One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1001 Re: Main Forum » Help with wordsmithing » 2019-02-28 00:54:35

jasonrohrer wrote:

Can you help me make this more concise?

"Unofficial adaptation of Jason Rohrer's original PC game, made without Jason's approval or involvement, and running on separate servers. Jason placed the original game in the public domain, which is why such unofficial adaptations are possible."


The audience for the statement is some random mobile game player who might not even know what "public domain" means, who is currently confused about the nature of the mobile port that they are playing, and who is potentially emailing me for tech support (or to complain about design decisions that are not mine).


(As an analogy, imagine you just published a version of Alice In Wonderland with a new chapter at the end....)


I feel like the one I have above is a bit too long....  I realized that when I tried to tweet it today, and it barely fit in a tweet.

If it's too long, people won't read it....

"Unofficial adaptation of Jason Rohrer's original PC game."

#1002 Re: Main Forum » Remember me? » 2019-02-26 16:29:40

Draw more pictures.

If you're drawing for another game community, share the links.

You're a good artist.

#1003 Re: Main Forum » Current temp/hunger measurements » 2019-02-26 16:17:19

How about adding a Body Fat meter to Food and Temp?

Keeping Food Meter at 50% or greater could add to Fat Meter over time, if Temp Meter is 0.25 to 0.75.

Also, a Metabolism Meter could be used. The more someone moves the higher the metabolism gets, and metabolism burns food and fat simultaneously.

Also, the Metabolism Meter could impact the temp meter, say , if a person moves more, their temp goes up, and when they stand still, metabolism drops and temp gain from burned fat and food drops.

Oh real life, why can't you be as simple as Link's three hearts?

I'd love to see you try and incorporate fat and metabolism into the game though.

--

About three years ago I went on a hunger strike while in jail and didn't eat anything for 42 days. When they incarcerated me I weighed 240 pounds, when I was released I weighed 198. Every time I have not eaten for more than a week (which has been almost a dozen times in my entire life) living on a cup of tap water a day, I have lost almost exactly a pound a day.
10 days, 10 pounds
14 days, 15 pounds
21 days, 20 pounds
23 days, 24 pounds
28 days, 29 pounds
31 days, 32 pounds
42 days, 43 pounds

Those are just some of the times and weights I remember losing, and it didn't matter if I spent most of the time laying in solitary confinement, sleeping almost 18 hours a day, or if I was working out with other inmates on a daily basis. Every time I checked in with the nurse, number of days incarcerated = number of pounds lost, give or take 1 pound.

On the one hand, you could say we already go much, much longer than a human being could go without eating, when one second of real time equals about 6 days of OHOL time. 6 minutes, thats 360 seconds ~ 2160 days, that's almost 6 years of not eating before you die.

I used to joke with the people in the cell, when asked how long it was possible to go without eating. I'd remind them that I lost 1 pound every day, so, if I weighed 190 pounds when they asked, I'd say at most, 190 days, before nothing would be left. But 2160 days without eating, it scares even me to try and fathom doing that while still being conscious and not cryogenically frozen, or in some sci-fi stasis chamber. No, I could imagine slowing my metabolism down and maybe, only losing 0.5, or, at best 0.1 pounds per day, but almost all that weight I was losing was carbon going out with the oxygen I'd breathed in. All that waste carbon from the protein, fat and sugars breaking down, circulating out of my system through my lungs.

Yeah, I'd love a survival game that took body weight and metabolism into account, on top of the usual health, hunger and temperature. People should know just how amazing their bodies really are, while we sit on them playing games and watching videos.

So much potential.

#1004 Main Forum » Fed lambs eat ropes. » 2019-02-26 15:24:16

Morti
Replies: 5

Yeah, either this bug gets fixed or we just don't feed lambs before trying to move them with ropes.
Not that it's a big bug, but, it's something you should know.
Also, I have not attempted to reproduce the bug, so, it's possible there were other factors, such as the lamb being released with stone block pen walls to the north of him. Maybe it was a timing thing? I roped him about 5 seconds after I fed him and released him about 15 seconds after that. For a split second the rope appeared beneath him, then it was gone.

#1005 Re: Main Forum » TFW » 2019-02-26 14:59:47

Bob 101 wrote:
Morti wrote:

You've spent the day RUNNING from established towns, and the nurseries


Use /die fuckwit.

I clean up messes, I don't make them.
I'm not out to put any burdens on people.

The average town, no matter it's size, has on average less than 5% of the tiles within it free for working.

So if a town is 20*20, that means there are less than 20 free tiles within it,
30*30, maybe 45,
40*40, maybe 80 free tiles,
and chances are the nursery is located somewhere near the center.

Using /die under those circumstances is a burden to the people working to keep those spaces free.

Not only is it going to wind up wasting someones time to haul your corpse away, but they won't haul them anywhere near as far as I can run, so the graveyard builds up close to the edge of town where any new player with a shovel can burn half an iron unnecessarily burying the dead, if they don't wind up doing that closer to the nursery the moment they see a corpse and recall where they saw the shovel.

No one wants graves scattered throughout town, no one wants to move them, and no one wants to dig them back up just to relocate them, so it's best that kids who do not intend to stay in a town, die as far away from it as they can get.

--

Just because I'm not staying somewhere, doesn't mean I don't care about the people working there.

I've lived hundreds of lives with most of you, and I'll live thousands more.

It's not the game I care for, it's you;
each, and every, one, of you.

#1006 Main Forum » TFW » 2019-02-19 19:41:12

Morti
Replies: 3

You've spent the day running from established towns, and the nurseries, just to be reborn to help Eves and young civilizations, and while running from a large town to die in seclusion, you pass by landmarks of an area you remember working, with an Eve, many lives ago.

#1007 Main Forum » I have to apologize for running. » 2019-02-18 18:32:41

Morti
Replies: 1

Jason has fucked the game up so much for Eves that I am compelled to help them today.

So, I will be running from all mothers who are not Eves or who exist in towns with what I will deem sufficient infrastructure to support a growing family. This may be if I see a farm, or iron tools, but certainly if I see a building, I will be running.

I am sorry.

Already today I have run from dozens of mothers, and every time I do, my heart sinks deeper into my stomach. This is very unusual behavior for me, and it is not easy. Please try to understand though, those people who are willing to brave the hardships of a fresh start under these conditions need people with the knowledge to survive under such conditions.

Fuck you Jason. You are not getting the chance you asked me for, nor is this change, but they are; those of you willing to brave new life under these ridiculous changes.

I realize now how wrong I was before. I used to say I wanted large towns, and for those of you that want them, I want them for you, but I don't want them for me. My PC is too old to handle living in them, and nothing Jason does is going to change that. He will make it worse, with everything he adds to the game. So, from time to time I may admire your large cities with all the latest tech, but if I am to be useful to a large family, it is going to have to be on the fringes of civilization; making roads, gathering on horseback or just out collecting iron and rabbits with a basket, or, pulling dead limbs away from trees.

To those of you who get to play as Eves, I'm going to help you as best I can.
To those of you who birth me in established towns, please try to understand.
I leave you because I know someone out there needs me more.
It's not because of you. It's because of me, and Jason.

I will not be cluttering your nursery, bakery or farming area with corpses.
I will get as far away as I can before I die.
Please do not chase after me; focus on the work you need to be doing to keep your settlement alive and on caring for the children that want to be there.

Again, I am so sorry. I have enjoyed every home I was born to, for almost a year now, but knowing how hard it's become for people to start from nothing, I can not enjoy my time inside the walls of a building, knowing there are people out there struggling for food, clothing and shelter.

Forgive me.

My heart hurts for all of you, whether you are struggling to make fire, or feeling trapped in a building of someone else's design.

I want to be there for all of you. I really do.

#1008 Re: Main Forum » How to caravan? » 2019-01-27 02:43:01

NoTruePunk wrote:

The problem is, each settlement formed in this way can only travel a distance limited by 1 lifetime, which means the territory of the two settlements will overlap. Since your new settlement is green and the old one is advanced eventually your parent civ will hit cars and overtake your territory altogether, defeating the purpose. Without a way to sustain a nomadic society each branching settlement of an original eve camp will be at a fundamental disadvantage. You also can't retain multiple lineages this way, unless you can coordinate with someone from the other lineage over voice chat somehow. The lineage that is left behind will die out, or form their own settlements and your society will go separate ways. This is another way in which child settlements are at a disadvantage, since villages with multiple lineages don't suffer from as much lineage ban.

No, the problem is people who talk more than they play, talking as if they know things from experience.


NoTruePunk wrote:

each settlement formed in this way can only travel a distance limited by 1 lifetime

Wrong.

Obviously it's much less, which is still more than enough.

No civilization has ever, or likely will ever, get to the point where a person sets out on horseback at 14 and returns with a cart of iron at 60, having spent 46 minutes searching and only stopping to eat along the way. Even in the largest, oldest of town chains, I've managed to set out on foot at four years old, found a baskets worth of fresh iron and multiple nodes by 20, returned home by 25 and either set out with an empty horse cart and made baskets, filled them with surface iron and returned home by 45, or, made a stanchion for a node I found, thrown that in a horse cart along with a mining pick, and made two trips there and back to the node, making fresh baskets while out each time and still returning home by 50 to lay them out nicely and tell the smith the story of the journey.

Had I waited either of those times to search on horseback, the finding part would have been much easier. Which is what I have had to do in many other situations, for instance, if there is no horse and no lasso to be found. I will grow the milkweed for the lasso, get someone with knife to cut a woolen sheep for the sheepskin for saddle, sheer another sheep for the ball of thread, cook a rabbit for a needle, if need be, sew the sheepskin into a saddle, hide a carrot near a fence post and be at the wild horses by age 13, waiting for my birthday to bring one home, hitching a cart to the sucker and riding through surface iron and untapped nodes by 25.

I know your expectation of the game that someday we will make a town that has lasted on a public server longer than any other, that is mine too, and we will, but we are still no where near the potential that we have with existing technology. So many other factors have gotten in the way.

--

Don't be on the "Hey Jason, make this game easier." team, be on the team that doesn't complain, but instead chooses to *DO* what has been possible for a very long time. We already have all the things we need to make home chains that can last longer into the future than the game has existed in the past, if, enough people are willing to maintain the chain of events that need to take place when the signs are evident that those changes are needed; feet, reproduction, baskets, backpacks, carts, horses, fast roads, and even cars and fueling stations will, and are, a part of that, but only the first two are truly necessary when coupled with players who have the knowledge gained from experience to support themselves and the infants of their family solely dependent upon them, to survive.


Look, I don't want to sit here on a forum talking about something I want to be experiencing, and I don't want you sitting here on a forum reading about something you, should be learning from experience, yourself.

Nor do I want to hold this community's hand (the forum) through the shadows of the game. You either play the game, living thousands of lives, until yours are the best they can be for your community, every life, or you fall somewhere short of that and get back in the game and make it better.

I'll leave the numbers up to the people who look at code, to tell you why you are wrong, if they care to do so, but you can take my word from experience that no aspect of the game, in just the code itself, is such that it bars a family from existing for as long as the server stays up. Not the iron density across the map. Not walking speed of the characters. Not the regrowth of forageable food. Not the water's potential density on the map. Not the soil. Nothing, is standing in our way from living until the entire map is used up and everyone playing today has long since died in real life.

It just comes down to a few basic things about learning; knowledge, experience, education and intelligence. People need to have, or be willing to receive those things, from others. Unless there is some massive influx of new players to the game where the rate that the players are learning is exceeding the rate that unknowing players are joining, our civilizations would only get more stable with time, Jason's introduction of other factors being reasonable to deal with, unlike apocalypses or sudden, crazy, decay rates not eased into the game.

Jason't not the kind of guy to use lube though. He goes in deep, dry, and fast, and leaves that up to you.

I'm not responding to the rest of your comment, I've made my points.

#1009 Re: Main Forum » Roleplay smiths and roleplay doctors? » 2019-01-27 01:21:46

pein wrote:

once the toolheads are made into tools, they cannot be remade into something else

Click "Show more ways..."

Argue about cost or what ever other reasons people have for playing a game but at least try to share truth, if you have it.

#1010 Re: Main Forum » Save the brain dead daughters! » 2019-01-26 12:39:41

Guess I was wrong about the four ponds and no swamp bit. Must have been mixing it up with another place I worked earlier today.

If any of you wind up living there again, I cut some nice long paths north and east through the woods, maybe, a kiometer or two out. Did half the eastern path on foot as a kid, and from 17 till 55 did the rest of the east and the one going north beyond the mosquito wall, on horse back. Brought back about 40 stones for new wells, placed about 20 flat rocks east of the road by the smithy
and another 20 or so north of the road going north-to-south by the sheep pen, along with about 50 branches for tools, fences and kindling.

If you want to open up a hole in a wall like that, all you have to do is put some sentinels on either side of the road on the good side, so the mosquitoes don't come in at an angle, then just line the road with milkweed seeds on the mosquito side. Could even plant berry bushes on the road, but, they'd probably just be eaten, unattended and dry up, not to mention I think the bushes would slow movement on the flat rock road. I don't think the milkweed seeds would do the same.

Something like this:
OrmU6MU.png

#1011 Re: Main Forum » Save the brain dead daughters! » 2019-01-26 12:16:05

Grim_Arbiter wrote:

What did the sign end up saying?

Dust

#1012 Re: Main Forum » Save the brain dead daughters! » 2019-01-26 11:21:57

SBszLuJ.jpg
Place is still going strong, for now.

#1013 Re: Main Forum » Bets on this weeks update? » 2019-01-26 11:11:06

I want pet hamsters.

I'll settle for gerbils.

My guinea pig died end of last fall. We breathed each other's air in the same room together, in four different homes, over the course of almost 7 years. RIP Goebbels 2012 - 2018

#1014 Re: Main Forum » How to caravan? » 2019-01-26 10:59:27

If you are born as female, you have ten minutes from age 4 to 14 to run childless for sure, more if you keep food meter lower, but if you can't get far enough away to find a nice grassland with sufficient milkweed, soil and a warm biome by ponds, I'll stay quiet in your arms or at your side for as long as it takes.

You just need to go into Eve mode and run like the future depends on you.

If you are male, you can basically do the same thing, but the time you save from 14-40 needs to be dumped into 40-60 when you go back to the other town and let people know you found a nice, fresh, spot to make a new home.

You could also just take an ax, pick a cardinal direction and cut down anything that gets in your way to make a clear path. Then you check around every grassland, swamp, jungle and desert you cut into, and look for a suitable home site. Eventually you'll find one and the people born there will be that much closer in that direction to fresh surface iron and nodes.

You really have so many options either gender, just don't waste too much time talking about it and do it.

This is exactly how the greatest chains of cities have come into existence, ones so big they even spawned in multiple eves in multiple  locations, and lasted nearly a week. That's a lot of hour lives.

#1015 Re: Main Forum » Save the brain dead daughters! » 2019-01-26 10:44:47

I recognize that screenshot, I placed that oven there.

Had all that nice open jungle when I was born and everyone was working in the grassland and prairie sw.

Then someone added a forge east of that oven and started moving all the smithing gear there. Whoever you were, you were the real MVP of that home. Even though that bakery was cramped between the berry farm on the jungle south of it and the everything farm north of it, it was conveniently located close to the sheep pen, to cut down on time and effort to move the mutton.

That was such a nice place, those odd four ponds sw, where there was no swamp tiles, the massive cleared jungle with almost no mosquitoes, and whoever cleared the jungle and organized all that wood into rows, thank you too. Seeing organization like that really clears my head; makes me proud to be there.

#1016 Re: Main Forum » Questions To The Daytime Players » 2019-01-26 10:32:42

I play from about noon till 6am EST, most days, some days 6pm till noon.

Every hour is the same.

Much as I love you folks, you've all become like NPCs to me, except the few of you that occasionally make my job easier. You deserve real love.

#1017 Re: Main Forum » Buildings (obsolete techtree branches) » 2019-01-26 02:00:01

Add wooden walls and change the recipe for pine panels.

Add Lean-tos, Adirondacks, huts, yurts or even tents for personal use.

Change the recipe for Pine Panel from Tied Long Shaft to Tied Skewer and make skewers available by splitting Long Straight Shaft in to Wooden Tongs and pulling tongs apart.

Use Wooden Frame + Boards to make Wooden Wall

Add cotton, flax and silk and processing equipment, like retting tanks, flying shuttle, looms, cotton gin, spinning wheel or just some simple devices to bat, willow, heckle and scutch the fibers. Then we can use that for clothing and bindings.

Or we can hold out for rayon in 50 years, or nylon in 100 years.

Or, I don't know, maybe we could just get some nails, screws and a screwdriver or even a hand drill so we can make some holes for pegs to keep things together? Not that anything we suggest will be done.


Tied Skewer
Two Tied Skewers
Three Tied Skewers
Tied Skewer Frame
Netted Wooden Frame
Pine Panel
Pine Wall

Tied Long Shaft
Half Wooden Frame
Partial Wooden Frame
Wooden Frame
Boards
Wooden Wall

Long Straight Shaft
Wooden Tongs

Fustian

#1018 Re: Main Forum » Grim's Ultimate Guide to Finding Other Towns (Dead or Alive) » 2019-01-17 10:10:35

When you are cutting down trees for a path, pull out a piece of firewood every so often and set on the side of the trunk towards town. That way if you make a long cut path through the woods and I come across it, I have an idea which of the two ways to go.

I've been burning axes this way for a long time, making cardinal roads that radiate out from the center of the village, but since the jungle update, I've been spending most of my time cutting down all the trees in the jungle and spreading out the wood to trap the mosquitoes in the most distant corner. Sometimes that job can take several lifetimes, but the payoff for a town that grows onto that jungle is well worth it.

Really wish more people would help pushing mosquitoes, I need people helping that don't get bit every minute and know to get off the jungle when they do. It's frustrating when the only person willing to help sometimes is someone who does so fully clothed, then once they get bit, their instinct is to run to the berry patch on the desert.

Thanks to those of you who tell people to get off jungle and desert tiles if they get bit. I've lost track of how many times I've said it but I'm sure it's at least twice now for every person that plays the game, and it still keeps happening. Maybe that's just a good sign that there is still a healthy influx of new players. Try to make their first experiences positive ones, please; more deep breaths, less drawn weapons?

In regards to the cut tree paths, I tend to keep them 1-3 spaces wide and if I'm going horizontally those 2 -3 extra spaces are below the path that I imagine will some day be a road, that way none of the tree tops are blocking the view of the tiles the road would be on.

#1019 Re: Main Forum » Any suggestions for onetech? » 2019-01-15 00:54:21

How about adding a wiki-like comment section below each object, where people can add information or comments, for others?

I like that it's clean and automated, but if others could contribute, ideally for the benefit of each other, it could be that much more useful.

#1020 Re: Main Forum » Ideas for Radio Communication (Spoilers) » 2019-01-15 00:43:35

In real life you get, maybe, a billion seconds to do what you want, two billion more to do what you don't, if you're lucky.
In this game, you get three thousand six hundred.

3,600,000,000 vs 3,600

You live a million times longer in real life than you would in this game.

--

The ground work for radio communication was laid some 200 to 100 years ago, when the population of the planet was one billion people. Roughly a billion people lived and died in the lifetime prior to the first radio transmission. Maybe a million of them had any significant impact on it's development, not just through studies into physics, but in the lives of the people involved; giving them the desire to study the field and develop the technology. But let's just imagine that it was the whole that influenced them. The idea that that grand number may all benefit from this work.

How many people play this game? How many might benefit from such a technology, before that civilization is lost to spirals upon spirals? Maybe, a thousand tops, ten at any one time, a hundred over the course of families existence, a thousand overall families that will ever see the place.

1,000,000,000 vs 1,000

--

3,600,000,000 * 1,000,000,000 ... 9+9 orders of magnitude. 3.6*10^18.   3,600,000,000,000,000,000
vs
3,600 * 1,000. 6 orders of magnitude. 3.6*10^6.  3,600,000 seconds

They had all that time that we don't, in this game.

We don't have the time for Morse code in an hour, minus all the time we need just to stay alive.

--

This game does a fair job of condensing some aspects of humanities development down into experiencable forms; not just the technological ones, but the social ones. But of course, no game designer themselves can think of everything we've thought of over a hundred billion lives, over the last hundred thousand years.

Obviously I love what Jason is trying to do with this, but it's now up to us to condense this technology into some useful form, if we are to use it at all. Something, some, twelve orders of magnitude more convenient than it was to be 100 years ago.

I won't make any suggestions until I've played with it more, but to think we are going to use actual Morse code to communicate in this game, at this time, is a joke.

Actually, I take it back, I will propose some things. Obviously if two civilizations are going to communicate it's going to be about resources if it's going to be useful. We'd need things like shortcuts for introductions, a notation for a query and one for a reply. Using F for food, I for iron, W for water, these would be some shortcuts for resources.
Then a number of beeps to inform the other person of a quantity, maybe?
Or better yet, the person calling out just informs others that they are in need of something, and someone else responds that they either have a solution or not.

A sample message might go something like

Hello, this is X, anyone there?
Yes, this is Q, I'm here, what's up?
We're low on food.
We have 12 baskets of pies, I'll send 4 over via horse cart.
Thank you.

That should easily be broken down into as few signals as necessary to be conveyed.

A call out, an identification.
A receive, an identification.
Item needed, quantity.
Item sent, quantity.


Would that be necessary?

Is it worth the time?

Are people going to care enough for each other to do that, when life is so disposable, so recyclable, in this game?

I'd like to think so.

I will act, in game, as if it's so.

I play this so that you may live. So that you may play, with me and what I've made. I will do what I can to keep a child or parent civilization alive. I will do what I can, to keep you alive. (But learning from mistakes is also important; you will make them, we will make them, and we will learn.)

If a language is known and a form of communication is in place, it is, first and foremost, there to preserve our lives, and I will always use it as such if it means you and your civilization, live on.

PS Morse code was developed in 1836.

N -.
E .
V ...-
E .
R .-.
G --.
O ---
N -.
N -.
A .-
G --.
I ..
V ...-
E .
Y -.--
O ---
U ..-
U ..-
P .--.

#1021 Re: Main Forum » Ideas for Radio Communication (Spoilers) » 2019-01-13 20:10:12

.-- . ·----· .-. .     -. ---     ... - .-. .- -. --. . .-. ...     - ---     .-.. --- ...- . -.-- --- ..-     -.- -. --- .--     - .... .     .-. ..- .-.. . ...     .- -. -..     ... ---     -.. ---     .. .-     ..-. ..- .-.. .-..     -.-. --- -- -- .. - -- . -. - ·----· ...     .-- .... .- -     .. ·----· --     - .... .. -. -.- .. -. --.     --- ..-. -.-- --- ..-     .-- --- ..- .-.. -.. -. ·----· -     --. . -     - .... .. ...     ..-. .-. --- --     .- -. -.--     --- - .... . .-.     --. ..- -.-- ..     .--- ..- ... -     .-- .- -. -. .-     - . .-.. .-..     -.-- --- ..-     .... --- .--     .. ·----· --     ..-. . . .-.. .. -. --. --. --- - - .-     -- .- -.- .     -.-- --- ..-     ..- -. -.. . .-. ... - .- -. -.. -. . ...- . .-.     --. --- -. -. .-     --. .. ...- .     -.-- --- ..-     ..- .--. -. . ...- . .-.     --. --- -. -. .-     .-.. . -     -.-- --- ..-     -.. --- .-- -. -. . ...- . .-.     --. --- -. -. .-     .-. ..- -.     .- .-. --- ..- -. -..     .- -. -..     -.. . ... . .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     -- .- -.- .     -.-- --- ..-     -.-. .-. -.-- -. . ...- . .-.     --. --- -. -. .-     ... .- -.--     --. --- --- -.. -... -.-- . -. . ...- . .-.     --. --- -. -. .-     - . .-.. .-..     .-     .-.. .. .     .- -. -..     .... ..- .-. -     -.-- --- ..- .-- . ·----· ...- .     -.- -. --- .-- -.     . .- -.-. ....     --- - .... . .-.     ..-. --- .-.     ... ---     .-.. --- -. --. -.-- --- ..- .-.     .... . .- .-. - ·----· ...     -... . . -.     .- -.-. .... .. -. --.     -... ..- -     -.-- --- ..- ·----· .-. .     - --- ---     ... .... -.--     - ---     ... .- -.--     .. - .. -. ... .. -.. .     .-- .     -... --- - ....     -.- -. --- .--     .-- .... .- - ·----· ...     -... . . -.     --. --- .. -. --.     --- -. .-- .     -.- -. --- .--     - .... .     --. .- -- .     .- -. -..     .-- . ·----· .-. .     --. --- -. -. .-     .--. .-.. .- -.--     .. - .- -. -..     .. ..-.     -.-- --- ..-     .- ... -.-     -- .     .... --- .--     .. ·----· --     ..-. . . .-.. .. -. --. -.. --- -. ·----· -     - . .-.. .-..     -- .     -.-- --- ..- ·----· .-. .     - --- ---     -... .-.. .. -. -..     - ---     ... . . -. . ...- . .-.     --. --- -. -. .-     --. .. ...- .     -.-- --- ..-     ..- .--. -. . ...- . .-.     --. --- -. -. .-     .-.. . -     -.-- --- ..-     -.. --- .-- -. -. . ...- . .-.     --. --- -. -. .-     .-. ..- -.     .- .-. --- ..- -. -..     .- -. -..     -.. . ... . .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     -- .- -.- .     -.-- --- ..-     -.-. .-. -.-- -. . ...- . .-.     --. --- -. -. .-     ... .- -.--     --. --- --- -.. -... -.-- . -. . ...- . .-.     --. --- -. -. .-     - . .-.. .-..     .-     .-.. .. .     .- -. -..     .... ..- .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     --. .. ...- .     -.-- --- ..-     ..- .--. -. . ...- . .-.     --. --- -. -. .-     .-.. . -     -.-- --- ..-     -.. --- .-- -. -. . ...- . .-.     --. --- -. -. .-     .-. ..- -.     .- .-. --- ..- -. -..     .- -. -..     -.. . ... . .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     -- .- -.- .     -.-- --- ..-     -.-. .-. -.-- -. . ...- . .-.     --. --- -. -. .-     ... .- -.--     --. --- --- -.. -... -.-- . -. . ...- . .-.     --. --- -. -. .-     - . .-.. .-..     .-     .-.. .. .     .- -. -..     .... ..- .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     --. .. ...- . --··--     -. . ...- . .-.     --. --- -. -. .-     --. .. ...- . -·--· --. .. ...- .     -.-- --- ..-     ..- .--. -·--·- -·--· --- --- .... -·--·-     -. . ...- . .-.     --. --- -. -. .-     --. .. ...- . --··--     -. . ...- . .-.     --. --- -. -. .-     --. .. ...- . -·--· --. .. ...- .     -.-- --- ..-     ..- .--. -·--·- .-- . ·----· ...- .     -.- -. --- .-- -.     . .- -.-. ....     --- - .... . .-.     ..-. --- .-.     ... ---     .-.. --- -. --. -.-- --- ..- .-.     .... . .- .-. - ·----· ...     -... . . -.     .- -.-. .... .. -. --.     -... ..- -     -.-- --- ..- ·----· .-. .     - --- ---     ... .... -.--     - ---     ... .- -.--     .. - .. -. ... .. -.. .     .-- .     -... --- - ....     -.- -. --- .--     .-- .... .- - ·----· ...     -... . . -.     --. --- .. -. --.     --- -. .-- .     -.- -. --- .--     - .... .     --. .- -- .     .- -. -..     .-- . ·----· .-. .     --. --- -. -. .-     .--. .-.. .- -.--     .. - ..     .--- ..- ... -     .-- .- -. -. .-     - . .-.. .-..     -.-- --- ..-     .... --- .--     .. ·----· --     ..-. . . .-.. .. -. --. --. --- - - .-     -- .- -.- .     -.-- --- ..-     ..- -. -.. . .-. ... - .- -. -.. -. . ...- . .-.     --. --- -. -. .-     --. .. ...- .     -.-- --- ..-     ..- .--. -. . ...- . .-.     --. --- -. -. .-     .-.. . -     -.-- --- ..-     -.. --- .-- -. -. . ...- . .-.     --. --- -. -. .-     .-. ..- -.     .- .-. --- ..- -. -..     .- -. -..     -.. . ... . .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     -- .- -.- .     -.-- --- ..-     -.-. .-. -.-- -. . ...- . .-.     --. --- -. -. .-     ... .- -.--     --. --- --- -.. -... -.-- . -. . ...- . .-.     --. --- -. -. .-     - . .-.. .-..     .-     .-.. .. .     .- -. -..     .... ..- .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     --. .. ...- .     -.-- --- ..-     ..- .--. -. . ...- . .-.     --. --- -. -. .-     .-.. . -     -.-- --- ..-     -.. --- .-- -. -. . ...- . .-.     --. --- -. -. .-     .-. ..- -.     .- .-. --- ..- -. -..     .- -. -..     -.. . ... . .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     -- .- -.- .     -.-- --- ..-     -.-. .-. -.-- -. . ...- . .-.     --. --- -. -. .-     ... .- -.--     --. --- --- -.. -... -.-- . -. . ...- . .-.     --. --- -. -. .-     - . .-.. .-..     .-     .-.. .. .     .- -. -..     .... ..- .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     --. .. ...- .     -.-- --- ..-     ..- .--. -. . ...- . .-.     --. --- -. -. .-     .-.. . -     -.-- --- ..-     -.. --- .-- -. -. . ...- . .-.     --. --- -. -. .-     .-. ..- -.     .- .-. --- ..- -. -..     .- -. -..     -.. . ... . .-. -     -.-- --- ..- -. . ...- . .-.     --. --- -. -. .-     -- .- -.- .     -.-- --- ..-     -.-. .-. -.--

#1022 Re: Main Forum » Tips » 2019-01-09 20:58:05

Lot of good little tips here, a few not mentioned come to mind.

* Instead of running single branches back home, if you can spot two maple and two cedar, whittle their branches down to straight and curved shafts with a sharp stone. Combine the two straight and two curved branches, then add the two curved branches to the two straight ones to make a pump kit, carry the pump kit home. If you have a cart, you can load it with 4 (or 6 if you have rubber tires) pump kits, for a grand total of 16 (or 24!) shafts in one trip.

If you don't see the variety of branches to make  pump kit, two straight shafts, or two curved branches stacked and carried will still save you some time. But even if you are just hauling yew branches back for kindling you still look smarter than someone cutting up firewood.

* When you are ready to make adobe for kiln, forge, oven or an adobe sheep pen, run out and cut the reeds first, then make a basket with the last two reeds you cut and fill it with clay. On the way back, pull out a clay for each cut reed and make adobe on the return trip.

* If you have an abundance of flint around the camp, break them up early with sharp stone. Then use flint chips to cut reeds instead of sharp stones. Stones and sharp stones are overall more useful than flint chips and you want to leave them around your camp for other uses.

#1023 Re: Main Forum » Kiting/Luring a Bear » 2019-01-09 20:34:35

CrazyEddie wrote:

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

I don't know anything about feeding bears personally.

I swear there have been times when the bears have eaten meat and split into two bears, and I have also seen 'comatose' bears standing still in places, that still killed people who pathed through them and came back to life when shot with an arrow.

I don't feed bears. I either run them away from people, or I kill them.

I don't know how many lives I've lived, 2,000? Maybe 5,000? No idea, but in all those lives I've released maybe a dozen bears intentionally, a few accidentally and only lured a bear to a population once, after which I deeply regretted doing so.

There are arguments that bears are good for large populations, that they are a form of natural selection or entertainment and help to reduce stress on farms. However, what they tend to do is lead to more bows and arrows around the camp, which wind up being used to settle arguments. They lead to wasted milkweed, wasted soil and wasted iron and they don't kill people that just stand in cold berry patches doing nothing more than eating and talking. What winds up happening is someone smart enough to know that the bear needs to be dealt with winds up risking being killed trying to lure it away or fashion and fire arrows at it.

You may have done this so many times that it doesn't worry you in the slightest to deal with a bear, but there are hard working people just below you on the tree of knowledge and experience and they die every day to these encounters; I still make stupid mistakes and run down the red path away from the bear sometimes, only for him to surprisingly move a little farther, a little faster, than I'd expected.

Remember the way knights move in chess, and always step to the side of the bears path.

You can easily kite them away by staying a step to the side of their path the whole way and moving to the next spot as soon as they start moving next to the one you are on.

La6wTOp.png

#1024 Main Forum » Kiting/Luring a Bear » 2019-01-09 08:44:44

Morti
Replies: 8

Because I still see people die to bears almost every day.

IN7dDEp.png

As soon as a bear is spotted near your town, check your feet. Are you standing on something? Preferably something someone can't accidentally pick up, leaving you on the bears path? Move as close to the bear as you safely can. Once it advances near you or past you, path safely by it and continue to walk it in that same direction away from other people. As long as you are the closest person to the bear, it will try to get to you. The farther you get it away from other people, the longer you can give it to move towards you. Take the bear 30 to 50 tiles away from your home and be wary of people who might pull it back towards a crowd. If you recognize that someone is trying to lure the bear to a population, before trying to gather up 3 arrows to kill the bear, it may be wise to use one on that person, first.

#1025 Re: Main Forum » How Many People Play OHOL and How Much? » 2019-01-08 12:26:26

thundersen wrote:

Somebody played almost 9 hours per day over the course of three months. Wow.

Probably Tarr, he skyrocketed up the time playedpast all the people I'd been eyeing for months.

Maybe it was me, but who knows, could have been any of them on there.

Funny thing, I used to check my played time via the player review before and after I played for the day, but I found coming to this page was taking a significant amount of nonsleeping nonplaying time, so I just fall asleep in my chair while playing and click get reborn soon as I wake up. Saves a lot of time. Then I make coffee from age 0-3.

Board footer

Powered by FluxBB