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#501 Main Forum » No update this week » 2019-12-26 23:42:34

jasonrohrer
Replies: 22

I'm taking some time off this week.

#502 Re: Main Forum » Photos aren't working as intended - family tree browser » 2019-12-21 08:16:20

Yes, this sounds like a bug!

I'm done for the weekend now... hope someone can post this in Github.

#503 News » Update: More Fixes » 2019-12-21 03:11:45

jasonrohrer
Replies: 9

4GEcz5V.png

It's not glamorous.  It's not exciting.  But it needs to be done.

This week, I plowed through all reproducible code bugs, as reported here:

https://github.com/jasonrohrer/OneLife/issues

It's amazing how long it can take to fix even a simple-sounding bug.  This project is huge and complicated (117,000 lines and counting), and figuring out what's going on when something's going wrong can be really difficult.  This is not fun or interesting work, but I'm getting through it.

Next week, I'll be trying to make a dent in the stupendous pile of content-related bug reports:

https://github.com/jasonrohrer/OneLifeData7/issues

There are lots of these, but fortunately, content problems are usually a bit easier to find and fix.

Have a nice holiday time, everyone!

#505 Re: News » Update: Lead and Follow » 2019-12-14 23:33:40

Please note the UPDATE to the original post.

#506 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 22:56:26

Orders cannot be modified on their way down.

Orders are received with an originator stamp that cannot be changed as they are passed down.  The DING message looks like this:

ORDER FROM YOUR BARON TOMMY JONES:
EVERYONE COME TO THE WELL.  WE NEED TO TALK ABOUT THE WATER CRISIS.


This is true even if the order passed through your Lord before it reached you.  You find out who issued the order, not who told you the order.

That /ORDER command isn't in place currently... maybe in a future update.  Will people want to review orders?

If you're not following anyone, and then you join, you will hear the latest order, assuming that you haven't heard it yet.  Each order has a serial number, and you only hear one if it is newer than the previous one that you heard (or issued).

#507 Re: Main Forum » Fix Bug Please:Scuicidal babies crash my client » 2019-12-14 22:50:27

A few things:

First, this is a brand new crash of some kind.  Your client should never crash.  I hope you're willing to help me find and fix this crash.  Please see the sticky thread about how to catch crashes with the debugger.

Second, if this happens, you should be able to re-launch your client and rejoin that life.  Crashing shouldn't kill you.  You are still alive server-side (this is not meant to be a "fix," but a work-around so that you don't lose that life).

#508 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 22:46:30

Well, if you're standing right there, you will see the king speak the message out loud.

But yeah, messages are only passed down from your personal leader.

Kinrany, I do currently have the message being passed down...  otherwise, what's the point?  B/c they only pass when you are near someone, it wouldn't make sense for them to ONLY go to your direct followers and stop there.  B/c they would only go to your direct followers when they were near you, and then you might as well tell them directly, right?

I do like the idea of letting sub-followers split up the task.  WE NEED MILKWEED becomes YOU FIND SEEDS, YOU FIND SOIL, and YOU FETCH WATER.  But how would the Dukes know which sub-group was supposed to do what?

Now, the way it's implemented, the Dukes COULD overrride the King's message if they wanted, before interacting with their followers.  Each person only has one "live" message that they're carrying.  They can replace that message at any time by issuing their own order.

We'll see how it pans out.  It may need to be tweaked.

#509 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 21:18:02

Got this working.

Interesting wrinkle is what happens when you're exiled.  You are blocked from receiving the message yourself, but it is still passed down to your followers, who hear it as long as they aren't exiled themselves.  These followers are seen as dubious.

So you can exile a mid-tier leader without ruining the chain of command.  The lower-downs will still get the King's messages, and hopefully jump ship so they can stop being dubious.

I also realized this could be used to bypass the language barrier.  I'm making sure that it doesn't work that way.  You leader's orders will arrive in that leader's language.

#510 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 20:08:33

Yeah, JC, I'd mess with the distance until it felt right.

Point is, orders shouldn't travel instantly everywhere.  You should get the message over time, as you mingle with people.  If you're out at the outpost, you shouldn't hear the news until you come back to town and see someone who knows the news.

Would also give you a reason to find your leader periodically, just to get the latest order.

#511 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 19:29:09

Distance can be whatever makes sense.  Maybe 10 tiles, which is a screen wide in vanilla.

No, you wouldn't repeat the command to pass the order.  Would be automatic.  And each new order would replace the last one.  So if a king were to spam orders, most of them wouldn't get through to everyone, because there wouldn't be enough time to mingle between orders.


Punky, I did read the message board idea.... my thoughts are:

1.  I don't necessarily want to have to put an new object in the game to enable this functionality.  People would need to build it, and special code would need to work with that object (what we're suggesting here is speech-based).

2.  I'm looking to make it as convenient as possible.  Thematically, a message board is nice, but everyone has to go look at it repeatedly to keep up with the latest orders.  There are already enough hurdles to coordination in the game.  I want this to "just work" most of the time, within reason, without any extra effort on the part of players to get the latest order.


Kinrany, I did consider something like your THOUGHT version of the idea, where everyone is just forced to repeat the order as their own speech when they get around a follower who doesn't have the order yet.  KING'S ORDER:  ALL FARMERS REPORT TO THE TOWN CENTER.

However, I worry that it will be even more "noisy" than DING messages... a bunch of people repeating the same thing over and over?  Yikes.  Every time a new person walks into town, the message repeats, but everyone has to see it repeat again.  The DING messages are shown to each person once only.

#512 Re: Main Forum » 1:44 A. M. EST Server Update » 2019-12-14 18:00:22

Looks like there was a server crash.  Checking out what happened.

#513 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 17:51:12

Yeah, you're right about hacking this for 2-way radio by switching leaders back and forth.  Thanks for noticing that.

And long-distance communication of any kind doesn't make sense either.  I do want radio to be an out-of-reach someday tech for communicating with outposts.

Regarding being unable to escape from your mother's leader's messages as a baby, why did your mother have that leader if he was so annoying?  Unless he was waiting to unleash his lunacy on YOU, the moment you were born.  But yeah, I guess there would have to be some kind of baby unfollow if messages were unlimited.


Okay, so what about a more word-of-mouthy system?

Forget two types of orders.  Say there's only one, and it gets passed down the tree whenever possible, but ONLY passed to direct followers.

King issues ORDER, ALL FARMERS REPORT TO TOWN CENTER

Whatever Dukes are near the King get this order and see it right away.  Then they hold the order in their order slot, server-side.  When they run into one of THEIR follows, that follower gets the order, holds it, and passes it on to their own followers.

Maybe it will piggy-back speech, so you have to run into someone and talk to them, or maybe just being within some distance of them will trigger it.  You follow them?  Do they have a pending order?  Do you have that order?  If not, then take the order, display it, and hold it for your followers.

For this to work in a sensible way, there can be only one order in each person's holding-slot at a time.  It either came down from above, or you issued it yourself.  And issuing your own order would override the order from above for whichever followers haven't heard it yet.


Now, if you're a baby with a bad leader who is mouthy, you could potentially distance yourself from them so as not to hear the gibberish.  Or there really needs to be an unfollow command for babies.

#514 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 17:27:54

Wheat farming is very hard on the land (IRL).  Some crops use more fertility than others, so I'm okay with that thematically.

However the real reason is this: milkweed and wheat are a special case where you're growing the wild crop directly.  There is no domestic version.  When you pick wild milkweed or harvest wild wheat, it would be weird to leave a hardened row behind, right?

So because you grow the wild version, when you harvest it, it doesn't leave a hardened row behind either.

Making a domestic milkweed, for example, would require duplicating all those bloom stages and transitions.  Not terribly hard to do, but I avoid duplicating content where I can.

Since milkweed is not a food, it's not balanced against other foods anyway, so that's okay.

Wheat was originally a food multiplier (for pies), so it was fine that it had out-of-balance soil consumption.  Now that it can be eaten directly as bread, things are a little different.

#515 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 17:12:40

DestinyCall wrote:

Why do we even have the shallow row/deep row distinction?    It just feels like busy work.     So much extra clicking.

Because continuing to farm on hardened rows, after farming there previously, requires 1 more soil, but only one tilling instead of two.

Establishing a farm the first time requires double tilling OR extra soil (now 3, was 2).

After that, keeping the farm going in the same spot requires 1 soil and single tilling.

So establishing a farm, or expanding it, requires more resources than maintaining the existing farm.

That makes sense.  You're preparing virgin ground for farming.  Also, it makes you think twice before expanding.  If your existing farm is just barely large enough to feed your peeps, you should stick with that... maybe.


The busy-work you speak of occurs only when expanding your farming.


Regarding the arctic change to 3 soil, it does make sense for this to work the same everywhere.  When you use extra soil instead of double-tilling, you're saying, "I'm importing a bunch of soil here, and not using the underlying soil at all."  Almost like raised-bed gardening.  Obviously, you'd need to do that in the arctic, because the ground is frozen.  But that same logic applies elsewhere, so it should work the same elsewhere.  And being able to do it with 3 or 2 was a noob trap.  And the engine didn't support only allowing it with 2 (and forcing it to 2 only, and blocking 3-soil farming, would have eliminated the non-clay farming path, which I didn't want to do).


Some other side effects.... because shallow tilled rows are blocked from the arctic, you can't re-farm the same area there (once the row hardens, that's it).  So you can grow one crop of carrots in a spot, but then that spot is blocked from re-farming.  Of course, people were asking to be able to grow trees in the arctic, which don't result in hardened rows.  So this is nice, because it makes "annual plant farming," like carrots and tomatoes, impractical in the arctic, as it should be.

#516 Re: Main Forum » Idea for a leadership ability: Orders » 2019-12-14 05:39:37

How many DING messages are you faced with currently?

Tool learning messages and new player messages, but that's it, right?

I mean, for this, you'd want some royal trumpets or something, I suppose.  But I don't have any trumpets around here.  That ding was made with a chime I have at home.  Bell tower was made by slowing that chime down.  Curse sound was made by making a discordant chord with that chime.  Hunger sound was a chord on my Uke.

#517 Main Forum » Idea for a leadership ability: Orders » 2019-12-14 05:09:58

jasonrohrer
Replies: 81

This idea just popped up, and I wanted to hear your thoughts on it.

Leaders don't do anything currently but mark people as exiled for all their followers to see.  This is a power that is only valuable in limited situations.  It helps us move together, as a group, in that limited situation, but what about the other situations?


What if a leader could issue orders to their followers globally as DING messages?

ORDER, PLEASE REPORT TO TOWN CENTER

Would send a DING message to your immediate followers (if you were a King, it would go to your Dukes).  They would see:

DING
AN ORDER FROM YOUR KING SAM THATCHER:
PLEASE REPORT TO TOWN CENTER


You could also communicate to the entire tree, like so:

ORDER ALL, WE'RE OUT OF WATER AND NEED TO MIGRATE


This would send a DING message to your entire follower tree.

DING
AN ORDER FROM YOUR KING SAM THATCHER:
WE'RE OUT OF WATER AND NEED TO MIGRATE


This might seem ripe for abuse, but remember, you can't pick your followers.  They can only pick you.  And they can dump you in a heartbeat if you're bugging them too much.

It could really help people move together as a group.

And it's kinda like the "family chat" that people have been asking for, albeit unidirectional.

Thematically, it is a bit strange to have long distance communication like this, but we could chalk it up to "bush telegraph" and word of mouth.  The king has made a decree, and it doesn't take long for everyone to know about it, right?

#518 Re: Main Forum » Pumpkins and Pumpkin Pies » 2019-12-14 04:57:51

These are Hostess Fruit Pies, my good man.  They are magic, because they have a Magician on every package:

https://live.staticflickr.com/3278/2423 … e9874f.jpg

They do not, I repeat, DO NOT come in pumpkin flavor.

If you carry them in your backpack, they will be more like a bag of cobbler when you go to open and eat them.

The are best carried to Soccer Camp and eaten on the bus.

#519 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 04:53:35

There's the rabbit pouch path to farming water that requires no pottery.

But it would be a pretty pointless path if tilling a row required pottery too, to scoop soil with a clay bowl.  So that's why the 3-soil version was in there.

Granted, it's probably a pretty pointless path as it is, but it's in there.

This ties nicely with the arctic, because I really want farming to be extra hard there, so it takes 3 soil.

The 2 soil till was always kinda wasteful, because you clearly have a bowl, so why not split it?  I guess you might be saving iron or skewers...

And there was some implementation issue that made something not work about 2 soil in the arctic.... I don't remember what, exactly.  So I figured I might as well simplify the whole thing and make it 3 soil for a deep row with only one till and no clay bowl, AND have this be what it takes in the arctic.

#520 News » Update: Lead and Follow » 2019-12-14 04:34:23

jasonrohrer
Replies: 17

IfbAzFV.png

This week, we have an experiment in voluntary hierarchical leadership.

Each player can optionally pick one other player as their direct leader, by saying I FOLLOW SALLY SMITH, to follow them by name, or I FOLLOW YOU when standing near them.  You can switch leaders at any time, and you can go back to having no leader by saying I FOLLOW MYSELF.

Following someone has absolutely no direct impact on gameplay, and is simply a source of information.  People who have the same leader are marked as allies, and they wear the same color badges on their clothing.  Leaders can follow other leaders, resulting in a dynamic hierarchy.  Higher-order leaders have more elaborate badges and tiles, including Lord, Baron, Count, Duke, King, and several levels of Emperor.  Your badge color is determined by the leader at the top of your tree.

Everyone can also exile other players at will by saying I EXILE SALLY SMITH, to exile them by name, or I EXILE YOU.  This allows you to keep track of players that are causing trouble, and you will see a black X mark on their chests.  I REDEEM SALLY SMITH, or I REDEEM YOU, allows you to bring someone back from exile.

The people exiled by leaders are seen as exiled by all of their followers further down in the hierarchy.  Thus, information about troublemakers can be shared easily and efficiently.  When a high-order leader exiles someone, a large group of people will all know about this person's status.  Leaders can also be exiled, and any remaining followers are marked as dubious.  An exiled person can appeal over the head of the person who exiled them, and higher-ups can override and redeem the exiles made by leaders beneath them.

When you're born, you inherit your mother's leader.  You can change leaders when you are old enough to speak the necessary command.

When a leader dies, their followers are passed up to the leader above them, if any, and their list of exiles is passed downward to each of their immediate followers.  In other words, the tree does the right thing automatically, behind the scenes, to preserve valuable information.

The inner workings of this system are a little complex, but on the ground, as one cog in the machine, you just need to make a single, very simple decision:  who to follow, if anyone?  And if you find yourself in a leadership position, you can also make decisions about who to exile.  The tree will take care of the rest.

This system was inspired by forum-user Kinrany's post here:

https://onehouronelife.com/forums/viewtopic.php?id=8644

More details and discussion about this system can be seen in this very lively thread here:

https://onehouronelife.com/forums/viewtopic.php?id=8695


In other news, the Bell directional arrow has been moved down from the top of the screen to a more visually pleasing location.  Thanks to Twisted for pointing out that it was visually jarring up there.


UPDATE:

I just added an order system, where order messages get passed down through the leadership tree to followers.  To issue an order, say something like ORDER, EVERYONE COME TO THE TOWN CENTER

Please note the comma in there.  No comma, no order.

Your immediate followers will pick up the message whenever they get within 10 tiles of you, and their followers will get them message when they are in close proximity, and so on, until everyone in your tree has the message.  As an example, you might be away at an outpost and then return to town.  When you return, you will be automatically told the leader's most recent standing order.  When you get an order message, it's accompanied by an explanation of which leader issued that order.

Exiled people do not see the message themselves, but do pass the message on to their non-exiled followers.

Also, in the original post, I forgot to mention the new verbal kill trigger feature.  If you're holding a weapon and say I WILL KILL SAM JONES, you will enter the murder-mouth state against Sam Jones (or I WILL KILL YOU for the nearest person).  There are a bunch of variations on this wording that work, too.  The point is to allow you to start kill-chasing someone who is hard to click (maybe they just raced by on a horse), or to allow you resume a kill chase after dropping your weapon to eat.  As another nice side effect:  this kill state trigger is visible to everyone around you, so new players can learn how to do it (where shift-right-click is harder to learn).

#521 Re: Main Forum » Pumpkins and Pumpkin Pies » 2019-12-14 04:16:36

Seems like there's some inconsistency in the way seeds decay.  Some take an hour, others 5 minutes.  I think the infinite ones take 5 minutes, and the finite ones take an hour.  I picked the wrong one for pumpkins.  Will fix.  Also will see about getting more seeds per pumpkin.

The pies can't be stored because they are custard.  They are soft and mushy.  You can't put them in a backpack or whatever.

#522 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 04:12:40

Yeah, 3 soil everywhere.

That way, it's not a noob trap to do it with 3 soil when 2 is possible.

#523 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 03:00:20

This was intentional:

https://github.com/jasonrohrer/OneLifeD … dcb6473908

Actually, can make tilled rows on arctic, using full basket of soil (3 soil).  This also eliminates a noob trap of using 3 soil instead of 2.  The whole point of tilling more soil is when you're rusing farming without a clay bowl.  If you can get the 2-pile, that means you have the clay bowl already.

There's a typo in the commit message there, but the idea is still solid.

#524 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 02:13:44

Can you unpack that Wuat?  Seems to be working fine on this end.

I think I did that on purpose.... if you want to farm in the arctic, you need to import a LOT of soil.

There's no reason to till 3-piles otherwise, right?  I mean, outside the arctic, why would you do that?

#525 Re: Main Forum » Coming soon: voluntary leadership » 2019-12-14 01:22:46

Also, the black X of Exile shows up on your bare skin if you aren't wearing chest clothing.

But your badge only shows up if you're wearing chest clothing.

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