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#426 Re: Main Forum » Wanderers, Heremetys, Nomads, Lone Wolfs » 2019-01-04 22:07:26

Grim_Arbiter wrote:

Yeah you can survive and travel thousands of tiles with just a sharp rock in a basket if you judge the terrain and try not to travel through thick jungle and go around it.

Yep. Or even without the basket. Or even without the sharp rock if you're very alert.

#427 Re: Main Forum » Anyone started the apocalypse yet? » 2019-01-04 12:15:17

I like Tarr's idea, that removing a block or a stone would kill the person doing it. Just requiring a bloody knife means you could kill someone else to disrupt the ritual. It seems more appropriate that saving the world would require heroically sacrificing yourself.

Maybe doing it inflicts a non-healable wound, so that you have a minute or so before you die to bask in everyone's appreciation and admiration for your noble sacrifice.

#428 Re: Main Forum » Server population over time » 2019-01-04 02:43:46

Well, that'll tell you whether each server's population is growing and shrinking as intended. But what effect that has on the common impression that "My family keeps dying because the babies dry up" will be harder to gauge, since that's essentially anecdotal at this point.

The necessary data is in the birth and death logs, but I don't think anyone has yet done an analysis that could answer those sorts of questions objectively and definitively. thundersen is doing amazing work with that data (see his visualization of the birth locations) so it'll probably get teased out before long.

#429 Re: Main Forum » Server population over time » 2019-01-04 02:01:56

I love that you can make these kinds of changes more-or-less at the drop of a hat.

I hope this one works out! It'll be interesting to see what kind of effect it has on things, although honestly it may be difficult to really know.

#430 Re: Main Forum » Server population over time » 2019-01-03 22:17:15

Regarding competition:

You can create inter-server competition by not seeding the server selection. With seeding, assuming a constant global population, a server's birth rate will be equal to its death rate; players who die on ServerX will be reborn on ServerX. But without seeding, all servers will have the same birth rate; each will get an even share of the global death rate. But each server will still have its own death rate. Servers that do a better job of keeping their population alive will see their population rise, and the others will fall. The same will be true of families within an individual server, with the added skewness of the yum and heat mechanisms.

Given that your birth parentage (who your mother is and where she is located) within a server is supposed to be random and independent, i.e. it's not expected that you'll keep getting reborn to the same family if there are multiple families on the server, I don't think there's any reason to make births "sticky" across servers.

The reconnect functionality is very good; perhaps there's a way it could be preserved during a life without creating sticky sessions between lives. Maybe the reflector could query the "sticky" server and find out if the player is alive? If so reconnect, if not re-randomize for a new connection.

Regarding thin populations:

How a town's population feels has a lot less to do with its population and much more to do with its birth rate. Basically, towns are either calm, booming, or dying. Absolute size means very little: a four-person Eve settlement can feel "full", a twelve-person end-stage town can feel "empty". But everyone can tell when the babies are coming fast and furious, and everyone gets depressed and miserable when the baby stream has dried up.

With the current reflector, every time a server is activated, that server has a boom and its upstream neighbor has a bust. And every time a server is de-activated, that server has a bust (and is exterminated) and its upstream neighbor has a boom. This is not a good dynamic.

If you spread the connections evenly across all the active servers, and allow them all to evenly share the global population increases and declines, then each one will feel roughly stable rather than having booms or busts. This is what Server1 and Server2 feel like almost all the time now, since both of them are usually held constant at their soft cap of 50% and therefore have neither booms nor busts.

And regarding competition, again:

There will always be at least two or three lineages on a server thanks to lineage bans (if the lifespans are long) or birth cooldowns (if the lifespans are short). So there will be at least two or three camps / settlements / towns competing for the incoming baby streams even within a single server, no matter how low the population gets.

#431 Re: Main Forum » Server population over time » 2019-01-03 20:20:45

jasonrohrer wrote:

Also, I figured out why sever1's pop stops rising when it hits 60:
[..]
So that's working as intended.

I think the code's stated intention differs from your intention as described in your July post.

In your post, the thresholds worked like this:
at 10% stop spreading,
at 50% start spreading via coinflip,
at >95% send it all to the next server without coinflipping.

But in the code I think you collapsed the last two thresholds into one, so that it became:
at 10% stop spreading,
at 50% start spreading via coinflip,
at >50% send it all to the next server without coinflipping.

#432 Re: Main Forum » Server population over time » 2019-01-03 20:09:16

Here's a design that might work:

On the reflector, keep state for "number of active servers" and "last reported population of server[x]". When a new connection arrives, add up the last reported population for all the active servers and divide by the number of active servers; if it's above some high threshold increase the number of active servers, and if it's below some low threshold decrease the number of active servers.

Then send the player to a random active server (seeded by email / twin code). Query that server for its current population and update the last-reported-population state for that server.

This will (roughly) evenly distribute the players across all servers while ensuring that there's (roughly) no more than X and no less than Y players per server. And it doesn't require querying every server on every connection - just one.

I would make the lower threshold very low, so that even when population is falling most of the servers still remain active. Deactivating a server sterilizes all the lineages on that server and is very depressing for anyone who happens to be on it at the time.

If the global population and active server count is close to an inflection point (either approaching or just past), send twins to Server1 instead of randomly, since there's a chance that the players might have connected at moments when there were a different number of active servers, which would cause the random seeding to send them to different servers.

#433 Re: Main Forum » Changing mosquito sprites for zoom visibility » 2019-01-03 16:46:34

Now I'm not afraid of getting yellow fever... instead, I'm terrified that the giant mosquito-monsters will eat me.

#434 Re: Main Forum » Anyone started the apocalypse yet? » 2019-01-03 16:44:11

[ General gripe ] I can count on one hand the number of people who understand and appreciate what Jason is trying to do with the Apocalypse.

Anyway:

Tarr wrote:

The Apocalypse is basically impossible to trigger due to all sorts of different reasons.

Excellent analysis. Hopefully Jason will figure out something workable and worthwhile eventually.

Honestly I think the tower should inflict a fatal wound to anyone who removes a piece of the tower. At least if a person died removing a piece it would fit in the whole sacrifice theme related to the current style of apocalypse.

This absolutely should be true. I like the aesthetics of the current Apocalypse, but those aesthetics demand that ending the Apocalypse requires the same kind of sacrifice that starting it did.

#435 Re: Main Forum » Can I get an update on the Nommensen family ? (Story with pics) » 2019-01-03 16:24:37

LodiaVDH - That was a great slideshow! Thanks for sharing. I like your sense of humor. smile

#436 Re: Main Forum » Suggestion: Remove wild infinite food sources » 2019-01-03 16:16:32

Greep wrote:

the few people gathering resources are usually dealing with several crises

preach it brother

#437 Re: Main Forum » Clothing critique » 2019-01-03 01:02:24

Poop is essential, and therefore fleece is free.

#438 Re: Main Forum » Village math » 2019-01-03 01:00:57

I'll stay in bad camps just to help the other players have a good experience; besides, the challenge can be fun. Occasionally I'll give up on camps which are hopeless to the point of pure frustration.

#439 Re: Main Forum » Can I get an update on the Nommensen family ? (Story with pics) » 2019-01-02 18:24:31

MultiLife wrote:

The worst is when you find an amazing spot as Eve, with a nice warm biome edge for farms, yet your kids and grandkids just waltz away from the awesome area to plant the farm in some cold biome. It huuurts.

YOU MUST TEACH THEM

You're Eve, it's your responsibility. When I'm Eve, once I find a good spot and start keeping children, I tell each one: "This is our home. We will farm here on the desert where it is warm." Then I show them the closeby ponds: "Water is here." Then I show them the nearby grasslands: "Food, soil, and wood are here." I do this while I'm holding them as babies-in-arms.

Whenever I do this, they make the farm on the desert without me having to do anything else! Even if I'm completely busy simply feeding children and taking care of the essentials, they will take the initiative and start farming in the right place.

You can spend nearly half your life as an Eve searching for a good spot. Take the extra time you need with each child to ensure they understand why you chose the spot you did.

Your spot is your legacy.

#441 Re: Main Forum » Village math » 2019-01-02 16:26:43

Berry farming on warm tiles is the single factor most responsible for determining whether a civilization collapses or not (besides global infertility). The berry farm is the primary food source for children, elderly, noobs, roleplayers, mothers, and the occasional productive person caught in a crunch, which means it's the primary food source, period.

It takes a certain amount of labor, expertise, and attention to keep the berry farm going. Besides the basic task of tending the bushes, there's keeping the compost cycle going (itself a complex operation with several interlocking parts), developing water sources, replacing tools, and at the newcomen pump stage collecting wood, making coal, and tending the fire. There are a limited number of people who know how to do these things or even know that they need to be done. Their time and attention is a very scarce resource.

Putting the berry farm on cold tiles instead of warm tiles doubles the rate at which the berries are consumed, which doubles the rate at which all the above activities need to be done, which doubles the labor demand on the productive players. If that demand exceeds the supply, then one or more parts of the berry supply chain get put under pressure. If one of those parts fails, then the berry farm collapses. The resulting famine kills the children and then the town dies.

Note that this analysis does not depend on the size of the berry farm! The size of the farm doesn't (directly) affect how many people it can support! The farm's capacity at any given moment is determined by how many people are devoted to the berry supply chain (basic tending, compost cycle, water source development, etc). The size of the farm merely determines how much buffer you have when the demand outstrips supply before the famine hits. A bigger farm starting to turn brown can serve as a warning to the productive players that the berry cycle has broken down, giving them a chance to fix it before the noob food runs out and the children all die.

Yum and temperature control matter a lot less for productive players. I usually don't bother making clothes for myself. As long as the berry farm is healthy and the compost cycle is working, there will be a vast surplus of food that productive players can draw upon outside of the berry farm. The tempo of the food cycle is determined not by the food demands of the productive players, but by the food demands of the berry farm users.

#442 Re: Main Forum » Map of Birth Coordinates » 2019-01-02 03:15:03

I'm guessing that even at the zoomed-in scale each "dot" represents a multitude of births all close to a single camp? The width of each dot looks like it's maybe 100, which is a huge area at the individual player level. So each dot is an Eve camp, and the fatter dots are where the camp lasted long enough to spawn some outposts? Although I'd expect most camps to have a few births at some remove from the camp, as some of the women give birth while they are out gathering supplies.

What does it look like zoomed WAAAY in?

#443 Re: Main Forum » Map of Birth Coordinates » 2019-01-02 01:53:23

thundersen wrote:

Like this?

Like that!

#444 Re: Main Forum » Bot Players - Allowed or Bannable? » 2019-01-02 01:26:54

In the meantime, I encourage everyone to "CURSE ELLA MOIST" as soon as you have a token free. Even if Jason is okay with bots, we the players should send them to Donkey Town immediately and permanently.

Beside the general annoyance of repeating stock phrases, and the economic drain of eating food while doing nothing productive, the bot also was opportunistically meddlesome. She picks up items (such as carts) while you are using them, and will apparently attempt to kill people when a knife is available.

Please curse Ella Moist.

#445 Main Forum » Bot Players - Allowed or Bannable? » 2019-01-02 01:24:24

CrazyEddie
Replies: 6

This player Ella Moist http://lineage.onehouronelife.com/serve … id=2639767 was either a bot or was being incredibly patient and persistent in pretending to be a bot.

She had a handful of stock phrases and a handful of programmatic behaviors. She would walk around with a pie and say "I made you a pie" "pie pie pie" "I wonder what flavor it is" - these phrases were repeated over and over. She would pick up carts, regardless of what was in them, and then not do anything with them. She would pick up a knife and say, repeatedly, "I want to die" while pursuing people.

I saw no evidence that there was a human at the controls, and considerable evidence that it was a bot.

Jason - are you okay with that?

#446 Re: Main Forum » Map of Birth Coordinates » 2019-01-02 00:05:34

Can you zoom in on the central spirals to show them with clearer detail?

#448 Re: Main Forum » Any noob servers still running? » 2019-01-01 16:08:57

Greep forgot to provide instructions on how to use his One City Server, so here they are: https://onehouronelife.com/forums/viewtopic.php?id=4868

In addition to:

  • Tea's suggestion to use a low-population official server

  • Greep's suggestion to use his One City Server

  • lionon's suggestion to use his practice server

I'll give you my suggestion to run your own private local server. Instructions: https://onehouronelife.com/forums/viewt … 243#p41243

So many options! Have fun!

#449 Re: Main Forum » Car shop brainstorming » 2018-12-31 00:24:49

59 years and it's not enclosed...

First effort is a failure?

#450 Re: Main Forum » Dogs and Pigs..? » 2018-12-30 22:54:09

The man in the straw hat gave the correct answer.

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