a multiplayer game of parenting and civilization building
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Awbz has a local server build
https://github.com/Awbz/OneLife/releases
Two Hours One Life has spawn seeds and the ability to become infertile, but the crafting tree has diverged significantly; you can practice engine making, but many other things are different.
Correct me if I’m wrong, but aren’t the colors on the family tree the same for each person. Sun and Clayre, at least for me, both are pink with teal outlines.
Color is based on the player hash, but many colors can look similar. If you want to be sure, search for one of the characters; all of the lives by that account will be bigger bubbles.
Can't get life data to show up
Do you have reproduction steps?
Sorry, does this mean only items that players touch appear on the map? Is that why you can't see trees and rocks and ponds and stuff?
Yes. Natural objects can be generated when (and if - e.g. last map) the seed is published after a map wipe.
There's an issue where if you change settings after using a preset it will go back to the preset's default when clicking to scroll or pan in the map.
Yeah, the presets are busted. I forget about it this morning, so may be broken for a while. I was perhaps distracted by the maplog being so big that online map processing failed and I had to process it on my PC.
Also, please include a timestamp on the map view.
I think you need to describe your timestamp use case a bit better. It overlays the time when it jumps, and can always be viewed by opening time view. This might also be a "not now"; time management is all kind of stopgap.
A list view of search hits would help a lot, and potentially solve the >24 zoom level restriction.
Object data is literally not loaded when it's not visible. Current search is a bit of hack on the existing map data. I may look into pregenerated object indexes soon, maybe only for snapshots and/or rare objects.
female players can just not having children at all by being homesick during their fertile years.
Childless females operate the same as males for gene score, I presume this would be the same.
The town youth can fundamentally judge whether it's worth letting grandma come back as you can curse people and block their respawn.
Should exile count as well?
--To give you some sense of continuity across multiple lives, so you can keep working on pet projects long-term.
Sales, infinite trucks, and now continuity. 2020 Really is the end times.
You can now search for a diverse collection of objects. "Lock" button saves the currently checked items, or click the lock on individual ones. View and clear the locked set from a tab at the bottom of the object list.
I thought wondible's map had a timelapse feature, and it would have showed things that way but, I was wrong apparently.
Clock button in lower left. By default the map shows static snapshots, which are much smaller files to download, and only loads the play-by-play if you actually want it. Snapshots are usually once a day.
Those are just glitchy false positives. Escaped horses leave ghost items on the map data, and caves are always drawn with bears.
Not exactly glitches - every bear on a cave is a released bear, it's just long gone somewhere else to eat people or get shot. They aren't always drawn with bears, its just rare for a cave to be touched (appears on map) and not released.
I've thought of simulating expired items, but it is interesting to see fence outlines, bears, and horse cart activity.
Being able to search more than one item would be helpful. Common griefed items like delivery truck, engine, kero, crude all get dumped in the wilderness, but finding those spots means searching each word one at a time. It'd also be useful in situations where you're looking for latex, rubber dough and tires.
I was thinking about that, but was waiting for practical examples to test with.
Can you reposition UI elements on left side so they don't hide graticule numbers?
I've noticed that at times; it's mainly the life legend, which isn't on all the time, and can be turned off. I do keep forgetting to put it on the todo list though
- Trashed the split sidebar. The search tab has subtabs for lives and objects.
- Object points are a toggable layer, acting more like life range search and less like character name search. (Can now close the sidebar and still have the points show)
- Object search list shows the item color.
- Object search works point-in-time in the animated view: However, the animated data does not included include small objects at zooms 24, 25, and 26.
- Option to include all object name matches instead of the first 20 (for instance, there are more than 20 "Track" items if you were trying to look at a large railroad)
The bottom screen has the time bar open; animated view isn't implemented yet. Not sure about the other one, I don't know if there is a truck there, and I did notice search not working earlier. If you figure out the series of steps that breaks it, it will save me some investigation time.
The map hasn't displayed well for me in the past though. I'm not sure if I was doing something wrong, but only player objects showed up, never things like wild plants. Also, there was no biome tiles.
I think natural objects will work when the seed is known (this is never true for the current world) and natural objects are visible at your current zoom level (see format panel of object tab)
It doesn't currently work for natural object only maps because internally it is a different layer type and I haven't implemented search for it yet.
I also think I ran into a bug this morning where object search failed after doing some other stuff on the map.
Limited clientside object search - This uses the data already loaded into the map. Currently this only works with the static (not animated) snapshots (these are usually once a day). Area in the current map view; for static snapshots all objects are loaded and therefore searchable at zoom 24+, although only the larger objects are normally drawn.
This is currently an alternate sidebar, target icon. I'm not happy with the split sidebar design though, so I'll need to think about alternates and am open to suggestions.
Other new things mentioned elsewhere:
- biome band overlay
- biome band simulation. Currently implemented as a virtual "Band" server.
- dark mode theme; change back to light in the sidebar format tab.
I got wondering about eves in general. Do they get free reign in the north/south? Should they? If they have kids in that area, are they immediately infertile because they have a homeland somewhere?
Probably no more intergenerational trips to donkeytown in any case.
There are some things I use for mod testing; might not be quite right for actual play. This is from a script I use to set them all at once, but it has the values and filenames.
First I disable all of Jason's services, and blanked the urls for good measure. I think he has defaulted services off since I started doing this though.
echo 0 > settings/useCurserServer.ini
> settings/curseServerURL.ini
echo 0 > settings/requireTicketServerCheck.ini
> settings/ticketServerURL.ini
echo 0 > settings/useLifeTokenServer.ini.ini
> settings/lifeTokenServerURL.ini
echo 0 > settings/useStatsServer.ini
> settings/reflectorURL.ini
echo 0 > settings/useLineageServer.ini
> settings/lineageServerURL.ini
echo 0 > settings/useLifeTokenServer.ini
> settings/lifeTokenServerURL.ini
echo 0 > settings/useFitnessServer.ini
> settings/fitnessServerURL.ini
echo 0 > settings/allowBugReports.ini
echo 0 > settings/useArcServer.ini
> settings/arcServerURL.ini
Some of these are paranoia - if you are playing by yourself you won't trigger an apocalypse unless you want to.
echo 0 > settings/apocalypsePossible.ini
echo 0 > settings/babyApocalypsePossible.ini
echo 0 > settings/mapCellForgottenSeconds.ini
echo 1 > settings/skipLookTimeCleanup.ini
#echo 1 > settings/flushLookTimes.ini // do not use - blocks dummy recall (remembering use counts)
echo 0 > settings/longTermNoLookCullEnabled.ini
echo 1 > settings/forceEveLocation.ini
Other things that may or may not be interesting:
#echo 1 > settings/forceAllPlayersEve.ini
#echo 5 > settings/forceEveAge.ini
#echo 1 > settings/allowMapRequests.ini
#echo "a@b.c" > settings/vogAllowAccounts.ini
#echo "a@b.c" > settings/mapRequestAllowAccounts.ini
echo 20.0 > settings/minFoodDecrementSeconds.ini
echo 220.0 > settings/maxFoodDecrementSeconds.ini
#echo 0 > settings/minActivePlayersForSpecialBiomes.ini
#echo 0 > settings/minActivePlayersForToolSlots.ini
echo 7 > settings/baseToolSlotsPerPlayer.ini # in the unlikely event you want tool slots, this fixes an issue with missing fitness server
echo 7 > settings/maxToolSlotsPerPlayer.ini
#echo 60 > settings/secondsPerYear.ini
I created a simulation of the biome banding on the map; the easiest way to do it was a virtual different server.
http://onemap.wondible.com/#x=-109329&y … 1603572579
This is based on my current understanding and guesswork. Jason may align things differently, change sizes, or perhaps fuzz the edges a bit.
(Updated version is coming up for me, but you may need a refresh)
I added a simple band overlay to the map (overlays are in toggled in upper right) based on the current numbers being thrown around. You might need to refresh the browser.
At 300 it looks like the current civilized world is mostly within two bands, although often more spread out horizontally.
It's looking like a steady westward march through the territory as resources dry up.
Which is what we have now, with only a tiny amount of greater freedom to settle north or south.
Since the homeland is tied to specialty biome now, families should have more longevity since they can migrate within the band right? Just move west and start over when things are looking tough. Bring a couple kids with carts full of stuff and you'll do fine.
Nope, still only get one iron-raising event per family (barring other changes, not discussed by Jason above)
Kinda off topic but the maps show a secondary blue-ish color at the lowest altitudes, does this mean anything? Also, the placement of grasslands and swamps seen to be inverted.
Those are Twisted's images; he made them from the map, but seeds (past biome display) were broken at the time, so he used the 2hol map, which has small seas and the swapped bands.
Spoonwood wrote:Nowhere does Jason say anything about the expected iron amount for non-white families. There will exist a lower frequency of iron veins for non-white families.
The expected amount of iron for desert/jungle/arctic families should stay exactly the same, while the expected amount of iron for the language family will increase.
Depends how it is done. Right now there are valleys between special biomes, sometimes only a tile or so wide, but sometimes wider, which might have hit an iron spot. If these gaps are removed the iron chance may be *slightly* less.
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I don't think this will affect tutorials much, you can't really get to special biome tech in one life anyway. No more trucks in donkeytown though. And no more apocalypse towers, unless they haul the stones down to donkeytown.
The only commen factor in all those lifes was that I used the cisterns. Maybe it has something to do with that.
Yep, cisterns count, to help out places that have high-tech hard-to-use wells get reestablished while they work on the well problem.