a multiplayer game of parenting and civilization building
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He's still working on it up until it's released so when the game updates, it's the end of his work day. If he doesn't immediately check for bugs and stay for a few more hours to see if anything needs to be fixed, it's because he's probably relaxing with his family or eating dinner.
This is bad planning. Instead of targeting a release at the end of the day, and planning his decisions about what will and will not be included in the update accordingly, he should target a release in the middle of the day, and plan his decisions about what will and will not be included in the update accordingly.
That will allow him the opportunity to discover post-release issues and address them before quitting for the day to relax with his family and eat dinner.
He works for a week and then updates the game, and comes on to make sure everything is running smoothly, if not immediately then by the next morning.
But why not immediately? If he released during the day instead of at the end of the day, he'd spot the problems and fix them immediately instead of leaving his players with an unplayable game until the next morning.
You seem to be under the impression I'm demanding Jason do more work. That's not at all the case. I'm suggesting that he plan his release schedule with the expectation that he may need to fix something immediately post-release. In other words, schedule releases during the middle of his working day rather than at the end.
Thanks for the clarification, Peremptive. I agree it's not a bug. I think it's an oversight, an unintended consequence of what he intended to do.
I think the problem is that clothing adds heat, which will push you to max temp even in the jungle (whereas naked in the jungle will just leave you at "hot" rather than max hot). I added a comment to that effect in the news post thread.
Jason wanted clothing to be desirable in any biome, so he made it slow down temperature changes:
Now clothing is always beneficial, everywhere. It slows down temperature change. So when you walk into the desert, it helps you instead of hurting you (keeps you from getting hot too quickly).
However, clothing is still undesirable in jungle and desert, because in addition to slowing down temperature changes, it also adds heat:
There is also still a small body heat effect inside clothing, so in a cold biome, clothing will gradually warm you up over time. This effect is somewhat larger than it was before.
The consequence is that if you are wearing clothing and spend time in the jungle, your temperature will eventually reach max hot - even though the target temperature for jungle is only as hot as the other biomes are cold. Clothing does not protect you from hot climates, it only protects you from short-run heat shock if you temporarily walk into or across the hot biomes.
Note, though, that as I mentioned immediately above, that same clothing harms you when you cross from the jungle or desert back into the other biomes. While you are in the jungle or desert, your clothing pushed you further away from the center because clothing adds heat. That means when you return to the other biome, your heat jumps back to the cold side, but stays that further distance away from the center (because Jason doesn't want you to ever move closer to the center when you cross biomes). But then your clothing KEEPS you further from the center and STOPS you from getting warmer, because clothing slows down temperature changes.
Jason: Clothing should probably not add heat. It probably should move your temperature closer to the center, so that it warms you in cold biomes and cools you in hot biomes.
Clothing slows down your heat loss if you go from a warm tile in a cold biome (example: a building or a fire) to a cold tile in a cold biome (example: almost anywhere else). However, it also slows down your heat gain when you are moving from a very cold biome (arctic) to a merely cold biome (most of them).
So if you venture out onto the ice to club a seal or gather stones, when you step off the ice and back onto the grasslands or prairie, be sure to take OFF your clothes until your temperature has risen back to merely "cold" instead of "very cold".
This seems odd. Take off your clothes to more quickly become less cold.
The convection mechanism has weird consequences.
Consider a fire in the middle of a 7x7 room. If you are standing in the middle of the room, your airspace is 49 tiles with one fire and an average border R value of W (whatever the R value of a wall is). If you are standing two tiles away diagonally, your airspace is 25 tiles with one fire and an average border R value of W/2 (since half the borders of your 8x8 grid are now open space, with a zero R value). So the convection heat is about the same as in the middle of the room: same number of fires but half as many tiles, so twice as hot, but half as much insulation, so about the same heat after the heat loss through the airspace borders.
But if you're standing in the corner, your airspace is only 16 tiles with one fire and an R value of W/2. That means that the corner furthest away from the fire is about 1.5 times as hot as the center of the room!
Yes, that's compensated for by having less radiant heat in the corner. But the point is that the convection component is behaving in strange, counter-intuitive ways. It doesn't depend on the airspace around the fire, it depends on the airspace around you.
He changed it because you could game the system by dancing from hot to cold. With even just a few bits of clothing you had some pretty sizable net gains by just pathing along a desert/jungle while out doing stuff like hunting rabbits or foraging. Now you should just avoid going near jungles/deserts and walk through the arctic if a warm biome is the other option.
The behavior that Peremptive reported conflicts with the behavior that Jason described in the forum news post, and he made that news post after changing the behavior in response to the exploit you demonstrated. Also, fixing that exploit doesn't require the behavior Peremptive reported.
If things are working as Peremptive described (I can't test it myself at the moment) then it's probably not what Jason intended.
CrazyEddie, I agree that people should NOT get emotionally invested with the pixels they spend so much time with; however, I am glad that some people do. Otherwise, we would potentially not even have games to play..None the less, I appreciate you comforting me during my panic.
That wasn't intended to be a moral judgement about emotionally engaging with a video game. I think you should get invested in the games you play! I do! Including this one!
I was offering the advice that OHOL is not oriented towards the kind of engagement you seem to be seeking. You're trying to keep returning to your town in life after life so that you can keep it going. This is counter to Jason's intent with the game. I'm not saying you can't or should't play how you like, I'm just warning you that by playing that way you will be fighting against the developer, and you will lose that fight eventually, perhaps often.
But if you stand up your own private server you can play how you like and not need to worry too much about what Jason does.
I don't believe this is Jason's intent, and I strongly suspect there are bugs in his code. He's not given us much explanation of how it's supposed to work, but what he has explained so far implies that when you walk from grassland to jungle, you should go to the jungle target temperature - instantly if naked, instantly if clothed and at the grassland target temperature, more slowly if clothed and warmer than the grassland target temperature. However, the grassland target temperature is not supposed to be max cold, and the jungle target temperature is not supposed to be max heat.
The new heat mechanics are difficult to reason about and have probably led to an incorrect implementation.
If you can consistently reproduce this case, and can describe it clearly, please open an issue on Github so that it gets his attention. That will help him find and fix these sorts of errors.
I've mostly stopped reading your posts. You make great points in every post but it's no longer worth my time trying to find them among your poorly-formatted text and gratuitous rambling.
This has nothing to do with the temperature changes.
This rather obvious suggestion has been made approximately over nine thousand times. It's doubtful Jason will ever implement it. He wants children to be a burden; it's a core part of the game.
there was no standing around and talking [..] Everyone pitched in to keep food, water, soil, farms, and the babes clothed.
Yes, it's true. Because the low-hunger desert towns got nerfed, the food requirements for a town have gone way up, and consequently instead of one productive player carrying ten useless people standing around and talking, you need to have a much greater percentage of the players be productive in order for the town to survive.
The heat shock is hard to understand, hard to reason about, and hard to deal with. It also solves a problem which I can tell has been high on your mind but which I think is actually of very little consequence, and thus doesn't need (and shouldn't have) such a complicated and frustrating solution.
People don't jump back and forth between hot and cold tiles, except in two cases.
The first case is Tarr, trying to show how much he can bend and break your game rules. But even here it doesn't really buy him (or anyone else) anything of interest. The second case is babies, who are the only people ever likely to park themselves on a single spot for a protracted period and try to keep a perfect temperature by dancing back and forth between two tiles.
And the entire effect of having a hot tile near a cold tile that you can dance between is nothing more than you would get by building a fire. You can make a fire anywhere, but you have to be lucky to have a hot/cold border near where you want to be standing. I think even without this heat shock mechanism, there will be very little hot/cold dancing going on. People will just make fires.
The big change you've made is to make deserts as bad as arctic and jungles as bad as the others. This alone solves the real problem that's been taking place, which is people settling near the borders of deserts and swamp so that they can build the bulk of the town on a good temperature (desert being much better than the others) while having water close enough to make a farm. THAT is why there are towns built on hot/cold borders... not the relatively minor (nearly trivial) effect of being able to stand on a perfect tile.
Because nobody stands on a tile. People move. They're busy, they have work to do.
I don't think it's fair to expect him to push updates even further back because of isolated and rare incidents. I also think he shouldn't have to set aside multiple hours of his day to wait and see if anything goes wrong with the update, especially since he usually talks with us about updates before they're pushed or comes onto the discord almost immediately after.
"Things rarely go wrong, therefore there's no reason to stick around to see if something went wrong." This is a terrible approach, and Jason would be ill-advised to continue to follow it.
He isn't an enterprise, he's one man
All the more reason for him to plan his update schedule so that there is support time built in immediately following the update. Because he is only one person, he doesn't have the staff that an enterprise does sitting ready to provide that support during off-hours. So he should make sure that his support isn't needed during off-hours, by scheduling his releases so that the post-release support will coincide with his desired working hours.
I think it's a little much for you to ask him to change his work routine to suit your personal desires
I'm not asking him to change his work schedule. I'm suggesting that if he changes his release schedule he'll be able to accommodate his own preferred work schedule, while simultaneously not leaving his players hanging out to dry when, inevitably, something goes wrong with a release.
When you put it like that, then yes, that's exactly what I do as well.
... except the pants. I don't even bother with pants.
Jason, please only release updates on days and times when you can commit to monitoring the results in both the immediate aftermath and the short-run aftermath.
If you intend to have evenings and weekends to yourself, please consider only ever releasing on Thursday afternoons or Friday mornings, so that (for example) when a bug makes the game literally unplayable you are still on the clock, monitoring the situation, and able to discover and fix the issue rather than being occupied with your family.
If for whatever reason the release gets delayed until Friday afternoon, please arrange your work schedule so that you can monitor the game for several hours later into the evening and again for some time on Saturday.
In the enterprise IT world, the one thing that everyone dreads is a Friday afternoon release. It very often results in many people's weekends being ruined, as they go home but then get emergency pages and calls later that evening or the next day. Please don't do that to yourself (unless that's what you choose), and please don't leave your players hanging by being unavailable at the one time that they need you the most.
I don't think you understand how proper temperture management worked with the old system. It wasn't about finding a perfect temp tile and standing on it like a baby, never doing anything with your life. It was about actively monitoring your temp level while you moved around, so you avoided temp extremes and maximize time near perfect temp. A big part of this was time management and location management. Setting up farms and berry patches and bakery/smithy in jungle or along desert borders so workers would naturally spend time in warm spots. Or travel long distances on less food by following the edge of a desert biome. Or warming your core temp before moving through a tundra. Or switching between tasks in the hotter middle of the village to jobs further out in the colder regions, then back in when you cooled down. The difference between hunger rate when very cold or very hot and when you are near ideal temperature is VERY dramatic. It is why so few villages were built in cold regions before this update and why the change is such a huge shock to many seasoned players.
I never did any of this (well, most of this). Temperature management has always been (to me) a waste of time and energy. The only concessions I have ever made to temperature management are a) as a baby, stay on a perfect temp spot (fire or a hot/cold border) because otherwise you'll starve or interrupt your mother, and b) as an Eve or early settler, put the berry farm on desert or jungle so that the mass of people who spend most of their time in or near the berry farm have their food consumption dramatically reduced.
For my own personal temperature management as a capable non-infant, I have always ignored clothing and biomes (other than avoiding protracted trips into the arctic). Obtaining clothing is expensive, and the penalty for being naked is ignorable. I produce a surplus of food and have no problems obtaining and eating food as often as needed despite being at equilibrium temperature with any of the biomes (except arctic, which is easily avoidable). Doing the kind of active temperature management you describe above has always seemed bothersome and extraneous.
I can see why you might find it an interesting challenge to optimize your temperature, much like some people (including yourself?) find maximizing yum to be an interesting challenge. I don't. I find it a distraction, as it has little practical effect on the rest of what I view as the game's main goals and challenges: survival, progression, and legacy.
Does this get extracted into the OHOL folder? I have zoom out mod, but I don't want to get the 2 start ups mixed up or mess up the zoom out file.
You can extract it anywhere. It's entirely self-contained. I would extract it someplace unrelated to your existing OHOL folder.
Also, there is another server that I had played on a few times, they have hunger pretty much turned off and dying of old age turned off. Would anyone know how I would go about doing that? Not too worried about hunger, as I would like to get used to the temp system, but the dying of old age turned off would be nice..
There are config files in a folder underneath the server folder (/server/settings). Each config file is a text file; the name of the text file is the config variable and the contents of the text file is the value that variable gets set to. Most of the names should be self-explanatory. I believe there are a few that will control how fast you age and/or how long you live, but I don't have them handy.
Literally, stressed due to about a month's worth of my down time was used to get the "kingdom" to that point..
That was a bad idea. You should never expect anything in this game to last. It might, and if it does you can certainly take some pride and pleasure in it, but don't get emotionally invested in something such that you'd be upset to lose it. There's any number of things that could happen, for both in-game and out-of-game reasons.
OHOL is not a civilization-builder. If you want to play it that way, you're better off doing it on a private server that you have control over.
Fragility:
The Eve spiral starts at 0,0 only on a brand new server. When an existing server is restarted, the spiral starts over, but not at 0,0. The new spiral is centered someplace that was active when the server was restarted - but exactly what determines that spot, I'm not sure. Someone said that it was the place where the longest lineage was at the time of the server restart, but I don't know how that spot would be determined exactly.
Separate from that, there is map culling. When the server restarts, anything that has not been seen (has not come into view of a player, where "view" includes map chunks that might be just outside of the player's actual view if they're using the default zoom) in the last seven days just before the restart is restored to its natural state. Items are removed, cut trees are restored, vacant ponds are refilled, etc. The time limit used to be 24 hours, but it was increased to seven days some time last year.
So what do I do if the runserver.bat isnt working. What links do I need to do manually?
runserver.bat has some commands that start with "mklink". Those commands show you which links need to be created. They need to be created in the server directory and need to point to the appropriate subdirectories of the parent folder.
Here's a thread where someone else had some similar issues: https://onehouronelife.com/forums/viewtopic.php?id=5247
Maybe that will help you figure out what's going wrong. You could also try contacting Awbz on Discord.
1). Last person on a server flies to the tutorial and dies over there before server reset. Can't be a tutorial Eve for this to work so you need to be an actual town member who sneaks over and sets the Eve spiral at the tutorial. Not 100% if it works
I'm not sure anyone has correctly stated the Eve-spiral-recentering logic. I've read a couple of things but I'm not convinced they're correct (or even coherent), and I haven't checked the code.
and certainly not sure if people would be spawning in/around fresh cells or the cells would be as they were before reset.
I'm pretty sure the previously created cells would be exactly as they had been left (although any not seen in the previous seven days would be erased). However, new cells won't be created in that place any more, at least not for very long. The tutorial zone gets pushed further away from the map center as people are born, so as soon as someone is born (or Eve spawned? not sure) in the previous tutorial region, subsequent tutorials will be placed something like 50k further away from there.
2). Old age death over by the tutorial on a low pop server. This will obviously work unlike the first option. If your goal is to make some sort of weird village up there you could do it this way however, the tutorial update resets daily so unless your goal is to make as much progress in one day and lose it you'll always be remaking your city.
Not sure what you mean by "the tutorial update resets daily".
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If the goal is not specifically to spawn as a fertile Eve in the tutorials but rather just to start a town from scratch out there, you can of course act like a pseudo-Eve and just steal a plane, fly out to the tutorials (if someone's made a runway, which you can be pretty sure Tarr has done), and build a new city to your heart's content.
True, it's not just noobs. Mid-levels can definitely die in a famine. But once you get a little more experience under your belt, you'll start to recognize impending famines well before they happen, and then whether you die or not depends on whether you want to push hard to save the town (and possibly die with it, but maybe not) or instead be more conservative and save yourself and maybe a handful of others.