a multiplayer game of parenting and civilization building
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Server 2 is already in reboot mode, down to one player. RIP San-Cal.
My family died out on me at one point today, so I ran in the proper directions. I had fun finding tons of dead towns, but was sad to find no other living villages. And no one left me an axe.
Guys, I had a blast as both a North and an East in the aftermath of your first quad.
But gentle reminder that we need to find San-Cal on server 2, today! Please include driving fast to horse-carts as part of your plans. ![]()
From the discord server, it is clear that Jason is getting ready to send out his latest update.
Unfortunately, we're on the week when we need to find the great city of San-Cal (on server 2) before the update goes live, in order for it to survive the cell reset algorithm.
To my knowledge, no one has found it.
Your mission, should you choose to accept it, is to find San-Cal, and look at as much of it as possible before Server 2 resets!! Ringing the bells would be awesome, too.
If no one finds it,and the code works as advertised, we will never see the many bells of San-Cal again.
So set Server 2 as your custom server, and go find it my people!
There's a piece of software you can run in the background which tracks your current coordinates relative to your spawn point. I think Tarr has a link to it; it's been mentioned on the forum recently but I couldn't find the post.
OH yeah, Tarr tried to give me a link to it, and I couldn't make the link work.
My biggest question is... how do you estimate the number of tiles travelled? Especially once you start going around the inevitable jungle?
Very interesting... thanks!
Yes!
Two things I love doing. Chopping down trees and making paths. Totally doing this!
And really looking forward to your magnum opus, Grim.
BlueDiamondAvatar wrote:And lionon, Are we sure the one week cell reset is working?
The plot thickens.
I've dug around in the forum and github a bit. The cell reset is known as "map culling" and I believe the purpose for it is not to make all of our beloved stuff go away, but rather to keep the server object database from growing without bounds.
Thanks for the info, CE! That explains it, the "last seven days" is only calculated when the server is reset. So even though there are about ten days that San-Cal is missing every two weeks, those days are always broken up by the server reset, so walla, it lasts forever. (Or until Jason has either a really short time between updates on a week that doesn't start in San-Cal, or a really long time between updates on a week that did start in San-Cal)
I guess I'm used to seeing things on decay timers (like for baskets, carts, etc.), so I assumed the full cell ceset would work the same way, rather than only being run with server resets.
There are many reasons why I don't like the apocalypse. One is that it provides a justification for killing people. While I know that you and Tarr are using volunteers and healing people, the general public doesn't. The average player is not active on the forums, and will assume that people building endblocks are killing other people randomly to create the apocalypse. And killing other people without their consent, when they aren't actively harming you or others, is what I consider greifing. It's the thing that I save curse tokens for.
The one time someone tried to recruit me into building the apocalypse I said NO. Quickly and emphatically. I explained that as long as San-Cal stands I will do everything I can to stop the apocalypse from happening on server 2. They stopped talking about the apocalypse.
On the flip side, I respect what Tarr is doing, in testing our ability to create an apocalyspe on a major server. So I don't plan to play on server 1 until your experiment is complete.
The apocalypse absolutely has a point. I love finding old towns and revitalizing them. Once an apocalypse happens, there will be no old towns to rebuild. Eventually we will build back up to them... but... isn't this game hard enough as it is?
And lionon, Are we sure the one week cell reset is working? Or is actually set for one week? San-Cal has lasted months. It's currently at the heart of the eve spiral one week, and the end of the eve spiral the next week, back and forth. I was pretty stunned by how good it looked when folks re-discovered it a week and a half ago. (Twisted's video from last week is set there, BTW.) But it goes nearly a week and a half without players - unless someone like pein or Tarr is riding out there in a horse cart on its slow days?? Anyway, I don't think the cell reset is working the way people expect for whatever reason.
preventative - mosquito walls, avoiding jungle when clothed, stepping on objects (just like you would for a bear or wolf)
curative - GET COOL!
There's this weird myth that if you get someone else to feed you, it will give you better odds of survival. No. That is not true. I like to explore and forage, let me assure you I have survived the fever hundreds of times without anyone else assisting me.
We need to teach more kids this: If you have the fever DO NOT enter or stay in either desert or jungle. You WILL DIE, unless someone is feeding you constantly. Get cool, stay cool. That's the one and only secret.
I would not stab you for telling me stories while I am your child. That's mean!
I tend to take my babies on tours with stops like, "Bakery" "Very cold berry patch. Sorry, not my choice." or "Sheep, we just got them!"
I used to take them to see all the things I built in a previous life, but it's finally dawned on me that no one else cares.
https://drive.google.com/open?id=1Y9jh7 … HlF1XXPoOa
LInk does not work for me. Am I missing something about how to put the url and the text together?
Thanks Tarr!
You can use a skewer from a sapling as a hoe. This is a great early eve camp shortcut that not enough people are aware of. It can also save your butt when rebuilding an old town, but in that case, you may also want to bring back cuttings from the sapling to plant.
Also, you can make sapling cuttings to plant with just a piece of flint. Much easier and lower tech than other trees.
Cut stones make for attractive flooring, and excellent corners or intersections in roads.
I like this idea. You could make newcomen foundations in a tee, with the long stem pointing towards the direction of the town we want folks to find.
My question is... how can you tell you've gone 250 tiles? For me it would be a wild guesstimate. Is this an awbz mod feature?
Please, can someone explain what there is to like about the Apocalypse?
I like that the apocalypse is super easy to disable. I found one tower, took the endblock off, and carted it many many biomes away and hid it behind something.
That felt good.
If we get to the point where there's a big stable town again, we can block off access to the Nosaj with Newcom foundations, just like we do for bear caves.
There is a chance that Jason is creating an obvious greifing mechanism for the purpose of sucking up all their energy and leaving the rest of us with time to play. Maybe.
For any further explanation, I think you'd need to find the folks that worked on making the Apocalypse happen. Maybe go ask Shydies on Twitch?
Blue: check out https://onehouronelife.com/forums/viewt … 606#p30606 and https://onehouronelife.com/forums/viewt … 306#p36306 .
Not hugely detailed, but those were the posts I was thinking of.
Thanks CE,
I had not seen the original post you linked, but had seen the second one.
I'd be interested in the average murder rate per month for September through now. I'm pretty sure it's higher than 1.7%, especially if you filter out SIDS and starvation before the age of ten.
Jason provided the total bodycount for the top murderers, but I think a player's number of murders committed per hour played could be interesting.
Thundersen, thanks for agreeing to update the murder rate. And the kind words about my health.
Jason posted some numbers along those lines a loooong time back, I think, and it was something like a very few people committed a very large proportion of the murders. Would be interesting to see up-to-date numbers. Maybe a plot of murder frequency (# murders / # players) over time?
I feel like there's a wealth of valuable information just waiting to be mined from the life and death logs, for as basic as that data seems at first. Cluster analysis to identify towns, plot their locations, determine their longevity, determine their eve-repopulation rate, graph that rate over time, correlate to events like the steam release and the spiral reduction and the respawn fixes...
I'm impressed and thankful any time thundersen squeezes the data harder.
Hmm, the only old post I found was discussing the players receiving curses and spending time in donkey town. It was from back when he tweaked the formulas for the length of time people spend in donkey town.
Copied the rest of your quote because... YES! I'd love to see us identify towns in the data, and I really appreciate everything thundersen is doing to make this data freshly squeezed.
You know, I assumed you wouldn't be able to get player specific info from the life data... but if you can.... Can you graph how many murders a player has committed? Or the average murder committed per hour played? That's what I really want to know.
I really think there are a few players out there ruining this for the rest of us.
Hmmm, I'm probably in that top ten list towards the top... as I say in game, "I play a lot"
I'm trying to cope with an evolving chronic pain and disability situation. OHOL is something that I enjoy and get a sense of accomplishment from, while the rest of my family are off being normal members of society.
In other words....I don't necessarily recommend this lifestyle.
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.
My primary take away from the Apocalypse video is.. I'd enjoy playing with a dedicated group coordinating out-of-game. But with a more positive central goal.
Maybe we need something like how the National Geographic society was back in they day.. a guild of people pooling their maps to better understand the world. That way we'd be ready to act if an apocalypse warning went out. And if no one creates an apocalypse, it would still be useful for figuring out how to connect up the cities.
So basically, mom3 is essentially infertile, and mom1 is going to seriously pop out kids.
I don't have any issue with your math, but I think people are extrapolating over lifetimes a bit too much. The competition for babies is happening each instant that a player joining the server, not over a lifetime. Once Mom 1 has a child, Mom2 and Mom3 have much better odds for the duration of Mom1's cool down period.
Mom3 is infertile for as long as she stays in a bad temperature and has a low yum bonus. But no one spends their life in the tundra. The instant she moves to a better temperature zone, her odds of giving birth increase. (Has anyone else started noticing that they will give birth the moment they get to a desert edge?)
Mom1's yum bonus and temperature balancing will be of benefit to her as long as she maintains them. But she'll only have a constant stream of kids IF she can maintain it, and eventually you have to eat something that breaks your yum chain, unless you have a really big and well stocked town.
So since everyone has lows and highs in yum bonus and temperature, the real meta is to time your yum bonus high and temperature balancing for the moment your baby cooldown ends, while otherwise going about your business.
HI!
I was your daughter Esmerelda in the Thor family. earlier today.
Killers are gonna kill. They are also going to come up with random reasons for killing you and try to make you believe that it's your fault you are getting killed. It is not. Don't believe them.
I appreciate that there are people playing with AWBZ around me, when I want to find something. Don't be afraid to keep using it. This is a random anomaly.
This is great.
I'd like to discuss a specific example. Have you seen San-Cal's university? It's a very large building with ancient stone walls and board floors, built mostly over desert tiles. Most people visiting it from San-Cal have some amount of clothing on. Most people enter it from the north, where the edge of the building lies on the normal forest biome.
I've been telling people it's a frying pan of death since before it was finished. I also try to tell people about the food per hour difference, but people don't seem to take me seriously. But I've cleaned a LOT of bodies out of there. So I think we should call food per hour the starvation rate.
Next time I'm there, I'm going to say, "This place has four times the starvation rate as the rest of the town. I'm not staying here, and you shouldn't either."
The key to surviving yellow fever is temperature management. If you don't have clothes that are very insulating and stay out of jungle and desert, it is generally survivable.
People seem to obsess over getting fed by others - but that's only treating the secondary symptom. You get hungry fast because your heat goes up. If you can modulate your fever by staying in the ice biome, you will be fine. It just means you can't keep doing whatever you were doing - like feeding a baby.
I don't think your emoting had anything to do with it.
I call that town West Village. Unfortunately, I've had a lot more problems with mosquitos there. I think they used to be deeper in the jungle but have moved over to the area we have built in. One of these days I will give that place a proper mosquito wall.
In the meantime, I'll be sure to drop by and say hi to Berta.