a multiplayer game of parenting and civilization building
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A stone that can be used for the corner of the building that says "built by LASTNAME XX years ago" when you hover over it with the mouse.
Often a family is thriving in a town built by other people. Who were they? How long ago was that? The year would be dynamically based on the minutes elapsed since the stone was placed.
Make a cornerstone by placing a letter C on a chiseled stone cube and hitting with a mallet. Place like a corner wall. Will not form a complete corner to a building, you must add stone to it to complete it. Great for shrines!
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omnem cibum costis
tantum baca, non facies opus
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Yes, this is a great idea.
As a first step, I'd do it for graves. You can already mouse over ancient graves and see a name. The server should also be tracking a time, and then tell the client that information also.
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Okay, the age of graves thing is in the code now. Will go live later this week.
Not sure about cornerstones... will think about it.
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BTW, Twisted seems to have encountered a bug with the graves. They can sometimes change between names and the text 'forgotten person' and even between different people. See 22:00 here:
https://youtu.be/P2OEG_0onV0?t=1320
BTW II, I love being told about my relationship with the deceased when I look at graves and bone piles!
BTW III, I too think some form of cornerstone or just the ability to add a small plaque perhaps would be really cool.
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Wow! This is going to really give a lot of us a better sense of time. 10 hours is 600 years. The "great-great-greats" have some of that effect, but if you find something from 3 hours ago it's going to seem so much older.
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omnem cibum costis
tantum baca, non facies opus
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Yes, graves don't work properly. When basketing/burying sometimes they change to forgotten person, and sometimes they cycle between two different people. Also, putting a bone basket into a cart and moving the cart permanently wipes that person's data - these 'corrupted' bones might be related to the cycling issue.
Github issue - https://github.com/jasonrohrer/OneLife/issues/288
Last edited by Twisted (2019-04-29 23:14:12)
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Oh, yeah, putting stuff in the cart would ruin the info... hmmm....
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If you work on getting that info passed on. Maybe you could do it in a way one could also pass on ownership of all or some parts of it. maybe in a data field or something.
Last edited by Thaulos (2019-04-29 23:32:12)
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Okay, the grave moving stuff has been fixed. There were quite a few little bugs in there. Rolling out now, along with a fix to the dyed clothing.
Note that putting bones in a cart will still cause them to become forgotten. "Bring out your dead!" They're all on a pile in the cart, and get mixed up. Fixing that would be pretty complicated, because it would require tracking grave info with each container slot, as things are added, removed, swapped etc.
Right now, the only thing that is tracked is when a grave "moves" from one spot on the map to another (and that info "rides" with the person who is holding the basket of bones, and triggers a "grave move" when the basket is finally set down). It is currently possible to confuse this process if several people are moving graves at the same time in the same are. I pick up A from (x,y), then before I set it down, you pick up B from elsewhere and set it down on (x,y). That will overwrite A's grave info at (x,y). Then later, when A is set down somewhere else, like (x2,y2), a "grave move (x,y) -> (x2,y2)" will happen. That will move B's info to (x2,y2), and A's info will be lost.
I'm not going to fix this now... probably never. Named graves is just a hack that works correctly 99% of the time, and the times it doesn't work, it's okay too, because hey, stuff got mixed up, all the bones look the same, etc.
Now, what Twisted discovered was repeatable nonsense, and I need to fix that kind of stuff. I think that I have now.
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