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Update: Small Farm
June 1, 2018

This week's update lays the groundwork for the Big Farm update that is coming next week.

The biggest content additions this week are corn farming, a straw hat, and a high-capacity source of sewing thread from wool.

But the underlying resource systems have been given a complete overhaul.

Water sources now have a fixed, low refill rate, and emptying any source to the bottom is inconsequential, but higher and higher tech water sources have larger and larger capacity. With a deep well and a bucket, water can now be moved 10 units at a time. Moving large quantities of water around is way more efficient, if you reach that level of technology. Wells must be built on top of natural water sources, making cisterns much more useful for on-site water storage far away from a well site. Wells now have a visual indication of how full they are, so you know when you need to start building a new one.

Soil is now a necessary, consumed ingredient for all farming activities, which means it's easier to balance the value of various foods now and in the future (carrots no longer have a huge leg up, because they consume soil too). This has been balanced by making natural soil much more plentiful, and compost much more productive. Tilling is now needed to work soil into the ground instead of to re-work a hardened carrot row.

These changes pave the way for even more advanced water sources and soil fertility technology in the distant future, but also for farming of other, balanced food types in the immediate future.

As promised, blue roses are in there too.
[Link][18 Comments]






Update: Families and Funerals
May 26, 2018

https://i.imgur.com/tqn7yIW.gif

Four new characters, for a total of six in each skin tone now. The family code has been fixed so that your kids and grand kids are more likely to look like you.

Graves have had mouse-over names for a while now, but this update pushes further with labeled grave stones that last forever. And of course, you can't have grave stones without roses. But it turns out that roses are a bit of a pain to grow from seed. Welcome to the world of seed stratification, folks.

If you see a white rose in-game, you're looking at something pretty special. Blue roses are coming in the next update.
[Link][15 Comments]






Update: What Grave is This?
May 18, 2018

I spent quite a bit of time this week improving the family tree browser. Cause of death, including animals and murder, is now in place, along with a display of the oldest-known ancestor at the top of every family tree page, and a display of the deepest-generation descendants at the bottom of every family tree page. Thus, you can bookmark your character's page and return to it later to see how far your descendants have gotten.

In-game, the biggest change this week is that graves of known people now display their name and relationship when you mouse over the grave. This only works for undisturbed graves, and only for people who were alive during your lifetime. Bone piles don't count after they are moved, so leave Grandma's bones alone, please.

Another fix: Ancient stone floors now hug walls properly.

But the other big thing going on this week is a bug hunt, as described in detail here:

http://onehouronelife.com/forums/viewtopic.php?id=1648

You may not realize it, but every game of OHOL that you play is being quietly recorded in a compact, text-only format in your recordedGames folder. Copy one of these files into your playbackGame folder and launch the game. Like magic, you can watch a ghost version of you play the game exactly as you played it before, with all server events fully simulated. This is not a video, but instead a frame-by-frame simulation of all events that occurred, such as keyboard and mouse input.

Turns out that this bug hunt unearthed a bug in recorded times values in these game recordings, which has now been fixed. Should you encounter this "bouncing for 10 seconds" bug, your recording will hopefully capture in perfectly now.

A lot of coding this week. I'm aiming to get a larger content update out next week.
[Link][18 Comments]






Infant Mortality
May 18, 2018

https://onehouronelife.com/newsImages/infantMortalitySmaller.png


This graph shows the average life expectancy of everyone who died younger than 14 in the game---all the players who did not make it through childhood.

This is a more interesting dataset than the overall life expectancy, because the presence of Eves in that data, who spawn at age 14 and therefore at least live 14 years, muddies the water. At some point, I will run a more complicated analysis that removes Eves from the data, but that will take a bit of extra scripting on my part.

The above graph is a good indicator of the prevalence of baby abandonment and baby suicide. You can see how dire this situation had become before the lineage ban, and it looks like the lineage ban has had a positive impact.
[Link][7 Comments]






Update: Family Tree Browser
May 11, 2018

The biggest change this week is the addition of an online family tree browser, which you can view here:

http://lineage.onehouronelife.com/server.php?action=front_page

You can search by your email address or any character name that you can remember, and if you click on faces, you can browse up and down through the generations in the tree.

There are also a few changes to the way that families work. First of all, the client now displays Big and Little status for your siblings, and also detects the rare case of twins and identical twins for you and your siblings.

Second, babies now inherit the last monument bell that their mother heard before they were born. This bell will "echo" through the genetic mother-baby connection when the baby is 0.5 years old. Thus, trans-generational pilgrimages to distant monuments is now possible (journeys that are too long to make in one lifetime).

The way locks are displayed has been improved, with loose locks and keys labeled with A, B, C, etc., so you can keep track of what you're making. After a lock is installed, however, this label becomes invisible, so an attacker won't be able to know which key to try. I took this one step further: The server now doesn't even send the true lock object ID to the client (instead sending the ID for the generic lock), so even someone sniffing the protocol can't get unfair information about a lock. Trial and error (making all ten keys and trying each one) is still possible, of course. And if an attacker gets a hold of your key, they will be able to see which key it is. This is just like real life---take a look at your own keys, and you will see a number stamped on any master keys. My computer room door has a 43842, because it is a 5-pin lock with those pin lengths.

As you may have noticed, after a server update, all keys and locks revert to a base form. That is now displayed with a "?" in place of the letter label for clarity. Everyone who knew which lock was which is dead, and the next generation to discover the village is essentially handed some easy-to-open locks that they can re-key as they see fit.

Unlocked doors can be removed, and milkweed stumps can be removed in the same manner as berry bushes. Making the letter N no longer eats you knife, and U and C no longer fill your bowl with water.
[Link][19 Comments]






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