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#201 Re: Main Forum » Road change idea - with images » 2019-02-14 21:36:04

I like building roads, so I support all of these ideas.  I think dodge's mallet suggestion is more likely to get Jason approval.  Because its just adding a recipe, rather than changing the graphics.

#202 Re: Main Forum » -IDEA- allow seeds to be put in a bowl like beans » 2019-02-13 18:49:38

See the sticky message at the top of the forum about how to make suggestions to Jason - and go post this on the subreddit.
Actually I think this might already be there.  In which case... go upvote it!

#203 Re: Main Forum » Food delivery as job/stacking bowls » 2019-02-13 18:46:48

I like to play carter - and if bowls of stew could go in carts I'd definitely share them around town.  It's really weird to me that some bowls can go in the cart but others can't.  I recently plastered a house and was super annoyed when I realized bowls of quicklime or plaster can't be carted.

There's a post on the OHOL suggestions subreddit asking Jason to add at least one more stacking item each week.  We need more cartable bowls of things, too.

Oh, another thing I've started doing.. force feeding people yum foods, then telling them what they just ate. If greifers can do it to destroy yum chains, I can do it to increase them. I usually do this with a bowl of greenbeans or popcorn.  I gave stew to one of my adult daughters recently, and she was really surprised by how many pips she got.  I think that made a convert to the benefits of stew.

#204 Re: Main Forum » How the apocalypse could be and why nobody tries to stop it/cares » 2019-02-13 18:30:28

After the last apocalyspe, I made a suggestion on Reddit to add different sounds, and make them more frequent as the apocalypse nears.  Someone in the comments suggests more graphics changes.  Go vote it up, so there's a hope Jason takes it seriously.

https://www.reddit.com/r/OneLifeSuggest … pocalypse/

And theres a more recent suggetion, not as many votes yet, but honestly it's better written and more thorough.


https://www.reddit.com/r/OneLifeSuggest … provement/

Vote for both!  Vote early!  Vote often!

#205 Re: Main Forum » How to live in jungle biomes without those pesky mosquitoes » 2019-02-13 18:20:02

Heh, LOL for the High Preist joke.  smile

Ok, three palm trees, six rubber trees is what we need to leave behind, preferably on the sides of the jungle rather than the middle Good to know.

#206 Re: Main Forum » Apocalypse Vault » 2019-02-13 18:05:10

Interesting idea - anyone read the Mistborn tirlogy?  Reminds me of the vaults in there.

Maybe you have to paint an ancient stone wall with something made from ground up endstones?  Also giving the anti-apocalypse crowd a way to make the apocalypse less likely....

#207 Re: Main Forum » How to live in jungle biomes without those pesky mosquitoes » 2019-02-12 22:05:35

Glad to hear you are trying out the techniques, Spoonwood.

Hmm, getting high makes it easy to see mosquitos.  I had not thought of that.  But it fits into my ideas of making a mosquito cult, where the priests are mosquito herders.  "This is the sacred wall, no one shall go beyond the sacred wall except the high priests of the mosquito."  "We will commune with the mosquitos by eating this sacred mushroom."

As pein pointed out in his response.."mosquitoes can move only straight in any random directions so basically any of 8 tiles around them"  So they are most likely to only move one tile at a time.  But if anything is occupying that tile (a tree, or even another biome) the code checks if there is an open spot in the correct biome one tile further, for up to five tiles.

The net result is what you mentioned in point 5 - the mosquitos only make small moves.

If you are travelling through cleared jungle (unlikely, unless someone has clear cut it), and can spot them ahead of time, you can dodge the mosquitos by staying a few tiles away from them.

And I've already planted maples in my "backyard" on One City Server.  OCS is a private server run by Greep.  Here's the forum post with the details about how to connect.  There's a lot more info on the One City Server discord, if you are interested.

http://onehouronelife.com/forums/viewtopic.php?id=4868

#208 Re: Main Forum » Surviving Triplet Griefers » 2019-02-12 19:47:07

It wasn't a waste.  You worked together with some awesome people and you fought the good fight.  Congrats.

#209 Re: Main Forum » How should clothes work heat-wise? » 2019-02-12 00:58:17

jasonrohrer wrote:

I'm pretty sure the most food-efficient way to currently raise a baby is either:

1.  Mother eats until full with huge YUM bonus, then stands in perfect temp while holding baby until baby grows up (spends 1 food on baby, the first time the baby is picked up).

2.  Someone else feeds mother while she holds baby the entire time (again, 1 food spent).

That does seem like the most food efficient way to raise a baby... but... it's boring.  Both for the mom and the baby.  We're looking to balance the food efficiency with the fun efficiency.  smile

So I usually eat until I have a modest yum bonus, hold the baby and give them a tour of town.  Then I'll take the hit on the food meter as I pause at temperature efficient spots to eat high pip foods.


So what exactly is wrong with building on edges?  Even if all the biome temperatures were equal, I'd choose to start a camp at the edge of multiple biomes, just for access to a variety of resources.  And some of the most vibrant real life cities fit this description, too.

Based on playing in the cold temps on One City Server - I'd still choose to build in desert, just because of the modest temperature difference.

(P.S. Someone had already taken "Blue Diamond" when I signed up for the OHOL forums, so I added the word Avatar.  I am not an aviator.)

#210 Re: Main Forum » Lower the Donkey Town Requirement » 2019-02-11 19:18:38

JonySky wrote:

BlueDiamondAvatar does not need to take a knife to eliminate a griefer (although it is the fastest and most effective way)

It's the fastest method IF you can out click the person you are fighting. Assume for a second that everytime you try to do this, you lose and get stabbed while the griefer laughs at you.


JonySky wrote:

and I do not say that the current system of curses is useless, but it is not logical that every time we come across a griefer in a game we resort to hardening the requirements of DonkeyTown, but instead we are not able to kill the assassin instantly when is relaxed

Have you read Lu and Bob 101's latest posts on the forum?? 
We aren't asking for DT to be strengthened in reaction to a single incident.  It is in reaction to a growing problem with chronic repetitive griefers ruining the game.

JonySky wrote:

  I have asked before ... how many of those who are writing in this post, have created a hospital once? to create pads it is not necessary to know how to stab anyone, nor do they require great knowledge of anything ... to clean dirty pads, it is not necessary to be a pro-player, but nobody does it

This simple task causes the killer to kill no one (since the wounded can be healed) and the murderer gives himself away without creating any type of chaos or drama (someone who has skills to kill will end with the life of the griefer)
is effective and solves many problems ... but it requires using the logic and be effective in the tasks we perform

Yes, I make sterile pads and make sure there's a needle and thread as soon as i am old enough every time I play.
Yes, I make the bow and arrow and teach others how to do it everytime there's a bear or a bow wielding griefer.
Yes, I make sure the weapons are held, or placed visibly. 
Yes, I stop, grab the arrow,  and ask what the plan is everytime someone picks up a bow, or runs around with it.
I'm pretty sure those are the answers for most of the people posting on this thread.

You aren't talking to the normal casual players here.  You are talking to the forum geeks. 

Have you not noticed that the griefers dirty the pads or steal the needle and thread?  Have you not seen all the people who drop dead of starvation even when the victim is healed?  Have you run around trying to feed your family a yum bonus food while they stop everything to figure out how much damage the griefer has done?

The fact that pein (and I was talking to pein on this part...) doesn't think curses are worth typing out is exactly the reason we need to strengthen Donkey Town.

#211 Re: Main Forum » Lower the Donkey Town Requirement » 2019-02-11 15:10:22

JonySky wrote:
pein wrote:

cursing for me is like saying that i am weaker than the other player, if you are annoyed by something, if you face problems, you either solve it or let it go. there is a bear in town? get arrows, kill it. there is a griefer in town? kill it.

+1

I'm tired of seeing people in these forums write stories about serial killers and read that nobody does anything to avoid it

OK, seriously!

How many times do I have to tell you I'm a slow clicker?
It doesn't matter that Steam tells me I've played over 500 hours, and that's not counting my growing AWBZ time. 
I know from HARD experience that I can't out run or outplay the majority of griefers.  I am weaker than the other player, but so what???  I still deserve to play a game I enjoy!

And there are other ways I am stronger...
I can rally a town against them.
I can talk to others about suspicious behavior, while also making them laugh.
I can make it so that the minute the griefer crosses my line they get ten curses, and our local knife wielders are there to take care of the threat.  If that knife wielder is me, so be it.  If it's someone else, all the better, because I suck at clicking them the right way, even during the cooldown!

The fact that it's hard for you to rally a posse and curse a griefer doesn't mean it isn't a useful thing to do.  Just like the fact that I can't manage to stab another player faster than they stab me doesn't mean it isn't useful for griefers to be stabbed. The game is better if we do BOTH.

But I'm better at wielding the curse system than I am at wielding the knives.  And the majority of OHOL casual gamers are more like me.

But my tool needs a little more oomph to it.  Because, it doesn't work if I'm younger than the griefer, and it doesn't work if I'm in a small camp.

And we don't have serial killers, we have serial griefers.  And the current system of stabs and weak curses is just teaching them to be sneakier.  And once they are the only players left on the public server - you won't be able to stab them all.

#212 Re: News » Update: Client Lag Fix » 2019-02-10 23:51:05

I'm glad you are waiting a bit to push out the rest of the temperature update.  One City Server is running the parts that are already on GitHub, and it is COLD! 

On the other hand, I'm really looking forward to seeing how the player strategies change when the biome and clothing changes you've discussed get rolled out.

#213 Re: Main Forum » Lower the Donkey Town Requirement » 2019-02-10 21:06:37

Crazy Eddie has a similar suggestion active on the github page.  It targets players with a higher number of lifetime curses.  Crazy Eddie has a knack for writing suggestion Jason implements - using Jason's own statements of what his goal is, and making a very logical argument.

https://github.com/jasonrohrer/OneLife/issues/204

I'm all for it, either way.  I'd be happy to spend and hour in DT, if it made it harder for our pro griefers to singlehandedly destroy our playgrounds and not have any consequences.

#214 Re: Main Forum » How to live in jungle biomes without those pesky mosquitoes » 2019-02-10 14:23:06

Ooooh, I like that Spoonwood.

I'm currently building a house on One City Server, in a place others were avoiding because three mosquitoes had been concentrated into a small area of plains biome by the building of the massive library.  I may end up planting some Maples around the 'quitos when I finally pin them to a single tile each.  That seems more aesthetically pleasing  than many of the other options.

(And yes, the mosquitoes were hovering consistently in the top left corner of the biome, just like we'd expect.)

And pein, it is a very useful and unique skill, nice to have since I'm terrible at smithing.  Thanks for sharing all your insights so freely. Mosquito herding can be tedious, but it reminds me a bit of solving a complicated puzzle - and it's different every time.

#215 Re: Main Forum » Clothing meta after update » 2019-02-09 23:16:38

Tarr wrote:

Because when talking about changing things in discord he specifically spoke about making both the desert + jungle boiling (unlivable or incredibly harsh) while all other biomes stayed the same.

Ok, he did talk about that.  But the code changes thus far won't make jungles any hotter.  Ok, it'll make jungle edges hotter, if you assume those edges were next to a cooler biome... but that won't change the fact that jungle is the biome that is closest to the ideal temperature. Nor will the other heat calculation changes.

But even if he does push out something for this week that leaves jungles at an ideal temp... it probably won't last, as he's sure to change it in future updates.

#216 Re: Main Forum » Clothing meta after update » 2019-02-09 15:24:53

Why are jungles going to be more difficult to live in after the update?  Is Jason also changing their underlying temperature?  Otherwise, they are the closest to the ideal temperature.  I didn't see anything in the live-dev-updates that does that - but IANAP.

I like to make pants, but many players will stop and stare at me like I'm murdering someone.  Can you provide more about your reasoning that a pair of pants is of higher priority for rabbit fur than the backpack?

#217 Re: Main Forum » How to live in jungle biomes without those pesky mosquitoes » 2019-02-09 15:04:38

Sometime while I was sleeping last night it suddenly occurred to me... I should have given pein a shout out for teaching me most of this.

#218 Re: Main Forum » We need new ways to do old things » 2019-02-08 22:13:04

I agree that it would be nice to have multiple paths to the top.  But I tend to think of it in terms of having more biomes be viable for an Eve.  To a large part different cultures evolved because of different environments. 

To diversify our city biomes, we'd definitely need more biomes producing water. Maybe with different ways to build wells, depending on the source? Another step is having a greater variety of fibers (both plant and animal) that can be used to create thread and ropes.   And a way to make bowls/ovens/plates/kilns without clay - or different forms of clay in different environments.

I really hate the idea of nerfing mutton pies.  We are struggling to keep our villages going as it is...  Another transportable high "pip" food would be great.  Maybe just tweak bean burritos, so they provide multiple bites?

#219 Main Forum » How to live in jungle biomes without those pesky mosquitoes » 2019-02-08 21:16:21

BlueDiamondAvatar
Replies: 15

The Heat update that is about to be released will make deserts unlivable, even on their edges.  So suddenly Jungle biomes will be the best place to raise babies without draining your village of needed "calories".

I've been playing with mosquito pushing since first seeing the wonderful mosquito walls of my beloved Two Bell berry patch on the outskirts of San-Cal.  But many of my discord and forum OHOL friends still don't get it.  Here's the low-down.

Mosquitoes, like all animals, can not occupy any tile that has an object in it.  Most of you know enough to stand on an object when a bear and/or 'quito is nearby.  And, of course, once spawned, the mosquito will not change biomes ever again.
You can use these behaviors to limit or block mosquitoes from even entering an area.

Mosquitoes can only move up to five tiles at a time.  So if you create a wall of items five tiles deep, you can push the 'quitoes out of your jungle town forever.

But just try doing this in the middle of an active town!  It's an exercise in futility.  Mosquito pushes work best when setting up an eve camp, or on the edge of an existing town.

What do I mean by mosquito push?  Well, before you have completely blocked mosquitoes from entering your future home, you will have limited their access.  If you blockade is only three objects deep, you will still have reduced the likelihood that the mosquito RNG lands that bug in your village, rather than back into the untamed wilderness.  The more tiles you have filled with stuff, the more you will have "pushed" the mosquitoes out of your future home.

What do I mean by mosquito wall? I mean something that has effectively BLOCKED a mosquito from entering a region.  The best case is what we had in San-Cal - a permanent structure (the bell tower bases) that cuts off three or four tiles of jungle from being reachable to any other piece of jungle biome, plus some structures to keep people from walking into the pinned mosquitoes (the nearby adobe oven bases).   

But a temporary "wall" is a natural outgrowth of a mosquito push, and will always preceded an effective permanent mosquito wall. Create a continuous boundary that is five objects deep, and you have a mosquito wall. 

What kind of objects should you use?  Well, I almost always start a mosquito push with bone piles.  It can make the endless corpses of your suicide babies slightly less terrible- because you can put them to use!  Blocking Mosquitoes!  I've also used the endless milkweed seeds, the firewood and butt logs from chopped down jungle trees, bananas, etc.  The less useful the items the better. No one is going to say, "hey bones!  I need that!", but random family members WILL eat your bananas, and gather the wood.

But I think the best material for a temporary mosquito wall is rabbit bone needles.  The needles are great because - they are nearly permanent, and mostly invisible.  So they don't make the edge of your town all that terribly ugly.  All you need is one set of rabbit bones and a flint chip.  It's also good to have an axe handy - to knock down any rubber trees that are keeping you from placing bones behind them. 

For permanent walls, you can use the same materials you would for a sheep pen - either stone blocks, or adobe oven bases, or (gasp) real walls. If your mosquitoes are in a small patch of biome, you can get a way with just a few blocks.  In that case, I recommend also blocking access to the tile from other directions (as in San-Cal).  But in some large jungle masses pinning the mosquitoes to a single tile isn't going to be possible.  In which case, your permanent mosquito wall will need entrances and exits for the people living there - just as you would build on the corner of a sheep pen.  Once a permanent wall is done, you can clean up the mess of stuff you used for temporary walls. 

One last thing I'd like to mention... overtime, mosquitoes drift to the top of the biome they are trapped in.  So it's slightly easier to push the mosquitoes from the southern edge of a biome to the northern edge.

#220 Re: Main Forum » Update v195: Temperature of Desert Buffed, (Jungles still op) » 2019-02-08 14:46:44

Update please!!

Betame, Ferna?

Jason just changed the codes for heating biomes and clothing (visible on the official OHOL discord or github).  It looks to me like we are now raising babies in jungle or the camp starves.  Maybe in neutral zones with clothes and/or a fire.  And desert cities are seriously dead.

Good thing I just got to the point where I can finish a decent mosquito wall in one lifetime.

#221 Re: Main Forum » How should clothes work heat-wise? » 2019-02-07 23:34:24

jasonrohrer wrote:

Quick response before posting more stuff:

But I DO want you to take off your hat when you come in the house.  You say it's tedious, and you'd never do it.... well, currently, you don't even have a house, because there's no point.  But it's just one click.

You currently do a bunch of other stuff that takes way more clicks (like cook elaborate foods) because the benefit is clear.

I think the problem is that the benefit is marginal.

Clothing is NOT supposed to be just decoration in this game, or just set it and forget it.  Like everything else in the game, it should matter.

So here's the thing.  We don't have houses, but we do generally build our towns on the edge of deserts.  No one is taking off their hats when they go back and forth between the desert and the tundra, either. 

You may WANT clothing to matter, but at present, it does not.  We are trying to give you suggestions for how to make it matter to the regular players, but you are talking about the mathematics behind your code.  This feels like a disconnect. 

I loved everything in Ferna's post. 

1. Clothing reduces our exposure to environmental heat sources and sinks - essentially reducing the range of possible heat ranges (like Twisted suggested as a mechanic). Different clothing can be specialized at reducing heat or increasing heat, but either way they have an overall insulating effect.

2.  Rooms in real life come to an average temperature.  We don't experience large differences in temperature over the couple of meters across a room (unless you are standing by the heat source).   A game mechanic that created a single average temperature for an enclosed space would absolutely get me to build more rooms and prefer towns that have buildings. 

3.  I can easily survive yellow fever on my own - as long as I'm wearing less than one loincloth and two shoes.  But I've died in the middle of badlands while wearing a seal fur coat on top of that.  Because that's where the mosquito swarm was.  So I'll never wear more than a loincloth and shoes, even when hunting for iron in badlands surrounded by snow.  The idea of letting clothing reduce the potential temperature range (and thus get less sick from the mosquito bite) is the thing that would change this.

#222 Re: Main Forum » Permanent Civilization » 2019-02-07 20:39:44

And the Quad Eves discord server has made a channel for us...

Come check it out.  https://discord.gg/zaEuAze

#223 Re: Main Forum » Permanent Civilization » 2019-02-07 17:19:57

Maybe we need to organize a discord or meetup at a particular time to get a group together to demonstrate pioneering from a big town.  This has worked well for allowing folks to do quad and triplet eve starts (Hi Nepumuk!).  We wouldn't even need to twin, just decide on a target family, and then let folks who are interested in pioneer starts know what your name is...so other pioneers can /die to reach you, instead of /die to get away.

#224 Re: Main Forum » How to make suggestions » 2019-02-07 02:01:10

I'm gonna bump this post to the top of the stickies, because I'm tired of telling people ... go post that in the suggestions subreddit!

https://www.reddit.com/r/OneLifeSuggestions/

Also, I would love it if more forum and discord players would take the time to check in on the subreddit more often (once a week, once a month?).  The reddit magic only happens if people are active ON REDDIT.

And while I'm reminding you all of links... bug reports go in GitHub.
https://github.com/jasonrohrer/OneLife/issues

#225 Re: Main Forum » Do you enjoy killing people? » 2019-02-05 18:46:55

I don't like murder.

I don't watch much tv, because the shows are mostly about murder.  I don't like violent games, and i absolutely hate horror films.  My forms of entertainment are limited by this preference.  If you like killing other characters, why play this game?  There are only two ways to do the deed directly.  There are thousands of games with military themes and opportunities to trick and overpower your opponent.  Why play OHOL for death?

I've killed other characters, when they are being blatantly evil, and yeah, if feels good to get the griefer.  But I don't crave it.

When I pass on my knife I'm likely to say something about using it to protect.  Only kill another if it protects the village.

Killing other characters or causing the death of other characters for fun is definitely ruining the game for me and others.
I know. You don't really care.  But here are some things to think about: 

How many people play this game?  How many people will continue to play this game over the next year?  Will there ever be a big new influx of players? 

How long until there are not enough people playing OHOL for it to be fun for most of the current players?  Where is the tipping point, that server population never comes back from?

You aren't just thinning the population of one poorly built town.  You are thinning out the population of people who play OHOL. 

I deal with annoying people by first teaching them how to do things right, and if it continues, avoiding them.  It's pretty easy to do both.  I deal with poorly built towns by seeing them as a challenge, and occasionally starving to get out of there early.  I deal with boredom in a well run town by finding something to build, or roleplaying with family.

Most of the players deal with these aspects of the game without killing other people's characters.  Why can't you?

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