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#151 News » Update: Crave Spice » 2020-06-27 06:26:02

jasonrohrer
Replies: 14

YeRj3cs.png

Last week, a bunch of new foods were added to the game, pushing the total up to 64.  Pickles were among the new foods added, and they make a perfect example of a pressing design problem.  Why do people eat pickles in real life?  They don't have much nutritional value.  Maybe they eat the lacto-fermented type for probiotic benefits.  But they're mostly eaten because they taste good.

As I work toward my goal of making the largest and most comprehensive crafting game of all time---a true love letter to our civilized world, which is so full of all the amazing things that people make---64 foods is just the beginning.  But why would people bother to make these foods?  They can't actually taste things in the game.  Players will likely gravitate to the most efficient food, and make only that, after the novelty of making a food that looks like a hand-drawn pickle wears off.  To put it another way:  ice cream has been in the game for over a year, but almost no one eats it.

In facing this problem a while back, the YUM system was a good solution.  Each novel food that you eat in your lifetime contributes to a growing bonus multiplier, boosting the value of each additional novel food.  This is an abstract representation of "nutritional variety" or something like that.  A long YUM chain is much more resource-efficient than a mono-diet of even the most efficient food in the game.

However, YUIM only takes us so far.  Analysis by community members has shown that an optimally-scheduled YUM chain of just 24 foods---the 24 most-efficient foods---is enough to last a person all the way through their life.  What about the other 40 foods?  For players who strive for efficiency, the back 40 are effectively dead content.

But sometimes, you just feel like having a pickle, right?

The new craving system solves this problem in a way that can scale way beyond 24 optimal foods.  Each family is assigned a sequence of foods that they will crave, one after the other, with foods chosen based on how advanced they are.  Eating a craved food gives a bigger YUM multiplier boost---double the usual increment.  Of course, for some hard-to-get foods, a double bonus might not be enough to make the food worthwhile.  In that case, the craving will persist, even across generations, until it is finally satisfied.  For each generation that goes without the craved food, the bonus increases.  Eventually, even the most difficult to produce food will be worth making, as the bonus keeps growing.

In a given lifetime, eating a series of craved foods will be even more efficient than a standard YUM chain.  However, if you get stuck on a food, or decide not to pursue your current craving, your craving sequence gets blocked on that food.  So even if the craved food is not worthwhile for the initial bonus attached to it, it might be worthwhile so that you can continue eating other craved foods that will come later.

To expand your craving possibilities, the raw spices added last week have been used in a few additional recipes---spiced versions of shrimp and mutton that provide no additional food value compared to the non-spiced version.  You probably won't bother making them, unless you get a craving for them.

And to aid you in preparing all this stuff, tables have become much more user-friendly, allowing you to transform objects that are sitting on the table without removing them from the table first.  So you can make pie crusts, chop ingredients, and season meats, right on the table.

To prevent mother overload, mothers are now blocked from having more babies if they currently have four living children.  This will allow them to focus their attention on helping those four survive.  This is a soft block, which will be overridden if all mothers on the server have more than four living children.  But in general, it should help quite a bit to smooth out the variance that sometimes saddles one mother with loads of kids.

And speaking of kids, since male characters don't have any babies themselves, their nieces and nephews count toward their genetic score---men are treated as uncles.  People have figured out that women in the game can avoid genetic offspring by leaving their homeland to remain infertile for their whole lives.  This has been fixed by treating any childless women as aunts---their nieces and nephews will also count toward their genetic score.

#152 Re: Main Forum » When I have plenty of food I still hear the dinging constantly » 2020-06-26 18:06:39

This has been fixed.  No more dinging when you have bonus food points not shown in your hunger bar.

#153 Re: Main Forum » Why I take a hands-off approach » 2020-06-26 18:03:39

Coconut Fruit wrote:

I played a game where everyone had an unique hardware ID, and to change that ID one would need to change a component in their PC (RAM, hard drive or whatever)
I'm not sure if it would be worth implementing something like this in OHOL, because currently only Bobo abuses us through multiple accounts. But if there were more people doing it, it would be cool if we could "CURSE" hardware ID instead of hash connected to the account. This way it wouldn't be worth buying more accounts only to grief, unless you have many PCs.

Yeah, any game that claims to do that is full of it.  It won't actually work.

Because how does the game client determine this hardware ID?  Oh, by measuring this or that aspect of the hardware?  What if the game is run in an emulator?  The game can't tell whether or not it's running on real or simulated hardware (see Turing).

Furthermore, modding the game, either in source or binary form, to bypass this hardware check and report any desired hardware ID would be trivial, even if you didn't run it in an emulator.

It's like copy protection dongles, DRM, or any other scheme that has been proposed (and defeated) over the years.


As an engineer, I avoid trying to solve problems that are provably impossible to solve.

There are enough problems that are possible to solve without wasting time on the impossible ones.

#154 Re: Main Forum » What if.... » 2020-06-26 17:55:32

Guy wrote:

Noticed you've been a bit more active on these forums recently. I appreciate that.

You will also notice that my forum activity is inversely correlated with the size of the weekly update.  Being active in the forums takes time.

#155 Re: Main Forum » Posse Fail » 2020-06-26 17:52:47

Also, I know this doesn't help non-English people....

But when you try to kill someone, instructions pop up on the screen explaining how many allies and enemies the person has, and how big the posse needs to be.  And your character speaks information about who can exile that person, and you get an arrow pointing to that leader.

So it's not like these mechanics are totally hidden or need to be memorized.


I just noticed that once someone is sufficiently exiled to be solo killed, there's no explanation given to the killer letting them know that solo killing this target is possible.  I'll fix that with a DING message explaining the situation.

#156 Re: Main Forum » Posse Fail » 2020-06-26 17:29:48

Once someone is exiled, you don't need a posse at all.

Any single person can kill them, alone.  But the posse system speeds up the killers.


In fact, the posse system will probably removed in the future, though I need to think about this more....


I agree that the system has become too complicated.

But it's a complicated problem to solve.  How to let the "good guys" kill when they need to, but prevent the "bad guys" from killing.

#157 Re: Main Forum » When I have plenty of food I still hear the dinging constantly » 2020-06-26 03:48:18

This has been fixed.  No more annoying DINGS if you have a bunch of YUM bonus points.


Arc:

The fact that YUM points are separate.... the idea is that they don't necessarily "fill you up".  Like if you eat a huge YUM chain, and have a 20x multiplier, and then wait until empty and eat a YUM piece of popcorn, you get 20 bonus points, but you're still not full, so you can eat more things beyond that one piece of popcorn.

Which makes YUM better than regular eating, because it can go above and beyond your normal stomach capacity.

It kinda represents the difference between "nutrition" and "fullness" in a very abstract way.

And later, to fix "food waste" by allowing people to overflow when they eat a big food on a nearly-full stomach, those YUM bonus points were used for that overflow too...  it was just the cleanest way to do that..... though it does kinda muddy the distinction between "stomach fullness" and "yumness".  Though most of the "big" foods are meant to be more nutritious.

#158 Re: Main Forum » Why I take a hands-off approach » 2020-06-26 03:41:53

Okay, let us count the n-word then.

In the current logs there are 100,000 utterances, which represents something like the past 30 or 40 hours.

The n-word was said 3 times.

The word "RAPE" was used 18 times.

I guess it's good to know where the priorities of the community lie....



And no, you can't play on multiple accounts without paying for each one.  I guess Bobo, if he really does have multiple accounts, has bought a bunch.

And no, there is NO way to block someone who goes and buys extra accounts.  This was an even bigger deal for The Castle Doctrine, where players could use secondary accounts to explore target houses without risking the savings in their main account.  Lots of people bought a second account for this purpose.

If you block double use of the same credit card, it prevents people from buying gifts for friends, and then can just go buy a gift cart to bypass this restriction if they really want to (and there's no way to block the same credit card on Steam, since the person can have multiple Steam accounts).

If you block IP address, it prevents people in the same house from playing (using shared public IP like everyone does through NAT), and a determined attacker can just use a VPN or even just go to the library or Starbucks.  And thanks to NAT, people's IP addresses change constantly, so if they buy a second account next month, it will likely be through a different IP anyway.

So then you're stuck, and you just have to acknowledge that multiple accounts are a reality.


It's kinda like DRM being fundamentally impossible.

#159 Re: Main Forum » What if.... » 2020-06-26 03:22:53

How would I make the item?

In Photoshop or something?

Man, that would be a pain!


There are actually several items in the game that I designed with CAD first, and then I printed it out, and traced it.  The railroad tracks and engine parts are examples of this.  There's no way I would have gotten all those things to line up if I had just eyeballed it with no guide.

But it turns out that this is a VERY productive way to make "hand drawn, but exact" artwork.  Example here:

http://onehouronelife.com/forums/viewtopic.php?id=4778

KFgYZ7n.gif

#160 Re: Main Forum » Why I take a hands-off approach » 2020-06-25 17:38:57

Also, while I really appreciate the tireless efforts of the moderators, I have always insisted that they waste as little time as possible dealing with nonsense.

When we add up the total hours humanity has spent on such activities, it's really staggering.... how many hours of sleep and family time and productive work have been lost.


In other news, Bobo Bill just emailed me asking if he could be unbanned from Discord.  Will it ever stop?  No, of course it will never stop.

#161 Re: Main Forum » Why I take a hands-off approach » 2020-06-25 17:12:26

in before someone says "you can't leave and start your own town because of iron."

You mean because you can't come back to town and steal an engine from the trolls?

#162 Main Forum » Why I take a hands-off approach » 2020-06-25 17:09:17

jasonrohrer
Replies: 41

I just got an email from someone who wants me to police both in-game chat and discord way more than I currently do.  For Discord, as an example, this person claimed that it wouldn't take more than 15 minutes a day to read all messages and deal with bad actors.  This person also claimed that cursing doesn't work in-game, because people tend to curse you back.

Here's what I wrote:


I just take a hands-off approach to these things.  I've been running this game as a public service for 3 years now.  So.... 15 minutes a day (as you suggest), x 365 days, x 3 years = 273 hours of time spent policing discord.

I hope you understand how 273 hours would be completely wasted in a never-ending battle..... for what, exactly?  To tell some strangers what they can and can't say?  For the benefit of whom?  To benefit parents who don't pay attention to whom their children are talking online?

I don't have 273 extra hours to devote to such a pursuit.

And in terms of chat messages in the game itself.... let's see...  according to the logs, in the past 40 hours (the logs are flushed after about 40 hours to save disk space), there have been 126,337 spoken utterances in the game.  In just two days.

During that time, the word "FUCK" has been uttered 516 times, as one example.  516 times in a two-day period.

If I had a "report" feature, there would be DOZENS of reports to investigate per day.  And many of those would be false reports, trying to frame someone.  And each person paid $20 for the game, so I can't just ban someone by accident.  So I would have to deeply investigate each report.  This would consume many hours per day that I simply do not have.

Cursing works.  The person will be born far away from you for 30 days.  If they ever come near you during that time, they will be clearly marked.

If they curse you back, who cares?  You won't be born near them for 30 days.  You don't WANT to be born near them, right?


You can always walk away from whatever town you're born into and start your own family somewhere else.  Just dig a well out there, and leave all the trolls behind.  Build a fence (which is very cheap and quick to build) to keep people out.  Exile any "bad" babies that you have.


Keep in mind that I've already spent a full hour just responding to you.  This stuff takes time.  I have an update to push out today, and the game is going on sale in 5 minutes on Steam as part of the summer sale.

When managing a community of 100,000 people.... well...  it's just not tenable to police the whole thing.  I've tried doing that in the past, and I've absolutely run myself ragged.

I'm halfway through my life (age 42), and I have way better things to do than argue with strangers online, right?  Like.... go outside and plant an apple tree or something, or go fly a kite with my kid, or call my uncle and talk to him because his father just died, or reconnect with an old friend, or read my teenage son's screenplay that's sitting here on my desk, or take a nap.

I don't want to spend any of the time I have left chasing down some 15-year-old who wants to type the word "nigger" online.  Sheesh!

#164 Re: Main Forum » When I have plenty of food I still hear the dinging constantly » 2020-06-25 15:08:31

Yes, I will look at this, at least to factor YUM points into the equation.

Part of the reason it is NOT time-based is so you can visually understand what causes the hunger slips to change (oh, the slip appears when I have 4 pips left, or whatever).

If you were very warm, it might be quite distressing to see the slip appear when you only had 1 pip left.  The slip would appear, and you'd freak out.  Likewise, if you were very cold, it would be confusing to see the STARVING slip on an almost-full belly.

#166 Re: Main Forum » Why so distant? - about game difficulty » 2020-06-25 02:28:39

The change, reducing the frequency of forced Eve spawn due to generational staleness, is live.

#167 Re: Main Forum » Idea — Road making vehicle » 2020-06-25 02:21:25

The other by-products from oil (the fractional part) is coming in the future.

#168 Re: Main Forum » Why so distant? - about game difficulty » 2020-06-25 02:17:22

A few things:

1.  The big solutions, of totally revamping the game with oceans or whatever, don't address the actual problem we're experiencing now.  Why this problem now?  It's because:

A) Eve jumps to the West of the western-most homeland when she spawns (a relatively new thing).

B) There are "forced" Eve spawns when the existing towns get too old, meaning a certain number of Eves per day (a less new thing, but still new-ish).

Remove either of these things (which I can do right now, because they're both live server settings) and the problem goes away.  But then the other problems crop up (either towns get old and stale OR Eves spawn in stripped-bare areas, or both...).

I will now push the ForceEveAfterGenerationNumber from 40 up to.... 100.  That will be a new Eve every 23 hours, instead of every 9 hours.  Which should mean that we move West at roughly 1/2 the current speed.  Towns will be a bit more stale, but there will still be at least one new town every day.


2.  The notion that a family can't migrate, because they can't have an iron mine in a different location, is false, at least for a high-tech family that has an engine.  They can plop an engine down on any muddy iron vein (essentially, any vein not right in an existing homeland) and mine away.  In fact, they can get even closer than that, because the engine can be installed on any sunken iron vein too.  They can then dig a new well in that area.  So, one woman with a horse cart and an engine can start a thriving village anywhere, as close as she wants to be to whatever family she wants to be near.  What a family cannot do is generate more "free" iron in a different location.

But even if they don't have an engine to migrate their iron mine, if they're moving to be near another town, that town has iron, right?  So dig a well nearby, and start having babies there, and then get iron from that town.

My guess is that people don't migrate simply because it's a complicated trans-generational project and hard to pull off---like herding cats.  Much easier to just stay put and eat what we have left until we die out in a few generations.

#169 Re: Main Forum » First wisps of new content... » 2020-06-22 21:12:46

They seem to be handling 3900 okay....


Where did Woodspoon claim to have gone to school with my son?  My sons have never gone to school, ever...

#170 Re: Main Forum » First wisps of new content... » 2020-06-20 01:56:51

WoodSpoon is spouting nonsense.  There were no emails.

I'm not working on a new game, and I will never make an OHOL 2 or RTS or anything OHOL related in the future.

If you look at my back catalog, you will see that I always do something totally different for my next project.  But I'm not working on a next project, currently.


At the time of Steam release (November 2018), I promised at least 2 MORE years of updates.  Meaning two years from that point.  Meaning until November 2020.  At least until then.

I also, in the distant past, promised 10,000 objects total.  There are currently 3800.

If I focus on content each week, I can add between 50 and 100 new objects per week.  This week, for example, I added 85.  Let's take that as an average.

It will take me 72 weeks to get to 10,000 objects.


So that's the current plan.


OHOL is still making good money each week, so for the time being, it's not financially foolish to keep updating it until I reach my stated goal.


That said, I have pulled back from overworking myself.  At least a few days this week, I actually stopped working at noon.  OHOL cannot be my 100% focus for the next 72 weeks.  I need to do other things, and spend time with my family, and take time off, and so on.

But I think I can get 85 objects into the game, on average, each week and still keep a balanced life.  And meet my goal, eventually, of making the most comprehensive survival and crafting game of all time.

#171 News » Update: The Pickle » 2020-06-20 01:12:07

jasonrohrer
Replies: 16

HWdVHTj.png

I have in my possession one of the great secrets to gustatory delight.  Say goodbye to vinegar.  Say hello to the magic that can be achieved through a little bit of salt and a lot of patience.

I will share that secret with you now.

KOSHER DILL PICKLES

24 of the freshest 4-inch pickling cucumbers
8 cups filtered water
1/2 cup sea salt
12 to 16 sprigs fresh dill (or substitute dill seeds, with 1/4 teaspoon seeds replacing 1 sprig)
8 cloves garlic, peeled
16 whole peppercorns
4 bay leaves
1 teaspoon yellow mustard seeds
1/2 teaspoon coriander seeds
1/2 teaspoon red pepper flakes

In a non-reactive soup pot, combine the water and salt.  Simmer and stir until salt is dissolved.  Remove from heat and cool the brine to room temperature.

Snip the blossom end of each cucumber, exposing a bit of the white flesh.

Put cucumbers and all other ingredients into a large clay or glass crock.  Pour in enough brine to cover all cucumbers by at least an two inches.  They will float as the brine level rises, so push them down to make sure there is at least two inches of extra liquid above them.  Make more brine if needed.

Place a clean ceramic or glass plate on top of the cucumbers, and place a sealed glass jar full of water on top of the plate to weigh it down and keep all the cucumbers below the surface of the brine.  Use the largest plate possible that fits in the crock, and put the plate face-up to avoid trapping too much air under the plate.

Cover the crock with a clean pillow case.  You can also use a towel, secured with a loop of string to cinch the loose ends shut around the crock.

Place in a cool place.  68 to 72 degrees Fahrenheit is ideal for fermentation, which should take about three weeks, but happens faster at higher temperatures.  Slower fermentation produces the most delicious results.

Every few days, remove the cloth cover and skim any scum or mold that appears on the surface.  You will see bubbles coming up around the plate as long as fermentation is happening (you can tilt the plate a bit to observe any trapped bubbles).

After two weeks, remove the plate and sample one pickle.  Rinse it off.  Slice it in half along the cross section, and check how far the fermentation has progressed.  If it's finished, the army-green translucent part should extend from the skin all the way to the center.  If there's still some white-looking flesh near the center, the fermentation isn't done yet.  You can also taste it for doneness.  If they're not done, rinse the plate and put it back with the weight on top.  Let them go another week and then sample one again.

Once fermentation is complete, fish all the pickles out and place them into jars.  Ladle enough brine into each jar to cover them.  Place them in a root cellar or refrigerator to keep them long term---they will be good to eat for many months.

To eat:  Fish out a pickle from a jar with a fork, rinse off, slice, share, and enjoy.

Note that every year's batch of pickles tastes slightly different.

When you have a good pickle year, it's a really good year.

#172 Main Forum » First wisps of new content... » 2020-06-15 19:05:19

jasonrohrer
Replies: 81

I actually put pen to paper and drew something today.  Line art for wild and domestic pickling cucumbers:

hsATkpJ.png

Back in the saddle.

#173 Re: Main Forum » New Laptop Slow Mo » 2020-06-08 18:49:02

So... for a BEAST of a laptop like that, there should be no problem running OHOL at any frame rate.  OHOL runs at 60fps on ancient, non-gaming laptops.  It can easily run at 800 fps on a powerful gaming machine.

I'm helping this person directly by email, but I just wanted to post something here for other people who might have the same problem.

First, you should check out what framerate you are actually getting when you're alive in the game.  Type /FPS in the chat box (after hitting ENTER to open the chat box) to see an FPS graph.

If that framerate is high, there might be some kind of measurement mismatch between the true framerate and what the game is expecting (what people are suggesting here in this thread).

But I don't think that's the problem....


I think if you run /FPS, you will see a LOW framerate.  Probably, the framerate was measured at 120 or 60 on a black (empty) screen, and that's your vblank rate.  HOWEVER, the game is rendering way slower than that, and is probably hitting 10 or 20 fps or something, when it's drawing sprites.


The reason for this is probably something wrong with your OpenGL driver for your GPU.  Maybe OpenGL isn't even installed or something, causing it to render the game in software mode.  I.e., drawing all the sprites using the CPU, instead of the GPU.  This will indeed be slow.  The fact that it is possible at all, even at 10fps, is a testament to how powerful modern CPUs are.

#174 Re: Main Forum » Taking a vacation this week » 2020-06-06 00:07:35

Well, I haven't been going anywhere on vacation.

Just staying home with wife and kids and NOT thinking about the game 24-7.

It's really important to recharge from time to time.


Current plan is to extend it for another week, actually.  How good I feel this week is a sign of how badly I needed it....

#175 Main Forum » Taking a vacation this week » 2020-06-02 00:45:17

jasonrohrer
Replies: 17

I'm taking a much-needed break this week.

I'll be back next week with C-O-N-T-E-N-T.  Yes, I said it, folks.


Well... of course, assuming that the world doesn't burn down before then.


Stay safe, everyone, and may peace be with you.

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