a multiplayer game of parenting and civilization building
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I haven't used it, but if I understand correctly, each use of the oil pump uses a charge of kerosene and provides a whole tank of kerosene with 6 charges. So, each time you use it you net 5 charges of kerosene
I haven't used it much either, but I believe you fuel it with one charge of kerosine, and then get exactly 24 tanks of crude oil, after which the tarry spot is dead.
I think the expected value from a tarry spot was just a way to pick an arbitrary amount of oil to do with math with though.
If you go straight to diesel, you forego all the possible non-kerosine water from the newcomen well.
If you use newcomen kerosine, you get more per kerosine, but also forego all the water from the charcoal newcomen; it's basically a wash.
took a look around Naperville, Batavia, and Geneva.
Wild. I grew up in Batavia, and don't live all that far away now.
Are there simple examples showing the workflow? Say, I have two basic parts of C++ code: one registers Q to access backpack, the other uses E to eat. How can I combine these and embed into OpenLife and the OHOL vanilla executable?
For vanilla you'd have probably to rewrite the command sending; it's intertwined with the click handler. I've tried to keep features in somewhat separate feature patches, but the main keyboard interface is one patch, and it depends on another patch that extracts all the command issuance as separate functions for easier use.
I'm using stacked git to manage my patch set. I haven't done a lot of individual import-export, and I'm not actually that sure that it would work exceptionally well for piecemeal patch juggling.
Only because before you setup the first well, your family is in free reign. Once your family digs a well, you are forever land locked.
Note that only eve has free reign. Any children can be fertile without a homeland, but as soon as they stumble into somebody else's, they are are stuck until they get a true homeland.
WonLife 361.78
- fix tool slots for more learned tools than slots. Showing tools is disabled by default (if you have a setting file, you may still need to change it)
- new patch to fix some missing strings in 2hol
Mining felt kind of weird without it, though I wouldn't have made it so large. Having some trees at 10 and some at 0 is kind of weird too.
Obviously we need generational hungry work. Having 10 for everything and every life has gotten really out of fashion with the rest of the game
It feels awful if you end up in low tech or otherwise fall off the yum cliff, ravenously devouring everything you can find, which somehow can never fill your bottemless stomach.
Which then stands in a stark juxtaposition to late yum, where you go for decades without eating. Food pacing is weird and amorphous, shifting from life to life as you get different generations, and throughout each life as you climb the yum ladder.
I guess "every life is different"
Except they are all about food.
I ended up with three 'verbs' in my keyboard controls
- use/pick up
- drop
- take/cycle in container
I wrote these to try and be a bit more conceptually consistent, e.g. how they work with stacks of bowls. These are mapped onto two buttons in vanilla, and even three doesn't cover things like a backpack with bow on the ground. Do you want to:
- take the bow?
- pick up the pack?
- takes something out of the pack?
Over time the interface has gained features - you didn't used to be able to pick up stacks of bowls at all, and now you can even work with stacks of bowls on tables. But as it gained power and subtlety, it also lost clarity.
I think PXShadow was aiming for a modular design, though at one point they were considering a commercial client on an open core, and currently I think PX is more interested in a forked game than a client for onelife.
My changes are organized as patches to keep features together; the don't end up completely independent and I try to keep things on features switches so it's user configurable.
Even with patches it has to be compiled. I don't think anybody has looked at dynamic hooks; the game updates weekly. I think it does ship with debug information which might make it possible to locate function entry points; I'm not actually sure how fine-grained it could get.
I just think it's VERY silly to complain about controls when there is just 2 buttons. It takes a little getting use to but I think that putting it in their steam review is silly.
I redid my interface in part because of this; even with more buttons I still get them confused. In my own experience it is a valid comment.
Actually, with personal curses is the twin limit really relevant anymore? I think there is something about distance scaling with number of curses, but do multiple curses from one person even have an effect beyond resetting the timer?
That other one may have been before we fixed the database corruption on windows.
On posix, ctrl-z to exit cleanly. On windows, ctrl-c
I don't think map culling would have come into play yet. You might simply be getting spawned into a different spot in the world each time.
An eve can come back to the same spot when living to 60. A certain solution is to look for the settings file forceEveLocation.ini (1 instead of 0), and perhaps the X,Y files for it.
Huh, I've seen several mechanics questioned recently, but no serious discussion around this one. My only guess is that Jason has been spending time observing people in VOG. Though even then, new players won't so much run into the limit as get overwhelmed by the messages, which is hard to see externally.
WonLife 358.77
- drag drop has a setting file
- player search can find known graves
- ranged use key actions from outside of range will not move towards the target (e.g. the wolf)
- backpack use key will work on special clothing, e.g. take a bow from backpack or quiver
- twin's name is known
- show time hints for objects that disappear
"Use plate to eat turkey!" as I ran by people starving while holding cooked turkeys,.
You had turkeys? Thats some high tech stuff right there
What does "VOG" stand for?
Voice of God, is the cheat/admin mode where Jason can view players, change the map, and speak from anywhere, sometimes making talking berry bushes etc.
One would be, what would signify a "joining" of a male and female?
One of the issues raised in the past is that "marriage" varies by culture. This isn't necessarily an issue - this is Jason's game; he picks the foods and item he chooses to represent, the US names, and only officially supports English. It *could* be the version of marriage he uses himself. However I think a better system would be to have several "vows"; a marriage ceremony would literally be an exchange of vows, and people could pick the ones they like. Such as:
I vow to take your name.
I vow to share parentage of children.
I vow to tell you my location at all times.
or for adoption "I vow to call you father/son/daughter"
Another approach, would just be flat out 'doing it'
The real issue with representing this (even just the shared parentage above) is that once it is possible, you have to consider what happens if someone tries to make it non-consensual (rape, speaking plainly). This might not be welcome by many players, especially if they are playing games to escape a real world trauma. It could also be bad press for the game.
This is what always comes up as the sticking point. Any proposal for male-female game mechanics needs to consider this and convince Jason that it won't be a problem.
I don't quite yet know what z and s are equal to, but I do know what x, y and t represent.
Z is zoom. It technically refers to the tiles used by the Leaflet library I'm using. Zoom 1 is the whole map as one tile, which is less than a screen so the interface actually stops at 2 (this also goes back to some technical issues with the original biome image maps.) Zoom 24 is one pixel to one tile, and is about where objects start rendering. Zoom 31 is one pixel to one pixel in game.
S is an id code for the server.
I feel you on some of the other stuff. I don't tend to do oil and stuff because it has already been done. The out of game chats are effective, but they take those conversations outside of the game where other players aren't even aware that they are occurring and what keeps the world running.
I've seen some similar designs for getting piglets. Many of them used railroads instead of stakes. I like the stakes for not taking up much visual weight, but the tracks are harder to remove.
Markers follow a similar grid to the wells, but only where it hits a special biome. It's kind of up the random generator to be in the right part of the world for that biome and have it hit the grid.
It will point you to a person of that type if one is nearby, or to the nearest homeland of that family. Sounds like you hit a few cases where the family had just died out, or a traveler used a well in a dead town.
One thought I had a while ago was to make them the only ones with a waystone. Everybody else would come there to trade and make waystones back to their towns.
WonLife v75
- Camera control should no longer be windows-only
- patch for ghost horses and other sounds
A linux build is now available, though my execution test was a bit jank, through windows subsystem for linux.
Only ginger people can enter the cold biome or do anything there. You'll have to wait until you are one, or find someone to help you out. Mind, you may have a language barrier unless you are in non-ginger white family, who can speak all languages.
Darkest skin can use desert, and browns the jungle.