a multiplayer game of parenting and civilization building
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i did dis
https://ohol-test.weebly.com/the workaround is to copy the whole page into google sheets after filters and then delete the top rows to count disconnects or such
google sheets can drop the duplicates too, while this jquerry filter can only arrange together
I've used Refine in the past for manual data cleanup. But lifelogs are updated all time time. I've still got manual steps in kicking off my programs, but individual processing is pretty well automated in Ruby or R.
That said I'm pretty impressed at how much you've been able to do.
I'm pretty sure that the tutorial is focused on user interface - how to eat, how to use clothes, screen lock, transition help system. I think the final challenge isn't really about a hatchet, it's learning how to learn work things out in general.
Beyond that, there wasn't even a tutorial when the game launched. You appeared in the world and had to figure things out or get taught. Now, the interface has been made more powerful/complex since then - you see some of the left/right confusion in the video, and I still get them crossed up a lot.
The video is a bit of an indirect critique of the tutorial though. Apparently she had trouble with it some time in the past, and video is coming in somewhat cold.
Generally though, I do get lazy about telling people to let me know if they are new. Then on the rare occasions I do get a new player, I keep getting interrupted by new kids. Every once and a while you get a willing student and some peace though.
Got the front end mostly worked out. Could probably be rewritten for efficiency.
In layers top right, select Yesterday's Lives Anim (non anim shows the whole day at once), and probably the Faded base layer. Larger circles are eves.
This is manually updated static data right now. I also haven't spent any time on CDN settings yet, so it may need a refresh, and some people have reported trouble even then.
So, always lastUpdateTime is 0 (or some value)
I believe it's passed at record creation time, which uses a positional list and does require naming the field. The value is never updated, so it's more record creation time than last update time
Age + 1; eves have a minimum of 30.
From a brief code inspection, the bug is minor. The server will forget a players skip list if they play for over two hours, which is enough time for situations to change. And that assumes they aren't doing a full cycle every time anyway.
Is it reasonable to make use of the new "Shift+click" killing mechanic in other ways?
If you just mean ways to differentiate intent in clicks, sure. I've used screen lock and ctrl/alt (same function) to differentiate things in my mod, checking shift is just a different function call and maybe some more if statements.
Screen lock demonstrates that any key could be used as a modifier, although spacebar is certainly convenient. I tried using a couple modifier keys for a while, but found it awkward for routine actions. You did phrase this a technical question rather than user interface question, though the examples you gave seemed pretty suitable.
Jason tends to write long integrated functions. There are few arguments for this - efficiency (fewer function calls) and directness (if you want to know what it does, just start reading, no jumping to different functions). However while Jason has a big picture of what things do from writing it, it is very challenging for an outsider to understand the high level structure when that is not presented in a page or two of function calls. Due to the size of the functions I still find myself jumping around and cross referencing a fair bit to understand what the function's internal state is at that point. The degree of integration can also make things harder for us modders specifically - for instance the click handler does a lot of complicated context interpretation, and then formats action messages to the server inline. I pretty much re-implemented chunks of this for my keyboard actions.
The patterns remind me a lot of the Game of Life...
Which is a testament to the game design.
The way the cell system works leaves my with a headcannon that the game started as "what would massively multiplayer game-of-life look like?"
Got some lineage tagging. You can't get unique colors for all the lines, but I did some prime fuzzing so you can at least tell many of them apart.


I'm having a problem with the Linux build.... won't run on 32 bit linux (of course)
There are no client binary changes currently (other than version number), so you should be able to use the regular client executable (though I've only tried with my mod)
Have you guys thought about making a source bundle for this client?
They didn't do a github fork, don't know why: https://github.com/chardbury
Greens are Eves?
Yep
The long lines to the West and North, I'm guessing, are some fertile mother on the run? Any other thoughts on what might cause that?
The plot of deaths looks very similar, I would guess so. The north one has one point a ways farther out, so probably kept running after became infertile. Come to think of it, an outlier can be found easily: Lilly Janeway, who certainly seems to have had enough kids.
Didn't realize this was top of mind. Getting stuff on the web map is still an open question, but here are some renders of the past week:


Could you make it so bell towers dont reset like stone walls?
They are hard to make and it would be nice to bring more people to an old town.
I originally though that with the monument list, bell towers were forever, not even just a map tile in the traditional sense once completed. Sadly, it's just a record.
Wonlife v24
- Shows hearts above close family
- Keybinds to manually adjust player heart sizes
- Shift+backspace will clear and close the say field (e.g. "YOU ARE ... DEAD")
- "Play at your own risk" button on version mismatch message
- Patch for single frame character facing flips while running
It would be cool to see the deaths or births on the map, maybe color coded.
Like a rainbow, green are the most recent, blue is from 5 days ago, red is from 10 days ago ?
But i dont know how practical it is to do that.
It is easy with Leaflet markers, but extremely unperformant (dom element per mark). At a small scale it it needs a data server and maybe a different rendering method, at large scale (possibly not even very large, given number of lives) it may need premade tiles. Problem with premade is you would need lots of layers show different time periods.
Zoom 24 is done uploading - 1 cell per pixel biome layer. I also updated data to a few days ago, since the donkey town spawns moved us out into new territory. Looks like were are still bumping up against blank areas.
I'm considering doing 25 for recent parts of main spawn area, but I'd also like to look at getting some kind of data on it.
How do you add the zoom mod to this? Or is there a lot to it?
At the moment, you have to build the mod with a matching client version (11 atm) At least that got my mod working.
I'd been thinking about running a big biome experiment, I guess this will do.
Is the client code different, or only data different? I'd be sad if I had to go back to bouncing off trees or click spamming to run.
The whole life: https://www.twitch.tv/videos/433418766
Yep, I was in that family. Didn't realize the towers were going up right then. Some hero, perhaps outside the camp gathering iron, built up a entire forge setup to make picks and break down some corner walls on one entrance. Otherwise we waiting for a few fences to decay.
Standing completely still... I see ghosts sometimes where the client gets out of sync with the server and you see a person who isn't really there. Maybe that would have weird effects with the family check and kill targeting stuff.
Does anyone know if OHOL uses a TCP or UDP protocol?
I got the impression it was TCP and wasn’t fully sure why.
Having the concept of a connection is typically TCP, and I see SOCK_STREAM in the minor gems server, which also usually TCP.
Someone had 55 kids?????
Ow my womb hurts thinking about that.
I wouldn't be surprised if at least half of them were DaTruf, judging from stuff I saw in my trees.
WonLife v23
- Kill key now uses nearest player search, like main game. This is currently applied to all player action keys (pickup/use-on)