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#127 Re: Bug Discussion » Families can't survive through the night » 2020-11-26 07:42:17

Someone has pointed out that there already is a priority for girls to be born at low server population. Not exactly a ratio, but some sort of threshold.

#128 Re: Bug Discussion » Families can't survive through the night » 2020-11-26 07:40:00

Spoonwood wrote:
DiscardedSlinky wrote:

I have not read a single reply in this thread.

Baby distribution is all fucked up. It sends about half the server population to one family and the other fams will be struggling to get even a single girl.

Seriously I play at night at all the time and there will be 30 people online and 15 people will be in a single family.

Please fix this Jason

Case in point. Yikes took this screenshot 5 seconds ago, 12am est

https://cdn.discordapp.com/attachments/ … nknown.png

How could he control such distribution irregularity from happening, with a fertility queue with factors like temperature and yum?

NoTruePunk wrote:

If getting into birth assignments is an option then disregarding yum/warmth of mothers in favor of equal distribution would also help a lot.

#129 Re: Bug Discussion » Families can't survive through the night » 2020-11-26 04:34:33

Spoonwood wrote:
NoTruePunk wrote:

This post isn't about updates! It's about the lul in player activity regularly around 11pm to 4 AM central time causing families to collapse

Krauts survived through several of those time periods last week.  There were a completely weekdays family.  I point that out, because there's no way you reasonbly can maintain that no family can do such.

Also, that dip in player activity is by no means the only time that a dip in player activity on a server occurs which results in the permanent death of a family.   I did talk about updates, sure, but it's just the clearest example of a priori dooming of lineages.  There have been days where over the course of a day *more* families have died out due to lower numbers of player activity on their respective server than families *existed* over the course of the same day on the single most populated server.

Suppose there's a crash of bigserver2.  Players end up on server1.  Server1 lineages are doomed, unless enough players would check server1 as a custom server, and there won't be enough players who will check server1 for that.  The change of servers from server1 to bigserver2 for those not checking a custom server causes families to collapse, and those server1 families can't restart.

Suppose player count increases to 200 overall.  There's likely overflow to server1.  Then, when player count overall declines to like 100 for whatever reasons, there won't be players on server1 to have lineages alive.  Such a situation would cause at least some families to collapse, and they can't restart.

Suppose some players end up on server4 for whatever reason.  It takes only two players to have a family mind you, and the first two players make a family if the second player gets onto the server within 25 minutes of the first player starting, and the first player survives to at least 40.  But after playing for a bit, players don't keep playing on server4 after a bit or won't for whatever reason.  The family then is doomed to collapse then, no matter how much they concerned themselves with the survival of their living descendants.  They can't restart also.

The most significant causative factor isn't the low numbers of player activity for families dying off when player population drops isn't uneven baby distribution.  There exists perfectly even baby distribution when no players will join a server for 30 minutes or so!  Changing gender ratio also would affect only so many families.  The most significant causative factor lies in that the system is set up to kill families off *permanently* when player population is low.

As Cogito suggests, some ideas for solving the problems with lineages dying due to updates, redirection from crashes, changes in player population, seem likely to enable *more* lineages to survive through the aforementioned time period on the single most populated server also.

Literally fuck off

#130 Re: Main Forum » Mapping One Hour One Life » 2020-11-26 04:33:25

Spoonwood wrote:
Cogito wrote:
Spoonwood wrote:

I can't guess at your meaning on this one.  This needs an edit or an explanation as to why the last word got used.

There are two big pains to deal with if you have a canvas that anyone can draw on and that is shared.

The first is managing user logins, so that you can keep track of who did what (for example, so I can see *my* annotations vs other annotations)

The other is that people will draw penises. It's known as the TTP (time-to-penis) problem, and is explained in detail in the Apple TV show 'Mythic Quest'.

You can't stop people drawing penises, but you don't necessarily want to host user generated data because of the headaches that can come along with it.

The Statue of David is a very well respected piece of art and has a penis.  Ancient Greek art has plenty of representations of penises in sculpture.  The game has penises naturally, and the game without penises is a mod.  It seems like a mere assumption to me that a penis representation is a problem, and may well reflect cultural or personal prejudice against representation of a male body part, if not also suggest some form of misandry.

Someone making a shape of a penis, or breast or some other anatomical parts for that matter in game isn't necessarily destructive.  On the contrary, such behavior might qualify as an attempt to try to "build civilization", as art consists of one form of "civilization building" in the real world.  Or do you feel inclined to dismiss The Statue of David and ancient Greek sculpture as part of civilization?

Spoon, what is this take even? You're so full of shit sometimes. Are you suggesting that garbage data on a community resource is art? I guess that would answer my first question...

#131 Re: Main Forum » What happened here? » 2020-11-26 04:27:52

I'd say it started when Jason let the Nazis in

#132 Re: Bug Discussion » Families can't survive through the night » 2020-11-25 16:14:21

This post isn't about updates! It's about the lul in player activity regularly around 11pm to 4 AM central time causing families to collapse

#133 Re: Main Forum » Mapping One Hour One Life » 2020-11-25 15:54:05

PeaGirl wrote:

My goodness... You can legit see the footprints of some professional beargriefers. There's like a ton of bears and abandoned horsecarts in certain jungle locations.

Those are just glitchy false positives. Escaped horses leave ghost items on the map data, and caves are always drawn with bears.

#134 Re: Main Forum » I Guess Even A Trading Station Doesn't Work? » 2020-11-25 15:34:21

Being able to make dedicated storage would also go a long way. "Clothing boxes" that only hold clothing, "food boxes" that only hold food, etc. And the slotted variants of each. That would also prevent people from putting clay plates back in the pie box.

#135 Re: Main Forum » I Guess Even A Trading Station Doesn't Work? » 2020-11-25 15:32:29

This "Stations" idea is fairly clever. A self explanatory area in a village with a dedicated purpose.

Here's one: fire pit

Small trash pit + cut stones = fire pit

Hot embers last longer

Another: paper mill

For batch processing shavings and water into paper.

#136 Re: Main Forum » Mapping One Hour One Life » 2020-11-25 09:48:32

Cogito wrote:

- be able to annotate the map with points, lines, areas, labels etc. would potentially be interested in helping develop this.

An import/export button could allow us to quickly share points of interest.

#137 Re: Bug Discussion » Families can't survive through the night » 2020-11-25 05:29:21

Cogito wrote:

While I think the idea of long-term family survival is worth persuing, it's useful to separate families dying out due to 'natural' causes (as in the original post, fertility balance issues in the main server) and dying out due to 'unnatural' causes like a server update.

Any solution that helps with unnatural endings to a lineage will likely allow a naturally ended lineage to be rebooted, however a family dying out due to natural causes is about more than just the lineage ending.

The key question is "Could the players do something that keeps this family alive?"

It is frustrating if it feels like the family will die out *right now* regardless of what I do. If regardless of how much food I produce, or water, or clothes, or whatever, that due to 'unfair' factors my family dies out. All the babies going to another family is an example of an unfair factor. The family dying because an update is rolled out is also 'unfair' but it's a different kind of unfair, as at the moment it is necessary based on how the update system works, and it's not a straightforward thing to change. Things like Eve placements and baby allocation can be (relatively) easily changed, hence this thread.

Yeah, I don't think night time fertility counts as "natural" since it's dictated by events external to the game. Who and how many people press "login" is just as out of the players hands as update apocolypse, but low server pop happens nightly compared to the at most weekly map wipes. Low server population exposes mechanics that don't work right, and I think there should be considerations in place to compensate for that, or those mechanics should be fixed.

#138 Re: Bug Discussion » Families can't survive through the night » 2020-11-25 05:23:12

Spoonwood wrote:

  "Updated weekly", means that your family is doomed to die soon in real time.

This has nothing to do with what I've said. Please don't hijack my threead.

#139 Re: Main Forum » Mapping One Hour One Life » 2020-11-25 05:15:51

If you make the search verbose adding exclusions with the minus sign and wildcards with apostrophe would probably help at some point too, though idk about examples at the moment

#140 Re: Main Forum » I Guess Even A Trading Station Doesn't Work? » 2020-11-25 05:13:16

Literally just let us make lettering with the chat. Holding a letter stock "kit" should reduce your character count limit to 1 letter, then the kit should become whatever letter you write. That's basically how player made way stones work.

#141 Bug Discussion » Families can't survive through the night » 2020-11-24 21:42:21

NoTruePunk
Replies: 19

I believe this is an issue with the way babies are assigned, but it might also just be a balance problem. Currently families don't really die off from starvation, murder or wild animals. Sometimes an early/mid level town will get caught unaware by a bear attack, but for the most part families die because of fertility issues. There aren't enough girls born to a family to maintain a population. Hetuw shows one family will end up with half the server population, while another slowly dwindles down to 2, then 1, then 0.

This uneven distribution might be partially because of one family out-yumming another, but I think mainly it's an oddity of half the population being M, some people being linage banned and some people being cursed. Players also mess with the distribution of births themselves with /die. Over the course of a few hours those factors are bound to line up against a single family.

I think a possible fix might be to increase the gender ratio at low server activity times. An F:M ratio of 3:1 when there's less than 25 people online should help without having to get into the curse mechanics or birth assignments. If getting into birth assignments is an option then disregarding yum/warmth of mothers in favor of equal distribution would also help a lot.

#142 Re: Main Forum » Mapping One Hour One Life » 2020-11-24 18:45:43

Being able to search more than one item would be helpful. Common griefed items like delivery truck, engine, kero, crude all get dumped in the wilderness, but finding those spots means searching each word one at a time. It'd also be useful in situations where you're looking for latex, rubber dough and tires.

#143 Re: Main Forum » Jason, get rid of expert waystones pls » 2020-11-24 05:24:00

You can still look on the Wondible map for coords, so metagaming would still happen. Metagaming isn't bad, it's just weird. The difficulty curve of the game basically requires it, without the handful of metagamers doing their work you'd all be like chickens running around with ur heads chopped off

#144 Re: Main Forum » Your first grief? » 2020-11-24 05:21:27

Never griefed, but turned off a paver by accident right when the road worker had started it. They killed me. Thankfully no curses earned. I've been cursed for petty things like grabbing a tool I didn't realize someone was using, etc.

#145 Re: Main Forum » Mushroom Gorge » 2020-11-24 05:18:59

I kept taking down the belltower. Things like that and excessive ancient wall constructions are dangerous to put in the middle of town because they're immovable. The only things that should be set in stone in a village is the kitchen and the nursery. Everything else can be moved around those for a more optimal layout, and that's good.

#146 Re: Main Forum » Wow, trading is a prefect system with rich dynamics! » 2020-11-20 13:45:47

I've been getting leader around high 40s low 50s. I use /die sometimes when a fam is about to die out and needs girls, and never force feed AFK babies. Leadership system is moderately broken, but only because some people meme up their score artificially. Most people are genuinely bad at the game and can't maintain a meme score of even 45

#147 Re: Main Forum » Eve spawn analysis: 11-05 to 12-03 » 2020-11-20 13:41:00

I just lived a whole life in an eve camp with no contact from the outside world. We teched up, I mined and hunted rabbits. Made some boxes for the kitchen. So I'm not too worried about it.

#148 Re: Main Forum » Mapping One Hour One Life » 2020-11-20 04:22:13

Seems to be working now:

uvRwM3q.png

I think it was an issue with where the sliders and time frame were in the Map tab.

#149 Re: Main Forum » Eve spawn analysis: 11-05 to 12-03 » 2020-11-20 04:13:10

pein wrote:

yay, someone using plots big_smile desmos is cool, loved plotting in the baby fire and bell running with no bells
also, I think the galaxy style family migrations were plotted this way

what are these bands? eves spawn in lines now? haven't played in a long time.

The first pic shows each of the 4 families in their respective biome. Specialty biomes like jungle, arctic, and desert only spawn in those bands.

#150 Main Forum » Eve spawn analysis: 11-05 to 12-03 » 2020-11-20 03:48:44

NoTruePunk
Replies: 11

I've been taking another look at the eve spawns over the last two weeks. It seems overall there's an average of 1km westward travel per IRL day:

http://publicdata.onehouronelife.com/pu … nesday.txt
1605727726 [...] (-17082,-300) noParent

http://publicdata.onehouronelife.com/pu … Monday.txt
3520686 [...] (-3071,100) noParent

(17082-3071)/14=1000

That's across 207 "legit" eves. 14.7 eves per day, 67 meters per eve.

Curously, the furthest east spawn in the data comes 4 days into the set. I would expect the earliest data to be the furthest east, and the older the spawns get the further west they are. But this one person somehow spawned even further east than the earliest spawn 4 days before:

http://publicdata.onehouronelife.com/pu … ursday.txt
3508378 (-3601,100) noParent

Not sure how to treat that, it could just be an outlier.

Here's how the spawns look plotted:

jBVYGdL.png

This isn't very useful, I'm just interested in the advancing eve spawns so let's compress it down to a number line:

re9T2Jp.png

There's some strange big gaps in there. I wonder what's causing that. I'll overlay DT eve spawns, maybe they're affecting things:

GoBVniJ.png

Again, not useful. Gotta add 20k to the X value of the DT spawns in order to get them to overlay.

4kALx66.png

DT seems to fill in some of the gaps, especially the one at -15500, but there's still some pretty big gaps unexplained. There's 666 DT eves hilariously, so if those are contributing anything to the normal eve spawn it's a problem since they far outweigh normal eves.

I have a theory that the clustering of eves is due to some part of the advancing mechanism being based on the passage of time. That would cause the eve spawns to advance passively, then when a family finally dies out there's a big cluster of new spawns as failed families struggle to establish themselves. Then once established it once again passively and silently advances until that established family dies and triggers an eve spawn far ahead of the last one's location.

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