a multiplayer game of parenting and civilization building
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185.7: All features can now be turned off with settings files (see above or readme in the zip), and autorun was tweaked to allow interacting with the object clicked to end the run.
I've got a new one. Not entirely happy with it yet, but the wip is now in 183.5, see above.
While in screen lock (spacebar), hit detection prefers the item in the tile to any characters who may be overlapping it, and provides the highlight effect seen most commonly seen with objects behind trees. Note that this can make it harder to eat, which makes me still slightly unsatisfied with this mode of activation.
This is really cool. The tree is absolutely tiny in browser, though (at 300% zoom I start to noticw that the dots might have text in them and lines connecting them, lol). I assume I need to download and view it with something?
SVG files, which are fully scalable, but don't appear to be well supported by browsers. I've been using raw Graphviz viewers locally, but I didn't publish the raw files since those would probably be even less common. I was concerned that a pixel based image (such as PNG) would get rather large. The one-lineage-per-file I'm doing currently gets up to 2.7mb, just for one of last Saturday's lives. I get a segfault trying to produce one from Boots.
I added the Boots dot file, which seems to work pasted into http://viz-js.com/, although the zoom is too restricted.
Animals existing on tiles is the hard problem. The answer is probably to make them deadly along their path while moving, but I haven't looked at how hard that is to code. There are probably still corner cases, such as used in sheep pens, but it wouldn't be as easily abuseable.
I've been playing around with Docker and cross compilers. It's still a bit rough and requires manual kickoff, but I've now got a semi-automated process to compile and post builds with these patches. (Details now in main post)
I also had time (while being a car passenger, mostly) to finally work out kill attribution. Just adding up kills is awkward because of changing player numbers, so I used average kills per life as a starting point.
Horizontal trends in cohorts is probably one or two greifers, but I haven't tried to dig into it.
It looks like you have one point per unit of the x axis, instead of individual level data. How did you take the many individuals who fall into each bin and compress that into a single point?
Mean typically, for a day bucket.
It also would be neat to see the curve of best fit on the 1st and 3rd graphs, along with the confidence interval, using geom_smooth().
Took a while to figure out how to overlay them, but finally got it. Also got some major releases marked where appropriate. Updated in-place.
Also since the compression of information occurs, it might be interesting to see the density plot of the days owned and of days played.
About what I expected:
I long ago had the idea that towns rise and fall all the time, souls are the only investment that matters. But I've found actually teaching people to be challenging.
As a mother, I can cover the very basics - F for food, good tiles to stand on, but often have another kid before I can get much farther, especially with limited baby communication (I'm terrible at following one letter sentences). I'll tell my kids to let me know if there is anything they want to learn later, but we rarely reconnect.
As a male or currently childless woman, I sometimes ask if there is anything anybody wants to learn, or announce when I'm about to make stew (missing in many towns at the moment) or whatever, if anybody wants to learn. But it's hard to find places to start the conversation.
My question is this: Does anyone have a database dump of the mysql data powering that service?
Not clear from your post if you had seen the public lifelog data
Never saw a bear, but I was Zimal Zee. Murder was somewhat apt though. I killed and cursed my brother Zirah after two or three murders - I got to him with a second bow before the guy with the knife. There may have been a second muderer later but I wasn't sure. I suffered from a disconnect before I could get to sterilizing pads. I told I few kids I was working on it, but now it looks like none of them thrived.
p.s. Found my life in lifelogs, this was server 6
I'm very interested in this, but I have no idea what I'm looking at on GitHub. How do I install this?
Right now it's just code patches and my personal build. I've been afraid put myself on the hook for preparing new builds every time the game updates, and you are the first person to ask. I've got a todo to make a better build environment for the game, which might make it easier to set up automated builds.
A while ago, Jason posed a question:
Player life expectancy (average life time per day) vs. number of days since game purchase.
I thought it would be a fun exercise to play with R. Several caveats:
I don't have a statistics background. No controls have been attempted, and I might be looking at the wrong things.
I think I've combined servers and such correctly, but maybe I didn't.
Data updated 2018-11-25.
To the initial question:
I suspect the scattering toward the high is due to fewer players in those groups, but don't know how to check that statistically.
I was also curious about other related questions. For instance, days owned, which might have long gaps, vs. time played. I reduced it to days as well to get approximately similar units.
Since the original question was immediate suicide, I looked at rate of deaths at less than 1 year/minute of playtime.
Since people often treat boys differently, I broke this out by gender as well. I made eves separate because they have different potential life lengths and a different game situation in general.
First a little aside on the overall age distribution:
Less than a year is probably too little for eves who have larger food bar, if anything I wanted to keep them separate from the other stats.
Finally, I thought it would be interesting to try a (totally unskilled) cohort analysis to see how different groups of players (week started with arbitrary week alignment) game updates interacted (Still haven't gotten a game update overlay).
Note that I have not attempted to deal with first and last partial weeks, but these are not sums so should still be relatively valid.
I was reminded of this thread in a recent life.
Tried to get stew crops going, but got interrupted by kids for a long time. Cooked a lot of omelettes with eggs and plates that were lying around, but food was usually pretty scarce. I had one uncooked stew pot before I walked off to die, don't know if that was enough given the state of the great berry field.
Actually... no. My infant great grandson was the end of the line.
Patch Respository Patch descriptions
Requires a installation of One Hour One Life, or a derivitive such as Two Hours One Life. The mod installs additional files into the base installation.
MacOSX Client - lightly tested
Linux Client - lightly tested
Download and extract zip file. Copy the program and names files into the same folder as OneLife.exe (or equivalent).
Steam: right click on One Hour One Life. Chose Properties... from the menu. One that dialog, choose Local Files on the left, and then the Browse... button. Copy the files into this directory.
The settings directory has three main subfolders. Copy the contents (ini files) of one folder into the game’s settings directory.
Vanilla: Everything which can be disabled, is disabled
Plus: Enables most features, but does not drastically alter the interface
Wondible: Main interaction mode is mouse + keyboard. Do not use without reading the description below.
2hol: Age Scaling configuration for Two Hours One Life
defaults: How the program behaves with no setting files
Feature table viewable at source repository
All features which can be disabled, are disabled. The following changes are not togglable and are always present.
Reset the sprite remap if you die while high. See OneLife/#163
Changes the ESC overlay to include mod keys and help
“WonLife” is on the main screen so you can tell the mod is running.
Shows “R.I.P. ” in place of “YOU DIED”
Displays a line above the food bar, that shows approximate pip-per-minute drain.
Shows hints with (time passing) for fires, dough, growing plants, etc so you can see when the thing you need to do is wait.
Press F1 to close the say field without erasing it. Press shift-backspace to close and clear the say field (e.g. “YOU ARE … DEAD”)
Allows viewing object names when hovering in bad biomes
Shows the remaining uses of water buckets, bushes, piles, etc.
Piles are defined by a category object id, defined in settings/categoryPile.ini
These features are present in all configurations, but can be ignored if you don’t activate them.
Allows triggering emotes with Ctrl+key or Alt+key. Emote keys are defined in settings/emotionKeys.ini with these defaults. The emotion commands in the setting file are for convenience only, it uses line number like the base game settings. Note: Certain key combos may not work; Ctrl+q is interpreted as ESC for instance.
h /happy
m /mad
a /angry
s /sad
d /devious
j /joy
b /blush
u /hubba
i /ill
y /yoohoo
f /hmph
l /love
o /oreally
k /shock
Separate search filter with : puts an arrow on the nearest target object. If farther way it has a location slip, but only within the map buffer. The current search is shown in place of the craving.
Search for a person’s name with :character name (or a prefix), or by press t with the cursor over them to get a temporary location slip to them. If someone says “Follow me”, you can.
settings/playerTrackKey.ini
Enables most features, but does not drastically alter the interface
Double-click to enable an auto-run mode. Dotted line trails will always be shown while active. Click again or catch your cursor to stop. You will only follow roads while running, so it less likely to get taken away unexpectedly.
This feature can be adjusted or disabled by the setting file `settings/maxDoubleClickFrames.ini`. Set to 0 to disable double click to run; you can't click twice in 1 frame.
`settings/followRoadsOnlyWhileRunning.ini`. Set to 0 to restore standard behavior.
Changes the hit detection of large objects (mainly trees) so they they only detect clicks on their tile, making it much easier to navigate through swamps and other dense areas. Main other affect I’ve noticed is that you cannot click on the cart part of a horse-cart.
settings/ignoreTallObjects.ini (0 to disable this feature)
While in screen lock (spacebar), hit detection prefers the item in the tile to any characters who may be overlapping it, and provides the highlight effect seen most commonly seen with objects behind trees. Note that this can make it harder to eat, which makes me still slightly unsatisfied with this mode of activation.
settings/preferObjectsOverPlayersWithScreenLock.ini (0 to disable this feature)
Automatically open the say field to talk if you type a text character. Does not block e/z; those character will be added if another printable character is seen shortly afterwards.
settings/openSayFieldOnTypingLower.ini (0 to disable on lower case letters)
settings/openSayFieldOnTypingUpper.ini (0 to disable on upper case letters)
`F2`-`F12` can be used as say field macros. (`F1` is taken by closing the say field) Ctrl+key with say open to assign text
Values are saved when updated, or edit in `settings/textMacros.ini`
`settings/textMacrosEnabled.ini`, 0 to disable this feature
Allows stepping through completions of player and grave names with tab key while say field is open. Can recognize full names for “CURSE” or the beginning of first names otherwise.
Suggests random names or name completions by pressing tab with “I AM” or “YOU ARE” in the say field.
This requires the name files from the game’s source repository. They should also be packed in WonLife zip release. Place the files in the same folder as the game program.
maleNames.txt
femaleNames.txt
lastNames.txt
settings/tabNameCompletion.ini (0 to disable these features)
As above; If no object search is active, a search is performed for the current craving. This can be disabled with
settings/defaultSearchForCraving.ini, 0 to disable this feature
Open the the say field with `:` prefilled by pressing `;`.
> ` settings/searchOpenKey.ini` to change the key
Clear the current search by pressing `
> ` settings/searchClearKey.ini` to change the key
Allows holding the mouse button when picking up an item, once the character is shown as holding the item, the cursor will show the item, and it can be released on another tile to use the item there. Handy for water-to-crops, soil-to-crops, moving things, etc.
settings/dragDropUse.ini (0 to disable this feature)
Shows heart above mother/grandmother, child/grandchild, siblings, twins. Currently includes aunts/uncles, still not sure about that part.
settings/showRelationDistance.ini (0 to disable hearts) settings/closeFamilySprite.ini
Shows a gold ball above players who count for gene score, aka +FAMILY+ from the /FAM command.
settings/showGenticFamily.ini (0 to disable gold disks) settings/geneticFamilySprite.ini
Shows a gosling on the head of new players (fuzzily defined as closely related births within one second of a ‘YOUR BABY IS’ message)
settings/showNewPlayers.ini (0 to disable goslings) settings/newPlayerMarkerObject.ini
There are keybinds to increase (= aka unshifted +) or decrease (-) hearts for players of interest. Manual marking can go one size larger than mom/child.
settings/playerMarkKey.ini settings/playerUnmarkKey.ini
Shows a name label to the side of characters of interest. Show for people you name yourself, and for those you hover for a second (e.g. looked at their name)
settings/showNameLabels.ini - 0 to disable this feature
Food item descriptions show Yum or Meh. Edible items and some precursor items are highlighted green (yum) or red (meh) on cursor over.
settings/showYumHover.ini (0 to disable this feature)
Starvation notices are based on time to starvation instead of food boxes, making them relative to clothing etc.
settings/starvationAlarmTime.ini - number of seconds for starving state (twice that for hungry). Set to 0 to disable this feature.
/filter selects all transitions that produce a matching object. So even if you can’t spell tattoo, /tat gives you all the tattoo items with their immediate precursors (and potato recipes)
settings/filterMatchesProduct.ini (0 to disable this feature)
Reworks location markers. Replaces many instances of your character talking to itself with slips. Hover a slip to show distance when it would not normally be shown.
Home slips are standard white. There can be up to 7 on screen, the most recent has the ‘home’ art.
Map slips are blue, you can have more than one, standard lifetime
Baby slips are your skin color
Expert slips the target player’s skin color
Follower/Leader slips are badge color
Bell slips are gold and apoc towers are red, you can have more than one
Homeland slips are stone gray
Slips to owned property. Property slips are wood brown
Temporary slips have a pointer to the location when close.
settings/locationsSlipsEnabled.ini (0 to disable this feature)
Since monument colors require object specific information, they are settable in
settings/locationSlipColors.ini
Format is objectID r g b
Putting the pointer near the edge of the screen will nudge it over, as far as your character remains in frame.
Push speed can be configured in settings/screenEdgePushSpeed.ini. Default value is 10, speed of 0 (or even 1) will disable edge push.
Most features as in Plus, main interaction mode is mouse + keyboard.
DANGER - if you don’t understand what you are doing, you WILL NOT BE ABLE TO PLAY THE GAME.
settings/clickToMoveLockToInteract.ini (0 to disable this feature)
Makes clicks by default move only. Lock the screen (spacebar) to perform all other functions. Alternately, you may use Ctrl or Alt to not lock the screen and perform actions; this works while the say field is open.
settings/preferObjectsOverPlayersWithScreenLock.ini is off in the provided settings (keyboard commands cover this need).
Adds key actions that do very specific things at the mouse pointer cell, versus the default click which does very context sensitive things based on precise hit detection.
Press F1 to close the say field without erasing it if you need to do something. Press shift-backspace to close and clear the say field (e.g. “YOU ARE … DEAD”)
This feature conflicts with openSayFieldOnTypingLower, which is disabled in this configuration.
settings/interactionKeysEnabled.ini (0 to disable this feature)
Default bindings (change in settings/interactionKeys.ini)
q step
a autorun
f use
d drop
s take/cycle from container
v eat/self
g feed/use on other
k kill
x examine
r put/take in backpack
e put in backpack
w take/cycle in backpack
Holding c will allow you to pan your view around within the map buffer. With camera pan, it may look better if you change mouse pointer to DRAWN Configuration disables screen edge push in deference to this feature.
I keep forgetting to post this, but I've made another small tweak.
Characters shiver when they get cold https://www.twitch.tv/videos/325119865?t=02h24m43s (the effect is a little muted here because I run programming streams at lower FPS)
Characters sweat when they get hot https://www.twitch.tv/videos/328054450?t=03h06m13s
I was going to be much more ambitious with the sweat... and then realized that I didn't want to maintain a bunch of state-tracking code against future game changes.
The code still needs a little cleanup - I pulled in reference to all the BabyCry drops; I only ended up using one (and also realized later that the odd red one was actually a waggling tonsil)
https://github.com/JustinLove/OneLife/tree/temp
Another things I want to do is investigate patch management systems so I can better separate my features instead of having a sort of psuedo-fork with everything lumped together.
Is it intended that death by animals is reported as hunger in the lifelog? It is reported as animal in the lineage browser.
Example:
http://lineage.onehouronelife.com/serve … id=1262942
Server 1 player id 1431196, 2018_10October_20_Saturday.txt
D 1540073967 1431196 e45aa4e489b35b6b0fd9f59f0049c688237a9a86 age=28.40 M (9971235,-38998) hunger pop=37
I'm a bit confused, does eating the mushrooms (in game) affect your game in anyway?
Because someone gived me a mushroom, I ate it and this bug happend:
That is not a bug, that is the effect of eating a mushroom.
I'm thinking that I could find out what my unique identifier is by logging on to a server that isn't very busy, making note of my birth and death time, and then looking at the logs the next day to see the what identifiers were close to that time.
Name log is included, so any recent life can be enough, especially if you look up mother's name and perhaps some other relatives via the lineage site. That is the technique I was using for my family tree charts. (Unfortunately the ids used on the lineage server are unrelated to the ones in the life logs)
Doesn't like mobile enough to zoom in sufficiently. Cool stuff though.
Hmm... I've not considered mobile SVG viewers. I could see how other formats do, but I expect anything pixel based would be huge, though the solid colors should compress pretty well.
I've been playing around with GraphViz to to make complete family trees from the public lifelog data. Takes a lot more patience to wait until the data is posted, but at least all the descendents should have developed by then.
the Ruby code is available but still very much in a proof-of-concept state.
I would be interested in how much interest there is, and what level of technical capability people have to use it.
Some examples:
My recent lives (only checked server 1)
The infamous Boots family of server 7
Currently using shape for male/female/eve, color using some bits from the player hash, fading out infant deaths, and size for a highlighted player.
I've switched to double click, but have not found a good double click detection time. It's currently both sometimes hard to activate and sometimes goes off by accident. And now seems to be interacting with roads a bit.
Also removed the edge arrows. Edge push still works, but it works well without the visual indicator.
where is this data source?
I did some more research, and can admit I'm not the most tech savvy, so any input from someone more knowledgeable would be fantastic. The closest I can get is it looks like OBS will cause a game to crash if there is already something recording the game. I understand that OneLife has some kind of recording function that you can later play back so my best guess is that this is what is causing the game to crash.
I stream the game fine with OBS.
The game's recording feature is more event level, not screen recording in the style of OBS, so I highly doubt it is interfering.
Windows has a built-in recording feature, which I did disable since I saw the OBS logs taking note of it. Look up disabling "Windows Games DVR", one example given.
Beyond that, you might want to try the OBS support forums or OBS Discord support channel. They will probably have better information on problematic hardware and software.
New users requiring a post to have been approved before appearing is a common solution. Though mods still see the spam, and have to approve the new users as well. But if it people, hopefully they will figure out posting here doesn't get them anything. Could provide a free pass to people with the game to cut down a lot of the new user moderation.