a multiplayer game of parenting and civilization building
You are not logged in.
Question - anyone else having a problem getting squash seeds after breaking open a squash?
I've noticed recently that I am not getting any seeds from squash. I put the squash on a plate, break it with hatchet, lift it up ... no seeds.
Did something change in a recent update and I missed it or is this a bug?
Right-click the seeds off the squash, now. You should get 3.
This is a problem with cultural expectations. Gamer culture in general expects and respects accomplishment (building things, becoming skilled, et cetera).
Jason expects OHOL culture to be different. The game is based around the idea that what you do in one life is transitory. Nothing lasts, and the exigency of survival makes it difficult to finish a big project... but that's a large part of the point. In a way, the game is a love letter to Shelley's 'Ozymandius'...
"Look upon my Works, ye Mighty, and despair!
Nothing beside remains. Round the decay
Of that colossal Wreck, boundless and bare
The lone and level sands stretch far away."
We are actually seeing a lot of the sentiment that Shelley was warning about here: hubris. "I have to get back to save MY TOWN!" Really? You are the ONLY person who can make that settlement function? Overweening pride much?
Look, I get it. It's a great feeling to see something you worked on that's continued while you were doing other things. I remember living a life as my own great(5)-grandson, and telling people to shut up and let me work because I planted those berry bushes in the first place. That was an amazing experience, and people should get to have it as well - but if we're proceeding from the meta that you should always be able to get back to anyplace you want to, that experience won't be anything special. If it's a simple matter to get back to 'your' town, it cheapens much of the game play.
Sorry. Waxing a bit philosophical this morning. Carry on!
You say you went to donkey town for the first time, but you have THREE hours to pay.
Seems suspicious, no?
Nope. Experienced players have proven it's possible to grief and not be sent to Donkey Town. Just don't do it all the time, and don't be stupid about it. You'll still get some curses, of course, but never enough at any one time to go there. But your lifetime score still goes up, so the first time you do get caught out with enough curses... you'll be there for a bit.
We should just start calling this the 'superglue' update, since so many things seem to be glued together irrevocably at the moment... ![]()
JustDisappointed wrote:I'm also the type of person who sees someone playing 2048 and tells them that it's a ripoff of a better game, because I care about attribution and crediting good work.
It's your fair view to disregard "shameless clones" but even if the original author reserves all rights, no public domain or OpenSource License or anything, legally the is nothing wrong with copying a "game idea". Ideas is not copyright, it would be patents. And as far I know you cannot patent a "game idea" and I heavily oppose anybody suggesting so.
You are correct. You can copyright a specific arrangement of rules (i.e., a 'game system' if you will), but you can't copyright the systems themselves. The whole kerfluffle back in the day of WOTC trademarking 'tapping' cards is an example; you can have a card game that uses the mechanic of 'turn this card sideways to indicate it is inactive', you just can't call it 'tapping' in your game rules. ![]()
To make it clear: I can create a Tetris clone. If I change the graphics and music, and write the engine myself (or use a commercially licensed one, like Unity), and call it something like Geometry Fill... I'm well within my legal rights. NOW... depending upon how *closely* my designs and music follow that of Tetris, they might have a case to stop me, and in any case, they'll probably issue a C&D just to be on the safe side. If I actually reverse-engineer Tetris and use their code, or steal a printout of it and copy it that way, *then* I would be guilty of violating copyright.
Good thing we have a per-missive streak around here, because that pun was tearable!
![]()
Hi guys,
New user on the forums and sorry to say my first post is going to be a bug report
Basically, I'm unable to talk. At All. The Enter key simply doesn't bring up the speech dialog.
I've tried uninstalling and reinstalling twice and it hasn't fixed it. I'm on the current version and the game plays fine.
Everyone else in-game is talking just fine.
My Enter key works fine, mechanically, as you can see from me typing here.
The game even seems to recognize I'm pressing it, as when I hit quit, I can then press Enter and it exits the quit dialog.
I'm well aware that babies can't talk much when they're born - this is not that. It just won't let me talk, at all, even as an adult.
Anyone else seen this, or have any ideas for a fix?
Much appreciated
Someone had reported this happening, and pressing the up arrow key on their keyboard cleared it for that life. So he had to do it each life, but there was a workaround. Perhaps the same key (or a similar one) might do the same for you.
There was a bell tower town 7K tiles away this town, straight north. I know it’s straight north, because once, before the update and before the bell was built, I head a bell from that city, took a horse and went there.
Now I did the same, I bring a horse (since we can’t use horses with a cart), and went north, 7,1k away, I was able to see my trails, I wanted to trigger the bell there since the town was dead, but I couldn’t find the city, it’s like it disappeared. Does Jason wipe big towns or I just mistaken the path?
Jason doesn't wipe anything (unless necessary), but if things haven't been seen in a week (like, a player passing within 20-25 tiles counts, I think? It doesn't have to be on-screen) they'll disappear on server restart. So if that town had been outside (or inside) the Eve spiral, it might be gone now.
Can’t wait for all the people doing /sick to me when I give RP even the slightest of chance.
Shit’s discouraging.
That's funny... RPing sick in response to RP.
Yes, all you 'RP is bad, mmkay?' people... emotes are role-play. Your avatar actually has no emotions - you're just pretending they do. That's the definition of roleplay.
I'm somewhat familiar with the libertarian case against copyrights and patents; I'm rather libertarian myself, at times even radically so. I haven't read Kinsella's book but I've read the occasional article by him and others on the topic.
I'm ambivalent on it myself. I'm not convinced that copyrights and patents are natural rights (which are the only kind that many of us libertarians recognize!), but at the same time I don't see them as particularly offensive, and do see that they have the potential of providing a great deal of value to mankind by incentivizing creation and innovation.
One note, which doesn't necessarily undercut your points: copyright doesn't control what you can do with your own ink and paper; it controls what you can distribute, i.e. it's a restraint on commerce (or non-commercial trade), not specifically on personal actions and personal property.
I'm not crazy about the modern-era trend of extending copyright periods. I think that's been a particularly egregious bit of rent-seeking and that the periods have been extended far beyond what can be supported by arguments about creating incentives for creativity.
Exactly. Read Spider Robinson's "Melancholy Elephants". Eternal copyright would kill creativity; it's far too easy to make a derivative work unintentionally (look up the legal action surrounding George Harrison's "My Sweet Lord", for example). A reasonable copyright term - say, 25 years, like patent rights - would allow a family to profit from a particular work for a time, then release the work into the public domain for others to remix as they chose. But the big media corporations don't want that (Disney, I'm looking at you in particular) because they'd lose exclusive access to 'their' characters, and so they keep lobbying for longer and longer copyrights.
I hope to one day be a tutorial child. It had to have really confused the generations being born there. I imagine your average player just not understanding the circumstances and not even realizing they're in an experiment all of it's own.
It was confusing (at first) when it happened to me, but also exciting. There's so much stuff in the tutorials!
Admittedly, most of it isn't that exciting, but two full sets of rabbit-fur clothing isn't anything to sneeze at. Plus, 3 boxes, tons of branches, snake boots in waiting... and once the walls crumble, lots of adobe to be had.
I'll happily play as a tutorial child or Eve.
It's not a bug, it's just an odd feature. The tutorial areas are actually in the game world; it is possible to find them (with an airplane). I was born as the first child of an Eve in a tutorial once... fun times. ![]()
New smithing recipe: hot blade blank + chisel, strike with smith hammer to make 'pair of small blade blanks'. Hit those with a file to make a pair of scissors to cut hair and trim beards.
I'd been toying with the idea of uncoupling the Yum chain from the Yum bonus. My basic idea was that the more Yum bonus you get, the harder it is to get the next point. Curently looking at this progression:
1 +1
2 +2
4 +3
7 +4
11 +5
16 +6
22 +7
29 +8
37 +9(I stopped at +9 because 1) the progression should be plain by now, and 2) there's only 40 food items in the game at the moment. Well, 39 + mushroom.)
I was also toying with the idea of a 'favorite food'. This would never count as Meh to you. But I suspect 99.9% of players would pick Gooseberry. ![]()
In order to make Yum more useful and desirable, how about a .1 s increase in your food delay per point of Yum bonus in addition to the extra boxes? Or possibly a 1% adjustment towards moderate temperature per point of bonus?
We could then add Yum bonuses to foods. Maybe butter isn't just 2 extra pips on that bread - maybe it's also +1 to your Yum chain. Or more.
EDIT: I promise I had this down before Eddie said anything... I just forgot to post it:
A Meh food reduces your Yum count (not bonus) by 5 (or by its food value?). If this reduces your Yum count to 0 or below, it is set to 0 and you start over, as normal. Otherwise, continue Yumming.
EDIT2: I hate when I math wrong.
Huh, all the complaining about "everyone is starving" after temp update yet we saw a sharp drop in starvation. Look at that
True, but the disconnects seem to have picked up the slack... maybe it's just being reported more accurately now, since the mod instadeath was disabled?
Nice work. A good teaching poem!
Booklat1 wrote:i'd rather go the other direction, remove server +2 bonus and add some yum foods for each game stage
early we could have berry burdock pies and more cooked wild animal options, later mango pies and milk based foods, improved fishing would be cool.
What is 'server +2 bonus'?
I agree otherwise. More potato based foods would be nice also.
If you look at the food values of the items on OneTech, you'll notice that they are all formatted such: "Berry; Food: 5 (3+2 bonus)". This is because there is a +2 offset for food value of items asserted in the server code. Since the offset applies to each bite, it makes multi-bite foods *significantly* better than single-bite foods. Without the offset, popcorn only gives 1 pip per bite, x4 bites, while a single ear of corn would give 3 pips - a much more balanced situation than 12 vs. 5.
Potatoes in the current state are too expensive in terms of iron (unless we're flourishing), but you do you. I'd like more recipes for them too, though; my Irish ancestors demand chips! ![]()
maybe when already got a baby and you are infertile, some sprites could change to show it, then turn back when you fertile again
I was thinking the same thing. The 'baby bump' could just be a visual indicator that you aren't on birth cooldown. Not sure how it would display with clothing, though.
Textiles are backwards. You spin fiber into yarn, then continue spinning it to get thread in the real world; you don't make thread and then bundle it into yarn.
A sheep fleece should make a large ball of yarn; cut with shears to get two small balls; use drop spindle again to get a large ball of thread, which can be cut to make two of the current balls of thread. That makes 4 balls of thread from one fleece, which is far more true to reality than only getting a small ball of thread from one fleece and having to use the wool of six sheep to make a sweater!
Regular milkweed should give one stalk, no seeds. Flowering milkweed should give two stalks, no seeds (one in hand, one on the ground). Fruiting works as it currently does, one stalk and seeds. This would give a meaningful gameplay choice - if I have enough seeds, I can plant and pick while flowering to get more rope... but if I need seeds, I'll have to let them fruit.
One stalk, cut with a flint chip, could provide string. Two stalks combined together make a rope, and two ropes for a lasso as normal. That would ease the pressure a bit on milkweed supplies, while not making it too easy. You'd still need to farm milkweed for the tools you need in camp. Like your suggestion, this would result in needing 4 milkweed for a lasso, but only 2 for a rope and 1 for string.
An alternate would be to do the following:
one stalk cut with flint = string (1 milkweed)
string + string = cord* (2 milkweed)
cord + string = rope (3 milkweed)
rope + rope = lasso (6 milkweed)
*Cord would be used in place of rope for the following items: tied long shaft, tied short shaft, bow, bow drill, bucket (possibly others on a case by case basis).
Probably best to contact a lawyer about this sort of stuff but I have a question. Is One Hour One Life actually public domain? Just because it is open sourced and you let anyone use the code, doesn't mean that it is public domain. Have you ever actually stated that it was specifically public domain? If the game is open sourced but it isn't public domain, then you would likely still have rights. For example, I think the name One Hour One Life would still be protected.
I saw on the website that it does say it is opened source but I see nothing saying it is public domain. Legally you probably have to make some attempt to actually classify it as public domain and if you do not, it is likely still protected even if you may have casually mentioned it in a conversation or something.
Depending on the specific, you probably do have some rights. I am fairly certain your intention was just to make the code free for everyone to use and not to abandon the game and throw everything into the wind. After all you are still working on the game, still selling it and still using the name. Also things like names are different from code. So even if you released the game as open sourced and public domain, that doesn't mean the name One Hour One Life is necessarily public domain as well. Obviously, outside the game you still run this website as well don't you?
There is the argument to be made that someone selling the game under the same name would be going against your copyright on the website, even if the game didn't matter at all.
Check your game folder. There is a file called 'no_copyright.txt'. The text of the file is as follows:
This work is not copyrighted. I place it into the public domain.
Do whatever you want with it, absolutely no restrictions, and no permission
necessary.Jason Rohrer
Davis, California
March 2018
Perhaps the first paragraph should have read, "This work is not copyrighted, but I reserve the moral rights associated with authorship. In other words, do not claim authorship over the portions of the work that I have created, only the portions that you create for your game. Beyond that, the work is placed in the public domain."
Jason put the game in the public domain with this statement. Most people took it to mean that they could do anything with it, including claiming authorship, since that's what the license says. (I'm not saying that DD did this, by the way. Everything I've seen has them being aboveboard and honest about what's happening and what they are doing to correct it. I think this is just a case of things getting out of hand due to miscommunications.) Now, Jason's putting conditions on the (very liberal) terms of the license - which is his right as the creator of the work - which puts DD in a very precarious position.
If they don't comply, they (or their business partner) are guilty of fraud, whether by intent or omission. This obviously opens them up to legal action, even if Jason doesn't want to go that route.
If they do comply, what is the next thing that Jason will decide violates the spirit of his trademark and authorship of the game? It's a slippery slope. Maybe it will be the character models next - DD needs to redo *all* of the character artwork, not just the 'signature character' in the banner. Or the music. You can see how this would present a chilling effect on development of OHOL-derived games.
Yes, Jason has said that he will sign an affidavit that the changes made are sufficient, and that he renounces any further control of such a product. But then, he said that in the first place (reread the above text), and look where we are now. I happen to believe that Jason is in the right on this particular issue - but it's still something that makes you stop and think before beginning work on any large-scale mod project (like the stone-age tech mod I wanted to make). I still want to do it... but if I can't call it "One Hour Stone Age Life" I'm not sure I want to go forward.
Not enough bowls.
+1
If bowls seem precious to you, you don't have enough. When you start to worry about bowl clutter, you might have enough. When you can't set down a bowl for the stacks of bowls around, you finally have enough... for now. ![]()
Berry Good wrote:Hi Jason. Sorry to hear that people are profiting off of your work without your permission
Jason, this is perfect proof that the wording you demand is misleading.
"Not approved by Jason Rohrer" is equivalent to "Not permitted by Jason Rohrer" or "Against the wishes of Jason Rohrer". Since you don't mean any of that, the statement is misleading the reader into believing a falsehood. Couldn't you ask for a wording that is not misleading? Thanks for your consideration.
'Not affiliated with the original One Hour One Life game for PC."
Roblor wrote:Well... It's probably easier when you aren't just a cat on a keyboard.
Don't dox people roblor
It wasn't doxxing, it was pure deductive reasoning. The original thread is a masterpiece. ![]()
Three objects were added on February 15, all items for the tutorial (v200). New items added to the game for the temperature overhaul update. This is easily seen on OneTech.
Tarr wrote:Dodge wrote:Fly to tutorial, make family, enjoy the infinite fire
All the tutorial fires previous to the patch have been unusable. At best you can keep yourself warm with the fire but not cook on them and what not. Might be able to light off of it but I can't exactly recall if you can.
Only usable for heat, but the infinite coals may or may not be usable for fire (since you light the firebrand) but not sure if they revert back to regular coals or infinite coals after adding kindling
I believe they become regular coals and burn to ash in two minutes.