a multiplayer game of parenting and civilization building
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I can't reproduce this on my test server....
Looking at the code for this, it's super simple. If you're not standing in your homeland, you are skipped as a potential mother.
Yeah, a cap is a good way to limit it. Will do.
Then you still want to eat more YUM foods to get the bonus, but the bonus stops growing.
Sounds like a bug. I'll fix it this week.
I'll try unbreakable chains this week, but leave it as a live server setting that I can turn off as-needed.
It's a tough one.
I am a little worried that yum becomes OP. Like if you can manage to eat 20 unique foods in your life, each new unique food you find is automatically +20.
Would definitely encourage exploring more of the foods in the tech tree.
However, I worry that if it's too OP, it will have the opposite effect. If players are so over-YUMED that they don't need to eat much toward the end of their life, they aren't "exploring" any foods at all.
Furthermore, I don't have a good lever to pull to adjust the power of YUM, right? How do I tweak it down if it's too strong.
I mean, I guess I could apply a hidden scaling factor, but that makes it confusing.
THOU HAST AWAKENED ME?
Being almost out of food is way more interesting than having way too much food.
Milk is currently totally broken, and could feed the whole village easily, but no one is drinking it. Instead, I see 50+ berry bushes in every village still used for direct eating (instead of being used to feed animals and thus make more water-efficient foods).
Anyway, I've lived a few lives myself where we were ALMOST out of water in an advanced village. It was tense and exciting, and a few of us banded together to save the day at the last minute by fetching a cart of buckets from a distant pond, to buy us more time for making the next rubber gasket.
That pretty much never happened before...
The point is this: what I did in that life, and the choices that I made, actually mattered to the fate of my village.
I was not bored.
The question is not how many babies total she had, but how many babies at one time.
The game is not going to ever spawn more Eves just because you keep dying as babies. If it did that, you could decide to be Eve whenever you wanted by spamming death.
There will be a new Eve spawned if there is a true baby overload (too many total babies for the number of total moms).
Look to the left/right along the ley line shared by your well. There are iron veins where that line crosses grey biomes.
That is all.
Also, if your village founders weren't careful, you may (in rare circumstances) have no iron veins to the left or right of your well.
I'm fixing it this week so that you can dig a second well later, to unlock your family's iron, if this happens (only the "first well" unlocks iron, currently, but this week, it will be "the first well that actually unlocks iron", so any wells that don't unlock any iron don't count).
Please email me for a refund:
jasonrohrer AT fastmail DOT fm
A bunch of things fixed this week. Stackable piston blanks, both hot and cold. Swappable machine mechanisms after putting in water or charcoal. Unsealed bottles can be set on tables. Full list can be seen here:
https://github.com/jasonrohrer/OneLifeD … its/master
Later-game Eve, who is placed when one of the specialist families dies out completely, is now reserved for players with high fitness scores. No more spamming /DIE in order to force yourself as an Eve in those situations.
38 reported issues left.
More stacks, a way to recycle engines, and a new way to interact with your dog.
Still cranking through that list of reported issues. 54 to go.
It is true that the current radius for curse blocking assumes a huge, spread-out world.
I'm trying to bring it all closer together.
I'll cut the curse-effect radius in half as a start, on Monday.
Can someone make a github issue about this in OneLife?
An engine is your town's most valuable, hard-won, and singular possession.
I suggest leaving it out in the open and unguarded at all times.
On the one hand, you plead for freedom and the removal of restrictions. On the other hand, you beg for me to reimpose restrictions as soon as I remove them. The freedom to get the steel back out of an engine is simply too dangerous to allow.
Also, a bug slipped into that content, only giving you 16 steel back instead of 18. I will fix that now, and it will go live later.
Constraints are the game.
Constraints are what differentiate a game from everything else that is not that particular game.
Would monopoly be way cool if you could move as far as you want each turn or what?
OHOL was originally pretty doughy and formless. Eventually, it will be carved out of wood.
And the argument here is what? That oil is so valuable that gingers will never trade it?
Evidenced by what? By only ginger villages having water pumps?
VOG survey says brown and black villages also have water pumps currently.
Well, there's still code in the server that can reclaim unseen places after a while.
There used to be an Eve spiral, and the center would eventually get reclaimed, and the whole thing would start over.
Problem with a spiral is that it's a long way across from edge to edge, and also you don't know which way to walk to find people.
I guess that problem has been solved in other ways now, so maybe it's time to revisit the spiral.
But people also really hated the idea of reclamation.
Please email me for a refund.
Last week, I doubled the expert way stone placement, which definitely improves things.
But today, I sampled three lives, and I could never find another village before I gave up and got back to work. It still involves quite a bit of luck and quite a bit of boring wandering around. Once you find the way stone that you're looking for, you then have 60 seconds to track down the person, even if they are more than 60 seconds away from you. Once the arrow expires, you're back to hunting around for another way stone. Furthermore, if the person is far away from you, you don't get updates about their position as they move, so you get an arrow to where they were at the moment you touched the way stone. By the time you get to that spot, they will be gone.
It's interesting to me that people complain about some feature or constraint, as if it's the problem, but if you actually get them to unpack it a bit more, there's a different problem lurking underneath. Interacting with another family to get them to help you (via trade, gift, theft, etc.) isn't actually annoying. But wandering around randomly for half your life to find them is horrible.
So, we could tear out the biome expert stuff.... OR we could fix the fundamental problem of wandering around half your life to find another village. That problem exists anyway, with or without the biome expert stuff.
But without the biome expert stuff in place, we'd never pinpoint this problem (because you could always get by without finding another village).
Fixes coming this week:
--Expert way stones are doubled yet again (now placed between ley lines as well as on them, every 20 tiles both horizontally and vertically).
--Expert arrow takes 240 seconds to expire, instead of 60.
--Expert arrow now points you to the well site of a populated homeland of experts, if there's no expert closer than 32 tiles from you. Point to the guy, if the guy is in your neighborhood already, but point to the village otherwise.
--The Eve grid has been shrunk by a factor of 4 (jumping by 50 instead of 200), which means villages will be more likely to be close together in general.
For certain things, you already get a "bonus" for co-op, because you can smith more stuff on the same batch of charcoal, or bake more pies before the over burns out. That's a natural, emergent thing, of course. But you do see people co-oping that way in-game.
The problem with making the large-scale (between village) co-op optional is that the cost of that kind of co-op is SO high. You have to find the person, talk to them, etc. In order to balance it, the trade-off would have to be huge. So huge, in fact, that why not make it impossible without co-op?
I'm no fan of tutorials either.
I was taking measurements back then, and player retention rates (players who played for at least an hour) were horrible.
The tutorial dramatically improved this number (measuring how many players played for at least an hour AFTER the tutorial was over).
Not sure how much the "new player" message to mothers would help with this. I haven't measured it.
But we can't expect mothers to explain everything, can we? Like crafting hint filtering, space to freeze the screen, etc?
I'm not sure about this!
It was also put in place before the "YOUR BABY IS A BRAND NEW PLAYER" info message.
Hey, bpscotch, that looks just like the promo image from the update!
Walk along ley lines. There are muddy iron spots wherever the ley lines cross the grey biome.
To unlock a muddy iron spot (as Eve), make a well site (place 10 stones on a spring) nearby on that same ley line.
Also, the diesel mine (and town that goes with it) has been abandoned, and the diesel engine has been taken.
Here's where the shallow mines have become exhausted since the reset yesterday:
(-280,0) || Mon Mar 30 23:34:00 UTC 2020 || id=943
(200,-400) || Mon Mar 30 23:39:25 UTC 2020 || id=943
(-280,-360) || Mon Mar 30 23:49:43 UTC 2020 || id=943
(-760,-200) || Mon Mar 30 23:57:54 UTC 2020 || id=943
(5400320,560) || Tue Mar 31 00:14:08 UTC 2020 || id=943
(-880,-640) || Tue Mar 31 02:46:09 UTC 2020 || id=943
(-160,-360) || Tue Mar 31 03:18:08 UTC 2020 || id=943
(-760,0) || Tue Mar 31 03:27:29 UTC 2020 || id=943
(-40,0) || Tue Mar 31 05:03:44 UTC 2020 || id=943
(-20880,-20200) || Tue Mar 31 09:11:53 UTC 2020 || id=943
(-800,0) || Tue Mar 31 12:54:39 UTC 2020 || id=943
(-1200,-440) || Tue Mar 31 13:26:34 UTC 2020 || id=943
(-1120,40) || Tue Mar 31 14:09:57 UTC 2020 || id=943
Here's where the deep (stanchion) mines have been exhausted:
(-280,-360) || Tue Mar 31 00:20:28 UTC 2020 || id=945
(-760,-200) || Tue Mar 31 01:35:34 UTC 2020 || id=945
(-880,-640) || Tue Mar 31 05:53:09 UTC 2020 || id=945
(-160,-360) || Tue Mar 31 12:14:17 UTC 2020 || id=945
(-760,0) || Tue Mar 31 12:26:38 UTC 2020 || id=945
(-160,-360) || Tue Mar 31 12:35:29 UTC 2020 || id=945
(-160,-360) || Tue Mar 31 12:38:18 UTC 2020 || id=945
(-1200,-440) || Tue Mar 31 14:13:46 UTC 2020 || id=945
(-1120,40) || Tue Mar 31 15:23:44 UTC 2020 || id=945
Note that (-160,-360) occurs several times. That's because they are installing and removing a diesel engine to get more iron, as can be seen here:
(-160,-360) || Tue Mar 31 12:35:22 UTC 2020 || id=3130
(-160,-360) || Tue Mar 31 12:35:35 UTC 2020 || id=3130
(-160,-360) || Tue Mar 31 12:37:04 UTC 2020 || id=3130
(-160,-360) || Tue Mar 31 12:37:53 UTC 2020 || id=3130
So there's one operating diesel mine on the map, and about 5 deep pit mines that haven't been exhausted yet.