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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Mini guide: how to make an axe with one single fire » 2018-12-04 08:17:45

Very nice, I never would have thought of this. I'd like to see someone use this strategy to beat this tutorial escape speedrun: https://www.youtube.com/watch?v=pk37-LRh5wE

#2 Re: Main Forum » Why am I cursed?!? » 2018-08-28 11:33:46

If I ever find a curse note, I immediately take it far away from town and hide it. This kind of thing should not be possible.

#3 Re: Main Forum » Soil = Sustainable Lineage: Composting Guide and Maths » 2018-08-24 03:48:34

There's a small mistake: in the "out" part for the compost cycle, you should also list that you get wheat grain, as you call it.

#4 Re: Main Forum » Moving Ponds + Attraction to Roads? » 2018-08-24 00:34:52

I think the ponds actually get up and walk around as if they're a penguin, then turn back into a pond again. Not sure if that's the root cause, but that's my best guess.

#5 Re: Main Forum » Bears » 2018-08-22 02:11:55

Just feed them raw mutton and they will stop chasing you.

#6 Re: Main Forum » Trouble with writing implementation » 2018-08-21 07:48:54

Here's potential way you could implement it so that you get 32-bits of data instead of 15: make a writable object able to hold a single object, similar to a container, but the item it's holding is not treated as an item, but just as a 32-bit ID that you can use to look up entries in your writing table. You can't remove the object that your writable object is containing, and it gets created with an auto-incremented ID when the writable object is first created.

Then any object can contain one or more writing-IDs, the IDs will move around with their object the same way containers work, and then you'll be able to have 4 billion different writing entries per server, instead of 32k.

It's a pretty ugly hack, so probably don't do it this way. I can see pitfalls with server code thinking a writing-ID is a carrot, and tracking it under food stats, so you'd have to have code that asks if it's a real ID or a writable ID based on whether it's in a special container spot. It's also not very general, and would take some work to make objects able to contain things other than regular IDs and writing IDs.

To solve this, you could use the upper bits of the object ID to specify what type of object it is (0, for regular, 1 for writing, 2... and so on), that way at least you don't have to check whether its in a special container slot, and there's no way your code would think a writing object is a carrot. Depending on how many different object ID types you'd want, you'd only lose the upper few bits, so you'd still get way more than 32k different writing-IDs (not to mention way more than 130k regular IDs too) with this method.

#7 Re: Main Forum » OHOL for Android and iOS has released today » 2018-08-17 09:40:55

Hi. It would be really cool if you made the source code for the game public, just like Jason did. I'd really like to see how you implemented all of these new things!

#8 Re: Main Forum » Tutorial Escape Speedrun in 8:17 » 2018-08-10 00:40:30

PunkyFickle wrote:

The actual speedrun should end when your cart is ready. Or when you start Freeing the Noobs.

I thought about this, but neither of these suggestions would really work. To "free the noobs" you need a tutorial to spawn above you, which doesn't always happen, or you need one below you to not already be completed. Both of these are not guaranteed, so adding an element of randomness to the end of the speedrun is not really a good thing.

Making a cart could be a potentially good extra challenge, maybe as a separate extra% category, but it also has its problems. To make a cart you need a goose to oil a file. There's no guaranteed goose nearby the tutorial, so many runs would die just by chance from not having one spawn close-by. This could be solved by playing on localhost and always spawning with a set seed, but that opens a whole new kettle of fish.

Really, breaking the stump is the only good place to end the speedrun. Any earlier and you're not really "out" and any later is a pretty arbitrary choice that only really adds randomness and uncertainty to a completely non-random run.

#9 Main Forum » Tutorial Escape Speedrun in 8:17 » 2018-08-08 09:56:05

Blazier
Replies: 3

Hey there. Haven't seen many people attempt this, but it's pretty fun. The best time I've seen on Youtube is 9:45. The idea is to escape the tutorial as quickly as possible, and ends when you dig up the stump at the end.

Enjoy the run and give it a shot if you like!

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URLs are disabled so you'll have to paste this as a youtube link: /watch?v=pk37-LRh5wE

#10 Re: Main Forum » Lucky of the Luck family » 2018-08-07 08:45:06

I was the one who made like three knives. I thought it would be funny to make both knives and medical supplies. Hopefully the Luck's last a while. Looking at the family tree they're at generation 9 right now.

#11 Re: Main Forum » Laura Luck- love of my life » 2018-08-07 07:50:35

I was in this town too. Right after all those deaths we made a bunch more medical supplies and saved the next person who got stabbed.

#12 Re: Bug Discussion » Edit: Teleporters do in fact launch off wounds. » 2018-08-07 07:30:29

That's why I saw a bunch of wounds on the ground near my town. Fantastic.

#13 Re: Main Forum » Very close on the new, new database engine. » 2018-08-05 01:37:20

All the data is written to the disk, so there's no loss from a crash. The reason you lose nothing is that everything stored in the in-memory hash table is redundant data. The keys in the hash table are also written to the disk records, so that the hash table can be easily rebuilt from the disk. And the values in the hash table are simply pointers to where the data is on disk. So the stuff in memory is just some redundancy to speed up the disk access. Technically you could do all your lookups by searching through the entire disk every time, but that would be insanely slow.

Sounds like 4-billion records will take a long time to reach, but if it ever does, its nice that you can just swap out the hashing implementation with a new one. I'm imagining all you'd need to do is make an extra hash table that just stores a flag of whether the data is stored with a 32-bit file pointer, or a 64-bit file pointer. Then you have your big 4-billion record hash table for the 32-bit file pointers, and then a smaller hash table for the more memory-intensive 64-bit file pointers. Takes 2 hash lookups to find something, but its still memory-only, and should take much less memory than just storing a single 64-bit file pointer hash table.

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