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I've been taking another look at the eve spawns over the last two weeks. It seems overall there's an average of 1km westward travel per IRL day:
http://publicdata.onehouronelife.com/pu … nesday.txt
1605727726 [...] (-17082,-300) noParent
http://publicdata.onehouronelife.com/pu … Monday.txt
3520686 [...] (-3071,100) noParent
(17082-3071)/14=1000
That's across 207 "legit" eves. 14.7 eves per day, 67 meters per eve.
Curously, the furthest east spawn in the data comes 4 days into the set. I would expect the earliest data to be the furthest east, and the older the spawns get the further west they are. But this one person somehow spawned even further east than the earliest spawn 4 days before:
http://publicdata.onehouronelife.com/pu … ursday.txt
3508378 (-3601,100) noParent
Not sure how to treat that, it could just be an outlier.
Here's how the spawns look plotted:
This isn't very useful, I'm just interested in the advancing eve spawns so let's compress it down to a number line:
There's some strange big gaps in there. I wonder what's causing that. I'll overlay DT eve spawns, maybe they're affecting things:
Again, not useful. Gotta add 20k to the X value of the DT spawns in order to get them to overlay.
DT seems to fill in some of the gaps, especially the one at -15500, but there's still some pretty big gaps unexplained. There's 666 DT eves hilariously, so if those are contributing anything to the normal eve spawn it's a problem since they far outweigh normal eves.
I have a theory that the clustering of eves is due to some part of the advancing mechanism being based on the passage of time. That would cause the eve spawns to advance passively, then when a family finally dies out there's a big cluster of new spawns as failed families struggle to establish themselves. Then once established it once again passively and silently advances until that established family dies and triggers an eve spawn far ahead of the last one's location.
Last edited by NoTruePunk (2020-12-05 14:54:47)
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yay, someone using plots desmos is cool, loved plotting in the baby fire and bell running with no bells
also, I think the galaxy style family migrations were plotted this way
what are these bands? eves spawn in lines now? haven't played in a long time.
https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide
Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.
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yay, someone using plots desmos is cool, loved plotting in the baby fire and bell running with no bells
also, I think the galaxy style family migrations were plotted this waywhat are these bands? eves spawn in lines now? haven't played in a long time.
The first pic shows each of the 4 families in their respective biome. Specialty biomes like jungle, arctic, and desert only spawn in those bands.
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yay, someone using plots desmos is cool, loved plotting in the baby fire and bell running with no bells
also, I think the galaxy style family migrations were plotted this waywhat are these bands? eves spawn in lines now? haven't played in a long time.
Most bands consists of 200 tile high rectangles. In each band only one specialty biome is possible. There's a band where only arctic appears in badlands, one with only jungles, and one with only deserts. The whole rest of the map has nothing but badlands for specialty biomes. Swamps, grassland, and prairies spawn as they did before in the topographical ring pattern. The map from top top to bottom goes
very large mountain band
---------------------------
tundra band
------------
200 high mountain band
--------------------------
jungle band
-------------
desert band
-------------
very large mountain band
Almost everyone plays in between the two very large mountain bands, though I did meet an Eve Doom and her child on bs2 who had settled in the lower very large mountain band.
When/if a server has at least 15 players on it, players can only have children inside of their band. As you would guess, Ginger-tundra, White-mountain, Tan/Brown-jungle, Black-desert.
When/if a server has at least 15 players on it (almost all public servers don't, and 15-20 players only have gotten spotted on bs2 recently... also every server has 15 players initially during an update), Eves spawn in their bands according to their race. Otherwise Eve spawning happens in a pattern like before. During the latest update the first Eves were fertile outside of their bands, and then infertile until/unless they moved to their bands. There weren't any signs that I saw of baby overload, even though it was not only a server reset, but also an arc reset (map wiped clean of player made technology).
Remember how you said that it wasn't so good that players don't have to make an engine anymore, and they can just loot it a few months ago when he made engines removable? Well, it's super easy for players to find old towns in their races band these days, and lots of families just resettle old towns or take their old clothes and transfer them to young camps. Rebuilding from scratch is a joke these days. Even if it happens for a short while in an Eve camp, soon someone will run away to an older camp in their band (and still be fertile), or supplies from old towns will get transferred to a new camp.
Danish Clinch.
Longtime tutorial player.
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I just lived a whole life in an eve camp with no contact from the outside world. We teched up, I mined and hunted rabbits. Made some boxes for the kitchen. So I'm not too worried about it.
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Update for 11-05 to 11-27
324 total eves
14.7 eves per day
71 meters per eve
Furthest is ID 1606521028 at (-26167,-100)
http://publicdata.onehouronelife.com/pu … Friday.txt
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Thats likely going to skyrocket with the sale.
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Such a strange concept to have _____ in a game that has ___________, like Sisyphus forever rolling a boulder up a hill
https://i.ibb.co/G0x7pNG/d2d78cc74b44e5b7f47d258bbb70d735.jpg
Anyone ever play Madlibs?
There are a lot of strange concepts in this game, most of them our responsibility as players, but Jason's contributions have been I _ _ E R _ S _ I _ G.
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Update for 11-05 to 12-03
1023 total eves over 43,894 meters
Furthest eve at y=-46965
average of 42 meters per eve...
Average 1,567 meters per day.
For some reason lots of eves spawning in a short amount of time causes them to spawn closer together on average. On the 27th the last eve of the day was at about y=-26000, which means we've gone 18km over 7 days, or 2.5km per day just over the sale. That's somewhat expected, but it should be even worse considering the previous average was around 70 meters per eve. Just during the sale the average distance per eve was 25 meters. At 70 meters per eve we should have gone 30km, so something is holding it back. This could be a passive ticker like I mentioned before weighting the algorithm towards a specific value based on the passage of time.
Last edited by NoTruePunk (2020-12-04 20:28:58)
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Were these posts useful to anybody? I can keep doing them but idk if anyone actually cares. Eve spawns have a pretty big impact on the game and I'm not sure if that fact is really appreciated because it's so abstract and large scale compared to normal gameplay.
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New analysis for the week of 13-7-21 to 19-7-21
124 legitimate eves over 4580 meters. 654 meters per day west.
Each eve spawn is now pushing the average west by only 37 meters each, even with roughly similar numbers of eves spawning from before the rework.
There does still seem to be a few gaps, but merging them to see where they fill in doesn't entirely help. I think the jungle family only had like 10 eves spawn. Why is there almost a 500 meter jump from 37530 to 37997 ?
Overall the breakneck westward march has slowed down significantly. Villages should be more grouped together compared to the before times, and hopefully if there's an influx of noobs they won't leapfrog over each other into the stratosphere. There might be an oil crunch though if it slows down too much.
Last edited by NoTruePunk (2021-07-21 02:02:58)
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