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#226 Main Forum » What the hell changed? » 2019-04-25 23:52:26

FeignedSanity
Replies: 0

Eh, didn't like the post.

Basically wondering why being an eve, or in an early settlement, seems to be way more popular than it used to be.

#227 Re: Main Forum » Trash and Decay update. » 2019-04-25 23:12:28

Tarr wrote:
FeignedSanity wrote:

...

Eggs are in the pile because the town has about twenty goose ponds to the south side of town which are still producing eggs. People pick the eggs and just leave them on the ground which causes clutter and what not which is why they got moved to the town dumping ground. I guess I could just kill all the geese but I didn't want to remove the option for the town to make omelets to reduce clutter.

The new stuff definitely needs to be able to decay as there's at least thirty tomatoes in that picture alone if not more. Onions and peppers also filling that space quite nicely so should definitely decay and what not. On the topic of paper I do think it needs to either age out of existence or be dumpable as most of those papers are either gibberish, nonsense, or random notes people made over the towns existence.

Spoons (which are still new) should be recyclable, sharp rocks should stack, charcoal pencils should go in the trash, pork should decay, eggs should decay, feathers should decay, maybe arrowheads go into the trash, bean pods should decay (like all other seeds.

Basically there's just a lot of crap in game right now that has to just be dumped into an area like this.

Like I said earlier, I'll give you the eggs. But as far as your fear of eliminating omelettes, I'd like to remind you that we have domestic geese. If anyone really wanted omelettes or geese, they would bring an egg and domesticate it with any of the million dung piles.

I also addressed the new stuff. I don't think they need to decay, anymore than carrots or corn needs to decay. We need to be able to eat them (maybe give the peppers a heat bonus? tongue ) If not, then they need to be able to go in the trash. Which brings me to trash, which I'll bring up later.

I'm glad we agree on the paper, but we disagree on the decay. I still stand by my original idea of paper becoming aged, then being able to be burned. (If you wanted to revive an old note to make sure it doesn't get burned, maybe (blank paper with charcoal + aged paper) makes an exact copy of the old note.

Spoons = yes. Sharp rocks = yes. Pencils = yes. Pork & feathers (i'm guessing you mean fletchings) = no. Eggs = I guess, sure. Arrowheads = yes. Bean pods = yes. Arrowheads and fletchings should both be disposable.

As a general rule, I'm opposed to decay (with a few exceptions). I'd much rather be able to dispose of things. I want to be given the choice of whether or not something gets used. Not vanishing into the fucking ether because of an arbitrary time limit. Give agency. If something can't be used, I'd prefer it be either because it broke from use, or it was thrown away. A conscious decision. I want trash pits to be serve their purpose.

But back to my original point. If you take out the big three, the picture doesn't seem so bad. And even if it was, I don't think decay is what it would need.

#228 Re: Main Forum » Inexplicable Fire » 2019-04-25 20:57:56

Tarr wrote:

It's due to how the game works. The game goes into "sleep" mode whenever you walk far enough from it or no one is around to see it. Fires will downgrade to the next tier while no one is around but will never go all the way down to ashes. This sort of thing can be easily demonstrated when catching rabbits due to all the transitions a rabbit has to go through to be caught. You can walk slightly off screen and a rabbit snare you set first will finish later than the last trap you set.

Cool, thank you for confirming. Will respond to your other post when I have more time.

#229 Re: Main Forum » Inexplicable Fire » 2019-04-25 20:54:17

AmyJ wrote:

This has happened several times. At first I thought it was just crazy good timing, but it happens pretty often;

I like exploring when things in town are too routine/boring, and I occasionally stumble across old towns/cities. Most of the time these towns look pretty old - everything's in ruins, all skeletons are half-decayed etc. But there's almost always a fire still going, and it dies down into hot coals about 30 seconds after I come across it, almost every time. Does this happen to other people too, or am I going mad?

If I had to guess, it's probably because the last person to see it died while it was a "large slow fire". So the timer for it's transition to a small fire was ticking. It never got to start it's timer to hot coals because no one had seen it become a small fire yet. Then you saw it, so it could start it's timer to hot coals. At least that's if my understanding of the game is accurate.

#230 Re: Main Forum » Trash and Decay update. » 2019-04-25 20:29:22

@tarr

I don't feel like this is necessarily screaming decay. The biggest offenders appear to be the new stuff (onions, tomatoes, & peppers), eggs, and paper. The new stuff makes sense. Jason has just added it, so he'll need time to adjust it like everything else. I think everybody knows, by this point, that when Jason adds something new, he typically rushes just to get it out the door and fixes any problems later. You should be able to get rid of these easier...like maybe just eating them? lol

I guess I can see it with the eggs. If people just went around and killed a majority of the geese, then you'd have less egg spam. I suppose people's laziness and inefficiency doesn't really mean this should decay; but then again, maybe it does. So I'll let you have that one.

But the paper is a different story. The whole point of it is it's longevity. Maybe there should be a way to get rid of it. Maybe after a certain amount of time, it turns to "aged paper" and can be burned.

Everything else isn't really that big of an issue. Take out the above and you're not left with that much.

#231 Re: Main Forum » Can someone please set this up? » 2019-04-25 18:49:53

Solbusaur wrote:

Oh god it sounds like hell

Depends on how you define hell tongue

Looking back, it wasn't that bad. It had it's positives. My most memorable experiences were from the old days. Although that might have more to do with the newness of it all than anything else.

#232 Re: Main Forum » Can someone please set this up? » 2019-04-25 18:43:38

Whatever wrote:

I like this idea, Feb 2018 this is long ago, what was in the game at that point?
How was it like?

Pretty bare bones. There were only a few different crops, cart was as high as the tech tree went. There was no murder cooldown and "wounded" state. When you were killed by a wolf or shot with an arrow, you went straight to the black screen saying what killed you. There wasn't even naming. Would be pretty trippy going back.

#233 Re: Main Forum » So, Jason. When do we get an update for milkweed farming or poop? » 2019-04-23 02:33:37

futurebird wrote:

Thank you for the point about grain having no cost to clean up in iron or resources. You just make it in to food. It's the *primary product* of growing wheat and just as often I have needed grain and been annoyed that I didn't have the time to make compost with the straw. Then I just make baskets.

I've been conditioned to think that a "thank you" on the internet is sarcastic, but I feel like this one might be genuine? Trying to figure out definitively from context clues, but I still feel it could go either way lol. I'm gonna side on genuine, and say "you're welcome".

#234 Re: Main Forum » So, Jason. When do we get an update for milkweed farming or poop? » 2019-04-23 02:20:02

There is no real reason for grain to decay. It's super easy to get rid of (unlike poop). You throw it in a bowl, and turn it into bread. I would understand if making bread had a chance to use up the bowl used for making it, or needed other multiple other components or a large time investment; (like poop) but complaining about grain is just kind of silly IMO.

#235 Re: Main Forum » Iron is a bad bottleneck resource » 2019-04-23 02:15:27

Booklat1 wrote:
FeignedSanity wrote:
Booklat1 wrote:

...

...

variation is the base of selection, it is needed for competition to arise


also, more obtuse than half the techtree having no practical use?

No, it is not needed. You can compete over one resource just fine. There is no explicit need for multiple competing resources, for competition to be necessary. That's just silly. Would it be more interesting? Possibly, but not necessarily.

And that's exactly my point. A lot of the tech tree is obtuse and difficult to balance (making everything viable) because it's so varied. Which I think is fine, because it's not tied to the survival of a civilization. That's where all the variation to keep things interesting comes from.

#236 Re: Main Forum » Iron is a bad bottleneck resource » 2019-04-23 02:04:01

Booklat1 wrote:
jasonrohrer wrote:

I'm hoping to keep one core limiting resource, instead of multiple parallel ones, to make it easier to reason about.

why should it be easy to reason about it? variation is so important

Or it adds unnecessary complexity and makes it obtuse. I'm with Jason on this one.

#237 Re: Main Forum » So, Jason. When do we get an update for milkweed farming or poop? » 2019-04-23 01:50:31

Damn, I fall asleep for a quick nap when Jason responds to my post sad but, at least I made some change happen. I would've preferred a more elegant solution, but I suppose slapped duct tape on it will work. No more shit fields as far as the eye can see, so I can be happy with that.

Wow, I had no idea it was changed so recently. It's a shame because I felt it was more dynamic the way it used to be.

@Jason

Thank you for taking the time out of your busy schedule to take a look at this. I'm sure you've got bigger things you'd like to work on, but I would've loved to hear more of your thoughts. Regardless, I'm still grateful for what I got.

#238 Re: Main Forum » Fence Rules » 2019-04-22 19:50:15

pein wrote:

you were my daughter FeignedSanity

I am aware, but I never mentioned anything about oil in game. At least not to my knowledge. I remember you asking if I was making a shop, then I said initially it was supposed to be a home (but meant to be able to trade). Then you brought up something about posting a similar idea in the forums. I might've said something about a lucky shot you got on me way back in the day with an arrow (I don't think so), but I have no don't remember discussing oil.

Gratz on getting the oil though, I've done it in a lifetime as well. I am well aware of how skilled a player you are. Maybe just a misunderstanding?

#239 Re: Main Forum » So, Jason. When do we get an update for milkweed farming or poop? » 2019-04-22 17:55:09

Iron should be the bottleneck, tbh. I'm fairly certain that Jason has even said as such on multiple occasions. But no one is really asking for buffs, just changes. The only buff mentioned was someone talking about a "domestic" milkweed that gave thread. And I was hesitant regarding that, unless it had some sort of drawback to compensate.

I guess you could consider my original idea a buff, but it would probably go along with a nerf to the amount of milkweed that spawns. Suggestions were meant to be more quality of life than anything else. I have to wonder if you even read anything or are just straw manning/knee jerking.

#240 Main Forum » So, Jason. When do we get an update for milkweed farming or poop? » 2019-04-22 17:42:32

FeignedSanity
Replies: 18

A thread with a similar title got Jason's attention today, so I figured I'd give it a shot.

I really think milkweed could use a bit of a rework, post here https://onehouronelife.com/forums/viewtopic.php?id=5980 . Basically just some fine tuning and quality of life changes I feel are kind of warranted, along with other discussion around the topic.

Also, why the decision to make adult sheep give poop too? Back in the day it used to be a very important question, do I feed the adult, or the baby? Now no matter what you do, you get poop, which is hard to get rid of. I feel like this change being reverted would be nice; but I've also seen it suggested that pigs become the poop animal instead.

Just seeing if I can get Jason's thoughts on this. I know he is a busy man. Also, if anyone has heard him say anything about these topics.

#241 Re: Main Forum » so when do we get craftable zoom ? » 2019-04-22 17:29:34

FeignedSanity wrote:

I'm fairly certain that Jason has shut down the idea of adding it to the game pretty resolutely

jasonrohrer wrote:

Game looks like crap with the zoom mod, so it will never be official.

Yep, lol.

#242 Re: Main Forum » so when do we get craftable zoom ? » 2019-04-22 16:37:03

If I had to guess, probably never. If you want zoom, do it the same way everyone else does. I'm fairly certain that Jason has shut down the idea of adding it to the game pretty resolutely. Now I'd love to have it in as default, but I find I think it's very unlikely.

Also, I'd like to say, that if you want to "endure" the unmodded experience, then that's your choice. You can even be irritated that the game dev isn't adding the stuff that people say "improves the game". But why complain about it?

I really can't quite grasp your train of thinking, especially the "no game deserves to be saved by mods" argument. What does it matter? If people think the dish tastes better with salt, they can add the damn salt lol. You can also add the salt, it's your choice if you choose to eat it without. Maybe the chef thinks it tastes better with no salt. So you think he should change the dish or only serve to those that do not put any salt on it?

Your argument seems a little arrogant and entitled. If a game can be loved and enjoyed just by adding a little something, what does it matter who it came from? I also don't think you should complain about "enduring" a game that isn't developed the way you think it should be, that was your choice man. I don't know, the whole thing just seems odd, I can't wrap my head around it.

#243 Re: Main Forum » Fence Rules » 2019-04-22 16:22:02

pein wrote:
FeignedSanity wrote:

You just need to put a 3x1 patch of dry planted berry seeds in front of your door (or both of your doors if you have rope luxury). Ideally one patch will do, but three makes it harder to block off with ancient walls and such. Plus, I love that I have a little berry farm for the unwashed peasants to snack on if they want to come begging for food.

Gonna be working on getting a potato shop set up, so do feel free to stop by for some fresh baked taters big_smile

wasn't lucky to complete oil that life

i did it in ray fam, but idiots killed the lineage fast

ummmm...wait, what? I didn't say anything about oil, pein. Are you sure you have the right address? lol

#244 Re: Main Forum » Full capitalist societies? » 2019-04-22 06:10:08

Yeah, I kind of miss the old days before the curse system. I also used to duel a lot back then, sometimes even taking on multiple people; even after the murder cool down was added. Things are a lot different after coming back. Kind of crazy to think about how this game pretty much used to be a carrot farm simulator.....Now it's just a berry farm simulator. BA DUM TISH!!! XD

#245 Re: Main Forum » Fence Rules » 2019-04-22 03:54:40

You just need to put a 3x1 patch of dry planted berry seeds in front of your door (or both of your doors if you have rope luxury). Ideally one patch will do, but three makes it harder to block off with ancient walls and such. Plus, I love that I have a little berry farm for the unwashed peasants to snack on if they want to come begging for food.

Gonna be working on getting a potato shop set up, so do feel free to stop by for some fresh baked taters big_smile

#246 Re: Main Forum » Full capitalist societies? » 2019-04-21 03:05:38

Lol, pein's story reminds me a bit of my beginning days. My mom stumbled on an deserted utopia and told me to enjoy it while she went off and died. It was really eerie; just a labyrinth of rooms with multiples of anything you could think of. I didn't even know what half of it was. I remember taking some tools from the massive stockpile of tools from the grand forge, and heading out into one of the courtyards to figure out how to do cut stones (of course, this was back when you couldn't actually do anything with them). This was also well before the coordinate hiding update. I thought it was just how far society had manage to get in the game, but it was actually just some guys on discord going back to it over and over again. My mom might've even been one of them, looking back.

I'll never forget the feeling of stumbling upon an ancient ruin from a civilization long past. Eventually though, I got exhausted with all of the wonders I had no idea how to use, (not to mention the soul crushing emptiness); and filled my belly and just kept running east until I finally died of starvation. Top two most emotionally moving experiences I've had playing this game.

#247 Re: Main Forum » I'm struggling to add people to a fence. » 2019-04-20 15:21:16

You don't. Adding people isn't meant to be trivial, which is the reason for many of the things you're complaining about.

Well, I guess you technically could remove a person, but it would mean murdering them.


Also, it would be nice to get some sort of indicator that it actually worked. I don't feel like that's asking for too much.

#248 Re: Main Forum » Anti-fence meta » 2019-04-18 18:34:18

Booklat1 wrote:
FeignedSanity wrote:

...

no one OWNS a fence or land just because they decided to infinitely multiply twigs into a fence. This aside, the issue is more with gates as the only way to overpower them is with murder.

this mechanic is spammable, hard to counter after set up and incentives hoarding. Any decent player can build a chest offtown or hide personal tools behind trees if needed, only to give back later. Now any dumb queen can claim a bakery if pop is low enough for it to pass.

I figured it went without saying that a gate and ownership would be implied. I was referring to someone who took the time to set up a fence AND a gate. If you OWN the gate (meaning you made it(game mechanic)), then you OWN the land inside the gate (and fence) and anything on the land. You are the defacto owner because only you are able to gain access to it.

In my head I was imagining a scenario where a few people tried to set up their own little 3x5 or 7x7 plot of land somewhat close to town, (but not in it) and then you, or someone else, comes along and smashes then all up because you dictated that "no fences allowed". I personally find this objectionable.

Maybe this came down to misunderstanding. If you were simply referring to people randomly building fences through the middle of the city, or trying to unilaterally claim ownership the town bakery or a communal resource; then that's far more understandable.

As a side note, putting stuff in a chest offtown or hiding behind trees doesn't guarantee any security (especially considering the "tiny tree" mod I've heard about). This fence thing would.

Personally, it seems like they'd work well enough. Overpowering through murder (if diplomacy fails) is fine by me. If someone is hording and everyone has a problem with it, deal with it like you would anyone else who is causing a problem. And as far as the "dumb queen" scenario, the maximum population you could get it to pass with no possible objections is one. And if she's the only villager for 30 minutes, I'd say let her have it. She wouldn't be imposing on anyone else, and it'll be gone when she dies.

#249 Re: Main Forum » Anti-fence meta » 2019-04-18 15:27:37

futurebird wrote:

So, can we expect babies to /die if you can't add them to enough of the cool places in a town?

People already have a million reasons to /die, why would one more petty reason be something to consider. I feel like it'd be just a drop in the bucket.

#250 Re: Main Forum » Anti-fence meta » 2019-04-18 15:26:36

From my perspective, the guy running around smashing everyone's fences would be the griefer. If i saw someone running around smashing everyone's fences, my first instinct would be to assume them a griefer and move to resolved the problem. (I'm obviously referring to someone who has gets no approval for fence smashing, and just does it unilaterally).

But I believe this fence stuff might raise a possible issue when it comes to curses.

As long as the threat of donkey town exists, people will just curse those that don't share. Then we're back where we started. Property would just be an illusion because if you spend a life or two not sharing with the whole world, you might very soon find yourself in DT.

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