One hour one life
One hour one life
Скачать игру One Hour One Life [Новая Версия] на ПК
by DEMA · Published 08.11.2018 · Updated 21.11.2018
One Hour One Life – многопользовательский игровой проект, представленный миру в жанре выживания, где тебе предстоит возводить огромную и многофункциональную цивилизацию своими руками. Ты проживёшь жизнь главного героя с самого первого его дня, постепенно набираясь опыта и становясь лучшим правителем в мире. Цивилизация рухнула и только в твоих силах лежит ее восстановление. Ты будешь пробивать жизнь, стараясь обучиться разным направлениям, в том числе ремеслу и контролю за торговлей и развитием инфраструктуры. Создавай собственную семью, заводи потомство, а также постарайся обеспечить для него светлое будущее. На все действие и продолжительность жизни тебе даётся только один час, где каждая минута соизмерима одному прожитому году. Именно поэтому у тебя будет возможность создать все, что необходимо для восстановления системы и расширения цивилизации. Ты вступишь в игровой мир как новорожденный ребенок и с каждым новой минутой прибавлять ещё один год. За эту минуту ты должен успеть максимум по своим усилиям. Будучи ребенком – научится ходить и разговаривать, будучи подростком – изучить азы выживания в не самых приятных условиях, а ставши взрослым – постараться найти способ восстановить империю и всесторонне ее модифицировать, по ходу действия устраняя проблемы и налаживая свою личную жизнь.
Информация о игре Год выпуска: 2018
Жанр: Симуляторы
Разработчик: Jason Rohrer
Версия: Полная (Последняя)
Язык интерфейса: английский
Таблетка: Присутствует
One hour one life
Tighten up your
riding laces.
Fear shall smear
across their faces.
Tarr pit north
one hundred paces.
Gallop off and
to the races.
Leave them t’wonder
where their face is.
Headless specter
nightly flies.
Deaf to all their
whimp’ring cries.
Shining treasure
somewhere lies
under roiling
Nw’England skies.
Hidden cache
just out of view.
Through real world
you can pursue.
Every head
you sever through.
yields the thief
another clue.
What’s not wrong
may not be right.
Many seekers
have to fight.
Study map
by dying light.
Last clue flies on
Hall’ween night.
[Link] | [24 Comments] |
December 19, 2020
I’m working through the list of reported bugs.
When picking the fittest follower to inherit a leadership position, exiled followers are no longer considered. Special biome/homeland boundaries no longer line up with ley lines for natural springs. Multiple DING messages, occurring at the same time (or in quick succession) are now queued, giving you a chance to read each one in turn. This means that if you inherit both leadership and ownership at the same time, you’ll hear about both. A victim’s fleeing emote is correctly preserved when they step in and out of a bad biome. The language specialist family is no longer accidentally fertile outside their homeland band, to the far north or far south. A gap has been added between the desert and jungle bands, since having those bands abut each other creates an impassable barrier for folks who get sick in both. And finally, the second phase of the tutorial has been re-designed somewhat to make it less confusing for new players.
Thanks to everyone who took the time to report these issues. I can’t fix them if I don’t know about them.
Functionality issues can be reported here (like bugs or glitches in the client or server logic):
Content issues can be reported here (like if an object should be containable, but isn’t):
December 4, 2020
The idea that has been implemented this week has been a long time coming.
This game is supposed to be about a bunch of different things: the deep mystery of a trans-generational civilization (who built all this, and why?), being a small part of something much bigger than yourself, the philosophical concept of the veil of ignorance (where you can’t control or predict what situation you are born into), and trying to get as close as possible to what death might actually feel like (saying goodbye forever to the people that you have grown to love).
The initial design of the game tied all of these concepts together nicely. You are born to a randomly-chosen mother somewhere in the world, the next step in a long lineage of other players going back into time immemorial. You pick up where your ancestors left off, making contributions and improvements in the little time you have. You have babies in the form of other players who are themselves randomly assigned to you as their mother. And at the end of your hour-long life, you say goodbye to all of this in a very real way, because if you get born again, it will be to a different mother in a completely different situation.
On paper, it seems like an elegant design in terms of the way it embodies the underlying philosophical concepts, with each part of the structure reinforcing the other parts. And it does work, for the most part, in practice. It gives you the right feelings at the right times.
However, beyond giving you complex feelings and embodying interesting philosophical concepts, games are also meant to be played. And for One Hour One Life to function, it must be played over and over, at least by a substantial portion of its playerbase.
And the unfortunate fact is that the game structure, as initially designed, is NOT particularly compelling to play over and over, due to a lack of continuity from hour to hour or any sense of long-term progress.
The question: After an hour spent playing a good and satisfying life, why would you immediately want to play again? You’ll be thrown into a completely different situation, unable to continue progressing in whatever project you were working on in the last life. For a large segment of the playerbase, the answer is that they do not immediately feel like playing another life after finishing one.
The game would benefit from some sense of continuity across lives, but to achieve that, something has to give, philosophically. I need to prioritize the philosophical goals, and commit to the primary goals, while letting the secondary goals slide a bit in the name of playability.
Saying goodbye to those you love is a nice aspect of this game, but it’s not the most important aspect. Still, I’ve been holding onto it, trying to keep it, even though being able to reborn back in the same family solves the continuity problem and many other problems with the game. I think that it’s time to let this aspect go a bit.
After all, even if you do get reborn in the same family again, the composition of that family will be different. They will have moved on in time. Some of them will have died. And you will never be 100% clear about who’s who. Your family will be a mix of reincarnated friends and total strangers. You will still be saying goodbye to some degree, every time you die.
So, this week’s update allows you to get reborn to your own descendants, as long as some of them still survive. This will allow you to continue working on whatever projects your family is working on, life after life.
Of course, there’s a catch: you have to live until old age in your last life to get reborn in this way. Die young, and your personal connection to your family line will be broken, and you’ll be born into a different family.
And it’s not limited to the cases where you get reborn immediately after dying. If your descendants are still alive tomorrow, you can be born to them tomorrow. Thus, if you want to play this way, you will be highly motivated to set your offspring up in a good situation to ensure their long-term survival.
You can see how this change also helps to address something that I’ve been struggling with for a very long time: how to get you to care about the survival of your kids. Genetic score was a kind of artificial and rigid way to make you care. Letting you get reborn to your descendants is a much more natural and organic way.
And one more detail, for those who are interested: for females, descendants are daughters, granddaughters, and so on. For men, descendants are nieces, grand nieces, and so on, and in some cases, much-younger sisters. So it’s really not about getting born into the same family again, but instead specifically about recurring in your own direct line.
[Link] | [42 Comments] |
October 29, 2020
I’m still on the road this week, evaluating potential places to move to as part of the Great California Exodus, but I managed to implement some substantial changes.
Homelands determine where you and your other family members can have babies, and they exist to ensure that people remain at least somewhat geographically separate. Separate towns are more interesting than one big town for a variety of reasons (trade, transportation, etc.) Historically, your family homeland was determined by wherever your family settled down and built a functional well.
Specialty biomes determine what your family is good at, and what they have to offer other families. Your family has a corner on the market in whatever biome you specialize in. Historically, specialty biomes of all kinds were scattered at random across the whole map.
But specialty biomes and homelands were not tied together in any way. In fact, it was possible for your family to settle, and make their homeland, in an area that was far away from your specialty biome. Thus, it was possible that another family, when seeking you out for help with your specialty, might need to lead your back closer to their homeland to find an instance of your biome. When this happens, it doesn’t feel very much like trade. Furthermore, if you settle near a specialty biome other than your own, that nearby area is effectively dead, unusable space for you and your village. You can’t build there, at least not without the help of distant specialists.
So why don’t people generally live in and around their specialty biome? That would make more sense, and solve both of these problems.
In this update, your family’s homeland is no longer defined by where you build a well, but instead connected to a new horizontal band on the map that contains your specialty biome. In fact, that specialty biome only occurs in your band, and nowhere else on the map. Other non-specialty biomes occur everywhere, exactly as they did before, but the snow biome occurs only in the north-most horizontal band, and the jungle and desert occur only in the two south-most bands. In between these bands, there’s a band with no specialty biomes at all (the centers of the gray rocky areas have nothing but more gray rocky areas), and this serves as the homeland band for the language specialists. They make up for not having a resource specialty by having a bit more iron veins in their homeland.
If your’re looking for snow, you can walk north. If you’re looking for jungle or desert, you can walk south. Historically, looking for a particular specialty biome involved quite a lot of trial and error. And now, when seeking out a biome expert, you will find plenty of the desired biome around them where you find that expert. This also gives the map a more cohesive, regional feel.
Thanks to Twisted for proposing this change.
In addition, several bugs and issues with follower gates have been fixed, and property fences now decay more slowly.
[Link] | [28 Comments] |
September 25, 2020
A bunch of impactful changes this week, mostly inspired by the deluge of new players from the recent Steam sale.
First of all, there’s now a second phase in the tutorial, meant to help new players get accustomed to the game in a less high-pressure situation. New players often just want to experiment and learn crafting without having a whole village depending on their efficiency. Furthermore, being plopped into a thriving and cluttered village as a new player can be overwhelming. You just learned to chop kindling with a hatchet in the tutorial, and suddenly you find yourself in an environment with dozens of unknown tools. Yes, getting born into the middle of an existing situation is a fundamental premise of the game, but it’s not a great environment in which to experiment with the basics.
So, after the main tutorial, there’s now an optional solo challenge. You are thrown out into the wilderness, naked and alone, to try your hand at solo survival. You can opt out of this right away, if you want, or you can keep trying until you pass the challenge by surviving from scratch until age 60. For new players who don’t opt out, they will enter the main game at least knowing how to take care of themselves in a hostile environment.
Since the game keeps track of which phases of the tutorial have been passed (or bypassed), and no one has passed this second phase yet, even veteran players will find themselves thrown into the solo challenge at least once.
And of course, just like you can revisit the tutorial whenever you want, you can revisit this solo challenge too, almost like an alternate play mode (which many players have already been simulating by connecting to low population servers).
Next, tool slots have been disabled. I was never fully satisfied with tool slots, since most players just ignored them, and they didn’t really contribute to interesting cooperative interactions. However, they were still in there, pestering you with endless DING messages as you went about your business.
The behavior of expert way stones have been expanded to help you find poly-lingual people: if you touch your own expert way stone, you are directed toward the closest language expert.
New players start with a fitness score of 0 now, instead of 30. This means that they generally see their scores go up in the beginning, which is good for morale, but it also means that having a new player as a baby will be likely to help, not hurt, your own gene score (as long as you help a new player live longer than 0 years, you will earn points).
And finally, dealing with griefers. More players means more griefers.
Personal curses now last 90 days instead of 30 days (don’t forget that you can always forgive someone if needed). And curse labels (DOLL KING or whatever appears in black above the cursed person’s head) are now shared between players, instead of being unique per cursing player. So the same person, when cursed, always has the same label for everyone who has cursed them. Thus, players can compare notes about griefer behavior.
For quite a while, it has been very hard for solo griefers or small groups of griefers to kill. Killing requires some form of village consensus, either through a large enough posse or through convincing the village leader to exile the target. Since leaders tend to be high-fitness individuals, griefers have a hard time becoming leaders.
However, griefers can still cause plenty of trouble in other ways. Planting the wrong crops, moving stuff around, stealing stuff, and hiding stuff in the woods. Yes, you can eventually convince the leader to exile them, and then eventually hunt them down to kill them (if they don’t get away first), but all of that takes time. Meanwhile, they can keep causing trouble. Killing is also a pretty severe way to deal with a thief, but so far, it has been the only way.
This week brings you a new, less sever way: ally gates. Leaders can mark certain gates, designating them for ally access only. All allies of that leader can move through that gate. To stop someone from moving through the gate, the leader just needs to exile that person. And the ownership of the gate is inherited by the next leader when the current leader dies. Thus, you now have a new way to stop a trouble-maker: exile them, and suddenly, they can no longer travel in and out of the village, through the gate. You can even trap them inside, making them easier to confront and deal with.
The other nice thing about ally gates is that they are spring-loaded, so they automatically open and close as you walk through (and automatically keep non-allies out).
One hour one life
The most comprehensive source of information about the Official One Hour One Life desktop version.
This wiki is maintained entirely by fans, and we welcome any new contributors. We are currently maintaining 4,585 pages (524 articles), written by 31,080,333 users.
(NOTE: Information specific to the the unofficial mobile port is NOT covered in this wiki. For more info see this page: OHOL Mobile).
One Hour One Life is a multiplayer game of parenting and civilization building by Jason Rohrer. The game was officially released on February 27, 2018.
This game is about playing one small part in a much larger story. You only live an hour, but time and space in this game is infinite. You can only do so much in one lifetime, but the tech tree in this game will take hundreds of generations to fully explore. This game is also about family trees. Having a mother who takes care of you as a baby, and hopefully taking care of a baby yourself later in life. And your mother is another player. And your baby is another player. Building something to use in your lifetime, but inevitably realizing that, in the end, what you build is not for YOU, but for your children and all the countless others that will come after you. Proudly using your grandfather’s ax, and then passing it on to your own grandchild as the end of your life nears. And looking at each life as a unique story. I was this kid born in this situation, but I eventually grew up. I built a bakery near the wheat fields. Over time, I watched my grandparents and parents grow old and die. I had some kids of my own along the way, but they are grown now. and look at my character now! She’s an old woman. What a life passed by in this little hour of mine. After I die, this life will be over and gone forever. I can be born again, but I can never live this unique story again. Everything’s changing. I’ll be born as a different person in a different place and different time, with another unique story to experience in the next hour.
One Hour One Life
Концептом One Hour One Life напоминает классические проекты-песочницы жанра «выживания». Основная задача персонажа — прожить полную жизнь и умереть от старости, не позволив голоду или другим опасностям открытого мира помешать этому. Инструменты для достижения этой цели просты: собирательство, охота и крафтинг. Еду можно собрать с растений или трупов животных, а ресурсы, роде древесины, переработать в копья, молоты, дома и прочие полезные предметы. Глобальная же цель — построить цивилизацию.
Впрочем, Один час одна жизнь, как следует из названия, вносит в механику выживания неожиданный элемент. От младенчества до смерти от старости подконтрольного человека проходит всего час реального времени. При этом ребёнок, например, не способен себя прокормить. А старик не слишком пригоден для тяжёлой работы. Да и далеко продвинуться по древу технологий за такое короткое время попросту невозможно. Поэтому работать сходу придётся на благо будущих поколений.
Здесь же ступает в игру и следующая важная механика — социальное взаимодействие. Проект заточен под мультиплеер и без него неиграбелен. Так, например, о детях и стариках должны заботиться взрослые игроки-родители. А при перерождении место новой жизни выбирается случайным образом. Из-за этого бессмысленно трудиться на благо одного поселения и устраивать вражду. Вместо этого поощряется объединение в одну коммуну и действия на благо всей цивилизации.
One Hour One Life
Очень необычный многопользовательский симулятор выживания, предлагающий игрокам родить и воспитать цивилизацию всего за 60 минут. Труд поколений объединяется, расширяя игровую локацию и генеалогические древа до бесконечности.
One Hour One Life – это смесь сразу нескольких жанров, заставляющая планировать процесс создания успешной цивилизации, выживать и покорять дикую природу и взаимодействовать с большим количеством соплеменников. Каждый заходящий на сервер игрок становится маленьким ребенком, а уже играющий участник – его мамой. С этого момента начинается становление личности каждого играющего и его вклад в будущие поколения.
Главным геймплейным элементом является короткая жизнь персонажей, не превышающая 60 минут. Что же можно сделать за столь короткий период времени? Все очень просто, по задумке автора цивилизация развивается поэтапно, и игроки должны пройти каждую ступень становления – начиная от племенных отношений и заканчивая высокоразвитым обществом. Но это не так просто, если хотите выжить – научитесь думать и тщательно планировать свои действия.
В игре это выглядит следующим образом – самые первые игроки имели лишь бесконечный простор дикой земли и могли оперировать только примитивными орудиями труда. Последующие поколения научились возделывать землю, одомашнивать животных и орудовать топором. Как не трудно догадаться, их потомки начнут кататься на машинах по асфальтовым дорогам, строить дома и освещать их электричеством.
Игровая локация в One Hour One Life в 39 тысяч раз превышает площадь нашей планеты, и места хватит всем игрокам. Равно как и занятий – уже сейчас в игре сотни видов добываемых ресурсов, тысячи наименований предметов труда и отдыха, развитые механики крафта, строительства и даже некая экономическая система, способная дать игроку возможность управлять нажитыми благами. И это не все, обновления выходят каждую неделю, и игроки получают новую сотню предметов.
Как таковой конкурентной борьбы здесь нет. Наоборот, игрокам выгоднее сотрудничать, ведь умереть здесь можно очень легко. Особенно это касается «детей», которые еще не могут сами о себе позаботиться. Совместный труд значительно облегчит выживание – группа игроков может возвести ферму общими усилиями и распределить обязанности по ее управлению. В одиночку выживать гораздо сложнее, скорее вы умрете в первые минуты от голода.
One Hour One Life выбивается из общего ряда – игра создается одним энтузиастом, и хоть и является довольно интересной, но априори не может похвастать техническим благополучием. Количество игроков онлайн здесь критически мало и нет никаких предпосылок к увеличению.
Обзор One Hour One Life — родиться, состариться и умереть за 1 час
Взгляд редакции упал на One Hour One Life — необычную MMO, созданную одним человеком. Мы поиграли в неё и решили рассказать, что же в ней такого необычного и почему её стоит попробовать.
Цивилизация на тетради в клеточку
One Hour One Life — MMO-симулятор выживания, вышедший в Steam в ноябре 2018 года. Площадь карты, по заявлениям разработчика, в 36 тысяч раз превосходит площадь Земли. К слову, разработал OHOL один человек: все текстуры были нарисованы им вручную (возможно, поэтому у графики «тетрадный» стиль).
Каждая сессия занимает максимум час. В начале часа игрок рождается маленьким ребёнком от персонажа-женщины и находится на попечении родителя. Пол каждого персонажа определяется случайно. Ребёнка кормят и растят, а тот, по мере взросления, получает возможность взаимодействовать с миром — ходить, использовать и носить объекты и многое другое.
За отведённое время он может делать всё, что ему заблагорассудиться — сделать всё для своего поселения, основать новое, или же нести хаос везде, где захочется.
Посадить дерево, вырастить сына, построить дом
При этом, всё, что может делать игрок — брать 1 предмет в руки. Крафт занимает огромную роль — держа предмет в руках, его можно соединять с предметом, находящимся в мире. Например: нажав обычным камнем на каменную глыбу, вы получите острый камень. Нажав острым камнем на прямую ветку, вы получите очищенное бревно. Нажав ещё раз, вы получите рукоять для инструмента. Нажав ещё раз, вы получите ветки для костра.
Такая незамысловатая система крафта скрывает за собой тысячи предметов. Тем не менее, скучной или сложной её не назвать — такие рецепты запоминаются очень быстро. Вместе с этим, осознание неизвестности притягивает — за несколько жизней я побывал в построенном доме всего один раз. И подобная реиграбельность, когда тебя каждую жизнь кидает из одного конца света в другой, побуждает исследовать дальше этот огромный мир. Я побывал в деревне в пустыне, в лагере на опушке леса, в небольшом городке — то, как жили люди, отличалось в каждом случае.
И сотворил Бог Адама и Еву
Рождение нового человека происходит независимо от жизни игрока-женщины — он спавнится рядом с персонажем, способным на роды (единственное условие — подходящий возраст). Если же на сервере меньше 4 способных рожать женщин, то новый игрок появляется в виде Евы — 14-летней девушки, которая положит начало новому семейному древу. Играть Евой сложнее всего — как правило, она появляется в дикой местности, и ей нужно заботиться не только о себе, но и о детях (а их может быть очень много). Ева должна полагаться на помощь своих детей, и это не только необходимость Евы.
На взаимодействии людей строится весь геймплей. И это не просто громкое заявление — на моих глазах родители учили детей, что делать, пока рабочие ковали железо. Очень редко присутствие других людей ощущается так сильно в играх, как в One Hour One Life.
Большой мир маленьких людей
Игрокам жизненно необходимо кооперироваться в поселения, племена и другие группы. Без разделения обязанностей далеко дело не пойдет — все процессы тут комплексные и требуют большого внимания, и разделяться на несколько (добыча еды, строительство и кузничное дело) не получится.
Пока что это можно назвать главной сложностью — игрокам бывает очень сложно договориться. Однажды родившись, я стал свидетелем громкого спора. Несколько людей яро спорили, можно ли называть детей «Лазер Первый», «Лазер Второй» и так далее, если Лазер — это религия, или это попадает под гриферство.
В то же время, подавляющее большинство игроков всегда открыты для помощи новичкам. Буквально каждый второй житель был готов научить меня земледелию и базовым вещам, объясняя при этом просто и понятно.
Нужно уметь договариваться, чтобы поселение шло к процветанию.
Преступление, гриферство и наказание
В игре нет модераторов или банов — жители мира сами выявляют гриферов и проклинают их. Персонаж может проклинать кого-то каждые два часа (1 раз за две полные жизни). Когда нарушителя проклянут 8 раз, он отправится в «Город Ослов» (Donkey Town) — локацию, удалённую на огромное расстояние от остального мира. Там он должен провести определённое количество времени, и только потом сможет вернуться в обычный мир.
Тем не менее, важно понимать, что не весь вред — гриферство. Даже убийство другого игрока может быть частью истории мира One Hour One Life, а не хулиганством.
Другой важный вопрос: насколько хочется хулиганить другим?
Мы пришли с миром
Цель всей One Hour One Life — возродить цивилизацию с нуля. И у неё хорошо получается мотивировать на это. За все встреченные обрывки общества не было ни одного, где хотелось ставить палки в колёса развитию. Наоборот, очень хотелось стать частью этого. Ввиду маленького опыта — а в игре его надо очень много — я не умел ничего, кроме как выращивать ягоды, основной источник еды, и прочие культуры. И это первый раз, когда симулятор фермерства затянул меня так сильно.
Генератором подобных маленьких историй и служит One Hour One Life. Она не о цивилизации, а о вашем вкладе в неё. И рассуждая таким образом, хочется сделать свой вклад как можно крупнее, чтобы другие его заметили.
Это стоит того?
В One Hour One Life очень сложно научиться жить — большое количество механик требуют очень много времени, чтобы их все освоить. Но стоит ли это того? Кому стоит окунуться в этот мир, а кому — не пытаться?
Игру стоит попробовать, если : вам нравятся глубокие по содержанию или социальные проекты свободные и обширные по возможностям песочницы, а взаимодействие с другими людьми для вас только плюс.
Starting Guide
This article includes terminology or recommendations that are popular in the meta game, and is subject to change. |
This article includes terminology, conventions, or recommendations that are popular in the meta game, and is subject to change.
This article may need cleanup to meet quality standards. |
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: «Information on Temperature out of date (Feb 2019)«
This is a community-written Starting Guide for One Hour One Life.
More detailed step-by-step tutorials are available on the Town Guide and Eve Guide pages.
Contents
Introduction [ ]
One Hour One Life (OHOL) is a collaborative survival game where players have 60 minutes to live an entire life from birth to old age. Players are continually spawned as the children of other players, and the overall objective is to help one’s family lineage last as many generations as possible.
To address these challenges, the player community has evolved unofficial guidelines, conventions, and meta strategies to increase the chances that a settlement survives. Several components to the meta game are universally accepted and considered common knowledge by the existing player base. This guide explains meta terminology and essential concepts that players are likely to encounter while playing the game.
OHOL is a game with a steep learning curve, so it is absolutely normal for beginners to feel overwhelmed. Over 2000 craftable objects exist in the game, and few players learn everything. Instead, OHOL is a game about active learning, experimenting, and teaching. As a result, don’t be shy about asking your in-game «mom» for help, and remember to teach the next generation everything you know!
Controls [ ]
Movement and Actions [ ]
The can be held down to prevent the camera from moving.
Speech [ ]
The key is used to open a speech box into which messages can be typed.
The maximum length of a message that can be typed depends on the player character’s age. A baby can only type 1 symbol, and a 60-year-old elder can type 60 symbols. The maximum message length increases by one symbol every minute, then increases in childhood, and levels out as an adult. Speech from players outside of the family lineage is automatically scrambled into a garbled foreign language. As different families talk to each other, they’ll gradually overcome this language barrier.
Certain special phrases have unique game behavior. There are phrases for naming oneself or children, granting property rights, and cursing disruptive troll players who abuse the game. For example:
Console Commands [ ]
The speech box can also be used to type various console commands by starting with a («/»).
User Interface [ ]
Age and Time [ ]
Players age one year for each minute that passes in the game. If a player survives until age 60, they die of old age.
Age impacts the length of messages a player can write, the size of the Food Meter, and limits the types of activities a player can perform as a child.
Food Meter [ ]
The bottom left of the screen is occupied by the Food Meter. Each box on the Food Meter is called a «pip.» If the Food Meter is depleted, the player character will starve. Eating food restores the Food Meter.
The size of the Food Meter changes according to age. At birth, the Food Meter contains four pips and increases by one pip per minute until it reaches a maximum of 20 pips during adulthood (age 25-39). During old age, the Food Meter begins to shrink again. At three pips, the player character will die of old age.
The rate that the Food Meter drains ranges from 4 to 20 seconds per pip, depending on the temperature, with an additional 20 seconds possible for being in an enclosed building. At temperature extremes, players consume food 5 times faster than being at the optimal temperature. As a result, it is recommended for players to obtain or craft clothes as soon as possible to reduce overall food consumption. The current amount of food consumption can be seen at any time by hovering over the temperature meter.
Yum Bonus [ ]
Eating a «chain» of new («yum») foods builds the Yum Multiplier. Each time a new food is eaten, the Yum Multiplier is added to the Yum Bonus. The Yum Bonus is a slowly decaying hidden Food Meter that stores extra free food value. The regular Food Meter will not decline as long as a Yum Bonus is active.
Experienced players are able to «chain» the Yum Multiplier to high values, maintain a positive Yum Bonus, and thus reduce the amount of food they need to eat by drastic amounts. It is highly recommended that players eat a large variety of foods as much as possible, since eating new foods gives extra caloric value. Starvation is the most common cause of death in One Hour One Life, so repetitively eating the same food is often inefficient and wasteful.
The Food Guide provides an overview on how to identify and eat the most efficient foods.
Temperature Meter [ ]
The bottom right of the screen is occupied by the Temperature Meter. An arrow at the midpoint represents an optimal temperature.
Temperature affects the rate that food is drained from the Food Meter. Extreme temperatures drain food up to 5 times faster than being at an optimal temperature. Consequently, players are highly recommended to obtain and wear clothes as quickly as possible. The current amount of food consumption can be seen at any time by hovering over the temperature meter.
Many factors contribute to temperature: biome, fire, clothing, floors, buildings, and disease.
Clothing insulates against temperature extremes by slowing the rate that the temperature meter changes. Crossing directly from a cold biome to a hot biome can cause the temperature meter to spike to an extreme.
Game Mechanics [ ]
Tutorial [ ]
The first time the game is played, the player will be spawned in the tutorial.
The tutorial covers the game controls, food, temperature, clothes, yum bonus, crafting, names, and curses. The player must start a fire and light a torch in order to complete the tutorial. An optional section at the end of the tutorial allows for the player to experiment with crafting and smithing with a limited set of materials.
Spawning [ ]
In the main game, players will spawn as the child of another player, or rarely, as an «Eve».
The spawning algorithm is random, with certain factors influencing the fertility of mothers. In most circumstances, a player will spawn in an established settlement typically classified by its technology level (e.g. village, town, city ).
During infancy, players are helpless and must depend on their mother for breast milk. It is common practice for babies to say F when they need food (typically around 1-2 pips on the food meter).
If a baby does not wish to play, they can type the console command: /die to suicide with sudden infant death. It is poor etiquette for babies to suicide by running away from their mothers, as this prevents the mother from giving birth to another child for a period of time. This is troublesome in small villages or declining towns, because the lack of female babies can cause a family to go extinct. The /die command is preferred because it resets the birth cooldown timer for the mother, and prevents your life from affecting their genetic score.
Family Specialty [ ]
Skin tone isn’t merely for appearance or language barriers, it also affects which extreme biome you specialize in. It’s impossible to interact with any items or features outside your specialty biome, and characters will drop any item they’re holding if they attempt to enter.
Lives [ ]
Naming [ ]
It is possible, and recommended, to choose a family name as an Eve. This can be accomplished by using one of a variety of phrases, such as «I am X», where X is the desired family name. You will then be styled as «Eve X». In addition, it is possible to give first names to your children by using phrases such as «You are NAME» while holding them. Your children will then be styled as «NAME X». You can name children and adults as well if they do not have a name. Just stand near them and say «You are NAME» but they will not receive your family name, only a first name. Should you have a daughter but fail to name her she will no longer be able to pass your family name onto her own children (though she will still be considered to be related to you along with her children, if any). Names are selected according to external lists (first and last) and should you select a name that is not on the list the game will automatically select a similar one.
A link to view Family Trees can be accessed on the game’s main menu and at the top of the official OHOL website.
Crafting [ ]
Child-bearing [ ]
If you are female you can give birth at any time from the age of 14 to the age of 40, it is possible to give first names to your children by using phrases such as «You are NAME» while holding them.Children are unable to interact with items until the age of 3 making it the player’s responsibility to feed and clothe the child if clothing is available. Females can feed children breast milk if they are still fertile by picking up the child, but be warned this will cost the females food meter to deplete. Holding a baby continuously when fertile will keep them full without depleting your food meter.
Parenting [ ]
Property [ ]
Curses [ ]
Death [ ]
Death is a tragic thing to happen. The best i can say before you die atleast help your civilization. It does not matter what you do you will always die sometime.
The World [ ]
The Server [ ]
Biomes [ ]
Biomes are zones where only certain resources spawn. A basic understanding is useful in locating early-game food and materials to craft tools, as well to avoid dangerous animals. Note that this list is incomplete, focusing only on the resources you will be using early on, and that some of these items may be found in more than one biome. For more complete list, see the Biomes page.
— Tundra biomes have seals and rocks. These areas are cold and will lower a player’s temperature. It may be better to avoid tundra in early game if you can.
— Deserts have cacti, flint and rocks. These areas are hot and will raise a player’s temperature. Watch out for snakes.
— Jungles have bananas but also mosquitos. These areas are warm and will raise a player’s temperature.
Non-renewable Resources [ ]
Renewable Resources [ ]
Natural Spring [ ]
Stacking a total of ten Stone on a Natural Spring will create a Well Site, this also unlocks iron to the east and west, and locks well sites in a square, four in each direction. Be sure to gather the 4 iron from each iron vein. Using a shovel on it at that point will create a Shallow Well, and regenerate any iron sites affected.
Wild Animals [ ]
More often than not, you will die of starvation, however there are other ways to die in OHOL. Certain animals, including some domesticated animals, are dangerous. Encountering a hostile animal (by occupying the same space as a resting hostile animal, or while running), will result in the player being wounded, and eventual death if not treated.
Wolves, snakes, and boars move erratically, usually away from the player, and are confined to their biome, but still present a danger (especially when hidden in thick forests). Unlike other wildlife, Bears actively pursue players in their vicinity, and will follow a player across biomes, presenting a risk to an entire village. Mosquitos will not immediately kill a player (unless bit several times), but the Yellow Fever they give will affect your temperature and food gauge, making it more likely that you will die of starvation.
Other players, too, can be dangerous when they are armed (sometimes entirely by accident).
Foreigners [ ]
Tutorial and Recipes [ ]
The tutorial is a basic introduction to the game, accessed on the login screen of the game. It will instruct you on the basic mechanics of the game, and give you time to experiment in a closed environment. In order to finish the tutorial, you must light the «tutorial torch» near the end of the passageway. This requires knowledge of fire.
Much vital information is omitted from the tutorial, some of which can be accessed by using the inbuilt recipe index. Holding an item in game, will make a set of related recipes appear in the bottom right corner of the game interface. These can be scrolled through using tab, and z+tab to go back. Ctrl+tab makes bigger page jumps. Furthermore, if you type «/» into the speech box, followed by an item name, e.g. «/Rope», it will only show recipes used to craft that item. Entering «/» will clear the search function again. The search function is limited, and can be difficult to use when lots is happening on screen, but can still come in handy.
The information that cannot be gleaned from the tutorial or the recipe index can be discovered through gameplay, observing or asking other players, or (as a last resort) can be found in this wiki and at Onetech. Additionally, you can try asking for help on the forums. The wiki, tech-tree and forums can all be accessed via links at the top of the game’s official website
Life as a Baby [ ]
Most of the time, you will spawn as a baby. You have few hunger pips and are completely helpless, totally reliant on your mother or other adult women. You should expect to die frequently, and be abandoned or otherwise neglected fairly often. This is normal and should not be taken personally. Settlements must carefully manage their populations or risk starvation and, in the case of Eve mothers, the burden of caring for babies is great.
To raise your chances of survival, stay close to your mother (unless she instructs otherwise), stay a balanced temperature if you can, and tell her when you reach approximately 2 hunger pips (Most commonly communicated by typing ‘F’ for ‘food’). Follow her, or remain still when appropriate so she can easily pick up you when required. Picking you up requires the mother to sacrifice 1 pip of her hunger bar, so avoid jumping out of her arms (by clicking or trying to move) while she carries you. In the first minute of life, you will be unable to jump from your mother’s arms.
If your mother neglects you, you might be lucky enough to have an older sibling or another family member who is willing to feed you. Show your appreciation by following their directions. Note that only young women can breastfeed you. Old women or males cannot breastfeed. However, any player who can pick up objects can feed babies by clicking on them while holding a piece of food.
Life as an Eve [ ]
Sometimes you will spawn as a 14-year-old woman, known as an Eve. You will be naked, most-likely in the middle of no-where, and soon other players will begin spawning as your babies (assuming you are not playing entirely by yourself). To feed your baby you must pick it up at a cost to your own hunger gauge. Holding a baby will keep its hunger gauge maxed out at no additional penalty to yourself, but you are unable to pick up or interact with anything else. There is an internal cooldown that attempts to space out births, but, since it is semi-random, you may have many children in quick succession or no children for minutes at a time.
Your goal is to find a food source before you starve, then ultimately to find a good base location to build a future for yourself and any children you have. Most early-game food sources can be found in the grasslands. Your best bet is to search for berry bushes. These can be supplemented with various other non-renewable wild food until you get a farm going. Beware, food doesn’t last forever!
A good base location tends to be at the intersection between multiple different biomes, with plenty of resources, and iron to the east or west. Your temperature and Yum Bonus will influence the rate at which you give birth. If you are at an ideal temperature and have a high yum chain, you are more likely to have a baby. Choosing a good location will also make your babies more likely to stay, and will improve the overall likelihood that your bloodline will survive many generations. Naming yourself is another step you can take to increase your chances. Don’t take it personally if your babies run away or die in your arms (often they may just be trying to return to a past life). Focus on learning and practicing what you can in each life. If you mess up, you can always start afresh in the next life.
For more detailed information on ‘Eve-ing’ see the Eve page.
General rules for beginners [ ]
1. Clutter is death.
Although you will need to stockpile various resources throughout your play, be mindful of clutter, especially around Gooseberry farms and Smithing areas. If there are no empty tiles, you will either be unable to drop whatever you are holding, or you will just switch items with the one on the ground. Many a character has starved because they could not free their hands to pick a berry. In addition, you will soon learn that you cannot click on items behind other characters. With this in mind, avoid standing in front of items that another player is working on, such as the forge.
4. Soil and water on languishing berry bushes.
One of the first things you will learn is farming gooseberries, which is vital to the survival of a town. This task is usually assigned to children so that they can work while staying close to food. Here’s the basics: Bushes that need attention will be a brown colour. Mouse-over a bush to read its state. Languishing bushes need a bowl of soil, and dry bushes need a bowl of water. Bigger clumps of dirt can be picked up with a basket, and you may need to get water out of a Deep Well or Cistern with a bucket. If you are having trouble, watch or ask other players.
Tip: A common mistake new players make is planting too many bushes. Tending gooseberries is very resource intensive, and relying too heavily on berry bushes will cause the town to collapse. Once a town has 40-60 bushes, it is unnecessary, and even detrimental, to plant more. Also, be sure to leave paths down the middle of your berry patch to allow a place to put down bowls etc.
6. Name your babies, and don’t overfeed them
Remember to name your babies; It is important to be able to identify other characters, to keep track of griefers and to curse them (See the Names page for a full explanation). If you set up your named baby at an ideal temperature, you won’t have to feed them as often. Picking up a baby costs you one food bar, so if you pick them up too often, you will waste food. To avoid this, get the baby to say «F» when they are at two bars, and wait until then to pick them up. Alternatively, you can just keep holding the baby at no extra cost to yourself.
7. Hunt and snare animals only when they are in families
Rabbit holes snared without babies will take an hour longer to regenerate. Additionally, killing Mouflon, Boars and Bison in their family form will allow domestication of the baby. In general therefore, it is better to kill wild animals in their family form.
8. Harvest milkweed when fruiting for seeds
Harvest milkweed when it is fruiting (fruiting milkweed will have yellow pods, not purple flowers) in order to collect seeds from the debris. Fruiting debris lasts for 10 minutes while young and flowering debris only last for 1 minute but give no seeds. (Note: Milkweed no longer regenerate from fruiting debris).
Most seeds now decay if not stored in a Clay Bowl. Make sure to save seeds for the next batch.
9. Use clay wisely
Unlike most resources, clay is non-renewable. You can only collect them from clay pits and one extra by digging up a clay pit with a shovel. Once you have used up all the clay in the area, you will need to travel further and further in order to collect more.
10. Straight Branches
Straight branches are vital for a town’s survival, especially in the beginning of a family in Eve camps. You must try to preserve the straight branches and not use them in cases where there are other alternatives, such as for kindling. Even if you walk past a straight branch on a tree, it is always a good thing to pick it and set it down, resetting the respawn timer and hopefully leaving the next person who discovers that tree with an extra straight branch. Avoid cutting down useful trees if you can avoid it.
11. Canada Goose Pond
Geese lay eggs, give feathers for arrows, and can be killed for meat when present at the pond. But geese will permanently be removed from ponds if the goose is shot, or the pond is completely emptied or overfilled. It shouldn’t discourage you from emptying ponds for wells but it is always a good strategy to keep at least one goose pond intact. Geese and their eggs can also be farmed if you save at least one egg, and place it in some sheep dung.
12. Gooseberries
It is a common myth that the last berry should be left on a domestic bush. Unlike the previous behavior of wild bushes, the berries do not regenerate one-by-one every 10 minutes, but take 8 minutes to respawn all at once- and only after adding soil and water to an empty bush, in which case it is better to take the last berry in order to replace the berries sooner. The same is true now for wild bushes, but a bowl of water is required to make them regenerate.
13. Pay attention to carrot crops
After you water carrots, it will take 4 minutes to become mature carrots. But if you do not pick them, after 5 minutes the carrots that remain in the soil plot will go to seed and when harvested will give you more carrot seeds instead of carrots, with a tile providing enough seeds for 7 tiles. If you need carrots, then make sure to watch them and pick them before they turn.
Keep in mind rule number one; if you have several carrot seeds already, picking five seeding rows will just result in more clutter. Use your discretion.
14. Leave one woolly sheep
When tending your sheep pen, DO NOT kill the last sheep. Additionally, it is standard to keep at least one sheep, or Domestic Mouflon, or fed lamb, in order to produce lambs. Shorn sheep will not produce lambs and must be fed to re-grow their wool. So it is more cost-effective to designate shorn sheep to be killed for mutton, and produce more wool and dung by feeding lambs instead.
Играть онлайн One Hour One Life
One Hour One Life играть онлайн
Начните играть в онлайн игру One Hour One Life без отправки смс на непонятные номера и без каких-либо подобных мутных действий!
Для того чтобы начать играть в One Hour One Life не нужно заниматься долгими поисками и регистрациями на различных сайтах. Клиентскую игру One Hour One Life необходимо скачать, установить на ПК и начать играть, минимум затрат времени и усилий, максимум результата.
Для достижения желаемого результата, а именно запуска игры One Hour One Life, необходимо нажать кнопку «Начать игру. «, расположенную чуть ниже этого текста, далее будет осуществлён переход на официальный сайт игры One Hour One Life, последующее скачивание игры, затем остаётся запустить игру и погрузиться в новый удивительный мир One Hour One Life.
Не забудьте посмотреть системные требования клиентской игры One Hour One Life, сравнить их с характеристиками компьютера (ПК) / ноутбука, на котором будете играть в онлайн игру.
Нужно сразу отметить, что независимо от требований, на большинстве компьютеров и ноутбуков можно запустить почти любую игру, в том числе One Hour One Life, только в некоторых случаях придётся установить графические настройки на минимум.
Так что играть онлайн в One Hour One Life можно без каких-либо проблем, пробуйте, устанавливайте и играйте в захватывающие онлайн-проекты!
Играйте в клиентскую игру One Hour One Life, отправляйтесь в новый мир за поиском приключений и новых свершений вместе с тысячами других игроков!
One hour one life
Garlic Clove
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Version 367 (Sat Oct 30, 2021)
Headless Horseman Mount# just attacked +noWait +hideRider +neverDrop +giveClue
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Lit Jack O’ Lantern
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Shaky Property Gate# +tempOwned +causeAutoOrientH
Shaky Property Gate# +tempOwned +causeAutoOrientH
Follower Gate# +followerOwned +causeAutoOrientH +blocksNonFollower +blocksMoving +badgePos50,39 +autoDefaultTrans +leaderInherit
Follower Gate# +followerOwned +causeAutoOrientH +blocksNonFollower +badgePos-101,-20 +leaderInherit
Follower Gate# manuallyOpened +followerOwned +causeAutoOrientH +badgePos-101,-20 +leaderInherit
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Version 360 (Fri Sep 25, 2020)
Shredded Cabbage with Board
Shredded Cabbage with Salt
Stomped Fresh Sauerkraut
Covered Fresh Sauerkraut
Weighted Fresh Sauerkraut
Covered Fermented Sauerkraut
Open Fermented Sauerkraut
Three Sisters Stew
Stack of Bean Burritos# just Made +contFoodDish
Stack of Bean Tacos# just made +contFoodDish
Stack of Pork Tacos# just made +contFoodDish
Bowl of Whole Milk# +contFoodDish +drink
Full Bucket of Milk
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Bowl of Skim Milk# +contFoodDish +drink
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Full Bucket of Milk#just refilled
Bucket of Milk Paint
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Full Bucket of Skim Milk#just refilled
Whole Milk Pouch# +drink +yum1463
Skim Milk Pouch# +drink +yum1481
Turkey Broth Pouch# +drink +yum2198
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One Hour One Life
One Hour One Life — необычный многопользовательский симулятор выживания с видом сверху. Вам предстоит выживать на огромной карте, где все. Подробнее
Об игре One Hour One Life
One Hour One Life — необычный многопользовательский симулятор выживания с видом сверху. Вам предстоит выживать на огромной карте, где все текстуры нарисованы вручную. Каждая сессия занимает максимум час. В начале часа вы рождаетесь маленьким ребёнком от персонажа-женщины и находитесь на попечении родителя. Пол каждого персонажа определяется случайно. Ребёнка кормят и растят, а тот, по мере взросления, получает возможность взаимодействовать с миром — ходить, использовать и носить объекты и многое другое.
Скриншоты
Несколько лучших скриншотов из One Hour One Life:
Последние и новые скриншоты смотрите в галерее.
Системные требования
Минимальные системки для игры:
Подробные и рекомендуемые требования к PC ищите на странице системных требований для One Hour One Life.
Даты выхода
One Hour One Life уже вышла на PC.
Полный список дат выхода и платформ смотрите на странице релизов.
Где купить игру со скидкой?
VGTimes ищет и сравнивает цены на One Hour One Life в разных магазинах, чтобы вы могли купить игру дешевле, чем в Steam, PS Store и других официальных сервисах дистрибуции.
Вот некоторые актуальные предложения:
Еще больше скидок и вкусных цен ищите здесь.
Похожие игры
Вот несколько игр, которые больше всего похожи на One Hour One Life:
Смотрите весь список похожих игр здесь и выбирайте, какая из представленных игр больше всех напоминает One Hour One Life. Там же вы сможете добавить новую игру в список похожих.
One hour one life
Tighten up your
riding laces.
Fear shall smear
across their faces.
Tarr pit north
one hundred paces.
Gallop off and
to the races.
Leave them t’wonder
where their face is.
Headless specter
nightly flies.
Deaf to all their
whimp’ring cries.
Shining treasure
somewhere lies
under roiling
Nw’England skies.
Hidden cache
just out of view.
Through real world
you can pursue.
Every head
you sever through.
yields the thief
another clue.
What’s not wrong
may not be right.
Many seekers
have to fight.
Study map
by dying light.
Last clue flies on
Hall’ween night.
I’m working through the list of reported bugs.
When picking the fittest follower to inherit a leadership position, exiled followers are no longer considered. Special biome/homeland boundaries no longer line up with ley lines for natural springs. Multiple DING messages, occurring at the same time (or in quick succession) are now queued, giving you a chance to read each one in turn. This means that if you inherit both leadership and ownership at the same time, you’ll hear about both. A victim’s fleeing emote is correctly preserved when they step in and out of a bad biome. The language specialist family is no longer accidentally fertile outside their homeland band, to the far north or far south. A gap has been added between the desert and jungle bands, since having those bands abut each other creates an impassable barrier for folks who get sick in both. And finally, the second phase of the tutorial has been re-designed somewhat to make it less confusing for new players.
Thanks to everyone who took the time to report these issues. I can’t fix them if I don’t know about them.
Functionality issues can be reported here (like bugs or glitches in the client or server logic):
Content issues can be reported here (like if an object should be containable, but isn’t):
The idea that has been implemented this week has been a long time coming.
This game is supposed to be about a bunch of different things: the deep mystery of a trans-generational civilization (who built all this, and why?), being a small part of something much bigger than yourself, the philosophical concept of the veil of ignorance (where you can’t control or predict what situation you are born into), and trying to get as close as possible to what death might actually feel like (saying goodbye forever to the people that you have grown to love).
The initial design of the game tied all of these concepts together nicely. You are born to a randomly-chosen mother somewhere in the world, the next step in a long lineage of other players going back into time immemorial. You pick up where your ancestors left off, making contributions and improvements in the little time you have. You have babies in the form of other players who are themselves randomly assigned to you as their mother. And at the end of your hour-long life, you say goodbye to all of this in a very real way, because if you get born again, it will be to a different mother in a completely different situation.
On paper, it seems like an elegant design in terms of the way it embodies the underlying philosophical concepts, with each part of the structure reinforcing the other parts. And it does work, for the most part, in practice. It gives you the right feelings at the right times.
However, beyond giving you complex feelings and embodying interesting philosophical concepts, games are also meant to be played. And for One Hour One Life to function, it must be played over and over, at least by a substantial portion of its playerbase.
And the unfortunate fact is that the game structure, as initially designed, is NOT particularly compelling to play over and over, due to a lack of continuity from hour to hour or any sense of long-term progress.
The question: After an hour spent playing a good and satisfying life, why would you immediately want to play again? You’ll be thrown into a completely different situation, unable to continue progressing in whatever project you were working on in the last life. For a large segment of the playerbase, the answer is that they do not immediately feel like playing another life after finishing one.
The game would benefit from some sense of continuity across lives, but to achieve that, something has to give, philosophically. I need to prioritize the philosophical goals, and commit to the primary goals, while letting the secondary goals slide a bit in the name of playability.
Saying goodbye to those you love is a nice aspect of this game, but it’s not the most important aspect. Still, I’ve been holding onto it, trying to keep it, even though being able to reborn back in the same family solves the continuity problem and many other problems with the game. I think that it’s time to let this aspect go a bit.
After all, even if you do get reborn in the same family again, the composition of that family will be different. They will have moved on in time. Some of them will have died. And you will never be 100% clear about who’s who. Your family will be a mix of reincarnated friends and total strangers. You will still be saying goodbye to some degree, every time you die.
So, this week’s update allows you to get reborn to your own descendants, as long as some of them still survive. This will allow you to continue working on whatever projects your family is working on, life after life.
Of course, there’s a catch: you have to live until old age in your last life to get reborn in this way. Die young, and your personal connection to your family line will be broken, and you’ll be born into a different family.
And it’s not limited to the cases where you get reborn immediately after dying. If your descendants are still alive tomorrow, you can be born to them tomorrow. Thus, if you want to play this way, you will be highly motivated to set your offspring up in a good situation to ensure their long-term survival.
You can see how this change also helps to address something that I’ve been struggling with for a very long time: how to get you to care about the survival of your kids. Genetic score was a kind of artificial and rigid way to make you care. Letting you get reborn to your descendants is a much more natural and organic way.
And one more detail, for those who are interested: for females, descendants are daughters, granddaughters, and so on. For men, descendants are nieces, grand nieces, and so on, and in some cases, much-younger sisters. So it’s really not about getting born into the same family again, but instead specifically about recurring in your own direct line.
Crafting
Crafting in One Hour One Life allows players to produce tools, food and clothing out of the materials they’ve gathered. These crafted objects will help the player survive in the wild and build a village. However, some objects have a limited life span and can break with use or deteriorate over time.
Most crafting is done by picking up one object, then clicking it on another object (Note: In certain recipes, it matters which is the held object). Some objects will change over time, such as a Barrel Cactus regenerating cactus fruit over time. Or a Backpack decaying into a tattered backpack. Other recipes require various tools and multiple steps to complete.
Onetech is an up-to-date resource for searching ingredients and recipes, as well as tech-trees for crafting. It can also be accessed via the link at the top of the One Hour One Life website
Contents
Tools [ ]
Basic tools can be made from gathering natural materials from the wild. Like tree branches, plants and stone. More advanced tools require a variety of objects to craft. Others may need knowledge of smithing.
Some raw food can be eaten directly, or must be cooked using various tools and appliances such as Hot Coals or an Adobe Oven.
Farming [ ]
Farming involves domesticating wild plants or animals. Plant crops are acquired by taking seeds or cuttings from wild plants. They require fertile soil, water, and often extra steps to grow. Ponds can be further upgraded into Shallow Well and Deep Well. Soil can be obtained from naturally occurring Fertile Soil Deposits, or produced via composting.
Hunting/Trapping [ ]
Wild animals can be killed using certain tools to harvest their products, and their babies taken to domesticate for farming. The most basic form of hunting is using a snare to catch rabbits. In most circumstances, it is better to kill animals in their family form.
Fire-making [ ]
Fire is used in cooking, keeping babies warm, smithing, and crafting several other objects.
See Fire for full guide.
Building [ ]
Building loosely refers to crafting structures, such as an Adobe Kiln, as well as roads and rooms. They are indicators of an advanced civilization.
Adobe [ ]
Stone [ ]
Smithing [ ]
Smithing refers broadly to crafting objects in a Adobe Kiln or Forge. This is usually done with clay, Iron Ore or Gold Flakes as a base material, and requires kindling or charcoal, and a source of fire. Objects that can be made include tools, rails, lock and keys, crowns, dice and bells
Clothes [ ]
Clothes are wearable items made from rabbit furs, wool, and other materials. They influence a player’s temperature by an insulation percentage and in cold biomes can extend the time in which the hunger meter depletes.
Some purely cosmetic clothing such as Toque Blanche and crowns provide zero insulation. Other items, such as Backpack and aprons provide a carrying capacity, allowing a player to store up to five items on their body plus an additional carried item. Wool clothing can be dyed red or blue. Uniquely, Old Boot is not crafted, but can be fished from an Ice Hole using a Baited Fishing Pole.
Medicine [ ]
Medical Treatment uses crafted items to heal wounds inflicted by animals or other players.
Life Stages
There are six different Life Stages in One Hour One Life. Currently, players can either enter the game and be born as an Eve (a young woman, without a mother), or a baby (a boy or a girl). Life stages can be divided by a character’s age range, 0 to 60 years old. Age’s curve also apply in this game, which means a player will start as a weak baby, getting stronger as they mature, and then weaken of old age before they inevitably die.
Note: A year old in-game equals to a minute real-time.
Contents
When a player is born as a baby, they spawn in proximity to an adult woman. They can only be breastfed by adult and young adult women (menopause starts at age 40) by being picked up, or they can be fed by any other characters by literally handing them food items. Until age 3, a baby cannot jump out of their mother’s arms but must wait to be put down. Babies start with 4 blocks in their food meter which grows one block each year/minute as the baby grows, allowing them to survive longer without being fed.
A baby being held by a male or post-menopausal character will not be breast-fed, cannot be manually fed, and is at risk of starving if not dropped, or if the player does not escape and acquire food in time. It is advised to pay attention to the age of the mother.
Babies cannot pick up any items, including food (with the exception of Rubber Balls). They have limited interaction with their environment, such as goose ponds, doors and chests. It is possible to place clothes and backpacks on babies, and also to indirectly give items (including a knife) within a backpack or apron placed on the baby (Although this is ill-advised as it is also possible to steal a baby’s clothing and any contained items by swapping clothing). A baby is able to remove and drop its own clothing but can’t pick it back up from the ground. It is also possible for babies to give other babies their clothes.
It is advisable for a newborn to learn from an expert in game. A baby is helpless and cannot do anything except be fed and cared for. Babies walk very slowly. This stage is a good time to start observing and learning how to craft and to survive later in game. Planning is the key.
During this stage you are able to pick up any item except for a Hand Cart, Knife and a Yew Bow. While a player can eat food on their own in this stage, they can still be breastfed for two extra years, which is more efficient as it doesn’t consume food items, and the mother only loses 1 hunger point for each feed.
In this stage it is recommended to stay near a ready source of food or to always carry food, as the risk of starvation is high. Gooseberry farming is a common task for children, as it allows players to stay near an age-appropriate food source, while tending an important crop used for compost (one of the most important aspects of farming) and wool products.
During this stage, the character will get more food meter capacity until they reach adulthood. Foods with increasingly higher value should be sought out to reduce strain on gooseberry farms. Young Adults are able to do all the tasks that a child cannot do, like pulling a Hand Cart and handling a Yew Bow.
A female character in this stage will be able to give birth to a baby, and breastfeed them. Picking up a baby to breastfeed will fill the baby’s hunger meter, and take one bar off of the mother’s. Each time the baby is picked up will cost the mother food. Continuing to hold the baby will keep the baby’s full at no extra cost to the mother. However, a mother may have to care for multiple babies at a time.
The most common method of child rearing is to leave the baby in a spot with balanced warmth meter ( Beside a fire), and only picking up when the baby gets down to two hunger bars (the baby can signal this by typing ‘F’ for ‘food’). In this way it is possible to rear a child using only three feedings. However, this may not be convenient depending on the stage and location of a civilization.
Fertile females who are at an ideal temperature and have a high Yum Bonus will give birth more often.
An adult’s food meter will no longer grow as they age. Pies and stew are common go-to foods for adults, although it is worth aiming to maximize «Yum Bonus» in this stage if convenient. This is the most mobile stage of life, and can be the most productive. Adults retain their all previous abilities until menopause (age 40), when they can no longer birth or nurse a baby, and soon after will become elders.
A female in the elderly stage cannot breastfeed babies any longer, nor give birth to a new baby, making it easier to move and work freely. Characters who reach the elderly stage will begin to lose their food meter capacity by one block every year (a minute real-time) until there’s only four blocks left. Similar to babies and children, this will make them prone to die of starvation rather than old age if they didn’t prepare an easily accessible food stock (such as a gooseberry plot). Additionally the hunger warning chime will cease to ring.
Players in this stage also reach the maximum character length of speech, making it the best stage to pass on complex messages including locations of resources, cursing, or any wisdom to teach new players.
Soon after they reach four food blocks, the elderly will die of old age. You may wish to stand somewhere with balanced warmth (beside a fire), with food in-hand, to say goodbye. A player’s grave will drop on the closest available tile with all worn and held items. It is advised therefore, to pass on items before this stage is reached. Their age and lineage depth will be visible on their Family Tree.
One Hour One Life Forums
a multiplayer game of parenting and civilization building
You are not logged in.
#1 2021-06-23 16:39:43
One Hour One Life Classic Server
Hi! You’re welcome to play with us on onehouronelifeclassic.com
Play with your existing official client:
1. Launch One Hour One Life
2. Click on [SETTINGS]
3. Make sure to check Use Custom Server.
4. Address: play.onehouronelifeclassic.com
5. Port: 8005
6. Click [BACK]
7. Click [LOGIN]
Or download our game client from our website and you don’t have to change any settings.
The server is here to stay for at least 5 years of operations.
You can play without a key.
Share the love, tell your friends.
Last edited by LeAnn (2021-06-27 11:22:31)
#2 2021-06-23 17:29:46
Re: One Hour One Life Classic Server
Are there any differences to the official servers?
Any plans for the future?
#3 2021-06-23 18:11:44
Re: One Hour One Life Classic Server
Are there any differences to the official servers?
Any plans for the future?
Gradually changes shifting the server into a more classic way of play will be introduced based on player feedback.
Play with friends and share your thoughts on what changes would you like to see.
Last edited by LeAnn (2021-06-23 18:12:11)
#4 2021-06-23 23:47:39
Re: One Hour One Life Classic Server
What version is the server currently running on?
#5 2021-06-24 04:44:51
Re: One Hour One Life Classic Server
What version is the server currently running on?
Hi, Ian. One Hour One Life Classic is running on v364.
#6 2021-06-24 18:09:56
Re: One Hour One Life Classic Server
Reflector is up and running. Visit Reflector to check server status if you’re curious.
Last edited by LeAnn (2021-06-24 20:32:23)
#7 2021-06-24 21:43:59
Re: One Hour One Life Classic Server
are race restrictions homelands and posse disabled? also can you communicate with other families or are they far away? are families locked to 1 skin color or is it random character like old days?
Let me drive truck pls.
#8 2021-06-24 21:55:36
Re: One Hour One Life Classic Server
v364 is the current version of OHOL, so I assume all those things would be true by default, if server population is high enough.
On the plus side, it is pretty easy to switch off race restrictions and homelands, server-side. Multiracial families would be harder, since I think that would require re-writing code. Not sure about posse mechanics.
If Eve spawns are the same as vanilla, families will probably end up pretty spread out over time. This game really isn’t optimized for low pop servers.
Anyone remember One City server? You always spawned into the same spot and always as an Eve. It was a building-focused custom server for people who wanted to make impressive structures and cities in a static world. Pretty cool concept.
#9 2021-06-24 22:12:48
Re: One Hour One Life Classic Server
Removing banding, race restrictions, and leadership would be a good move. All the artificial mechanics that force players down a set path have only stifled this game. Its worth considering removing those elements so that choice driven play styles can return. No more magic.
#10 2021-06-24 23:22:01
Re: One Hour One Life Classic Server
No property fences would be nice. Magic fencing is lame.
#11 2021-06-25 02:22:02
Re: One Hour One Life Classic Server
I like stackable objects and feast tables. I hate walking three thousand miles for a bowl of sulfur.
Last edited by DestinyCall (2021-06-25 02:22:46)
#12 2021-06-25 03:22:04
Re: One Hour One Life Classic Server
I agree somewhat with fencing since the way they function is tedious at best. That said I think gates are extremely valuable. Walled cities a perfectly fine, especially if theft and raids become common. Which may happen if the remaining artificial boundaries and systems are removed. It would take a large amount of effort to make a truly secure vault or city with ancient walls. Having secure access to something like that is valuable, but being able to make an invincible vault within an hour or so is dumb. Property fences are cheap and highly abused. But the gates are quite the asset.
#13 2021-06-25 03:50:17
Re: One Hour One Life Classic Server
Yeah, the fencing is pure cheese. An infinite supply of invincible fencing from a single branch. What could possibly go wrong?
Owned gates have some uses. At least they are more useful to the village that a locked wooden door. I’ve only ever seen those used to trap people inside a bakery or nursery.
#14 2021-06-25 07:52:10
Re: One Hour One Life Classic Server
One Hour One Life Classic game client is ready.
QuirkySmirkyIan, it is possible we could disable or nerf that mechanic based on player feedback as well as allowing random race babies to be born.
DestinyCall, you are correct! Many settings could be changed without editing the code.
Gremlynn, valuable feedback on mechanics that feel artificial.
To deal with fencing we need a way to deal with it like for example introducing a way to destroy it.
Thank you for your feedback! Have a good time playing One Hour One Life Classic!
Last edited by LeAnn (2021-06-25 07:53:11)
One Hour One Life for Mobile 9+
Survive & Rebuild Civilization
Wereviz
Снимки экрана
Описание
# 1 ролевая игра в 32 странах до сих пор!
You are Hope основана на компьютерной игре под названием «ONE HOUR ONE LIFE», созданной Джейсоном Рорером. Это приложение не от него, хотя, и он вовсе не участвует в его создании. Наша игра и онлайн-мир отделены от его, и содержат изменения и эксклюзивные дополнительные материалы, которые мы сделали сами.
Если вы играли в версию для ПК, вы поймете предпосылку: вместе с другими игроками вы должны построить цивилизацию с нуля для бесчисленных поколений.
В этот мир вы попадаете либо ребенком другого игрока, либо девушкой, если для вас не нашлось матери. Одна минута в реальности соответствует году в игре, а ваш персонаж может дожить до 60 лет. Мы не вечны, но то, что мы успеваем создать, остается в наследство детям и внукам. Постарайтесь облегчить жизнь тем, кто придет в этот мир после вас, и тогда ваш род будет процветать.
Вы можете оказаться в дикой местности в полном одиночестве. Вам придется добывать огонь, чтобы не замерзнуть, и ставить силки на кроликов: мясо насытит вас, а из их шкур можно сшить одежду. Ваш верный спутник в начале игры — обычный острый камень. Постарайтесь найти подходящее место для поселения и накопить запасы еды — вскоре к вам могут присоединиться другие игроки в роли ваших детей. За ними нужно будет ухаживать, пока они не вырастут и не начнут помогать вам сами.
Вы можете родиться и в процветающем городе, полном фермеров, поваров, кузнецов, пастухов и охотников. Вас уже будут ждать одежда и снаряжение, подготовленные другими игроками: возможно, вашими дедушками и бабушками или еще более дальними родственниками. Может быть, вы найдете друзей и решите основать собственное поселение. А может, вы унаследуете ферму своего дяди или же займетесь охотой на медведей и волков. Вариантов бесчисленное множество, но помните: если за жизнь вы не сделали мир хоть чуточку лучше, считайте, что вы проиграли.
В каждой следующей жизни вам предстоит взаимодействовать с новыми игроками. Кто-то будет опытнее вас, а кто-то нет. Кто-то научит вас новому, а кто-то будет учиться у вас. Возможно, кто-то даже захочет уничтожить цивилизацию, которую вы строите, и тогда вам придется с ними разобраться. На короткий миг, пока на смену не пришло новое поколение, облик мира будет зависеть только от вас и тех, кто играет вместе с вами.
Когда ваша игровая жизнь закончится, вы сможете посмотреть свое генеалогическое древо и узнать, как поживают ваши потомки. Порадуйтесь за младших членов семьи, которые сумели достичь зрелости. Ведь каждое новое поколение вашего рода в какой-то степени обязано вам: именно вы заложили основу их процветания.
One Hour One Life for Windows
Survival Game Where Nobody Survives
One hour, One Life is a multiplayer survival game where the player will be born as either a young mother or a baby. With each minute adding a year to your character’s life, the object is to survive into adulthood or help your baby survive while building a civilisation. The odds are against you, and death is inevitable and permanent, but successful players may survive to create a family legacy.
App specs
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Version
Platform
Language
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Last month’s downloads
Developer
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One Hour One Life for PC
User reviews about One Hour One Life
by Shaun Dreclin
reviewed on May 12, 2018
The link just takes you to the page to buy the game, it is not a free download.
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ММОРПГ One Hour One Life играть онлайн, One Hour One Life для ПК, обзор, геймплей, скриншоты One Hour One Life
Обзор онлайн игры One Hour One Life для ПК, системные требования, сколько займёт места, начать играть в ММОРПГ One Hour One Life, узнать официальный сайт игры
Системные требования One Hour One Life
Ниже представлены минимальные системные требования по игре, если компьютер (ПК или ноутбук) соответствует этим требованиям или лучше, тогда высока вероятность, что игру One Hour One Life можно запустить с приемлемым уровнем кадров в секунду (FPS) на низких или средних настройках графики. Если компьютер незначительно уступает по характеристикам, тогда вполне можно попробовать скачать и установить One Hour One Life, а после запуска игры сразу же в настройках снизить уровень графики до минимума, также нужно следить за состоянием ПК, мониторить температуры и нагрузку на все составляющие компьютера (ноутбука).
Сколько человек сейчас играет в One Hour One Life?
В данную игру сейчас (2022.08.28 02:50) играет примерно 50 игроков через Steam. Нужно только всегда помнить, что количество игроков в онлайне часто очень сильно изменяется в течение дня, заходите сюда почаще, проверяйте сколько игроков в онлайне и играет прямо сейчас в One Hour One Life.
Обратите внимание, бывает, что выпущенные онлайн игры доступны не только через Стим, но и через сторонние игровые площадки, а также на других игровых платформах, Xbox, PlayStation, поэтому игроков в онлайне может быть ещё больше! И, конечно же, нельзя забывать, что очень часто есть отдельные серверы для различных регионов.
Играть в One Hour One Life
Если уже сопоставлены характеристики компьютера (или ноутбука) с системными требованиями игры One Hour One Life и проверено свободное место на компьютере, тогда пора играть, хотя, напоследок можно узнать сколько весит игра и займёт места на ПК. Ознакомились с материалами по игре? Не откладывайте и начните играть в One Hour One Life прямо сейчас! Жмите кнопку Начать играть и погрузитесь в игровой мир One Hour One Life.
One Hour One Life скачать торрент
Представьте, что у вас есть всего один час, чтобы выжить и продолжить род – что вы будете делать? Разработчики игры позаботились о том, чтобы у вас появилась возможность попробовать себя в этом, во много раз усложнив задачу.
Итак, вы – маленький ребенок, жизнь которого обеспечивает мать – случайно выбранный игрок. У матери всего час, чтобы вырастить свое дитя. Каждая минута в этой игре равна одному году жизни. У вас общая задача на перспективу – продолжить род. Начиная с маленькой ячейки общества, вы постепенно будете двигаться к развитию цивилизации: появлению кланов, племен, народов.
Цивилизация должна продолжать свое существование – значит, в число ваших задач входит и управление этими группами, их развитие, получение ресурсов, их распределение и многое другое. В этой игре ход истории и судьба цивилизации зависят только от вас.
One Hour One Life
One Hour One Life – онлайн-игра на выживание, а каждый матч длится 60 минут, если участнику удастся не умереть до последнего момента. Многопользовательские сессии предлагают взять управление персонажем, выживающим в опасном мире и передвигающимся по обширной и открытой территории. Каждая минута игрового процесса представлена в виде 1 года внутри игры. Таким образом, можно достичь совершеннолетия, если не погибнуть до этого момента.
Подопечный появляется в мире случайным образом ребенком, либо Евой, если количество других персонажей завышено. Дети 3 минуты не способны взаимодействовать с окружением, из-за чего полностью зависят от других участников, которым выпала роль «матери». После достижения трехлетнего возраста открывается доступ к становлению на пути взрослого человека. Как только геймер достигается 18-летия, то появляется шкала голода, начинающая истощаться.
В проекте представлено более 3000 объектов и предметов, которые могут создать пользователи. Во время начала геймплея участник случайным образом берет управление над мужчиной или женщиной. Женский пол способен родить новых игроков, если их возраст от 14 до 39. Задача юзеров – восстановить человеческую цивилизацию собственными усилиями, однако игроки способны сражаться между собой, либо наоборот, объединяться и работать сообща.
One Hour One Life
Цель состоит в том, чтобы создать целую цивилизацию с нуля. Поселения будут формироваться по мере развития семей, а старшее поколение будет надеяться, что оставило своим детям достаточно ресурсов и мудрости, чтобы выжить. Удовлетворение приходит от продвижения вашей маленькой части этого огромного мира (4 миллиарда плиток на 4 миллиарда плиток) настолько далеко, насколько вы можете, а затем начать все сначала на новом месте.
Теперь я одинокая сирота. Мне только что исполнилось три года, а это значит, что я могу собирать ягоды с куста и есть их. Но моя ныне покойная мама уже собрала все близлежащие кусты. Я бегаю по округе в поисках другой женщины, которая бы меня кормила, и плачу. Но мне не везет, и я умираю, не дожив до своего четвертого дня рождения, и мой род заканчивается.
Чтобы добыть пищу, кроме ягод, вам придется использовать систему ремесел. Вы нажимаете на предмет, чтобы взять его, а затем нажимаете на другой предмет, чтобы попытаться соединить их. Например, чтобы выкопать морковь, вы бьете круглый камень о большой камень (анимации для этого нет), чтобы получить острый камень, а затем щелкаете на растении моркови, когда держите этот камень. Рорер собирает немного тростника и сплетает его в корзину, в которую я собираю ягоды на потом.
Рорер надеется, что рецепты ремесел будут передаваться из поколения в поколение, и дети будут учиться у своих родителей. «Они управляют фермой, и они не обязательно объясняют нам что-то, но мы можем видеть, что они делают. Если мы смотрим, как они разводят костер, мы увидим это и будем знать, как разводить костер. Мне интересно, как эти знания распространяются внутри игры в социальном плане».
Я предполагаю, что со временем сообщество заполнит пустующую сейчас Wiki игры, но Рорер стремится быть на шаг впереди, выпуская по 100 новых предметов в неделю, все они рисуются вручную на бумаге и ручке, а затем переносятся в игру в цифровом виде. В настоящее время в игре 300 предметов, а дерево технологий доходит до выплавки стали и строительства телег для перевозки товаров. В течение нескольких лет он планирует создать 10 000 объектов, включая транспортные средства с двигателями внутреннего сгорания и, возможно, «ядерную кнопку» для перезагрузки сервера.
«Есть реальные последствия, когда ты умираешь, ты теряешь всю свою жизнь и все, что ты вложил до этого момента. Так что, возможно, если кто-то скажет «остановитесь, или я буду стрелять» или «не ходите в наш лагерь», вы прислушаетесь к нему. Я надеюсь, что это приведет к появлению общества».
Видеообзор геймплея игры One Hour One Life
One Hour One Life
One Hour One Life – многопользовательский симулятор выживания, в котором каждому персонажу отведен всего один час жизни. Цель игры – построить цивилизацию в столь необычных условиях.
Проект представляет собой полноценный симулятор общества, каждый член которого рождается, взрослеет и умирает, внося свой вклад в развитие цивилизации. Причем персонажи здесь – не абстрактные люди без роду и племени, а вполне конкретные родственники других персонажей.
Одна минута в One Hour One Life соответствует году жизни ее обитателей –через час после появления на свет персонаж умирает (если, конечно, он не погиб раньше). За это время можно успеть сделать многое: например, создать какие-нибудь предметы, построить дом, познакомиться с другими игроками и организоваться в общину – вариантов масса.
Игра содержит множество рецептов для создания самых разных вещей. Все, что сделали и построили геймеры, остается в игровом мире и может использоваться потомками в будущем. Так, старейшая династия проекта насчитывает уже около трех сотен поколений, которые передают друг другу накопленный опыт и богатства. Подобная симуляция жизни не может не вызвать эмоции, поэтому One Hour One Life определенно стоит уделить внимание, если вам интересны необычные игры.
FAQ по ошибкам One Hour One Life: не запускается, черный экран, тормоза, вылеты, error, DLL
Необходимое ПО для One Hour One Life
Мы настоятельно рекомендуем ознакомиться со ссылками на различные полезные программы. Зачем? Огромное количество ошибок и проблем в One Hour One Life связаны с не установленными/не обновлёнными драйверами и с отсутствием необходимых библиотек.
Низкий FPS, One Hour One Life тормозит, фризит или лагает
Современные игры крайне ресурсозатратные, поэтому, даже если вы обладаете современным компьютером, всё-таки лучше отключить лишние/ненужные фоновые процессы (чтобы повысить мощность процессора) и воспользоваться нижеописанным методами, которые помогут избавиться от лагов и тормозов.
Лучшие видеокарты для комфортной игры в 1080p
One Hour One Life вылетает в случайный момент или при запуске
Ниже приведено несколько простых способов решения проблемы, но нужно понимать, что вылеты могут быть связаны как с ошибками игры, так и с ошибками, связанными с чем-то определённым на компьютере. Поэтому некоторые случаи вылетов индивидуальны, а значит, если ни одно решение проблемы не помогло, следует написать об этом в комментариях и, возможно, мы поможем разобраться с проблемой.
Как увеличить объём памяти видеокарты? Запускаем любые игры
Отсутствует DLL-файл или ошибка DLL
Для решения проблемы необходимо отыскать и вернуть в папку пропавшую DLL-библиотеку. И проще всего это сделать, используя специально созданную для таких случаев программу DLL-fixer – она отсканирует вашу систему и поможет отыскать недостающую библиотеку. Конечно, так можно решить далеко не любую DLL-ошибку, поэтому ниже мы предлагаем ознакомиться с более конкретными случаями.
Ошибка d3dx9_43.dll, xinput1_2.dll, x3daudio1_7.dll, xrsound.dll и др.
Ошибка MSVCR120.dll, VCRUNTIME140.dll, runtime-x32.dll и др.
Ошибки с названием «MSVCR» или «RUNTIME» лечатся установкой библиотек Microsoft Visual C++ (узнать, какая именно библиотека нужна можно в системных требованиях).
Избавляемся от ошибки MSVCR140.dll / msvcr120.dll / MSVCR110.dll и других DLL раз и навсегда
Распространённые сетевые ошибки
Не вижу друзей / друзья в One Hour One Life не отображаются
Неприятное недоразумение, а в некоторых случаях даже баг или ошибка (в таких случаях ни один способ ниже не поможет, поскольку проблема связана с серверами). Любопытно, что с подобным сталкиваются многие игроки, причём неважно, в каком лаунчере приходится играть. Мы не просто так отметили, что это «недоразумение», поскольку, как правило, проблема решается простыми нижеописанными способами:
Создателю сервера нужно открыть порты в брандмауэре
Многие проблемы в сетевых играх связаны как раз с тем, что порты закрыты. Нет ни одной живой души, друг не видит игру (или наоборот) и возникают проблемы с соединением? Самое время открыть порты в брандмауэре, но перед этим следует понимать как «это» работает. Дело в том, что программы и компьютерные игры, использующие интернет, для работы требуют не только беспроблемный доступ к сети, но и вдобавок открытые порты. Это особенно важно, если вы хотите поиграть в какую-нибудь сетевую игру.
Часто порты на компьютере закрыты, поэтому их следует открыть. Кроме того, перед настройкой нужно узнать номера портов, а для этого для начала потребуется узнать IP-адрес роутера.
One Hour One Life → Решение проблем
One Hour One Life — необычный многопользовательский симулятор выживания с видом сверху. Вам предстоит выживать на огромной карте, где все. Подробнее
Решение проблем One Hour One Life
Решение проблем в One Hour One Life — не устанавливается? Не запускается? Тормозит? Вылетает? Лагает? Ошибка? Не загружается?
К сожалению, в играх бывают изъяны: тормоза, низкий FPS, вылеты, зависания, баги и другие мелкие и не очень ошибки. Нередко проблемы начинаются еще до начала игры, когда она не устанавливается, не загружается или даже не скачивается. Да и сам компьютер иногда чудит, и тогда в One Hour One Life вместо картинки черный экран, не работает управление, не слышно звук или что-нибудь еще.
Что сделать в первую очередь
Системные требования One Hour One Life
Второе, что стоит сделать при возникновении каких-либо проблем с One Hour One Life, это свериться с системными требованиями. По-хорошему делать это нужно еще до покупки, чтобы не пожалеть о потраченных деньгах.
Минимальные системные требования One Hour One Life:
Windows XP, Процессор: 1.7+ GHz, 2 GB ОЗУ, 250 MB HDD, GeForce G210M Видеопамять: 256 MB, Широкополосное подключение к интернету, Клавиатура, мышь
Каждому геймеру следует хотя бы немного разбираться в комплектующих, знать, зачем нужна видеокарта, процессор и другие штуки в системном блоке.
Файлы, драйверы и библиотеки
Практически каждое устройство в компьютере требует набор специального программного обеспечения. Это драйверы, библиотеки и прочие файлы, которые обеспечивают правильную работу компьютера.
Начать стоит с драйверов для видеокарты. Современные графические карты производятся только двумя крупными компаниями — Nvidia и AMD. Выяснив, продукт какой из них крутит кулерами в системном блоке, отправляемся на официальный сайт и загружаем пакет свежих драйверов:
Обязательным условием для успешного функционирования One Hour One Life является наличие самых свежих драйверов для всех устройств в системе. Скачайте утилиту Driver Updater, чтобы легко и быстро загрузить последние версии драйверов и установить их одним щелчком мыши:
Фоновые процессы всегда влияют на производительность. Вы можете существенно увеличить FPS, очистив ваш ПК от мусорных файлов и включив специальный игровой режим с помощью программы Advanced System Optimizer
One Hour One Life не скачивается. Долгое скачивание. Решение
Скорость лично вашего интернет-канала не является единственно определяющей скорость загрузки. Если раздающий сервер работает на скорости, скажем, 5 Мб в секунду, то ваши 100 Мб делу не помогут.
Если One Hour One Life совсем не скачивается, то это может происходить сразу по куче причин: неправильно настроен роутер, проблемы на стороне провайдера, кот погрыз кабель или, в конце-концов, упавший сервер на стороне сервиса, откуда скачивается игра.
One Hour One Life не устанавливается. Прекращена установка. Решение
Перед тем, как начать установку One Hour One Life, нужно еще раз обязательно проверить, какой объем она занимает на диске. Если же проблема с наличием свободного места на диске исключена, то следует провести диагностику диска. Возможно, в нем уже накопилось много «битых» секторов, и он банально неисправен?
В Windows есть стандартные средства проверки состояния HDD- и SSD-накопителей, но лучше всего воспользоваться специализированными программами.
Но нельзя также исключать и вероятность того, что из-за обрыва соединения загрузка прошла неудачно, такое тоже бывает. А если устанавливаете One Hour One Life с диска, то стоит поглядеть, нет ли на носителе царапин и чужеродных веществ!
One Hour One Life не запускается. Ошибка при запуске. Решение
One Hour One Life установилась, но попросту отказывается работать. Как быть?
Выдает ли One Hour One Life какую-нибудь ошибку после вылета? Если да, то какой у нее текст? Возможно, она не поддерживает вашу видеокарту или какое-то другое оборудование? Или ей не хватает оперативной памяти?
Помните, что разработчики сами заинтересованы в том, чтобы встроить в игры систему описания ошибки при сбое. Им это нужно, чтобы понять, почему их проект не запускается при тестировании.
Обязательно запишите текст ошибки. Если вы не владеете иностранным языком, то обратитесь на официальный форум разработчиков One Hour One Life. Также будет полезно заглянуть в крупные игровые сообщества и, конечно, в наш FAQ.
Если One Hour One Life не запускается, мы рекомендуем вам попробовать отключить ваш антивирус или поставить игру в исключения антивируса, а также еще раз проверить соответствие системным требованиям и если что-то из вашей сборки не соответствует, то по возможности улучшить свой ПК, докупив более мощные комплектующие.
В One Hour One Life черный экран, белый экран, цветной экран. Решение
Проблемы с экранами разных цветов можно условно разделить на 2 категории.
Во-первых, они часто связаны с использованием сразу двух видеокарт. Например, если ваша материнская плата имеет встроенную видеокарту, но играете вы на дискретной, то One Hour One Life может в первый раз запускаться на встроенной, при этом самой игры вы не увидите, ведь монитор подключен к дискретной видеокарте.
Во-вторых, цветные экраны бывают при проблемах с выводом изображения на экран. Это может происходить по разным причинам. Например, One Hour One Life не может наладить работу через устаревший драйвер или не поддерживает видеокарту. Также черный/белый экран может выводиться при работе на разрешениях, которые не поддерживаются игрой.
One Hour One Life вылетает. В определенный или случайный момент. Решение
Играете вы себе, играете и тут — бац! — все гаснет, и вот уже перед вами рабочий стол без какого-либо намека на игру. Почему так происходит? Для решения проблемы стоит попробовать разобраться, какой характер имеет проблема.
Если вылет происходит в случайный момент времени без какой-то закономерности, то с вероятностью в 99% можно сказать, что это ошибка самой игры. В таком случае исправить что-то очень трудно, и лучше всего просто отложить One Hour One Life в сторону и дождаться патча.
Однако если вы точно знаете, в какие моменты происходит вылет, то можно и продолжить игру, избегая ситуаций, которые провоцируют сбой.
Однако если вы точно знаете, в какие моменты происходит вылет, то можно и продолжить игру, избегая ситуаций, которые провоцируют сбой. Кроме того, можно скачать сохранение One Hour One Life в нашем файловом архиве и обойти место вылета.
One Hour One Life зависает. Картинка застывает. Решение
Ситуация примерно такая же, как и с вылетами: многие зависания напрямую связаны с самой игрой, а вернее с ошибкой разработчика при ее создании. Впрочем, нередко застывшая картинка может стать отправной точкой для расследования плачевного состояния видеокарты или процессора.
Так что если картинка в One Hour One Life застывает, то воспользуйтесь программами для вывода статистики по загрузке комплектующих. Быть может, ваша видеокарта уже давно исчерпала свой рабочий ресурс или процессор греется до опасных температур?
Проверить загрузку и температуры для видеокарты и процессоров проще всего в программе MSI Afterburner. При желании можно даже выводить эти и многие другие параметры поверх картинки One Hour One Life.
Какие температуры опасны? Процессоры и видеокарты имеют разные рабочие температуры. У видеокарт они обычно составляют 60-80 градусов по Цельсию. У процессоров немного ниже — 40-70 градусов. Если температура процессора выше, то следует проверить состояние термопасты. Возможно, она уже высохла и требует замены.
Если греется видеокарта, то стоит воспользоваться драйвером или официальной утилитой от производителя. Нужно увеличить количество оборотов кулеров и проверить, снизится ли рабочая температура.
One Hour One Life тормозит. Низкий FPS. Просадки частоты кадров. Решение
One Hour One Life лагает. Большая задержка при игре. Решение
Многие путают «тормоза» с «лагами», но эти проблемы имеют совершенно разные причины. One Hour One Life тормозит, когда снижается частота кадров, с которой картинка выводится на монитор, и лагает, когда задержка при обращении к серверу или любому другому хосту слишком высокая.
Именно поэтому «лаги» могут быть только в сетевых играх. Причины разные: плохой сетевой код, физическая удаленность от серверов, загруженность сети, неправильно настроенный роутер, низкая скорость интернет-соединения.
Впрочем, последнее бывает реже всего. В онлайн-играх общение клиента и сервера происходит путем обмена относительно короткими сообщениями, поэтому даже 10 Мб в секунду должно хватить за глаза.
В One Hour One Life нет звука. Ничего не слышно. Решение
One Hour One Life работает, но почему-то не звучит — это еще одна проблема, с которой сталкиваются геймеры. Конечно, можно играть и так, но все-таки лучше разобраться, в чем дело.
Сначала нужно определить масштаб проблемы. Где именно нет звука — только в игре или вообще на компьютере? Если только в игре, то, возможно, это обусловлено тем, что звуковая карта очень старая и не поддерживает DirectX.
Если же звука нет вообще, то дело однозначно в настройке компьютера. Возможно, неправильно установлены драйвера звуковой карты, а может быть звука нет из-за какой-то специфической ошибки нашей любимой ОС Windows.
В One Hour One Life не работает управление. One Hour One Life не видит мышь, клавиатуру или геймпад. Решение
Как играть, если невозможно управлять процессом? Проблемы поддержки специфических устройств тут неуместны, ведь речь идет о привычных девайсах — клавиатуре, мыши и контроллере.
Таким образом, ошибки в самой игре практически исключены, почти всегда проблема на стороне пользователя. Решить ее можно по-разному, но, так или иначе, придется обращаться к драйверу. Обычно при подключении нового устройства операционная система сразу же пытается задействовать один из стандартных драйверов, но некоторые модели клавиатур, мышей и геймпадов несовместимы с ними.
Таким образом, нужно узнать точную модель устройства и постараться найти именно ее драйвер. Часто с устройствами от известных геймерских брендов идут собственные комплекты ПО, так как стандартный драйвер Windows банально не может обеспечить правильную работу всех функций того или иного устройства.
Если искать драйверы для всех устройств по отдельности не хочется, то можно воспользоваться программой Driver Updater. Она предназначена для автоматического поиска драйверов, так что нужно будет только дождаться результатов сканирования и загрузить нужные драйвера в интерфейсе программы.
Нередко тормоза в One Hour One Life могут быть вызваны вирусами. В таком случае нет разницы, насколько мощная видеокарта стоит в системном блоке. Проверить компьютер и отчистить его от вирусов и другого нежелательного ПО можно с помощью специальных программ. Например NOD32. Антивирус зарекомендовал себя с наилучшей стороны и получили одобрение миллионов пользователей по всему миру.
ZoneAlarm подходит как для личного использования, так и для малого бизнеса, способен защитить компьютер с операционной системой Windows 10, Windows 8, Windows 7, Windows Vista и Windows XP от любых атак: фишинговых, вирусов, вредоносных программ, шпионских программ и других кибер угроз. Новым пользователям предоставляется 30-дневный бесплатный период.
Nod32 — анитивирус от компании ESET, которая была удостоена многих наград за вклад в развитие безопасности. На сайте разработчика доступны версии анивирусных программ как для ПК, так и для мобильных устройств, предоставляется 30-дневная пробная версия. Есть специальные условия для бизнеса.
One Hour One Life, скачанная с торрента не работает. Решение
Такие версии игр использовать не просто неудобно, а даже опасно, ведь очень часто в них изменены многие файлы. Например, для обхода защиты пираты модифицируют EXE-файл. При этом никто не знает, что они еще с ним делают. Быть может, они встраивают само-исполняющееся программное обеспечение. Например, майнер, который при первом запуске игры встроится в систему и будет использовать ее ресурсы для обеспечения благосостояния хакеров. Или вирус, дающий доступ к компьютеру третьим лицам. Тут никаких гарантий нет и быть не может.
К тому же использование пиратских версий — это, по мнению нашего издания, воровство. Разработчики потратили много времени на создание игры, вкладывали свои собственные средства в надежде на то, что их детище окупится. А каждый труд должен быть оплачен.
Поэтому при возникновении каких-либо проблем с играми, скачанными с торрентов или же взломанных с помощью тех или иных средств, следует сразу же удалить «пиратку», почистить компьютер при помощи антивируса и приобрести лицензионную копию игры. Это не только убережет от сомнительного ПО, но и позволит скачивать обновления для игры и получать официальную поддержку от ее создателей.
One Hour One Life выдает ошибку об отсутствии DLL-файла. Решение
Как правило, проблемы, связанные с отсутствием DLL-библиотек, возникают при запуске One Hour One Life, однако иногда игра может обращаться к определенным DLL в процессе и, не найдя их, вылетать самым наглым образом.
Чтобы исправить эту ошибку, нужно найти необходимую библиотеку DLL и установить ее в систему. Проще всего сделать это с помощью программы DLL-fixer, которая сканирует систему и помогает быстро найти недостающие библиотеки.
Если ваша проблема оказалась более специфической или же способ, изложенный в данной статье, не помог, то вы можете спросить у других пользователей в нашей рубрике «Вопросы и ответы». Они оперативно помогут вам!
One Hour One Life – каждую минуту становимся старше на год
One Hour One Life – это игра про выживание с довольно необычным игровым процессом. Игрок ежеминутно стареет на 1 год. Соответственно, через час он умрет и вы будете играть за другого персонажа. Суть игры – создать сильную и мощную цивилизацию. Для этого в игре есть аж 10 000 объектов, которые можно крафтить. К тому же это многопользовательская игрушка.
Игру можно приобрести за 20 долларов на официальном сайте. Вместе с игрой для Windows, MacOS и Linux игроки получат полный код и доступ ко всем следующим обновлениям.
В игре уже прожито 11003 жизнь за 958.89 часов. Всего лишь 326 человек прожили более 55 лет, а самый длинный род состоит из шести поколений.
One Hour One Life – Beginner Guide
Table of Contents Show
This is a guide designed for first time players of One Hour One Life to get started as quickly and painlessly as possible.
Tutorial and server selection
Complete the tutorial. When the game offers death via the room full of rattlesnakes, dont take it. Keep playing until you die of old age at least once. Try picking up various items and go through the full tab list of recipes.
In the main menu settings, check custom server box and enter the url of the empty server. They are all in the format of serverX.onehouronelife.com where X is the number of the official server.
1. Explore
Find a small round stone, sharpen it on a big hard rock, then keep it with you at all times during this phase.
Berries, bananas, wild onion and fruiting cactus can be picked with your bare hand. Carrots and burdock must be cut with your sharp stone before you can eat them.
Badlands and swamps generally have no food you can use til later game. Deserts have cactus, but fruiting cactus are very rare. Green grasslands, Yellow Praries, and Jungles are the places you need to be if you need to eat, preferably you are already there before you even reach half food bar. Praries tend to have less food then green grasslands, and jungles are more dangerous.
Before you move on to the settle phase, you need to find 2 reed bundles in the swamp, cut them with your sharp stone, move them from the spot you cut them, then combine then to make a basket. Put your sharp stone in the basket, then fill the other 2 spots with extra food. From this point on, if your basket is ever empty of food, make it a priority to find more, even if you are nearly full on your food bar.
2. Settle
During this phase, you are looking for a very large plot of green grassland with several berry bushes/onion/burdock, milkweed, trees with hanging branches, fertile soil piles, and a few saplings. It must also be near to a decent sized swamp and at least a small yellow prarie.
Use your sharp stone to cut a sapling and pick up the skewer, put it in your basket with the sharp stone. Find a round stone and put in your basket as well.
The exact center of your home camp should be very near a goose pond for a source of water, and a juniper tree and maple tree for fire starting. Place the skewer on the ground and hammer it in with the round stone. You now have a home marker and can always find your camp no matter how far you wander.
Now that you have a camp, keep in mind a few of the rules of short term village sustainability. Try not to pick the last berry from a wild berry bush, as one berry will respawn every 10 minutes or so, but picking the last berry will kill the bush. If you need to cut a wild carrot to eat it, use your bare hand to pick the carrot seed first and drop it on the ground first before you cut the plant. Try to pick milkweed when they are fruiting, set down the milkweed stalk, then click the pile of milkweed debris and drop a few milkweed seeds on the ground.
If you are inexperienced, don’t try to raise a child until you reach at LEAST the end of this phase. Apologize and tell the baby you are new, and move on.
3. Fire and pottery
Make sure you are full on food and have a bit extra in your basket. Leave the basket behind in your camp, and find 4 straight branches from maple trees and one curved branch. You can pick these with your bare hands from maple trees and poplar trees. Then collect at least 2 more branches from either those trees or yew trees. Bring all these back to your camp. These 3 trees occur almost entirely in the green grasslands.
Use your sharp rock on a flint stone to create pile of flint. Pick up a flint chip with your bare hand and put it the basket. Bring back 1-2 flint chips to your camp.
Use the sharp stone once on 4 of the straight branches to create 4 long shafts. Use the sharp stone once on 2 of those long shafts to create 2 short shafts. Use the flint chip once on 1 of those long shafts to create wooden tongs. Use the sharp stone once on the curved branch to create curved shaft.
Take your basket and search for milkweed in the green grasslands. Pick it with your bare hand, and put it in your basket. You must combine 2 milk weed stalks on the ground to make a thread, and 2 threads to make a rope. Once you have 2 ropes in camp, you can continue onto the next step.
Find another round stone and sharpen it on a big hard rock, then bring it back to your camp. You should have 2 sharp rocks 1 flint chip, and 1 round stone in camp at this point.
Combine one rope with a short shaft to create a tied short shaft, and combine the other rope with the curved shaft to create a bow drill bow. Pick up the remaining short shaft and combine it with the bow drill bow to create a fire bow drill. Combine the extra sharp stone with the tied short shaft to create a hatchet.
Use the hatchet on 2 of your remaining branches to create 2 piles of kindling. You should have a fire bow drill, a long straight shaft, and 2 piles of kindling at this point.
Take your basket and sharp rock and go to the swamp. Set the basket down and pick up 2 piles of clay with your hands, putting them in your basket. Find tule reeds and cut them with your sharp stone. Set a ball of clay on empty ground, pick the reed bundle up and combine them with the clay to make adobe. Put the adobe in your basket and bring it back to your camp. Repeat until you have 3-4 adobe.
Fill your basket with more clay from the swamp, leaving the piles in camp until you have 4-6 clay.
-Use a round stone on 1 of the adobe to create an adobe oven base. Use the round stone once on the regular clay balls to create a wet clay bowl. Use the round stone on a wet clay bowl to create a wet clay plate. You should have at least 2 wet clay bowls and plates at this point.
Take another adobe and place it on the adobe oven base to create an adobe oven. Use another adobe on the oven to create an adobe kiln.
Collect a leaf from a maple tree with your bare hand. You need to pick the straight branch first if the tree has one. Collect juniper tinder from a juniper tree with your bare hand. Bring the leaf and tinder back to camp.
Use the fire bow drill on the long straight shaft to light it. Take the leaf and use it on the smoking straight shaft to light the leaf, then use the leaf on the juniper tinder to light the tinder. Take a pile of kindling and place it on the smoking tinder to create a small fast fire.
Put the remaining pile of kindling in the adobe kiln, pick up the long straight shaft and use it on the small fast fire to create a firebrand. Use the fire brand on the adobe kiln to light the kiln.
You need to work quickly at this point to fire all your bowls and plates before the kiln goes out. Pick up your wooden tongs and left click a bowl or plate to pick it up. Left click the kiln to fire the clay plate/bowl, then right click the ground to drop the finished bowl/plate. Repeat til all of your pottery has been fired.
4. Farming
Use an empty basket on a fertile soil pile to pick it up, then dump it in your camp. Get 2 baskets full. The basket will carry small 3 piles of soil but you want to form piles of 2 for best efficiency, so use a clay bowl to pick up 1 small pile and seperate it, then do the same with the other large basket pile, dumping the bowl of soil on the first small pile you seperated. You should have 3 seperate piles of 2 small piles of soil now.
Gather a few extra skewers. You can make a stone hoe instead, but this requires rope and a long straight branch and is only somewhat more durable than skewers, so skewers are cheaper and easier to start farming with.
Use the skewer on the piles of soil to create a deep tilled row.
Pick a gooseberry and use a flint on it to create a gooseberry seed. Place the seed in a deep tilled row.
Use an empty clay bowl on a goose pond to fill it with water. Dump the water on the soil with the planted gooseberry seed. Goose ponds have 3 visible water levels, and will refill over time unless you fully drain them, so try and find a different pond if the pond looks almost empty.
If you pick the last gooseberry from a domestic gooseberry bush, it will turn brown after a few minutes. Use a clay bowl to pick up one small pile of soil and place on the languishing or dying gooseberry bush to save it from death. Then at your leisure, water the bush with another bowl of water to start growth of more berries.
After you have several planted and watered gooseberry sprouts, pick a carrot seed from a wild carrot with your hand and plant it directly into a deep tilled row. Water with clay bowl as usual. Carrots require more care than gooseberries. After about 4 minutes, they will turn into a row of carrots. You can pick all of the carrots now, or wait another 5 minutes and they will go seed, yielding no carrots but several more seeds.
Once you have a thriving berry and carrot farm, you can move on to planting wheat seeds and milkweed seeds in a similar way to carrot seeds. Pick the milkweed plants only when they are in the fruiting stage unless you have several milkweed seeds laying around, to keep a slow supply of milkweed stalks flowing into your village. Wheat seeds can be picked freely from farmed ripe wheat to expand the production of your wheat farm.
Cut the wheat with a sharp stone, then use a straight or curved branch on it to thresh it, seperating the grain from the straw. The straw may be used with clay for more adobe, and 2 bundles of straw may be combined to make more baskets for better storage/organization or for your kids’ usage.
5. Advanced skills
At this point, you should have a decently thriving farm and can accept babies freely. With a properly maintained farm, your village will survive until your children run out of nearby fertile soil, water, branches, etc. If you were playing on an empty custom server, and another child was born to you, you can die of old age and will likely respawn into your village. Alternatively, you may uncheck the custom server box in settings and start playing the game the way the developer originally intended. The next skills to learn are cooking, trapping of rabbits with slings, sewing clothing, farming of advanced cooking crops such beans, squash, etc, and lastly, smithing.
One Hour One Life
Операционная система: Windows 7 / 8.1 / 10
Процессор: 1.7+ GHz
Видеокарта: GeForce G210M
Оперативная память: 2 ГБ
Место на диске: 350 МБ
Описание
Верно, что мы, вероятно, никогда не будем его использовать, потому что игровой мир настолько огромен, что будет трудно родиться в одном и том же месте, но мы понимаем, что сделаем так, чтобы другим игрокам было легче начать. Мы сами получаем выгоду от того, что оставили нам предыдущие поколения.
Каждый игрок может создать любое количество новых персонажей после смерти предыдущих. Кроме того, в игре есть очень обширная система крафта, в которой вы можете создавать тысячи различных предметов, а создатель, Джейсон Рорер, продолжает добавлять новые рецепты.
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Цивилизации игроков в One Hour One Life смогли прожить максимум 44 часа
Помните инди-песочницу One Hour One Life? Мы писали о ней в прошлом году. Это действительно уникальная ММО, где вы появляетесь в мире как ребёнок другого игрока и развиваетесь в течение часа до возраста в 60 лет. Главная цель игры — добыча ресурсов, улучшение качества жизни деревни / города и следующих поколений.
Но похоже, что-то у игроков всё время идёт не так. Разработчики сообщают, что из-за «троллей» и эксплуататоров цивилизации постоянно рушатся, а самый долгий мир существовал всего 44 часа. И это при условии, что на карте достаточно ресурсов, чтобы поддерживать сельское хозяйство для 100 человек как минимум в течение десяти дней.
С целью увеличения продолжительности существования игровых династий и был выпущен свежий патч, призванный сделать игру более комфортной даже при наличии безответственных игроков. Большинство из которых умудряются в пять лет убивать своих родителей ножом, создавать зоопарки с живыми людьми, забывать покормить младенцев и всячески стремятся сделать из неё очередной Battle Royale.
Animals
There are several Animals in One Hour One Life. These animals can provide players useful materials to craft food, clothing, tools, transport, weapons and medical supplies. Some animals are hostile and will attack and injure the player, requiring Medical Treatment, while others can be domesticated or ridden for speedy transport. Except for Rabbits and Cardinals, all animals will display one of three movement behaviors: «chase», «flee», or «random».
Contents
Rabbit [ ]
Rabbits are found in the Yellow Prairies in holes as a family or an individual. By using a snare (preferably on a Family Hole), you can harvest rabbits for fur and meat. Rabbits are an essential early-game crafting ingredient for many purposes including smithing, backpacks, clothing, pies, and medical supplies.
Geese [ ]
Canada Goose Ponds are found in the swamps. They provide water, feathers, eggs, and meat. They are used in smithing, making arrows, and cooking. If shot, geese do not return to the pond. Geese can be domesticated from their eggs to farm more eggs and meat.
Mouflon [ ]
Mouflon are found in the badlands. They can be killed using a bow and arrow and skinned for hide and mutton. They can also be domesticated into sheep.
Sheep [ ]
Sheep are domesticated versions of Mouflon and can be sheared for fleece, skinned and butchered for Sheep Skin and mutton, or fed to produce Sheep Dung. Products from sheep farming are used in clothes, medical supplies, cooking, compost and more. Sheep are friendly, and will tend to follow the player. If loose near a carrot farm, sheep will eat the carrots and ruin the crop.
Wolves are predators found roaming the badlands. An attacking wolf will result in a Bite Wound, which if not treated will result in death. They can be shot using a bow and arrow and skinned for wolf skin. Wolves can be domesticated into dogs.
Dogs are domesticated versions of wolves. They are friendly (except for Mean Pit Bulls), and will tend to follow the player. A dog can only breed once in its lifetime. Dogs cannot be killed (except for Mean Pit Bulls), but will eventually grow old and die. Dogs can be one of nine breeds, and can consistently be selected for a particular breed.
Grizzly Bear [ ]
Grizzly bears are predators found in the badlands inside Bear Caves. Bears will travel far from their cave to follow their prey. An attacking bear will result in a Bite Wound, which if not treated will result in death. Bears must be shot three times with a bow and arrow to kill a single bear. They can be skinned to get bear skin. Feeding a hungry grizzly with raw mutton will stop it from chasing players for a short time.
Penguin [ ]
Penguins are found in the tundra and are docile creatures with no current crafting uses. When approached, penguins will escape into the nearest Ice Hole.
Seals spawn in the tundra biome. They are docile and can be killed with a long straight shaft, and skinned to get seal skin.
Horse [ ]
Horses spawn in the desert biome, and will run away when approached. A horse can be captured using a lasso, and tamed for riding. Horses can be used with carts, to make medicine, and to create the Oddity.
Rattle Snake [ ]
Rattlesnakes spawn in the desert. An attacking snake will result in a snake bite, which if not treated will result in death. Snakes will also kill riding horses, and tip horse-drawn carts. Snakes can be killed using a knife, yielding snake skin, or with a Crude Car to get roadkill.
Boar & Pig [ ]
Boars are found in the Swamp. An attacking boar will result in a hog cut, which if not treated will result in death. They can be shot using a bow and arrow and then butchered to yield pork. Boars can be domesticated into pigs to farm meat. Pigs are killed with a knife.
Bison & Cow [ ]
Bison are found in the Prairie and are docile. Bison can be killed using a bow and arrow. Two arrows are required to kill a single bison. Bison can be domesticated into cows. Cows are friendly, and will tend to follow the player. Cows produce milk, and can also be poisoned to get yellow pigment.
Mosquito Swarm [ ]
Mosquitoes are found in the jungle. If encountered, they will inflict the player with Yellow Fever which cannot be cured, but will disappear after 35 seconds. Yellow fever increases your temperature and reduces the hunger bar to 30% of its maximum. See the Medical Treatment page for strategies to survive yellow fever.
Turkey [ ]
Turkeys are found in the Yellow Prairies. They can be killed using a bow and arrow, plucked for 18 Turkey Feathers, and skinned for meat. A poked turkey will run away.
One Hour One Life Forums
a multiplayer game of parenting and civilization building
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#1 2018-08-06 05:26:07
Mini guide: how to kill people
A bit for the dark side guide
There are lot of reasons to kill people, generally lot of players use up more resources than they produce
they make mistakes over and over by not knowing stuff or not caring for others
griefers who do it on purpose
lazy sponges who eat a lot but dont produce much
baby machines who doom you by raising every kid not providing anything
they steal things what dont belong to them
you can argue that none of this deserves death but death is the same: losing time, if people make you lose time, after 2-3 instances they deserve death, being new doesnt explain why some people dont listen to advice or common sense
it doesnt feel right to kill somone with no reason so dont do that
if you are angry at someone kill the person, not her kid, not the town, dont grief the town by cutting trees
killings are common and people are not that useful as resources many times
exception is last girl, but you dont really need more than 4 fertile females
and letting an asshole alive cause is female wont be good for the town in the long run
so if you ever decide killing someone, try to ask nicely first, warn them, then if possible invite for a duel
if their skills are bad at other things, it will be bad in duels too
also sometimes a bit of pvp is useful, every life is new, so sometimes killing a town which would be destroyed anyway trains you agains griefers who kill you for no reason
to kill people you got 4 options:
you can grab kids until 4 years and starve them, works better when old or man, but as woman you can take them far away
if babies dont know temperature control and ask feeding too many times, point on gear, they gonna be useless as adults too
you could argue that they would starve but lot of players just dont move from berry field and others still produce food so they dont die but wont produce either
lure/take into rooms and close them, if no way out and no food they starve
you can use teleports to enclosed rooms, by having 4 walls around a tile, pressing a baby or item to wall drops it to closest tile
you need to fill outer side with bones, rabbit bones or seeds, anything blocks teleporting there
you can lure bears or murderers into rooms, where you can enclose them with an adobe or a pit which only needs a shovel
bow: bow kills are harder, and you can miss a lot, try to surprise them while they talking, make them talk, only shoot when in range, you cant shoot trough walls, fences, pits, also moving targets are harder to kill, some items make the arrow disappear so just wait a bit to see the pattern he runs, most people do the same run and think its random, but if runs around you, waiting second cycle and predicting positions is better
you can have two arrows if using one
a bow needs a rope and a thread, a sapling/home marker, use thread on sapling, you need two flint chips, cut one with a sharp stone as arrow head, other to scare a goose and make a fletching
bow is made out of a yew branch, use a sharp stone on it and put a rope on it
you need to put arrow on bow and right click the person or tile is standing, ideally empty tile, not moving, so you can hit, and not lose arrow
generally top or bottom side they got less view range so less time to react
so attack from top or bottom
knife: knife kills are easy cause you cant lose it from hand by not aiming well
only takes two right clicks to take it out from pack and kill someone
good to have a pack if you got a knife, focus on making or finding one first
same goes to knife, top or bottom is easier kill, but if standing right next to a person you got enough time
against bow, dont attack from closest side, try juke a bit, and attack from side, but switch direction and attack from bottom or top, they expect you to choose the shortest way and shoot predictievely
knife is made out of a blade, using a file on blade blank, and adding a short shaft
you right click on person or the tile he standing on to kill
dropping down the knife or bow also kills people standing on the tile, also killing a moving person is easier when you aim the tile, not the person, as they gonna move between tiles, you need to aim the next one they standing on, people try to juke by clicking on next tile every half sec, but you can also click every tile, especially if on slow down
tell people not to run around the murderer, you might stab someone innocent
some characters are better at kills, the brown chick has big hair which covers knife almost entirely, but you can put pies, indigo, furs to cover up a knife
dont leave witnesses, try to separate the victim from the herd, ask to come with you or wait until is alone on the screen and stab it when no one sees, people will be mad at you even if you are right and might kill you for it, its just easier to dont have to deal with it
if she has a kid with her, or has a new in meantime, its not the kids fault his mother is an idiot, you can feed them and explain, or ask if he tries to revenge, generally better to let them starve, people just roleplay too much, they wont work and spend their time trying to kill you, hard to identify a 11 year old kid who is prepared to kill you when grows
some people even try to ask for job at 12 year old, thats a trick
you can act all innocent after kills, change gear, people usually remember how you look, not your name, drop anything unique, like apron or wolf hat, muflon hide and just take general gear or none at all
you can also blame the kill on someone else and go back to work
to understand killers better think as them, to understand victims better, think as them
if you cant talk out somebody from something and choose to kill, try to gather some information what are his plans, generally nothing, so best opportunity is when they eat, you can pick off berry bush into bowls, and put carrot in it, this ensures people will spread out to eat something else
you need to throw pads on floor and take any needle you see so they can not be saved
eat always before killing, and stand in fire or desert spot after it, or temp run out of the screen before anyone sees you, take a turn around camp, come back from other direction and ask people what happened
sometimes people try to juke you and they got no weapon you can right click item on floor, to act like you misclicked, they gonna try to grab it, you swap back with item and stab or shoot them, its risky but generally works, they always try to disarm you in this cases
you can also frame someone, babies dont see what happened before, so you can complain to 5-6 babies at once and make someone look suspicious to them, so when the time comes and you stab someone they wont argue with you
you can hide yourself behind a tree, the juniper hides you totally, yew mostly, you can shoot anyone in 2 tiles away, also you are hidden from others if they dont know where to look, you can still be seen by hovering over you, also bell tower cowers you pretty much completely
or you can just hide bow or knife behind tree, lure people there and stab/shoot them
you can ask for a goose or muflon and shoot them, while they answer
for defense against killers, try to put a bowl behind a tree or stone building corner, then put a pad in it, have someone who you trust, tell them where pads and needle is so if you happen to be stabbed they can save you
having pads in wide open is not safe, especially having only one bowl, while its good to have one pad in sight so they think its the only one, and when you see its missing you know someone tries to kill
same goes for file disappearing
you dont have much time to explain so have someone working around that zone, try to inform how to save someone if needed
im not fully sure on this but only last injury matters, so stabbing someone with arrow shot or knife wound then you can use pads and needle, no need to get antivenom or sterile knife (fire takes time), but needs two person, one who stabs other who heals
if this doesnt work you can still try to run into a boar or bear and heal it like a bite wound
try to never stand next to someone, you see speech bubbles better standing diagonally, also is enough time to dodge knife if attacker has to step one tile, this is a good habit, just step diagonally every time a person steps on you or near you, also saves you when you try to eat last second
make a room, or pit pen jsut for duels so if people want to pvp, they can do inside there
also we should really offer and accept duels if we got arguments, people are big mouth but no skill or too coward to face you when you got equal chances, a duel would be respected by others, winner gets fed, loser is let to die, peace continues, instead of everyone assuming someone innocent without any information of it or wants to gain gear ad a bad excuse to kill someone on slowdown
Last edited by pein (2018-10-08 20:45:50)
Playing OHOL optimally is like cosplaying a cactus: stand still and don’t waste the water.
One hour one life
Tighten up your
riding laces.
Fear shall smear
across their faces.
Tarr pit north
one hundred paces.
Gallop off and
to the races.
Leave them t’wonder
where their face is.
Headless specter
nightly flies.
Deaf to all their
whimp’ring cries.
Shining treasure
somewhere lies
under roiling
Nw’England skies.
Hidden cache
just out of view.
Through real world
you can pursue.
Every head
you sever through.
yields the thief
another clue.
What’s not wrong
may not be right.
Many seekers
have to fight.
Study map
by dying light.
Last clue flies on
Hall’ween night.
I’m working through the list of reported bugs.
When picking the fittest follower to inherit a leadership position, exiled followers are no longer considered. Special biome/homeland boundaries no longer line up with ley lines for natural springs. Multiple DING messages, occurring at the same time (or in quick succession) are now queued, giving you a chance to read each one in turn. This means that if you inherit both leadership and ownership at the same time, you’ll hear about both. A victim’s fleeing emote is correctly preserved when they step in and out of a bad biome. The language specialist family is no longer accidentally fertile outside their homeland band, to the far north or far south. A gap has been added between the desert and jungle bands, since having those bands abut each other creates an impassable barrier for folks who get sick in both. And finally, the second phase of the tutorial has been re-designed somewhat to make it less confusing for new players.
Thanks to everyone who took the time to report these issues. I can’t fix them if I don’t know about them.
Functionality issues can be reported here (like bugs or glitches in the client or server logic):
Content issues can be reported here (like if an object should be containable, but isn’t):
The idea that has been implemented this week has been a long time coming.
This game is supposed to be about a bunch of different things: the deep mystery of a trans-generational civilization (who built all this, and why?), being a small part of something much bigger than yourself, the philosophical concept of the veil of ignorance (where you can’t control or predict what situation you are born into), and trying to get as close as possible to what death might actually feel like (saying goodbye forever to the people that you have grown to love).
The initial design of the game tied all of these concepts together nicely. You are born to a randomly-chosen mother somewhere in the world, the next step in a long lineage of other players going back into time immemorial. You pick up where your ancestors left off, making contributions and improvements in the little time you have. You have babies in the form of other players who are themselves randomly assigned to you as their mother. And at the end of your hour-long life, you say goodbye to all of this in a very real way, because if you get born again, it will be to a different mother in a completely different situation.
On paper, it seems like an elegant design in terms of the way it embodies the underlying philosophical concepts, with each part of the structure reinforcing the other parts. And it does work, for the most part, in practice. It gives you the right feelings at the right times.
However, beyond giving you complex feelings and embodying interesting philosophical concepts, games are also meant to be played. And for One Hour One Life to function, it must be played over and over, at least by a substantial portion of its playerbase.
And the unfortunate fact is that the game structure, as initially designed, is NOT particularly compelling to play over and over, due to a lack of continuity from hour to hour or any sense of long-term progress.
The question: After an hour spent playing a good and satisfying life, why would you immediately want to play again? You’ll be thrown into a completely different situation, unable to continue progressing in whatever project you were working on in the last life. For a large segment of the playerbase, the answer is that they do not immediately feel like playing another life after finishing one.
The game would benefit from some sense of continuity across lives, but to achieve that, something has to give, philosophically. I need to prioritize the philosophical goals, and commit to the primary goals, while letting the secondary goals slide a bit in the name of playability.
Saying goodbye to those you love is a nice aspect of this game, but it’s not the most important aspect. Still, I’ve been holding onto it, trying to keep it, even though being able to reborn back in the same family solves the continuity problem and many other problems with the game. I think that it’s time to let this aspect go a bit.
After all, even if you do get reborn in the same family again, the composition of that family will be different. They will have moved on in time. Some of them will have died. And you will never be 100% clear about who’s who. Your family will be a mix of reincarnated friends and total strangers. You will still be saying goodbye to some degree, every time you die.
So, this week’s update allows you to get reborn to your own descendants, as long as some of them still survive. This will allow you to continue working on whatever projects your family is working on, life after life.
Of course, there’s a catch: you have to live until old age in your last life to get reborn in this way. Die young, and your personal connection to your family line will be broken, and you’ll be born into a different family.
And it’s not limited to the cases where you get reborn immediately after dying. If your descendants are still alive tomorrow, you can be born to them tomorrow. Thus, if you want to play this way, you will be highly motivated to set your offspring up in a good situation to ensure their long-term survival.
You can see how this change also helps to address something that I’ve been struggling with for a very long time: how to get you to care about the survival of your kids. Genetic score was a kind of artificial and rigid way to make you care. Letting you get reborn to your descendants is a much more natural and organic way.
And one more detail, for those who are interested: for females, descendants are daughters, granddaughters, and so on. For men, descendants are nieces, grand nieces, and so on, and in some cases, much-younger sisters. So it’s really not about getting born into the same family again, but instead specifically about recurring in your own direct line.
Building
Building in One Hour One Life loosely refers to crafting structures, such as roads and buildings. They are indicators of an advanced civilization.
Contents
Roads [ ]
Stone Roads increase the walking speed of your character, and take over the movement in the direction the road leads. They can be used to set up speedy routes between far away resources and neighboring towns. It is created by placing a Flat Rock on Floor Stakes.
Stone Floor and Wooden Floors although not technically ‘roads’, are commonly used as such. Especially around areas such as farms, where it is inconvenient to skid around trying to stop. They are created by placing Cut Stones or Boards respectively on Floor Stakes.
Buildings [ ]
Buildings can be made out of Pine, Adobe, Wood or Stone.
“ | Walls and floors hold heat in a larger area. Close the door to stop heat from leaking out. | „ | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
The HETUW mod reports that, to gain insulation bonus, a building must have flooring and enclosed walls with a closed door. Each additional tile within a building reduces this bonus by 0.1 A Door is a structure which can be opened and closed by interacting with it (even when holding items or injured). It is installed using Marking Stakes, and can be removed by using a knife or flint chip. Wooden Doors can be locked using a Lock and Key. Closing a door with a lock will automatically lock it. So try not to get locked in a room without a key. Pine Doors are considered very expensive due to the amount of milkweed required, and are not lockable. A Springy Wooden Door closes automatically, and cannot be locked. According to HETUW Mod, wood doors are 0.2 more effective than snow doors for insulation. One Hour One Life Forumsa multiplayer game of parenting and civilization building You are not logged in. #1 2019-05-29 13:39:32WIP: Mapping One Hour One LifeDefault view is probably uninteresting. It’s showing the current time, but we probably don’t have the current map seed available yet. Coordinates are linkable, and moving the map updates the url for easy copying. Top level map controlsUpper left: Zoom in and out buttons. Also works with mouse wheel. Layers Control (upper right)Hover to open panel. There are two sections: Base LayersDifferent stages of the games development, (or other community servers) Only one may be selected at a time. Base layers can automatically change when viewing data to the appropriate map for the selected time period. The Arc Age layer will change depending the current time, and may not be blank at the current time. The Jungle Age layer is somewhat special. It was the first map type, and is based on pre-rendered images. There is much higher detail available in a small area around origin from the early days of the limited rift box. Uncertainty is just blank map, for use at times without a known map seed. Overlays— Graticule: Grid lines for help with judging distances or locating coordinates. Lower grids are on 40-spacing, which is the spring placement at current settings. — Rift: Shows the boundary area to which play is currently limited. The rift size should update based on data times, though the size cannot be directly controlled. — Life Data: Shows the birth or death location of characters based on the games lifelogs. By default it shows the most recent two days, on bigserver2, other servers and times can be selected by opening the data menu (lower right) Changing this layer will automatically toggle the fade overlay for better visibility. You can select points in the data view to view them in the search result list. Selecting points in the animated layer respects the time setting. — Monuments: Shows locations of bell towers based on the websites monument log. By default shows bigserver2, it follows the server selection in the data menu (lower right). Data MenuThe filter/funnel at lower left opens up a data sidebar with three tabs. Note that all data comes from the lifelogs, which are only posted once a day. I fetch them around 9:00 UTC. SearchYou may look up a character by name or lifelog hash. A list will be shown along with birth locations on the map. Select the life to show that position on the map. Lineage (heads) will change the life list that characters lineage. Tree will open a new tab with the characters family tree. Filter and select life data for display on the map. Show: runs the currently selected search. This may be slow, please be patient. The time in history to show is primarily set by the start or end of the period. This can operate in three modes. Updating the should also set the corresponding map. — Server: the time selection depends on the currently selected server and when it has been operating. Since these time periods can be very large, it is selected in two stages: «coarse» selects the time over all possible values with very low precision, «fine» can then select a more precise start point within a week to either side. Range control: e.g. «2d Before»: Picks the amount of history to be shown. Server: Picks the game server to retrieve data for. Servers are iconified; smaller 1-15 are server1-server15, larger 1-2 are bigserver1 and bigserver2. As of this writing, most people play on bigserver2, which is the default. Server control also affects which monuments are shown in the monument layer. Presets: Offers and easy, bookmarkable, way to configure several settings at once to show «Ambient Yesterday»: bigserver2 at same time yesterday, with time advancing 1-1 scale. FormatData cosmetics for life data points. Color: several coloring methods Location: display points at the birth or death location Animated: Control to toggle whole or animated view. This can also be done from clock button in lower left when data is shown. When enabled, also provides a control for the animation playback scale = history time per animation frame. Fade Tall Objects: For arc maps with object placement data, slightly fades large objects to reveal things hidden behind them. Time ControlsWhen the data layer is on, a clock button appears at lower left. This toggles data replay mode and opens a time control. From here you can step, play, pause and scrub through the currently selected data range. Clicking the date/time text will toggle between UTC and local timezone. The (X) button will close the time control and end animated replay mode. Last edited by wondible (2019-08-14 18:33:42) Farming
Please help improve this if you can. The Discussion page may contain suggestions. Reason: «Needs information on optimal crop configurations, and animal pen designs (Jan 2019)« Farming in One Hour One Life refers to cultivating various plant crops and animals which can be domesticated from their wild form. Compost is an integral component of farming. ContentsPlots [ ]Tools [ ]Plant Crops [ ]Plant crops are acquired by taking seeds from wild plants, or cuttings from trees. They require fertile soil, water, and often extra steps to grow. Trees [ ]Tree cuttings are acquired using Shears, then planted in a Deep Tilled Row. They require several rounds of watering, so need to be attended to over several generations. Animal Pens [ ]Animals are usually domesticated by killing a wild animal with a bow and arrow while it is in its family form (except for wolves), then taking and feeding the wild baby. This will create a domestic version of the wild animal, which, when its baby is fed, will create the final form of the domesticated animal. A simple pen design with corner berry bush entrances and Adobe Oven Base walls. An efficient pen pattern which can be repeated for multiple sections containing different animals An advanced pen design with one wall made of boxes directly next to the bakery. One Hour One LifeFrom Wikipedia, the free encyclopediaOne Hour One Life is a 2018 survival massively multiplayer online game developed and published by Jason Rohrer. Each player lives for, at most, 60 minutes in a large, persistent world, with each minute representing a year of life. They must gather and grow food, craft tools and build societies in order to survive. The game’s source code and assets are placed into the public domain, and are freely available on GitHub, [2] with accounts being sold for access to the primary servers hosting the game. [3] Originally available only on the website onehouronelife.com, it was later released on Steam in November 2018. Separate from the servers hosted by Rohrer, an independently developed, unofficial fork of the game created by Dual Decade exists for iOS and Android devices, titled You Are Hope. It is almost exactly the same as the PC version, other than slightly different graphics and a different creator. The main ideas influencing the game’s design are player cooperation, sustainability and the prospect of developing a civilization. The game has had a positive reception, with critics comparing the game favorably to Don’t Starve and praising its social aspects. Rohrer has stressed the continued development of the game until at least 2020. One Hour One LifeВ этой игре вы сможете написать одну маленькую часть намного большей истории. Вы живете ровно один час, но общее время жизни вселенной бесконечно. Вы сможете заниматься огромным количеством интересных вещей, но на открытие всего дерева технологий понадобятся сотни поколений. Эта игра также о фамильном древе. Здесь мать заботится о вас, как вы, возможно, будете заботиться о своем ребенке. Ваша мать — это другой игрок. И ваш ребенок — тоже. Вы что-то создаете в этой жизни, но на исходе часа осознаете, что создавали это не для себя, а для своих потомков и того бесчисленного количества жизней, которые появятся здесь позже. Вы с гордостью используете топор своего деда, и этот топор переходит по наследству вашим правнукам. жанр: песочница КураторыУ этого мира пока нет куратора. Если вы хотите им стать, напишите личное сообщение Atron. НовостиММОзговедНа ММОзговеде принципиально нет рекламы в явном или скрытом виде. Только честные впечатления и мысли настоящих игроков. Работу и развитие проекта поддерживают авторы и читатели через краудфандинг. One hour one lifeThis is just a basic guide with tips i think all players should learn to improve everyones quality of life in the game. I have been playing the game since March 2018 and have accumulated about 600 hours (mostly pre-steam release) and have learned a vast majority of the games content in that time. I hope these tips helped you and if you have anything you would like to add to the guide please leave a comment below!
1. If you don’t know how to make a fire i highly suggest looking up a guide to this on youtube first and practicing this in the tutorial until you get it down. When you become more advanced, you can do the same for smithing. These are two things i think all players should learn how to do and will drastically make life easier for you if you know how to do them. 2. As a baby or mother try to stay in a warm spot (desert, jungle, or fire in another biome) this will make your food meter go down drastically slower. 3. Removing someone elses home marker to place your own does NOT remove the other persons home marker. 4. Try to learn how much food each type of food offers you, this will help you in knowing when it is appropriate to eat what so you don’t waste valuable foods. For example a berry only gives 4 food bars but an omelette will fill an entire full grown adults food bar so it is a waste for a child to eat this when they are missing only 5 or 6 food bars. 5. Take time to learn wild foods what they look like and what biome to find them in as wild foods not only can help with your food bonus but can drastically improve your chance of living to 60 more often. Also this info is very useful during famines, when they do happen i highly suggest roaming far away from home and eating wild foods for about 5-10 minutes then come back when the «carrot sponges» have died out. 6. As you grow up you should try to chain food bonuses. Eating different foods will add to your food 7. If you are brand new and want to be useful just bring things back from the wilderness such as random items people died with away from home, branches and firewood. This is not only useful but can help you in learning where to find things in the environment Newer Civilizatization tips: (eves, no or stone tools, no domestication) 1. When finding a settle location make sure that you at least have 4+ duck ponds, a warm biome (jungle or desert) and a grassland with a good amount of soil, trees and milkweed nearby. 2. Always make sure to make and fire a clay nozzle when you make your first batch of bowls and plates, this is done by using a skewer on a piece of clay. 3. Make sure when starting a farm you do it as close as possible to the water supply, you should also make sure there is plunty of space between the farm and forge because someone doing blacksmithing will need a decent amount of space (about 4×4 tiles) in front of the forge. Also consider this farm will need room to expand over time. 4. When smithing you should always make an axe first this will keep your fire going and make furture smithing much easier. 5. Always leave at least 3 flat stones, plates and bowls near the forge. 6. Start a seperate fire while making omelettes, try to keep the first fire alive as much as possible this is useful for smithing. 7. NEVER use string on clothes in the early game with the exception of backpacks. Ropes are much much more valuable and string will become easy to obtain for later generations through sheep. 8. You can use a long straight shaft on a seal (found in snow biomes) then skin it with a flint chip for easy early game clothing. 9. When you leave home always bring at least something back. 10. As a female do not keep every kid you have select your kids based off the amount of food around and how many females there are. 1. Make sure you always have at least berries, wheat and carrots growing at all times. These are required to keep a late civilization from running out of soil and starving. 2. Always leave one sheep unsheared so it will produce babies, shearing the last sheep will waste 6 berries, 1 carrot, 1 ball of thread, 1 sheep poop and 4 mutton. (All highly useful end game materials) 3. Try to avoid eating berries and carrots as much as possible, these are used for sheep food and keeps other crops growing allowing more advanced foods to be made easier. 4. Always leave at least one wheat uncut as it will produce seeds for more (THESE SEEDS CANNOT BE LEFT ON THE GROUND THEY WILL DISAPPEAR QUICKLY) 5. When a steel tool breaks always bring it back to the smith. Two broken tools can be combined to produce scrap steel which can be turned back into a steel ignot. 6. Make sure there is a fire always going with a decent supply of firewood nearby. Names
Please help improve this if you can. The Discussion page may contain suggestions. Reason: «Article needs suitable image« Each player in the game can have a first name and family name. A name can help identify your kin and other important players in civilization, will appear on your Grave, and is necessary to curse a player. An unnamed player will appear labeled by their relation to you e.g. «Your Mother», or «You». It is possible to search the name of a character in the Family Trees, which can be accessed on the game’s main menu and at the top of the official OHOL website. ContentsFirst name [ ]A first name can only be given by another player. Once a baby is born, a mother or any other adult can name the child. To do so, they must pick up the baby and write the following command in the chat: «You are » or similar phrase (accepted phrases can be seen on this list. It is also possible to name an unnamed adult by standing nearby (within about a screen’s distance) and saying «You are NAME» etc. Unnamed players will still appear in the family lineage. An Eve can not choose her first name, but can set her own family name for all future generations in her family line to have. A full list of accepted first names is available on this list. If a player tries use a name that isn’t on that list, then the server tries to find a similar name and uses that. Family name [ ]A family name is set by Eve by writing in the chat: «My name is » or similar phrase (accepted phrases can be seen on this list. An Eve or any adult with a family name can pass that name onto all the children that they name. Unnamed adults, or adults without a family name will not pass on a family name. A village will usually have only one family name common to all residents. But if a second Eve’s family line is present, it is possible to pass on your family name to unrelated babies. Full list of accepted names is available here. Family Tree [ ]Mousing over another character will show their relation to you, e.g. «Mother», «Brother», «Great Granddaughter». It is possible to search the name of a character in the Family Trees, which can be accessed on the game’s main menu and at the top of the official OHOL website. Family history can also been seen in-game by mousing over a grave. [1] Relatives and graves further away than 20 generations will show «DISTANT RELATIVE». Unrelated characters will show «NOT RELATED». Console CommandsThese are some—115—of the known Commands, or Phrases that are entered into the speech box to cause various actions. ContentsSpeech Commands [ ]Pressing will open a speech box into which messages can be typed. Pressing again will display the message above your character’s head, or close an empty speech box. Speech Commands are unique «phrases» that operate additional functions as well as displaying their text in a speech bubble.
(91 transition updates) Version 341 (Sat May 30, 2020)Domestic Pig on Rope Domestic Pig# just unroped Box of Scrap Steel Box of Scrap Steel# just smashed Box of Scrap Steel with Belt# just smashed Full Cistern# +famUse100 Cistern# +famUse100 CurseCursing is a player-influenced anti-griefing system. If you see another player griefing, you can ‘curse’ them by using phrases such as «CURSE X» where X is the desired name. When a player curses another player they are unable to be born X amount of tiles around the player that curses them for 90 (real) days. The block radius is this: 50 * [number of living people who have you blocked] + [number of total people who have you blocked] ^ 2 So if you have 13 curses total, and let’s say that 2 are online (remember, this is 13 out of 3800 unique players). Your curse radius will be 100 + 169 = 269 tiles. If the game is unable to find a mother you can be born to you will be sent to Donkey town. Contrary to initial belief, Donkey Town is not an actual town. It is simply a very far away spawn with a lower population. It is not recommended to try and purposely get yourself sent there to see what its like. Many players mistake harmless acts for griefing, due to misinformation or an incomplete understanding. Even murder is not always necessarily griefing. Misunderstanding can be alleviated by asking simple questions of the perpetrator (e.g. «WHY?»). Use your judgement and remember- one day the misplaced blame may be cast upon you! For these reasons please use curses wisely. ContentsPhrasing [ ]These are the accepted phrases used in cursing. A successful curse is accompanied with purple speech text, and a chime noise. A player’s full name must be used, for example: «Curse Sally West» or «I curse Sally West». Using just the first name will either be unsuccessful or curse the wrong player. Unnamed players cannot be cursed. However, it is possible to name an unnamed player, by either the usual method of holding and saying «You are NAME», or (if they are too old to hold) standing nearby (within about a screen’s distance) and saying «You are NAME». Babies and children are unable to curse other players whose names exceed their character limit. However, it is possible to curse a player for up to 5 minutes after their death, allowing you to curse them or convince others to curse them once you have grown older. It is not possible to curse yourself, even in another life. You can only curse players within 200 tiles of you, even after death. Curse Names [ ]Curse names are permanent names associated with your account. When you curse someone you will see their curse name appear over their heads every few seconds surrounded by 2 X’s. Example: X CURSE NAME X. Curse names ares completely random words chosen from a list and it is impossible to change it. Though very rare, it is possible for two people to share the same curse name. An example of a curse name Curse names are the same for every player, so if two people curse you they will both see the same name. This is a good way to keep track of the people you have cursed and many players keep a log of the curse names of people and what they have done. If they see them again in game they know exactly why they were cursed. Curse Token [ ]When you curse someone, you use up your curse token, which can be seen at the bottom right corner of the game interface. You have a maximum of 1 token, and it takes 15 minutes of your playtime (not just after 15 minutes) to regenerate a curse token, so make sure to use it on someone that deserves it. Curse tokens are server based so if you curse someone on one server, you will still have a curse tokens on the others. Forgiveness [ ]It is possible to forgive someone you have cursed by saying I FORGIVE YOU while standing near them. It will forgive the nearest cursed player. You can also forgive players by saying «I FORGIVE FIRSTNAME LASTNAME» to be more precise. You can tell it has worked because their text box will return to white and their curse name will stop flashing above their heads every few seconds. This will completely remove the curse from them. Donkey Town [ ]When the game is unable to find a mother outside of your curse radius you will be sent to Donkey Town. You do not have to live a full life in Donkey town as you can die and try to be reborn again and hopefully a mother will be outside of your radius. Donkey town is located 30,000 tiles away from the main player area on Bigserver2. You can tell you are in Donkey Town by your curse name being displayed above your head every few seconds. (EX: X DONKEY TOWN X). Curse names are randomly generated text assigned to every player. Your text box will also be black. Donkey Town residents are always born an Eves. Your curse score, represents the number of times other players have cursed you. You cannot see your curse score nor anyone else’s. Curses decay after 90 (real) days or if the player who has cursed you forgives you by saying «I FORGIVE YOU» or «I FORGIVE FIRSTNAME LASTNAME». Time Served [ ]The amount of time served in Donkey Town is dependant on your curse radius. If you have a large curse radius and at least 1 person in every town that has cursed you, you will be sent to Donkey Town. If a mother is found outside of your curse radius you will be born to them. Time served is completetly random for this reason as you can be in Donkey Town one life, and out the next. Curses take 90 (real) days to decay. Re-curses will refresh the curse decay date. History [ ]One hour one lifeProperty Fence with Unsigned Notice# +horizontalM Property Fence with Partial Notice# +horizontalN Property Fence with Removal Notice# +horizontalO Property Fence with Removal Notice# +cornerO Property Fence with Partial Notice# +cornerN Property Fence with Unsigned Notice# +cornerM Property Fence with Removal Notice# +verticalO Property Fence with Unsigned Notice# +verticalM Property Fence with Partial Notice# +verticalN Version 357 (Sat Sep 19, 2020)Unfueled Delivery Truck# +slotsInvis Bare Wood Truck Stack of Sheet Metal Delivery Truck# +slotsInvis Delivery Truck# +slotsInvis driving Empty Tank Delivery Truck# +slotsInvis driving Delivery Truck# +slotsInvis justFueled | [ Tank of Kerosene ] + [ Unfueled Delivery Truck# +slotsInvis ] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Tutorial
This article may need cleanup to meet quality standards. |
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: «Needs more information on what is contained, how to advance and how exactly to light the torch«
The Tutorial is a basic introduction to the game, accessed on the login screen of the game (currently visible only at first login, and after death). It will instruct you on the basic mechanics of the game, and give you time to experiment in a closed environment. In order to finish the tutorial, you must light the «tutorial torch» towards the end of the passageway. To do this, you need basic knowledge of fire.
Information which cannot be gleaned from the tutorial or the recipe index, can be discovered through gameplay, observing or asking other players, or (as a last resort) can be found in this wiki and at Onetech. Additionally, you can try asking for help on the forums. The wiki, tech-tree and forums can all be accessed via links at the top of the game’s official website
Biomes
There are several biomes in One Hour One Life, from green grasslands to barren badlands. Each biome has resources commonly associated with it, though many can be found in multiple biomes. Biomes can vary in temperature. In the Temperature Overhaul update, deserts and jungles became hotter, and a «Thermal Shock» component was added which causes you to rapidly jump between extreme temperatures if you cross certain biome boundaries without the insulation of clothes. It is no longer advised to stand on desert edges to keep warm. Use a fire instead.
Some races (e.g. black-skinned) are specialized for biomes like the desert, making them the only ones to interact with items and features in that biome. Otherwise, these biomes will be marked «Inhospitable» («Frigid» for Tundras) and characters will drop their held items if they attempt to enter. Thus, technological progress requires trade or a diverse town. At every special biome (jungle, desert and tundra) there are direction stones (which look like square rocks with a hole in the middle) that point the player towards the nearest village with the required type of skin color.
Contents
Grasslands [ ]
Grasslands generally has wild food, and branches for kindling and tools. Grasslands are cold, but bearable if wearing a full set of clothes.
Detailed Guide [ ]
This step-by-step guide to ‘Eve-ing’ is geared towards players with little to no experience with tool-making or basic crafting. The Eve spawning algorithm ensures that most Eves will spawn far from previously or currently occupied areas and must therefore build everything from scratch.
For a guide to the basic controls and mechanics in the game, see Starting Guide.
The Pre-Fire Era [ ]
Food and Your First Tool [ ]
A useful object to craft at this point is a basket made from tule reeds. Harvest two reeds with a sharp stone, pick up one reed bundle, and combine it with the other reed bundle into a basket. In case of not finding reeds, you can also craft a basket by harvesting one Ripe Wheat plants with a sharp stone and threshing them afterwards with a Straight Branch or a Small Curved Branch to get Straw (but move it from the place where you harvested them before or you won’t be able to thresh it), then use a sharp stone on a sapling to get a skewer. Once you use the skewer on the straw, you will have made a basket. You can now carry up to three of certain items and tools, including food items for long expeditions.
If you pass a tundra biome, you may wish to club a seal for clothing. To do this, get a straight branch from a maple tree and use your sharp stone on it. Use the shaft on the seal, then use a flint chip (sharp stone on a flint outcrop found in grasslands or badlands) to skin it. You can then wear the skin. Most clothing helps reduce the rate at which you consume food (See Clothes for more details). This will become vital for the survival of your lineage, so it is recommended to get clothes asap.
Setting Up Camp [ ]
There are several things that go into making a camp, but the most important is finding a natural spring. A natural spring can be found on a fault line. Due to the eve spawns, it is your best bet to find a fault line and head west. The natural spring can be found in the grasslands or prairies. If you find a dry natural spring, then you must continue along the fault line for up to 160 meters until you find another natural spring.
Once you’ve found something acceptable you’ll want to avoid getting lost. Look for a sapling and cut it with your sharp stone. Place the resulting skewer in the vicinity of your future base and then use a round stone on it to pound it into a home marker.
The Road to Fire [ ]
Some or all of the following tool-making steps can be skipped should you happen upon abandoned tools, but it serves well to familiarize yourself with the recipes for future lives. Aim to gather all or most of the following ingredients while always keeping an eye on your hunger gauge and eating when necessary. The most efficient order in which you will gather your materials will depend on the locations of the resources around you. You may wish to start gathering some of these resources together even before you find a base location.
You will need a sharp stone for some of the materials, so take one with you in your basket along with some food! One key mistake many players make is misjudging their food allowance, losing track of berry bush locations and starving to death.
Bow-Drill [ ]
Use a sharp stone on a poplar branch once (to produce a small curved shaft) and on the maple branch twice (to produce a short shaft). Use one rope on the small curved shaft, then use the short shaft on the tied branch.
Long Straight Shaft and Wooden Tongs [ ]
Use the sharp stone on 2 straight branches to create 2 long shafts. Find a flint outcropping and use your sharp stone on it to form flint chips. Take one and use it on one of the long shafts to create Wooden Tongs, the other long shaft will be used to start the fire and as a firebrand.
Stone Hatchet and Kindling [ ]
Use the sharp stone on a straight branch twice. Use a rope on the resulting short shaft then combine a sharp stone with the Tied Short Shaft to create a hatchet. Use your hatchet on your scrap branches to create kindling.
Finishing Touches [ ]
Finally, you will need two ingredients that are not listed above because they decay relatively quickly and should be gathered last. They are tinder from a juniper tree and a leaf from a branchless poplar or maple tree. You are now ready to make fire.
While you are getting your fire ready, you may also want to gather materials for your kiln.
Adobe Kiln [ ]
Find a clay deposit and bring back at least three pieces of clay (ideally bring 4-6; clay can be carried in a basket). To make a kiln you’ll need three pieces of adobe, made by combining one piece of clay with one Reed Bundle or, if necessary, straw from wild wheat. Processing wheat involves an additional step after cutting it with your sharp stone: you will need to find a maple tree or Poplar Tree, click it to take a branch, then click the branch to the wheat to thresh it. The grain is useless to you right now, but the straw can be used like reeds for making baskets or adobe. Place your first piece of adobe where you want your kiln to be, use a round stone to make a base then add the remaining adobe to the base. Place a piece of kindling inside the kiln.
Wet Clay Bowl(s)/Plate(s) [ ]
Use the round stone on a piece of clay once to make a wet clay bowl. To make a plate, hit the clay twice. Make as many bowls as you need (though 1 for now should be enough), but plates are optional for now.
Fire and Firing [ ]
The process of actually creating the fire involves four steps that are much less complicated than they first appear:
When you have a small fire, pick up the long shaft, use it on the fire then use the resulting firebrand on your kiln. Pick up your tongs and use them to grab a wet bowl or plate and then click the kiln to produce a dry clay bowl or plate. Repeat as necessary. Congratulations, you have just fired your first pottery, can now transport water and are ready to enter the next phase of survival: farming!
Wet Bowl in Wooden Tongs
Smithing [ ]
Getting iron tools early on will help your camp immensely. You will need to make Bellows and one extra adobe to upgrade your kiln into a forge, and you will need to collect several Iron Ore, which can be found on the fault line of your well site.
Once your forge is up and running, (More exact instructions on how to smith can be found on the Smithing page) The first tool you should aim for is a Smithing Hammer, as you will need it to create other tools. The next most important is the Shovel. You will need this to make dig your Well Site into a Shallow Well.
The next tools will be a Steel Axe and a Steel Mining Pick. The axe will be used to chop down trees for firewood. The pick will be used to retrieve more iron from your stripped iron vein.
You can then move on to all the other tools as necessary (Hoe, Adze, Froe, Chisel, File, Knife, Shears). Try not to double up on these tools if you are limited in iron. If you accidentally make the wrong tool head, you can add it to a Clay Bowl to scrap and recycle the iron.
Post-Fire Early Farming [ ]
Now that you can transport water, there is one last hurdle before you begin growing your food supply: seeds, soil and a hoe. Always keeping in mind your hunger, empty your basket and locate a Fertile Soil Pit. Use the basket on the pit to fill your basket with soil, and right click on empty ground to dump your soil. Bring several lots of soil to a relatively open area as close to water as possible. Many players aim to plant their farms directly into swamp biomes to be as near to ponds as possible. Note that Ice Holes contain salt water and are not suitable for farms.
Individual lots of soil can be moved by using your bowl. If you misclick, need to drop your basket to eat or simply wish to move your farm, you can recollect soil using bowl or basket.
To till the soil, you will need a skewer or a hoe. A skewer can only be used four times before breaking but has the advantage of being a quick early option that does not require valuable milkweed to craft. Use your skewer or hoe on the fertile soil to till the soil. A single lot of fertile soil will require tilling twice to get Deep Tilled Row. Whereas a double lot of soil (on the same square) will only need tilling once. A triple lot of soil is unnecessary and is a waste of the extra soil. Therefore, if soil is abundant, it is best to use two soil to save your hoe (which will eventually break).
Finally, you will need seeds. Seeds can be gathered from wild plants. Most seeds decay and must be stored in a bowl to prevent them from disappearing. So keep this in mind before you go collect them. There are two main direct food crops: domestic gooseberry bushes and carrots (See individual pages for more information on how to farm). Each has considerations:
Plant the seed of which ever you choose to farm, into your farm plot. Take an empty clay bowl, fill it with water from a pond then water your plot. Take care not to drain a goose pond. You could also make a water pouch after hunting one rabbit, although clay bowls are more common and may be easier in the early game due to less milkweed needed and no needle required. Most crops need to be watered only once during their lives with the exception of domestic berry bushes (see above) and tree saplings. Once your first crop is growing some of the pressure eases, but you will not have achieved complete food security until you have a robust compost cycle which involves steady supply of berries, carrots, wheat for straw and a sheep farm for dung.
Since wild carrot seeds no longer respawn, at some point it will become necessary to begin designating «seed rows» of carrots that will remain untouched until they reach their flowering phase. Tip: Always leave a full plot of five carrots to go to seed. This will reduce dirt consumption, and yield the maximum amount of seeds. You must pick the seeding carrots before they disappear. Then place the seeds into a bowl to prevent decay.
Once your food supply is temporarily secure you can work on other necessities. You may wish to start a milkweed farm to provide thread for clothing. You could start a sheep pen, and make a Bow and Arrow and some rope in preparation to domesticate sheep. You could start a wheat farm in preparation for composting which will also require sheep. See Farming for other crops as well as other domesticate-able animals.
Rabbits and Clothesmaking [ ]
Clothing is vital to minimize a colony’s food requirements, it is also useful to make backpacks, which increase your carrying capacity. In early game, the main two options for clothing available to you will be Seal Skin and Rabbit Fur. You can also acquire Mouflon Hide and Wolf Skin if you have a Bow and Arrow. Later in the game, once you have a knife, you will be able to get Snake Skin and Sheep Skin as well as various other wool products. See Clothes for a full list of clothing items.
Snaring [ ]
Snaring rabbits first requires a snare, created by combining a rope with stakes (use a sharp stone on a straight branch three times). Use a snare by placing on a rabbit hole. Note: Only snare Rabbit family holes, which have visible babies to reduce the time until rabbits respawn. Soon after setting a snare you will be able to collect your bounty and move your snare (family holes will respawn eventually, but during your lifetime they will likely remain empty and you’ll need to find another family hole).
Preparing a Needle [ ]
To start making clothing you will first need to cook your rabbit. Use a flint chip on the body to skin it, set aside the fur, cut down a sapling to make a skewer and skewer the meat. You must wait for a fire to burn down to hot coals before cooking or you will ruin the meat and lose the chance to get bones (and food). Deposit your cooked skewer on the ground, right-click it to remove the skewer, eat the meat. Drop on the ground and right click to remove a small Rabbit Bone. Use a Flint Chip on the small bone to create a needle.
Making Clothing [ ]
Now you need a single thread to create a Needle and Thread that you can use on different kinds and amounts of fur or wool to craft different pieces of clothing. Thread is consumed every time an object is crafted. Rabbit Fur stacks to four pieces of full fur and two pieces of cut fur per tile. Attaching a needle to a ball of thread makes it so that the needle can be used multiple times for sewing before it runs out.
If you acquired a Seal Skin, you can improve it’s efficacy by sewing it into a Sealskin Coat.
Advanced Hunting [ ]
Geese and other animals, including Grizzly Bear, Wolf, Wild Boar and Mouflon must be hunted with Bow and Arrow. Geese can be used as food sources (take care to not eliminate an entire population as they do not respawn) and are needed later on in blacksmithing. Grizzly Bears take three Arrows to kill. Bison take two arrows to kill. Rattlesnakes and most domestic animals can only be killed with a knife.
Conclusion [ ]
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- Onco life ru сайт на русском
- One life one love one