a multiplayer game of parenting and civilization building
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I'm in the latest batch of stats from Whatever. For 2019 only...
kids per female life: 5.53
grandkids per female life: 5.30
No further comment... ![]()
Thanks so much Whatever!
This is what I thought...
kids per female life: 5.53
grandkids per female life: 5.30
I'm always saying goodbye to several grandkids, when I'm female.
I'd love to see my full stats - from October of 2018, just because I want to see how I compare to Tarr, pein, etc. in number of days played.
Turns out I am a pro... at babyraising!
Could you run my stats, please? I really wouldn't know where to start.
Here's a semi-recent life, Steven Zero http://lineage.onehouronelife.com/serve … id=3727373
I suspect I'll be in the upper tiers for number of hours played and number of grandkids per female life.
I gave up on dying of old age. I usually starve to death at age 59, with my clothes already passed on to new babies and standing on the edge of the boneyard.
I was there after this.
Someone expanded the pen pretty well, but then it was filled with dogs. The needle and threads suddenly disappeared when the pitbulls started attacking.
Ooooh, i was there when this happened. Got killed by a pit bull while i was looking for a needle to fix up the med station.
Well, I died young enough that I came back quickly enough to see some of the same people.
Unfortunately the family was soon done in by a very persistent greifer. She made all the carrot and corn disappear, killed all the sheep, and almost had destroyed all the wheat. After I killed her, we only had one fertile female left, and one bowl of wheat, and were resorting to carting in soil. The next gen didn't make it, sadly.
I'm wondering if it was the same griefer who raised the pitbulls... just starved before reaching thirty and came back, just as I did.
Oblong wrote:If your text bubble is inverted, that is indeed Donkey Town.
AFAIK this is no longer the case for a long time.
In the past week someone in donkeytown posted a pic to the discord server. Their text bubbles was black with white text.
Ok, the best time of the week to play is.... Monday morning from roughly 9am to noon EST. There are a lot of interesting towns built up because of all the players over the weekend, but populations are moderate, and mostly people who really enjoy the game, whether new or experienced. My best lives have been in this time.
But really any weekday before 4pm EST is pretty awesome. Earlier in the morning, you get a modest growth curve, so towns are growing, but not usually booming. Eve camps seem more likely to survive because of the density of experienced players. In the afternoon, I like the overlap with evening European players and the daytime US OHOL players. But yeah, around 4pm Eastern people get meaner and it's time to take a break.
As a frequent "carter of stuff" I see it as my sworn duty to take every broken steel tool and immediately carry them somewhere near the edge of the smithing area. If there is a second one I will combine them for scrap steel, ASAP.
I often find these broken tools in out of the way corners at the edge of fields, regions of chopped trees, etc. In other words, fragility is absolutely right, there are a lot of people who see a broken steel tool as trash, not a time-sensitive opportunity to recover iron.
Take broken tools to your smithy! And tell the smith what needs to be replaced.
I'm with Grim,
The worst griefing tool was saltwater buckets and bowls. I would quietly waste my precious "experienced player" time finding the ice hole to put these back, and never complaining about it on the forums for fear of the problem getting worse.
I'm too busy being excited about the chance to plant juniper in useful places to worry about the possibility of people griefing with planting them. I've lived through a town losing all the surrounding juniper to a griefer, and having the location of the closest juniper tree be one of those bits of information passed down through the generations. Being able to plant Juniper also means I can cut down the Juniper tree hogging the ideal spot for my pen building without worrying about adding to the one way loss of Juniper access.
Soooo happy about this update!
"This mobile game is an unlicensed adaptation of Jason Roher's PC game, One Hour One Life (OHOL), as he has made the source code freely available in the public domain. Purchase of [OHOL for mobile] does not grant the player access to the OHOL servers administered by Jason Rohrer."
Not actually shorter, but i added "freely available" to embed the meaning of public domain. The part in brackets would be updated for the precise name of the game.
Walrus,
If this is the same bug....You should be able to search for her name "Shine Steely" and find her records, but Shine and her family won't show up in the original family tree.
I've had some weird missing links in lineages, too. And have started a bug report on github.
https://github.com/jasonrohrer/OneLife/issues/223
Looks like there are some small gaps in when the lineage server is operating, and if you are born (or die?) in those gaps, the link to your mother doesn't get created.
Well.... what would the closed door look like when you walked through it? Would you just pass through like a ghost?
It's funny that doors have been in the game for more than a year, but no one mentioned this problem until now----because you weren't actually using them for anything real.
Eventually, I'd like to have an automatic animation, like JoshuaN described, using the existing sounds and motions. But if that's difficult to code, I'd be fine with passing through it like a ghost. I think the sound would be more important than the animation, because I've already seen the door open and close so fast it didn't seem to move at all.
And yes, congrats! You have moved the meta enough that we are actually seeing buildings outside of solo play. Folks were building rooms before, but in solo play settings we never noticed the problem (much). Doors are super annoying in multiple player settings, though...
The towns I visited today each had one functioning room - the nursery which is co-located with the eternal fire, some stacks of firewood, and a box of spare clothing. There were sometimes other rooms built, but they were either unused or unfinished, and sometimes both.
The meta is settling on one very small room for an entire village...fixing doors (and storage) would definitely help make buildings more appealing.
Now that more towns have buildings and most players have spent some lives inside it's become pretty obvious - we have a door problem.
Two people stand at a door eager to go through it. Everytime one of them opens the door the other one tries to open the door also. Net result - door is still shut. This goes on for somewhere between ten seconds and a minute before one of them manages to get the door opened. Then a stream of people go through. Then the door is left open and any airspace bonus the building had is lost.
Doors that are acting as, well, doorways, to players are not functional as airspace boundaries. If the door is a functional airspace boundary - it is not useful as a passage way.
This can not continue. It's making buildings as a whole much less useful than they would otherwise would be, and thus making people less likely to build. If a fire on some floorboards is just as useful as a fire surrounded by walls and open doorways, why would anyone ever build walls? They take up precious space and block our paths.
There are many details of human life that are not simulated in OHOL. We don't simulate using the bathroom, or how scratchy our unwashed hair gets. We do NOT need to take the time to click doors open and shut. Unlocked doors should be treated as empty spaces for the purposes of path finding, objects for the purposes of setting things down, and blocking objects for the purposes of airspace heat calculations.
Who's with me? What are the problems I'm not anticipating? I'm very much willing to post this on the subreddit for suggestions, but I'd like to hear folks thoughts first.
As far as /die working beyond 1 year.... why? Isn't 60 seconds enough to make that decision? And letting a mother care for you for 120 seconds to just /die at the end is cruel...
Greep has already mentioned the long initial map loading time, and spoonwood mentioned watching someone kill the last sheep. Some other examples that have happened to me... being in an early stage camp that has a few swamp trees nearby, but once your mom gives you a tour you realize there are no ponds. The other is having a mom that is busy with the forge or rabbit hunting, but then when she stops to name you, calls you Adolf, Hitler, Nazi, or other blatantly racist naming options. Even if the game doesn't officially give me that name, it's a pretty good indicator that I don't want to stick around to play with that person. In all of these examples I ran to the closest ice biome to starve.
As a mom, I wouldn't mind having a baby /die anytime in the first three minutes. It's way better than when they go AFK, and you keep wondering if you are wasting your time nursing them when you could be working more efficiently on your precious life goal(s).
Again, just my two cents, do as you will.
Well, I'd like to see both of your options implemented.
(And I have been using the AWBZ mod shift-del feature.)
For /die, maybe make it available whenever the baby is held by any adult? I've had plenty of grandmothers look after me as a baby, and the practice of having a central nursery is very common right now. It would also help if you could extend the availability of /die through the time the baby turns 2 years old.
My $0.02
hmmm... who has lived the most lives?
I'm pretty sure it's Tarr.
Especially if you count all the lives where he hasn't made it to one...
So to start with, I just want to say, I think you are correct - this game is elitist. I've reached what I call "expert amateur" level. I know enough of the tech tree and the quirks to be useful, but I'll never have an easy time surviving, and I haven't lived past 35 since the update. I am never going to be a pro.
And I've been active in the community long enough that I have zero hope that Jason will roll back any of the temperature changes. When Jason has decided he likes the way something is working, no amount of uproar from the casual player base is going to change his mind. The grumbling about this update isn't even at an unusually loud level, IMHO. He listens to Tarr, Crazy Eddie, and a handful of the other "pro" players. Jason doesn't even listen to Twisted's opinion all that much, because Twisted is a great RP player, not a pro.
Depressed yet? Here's the good news. The OHOL code is open source. The flaws in Jason's one-man rollout style and development philosophy can easily be fixed by a development TEAM, especially if they aim at creating a version of OHOL for the casual player. Jason has already shown a great deal of tolerance for people working on derivative games, like the mobile version. I've got a Word Doc listing all the changes I would make...but I'm not a programmer. On the other hand, I'm sure I'm not the only one keeping a list.
But other than the simple mobile port, folks will probably want to wait until Jason is actually DONE writing the code. That seems to have been what doomed the "Two Hours One Life" server and community. So wait a couple of years. A version of OHOL that is friendly to the casual player is sure to pop up.
What source of information are people using to justify Eve survival, productivity and any other stats that might indicate the rate of failure for Eve camps?
There's a forum thread where Thundersen analyzed the publicly available "life logs" to graph the duration of lineages on the active servers. The takeaway I remember is that 90% of Eve starts reach the point where they have no more fertile females *less than an hour* from the time they start. Even though the temp update is brutal on our quality of play - I can't imagine this statistic getting significantly worse than it already was. This is a HARD game.
https://onehouronelife.com/forums/viewtopic.php?id=4886
I'm pretty sure that what it comes down to is this - you have a ten percent chance of a pro either being your eve or an eve's child. If that happens your line survives. That's how it was, that's how it is. Either you make your peace with that, or you don't play.
This post comes to you with much love for Nepumuk and Michie. They are pros. If I hadn't done Eve starts with them (as triplets and quads), I would not have nearly as much experience with what makes an Eve start work.
there is a discussion ohol subreddit, why is there another one for suggesetions? There already aren't that many people on reddit
Because the OHOL discussion subreddit is unofficial and was created after the official suggestion subreddit.
Yeah, I still like herding mosquitos, it's just not as useful as it used to be - or as I was hoping it might become.
My house in One City server is on the upper left corner of an ENORMOUS savanna that is intermixed with jungle. It's a prime location that was only empty because of the regular presence of mosquitoes.
I'm planning a fenced pen for my mosquito pets - where I can do mosquito herding demos and training.
This teaching session idea is morphing into creating videos of training sessions with the friends and family I'm luring into the world of OHOL.
I don't think it's fair to expect him to push updates even further back because of isolated and rare incidents.
While I haven't been tracking that closely, I'd guess about a third of the updates have had a major playability issue that cropped up in the first hour or two of player access. That is far from isolated and rare.
And Jason is not the only person who releases software for a living. The software industry plans for problems after a rollout because it happens all the time! As a one man shop, he can't POSSIBLY do the in depth stress testing of his code that an enterprise does, so I'd expect him to have more bugs at rollout than the average software developer. Which I'm fine with... as long as he plans for it in a rational way.
I don't like feeling like I have to alert the mods because I know Jason isn't paying attention otherwise. I don't think it's fair to you either.
and who wants to play the "collect things into somewhat logical areas for an hour" game?
Um, me! I'm just that kind of person. That's why I play a carter.
Doesn't mean I don't want more tools to make my job easier and more rewarding. I completely agree with all of your suggestions.
There's a post on the suggestion subreddit that asks Jason to make a new thing stackable every week. Go upvote it, and maybe make a post about your tool rack idea.
https://www.reddit.com/r/OneLifeSuggest … e_one_new/
And yes, I realize that most people assume that Jason doesn't read the subreddit...but I have two reasons to think he does. 1) The sticky post in these forums talking about how to make suggestions (through the subreddit). 2) How he responded to the population balancing suggestion when it got upvoted over fifteen times *in the same week*.
https://www.reddit.com/r/OneLifeSuggest … opulation/
When thundersens technical suggestion got upvoted quickly, Jason took notice and started a conversation in the forums about how to implement it. He also implemented several other suggestions from the subreddit the following week.
I honestly think that if anything got over thirty votes he'd implement it. The biggest problem with the subreddit is that the population of people active there is much lower than the number of people active in the forums.
So big changes in your temperature as you move across biomes are a FEATURE of the new update. Jason intentionally made the biomes stop mixing temps.
Disconnects are not a feature - and we should keep complaining until that gets fixed.
The servers shutdown almost every week on Thursday or Friday night, when Jason rolls out the update.
So it's expected, but not exactly "scheduled".
I wonder if we could set up a regular schedule of teaching sessions on one of the low population servers. At a semi-regular time every week.
One of the big problems we all run into is that it is hard to teach the new casual players when the town is in the middle of a food shortage.
Would anyone else be interested in supporting this?
I'd just like to still be playing this game a year or two from now... and that's only going to happen if we start keeping more of the casual player base.
hrmka's right, but it's a little more complicated... the problem is the servers were never restarted last week. So the eve spiral was never reset to a new origin. That's why the spiral is getting bigger than it usually does.
Jason did a couple hotfixes to the client, and set up the stress test to force everyone to the same spawn point, but he never actually rolled out a new version of the game, so he didn't do the server update.
Between the very big diameter and the apocalypse, we are not going to have as many old towns to discover during the next eve spiral.
(Also... hi hrmka!)