a multiplayer game of parenting and civilization building
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Or just add a sound to it so people know what is going on.
Off screen notifications?
Can be incredibly frustrating as it's often not just one, but a bunch of them 3+. And you can't curse everyone. Just curse who you can and try to kill the others.
So right now we have fairly big floor tiles. Problem arises when even smaller objects take up a full tile when they are on the floor. Piles can make this better but what about omelets, bread plates, bowls, etc? Certain items doesn't make sense to stack or store but would still benefit from a better "storage" system.
What if instead of trying to fit more items into a tile, we just increased the number tiles?
Right now (please correct me if I'm wrong Jason), for the world structure/objects/etc we have essentially a big key/value with the key being something like "X Y DATA_INDEX SUB_CONTAINED_INDEX" in which one can query items to information on contained objects.
DATA_INDEX = 0 for raw object.
DATA_INDEX = 2 for number of contain slots
DATA_INDEX = 3 first slot
So we just have contain slots 3 to whatever. What if we instead of "X Y DATA_INDEX SUB_CONTAINED_INDEX" we had "X Y Z DATA_INDEX SUB_CONTAINED_INDEX"?
With Z being the MULTIVERSE! How would it look like? Think tables!
We could have objects that instead of allowing us to have contained objects, would unlock access to this multiverse. Tables would be on Z = 0 and not contain anything but allow people to access Z 1 to 4. Add in some sprite offsets and you could have items on tables! You could have tables for plates, tables for putting down smith hammers, tables to place stacks of carrots, tables for anything!
It could potentially be a big change in terms of code, but I reckon dbGet and dbPut are fairly isolated from the rest of the code to allow extra parameters. Then adding some special cases here and there and most of the code would probably be able to stay untouched.
What do you think Jason?
I would actually argue for doubling our current pips even with this change tbh.
I'm overall in favor of a system like this.
A few extra thoughts:
Ideally food that is cooked should be much better than raw food. "Stationary food" should also be much better than "carry-on food". Meaning, berries and carrots shouldn't be on par with carrot pies. And mutton pies shouldn't be on par with stew.
In my opinion "Carry-on food" should work as a backup or snack, not as the staple food.
In addition to all this, I also think that you shouldn't be able to fill yourself to the brim with berries (or any one food). Would it be possible to limit how much pips you can get from a single source? If you ate a berry you would get 5 pips. But you wouldn't be able to eat more berries until at least one of those pips "decayed". And even then you would only gain up to 5 pips from that food.
I never actually tried it out but I believe Awbz's mod compiles win binaries for server:
I was May Klank: http://lineage.onehouronelife.com/serve … id=5445066
Interesting thing happen today. I get born in Klank town to a mother fetching water from ponds. Turns out oil is supposedly all out.
With the oil out and people resorting to fetching water from ponds, which effectively don't regenerate, the most useful job was to find oil and, if that failed, ponds.
I decided to go find potential water sources, and unexpectedly found a deep well still able to be used!
I go back to town and make 3 blank maps, get a pencil and look around in town for additional maps I can explore. It was at that moment I realized that in order for town to survive we needed information! We need to be as efficient as possible in getting more water. That means we need to keep the information in an accessible and practical way. Water is now scarce and having a shortage of it for even 10 minutes can be disastrous to the town. People should be able to go get water ASAP as soon as they detect that water is running out.
I explore looking for wells, ponds, old towns with cisterns, oil rigs (didn't find any) or even kerosene (didn't find any either). Made some maps and additional notes on those maps.
I didn't force this, it just turned out to be the most useful thing to town at that time so I just did it. It is quite interesting that it was like that, never happened before!
By the end I mapped:
- Heaver town which had filled cisterns.
- Still existing deep well which could be turned into newcomen later on.
- two relatively untouched pond areas in which we could get a couple cisterns worth of water from.
The knowledge room. Each basket different location or group of locations. Notes added when relevant.
Example of map + note basket. Map to heaven town and a note on what to expect there and why it is useful.
Exploration kit, pencil and rubber ball on backpack. Collecting random maps and old notes made it easier to get materials to store knowledge on.
It's quite striking how many different skill slots you need for basic smiting for example. With the current tool slots being 5-10 we shouldn't have professions that take more than the minimum 5 to do them properly.
Skill slots would ideally promote the interactions between professions, but not need multiple people to do a single profession.
These are the absolute minimum as well. In most cases you will want extra free slots for knife/bow for security and even more ideally you should be able to do at least two jobs (it's not unusual for the smith to be idle waiting for tools to be needed). If I use all my skills on smithing because a steel hoe is needed. I shouldn't need to be limited to watering berries the rest of my life.
Farmer [2]
+ shovel
+ hoe
Cook [2]
+ knife
+ hot oven
Horse Tamer [1]
+ Lasso
Clothing Maker (rabbit) [1]
- needle
Clothing Maker (loom) [3]
- shears
- needle
- loom
Woodcutter [1]
- axe
Carpenter [2]
- adze
- bow saw
Carpenter + Woodcutter (more realistic) [3]
- adze
- bow saw
- axe
Stone Builder [3]
- stakes
- chisel
- shovel
Floor Builder [2]
- stakes
- axe
All round builder [4]
- stakes
- chisel
- shovel
- axe
Basic smith [6]
- kiln
- tongs
- file
- chisel
- hammer
- pencil
Basic smith + Kindling [7]
- kiln
- tongs
- file
- chisel
- hammer
- pencil
- axe
Engineer [5]
- bore
- lathe
- drill
- roller
- tongs
Engineer + Kindling [7]
- bore
- lathe
- drill
- roller
- tongs
- axe
- kiln
Solo smith + engineer [11]
- kiln
- tongs
- file
- chisel
- hammer
- pencil
- axe
- bore
- lathe
- drill
- roller
Scrap Bowl = hammer + bowl
Smiths shouldn't need to spend a skill point on a pencil to recycle.
Firing Newcomen Drill & Firing Newcomen Bore = +toolBore
The newcomen drill is very rarely used (only for draw plate) it doesn't really make sense to have it spend a full skill point.
Thin steel rod should be recyclable
One of the few things we can't recycle and only useful for drill which is also only used for draw plate.
Drop spindle should be a tool and grouped with shears
It really doesn't make much sense that you can use it without it being a tool.
Hatchet and Axe should be the same tool
They are both used for kindling with the axe just being an upgraded version more durable and that can also cut trees.
Steel Froe should be a tool
Ideally grouped up with the other carpenter tools? Adze and bow saw.
Pencil shouldn't be a tool
While it is true that in real life being scribe is a profession, we don't currently have enough reason to have a scribe. Notes are seldom useful and while map making could be a profession (maybe make dying clothing/map making a tool?) marking the x on the map is too niche too keep it a tool.
Not sure how this would work exactly. What happens to all springs outside the range of each well after the max number of wells are made?
Do they also go thoroughly dry? How can we know if we are just very far away or in range of one of the wells?
Could you start everyone on 30? Then only half of the way to go.
Ideally the range of the score would be lower. Can't you add in some sort of average?
I would guess a quick way of making sure variance isn't too bad but while still providing a quick "startup" would be to somehow factor in the number of lives you previously played.
So maybe first life it would be a big jump, second a big but smaller one, etc. Until you cap variance at the average of your past 10 lives (as an example).
For the score to mean anything it should be hard to drop and to climb. One should only really have high scores if they are consistent across their lives.
On another note, should we really evaluate genetic score based on whether or not your children lives up to 60? When does it stop being an evaluation of your skill as a mother/brother and starts becoming random luck? Maybe you should only be responsible for your children lives up until a certain age, then it's up to them to survive. What if they don't want to waste food and die at 58. Is that worse than eating that food and surviving two more years to 60?
Maybe genetic fitness could last up until your children are 20 years old?
Another thought is that wouldn't having 2 children dying at 40 be better than one children surviving to 60? Currently the score would penalize the 2 children but genes are already propagated by the time they are forty. Some players suicide at 40 to start again another live. Should their mothers be penalized for that?
Yes it is. Most people don't care bout the number at all.
The number as stands right now it's pretty useless itself. One bad life and you go from 50 to 30 or even lower. And even if it was perfectly balanced and with no exploits most people would still not care about it at all.
Meanwhile you might want to reduce the jump in score on every life. Maybe even dividing the score increase/decrease by 10 could be better to avoid variance. With scores varying to wildly no one is going to invest into keeping high score. Why bother when you can put back from bottom to top 10 in a couple lives.
A quick fix could just be removing springs from mountains for now.
I knew about the dry/thoroughly dry mechanic and was still unable to find the well within my life time. And I set out to look for it as soon as I could. You increased the radius to 160 (up from 80). That's an 320x320 area. Add in "noise" from other wells and you are pretty much in the dark.
Mind you that this still doesn't solve the issue with wells being created in inhospitable areas. We shouldn't need to rely on Tarr being online 100% of the time so he can make us reasonable wells.
How about a tool that acted like a map but pointed at the nearest well instead?
[7:13 PM] Dodge: shouldn't be hard for the server to keep the number of wells being made and update the springs to be taped out
[7:13 PM] jasonrohrer: Yeah, it's possible, Dodge
[7:13 PM] jasonrohrer: just trying to work with what I've got here first
[7:13 PM] jasonrohrer: the tapout system does make a lot of sense
[7:13 PM] Dodge: kk
[7:13 PM] Ishme: I thought about that but that is probably a lot griefable
[7:13 PM] Ishme: You can get shovel fast
[7:13 PM] Ishme: Some griefer can just go around making wells
...
[7:15 PM] Ishme: I think limiting number of wells is very dangerous
[7:15 PM] Ishme: Wide open for griefing
...
[7:15 PM] Ishme: This is juniper levels of openess
...
[7:23 PM] jasonrohrer: I'm going to solve all of the hardest design problems ever in one swoop by 3pm EST today
[7:23 PM] Ishme: but please just don't limit wells by number
...
[7:34 PM] Ishme: Removing wells doesn't really seem like the answer
[7:34 PM] Dodge: what is the answer then? @Ishme
[7:35 PM] Ishme: The answer for now might just be reduce the number of tarry spots further or reduce the amount of times each can be used
...
[7:35 PM] Dodge: @Ishme tarry spot dont matter if you can get water everywhere in the next well
[7:35 PM] Ishme: Trying to solve what comes after the oil runs out before making it run out doesn't seem the way to go
[7:35 PM] Ishme: But have you seen people actually do that?
[7:36 PM] Dodge: @Ishme if the arc lasted more time yes
[7:36 PM] Ishme: So answer is no
[7:36 PM] Dodge: @Ishme that's not the point
[7:36 PM] Ishme: The point is that you are trying to fix a problem that isn't a problem yet
[7:36 PM] Dodge: @Ishme it's not a discussion about griefing but scarcity
[7:36 PM] Ishme: While ignoring the problem that exists now
[7:36 PM] Dodge: @Ishme that's a separate issue
...
[7:45 PM] jasonrohrer: anyway, I'm going to try doubling the tapout radius next arc to see what happens.
[7:46 PM] Ishme: spreading towns more probably not conducive to player interaction
[7:47 PM] jasonrohrer: Yeah, @Ishme that's true
[7:47 PM] jasonrohrer: So maybe @Dodge's countdown is the thing
[7:47 PM] Dodge: yeah that's why i thought haing a global ammount of well available and not dependant on distance
[7:47 PM] Dodge: would be better
[7:47 PM] Ishme: that is too griefable
[7:47 PM] jasonrohrer: but there's the griefing problem
[7:47 PM] Dodge: what griefing?
[7:47 PM] Dodge: you have 10 wells point
[7:48 PM] Dodge: that's it
[7:48 PM] jasonrohrer: build a bunch of wells in one spot, and you are king of water for the whole rift
[7:48 PM] Dodge: well there would still be tapeout
[7:48 PM] Dodge: but minor one
7:48 PM] jasonrohrer: yeah, okay.
[7:48 PM] jasonrohrer: so keep the 80 tapout, which is fine, but limit the total well count
[7:48 PM] Ishme: People cut junipers in the entire map
[7:48 PM] Dodge: yeah
[7:48 PM] Ishme: And you think they can't build wells past 80 tiles?
[7:48 PM] Ishme: We got very dedicated griefers
[7:49 PM] PXshadow (WS): ...
[7:49 PM] w0wma: what if trees regrew by themselves like irl?
[7:49 PM] jasonrohrer: I'm not worried about that.
[7:49 PM] Ishme: Why introduce this avenue when we know there will be problems
[7:49 PM] jasonrohrer: I just wouldn't want ALL the wells in one spot
[7:49 PM] Chard: True, they have multiple discords to organise.
[7:49 PM] jasonrohrer: b/c that means only one town
[7:49 PM] jasonrohrer: griefed wells are fine. That's a quest
[7:49 PM] jasonrohrer: break in, etc.
[7:49 PM] Ishme: They will not make wells together
[7:49 PM] jasonrohrer: save the village
[7:49 PM] jasonrohrer: Yeah, I know, b/c of tapout
[7:49 PM] Ishme: They will make wells on random locations
[7:49 PM] jasonrohrer: they can't
[7:50 PM] jasonrohrer: Oh, to make them hard to find?
[7:50 PM] jasonrohrer: They'll find the worst spots on the map and well there?
[7:50 PM] Ishme: To make them away from soil for example
[7:50 PM] jasonrohrer: haha! Just try to build a viable town in this spot, suckers!
[7:50 PM] Ishme: Pretty much
[7:50 PM] w0wma: road building is essential confirmed
[7:50 PM] Dodge: oh no griefers built a well in a slightly less than ideal place, we're doomed :stuck_out_tongue:
[7:50 PM] Ishme: Remember that we had the issue of settlement possibilities with the old map
[7:50 PM] Ishme: Partially why we have the new one
[7:51 PM] jasonrohrer: Yeah, that seems like pretty minor griefing.
[7:51 PM] Ishme: This would potentially bring t hat back
[7:51 PM] Ishme: It's really not
[7:51 PM] Ishme: It's breaking the arc within 2 hours kind of griefing
[7:51 PM] jasonrohrer: Well, non-griefers would race to build wells before they run out, right?
[7:51 PM] Ishme: Eve window is 8 hours!
[7:51 PM] Dodge: private property is a whole other beast @PXshadow (WS)
[7:51 PM] Ishme: I can make a shovel fast being eve
[7:51 PM] Kilian: oh yes, we managed to do that
[7:52 PM] Ishme: Then it's just running around doing wells on mountains
[7:52 PM] Ishme: lots of rocks there!
[7:52 PM] Kilian: wells in jungle
[7:52 PM] Dodge: so?
[7:52 PM] Dodge: just make a mountain town
[7:52 PM] Kilian: jungle town?
[7:52 PM] Ishme: It's like you aren't playing the same game as us tbh
[7:52 PM] Dodge: ok explain
[7:52 PM] Ishme: I'll pass
[7:52 PM] Dodge: ...
[7:52 PM] Dodge: nice
[7:53 PM] Ishme: I'll just watch things burn the next couple arcs
[7:53 PM] Kilian: why do we need to limit the number of wells? why not limit the number of well sites and make them randomly distributed like tarry spots and so on?
[7:53 PM] Dodge: ok just watch it burn then
[7:53 PM] Dodge: and revive from it's ashes
[7:53 PM] Kilian: oh no, He is gone ...
[7:53 PM] Dodge: like a phoenix
[7:53 PM] Ishme: Lets introduce a fix to something that isn't an issue right now
[7:54 PM] Ishme: And lets make that fix highly griefable
Jason clone detected!
Just kidding
I'll have to second this. Even if I bitch a lot regarding some changes and parts of the game that aren't as good as they probably could/should be, at the end of the day it is still one of the best games I have ever played.
i mean lately been using hetuw, and the old version was weird, the game said it's an update, it updated and loaded the vanilla exe, I updated the mod, still crashed after it, i don't think is just cause the mod cause the game crashed lately a lot more than so far in total
I have experienced crashes in awbz/milkweed and on hetuw. I reckon whatever is wrong is in vanilla code.
I have been experiencing crashes from time to time for a while. It's pretty rare but already happened like 4 or 5 times already. The game just quits.
You can see one of the time here:
https://youtu.be/jIKs_zmbVxY?t=2904
It seems to happen only when I'm moving or giving commands to move.
Edit: A few days ago there was someone reporting, on discord, constant game crashes on loading. But guessing it's unrelated.