a multiplayer game of parenting and civilization building
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Not sure what you mean when you say "quote". That there is an all original Uncle Gus statement. If you're talking about the italics, I added that for emphasis. If I was going to quote someone, I would use a quote block, like what you have at the start of your post there, where you quoted me. As far as people going off topic, two things:
1) Mods have lives, so we don't sit and watch the chat ready to pounce on people causing problems. That's why things need to be reportd to us if they are a problem.
2) I said, and I quote
repeatedly going off topic to the detriment of the running conversation
(italics added for emphasis)
We're not going to pull people up for talking about non-OHOL related stuff if there's no problem with it. Pretty much the only time we'll tell people to go to off-topic is if there are competing conversations going on, or if a conversation is getting heated and generally making the channel unpleasant to read, or if someone is trying to plug something unrelated to OHOL.
Getting banned isn't so much brought on by doing something bad - we all make mistakes, that's why we give warnings and such - it's more brought on by repeat offences. Repeated spam messages, constantly provoking arguments, repeatedly going off topic to the detriment of the running conversation etc.
Another thing that might get someone in trouble is constantly arguing with mods and throwing massive public tantrums about their decision.
Uncle Gus wrote:I think knowing the coordinates is an exploit as well. It can be fairly easily obfuscated too, so I might log a suggestion on github for it.
Definitely not an exploit. The game is open source anyone can read anything in the folders.
Exploiting would be duping things in the game or running faster then you can normally.
I get the feeling that if it was meant to be apparent to everyone, then Jason would have just put it in the GUI. It seems incongruous that you would appear in the wild, butt nekkid, with no technology available, having to pick up stones to work with, yet you know exactly where you are at all times.
I think knowing the coordinates is an exploit as well. It can be fairly easily obfuscated too, so I might log a suggestion on github for it.
You get half the steel back from broken tools.
This solution is brilliant in its simplicity and embraces the best of the current system and RNG. I don't think you need to panic about Jason paving over cracks and having to refactor everything at increased cost later. This change is miniscule in terms of code change, but adds a whole lot of depth to the game. It's almost cheating, really. But worst case, if he has to come up with a better system later, it won't be any harder to refactor anything.
Edit: TMPL (today my phone learned) refactor is a word.
So, what was the infinite soil thing involving the worm, which I presume has now been patched? I'm not convinced it was what I thought of, going by the theme of this conversation...
Sorry for losing my cool. This is exactly why I say that I don't know how Jason stays so calm. I'm not sorry for defending him, however.
Well, when there's only one person on one side, being personally attacked on multiple sides for having the shear audacity to create a game for you to play, he kind of needs some support against the fucking dicks, wouldn't you say?
I'm sorry you have to deal with this kind of shit, Jason. I have no idea how you stay so calm and patient with morons like this. I'm not the dev here, so I can say what I want about these people.
"Y'all are fucking dicks."
I know what it is. Fragile indeed.
Yeah, I'm not getting it either. Soil found in the wild is finite. Compost now requires a shovel of dung and doesn't even involve a worm at all. The only use for a worm is to turn hardened soil back into a tilled row, allowing you to plant more crops. Those crops are either berries, and the soil is forever consumed, or wheat, which also consumes the soil, or carrots, whose naturally occuring seeds are finite and whose domestic seeds dun dun dun, consume the soil.
So yeah, I'm totally not getting it either.
Also, the whole reason why that discord that was able to be screenshot and used in a "meme" was because it actually happened in the first place. The developer of the game was in the discord channel discussing ideas about his own game with the players themselves. He was considering adding RNG as it was a very simple solution to a problem with the game engine. It would have been a piece of cake to do; I know because I did it myself. But did he go ahead and do it? No. He spoke to his players first, he weighed up the decision and decided not to do it. It was AFTER this that the blatantly false "meme" was created. I pointed out at the time that it was wrong, but was told it was funny, so what harm can it do? Seeing it used in this way in this thread leading to people saying things like:
Honestly after reading that Discord conversation, he is completely out of touch
shows that it's not just a harmless joke.
Wow, is that discord chat from those pictures real? If so, I wish people were more considerate towards him and his hard work. This game is evolving, and it can't evolve with changes and balancing done. It's normal to adapt to every change.
Also worth noting is that Jason identified in that message that an ax breaking on first use due to RNG would be a problem, and then proceeded to NOT implement RNG. So that "meme" is patently false.
That's a rewrite of almost the entire engine.
I know there are game engine reasons why we can't arbitrarily change the zoom level of the client, but I am wondering if it would be feasible to imrpove the visibility and control of the client using just what is already visible.
When you spawn into the game, you can see something like this:
Then when you move left, the camera gradually moves left like this:
And right looks like this:
And moving up looks like this:
And moving down like this:
So there is already a decent range of vision in the client already, you just can't see all of it at once. If we scaled down the size of the images rendered on the screen, we could fit all of it like this:
The advantages of this are not just the increased visibility of surroundings, but the fact that the player is always centred. I found it annoying that the camera moves around as I move, especially since crafting anything involves a lot of moving back and forth. I guess the counter argument is that in the current state, as long as you have everything nearby, when you move back and forth, your character moves on the screen without the screen itself moving, but I still wonder if it would be better like this.
Jason, did you ever have a setup like this in your development of this game? If not, would it be difficult for a rookie like me to implement to try it out?
No he's not. Each use number is a separate object. The server has no concept of uses. The server gets a message from a client "I used object 846 on 36", it looks up the recipe "846 on 36 produces 847 and 49" and makes the changes. That's it. A + B = C + D.
One advantage (in my opinion it's an advantage) about the RNG is that you can't predict exactly when things will break. You can plan based on averages, but there will always be variation. I say this is an advantage because there are players like myself who always math things out. I mean, look at the very early days. Remember "three to feed, one to seed"? All mathed out. You end up working out a perfect formula that you redo every time. At first this is quite satisfying, because you feel like you've "cracked it", but it gets very boring after a while. One way to combat this is to constantly change everything (which seems to work just fine for you, Jason ^_^ ) or to have some things unpredictable, like RNG. For me, it liberates me from the mental burden of "how many times have I used this? I need three axes to keep my forge going for seventeen minutes, bla bla bla". When I play my mod, I just do things.
I think it's okay to have some hidden information.
Also, given that these "dummy" objects are identical copies of their parent, there may some space savings by simply keeping a pointer to the parent instead of a fully copy.
This.
Problem: "transition explosion! more memory used!"
Solution: "so what?"
Having already implemented this solution in my mod, I can tell you it is very simple and it works. As for the main concern around things breaking on first use, when things break in my mod, if they break outright, then they are easily replaced and there are more durable tools that can perform the same task, or they don't break completely but instead become unusable until they are restored. An example of the first category: sharp stone, has a 1 in 10 chance to break completely, but all of its uses can be performed with a kinfe or chisel, so once you have those, you don't need sharp stones any more, and until you do, there are plenty of them around. An example of the second category is the cast copper ax, which has a more than 50% chance to "break", but when it does, it goes blunt and can be sharpened with a whetstone or file. This is the same for all of the tools, but better quality tools blunt less frequently. When you sharpen the tool, then there is a chance for it to break completely, and there is also a chance for the sharpening tool to break as well, so things do eventually run out, but it's not so sudden. And when metal tools do break completely, you can salvage some of the metal and re-use it.
Summary of that paragraph is that RNG doesn't have to be completely brutal. There are ways to soften the blow, so don't consider the current tool life cycle and just chuck RNG in the mix.
On to the deeper issues: having any kind of randomness in transitions is a HUGE paradigm shift. I did it because it was simple and I can do what I want when I'm not the guy with the thousands of players to keep happy. Personally I think it works, but it is a very different play style. I'm not sure it is the best approach for the base game. Before implementing it, you should actually assess the impact of just using the current system. Is it really so bad to have an extra thousand transitions in memory? How does it affect performance? Is the cost just a little extra RAM? If so, isn't that acceptable?
Maybe you could spin up a branch implementing the second transition generation cycle with some high-use objects and transitions and deploy it to a new server and get some playtesting going on to see what the figures are. I think that would help make an informed decions before doing anything rash.
I stopped playing and have been working on my mod for weeks now.
The reason for the leap is that we are not playing a historical simulation of human history. This game is not set in the past, so there is no requirement to implement everything in the same order as humanity did in real life. I don't know what the backstory is, but we're set in some kind of post-apocalyptic era.
A github issue has been raised.
Okay, I raised an issue on github for Jason to attend to.