a multiplayer game of parenting and civilization building
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Graveyards were the most beautiful places with trees / good architecture, so no, pls don't destroy them.
This is a nice thought, but the problem is people add to it and add to it endlessly until it's overtaken a whole section of the village. If it's contained and far away then it shouldn't be a problem. If it's right outside the kitchen then people like me will remove it because it's a deeply inappropriate allocation of resources and time.
I’m disappointed that this wasn’t continued on the subreddit. I liked the idea of at least a daily post on there to keep it semi-active.
Mods started to delete the posts. Rule 1 I think
There's only 4 families, it's easier than ever to get born into the same fam. This is super unneccessary.
NoTruePunk wrote:It's a group game, which means the path of the family isn't up to any one person to decide
Sure it's a group game, but any decisions made by family members which take the family outside of the path of rebuilding from scratch implies that the family gets further away from rebuilding from scratch. The game also gets advertised that rebuilding from scratch is possible, at the very minimum.
NoTruePunk wrote:When an eve resettles an old city the problem isn't their stage of progression at that point, it's that they didn't build it. But the players themselves likely did ...
I don't think that the same players likely did so. Or at least, there exists some question about how often it's the same players. I think they are often different players. Or different players get affected by such.
NoTruePunk wrote:I think denying them the chance to continue their progress due to server pop is kinda rude.
They could, in principle, continue their progress without regard to server population if (some) members of the family could get reborn near to their previous death location, similar to how Eve-chaining works. There could exist a choice screen for players to activate such a possibility, or to get born into a random context, or Eve context, where they might rebuild from scratch with others.
Also, I don't see why it gets deemed rude that some players can't continue their progress. The game has the name One Hour One Life. There clearly exists a time limit. The death screen is very clear, in that you died. And death is inevitable. Why would you or anyone else expect that you could continue your progress or their progress after your death? How is it rude that you not be able to continue with such projects, if you got given a hint that you wouldn't be able to continue with such projects from the title of the game, and the always consistent part of the death screen which says 'YOU DIED'?
NoTruePunk wrote:How would you even "fix" this? Keep wells and cisterns locked to a dead family? You'd just be further restricting players to fit your personal views on how the game should be played.
Fix the "problem" that players can't return to their old towns? I'd tell them to read the game's title, and the death screen, and keep those in mind. Maybe something like You Are Hope's screen where players can watch what happened with their town after their death, so that they can know/feel that they left a legacy. And see how things progress, and what could be possible in another life with respect to crafting/technology/personal interaction. But, *for the bs2 group game* some sort of method so that players would likely return to their previous town and continue on their previous project? But how is returning to one's town consistent with the One Hour One Life concept? And if such is inconsistent with the One Hour One Life concept, why would it be a problem?
Now, that concept isn't mine. I've argued in favor of One Hour One Life *just* meaning that the maximum amount of time for one life is one hour before.
Lastly, and most importantly, that players rebuild from scratch is not some personal view of mine only, like it seem to portray it. Again, the Steam page clearly talks about rebuilding from scratch. In full, it says:
"A multiplayer survival game of parenting and civilization building. Get born to another player as your mother. Live an entire life in one hour. Have babies of your own in the form of other players. Leave a legacy for the next generation as you help to rebuild civilization from scratch. Updated weekly. "
https://store.steampowered.com/app/5956 … _One_Life/
See how it says, "rebuild civilization from scratch"? I agree with those parts. Some other people around here, like Eve Troll, do also. And that's how the game has gotten advertised on Steam.
If the game's systems make it impossible for players to satisfy what is advertised there, it's simply not built right, and possibly it's falsely advertised. If players consistently make it impossible for others to play the game as advertised, well the players making it impossible for players to rebuild from scratch in a group context are in the wrong, not those trying to play the game as advertised.
That all would be fine if the thing that actually killed families was resource depletion or conflict or player mistakes. That's not the case though, most of the time a family dies just because of low population on the server, which puts a strain on all your other resources especially food as fertile women scramble to up their yum/temp and abandon food production. Then once that family dies any other families that depend on them die too, as trade becomes impossible. The eve spawn itself is killing families, which is just a fake made up game mechanic implemented to balance the game. It's completely arbitrary and players have no control over it which is why it's unfair.
This topic is not true. I saw not long ago very old towns! The distance of bell town and others were like 3,5k. Real issue is that towns don't do anything with power they have. Towns just dies out without anything achieved THROUGH high tech / many resources. People can accumulate great wealth and don't do anything with it, like conquer others / defend themselves / build some huge construction.
Those are likely resettled dead towns. The eve spawns advance fast
I don't like such analysis, because you can just bring water from ponds which I sometimes did when using newcomen to make pipes + nozzles. Such analysis sounds like computer is playing OHOL. xD Second, real issue with sprinkler is that people don't replace old farm with sprinkler farm, so they still waste water in old way.
Importing resources doesn't count. Just import kero if you're going to import. That'll get you iron or water or run machines.
I think it's OK to do spots of certain things you need manually farmed on occasion. It's just really hard to remove hardened rows. If it's a full row then you've got to plant, water, wait for it to grow, harvest, wait for debris to despawn and then dig the hardened row into flat ground. Being able to pick soil back up off a shallow tilled row and into a bowl might help. Reversible recipes are always nice to have.
Curious about the eve spawn snake I pulled data off the logs, filtered out the DT and tutorial eves and plotted them:

I guess the spawn snake is old news, which someone on the discord clarified for me. Thanks a bunch. Anyway, eves advanced 11.5km last week.
Does 1640 meters a day seem like too much? If I'm on horseback riding out to the new jungle fam to trade making the same trip I did a day before I now have to go another 1.6km on top of whatever distance I had traveled before. That seems like too much to me, considering how long trade goods last and the bootstrap time for a new family to generate a surplus. The new family likely won't have much of anything to offer even if I can make the trip. Punishing successful families for persevering through generations is pretty harsh, and cutting off needy new families from established ones is even harsher.
That could work. Troublesome if only one of the families living in a town dies though. It'd be like trying to keep two lines of cousins going indefinitely from the same family. And how would it work if one family dies? Does the other family just mysteriously stop having those visual traits?
It'd have to be a propper marriage system. They'd have to be just one family, none of this "separate but equal" bs
Put plaster in plane.
You would need to get up a forge and a bowl each time you land in the wild also in order to fly back. And the plaster, and stakes.
You're not a good listener
Reverse racism isn't real
NoTruePunk wrote:Spoon, you keep saying it's an issue we're not rebuilding from scratch, but I really don't think that's a problem. Not every player is going to be the eve that spawns in right after a map wipe. Some of us are actually going to play in that society that she gives birth to. Currently the game has a whole lot more of the first thing happening and a whole lot less of the second.
The game is a group game. It's rebuilding from scratch in a group context. So, for example if Eve makes a kiln and makes primary steel tools, and later on someone in the same family makes a kraut board, and someone else uses it, the kraut board *still* falls into rebuilding from scratch, even though it built on what the Eve and previous generations did. So, in other words playing in the society that the Eve gave birth too can still involve rebuilding from scratch, since *the group as a whole* still rebuilds from scratch.
But, families like the Black Tears resettled a dead town. Resettling dead towns, I note, leads to families getting more spread out, and since families resettle right, that leads to the "rat race" effect. I've observed Gingers delivering tanks of kerosene and engines to towns. I got born in Pickens family a few days ago with someone using a truck to haul materials around and he said that he keeps a truck around somewhere (he was also the leader). We didn't even have a smithing hammer or much of a farm! Engines get looted rather frequently from dead town locations, and that has been evident from forum reports for a while now. None of that involves a family, nor the server as a whole, rebuilding from scratch. And for those who want to rebuild from scratch in a group environment, they basically can't do so, since if someone else uses a looted engine for your family's pump, your family is no longer relying on resources that they earned from scratch.
It's a group game, which means the path of the family isn't up to any one person to decide. And the problem isn't that dead towns are somehow more viable, it's that big cities and early game towns are equally likely to die for the same reason. It doesn't matter how good your yum chain is or how warm you stay when the server population drops you're screwed. Your babies will /die or get born as boys.
When an eve resettles an old city the problem isn't their stage of progression at that point, it's that they didn't build it. But the players themselves likely did, and I think denying them the chance to continue their progress due to server pop is kinda rude. Server pop is completely out of the control of players.
How would you even "fix" this? Keep wells and cisterns locked to a dead family? You'd just be further restricting players to fit your personal views on how the game should be played.
This is stupid
NoTruePunk wrote:JonySky wrote:it is simple to understand!
You live 60 minutes ... if the resources are more than 30 minutes away, you will never be able to return with these resources to your cityAlthough the map is infinite ... your time is not
Airplanes
Those don't work without a landing pad. If used, how did the landing pad get there? Also, if there exist multiple landing pads, isn't directing one's landing an issue? Additionally, it's basically one charge of kerosene for each use on an airplane. And they have to get built first, of course.
Put kero in plane.
Put flat rock in plane
Put plaster in plane
Fly
Build runway wherever it is you land
Fly back
Bootstrap cheap stuff like rocks, rope, charcoal, etc.
Fly in atmospheric core, pipes, engine, etc
Drill and pump (quickly)
Get an apprentice if you can't finish pumping before you die.
I like your analyses, and they are similar to work I've done before (posted in discord from memory), but I'd caution about the conclusions you draw.
Thanks
If I have a modest sprinkler system set up, say 9 sprinklers, I only need 1 bowl of water, 2/24 kerosene, and some seeds to produce a huge amount of food - and I can do it all by myself in a matter of minutes.
This is the value of the sprinkler system.
If we are low on water, I can produce a lot of food until we manage to secure more water. If we are low on players, I can single-handedly produce a lot of food to get us through till more people are online. If we are low on iron, I can avoid using tools to grow food.
The investment cost is high, but the marginal cost to run the infrastructure is low - and this is extremely valuable.
I'm sorry, the initial cost isn't just "high" it's EXTREMELY high. From scratch if you have 0 iron and just the tools needed to mine and fabricate you'd need just over 20 doses of kero to make a sprinkler system that's 17 pipes long. That's more than 3 tanks of kero. That's 80 buckets of water worth of kero. That's 20 straight hours of running a truck, or 100 iron mined.
When you run the sprinkler you're not generating resources, you're effectively just recouperating the cost of building it. Up until the point it pays itself off you're just converting resources and labor spent in the past to create food now. If it's way past the late game then you're turning kero used to mine and manufacture the sprinkler into food. If it's still midgame then you're likely still running on the starter eve manual mined iron, which is good if they had 3 or 4 mines. Whether you're converting steel into food or kero into food it's still just a conversion. The kero runs out. The starter steel runs out. Before the sprinkler pays itself off those resources would have been better spent making food directly.
Yes it runs for dirt cheap but building the damn thing is a massive resource sink. The only way it's justafiable is if there's a big imballance in the types of resources you have avaliable or if your society is stable enough to live the days and days it'll take to pay off. That's why I did a comparison based on early manual mining. In the early stages of a village there's an abundance of iron and a scarcity of water and kero. Iron going towards such a big project is unlikely to impact the village's kero budget for mining later on because it's so early, but only if they survive that long and only if they really do have a lot of iron. So if they somehow get their hands on a tank of kero then a long sprinkler system is a good use for it, often better than pumping, though they'll still have to do some of that too.
And no, I don't know how to account for a difference in labor costs. I'm sure a farmer equipped with a sprinkler works more efficently than one without, even if you don't count the efficency of the sprinkler itself. But that's really too complicated and really abstract and amorphous to even pretend to quantify. It might be just the opposite for all I know, or only explainable due to some differences between the types of farmers who use sprinklers and those who don't. Who knows.
NoTruePunk wrote:Spoonwood wrote:No. Tarry spots break, and oil wells deplete. The *local* supply of water may become more abundant than what anyone cares about at present. But, it is not infinite. Not on bigserver2.
When you first played, tarry spots didn't break though, if they existed at that time. I mean, they didn't break in January of 2019 or December of 2019 (they didn't exist before then though... or at least oil rigs didn't).
You can check onetech on tarry spots and oil wells having a finite number of uses.
The map is infinite, so kero is infinite. It's just a logistical hurdle harvesting and hauling it.
it is simple to understand!
You live 60 minutes ... if the resources are more than 30 minutes away, you will never be able to return with these resources to your cityAlthough the map is infinite ... your time is not
Airplanes
DestinyCall wrote:Race restrictions should be removed.
Remove those and spreading out isn't an issue. Also, spreading out can resolve the longstanding lack of rebuilding from scratch issue.
I don't see anything about "trade" on Steam, nor race restrictions.
I DO see something about rebuilding from scratch:
"Leave a legacy for the next generation as you help to rebuild civilization from scratch. "
https://store.steampowered.com/app/5956 … _One_Life/
Additionally, and more importantly, a server filled with 90%+ new players like what happened during the sale is more likely to be able to handle a world without race restrictions than one with them.
Spoon, you keep saying it's an issue we're not rebuilding from scratch, but I really don't think that's a problem. Not every player is going to be the eve that spawns in right after a map wipe. Some of us are actually going to play in that society that she gives birth to. Currently the game has a whole lot more of the first thing happening and a whole lot less of the second.
NoTruePunk wrote:Jason said no GUI. He's committed to that.
Where and when? Was it in some advertisement or promise when people bought the game? Did he say that in some comment or post in the forums *with a date* on it? If it's not in any advertisement, it's likely a statement made with some time indicator on it. Temporally dependent statements, which is many of all possible statements, can and often enough change from true to false. So, I don't see how him saying that, even *if* he did say such, would mean much.
It's also supposed to be an one hour game. One would rationally expect engaging one's biggest parts of one's brain as much as possible and often as possible. A pictorial based crafting guide is a lot closer to such expectations than text-based ones.
He sorta gets into it here in a rant about lettering:
I do. What's up?
For having a name like "NoTruePunk", you don't seem very punk, but what do I know.
(but, just to cut you off, it'll be $5, whatever it is, it'll be $5 or more)
If I could see the origional I'd like to crop it differently.
Do you accept handies?
NoTruePunk wrote:The jump from a newcomen well to a diesel well unlocks infinite water ...
No. Tarry spots break, and oil wells deplete. The *local* supply of water may become more abundant than what anyone cares about at present. But, it is not infinite. Not on bigserver2.
When you first played, tarry spots didn't break though, if they existed at that time. I mean, they didn't break in January of 2019 or December of 2019 (they didn't exist before then though... or at least oil rigs didn't).
You can check onetech on tarry spots and oil wells having a finite number of uses.
The map is infinite, so kero is infinite. It's just a logistical hurdle harvesting and hauling it.
This change is not going to fix that, it's only going to make other families harder to visit.
If the eve snake gets changed so each fam has their own then it should push people west slower. Idk how the eve snake will work if each specialty eve spawns within her biome band.
Before it was possible to travel to another family's site and then spend the rest of your time getting out resources of race restricted biomes *for* them. It was also possible to not do so, and then head home similar to what this new system suggests as desireable. There were more potentialities for travelers before.
This new system makes traveling as say a type with jungle access to a town where players have snow access rather useless for purposes of getting them more resources, since doing that will involve more running back and forth. Players that use to gift to other families? They get NOTHING from this change, and their play style gets rejected as meaningful. Since "trading" has often been gifting, and such kills off, or is likely to decrease such gifting, it makes it more likely that fewer resource transfers happen.
That type of "gifting" is meta gameplay. It's going to be rough on desert fams though. Gingers will already have rubber from jungle fam so carting 8 bowls of sulfur north to gingers won't do them much good. They'd be more interested in your horse, which isn't a trade option if you want to return to your family.
I really like the idea of living in the specialty biomes, but the way you're suggesting seems kinda bad. They seem WAY too spread in that teaser image.
The eve snake will still push people west. So that measly 500-1k meter difference between top and bottom is nothing compared to the 4k+ meters the families will be apart horizontally.

Each mine that a fam gets generates on average 70 kero-free iron to use. Assuming villages need 140 of their starting iron for basic needs then 3-mine towns can basically get a "free" sprinkler system that's 17 pipes long. Pretty good. The mythical 4-mine town can afford 40 pipes and still have the same amount of iron for other stuff as a 2-mine town.
((x*0.85)/((x-2.666)*0.025))-6.384
((x*0.85)/((x-2.666)*0.025))-34.85
Basically a sprinkler system will never impact your kero budget in a 4-mine town. Build it like, yesterday. A 3-mine town is still a bit of an investment, but more affordable. If your town only has 1-2 mines then you're F*cked and need to import iron, lots of kero and materials.