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a multiplayer game of parenting and civilization building

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#26 Re: Main Forum » Chill out server » 2018-03-12 13:24:53

Uncle Gus wrote:

For advanced mode, you could actually modify the data and remove the PVP transitions.

Yeah, I'd already done that but hadn't cleared the object cache last time I restarted the server. You just need to set deadlyDistance to 0 for the bow and arrow, and the knife (object IDs 152 and 560).

#27 Re: Main Forum » Chill out server » 2018-03-12 12:35:25

Quickmotions wrote:

How long will it be before the server is back up? do you have an estimation.

It's back up now.

#28 Re: Main Forum » Chill out server » 2018-03-12 11:49:32

ameliewilde wrote:

Thats great. What exactly will be the overeating prevention?

It's just a check that prevents eating if your food bar is full. The client will still make the animation since it's still trying to eat, but the food won't be consumed.

#29 Re: Main Forum » Chill out server » 2018-03-12 11:15:01

Okay, shutting down the server to add an overeating prevention check and disable killing for now. I might re-enable killing in the future if the mechanics change slightly so it's not quite so instant and people have time to react to aggression. Should be back in an hour or so once everyone's died off so it can shut down cleanly and I've got it updated.

#30 Re: Main Forum » What do the various server settings actually adjust » 2018-03-11 14:03:17

zigganought wrote:

how do you update the server?

Not sure this is the "right" way to do it, but I've been doing it by re-running the pull and build script, then going into the OneLifeData7 directory and making sure it's checked out to the right tag.

There's not always a match between the tags between the data and source, I've been thinking it'd be good to have a script which pulls both to their latest tag and then builds but not got round to putting anything together yet.

#31 Re: Main Forum » Chill out server » 2018-03-10 23:20:29

Aiven wrote:

I tried to hunt, but I couldn't now. Probably because of this. I clicked a wolf many times. Then I went too close and got eaten.

I'm pretty sure hunting is still possible, I managed to kill a wolf when I was on testing if the murdering was turned off. Effects from that won't have taken effect yet anyway, sure you were right-clicking?

#32 Re: Main Forum » What do the various server settings actually adjust » 2018-03-10 23:16:19

Ones that are obvious/I've messed with:

  • babyBirthFoodDecrement - how much hunger giving birth costs, defaults to 0 currently

  • backupHourUTC - when to backup each day (in UTC)

  • eatBonus - adds this much extra hunger value when players eat anything

  • keepBackupDays - how many days of backups to clean up after

  • (min|max)FoodDecrementSeconds - the minimum and maximum times in seconds for hunger to advance.
      Minimum defaults to 2 seconds and is used when the player is very cold/very hot, maximum at ideal temperature.

  • maxPlayers - obvious

  • port - what port to listen on

  • requireClientPassword - clients will have to set this password in their own requreServerPassword.ini in order to connect

  • shutdownMode - put a 1 in here to start the server shutting down, it won't allow any more respawns or new connections and will quit when all players are dead

  • useStatsServer - whether or not to use the stats server,
      if you're not running your own set it to 0 or you'll just get a bunch of messages saying it's failed to connect to the official one

Guesses:

  • allowMapRequests - I think this is used to allow people to generate images of the full map?

  • mapRequestAllAccounts - Presumably accounts that are allowed to get these.

  • edgeObject - looks like an object ID, used for the edge of the world?

  • epochSeconds - how long an epoch takes, presumably covers regrowth of various resources

  • forceEveLocation[X|Y] - whether to and where to spawn Eves? Defaults to 1 which is a bit odd, set to 0 to make things spread out?

  • childSameRaceLikelihood - Chance that the child will have the same skin tone as (something about their chosen descendent, think it's a bit more complex than just the mum)

  • nextPlayerID - looks like a continually incrementing ID so that each player gets a unique one, probably don't want to change it

  • saveBackups  - whether or not to take backups?

  • requireTicketServerCheck - aha, I hadn't spotted this one before, presumably gets the server to check player tokens are valid.

  • ticketServerURL - where to look for the ticket server

  • statsServer* - settings for connecting to the stats server, I'm not sure how to run one myself yet.

  • useTestMap - use a map made with the editor? Not played with this either yet.

Don't know:

  • allowTriggerRequests

  • forceEveAge

  • minEveCampRespawnAge

  • sequenceNumber

#33 Re: Main Forum » Chill out server » 2018-03-10 22:21:36

Okay, looks like I just also needed to clear the object cache for the server to pick up that change. I'll apply that change in the morning for me when the server is quieter again.

#34 Re: Main Forum » Chill out server » 2018-03-10 21:29:19

Commoners wrote:

It's probably the knife that I made and left laying around. Not exactly the legacy I wanted to leave lol

Haha, I got someone to test a bow and arrow on me and it still worked for some reason, my understanding of the code was that setting deadlyDistance to 0 would stop that, will have to poke around some more.

#35 Re: Main Forum » Chill out server » 2018-03-10 21:20:31

Damn, that doesn't seem to have worked, murder still works.

#36 Re: Main Forum » Chill out server » 2018-03-10 21:16:16

Last person finally died and it's back up again now.

#37 Re: Main Forum » Chill out server » 2018-03-10 20:41:27

Tebe wrote:

Bril! Here's a q: Does that deadly distance also apply to animals? Does this spell the end of the hunt?

I don't think it does since animal killing is done through the recipe system while deadly distance is just for direct PvP. The bow and arrow also has a useDistance of 5 which I haven't touched.

#38 Re: Main Forum » Chill out server » 2018-03-10 20:40:18

Yeah, likely just a stopgap. Next step might be to password protect the server and ask people to get it from me in private. If that leaks out then it'll be down to requiring accounts in some way, which is effort.

#39 Re: Main Forum » Chill out server » 2018-03-10 20:29:31

Okay, think I've figured out how to disable murders (set deadly distance to 0 for knives and bows and arrows), shutting down the server to restart and give it a go.

#40 Re: Main Forum » Chill out server » 2018-03-10 19:29:49

Portager wrote:

The server is a bit laggy this morning

Just hopped on and it seems okay for me and isn't hitting any resource limits as far as I can see. It is located in France though and if it's morning for you now I'd guess you're maybe US West coast? Might just be the distance.

#41 Re: Main Forum » Chill out server » 2018-03-10 18:18:26

vilka wrote:

Or since it's kind of a peaceful server, if its possible, remove the items that can kill like arrows and knifes. Pretty sure the people that played last night would rather lose the arrows then be chain killed by that person lol.

Good point, I can probably just delete the murder interactions server-side.  Will at least make griefers have to get a bit more imaginative with eating all the food not being such a big deal here either.

#42 Re: Main Forum » Chill out server » 2018-03-10 16:33:49

vilka wrote:

Oh please bring it back up soon, Im all alone but im teaching myself recipes while Im not starving to death lol. it's bliss.

Hey, been back up again for a bit now, that you back on it?

Not looked into moderation options much yet, but give me a poke on discord if people are back griefing again.

#43 Re: Main Forum » Chill out server » 2018-03-10 15:03:55

Sigh.

Okay, going to shut this down for a bit to get it updated to the latest version too.

#44 Main Forum » Chill out server » 2018-03-10 00:37:59

Norgg
Replies: 196

I've set up a server on new.norgg.org with the hunger rate set to about half the default for people wanting to learn the game in a less hectic setting, or just play in a more relaxed way.

I enjoy how the core game is balanced myself and find a lot of  enjoyment comes from the frantic struggle to survive while also desperately trying to teach others how to, but I also know that's not for everyone and think it's worth providing a less punishing option for those that want it.

To join, you'll want to edit:

settings/customServerAddress.ini to contain: new.norgg.org
settings/useCustomServer.ini to contain: 1

There's not really much I can use to prevent griefers in the game so far, but can people try to keep this server newbie friendly? If it becomes too much of a mess of griefers/etc I'll have a look at what can be put in place for doing some moderation.

#46 Main Forum » The New Ways of the Carrot » 2018-03-09 22:20:10

Norgg
Replies: 6

1. Plant all the crops in balance
2. Pick two berries, put the rest in a bowl
3. Compost compost compost
4. Teach everyone how to make compost
5. Compost some more
6. Pick carrots as soon as you can
7. One to seed five to feed?
8. Make pies

#47 Re: Main Forum » Thoughts on new March 8th, 2018 update » 2018-03-09 22:04:53

Done right you can now actually expand a farm with only access to water, while before you needed reeds to renewably create more soil and even then it was pretty slow. Berries are a bit of a bottleneck, but the three soil per compost change lets you plant a bush, replant a wheat and have one left over. Mix in some wild berries and reeds and you can build a farm up from very little soil in a lifetime.

It's delicate to keep everything in balance just right but I think it's actually easier if you manage it.

#48 Re: Main Forum » 10,000 years of human civilisation and we're all still mostly naked » 2018-03-07 02:06:18

I've seen milkweed frenzies destroy settlements. Enthusiastic farmers planting it all through the carrot fields because it's become so rare, then everyone starving to death while also picking it all at the wrong times.

#49 Re: Main Forum » Biomes changing? » 2018-03-07 02:04:22

ned wrote:

Could this be the game seed slightly remodifying itself (see quote below) when Jason's code updates are sent to servers?

I don't think so. Seen it too and it's just been one tile changing on the odd occasion.

#50 Re: Main Forum » Feature Request - Names, names, and NAMES! » 2018-03-06 13:23:55

Tebe wrote:

When you hover the mouse over yourself, it reads "YOU" on the bottom of the screen.
There is no such information when you hover over other people. You can click on them - to feed them, clothe them, kill them - but it never designates who they are, as it does with all other objects and yourself.

It would be amazing to see the relation in that little box when hovering over other people. "mother," "grandmother," "brother," "cousin," etc.

I like this, but then there have also been fun wee moments of "oh, I'm not your birth mum sorry, she just dropped you here as a baby and ran off". Sometimes a family can be through adoption and encoding relationships kind of invalidates that.

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