a multiplayer game of parenting and civilization building
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Someone on discord posted a list of murders between several families. I was in a couple of them, so I tried to get my family tree programs to expand from my lives to families related by murder. Many bugfixes later I have a giant (4mb) SVG file wrapped in a HTMl viewer.
The actual murder lines are crazy, i couldn't find a way to make them take direct paths instead of zig-zagging all over the place.
Seemed like this could turn into a tangent. Extracted from http://onehouronelife.com/forums/viewtopic.php?id=6252
What did you use to export this map, if I may ask? I'm very curious about having something that can easily make maps out of current/future lives in OHOL servers.
This was using the game's map pull mode. The feature is restricted by email address, so you have to run your own server (Awbz has a windows one) So no main server data, all you could do would be get your lifelog coords and then fetch the natural state of that area.
Offhand:
Server settings:
- add the address you are using with your server to mapRequestAllowAccounts.ini
- set allowMapRequests.ini to 1
Client settings;
- custom server etc.
- set mapPullMode.ini to 1
- set mapPullStartX/Y and EndX/Y (the files I posted were +/- 100)
- for large images like that, you need to reduce the game window or the image will be too large to allocate, and the game will simply close at the start.
- set screenWidth.ini and screenHeight.ini to smaller values. I forgot what I used for these, but I think it was 64x36 for the +/- 500 one.
- setUseLargestWindow.ini to 0
- Probably fullscreen.ini to 0
You get a file called mapOut.tga. Can take a while, a local server may save some network time.
I was actually thinking of this a while a ago when Jason said that small fires were shortish in case you need coals. Having longer small fires would make keeping kids in eve camps a bit easier, and you would never have to sit around and wait for coals. I was thinking bowl of soil or water, but basket could be handy for early on.
WonLife 221.18
emotion-keys
Allows triggering emotes with modifier keys combination. Alt+key works for me, Ctrl+key is reported to work for others. Emote keys are defined in `settings/emotionKeys.ini` with these defaults. The emotion commands in the setting file are for convenience only, it uses line number like the base game settings.
h /happy
m /mad
a /angry
s /sad
d /devious
j /joy
b /blush
u /hubba
i /ill
y /yoohoo
f /hmph
l /love
o /oreally
k /shock
interacation-refactoring
Rewrite of some portions of pointer down and command issuing, depended on by other patches.
drag-drop-use
Allows holding the mouse button when picking up an item, once the character is shown as holding the item, the cursor will show the item, and it can be released on another tile to use the item there. Handy for water-to-crops, soil-to-crops, moving things, etc.
How about a time-based decay for the Newcomen Pump?
Say you have half an hour to crank out as much water into cisterns as you can
Alternately, could you get 30 secs (TBD) of infinite water per firing? Maybe that would let use count get tracked over firing.
Wouldnt it be possible to use the decay timer as use for tiers?
I think the problem here is that decay time is already used by the firing process.
I was reminded of an old discussion, I think Uncle Gus had a system, back before "uses", where tools had a chance to become dull and then during sharpening had a chance to break. You could still break on the first try though.
Might be able to extend this with multiple states. Say, broken, more broken, and totally broken. At each stage, 2/3 chance to fix and 1/3 chance to get more broken (totally broken couldn't be fixed) This gets "more small rolls" to reduce variance, but could still go bad first time.
Could move the uses to a tool. So each time you fix the pump, takes one of five uses from the repair tool. But you could always make more tools, so it doesn't really limit water in the desired way.
Separate thought: This gets a bit hacky, but could the pump be a "container" without ordinary container access, using the container slots to store either water or chances?
Another version of this: load the pump with empty buckets. Running it turns them into full buckets. Now you can use "uses" for the lifetime instead of the water. I guess this also gets hacky because you'd have to have containers that restrict the types of items you can put in, and be able to act on their contents. I think things like this end are currently "with X buckets", which is just cosmetically different than the moss levels.
Dodge, that's an interesting idea.... like springs require pumps or something.
I was thinking spring would still have enough water to bootstrap, which might make it possible to start towns in different places than currently. But of course that isn't the problem you were trying to solve right now. Perhaps keeping a distinction between early water and late water would create a new dynamic. (The longest eve line I had was by a little water close to green, but I knew there was a giant swamp not too far away. I wish I know how that town developed.)
Would it make sense to leave ponds alone and add say, a natural spring, at fixed locations. Well tech would move to springs, leaving ponds as a little extra starting water in swamp, but not a multiplier for sustainable water.
Anyone working on this?
I've been thinking about doing something with my docker build. I didn't find anything that would just host a container though. I imagine on linode it would be a double virtualization penalty, but something like that is looking like the best option to try it out.
if anyone knows how could i link the names from one text to ids in other text fast, automatically that would help
I added a life export to my Family tree maker. This is a set of Ruby scripts, and in a bit of rough state still, using a bunch of technical stuff such as command line. Let me know where you run into trouble trying to use it.
Roughly you would fetch data
ruby fetch.rbAnd then run
ruby -Ilib lives_export.rbwhich dumps files into the output directory.
This script is currently set to look at the previous day. You could also look at yesterdays_lives for some lineage tracking code.
There was a thread a bit ago that linked to Jason's GDC 2018 video where he describes how he spends his time, and an article about his 2019 presentation that talks some sales of his games.
How can I remove items through VOG mode? Please help me. And if i use Awbz's client, I can't turn on VOG mode.
Not sure about Awbz. I would think it would work the same, but perhaps he did something else with shifted letters. You could always use the vanilla client for just this part.
I removed things by placing a fairly quickly decaying item (berry) on the tile. Now that I think of it, a leaf might work better. Since the game is one item per tile, placing something over a tile deletes what was there. Once you V and I, click into the item select box and type enough of the item name to find what you want. Click an item to place it at the current tile. Current tile starts at your feet, and can be moved with arrow keys (which I think might be an issue for Awbz)
Perhaps the wrong items were caused by an incorrect shutdown then. Is there anyway to edit the map (or other) db file to remove / change the items?
For direct editing the map, you'd probably have to make your own editor out of the code.
I used VOG mode to clean up my extra boars the other day - replaced their tiles with berries.
(p.s. the read/write bug was affecting my docker server, so I now apply the patch to my build)
Json's remoteServerUpdate script does include some cache clears.
I've had some weird behavior with my local docker server. For a while I had an item would be something different every time, but I think I was shutting down wrong. Now though hogs tend to show up near spawn. And yesterday it looked like I'm getting the file update bug that I fixed on windows. But I don't think that bug would change items, just prevent changes from being recorded.
WonLife 216.17 - Fix certain characters for auto open say (notably captial I, N, M)
Author search returns a blank page.
Sometimes I'll do it when I expect to be using lots of soil, just so I'm not picking up and putting down the basket a lot. It's making efficient use of the compost-tool while I've got it in hand.
afaik, the tutorial is a map made in the editor, but specially loaded. Not sure how the tutorial stones work, might be one item per. The typical way to use fixed maps would be load it up in a local server, I think Jason mainly used it for setting for testing scenarios during development.
Perhaps if you set up a custom server and replaced the tutorial map, you could make a challenge server.
WonLife 215.16 - sample custom settings files now included in zip, opening say field and tab completion now have settings
please Jason, do this as simple as possible ... not all players in this game speak or write English fluently ... also write in the game is a little complicated
Stone + Gate = Gatestone (for XXXX's gate)
Gatestone + person = Stone + grant access
30 sec + Gatestone = Stone.
Or any other readily available object.
I imagine the gatestones could use the same "object has attached permission list" method as the gates. Unless the permissions were stored by map location.
Speaking might still be nice if you know you want to add someone who is not present.
p. s. On the long names part, my client has name completion.
Would it maybe be possible for the painted pattern to be a separate "object" though, one that appears attached to the bowl or the plate no matter what is in them? Like how emotes go over every character model instead of we having one model for each emote+character combination?
Pattern may work better than color, because it would be easier to overlay on any bowl-like item. All the bowl-like, plate-like, etc items would probably have to be edited to create a pattern placeholder, both to tag the item for the appropriate kind of pattern (bowl, plate, etc), and to make it look good. Possibly a lot of work, and we still have the pattern data storage problem.
Much as I'd love this, I already see the technical objection.
You have "Red Bowl", green, blue etc. Now you need "Red Bowl with Charcoal" "Red Bowl with Charcoal and Iron" "Red Sealed Cruicible". And what if you put a blue plate on the unsealed red crucible? Did I see 192 receives for bowl? That is 192 new objects and transitions, times the number of colors. Maybe Jason could find some clever way to swap out colored bowl and plate parts, but then there has to be a place to store the color information, which is another major technical hurdle.
Interesting ideas. I've been playing around around with click modifiers to sort out the ambiguities. Right now it's just move, object, and self (mostly eat)
Some things feel more awkward, but one day probably wasn't enough to get over the learning curve. Some are better of course - I don't know of a way to examine a door in vanilla, and cycling stakes is way faster.
I think the best way to handle names might be holding a key to show names, as Whatever described.
- I found backpack awkward. I didn't really figure out the position bit in the time I was playing. A cycling option like the base game would be nice.
- I also had trouble with boxes, but that might be learning curve. One time I couldn't find a way to cycle through items, but I may have found one later. Needs more experience
- Clothing numbers are definitely obtuse.
- I didn't see away to attack animals at range. At least it shouldn't be an accidental move onto their tile, but I don't like to stand next to them.
- A repeat command would be nice. Though really it's often two commands (pick up berry, put in bowl)
- Saved locations are really good (maybe too good at long distances) I'd love to able to use them for objects e. g., use on forge.
- Moving to multiple objects feels more awkward (e. g. layed out pottery when using kiln)
- Use and drop feel opposite to the base game in places (e. g. stacks of bowls). Probably all the special cases in the vanilla click handler.
- Use with diagonals doesn't work, but then happens when you walk next to the target tile.
- There seem to be some missing animations, e. g., bounce towards something you interact with.
- There are two 'j' in the source, I assume one is supposed to be 'k' - the compiler actually complained about duplicate case.
- I also did a little patch to shut it off in VOG mode.