Update: True Aim June 10, 2023
 Still working through the list of reported issues this week.
The biggest and most time-consuming fix was to the aiming system for the in-game photography camera. It worked perfectly... on a 1280x720 screen, which was the only thing I had ever actually tested it on. Due to scaling issues on other screen sizes, the position and size of the photo that was actually taken was way off from the white aiming line shown by the camera. This has been fixed to work on all screens, big and small, and to produce the same 400x400 photograph on any screen.
There are many transitions in the game that require an unused version of an object (for example, a brand new chisel or a full bowl of berries). The hint system now includes information about this with the new (FRESH) and (FULL) tags. Before, you might try to use a partially-consumed object by following the hints, and there'd be no explanation of why it failed. Your bowl might be one berry short of a pie.
For content fixes, you can finally eat chopped onions, tomatoes, and garlic from a plate without following through with a recipe that uses them. Boards can now be piled up. And an empty plane is no longer stuck on the landing strip until refueling. You can now tow it off for deconstruction without using more fuel.
I'm taking next week off from updating for a family vacation.
| Update: Rail Buffer June 2, 2023
 I've finally made it through all of the submitted code issues this week, and I've started on the content issues.
You can now put a temporary buffer stop in the middle of a rail line as a stopping point for rail carts, allowing you to stop and load a cart before letting the cart continue onward. Buffer stops can also be used as safe temporary end-caps for partially-built rail lines, allowing you to build a long line slowly over time while still using the completed portion.
Some finicky issues with rail construction have also been improved.
Automated road pavers now behave sanely when they are on their last (of 24) uses. Before, they would stall and get stuck. Now they can be correctly deconstructed into an empty plow.
There's new support for specially-containable items so they can go into more than one type of specialty container. Currently, this only affects the bowl of water, which can now go onto both the Lab and Food tables, since it's used for both chemistry and food preparation.
And the mysterious and rare horse-cart duplication bug has finally been fixed. Lots of people helped by providing pictures and videos of this bug occurring, so thank you everyone.
| Update: All That Remains May 24, 2023
 I have finally made it through all of the reproducible code issues that have been reported. There are two big changes that you will notice.
First, the web-based photos interface now allows you to go back through the entire history of 3425 photos that have been taken by players over the past four years in the game. You can browse these photos here:
http://photos.onehouronelife.com/server.php?action=front_page
Bear in mind that taking a photograph in the game is no small feat, since it involves building a camera from scratch, which includes glass blowing, tempering spring steel, and silver-nitrate chemistry.
Second, there's a new /PROPERTY command, which you can use to cycle through arrows that point to each property gate that you own. This is especially useful if you inherit distant property, because the temporary arrow that you receive goes away after 60 seconds. But this will also be useful for managing property generally.
There were several other small fixes, including some missing curse logging when not cursing by name, and a long-sought-after fix for mouse positioning on ultra-wide monitors. If you have suffered from fullscreen issues on an ultra-wide monitor in the past, it should be fixed now. Please let me know if you're still having trouble.
There is one remaining open code bug, for a horse cart duplication issue that I haven't been able to reproduce yet. Hopefully someone can shoot a video of this happening.
| Update: New Fixes May 19, 2023
 I've been going through all the reported issues this week.
Some highlights: Indoor bonus fades gradually instead of suddenly when doors are opened and closed. Leadership and property are no longer inherited across great distances (if the fittest heir is far away) if there are less-fit heirs close by. Partially-used strong skewers no longer make fewer balls of rubber dough. And the big one: if you put 21 fully-loaded banana backpacks in the delivery truck, it doesn't completely break the game anymore. And yeah, that one is kindof a funny story...
| Update: Back in the Saddle May 13, 2023
 After an extended break to focus on other aspects of life, I'm getting back into the swing of things this week by posting a small update, mostly to exercise the update machinery and make sure it's all still working. A triple-platform, 23-server, Steam-synced, native-binary and common content automated build process involves a lot of moving and somewhat fragile parts. I hit a few snags along the way, but got everything ironed out, which should mean smoother sailing with updates going forward.
This update does two relatively trivial things:
First, natural tarry spots now automatically block the spot to their left with a temporary gas vent, preventing griefers from building ancient objects in those spots. They were doing this way out in the wilderness, in anticipation of civilization wanting to settle there in the future. These gas vents clear up as soon as oil is struck in the neighboring tarry spots, allowing advanced oil machinery with pipes that run to the left.
Second, transitions in the editor now have a comment field, allowing notes to be added about more complex and special-purpose object transitions. Coming back after a long time away, there are a lot of complex transitions (like for water that moves through pipes) that could have used comments to help guide future content editors (including my future self).
Comments occur in transition files on the second line (the old files only contained a single line), so hopefully this doesn't mess up third-party parsing tools too much, but if bugs arise in third-party tools, check out how they're parsing transition files.
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