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#376 Re: Main Forum » How to guide: domesicating animals » 2019-01-12 20:31:37

I'd like to restate and repeat a few of pein's points, because they deserve being hammered home into every newbie's brains and should be included in any guide about domesticating sheep and/or making compost:

1. Don't shear the last sheep. That stops lamb production, which stops dung production, which stops compost production, which kills towns. If the last sheep gets sheared, feeding it will restore the wool and rescue the compost cycle, but doing this wastes resources and - more importantly - it costs time. It's much better to not shear the last sheep in the first place.

2. Don't kill the domestic mouflon. Leaving it alive is cheap insurance against someone accidentally shearing the last sheep.

3. Don't move dung out of the pen. Leave it in the pen until you have a wet compost pile ready to receive it, then take it directly from the pen to the compost pile. Picking it up and putting it on the ground outside the pen doubles the shovel use, which makes the shovel break twice as quickly.

4. Don't thresh the wheat and place the straw for compost until after you have a bowl of mashed berries and carrot ready to place on the straw. Straw decays after being separated from the threshed wheat. If you get delayed, you may end up wasting the straw before you have a chance to turn it into compost. Straw is very valuable; it makes baskets, adobe, and compost. Don't let it get wasted.

I'd also add a few more:

5. Keep some dung on hand in the pen, but not too much. Check to see if there is dung in the pen before you start a compost pile, and if not, make a bowl of lamb food and feed a lamb first. If the pen has a lot of dung already, don't feed any more lambs until it gets used up making compost. Too little dung means you'll waste time waiting to make it; too much means the pen gets overcrowded.

6. Consider keeping more than just one sheep unshorn, but not too many. Having multiple unshorn sheep (plus the mouflon) means lambs get made faster, which means less waiting to make dung. But too many means the pen gets overcrowded.

7. When in doubt, let the shepherd decide how many sheep to keep unshorn and how much dung to keep in the pen. The shepherd is the one doing the work to shear, kill, and butcher the sheep and to keep the pen cleared of fleece, sheep, mutton, and bones. Let him decide when the pen is about to get too crowded to work.

#377 Re: Main Forum » Philosophy on finite resources » 2019-01-12 19:34:36

That's because there's no reason to gather more than that at one time. So people don't.

Resource value is always local, localized in space and in time. If there are 20 iron stockpiled (i.e. here and now) then bringing one more here and now is low-value. If there are only two stockpiled, then getting one more here and now - or many more - is extremely high-value.

#378 Re: Main Forum » How to guide: domesicating animals » 2019-01-12 19:14:53

Great guide! I would add the following:

Whatever other animals you raise, for gods sake do it someplace other than the sheep pen. Go make your own pen if you want cows and geese.

The sheep pen is probably undersized and overcrowded already, because most of them are. Putting anything in the pen that isn't a sheep (even tools!) is a crime.

When someone puts a goose egg in a pen I'm maintaining, I shovel that piece of poop out into a compost pile immediately. And if the egg has already hatched, I pick up the goose and carry it to a small biome far away, where it won't wander around the town and won't crowd the pen. If the goosemaker cares that much they can go fetch their own goose from wherever I put it.

#379 Re: Main Forum » Philosophy on finite resources » 2019-01-12 18:30:16

All of this tech is there to be pursued for its own sake, period. It's not efficient. It doesn't need to be.

In the real world, all of this tech is extraordinarily efficient. Technology (and its associated social processes) is the most productive act of creation since the Big Bang and I mean that literally. But that's in the real world. OHOL bears no more similarity to the real world than a stick figure does to a human being. And that's by design, and it's fine. It's a game.

Games have goals, and the goal of OHOL (one of them) is to build these things that Jason has given us the means to build. Why? Just because, that's all.

#380 Re: Main Forum » Ideas for Radio Communication (Spoilers) » 2019-01-12 16:37:02

Do you have any ideas of how to use this new tech?

SEND NUDES

#381 Main Forum » Berry Road » 2019-01-12 07:54:34

CrazyEddie
Replies: 1

PFU6ZSB.jpg

I was born into a town that had a stupidly oversized berry farm with no gaps or borders. So I decided I would spend my entire life there doing nothing more than doubling down on the folly the town had already chosen. I made it about half again as large as it had been, and then right near the end of my life someone pushed it out even farther than you see here. That one board floor you see there was one person's fruitless attempt to stop the madness, but the berry road kept right on rolling.

If you get born into this town, please please please keep extending these six rows of berries out towards the west (away from town! into the vast open space!).

Yes, it's a monumental waste of soil and water to plant so many more berries than are actually needed. But don't you see? It's a monumental waste because it's a monument! It's a testament to the productive capacity of the town and the aspirations of the townfolk, just as much as making crowns or bell towers or cars! It's the devotion of insane amounts of resources and labor to a cause just because we can, creating a spectacle that makes people drop their jaws in disbelief.

DO IT! Make the Berry Road a reality!

#382 Re: Main Forum » Graves, why not make it meta? » 2019-01-12 04:32:02

Why didn't grave pens take off, instead of oven bases and tower bases? Seems like they'd be a hell of a lot faster and easier, and only cost a little more iron.

Too easy to accidentally break them?

#383 Re: Main Forum » This week's update will come out tomorrow » 2019-01-11 18:39:27

I don't have a problem at all with the dramatic and ahistorical leaps in technology and the patchwork combinations of technology from many different eras.

The art style is cartoony. Everything is highly abstracted. The technology tree exists for the purposes of gameplay, not simulation. Jason is using concepts drawn from the real world (e.g. a dramatically simplified but essentially accurate representation of making steel in a primitive environment) but is not trying to model the real world.

I think the aesthetic works fine for what the game is trying to do.

#384 Re: Main Forum » On twins (again) » 2019-01-11 18:17:03

I had twins yesterday. I told them that twins have a bad rap, that there are too many twins who f* around and ruin towns. They said WE WONT. I said they need to behave or the town will kill them; someone else standing nearby said she'd be watching. They said WE WILL BEHAVE.

So I raised them, showed them the town, gave them some suggestions on how to help out. I think they were new-ish, with some but not a lot of experience.

And you know what? They helped out, worked hard, and nobody caused any problems. The town did really well.

#385 Re: Main Forum » Signpost system » 2019-01-10 19:40:05

I think people would figure it out, but for maximum obviousness you can use six flat rocks:

O O O O O
O O X O O
O O X O O
O O X O O
O O O O O
O X O X O
O O X O O
O O O O O

O O O O O O O
O O O O X X O
O O O O O X O
O O O X O O O
O O X O O O O
O X O O O O O
O O O O O O O

Harder to find that much clear space, though. I mean, it doesn't have to be perfectly clear, but you don't want a lot of stuff around it or it will detract from the arrow-ness of it.

IMHO.

#386 Re: Main Forum » Tips » 2019-01-10 19:07:08

BlueDiamondAvatar wrote:

You can use a skewer from a sapling as a hoe.  This is a great early eve camp shortcut that not enough people are aware of.

Take a basket and gather three skewers at once. You'll need them. They're a great value but they get used up quickly.

#387 Re: Main Forum » Signpost system » 2019-01-10 18:47:50

Keep it simple. From time to time when you are far from home - assuming you have a home worth leading someone to someday - plunk down three roads. Make a simple arrow pointing in the same direction your home-marker arrow is pointing. Like this:

Northeast:

O O O O
O X X O
O O X O
O O O O

South:

O O O O O
O X O X O
O O X O O
O O O O O

You can do this naked in the middle of nowhere with zero prep, anytime. Sharp rock, tree branch -> stakes, round rock, three flat stones.

#388 Re: Main Forum » Building, Well Buildings... » 2019-01-10 18:24:50

So, besides aesthetics (which is totally a sufficient reason in and of itself) what's the utilitarian purpose to making buildings?

I like to have floors to designate specific areas as dedicated to specific functions, which helps reduce clutter and encourages people to spread out. But I'm not sure what benefit walls and doors provide.

#389 Re: Main Forum » Tips » 2019-01-10 00:41:43

Most things can be picked up either with right-click or left-click, but some things give you different results between the two. For example: left-click on a rabbit skeleton picks it up, right-click picks it up but leaves behind a bone.

#390 Re: Main Forum » Kiting/Luring a Bear » 2019-01-10 00:23:09

Fed bears standing still has got to be unintended, a bug. No other animal stops moving without a transition. I'm guessing Jason missed the transition from Grizzly Bear (last move) -> Hungry Grizzly Bear.

Did you know dying bears still bite (three arrows in) and don't have a transition for biting people in this state? This leads to invisible wounds should the bear snipe you.

Surely a bug as well. Shot Grizzly Bear 3 and Dying Shot Grizzly Bear 3 need the wounding-people transition. Or, I suppose, remove the Deadly tag, but probably they should still be dangerous until they're actually dead.

I'll put a bug in on github.

Edit: Added Issue #137 for the invisible wounds. ryanb alread opened Issue #77 for the bear that stops moving.

#392 Re: Main Forum » Kiting/Luring a Bear » 2019-01-09 18:57:20

Onetech implies that you can feed a hungry grizzly bear a raw mutton and it will become non-hungry, at which point instead of chasing it moves randomly.

AND after being fed it has a limited number of moves... but there's no transition defined for when the moves are exhausted. Does that mean 90 seconds after being fed it stops moving? Or does it become hungry again, and onetech is just missing the data?

https://onetech.info/628-Grizzly-Bear

#394 Re: Main Forum » Favorite OHOL Character? » 2019-01-09 18:05:38

Aurora Aurora wrote:

OoOoOooOoOOoo

wild squash plant

#395 Re: Main Forum » Teo plays OHOL » 2019-01-09 07:10:01

I would have cursed you for that, even knowing the entire situation.

Let people fuck up.

Let people play.

#396 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 14:24:30

I think the top spot is Joriom, who apparently ran a bot. But maybe he's stopped playing since then? There were some threads about that.

#397 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 14:23:26

betame wrote:

Theres also this thread, which found murder was 4.2% of the causes of death. Dated between curses and donkey town implementation.

Great find, thanks!

#398 Re: Main Forum » Teo plays OHOL » 2019-01-08 13:29:50

pein wrote:

laughed so hard, man he deserved a stab but was funny

Suboptimal players enjoying themselves in their first few games must not be tolerated

#400 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 00:17:50

BlueDiamondAvatar wrote:

You know, I assumed you wouldn't be able to get player specific info from the life data... but if you can.... Can you graph how many murders a player has committed?  Or the average murder committed per hour played?  That's what I really want to know. 

I really think there are a few players out there ruining this for the rest of us.

Jason posted some numbers along those lines a loooong time back, I think, and it was something like a very few people committed a very large proportion of the murders. Would be interesting to see up-to-date numbers. Maybe a plot of murder frequency (# murders / # players) over time?

I feel like there's a wealth of valuable information just waiting to be mined from the life and death logs, for as basic as that data seems at first. Cluster analysis to identify towns, plot their locations, determine their longevity, determine their eve-repopulation rate, graph that rate over time, correlate to events like the steam release and the spiral reduction and the respawn fixes...

I'm impressed and thankful any time thundersen squeezes the data harder.

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