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a multiplayer game of parenting and civilization building

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#151 Re: Main Forum » How to make sons stay alive for long? » 2020-07-18 03:32:43

I don't think I've ever had an issue with boys, but talking to someone who just started playing they mentioned that they often don't know what to do in game.

For newer players who are girls, at least once they have babies they have purpose thrust upon them. Boys have to decide their own purpose, and if they don't find one they may decide to walk into the wilderness and starve to death, like that new player I talked to.

Everyone needs purpose, so I think the best thing you can do is make sure they have enough food and clothes to not die, and then give them very concrete tasks to do, emphasising how what they do is important and valuable.

#152 Re: Main Forum » What's your favourite names for kids? » 2020-07-17 06:08:36

Recently, I have taken to naming all my kids Jazz.

#153 Re: Main Forum » Diesel oil pump? » 2020-07-17 05:31:19

24 extra cans of crude oil.

Also, you can fire the newcommen first if you want, to get a few extra crude, but at the risk of draining the tarry spot. [edit] I was wrong here, once you make a pump jack you can't convert it back

Diesel gives 24 guaranteed crude.

#154 Re: News » Update: Pipeline » 2020-07-17 04:04:31

The new diesel oil pump gives 24 crude oil at a cost of one kerosene. No more water, charcoal, and rubber to get oil!!!

The pipelines will be fun, even if they are only used to allow non-gingers to collect crude oil from a pump (you can pipe to outside the arctic).

It would be great if there were branches on the pipes so you could have multiple spigots, or multiple oil pumps connected. That way you could pre-build a lot of infrastructure (imagine multiple tarry spots connected with a pipeline, running back to town).

Thanks for the content Jason, let's try it out!

#155 Re: Main Forum » Who built the longest railroad in OHOL? » 2020-07-16 03:22:59

I feel like maybe a rails/sprinkler system *could* work but I'm not sure.

I'm imagining a long horizontal sprinkler system with produce on each side, and a rail loop above and below going to a food storage area at one end.

Would need a way for the carts to stop one-by-one for unloading at the food storage area, or something.

#156 Re: Main Forum » Some paved roads tweak suggestions » 2020-07-12 03:24:46

wondible wrote:

Bad news: roads are created by an automatic movement, but only player actions are recorded in the maplogs. There was one paver started before the crash this morning, but no roads.

So no way of know where the roads are? That is annoying, but probably not too hard for Jason to fix. Have you raised a bug?

#157 Re: Main Forum » Fires should give less warmth. » 2020-07-12 03:17:41

Gogo wrote:

People pick up babies too often, losing their pips. I'd say X mouth doesn't work properly, moms don't wait for babies F.

I am constantly saying 'X' to my mum when they pick me up too early. Hasn't seemed to catch on yet, it's too hard to communicate to new players. Maybe I should tell my kids in the future, and try and spread it that way, the same way F is.

It's also a (somewhat) valid way to yum-boost. It's better to yum-boost with hungry work, but the mechanic allows for it so it's valid. I don't like it, as people also use it to starve themselves, so it feels very alien to the gameworld.

#158 Re: News » Update: Paved Roads » 2020-07-11 03:27:34

Thanks Jason, really enjoying the new content.

It seems like it's not possible to build diagonal roads - is that correct? If we built disjoint diagonal roads would you still travel along them like current roads?

Also it's not clear to me on onetech - how many tiles get paved at once? Unlimited? One?

#159 Re: Main Forum » Another little preview » 2020-07-09 01:23:00

Will it be possible to build diagonal roads with the machine?

Also, will the machine go through biomes for you (and is there a chance it gets stuck in the biome)?

#160 Re: Main Forum » Fency fence 1.0 » 2020-04-30 04:56:23

I like the idea.

THe horizontal fences are the best I think.

The scale needs to be consistent on all pieces, so palings on the gate should be same size as horizontal, and vertical should be thinner. Potentially the vertical would have vertical palings, it looks like lots of horizontal palings stacked on top of each other at the moment.

#161 Re: Main Forum » Problem: I have a problem » 2020-04-29 05:55:33

antking:]# wrote:
sigmen4020 wrote:
Spoonwood wrote:

No, you haven't stated a problem.

Sorry, can you forgive me?

I once read a book, where a man could only leave the army if they could prove they were insane, but by saying you were insane proved you were sane, so you were put back in the army...

This is one of the main subplots to the TV series M*A*S*H - maybe was part of Catch 22 as well? Can't remember.

#162 Re: Main Forum » Jason can you delete my forum account? » 2020-04-22 05:14:51

Just reset their email and password attached to the account. They won't be able to login, but the account will be dead (and could be restored in the future if wanted).

#163 Re: Main Forum » Sheep needs a change » 2020-04-08 06:22:38

I wrote this somewhere else, but I would love some other food that let's a sheep regrow its wool.

Even better if that is grass that has to be grazed (so you have to herd the sheep around a pasture). So 0-water wool, that requires time and effort instead.

Could do something like regrow wool by feeding straw instead, I think that might be balanced.

#164 Re: Main Forum » What is griefing ? » 2020-04-06 01:14:24

cordy wrote:

The longtime (30mins or longer) AFK person who feeds himself/moves occasionally is worse. Shows they are not in fact away from the keyboard (probably) and might just be meme score farming. Or they are just an ass.

This has been me in the past, because an hour is a long time to be tied to the computer. Sometimes family or life require immediate attention, and I do my best to stay alive in-game while I deal with whatever is going on. Depending on the situation I may be able to feed myself quickly every now and then, but not be able to keep playing fully.

I guess I could just let my character die, but that seems extreme when I can just drink some milk and find a warm spot, and maybe last long enough to keep playing later.

#165 Re: Main Forum » Scrap the Scrap Engine » 2020-04-06 00:27:42

testo wrote:
Coconut Fruit wrote:
testo wrote:

Thats too good and too simple to implement. Also it was not Jason´s idea so it will never be implemented smile

Being able to remove engine from a well to get iron with kerosene is useful tho. I got iron a few times by now like that, so I don't really want it being able to remove engine only from abandoned wells.
I would like 2 people need to work together to remove engine from a well, same with iron veins.

I´m not sure why but I dislike the idea of moving the engine from the well to the minning site. You may be right though, just unsure why It doesn´t please me.

It's a necessity if you don't have enough iron for multiple engines. Shift the engine around until you have enough iron to make extras.

#166 Re: Main Forum » Ideas for new recipe » 2020-04-05 14:10:33

There should be fajitas right? Right?!?!

#167 Re: Main Forum » Scrap the Scrap Engine » 2020-04-04 01:47:33

jasonrohrer wrote:

An engine is your town's most valuable, hard-won, and singular possession.

Agreed!!

jasonrohrer wrote:

I suggest leaving it out in the open and unguarded at all times.

The core issue here is a break in the implicit contract between a game's world and it's players: consistency.

There are two kinds of consistency implied in a game world, and it's ok to break them at different times.
- 'physics' acts the same now as it always has
- 'physics' acts the same on all objects

The first gets broken every time there is an update to game mechanics, and that's perfectly ok, but it takes a while before everyone realises that the world is different to what it was before. It takes time for the meta to change, and it seems like many players have no idea what changes have come into the game recently, except through some kind of social osmosis.

The second is a bigger issue. It's *weird* that diesel engines can just be removed and destroyed when, for example, wells and waystones can't. It's weird when some things can stack and others can't (thank you for fixing this!!), weird that some things can be disassembled and others can't.

Now for many reasons it's fine for these inconsistencies, especially for game balance reasons, but this one feels really incongruous.

I do look forward to the meta including an engine guard, though as others have mentioned it's hard to guard against your own family.

jasonrohrer wrote:

On the one hand, you plead for freedom and the removal of restrictions.  On the other hand, you beg for me to reimpose restrictions as soon as I remove them.  The freedom to get the steel back out of an engine is simply too dangerous to allow.

I don't think anyone is asking for a restriction to be reimposed, though I can't speak for everyone.

This is a good idea, it just feels unbalanced in the game's world, in particular unbalanced in a way that makes griefing really easy. When waystones were being used to grief wells you introduced a change to balance the game more, and that's all that's being asked here.

jasonrohrer wrote:

Also, a bug slipped into that content, only giving you 16 steel back instead of 18.  I will fix that now, and it will go live later.

Thanks! We still lose some rubber, but not so bad in the grand scheme.

#168 Re: Main Forum » Scrap the Scrap Engine » 2020-04-03 03:37:02

minth wrote:

Where is it idea come from?
The engine is the highest-tech item in the game why would you ever want to scrap that?

The idea was posted at https://github.com/jasonrohrer/OneLifeData7/issues/693

It makes sense in some ways - if all you have is a diesel engine but you need something else, what do you do?

With the reworked iron it seems like the only legitimate time might be if you are an eve or something and stumble upon an engine you can't use.

Even then, you probably want to keep a hold of it because it is so useful.

Perhaps people go crazy making engines and that becomes an iron sink, locking up the iron so it can't be used for something else? That seems so unlikely though.

#169 Re: Main Forum » The 3 cities April 2-3 » 2020-04-03 03:32:15

At -285 -54 I finished the road to the iron mine, and started on a cut stone hut for it.

It is 5x5 floored, and 4-5 walls built.

Was planning full cut stone so that it will eventually be ancient and lockable etc.

#170 Main Forum » Scrap the Scrap Engine » 2020-04-03 01:18:35

Cogito
Replies: 43

The idea to be able to recover metal from an engine led to the Scrap Engine https://edge.onetech.info/3967-Scrap-Engine

Unfortunately, as implemented, it is *far* too easy to destroy a lot of work.

To destroy countless (well I haven't counted it) uses of  the kiln and multipurpose newcommen, all you have to do it write on a box, stick an engine in it, and hit it with a hammer.

Please don't let this into the game.

Either make it far harder or, my preference, allow disassembly of the engine.

Hit the engine with a hammer to go one step down this tree https://edge.onetech.info/2365-Diesel-Engine/tech-tree

#171 Re: Main Forum » Made my signature cow pen again » 2020-04-01 04:10:25

I agree with what you've said, and there needs to be better organisation to promote better play (and to shift the meta away from berries).

pein wrote:

Well, that's kinda wrong, time won't matter as much as effectiveness.

The thing is, there is one main resource in this game, and it is your life.

As long as there are productive things to be done, successful towns will be the ones that are able to spend the most time on those productive tasks (sans RNG factors if there are any).

Organisation is productive because it promotes better/more efficient game play.

Road building is productive because it allows more efficient resource gathering and exploration.

Mining is productive because iron.

etc

The discussions on water-efficient foods is a good one, because water can be such a bottleneck. Other things have a large impact on water consumption too, though. For example, wearing clothes is super water-efficient. If someone can make a lot of food very quickly but slightly water-inefficiently, and then makes a lot of clothes, their water-score should end up positive.

The problem I have is I haven't seen any good way of calculating this 'water score' except for specific foods, and to be fair it's probably impossible to quantify the value (in water) of building a sheep pen.

My main point is that we should consider pips per water per (amortised, production) minute, in addition to just pips per water.

As an extreme example, if there was food that gave 1000 pips for 1 water (wow, amazing!) but took 20 minutes of actual work to produce than the pip/water/minute value would only be 50 (still good I guess?). Now if it was possible to produce 20 of this food at the same time, taking on average 1 minute per food (though still 20 minutes game time) the pip/water/minute value would be 1000.

Yes we need to be water-efficient, but work-time-efficient is also very important. I mean, that's the whole basis of the industrial revolution.

#172 Re: Main Forum » Coming soon: mining changes » 2020-04-01 03:29:34

bpskotch wrote:
jasonrohrer wrote:

A family can branch out to other locations by making a second engine to establish an outpost

So following this directive, fully intending in the future to add a diesel engine to a vein so I can use kerosene to obtain iron, I started establishing an outpost. Muddy veins were near, which I checked, so that I'd be able to easily get from the well site to the vein. I brought minimal iron, made shovel on site, and dug my well, only to find the veins become "sunken" and then completely despawn. Was this what you intended Jason? I would think the veins would just change to another state similar to collapsed so that I can still add a diesel engine, but now they're completely gone and the only way I can use a diesel mining operation is to go off the premises.

I agree, this is a bit annoying.

Have you tried putting the engine on first, and if so can you build the well afterwards?

#173 Re: Main Forum » Iron changes and what I'd like to see. » 2020-04-01 03:16:58

To chuck onto the pile here:

Instead of (just?) being hungry work, you could take YUM into account. Either some YUM chain level, or some bonus food level (you have to be full in order to mine).

If there was RNG, having a higher YUM would mean higher chance of successfully mining. Hard to know what the balance should be, but perhaps having a 20x YUM chain would double percentages?

#174 Re: Main Forum » Some ideas for improving cooperation (inside towns and between them) » 2020-04-01 02:50:01

Last few times (pre iron nerf) I smithed I always got people to help me.

It was incredibly easy to find helpers (shout in the kitchen "I need help in the smithy") and then I was very clear about the tasks I needed help with.

The players who helped me were in general not smiths; they had no idea how to do very much at all.

We started with refining ore. We had three people total, one on the tongs, one hitting, one removing iron. You can easily get 8-12 ore refined like this if you set up the space nicely before hand. The best bit is that people feel really productive, and you do get more done than you would by yourself. (keyboard controls really help too, for picking up and using things quickly)

They picked up charcoal and steel production quickly as well, and in the end was a really fun time.

#175 Re: Main Forum » Made my signature cow pen again » 2020-04-01 02:38:41

In calculations we really don't include people's time enough.

If you can quickly (at the cost of some extra water) get a lot of food that has enormous value as 'available food' is the one thing that allows your entire family to work on productive tasks.

If someone is able to get 9 buckets of milk in ~5min that frees them for extra work and it frees their entire family.

How do we go about quantifying this though?

What is the expected water production per minute of different tasks?

We have calculated units of water required (so negative production) per food pip, and you could similarly get to pips created per minute (based on time required to grow the crop). The one that is hard is water generating tasks, such as creating coal to fire the newcommen. Especially if you are biome locked, the main time cost in getting more water is travel - travelling to ponds, or exploring for an expert.

In any case, I think the calculus will more often than not come out on the side of creating more food quickly, so that you and your family can spend more time generating water.

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