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#152 Re: Main Forum » This arc be like » 2019-10-23 23:53:37

Oh, let's build one big mega-city with all the families over there!

#153 Re: Main Forum » This arc be like » 2019-10-23 19:19:02

What's special about this arc?

#154 Main Forum » What is the best zoom mod? » 2019-10-23 19:16:40

Saolin
Replies: 5

I'm wanting to get a zoom mod before I start playing again. What do you think is the best one and why?

The only feature I think I care about is the zoom feature, so aside from that I suppose reliability, ease of use, and ability to toggle on/off other features is what's important to me.

Thanks in advance.

#156 Re: Main Forum » These are the foods that are better than Berries. (updated) » 2019-10-22 15:30:53

FulmenTheFinn wrote:

When playing as female I always overeat for yum to increase my fertility, but the OP's data is useful particularly when playing as male or in Eve camps, where variety in food is often sparse.

Keep in mind overeating to boost your yum chain negates a lot of your bonus pips.

#157 Re: Main Forum » The case for seasons » 2019-10-21 20:28:07

CatX wrote:

Yes, I think the length could vary. Perhaps the first winter after a reset could be short, like 15 minutes, but then they grow longer with time, making survival ever harder.

Ah yes, great idea.

#158 Re: Main Forum » These are the foods that are better than Berries. (updated) » 2019-10-21 17:51:08

I noticed you put berry bowl as giving 5.5 food, citing yum bonus for the extra pips.  Now it would give 6 but I'm guessing you put 5.5 assuming a yum bonus of +1, and attributing the other 0.5 to the previous food? Where does this 0.5 go in the math though? And isn't crediting berry bowl with a higher base value than berries misleading, since someone could go exploring with just a bowl of berries and eat each one for just 5 with no bonus?

Also while a lot of people like to champion food items based on pure value, I want to remind everyone again that there are varying opportunity costs for each food item. A mathematical way to express the opportunity cost would be pips spent during production, though this would be difficult to properly account for. There are also other intangible factors such as needing clay for pottery, or a skewer, bucket, etc.

I don't think it really changes what the best foods are. I just want to point out, as miskas acknowledges, that just considering soil, water, and iron, while helpful, is not a complete and perfect comparison of food options.

#159 Re: Main Forum » The case for seasons » 2019-10-21 17:05:47

I like the seasons idea. How long would a season need to be to feel like an appropriate length? Half an hour?

#160 Re: Main Forum » Early Tool Overhaul - Stone, Copper, Bronze, Iron » 2019-10-21 16:50:42

I agree Destiny, and adding steps in the middle of the tech tree could keep us busy for longer before reaching the top of the tech tree. Its probably an easier way of extending the tech tree than adding new items at the top too.

#161 Re: News » Update: Cartography » 2019-10-20 17:19:41

Map is pretty cool.

One thing I want to add about the excess backpacks is that it actually made sense before to flood a town with backpacks since they were and still are a superior storage option to baskets when used in a cart or box. Its essentially upgrading your baskets.

#162 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-20 17:13:45

These rabbits have gotten so picky! Demanding a plate to eat off of.

#163 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-19 01:08:08

What if we had a hay crop?  In real life it makes up the bulk of a domestic farm animal's diet, supplemented by grains such as corn or (bowl of) threshed wheat (source: I grew up on a ranch adjacent to my grandparent's farm).  Visually it would be a pale green version of wheat that doesn't need to be threshed.  The issue is it would be incredibly inefficient if treated the same as wheat, you'd need to get at least 4 servings out of it to be not be horrible compared to how things work for current domesticated animals in-game.  On the other hand it would nerf other good food sources such as milk, mutton, and carnitas in a similar way to how rabbits are being nerfed, if the goal is to create strain on late game food options.

#164 Re: Main Forum » Shallow and deep wells should last longer. » 2019-10-19 00:40:08

pein wrote:

for the springs tapping out other springs i think they would be rather replaced with other resources
there arent enough flat rocks, and there arent enough other resources which can be considered luxury or non-essential.
It wont really increase survival chances directly to have more building material
So instead of water springs we could have clay, flat rock, round rock deposits which should be gathered out there  in spot.

I like how you needlessly and extensively started with your own version of "flexing" tongue as you like to call it; to make this suggestion.

You set a high bar though, which is good.

And it is a good suggestion.  If this well situation comes to pass it makes sense that the land enabling the well site would have something special about it.  If the well is tapping adjacent wells dry, then why wouldn't you be able to tap a well site anywhere between the two?  Because the potential well site has something special about, that's why.

#165 Re: Main Forum » Diesel Engines Oil Rigs » 2019-10-19 00:10:23

sigmen4020 wrote:

I have actually learned some stuff from just using tool tips. I learned how to make stew, rubber and compost just by using the in game tool tips. I’m unsure how it works now, but back then I never really found the search function of the tool tips very helpful. I always just used the list you get for the current you hold or have clicked on.

I learned rubber and partially stew from the tool tips as well.  On my first day I had a great Mom teach me every step of compost (i was really startled when the sheep immediately grew after i fed it). She asked me if I knew about yum-chaining and I said that I did, but later she caught me eating some berries and directed me to the kitchen where I could collect a pie. She started teaching me stew when i had my last baby in my arms, but died during the early steps of beans.  I felt really sad after she died and ran around for a while until i settled on trying to make as many batches of compost as i could before i died (i think i made two).  She might have been the reason I continued to play after that day.  Earlier i had spent an entire life struggling to grow a single row of carrots, which had me feeling really useless, using only the tool tips.

New players don't know what things are at first, making the already difficult to use tool-tips even more challenging.

#166 Re: Main Forum » Diesel Engines Oil Rigs » 2019-10-18 21:54:36

I mostly learned how to construct the oil rig from the tool tips in-game (after someone taught me what a pump valve is, anyway). One of the few things I learned to do from the tool tips. Most of the complicated things require combining two partially constructed pieces though, so in a lot of cases you hit a dead end half way through if just following the tool tips. Haven't played much with the new hint system yet, so not sure if it helps.

#167 Re: Main Forum » Do vanila users get bored more than the zoom users? (Story Bonus!) » 2019-10-18 15:52:18

For me I'd say frustrated more than bored.

I didn't mind the limited field of view as much before, but now as I've got more experienced I find it really limiting. It gets tiresome running circles around town looking for an item I saw a few minutes ago, and when doing a multi step activity it can happen multiple times consecutively resulting in a lot of wasted time and really taking the wind out of my sails. I definitely would enjoy a bigger field of view. I've never modded a game before because I'd rather feel like I'm enjoying the genuine intended experience, but I might have to break that for this game. I don't really want the extra hacks that come along with the mod. I don't want a software advantage over less knowledgeable players.

#168 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-18 15:29:04

I would have preferred a snare that breaks. Or using just a carrot as bait. The cost of collecting rabbits is very high now and will severely reduce the availability of clothing in early game, while also reducing early game food options. This change probably makes the early game harder now more than it effects the late game. I think I prefer the exhaust-able rabbits more because of this factor.

I don't like this change, but I am willing to see how it plays out. If you think about it rabbits were pretty op, giving some of the best clothing items while also being a great food source simultaneously, for little more than a fairly brief time investment.

D3mon1cblack wrote:

this just feels like rabbits are being nerved because backpacks dont decay ... (i still dont know why bp doesnt and the rest of the fur does btw) you could have given us a way to cure rabbit fur's to make them last longer but no now we have a rabbit nerf. Goodbye rabbit hunting im gonna miss it T.T

I think he changed the backpack decay because people were complaining about the exploding backpacks. I don't like the inconsistency with clothing in regards to decay. For the most part I think it should be all decay or no decay, rather than a seemingly arbitrary some decay.

#169 Re: Main Forum » Rabbits will no longer respawn, ponds will no longer refill » 2019-10-17 19:51:05

I have mixed feelings about the changes. I don't really like the rabbit change mainly because it's an occasional fun and fulfilling activity when the village is in need of clothes. It feels really satisfying to bring back ~17 rabbits and turn it into clothes and backpacks for some naked kids. However it's possible this will still be similar in a lot of cases, since generally a village lacks clothes only early game.  A positive is It will reduce clutter in late game towns where clothing has stockpiled to that point. I think I would like it better if rabbit clothes didn't decay now. People are gonna get mad if rabbit fur is used for anything other than backpacks, though I would still miss the rabbit gathering for clothes aspect.

I am interested to see how it impacts late game food dynamics due to the prevalence of rabbit pies as a staple, however there are other similar food options like mutton that will most likely just take the place of rabbits, since rabbits are one of many cheap food sources.

The pond change is fine I guess, doesn't really matter too much other than ponds that haven't been visited in a long time won't fill back up anymore, making previously used land slightly less useful.

Do we get one or two rabbits out of a hole before it stops producing?

#170 Re: Main Forum » "Previous arc lasted 62 years" » 2019-10-16 21:20:44

Has anyone ever noticed that Nosaj is Jason backwards?

#171 Re: Main Forum » Myths and facts about why player numbers are dropping over time » 2019-10-16 21:05:32

I think it would be a good idea to have more opportunities for new players to learn in some fashion. Whether that be a solo world they can play around in, or an expanded tutorial. For example a tutorial zone that teaches the basket/bowl/soil interaction and the bucket/bowl/water interaction, since it is fairly non-intuitive and frustrating until you learn how it works.

Also connectedness of a town would likely improve if the field of view was expanded. Without a zoom mod you don't see a lot of what's going on. It allows issues such as the confessed domestic boar breeder to go unnoticed by the village. I tend to move around pretty much constantly to "extend" my field of view, but it's still pretty limited and can get frustrating when time is wasting away.

#172 Re: Main Forum » I'm Sorry about Griefing - IMPORTANT » 2019-10-12 05:17:45

There was another similar (and older?) poster a while ago.  He hasn't posted in a while so I suspect his caregivers may have suspended his access to the program due to agitation associated with it.

QuirkySmirkyIan, I respect your honesty and integrity, I wish you the best in life and may all your villages be plentiful in water and milkweed, and if not, make them so! smile And if you can't, that is ok.

#173 Re: Main Forum » Myths and facts about why player numbers are dropping over time » 2019-10-12 04:56:13

Based as my own experiences as a mother in this game, there are still plenty of new players; there is still a market to potentially be captured.

DestinyCall wrote:

Check out the steam charts for Stardew Valley.    It's four years old.     

https://steamcharts.com/app/413150

10,482 playing an hour ago

Kind of makes me get an urge to go start a new farm and grow some turnips.  God, that game is so addictive and wholesome.

I've been taking a break from the game to satisfy my own annual fall urge to play stardew valley.

With the right decisions there is potential this game could stabilize long term.  That's not say it should imitate stardew valley.  I think this game is most similar to don't starve, but with it's own unique and more complex elements.

#174 Re: Main Forum » Suggestion - Wild Roads » 2019-10-12 03:26:26

With the current combat mechanics and state of war swords, I think if we went back to the eve spawning style of the "Come Together" update on an infinite map, it could potentially solve all the issues the rift attempts to address.  All Eves could spawn close to the center, bringing players together, and this is where the major towns would pop up.  Scarcity would organically exist as the surrounding areas were combed for resources.

To work in the curse mechanics, a player could need to be born within X number of tiles of another player to spawn normally, otherwise they'd be sent to Donkey Town.  A limiting factor could exist outside a certain range from the center to prevent towns from moving out too far (otherwise we'd likely end up with a center filled with mostly decrepit ruins while towns got further and further apart), such as a lack of well sites.  Small outposts could exist for a short time outside this region for the purpose of gathering resources, living off the water from ponds until it ran too low to be feasible.

The first paragraph is the meat of the idea.  The second paragraph is the most obvious solution to me to encourage players to stay towards the center.  A state of persistence and longevity would exist towards the center while a state of un-tamed wilderness would exist at the edges of the explored map, allowing players free to choose or embrace their starting circumstances... until society eventually collapsed due to a gradually escalating strain on increasingly distant resource-gathering outposts.

#175 Re: Main Forum » Pay more attention to people who mention you by name » 2019-10-11 21:31:36

I like the premise of this idea. The text could even just appear in seperate color, or play a special tone when your name is mentioned on screen if the 'hearing stuff off screen' idea is too much. There's been times where someone is trying to talk to me and it takes some persistence from them before I clue in that the name they keep saying is mine.

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