a multiplayer game of parenting and civilization building
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Since there was mostly approval of this idea here, I posted it on reddit
https://www.reddit.com/r/OneLifeSuggest … _apply_to/
From the new players influx I'd be interested in how many people bought the game, played a little and then put it down for good...
This shows, I believe, that the Apocalypse still isn't matching Jason's intentions. It is impossible to do without a dedicated group coordinating out-of-game. And if there is such a group, it is impossible to prevent.
This sums it up so nicely.
Also if it worked as intended, I doubt yet another variant of online pvp "catch the flag" / "hold the base" would be really all that great..
Yeah, as said recently, this seems to be the new (now already a few weeks old) griefer-meta. They escalate drama as fast as they can over the most petty things...
Just asking, have you named yourself? When I'm born to an eve which obviously is to newbeish to name her self or even name me, I go suicide...
EDIT: Same, when I see the farm is started in the middle of greenlands...
BTW: Could you please submit a pull request to Awbz mod?
https://github.com/Awbz/OneLife
Just tried it, it also applied cleanly to the mod, yes it's much better. It gets jerky in a full city, but it's already much better.
This is great, yes I experience slows as well, I know my computer pretty well and what sort of games it can run with what sort of performance. And OHOL is... well rather slow for it's perceived complexity. I suspected that performance can be improved, but didn't want to invest time into this as well.
Posting binaries? Not a fan of it. But could you post a patch please? The output of the "diff" command that compares the original directory with the modified. Or you could try posting a pull request to Jason on github, I don't know what his policies regarding these are.
I definitely look into it, but I like the idea of editing Jason's code as little as possible because I don't have control over it, in regards to how it changes.
Nor do you have control over the way the log files are generated
As long the patch cleanly applies, there is IMO very little chance a change actually breaks.
These are people playing together and in case they are griefers, they are griefing together. Which makes it more than twice the trouble. So every curse that applies to one of them should count for both.
Guys like these are the reason you don't raise twins...
PS: Suggestion, when one twin is cursed, the curse should apply to both.
By default servers are are setup to authenticate using Jason's ticketing server. So if this is the case, only Jason can see your key and email.
This is not true, just saying. As far I remember by default was no ticketing system at all and accept any connections... (could be wrong tough, I don't remember for 100%). Secondly, and this is sure, I've configured to use Jason's ticket server and I do get emails in the server logs. Not that I do anything with them or would ever plan to do so... Or that there would be a huge harm.. Not like going to sell it for 0.00000000001 cent or so to spammer.
If I can't think of something better within the next hour or so, I'm implementing this.
Before you write a deamon that polls the logs I sincerely suggest simply patching server.cpp somewhat instead. I've done this with my MARK / RECALL commands...
Keep in mind that villages are still competing
Yeah, it's still awkward we're now in direct competition, while constantly changing teams...
Solution: I suggest changing servers on lineage ban, so when you change team, you're not directly competing with your previous team you just played...
Right now it's mixed up, settings, code, object files etc. Some .txt files are changed by the server on the go, it's all in the /server root dir.
Could we have on directly like /instance that holds all the databases of the current instance of the server?
This would make patching, backing up etc. much easier...
A new server would have an empty /instance... and for example if you want to save the state of the server, you shut it down, and copy just that directory... and if you upgrade to the newer version, the /instance would just be a symlink out of the tree.
Yeah that's a fair point. I could also check for my user on SAY commands and give myself super powers, like adding people to a blocked list until I have to shut the server down anyways. Either way, I wish something like this was easy to find before I started my own server, although uncle gus' thread was super awesome too.
What you need is a functional curse server ... then your players can take it on themselves to curse people and have them a downtime... and reenable donkeytown for them.
Right now my only way of handling a griefer is shutting down the server for a moment and blocking their email.
Well it wouldn't be hard to code the server to reload a "blocked.ini" file every time someone tries to connect, so you could simply change that file on the go.
In a general way what im saying i think the game has only one formula to win, if you dont settle up build kiln try to make iron tools, plant everycrap, tame sheep make compost, you end up not being able to build anything, and as u see im not asking for much, simple stuff.
Well I agree on that, which is something that IMO should be developed on. But not so much for the wanderer, but for more ways to run a village. You're right pretty much there is currently only one way and everything else is just decoration on that.
The game being about "civilization building and parenting", don't expect to get much love for the maverik tough. Being a wandering hermit is actually already extremely easy as you can munch up on wild food on the go basically for ever as long you keep moving. Occasionally having to make a fire for example to make a needle, I don't see an issue with. However, wandering for a whole life going in one direction... it's a pretty boring game this way, for me at least.
EDIT: PS, you do not want clothes, more than the seal hide, as they become a death trap with mosquitoes, and when being a wanderer at least I occasionally run into them sooner or later.... which isn't a big issue as long you don't have more than a minimum of clothes.
and most importantly dig or chop cactus
Which would be yet another tool for griefers to cause permanent damage.
I find the consider hunger balancing a little awkward. One bite gets you from almost starving to "cant possible eat anymore". So to not waste food, one has to go into serious starvation repeatedly.
PS: In reality an average human can survive for 3 weeks without food. And before some smartypants calculates how many seconds this is as 1 minute is 1 year... game time is a little skewed by design. However it are 3(meals/day)*7(days/week)*3(weeks) meals one can store in body. That may be too much, but this one bit to bursting full is .... awkward.
I don't get it why people see problems where there are none. How many towns actually do this? This is the same as people who complained about eggs, because it work indefinitely!!!!!!! Yet how many towns actually lived more than 48 hours?
IMO if you tribe stay small, it should be possible to live a wildlife....
If you have the time you can also "destroy" it, by putting 8 bell tower bases around it. Or less you use some other indestructible blocks like bear caves, ponds, or so.
clothing can become a death trap with the Yellow fever.
This!
And nobody likes to undress; we just lose our clothes to others that way.
And this.
I'd like it if clothing would always shift the temperature towards the center temperature.
Agreed.
Would it be crazy if overheating and freezing wouldn't make you starve, but knock you unconscious and then kill you?
Also agreed, the main issue is, sooo many people don't realize how heating affects hunger.. they put babies in the fire, because they seen others do it, but thats it, they even put them in fire in desert towns for example.
Additionally to what has been said, I'm also hosting a slightly modified practice server (modified to make practicing some stuff like smithing easier without having to worry about routine tasks)
PS: I think it's all cool to question the way things are done, "because we always done them so", but when the arguments for it make sense, then it's better to admit defeat on that challenge.