One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#76 Re: Main Forum » Open Letter to the Mobile Developers » 2019-03-02 14:19:26

Starknight_One wrote:

'Not affiliated with the original One Hour One Life game for PC."

I don't feel that "not approved" implies "disapproval" myself. But I would worry that others might. I like "not affiliated" or "unaffiliated", doesn't seem to have that uncertainty.

#77 Main Forum » OHOL First Birthday - Anniversary Plan And Stream Information » 2019-02-24 14:08:51

Chard
Replies: 0

Hey everyone!

So we're kicking off a little celebration for the first anniversary of the game which is on the 27th. When I see we I mean myself, a few others of the moderators, some interested parties and (fingers-crossed and no promises here but he said he'd try and drop in) Jason himself. I'm going to be streaming this and others might be too. I'll update the links at the bottom as we go.

The plan is as follows: create as many Yule Trees as we can. Now normally there'd be cake on a birthday but we don't have cake so we've decided to go with bread (buttered of course) as the closest thing to cake and the extra straw can be used to make straw party hats.

In addition we'll be talking about the game and its history to this point, the missteps and great leaps forward that it has taken in its 365 day (that's half a million in game years!) journey. So drop in on the channel and share your thoughts.

If you want to participate yourself and help us create a festive atmosphere for a day then please do so. Each lighting of the yule tree will be met with cheer no matter where it comes from. The stream will contain information about what server we are on and again I will update here as we go.

Merry OHOL-mas to all!



My Twitch: https://www.twitch.tv/chardster

#78 Re: Main Forum » Public access to all life log data » 2019-02-24 01:37:05

I’d say no more than someone knowing your home address, or your IP address. There’s a difference between knowing someone and being happy for them to see your play history. Privacy isn’t about hiding information, it’s about making people feel safe.

#79 Re: Main Forum » Mr Jason Rohrer. Is this post that controversial? » 2019-02-22 08:06:38

People’s expectation of value in this market are seriously messed up. I’m no exception I’m sure.

Anyway, fixing bugs and infrastructure are certainly customer problems. Strictly speaking we never paid for the content, that was free anyway. But there’s a more complex value equation around it all is my point. So don’t reduce it to Jason making time to do everything. He needs to do what’s important when it’s important.

Incidentally he also advertised the game as being 100% handmade by him. So can he back out of that promise by hiring help?

#80 Re: News » Update: Plaster and Paint » 2018-10-27 09:57:52

Potjeh wrote:
jasonrohrer wrote:

They are MILK COWS.  No beef.

What do you think happens to the male calves of milk cows?

The mama cow is like "NO BOYS"?

#81 Re: Main Forum » How much does your food cost? » 2018-10-27 09:35:47

So the latest update has added mangoes.

Mangoes are infinite in that they require no scarce resources.

Mangoes are scalable in that production of them is only limited by space.

This is a food leak.

Mangoes are now included in the breakdown above.

#82 Re: Main Forum » What is the business model of this game? » 2018-07-31 18:49:56

You pay a $20 to play on the official servers. That money goes to Jason.

#83 Re: Main Forum » Inserts in database are slow now » 2018-07-31 18:11:29

jasonrohrer wrote:

Yeah, Chard, I thought about this too.

But that will also slow server startup time.

Well, actually not necessarily.  The inserts are only slow if the hash table is already at max fullness, because every insert after that has to expand the table and move items around.  So, my idea was to make the hash table big enough, at startup, to contain the current map items AND 200 tutorial areas, and then pre-load them.  Seems like a pretty ugly work-around for slow inserts, though.

What works works in my book. It wouldn't substantially slow startup time to load one tutorial area and you don't even need to do that, as long as you don't load the entire tutorial area in one go it wouldn't cause lag.

Maybe there is a way to improve insert times and if there is that's clearly worth considering. But tutorials are the edge case, you work around them, and whatever works works.

#84 Re: Main Forum » Inserts in database are slow now » 2018-07-31 17:46:17

jasonrohrer wrote:

Also, sc0rp, where are you?  :-)

Server could keep a tutorial zone ready at all times and once it is populated, starts loading a new one over a few seconds, 20-30 objects at a time.

Edit: "fun" side effect, if you can find the tutorial zone you can mess it up before a player arrives in it.

#85 Re: Main Forum » How much does your food cost? » 2018-07-28 17:04:59

YAHG wrote:

If we are going for long term, most of the other numbers are irrelevant only the iron matters.

This is why berries are the best.

Berries are the most efficient scalable food in terms of iron and eat bonus exaggerates that too. Cooked rabbits are more efficient of course but are not scalable. I don't think iron is all that matters though. The main reason I included all the timings is to work out what sort of space is needed for the food production operation. Assuming a point of food every 10s we'd require 3.7 perfectly managed berry bushes per person to sustain. As a guess though I'd say most farming operations are only run at 25% efficiency. People just get distracted by other things. So for sustainable berries you would want 14 berry bushes, 0.4 wheat plots, 0.1 sheep and 0.2 carrot plots per person. Certainly doable, berry farms do get large, we know this. If everyone is naked all the time might need to increase a little for cold.

#86 Main Forum » How much does your food cost? » 2018-07-28 12:08:59

Chard
Replies: 13

Someone asked for this yesterday, or something like it.

So I factored out everything that could reasonably be renewed. You'll notice no soil is accounted for, for example, because everything is composted and the real cost is how much tilling you can do with the iron you have available. Water is plentiful of course but I've included it as a cost anyway. Certain things that are genuinely infinite, like wheat seeds and corn kernels, I just ignored. The amounts of time are simply based on the decay times, there are other times associated with these things that are harder to quantify. Rabbit hunting for example requires time to go to where the rabbits are, collecting salt water is the same. Making stew does just have a lot of steps as does making sauerkraut, those too also have cooking times that aren't included but in that case it is because I reckoned it wasn't very relevant when compared to the question of how many berry or carrot plants do you need. And of course just the time spent for someone to go pick up the food and eat it is included nowhere. There are probably more caveats surrounding these numbers that I have forgotten.

The '>>>' lines are inputs and the '<<<' lines are byproducts.

Edit (2018-08-12): Updated with milk, bread and butter.
Edit (2018-10-26): Updated with mangoes and eat bonus.
Edit (2018-10-30): Updated with languishing mango trees.

each 6 food serving of baked potato
>>> 14.013732 seconds (berry)
>>> 1.541476 seconds (carrot)
>>> 2.973191 seconds (compost)
>>> 45.000000 seconds (potato)
>>> 0.966278 seconds (sheep)
>>> 4.459744 seconds (wheat)
>>> 0.142838 till
>>> 0.178582 water
<<< 0.049553 mutton
<<< 0.012388 wheat

each 19 food serving of bean burrito
>>> 48.000000 seconds (bean)
>>> 37.811594 seconds (berry)
>>> 4.159272 seconds (carrot)
>>> 7.756232 seconds (compost)
>>> 2.520771 seconds (sheep)
>>> 90.000000 seconds (wheat)
>>> 0.464705 till
>>> 0.976708 water
<<< 0.129270 mutton
<<< 0.217682 straw

each 12 food serving of bean taco
>>> 0.250000 limestone
>>> 36.000000 seconds (bean)
>>> 11.911683 seconds (berry)
>>> 1.310278 seconds (carrot)
>>> 2.527217 seconds (compost)
>>> 15.000000 seconds (corn)
>>> 0.821336 seconds (sheep)
>>> 3.790782 seconds (wheat)
>>> 0.227662 till
>>> 0.883045 water
<<< 0.042120 mutton
<<< 0.010530 wheat

each 15 food serving of berry carrot pie
>>> 172.276848 seconds (berry)
>>> 18.950433 seconds (carrot)
>>> 4.567105 seconds (compost)
>>> 1.484289 seconds (sheep)
>>> 22.500000 seconds (wheat)
>>> 0.129496 till
>>> 0.498154 water
<<< 0.076117 mutton
<<< 0.043470 straw

each 20 food serving of berry carrot rabbit pie
>>> 172.276848 seconds (berry)
>>> 18.950433 seconds (carrot)
>>> 4.567105 seconds (compost)
>>> 1053.750000 seconds (rabbit)
>>> 1.484289 seconds (sheep)
>>> 22.500000 seconds (wheat)
>>> 0.129496 till
>>> 0.498154 water
<<< 0.076117 mutton
<<< 0.043470 straw

each 12 food serving of berry pie
>>> 170.256152 seconds (berry)
>>> 2.228168 seconds (carrot)
>>> 4.155123 seconds (compost)
>>> 1.350405 seconds (sheep)
>>> 22.500000 seconds (wheat)
>>> 0.070377 till
>>> 0.433951 water
<<< 0.069252 mutton
<<< 0.045187 straw

each 18 food serving of berry rabbit pie
>>> 170.256152 seconds (berry)
>>> 2.228168 seconds (carrot)
>>> 4.155123 seconds (compost)
>>> 1053.750000 seconds (rabbit)
>>> 1.350405 seconds (sheep)
>>> 22.500000 seconds (wheat)
>>> 0.070377 till
>>> 0.433951 water
<<< 0.069252 mutton
<<< 0.045187 straw

each 12 food serving of buttered bread
>>> 13.586133 seconds (berry)
>>> 1.494451 seconds (carrot)
>>> 2.802973 seconds (compost)
>>> 0.750000 seconds (corn)
>>> 0.750000 seconds (cow)
>>> 0.910939 seconds (sheep)
>>> 45.000000 seconds (wheat)
>>> 0.133408 till
>>> 0.167731 water
<<< 0.046715 mutton
<<< 1.125000 skim milk
<<< 0.113321 straw

each 7 food serving of carrot pie
>>> 9.437357 seconds (berry)
>>> 17.538094 seconds (carrot)
>>> 1.934781 seconds (compost)
>>> 0.628791 seconds (sheep)
>>> 22.500000 seconds (wheat)
>>> 0.124503 till
>>> 0.210794 water
<<< 0.032246 mutton
<<< 0.054438 straw

each 10 food serving of cooked goose
>>> 0.500000 execution
>>> 7.006830 seconds (berry)
>>> 0.770738 seconds (carrot)
>>> 1.486596 seconds (compost)
>>> 30.000000 seconds (corn)
>>> 4.000000 seconds (goose)
>>> 0.483139 seconds (sheep)
>>> 2.229872 seconds (wheat)
>>> 0.133919 till
>>> 0.151791 water
<<< 0.024776 mutton
<<< 0.006194 wheat

each 12 food serving of cooked mutton
>>> 158.513194 seconds (berry)
>>> 17.436368 seconds (carrot)
>>> 3.405278 seconds (compost)
>>> 19.500000 seconds (sheep)
>>> 5.107917 seconds (wheat)
>>> 0.075833 till
>>> 0.354210 water
<<< 0.235811 dung
<<< 0.014189 wheat

each 10 food serving of cooked rabbit
>>> 4215.000000 seconds (rabbit)

each 9 food serving of mango slice
>>> 3.503192 seconds (berry)
>>> 0.385351 seconds (carrot)
>>> 0.743291 seconds (compost)
>>> 225.000000 seconds (mango)
>>> 0.241540 seconds (sheep)
>>> 1.114802 seconds (wheat)
>>> 0.004459 till
>>> 0.075895 water
<<< 0.012387 mutton
<<< 0.003097 wheat

each 15 food serving of mutton pie
>>> 39.473672 seconds (berry)
>>> 4.342097 seconds (carrot)
>>> 2.039473 seconds (compost)
>>> 4.875000 seconds (sheep)
>>> 22.500000 seconds (wheat)
>>> 0.077851 till
>>> 0.214638 water
<<< 0.054002 dung
<<< 0.054002 straw

each 19 food serving of omelette
>>> 14.013660 seconds (berry)
>>> 1.541476 seconds (carrot)
>>> 2.973191 seconds (compost)
>>> 60.000000 seconds (corn)
>>> 8.000000 seconds (goose)
>>> 0.966278 seconds (sheep)
>>> 4.459744 seconds (wheat)
>>> 0.267838 till
>>> 0.303582 water
<<< 0.049553 mutton
<<< 0.012388 wheat

each 3 food serving of popcorn
>>> 3.503415 seconds (berry)
>>> 0.385369 seconds (carrot)
>>> 0.743298 seconds (compost)
>>> 15.000000 seconds (corn)
>>> 0.241569 seconds (sheep)
>>> 1.114936 seconds (wheat)
>>> 0.066959 till
>>> 0.075896 water
<<< 0.012388 mutton
<<< 0.003097 wheat

each 17 food serving of pork taco
>>> 0.250000 limestone
>>> 3.647803 seconds (berry)
>>> 0.401246 seconds (carrot)
>>> 0.751005 seconds (compost)
>>> 16.875000 seconds (corn)
>>> 5.000000 seconds (pig)
>>> 0.244067 seconds (sheep)
>>> 1.126463 seconds (wheat)
>>> 0.074860 till
>>> 0.584069 water
<<< 0.012516 mutton
<<< 0.003129 wheat

each 18 food serving of rabbit carrot pie
>>> 9.437357 seconds (berry)
>>> 17.538094 seconds (carrot)
>>> 1.934781 seconds (compost)
>>> 1053.750000 seconds (rabbit)
>>> 0.628791 seconds (sheep)
>>> 22.500000 seconds (wheat)
>>> 0.124503 till
>>> 0.210794 water
<<< 0.032246 mutton
<<< 0.054438 straw

each 14 food serving of rabbit pie
>>> 6.751953 seconds (berry)
>>> 0.742703 seconds (carrot)
>>> 1.385039 seconds (compost)
>>> 1053.750000 seconds (rabbit)
>>> 0.450125 seconds (sheep)
>>> 22.500000 seconds (wheat)
>>> 0.065126 till
>>> 0.144650 water
<<< 0.023083 mutton
<<< 0.056729 straw

each 6 food serving of sauerkraut
>>> 5.605498 seconds (berry)
>>> 42.000000 seconds (cabbage)
>>> 0.616602 seconds (carrot)
>>> 1.189279 seconds (compost)
>>> 0.386511 seconds (sheep)
>>> 1.783898 seconds (wheat)
>>> 0.140469 till
>>> 0.154766 water
<<< 0.019821 mutton
<<< 0.004955 wheat

each 5 food serving of shucked ear of corn
>>> 14.013660 seconds (berry)
>>> 1.541476 seconds (carrot)
>>> 2.973191 seconds (compost)
>>> 60.000000 seconds (corn)
>>> 0.966278 seconds (sheep)
>>> 4.459744 seconds (wheat)
>>> 0.267838 till
>>> 0.303582 water
<<< 0.049553 mutton
<<< 0.012388 wheat

each 5 food serving of tasty berry
>>> 109.341845 seconds (berry)
>>> 1.027603 seconds (carrot)
>>> 1.982108 seconds (compost)
>>> 0.644108 seconds (sheep)
>>> 2.972806 seconds (wheat)
>>> 0.011891 till
>>> 0.202386 water
<<< 0.033031 mutton
<<< 0.008258 wheat

each 8 food serving of tasty bread
>>> 13.503906 seconds (berry)
>>> 1.485406 seconds (carrot)
>>> 2.770078 seconds (compost)
>>> 0.900250 seconds (sheep)
>>> 45.000000 seconds (wheat)
>>> 0.130251 till
>>> 0.164300 water
<<< 0.046167 mutton
<<< 0.113458 straw

each 7 food serving of tasty carrot
>>> 11.210928 seconds (berry)
>>> 67.233181 seconds (carrot)
>>> 2.378553 seconds (compost)
>>> 0.773022 seconds (sheep)
>>> 3.567795 seconds (wheat)
>>> 0.247604 till
>>> 0.276199 water
<<< 0.039642 mutton
<<< 0.009911 wheat

each 8 food serving of tasty skim milk
>>> 0.155583 seconds (berry)
>>> 0.017092 seconds (carrot)
>>> 0.033028 seconds (compost)
>>> 0.666667 seconds (corn)
>>> 0.666667 seconds (cow)
>>> 0.010695 seconds (sheep)
>>> 0.049363 seconds (wheat)
>>> 0.002975 till
>>> 0.003372 water
<<< 0.111111 cream
<<< 0.000548 mutton
<<< 0.000137 wheat

each 14 food serving of tasty whole milk
>>> 0.140025 seconds (berry)
>>> 0.015383 seconds (carrot)
>>> 0.029725 seconds (compost)
>>> 0.600000 seconds (corn)
>>> 0.600000 seconds (cow)
>>> 0.009626 seconds (sheep)
>>> 0.044427 seconds (wheat)
>>> 0.002678 till
>>> 0.003035 water
<<< 0.000494 mutton
<<< 0.000123 wheat

each 14 food serving of three sister's stew
>>> 18.000000 seconds (bean)
>>> 8.583463 seconds (berry)
>>> 0.944178 seconds (carrot)
>>> 1.821084 seconds (compost)
>>> 3.750000 seconds (corn)
>>> 0.591851 seconds (sheep)
>>> 22.500000 seconds (squash)
>>> 2.731620 seconds (wheat)
>>> 0.164051 till
>>> 0.248444 water
<<< 0.030351 mutton
<<< 0.007588 wheat

#87 Re: Main Forum » Mindmap for Objects » 2018-07-27 20:29:03

New users can't post links until they've made enough posts. It is for spam prevention.

I don't think Jason does have anything like this. The map would ultimately be very complicated. If you want to have a go at making one though that would be amazing. I don't think it has been tried but that doesn't mean it wouldn't work.

Off the top of my head the key differences between a mindmap and One Life transitions is that here we have two things combining to one thing, two things combining to two other things, things combining in ways that don't change one of the things directly but do modify use counts, and loops.

#88 Re: Fixed Bugs » Anti spam plugin to stop spam on forum » 2018-07-26 07:20:59

sc0rp wrote:
jasonrohrer wrote:

Okay, along with the auto-generated, custom-coded math problems, I've also set it up so that new users cannot post links in their posts for the first 10 posts.

It doesn't work - account has only two posts and embedded links:
https://onehouronelife.com/forums/viewt … 728#p25728

Also email and website links in left column.

Sleeper account. Registered 2018-07-06. Cleaned up.

#90 Re: Main Forum » Welp, found the actual source of lag » 2018-07-23 21:22:43

sc0rp wrote:
Chard wrote:

It was a joke. There was no N in O(1). Saying that the hash tables are O(1) if you keep them small is kinda like saying that they are O(1) if N is small.

If you keep LOAD small (as in 50%-85%).  You cannot go over 100% anyway, without some additional data structure tackled on, as you need to store items somewhere.  There is no limit to the size of hash table.  And you can scale them easily up and down with inserts and deletes.  There is also no additional space required for collisions if you use right method for handling it (e.g. double hashing, linear probing).

Chard wrote:

Anyway as I followed up the key issue is one of space/compute tradeoffs and their relative complexities which I think is well understood and Jason mentioned as a work around his original post.

There are no such tradeoffs, if you choose the right algorithm.  Scale the hash table itself, don't append long collisions chains to it - this degrades into linked list.  With right approach you have O(1) time whp and O(N) space no matter how big your dataset is.

It is clear to me that we aren't communicating well here. I'm not a computer scientist or an algorithm specialist. I'm a mathematician and I was making a joke about an ambiguity in the choice of language surrounding complexity. Clearly it didn't land, so I'm dropping this. smile

#91 Re: Main Forum » Welp, found the actual source of lag » 2018-07-23 21:03:08

Chard wrote:

What do you mean by small N?

It was a joke. There was no N in O(1). Saying that the hash tables are O(1) if you keep them small is kinda like saying that they are O(1) if N is small. The logical extension of that solves a whole bunch of complexity problems of course. O(1) factorisation of 1-digit numbers? People don't get my sense of humour. Anyway as I followed up the key issue is one of space/compute tradeoffs and their relative complexities which I think is well understood and Jason mentioned as a work around his original post.

#92 Re: Main Forum » Welp, found the actual source of lag » 2018-07-23 20:45:17

sc0rp wrote:

3. Run separate thread that will prefetch map data for players.  You send 32x30 tiles.  So prefetch thread should pre-cache map in all directions, something like 96x90.  When player does move in any direction, you should have tile and item data already in the RAM.  Special case Eve spawn to precache all data before she's born.

The servers are currently single core I believe so this would need extra fixing.

sc0rp wrote:

Hash tables ars O(1) whp.  At this point you have bunch of linked lists, not hash table.  Hash tables work fine with load up to 50%-85% (depending on how you handle collisions).  You run it with load of 15200%, so it degenerated into linked list.

O(1) for small N sounds like a bit of a cheat to me. Although we are only discussing compute complexity here not space complexity.

#93 Re: Main Forum » Welp, found the actual source of lag » 2018-07-23 20:23:27

If we've explored N tiles then the boundary is proportional to sqrt(N) so we end up expanding the database size by 5 k sqrt(N) tiles or so. If exploration was perfectly circular then k = 2 sqrt(pi). That's the best case and we get some of that as villages are somewhat round. Worst case would be a long rectangle, there's probably some of that going on as people run in straight lines. In the worst case of all we'd about double the number of tiles in the database.

#94 Re: Main Forum » Welp, found the actual source of lag » 2018-07-23 19:32:15

If we're exploring a new part of the map could we perhaps load a nearby neighbourhood of cells and put them in the DB on the assumption that they'll likely be needed soon if not immediately? It sounds like that might reduce the number of NULL lookups.

Edit: And would this outweigh the cost of push things onto the top of other bins that maybe don't end up getting used?

#95 Re: Main Forum » Good job Jason » 2018-07-22 00:52:40

A lot of the things people get upset about they probably only get upset about because the game means something to them. They could probably stand to say it more. Looking forward to lag fixes. Keep up the good work!

#96 Re: Fixed Bugs » Anti spam plugin to stop spam on forum » 2018-07-10 22:56:08

sc0rp wrote:
jord1990 wrote:

things never get reported by 5+ people, as a matter of fact some post dont even get reported at all.

Maybe because people think it's futile?  I rarely report, because when I did, I haven't seen any difference.

The current process is that mods pick up the reports when they log in; mods aren't notified immediately. All reports are looked at by at least one mod and either ignored or acted on. There is no feedback to the reporter. Our main function is dealing with spam threads.

#97 Re: Fixed Bugs » Anti spam plugin to stop spam on forum » 2018-07-10 18:09:36

Hi sc0rp,

The current mod team are two in Europe and one in New Zealand.

I'll try and highlight your suggestion to Jason and the others and see what people think.

Thanks!

#98 Re: Main Forum » Public access to all life log data » 2018-07-05 17:36:05

Right. That explains all the deaths without births. The births without deaths are obvious.

Thanks, Jason. My validation is almost done I just have one more thing:

lifeLog_server1.onehouronelife.com/2018_03March_29_Thursday.txt:B 1522325449 151203 33645a2fe7aef8f7e7588408fadc11a1d3a0bc92 F (-534,-720) noParent pop=30 chain=1
lifeLog_server1.onehouronelife.com/2018_03March_29_Thursday.txt:D 1522327655 151203 33645a2fe7aef8f7e7588408fadc11a1d3a0bc92 age=50.90 F (-536,-710) disconnect pop=33

Timestamps are 2206 seconds apart on an Eve for a death age of 50.77 not 50.90 as reported.

Another instance:

lifeLog_server1.onehouronelife.com/2018_05May_18_Friday.txt:B 1526637853 563908 7c82c56d382f57377c970e05cd513917d18bab01 F (183154,57803) noParent pop=38 chain=1
lifeLog_server1.onehouronelife.com/2018_05May_18_Friday.txt:D 1526638851 563908 7c82c56d382f57377c970e05cd513917d18bab01 age=30.67 F (183239,57792) disconnect pop=34

Timestamps are 998 seconds apart for 30.63 death age not 30.67.

#99 Re: Main Forum » Public access to all life log data » 2018-07-05 16:57:20

Yeah, lots of IDs repeating.

I've also go death lines with no corresponding birth line anywhere.

server3, id=12315 is an example.

#100 Re: Main Forum » Public access to all life log data » 2018-07-05 16:27:58

Player IDs are non-unique on servers 1, 5, 6, 7, 8, 10, 12, 13 and 14.

Basically can't rely on player ID to match birth and death lines. There are other routes though.

Board footer

Powered by FluxBB