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a multiplayer game of parenting and civilization building

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#526 Re: Main Forum » Murder, Somewhat Quanitified » 2019-05-20 18:37:41

lychee wrote:

I think it would be interesting to breakdown family murders, outsider murders, and eve murders once a little more time has passed.

Eves would be straightforward. I don't currently do any family tracking in the stats project, but I think I see a way it could be done.

#527 Re: Main Forum » Murder, Somewhat Quanitified » 2019-05-20 18:33:27

futurebird wrote:

Total lives isn’t the same as server population?

This is grouped by day, so it is total lives in that day.  There is probably a little wiggle where a person could be a allocated to one day but a murder actually happened on the next when it falls over a day boundry.

#528 Main Forum » Plotting the New Spawn Pattern » 2019-05-20 12:31:23

wondible
Replies: 1

Main spawn area (excluding an few outliers around -15000), eves in green.

near_spawn.png

Over time

near_spawn.gif

#529 Main Forum » Murder, Somewhat Quanitified » 2019-05-20 12:27:52

wondible
Replies: 53

I've been watching some stats. Murder rate has been a particular point of interest with the recent changes. Took a little bit to get going, but we've finally surpassed the original unrestricted knives.

mean_kills_by_days_released.png

This is average number of kills per life that reaches at least age 8 (old enough to use a knife)  Numbers are a bit abstract, one way to think of it would be: for every 100 lives that could kill, just under 14 kills were made yesterday. Seems steady state is more around 5.

The kill rate is affected by both kill count and number of lives - large numbers of new players cause some of the dips, even though some of them go on murder sprees. Here is kills in perspective:

kill_context_by_days_released.png

And since kills pretty impossible to see there:

kills_by_days_released.png

#530 Re: Main Forum » [Discussion] A look back on "the Property Update" and Trade... » 2019-05-18 00:24:15

One thought I had a while ago was to build up multiple cycles on the order of compost. Compost is nearly infinite, but requires infrastructure (berries, carrots, wheat fields, sheep pen). Perhaps other resources like iron could be nearly infinite, but require much more work and infrastructure to mine, permitting a town to develop specialized infrastructure.

#531 Re: Main Forum » Lychee's Mega Suggestion Thread (On Trade, Technology, and More) » 2019-05-17 17:46:49

lychee wrote:

So maybe it’s time to add a core system: Happiness.

Not sure about the materialism part, but a while back WomanWizard did mention having a food drain bonus for being around your close family, to simulate the mental health benefits for having close relationships.  Perhaps killing could have an opposite stress effect.

#532 Re: Main Forum » Public access to all life log data » 2019-05-16 21:04:55

lychee wrote:

The game forces new players to do the tutorial at least once, right?

I’m thinking of using that data to track outcomes/statistics for new players.

You can work around it with a settings file, but generally yes.

I'm tracking player age by timestamp first seen in logs. The logs don't go all the way back so it's a bit off for the very early people, but the tutorial came along even later.

#533 Re: Main Forum » Public access to all life log data » 2019-05-16 17:02:21

lychee wrote:

Hey everyone!

If I wanted to track tutorial spawns, any advice on what coordinate ranges/servers I should be looking at?

I've been using birthx < 5000000 to EXCLUDE tutorials, might be other junk out there too. If i recall tutorials travel upward in a vertical line, but the line can be bumped out farther (and may have wrapped due to unexpected conditions) I'm also using > -5000000 to cut out some of the wrapping.

I don't know of any apocolyse/reset log. I've been manually tracking the approximate times of the most recent ones for possible future use.

#534 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-05-16 00:50:17

jasonrohrer wrote:

Good stuff here.  I've been so caught up in everything that I haven't had a chance to look at these amazing patches, but I will.

And here I thought I was solidly in mod territory. I've probably been drifting more that way, but at least the first few I was hoping to at least inspire you to do something similar. But if I can be of any assistance in getting something up to your standards, let me know.

p.s.  I think I found a bug in fix-auto-clicks-at-end-of-path - it should divide by cell dimension. I've also been questioning resetting to the new end - pathing is usually going step by step. That one may need a different approach

#536 Re: Main Forum » Wondible's Client Patches, Mod Client » 2019-05-15 19:21:59

Wonlilfe 223.19

Open Say Field On Typing has been split into lower and upper, with separate setting files. By default, it activates on upper only.

click-to-move-lock-to-interact

Disabled by default `settings/clickToMoveLockToInteract.ini` (1 to enable this feature)

Makes clicks by default move only. Lock the screen (spacebar) to perform all other functions.

interaction-keys

Adds key actions that do very specific things at the mouse pointer cell, versus the default click which does very context sensitive things based on precise hit detection.

This feature may conflict with openSayFieldOnTypingLower.

`settings/interactionKeysEnabled.ini` (0 to disable this feature)

Default bindings (change in `settings/interactionKeys.ini`)
q step
a autorun
f use
d drop
s take/cycle from container
v eat/self
g feed/use on other
k kill
x examine
r put/take in backpack
e put in backpack
w take/cycle in backpack

I'm not completely happy with these keybinds, e.g. when shuffling lots of carrots or iron. Let me know you find a good arrangement.

help-overlay

Shows a help overlay for interaction keys and emote keys. Default keybind is 'h', change in `settings/showHelpOverlayKey.ini`

#537 Re: Main Forum » There may be something wrong... » 2019-05-14 11:44:07

jasonrohrer wrote:

Wondible, can you run another one now that the Eve alg has been fixed?

Seems to be creeping as intended, although no coordinate reset.

springs_spawn3.png

springs_spawn3.gif

And with non-eves

springs_spawn3_all.png

#538 Re: Main Forum » Yum isn't logical. » 2019-05-14 11:04:42

futurebird wrote:

That would also stop all the got dang baby shacking. I hate being shook, but if I need kids shake the baby I shall. Gotta eat the berry rabbit carrot pie as soon as I get one pip down!

Perhaps something with lifetime unique foods / pips consumed (not gained) would discourage waste.

#540 Re: Main Forum » Late village life is really good right now » 2019-05-13 19:32:44

jasonrohrer wrote:

Wondible, do you have code written that makes that birth plot?  It's nice!

This is out of my R project, which is derived from the player time vs. suicide question, so it still loads all of history to calculate the player time. I probably should stop doing that, though it's still used in the cohort graphs. This map could probably run off just births. The map is very one-off right now, using a manual cutoff time and coordinate area.

https://github.com/JustinLove/ohol-cohorts

In theory you can run setup R and springsmap R. I use concatenated files (concat sh) to try and speed up loading.

It depends on the lifelog cache from my family trees project. But you should be able to change the directory pretty easy if you have your own mirror.

https://github.com/JustinLove/ohol-family-trees

#541 Re: Main Forum » There may be something wrong... » 2019-05-13 18:43:30

Here is an animated one including the next days data. Looks like the spiral eves come in waves while center is pretty constant.

springs_spawn2.gif

#542 Re: Main Forum » Late village life is really good right now » 2019-05-13 03:28:18

jasonrohrer wrote:

Not sure what's going on with no seeing foreigners.

I'll see if Chard make another one of his birth cluster animations.

Early on I had one game where I died, eved, ran north into my old town. Then left and found a dead looking town, only have a couple other eves show up. There was no wild food, the land had been ravaged.

But something seems off, looks like lots of eves are still on a spiral.

springs_spawn.png

#545 Re: Main Forum » Making the sword visible and fixing the akward PVP at the same time. » 2019-05-12 17:23:52

Not a sheath exactly, but how about making sword a medium item (cart size, no pockets/backpacks), but adding a piece of clothing (probably backpack variant) that holds one medium item, preferably in a position where the item can't be hidden by hair etc. That would make it hard to hide a sword, but still possible to eat without dropping your weapon where someone could pick it up and kill you. It might have additional utility for other tasks as well.

#546 Re: Main Forum » Yum Survey » 2019-05-12 17:06:30

1. I yum when I can but don't stress over it.
2. Probably x3, maybe x6 if I'm going in and out of town getting both made and wild foods.
3. Whatever seems needed; often carrots, milkweed, stew & crops, baking, pottery, hunting for iron.

I have been doing a private server recently and being well dressed with a safe food supply, I get over x10 most lives, which is really nice.

#547 Re: Main Forum » Having a child should be a moment of joy... not like getting spam » 2019-05-07 22:59:35

jasonrohrer wrote:

So... I've got a pregnant belly drawn, just in case I ever want to do it....  but for now, I'm going to table it.

futurebird wrote:

I'm not a huge fan of my mom having no warning about me. It would be so neat to be born by a mom who was... you know *expecting*

Old idea I never brought up: could the server periodically figure out the woman most likely to give birth next, and notify them, so the client shows a pregnant effect. Could get weird with lots of "miscarriages" as the top player goes in and out. But at least you would tend to get a little warning, and it might make it easier to observe how temp and yum affect you.

#548 Re: Main Forum » Idea: Energy costs for labor-intensive actions » 2019-05-07 20:29:52

I've always thought iron mining was weird. One swing of the pick, and then rest is just logistics of getting the iron home. (and finding it in the first place)

#549 Re: Main Forum » The three options for fixing the variance on pump exhaustion » 2019-05-07 19:05:31

Spoonwood wrote:

Couldn't the barrel just remove two buckets of water from a pump, and the charcoal pump now produce 4 buckets of water, the kerosone pump still produce 6 buckets of water, and the diesel water pump produces 8 buckets of water?

Engine wise, counting how many barrels a pump holds isn't any different than counting how many buckets it holds. The point of tank/barrel mechanic (really, all these mechanics) is that the pump doesn't need to count anymore.

---

I like the communal idea of #3, though doubtless first time users will get one or no water from it - just like everybody burns their first rabbit.

I also like #2 setting up tank/barrel tech, up until the multiple different sizes part, which seems excessive. Possibly awkward as well. I suppose they would have to be used on an empty cistern, but fill it different levels?

#550 Re: Main Forum » Sounding Pole idea for pump wells that exhaust » 2019-05-06 22:45:30

jasonrohrer wrote:

The problem we're facing is that the engine only supports tracking one set of "uses" per object, and for the pump wells, that's currently being used to track how many buckets of water are left inside after you run it and start emptying it.

I don't know the mechanics well enough, but could you flip them? 1/X chance when taking water it goes empty, but pump can track it's lifetime on uses. The chance to use water would actually make it sortof like the other water sources.

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