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This is a community written Starting Guide for One Hour One Life.
- 1 Introduction
- 2 Important rules of resource preservation
- 3 Basic Concepts
- 4 Detailed Guide
- 4.1 The Pre-Fire Era
- 4.1.1 Food and Your First Tool
- 4.1.2 Setting Up Camp
- 4.1.3 The Road to Fire
- 4.1.4 Fire and Firing
- 4.2 Post-Fire Early Farming
- 4.3 Rabbits and Clothesmaking
- 4.4 Advanced Hunting
- 4.5 Conclusion
- 4.1 The Pre-Fire Era
Introduction[edit | edit source]
You've finished downloading your copy of One Hour One Life. Excitedly, you load into a colourful world filled with promise as either a newborn baby or a young woman. You're completely naked, freezing, already hungry and have no idea what you're doing. You die. You reload and die again. You try asking for help but the answers, if there are any, are vague and non-specific. You're frustrated.
The purpose of this page is to smooth the learning curve of the early game. As such, it will by necessity contain spoilers and should be avoided by players wishing to learn by trial-and-error or within the social environments of the game world. There are two sections to this guide: the first section is designed to be as spoiler-free as possible and features a basic introduction to the game world designed to ensure a player's immediate survival while the second section consists of an in-depth "complete guide" that covers everything up to and including your first farm.
If nothing else, all players should enter the world with the knowledge that the environment can be permanently altered by their actions. Certain resources are integral to the survival and advancement of player societies and it is imperative that guidelines are followed lest areas become stripped of their resources and rendered unsuitable for continued settlement.
Important rules of resource preservation[edit | edit source]
1. HUNT AND SNARE ANIMALS ONLY WHEN THEY ARE IN FAMILIES.
Most importantly, Rabbit holes snared without babies, will remain permanently empty. 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.
2. HARVEST MILKWEED ONLY WHEN IT IS FRUITING.
Only harvest milkweed when it is fruiting (fruiting milkweed will have yellow pods, not purple flowers). In previous versions of the game, harvesting milkweed when in fruit, would allow the stump to regrow. Currently, milkweed does not regenerate from stump, but must be planted from seeds that can only be harvested from a stump with fruit.
Basic Concepts[edit | edit source]
Controls[edit | edit source]
Knowing the controls is key to survival. Interacting with, picking up and crafting most often involves a left click while dropping items and removing objects from certain containers (like baskets) requires a right click. For instance, to eat, first find and pick up a food object -- this could be anything from a simple wild berry to a cooked pie -- then click on yourself. You cannot interact with the world as a baby and are entirely dependent on your mother until the age of 4 (when you reach 7-8 hunger boxes) and enter childhood.
Hunger Gauge[edit | edit source]
On the bottom left of your screen you will see a line of small boxes representing your hunger. As you go without food the gauge empties from the right and boxes turn from black to white and if you run out of filled squares you will starve to death, though a warning chime will sound to alert you when your hunger reaches critical levels (this chime ceases to activate for very old characters who must pay particular attention to their hunger if they wish to survive to 60 years old). Babies begin their lives with 4 hunger boxes which gradually increases to a max of 20 for adults. As old age sets in, characters begin steadily losing hunger boxes until only 3 remain, at which point they will die from old age.
Warmth[edit | edit source]
On the bottom right of the screen is a warmth indicator with an arrow indicating your current level of warmth and a midpoint representing an optimal temperature. Being too hot or too cold is not in itself dangerous, but warmth is directly tied to how quickly the hunger gauge drains. Aim to be as close to the midpoint as possible -- values above or below this point increase hunger drain, with characters at extreme temperatures requiring up to 4 times the amount of food to stave off starvation. Many factors contribute to heat, including clothing, fire, biome and buildings, and certain held items. If you are placed near a fire or on a desert tile as a baby, take note of your heat meter and do not move from an optimal spot. Pick up and wear any discarded clothing you find, and take care not to overheat if fully-clothed and standing near heat sources.
Inventory[edit | edit source]
There is no traditional inventory system in OHOL. Each character is able to carry just one item in their hands at a time including containers, the most basic of which is the basket. Later on, backpacks and carts provide additional carrying capacity. If you are holding something and wish to pick up a baby or harvest a berry, you must first empty your hands by right-clicking on an empty space on the ground. If you instead right-click on an occupied space you will swap the item in your hand for the one in that space. You can swap an item in your hand for one in a container if there is an empty space in the container. It is important to be mindful of these limitations should you find yourself in a location where few open ground spaces exist as it is possible to starve or neglect your children simply because you cannot find a place to drop the item you're holding.
Bloodlines[edit | edit source]
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". It is only possible for a mother to name her own children, and only when they are still young enough to be carried, and 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 basic understanding of biomes is also important in locating early food and materials. 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.
- green grass biomes have berries, milkweed, the early trees you'll need, and soil.
- yellow prairies have wheat, wild carrots, and rabbits.
- gray blue swamps have reeds, goose ponds, and clay.
- gray badlands have rocks, flint, and sadness.
- white tundra biomes have seals and rocks. These areas are cold and will lower a player's temperature.
- brown deserts have cacti, flint and rocks. These areas are hot and will raise a player's temperature.
Resource Respawns[edit | edit source]
- Unlike milkweed, reed pools, water and wildlife, the harvesting of wild berry bushes, cactus fruits, and tree branches does not require the same special consideration as these resources will always eventually respawn, although may be finite in the short-term (objects can take between 15 to 60 minutes, to regenerate).
- It is considered optimal, though less critical than the core rules, to leave some wild wheat alive to ensure the permanent availability of their seeds. As of update 75, wild carrots do not respawn their seeds so after seed removal it is safe to uproot them for eating. Burdock and wild onions were also added as early food sources that cannot be cultivated, provide no seeds, and do not respawn.
- Dirt and clay pits are also finite.
Other Dangers[edit | edit source]
More often than not you will die of starvation, however there are other ways to die in OHOL. Bears can also be found in the world along with their dens; unlike other wildlife, bears actively pursue players in their vicinity and can be especially dangerous. Wolves, snakes and Boars move erratically, usually away from the player, but also have the potential to be deadly (especially when hidden in thick forests). Occupying the same space as a resting hostile animal, even if briefly while running, will result in the player being wounded, and eventual death if not treated. Other players, too, can be dangerous when they are armed (sometimes entirely by accident).
Life as a Baby[edit | edit source]
At times 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 new mothers, the burden of caring for babies is great. To raise your chances of survival, always follow your mother (unless she instructs otherwise) and tell her when you reach approximately 2 hunger pips (Most commonly communicated by typing 'F' for 'food'). When not following her, stand near her and remain still so she can easily pick up you when required. If she is carrying you, do not try click to move or she will drop you (which will require her to sacrifice more food to pick you back up). 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. If this is the case the best thing to do is to follow them around and do what they tell you to do. 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. Above all, do not get discouraged by death -- just keep respawning until you are born to a mother who can care for you or spawn as an Eve.
Life as an Eve[edit | edit source]
You may instead spawn as a young 15 year old woman, known as an Eve, entirely without tools or clothing. You may or may not spawn near other players or settlements (inhabited or otherwise) and assuming you are not playing entirely by yourself, other players will begin spawning as your children soon after you load. There is an internal cooldown that attempts to space out births but, since it is random, you may have many children in quick succession or no children for minutes at a time. 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. Your goal is to find a food source as soon as possible, with your best bet being to search for berry bushes in grasslands, and then build a future for yourself and any children you have.
Detailed Guide[edit | edit source]
This step-by-step guide is geared towards players with little to no experience with tool-making or basic crafting. Recent changes to Eve spawning have ensured that most Eves will spawn far from previously or currently occupied areas and must therefore build everything from scratch. After each section a "cheat sheet" is available to help visualize the information presented.
The Pre-Fire Era[edit | edit source]
Food and Your First Tool[edit | edit source]
You have spawned as a fresh Eve in the wilderness and must start from scratch -- a monumental task at first, but one which will become easier and more natural as you gain experience. Your first task is pick a direction and start running with the goal of finding berry bushes. Running in a relatively straight line makes it easy to backtrack to useful resources or objects of interest that you pass along the way. While you travel pick up the first round stone you find and then watch for a big rock that you’ll use your stone on to create a sharp stone, your first and one of your most important tools. As of update 75 there are many early sources of food to sustain you, including wild carrots which can be harvested with a sharp stone. Before doing so, it is strongly encouraged to click on seeding carrots with empty hands in order to remove their seeds lest these be destroyed forever along with the plant.
Setting Up Camp[edit | edit source]
As soon as you locate a decent supply of berries or wild forage and starvation is no longer an imminent threat you can start looking for a place to settle. A decent location would be near the border between a grass biome (with plentiful berries, milkweed, and trees) and a swamp biome (with goose ponds -- the more the better, preferably on the same screen or at most 1 screen away -- and a good number of reeds). A great location would also be near a prairie biome with access to rabbits and carrots and a perfect location boasts easy access to all these biomes as well as others, but be aware that time is not on your side and in a pinch, migration can be left to your descendants. Special consideration can be given to settling near a desert biome, as certain tiles near the borders of deserts and other biomes can be just warm enough to perfectly balance a player's heat gauge. In addition, deserts with plentiful barrel cacti provide an excellent source of renewable food in the form of cactus fruits that do not despawn once harvested. However, if you choose to settle near a desert, it is important to be especially wary of wandering rattlesnakes (particularly around trees). Once you’ve found something acceptable you’ll want to avoid getting lost (unless you are absolutely confident you can find your way home). 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.
A useful object to craft at this point is a basket made from swamp reeds. Harvest two reeds with a sharp stone, pick up your reed bundle, place it on the ground, pick up your other reed bundle and then combine the two into a basket. You can now carry up to three of certain items and tools, including food items for long expeditions.
The Road to Fire[edit | edit source]
In order to begin farming you'll need something to carry water which means you'll need at a minimum fire. Some or all of the following tool-making steps can be skipped should you happen upon human-made tools, but it serves well to familiarize yourself with the details 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 order in which you will gather your materials will depend on the locations of the resources around you. You may wish to gather some of these resources together as you pass them for maximum efficiency. Note that some of these resources require a sharp stone when gathered, so it may be a good idea for you to take one with you in your basket when hunting for these resources. In addition, bringing along one or more berries in your basket can make all the difference: one key mistake many players make is misjudging their food allowance, losing track of berry bush locations and starving to death. It is your job to prioritize how you will gather them efficiently based on what you can see on your map and then place them in an order you can easily remember near where you want to build your kiln.
Total ingredients to craft a clay bowl, including kiln:[edit | edit source]
- 2x ropes , which will require a total of 8 milkweed stalks (combine 2x milkweed stalks into thread then combine 2x thread into ropes) Remember, it is of critical importance to ensure milkweed is harvested ONLY at the FRUITING stage as advanced societies require seed for farms to produce sufficient rope and thread)
- 1x additional sharp stone (optional)
- 2x branches in any combination for kindling. These branches are found on the following trees:
- 1x round stone
In total, your collection of ingredients should look like this:
The breakdown for these ingredients is as follows:
Find a clay deposit and bring back at least three pieces (ideally bring 4-6; clay can be stacked 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 it cannot be avoided, 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, click it to take a straight 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.
Use a sharp stone on the 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 for firestarting and brand[edit | edit source]
The following steps are done before crafting a stone hatchet should you have only one sharp stone available. Use the sharp stone on 2 maple 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.
Stone Hatchet and Kindling[edit | edit source]
Use the sharp stone on the straight branch twice. Use a rope on the resulting short shaft then use a sharp stone on the tied shaft to create a hatchet. Use your hatchet on your scrap branches to create kindling. Place one of the pieces of kindling in the kiln and one near your long straight shaft.
Wet Clay Bowl(s)/Plate(s)[edit | edit source]
Use the round stone on clay one to make a wet clay bowl. To make a plate, first make a wet clay bowl then use the round stone on it. Make as many bowls as you like (though 1 for now should be fine), but plates won't be used until later and possibly only after your death so making one now is entirely optional.
Finishing Touches[edit | edit source]
Finally, you will need two ingredients that are not listed above because they despawn 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.
Fire and Firing[edit | edit source]
The process of actually creating the fire involves four steps that are much less complicated than they first appear:
4. discard the ember leaf, wait for a small flame, then use kindling on the tinder fire
When you have a small fire, pick up the long shaft, use it on the fire then use the resulting brand 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!
Post-Fire Early Farming[edit | edit source]
Now that you can transport water, there is one last hurdle before you begin growing your food supply: seeds and soil. Always keeping in mind your hunger, empty your basket and locate a patch of fertile soil. Use the basket on it, bring it to a relatively open area (it is greatly advised that this be as near to a source of water as possible, and many players eventually aim to move their farms and town bases into swamp biomes to be as near to ponds as possible) and right click on empty ground to dump your soil. 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 always 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 vital 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).
- Currently, berry bushes require 12 minutes to grow their first crop of berries. In addition, two minutes after all berries have been plucked, a bush requires one bowl of fertile soil and water, or will die after 90 minutes minutes if not given soil (Bushes can survive indefinitely in the "dry" state). Berry bushes have important applications in compost-making as well as in domestic sheep rearing, and can provide relatively easy food for early civilizations. However, it is unwise to rely too heavily upon them, so it is better to diversify into other food sources, and leave berries for the very young and very old.
- Carrots, when harvested at edible maturity, will return the plot to a Hardened Row which only requires one soil to be reused. However, a mature Carrot Row will turn into Seeding Carrots after five minutes. This process consumes the soil in return for yielding carrot seeds even if only one carrot is allowed to reach the seeding phase. It is critical not to allow less than a full row of carrots to go to seed as soil is finite.
To farm carrots, locate some wild carrots, click them, empty handed, to get seeds, then bring them back and use one on your farm plot. Take one of your clay bowls, fill it with water from a pond then water your plot. Take care not to drain a goose pond (water can be added to a dry pond to restart its refilling process, however any geese that leave will not return). You can also make a water pouch after hunting one rabbit; some players bypass clay bowls in favor of jump-starting their rabbit hunting and if this strategy is selected it is important to locate rabbits early (resources such as milkweed and rabbits only begin their growth cycles once discovered by a player, so those wishing to start harvesting family rabbits as soon as possible will want to activate rabbit dens early). Crops need to be watered only once during their lives with the exception of domestic berry bushes (see above). Once your first patch of carrots is in the ground some of the pressure eases, but you will not have achieved complete food security until you have a secure compost cycle which involves steady supply of berries, wheat for straw and a sheep farm for dung. An example of such a system can be found in the forums).
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 -- when to begin this seeding phase depends upon the availability of wild carrots in nearby biomes. Viable and easy to explain strategies for distiguishing seed patches involves selecting the "top" or "bottom" rows of a farm or by visibly separating special dirt patches.
Tip: Do not allow for less than a full plot of five carrots to go to seed. This will accelerate dirt consumption while yielding less than five seeds. If your settlement has an experienced farmer do not interfere with their plots unless asked (if you have nothing to do it can instead be helpful to assume the role of water carrier) and only eat from the baskets they fill and not from the ground.
+ = + Empty Ground = Fertile Soil Pile + Fertile Soil Pile = Deep Tilled Row Empty Hand + = + Deep Tilled Row = + = + = + 7 minutes = + 5 minutes =
Other Farming[edit | edit source]
Once your food supply is secure you can begin to explore other options and goals. You may wish to start a secondary milkweed farm (optimally in a separate area as your carrot farm which eventually need room to expand), as quite a lot of thread is needed for the mass production of clothing and some Tools. Collect milkweed seeds by clicking on the debris pile formed after harvesting fruiting milkweed.
Wheat-farming is useful for making baskets, some clothing, and for the baking of higher value food. While a single wild wheat plant will produce enough dough for three pies, wheat seeds despawn so take care not to entirely depopulate a prairie. Wheat-farming is most useful for later stages as part of a dedicated composting, baking set-up. Collect wheat seeds by clicking on Ripe Wheat.
Some other available seeds can be seen on the Seeds page. Additionally, there are currently three domesticated animals available to farm which are sheep, cows, and pigs. A Sheep pen is essential for making Compost, and is additionally used for clothing, horse-riding, pies and medical supplies. Cows produce milk and butter. Pigs currently are only used to create pork tacos.
Rabbits and Clothesmaking[edit | edit source]
Clothing is essential to minimize a colony's food requirements. In addition, a water pouch is required to create a forge for more advanced tool-making. Note that if your settlement is located within a desert biome, rabbits are useful mainly for backpacks as wearing clothing in the heat of the desert is inefficient.
Snaring[edit | edit source]
Snaring rabbits first requires a snare, created by combining a rope with stakes (use a sharp stone on a straight branch three times). Rabbit family holes will have visible babies. 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 liekly remain empty and you’ll need to find another family).
Preparing a Needle[edit | edit source]
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. Now make another fire, but don't bother with extra kindling for the kiln. You must wait for the fire to burn down to 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, discard the larger of the two bones somewhere convenient (it takes some time to despawn) and use a sharp stone on the smaller bone to create a needle.
Making Clothing[edit | edit source]
Now you need a single thread to create a threaded needle that you can use on different kinds and amounts of fur to craft different pieces of clothing. Thread is consumed every time an object is created. Rabbit fur stacks to four pieces of full fur and two pieces of cut fur per tile.
- four pieces of cut rabbit fur + bare hands = two pieces of cut rabbit fur + two pieces of cut rabbit fur
Advanced Hunting[edit | edit source]
Geese and other animals must be hunted with weapons. Geese can be used as food sources (take care to not eliminate an entire population as they do not respawn) and are needed much later on in blacksmithing. To make a bow with a single arrow you’ll need a total of:
- 1x yew branch
- 1x rope
- 1x thread
- 1x skewer
- 1x flint chip
- 1x goose feather
Bow[edit | edit source]
Use a sharp stone on the yew branch then attach a rope to it.
Arrow[edit | edit source]
Attach the thread to the skewer to make a tied skewer. Click a Canada goose pond to produce a feather (feathers despawn in time and there is a cooldown to receive a feather from a pond). Use a flint chip on the feather to create the fletching. Use a sharp stone on a flint chip to make a flint arrowhead. Attach the arrowhead and fletching to the tied skewer to assemble the arrow. You may now hunt (or, in the case of wolves and bears, attempt to hunt) other wildlife. For larger game you will need a steel knife to obtain useable meat, the crafting of which is outside the scope of this guide.
Conclusion[edit | edit source]
If you’ve lived long enough to accomplish all the above, congratulations: you are most probably old by now. You may have already noticed your total number of hunger pips has decreased and you are losing vitality. When your hunger pips reach 3 you will turn 60 years old and die from natural causes. This is the best death one can hope for -- even though you will likely not have left the stone age you will have built something viable for future generations (hopefully including your own children) to build on.
You'll notice there has been no mention of the babies that will no doubt have begun spawning almost as soon as you entered the world. The reason is that early on children are an exceptionally risky proposition and the choice of whether to keep or abandon them depends largely on your goals and how prosperous you find your surroundings. Since picking up a baby drains hunger, a mother is encouraged to continue holding her child -- trying to juggle multiple infants in the absence of a food source is a sure way to guarantee not only your own death but the deaths of your children as well. In addition, the pressure to secure a steady food source drives a new Eve to be constantly moving, carrying items, and potentially running long distances to forage additional food, all of which will place a strain on her if she is also pausing to feed one or more babies multiple times. With experience, you will learn to judge how many children you can support at a given time. For instance, should you have scouted a very generous berry-laden location ideal for a future camp, it can be worthwhile to sacrifice some of your early productivity by focusing on holding your baby and setting it down only to eat a number of berries at once. While your food requirements will effectively double with the addition of a child, you will gain potentially skilled assistance or, at the very least, an extra set of hands that can find and bring materials and berries to your camp and accelerate your settlement's development.
Regardless of starting luck, it is advised to be wary of raising too many children as population explosion -- and the food crisis that inevitably follows -- is the single greatest threat to even large and advanced settlements. Ultimately, while you remain a fertile Eve your highest priority is to ensure your own survival until can support at least one fertile daughter. This is a harsh and dangerous world.