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#676 Re: Main Forum » Regional Diversity - Hot Tribes and Cold Tribes » 2019-11-17 08:36:01

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Tarr wrote:

It also leads to Eves killing themselves if they pop out the wrong color too if they're serious about giving their kids the best possible chance at life.

Oh look, called that one months ago :^)

#677 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-15 02:08:03

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DestinyCall wrote:
MapleSugar wrote:

Need more car capacity.
Trader needs to go long distance for trade.

Plane would be better than car for long distance trade routes.   

But yes, more capacity is needed for both.

...

We are sorely in need of a Planes/Trains/Automobiles update so we don't just use upgraded horse cart forever.   And yes, we do have "trains" or at least we do have train tracks ....

But there's not room! Look how cramped that poor car looks! Everyone knows an installed engine takes up five slots vs a horse cart being allowed to tangle/stack/whatever up to eight...

p7Gf8j4.png

sad You gotta make sure there's room!

#678 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 20:48:51

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Kaveh wrote:
jasonrohrer wrote:

I don't think tame horses obey biome boundaries

I'm 99% sure they do cuz that's how I always use my horse and the only other explanation is me getting EXTREMELY lucky every time with the horse just choosing not to run out of the biome I parked it in

They 100% obey biome boundaries. No offense to Jason but his game mechanic knowledge can be a little spotty due to all the things in game. You can park loose horses tamed or not on single tiles to park them.

#679 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 20:45:50

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Kinrany wrote:

Can you build roads in a specialist biome as a non-specialist?

Nope you need to be the correct color to build in the specialty biome but why would you be building in there anyways? You can't live in a desert/jungle/arctic and 99% of the time you can't live in the badlands next to them. I suppose the only thing you do build is the oil rig or maybe a fishing hut but even so that's only in the arctic so neither of the other two biomes require buildings what so ever.

#680 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 20:20:54

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DestinyCall wrote:
DiscardedSlinky wrote:

We accidentally auto walk in 1 tile of desert and our horse goes running into it with us having no way to grab it. We just have to wait and wait for it to go out of it.

Don't bother waiting.   Your horse is never coming out.   

Horses are biome-locked.   :-)

Then we need bear taming. Bears are brave and will follow you out of silly desert. Bear comes with cart and only asks for first born as payment.

Bears taming and riding is clearly next weeks update to fix this.

StrongForce wrote:

Wild ones yes, but are tamed ones too?

Yes, tamed horses are biome locked. If you ever have a tile that's different from all the others in an area you can park them on it and it won't run.

#681 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 19:33:42

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Dodge wrote:

So being on a horse "drops" it?

Well yeah you're holding a horse aren't you.

Sneeze so hard you fly out of your still moving car!

#682 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 19:11:58

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jasonrohrer wrote:

People only do something "for pleasure" in a game once.  After they've done it, they're done with.  Then they get back to playing the game, whatever that is.  When was the last time you saw a dachshund or chihuahua dog in the game?  They are very cute!  Certainly they bring players "pleasure."  But you never see them in the game, because there is no "point" to them.  Which means, essentially, "they are not necessary or helpful for survival," survival being the core challenge of the game.

As Twisted and others have pointed out you don't see dogs because they're a novelty at best and a detriment to the town at worst. Having one breed of dog that is a ticking time bomb (pitbulls don't age like other dogs and will only get old after becoming mean which WILL happen either through time or abuse.) Since no dogs have use besides the wolf puppy the only one worth breeding are the wolves for hats and even that isn't good enough to be a staple of towns.

Things either need to be good or fun to the players for players to do it. It doesn't make sense to expect people to do content that they deem bad/useless. Dyeing clothing is fun hence why you see players do this with the loom clothing as it allows players to express themselves further by making sure they stick out. Hunting turkeys is good (and maybe fun) which leads to turkey broth and turkeys still being prepared even after nearly a year of the update being out. Fishing/Shrimping is fun for people but is generally bad for effort put in to produce food. Players will actively choose to do unproductive or less productive activities if they generally enjoy them.

Making pork tacos is both unfun and bad due to how many steps it takes which feels unrewarding for effort put into making them. Dogs are potentially fun but are very very bad which leads to people not breeding dogs or threatening people who breed them. Rail carts are bad due to the constraints which leads to people not using them.

Basically asking why peoples won't play with broken/useless content is silly. Things don't have to be good to be done by players but its just plain silly to expect to see stuff like dogs be done in game as a normal activity. On a brighter note You Are Hope ended up making dogs useful and I bet they'll actually be seeing dogs in game unlike us.

#683 Re: Main Forum » You are NOT encouraging trade » 2019-11-14 04:13:53

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Jason is a goober. More at 11.

The only time I've ever traded anything it was curse tokens for in game materials (iron, gold crowns, clothing, etc.) These changes don't encourage trade so much as they encourage everyone just joining in on one to two towns.

#684 Re: Main Forum » by the village for the village » 2019-11-14 04:05:17

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This is the difference between thinking short term and long term as you absolutely need oil long term as otherwise you run out of water but hoes have skewers/stone hoes/steel hoes to work with.

Your two cents might as well be monopoly money.

#685 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 01:22:46

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jasonrohrer wrote:

Why would those jungle-folks want to trade with you and not just kill you out of fear?

Because they need stuff form you too.  They're blocked from making rubber without your sulfur.  And later on, they're blocked from running pumps without someone else's oil.  Throw in some colored clothes and a horse, and they'll be eager to give you some buckets of latex.  Or trade the colored clothes for seal coats and then trade those with the jungle folks.

So a stranger coming to town is a welcome sight.  Yes, we found each other.

These are hypothetical scenarios, yes, but at least we could imagine such a thing happening.  At least that route of a "multi-stop trade" is a viable route forward now.

Before, you would walk in with seal coats and find everyone in that village already wearing them, and you wouldn't really want anything from them anyway.  Latex?  You already have plenty of that.  So trading was just pretend.

When has it ever been appropriate to kill a stranger on sight? The only time one person has been dangerous is when the sword was absolutely broken and you made it that way on purpose. Otherwise there has never been a point in game where you see a single different colored person and think "Well she's going to kill us all." One person is not a threat to a city unless everyone is incompetent especially with all the pvp changes. A pest? Maybe if they decide to be annoying but a threat? Not at all.

It's better for us all to get along and just be a big melding pot of all the races rather than for us to self-segregate ourselves in single race cities with no interaction with others. All you're doing is forcing people to basically need outsiders living with each other (which isn't all bad) but you're not solving the issue of us needing to trade.


This is going to end up like tool slots. A good idea on paper but integrated into the game poorly. People told you this was a bad idea in the past for the same reason they're telling you it one now; because this is a bad idea. I'm grateful that you're explaining why you're trying it but you're forcing a circle peg through a square hole.

#686 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 00:33:09

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DestinyCall wrote:
Gomez wrote:

I like i Pie gobbling is convenient and any bebe who grab pie gets scolded by this eve tbh and even tk'ed.

Wait ... you would kill a child for eating a meat pie?   Pie is a highly efficient food.   What would you rather have the kid eat?

Read their other posts they're just a troll who hasn't invested anything in learning the game. Silly silly.

#687 Re: Main Forum » Coming Soon: Family Specialization » 2019-11-14 00:31:58

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This is silly Jason.

What you propose happens: Players of different races stay segregated in their own communities only interacting whenever another race needs something from them or they need something from another race.

Reality of what will happen: Players will just send people of different skin tones to different towns to help get around people of one race only being able to interact with special biome items.

You will make every town be REQUIRED to all be a big hodge podge of different races to function. Every town will require three different families at the very least and will be better if each race is represented in each town. People are either going to start trying to steal shit from each other or proceed to congeal into one city/mixed cities.

Hell, if you're a white Eve you might as well instantly suicide since your children have no value what so ever and you're just taking up an Eve slot while being useless. White Eves are the new male LOL.

#688 Re: Main Forum » Coming soon: Character skills (tools) » 2019-11-13 20:01:28

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Legit question because I ran into this problem specifically today and didn't want to make a thread about it:

Why are tongs a tool instead of kiln + forge just being different tools (you can use a forge with tongs but can't use a kiln with tongs unless you learn the kiln skill too.) Separating them out makes more since instead of having tongs be a semi-useless skill on its own. Basically instead of breaking up pottery and smithing via having to learn tongs (you need tongs for both) why not allow pottery be one tool (kiln) and just make blacksmithing it's own separate thing (forge.)

That has to be the most annoying tool thing I've ran into besides things not working as correctly.

#689 Re: Main Forum » Why always woman? » 2019-11-13 14:30:23

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It's due to if a family has <6 fertile females then all children are spawned as women. This is to allow more stability for families as men have zero chance what so ever to help continue a lineage and are always dead ends. Depending on when you play it's very possible player population is too low to have men even spawn.

#690 Re: Main Forum » Delay when tearing things down » 2019-11-13 03:57:01

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Legs wrote:

Isn't it pretty trivial to put stone walls back up? I understand that it's a chore to fix but the stone is still there in the same spot. Just lay stakes and set it back up. Killing all the sheep is much more harmful. I had a whole town just give up and die today because some 10 year old kid slaughtered all the sheep. The mutton you get already multiplies your investment of some berries and a carrot even if it doesn't go into a pie. You get poop for compost and fleece for clothing too. It's arguably the most important thing to a town next to the well and you can't really grief a well. At least not with the effortless ease of clicking on a few sheep.

Might help make shepherd a proper job in this tool slot update, and restore the meta of leaving a sheep unsheared to improve efficiency

It's mostly an annoyance because of the ease of smashing a pickax worth of walls down took all of two seconds. Buildings are already basically decorations so you might as well make it so they're harder to trash. One pickax per wall was way too costly and walls being free to smack down just encourages some asshat to quickly remove all the stones. At least now if someone wants to destroy something it has a cost to do so rather than just being pickax usage.

If people are griefing your sheep either put sheep in a secondary pen elsewhere or lock them up. Most of the time you can just sit behind a maple and zoom out while griefers will run up and knife the sheep carelessly. Curse > stab > gg ez.

#691 Re: Main Forum » What happened to danger in this game? » 2019-11-13 02:37:23

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jcwilk wrote:

So why have pvp at all then? Why not just remove it rather than leaving it there to be the main/only way that established families can end via some disappointing monkeys clawing at each other process, as you put it. If people can arbitrarily kill each other then there should be very fleshed out mechanisms around doing so in order to balance it, which seems appropriate given that violence is how power struggles work in those times. If that's not desired then we should stop pretending like the system works and pvp should be removed

First off PVP should be fleshed out back into something skill intensive instead of the lobotomized version we have now. Back in my day the player who knew what they were doing won almost all the time but this of course meant entry into learning to do combat had high entry. Unless you knew the whole song and dance you were either the victim (like you are now with random attacks) or you put your foot down on meager trolls. Regardless of how anyone feels pvp should be it shouldn't be in the state it is right now.


Pvp is basically required in this game as otherwise you have no way to deal with someone who is causing trouble. Cursing only works after the person dies and unless you have a means to disable/kill then they'd proceed to continue causing harm. A good example of this right now is something like stone wall smashing (previous to them now having hungry work) You can't stop these people from destroying walls due to the ease of clicking down 10 walls then running. Unless you had an organized group waiting by the wall to attack the idiot he just gets to keep picking the walls as you're too slow to ever attack them solo.

Basically you need a way to deal with people who are purposely sabotaging things (destroying buildings as an example) or by accidentally sabotaging things (people who won't stop planting giant berry fields). If we didn't have PVP we'd need moderation and Jason + moderation go together about as well as a grease fire and water. Jason would have to moderate (which he doesn't want to do either way) to deal with people fucking up the server. The only time he's threatened anyone with a perma ban is for messing with the games cameras and not the people who purposely abused stuff like the butter knife to kill 50+ people in a day.

#692 Re: Main Forum » What happened to danger in this game? » 2019-11-13 02:12:38

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Gogo wrote:

In rift we had many griefers and killing, like... constantly. And problems with resources. It was too much. But now everybody lives happily, help each other. Sorry, but game gets more boring because of that. I lived like 10 lives and they were the same, I helped build town, almost nothing happens, not many difficulties.

No danger - no fun. And how you guys feel about it?

What is the present purpose of this game? Having kids and stay alive is super easy, towns are safe. Expanding them more and more? Set up colonies?

This game hasn't always been stabby stabby shift click murder simulator. Sure we've always had issues with trolls in the community but it wasn't until the sword was introduced did the dynamic switch from pve (more of what it is right now) to all the griefing murder shenanigans like the rift. To put in perspective how bad the original sword is you have the Michael Punch video which is the sword at maximum power (no click cooldown meaning four clicks and you instantly died)

https://www.youtube.com/watch?time_cont … e=emb_logo

And then you have my own video where the sword got a 10 second cooldown in between stabs but no slowdown.

https://www.youtube.com/watch?v=WTOOas0JH6g

To make the issue worse Eves spawned 40 tiles from villages which meant they would (and they would) spawn next to a city by forcing an Eve spawn, pick up a sword, then raze as much of the village as they could in one go. "Build fences like Jason wants!!11!!!1" and you know what happened? Eves blocked your gates or some idiot let them in anyways and boom. Uncursable mass genocide on demand by players who were either making a point or trying to ruin some fun.

These weren't good times and they certainly weren't fun times. You couldn't defend your family from these hit and run tactics and if someone skilled rolled up to shit on your day then your lineage got a steamer.


I have no idea why you'd find pvp or anything like that exciting in the current game as it's basically been completely neutered. Watch in the second video where people are tricked into walking around trees in order to bait them to certain tiles (this is back when combat required you to click someone and wasn't auto-aim all the time.) There's depth, and the dance rewards those who know the moves. Now combat is just a bunch of monkeys crawling at each other.

If pvp is going to be a dumbed down version of itself it shouldn't be in the forefront (this isn't a pvp game anyways) and it certainly shouldn't be what people expect from "a multiplayer game of parenting and civilization building"

#693 Re: Main Forum » Posse targeting range & kill action » 2019-11-12 09:22:28

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Related thread: https://onehouronelife.com/forums/viewtopic.php?id=7906

Kill command range for bow is 7 tiles away from the target which looks like this in normal zoom
272OFNL.jpg

And like this when you actually zoom out showing how far you can actually input from:
ZC46cda.jpg

When attacking someone with a bow you have 42 tiles to click around a player to issue a kill command demonstrated here (this is just tiles you click around the player vs maximum range of issuing command)
m1lpce5.jpg

Because the range is so far on a bow it's possible for someone to walk in off screen and appear nude due to loading which is classically seen by seeing babies poof into adult or what looks like speed hackers but really are just people riding horses from off screen.

#694 Re: Main Forum » Delay when tearing things down » 2019-11-12 07:40:50

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Thaulos wrote:

Or just add a sound to it so people know what is going on.

Off screen notifications?

Don't be a goof ball. Even if you had a ! you can't react to someone ripping down a pickax worth of walls at all in the current game due to how killing works and what not. Even if you were right next to the guy he'd just instantly run away and you'd be left picking up the pieces.

Hungry work for smashing stone walls is clearly the easiest answer as it completely slows down have fast someone can clear a building. Sure, it makes fixing mistakes more annoying but most of the time people are smashing shit they shouldn't be instead of using the mechanic properly.

#695 Re: Main Forum » Picking an Impossible Lock » 2019-11-12 06:24:03

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JackTreehorn wrote:

also only lock chests as you cannot remove the lock from signs.

You remove locks on signs by using a normal key on them instead of filing the key and using the lock removal key on it. I know it makes no sense but that's how it works.

#696 Re: Main Forum » We need a visual to see tools we learned and slots remaining » 2019-11-10 05:40:12

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I mean the tools need to be fixed to actually be learned so people can truly see how painful skill slots are. Also they need to either be streamlined so you know when you're getting a tool slot such as:

0 memescore - 1 pity slot
15 meme score- 2 slots (1 pity, 1 earned)
30 meme score - 3 slots (1 pity, 2 earned)
45 meme score - 4 slots (1 pity, 3 earned)
50 meme score - 5 slots (1 pity, 4 earned.)

In the current game anything <30 meme score is just a pity slot and at that point you have no real reason to be mindful for children unless you're getting close to reaching the next tier slot (which lasts up until the 40's or so.) Basically if you're sitting in the middle of a threshold you have no real urgency to get to the next one as it takes a while to get there.

Other suggestion is to split it between meme score and age.

Age 13 - First slot
Age 23 - Second slot
Age 33 - Third slot
Age 43 - Fourth slot

Then have meme score add anywhere between 2-4 more slots or something following the previous ideas break down.

Unless Jason is going to break down things into categories there's no reason one use items should be tools (looking at you lasso, newcomen drill, fishing rod, net, flint tipped bow drill.)

#697 Re: News » Update: Boundless World » 2019-11-09 21:17:45

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Saolin wrote:

Am I reading correctly that we get 100+ bonus food capacity once reaching maximum food capacity?

You can't reach that until he introduces feasts (aka really big food) or yum since the highest possible overeat currently is 19 (fish or full combination pie)

#698 Re: Main Forum » Brainstorming Ideas - Home improvements » 2019-11-08 21:13:03

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I always put my homes around ice holes then decorate the outside with flowers/milkweed. Inside has boxes, nondecaying clothes, and a few basic tools for fire starting and such.

I'd love to have some cosmetic stuff like chairs, or tables that functioned like boxes (items laying horizontal instead of vertically) and maybe something like a baby bed/crib that way you can keep baby warm without making a fire inside.

#699 Re: Main Forum » so we're fighing over limited resources in this game.... » 2019-11-08 09:47:17

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MrShuriken wrote:

I'm a griefer for stopping people from doing Apoc and 1000 years?
Clearly

Kek. Play dumb all you want. You didn't earn a spot on the community troll list for being a gud boi.

#700 Re: Main Forum » so we're fighing over limited resources in this game.... » 2019-11-08 08:43:31

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MrShuriken wrote:
fug wrote:

Being this dumb. ISHYGDDT.
The new system is much better and if you find yourself landing in DT you should reevaluate how you're playing instead of blaming the system.

Bull shit
You are cursed by noobs for playing the game and stopping Arc griefers
I legit killed some kids doing Apoc at year 1000, got cursed out and couldn't play for an hour
Cursing system is stupid, people are not using them wisely and doing the good thing goes unrewarded

QQ, a griefer is crying about the system working.

I'm sure you were a real good boy who dindu nuffin. Probably shouldn't go around griefing when curses last a week as otherwise those random curses wouldn't have made any sort of difference but keep doing you man.

Dindu's gonna dindu.

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