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a multiplayer game of parenting and civilization building

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#426 Re: Main Forum » Good morning! » 2019-08-01 21:00:49

DiscardedSlinky wrote:

Wondible is there a guide to using your map? I'm too dumb to figure it out

I'm probably behind in updating the main post, and even then it's pretty terse. I guess the UI part is semi-stable for the moment. Yes, I know parts of it are kind of terrible; at present I'm just trying to keep up with Jason so we actually *have* a map, there is a lot of stuff I want to do, and then there is that data dump he kind of built just for me.

Leave a comment on the map post if you have a particular difficulty or a dying need (not that it helps with things you don't know are there). Real problems are more motivational than imagined problems.

#427 Re: Main Forum » Good morning! » 2019-08-01 16:28:46

The previous arc ended at approx 04:09 UTC (you can see the biome map (which isn't yet up to date with latest changes)) disappear at that time. At approx 06:07 (maybe I should make my own timeline so it can be wider for finer selection) I see

Dasher
Boots
Yellow
Jackel
Frazier
New
Summer
Tirella

That is just visual though, could be a lone lineage or two hiding in there.

There was a seemingly random error during the lifelog update last night and some old data got cached, but you can do a custom search from 'now' to get recent data.

#428 Re: Main Forum » Mapping One Hour One Life » 2019-07-31 19:53:19

The map has it's first topographic arc. Based on my memory of events I don't think its the first topographic arc, there seems to be a gap in the data files.

There is also a little easter egg for the original map makers. Select server 3 under data filters, and then the Badlands Age base map.

#429 Re: Main Forum » The real problem with the game right now is not what you might think » 2019-07-31 18:54:09

I tried some riffs on the heightmap system. None of these are very well tuned, but perhaps they could provide some inspiration.

Strip variation

Combine all the things in too-thin strips and use a second fractal to mix them up so it's not all thin. This could be done to a lesser extent then here.

stripvariation.png

Peak variation

Move the uncommon biomes into the peaks, use a second fractal there.

peakvariation.png

Green Valleys

Put the core green area at the low points, surrounded by a swamp/plains layer, followed by a desert/jungle layer, this one has badlands and arctic as strict height. Perhaps badlands should be a little lower.

greenvalleys.png

Temp/Humidity

Attempt at a straight 2D physically-inspired system as in Factorio. Probably an overly-simplified biome selection rule. Doesn't look so pretty from above, but gets green near rabbits and water a lot.

temphumidity.png

#430 Re: Main Forum » The real problem with the game right now is not what you might think » 2019-07-31 01:44:18

Thaulos wrote:

I'm not great on map generation but if you are overlaying noise maps maybe you could somehow overlay 2 different maps?

This is what Factorio does (later part of post)

https://www.factorio.com/blog/post/fff-282

#431 Re: Main Forum » Mapping One Hour One Life » 2019-07-30 13:10:28

Manually added biome map of yesterday's mini-arc. A layer per arc won't be sustainable, but hopefully it will hold us until I work something better out.

#432 Re: Main Forum » Mapping One Hour One Life » 2019-07-29 17:57:39

Map is hidden past the approximate end of certainty. You can still view life data patterns; perhaps I should turn them on by default.

WIP client side rendering has been enabled for historical biome layers (desert/arctic/badlands(first) ages) These should enable themselves when viewing data from that time period. Lifelogs don't seem to extend into the badlands age however.

There should now be a single rift box, matching the current view time.

When not in time mode, the start of the data period is used. (Perhaps rift should actually show multiple boxes based on the range, now that I think of it)

"Faded" is now presented as an overlay which affects all base layers.

#433 Re: Main Forum » Kerosene pump Tutorial Request » 2019-07-29 03:04:04

Morti wrote:

Anyone know if there are videos of people going through this process? Say, on Twitch or Youtube?

I've got stream archives of a private server game where I went through and caught up on everything. It's not well indexed, and will be mixed up with lots of busy work like gathering kindling and farming milkweed.

https://www.youtube.com/playlist?list=P … W5Hr6Kv8x2

#434 Re: Main Forum » Mapping One Hour One Life » 2019-07-29 02:50:53

Potjeh wrote:

You could use the same seed for generating map but reseed for picking a random rift box location each time.

This is what I was hoping for. Or at least that Jason would talk about it a bit before changing map gen tongue Location changes do suffer from the problem that any location leak - lifelogs and monuments - instantly gives people a current map. The game used to be enough of a needle-haystack situation that this mostly only happened in monument towns and very long lineages.

#436 Re: Main Forum » Jason this is the worst thing you've ever done and I'm really upset » 2019-07-26 18:20:09

arkajalka wrote:

Where does every info about the updates leak to cause i aint seeing those at forums. People spam some secret society messages from discord to here. Shouldn't forums be the first place to announce things? Then spam that stuff to all that social media nonsense.

Discord has a feed of the github changes, so we some some changes coming as soon as Jason pushes the code up.

#437 Re: Main Forum » Mapping One Hour One Life » 2019-07-25 13:22:10

I've increased detail in the box. The area is so small that I was able to go five additional levels to zoom 29, as far as I've ever taken it. (not used in faded view)

#438 Re: Main Forum » Mapping One Hour One Life » 2019-07-25 03:25:08

Added a +/- 250 rectangle. Default view is much closer in.

#439 Re: Main Forum » the Ultimate Road Network (URN) » 2019-07-22 11:44:13

Whatever wrote:

I forgot to say: If for sometime no one visits the center of the map, than an eve will spawn there.

The center of the current spiral. On server reset, the center shifts to the area of the longest lineage, then the last monument, or the last eve location if that fails. The idea was introduced here, though the rules may have been tweaked since that post.

You may have found the center because the *edge* of our current spiral passed near it.

#440 Re: Main Forum » Snitches Get Stitches, Pacifism is Impossible » 2019-07-21 12:33:52

breezeknight wrote:

OHOL needs LAW

but oops ... suggestions are not allowed & not welcome lol

- - -

This isn't really a suggestion for Jason though. He'd probably say he wants players to come up with laws. My opinion is that lives are too short and towns too small for these systems to emerge. Plus no one is really part of culture that observes the laws, everyone comes in with their own experience and intentions, with probably 3 minutes of non-interactive parenting.

#441 Re: Main Forum » Mapping One Hour One Life » 2019-07-20 18:25:59

Some death information is now available. points can be colored by cause of death, and death location can be used instead of birth location for plotting (birth is still use for the query range selection).  Points are also show for their lifetime in time view, rather than always one hour.

Activating animated/time view has been overhauled. There is only one data layer, and it has a control to turn on time mode; the time bar has close button.  Toggling the data layer will also flip between default and faded view automatically.

Monuments are also a single layer, the monument set follows the server selection under data tab.

#442 Re: Main Forum » Mapping One Hour One Life » 2019-07-18 13:22:40

I've added a Format tab with a limited set of coloring options (lineage, birth time, generation) The animation playback scale is also here when the animation layer is on.

Ambient yesterday mode is now bookmarkable.

On-map UI controls will fade out if there has been no activity for a minute.

#443 Re: Bug Discussion » Bell tower marker » 2019-07-16 23:04:08

It's a little wonky since the automatic home markers (which have mostly been a blessing) In order to clear your home marker, you need to see a home marker item removed on it's current location. This can be a bit challenging since the arrow isn't shown when close by.

#444 Re: Main Forum » Mapping One Hour One Life » 2019-07-13 18:43:40

WIP: Ambient replay mode. For the past week or two, I've been hacking up my local version to display yesterday's data at 1:1 time scale. I've got it to the point where I can stop hacking things up, but it's still a bit rough. There is an option to change the time scale, so that it's possible to set 1 frame = 1 second. For now I've put a "Yesterday" button on the data filter section to do the whole package of settings and set time 24h ago.

#446 Re: Main Forum » Mapping One Hour One Life » 2019-07-12 18:50:32

You may now view the births and animated births for other servers and time periods.

The UI is transitional (such as still using the 48h layers for display) I'm moving towards a separate button to open the sidebar, currently filter/funnel at lower right.

I'm not attempting to cache the arbitrary data queries, so results may take several seconds, especially if several people are trying this at once.

#447 Re: Main Forum » Ruins of the Cit (Tic) town (hey Ziv, check this out!) » 2019-07-09 11:40:12

Finbar659 wrote:

How did you find this map or even generate the birth of that certain village?

I made the map using hacked up game code, with data from the lifelogs that includes birth and death coordinates. They are only published once a day, so it's usually only good for dead civs. Turn on the Search layer to look for yourself (I'm working on making this interface less obscure)

MultiLife wrote:

Thanks wondible! Can you confirm the birth coordinates of Elisa Mango?

Looks published now, and you were right.

https://onemap.wondible.com/#x=-4325&y=-4002&z=24

#448 Re: Main Forum » Ruins of the Cit (Tic) town (hey Ziv, check this out!) » 2019-07-08 23:52:34

I saw the name Marek Ziv - here is where he was born, the area seems to match up with the screenshots.

https://onemap.wondible.com/#x=-4217&y=-4358&z=24

#449 Re: Main Forum » Place your vegetables, Jason » 2019-07-08 17:32:31

testo wrote:

But CMM had it with no +2 on its server and it worked pretty good. While challenging it was´t as big as a deal.

They also cut the food usage rate in half. That said I wouldn't worry about reducing bonus too much in a town, just in an eve setup.

#450 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-07-07 01:42:42

WonLife 246.27

- yum hover now highlights many precursor items (gooseberry bush, burdock plant, stew pot, etc)
- handle swapping held horse with item
- put-in-backpack key does not remove item if hand empty
- take-from-backpack key does not remove backpack if empty

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