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#301 Re: Main Forum » The three options for fixing the variance on pump exhaustion » 2019-05-07 19:13:34

Spoonwood wrote:

Couldn't the barrel just remove two buckets of water from a pump, and the charcoal pump now produce 4 buckets of water, the kerosone pump still produce 6 buckets of water, and the diesel water pump produces 8 buckets of water?

The entire point of the change is to remove charges from pump, so no, it can't work that way.

Spoonwood wrote:

Personally, I've often enjoyed games like civ III and RimWorld where you can pause or let the game sit there while you doing something else.

I'm not sure if I'm getting your point here - you do realize that OHOL is primarily a multiplayer online game, right? You can't pause those.

#302 Re: Main Forum » Having a child should be a moment of joy... not like getting spam » 2019-05-07 19:08:47

Spoonwood wrote:
jasonrohrer wrote:

This is a game that is supposedly, fundamentally, about not picking where you are born.

I have grown weary of you telling this fiction over and over again.  No, the game overall doesn't work that way.


Yes, it does work that way. That's one of the main draws of the game.

The fact that you mostly play a multiplayer game on what is essentialy a private single player server doesn't magically change what the game is for most 'standard' players.

#303 Re: Main Forum » The three options for fixing the variance on pump exhaustion » 2019-05-07 17:55:14

Looking at these three options I like #2 and #3 more than I like #1.

If you do option #2 (which I like most) you could make all the pumps give the same amount of water, but give them a smaller chance to stop working the more advanced the pump is. There could be a new water cart item that would basically be just a big water tank on a cart, and you could use it to transport water around town which would feel pretty cool IMO. If you make it require the Hand Cart with Tires that would also give us another reason to make the upgraded cart.

The recipe could go like this - Bow Saw + Boards = Large Wooden Disk, Two Large Wooden Disks + Big Stack of Boards + Two Steel Blade Blanks + Rope = Immobile Water Tank

It would also give us a reason to have a cistern near every farm which is a good thing in my eyes.


If you do option #3 I would be very grateful if you allowed us to stack four or five buckets in a pile.

#304 Re: Main Forum » First object survey » 2019-05-07 16:13:13

jasonrohrer wrote:

Regarding the bone piles, they are an important aesthetic part of the game.  You walk to one corner of the village and see all those bones, and it's like, "Holy crap, look at all these people."


You guys see it as a waste of valuable space....  but people in real life have generally decided that the space is worth it, even in the middle of big cities.


And especially with all the info that's available on each bone pile now....  name, family relationship, age of grave, etc.  It's a pretty rich part of the game.



I do agree that bones are a big part of the game, and I would be very sad to see them removed or made less important. That being said the /die baby bones are just garbage that has no sentimental value. What if nameless bones decayed quickly, while named bones took as long as they do now?

#305 Re: Main Forum » How fast is too fast? » 2019-05-06 23:05:22

I do feel like getting to machinery might be a bit too fast, especially if people know what they're doing. I would really enjoy it if we had one more well stage between the deep well and the Newcomen, and maybe another prerequisite to making the Newcomen parts as to gate the engines a bit more.

Currently you can make engines as an Eve with the right spawn which feels a bit weird to me. What if the Newcomen parts couldn't be made on flat rocks, but maybe only with an actual anvil - it always felt a bit weird to me that there were no anvils in the game. Also, what if we had to quench the parts in a bucket of oil after hammering them out?

I feel like the tech tree currently has a great early game and a good late game, but the mid game is kind of skipped.

#306 Re: Main Forum » Sounding Pole idea for pump wells that exhaust » 2019-05-06 22:57:00

jasonrohrer wrote:

Yes, I could flip it, wondible.... hmmm...

Twisted, I thought about an object that you can't walk with (like the fishing pole, which prevents you from walking away while fishing).

That's possible with the sounding rod, and then you could only set it down nearby.  Problem comes if the area around the well is cluttered, and you have nowhere to drop it.

Another problem:  a chain of people (even one person, working alone and leap-frogging), could transport the pole like a relay race.  I drop it at X, then go over to X+1 and grab it, and drop it at X+2, then go to X+3 and grab it, and drop it at X+4, etc.


Would it be possible to make the tile next to the well a container that can ONLY contain the sounding rod? The sounding rod would only be storable in that container, you couldn't even drop it on the floor (unless you die holding it, but make the carry speed something silly low like 1% and it can still be returnable in that case. Probably not, huh?

#307 Re: Main Forum » Sounding Pole idea for pump wells that exhaust » 2019-05-06 22:38:40

Can you make an item slow down your speed to 0% and make it so you can only pick it up when standing on it and only drop it on that same exact tile? Or maybe it could teleport back to the origin tile if you drop it on an adjacent tile.

That way you could spawn the sounding rod on the tile to the right of the well (which would up until then be an immovable natural spring edge so you can't build anything on that tile). Since you can only pick up the rod while standing on it, and you can't move it anywhere, that would solve both problems 1 and 2.

I also like the water rush idea, it would encourage clever designs with cisterns and a lot of bucket making which is always a plus in my eyes.

#308 Re: Main Forum » New idea for how to bring everyone together » 2019-05-06 09:48:42

I think having well sites within walking distance makes for interesting gameplay. You have your town well, and you have other wells on the outskirts that people will carry water from if necessary. Keep in mind that not all well sites have natural springs. In the last town I played we had the main town well that went from full shallow to empty deep within my lifetime. The north and south locations didn't have springs as they were arctic/desert, but I did turn the west/east springs into wells and I carried water to my town to keep us alive. We didn't have enough iron to make a newcomen yet (I was generation 4), so the adjacent wells saved us.

I think changing the well distance to 1000 tiles is way way way too drastic of a change. Most well sites are not viable town locations as they lack other resources. Changing the well distance to 1000 tiles would mean that towns would be at least ~5000 tiles apart.

I also dislike the idea of Eves spawning at natural springs, especially if they're very far apart. Since most well sites are not viable town locations you'll just have to kill yourself anytime you get a bad spawn (which will happen most of the time).

Please, Jason, don't make drastic kneejerk changes such as changing the well grid to 1000 tiles. Give it a few days to see how the current distance pans out. There is a big difference between using VoG to take a look at the towns and see that they are using more than one well, and actually playing the game.

#309 Re: Main Forum » Checking the content for this week » 2019-05-04 16:15:09

IIRC they're both in the Newcomen category and they share the recipe process of adding water/coal. There's a post or Discord message by Jason somewhere where he explained why the bug happened, but it was something along those lines.

#310 Re: Main Forum » Checking the content for this week » 2019-05-04 16:01:56

Spoonwood wrote:
FeignedSanity wrote:

Adding a kerosene wick burner to any newcomen machine turns it into a pump.

For example: newcomen lathe + kerosene wick burner = dry kerosene newcomen pump.

https://edge.onetech.info/2348-Kerosene-Wick-Burner

That seems odd, because the newcomen charcoal pump has to be in full wet stage for the wick burner to get attached to it: https://onehouronelife.gamepedia.com/Newcomen_Pump  I also saw someone fail to put the wick burner on a charcoal pump until it was fully wet the other day also on a Twitch stream.  So, I doubt onetech is correct there.  It might have been at some point and just hasn't gotten updated.



Onetech is not wrong as it always pulls the data directly from the code. This was a bug that existed when the kerosene pump was first added, and Jason had to change it so you can only upgrade the wet pump. If the kerosene upgrade recipe is on the dry pump that makes it so any newcomen engine can be upgraded into a kerosene pump. Jason probably just forgot about it when he was changing the recipe.

#311 Re: Main Forum » Methods of reducing variance » 2019-05-04 15:59:24

Correct me if I'm wrong but doesn't the newcomen occupy two tiles? I.e. it makes the tile on the right unwalkable. Could the tile on the right be used to count the durability somehow?

Even if they don't occupy two tiles, now that they can only be built on a grid you could make the tile to the right of the natural spring be unwalkable as well, and use that as the durability counter.

#312 Re: Main Forum » Idea for pond distribution » 2019-05-03 23:43:46

Jason, before you push the update make sure to make the Natural Spring a static object. Currently it can be picked up according to Onetech.

#313 Re: Main Forum » Idea for pond distribution » 2019-05-01 23:23:59

What if water was rarer in swamps, but different (upgradeable) water sources could also spawn in some other biomes as well. Let's say 1/4 as common per biome, without the jackpot chance. Something that would make finding multiple ponds in the same area rare enough that it's not worth specifically looking for, but still possible from time to time.

Swamps would still have goose ponds.
Mountain biomes can have springs that can be upgraded into Shallow Wells once dry, preserving the water tech tree.
Prairies can have seeps that can be upgraded into Shallow Wells once dry, again preserving the water tech tree.
Jungles could have frog ponds that can be upgraded into Shallow Wells once dry, again preserving the water tech tree.
The next biome you add could have a water source as well.

You don't want to have a Grassland water source as that would probably become the de facto only option.

The idea is to keep the amount of water sources on the map about the same (maybe a bit less), but spread them out so you don't get multiple ponds adjacent to one another. Once you drain the natural water source, you upgrade it to a shallow well and the tech tree continues as usual.

#314 Re: Main Forum » Custom Pictures » 2019-05-01 22:56:59

jasonrohrer wrote:

And the hourly thing would help... but then I'd have to check them hourly!


I was thinking more along the lines of having the server save any photo requests, and then generating the photos all at the same time every hour or so. Check bigserver every full hour, check other servers on every half hour.

That's just a thought, I know almost nothing about coding and this idea probably doesn't make much sense.

#315 Re: Main Forum » Custom Pictures » 2019-05-01 18:32:50

jasonrohrer wrote:

Well, I could also set up something where you don't get banned from the game, but simply get blocked from posting additional photos with your account.  That's easy enough.

But in general, with anything like this, the human intervention necessary is exhausting and not sustainable.  I'm not going to be checking the photo stream forever.  I'm probably not even going to be checking it next week.

The only real way to do this would be to dedicate a PC with a graphics card to sit there, 24x7 and listen for photo requests, and then have it insta-pop over to that spot on the map and grab the photo.  Take the end-user clients out of the loop.  That would ensure that all photos have official graphics, and correct zoom, etc.

Of course, this is one more thing to break, go offline, etc.

The other problem is that there are 16 servers.... would I have a separate client waiting to handle photos on each one?  Or one client that somehow got pinged and insta-connected to the necessary server?


The real-real-real way to do this would be server-side, per server.  Which would mean that servers would need to have some kind of rendering engine.  If the server doesn't have a GPU or graphical display setup (which it doesn't), then that means some kind of software compositing, which is a huge nightmare to code up (kinda like what OneTech did, but on steroids, for the whole screen, animations, etc.)


What if you only published photos every hour instead of instantly as they're taken? Would that make it easier? Photos do take time to develop in real life after all.

#316 Re: Main Forum » Custom Pictures » 2019-05-01 13:38:55

You can see the warning right here - https://github.com/jasonrohrer/OneLife/ … e3bdf7644e

As far as I can tell this refers to people modifying the code to submit other photos from their PC instead of photos taken from the game. If you do that you get banned.

Interestingly enough the photos take a screenshot of your screen, which means that if you mod the game so everyone has dicks instead of heads the submitted photo will also have dicks instead of heads. The warning only specifies modifying the photo code, it says nothing about modifying the way your game looks.

It's an interesting problem. The ideal solution would be for the photos to display what should be seen, not what the player actually sees.

#317 Re: Main Forum » Cornerstone."built by LASTNAME XX years ago" » 2019-04-29 23:05:01

Yes, graves don't work properly. When basketing/burying sometimes they change to forgotten person, and sometimes they cycle between two different people. Also, putting a bone basket into a cart and moving the cart permanently wipes that person's data - these 'corrupted' bones might be related to the cycling issue.

Github issue - https://github.com/jasonrohrer/OneLife/issues/288

#318 Re: Main Forum » Lag spike, high ping, bouncing pls fix. » 2019-04-29 23:01:25

There's a github issue for this - https://github.com/jasonrohrer/OneLife/issues/286

The people posting on the issue (me included) have come to a conclusion that the mass disconnects happen whenever a person that owns a property gate dies.

The disconnects are almost definitely related to people dying (I checked my videos and whenever a DC happened it was right when a person died). They don't happen every time a person dies, but it seems that every time they do happen the dead person was a property owner.

#319 Re: Main Forum » Another biome specialization idea » 2019-04-26 15:06:45

Stylingirl wrote:
Twisted wrote:

The problem with both suggestions is that there will always be a best biome and most people will just die until they spawn there.

There will always be a best biome, like the swamp, because there's literally no other way to survive without water and currently only one biome has a water source. It's already common though for Eves to walk for a long time or kill themselves in search for an acceptable biome border combination that would give their lineage the best chance at survival, so I don't see why that would be much of an issue.


Yes, but currently everyone is created equal so you can just go and find a good spot. If you're born with a detriment which means you literally can't see iron or rabbits or whatever, you're gonna respawn until you get the least sucky 'detriment'.

#320 Re: Main Forum » Another biome specialization idea » 2019-04-26 13:57:06

This would require a complete tech tree overhaul and it sounds like a worse version of Stylin's suggestion. It's also incredibly gamey and it would do nothing to encourage trade.

The problem with both suggestions is that there will always be a best biome and most people will just die until they spawn there.

Also the game just doesn't have enough players to make this work.

#321 Re: Main Forum » On the viability of trading » 2019-04-25 16:26:33

You can't make tech resources such as iron rare, because then the tech tree doesn't work for most towns. Tech resources have to be readily available no matter the location of the town. Luxury resources on the other hand, resources that are mostly cosmetic in nature, would A) make each town a bit more different and give them a bit of personality, and B) encourage trading, and in turn creating radios/planes/cars. People really do care about cosmetic stuff, as was proven by the recent clothing update - even though the clothing is technically worse than the previous options, people go crazy for clothing because they look cool. I mean who doesn't want a dope top hat?

There could be several luxury resources around the map, spawning in a cluster of several 'deposits'. A luxury resource cluster prevents other luxuries spawning in a radius of 1000 tiles. That way a town can have a maximum of one luxury.

We could have marble that can be used to make cool looking walls and maybe even statues. Silk could be used to make unique luxury clothing. A rare purple die could be the only way to obtain purple clothing. Silver could be used to decorate clothing and make it look a bit different.

#322 Main Forum » Creative solutions to the storage and clutter 'problems' » 2019-04-25 16:13:47

Twisted
Replies: 12

I know that this topic is talked about all the time, but I truly believe that this has historically been one of the biggest issues with the game. I've been playing with property fences almost exclusively since they came out, claiming land near the town for my family and trying to make it self-sustaining, but so much room gets taken up by random items that it can be a bit of a pain. Especially if you have a big family and everyone places stuff in a different location.

Stacking has helped a ton (remember when you couldn't stack butt logs and iron?), and I think that more items should be stackable, but I also think that stacking shouldn't be the final solution for storing things. Stacks are fairly primitive and not easily transferable, and I think that adding new storage tech could make for interesting gameplay. After all, if you're a carrot trader people are more likely to trade with you if you can give them twenty carrots at a time, instead of only one.

I really like the way seed bowls work. A simple bowl can be turned into an easily tradeable and moveable storage item just by adding a seed into it. Once you see a corn seed bowl you might try doing the same with milkweed seeds, and you'll quickly realize that it works and bowls can contain multiple seeds iof the same type. I think this could easily be applied to other items as well.

Recently there has been a lot of talk about wheat clutter. If you were to make a wheat farm today one of the biggest problem is the sheer amount of space all the tiny objects take up. What if there was a sack item that worked the same as the seed bowls - it could carry ten or twenty wheat piles in one, allowing for easy trading and transportation. The same sack could also work for fruit and vegetables, so you could turn that empty sack into a sack of potatoes or a sack of carrots just by putting one of its respective items inside.

A glass jar could function similarly, and it would also give sand another use. It could be used to store oil, sugar, vinegar, and the like.

A table could be an immobile storage item that can contain six items (more than the multi-purpose box), but only food items of food items on a plate.

A bit unrelated, but dung could be stored in dung piles or in buckets.

Having dedicated storage items like these, storage items that have more storage slots than the default options (basket, box) but only accept a specific subclass of items would make towns more interesting in my mind.

Does anyone have any thoughts on this or maybe some other ideas about storage?

#323 Re: Main Forum » Jason might as well go quiet again » 2019-04-25 11:30:49

Spoonwood wrote:
jasonrohrer wrote:

  Same when I fixed the desert boundary exploit.  Oh god, game is ruined!  This isn't the game we love to play.  But clearly, a few months later, the game is way better now than it was back then.

No, it is NOT better Jason.



It is ten times better. The only bad thing about that update is that it didn't come six months earlier.

#324 Re: Main Forum » Iron Change Suggestion (for the, like, 500th time?) » 2019-04-25 09:55:43

When Jason first started adding Newcomen parts to the github, I googled what a Newcomen engine was and saw that they were mostly used for pumping out water from mines, which lead me to believe that they would be a mine upgrade. I still think that could be kind of cool.

#325 Re: Main Forum » HOW I STOPPED TWISTED FROM STREAMING! » 2019-04-22 13:26:40

Toxic wrote:

One stream I stream sniped him and broke his yum chain, this pissed him of QUITE A LOT so he decided to stab me.

No, I stabbed you because you were griefing the town and trying to kill everyone in it.

Toxic wrote:

Using this method I got him sent to donkey town quite a lot.

Twice, once for ten minutes and once for an hour.

Toxic wrote:

On the last stream he said he was feeling sick and stopped the stream before his life was even done.

That wasn't the last stream. I stopped streaming that day because, imagine this, I was sick! I also streamed several times after that.

Toxic wrote:

This is not only to say that I stopped his streams,

You didn't stop my streams lol. I do YouTube/Twitch in my free time. I've had several big projects at work recently, which means I've had to work long hours, which of course gives me less time to dedicate to my hobby.

Toxic wrote:

it’s also and indicator that the curse and donkey town system needs to be fixed.


The system is fine in 99.99% of scenarios. The only instance where it can be abused is when trolls like you decides to harass people who show their name publicly, which means the problem affects streamers almost exclusively.

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