a multiplayer game of parenting and civilization building
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This is a great new feature +1
Random poll ideas:
Would be interesting to see how many people use mods to play the game, maybe a question like this
- Did you modify the textures of the game?
- Do you play using a zoom out mod?
(but say in the question that there is no punishment, so that people are not afraid to answer)
How many people like property fences? war swords? the curse system? language update?
its hard to really know if you dont make a poll, but maybe you dont want to hear the answers to these questions,
you already made the updates and you dont want to revert them
a quote from here: https://onehouronelife.com/forums/viewt … 419#p61419
But there's still a problem with bringing people together, because they'll just merge into an indistinguishable mush. How do you care about your own family in that case? I'm still working on this, but language and cursing and war are three reasons that "other families" aren't indistinguishable from your family.
But anyway, with those things in place, it was finally possible to bring people together in a way that was at least somehow meaningful. Still working on it, of course.
Jason sees this interaction as "at least somehow meaningful"
If you group up together and go to another village to kill them for no other reason than killing them.
There is no real reason to attack another village, its just role playing war.
People now kill outsiders on sight, does this mean you care more about your own family?
Or does this just mean you dont trust outsiders anymore?
In short, killing other families is much more meaningful than working together with them.
Thats why there are property fences,
If you dont build property fences to protect your projects, dont complain that people mess stuff up
Griefers always win.
If you grief, you make other people mad and cause them to grief.
Jason recently added a new feature:
If noone sees an area for 8 hours it resets, except for roads and stone walls
i also made a topic about it: https://onehouronelife.com/forums/viewtopic.php?id=6816
@jasonrohrer I found cause of this problem.
https://github.com/jasonrohrer/OneLife/issues/332
Thank you for showing the bug, you are very good at finding bugs ![]()
the logs show that the player cords are around -40k and -50k
recently jason made a commit that should spawn one eve in the center of the map (every 24 hours)
so i would assume that players would slowly migrate to the center of the map.
but maybe i understood the update wrong idk
if you are using awbz mod, try SHIFT + ARROW KEYS
@GoodGrief your name sounds like you are a griefer
anyways, what do you use the property fences for? explain in detail
why do people kill you, whats the reasons?
i also saw this nice garden yesterday:
We need to make a road 50 000 tiles long
trough out the whole map !
we can build villages along this road
reply from jason on why this is, is in this thread:
Ok thanks for explaining it.
I am not a good programmer, i know this, i often write silly code,
But i try to learn and improve, sometimes looking at other peoples code teaches me things.
If you (or anyone else) have time could you explain to me:
I saw you write closing brackets like this:
if ( true ) {
}
everywhere else i see it like this:
if ( true ) {
}
why?
i saw that you use a 1d array instead of a 2d array for mMap in livingLifePage.cpp, is this more efficient? would it not be easier to use a 2d array for this?
you create a new char array like this:
char *message = autoSprintf( "MAP %d %d#",sendX( mapPullCurrentX ),sendY( mapPullCurrentY ) );
delete [] message;
you could also do it like this:
char message[64];
sprintf( message, "MAP %d %d#",sendX( mapPullCurrentX ),sendY( mapPullCurrentY ) );
the second example has the advantage that it deletes message own its own when it goes out of scope, this avoids memory leaks.
there are atleast 2 issues on github that point to memory leaks caused by the first version.
Why is the first version better?
Why not use strings instead? they have many useful functions that makes dealing with char arrays easier.
If you write functions for other purposes, you are adding code complexity without any fundamental benefit.
The only time I cheat on this rule is for really complex algorithms that are hard for me to get my own head around, and then breaking the algorithm down into well-defined sub-problems helps me.
I dont understand this, you are saying that writing functions for other purposes adds complexity but at the same time you only do this when you have really complex algorithms? because you want to add complexity to the really complex algorithms?
Jason if you want to make to make this a very good game, then you need to play it.
Play it a lot, and like playing it.
This way you can better understand the problems it has and you will be able to come up with better solutions.
If you dont have time to play it, you dont have time to make a very good game.
Play every day at least 1 hour.
If you dont enjoy playing this game than it will be very difficult for you to improve it.
I think what might cause it is if you get bitten by a wolf for example, then you go into a mosquito swarm and get yellow fever but the wolf kills you.
But ofcourse i am not sure.
@Wuatduhf yes i also like your solution.
I originally though that with the monument list, bell towers were forever, not even just a map tile in the traditional sense once completed. Sadly, it's just a record.
Sadly this is not true anymore, i think currently, only the latest 2 bell towers actually exist.
They were created yesterday and today.
In this list you can see "killed by mosquito swarm" and also "killed by yellow fever"
I think that the life log data logs murder sometimes as starvation.
i think this happens when you get stabbed but starve to death before you die by the wound.
Are you seeing a bunch of reed stumps around? Or other evidence of stuff that didn't reset correctly?
i could not find any signs of civilization, no reed stumps. Only stone walls.
I dident see any items inside the swamp, would there not be bowls or something laying around if it dident reset?
Could you make it so bell towers dont reset like stone walls?
They are hard to make and it would be nice to bring more people to an old town.
Could you make the reset time longer, maybe one week instead of 8 hours?
I would also like it if stone roads would not reset.
i know i just suggested some stuff, i am sorry but i like to do suggestions and i will get upset if you dont implement them ![]()
i remember that, i think is Blondin middle? im sure it was a bigger line
Yes, i think several families lived there, one was Blondin.
It looks like the trees cut down in the swamp didn't come back.
Yes, but not only the trees, also the tule reeds, it was very difficult to find them around the town.
I believe it's a tile-by-tile reset over time, based on what I remember Jason saying. So it might not have fully reset by the time you got there (which would halt the process until it was 'unseen' again for long enough).
I think the town wasnt seen for several days, i could only find stone walls there but no other signs of civilizations.
If it wasnt fuilly reset should i not have found some other left overs from a big town like this one?
The following are images of an old town i found.
This demonstrates the new map reset feature.
I would have preferred to find more than this.
Also i think it dosent reset correctly, look at the swamp image.


The map is very nice !
I think i saw that on your stream you also added deaths?
It would be cool to see the deaths or births on the map, maybe color coded.
Like a rainbow, green are the most recent, blue is from 5 days ago, red is from 10 days ago ?
But i dont know how practical it is to do that.