a multiplayer game of parenting and civilization building
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Artarda wrote:mulgara wrote:Nope, he killed a few more people after you. I killed the nameless guy up north with an arrow, came back down to let everyone know, and immediately got stabbed by some woman.
You were Dereck, you killed Nameless Strong.
I was Rose Strong. I stabbed you for fun. Then I stabbed Triss, who was my mom. I was bored and let Lola kill me.
We only murdered boys and non birthing age women. Never girls or adult women. It was just for fun.
I love you all.
LYT, even if you are a murderer.
But it made for a good story right
Nope, he killed a few more people after you. I killed the nameless guy up north with an arrow, came back down to let everyone know, and immediately got stabbed by some woman.
You were Dereck, you killed Nameless Strong.
I was Rose Strong. I stabbed you for fun. Then I stabbed Triss, who was my mom. I was bored and let Lola kill me.
We only murdered boys and non birthing age women. Never girls or adult women. It was just for fun.
I love you all.
I just skimmed this.... but....
Be nice, people, okay?
I also saw the record being broken by the Boots family, which is exciting.
I'd be interesting to hear about what resource challenges they faced along the way, perhaps in another thread. Did iron ever run out?
We had a food shortage
Updated to version 1.0.2.0.
There is now a "Manual Server Address" box that can be used for easy connection to servers outside the onehouronelife domain, assuming the port is the same.
Unnamed Haiku
Some haiku are good
Some haiku just don't make sense
Refridgerator
i actually like the look of it more than the others
but you should add the population counters to it also the known custom servers or at least ability to add your own
nice job
I thought about adding a spot to type in and add your own custom servers but that would require the program to come with overhead or a data storage file.
1) There is a Map Coordinate application that certain more experienced players use. It's not vanilla. For the most part, people don't exactly know where they are.
2) Discord is a VoIP app that allows people to communicate with voice chat while playing games. It's pretty popular. Here is a link to Discord.
3) Typing is the only vanilla way to communicate, and it's inefficient.
4) Ignore your kids. People will learn the hard way by starving to death.
5) Another thing people have to learn as they play. Being active on the Discord and forums is a good way to learn, besides just playing and getting in hours.
Good luck
I wrote a small application to make it simpler to choose which of the 15 default servers you are connecting to. It's very simple, no compilation required.
Updated to 1.0.2
Added Manual Server Address" entry.
-Windows 7/8/8.1/10
-.NET Framework
1) Download Here
2) Drag and drop oholss.exe into your OneLife Folder, next to OneLife.exe
3) That's literally it. It should now work.
Check the box, select the server you want to play on, click save. You'll now connect to that server.
To let the reflector choose for you, uncheck the box or hit Reset, then click save.
Thinking more about the problem of griefers.
Part of the problem is that, even if you kill them, they can keep coming back at you. They can bypass server assignment and keep coming back to your server, and they can baby suicide until they are born in your village again.
Killing them slows them down, but not by enough. Let's assume, though, that this will always happen to a griefer in the end. They will always be discovered and killed (assuming that I keep tweaking things to make that more and more likely, if it's not likely enough already).
One problem with any further punishment of "murder victims" is that it hurts the good guys along with the bad. A griefer may be running around killing people, and we don't want those people being punished any further.
However, I realized that if we compare the average griefer to the average non-griefer, assuming that non-griefers outnumber griefers, then the average griefer's life will be way more likely to end in murder than the average non-griefer. Essentially, the griefer's life will always end in murder, while the average non-griefer will be the unfortunate victim every once in a while.
So, some kind of further consequence for dying by murder might actually be okay. Someone really didn't like you... that should mean something. Even if it was a legit dispute between two benevolent monarchs, the one that was guillotined is special.
I already have 15 servers running. If I had mandatory server assignments, at least for the top half of the servers (so that there still are some free servers around for people who want to play solo or collab on voice or whatever), then those servers could be a kind of karmic ladder.
Going down one rung is pretty obvious: if your life on the previous rung ends in murder, down you go.
Climbing back up though? My initial thought is that you climb up if you live to old age on the previous rung. That would definitely slow griefers down. A full hour down there, at least, before they can get reborn in your village.
It also seems like it would be a harsh purgatory for the innocent victim of murder, but maybe it's okay and kinda fitting.
Another idea is that the ladder could be used for everything, not just murder. Living until old age lets you go up, dying young sends you back down. If you're on server1 and you have a baby, you know that baby is special. The advanced players are already making up their own filters to decide which babies to keep. The idea of having a "city of gold" at the top of the ladder where only the best players ascend is compelling.
However, it would also spread players out, trap new players in purgatory levels filled with griefers, etc. Maybe all new players start on server1 for their first game and fall down from there. You get a chance to play with the best and stay with the best, assuming that you can listen to advice, learn quickly, and contribute without dying.
I regularly starve to death at 58 due to the starvation twang going away.
Since game has begun, many religions, cult and god Have been created, on forum and in game.
Which one do you worship !?
https://strawpoll.com/hs35dx31
If I miss some content, tell me
Add cactus god pls
Everyone is egocentric and wants attention, I guess so do I, got me there - I am simple average person.
Now the toxicity was too much in your discord chat, thus it is not only attention.
Also maybe finally someone will look into discord more carefully.
Did I get offended by you - yes. Publicity is the best way of providing point of view, even if you get negative reviews, I will live by that thought (so did you in the forums before me).
Does a bunch of stuff specifically to undo effort put in by other people, then get's all upset when they respond the way any person who's been wronged in person might. If you walked onto a construction site and started messing with their work there's obviously gonna be consequences. Getting all twisted up about it because it happened? The hypocrisy is hilarious; Getting upset when another person acts negatively to you, and they were acting negatively at you solely because you were acting negatively towards them.
TL;DR: You offended them by destroying their stuff (instigation). They offended you in response. They were entitled that response due to your instigation. Quit being a child.
Tool breakage is currently implemented with a use counter. An ax has 40 uses, for example. After chopping 40 trees, it breaks.
This works well and makes sense.
However, the implementation is complicated and causing some bugs. First of all, this use count has to "follow" the ax object everywhere it goes. On the ground, into a basket, in you hand, into a basket in a cart, etc. For some objects that get transformed during use (like a shovel, which becomes a shovel full of dung), it gets even more complicated, as the number of uses remaining has to transfer between objects (a dung shovel is a different object with a different name and different sprites).
This is currently implemented by automatically making a bunch of unique dummy objects for each multi-use object. Auto-generation of ax_1, ax_2, ax_3, ax_4, .... ax_40. These actually exist in the game engine as distinct objects with distinct IDs, though they are automatically generated from the ax. Thus, an ax_15 can exist on the map, or get picked up, or put in a cart, etc, and always be an ax_15.
The problem comes in the transition engine, where we have stuff like
ax + tree = ax + firewood
We now have 40 extra ax objects floating around, and that means we need to auto-generate 40 transitions like this:
ax_40 + tree = ax_39 + firewood ax_39 + tree = ax_38 + firewood ax_38 + tree = ax_37 + firewood ...
So now we have 40 extra transitions to track and manage. Complicated, but it works.
The bigger problem arises when we want to use a useCount object on another useCount object. For example, a shovel can be used 20 times, and be used to dig up a berry bush, which can be used 7 times as you pick the berries. So we have these generated objects:
shovel_1, shovel_2, shovel_3, ... shovel_20 bush_1, bush_2, ... bush_7
But if each of those shovels needs to be used on each of those berry bushes, we suddenly get a pretty bad explosion of 140 generated transitions:
shovel_ 2 + bush_7 = shovel_1 + dug_bush shovel_ 3 + bush_7 = shovel_2 + dug_bush shovel_ 4 + bush_7 = shovel_3 + dug_bush .... shovel_ 2 + bush_6 = shovel_1 + dug_bush shovel_ 3 + bush_6 = shovel_2 + dug_bush shovel_ 4 + bush_6 = shovel_3 + dug_bush
The game engine currently does NOT generate such double-useCount transitions correctly, because it doesn't run through the generation process twice. The code could be fixed, but the problem of an explosion in complexity still remains. Lots of extra generated objects and transitions, a more crowded object address space, and so on. If a 100-use object (someday) is ever used on a 100-use target, we're looking at 10,000 generated transitions.
The other option is to track the use count separately from the object ID. So, all axes would have the same ID, but there would be this extra counter that would travel along with it. That's a pretty deep change, since this counter would have to be tracked in the map database, in container slots, in the player (for what they are holding), in the protocol, etc.
The client would need to know about the use counter in some cases as well (for example, berry bushes are drawn with fewer and fewer berries as they are used up). Thus, it seems like separate objects make sense in some cases (like a berry bush or a draining pond).
But the question is this: are separate objects the best way to track and represent tools wearing out with use?
Maybe tools wearing out should work differently than berry bushes getting picked and ponds getting drained and pie bites getting eaten.
What if every tool simply had a small chance of breaking with each use? This is UncleGus' method in his mod.
If we want an ax to have 40 uses, on average, we give it a 1/40 chance of breaking with each use. Some axes break sooner, others later, but on average, they break after 40 uses.
We no longer need to track anything along with the ax, nor do we have to have separate states or dummy objects for the ax. An ax is an ax, with some chance of breaking, always. No extra objects to generate.
And for the cases where we NEED to generate extra objects (like the berry bush getting picked), we can still do that.
But when a tool gets used on a berry bush, we don't have an explosion of generated transitions. Just one transition for that tool per generated bush (bush_7, bush_6, bush_5, etc.)
Now, the problem with randomized tool breakage.... is that it's random!
Sometimes, very rarely, a tool will break on its first usage. Sometimes, equally rarely, a tool will last twice as long as the average. But having a "good" tool like this does not mean it will continue being good in the future. It has the same chance of breaking on the next use as any other tool.
This doesn't exactly match how things work in real life, and it creates a weird feeling. None of the rest of the game is random. There's a sort of press-your-luck gambling feel. Chopping one more tree, hoping to get lucky...
But it is oh-so-simple. Simple to implement, test, maintain, and tweak. No bugs due to complexity or unexpected side-effects.
Is there a way to prevent a tool from breaking on its first few uses? Not without some kind of extra tracking per-item. If we're tracking that anyway, might as well track a full use count.
Short answer: Pull a Diablo II.
Long answer:
Assuming all items in the game have a generic Class, could you rewrite the item code to have a generic byte, short, int or uint called "data". I mean even if your server needed to track a million additional 32 bit ints, thats theoretically only 4MB more of data, metadata not included. Lowering this down to a byte would only be 1MB of data for a million items, that would theoretically give every decayable item the ability to have 0-255 uses. This data could also be used for other things, like tracking food rot timing, basket decay, and other stuff.
The generic "data" just stores the number, and the number could be interpreted through a Case Switch or If statements or whatever choice you prefer.
I called it "pulling a diablo II" Because if you look at how they store their data for their weapons, armors, etc., it's all stored on generic data fields which are interpreted in runtime.
So this "data" variable might be how many uses are left on your tools, how many update time periods are left until it decays, or even other sorts of data could be tracked with diligent use... maybe the direction a compass is pointing in the future?
Make it at least have a public Get Accessor that can be reached by your draw code, so that the game can determine from "Ax" whether it wants to draw "Ax","Ax_Damaged", "Ax_Broken" etc...
This is of course assuming that all items are instances of an item themselves and not a pointer to a generic type of item. If your current system doesn't allow individual items to carry data for one reason or another, right now might be the perfect time to rewrite that code, so that the infrastructure is in place in the future.
Some pseudo code might be
// some sort on interaction code, never looked at it...
If(Ax.data >0) // the transition engine needs to check to make sure the item has remaining uses.
{
Ax + tree = Ax + ChoppedTree#FireWood,Log
Ax.data--; // the transition engine tells the item to reduce it's remaining uses by one. This can be changed by other things, e.g. a shovel digging a Big Rock
// might take 3 uses where as shoveling a Sheep dung might only require one use.
}
//...
//...
//Some pseudo Draw Code
graphics = texture we're gonna draw;
if(Ax.data == 40) /*Pristine condition axe */ graphics=ax.tga
If(Ax.data < 40) /*worn*/ ...
...
...
if(Ax.data == 0) //broken
I feel like this would be better than relying on a bunch of preset copies like Shovel_30 and Axe_20 or whatever the current system is, and It probably wouldn't even become much of a problem until you got into the tens of millions of items per server. Probably. Also, you could build off this structure in the future due to items becoming more complex as the game gets more complex and the tech tree deepens.
I mean, imagine when you hit the industrial era. A steam engine should be able to keep track of how much fuel it has, or when we get titanium steel alloy shovels with 100 uses instead of 20! Sarcasm aside, I'm not sure how your databases would handle it server side, but it shouldn't be too hard for it to keep track of an extra byte or two per item, right?
Adding item decay means that one Ax needs to behave differently from another Ax. Plus, this would allow you to keep your transition code cleaner.
About the transition Engine:
Instead of all those different transitions, could you just have the transition engine pass a new "use" update to any surviving tools involved? So that the tool would be able to do some internal data adjustments to do the
Game sold as finished product with weekly content DLCs.
Reality: game breaking updates at least once a week (sometimes even crashing servers) followed by few days of hotfixes.
I've seen that on someone else's review... Maybe its another Joriom account xD
If you're like me, then you like to play video games. If you're like me, then you also like to be good at video games. A lot of players are casual when it comes to video games, and this is perfectly acceptable. But if you want to be really efficient, and accomplish a lot in a little time (OHOL is all about only getting a little time to accomplish anything), then you're going to want to find ways to make the system work in your favor, or at least get the most out of any particular situation. Here are a few tips to maximizing your progression in OHOL, that I've learned both from the hours I've spent playing, things I've been told by other experienced players, and concepts I've taken from other games that apply here as well.
1) Only eat when you will not waste any of the food. This is probably one of the more well known ideas, especially for people who have struggled as an Eve. If you only eat berries when you have at least 6 empty foods, you get 100% of that food always. If you need an exact count, wait until you are very hungry as an adult and count. The numbers change every now and then as balance is adjusted, so whenever there's an update its likely for food values to change. Children are the worst in this case. I'll see Tim the Toddler scarfing a mutton pie every time he hits 3 food remaining, and that's such a waste of resources.
1.5) Bring a snack. I see so many corpses of people next to full berry bushes or the carrot farms because they didn't pay attention to their food bar, and then they get hit with that familiar starvation twang note, sprint back to the last place they saw food, then die because their latency didn't allow them to pick a berry in time. If you gotta go somewhere, fill up beforehand (preferably don't waste food), and bring a snack. Surviving to age 9 then starving before accomplishing anything is a big investment that returned nothing.
2) Manage your space, whatever you're doing. A lot of lost productivity comes from poor space management. If you're baking pies, the oven has a limited amount of time to bake as many pies as possible, especially now with tool degradation. Having to chop more kindling = having to make more axes = more time spent gathering = lost productivity. This is the same for blacksmiths, who have a very limited time to accomplish as much forging as possible while their precious charcoal is burning, and potters firing bowls and plates. Also, if you're a potter, don't forget to adobe your kiln when you're done firing that clay! Letting a kiln burn out has an opportunity cost of a basket of charcoal for the forge. This also is good for corpses, as you will want to know when someone has died so they can be replaced at their job. If you keep the work area clean of bones, you'll know when someone dies.
3) Put those children to work. Once kids are old enough to pick things up, they should be able to do tedious labor around your area until they are old enough to safely leave their camp. If the farm is built near natural water sources (which it should almost always be) they should be able to do water runs. Another one is organization; kids are good at carrying a basket and loading up the empty plates that people will leave around if the society lives off pies. If you're a feral Eve, kids should spend time bringing back nearby branches off the trees - Yew is good for a bow and after that mostly kindling. As long as there's not a severe food shortage, children should be working, not standing by the fire to keep warm. If you're just standing in the open doing nothing as a kid, then that's even worse, as you're consuming more resources without turning them into labor, and that's a waste of food.
4) Make your Farms work for you. I've noticed a general stigma about picking the domestic berry bushes in settlements... domestic berry bushes are a resource take 1 hour + 1 water = 6 berries. These are either 6 snacks or a bowl of berries that can be used with a carrot to make a sheep (best investment) or compost (better investment) or even pies (carrot + berry pie, poor investment (considering you have sheep)). When a domestic berry bush is sitting there with a single berry on it, it's not working for you; it will sit there for a million years and not make berries and people will starve. Pick that dumb berry, then water the bush; you don't have to wait for it to be dry either. Now your kids will be able to actually use the bush instead of looking at that one berry.
4) Memorize everything. This part might be hard but taking time to remember what does what is inefficient, and we're talking about power gaming to maximize efficiency. I've personally memorized the majority of things. Memorize what is crafted into what. Memorize the layout of the land, and what resources are where. Memorize who is family and who is not. Memorize where your weapons are stored. Memorize where your food is located.
5) Try to keep your kids. There's no point in playing if you aren't willing to further the line, and having the family line die out because raising those daughters would have been a setback at the time ultimately makes all your progress and productivity for naught. You never know which kid will be your last, or if you'll even have kids, so leaving them to die because your basket with a sharp rock in it is more important is sad.
These are just a few of the important things, with a focus on trying to be productive. Here's an unorganized list of random tips to be a better, more efficient player:
Bring a snack.
Chopping straight branches is bad, chop Yew and curved instead.
Curved branches can be cut with a sharp stone in order to be packed into a backpack or basket, then chopped later- this means you can bring back 6 kindling sticks to your camp with a backpack and basket AND keep your stone, instead of one.
Only pick Fruiting Milkweed unless your lives depend on it. You can always plant more milkweed later.
Always pick Cactus Fruit if you see them; currently, they don't despawn, restore more food than a carrot, and cactus provide a free one every ten minutes.
Pay attention to the cracks on your tools so you can tell when they're going to break, and make backup tools ahead of time.
Use a knife to clear out the local desert areas of snakes; you'll be thankful when you don't lose your horse cart full of resources to a random snake, plus get fashionable boots.
Mutton Pies are currently the most efficient food source: 6 gooseberries + 1 carrot + 1 wheat = four mutton pies.
Feel free to post additional tips! I might add them to the section. I have to go to work now but I'll expand on this later.
My biggest issue with the whole "Oh, the farm ran out of seeds so we all starved and died" is like people forget how to forage for food as soon as a carrot farm is put in place.
The nice thing about living off of carrots for the last 15 mins? All the wild berry bushes should have regrown 2-3 berries, as long as they haven't been picked. Put a home marker down and go exploring; it's better than standing by the empty farm starving to death like an idiot.
Every time I play as an Eve, I get to the farming stage, and then once I start keeping more and more kids, they generally just stand around and eat my carrots and don't do anything useful and its so frustrating.
I found a town yesterday as a rogue male. I spent my whole life there alone. They had a small carrot patch of like 15 plots, a forge and all the starter tools. I was able to determine that it was griefed to death by someone who unleashed three bears nearby, and this was further evidenced by their "Griefer Camp"; a small patch of trees with a bunch of pies hiding, and a Bow, Arrow and knife, along with their skeleton.
I spent my entire life solo at that town- I reorganized the whole town until I was old enough to pull a cart, after which I made a cart and went and collected stuff to make a full set of clothes and arrows. I tracked and killed all the bears, brought back the pies to the town, and fashioned three bear rugs. On my last five years, as I was marveling at my accomplishments, a mother and her child stumbled across me. I told them about the town and its bear problem, and how I had slain all the bears single handed. I then passed my clothing onto the child, told him where the food was, and told him to be good.
Hopefully they made it.
I feel like any civ's that make it to the advanced stages are brought to ruin through how absolutely cluttered and awful long term storage has become.
The biggest drawback to this is the system with which players would determine what goes in what hand, what is being used on what, and how to swap the items to the offhand in the event of holding two items. I feel like this would take a lot of changing to the code, since the code has most likely not been written to handle this type of system. Also, the balance would be changed significantly. The ability to carry an additional thing without a basket means that kids in feral Eve situations would be more efficient at bringing back stuff.
TL;DR: I feel like we won't ever see something like this, and even if we do, Jason probably would rather add more content first. Maybe as a QoL change down the road, possibly.
Go! Bwah! wrote:YAHG wrote:Just let em play and stop being such a doosh dude...
Yeah, this was my experience with (I assume) this person:
Mom: forum password?
me: q
Mom: Right! You get to live
me: [already on the ground running away by the time Mom's text appeared]I ain't doin' shit for no power-trippin' mom, y'know?
It is harsh when you can only type one letter at a time so you can't tell people to go fuck themselves lol...
I always thought babies said "F" to their mom for that...
I think the worst thing that happens to me is when I'm born into a village of like three or four people, I see my mom, her brother, and her gray haired mom. They have a food surplus and are trying to expand their forge and such. And they let me stand there and die, I was a girl, could have provided the future to their family line. I guess I would say "Mothers with the capacity to keep you but don't due to inconvenience."
The second most annoying thing is having a mother who doesnt pick a last name, or one who trolls me with "You are..." "nameless!"
Whenever I play as an Eve, I keep all my babies if I can. And I generally outlive them too; I often see the skeletons of my children next to full berry bushes, having forgot the #1 rule for children: Bring a freaking snack.
Aurora Aurora wrote:STOP BREAKING OUR TOOLS AFTER LIKE 30 USES! I WOULD HAVE TO GO TROUGH 4 AXES AND 4 SHOVELS TO CLEAR A SWAMP FROM TREES!
Ha. My skewer broke after 5 or less uses to fix the hardened soil.
I let myself starve to death after that.
Every skewer I used broke after one use.
YAHG wrote:If we can make soil with things we can make again... Then we are finally free of the yolk of the evil worm.
Fuck I hated worms, composting is cool and fun. Now I can do it again as my job.Water was a better limiting factor than worms, finally glory shall be ours again.
I haven't composted since the worm update, it destroyed my will to compost, and I used to make a dozen or more stacks of compost before that, almost every life.
But to be fair I have played very little since the apocalypse and a change from your life is about building up things for future generations, to now I want everyone to quit farming and be nomads ....I will destroy your cities so you must roam and destroy your soil so you must ...what? Run free and eat wild berries?
The true history of civilization is one of hunter/gatherers to start. Then we adopted husbandry and agrarian pursuits that made life easier and less nomadic, not more nomadic. I though with horses would come plows and easier farming, I guess the joke is on me, not to mention on civilizations being impelled forward through technology, not backwards.
I feel the same way about this. I feel like the gameplay style of "Feral Eve -> Camp -> Village -> move on to new area " didn't/doesn't make sense. If anything, starting Eve's should have to play the role of Nomad, and once agriculture is established, you should technically be able to grow into a self sustaining village. One change to make this Nomad stage more viable is to increase the yields from hunting. Our ancestors ate predator meat, and the ability to collect animal bones to make basic, low durability tools would make sense. People used sharpened bones as knives and sharpened sticks as spears long before steel was around.
It would be cool to see a Nomad update, where feral eve's would hunt different wildlife for their meat, bones and hides instead of surviving off gooseberries and onions until they get a farm going.
i crai evry tiem
I guess Jason implemented server decay, too.
Yeah, I've heard that's the particular thing causing the disconnects. Hopefully he disable's the decay for the weekend, until he figures out a fix. I don't expect him to work on the weekend, but it's made the game hard to enjoy- if it's possible to just disable the decay to stop the disconnects, that'd be the best of both worlds. I wanted to try to build a Utopia with friends too
Imo, you should be able to use a broken steel tool on a fire to get "scrap steel" back, which could then be recycled into a fresh steel bar. As a concrete construction worker, I know plenty of guys who burn out their ash wood handles to reuse the head of the tool once its broken; the steel outlasts the wood almost infinitely. And that's using a hammer on more steel.
Stone tools should be able to be recycled into kindling or something, just to get rid of them more efficiently.
I like the broken baskets idea, but if that sounds too useful, should be able to burn them in a fire. By the time the basket is dried up and broken it would be rather flammable, if it's a standard wicker basket.
Ragged clothing should be able to be repaired during the "not entirely ragged" stage using the rabbit hide patches. Maybe even make "Patched Fur" clothing, as to make the rabbit fur cuttings have additional uses? A lot of ancient cultures relied on repairing their damaged tools and clothing, and I feel like this would be a great opportunity to implement a repair system.