a multiplayer game of parenting and civilization building
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That game isn't as before, we don't have anymore more than 300 players playing at the same time (or was it 500 ?).
Now we have at least 50 players during peak(or more?). The game is stuck in his game mechanic of inifinit loop of the tech trees and it feels pretty repétitive.
I loved when towns could handle many family. Being destroyed and left for dead, it could still be rebuild. I love when I walk and meet people.
Could we reduce the decay time towns have because it makes me and not only me discouraged to work for my family. Knowing that everytime I made will be vanish in a very short time.
Last edited by TrustyWay (2018-06-26 15:06:38)
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I think we actually have more people on the servers than we used to. They used to be spread out more, there were optimizations that
increased the amount of peeps that could be on one server.
Even still, I liked finding ruins all the time like you said. Booming up the pop is fun .
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438
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Great, I have felt lost in the wildness searching for somes.
Which signs make you know that there as been settlement ? Lack of irons and milkweed ? I think corps should decay way slower in clod biomes, like otzy
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I look for disturbances, partially picked bushes, empty rabbit holes, milkweed seeds, picked branches. These are usually the
most distant evidences of another civ. Other things like partially used soil and clay pits or goose-less ponds are good too.
Obviously you can find better stuff like a stray basket but anything more complicated than than means you already found
the main camp.
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438
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goose pond with egg partial gooseberry bushes rabbits with small rabbits fruits or flowers on cactus all signs of someone been there recently
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When im out and about i make arrows pointing to town out of sticks and rocks so that others may find them.
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I wish it was still a thing where you could walk over to your neighbor’s house. Only ten screens or so away.
Maybe Eves should spawn closer to old towns or other Eves.
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Do y’all know how long does it take for a tile to reset? Thanks!
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Is it 7 days?
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Tiles reset on server restart unless they have been seen(might still be interacted with?) in the last 24 hours.
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438
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Would love to see an archeology update that lets the more durable items stay indefinitely (or atleast a long long time). You know clay bowls, some kind of ruined kiln, steel scraps, leather scraps, and such.
Be kind, generous, and work together my potatoes.
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Would love to see an archeology update that lets the more durable items stay indefinitely (or atleast a long long time). You know clay bowls, some kind of ruined kiln, steel scraps, leather scraps, and such.
IIR the reason for the change was server bloat getting ridiculous.
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438
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Tiles reset on server restart unless they have been seen(might still be interacted with?) in the last 24 hours.
Thank you!
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Would love to see an archeology update that lets the more durable items stay indefinitely (or atleast a long long time). You know clay bowls, some kind of ruined kiln, steel scraps, leather scraps, and such.
This wouldn't be an update but a come back in time where servers were full.
But I would like this very much, to leave my mark, not dust
Last edited by TrustyWay (2018-06-30 12:55:02)
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Turnipseed wrote:Would love to see an archeology update that lets the more durable items stay indefinitely (or atleast a long long time). You know clay bowls, some kind of ruined kiln, steel scraps, leather scraps, and such.
This wouldn't be an update but a come back in time where servers were full.
But I would like this very much, to leave my mark, not dust
I'd like to see it too (I'm post-apocalypse player, but I miss it even reading about it). Before I learned about servers wipes, when no fertile woman stayed alive I used to set up a camp anyway, make tools, bowl, kiln, dry plant carrots, etc., just in hope that some future Eve will stumble upon it. After I learned about servers wipes it's just - meh, run to hug snake instantly.
IIR the reason for the change was server bloat getting ridiculous.
If for not-recently-accessed-tiles you keep only compressed diff to pristine state instead of full state it should be completely managable to store it pretty much indefinitely (should cut the space required to 1% or less). So it's more of a case "it's not important for Jason to spend time on" than "technically infeasible".
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I don't know which post it was that he was talking about when he introduced the map culling. It should be timestamped
though so you can check the commits on his github https://github.com/jasonrohrer. I don't really know all the programming
stuff but I guess you could merge request if you know the way.
"be prepared and one person cant kill all city, if he can, then you deserve it" -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438
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I don't know which post it was that he was talking about when he introduced the map culling.
Probably this one:
https://onehouronelife.com/forums/viewtopic.php?id=772
Looking at it, there is even simpler solution. Jason started culling database when it was <1GB. That's tiny database. So I assume it wasn't disk space problem, but performance problem. Can be solved pretty easily if instead of reading/writing single tiles and items separately, you read/write blocks of e.g. 16x16 tiles with all items on it together. Should reduce RAM usage for hashes hundredfold and read speed for cluttered regions (middle of towns) thousandfold. It will make disk space usage smaller (no need for key overhead for each tile separately). It may even replace tile cache that was added to alleviate performance problems. It will add some write amplification, but it should be negligible (~8k write per users action - modern spinning disks cannot write less than 4k anyway, and I'm not aware of any SSD that can write blocks smaller than 64k).
It should be timestamped
though so you can check the commits on his github https://github.com/jasonrohrer. I don't really know all the programming
stuff but I guess you could merge request if you know the way.
The real question is whether this change is welcome by Jason. There may be other reasons he wants to cull old map data, that I'm not aware of. I can work on it, but only if there is green light from Jason, that it has at least some chance to be merged in.
Last edited by sc0rp (2018-07-01 10:09:20)
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