a multiplayer game of parenting and civilization building
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How about auto screenshot? Whenever I play engaging life I never remember to make any.
I'm not sure what the trigger should be: killing, long conversations, doing many emots at once?
1. Fuzzy things can be tricky
2. I stream pretty much everything so I can get screenshots/clips easily myself
Wondible would you consider adding Zoom as an option to your mode?
Jason has specifically said he wishes people didn't use zoom. I've considered pulling out the scale a little bit. I've never seen fuzzy with the full screen push (though I did see it a bit while moving when I had a bug), so if you can't go all the way to the edge it might work.
Other things I've considered:
Names for people you've named or hovered long enough to learn their name, and maybe on-demand (key) only.
Some kind of object search - as cheaty as it seems, this is something I think about every time I spend a couple *years* looking for a dang shovel - I could search the place pretty thoroughly in the time of one second, and the game already supports arrows.
WonLife 314.53
- Location slips can be disabled with a setting file
- Baby location slips are your skin color
- Add "USES" to the uses item description
WonLife 312.50
- New players have a gosling on their head.
- Shows the use count of water buckets, bushes, piles, etc.
- Use server-provided tool slot info instead of message parsing
Fish, I played yesterday on bigserver2... from a tutorial area. I didn't name myself, but this is my hash: 9a0589cb673446fd534812d43cde1913f30b256a if unnamed Eves around the tutorial areas register in the logs and you want to confirm once/if the relevant logs are out.
Generally no. There is some rare condition, perhaps twins, that causes the odd eve to be recorded, which handily reveals the tutorial location.
sigmen4020 wrote:is that a OHOL discord?
It's a secret easter egg: Scroll aaallllllll the way to the bottom of the web site front page
I don't want to inflate the amount titles/tools too much
Thats another thing to consider.
How does someone know what the possible jobs are? How do they know which tools they get? e.g. does this have the tools I'm interested in right now.
So as I'm thinking about this, I have a riff: jobs are player created. With paper (or maybe a couple paper made into a book), people can create their own titles and tool lists (the mechanics of picking tools will need some thought) Learning a job couldn't be a simple matter of picking up the paper, as with maps, but reading it would tell you the title and tools. There would need to a student's hat, or sacrificing another paper for study notes (or diploma?) There won't be an "Eve job" because people haven't reached the tech level for vocational training yet. But if somebody wanted to psuedo-eve, you could perhaps design a Pioneer job to get people started.
Why axe for explorer? Are they to be covering lumberjack as well? (which itself doesn't need many skills) Perhaps pencil for mapping?
This may be okay if it's 3-for-1 or at least 3-for-2, since you lose some flexibility. Jobs sometimes blend into other areas (tailor into shepherd into farmer) and there is always the odd jobs.
Also: new player experience. Does a carpenter get stakes or bow saw? What does an explorer even mean? Can i use that tool or will it cost me a slot? (I'm fine - my mod shows tools... but I'm the only person using it) Also, for a really new player, "some" tools cost a slot, and "some" tools don't. Backwards holding will help, except for ovens and other fixed objects.
Changing jobs seems like it would be more of an advanced player thing - what would it do for you? People could probably guess that bakers get oven, but what if you became a carpenter to put a handle and wheels on a box, only to find you don't have bow saw or bow drill? Also, which would you lose by changing jobs?
WonLife 311.49
- Fix awkward pathing bug
- Bonus feature: path to front of wall shelves when approaching from behind.
- Allow viewing names of objects in bad biomes
- Replaces custom help screen with changes to ESC screen
Confirmed this is essentially due to my extracting path code.
I did add a tweak to not path to the back of wall shelf, that could perhaps be ported to vanilla if there was interest.
Remember: a player apocalypse doesn't kill anybody (directly) so people will still be where they are now. Perhaps harsher conditions will kill a line, but it's a bit of gamble.
I guess this makes the lack of update this week especially unfortunate. (or fortunate, if you like unique large-scale stories)
I wrote up a few settings from helping someone fix some slow-mo, which was effectively the game running at a slower fps then it wanted to. Don't know if it directly applies to your case, but perhaps you can find some settings that work for you.
Do each of these also extend that radius out 2 more?
...
What about each use of the diesel pump, does that also increase the radius? And perhaps more importantly , if two wells radii grow to overlap each other, do they also take uses from each other?
No.
If you put "40" into onetech you get four things - spring and tarry, shallow well and gushing oil. That is it.
The kind of creeping intersections you talk about are one of the reasons it's simple. Imagine just getting your deep well up and the next town's newcomen dries it out? That would suck right? Very close eve towns can kill one another's springs, but once you've got a well, you can keep it.
You can watch the entire development on the map.
Around here https://onemap.wondible.com/#x=-8834&y= … 1581953270
Time range selection isn't great, best way is open funnel, Data, choose Arc and drag all the way to the right. Then you can close that menu
Now hit the clock to open up time view; the town started practically from the beginning of the world, so you can pretty much start from the beginning.
If you want to hit play, you can change the playback rate under funnel, Format.
Does anyone know, from experience or code, how far out do the wells become exhausted?
Square.
If you look at onetech, you can see the number in some of the items names. A well
https://onetech.info/662-Shallow-Well-t … 40-160-160
Taps out things in a 40x40 grid, in a 160x160 area, so two springs in each direction.
Gushing oil rig has the same numbers.
WonLife 311.48
- Location slips are back. Babies are pink, and follower/leader are badge color.
- There is now a gold disk above players who score aka +FAMILY+. This has a separate setting file.
- Family hearts drawn above hat.
Has anyone been experiencing awkward pathing lately? e.g., going from the right side of a tile to left side, and then facing right to use it. Or going outside a room to the back side of a wall shelf.
This might have to do with my changes for the keyboard movement, but I'm wondering if it's something I should look at submitting back to Jason if I find a fix.
Some people wanted disabilities. "But who would want to play a comatose life?" These people, apparently.
Though getting points for people you are unable (or at least unwilling) to help may be off.
Also for newborns and leaders, why we need text about them when we have already pointed arrow on map? Maybe just change the colour of backround on map for a while to make info more noticeable.
It's because Jason builds on things then builds on them again. Maps are a kind of paper, which you read, but it has coordinates. The game literally sends you the player coordinates the same way it gives you map coordinates, by having your character speak it, except for the extra player information that got added.
The distiller however cannot to my knowledge be removed at all. This should be addressed.
I think it's easy to move with no tank on it, but the only way to remove it is to get crude oil. Possible, but dis-proportionally difficult to setting up the distiller.
But why 30 days just seems like too much like 10 is better
I usually play once a week. 7 days would be just about "rest of the day", 10 would at least cover one more but still not be much. But perhaps "30 days or 30 lives" for the more active players.
Really was hoping to see a fix this week
Issue still happening
I had some slightly circumlocutions pathing, but no jumping around. Of course I'm mostly using some modified move code, and it wasn't super clear how to make it jive with Jason's changes.
Wonflie 309.47
- correct 2hol infertile age
- remove hotfix for running patch
- location-slips is disabled until it can be updated for baby/leader/follower
Everything you try to do to the griefers, they will do to you, in spades.
Those surprise attackers get an extra hitpoint too, so they can continue terroizing you longer. Also extra time to heal if they've got a friend (or can make one)
If someone can still use their hands, can they self-treat? If so you'll see people running around in aprons, or just stashing stuff outside town.
They could also wound people without medical supplies, putting them into a doomed state. I guess it is better than current, since you still have some time to do a few things, pass on your stuff, and perhaps wound them back.
cvos88 wrote:True! What do we feed it? Sheep maybe? Or an enormous amount of berries LOL
Knowing Jason, it has to involve a bowl of berries with carrot. Perhaps bowl of berries, carrot AND rabbit meat, for a balance ursine diet. Grizzly bears are omnivores, after all.
Knowing Jason, we'll need to domesticate bees to get honey to tame bears. Bees and Honey will have no other use for at least six months.