a multiplayer game of parenting and civilization building
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Fixed.
See other threads about this... it makes sense, so I'm leaving it.
Fixed.
Did it ever work for you?
Please try again and then email me your stdout.txt
jasonrohrer AT fastmail DOT fm
Yes, thank you!
Will fix.
This is not intentional.
But now that you have discovered it, I'm intentionally leaving it in there...
Did she die while tripping?
If so, she didn't really die.... and those baby lives were all just part of the same trip....
I have heard reports about this, but been unable to reproduce it on my end.
Also, did you not enjoy getting a very useful stone out as the last yield from your mine?
I'm assuming that you are out of those stones....
This is like Charlie Brown going trick-or-treating, people.
Yes, it may need to be tweaked a bit.
Sometimes you get a good one, though... should be 10 iron on average.
This game is not a historical simulation.
If people didn't make backpacks in ancient times, that doesn't matter.
There will never be a bronze age in this game.
This is a game about modern people starting over from scratch.
Yes, that's the idea.
What you're doing through the life of a village, from Eve until the death of the village, should be a constantly moving target.
Tule isn't the only way to make a basket....
Fix is rolling out now.
Dung seems to be broken... will fix!
Baskets last way longer, though...
The idea here is that anything that breaks down, but is made of respawning natural resources, is pure tedium. Basket breaks, walk back to the tule and make another basket. It's just busy-work. One weird trick that you have to do periodically.
But if the underlying natural resources do not respawn, then the basket itself becomes a tension point in the system. How are you going to deal with this? There are several ways, but none of them involve busy-work. They all involve trade-offs and decision-making.
jasonrohrer wrote:If an ax has a 0.01 chance of failing, you expect it to last 100 chops.
That's actually not the correct math for an axe with 0.01 chance of failing, I would say it's wrong to expect 100 chops out of it.
I was using "expect" in the mathematical sense, as in "expected value."
Which, for an ax with a 0.01 chance of failing on each chop, is exactly 100 chops.
If you roll a d20 die, and you keep rolling until it roles the number 13, you expect to roll it 20 times before the number 13 comes up.
Now, in terms of it matching our intuitive understanding of what we "expect" the ax to do.... it's pretty close. 50% of the axes will last less than 100 chops, and 50% of them will last MORE than 100 chops.
I think what you're getting at is that with a geometric probability mass function, so much more of the "weight" is below the expected value of 100. We can experiment with this tool:
https://homepage.divms.uiowa.edu/~mbogn … /geo1.html
The distribution has a very long, thin tail above 100, which actually never goes to 0 all the way to an infinite number of chops. That tail balances a very thick head below 100 chops.
This means that any particular number of chops below 100 is way more likely than any particular number of chops above 100. For example, 50 chops is 3x as likely as 150 chops.
If you're a player that has 50+ hours on record.... what you're experiencing is not necessarily the game being bad. You could be just experiencing fatigue of the core loops that the game contains.
It is a survival and civilization-building game. If you're tired of trying to survive and trying to build civilization, then you're not going to enjoy yourself.
It is indeed a good time to take a break. I don't think there are 50+ hours of gameplay here yet...
There will be someday, I promise.
But the story that you told above is an interesting one, and certainly not one offered by any other game that I'm aware of. A game where there's a know-it-all in the village who is probably wrong and may need to be killed to save the village?
Most games don't touch on any human issues at all, and I'm not saying this is all that profound, but at least we're getting close to the level of sophistication of a Smurfs cartoon show episode.
It also sounds like you're getting tired of failing. This is a tough thing to balance for.... some kind of long-term success is currently possible, but it's very hard. It should be hard, right? But not too hard. What is too hard, though? It's different for every player.
Finally, instead of focusing on your last 8 hours, what do you think of your first 8 or second 8 hours? Do you remember the first time you survived to old age? Do you remember the first time you saw a great grandchild?
Regarding the difference between role playing and the real thing.... I still think that the love you express to your child isn't pure roleplaying. I feel it too.... but I'm not pretending that they are my child. They are my child! It's not like two avatars walked up to each other and one said, "Can I pretend to be your mother?" No... you are actually caring for them. You are behaving like you care about them, because you actually do care about them. If they die, there is a gameplay consequence. Expressing love verbally may get closer to role playing.... but is a mother expressing love verbally to her baby in real life roleplaying? Why does she doe that? She doesn't have to. But it strengthens the attachment bonds. I think by doting over your baby in the game, you are strengthening the attachment bonds, which makes them more likely to care about you and listen to you, which makes your mutual success more likely. A cold, silent mother probably does not have this effect.
Really, my goal is not necessarily to make a game that will be interesting to play forever. That would be a fool's errand on my part.
But my goal is to make a game that is super interesting along the way. I'm hoping you had some really interesting stories and experiences on your journey up to the point of getting sick of the game.
Check the update....
Only if they haven't been seen by human eyes in the 24 hours leading up to the update. Everything that has been seen in the past day is preserved.
However, Eve spawn location after the update might also be an issue. Eve is spawned after the update at the death location of the longest-lineage person who was alive during the server shutdown. That is likely to be the most developed village, but perhaps not.
Well, it's true that this is not intended. You're supposed to be lost in the wilderness.
While I would never "encrypt" the coordinates or do any kind of week security around them....
It is perhaps true that the client doesn't NEED their own coordinates.
There's something interesting here..... every client could see 0,0 as the spot where they were born, and all other coordinates in the messages that they receive could be relative to this.
The client is actually kinda doing this already itself, because the graphics card uses 32-bit floats for positions, and therefore starts having position rounding errors when the coordinates get up into the millions. So, when you spawn in the world, if you spawn at a location very far from 0,0, the client locally translates all coordinates relative to your spawn location to keep the graphics card happy.
So... why not do this translation step on the server?
The problem is that many of the server side messages are formatted and compressed once and then sent to everyone who needs them. The messages are not customized per client that receives them.
So a substantial server rewrite would be needed. But it would be possible for sure!
If I implemented that, you'd receive your birth position as 0,0, and all maps and other messages would be relative to that instead of absolute.
The only "hack" remaining would be one that allows you to easily find your way back to where you were born (or other such navigation without setting a home marker).
Some sophisticated tool COULD do map analysis to find absolute coordinates, though.
Ah, that's just the way that animals leave something on the ground. The "use on bare ground" transition is what defines what is left behind when they move.
But I will test today and see what's going on with this.
These were added so long ago....
I'm pretty sure this is on purpose.
Once the wild ones get off the rope, the are too wily to get back on the rope. They don't cooperate.
Also, wild vs domestic behave differently in terms of which direction they run.
Anyway, wild ones are supposed to be a real pain to deal with!
Yes, that's the hope.
I don't think there are any leaks left.
I just changed saplings to not grow back, BUT you can plant saplings, BUT the domestic saplings produce only weak skewers that break upon first tilling (but you can still use them for all other purposes).
The dung loop requires carrots as input. No carrots, no dung.
Also, I trust you will all let me know if I missed something...
Well, the hybrid approach is even better in terms of worst cases, because of the magic of independent events.
If an ax has a 0.01 chance of failing, you expect it to last 100 chops. But out of 100 axes, you expect one to fail on the first chop.
If you split the chops up into four batches and have a 1/25 chance of transitioning to the next batch, you still expect 100 chops on average before failure, but you only expect a 4-chop ax once in about 400,000 axes. It would have to fail on the "first" chop four times in a row, which has a (1/25)^4 chance of happening.
And little realizations like this is the kind of stuff that I live for as a programmer and game designer.
Only baby to adult. Once in a sheep's lifetime.