a multiplayer game of parenting and civilization building
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I'm working through the list of reported bugs.
When picking the fittest follower to inherit a leadership position, exiled followers are no longer considered. Special biome/homeland boundaries no longer line up with ley lines for natural springs. Multiple DING messages, occurring at the same time (or in quick succession) are now queued, giving you a chance to read each one in turn. This means that if you inherit both leadership and ownership at the same time, you'll hear about both. A victim's fleeing emote is correctly preserved when they step in and out of a bad biome. The language specialist family is no longer accidentally fertile outside their homeland band, to the far north or far south. A gap has been added between the desert and jungle bands, since having those bands abut each other creates an impassable barrier for folks who get sick in both. And finally, the second phase of the tutorial has been re-designed somewhat to make it less confusing for new players.
Thanks to everyone who took the time to report these issues. I can't fix them if I don't know about them.
Functionality issues can be reported here (like bugs or glitches in the client or server logic):
https://github.com/jasonrohrer/OneLife/issues
Content issues can be reported here (like if an object should be containable, but isn't):

The idea that has been implemented this week has been a long time coming.
This game is supposed to be about a bunch of different things: the deep mystery of a trans-generational civilization (who built all this, and why?), being a small part of something much bigger than yourself, the philosophical concept of the veil of ignorance (where you can't control or predict what situation you are born into), and trying to get as close as possible to what death might actually feel like (saying goodbye forever to the people that you have grown to love).
The initial design of the game tied all of these concepts together nicely. You are born to a randomly-chosen mother somewhere in the world, the next step in a long lineage of other players going back into time immemorial. You pick up where your ancestors left off, making contributions and improvements in the little time you have. You have babies in the form of other players who are themselves randomly assigned to you as their mother. And at the end of your hour-long life, you say goodbye to all of this in a very real way, because if you get born again, it will be to a different mother in a completely different situation.
On paper, it seems like an elegant design in terms of the way it embodies the underlying philosophical concepts, with each part of the structure reinforcing the other parts. And it does work, for the most part, in practice. It gives you the right feelings at the right times.
However, beyond giving you complex feelings and embodying interesting philosophical concepts, games are also meant to be played. And for One Hour One Life to function, it must be played over and over, at least by a substantial portion of its playerbase.
For example, if each player only played the game once, and had a deep and meaningful experience in that one life, we might see the game as fulfilling its purpose, and those players might even feel like they got their $20 worth of art and entertainment. However, given that the game is a multiplayer venture, it would completely fall apart, in very short order, if every paying customer played only once.
And the unfortunate fact is that the game structure, as initially designed, is NOT particularly compelling to play over and over, due to a lack of continuity from hour to hour or any sense of long-term progress.
The question: After an hour spent playing a good and satisfying life, why would you immediately want to play again? You'll be thrown into a completely different situation, unable to continue progressing in whatever project you were working on in the last life. For a large segment of the playerbase, the answer is that they do not immediately feel like playing another life after finishing one.
The game would benefit from some sense of continuity across lives, but to achieve that, something has to give, philosophically. I need to prioritize the philosophical goals, and commit to the primary goals, while letting the secondary goals slide a bit in the name of playability.
Saying goodbye to those you love is a nice aspect of this game, but it's not the most important aspect. Still, I've been holding onto it, trying to keep it, even though being able to reborn back in the same family solves the continuity problem and many other problems with the game. I think that it's time to let this aspect go a bit.
After all, even if you do get reborn in the same family again, the composition of that family will be different. They will have moved on in time. Some of them will have died. And you will never be 100% clear about who's who. Your family will be a mix of reincarnated friends and total strangers. You will still be saying goodbye to some degree, every time you die.
So, this week's update allows you to get reborn to your own descendants, as long as some of them still survive. This will allow you to continue working on whatever projects your family is working on, life after life.
Of course, there's a catch: you have to live until old age in your last life to get reborn in this way. Die young, and your personal connection to your family line will be broken, and you'll be born into a different family.
And it's not limited to the cases where you get reborn immediately after dying. If your descendants are still alive tomorrow, you can be born to them tomorrow. Thus, if you want to play this way, you will be highly motivated to set your offspring up in a good situation to ensure their long-term survival.
You can see how this change also helps to address something that I've been struggling with for a very long time: how to get you to care about the survival of your kids. Genetic score was a kind of artificial and rigid way to make you care. Letting you get reborn to your descendants is a much more natural and organic way.
And one more detail, for those who are interested: for females, descendants are daughters, granddaughters, and so on. For men, descendants are nieces, grand nieces, and so on, and in some cases, much-younger sisters. So it's really not about getting born into the same family again, but instead specifically about recurring in your own direct line.

I'm still on the road this week, evaluating potential places to move to as part of the Great California Exodus, but I managed to implement some substantial changes.
Homelands determine where you and your other family members can have babies, and they exist to ensure that people remain at least somewhat geographically separate. Separate towns are more interesting than one big town for a variety of reasons (trade, transportation, etc.) Historically, your family homeland was determined by wherever your family settled down and built a functional well.
Specialty biomes determine what your family is good at, and what they have to offer other families. Your family has a corner on the market in whatever biome you specialize in. Historically, specialty biomes of all kinds were scattered at random across the whole map.
But specialty biomes and homelands were not tied together in any way. In fact, it was possible for your family to settle, and make their homeland, in an area that was far away from your specialty biome. Thus, it was possible that another family, when seeking you out for help with your specialty, might need to lead your back closer to their homeland to find an instance of your biome. When this happens, it doesn't feel very much like trade. Furthermore, if you settle near a specialty biome other than your own, that nearby area is effectively dead, unusable space for you and your village. You can't build there, at least not without the help of distant specialists.
So why don't people generally live in and around their specialty biome? That would make more sense, and solve both of these problems.
In this update, your family's homeland is no longer defined by where you build a well, but instead connected to a new horizontal band on the map that contains your specialty biome. In fact, that specialty biome only occurs in your band, and nowhere else on the map. Other non-specialty biomes occur everywhere, exactly as they did before, but the snow biome occurs only in the north-most horizontal band, and the jungle and desert occur only in the two south-most bands. In between these bands, there's a band with no specialty biomes at all (the centers of the gray rocky areas have nothing but more gray rocky areas), and this serves as the homeland band for the language specialists. They make up for not having a resource specialty by having a bit more iron veins in their homeland.
If your're looking for snow, you can walk north. If you're looking for jungle or desert, you can walk south. Historically, looking for a particular specialty biome involved quite a lot of trial and error. And now, when seeking out a biome expert, you will find plenty of the desired biome around them where you find that expert. This also gives the map a more cohesive, regional feel.
Thanks to Twisted for proposing this change.
In addition, several bugs and issues with follower gates have been fixed, and property fences now decay more slowly.

Each family now gets a few iron mine locations along the ley line of their first homeland well site. These uncovered iron veins offer a bit of bare-hand iron ore, then more accessible with various increasing levels of mining tech (pick, then stanchion, and finally a diesel mine). Finally, manual mining with tools has become hungry work.
The goal here is to make iron a more precious and carefully-managed resource, instead of one that is practically infinite as it is scattered randomly around a practically infinite map. This also reduces the "wander around searching" gameplay pattern.
This is a huge change, because iron is something like the spine of the tech tree. Some adjustments will been needed over the next few days and weeks.
Biome expert way stone frequency has been doubled, to further reduce wandering around searching.
Dangerous animals can no longer be warded off simply by standing on an occupied square---they now can attack as they pass over the square you are standing on, even if they don't land where you're standing.
Arrows now have a quiver, which allows you to reload the bow without setting anything down on the ground. This will help you hunt those now-more-dangerous animals.
Babies have been changed to only consume food when starving. In between full and starving, they refuse food. This makes baby-mother communication a bit more necessary than it used to be. I'm still working on this part of the game, but I'm trying to reduce the feeling that you might as well go AFK for a real-life snack break during the first three minutes of your life. What you do when you're a baby should matter more than it does currently.
Touching a property gate will give you an arrow pointing you toward the closest owner. No more locked mystery gates.

A bunch of impactful changes this week, mostly inspired by the deluge of new players from the recent Steam sale.
First of all, there's now a second phase in the tutorial, meant to help new players get accustomed to the game in a less high-pressure situation. New players often just want to experiment and learn crafting without having a whole village depending on their efficiency. Furthermore, being plopped into a thriving and cluttered village as a new player can be overwhelming. You just learned to chop kindling with a hatchet in the tutorial, and suddenly you find yourself in an environment with dozens of unknown tools. Yes, getting born into the middle of an existing situation is a fundamental premise of the game, but it's not a great environment in which to experiment with the basics.
So, after the main tutorial, there's now an optional solo challenge. You are thrown out into the wilderness, naked and alone, to try your hand at solo survival. You can opt out of this right away, if you want, or you can keep trying until you pass the challenge by surviving from scratch until age 60. For new players who don't opt out, they will enter the main game at least knowing how to take care of themselves in a hostile environment.
Since the game keeps track of which phases of the tutorial have been passed (or bypassed), and no one has passed this second phase yet, even veteran players will find themselves thrown into the solo challenge at least once.
And of course, just like you can revisit the tutorial whenever you want, you can revisit this solo challenge too, almost like an alternate play mode (which many players have already been simulating by connecting to low population servers).
Next, tool slots have been disabled. I was never fully satisfied with tool slots, since most players just ignored them, and they didn't really contribute to interesting cooperative interactions. However, they were still in there, pestering you with endless DING messages as you went about your business.
The behavior of expert way stones have been expanded to help you find poly-lingual people: if you touch your own expert way stone, you are directed toward the closest language expert.
New players start with a fitness score of 0 now, instead of 30. This means that they generally see their scores go up in the beginning, which is good for morale, but it also means that having a new player as a baby will be likely to help, not hurt, your own gene score (as long as you help a new player live longer than 0 years, you will earn points).
And finally, dealing with griefers. More players means more griefers.
Personal curses now last 90 days instead of 30 days (don't forget that you can always forgive someone if needed). And curse labels (DOLL KING or whatever appears in black above the cursed person's head) are now shared between players, instead of being unique per cursing player. So the same person, when cursed, always has the same label for everyone who has cursed them. Thus, players can compare notes about griefer behavior.
For quite a while, it has been very hard for solo griefers or small groups of griefers to kill. Killing requires some form of village consensus, either through a large enough posse or through convincing the village leader to exile the target. Since leaders tend to be high-fitness individuals, griefers have a hard time becoming leaders.
However, griefers can still cause plenty of trouble in other ways. Planting the wrong crops, moving stuff around, stealing stuff, and hiding stuff in the woods. Yes, you can eventually convince the leader to exile them, and then eventually hunt them down to kill them (if they don't get away first), but all of that takes time. Meanwhile, they can keep causing trouble. Killing is also a pretty severe way to deal with a thief, but so far, it has been the only way.
This week brings you a new, less sever way: ally gates. Leaders can mark certain gates, designating them for ally access only. All allies of that leader can move through that gate. To stop someone from moving through the gate, the leader just needs to exile that person. And the ownership of the gate is inherited by the next leader when the current leader dies. Thus, you now have a new way to stop a trouble-maker: exile them, and suddenly, they can no longer travel in and out of the village, through the gate. You can even trap them inside, making them easier to confront and deal with.
The other nice thing about ally gates is that they are spring-loaded, so they automatically open and close as you walk through (and automatically keep non-allies out).
And sports cars can smash mosquito swarms on their windshields.

Each sports car built has a serial number on the side, starting with 01, and going up to 30. Early adopters get the lower numbers.
You can also run over snakes will all powered land vehicles now, not just the crude car.
This week's VOG Shot features Pepe Ginger:


What started as a couple weeks of much-needed vacation turned into a long-term refuge away from the state of California, as wildfire smoke made our already-hobbled city almost unlivable. We're back home now, but the smoke came back with a vengeance right around the time that we did. This coming Monday, California---and much to the west coast---will have been burning for four straight weeks. Given that this is just the beginning of fire season, there's no end in sight.
So, I'm hunkered down here at home, with all the windows shut, and the HEPA filter running full blast, working on One Hour One Life. We can't go outside to get exercise, because the particulate count is so high. We're somewhat safe indoors, but with five people breathing away in a small, sealed house, our CO2 level has peaked above 3700 ppm. Yeah, that's "cognitive decline" levels of CO2. Please forgive any typos.
And so, with all that context, I bring you delivery trucks, which is something that I've been joking about in relation to One Hour One Life since the very beginning (from rocks and sticks... all the way up to delivery trucks!)
Not only can they hold a lot, but I've also been rethinking vehicle fueling, and these new trucks will last an entire lifetime (hour) on just one fill-up. That means that if you find an abandoned truck, you'll probably need some diesel to get it running, but if you're actively using it, you will be able to depend on it as long as you need it. This change in thinking may eventually trickle down to make the Crude Car more useful as well.
But besides updating OHOL this week (finally), and generally running from the smoke, what else have I been doing over the past two months? I've been working on a vacation project, which is live now:
This is the first publicly available interface that allows you to converse directly with the world's most advanced artificial intelligence. Over the past nine months, AI has become so good that it has gotten spooky. However, since it requires a full-time super computer to run it, it's pretty much out of reach for the average person. I've figured out a way to make talking to it affordable (just $5 to get started, as we collectively share the costs of the underlying supercomputer).
When you're talking to it, the sense of an intelligent presence is palpable. I never expected this to happen in my lifetime, but it's here, now. And it's really, really weird.
This week's VOG Shot features Malin Snow and her daughter Ida traveling along the very long road:


Over the years, a few people have complained about what is shown toward the end of the trailer. When the game shipped, these people were apparently expecting atomic powered robots and monorails.
However, the end of the trailer is supposed to represent a possible future for the game, when I say, "Who knows where we'll end up?"
And that's what these weekly updates are about. Along with improving the core of the game, and fixing problems, I'm also slowly adding more and more advanced technology. There are already hundreds of things in the game that weren't shown in the trailer. Just not robots, yet.
Today, we inch a little bit closer to some of the stuff shown toward the end of the trailer, with the advent of paved roads. But these roads, with the way they are constructed, and with the way the seamlessly connect together with branches and tees and crosses, go far beyond the straight horizontal highway shown in the trailer. Spaghetti junction, here we come.
You can also add elbows and vertical sections to the layout of your sprinkler pipes, allowing you to build more compact fields that are served by a single sprinkler pump.

I spent the week clearing up some of the reported issues that had accumulated.
The biggest change is to how killing and posses work. First of all, if you try to join a posse, but cannot for some reason, you get a DING message explaining the reason.
Next, there's a new exception to the posse and exile requirements---something like "live by the sword, die by the sword." Someone who kills becomes vulnerable to being solo killed, without being exiled or having a posse form against them, for 60 seconds (the same amount of time that they are stuck holding the non-sword murder weapon). This helps people deal with the "evil leader" problem. The current leader is the most powerful in terms of being able to exile, which means that dethroning them requires quite a bit of political willpower. If that leader goes on a unilateral killing spree, organizing collectively to de-follow them---to strip them of power---can be really difficult. One of the early ideas for justice in the game was "safety in numbers." As long as the citizens outnumber the griefers, the citizens should triumph. That idea resurfaces as we differentiate good killers from bad killers. The good ones will need to be protected by others while they are in their post-kill vulnerability state. The bad killers, who are acting alone and without the approval of the group, become fair game for everyone. The 60 second window of vulnerability is a live server setting, and may be tweaked in the future. It could be even longer than the murder weapon hold time.
Feast tables have been tweaked so that they are no longer kick-started by pumpkin pie, allowing these pies to be stored on a table without forming a feast table.
This week, I'm also kicking off a new community content feature. Congratulations to Fred Struggs, whose modern berry farm is featured in this week's VOG Shot:

I'm on vacation next week.

Long-distance pipelines can drain the new diesel oil well from afar, and also give you more oil per well than the Newcomen pump.
And pipes, for both sprinklers and oil, can pass through property fences now.
This might seem like a simple change, but with all those different pipe orientations and and flow directions, it's actually pretty complicated, requiring 125 new objects this week to stitch the whole thing together and make it work. Long distance flow requests and responses, with no code changes needed to make it happen.

New this week: diesel-powered plows and irrigation systems.
Through these industrial farming techniques, you can use water, soil, and iron much more efficiently.
The third-party tech tree (OneTech) can now be reached from a button on the Login screen.

Last week, a bunch of new foods were added to the game, pushing the total up to 64. Pickles were among the new foods added, and they make a perfect example of a pressing design problem. Why do people eat pickles in real life? They don't have much nutritional value. Maybe they eat the lacto-fermented type for probiotic benefits. But they're mostly eaten because they taste good.
As I work toward my goal of making the largest and most comprehensive crafting game of all time---a true love letter to our civilized world, which is so full of all the amazing things that people make---64 foods is just the beginning. But why would people bother to make these foods? They can't actually taste things in the game. Players will likely gravitate to the most efficient food, and make only that, after the novelty of making a food that looks like a hand-drawn pickle wears off. To put it another way: ice cream has been in the game for over a year, but almost no one eats it.
In facing this problem a while back, the YUM system was a good solution. Each novel food that you eat in your lifetime contributes to a growing bonus multiplier, boosting the value of each additional novel food. This is an abstract representation of "nutritional variety" or something like that. A long YUM chain is much more resource-efficient than a mono-diet of even the most efficient food in the game.
However, YUIM only takes us so far. Analysis by community members has shown that an optimally-scheduled YUM chain of just 24 foods---the 24 most-efficient foods---is enough to last a person all the way through their life. What about the other 40 foods? For players who strive for efficiency, the back 40 are effectively dead content.
But sometimes, you just feel like having a pickle, right?
The new craving system solves this problem in a way that can scale way beyond 24 optimal foods. Each family is assigned a sequence of foods that they will crave, one after the other, with foods chosen based on how advanced they are. Eating a craved food gives a bigger YUM multiplier boost---double the usual increment. Of course, for some hard-to-get foods, a double bonus might not be enough to make the food worthwhile. In that case, the craving will persist, even across generations, until it is finally satisfied. For each generation that goes without the craved food, the bonus increases. Eventually, even the most difficult to produce food will be worth making, as the bonus keeps growing.
In a given lifetime, eating a series of craved foods will be even more efficient than a standard YUM chain. However, if you get stuck on a food, or decide not to pursue your current craving, your craving sequence gets blocked on that food. So even if the craved food is not worthwhile for the initial bonus attached to it, it might be worthwhile so that you can continue eating other craved foods that will come later.
To expand your craving possibilities, the raw spices added last week have been used in a few additional recipes---spiced versions of shrimp and mutton that provide no additional food value compared to the non-spiced version. You probably won't bother making them, unless you get a craving for them.
And to aid you in preparing all this stuff, tables have become much more user-friendly, allowing you to transform objects that are sitting on the table without removing them from the table first. So you can make pie crusts, chop ingredients, and season meats, right on the table.
To prevent mother overload, mothers are now blocked from having more babies if they currently have four living children. This will allow them to focus their attention on helping those four survive. This is a soft block, which will be overridden if all mothers on the server have more than four living children. But in general, it should help quite a bit to smooth out the variance that sometimes saddles one mother with loads of kids.
And speaking of kids, since male characters don't have any babies themselves, their nieces and nephews count toward their genetic score---men are treated as uncles. People have figured out that women in the game can avoid genetic offspring by leaving their homeland to remain infertile for their whole lives. This has been fixed by treating any childless women as aunts---their nieces and nephews will also count toward their genetic score.

I have in my possession one of the great secrets to gustatory delight. Say goodbye to vinegar. Say hello to the magic that can be achieved through a little bit of salt and a lot of patience.
I will share that secret with you now.
KOSHER DILL PICKLES
24 of the freshest 4-inch pickling cucumbers
8 cups filtered water
1/2 cup sea salt
12 to 16 sprigs fresh dill (or substitute dill seeds, with 1/4 teaspoon seeds replacing 1 sprig)
8 cloves garlic, peeled
16 whole peppercorns
4 bay leaves
1 teaspoon yellow mustard seeds
1/2 teaspoon coriander seeds
1/2 teaspoon red pepper flakes
In a non-reactive soup pot, combine the water and salt. Simmer and stir until salt is dissolved. Remove from heat and cool the brine to room temperature.
Snip the blossom end of each cucumber, exposing a bit of the white flesh.
Put cucumbers and all other ingredients into a large clay or glass crock. Pour in enough brine to cover all cucumbers by at least an two inches. They will float as the brine level rises, so push them down to make sure there is at least two inches of extra liquid above them. Make more brine if needed.
Place a clean ceramic or glass plate on top of the cucumbers, and place a sealed glass jar full of water on top of the plate to weigh it down and keep all the cucumbers below the surface of the brine. Use the largest plate possible that fits in the crock, and put the plate face-up to avoid trapping too much air under the plate.
Cover the crock with a clean pillow case. You can also use a towel, secured with a loop of string to cinch the loose ends shut around the crock.
Place in a cool place. 68 to 72 degrees Fahrenheit is ideal for fermentation, which should take about three weeks, but happens faster at higher temperatures. Slower fermentation produces the most delicious results.
Every few days, remove the cloth cover and skim any scum or mold that appears on the surface. You will see bubbles coming up around the plate as long as fermentation is happening (you can tilt the plate a bit to observe any trapped bubbles).
After two weeks, remove the plate and sample one pickle. Rinse it off. Slice it in half along the cross section, and check how far the fermentation has progressed. If it's finished, the army-green translucent part should extend from the skin all the way to the center. If there's still some white-looking flesh near the center, the fermentation isn't done yet. You can also taste it for doneness. If they're not done, rinse the plate and put it back with the weight on top. Let them go another week and then sample one again.
Once fermentation is complete, fish all the pickles out and place them into jars. Ladle enough brine into each jar to cover them. Place them in a root cellar or refrigerator to keep them long term---they will be good to eat for many months.
To eat: Fish out a pickle from a jar with a fork, rinse off, slice, share, and enjoy.
Note that every year's batch of pickles tastes slightly different.
When you have a good pickle year, it's a really good year.

You can undo a personal curse against someone by saying I FORGIVE JANE SMITH or I FORGIVE YOU.
A mistake in the way curses were counted has been fixed, where the count could grow stale relative to curses that had expired long ago. Unfortunately, this mistake resulted in at least one person being sent to donkeytown unfairly. I'm really sorry about this. For anyone else who was affected by this issue unfairly, please know that it was not brought to my attention until this week, and it is fixed now---you're free.
To prevent an overload of hungry and dead animal babies, domestic pigs and sheep now wait until you feed them before they have babies, so you can control the population yourself. This does make their meat more expensive in terms of feed, so you get one extra piece of meat from each to balance this. And for sheep, there's also a new feed bucket to mirror the functionality of the corn bucket.
In terms of "juice" in the Petri Puhro sense, your character now looks in the direction of your mouse (left or right) as you move it to click on things. You can easily face the person you are talking to, and it generally makes everyone feel more alive.
Tap-out gradients for oil and water now include diagonal versions, making it easier than ever to find your way to the source of the tap-out (the oil or water well that dried up the site you're looking at).
After a bunch of complaints about untenable Eve locations (where all wild resources are stripped bare), I've changed the way Eve placement works to make sure that it always happens a bit to the west of the farthest-west active homeland. Before, the Eve grid marched at a fixed rate, regardless of how fast civilization was expanding, meaning that it often fell behind and placed Eves right in the thick of things.

Finally got through the whole list of reported issues. There's now a lovely count of zero outstanding reports on both the code and data repositories.
https://github.com/jasonrohrer/OneLife/issues
https://github.com/jasonrohrer/OneLifeData7/issues
Beyond that (and because of all the very helpful reports), the game is in a pretty good place right now. Most of the systems, like property, leadership, and YUM chains are more useful, and therefore more widely used, than ever before. The challenge of managing collective resources to survive is ever-present, even in advanced villages. Even more important, that challenge is constantly changing, as the situation in each village shifts over time. There's very often something important to do that will actually help your village survive---and the choices you make along the way actually matter. The promise of each life being a unique story is closer to being delivered than ever before.
The big things to notice this week is that you can get an arrow to your top leader with the /LEADER command, and a new /UNFOLLOW command is available in case you're too young to utter the necessary phrase. Speaking of being too young, the speech length curve (which grows with age) has been tweaked quite a bit, giving you more speech length much earlier in life. You now gain a ton of speech length between ages 8 and 16, and gain a bit more than that by the time you reach old age.
NO MORE
BREAKING UP
MESSAGES
INTO MULTIPLE
UTTERANCES
People who are starving (less than 20 seconds left before they die of hunger) make a starving face, complete with a whimpering sound that can be seen off screen. Rail carts hold twice as much as they used to, and corner property fences auto-renew themselves when nearby fences are renewed. The car is now faster and goes much farther on a single unit of fuel. Also, a bunch of other little fixes.

Rail carts are now much more robust, flexible, and useful, mainly because they crash and derail in far fewer situations than before, but also because they can be manually sent in the opposite direction mid-run.
Before, if a moving cart didn't have an empty section of rail out in front of it, it would derail. This made some sense, because the cart was crashing. Players learned to work around this by having only one cart on a given section of track, to make crashes impossible. Other players were trying to put multiple carts on the same loop of track. If the carts kept going round and round, they'd never hit each other. However, subtleties in the timing code server-side sometimes made one cart move before the others (depending on who was looking at what part of the map), and these advances would accumulate over time until the carts eventually crashed. But even if loops weren't a problem, the limitation of only one cart on a linear track was huge, mostly because long tracks are very expensive to build, and a single cart carries so little.
Now, if a cart would otherwise hit another cart ahead of it, it just stops and waits, and continues moving if that other cart ever gets out of the way. If two carts have a head-on collision, this means they get stuck pushing against each other. And this is where the second new feature comes in: click a cart with your bare hand to cause it to reverse direction. Two stuck head-on carts can be freed in this way. Furthermore, a bunch of carts can pile up on one end of the track, allowing new carts to launch from the other end. Thus, a single linear section of track can now have an unlimited number of carts (of course, if you fill the entire track with carts, it's not going to be very useful).
In a pile up situation at the end of a track, clicking the carts one by one will send them back in the other direction.
A bunch of improvements and new features have been added to the leadership and inheritance system. First, you now have /LEADER, /FOLLOWER, and /ALLY chat commands, which put markers above the heads of the target people, and also give you your current follower and ally count.
To reduce the chance of bad leaders being chosen by default, inheritance now picks the most genetically fit follower instead of the oldest. The idea is that griefers don't do a very good job of keeping their family members alive, so they won't be chosen as default leaders very often. A similar change has been made for property inheritance, where your most fit offspring or relative is chosen.
You get a DING message now when you are exiled or redeemed by a leader that you follow, and are also informed of your current ally count when this happens. This gives you fair warning that things are going south for you in the area, and that people may be planning to kill you.
The bug causing stale bell tower locations to be passed down through many generations has been fixed.

Several systems that required repeated manual intervention for trans-generational propagation have now been made automatic by default. In the past, these systems were rarely used, in part because of maintaining them long-term was almost impossible (one weak link in the chain, in some future generation, caused the whole thing to fall apart).
First, property.
If you die as the last owner of a property gate, instead of the gate collapsing, ownership now passes to your oldest family heir. This is your oldest child, grandchild, or great grandchild, if you have any, or your oldest, closest relative otherwise. To prevent gates from hanging around forever, even if they're no longer wanted, owners now have the power to remove them at will. When you inherit property, you get a DING message explaining the situation, and an arrow pointing back to it.
Second, leadership.
If a leader dies with no chosen heir (they can chose one by following someone before death), their oldest follower takes over for them as leader. All their other followers automatically switch to following this new leader, and get arrows pointing toward them. The new leader gets a DING message informing them of the situation.
Combined with the fact that babies follow their mother's leader by default, and babies of leaderless mothers follow their own mother by default, leadership will be the default condition throughout the game. People can still opt out by following someone else or intentionally following no one, so truly bad leaders that inherit their power can be easily removed from office. Furthermore, since most people in a family will follow the same leader by default, there's now a reliable way to mark bad actors through exile (when the top leader exiles someone, everyone will see it). And that leads us to the next tie-in.
Third, killing.
In the arms race against murder sprees committed by coordinated teams of griefers, killing has become harder and harder. The posse system worked to prevent unilateral, unjustified killing. However, it also demanded organization on the part of the players to carry out consensus-based, justified killing. This organization, for a group of strangers working together through in-game chat, is tough. But a griefer team, working through voice chat, can easily meet the required level of organization.
The required posse size has been climbing to combat this, and the griefer teams have been growing in size along with it. Meanwhile, necessary killing in the game (to stop non-killing griefing) has become almost impossible. If 8 people are required to form a posse, you have to get 8 random strangers on the same page, at the same time, about what they are trying to do.
What is the actual goal here? We're trying to prevent the minority from pestering the majority with nuisance killing. We can assume, hopefully, that any team of griefers will be smaller than the group of non-griefer players in a village. How do we give the larger group the power to both avoid getting killed by the smaller group, and also the power to kill easily when necessary? A large enough posse requirement protects the majority from being killed, but it makes it way too hard for them to kill.
And just a quick aside: if you haven't been following this game's growth closely, you might be thinking, "Why is there killing in this game at all? Just remove it!" But then what happens when someone keeps moving your tools right when you go to use them? What happens when someone steals your horse and won't give it back? There are endless ways for one player to irritate other players. Killing is supposed to be the way the group says, "enough is enough."
But how do we know who the majority is, so that we can give them that power?
This week, I'm testing a new idea: your group is defined by the leadership tree that you are part of. If you are part of a big group, you can't be killed easily. If you are not part of a big group, you are fair game for anyone to kill. You inherit (or choose) which group you are part of based on which leader you are following. But leaders have the power to remove you from their group, and relegate you to your own defenses, through exile.
In detail, we count up your allies (those that see you as part of their group) and your enemies (those that see you as exiled). If you have at least as many nearby allies as enemies, you can't be solo killed, and a large posse is required to get you. However, if you have more nearby enemies than allies, anyone is free to solo kill you.
A small team of griefers might be able to form their own leadership tree and thus have a few allies each, and they might be able to exile you, giving you a few enemies. But as long as you are part of a larger group of allies, you will be immune to their attacks. Furthermore, if your group exiles them, they will have a lot of enemies, and be easily dispatched.
Also, if trouble crops up within your own ranks, all the top leader needs to do is exile that bad seed, and then anyone in the village can take care of the problem.
(Feels strange to be talking in euphemisms like a mob boss....)
Combined with the fact that everyone will be part of a leadership tree by default, and we can see that everyone will be protected by default. The ally pool will be manually shifted around as needed, through exiling and changing leadership, to deal with problems as they arise.
Finally, if you try to kill someone who is protected by allies, thus requiring a large posse, you get an arrow back to their top leader, so you know who to petition to exile them.
Yes, there will be times when talking the leader into exiling a legitimate troublemaker doesn't work out, but it will be much simpler to accomplish than trying to get 5 strangers to act in unison to form a posse.

Thanks to input from forum members Twisted, Miskas, and Fug, all food values have been re-examined and rebalanced based on how hard they are to make and what input resources are required. We might see a perfectly balanced food system as being flat and boring, because all foods would be equal in terms of efficiency, so this update does not aim for that kind perfect balance.
The YUM system is meant to make the less-efficient foods still worth eating from time to time, and YUM has been changed so that your chain never breaks. Your bonus grows every time you eat a new food, and you get that bonus each time you eat a new food, but eating a MEH food simply skips applying the current bonus, instead of setting your bonus back to zero. This means you can no longer cycle a small set of foods to farm a small bonus over and over, but it also means that during tense times, you won't destroy your YUM progress when you have to eat a MEH food out of desperation. This will make growing a large YUM bonus quite a bit easier, and we'll have to see if it swamps the rest of the food system. If so, there's a cap setting (limiting the bonus from growing to high) that I can apply as needed.
But up until now, YUM hasn't been needed for survival anyway. I'm in the process of changing that.
Last week, I cut all food values in half as an experiment, based on observations of massive food surpluses in most late-stage villages. People had also been depending almost exclusively on low-efficiency foods for survival, since massive surpluses made efficiency unnecessary. By the end of this week, food behavior in the game has indeed changed a bit in reaction to these reduced food values, with players making more high-efficiency foods---there was quite a bit of panic and starvation earlier in the week, of course.
The most interesting thing about scaling food values was how it reduced the value of low-tier foods. The problem with a uniform scale factor is that it effects high-tier foods too (a berry went from 3 to 1.5, and a feast plate went from 40 to 20). This made the game universally harder, regardless of which foods were eaten, which wasn't exactly the goal. The goal was to make the high-tier foods more necessary for late-stage villages.
This week, a new gradual scaling system is in place: as the generations wear on for a given family, a growing value is subtracted from all food values. This value reaches a maximum of 5 after about 30 generations, and if subtracting the value would make a food 0 or negative, the food is pegged at 1. So a berry would eventually be worth 1, while a feast plate would eventually be worth 35. A cooked rabbit would drop from 10 down to 5. You can see how this kind of adjustment affects low-value foods much more than high-value foods, in relative terms. It is a bit like the opposite of the eating bonus, which buffs low-value foods much more than high-value foods, relatively speaking.
Beyond food changes, there are a bunch of new stacks, and an arrow pointing toward visitors that knock at your gate. You also get better labels above the heads of the people that you are navigating toward, helping you find them in a crowd.
A few exploits have also been fixed.
If you're die-cycling to find your friends (living less than 20 minutes in your last life), you don't count toward the posse size of a posse that you join. This limitation already applied to twins, but the goal is to prevent a group of friends from ganging up on people.
Abandoned outposts (non-primary homelands) untap springs and iron deposits when they expire, allowing new Eves to settle there later, and preventing one player from making loads of spurious outpost homelands to block iron and water opportunities in a large area.

Only 7 more reported issues remain.
At this point, I've closed nearly 1200 issues.
Big changes this week to the posse system to make it less confusing and harder to evade. Posse members don't get sick in bad biomes, and posse targets are too scared to carry anything, so they can't hop on a horse to escape. You know your posse is big enough to land a kill when the target starts whimpering in terror.
Information overload has been reduced by limiting your NEW BABY notifications to one per minute max, and only showing you VISITOR notifications for your gate when you're far from home (and also at most one per minute, max).
Donkeytown players can no longer manipulate end towers or ring the bell tower, so no more hidden d-town apocalypses.
Non-property fence gates now auto-open and close when you pass through, and never let animals wander out.
You can hook your bow on the outside of your quiver or backpack, similar to how a sword can be carried.
Potatoes harvest has been overhauled to waste less iron in digging. Property fences cure more quickly and are less fiddly to build. And a bunch of other little fixes, which you can see here: https://github.com/jasonrohrer/OneLifeData7/commits/

New stuff: Tables for rolling tortillas in batches. Buckets for hauling quantities of palm kernels, corn kernels, and threshed wheat. A bunch of new stacks. Efficient scrapping of various metal parts.
And more fixes based on reported issues. Only 30 open issues remain.

A bunch of things fixed this week. Stackable piston blanks, both hot and cold. Swappable machine mechanisms after putting in water or charcoal. Unsealed bottles can be set on tables. Full list can be seen here:
https://github.com/jasonrohrer/OneLifeD … its/master
Later-game Eve, who is placed when one of the specialist families dies out completely, is now reserved for players with high fitness scores. No more spamming /DIE in order to force yourself as an Eve in those situations.
38 reported issues left.

More stacks, a way to recycle engines, and a new way to interact with your dog.
Still cranking through that list of reported issues. 54 to go.

Lots of new stacks. Thirty, in fact. You can also rope pigs and sheep.
You now get a notice above your head when a hungry work action fails due to hunger.
Navigation arrows now have a priority system. When you're actively following an EXPT or MAP arrow, it doesn't get replaced spuriously by BABY arrows pointing back home.
Still working through the remaining reported issues. Only 86 to go.

Specialty biomes, and the expert families that go along with them, can provide a kind of social puzzle. If you travel to find one of these families, are they going to help you with what you need? There's a language barrier to deal with, but even if you are able to communicate with them, do they know how to get what you need from their biome? And if they do, are they willing to get it? Are they going to ask for anything in return, and if so, how are you going to get what they need? What if they ask for too much? What if they outright refuse? What if they simply ignore you?
The idea is to build a more complex and varying challenge. It's not enough to understand how to make what you want to make. It's not enough to gather there required resources from the land. You must navigate the whims of intelligent entities (other players) in order to succeed. You can't just memorize one solution and apply it over and over. Depending on the social situation, it may not even be possible to succeed.
This isn't a puzzle that needs to be solved by every player in every life, but instead a transgenerational puzzle that needs to be solved by someone in your village several times over the life of your village.
Here's the problem: where are they? The people that you need to interact with---the experts for the biome you need help with---how can you find them?
Wandering around randomly isn't interesting problem-solving. Hearing a distant bell, and chasing it down to discover that it was rung by the wrong family isn't interesting problem solving (not to mention the 18 hours you need to wait before a bell tower can even be built).
Now the location of each expert family is common knowledge to all. Each specialty biome has new Expert Way Stones in it, placed along the same ley lines as springs and oil wells. Touching one of these will point you toward the closest expert for that biome.
So, now you can find other useful families right from the beginning.
But this introduces a new problem: if you all move into one central village from the very beginning, no interesting social geography will develop over time. You won't need to take the road to the north to find these folks, nor will you head south through the desert to find these other folks.
I want you close, but not too close. That other family should be just down the road, and you should know how to find them, but they shouldn't be right on top of you.
Each family now has a homeland around their well. The place where the water tastes sweet to them. A family only feels comfortable enough to have babies in their homeland. Elsewhere, they are too homesick to breed. Building more well outposts means a bigger homeland, of course.
Due to spring tap-out, wells can't be any closer than 200 tiles apart, which means the village next door will always be at least a 50-second walk away (much shorter by road, horse, or car).
Because you can find each other so easily, it won't be hard to build villages close to each other. Gone are the days when you have to travel 2000 tiles to find the expert family that you need. Short-range transportation networks can be useful in this new world, stitching together the fabric of the new social geography.
And of course, a bunch more issues have been fixed. The most noticeable thing is the new Lab Table, which you can use for non-food bowls, like various chemical solutions.
Only 94 issues to go.

Someone observed that you can't put plated omelettes on the table, which is weird. Of course, no plated food is containable, because you can't shove it in a backpack or storage box---it's a plate of food, after all. The table is also implemented as a container, which means that plated food couldn't go on the table. Up until this point, an object was either containable or not, and beyond that, the only granularity was the required container slot size. Tables and storage boxes can store larger items than backpacks and baskets, for example. But there was no way to say, "plated foods can only be stored on the table."
This week, I added a named tag system for containable items that can only go in certain types of containers. All the plated foods are containable, but earmarked to only be containable on the table. This new property was added to 39 objects, so there's now a huge variety of new table-top items.
This feature can also be used in the future for other special types of containable items.
Let there be green paint and green walls.
Behold, a much-needed Dung Box.
May you plant sapling cuttings directly from your shears.
May letter stock be three times more plentiful.
And several other fixes.
Still working my way through the list of reported issues. Only 108 left.