a multiplayer game of parenting and civilization building
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A full set of fur clothes does not get you to perfect if you are outside. But it helps a lot.
Wow, those are some great stories.
The family tree browser really helps to illustrate these, and gives you a little memento to keep forever (you always have that link, and can look back at your family whenever).
Love those two happy, wrinkled Sol brothers hanging out together at the end.
In the code, the default for minFoodDecrementSeconds is 5.0
But in the server settings folder, that is currently overridden to 2.0 seconds. Thus, the range should be 2.0 to 22.0 seconds.
I'm not sure where the 0.5 is being lost in practice to make the range 2.5 to 21.5. Probably human error with the stop watch, along with network lag.
With max food capacity of 20, that currently gives you 7.3 minutes between meals if you are at ideal temperature. Naked in most biomes, it's 1.6 minutes between meals.
I wanted this difference to be pretty dramatic. Otherwise, why wear clothes?
These diagrams remind me of the board game Agricola.
Very cool!
Well, I didn't get griefed. Leia was just a baby when I died.
I was Lyra yesterday. When my mother Gemini was dying, I took my two youngest babies, Jodie and Toby, out to the edge of town, where she went to die, to say goodbye to her. She was a great mother. We were all standing around her saying goodbye, and after she died, I realized that I was starving, and it was a long walk back to town to get food. I died with a carrot in my hand at age 29. My last words were "You were great!", which is the last thing I said to my mother before she died. But my baby Jodie lived to age 47 and had four babies of her own along the way. I never lived to see any of my grandkids, though. Jodie was murdered by her third cousin, Leia. Jodie's big sister, and my older daughter, Suzy, avenged her death.
I want highest generation below each person, not just below Eve. You care about your descendants, not Eve's.
I've done this by adding two fields to each person: Deepest gen # and deepest gen person (some sibling in the deepest generation).
When you die, these are populated by a an initial tree search below you, which is guaranteed to be a small tree.
When someone else dies, the tree above them is walked up and updated, if their generation is deeper than the deepest known above them. This is a log(n) operation, where n is the family size.
This all happens in realtime, not once per hour.
Data storage is minimal, 8 bytes per person.
Well, I'm looking for human names here...
I know some people are named after non-human things.
But there is something special and strange about human names. These made-up words that don't necessarily mean anything. Nonsense words that we call ourselves.
Maybe this is a strictly Western or even English idea.... or maybe the meanings have just been lost/forgotten. My first name supposedly means "healer," but nobody knows that meaning.
My last name means plumber, though, and any German would know that meaning.
UPDATE:
Even if this happens during a longer life, please send me your stdout.txt file (on Windows). That should give me enough information to track down the bug. More details here: http://onehouronelife.com/forums/viewto … 864#p14118
Wanted dead or alive....
The "bouncing" lag bug.
This has been "fixed" a small bit, in that it used to cause you to bounce forever until you starved. Now it just causes you to bounce for 10 seconds until the client retries.
But even that behavior is pretty awful.
I just clocked 161 occurrences of this issue on Server1 over the past day. That's out of 3 million client messages processed, so it's not terrible, but that's 161 annoyed players...
The game client is recording everything into the "recordedGames" folder. If this bouncing happens to you, it will be recorded.
What I'm looking for is a SHORT recording file of this bug in action.
And it's not just a little bouncing here and there.... that's normal, due to networking lag. But if you're bouncing for approximately 10 seconds, and your action doesn't actually happen at the end (you don't pick up what you were trying to pick up, and have to retry), then that is the bug.
By SHORT recordings, I'm looking for this bug occurring near the start of your life. Like in the first 4 minutes or so, worst case.
Also, if you're trying to catch this bug, please quit the game between lives. This ensures a separate recording for each life, instead of one very long recording.
Anyway, if this happens to you near the start of your life, please send me the most recent recordedGames file, and also your stdout.txt file (assuming you are on windows). jasonrohrer AT fastmail DOT fm
(If you're on Linux or Mac, try to run the game in the terminal and copy-paste the output into an email.)
The first person that sends me a short recording and stdout.txt that is useful to me in tracking down this bug will receive a REWARD:
Two free game accounts to give to their friends.
Contest is great!
I'm probably not going to accept artwork into the game.... it's really important that the whole thing is drawn by the same hand for consistency.
So, don't worry about scaling and stuff like that.
But here's a bit of info:
I draw the lines first with a Uniball Vision Micro pen.
Then I use a light table (tracing table) to trace the outline of the lines (to define soild areas) and then color those outlines. I use Tombow brush markers to color.
After scanning, the lines can be merged on top of the colors by using a multiplicative blend in Photoshop or GIMP.
This is working now. The deepest descendants are shown at the bottom of the family tree view.
It will now, as of the update that the servers are going down for right now.
But only new deaths, post-update, will show bear, snake, etc.
Sorry, what I meant was:
Give me a more comprehensive list of names.... Maybe there's a list with 60,000 names or 100,000 names instead of my 30,000 name list.
I'm not looking to add names from someone's favorite part of the world.... there are too many people with too many favorite parts!
Guess what?
You found the fill for the baby penis!
This was generated outside the editor by me manually. I guess the .png version isn't needed, but I left it in there by accident.
It's so tiny that it doesn't matter... might as well leave it in there because it's kinda funny.
I just skimmed this.... but....
Be nice, people, okay?
I also saw the record being broken by the Boots family, which is exciting.
I'd be interesting to hear about what resource challenges they faced along the way, perhaps in another thread. Did iron ever run out?
Well, the first names include all names that occurred more than 5 times in 2016 in the US, including Hawaii.
I just checked, and "Moana" is on the list, so we've got the Polynesian names covered. (just kidding
).
Also, because the US is a melting pot full of immigrants, it's probably a pretty good sampling of names from many parts of the world...
Anyway, 30,000 names is a lot of first names..... there's quite a lot of variety on that list. It's not just "standard" American names like Bobby and Suzy.... it's full of names that I've never heard before, names I can't even pronounce.
There are probably millions of names in the world, however, and I have to draw the line somewhere.
Also, just saying "Add some names from _____" doesn't help much. I'd need a source of data.
Maybe there's a better, more comprehensive list than the one that I'm using. Give me a link to it, and I'll take a look.
Also, I'm definitely not supporting accents, special characters, or different character sets in the name lists.... A-Z characters only, please.
Not sure about a dump... maybe in the future.
But a "farthest descendant" thing is coming tomorrow.
You do not inherit your mother's marker.
You inherit any marker that is on your screen when you are born.
This does not happen server-side, but client-side. In fact, home markers are 100% client-side. The server is not even aware of them.
When you are born, the client looks around you for a home marker object. If one exists, it takes it as a home marker. If not, then not.
ALSO...
There is a lot of confusion about home markers, which leads people to make multiple markers in the same area. This is NOT needed.
No one can destroy your home marker, because it all happens client-side. Once you build a marker in a spot, your client will remember it throughout your life, even if the marker is removed.
So, multiple people can share the same marker by tearing it down and rebuilding it in the same spot, once for each person.
Thus, a village only needs one marker, not one for each person.
Think of it like a flag on a mailbox....
Yes, this is a bug.
It has been fixed, but the fix requires a server restart.
Yeah, you can't hold anything while being held, so you drop it on the ground.
If the ground is cluttered, then it may move quite far away to find a place to land.
Yes, setting it when a descendant dies by walking all the way back to Eve is a great way to do it.
If one of the ancestors isn't dead yet, they won't get updated (because they don't exist in the table until they die). I suppose I could also do a small tree exploration down when anyone dies, to set their deepest descendant so far. That tree is guaranteed to not be very big at that time, because it's at most 4 generations deep, and I can cheat in that exploration by looking at the already-saved deepest descendant on this person's offspring.
I've updated the family tree browser to show Generation 1 for everyone, at the top of the tree view. So you always have a shortcut to Eve for any tree that you're looking at.
And since each character only has one Eve above them, this is easy to compute once and store per-person (who was their Eve? If we don't know yet, we can check if Eve is known for their parent and use that.... most of the time, we don't even need to walk all the way back to the root of the tree).
The other thing I would like to add is a "deepest descendant" row at the bottom of every tree view, showing how far a family has gotten. This would make it easy for you to check your latest descendants, for example, by searching for your character by name.
However, I cannot figure out an efficient way to do this, given that the depth of trees is potentially unbounded. I can't think of a way to do it that doesn't involve searching the entire family tree to visit all of the leaves, but I don't think I should be recomputing this every time someone is just browsing around, given that there could potentially be thousands or millions of leaves to visit, and each visit requires at least one MySQL query. The Boots family tree already has 600+ leaves, for example.
Looks like murdered people get logged twice, maybe?
Also may be why their last words post-murder aren't getting reported correctly.
The bug that was causing some people to not get logged has been fixed, and all those "lost lives" have been restored.
There may be some other bugs as well.... not sure what is causing the duplication of some lives. Looking into it.
Yeah, well, those other characters are forbidden, so it wasn't a true risk.
I am processing all client-supplied strings with regex's to allow only the characters and format that I want to allow.
Turns out that single quotes are allowed in spoken words, and I just put that in the regex without thinking about it...
Fix is just to surround it with double quotes in the query, as double quotes are not allowed in spoken text.
Also, I was able to go through the log of all the failed queries and re-insert them with a fix-up, so all those "lost lives" are in there now.