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a multiplayer game of parenting and civilization building

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#501 Re: Main Forum » 66 more bowls are now containable in storage boxes » 2019-05-30 01:01:23

At least I understand the logic now. Plaster vs. slaked lime caught me recently.

#502 Re: Main Forum » Mapping One Hour One Life » 2019-05-29 19:23:54

Zoom 23 is done uploading - 4 (2x2) cells/pixel.  Zoom 24 isn't even done rendering yet.

#503 Re: Main Forum » Mapping One Hour One Life » 2019-05-29 18:41:50

jasonrohrer wrote:

Where is the map data coming from?  Are you running the alg on your end to generate the biomes?

Having the birth heat map on there would be amazing.

Heavily modified client. The biome data is mostly just a hacked up version of your test function, plus the tile iteration that gets reused by map pull tiles (if we ever get there)  Biome part could probably be put back into a smaller program if I extracted the tile iteration. The hacks are public but completely undocumented: https://github.com/JustinLove/OneLife/tree/mapping

Work on the next levels of detail is making implementing the biome alg in the client look better, though I'm a bit concerned about numerical precision in the fractals.

Data is still subject to R&D. Could be prerended, with infrequent updates, or a data server built off the family tree parsing. Maybe a mix - far view would die with all the data, and close views take a lot of images.

This whole project is "eating an elephant one bite at a time". For instance I'd like to redo the maps for each change in biome generation so older data could be seen an appropriate context.

#504 Main Forum » Mapping One Hour One Life » 2019-05-29 13:39:32

wondible
Replies: 137

https://onemap.wondible.com/

Default view is probably uninteresting. It's showing the current time, but we probably don't have the current map seed available yet.

Coordinates are linkable, and moving the map updates the url for easy copying.

Top level map controls

Upper left: Zoom in and out buttons. Also works with mouse wheel.
Upper right: Layers control, switch to past maps and toggle data and other overlays.
Lower left: Scale control, also includes current zoom level (eg z24 for zoom 24) A clock button also appears when appropriate to toggle time replay mode.
Lower right: Life search, data selection, data formatting options.

Layers Control (upper right)

Hover to open panel. There are two sections:

Base Layers

Different stages of the games development, (or other community servers) Only one may be selected at a time. Base layers can automatically change when viewing data to the appropriate map for the selected time period.


The Arc Age layer will change depending the current time, and may not be blank at the current time.


The Jungle Age layer is somewhat special. It was the first map type, and is based on pre-rendered images. There is much higher detail available in a small area around origin from the early days of the limited rift box.

Uncertainty is just blank map, for use at times without a known map seed.

Overlays

- Graticule: Grid lines for help with judging distances or locating coordinates. Lower grids are on 40-spacing, which is the spring placement at current settings.

- Rift: Shows the boundary area to which play is currently limited. The rift size should update based on data times, though the size cannot be directly controlled.

- Life Data: Shows the birth or death location of characters based on the games lifelogs. By default it shows the most recent two days, on bigserver2, other servers and times can be selected by opening the data menu (lower right) Changing this layer will automatically toggle the fade overlay for better visibility.

You can select points in the data view to view them in the search result list. Selecting points in the animated layer respects the time setting.

- Monuments: Shows locations of bell towers based on the websites monument log. By default shows bigserver2, it follows the server selection in the data menu (lower right).
- Fade: fade out the base map for better data visibility.

Data Menu

The filter/funnel at lower left opens up a data sidebar with three tabs. Note that all data comes from the lifelogs, which are only posted once a day. I fetch them around 9:00 UTC.

Search

You may look up a character by name or lifelog hash. A list will be shown along with birth locations on the map.

Select the life to show that position on the map.

Lineage (heads) will change the life list that characters lineage.

Tree will open a new tab with the characters family tree.

Data

Filter and select life data for display on the map.

Show: runs the currently selected search. This may be slow, please be patient.

The time in history to show is primarily set by the start or end of the period. This can operate in three modes. Updating the should also set the corresponding map.

- Server: the time selection depends on the currently selected server and when it has been operating. Since these time periods can be very large, it is selected in two stages: "coarse" selects the time over all possible values with very low precision, "fine" can then select a more precise start point within a week to either side.
- Now: select the most recent data. Due to lifelog delays, there may be no data recent enough, but it is useful for selecting that starts "24 hours ago" etc.
- Arc: Select the time range of one of the game arcs.

Range control: e.g. "2d Before": Picks the amount of history to be shown.

Server: Picks the game server to retrieve data for. Servers are iconified; smaller 1-15 are server1-server15, larger 1-2 are bigserver1 and bigserver2. As of this writing, most people play on bigserver2, which is the default.

Server control also affects which monuments are shown in the monument layer.

Presets: Offers and easy, bookmarkable, way to configure several settings at once to show "Ambient Yesterday": bigserver2 at same time yesterday, with time advancing 1-1 scale.

Format

Data cosmetics for life data points.

Color: several coloring methods
- Lineage: Random color for each family line (color collisions can occur)
- Birth Time
- Generation
- Cause of death

Location: display points at the birth or death location

Animated: Control to toggle whole or animated view. This can also be done from clock button in lower left when data is shown. When enabled, also provides a control for the animation playback scale = history time per animation frame.

Fade Tall Objects: For arc maps with object placement data, slightly fades large objects to reveal things hidden behind them.

Time Controls

When the data layer is on, a clock button appears at lower left. This toggles data replay mode and opens a time control. From here you can step, play, pause and scrub through the currently selected data range.

Clicking the date/time text will toggle between UTC and local timezone.

The (X) button will close the time control and end animated replay mode.

#505 Re: Main Forum » Eve fix is going live right now » 2019-05-28 20:34:47

jasonrohrer wrote:

I heard the bell ring yesterday, and it was 21K away.  So we're still too far apart, and I want to fix that.

That doesn't sound right.

near_spawn.png

Oh wait, I heard people talking about getting in spawned in donkey town, just like they were getting spawned in tutorial. It even looks like there is a "double donkey town" to prove its not just a whole lot of donkeys.

Though it does look like the main spawn area could be pushing around 15k at the extremes.

(oops, looks like I left the graph on death coords. Not terribly different, a few less outliers and less even spread in donkey town)

#506 Re: Main Forum » Better stakes for building. » 2019-05-28 16:30:36

How about property fences function as stakes - they can be upgraded in place to better walls.

#507 Re: Main Forum » Murder, Somewhat Quanitified » 2019-05-27 22:18:11

Good news: murder rate seems to have stopped rising.
Bad news: it's still pretty high.

mean_kills_by_days_released.png

As to the question of kills by eves: not surprising given the lack of efficient weapons in the wilderness:

mean_eve_kills_by_days_released.png

Additionally, I had a life that was recorded as killed-by on the lineage server, but as hunger in the lifelogs. The lifelogs are under-reporting murder by an unknown factor.

#508 Re: Main Forum » Other games solve a lot of these long-term problems with regular wipes » 2019-05-27 02:26:54

desertsyd wrote:
jasonrohrer wrote:

Like, if an area hasn't been seen by human eyes in 24 hours or something, the human-touched tiles there start going back to their natural state

wait, I thought this was implemented?? or a similar process.
did it get stopped at some stage?

I think it's wiped after a week. This would be a per-tile chance to reset after a shorter period, so things would appear to slowly decay and get reclaimed.

#509 Re: Main Forum » Public access to all life log data » 2019-05-26 12:28:40

Adding on to the missing animal deaths, I've now found a case where the lineage server records a murder, but the lifelog records hunger, presumably if you starve before succumbing to the wound. Murder is under-reported.

#510 Re: Main Forum » PSA: You need to hold SHIFT and right-click to KILL now » 2019-05-26 12:05:38

I think I agree with Tarr. Saw Cris Wolf making a swastika in double bell town. I couldn't catch her, and she came back with snowballs, at which point I was too slow to escape.

#511 Re: Main Forum » Question for new kill mechanic - Duels » 2019-05-26 00:20:35

From the commit message, first command received by server wins.

#512 Re: Main Forum » Other games solve a lot of these long-term problems with regular wipes » 2019-05-25 13:58:52

jasonrohrer wrote:

I'm not sure what the units are here, but the max is 400x400

...

Anyway, teeny tiny.

For reference, here is approx 400x400 around the recent double bell town (I wasn't too careful with the grab, so might be off by a few tiles, but gives a sense of scale.)

400x400.PNG

#513 Re: Main Forum » Other games solve a lot of these long-term problems with regular wipes » 2019-05-25 12:08:33

I have a certain sympathy for the ecosystem model, which is less "everything runs out" and more the land has a certain carrying capacity for population, which can be raised by technology and careful management.

Reclamation wise, my thought would be slowly process distant tiles, processing decay timers. Eventually everything should decay, then empty tiles have a chance to return their natural state. Or perhaps only certain tiles (plants, animals) have a chance to respawn, or have a much higher chance to respawn. Then collapsed iron mines could be controlled by their decay timer - week? month?

(Though for my private server I'd prefer if time stopped when noone was around)

#514 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-05-24 18:21:43

WonLife 231.21

- Kill key should work like shift-rightclick.
- F1 will close the say field without erasing it.
- Ctrl or Alt also allows interaction with clickToMoveLockToInteract. These can be used while the say field is open.
- Emote keys can now be used with Ctrl modifier in addition to Alt.
- New feature: highlight foods as Yum or Meh

#515 Re: Main Forum » Rework week: YUM chain & Rail Kits » 2019-05-24 18:00:47

Could the cart leave an internally different tile behind, which would be invalid for carts, and decay back in a few seconds. It would only see the remaining rails as valid moves. Might need railroad switches to control them through intersections. Other problem is this mode might allow diagonal movements, which would look weird. Parallel rails would be right out.

#516 Re: Main Forum » Unrealesd last dance » 2019-05-24 11:40:37

I suspect he is referring to people with weapons dancing around to avoid being hit, and people dancing in and out of fires, which should be less needed if the building change pans out.

#517 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-05-24 05:02:29

WonLife 231.20

- Remove position patches (merged to main codebase) and fix conflicts

The kill key will likely be at a disadvantage until I take time to update and test new semantics.

#518 Re: Main Forum » Bug with killing » 2019-05-24 03:09:53

Did you catch the control change? You need to hold SHIFT to kill now. Hopefully this will cut down on accidental stabbings and excuse of same. But I kind of thought Jason would never do it because of exactly the situation you ran into.

#519 Re: Main Forum » Interesting suggestion for a change to YUM chains » 2019-05-23 22:01:27

Booklat1 wrote:

great idea, but you should remove the server +2 bonus

Interesting. Perhaps on different updates so we can observe the independent effects.

#520 Re: Main Forum » Interesting suggestion for a change to YUM chains » 2019-05-23 20:26:55

Whatever wrote:

A yum chain that cannot be broken but decays,

I like this from a realism perspective, but Jason has shown clear preference for mechanics that are easy to explain and understand. I could see people asking why their yum sometimes goes down and sometimes goes up more, and adding a bunch of UI to show your active yum foods is probably off the table.

Maybe just a time decay would make it slightly more realistic, and the goes down every X minutes part wouldn't be too hard to understand.

---

Generally I like the idea, could reduce the berry/berry-in-bowl gaming a bit, and make it less of a bummer if you have to break a chain.

Playing on a private server with good clothing and a variety of foods available has been amazing, perhaps if yum wasn't as fragile there would be more incentive to develop more foods.

#521 Re: Main Forum » Everyone was trapped until the fence decayed. » 2019-05-23 17:16:50

I got trapped outside my town in a life a few days back. We lost our sheep; farm was in bad shape so I went out for berries and carrot bowls. Got stuck outside, along with someone leading a lamb. Near the end of my life so I left the cart by the door and starved.

#522 Re: Main Forum » A different kind of leveling system. » 2019-05-23 17:11:15

futurebird wrote:

Whenever the stuff is there someone who can work faster than me is dominating the project,

I hear you. The town is either out of food or having fundamental issues, has no iron, or someone is already in the forge. I've been spending most of my time on a private server lately to catch up on engines, radios, clothes, ice cream, etc.

#523 Re: Main Forum » I would become pro-fence if: » 2019-05-23 11:27:16

pein wrote:

but then ability to upgrade to adobe andstone to increase it to 500 or 2000 smashes
if they break trough they deserve it

I've actually thought that fences should function as stakes, so they can be upgraded in-place to more permanent walls. Caveat may be upgrading it from the outside and then using that wall's method to destroy. That may also be an advantage, since I thought the main point of fences was easier to build early, not necessarily to be unremovable.

#524 Re: Main Forum » Preventing the collapse of civilization -- Jonathan Blow » 2019-05-21 20:23:02

Ha, I thought about posting this, but wasn't sure the software direction was super relevant, and I had a feeling Jason would see it anyway. I am still tempted to look at some of the sources though.

#525 Re: Main Forum » Murder, Somewhat Quanitified » 2019-05-20 21:35:46

Whatever wrote:

best would be KILLS / TIME ALIVE
time alive is the time of all played lives together

Interesting idea, but the graph doesn't feel different enough to bother posting.

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