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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Wondible's Client Patches, Mod Client » 2023-07-28 22:38:01

WonLife 383.89: the new photo cache fails to build on macos and mac builds have been disabled.

#2 Re: Main Forum » When is the next update » 2022-12-05 12:06:13

Jason says he wants to do a few wrap-up updates 'someday', but anybody holding their breath died of asphyxiation a long time ago.

#3 Re: Main Forum » Family Tree Graphs - now online » 2022-11-26 23:00:20

Family tree viewer has been updated (your browser have the old one cached for a bit) No url change was required.

On my computer I've been able to render the largest family from the official lineage server homepage, which errored out before, although the charts have some unsightly shifts.

#4 Re: Main Forum » Mapping One Hour One Life » 2022-11-25 14:14:29

The aforementioned map update is now live.

#5 Re: Main Forum » Family Tree Graphs - now online » 2022-11-22 02:18:36

Upcoming Family Tree Changes

Within the next week or two, life services on the family trees (and map) will be significantly changed. This work is not quite complete. So far I've been able to render much larger trees, but searching capability will be significantly reduced.

The site may change url (TBD).

Tree links (parameters) generated by the old trees/maps will no longer work. I may put in a heuristic for the common case of recent bigserver2 families. Eve links generated by the official family trees site should continue to work. (Aside from the possible url change, for which I may be able to make a redirect.)

Life search will operate In Browser, on the lives which have been loaded. This means search will be limited to the server and time range selected, instead of operating across all servers and the entire history.

At the current time, The last eight hours of each daily snapshot will be unavailable. This may be solvable, but I don't want to deal the added complexity right now.

Name searches are now strict substring; the server had used a fuzzy matching method. I hope to make this a little bit fuzzy in the future.

Why is this happening?

Several months ago, Heroku announced that they were shutting down their free services, with no good low cost alternative. The map server and several of my other projects hosted there were already overdue for maintenance. In the case of the map (and family trees), the real cost has been the life database (hosted elsewhere on AWS), costing me over $20/month. Since I had to change platforms anyway, I decided to reengineer the services to operate without a database to reduce operating costs (and also increase response time for "last few days" cases). Since I begin this work, Heroku announced a more reasonable low cost plan, but I had long been pondering what it would take to remove the database cost.

Why those eight hours? (technobabble)

I was already switching to a static file system, so almost on a lark I made a raw logfile viewer has a hedge against future technology disruptions like this. It ended up working better than expected and I've rolled with it. The logs are broken into files on UTC days, which allows direct addressing by filename. However, they are published eight hours later resulting in a partial day's log file. Past that one day, the log files never change, so I expect to serve them with long cache expiration times. However, if I served the partial files, they would be cached in their incomplete state, perhaps for a very long time. For now, the partial files not being made available at all.

#6 Re: Main Forum » Mapping One Hour One Life » 2022-11-22 02:04:00

Upcoming Map Changes

Within the next week or two, life services on the map (and family trees) will be significantly changed. For me loading has been significantly faster, but searching capability will be significantly reduced.

Life search will operate In Browser, on the lives which have been loaded, typically for display on the map. This means search will be limited to the server and time range selected, instead of operating across all servers and the entire history.

At the current time, The last eight hours of each daily snapshot will be unavailable. This may be solvable, but I don't want to deal the added complexity right now.

Name searches are now strict substring; the server had used a fuzzy matching method. I hope to make this a little bit fuzzy in the future.

There may be some additional artifacts. Notably, families alive at the start of the query period may appear as separate lineages, since they have no common ancestor loaded.

Why is this happening?

Several months ago, Heroku announced that they were shutting down their free services, with no good low cost alternative. The map server and several of my other projects hosted there were already overdue for maintenance. In the case of the map (and family trees), the real cost has been the life database (hosted elsewhere on AWS), costing me over $20/month. Since I had to change platforms anyway, I decided to reengineer the services to operate without a database to reduce operating costs (and also increase response time for "last few days" cases). Since I begin this work, Heroku announced a more reasonable low cost plan, but I had long been pondering what it would take to remove the database cost.

Why those eight hours? (technobabble)

I was already switching to a static file system, so almost on a lark I made a raw logfile viewer has a hedge against future technology disruptions like this. It ended up working better than expected and I've rolled with it. The logs are broken into files on UTC days, which allows direct addressing by filename. However, they are published eight hours later resulting in a partial day's log file. Past that one day, the log files never change, so I expect to serve them with long cache expiration times. However, if I served the partial files, they would be cached in their incomplete state, perhaps for a very long time. For now, the partial files not being made available at all.

#7 Re: Main Forum » How To Make the Diesel Mining Pick Get Used More » 2022-03-31 13:39:06

Spoonwood wrote:

Also, engines can get put on muddy iron veins, and thus kill off an iron unlock from that spot?

Someone is now doing this in bulk; there is a very regular gird pattern across a large area in the activity map.

#8 Re: Main Forum » Theoretical Proposition » 2022-02-08 13:34:19

Features are pretty much never removed, just disabled by settings. Not sure every new feature has a setting switch though.

#9 Re: Main Forum » Home Markers Should Be Their Own Unique Object » 2021-11-17 09:47:52

The problem with fire is the tech requirement. Home markers can be used in eve starts when you pick a spot, before fire tools are available. They are also useful if you find something out in the wild and want to go gather some other materials.

Having fires, wells, etc. be additional options for more established towns might be nice.

#10 Re: Main Forum » Mapping One Hour One Life » 2021-10-11 19:21:44

Added family cluster labels. As a side benefit, clicking names in the map lineage legend will now jump to the largest cluster.

#11 Re: Main Forum » Mapping One Hour One Life » 2021-10-05 14:05:39

Time rewrite.

Snapshots vs. animated view has a dedicated control, photo vs film icon. Animated mode has a single timeline similar to before.

The clock button opens a multilevel timeline. Drag a selection to set the range of the next bar up; make as many levels as you need to narrow down the time in question. The top level timeline sets the life data search range. I haven't removed the old sliders (getting hard to use as the history grows and precision drops), but this basically replaces them.

When life data is loaded, a population graph will be shown over relevant ranges. It includes a biome restriction reference line.

Monuments markers on timelines can be turned on in the options, but are kind of overwhelming on whole-history (on the other hand, we seem to have had no monuments since the last reset)

#12 Re: Main Forum » Statement about the future of OHOL » 2021-09-19 09:36:10

jasonrohrer

17/06/2021
But the plan is to of course fix all the open bugs, and then do several months of bigger content updates, and figure out a satisfying "endgame" of some kind.

https://discord.com/channels/3282153002 … 3015516200

#13 Re: Main Forum » Why eves are all at 20k east? » 2021-08-27 12:40:59

I did look at the most recent jump a bit. There were no map changes significantly east before the first east eve.

#14 Re: Main Forum » Bartle taxonomy of player types » 2021-07-17 12:28:46

Yeah, I've linked to it at least once when people seem to be butting heads over different play styles.

#15 Re: Main Forum » Barbarian Bear Style Unit (hoards) » 2021-07-16 12:54:19

Once upon a time you could be barbarian, and solve it yourself. Nowadays all you could do is the kill the sheep, and get cursed to donkeytown for it.

#16 Re: Main Forum » What was your hook? » 2021-06-26 14:14:20

I saw someone streaming it on launch. Many lives were either eve or eve baby - often abandoned. Early success depended on finding a good berry patch. Beyond that carrots were king, smithing was kind of advanced, and just as few people knew how to make pies. Back then babies could be any skin color, and there was even a bug that made it more likely than not. Everyone was also anonymous - no names or family relations. It was much more pure "throw some strangers together with survival challenges", and I hadn't seen anything like it before.

#17 Re: Main Forum » Temporary Sound Patch » 2021-05-27 13:54:10

I kept putting this off both because I was overthinking it, and because "Jason will be back any day"

Summoning ritual complete.

#18 Main Forum » Temporary Sound Patch » 2021-05-25 22:02:00

wondible
Replies: 6

I compiled a vanilla windows client off of Jason's current master branch, which includes the out of range sound big fix.

This will update "OneLife.exe" when the game updates. Rename the file to OneLife.exe to have it replace itself, or just switch back when an update comes along.

OneLife-75acf1066.zip

#19 Re: Main Forum » Tree Farms should be a MUST. » 2021-03-31 13:21:34

Diagonal can be really nice. The branch side is exposed and you can easily walk between them.

#20 Re: Main Forum » Someone going around in Phex posing as other people » 2021-03-29 22:21:41

FulmenTheFinn wrote:

Anyway the guy is in Donkey Town, his curse name is Drama Tank. Maybe you have a griefer list you could check for that name.

Seen in DT, yeeted a truck, played with nosaj.

#21 Re: Main Forum » Someone going around in Phex posing as other people » 2021-03-29 21:42:38

They are not exact; It's usually l (ell) vs I (capital eye) substitution. I guessed they were indistinguishable in the game font, which the screenshot seems to prove.

#22 Re: Main Forum » Replacement for the current annoying/pointless baby feeding system » 2021-03-24 10:56:41

Dodge wrote:

Instead carrying a baby should slowly feed them one food bar at a time and it should cost you more food than they get, so something like 1 food bar for the baby costs 3 for the mother but when you carry the baby it doesn't lose food also.

Here is the problem I have with this. Babyhood is already a bit boring; even Jason considers this an unsolved problem. If I'm just standing around holding a baby, then I'm wondering if there is some small local job I can do while watching the baby. That gives me something to do and the baby something to watch, and maybe an idea of something they could do when they grow up. A high cost to pick up just encourages standing around the fire.

#23 Re: Main Forum » Mapping One Hour One Life » 2021-03-01 21:24:22

Rolling out now:

Object search list has images. Image icons can be turned on for static map search results; by default this is for small number of results, since this drawing method does not scale well. Click the image in the name result list to toggle between image and diamond (I haven't found a good way to communicate that toggling is possible in the limited space)

#24 Re: Main Forum » Mapping One Hour One Life » 2021-02-20 14:18:37

Object searches now work at higher zooms, and locations can be browsed through.

There are still caveats
- Data is chunked similar to the daily snap shots.
- The most common objects are not indexed; often this is things from the tutorial, esp adobe walls.
- Static snapshots only included parts of the map that were loaded during chunk processing; you may need to scrub back several days to see everything that is potentially reachable.
- In timeline mode, only objects appearances are indexed, not removals.

The previous "visible in map search" still works, and will cover some cases for un-indexed items.

A special index of notable objects was created, and used to show wells and towers. This should provide more current default map positions. These and the existing monument data use item graphics for the markers.

Also: hover text for item name search results includes the item id. You can search for items by id, as well as players by id in player search.

(You might need a page refresh. My browser has been pretty stubborn about updating)

#25 Re: Main Forum » Wondible's Client Patches, Mod Client » 2021-02-07 02:53:55

WonLife 363.84

- object search is no longer opened by `:`. It has a configureable key defaulting to `;`.
- configurable key to clear object search, defaults to `.
- say field macro keys assignable to F2-F12; ctrl+key to set
- age scaling no longer applies to can-pickup-baby checks.

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