a multiplayer game of parenting and civilization building
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Huh. How 'bout that.
Congratulations!
I wonder what it took to do it, and I wonder what it will take to stop it.
BTW, how far can a person run in an hour, if they run the whole time?
You can travel roughly one hundred tiles per minute on foot, maybe a hundred-fifty if you mostly go diagonally.
So if you leave when you're five and travel on foot until you are fifty-five, you can get to a destination roughly 5K away, maybe a little farther.
Horses are twice as fast as being on foot.
excellent thinking
Mutton pies are for feeding people.
All the other food is for feeding your soul.
End of an era, guys:
Transitions for disassembly of newcomen towers. No more using them as permanent walls.https://github.com/jasonrohrer/OneLifeD … d95c4dbf2d
Rubber banding in multiplayer games isn't a client issue, it's bad internet connection or something. Your client says "I'm moving or doing somethng here!" and the server is saying "actually the last move I got from you was five seconds ago, so we're updating you to where you really are". I would not even report this unless you talk with people in game and everyone is saying they're getting lag.
Rubber banding can also be a server issue, and when it is it doesn't necessarily affect everyone equally.
I admit, I was kinda excited last night. But in the four lives I played, the new update made zero impact on me or my gameplay. In general, airplanes were a special gift for Tarr, but not for the normal players, even when we are experienced.
This point is not said nor appreciated enough.
I'm glad all the advanced toys exist and I'm looking forward to experiencing them in game, even slightly, but they aren't doing anything for most players.
Just stay naked.
If you're reading this forum, you're skilled enough to both produce and consume enough food to keep yourself alive naked in any biome.
Clothing turns out to be mostly a distraction, sadly.
Wells, stacks of iron, and piles of flint chips are all multi-use items that are usually partially used.
A stack of plates looks like several different plates in a stack, right? Nope. A stack of plates is a single item, with multiple uses. Each time you right-click on the stack it creates a plate in your hand and removes one use from the stack; each time you put a plate on the stack it destroys the plate and adds one use to the stack. The graphic changes depending on how many uses the stack has left.
I've also noticed that trapped rabbits don't progress towards death if you are not close enough to them, and pein noticed that animals aren't moving if you aren't close enough to them.
I think this is a change, and it's probably only noticeable if you're using a zoom mod. I suspect it has to do with the map chunks that are sent to your client vs. the map chunk your client reports you as being present in.
It probably got introduced with the recent server optimization, where some things only happen every quarter-second instead of many times every second, but glancing through the code I'm not sure how those changes would have caused it.
If I can spend some time troubleshooting it and characterize the behavior in a nicely replicable way, I'll open an issue for it. Maybe someone else can do it sooner.
Jason confirmed it's a bug and will fix it. So: many (most? all?) of these partially-ruined settlements we've been seeing shouldn't be there at all, and now they will all disappear as intended.
Sorry to hear that.
FWIW, pies are better than berries even for infants, even for someone with only one pip down. See https://onehouronelife.com/forums/viewt … 267#p43267
I still hope to spawn back inside or near one as an Eve. Oh yes, it can happen.
I think this can still be done, but only on a low-population server. If you do the tutorial and die of old age and then reconnect to the same server at a moment when that server has fewer than four fertile women, you will spawn as a fertile Eve on the spot where your tutorial Eve died.
I'd love for someone to confirm this, though. There's been enough changes in the past many months that I'm no longer certain it works.
https://onehouronelife.com/forums/viewt … 408#p40408
I was working on the challenge when all of a sudden another character came running across my screen, carrying a wooden cart, dropping tools on the floor, bouncing around the area with words floating near her. I wasn't sure what was going on... I thought this was some kind of NPC that I had triggered by attempting the challenge three times or something like that. It wasn't until later when I started playing the game "for real" that I realized that wasn't an NPC. There are no NPCs. There is no single-player tutorial mode. I was live on the server and that was another player!
My question then is if it is guaranteed that you get born to the other person on the server if there are only two on it, despite the known lineage ban. Because I was born to him even after almost dying of old age (which should have earned me a lineage ban).
If there are ten or fewer players on the server, there is no lineage ban.
If there are between ten and fifty players on the server, the lineage ban exists, but its duration is proportionally reduced: ten players yields zero minutes, fifty players yields ninety minutes, and from ten to fifty players yields a duration smoothly increasing from zero to ninety minutes.
If there are fifty or more players on the server, the lineage ban exists and is ninety minutes long.
Q: "I'm extremely skeptical that Jason, or anyone, can come up with a compelling reason for trade to exist without dramatic overhauls to the core gameplay."
That's not a question.
Q: "Why are you talking to yourself?"
Nobody else will listen to me.
When babies start trying to deliver the Gettysburg Address one letter at a time I tell them "SHH... NO BABY TALK" and then ignore their speech bubbles.
Nobody has the time to care what you have to say.
Interesting. Good observation. I'll report it as a possible bug in the culling algorithm.
Edit: done
Idea for a group travel aid: torches.
Short shaft + Tarry spot = Torch. Light the torch like a firebrand.
Torch stays lit as long as someone holds it, no expiration. Lit torch can light fires like a firebrand. Dropping the torch makes it smolder for one minute, then go out. While smoldering it can't light fires, but can light juniper tinder like an ember leaf. When out it can't do anything until relit from a fire. A lit torch can't be contained.
If anyone is holding a lit torch within, say, twenty tiles, your home marker is temporarily overwritten and points to the person with the torch. The person holding the torch has their normal marker. This way one person can lead a group of people towards a bell (or to a home marker they've set in a distant expansion camp) without the group members getting lost if they happen to stray a few tiles offscreen.
Couple that with pein's idea of smoke signals - maybe putting pine needles on a fire turns it into a smoky fire for one minute, and then it becomes coals; smoky fires temporarily overwrite the home marker of anyone within, say, one or two hundred tiles.
This would be a big help for anyone trying to caravan to a new settlement, or to the bell, or playing a nomadic tribe - all of which right now are difficult or impossible.
--
Edit: Need to have a five-second delay after dropping the torch before it goes to smoldering, so that whoever is carrying the torch can let it go long enough to eat, then pick it back up and still have it lit. Can't be longer than five seconds, otherwise it becomes a firebrand that never goes out. It's okay if the torch never goes out while you're holding it, though; it's still like a firebrand that never goes out, but it means whoever is holding it can't do anything else productive. That's a reasonable trade-off.
If you are cursed to Donkey Town, your spawn algorithm is exactly the same as everyone else's except: a) only mothers that are also cursed are eligible to give birth to you, and b) if you spawn as an Eve (because there are no eligible mothers) then you spawn displaced by 20,000 tiles in both the X and Y direction from wherever you would have spawned if you were not cursed.
So cursed players will not normally be sent to the same location, although one might be born as a child to the other. In fact, that should be likely if two players are cursed at around the same time - the first will spawn as an Eve, and the next as her child.
smoke signals: settign up a fire, and putting leafs on it, could set a big smoke which would leave a marker for others in like 200 tiles away
This is a great idea.
I agree, the two big obstacles to having effective nomadic lineages is a) too little useful technology that isn't gated by steel tools and b) some way to stay together while traveling.
Yessss!
Karl, buddy, that update is from May last year.
If there is plenty of compost and plenty of dung and plenty of meat then it's absolutely correct to feed and shear adult sheep instead of butchering them. Aprons are extremely valuable and should be produced as quickly as possible; feeding lambs instead of sheep to get the necessary wool creates extra work (to clear the pen) which consumes extra time and labor. If compost, dung, and meat are not in short supply then it's a waste of time and effort to make more just because you need wool.
In this situation, it's even correct to shear the last sheep.
If compost, dung, or meat are scarce then it's absolutely incorrect to feed sheep instead of lambs.
I've rarely found myself in a situation where it would be correct to feed and shear adult sheep. I always seem to be in towns where dung and compost are in very short supply (although mutton is usually very abundant).