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#126 Re: Main Forum » The Architect's Hat » 2019-04-04 00:06:48

If I got an architect hat, I would use it to build massive road and floor board systems, but I still wouldn't build walls. 

Don't try a magic hat, give us reasons to build completed buildings. You got half way there with the temperature update.  Make buildings more storage efficient, and give us ways to warm them without burning through our firewood supplies.  Give us a charcoal stove we can build into a wall, and a way to add shelving for storage.  While we are at it, give us some new wall materials that accept paint. Wood panel walls?

Also, I'd still like for doors to not block paths.  Getting in and out of buildings is a huge chore, and that is a disincentive for building. The springy doors are cool, but they don't help.  I was trying to serve pies out of a bakery with a springy door, and it was super annoying to have to wait for the door to close, so I could open it again and grab the next basket without getting auto-directed halfway around the building before I could stop myself.

#127 Re: Main Forum » Block/Avoidance System » 2019-04-03 23:46:02

When I first started playing the game, I suggested that Jason add a mechanic that automatically adds curses to people who kill multiple children under the age of three.  It never got any attention.

Donkey Town and the ability to send people to donkey town with curses has been getting a bit stronger, but as I told you in discord...the greifers have been out in force in the last few weeks.  Check the forums for topics on how to use a pit bull to kill a town, and a new discord server being set up for OHOL griefers. 

I do like your idea of blocking players, so that you won't be born as their child again.  There are several moms I wish I could have blocked -- I'm always on the lookout for the evil laugh of that mom that scooted me out of town to stab me as a child.  It would impact the fertility of certain players over the long term.  Some players might blanket block everyone - because they like to play as Eve.  But maybe you can only have ten players on your block list, so it never keeps you from having a random town life.

I have been twinning today and had no bad experiences.  No one tried to stab us, or kill us.  But both myself and my twin are experienced players.  There are subtle ways to show your mom and aunties that you are a good baby.  Don't move unless asked to follow or come.  Say "HI".  Don't whistle overmuch.  Grin and emote as they talk to you.

Also - I've seen some older twins dying in the middle of town as a pair a couple of times today.  Don't know if that's you and your friend or not, but... FYI, it is much better to leave your bones on the outskirts of town than in the middle of the nursery.  Bones in the nursery are bad for fertility.

Welcome to OHOL!  I hope you will stay in spite of our greifer infestation.

#128 Re: Main Forum » Deep roots added to family tree browser » 2019-04-03 23:02:46

My deepest root is the very appropriately named Eve Elder.  http://lineage.onehouronelife.com/serve … id=3016800

When I got back to the family a day or two later, they were living in an entirely different location than where I had started them off.  So, I think people being willing to move is a big factor in whether or not lineages can survive a long time.

#129 Re: Main Forum » Deep roots added to family tree browser » 2019-04-03 22:59:28

Love the new deep roots calculations and section!

Even more of a reason to fix the family tree server bug.... One of my elder deaths in the past few days is an ancestor unknown type.   Fortunately that family only went on another two gens, so it isn't a big deal.

But I can't be sure any of these is ACTUALLY my deepest roots - the longer a family goes, the more likely it is to get cut off randomly, right??

Also, the family tree server is super slow right now (tens of second, maybe a minute to load).  Maybe there are a bunch of us looking at it?

#130 Re: Main Forum » Other off-the-wall ideas for "making you really care"? » 2019-04-03 18:02:12

jasonrohrer wrote:

I don't really want you to care about your family or village long-term, across generations and lives.  After you're dead, you're dead.  I want you to REALLY care now, though.  If invaders came in, I'd want you to care enough to stop them.

Oooh, I get this.  And you're totally right, we ought to care now.  A bond formed with another character/player is its own reward - someone I can talk to about the ups and downs of the hour, someone who will notice if I disappear while on a rabbit run.

How can you gamify that bond?  Add a mechanic where you say some words that trigger a display showing you how that player is doing?  Location, distance, wounded or dead, hunger or starvation, number of living children?

Can people with the most shared bonds get benefits that impact how they live the current life?  Inspired by all your friendships, you can suddenly move faster???

jasonrohrer wrote:

t....  Maybe some other form of "live" leaderboard that shows the deceased player with the current largest number of descendants.  Thus, it's not necessarily a long line, but a broad line that counts.

I like this idea.  I really like seeing the stats that Whatever put together, and realizing how good I've gotten at being a mom. Please make it easier to figure out how many generations survive after us, instead of what generation we were.   My goal is eight generations surviving after me.


jasonrohrer wrote:

--One Eve on a server, ever... after the family dies out, the server is wiped.  Death of a family = death of the world.  Everyone clustered around (0,0), just like the old days, but to keep that sprawling civ going, some baby needs to survive.  Big problem with Eve getting overrun by babies at the start.  Maybe excess players are spawned nearby as Adams in the beginning.

This is actually what I assumed would be happening when I first started playing the game.   You'd probably need to set up more servers, but each one wouldn't need to be nearly as big.

jasonrohrer wrote:

--Really crazy:  What if you only got ONE LIFE each hour.  Gosh, how this would change the game dramatically in so many ways.  If you lived to 60 each time, you could play continuously.  But if you ever died early, you'd spend the rest of the hour cooling off.  Goodbye baby suicide.  Every baby would indeed be precious to both the mother and the baby.  Also goodbye to my financial success.

I'm one of those people who plays obsessively for hours at a time, and.... I like this idea.  But that's partly because I'm an experienced player.  I live to 60 MOST of the time, unless I choose not to.

You'd need to have this be something that depends on how many total hours of gameplay the person has.  First twenty hours or so, let people have infinite lives per hour. Then when they've played 20-40 hours they can have two lives per hour.   Advanced players get only one life per hour. 

Maybe test it out on a specific weekday during the day, so we can see what it's like before committing completely.

After all, there are lots of other things related to OHOL you can do while you are temporarily banned... comment in the forums, in the reddit, lurk on the discord.... Yeah, I might be slightly obsessed with this game.

#131 Re: Main Forum » A rough, incomplete sketch for makng family survival more meaningful » 2019-04-03 14:11:01

jasonrohrer wrote:

I'm hesitant to make the max life longer than 60 minutes.  The game does what it says on the tin.  2HOL is boring, to me.  It's just too long.  I could make it shorter, by default, and then family lines living longer could "unlock" full lifetimes closer to 60.  So, 40 is the default, and after your family lives 24 hours, it goes up to 50.  And then at 48 hours, it goes up to 60.  But 40 itself is "long enough."  I'm not sure the extra time really matters, or is a strong enough incentive.

FWIW, it would be a strong incentive for me, however you set it up.  You might want to add something that indicates how long the player will live, so folks don't get too surprised by it.

What if you centered the average life length on 60 instead of making it the maximum, Eve lives would live to 40, and every ten or twenty generations it goes up another 5, until you get to a maximum of 80.  This would reflect the actual variation we've seen in real life, too.

jasonrohrer wrote:

The other boons things are interesting.... though I wonder how it would work in an elegant, flexible way.  I mean, if you KNOW how to refine uranium, but you're in the wrong family, does it just not work if you try it?  Does it not even show up in your crafting hints?  How do you know you are not able to do it?  Wouldn't it be frustrating?

The simplest implementation of this could be game-wide, and even broader than just a few special things.  What if the entire crafting tree was "filtered" uniquely for each family?  These guys can make tinder, but can't make a hatchet.  These other guys can make a hatchet, but not tinder.  These guys can smelt iron, but not copper.  These other guys can do copper and zinc, but not iron.

Only the things that your family can actually do would show up in your hints, and only those things would actually work.

Going back to the wonders idea as how you create the boon - if there's a special object that is used to make uranium, then it'll be obvious that you can't make uranium unless you have that special object. The new game mechanic is also fairly obvious - a server check that keeps people from completing the last step to make a uranium production chamber, if one has already been made.

For earlier techs, maybe the wonder or boon is something that makes early stage startup easier, but doesn't keep other families from doing it.  No eve can build a civilization without kindling, but what if there's a wondrous hatchet (or a family) that produces a stack of two kindling everytime it's used on a branch.  The family that makes the only copy of that on the server would also be better at pioneering new settlements for the rest of its existence.

Tying the unique tech items to families could be accomplished with some of the ideas talked about - making objects recognize if the person wielding them is a descendant of someone who made it or not, and glow red if held by outsiders.  You could take it to an extreme, and make wonder items not work if the person isn't a descendant.

#132 Re: Main Forum » A rough, incomplete sketch for makng family survival more meaningful » 2019-04-03 00:05:31

jasonrohrer wrote:

If all villages are close together, or people are using sniffed map coordinates, and they can just walk back to it in a few days, the village really didn't die, and the drama that occurred leading up to that death is weakened.  It wasn't real.  There was no real danger of loss.  We can get this village back online any time we want.  No big deal.


Without the ability to move back and forth between villages, we can't have trade, diplomacy, or war.  These are forms of drama.  Yes, any technology or spawning distance changes that allow us to move back and forth will also make it easier to repopulate old villages and return to finish old projects, and the death of the town might not be as dramatic.

But I thought we were talking about making family survival more meaningful rather than town survival, right?  How can families compete or cooperate if they can't interact with each other?  How can you show other people that your family is awesome?  Forcing us into isolated communities highlights the drama around whether or not the town exists, but it eliminates many other forms of dramatic tension that we could be creating.

#133 Re: Main Forum » A rough, incomplete sketch for makng family survival more meaningful » 2019-04-02 21:33:00

jasonrohrer wrote:

I guess part of what I'm trying to do here is figure out a way to bring villages closer together without it degenerating into one big "mush" of civilization, or without short-circuiting the idea that a village really will be lost if it dies out.

The fact that a village can get lost does make people care.  And makes people care about the last female child in the village, etc.  "You are our miracle"

What's wrong with a mush of civilization?  That's what happens in real life.  Cultures blend and shade and mush together all the time.  And why do villages have to die?  There are very few places IRL that people have inhabited that haven't eventually been taken over by others.  A place that can sustain life will eventually be discovered by another group and exploited by another group.  It might be immediate, or it might take millennia, but it's going to happen.

jasonrohrer wrote:

Maybe, instead of every existing family on the server being marked as B, and locking you into only one family, instead we simply lock you out of the one nearby family to your family in an area.

Maybe each area has an A and a B family in it, and when you're first born in that area, you are assigned to one.  If you're ever reborn in that area, you will be reborn to that same family.


I get that there are some benefits here... making people care if their family dies, avoiding reincarnating in a rival family and greifing from the inside, etc.

But anything that systematically locks potential players out of a family or town is going to doom that town.  Period.  And it would filter out experienced players more often than the casual players.  We'd need to have two to three times the number of experienced players on the server to make any exclusion mechanic viable.  I don't think if you implement this a month from now it will work well.

At least for now, I think OHOL needs a mechanic that makes people more likely to return to a family.  Not just because that makes people more likely to be attached to the survival of that family, but because it makes the family more likely to survive .   For the macro-dramas you want to enact, we need more families that survive longer than a day.

A lot of the suggestions for whether or not players return to a family are very black and white - you either go back to that family or you don't.  But it doesn't have to be that way.  It can be a percentage.  You have a 50% chance of having a normal random life.  You have a 50% chance of getting back to a family in which you have some connection (genetic, burial plot, whatever). Tweak the percentages based on how things work out.
 
Or increase the chance that someone can return to their pool of prior families based on the number or complexity of their burial grounds, or whatever behavior you want to incentivize.   I mean, it could be anything - more chances to return the more cycles of compost you start, or number of trees you planted, etc.

#134 Re: Main Forum » A rough, incomplete sketch for makng family survival more meaningful » 2019-04-02 20:52:04

happynova wrote:

Also, Jason it occurs to me that this isn't something that gives you your "sneaking into the walled city" scenario at all.  If I'm a member of family A and a fertile B woman shows up at my town, I'm going to be even more overjoyed at the new blood.  She's just opened up a whole new population for us that can keep the town going!  (Well, that's assuming I'm still attached to towns in the same way under this scheme, which I'm not entirely sure of at all, because I think it maybe loses something precious and cool about town-building.)


This triggered a realization for me.... locking people out of half the towns currently alive would be TERRIBLE.  We are already noticing area ban rebounding and killing towns a generation or two after a population boom, anything that further restricts the pool of available players for a town would make it worse.

#135 Re: Main Forum » Why there are no wars » 2019-04-02 17:28:02

This is my quick summary of the thread so far. Hope other folks find it helpful, too.

Potential short-term solutions to the problems of trade and war include:
  * Make people more unique by adding more character models
  * Make more unique clothing options, so one can more easily recognize family (CHECK)
  * Further reduce spawning distance to make closer towns possible

More code-intensive suggestions:
  * Create "bumper" biomes that have an abundance of a specific resource
  * Add mechanisms to allow players to sidestep area bans
      - like family creating a special tomb or grave for the bones of your character.
      - or a need for descendants to exist in order for you to return
  * Add "wonders" that can only exist one place on a given server. 
      - Assumes adding another location indicator
      - Provides some benefit to people of the town
  *Create more diversity in locations where civilizations can thrive, by making more biomes viable for Eve camps

Biggest Lift:
  * Completely rework spawning location and duration to encourage more depth to family relationship


Other key issues raised:
  * Many current players are not interested in another war game and would stop playing if war became common.
     -- These same players are interested in commerce and cooperation between more diverse towns.
     -- For what it's worth I agree with this point of view.

  * There is a war developing between specific players rather than between characters or family groups.
    -- See Ominous Blade Blank's post in this thread
    -- See Tarr's thread on testing twins and groups by Discord participation
    -- See Toxic's thread about creating a griefer discord server  https://onehouronelife.com/forums/viewtopic.php?id=5804

#136 Re: Main Forum » Why there are no wars » 2019-04-02 16:12:22

Jk Howling wrote:

This is where, personally, I think your idea of the game is... deluding? clouding? the reality of it.

Open your eyes, Jason.. See your game as it is, not as you want it to be. You'll find the two extremely different in comparison.

+100 on this.

Jason,
Your vision for the game makes it difficult for you to perceive the reality of how people actually experience the game.   I watched a bit of the anniversary stream, and that group was not playing the way most people play.

I have an actual suggestion to remedy this... schedule some hours off from coding and content production, to play OHOL on the bigserver.  Play for the standard 16 hours that most people play - on consecutive days in groups of 3-4 hours. 

Try to interact with people in the way that you suggest, and figure out what the closest approximation is.

I've personally played over a thousand hours of this game, mostly on bigserver, or the populated servers from before that.  I know how to influence other players, but it is NOT by talking to them or writing a note.  You influence others by showing them how to do something right.  Or creating a good space for what needs to be done, with all the tools collected.

For example, I have no idea who I convinced to work on compost with me yesterday.  But I created the wet compost piles in several places, and they would come by with the sheep dung in less than a minute.  I didn't say anything, or create a policy that every farm needs its own compost pile, I just DID it.  Now that tradition might stick, or it might not.

Players actually are arguing about policy and town functions all the time, but a lot of it is nonverbal.  And towns do raid each other.  We steal the most precious resource of all - people.  We just do it by ringing a bell, instead of sending a war party.

Best Regards,

#137 Re: Main Forum » Why there are no wars » 2019-04-01 22:27:49

Averest wrote:

So something weird happened recently, which I'll relate:

I actually Eved for once, which is weird and I was really close to signs of a small village that had died out. I had a kid and then suddenly other eves nearby come out of the woodwork! Like three eves in just one small cluster around a village.
My kid turns out to be a jerk. Most of the other Eves lines are more interested in RPing some drama or whatever while I'm hustling getting enough food to feed this rapidly growing population. At 35+ish I just roll my eyes and die because I am so done with this town. I haven't even bothered to look back because an otherwise cool thing of finding an abandoned village was just a crappy pulling everyone along experience. I'm sure there was going to be the inevitable stabbing circle and all would be for nothing. Why bother?


You just described what happens right after the servers reset for an update.  Multiple eves show up near an old town, and immediately have babies.  Resources are short, and there are some people working like crazy without any coordination while other people flail and/or grief.  Was it Friday night?  And yeah, the quality of play during reset this week was TERRIBLE. 

We gotta find a way to make resets less painful.

#138 Re: Main Forum » Why there are no wars » 2019-04-01 21:48:30

So here's where I think you are going with this... what if we can overcome the area ban only if someone who is descended from us (or our mother, for men) is still alive?  That could make players more loyal to a particular lineage, and make our "reincarnation" more linked to chromosomes than random chance.

On a related note, have you ever read Glory Season by David Brin?  It has a similar spontaneous asexual reproduction as the Eves in OHOL. But there are also some big differences - because the mothers have the potential to simply clone themselves or get a father involved and produce a more genetically evolved child.  Neither of these options works with the current spawning mechanics, but they almost could... and both would be interesting ways of connecting players to a specific set of genes.

#139 Re: Main Forum » Saving a city in 2 lifes- The earthmans » 2019-04-01 20:20:31

I really like that last pen, pein. 
What software do you use for your designs?

#140 Re: Main Forum » How to tell a bakery from a kitchen » 2019-04-01 18:33:53

Psykout wrote:
OminousBladeBlank wrote:

You know what pisses me off as a baker? Why is it rather common for pens to have a transfer box breaking up the pen that can be accessed from within and outside of the pen, but bakeries almost never have a box like that. I know we all hate people feeding babies in the bakery, so why not put baskets of pies in an external facing box that is accessible from within the bakery? Makes sense to me. Same could go for a kitchen.


I understand what you mean by this. I have added "porch" areas to store the food, but it still doesn't fully tackle the issue. Imagine a restaurant. People don't eat in the kitchen, they eat on the dining room floor. In this setting, it would be a mess hall. We don't make rooms just to store food. Not the nursery, not the place with an eternal baby warming fire, but somewhere adults go to eat, yum and load their packs, that is NOT inside where you create the food, and not just where boxes border the room to block off, although that could work. But a room that has storage for every food type created in the town, centralized. Right now, pies are over here, stew over there, maybe different pies are over here, it just  spreads and sprawls out.


I completely agree with both of you, storage is much more important than walls for either a bakery or a kitchen.  The ability to pass foods out and supplies in is far better than the potential to someday maybe get a small heat bonus IF you can convince everyone to leave the doors closed.  At least once, I've succeeded with getting early gen builders to give up on walls and put boxes around the bakery instead. I wish it were more common than the pointless half-finished walls you see going up.

I also agree with the need for a serving area.  As I was writing this up, I started thinking about it as a "great hall" where food is served.  I think it makes sense to combine it with the eternal fire and nursery, because mamas working on their yum bonus for fertility are one of the key customers for a place that serves many different foods.  But you probably want it to be a pretty big space with enough storage for both the stored foods and the baby clothing bins.  Last time I was there, the bell town had a big open space with plenty of boxes that was roughly food served on the left, and babies clothed on the right.

#141 Re: Main Forum » Ask twins/triplets+ to confirm who they are on discord. » 2019-04-01 05:28:48

Turnipseed wrote:
futurebird wrote:

Is being on discord worth it?

Yes 100%

Yes.  I like it.

The forums are for longer timeline thoughts and discussions - similar to how I use email.
Discord is for quick discussions, setting up logistics, etc.  - similar to texting. 
I would not twin or set up group play with someone who does not have Discord.  But if that's not your thing, it's probably not necessary.

And for context, I had never used Discord before I started playing OHOL.

#142 Main Forum » How to tell a bakery from a kitchen » 2019-04-01 05:17:24

BlueDiamondAvatar
Replies: 9

With the addition of salsa, ice cream, and shrimp, it has become painfully obvious that we need a place to cook and store food that IS NOT the Bakery.

So I suggest to you, good people of OHOL, that we start building seperate rooms for cooking all the foods that use hot coals.   I've been slowly setting up "Kitchens" in many of the major towns today, but I'm not sure the idea is sticking yet.

What goes in a BAKERY?

Everything that gets cooked in an oven, and the tools to bake those things, and *nothing else*.

Ingredients that are welcome in a bakery include:  bowls of wheat, bowls of flour, buckets or bowls of water (not salt water), raw mutton (but definitely *not pork*), skinned rabbits, carrots, plucked turkeys, and bowls of butter.   Some bakers will bring in bowls of berries, but they usually use them right away, too.  So, that's it.  Don't bring in wheat sheaves that need to be threshed, turkeys that need to be plucked or rabbits that need to be skinned.

The tools for a bakery are one knife, one round stone, one sharp stone, a single stack of bowls, many plates. Servings of other foods are welcome, such as crocks of stew or bowls of ice cream, but don't try to make them in the bakery space.  That is what the kitchen is for.

My advice is that folks serve baked bread, pies, and carved turkey outside of the bakery, so that the workspace stays free for bakers to bake, and attracts slightly less drama.

What goes in a KITCHEN?
Anything to do with making ice cream, chips, salsa, french fries, ketchup, shrimp, sauerkraut, pork tacos, bean burritos, omelettes, roasted geese and roasted rabbits.  A kitchen also needs a knife, a stack of bowls, a stack of plates, four flat rocks for tortillas, the stomper and shredder for cabbage, and as many skewers as you can store without accidentally turning them into knitting needles.  Kitchens generally need more kindling than a bakery. 

From the initial experiments, a kitchen can be useful for storing all of these ingredients in a central location, but you probably want to focus on cooking only one or two types of food at a time, as the cooking process for most of these foods uses a lot of tile space.  Like the bakery, once a final food is prepared, it's a good idea to go serve it someplace else in town.  Like by the eternal fire and nursery.

Ideally a person who decides to make salsa would go check out the kitchen first, figure out how many tomatoes, onions, peppers, and even bowls of salsa already exist, and then harvest those foods based on what additional ingredients they need.  Right now people are growing excess amounts of all three of these foods just for the experience.  By looking around, I found three bowls of salsa already made in a fairly small town that didn't have any corn tortillas produced.  Not that there's anything wrong with people experimenting with a new part of the game, but this kind of clutter making is not sustainable in the longer term.  And hey, sounds like your time might be better spent figuring out how to make chips instead of salsa.   

So what do you think?  Any other strategies for dealing with the extra clutter our new foods are making?

#143 Re: Main Forum » your vidja game ideas » 2019-04-01 02:13:45

Hey, futurebird,

I like pokemon go and looked recently for other gps-based mobile games.  There's one that is a resource management game, but it's graphics suck and it wasn't farming so much as building a giant resource-grabbing corporation.  Not that I'm one of the "corporations are evil" folks, but this was a bit much.  Also the gameplay seemed super simplistic, especially at the early stages.

https://www.resources-game.ch/en/

As to whether or not you should go make a farming/gathering resource management game with a real world GPS element... I would definitely play something like that.  But the larger question is - do you have the coding and graphics design skills and/or project management skills to finish something like that, and would you enjoy putting tons of time into working on developing this idea?

Best way to find out is to spend some small amount of time working on it - maybe a week or a month?  and see what kind of progress you make, and if you enjoy the process.

You may not actually be "lazy", you may just be appropriately cautious about diving into something that is not entirely the right kind of work for you.

#144 Re: Main Forum » keyboard control » 2019-03-31 19:59:38

Whatever wrote:

About doors:

Jason added springy doors, i dident see them jet, but i find it weird.
Why not instead make it so you automatically open and close doors when you go trough them.
And path finding should not be blocked by doors (unless they are locked ofcourse)

This might be a bit tricky to implement, idk, i wish jason would have done it.
I wonder what he thinks about it.

I had a whole thread about this - making doors not block pathing, so we don't have to RP opening and closing doors - shortly after the temperature update, and Jason actually commented a few times, but didn't seem to buy in.  I think the springy doors are as close to a reaction to that complaint as we are going to get.  I did live in a town with springy doors yesterday, and they were quite nice.


https://onehouronelife.com/forums/viewtopic.php?id=5394

But honestly, i'm never building walls unless he makes doors automatically pathable.  The likely amount of heat a standard building is going to make really isn't worth how bad the blocked paths through towns have become.  Guess I'll just have to live with not ever building walls.

#145 Re: Main Forum » OHOL People Singing Shake It Off, Because I Can » 2019-03-30 20:27:10

Averest wrote:

I hate to say it, but this whole thread is joy. Perhaps I am just easily amused.

^^ this.  +1  Good job all.

#146 Re: News » Update: Sweet and Spicy » 2019-03-30 00:00:41

I'm gonna call this the "Salsa Update"  and nothing you can say will change my mind.

Looking forward to planting some tomatoes, onions and peppers!

#147 Re: Main Forum » rant/discussion » 2019-03-29 01:19:48

futurebird wrote:

If you end up with more than one knife melt it down. If you aren't using the knife or old and have no one to give it to? Melt it. As long as the sheep are getting killed the bread sliced etc. there isn't any need to leave it floating about.


I did my first knife dis-assembly today, and quite honeslty the fact that everyone on the forum refers to it as "melting down" the knife made me think it would be quite a bit harder than it actually is.

knife + smithing hammer = blade + short shaft

easy peasy, lemon squeazy, as my kids like to say.

The early gen smith we had was really into replicating tools.  We had two axes, two shovels, and two hoes.   I started pestering him for shears for the sheep as soon as I was old enough.  But did he make shears?  NOOOOOO.  He made five knives.  FIVE!!!

I got three of them in my bag, figured out how to take them apart, and proceeded to make a set of shears and a bow saw.  All without any use of the forge whatsoever. 

Which is a bonus, I have an odd fire phobia, which apparently extends to smithing involving the firing forge but not to baking.  Don't judge.

Let's just call this breaking knives, ok?  No melting is needed and the term can confuse the noobs and the crusty oldtimers alike.

P.S. Thanks for giving me a thread to brag about my knife breaking adventures in.  smile

#148 Re: Main Forum » Ghost Baby - A strange occurence » 2019-03-28 01:04:39

There are glitches in the family tree server that hit individuals from time to time.  I have a long standing issue open in github, which Jason is stuck on.

Sounds like your daughter's life wasn't recorded.  And you hadn't checked AWBZ until after she died behind a tree.
Sorry for your loss. 

https://github.com/jasonrohrer/OneLife/issues/223

#149 Re: Main Forum » A New Solution to the Father Problem » 2019-03-27 21:51:12

Portager, I've had similar thoughts.

I think to make this as simple as possible fore Jason - it could be added as a link to your family tree description.  Right now if someone murders you, it adds a field that indicates who murdered you.  It should be simple to add a field that shows you were adopted by xxx, and that you adopted xxx.

I am not a programmer, but my guess is that replacing the birth mother with some other person would be extremely complicated and difficult for Jason to implement.

Also, I'm pretty sure english is not your first language, so I have nothing but respect as I calmly inform you... weaning is when you STOP breastfeeding a baby.  it's the process of getting them to eat solid foods. The typical American euphemism  for breastfeeding is "nursing" the baby. 

Best,

#150 Re: Main Forum » Should wolf farms be a new staple farm to civiliations? » 2019-03-27 19:33:55

It's too risky.  I have a house next to a wolf farm on a private server.  I would kill the wolves and dogs if I found one in game.

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