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#26 Re: Main Forum » So About Berry Eaters... » 2019-02-18 21:31:05

To chime in,
Milc of course is OP, and also mutton bies are meta, but

If you're optimizing iron, berries are great
If you're optimizing soil, stew is great
If you're optimizing labor, idk but soil seems to take the most time to make from scratch

also there's water, but it isn't usually scarce.

Oh, and about yum and why corn/ bad foods are bad


Really happy to see most of y'all on here understand the food meta!

#27 Re: Main Forum » The New Temperature System, Explained Simply » 2019-02-18 09:59:51

Playtested in tutorial, got about 4.9 which is an improvement from the 4.8! The math supports it as well.

see Greep's thread

the graphs I made here are not correct!!!


The body heat that clothes try to trap is 10.25 / 20
When not wearing any clothes, air insulates us with 0.04
1.1 is a constant that was meant to put neutral biomes at 4.8 pips per second
ClothingR is the sum of the insulation values you see on OneTech

In a neutral biome, the temperature you'll eventually reach is:
(10.25+((1−(0.04+ClothingR−ClothingR×0.04))×(1.1−10.25)))÷20
EhzZqT3l.png



But more importantly:

Clothing and Hunger

g0J5iQ7l.png



And since some parents want to know when to return to their kid:
kGK6ZTzl.png

**sorry, the linear interpolation is by 0.05 insulation
You can theoretically achieve perfect temp at ~97.2% clothingR

#28 Re: Main Forum » The New Temperature System, Explained Simply » 2019-02-18 01:09:43

This is great, thanks! Matches everything I saw while trying to reason about the new heat magic.
This'll be the new temperature link in my signature!

Dropping this here since it helps interpret the temperature meter:
getting warmer saves a lot more food when you're freezing and isn't as important once you're half-cold.

FoodConsumedPerHour = 3600/[2+20*(1-2*|heat-0.5|)]
Here's the graph of that equation:
cBOK71il.png

#29 Re: Main Forum » [Corrected] - Temperature Update - Potentially not so bad. » 2019-02-16 06:32:21

nerfsnowballsnow wrote:

You overheat in desert literally no matter what. Here is screenshot of me on the edge of desert sorounded by snowmen. StILL overheat.
https://cdn.discordapp.com/attachments/ … nknown.png

a small bug in the logic fixes that.
When checking for fires/snowmen, only fires are counted

if( airSpaceGrid[i] && heatOutputGrid[i] > 0 ) 
//should be 
if( airSpaceGrid[i] && heatOutputGrid[i] != 0 )

#30 Re: Main Forum » Are all these babies really needed? » 2019-02-15 04:55:54

I'm accustom to the 'let live and let die' strategy like Tarr.

BUT
I've been thinking: maybe the new player experience would be much better if babies were scarce.

Instead of the OP's meaning of the title, I'm talking capping babies at ~5. Spend more time with each child until they can take care of themselves. Turn the focus of the game back toward what makes it unlike any other game: successful players spawn other players. Imagine the first few games we all had where we starved getting food out of a basket. What if our mom traveled with us and covered us until we got the hang of things. Overall, the faster that fresh players are taught, the smaller the proportion of incompetent players there will be.

I don't think this change would turn the game into a parenting simulator. If we spent twice as much time teaching new players, then we'd have essentially half as many new players --- the time we spend overall wouldn't change much. But the amount of personal attention, connectedness, and influence we have in the game would skyrocket.

--in my attempts, when I've tried to teach and care for all my kids into adolescence, the only thing stopping me is my birth rate. Sure I could kill some of my babies, but lowering the baby cap would create a cultural shift that would help everyone and the longevity of the player base.

#31 Re: Main Forum » Food delivery as job/stacking bowls » 2019-02-14 00:56:51

Booklat1 wrote:

wait, betame, clear two somethings out for me will you? I'll answer the rest of you guys that quoted me later.

What source of water did you use for water cost calculation?
And how did you get to popcorn being viable at 4 yum? What I'm really asking is if your calculations assume all popcorn out of a planted corn is eaten at 4 yum for it to beat mutton pies. Or did you take a bite per bite approach? It just makes a lot of difference to have 4(4+Yum) and 3(4)+(4+Yum) when evaluating yum.

However I know that making popcorn will very likely cause people to at least yum up to 2/3 even the golden number of 4, but is that enough of a consistency for it to be worth it? (in case your calculations assume only one bite of popcorn being yummed out of a corn plant nd that already being enough to top pies this is all, of course, irrelevant)

Yep, I'm assuming the best case scenario where each bite is used at the given yum

1 corn plant = 4 corn = 1 soil + 1 water + 1 till
1 popcorn = 1 corn (with time, and crafting)
1 popcorn = 4 bites of 3 pips per bite
each 3 pip bite of popcorn = 0.0625 soil + 0.0625 water + 0.0625 till = 0.1875 total resources per bite

mutton pie is 0.0310... total resources per pip
for popcorn to be <0.031 resources per pip, each bite must be 7 pips = 4yum+3pip per bite
(0.1875 total resources per bite with popcorn /.0310 total resources per pip with mutton pie = 6.04 pips per bite for corn to be equivalent to mutton pie)

#32 Re: Main Forum » How should clothes work heat-wise? » 2019-02-13 23:23:23

jasonrohrer wrote:

Well, I was hoping that "indoors" would fall out from a natural consequence of the thermal propagation.  I really wanted open vs closed doors to have a huge impact, for example.

I think there is something wrong with my thermal propagation sim, because it doesn't simulate convection at all, so the areas near the heat source are much hotter than areas across the room.  There is some truth to this in reality, but....

In my experience, the radiant heat from a fire is a very short-range effect (probably because of the 1/r^2 factor), and the main effect is from convection in the room.  The room warms up, so both your front and back are warm when facing the fire from across the room.

Outdoors, it seems like the effect is almost entirely based on radiant heat---your back is cold no matter where you stand.

I think all that is accounted for. Though Christoffer's or Kinrany's models could work and be faster.
Convection and conduction behave similarly. heat transfer = Z(T1-T2). Z for conduction is kA, Z for convection is hA due to hot/cold fluids mixing. https://en.wikipedia.org/wiki/Heat_tran … oefficient


So to increase the effects of convection with your current model:
Decrease the rAir (air between tiles is convecting, not conducting anyway)
Decrease the nWeight for the biomeHeat (but this might make floors less impactful)


//// also new idea: add a perfect-temp source (implemented like biomeHeat), that can supply moderating effects.

#33 Re: Main Forum » Food delivery as job/stacking bowls » 2019-02-13 12:40:10

Booklat1 wrote:

betame did some math on yums and actually found that eating popcorn at the end of a mutton pie + berry +bowl of berries + bread + popcorn is better than eating just pie. But then again, stopping the chain at bread and starting it again is even better. A bite of popcorn takes 12 yum bonus to be as good as pie and at a higher cost. You don't offset this by adding the four wild foods as freebies to your yum value. In fact, you have to count on every single piece of popcorn being yumed in that manner for betame's math to even be true, which is just unlikely.

here was that post
It all depends on what metric you use to rate foods. (If you're looking to save iron, berries are only bested by milk.) I think the most important metric is labor, but that's not easy to put numbers on. Resource cost is easier to figure out, but it still can only describe the ideal case.

If you're looking at water+soil+till equally, then mutton pie (from scratch) is surpassed by popcorn at 4 yum, by mutton at 8 yum, by carrots at 17 yum, and by corn at 19 yum.
each 15 pip bite of mutton pie costs .465 total
each 3 pip bite of popcorn costs .1875 total
each 12 pip bite of mutton costs .612 total
each 7 pip bite of carrot costs .733 total
each 5 pip bite of corn costs .75 total

All in all: play how you want.
If you're trying to save time by yumming, then each unique bite should take less time to find/make than making an easy food.
If you're trying to save resources by yumming, then only eat ~costly~ foods if you plan to chain your yum very long.

#34 Re: Main Forum » How should clothes work heat-wise? » 2019-02-13 04:49:18

Yes, thanks for brainstorming with the community a week in advance!

jasonrohrer wrote:

The general idea is that clothing should help, but not be sufficient.  Buildings should help, but not be sufficient.  Heating should help, but dissipate too much if not contained.

In order to have a perfect temp, clothing, buildings, and heating should be necessary.  Otherwise, you should be cold.

And I guess there should also be some penalty for "overdoing it," or some specialty clothing that is really only viable in the very coldest places.  Like the seal coat.  Maybe you'd wear that for a polar trip, but not generally hang out at home in one.  Also should be possible to overdo it with heat sources.  If you have a fire and a forge and an oven in your house all going at the same time, you should overheat in there, especially if you're wearing warm clothes on top of it all.

I had some success just now adding this to the simulation:
trying to think of ways to mimic shade

   biomeHeatGrid[playerMapIndex] = biomeHeatGrid[playerMapIndex] * (1-clothingR)

With this, light clothing helps in both hot and cold regions, but can be overdone more easily the hotter it is. [trading solar radiation for body heat]


Regarding buildings:
Floors/shelter don't moderate the temperature currently, but rather prevent the environment from undoing fires/snowballs.
- and I like that about the recent commits. Maybe they could also rCombine with clothes in the line of code above.
And walls have always done their job of trapping in heat (or cold).

Maybe clothing alone produces no temp benefit?  Maybe it only slows the loss of heat?  Or in general, insulates you from moving closer to your surrounding temp.

So if you wear a warm coat into a very hot building (forge), it keeps you cool for a while, until you eventually heat up.  Then at that point, taking off the clothing will have no effect (nor will leaving it on), b/c you are at the same temp as the surrounding space.  If you walk out into the cold, however, having clothing on will keep you hot longer.

Likewise, if you are trying to warm up by a fire, keeping clothing on will slow down that process (same in real life, take coat off to warm up by fire).

I think heat transience/lag behaves nicely already for flavor.
In ""double change = 0.2 * delta;"" it might be overkill to make the 0.2 depend on clothing, especially since the frequency of heat updates depends on server load.

I do still worry that, as long as some biomes are hot and others cold, there will be ways to exploit that along biome boundaries.  Even if there's no blend of temperatures at boundaries, people can dance across boundaries.  And yes, I HATE that there is currently a "good spot" for the baby to stand (unless it is next to a fire---I do like that).

And someone else suggested that temp is separate from biome, and involves some kind of averaging of all biomes in a given radius.  This still suffers from the same problem, in that if you find a good spot that is situated between two biomes, you can find a temp-perfect area where no clothes or buildings are beneficial.  But yes, I do think it's dumb that natural temp can change so drastically in th middle of a town (though people are building on boundaries to exploit temperature blending, so they wouldn't have a boundary in the middle of town if that wasn't a factor).

Unless we find a solution to the "perfect naked area" problem (on a boundary or blend point between biomes), I'm tempted to make all biomes cold, and some (like arctic) colder.

This one is tough, and I don't think anyone wants to make that all-cold concession.

I think making the perfect-temp tiles difficult to find visually would help. That way eves won't know for certain how warm a place is until they've experienced it, and babies won't have a single obvious place to stand.
This could be accomplished as suggested above. Or maybe while generating the map, take the average of biome choice 1 & 2.

I'm a fan of Mediterranean climates - and they were significant to historical civilizations too. If you want to make shelters mandatory in warm climates, you'd have to add a calculation for "shelter" into the foodDecrementTime calculation.


////Anyway, best luck finding what feels right for ur game! - I'd be amazed if these changes were balanced perfectly upon fresh release

#35 Re: Main Forum » How should clothes work heat-wise? » 2019-02-10 07:25:17

I expect with the changes of the heat code will come some rebalancing.
For example, thinking about my suggestions above:
targetHeat = 0.5, an ideal biome should have heat ~0.5. 1 should be boiling, and 0 should be freezing
rValues will need to be sufficiently small; extreme stuff happens with perfect insulators (imagine a space heater in an ice chest)
All the values for r, heat output, nWeights, biomes, targetTemp, air, and body will need to be tweaked until it feels right;
we should always be more comfortable clothed, but take off a sweater in the desert, and add a coat in the winter.


Still, there's the problem of the heat map range being small. Biome edges won't spread more that 4 tiles, no matter how much tweaking of conductivity. Buildings' walls will cease to affect anything beyond that range.
I wish accessing memory wasn't the main bottleneck.

#36 Re: Main Forum » How should clothes work heat-wise? » 2019-02-09 16:08:08

If converging slowly is still a big holdup:

jasonrohrer wrote:

Settling again, but even more slowly.  That 40% jump is awful.

Not that I'm really going to be adjusting the number of steps simulated in the future (though I have in the past), but the fact that it is so sensitive the the number of steps simulated is troubling, especially for the "naked in a biome" test.  Intuitively, that should just be a fixed temperature that doesn't vary with length of simulation.

What I said about things going to infinity above is not currently true, because the edges of the simulation grid are held at 0.00, they absorb more and more heat as the heat in the middle builds up (greater heat differential means more heat moves there per step).  I'm pretty sure all possible grids settle eventually at finite values because of this, but the way they blow up during early steps makes them hard to reason about.

The issue seems to be that your model is for transient solutions. Each c cycle is a time step. The Wolfram source you'd linked has a slider for time steps which is essentially c cycles. So if you're using it to solve for envHeat (T_inf) when the temperature stops changing, you'd need c to go to infinity (or be sufficiently large).

Alternatively, Jacobi or Gauss-Seidel methods use each iteration to solve directly for envHeat (the steady-state solution). They converge quicker than transient models because each iteration no longer has to represent what's going on at each particular time step.

It'd be a little bit of work***, but converging quicker could mean less finicky if that's enough of a problem currently:

***I think this is how it would fit in to the server code
compared output and it checks out; still unsure if nWeights should be normalized to add up to 1.

    for( int c=0; c<numCycles; c++ ) {
                
        float tempHeatGrid[ HEAT_MAP_D * HEAT_MAP_D ];
        memcpy( tempHeatGrid, inPlayer->heatMap, 
                HEAT_MAP_D * HEAT_MAP_D * sizeof( float ) );
                
        for( int y=1; y<HEAT_MAP_D-1; y++ ) {
            for( int x=1; x<HEAT_MAP_D-1; x++ ) {
                int j = y * HEAT_MAP_D + x;
            
                float heatDelta = 0;
                float leakTotal = 0;
                //changed above, though could be solved outside of loop
                
                float centerLeak = 1 - rGrid[j];
                float centerOldHeat = tempHeatGrid[j];
                for( int n=0; n<numNeighbors; n++ ) {
                
                    int nx = x + ndx[n];
                    int ny = y + ndy[n];
                        
                    int nj = ny * HEAT_MAP_D + nx;
                        
                    float nLeak = 1 - rGrid[ nj ];
                    
                    heatDelta += nWeights[n]/totalNWeight * centerLeak * nLeak *
	                         tempHeatGrid[ nj ];
                    //changed above
                    leakTotal += nWeights[n]/totalNWeight * centerLeak * nLeak;
                    //changed above
	                    }

	//recent commit
	                // now 9th "neighbor" floor
	                float floorLeak = 1 - rFloorGrid[ j ];
	
	                // ground (under floor) always has heat of matching biome value
	                // (never gains or loses heat, infinite)
	                float groundHeat = biomeHeatGrid[ j ];
	
	                heatDelta += nWeights[8]/totalNWeight * centerLeak * floorLeak * 
	                     groundHeat;
                        //changed above
                        leakTotal += nWeights[8]/totalNWeight * centerLeak * floorLeak;
                        //changed above
        //recent commit
	
                inPlayer->heatMap[j] = (heatOutputGrid[j] + heatDelta) / leakTotal;
                //changed above;
                tempHeatGrid[j] = heatMap[j];
                //changed above;  updated values speed up convergence
                }
            }
        }

trying to think of ways to mimic shade; floors&clothes shelter from biome's heat.
maybe something like clothing reflecting back the effective solar radiation

//EDIT:
            heatDelta +=  nWeights[9]/totalNWeight * centerLeak * floorLeak * (clothingR[j] * -groundHeat)
            totalLeak += nWeights[9]/totalNWeight * centerLeak * floorLeak
         //OR:
            biomeHeatGrid[playerMapIndex] = biomeHeatGrid[playerMapIndex] * (1-clothingR)

also, there should be no need to cycle in the playerHeat calculation for clothing

//instead, solve directly for the  steady-state solution:
    float bodyHeat = 1
    //arbitrary bodyHeat; needs balancing
    playerHeat = (bodyHeat / (1-rCombine(clothingR,rAir))) + envPlayerHeat

If anyone wants the math behind it:
n are neighbors
q is the heat generation on the tile (i.e. body heat in the case above, or fires on the map)
nWeights I think need to be normalized so they add up to 1 ~unsure
TempChange of time step = (T_(t+1) - T_t) = Sum_n[nWeight*nLeak*centerLeak*(T_n-T_t)] + q

If you want to solve for T_t when the temperature is no longer changing, set the left side to 0.
0 = Sum_n[nWeight*nLeak*centerLeak*(T_n-T_t)] + q
then solve for T_t
T_t = ( Sum_n[nWeight*nLeak*centerLeak*T_n] + q ) / Sum_n[nWeight*nLeak*centerLeak]

It relates directly to the physical model, where
Leak = conductivity
Weight = shape factor
(and assuming the specific heat capacity is constant)

#37 Re: Main Forum » How should clothes work heat-wise? » 2019-02-09 13:20:33

Looking over commits, they look like good steps. But then again, scaling back to a super simple calculation might still be the right answer.

I love how Jason's distilled insulation to a 0~1 scale (rather than 0~inf like physics constants), and adding multiplicatively helps that all make sense and be internally consistent. It was also important to keep clothing insulation separate so it doesn't trap in the biome's sunshine. I'm also glad that the c cycles don't start with 0s or leave 0s on the edges anymore.

I'm not sure if the heat changes are finished, or if it works nicely yet. I think a major challenge will be making buildings keep in heat since the heatmap range is smaller than some buildings.


For whatever its worth [because this type of modeling might not be what the game needs], here's a python script I made for fun a while back thinking about how I'd try to model OHOL-style heat with computational physics***. I think it's similar the v197 commits so far which appear to use a transient model, but Gauss-Seidel might get envHeat quicker.
*** http://www.mhhe.com/engcs/mech/holman/g … lech_3.pdf
Textbook page 93: Gauss-Seidel Iteration for finite element analysis of steady state heat transfer.

#This is a finite element analysis using Gauss-Seidel Iterative Method, as seen at http://www.mhhe.com/engcs/mech/holman/graphics/samplech_3.pdf
#modeling any layout of a plate of heat-generating elements insulated on one side, and with a constant temperature matrix on the other 5 sides
#The model allows the user to adjust each element's themal resistance in the two isometric planes seperately


#####PARAMETER SECTION
mapLen = 10 #map range to consider
hdxInv = .1 #(0.01-inf+) constant to mess with air resistivivity Rdx = 1/(h*dx)
sigmaEpsilon = .2 #(->0) plays with biome's temperature regulation; smaller means more regulated ~ wherever it's used may be a neat place to add sheltering effects of floors/clothes
numCycles = 60 #(mapLen-inf+) set max cycles / calculation time limit. Recommended minimum is mapLen/2

'''
suggested object data (proportions; units don't matter)

biome temp (5/700 F) (range ~-2-1.5 --absolute zero to water boiling)
desert 0.7 or .8
ideal  0.5 #this is the targetTemp! assumed to be ~70F
neut   0.2 or.3
ice    0.0

obj heat (1/100 Watts), (range -inf-inf+)
player ~1 #quick google
coals  2.5 #small personal space heater
fire   5
slow   10
fast   15 #best small space heater

obj thermal resistivity (1/k...), (range 0.01-inf+)
air     .1
clothes (look up weighted rValue, multiply up to a good range)
wall   100


floor*** #reduce r by a factor? create sheltering coeff?
'''

##derive essential variables
mapA = mapLen*mapLen
mapLenLessOne = mapLen-1 
numNeighbors = 4 #corners aren't needed for model to work; cuts calculation time 
neighborJump = [mapLen,1,-1,mapLen*-1]
playerIndex = round(0.25+mapLenLessOne/2)*(1+mapLen)  #making ceil() out of dumb python rounding
##


'''DATA INPUT'''
#server gathers tBiome,q,k
'''manual data entry'''
biomeTemp = .2 #set from above
tBiome = [biomeTemp]*mapA #biome natural temperature grid
#for i in range(0,60):
#    tBiome[i] = 0.2 #part other biome


q = [0]*mapA #heat generation grid
playerQ = .5 #data choice
q[playerIndex] += playerQ
q[35] += 10 #fire

r = [hdxInv]*mapA #insulation for each square, big numbers are typical for walls
#r[playerIndex] += .1 #clothing insulates from all surroundings, but never completely

#for j in [6,16,26,36,46,56,66,76,86,96]: #wall
#   r[j] += 100
'''end manual data section'''

'''prepare some values for itteration'''
k = [0]*mapA #will be conductivity, 1/r
kSum = [0]*mapA #dummy var
kSumInv = [0]*mapA #will be value used in each itteration, based on equation
tOld = [0]*mapA #initialize as tBiome
tNew = [0]*mapA #same. !make sure edges are tBiome and are never destroyed in itterations!
for y in range(0,mapLen):
    for x in range(0,mapLen):
        j = y*mapLen+x
        k[j] = 1/r[j]
        tOld[j] = tBiome[j]
        tNew[j] = tBiome[j]
for y in range(1,mapLenLessOne):
    for x in range(1,mapLenLessOne):
        j = y*mapLen+x
        for n in range(0,numNeighbors):
            nj = j+neighborJump[n]
            kSum[j] += 1/(r[nj]+r[j])
        kSum[j] += 1/(sigmaEpsilon+r[j])
        kSumInv[j] = 1/kSum[j]

delta = 0 

'''Gauss-Seidel Iteration'''
for c in range(0,numCycles):
    for y in range(1,mapLenLessOne):
        for x in range(1,mapLenLessOne):
            j = y * mapLen + x
            #biome temp regulating
            #shelter coeff = k[j] --or some new object variable?
            #T^4 model jumps too much for iterative approach ???maybe not???
            deltaBiome = (1/(sigmaEpsilon+r[j]))*tBiome[j]#*k[j] #*shelterCoeff?
            for n in range(0,numNeighbors):
                nj = j+neighborJump[n]
                delta += tOld[nj]*(1/(r[nj]+r[j]))
                
            tNew[j] = (q[j] + deltaBiome + delta)*kSumInv[j]
            delta -= delta

            tOld[j] = tNew[j]
    
#indent to see convergent approach to solution
playerTemp = tNew[playerIndex] #note targetTemp = 0.5, and temperatures are modeled around this
print('playerTemp =', playerTemp)

for y in range(1,mapLenLessOne):
    for x in range(1,mapLenLessOne):
        j = y*mapLen+x
        print('{0:5.4f}'.format(tNew[j]),end='  ')
    print()

'''exact same foodDecrementTimeSeconds calculation, rewritten'''
if playerTemp>1:
    playerTemp = 1
if playerTemp<0:
    playerTemp = 0
    
maxFDS = 20
minFDS = 2

uncomfortable = abs(playerTemp-0.5)
FDTS = maxFDS*(1-2*uncomfortable) + minFDS
foodPerHour = 3600/FDTS
print('FDTS =', FDTS)
print('foodPerHour =', foodPerHour)


'''Planned improvements:
obviously adjust object values and parameters to liking
decide what floors do. probably increase sigmaEpsilon, decrease k. by a factor?
move player to a special cell so standing on a fire doesn't put it inside the clothing'''

#38 Re: Main Forum » How should clothes work heat-wise? » 2019-02-08 07:16:57

interested, but unavailable for comment rn
best wishes

#39 Re: Main Forum » Overfeeding Sheep » 2019-02-07 02:45:32

CrazyEddie wrote:

Iron is overvalued, at least by many of the people on this forum. Labor is underappreciated as a factor.

That said, it's easy and dumb to waste iron on things like turning the boneyards into graveyards. Using the hoe twice on a single-soil pile instead of once on a double-soil pile is usually a mistake, but (despite what many people think) can sometimes be the right thing to do, depending on soil availability or urgency of the crop.

If anyone's got clever ways to make those judgements, I'd love some brainstorming on Labor Cost Analysis - Ideas

It's probably a mistake to make a trash pit to dispose of dead lambs. They despawn by themselves in five minutes; I usually just leave them alone. A 5x5 pen has enough room for a few sheep, some dung, some room to work, and the dead lamb bodies produced by the living sheep. Moving the dead lambs out of the pen is just extra work you don't need. If you're tight on space, shear/kill/butcher the sheep and haul out the bones and meat.

Very this.

If the pen is flooded with lambs, shearing/butchering sheep is plugging the hole.
For illustrative purposes, each fertile (unshorn) sheep takes the following space:

Parent
(~1/2) lamb (leaves parent every 80s)
dead lamb (minute 1)
dead lamb (2)
dead lamb (3)
dead lamb (4)
dead lamb (despawns on its 5th minute)

(note butchered sheep bones take an epoch to despawn)

#40 Re: Main Forum » Death Statistics » 2019-02-03 22:10:51

NoTruePunk wrote:

Is there info on life expectancy by gender? I would imagine it might be close, since women will starve more but men tend to live more risky lives.

https://onehouronelife.com/forums/viewtopic.php?id=4474

#41 Re: Main Forum » Infnite horse strat » 2019-02-03 22:04:26

Q: Snakes kill horses without carts, but with carts they just require a rope to fix, right?

Solbusaur wrote:

Sounds good, but eventually you'd be going insane distances to get 3 ropes. It would only work a few times in any direction.
Either way, I'll keep this in mind

Milkweed is ~10x more common than ground iron, so the iron search radius should usually be bigger than the rope search radius. If you're already in the wilds for iron, it shouldn't be much extra work. Maybe I'm missing something?

#42 Re: Main Forum » Infnite horse strat » 2019-02-03 11:00:24

YES! Utilize the free and fast milkweed from the wilds!

#43 Re: Main Forum » Feed your babies! » 2019-02-03 01:35:43

fragilityh14 wrote:

seriously what is with the name obsession?

it's really not a big deal.

I do name all of my kids, though sometimes it takes a sec cause I'm actually doing things

Because curses can't be given to unnamed people, they are a risk to the town and should usually be killed. People prefer to be named because they don't want to live a life where they could be killed at any moment.

It's fine as long as they're named before they hair at 4. If my mom hasn't named me by then, I remind her to.

#44 Re: Main Forum » ok, i have enough now - general update suggestion » 2019-02-02 11:44:15

I'm with you.
These would be huge QoL improvements and refocus the game on the crafting choices, not the labor.

#45 Re: Main Forum » Update v195: Temperature of Desert Buffed, (Jungles still op) » 2019-02-01 10:00:34

DestinyCall wrote:
Ferna wrote:

Could you also generate a chart showing the food consumption in each biome while suffering from Yellow Fever?

Since there are certain insulation levels where Yellow Fever transitions from non-lethal to lethal without outside assistance, keeping clothing levels under that survival threshold is a critical factor that experienced players generally prioritize before optimizing their temperature efficiency for food consumption.

If we can pinpoint that threshold numerically, there should be an "ideal" insulation level or set of clothes for hunters, miners, etc. to wear when venturing across colder biomes ( + food) which balances against the penalties of returning to a desert village periodically ( - food) without adding risk for accidental deaths. That would be a good enough basis for experienced players to teach it to newbies, then!

Someone else will have to crunch the numbers to get an exact amount, but you basically want to avoid more than 50% insulation if there's any significant risk of mosquitoes or if you spend the majority of your time in deep desert.   That works out to about two to three clothing items, depending on their quality and coverage.   Most large clothing items give around 20-30% insulation and small items (shoes) give from 4-9% each.   So if you are wearing all rabbit gear, you'll be around 86% insulated.  All wool gear is only 57% because there's no wool leg items.   All ragged (aged) gear is only 40%, which is about the same as wearing a sheep skin, straw hat and reed skirt. I don't think it is currently possible to reach over 90% insulation with the available clothing items.

In a Jungle village, I'll never wear more than a few pieces of insulating clothing, unless I spend almost all of my time far away from the village.   Backpacks and aprons are safe.   But wearing a shirt/pants combo is risky and you definitely would not want to add a hat or shoes if you are already wearing that much in jungle.  You will run into bugs eventually. It's just a matter of time.  In a Desert village, I'll gear up depending on my occupation.  There is less risk of fast death from fever, but the more gear you wear, the more food you will need to eat to offset the insulation factor.   If I'm spending almost all of my time in deep desert, then I won't bother wearing more than one or two pieces of clothing.    But if I'm going in and out of cold areas frequently, I'll wear as much as I can since it allows me to warm up quickly while I'm in the heat and stay warm longer when I'm out in the cold, so I stay more balanced overall.   Just have to be mindful to move out of the desert before I catch heat-stroke, if I'm fully geared out.

I'm a proponent 0 effort going to clothing because I can't justify the cost. If I'm traveling out of the village then I don't care if I'm cold because there should always be free wild food.

If you're spending half of your time in/out of the desert, then 60% would be the ideal insulation, but:

Yellow Fever and Clothing

It adds 8 heat to your tile, so your clothing traps it in. Yellow fever is survivable (without assistance) so long as you don't have much clothing and you go to a neutral biome (or ice is even better) quickly enough.  The fever lasts 35 seconds, so if you start with all 6 pips you can survive at an average of 5.84 sec/pip.

Biome Ins% playerHeat Sec/Pip
Ice    0%    0.5822     18.71
Ice   44%    0.9040     5.84

Neut   0%    0.6340     16.64
Neut  40%    0.9098     5.61

due to heat latency, you could probably get away with a tiny bit more insulation.

#46 Re: Main Forum » Update v195: Temperature of Desert Buffed, (Jungles still op) » 2019-02-01 04:04:44

Noticed that you'd need a nearly perfect set of clothes in the neutral biome to enjoy the same benefits of a desert.

#47 Re: Main Forum » Update v195: Temperature of Desert Buffed, (Jungles still op) » 2019-02-01 03:34:33

Booklat1 wrote:

wait, is light orange the new desert?

Neglected to state that, woops.
Light colors are the old curves as they were before update v195.
Solid colors are the new curves.

#48 Main Forum » Update v195: Temperature of Desert Buffed, (Jungles still op) » 2019-02-01 02:33:46

betame
Replies: 53
Irrelevant Now with v199 Heat Overhaul

ADZQlvc.png
(the older curves are the faded ones)

See also, for the specifics: Temperature Mechanics

#49 Re: Main Forum » Labor Cost Analysis - Ideas » 2019-01-31 12:30:25

Booklat1 wrote:

There are a few things that seem to be easy to find records of, which might give us some ideas on actual labour involved. How much iron can someone usually forge in one go? how many pies can be cooked?

My estimates:
---Pies per hot oven depends on how many people are helping. Each person can probably bake at least 30 if not 60 pies in the minute it remains hot. I'm imagining the frequency in which I can grab raw pies.
---Iron ore->wrought iron->steel ingot->steelwork. Imagining myself, I think with good setup I can heat about 9 objects and progress each of them one step of the chain with each firing forge. Pein appears to be the master at this, and can time multiple steps together. Pein's also noted that having a smart assistant can squeeze more out of each firing. It's hard to say what the average is.

But I believe the time-sensitive parts of pies and forging are a detailed fraction of the labor required for their whole crafting process, even if a second kindling has to be thrown in due to a slow/failed attempt.

Booklat1 wrote:

For now I think the best thing is having a realistic grasp of how much iron costs in labour as most non-labour costs of goods can be transformed into iron costs. Since there is both ground iron and mine iron each should also have their own average costs involved. I believe there might be slightly less rng for ground iron (since its frequency of biomes x frequency of iron that matters, without accounting amount of iron per mine).

yep.
When thinking about what each object in the game took to make, it always boils down to the labor costs of gathering specific natural resources plus the labor cost of crafting them together.
For example,
water costs crafting labor + gathering wood + an axe chop for the kindling.
That axe chop in turn costs crafting labor + gathering wood + gathering iron
So water essentially costs crafting labor + gathering wood/iron


Iron is the most precious natural resource, but I'm stuck unable to refine my estimates.

#50 Re: Main Forum » Death Statistics » 2019-01-31 06:29:50

Jason shared how to read the data structure here

thundersen shared their python parser code here.

Also, there are some old forum posts analyzing those statistics floating around.
https://onehouronelife.com/forums/viewtopic.php?id=4474
https://onehouronelife.com/forums/viewtopic.php?id=3442
I think thats all I've seen.

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