One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#526 Re: Main Forum » Tarr's breeding machines » 2018-12-14 15:22:35

To be perfectly clear - this is exactly about trying to ruin someone else's game. It doesn't matter that ruining someone else's game is merely a side-effect of trying to serve your own selfish interests. What you are doing is wrong. It is selfish. It is destructive of other people's legitimate desires to play the game.

It is evil. Not just in-game, but in real life.

The fact that it's brilliant simply means that you are an evil genius. I can perversely admire something this warped and twisted. It's good for a laugh.

But you're still a bad person. Don't do this.

#527 Re: Main Forum » Tarr's breeding machines » 2018-12-14 15:18:49

It's less about trying to ruin someones game as it is a way to prevent a lineage dying out to bad players.

Oh wait, you're serious.

Let me laugh even harder.

#528 Re: Main Forum » [MOD REQUEST] macOS Zoom Mod » 2018-12-14 02:12:41

The OHOL+ client from Awbz has superseded this effort, and is available for Windows, MacOS, and Linux.

https://github.com/Awbz/OneLife

#530 Re: Main Forum » Starting to hate the game » 2018-12-14 00:13:45

thundersen wrote:

Are you sure about this?

Nope! It's just what I assumed based on something Jason posted once about the Linode server reflector.

I'm playing around with tracking the number of players over time (sick at home...).

Cool!

... the tracking part, not the sick part. Sorry to hear that. sad

The chart looks compatible with what I assume the balancing is: there is a pool with active servers; new connections are evenly distributed between servers in the pool; when there are more than X connections to each current server, a new server is added to the pool. And at some point when there are fewer than Y connections to each current server, the highest-numbered server is removed from the pool and receives no new connections.

The chart doesn't show a perfect balance across the servers, but you'd expect some variation, I think, due to people dying at different rates and times on the different servers. If one server has a lot of Eve camps with people dying early and another server has a lot of high-tech towns with people dying of old age, but each server gets roughly the same number of new connections (i.e. births) then the early-death server will have fewer people on it.

Plus maybe some people made manual connections to specific servers? E.g. Server 3 from before it was added to the pool at 4:48.

Note how the rise of server 3 around 5pm correlates with a steep decline on server 2. I wonder how that felt for lineages on server 2 at that time.

That makes sense, if the balancing works the way I think it does. When a server gets added to the pool, the spawn rate will drop on the rest of the servers while their death rate stays the same. That means a drop in population, a drop in fertility, and an increase in lineage collapse due to infertility on the existing servers. Meanwhile, there's a population explosion on the new server.

The opposite will happen when overall population is falling and a server is removed from the pool. The other servers will see a surge in births while the removed server is rendered sterile.

But those are one-time events as servers are added and removed from the pool. During the course of a day, a rising trend will boost population evenly across all the servers in the pool, and a falling trend will kill off lineages evenly across all the servers in the pool. It's only when the server-count thresholds are crossed that the number of servers in the pool changes, thereby temporarily imbalancing the populations.

Things get roughly equalized within a generation, after which each server has about the same population (and hence about the same death rate) to match their equally-distributed birth rates. You can see that on the chart as well: after about an hour of skyrocketing population, Server 3 has a roughly stable population and is roughly equal in pop to the other two servers. Roughly. Ish. More or less.

This is all guessing on my part, but here's what Jason has said: https://onehouronelife.com/forums/viewt … p?id=6&p=2

Here's the deal with scaling:  I think the server, given the bandwidth available, can currently support about 200 simultaneous players.  I'm using Linode to spin up overflow servers, though.  When 100 players are on the main server, the reflector automatically starts sending half of newly joining players to a second server.  When that second server has 100 players on it, a third server will start getting used, etc.

#531 Re: Main Forum » Pssst. Next Update. SPOILER WARNING! » 2018-12-13 23:04:22

OMG he really is making the Flintstones car!

#532 Re: Main Forum » Tarr's breeding machines » 2018-12-13 22:58:36

This is the most evil thing I've seen in this game to date.

Kudos.

#533 Re: Main Forum » Griefer signs detected against plausible deniability » 2018-12-13 22:55:27

lionon wrote:

The thing is, without sheering the last sheep that one bowl you had to "trade" for one fleece, it would have become 1 fleece *and* a dung *and* a shorn sheep if you would have been able to give a lamb.

It's true that, for any given bowl, it is better to give it to a lamb than to a shorn sheep, and that the difference between the two is that giving it to the lamb yields an extra poop and an extra shorn sheep (and costs a lamb, but lambs are worthless).

It's also true that, given a woolly sheep, the difference between shearing it and not shearing it is only the cost of an extra berries-and-carrot bowl, and that cost is offset by the yield of an extra fleece.

So there's two ways to look at the question, and each gives a different cost (+1 poop +1 shorn sheep vs. +1 fleece -1 bc-bowl). How can this be reconciled?

The answer is to consider the difference between production cost and opportunity cost. The cost of shearing the last sheep is one berries-and-carrot bowl (let's ignore the fleece for now). What is the cost of that bowl? Its production cost is six berries, one carrot, and the time and effort required to put them all together. But its opportunity cost is the most valuable use that you could have put it to if you hadn't spend it otherwise (in this case, by feeding the shorn sheep to restore lamb production). And what's the most valuable use of a berries-and-carrot bowl? Undoubtedly, it's feeding it to a lamb in order to get a poop and a woolly sheep.

The cost of a bc-bowl is small: six berries and a carrot and a bit of time. The value is large: a poop and a woolly sheep, which is most of 21 soil and 60 food! That's because like so many other things in this game, the compost cycle is a producer - it's a hugely positive-sum game, a free lunch.

So, what's the right way to look at the waste involved in shearing the last sheep? By production cost, or opportunity cost?

The answer is that it depends on the present constraints. If the inputs to the compost cycle are abundant, i.e. if there are plenty of berries and carrots, then the real waste from shearing the last sheep is the marginal cost of producing one additional bc-bowl: six berries, one carrot, and some time and trouble to gather them. If the inputs are scarce, i.e. there are not a lot of berries and/or carrots, then the real waste from shearing the last sheep is the opportunity cost of having to use one of the few remaining bowls of berries-and-a-carrot to restore lamb production instead of feeding it to an existing lamb.

Like so many other things in this game, it comes down to relative scarcity, marginal value, and inventory management within a dynamic system rather than being a simple matter of arithmetic.

Sheering last sheep is bad. I hope we can agree at least on that even if there are different oppinons on how bad it is.  Ok?

Definitely agreed. Even in the best case (one bowl of berries, no big deal) it's still disruptive to the compost cycle, and that is a huge issue. All the real challenges in this game are about logistics - ensuring that the right things are in the right places at the right times. Shearing the last sheep interrupts a key production line - lambs - and introduces a delay in output which can become critical to the rest of the cycle. Plus it's annoying and frustrating as hell, which puts a strain on yet another critical resource: player goodwill.

#534 Re: Main Forum » Griefer signs detected against plausible deniability » 2018-12-13 21:08:40

Just by turning around the order of things in a way to never have all sheep shorn you get way more output.

No, that's not correct. The only difference is that, for every shorn sheep you are required to feed in order to recover your lamb production (because you sheared too many and don't have enough unshorn remaining to produce lambs), you have to spend an extra bc bowl and you gain an extra fleece.

Consider this slight change to your scenario:

Start with one wooly sheep and two bowls (instead of only one as in your example).

Scenario one:
Shear the sheep.
Feed the shorn sheep.
Wait for a lamb.
Feed the lamb.
Shear one sheep.

Result: One wooly sheep, one shorn sheep, two fleece.

Scenario two:
Wait for a lamb.
Feed the lamb.
Sheer one sheep.

Result: One wooly sheep, one shorn sheep, one fleece, and one bowl.

Extend this example to any number of sheep and lambs and bowls, over any duration, with as many instances of shearing-the-last-sheep as you like, and you will discover that the only difference is that every time you shear the last time and are forced to feed a shorn sheep to recover lamb production, you will have one additional fleece and one fewer bowls of berries-and-carrot.

That's not "way more output". It's the exact same output, except that now and then you trade one more bowl for one more fleece.

Not shearing the last sheep is purely a matter of inventory management. It's the same kind of problem as having at least one ripe wheat field to produce wheat seeds (but it's easier to fix than wheat if you screw it up).

#535 Re: Main Forum » Griefer signs detected against plausible deniability » 2018-12-13 20:21:49

Here's another way to look at the comparison.

Start with a wooly sheep.

Scenario one:

Wait for a lamb. Feed the lamb. Cost: one bc bowl. Result: two wooly sheep, one poop.

Scenario two:

Shear the sheep. Feed the shorn sheep. Wait for a lamb. Feed the lamb. Cost: two bc bowls. Result: two wooly sheep, one poop, one fleece.

The only difference is that in Scenario Two you've used an extra bc bowl but gotten an extra fleece. Plus, as I mentioned above, if it was the last or second-to-last unshorn sheep you're probably going to have inventory issues, which can be annoying (or even life-threatening) but are not strictly speaking a waste of resources (other than time, which is the most important resource).

#536 Re: Main Forum » Starting to hate the game » 2018-12-13 20:08:40

lionon wrote:

Instead of spawning lots of new lineages it would also be possible to allow existing lineages to grow and shrink in numbers instead of creating lineages and wiping.

This is already the case. Lineages have an effective size range. The maximum is the number of people resulting from every woman having as many births as possible, limited only by the birth cooldown (which is on average one birth every 2.5 minutes). The minimum is two births per woman on average, which results in one girl per woman on average, which results in the lineage just barely continuing (assuming everyone survives to adulthood).

When the game population is growing, lineages grow to the maximum population (as many births as possible, limited by the cooldown) and then beyond that maximum Eves start spawning.

When the game population is shrinking, births become less frequent and the lineages get smaller. One by one each lineage reaches the minimum population, then goes below that minimum and dies. Each lineage that dies means that the remaining lineages will get more births and thereby postpone dying out... but if the population keeps shrinking, the births will keep falling and the lineages will keep shrinking and then dying out one by one.

Also I'd wish in case lineages have to get removed as player numbers shrink there would be some mechanism to have the more successful or the more circumspect survive (i.e. getting the valuable new births). Right now its more or less pure RNG...

This is also the case already. The most successful lineages will be the largest, which means they have the most women, which means they have the most births, because births are evenly distributed across all women.

In other words, the more successful you are already, the longer you will last before dying out when the population is shrinking. If you're big enough, you can outlast the nightime's population drop and make it through to the next day's population growth.

#537 Re: Main Forum » Starting to hate the game » 2018-12-13 19:55:37

I am not sure why, but i noticed the populations of the servers tends to be very split. Maybe if we make more players together, the issue of very few people on a server won't happen as much.

The distribution of people across servers doesn't matter. If population across the entire server farm is falling, lineages will die.

Furthermore, the server balancing algorithm ensures, roughly, that as population is falling across the farm it falls somewhat evenly across all servers, which means that lineages will die no matter which server they are on. Higher-numbered servers will have their last lineage die before lower-numbered servers do, but all servers will have lineages die at roughly equal rates, regardless of how many players are currently on that server.

#538 Re: Main Forum » Griefer signs detected against plausible deniability » 2018-12-13 19:35:24

Azrael wrote:

i know someone who killed 6 people in one life and each person he called a "troll or griefer" even thought he killed them for the slightest of reasons.

For example, basically imagine leaving wheat out and not making Adobe or a basket,  the wheat will disappear but what if you dont know that? This man killed people for this mistake and many other small things that new players simply dont know.

The thing is, he cause grief, but he doesnt call himseld a griefer.

That's correct. He isn't a griefer. He's just an asshole.

And the people he killed aren't griefers, they're just not very good at the game. That is not a crime and should not receive the death penalty.

#539 Re: Main Forum » Griefer signs detected against plausible deniability » 2018-12-13 19:31:39

lionon wrote:
BladeWoods wrote:

I still don't think there's anything wrong with shearing all the sheep,

No, it is very wrong. Why?

Sheared sheep + berries/carrot = Wooly sheep
Lamb + berries/carrot = Wooly sheep + Dung + 4 Mutton

Nope. This is the correct comparison:

Sheared sheep + berries/carrot = Wooly sheep
Lamb + berries/carrot = Wooly sheep + Dung

You don't get the 4 mutton until you kill the wooly sheep, and that's true in both instances.

Shearing the last sheep is a waste, but a small one. It forces you to spend an extra bc-bowl without getting a dung for it. It's much more of an annoyance than a waste. Usually you're running short of poop and soil and need to get a poop as quickly as possible... and having no unshorn sheep in inventory delays getting a poop and adds some busy work (fetching an extra bc-bowl).

That's not to downplay it, mind you. The annoyance of not having a modest inventory of critical items is a big deal. It's a timewaster, and time is the most precious resource of all. That's true of so many things, though, not just unshorn sheep. Keep kindling in stock near the kiln. Keep firewood in stock near the fire. Keep ripe wheat ready to be harvested. Keep milkweed seeds on hand (but for god's sake keep them out of the way!).

In fact, often it's an annoying mistake to not have two unshorn sheep, or even more. The fewer you have, the longer you have to sit there waiting for a hungry lamb to spawn. The key point is that the mistake is not the waste of feeding a shorn sheep instead of feeding a lamb; that only costs one dung. The true mistake is the reduction of inventory of a critical resource (unshorn sheep) below a critical threshold (enough to quickly produce a poop when poop inventory is low).

#540 Re: Main Forum » Starting to hate the game » 2018-12-13 19:01:08

"No girls" is simply a side effect of "not many children". Even if the male-female ratio were changed to NO boys and ALL girls, that would merely postpone the demise of a lineage, not prevent it.

The population in the game has short-run rises and falls due to the real-world day and night cycle. This will never change. When it is rising, more lineages will be created (i.e. more Eves). When it is falling, more lineages will die. This will never change.

I believe that the only solution to this is what Jason has already done recently: he moved the Eve spawns closer to each other, so that new lineages have a greater chance of coming across an old, dead town and bringing it back to life. Lineages will die off and that can't be prevented, but civilizations can thrive even after a lineage dies because the infrastructure you leave behind will be rediscovered and reused by someone else - just not by your own descendants.

#541 Re: Main Forum » Suggestion: Dog names » 2018-12-13 18:35:12

I'd like them to have some kind of use just so lionon will shut up about it.

Dogs are awesome just for being dogs.

#542 Re: Main Forum » Pssst. Next Update. SPOILER WARNING! » 2018-12-13 17:47:12

Hopefully as the tech advances and the tree expands Jason will find ways to balance the whole thing so that surviving at every level is always a challenge.

Right now start-up is hard, but once you hit a certain level it's nearly foolproof (I say "nearly" because the way most lineages die (besides infertility) is through foolishness - fools are not to be underestimated).

I think this is what Jason had his eye on with the iron nerf, although I don't think that quite did what he wanted. It made start-up harder without really affecting the long run. Getting the balance right will require a lot more than just tinkering with iron levels. And, of course, I'm sure Jason knows this.

I'm looking forward to seeing what he does next.

#543 Re: Main Forum » Pssst. Next Update. SPOILER WARNING! » 2018-12-13 17:39:49

So we're roughly one year into the roughly three years of content that Jason has promised us, and we're already at lathes and IC engines.

At this pace we're gonna hit atomic powered robots before we're halfway done!

#544 Re: Main Forum » is anyone an expert yet on the new updates » 2018-12-13 03:02:15

Iron is not yet and never has been a constraint. We should ignore calculations centered around the goal of optimizing iron.

Efficient continuation of civilization is not the goal of the game. If it were, then we would make a cow and a bucket and then sit there doing nothing.

Kerosene technology should be built simply for the sake of building technology.

Art should be made for the sake of art.

Towns rapidly reach the point where resources such as food and equipment and storage and transport are abundant. Abundance exists to be used... and to be used as you see fit.

#545 Re: Main Forum » is anyone an expert yet on the new updates » 2018-12-12 16:15:43

My premise was that you would be using the iron and "wasting" it in the process of trying to learn how to build useful things, but making mistakes (as one does while learning).

In that context, your exhortations against doing so amount to forbidding anyone but the most perfect of players from playing the game.

#546 Re: Main Forum » is anyone an expert yet on the new updates » 2018-12-12 15:42:24

Chances are good that the iron was gotten by someone who is already long since dead, and now you have as much claim to use it as anyone else.

#547 Re: Main Forum » is anyone an expert yet on the new updates » 2018-12-12 15:19:52

Waste in abundance is fine, though. People are going to have to make lots of mistakes in the process of learning.

This made me consider something, though. The kind of new content that we got from the oil update has essentially been made for the benefit of half a dozen top-tier players, only, and mostly just those who study onetech soon after the update comes out. Anyone else is going to be born into a town where it's just not possible yet to work on it yet, or it's already been done.

#548 Re: Main Forum » Welp, I just did some math » 2018-12-12 01:50:53

In truth compost uses four shovel units, because idiots pick up the compost in the pen and then put it down someplace else instead of leaving it in the pen until they have a compost pile to use it on.

[ gripe gripe gripe ]

#549 Re: Main Forum » Having 0 daughters is a major problem » 2018-12-12 00:54:54

The number of servers in use doesn't matter, what matters is the number of lineages. When population starts falling, the number of lineages that can be supported must likewise fall - it's a mathematical certainty. This means that no matter what, one by one the lineages will have fewer and fewer children and then die out.

Not all lineages will die, depending on how low the total population (across all servers) falls. But most will.

Edit: In other words, exactly what betame said in his post about nocturnal infertility.

#550 Re: Main Forum » is anyone an expert yet on the new updates » 2018-12-11 22:18:59

Besides ryanb's detailed guide...

I've been trying to figure it out myself exclusively through in-game methods, and there's a lot to grapple with. But I know that people have gotten it all worked out, because I've seen the end results in many towns: additional steam-driven machines, oil wells, kerosene distillers, and kerosene-powered water pumps plus assorted accoutrements such as fuel tanks and machine parts.

Board footer

Powered by FluxBB