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#76 Re: Main Forum » Be Ready to Welcome Newbies from China!!(Many may not speak English ;) » 2019-02-13 01:37:31

NetherCrow wrote:

I am Chinese and I set up a website of onetech and wiki. And we translated it.
I think that will make things better.

That is awesome. I currently maintain onetech and plan to add localization with support from the mobile developers who have the translations. There will probably be additional things that need translating so anyone who wants to help with that is appreciated.

#77 Re: Main Forum » Kill stats » 2019-02-11 17:19:44

I don't think cursing should be done without being present in the situation. There are too many exceptions and cases which can't be understood by only looking at stats.

#78 Re: Main Forum » Lower the Donkey Town Requirement » 2019-02-11 15:55:11

Can someone use twinning to avoid donkey town? Does it just depend on the curse status of the host?

I think if any one of the twins are in donkey town then that is where it should spawn them.

#79 Re: Main Forum » Have you not been having children? » 2019-02-09 04:44:10

Some possible causes:

1. Do you have a custom server enabled in settings? Try disabling it so you join the currently active server.

2. Have you been cursed recently? You may be in donkey town.

3. The server may be in the process of restarting. If this happens the active server will change and the current server will not have any babies. When the update finishes the active server changes back so you may have bad luck and timing by spawning to the server which just became inactive. This can cause you to live two full lives back-to-back without having kids.

4. Today there was a stress test causing everyone to spawn as Eve meaning no babies for a while.

#80 Re: Main Forum » How should clothes work heat-wise? » 2019-02-08 06:55:26

Thank you for working on the temperature system and asking for feedback. Here is what I would love to see.

1. Clothing always being good outside. Even if it isn’t in the proper biome, at least make it better than standing naked.

2. Floors and walls always being good no matter the biome, moving the temperature closer to normal the better the materials.

3. Jungle and desert are too good. Please nerf them by making them hotter so they are not as close to perfect temp.

4. Temperature is too important. The game can swing from too hard to too easy just based on the biome you are in. If biomes were nearly equally bad then this might not be as critical.

#81 Re: Main Forum » Instead of a Apocalypse, Have a Weekly Wipe Like Rust » 2019-01-25 23:01:43

The apocalypse degrading objects has some interesting side effects:

1. A town would degrade on each apocalypse, so the more times the apocalypse hits a village, the more it gets degraded
2. The numbers can be tweaked by Jason to make the apocalypse more/less severe. I would like to see an easier apocalypse that is less severe.
3. More advanced (stronger) objects can have an increased chance to resist the apocalypse, which gives motivation to climb the tech tree. Imagine building a bomb shelter chest which is expensive but can hold a few key items to help rebuild after an apocalypse.

#82 Re: Main Forum » Instead of a Apocalypse, Have a Weekly Wipe Like Rust » 2019-01-25 19:55:51

I would like to see the apocalypse have a chance to persist items, but degrade them. This way instead of a blank slate you end up with interesting ruins. Some of those stone walls could be crumbled, the bell tower might be half gone, some steel tools lose their handle, etc.

You can rebuild, but it becomes an interesting puzzle to use the resources that survived.

#83 Re: Main Forum » Why I feel the last few content updates have been lacking. » 2019-01-19 22:34:54

One issue is the lack of motivation to use the new content. They mostly solve a problem that doesn't exist which makes it more of a novelty.

Survival is the main motivator, and these new items don't contribute to that. Food is the only resource which is required for survival which leads to an interesting balance in the resources used for food: water, soil, and some iron. This is the part of the game mechanic I find most interesting. The new pumps did effect this, but I'd like to see it consume other resources continually: iron, soil, or another resource. This gives more problems to solve.

Once you have "solved" the food issue in a city, what else is there to do? We need a game mechanic that motivates us further. Perhaps play around with sanity, disease, disabilities, need for shelter, etc. If there are more factors to surviving there can be more tech to solve these problems.

#84 Re: Main Forum » Any suggestions for onetech? » 2019-01-19 04:25:58

wio wrote:

Adding them isn't necessarily right because things can be done in parallel. I guess your estimate would be of the total man-hours

True anything with a decay time can be done in parallel. We could track the decay time for each object and remove overlapping decay times. If you have to wait 5 minutes on one object and 10 on another then combining them could be 10 minutes total decay.

The time estimate would be total man hours. You could divide it by the total players to estimate a larger village working efficiently.

Also this wouldn’t consider consumed food during that time and the time it takes to make the food. This is more for comparing objects relatively.

wio wrote:

For finite use tools, divide the crafting time by the expected number of uses.
Each item would need to know if an infinite use tool was used to craft it to prevent double counting, which might be overkill.
You could just ignore the craft time of infinite use tools, or treat them as finite use tools with a huge number of uses.
Maybe for situations where the infinite use tool has a higher crafting time than the other ingredient, you add it in.

Right, this is where things get tricky. Each object needs to track the leftover objects and the uses they have left. When combining objects consider the objects used and subtract their uses.

#85 Re: Main Forum » Why have any more than One Server? » 2019-01-19 02:17:43

jasonrohrer wrote:

Long ago, someone suggested that we should at least be storing map cells in blocks together (like blocks of 100x100 x-y locations) so that lookups of map chunks can hit the same location in the file and then exploit cache locality.  That makes sense for the base cell values, but I'm not sure how that would work for expandable containers.  As containers grow, you can't just "make room" in the middle of the file, which sounds like you'd end up adding extra room at the end of the file.  I.e., back to a random-access linked list.  I.e., it's very hard to have the whole growing container in the same place in the file, and thus in the same cache block.

Along these lines, would it be possible to scope the database by the location? Basically make a separate database for each given chunk of tiles. Is the issue that containers cannot be scoped by location?

#86 Re: Main Forum » Any suggestions for onetech? » 2019-01-18 21:53:01

Léonard wrote:

First off, I see there is both a "crafting recipe" and a "tech tree" page.
It seems to me like both are trying to accomplish the same thing, just in a different way.
The only difference would be that crafting recipe breaks down the whole page into items that are considered ingredients and lists them (which is very useful obviously).
I think the key would be to simply merge the two and improve on the tree design.

The key difference between the two is the starting point. The tech tree starts from the given object, and the crafting recipe starts at its base ingredients. I usually use the crafting recipe page, but I see many still use the tech tree, I think because it is simpler.

Another difference is the Recipe page is more usable on phones. I want to keep that aspect of it.

The improved crafting page, I'm calling a Crafting Board, shows a simplified recipe for an object and a list of ingredients at the top. Clicking an ingredient will open that object in a new panel. This way you can expand the recipes as needed. You can even open two unrelated objects to see the shared resources between them.

This may end up replacing the tree view too, but I'll have to see what people think.


Léonard wrote:

I also saw someone mention mind maps which in this context would just end up being the same tree except displayed horizontally which I think would be much more messy than having it be vertical (whether the roots are at the top or bottom).

Mind maps usually expand outward in all directions from a central node (not just horizontally). I may end up doing a cool mind-map style graph after the Crafting Board. I think it will be more neat than useful, but still worth it.

Léonard wrote:

Now something that would greatly improve it is take the collapsing ability from the crafting recipe page and implement it there.
I know it's already present there in some form but it is limited in comparison.

I think the Crafting Board will be close enough to what you're envisioning. It won't be a true graph because I want it to be usable on mobile. However it should be quite useful.

Léonard wrote:

Another key aspect of this all is the items considered ingredients in the crafting recipe page.
The roots of the tree should be said ingredients listed on top.
On top of that, I think making the ingredients thing more flexible would be extremely helpful.
As an example you linked the diesel engine recipe which I found very interesting.
The items that are considered ingredients seem arbitrary to me: the newcomen machines are considered ingredients but not the iron ingots or even the iron rods.
You would expect someone that knows how to build those machines to also know how to make simple iron ingots (which you require to build them mind you).

An ingredient on the crafting recipe page is either a tool that doesn't get consumed or a naturally spawning object. As you pointed out, this means you get the full iron smelting process on a lot of recipes which isn't very intuitive. This is something I hope to solve with the Crafting Board.

Léonard wrote:

I think a very good way to address this problem would be to use the difficulty category to determine which objects are considered roots/ingredients.
I don't know if this metric is given along with the objects or if you simply calculate it based on the number of steps required to build the object (since it's displayed right next to the category) but regardless of the method it's already automatic as you mentioned so using that shouldn't be a problem.
I think it would be useful to rename the category as "technological level" rather than "difficulty".
That way, you can simply say that ingredients are selected based on the object's technological level rather than simple difficulty which would make more sense.
Keep in mind that I also think those ingredient "presets" (based on technology level) should be tweakable by the user.
So not only could they choose from a list where you would have "moderately easy, hard, very hard, extremely hard, etc.." but also add/remove items from such presets themselves.
Ideally these ingredient settings would also be in the top grey area, perhaps in their own tab.
You could also provide some standard presets made up by the community to select from which would be even more useful (that wouldn't exactly be automatic but wouldn't require maintenance either once added to the site).
It could also be useful to improve how the difficulty/technological level is calculated (if it's not already provided with the object data) which would in turn improve the selected ingredients for recipes.

I find difficulty to be hard to calculate in a reliable manner. At the moment the difficulty calculation is not much better than measuring difficulty by the item's depth in the tree. I hope to improve this in the future, but in the meantime I don't plan to use difficulty calculation for much.

Léonard wrote:

That's all the ideas I had, hopefully they might help you in some way.
I know I had a ton to say so sorry about that if you manage to read it all.

Thanks for the suggestions! Good ideas.

#87 Re: Main Forum » Murder attempt trial » 2019-01-18 16:43:28

We need one of those white judge wigs in game. wink

#88 Re: Main Forum » Guide: AM Transmitter and Receiver (Spoilers) » 2019-01-18 16:27:02

Greep wrote:

Seems like it might be busted.  We built two the same distance as the morse radios and didn't get anything when talking to it 1 or 0 squares away sad

Was it a custom server? If so was it using the latest server v193? And did they both say "High Frequency"?

We should report this on GitHub.

#89 Re: Main Forum » This new update sucks (IMO) » 2019-01-18 04:27:56

The new transmitter and receiver take more resources (10 more copper), and they do use a lot of the objects added from the previous update. But I agree with you. There is no point in building the older ones.

I’m surprised Jason didn’t add the microphone and speaker to the existing transmitter and receiver. It may not be as technically correct but it would mean the existing ones still have a use. Oh well.

#90 Main Forum » Guide: AM Transmitter and Receiver (Spoilers) » 2019-01-18 02:26:09

ryanb
Replies: 7
AM TRANSMITTER & RECEIVER CRAFTING GUIDE

An update was just released which brings the earlier radio technology up a notch with the ability to transmit chat messages anywhere on the server. Instead of building on top of the old transmitter/receiver, you need to create a separate AM Transmitter and Receiver. This makes my earlier guide mostly obsolete since these new devices are much more useful.


obj_2669.png

Prerequisites

Here are some of the objects you'll need to get started.

Newcomen Roller
Newcomen Hammer
Newcomen Drill
• 17 Blank Papers
• 2 Boards
• A lot of Bowls
• Plenty of Charcoal and Water for boilers
• 1 Wrought Iron
• 2 Steel Ingots


obj_2503.png

Draw Plate & Blowpipe

To make copper wire you'll need a Draw Plate. The draw plate is reusable, so you only need to make one.

1. Heat up a steel ingot
2. Pound it until you get a Steel Blade Blank
3. Use the cooled Blade Blank on a Newcomen Drill to get the Draw Plate

Another reusable tool is the Blowpipe which is used to form glass.

1. Smelt one Hot Steel Ingot
2. Use on a Newcomen Roller to make a Steel Rod
3. Use on a Newcomen Bore to make a Steel Pipe
4. Use on a Newcomen Roller to make the Blowpipe


obj_2532.png

Copper Foil, Rod, Pot, and Wire

This requires a lot of copper. At least 20 for the transmitter and 14 for the receiver.

1. Gather 34 Malechite in the Badlands
2. Place in bowl with charcoal and smelt in a Forge to make 34 Copper Ingots
3. Use a Newcomen Hammer to make 10 Copper Foils
4. Use a Newcomen Roller to make 20 Copper Rods
5. Use a Smithing Hammer to make 4 Copper Pots
6. Use the Copper Rods on a Draw Plate to make 20 Copper Wires

obj_2490.png

Daniel Cell

This is a rudamentary battery for power. You'll need two cells for the transmitter and two cells for the receiver. Thankfully they last forever. First we'll make a few zinc rods:

1. Gather 4 Calamine in the Badlands
2. Smelt in a bowl with charcoal at a Forge to make 4 Zinc Ingots
3. Fire up a Newcomen Roller and Hot Coals nearby
4. Use Tongs to warm the Zinc on the Hot Coals
5. Use on Newcomen Roller to make 4 Zinc Rods

Next we need to make 8 bowls of Sulfuric Acid

1. Gather 8 Niter in the desert
2. Place each in a bowl of water
3. Add ashes leftover from a fire
4. Add paper and place in another bowl to filter out the solution
5. Wait 30 seconds to get your Bowl of Saltpeter
6. Use a bowl on a Hot Spring in the desert to get Sulfer
7. Mix the Sulfer with the Salt Peter
8. Add to Hot Coals and use another bowl on it within 30 seconds
9. By the end you should have 8 Bowls of Sulfuric Acid

Now we can complete the 4 Danie Cells.

1. Add 4 Copper Foils to 4 Bowls of Sulfuric Acid
2. Add to the Copper Pots
3. Place the Zinc Rods into the remaining Bowls of Sulfuric Acid
4. Add to the Pots of Copper Sulfate to make 3 Daniel Cells
5. Combine pairs to make 2 Two Daniell Cells


obj_2641.png

Diodes and Triodes

First prepare the leads for the diodes and triodes.

1. Put thread in a bowl, cover, repeat 4x
2. Smelt in a forge to make 4 Carbon Filaments
3. Add 2 Copper Wires to each of them to make 4 Diode Leads
4. Add another copper wire to 3 of those to make 3 Triode Leads

Time to prepare the glass ingredients

1. Find 4 Glasswort in the desert
2. Chop it down with a Sharp Rock and let it dry for 30 seconds
3. Light it with a Firebrand for 10 seconds to turn to ash
4. Place in a bowl and add a bowl of water
5. Add paper and place in another bowl to filter
6. Wait 30 seconds to get 4 Bowls of Soda Ash

Now add quicklime and sand:

1. Find 4 Limestone in the Badlands
2. Place in a bowl and heat in a Forge to make Quicklime
3. Mix with the Soda Ash
4. Add a Bowl of Sand from the desert to make 4 Soda Lime Glass Batches

This is the glass mixture to finish the diodes and triodes:

1. Place the mixture in the Forge using tongs
2. Quickly remove the hot glass from bowl using the Blowpipe
3. Place it on the Diode Leads to make a Vacuum Diode
4. Repeat this for the 3 Triode Leads to make 3 Vacuum Triodes
5. Combine two of the Triodes together to make Two Vacuum Triodes


obj_2535.png

Capacitors

You need 2 Capacitors:

1. Add Copper Foil to Paper twice
2. Combine to make a Capacitor
3. Repeat to make another capacitor


obj_2642.png

Microphone

1. Add 1 Charcoal to Copper Foil
2. Add another Copper Foil
3. Add Copper Wire to make a Carbon Microphone


obj_2645.png

Loudspeaker

1. Heat up a Wrought Iron in a Forge
2. Use on a Newcomen Roller to make an Iron Rod
3. Add a Copper Wire to make the Electromagnet
4. Add paper to make the Loudspeaker


obj_2660.png

Transmitter

Now let's assemble the High Frequency AM Transmitter. Be careful where you start building this since it cannot be moved.

1. Add the Carbon Microphone to Boards
2. Add the Two Vacuum Triodes
3. Combine a Copper Wire with a Short Shaft to make a Copper Coil and add to the board
4. Combine 4 Copper Wires together to make a Long Antenna and add to the board
5. Add a Capacitor
6. Add the Two Daniell Cells

You can add more capacitors to make a lower frequency. This basically gives you 3 different channels.


obj_2669.png

Receiver

Finally let's assemble the High Frequency AM Receiver. Be careful where you start building this since it cannot be moved.

1. Add the Loudspeaker to Boards
2. Add a Vacuum Triode
3. Add a Vacuum Diode
5. Add a Capacitor
6. Add the Two Daniell Cells
7. Combine 2 Copper Wires together to make a Short Antenna and add to the board

You can add more wire to the antenna to make a lower frequency.


That's it! You should now have a transmitter and receiver to emit your voice anywhere on the server.

#91 Re: Main Forum » Any suggestions for onetech? » 2019-01-17 19:14:42

SSDarkMoon wrote:

https://onetech.info/290-Iron-Ore

what is the next stap with Iron Ore?

For Iron Ore you can either stack it or pick it up with tongs. I suppose picking it up with tongs is a more common operation and should be listed first.

Are you wanting to see the next step of placing iron in the furnace? The problem is picking it up with tongs turns it into a completely different object so onetech doesn't know it's still Iron Ore. I can't think of a good way to represent that.

#92 Re: Main Forum » Why have any more than One Server? » 2019-01-17 19:07:15

CrazyEddie wrote:

To implement your idea, the reflector and the servers would have to have some way of mutually knowing that any given server is being made inactive and should reject connections that would be Eve spawns.

This is possible without the reflector and servers communicating. The state can be persisted on the client side. The server knows its own population and can be in charge of knowing if Eves can spawn. Here is a scenario.

1. Player connects to reflector which sends client to Server 5.
2. Server 5 has no eligible mothers so it attempts to spawn player as Eve.
3. Looking at its player count it is unable to spawn Eve and rejects the client.
4. The client remembers "I was rejected from Server 5"
5. The client reconnects to reflector passing a list of servers it has been rejected on
6. The reflector chooses a new server that doesn't match the rejected ones

While still a decent size change, it reduces the need for server communication.

#93 Re: Main Forum » Why have any more than One Server? » 2019-01-17 18:55:06

lionon wrote:

If it is non-linearly, than it's due to suboptimal coding. I'm pretty confident it can be made to be close to linear. However when I skim over the code, yes there are lots of vectors that are looked through instead of optimized hash-tabling. So yes. It may be non-linear, but that's something that could be fixed.

Looking back on the threads regarding performance, I'm not certain what the issue is at the moment. The performance problem earlier had to do with NULL lookups but that was fixed in this thread. Shortly after that he increased the cap to 200 but there were lag issues after the Steam release so he lowered the cap again. I don't know how much profiling he has done since that happened.

#94 Re: Main Forum » Why have any more than One Server? » 2019-01-17 18:41:08

CrazyEddie wrote:

The current problem is not that we can't put lots of players on a server. The current problem is that the population on each individual server is allowed to become low when the global population falls, rather than shutting down servers and consolidating the players onto fewer servers when the global population falls. But this is deliberate; the alternative is that servers are shut down when population falls, which kills all the lineages on the servers that are being shut down.

I think we need a "partial shutdown" state where babies are allowed but not Eve spawns. At the moment server 5 never reaches the shutdown threshold because eves can still spawn. If we can disable eve spawning then lineages could die out naturally.

This would require some changes to the spawn code. If it tries to spawn an eve then it should send the client back to the reflector to choose a different server.

#95 Re: Main Forum » Any suggestions for onetech? » 2019-01-17 16:48:40

mrslax wrote:

detail info about item like despawn time, pickup age.

The despawn timer is shown on the right side under "Changes over Time" for each object.

It will say "Pickup at Age: 3" or something like this if the item is movable. If it doesn't say this it can't be picked up.

Gederian wrote:

Something like pien car mind map for various things: https://onehouronelife.com/forums/viewtopic.php?id=4802

Not sure if you can automate this for all objects while making it simple (e.g. removing obvious steps like getting iron).

Maybe it would be easier/better to hand design them and have a static "Recipes" link.

I am working on a new way to view recipes which I think will resolve some of this. It will be a lot easier to view multiple items and see all of the ingredients needed to craft them.

Regarding hand designing, I want to keep onetech fully auto-generated so it doesn't require maintenance as the tech tree grows. I think the wiki and forums are a better place to do hand-crafted guides.

That said, this new crafting view will have a shareable URL so you can arrange it how you like and then share it with others.

BladeWoods wrote:

The Crude Car I was looking for is behind dozens of other items.
I'm unsure how it's organized at all atm, and I'm suggesting that items with whole matching words get prioritized in the search results.

Good point! At the moment the search just does a partial word search and sorts it based on the length of the name, so you always need to type something longer to find an item with a longer name. This could definitely be improved.

SSDarkMoon wrote:

I wish to know what can the thing do , now I just can see what it made from

On the object's page you can see what can be done with it under the "How to use" section. Is that what you're looking for?

#96 Re: Main Forum » Any suggestions for onetech? » 2019-01-16 16:14:47

Erudaru wrote:

Yeah that was vague, sorry. I meant a time estimate as in the time that you will spend crafting something (if that can be calculated in some way)... Maybe something in addition to the difficulty level. It says that it's hard to make, but what does that mean? Can I do it in my lifetime?

To help decide if I should even attempt making it or focus on something else that I can finish... Of course it would depend greatly on many factors but it's just an estimate. IDK.

I've actually worked on this a bit to improve the difficulty info. In theory you could estimate how long it takes to find a natural object based on its spawn chance. Then add those two numbers together for each object up the chain. The challenge comes when you need to track reusing objects that you don't need to craft again because otherwise the numbers blow up really quickly.

#97 Re: Main Forum » Any suggestions for onetech? » 2019-01-15 23:53:30

betame wrote:

1) For objects with stacking #use sprites (e.g. ax, well), a link to all #use images could help with counting in-game uses. Especially knowing when the last use might be.

Currently the last use of an object in a transition shows the proper sprite, but I don't generate any of the in-between sprites. I'll look into adding that.


betame wrote:

2) Individual links to all version histories could be nice (since OneTech is way better than the homepage's 'Update Log'). This could be in the form of a list, or searchable by update name or #, or attached to each object to see all the times it was updated. I sometimes look at the historical balancing of items to get an understanding of changing meta, and veteran confusion/myths.

There is a link to the version the object was created on the object's page, but no way to see where it was updated. I plan to add a change log history for each object in the future. Thanks for the suggestions!

#98 Re: Main Forum » Any suggestions for onetech? » 2019-01-15 22:16:28

pein wrote:

can you use the lifelog data to make something nice?

Dodge wrote:

Would be cool if we had an easy access to all the OHOL graphics data, like number of players per day/week/month and at what hours, number of old age deaths etc

I want to keep onetech focused on crafting recipes, but I'll consider a separate tool for browsing this data.

KittyTac wrote:

Make it an option to see the entire tech tree required to make an item instead of just one branch. Because some of us (or at least me) want to see the level of craziness required to make a radio or a car.

This is a cool idea. It would probably take a different type of graph view to represent it well.

mrbah wrote:

I didn't know that you could create a backpack with sheep's wool, because for that I would have to expand the "Show more ways... " tab, so i ended up wasting milkweed for a long time.

This is a good point. I think it would be good to show multiple "How to get" in certain situations. I'll consider the best way to do this.

dangergirl713 wrote:

It would be a timesaver to have a materials list for advance items. I always comb through and make the list myself when I'm looking at the website. It's no biggie though. Thank you for the website. It's a godsend.

Do you mean a list of all natural resources used to craft something? This is a bit tricky because some items (such as tools) are used multiple times and you likely don't need to create those from scratch every time. The recipe page lists all the tools and natural ingredients for crafting something. For example, here is the Diesel Engine. However it isn't perfect since it considers some items as tools which aren't really.

I have a plan for a different style of recipe page which I think will solve a lot of these problems. We'll see.

Erudaru wrote:

Maybe a time estimate would be helpful.

I'm not sure what you mean by time estimates. There is a "Changes over time" section on each object page which tells you what happens over time.

#99 Re: Main Forum » Any suggestions for onetech? » 2019-01-15 07:09:04

Erudaru wrote:

I don't understand why stuff is hidden though, i.e. collapsed until you click "Show more". I believe that we are all interested in all the stuff that's released.

Do you mean the list of transitions on the object page? I do this for a couple reasons.

1. Browser performance. Some objects have a ton of transitions such as the clay bowl or steel axe. The object page loads much faster when there are fewer listed.

2. To not overwhelm beginners. If there are multiple transitions in the  “How to get” section it looks like a list of steps to get the item instead of separate ways to get the item. I will consider expanding the “How to use” section a bit though.

Erudaru wrote:

And another thing about movement; all animals' movement is either chase or flee, when in the game it's chase (bear, sheep, dog,...), flee (shorn sheep, escaped horse,...) and random (animals that don't care where you are standing)

I list the movement type in the object info but it doesn’t always seem to follow this. I have seen animals follow players when they should have the Flee type. Not sure if it is a bug.

#100 Re: Main Forum » Any suggestions for onetech? » 2019-01-15 01:23:39

Morti wrote:

How about adding a wiki-like comment section below each object, where people can add information or comments, for others?

I like that it's clean and automated, but if others could contribute, ideally for the benefit of each other, it could be that much more useful.

That is a good idea. Currently the entire site is read-only so there's no database to track comments, but I think I could implement this fairly easily with a service like disqus. I'll look into it.

Jk Howling wrote:

The information on the animals and their movement has tripped me up pretty often.

For example, I have no idea what to make of "Move distance: 1 tile" means on sheep. Move distance, in my mind, would be how far an animal can travel between tiles- and I know a sheep can travel plenty further than 1 tile lol.

Number of Moves also puzzles me. It can only move 10 times? What does that mean exactly? It only moves 10 times then just stops completely? Never seen that happen personally, with any animal.

I feel like it could be worded better, or maybe the information listed differently to be less confusing.

I agree this could be improved. The move distance is something in the object's file, and from my understanding they can only move further if there's an object on the ground. So a sheep can move more than 1 tile to jump over another object. I'm not sure what the limit on that is though.

Regarding the "Number of moves", this is how many times it moves before it transitions into another object. For example in the case of a domestic sheep it moves 10 times then changes to a "Domestic Sheep with Lamb" which can be seen in the "Changes over time" section.

I'll try to think of something to make this more clear.

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