some issues? Could end up with less sids if players could toggle a preference for gen 1-10 or gen 10+. Not a guarantee but higher chanc

#173 Re: Main Forum » Meta: Proper kitchen design » 2019-04-23 04:09:49

Considering that with a good setup a baker can fire about 30 pies or so on their own from a single lighting of the oven I do not think that you need to allot space for firebrands or kindling piles. Other food does not need to be kept inside the bakery. At minimum you want two to three rows of four empty and space for bucket of water and a bowl to be set down. Having extra space just means that objects unrelated to food production will end up in the production space.

I make small bakeries. When the bakery is cluttered i have no more than maybe 6 tiles to clear out. If no one is in my way, i can nearly fire 36 pies by myself. I do not like cooking in food storage bakeries that are 8x8, it feels like wasted space and resources.

#174 Re: Main Forum » so when do we ought to expect the end of clutter in OHOL ? » 2019-04-22 20:52:09

He offered a solution as designating an area away from camp to store items. It had nothing to do with the zoom mod, you made it about the mod. You are now demanding that any visual solution be presented in a way you deem valid. You are pushing this crusade against the mod too far Breeze. If you can't stand it so much, don't participate in the community man.

#175 Re: Main Forum » How do predict private property will change the game? » 2019-04-18 20:06:46

Tarr wrote:
Redram wrote:

What I am hoping to see is pitbull pens, where a griefer breeds a pen full of pitbulls/wild boars near town, safe from interference, then lets them out to wreak havok.  That would be hilarious.  Probably hard for the griefer to survive to witness the end result though.

This is a fantastic idea. Make the whole pen out of gates but don't name an heir to the pen and breed as many pitbulls/boars as you can and as soon as you die the pen will self-destruct thus leaving a giant mess of boars/pitbulls loose on the given area. I could definitely put this together as I have a pretty good history of boar collecting lel.

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