a multiplayer game of parenting and civilization building
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Now I really want to see industrial farming of all resources
https://onehouronelife.com/forums/viewt … p?id=10596
well there is 2hol but nobody plays there apparently
The road was already there I just merged it
The solution is just to leave 1000k gaps periodically probably every 5k or so
The reason I did it was so I could build and move my 40 nozzle sprinkler around
Also there's quite a few untapped tarries all this way east -- it hasn't been that bad
Now I really want to see industrial farming of all resources. Once you have 30+ sprinklers you can make a *lot* of resources really quickly, not just food. By far most annoying aspect is the soil and hoe uses for the non-renewable farm plots (trees and milkweed).
I got up to 40 piece and have been moving it from village to village
There's actually more around but larger than 40 starts becoming unmanageable
The main thing is the valves because pipes are pretty easy to make
If you use a plow, you don't need soil except for berries
plows work on hardened rows
I did 160 maple trees at one ginger village way east now
You can also create thread and rope with trivial water cost and even trees
I've considered doing a whole forest this way
Point being you can make a lot of slot boxes with minimal cost
I joined the road to the main road and some idiot drove a car probably, all the way to the end.
Doing that shifts the eve spawn.
1 kero + 40 nozzels ---> 1000 bowls of water
even if half is lost it's still way more efficient than kero into buckets
A bucket is 8 bowls iirc 8x4 = 32
32 vs 500 at 50% efficiency
sprinklers are just too damn good to be ignored
I imagine you can fit a 40piece sprinkler in two truck runs
And there is no waste really because valves, nozzle bodies and pipes can all be used for oil and engine making
There is not much else to do late game so the point is just mass produce pipes and injection nozzles
Which I've noticed a lot of people are doing anyways
Sprinklers do consume one a kero fill
One kero fill in a pump is worth four buckets of water
But one kero in a sprinkler is worth 25 sprinkler uses
Last major sprinkler I built had 40 nozzles
This means one kero use would give 1000 watered tiles per kero unit
Thats obviously ridiculous and sprinklers could be longer if you wanted
The problem though is plows
I haven't tested exactly how they work yet but its 25 uses per kero fill
Not sure if that is measured per tile or per start/stop -- I think it's tile
If that's the case, plows are not at all water efficient better to use hoes
Or is it just me?
One more thing, far as corn goes, (and I'm pretty sure someone mentioned this before)
corn --> fresh corn
corn --> popcorn
corn --> goose --> omelets, cooked goose
corn --> cow --> skim milk, whole milk
corn --> pig --> carnitas
That is 7 types of food that require no water to cook just from corn.
Cooked mutton also doesn't take water to cook, but does require soil.
Naturally, all of the vegetables can be eaten raw also.
shallow well only has like four buckets of water
I've never actually counted this. Generally, I think shallow well lasts at least 1 generation so I think it's more than four.
Look at all the things that require bowl of water:
This is also true but mathematically it might be more efficient to berry munch if you can water say 100 bushes with one bowl.
I'm not saying this is true but it's possible. I'd have to work out the math but the fact is sprinklers are so RIDICULOUSLY efficient that all strategies should revolve around them.
The true meta in this regard would be to have every player agree to not render areas east o west of a town, specifically snow biomes.
Destiny Mentioned the meta on the other thread. People don't know how to use sprinklers.
The fact is, most players also don't know how to build 3x3 farms properly, or 7x7 buildings or double gated property fences, coals rooms, track kits etc
There is a certain 'culture' -- a meta for patterns of doing things that have worked the best so far. A good example is the potato oven in the farm.
This is, in fact, the most interesting part of the game to me, to be honest. But if people can learn 3x3 farms, they can learn how to use sprinklers, it's really not that complicated.
late game kerosene rush.
This strategy, like all strategies, is broken. This is mainly because the game imo the game is incomplete. What I am proposing is a strategy entirely based on the fact that sprinklers offer unlimited gain relative to cost.
What this means is one bowl of water becomes continually more valuable relative to the amount of steel invested -- WITH NO LIMIT.
In most games, this would be considered an exploit.
The strategy is or ought to be 'continually expand the sprinkler system from town to town until it's too big to be moved'
One bowl of water could be used to water 500 corn sprouts which can all be tilled in lines with a plow making it require no soil or steel for upkeep.
Turning one bowl of water into thousands of corn will provide more net food per water unit, I expect, then pies and yumming and possibly even crave chains.
One town could last in one spot for maybe 20-30x longer than it does now.
If there ever were more complex game mechanics, like robots (as shown in Jason's intro video) it would require that towns last longer.
I think it's possible that Jason provide plow/sprinkler mechanics so that towns COULD last longer, such that more complex game elements would be possible.
The sprinkler idea was ultimately rejected by the player base which is possibly why Jason lost faith in the project and stopped updating.
main issue is stopping people from not using the sprinkler which is where fencing the well comes in
As a general direction and addendum -- what we should be doing is draining shallow wells and then fencing them in.
As I recall, shallow wells recover water pretty decently.
If a new city was started with a committed sprinkler farm, the well would last at very least ten times what they do now -- theoretically forever.
I imagine a fence around a well and then a couple cisterns, probably fenced in too, and then a few buckets outside -- just like what we do with tanks of oil.
One thing I will say is that shallow wells revert back to untapped springs when a family dies so this also means that a city would keep getting a restart each family.
Far as sprinkler systems -- they are really hard to make. A large one would be the equivalent of two-to-three engines.
They require an engine to work (same with plow) and a truck to move because they take a lot of space (possibly two truck loads)
If fenced in wells seems extreme, consider that with a sprinkler farm, one foraged bucket of pond water would water the entire farm eight times iirc.
Even in the case of an oil well, each tank of oil would last 10x longer at least -- ginger could literally go on for weeks.
I never thought much about sprinklers but it turns out a properly built sprinkler could water an entire farm with one bowl of water.
Needless to say, there is nothing more valuable and sprinkler systems should be built and carried from town to town.
They are very difficult to build.
Similarly, plows can turn a hardened row back into a tilled row without adding soil and also don't break down.
This means you don't need tons of hoes.
Not quite as good as sprinkler, but still amazing.
These two machines can completely change the game and I suspect it's the direction Jason wanted to go in.
Not sure why it never caught on, but there it is.
Come to think of it, the ultimate problem is just water.
But what I'm suggesting, essentially, is that wells should never run out and hostile mobs should be the reason a town moves.
Consider, like an arcade game, there is an actual incentive to 'go down fighting' for your town, or revisit to loot or whatever.
Once you hit rubber drill, a town is basically just beating a dead horse and moving due to water shortage is super anti climactic.
Far as the combat engine -- no, it does not need to be rebuilt. A lot of people seem to have a grandiose concept of what a combat engine should be.
With all the bells and whistles, it's a ton of work but a minimalist engine is really trivial -- basically just dice rolls.
You track hp, armor or evade, distance between agents, make arrows auto hit/miss with basic pathfinding. It's super easy.
And for the purposes of this game, that is good enough.
I've always preferred simple combat engines anyways, when things get too heavy they often turn out not great (like skyrim) or just distract from gameplay.
Something like this could potentially work with pvp but I would suggest the zones prevent other tribes from picking up objects or building things.
The way it is now, pvp is just griefing -- bring 500 bears, take all the bowls and eat the berries, kill the sheep.
If that's something you enjoy doing or having done to you, you need clinical help.
As an addendum, consider the looting aspect: Going back to steal some nice pieces of tech would involve dodging through the hoard.
Similarly, if a family died, and you wanted to re-take the town, you'd have to kill them all. This would of course reset the spawn rate because it is based on family line number.
I also think the bearbarians should be able to damage/destroy walls. This would greatly expand the building gameplay because now you are designing a fortress as well as a home.
shouldn't it be zombies?
Zombies would be legit -- my point was to make it as easy as possible to implement tho. Bears and people already exists so merging them is fairly easy.
Also jason may not want zombies in his realistic-ish simulator
would inevitably lead to server lag?
It would depend on how many are needed to overwhelm, but generally, no. Just think about a big sheep pen except bears. Things also aren't loaded when nobody is there like mouflon.
I suspect the barbarians would either end up being too weak and easy to wipe out immediately at any tech level or too powerful and quickly over-run every town.
With any simulator, you have to figure out these numbers. I've had bear griefers bring so many that it was difficult, multiply that by two or three and it would be near impossible.
If people can manage to survive that's fine, but the point is that the waves just keep growing in number until you can't.
From a gameplay standpoint, the combat and AI systems in this game are rather painfully underdeveloped.
Yes but this would be great opportunity to improve. Imagine building a full suit of armor that could absorb damage and took as long to make as a truck.
I think a few small tweaks would vastly improve the combat:
1) everything attacks adjacent tiles rather than on top of -- for players. this could be a simple one key swing or hold shift and click for swing after initiating hostile action
2) arrows auto target and just have miss rolls (improved with better bows and arrows?)
basically just think old school zelda -- this stuff in not particularly hard to code especially if its minimalistic
I think what OHOL needs is a new mob functionally the same as bears that spawn in greater and greater numbers, chasing the families west.
This is very easy to do and would basically require one new graphic 'Barbarian' -- or even Bear-barian (a human graphic with a bear hat/clothes).
Bearbarian caves spawn -- maybe just out of normal bear caves, then they continuously spawn bearbarian mobs relative to total player number/family depth/tech level
I'd say they should move toward either fire or food and then just slowly overrun towns.
This is a very simple mechanic that creates a lot of gameplay and is extendable in a variety of ways.
Consider, for example, builders will have to design to better keep out the mobs, weapons will be more important etc.
This also solves the migration problem because overrun towns will eventually be unusable, forcing families west.
It doesn't matter if a family dies.
Like it or not, the next one will likely return to the old city.
This is the one I'm talking about
Do you know what is the clock of a village?
The main clock is water but the /true/ clock is homeland drift and runs backwards and forwards
Setting up a room takes a lot of time and resources.
In terms of building, yes. By setup, I mean all of the bowls/plates and flat stones were already in place so I didn't have to spend time to setting that up (which is considerable)
The steel needs transported more.
Correct but, as I mentioned, the rooms are connected by a train cart which can move through doors without damaging the insulation bonus (north and south only)
Coal always needs to be transported in this way and, similarly, completed steel needs to be sent down to smith and wrought iron needs to be sent up to the coal room.
This may sound cumbersome but it is actually advantageous because you can put the completed stuff directly into baskets and then into the cart -- like storage.
Also, consider the advantage of how quickly you can fill crucibles with coal when it's all there (and not taking up space in the smith room).
It's hard to explain but feels a lot more organized. Realize, larger cities are designed to do large volume of work per step.
So you make a ton of kindling, then a ton of coal, then a ton wrought iron, then steel... and by the end, no one needs to do any of those things again for a long time.
newer player or messier player or jerk
Yes, definitely and some player came and widened the smith the very next day. Part of the point of this post is educate and explain so that other players can do likewise.
At very least, encourage others to try it. It is very different but, believe me, much better.
not all experienced players care about good insulation
I have two responses to this:
1. Design
When building, insulation must be a major, if not essential, factor in your design.
If you just say 'to hell with insulation' your design is not only bad, but as bad as it can be because you may as well have no walls or floors at all.
It makes no difference, in fact, the walls only serve to block tiles.
The design is essentially, and necessarily, a failure and you have wasted resources and more importantly time, which brings me to my next point.
2. Villages are built with a clock
That clock is basically a count down to when you run out of water. At that point gingers can extend with oil until the tarries are too far to be reasonable.
Other cultures can similarly scrounge or beg gingers for oil which makes that tarry distance move even faster.
It is thereby the responsibility of every member of a culture to preserve as much water as possible.
Buildings may seem insignificant but they provide a constant bonus to /every/ player moving through the village.
If the village exists for a long time (which should be the goal of any village, hence design) that insulation bonus is going to stack very quickly.
For every player, every life, every second spent inside an insulated building buys the village up to 16+ seconds per pip.
Takes water to make food so eating less saves water.
I was not the first to start the trend of committed coal burning areas. I noticed them cropping up in the last couple months but its hard to say how long it's been a thing.
This further developed with the addition of tree groves, train tracks with carts, and into full fledged coal burning rooms with walls and floors.
At this point, I think we can say with certainty that this is the most efficient way to handle coal but as I watched people interact with these areas I noticed something.
The fact is: the majority of coal is required for crucibles, not smithing, which is why I believe ideal design is to separate all crucible work into a separate coal/crucible room.
This system noticeably freed up a ton of space in the main smith (no more bowls, no more plates, one forge only) which made me think the smith could fit in a 7x7 room.
So I did it. And it works. Amazingly -- far better than the old system and with an added insulation bonus.
For those who say it doesn't matter, you should know these can range up to 16ish sec/pip which is the equivalent difference between clothes and being naked.
This saves food which consequently saves water and ultimately extends the limited lifespan of a city (oil is finite by the way so don't even)
Until now I was a fan of huge very large smithing areas but here are the new advantages:
-- Coal is closer in the crucible room
-- No bowls/plates in the smith, only one forge (saves space)
-- Committed smith means you can have tons of flat stones all laid out and never have to move them
-- Committed crucible room means you can have tons of bowls and plates laid out similarly
The result was I could smith huge amounts of wrought iron (I think about 9 or 10 with ease)
Similarly, I could make about 10ish crucibles at once easily and in both cases this was not optimized and also took basically zero time for setup
Now I know many will complain that a 7x7 smith is too small which is why I spent time watching people use these rooms (and using myself)
The fact is comes down to one critical error: Buildings are not for storage (unless they are storage buildings)
The actual point of buildings is to insulate you while you work. The litany of useless junk that piles up is totally unnecessary and can be pushed out or placed in a 7x7 storage building.
So that is what I did linking trees to a coal room by track, coal to smith, and smith to storage.
This is by far the most efficient design I've seen yet and I firmly believe rooms larger than 7x7 are a pointless waste of time and water (because they are)
I don't see a problem with fencing though I suppose you could double the decay rate if that's an issue.
The lock mechanism could use a fix though and ancient walls take far too long.
Locks are pretty close to useless -- they should only be locked to a single key.
Vehicles should also require keys to operate (just like in real life)
As an addendum, to improve the formula, the primary factor of where eves spawn should be based on the density of fresh iron and well sites.
I've literally spent near entire lives walking without seeing any viable base sites and it's exhausting.
I've beaten around the bush on this a couple times but I'm going to just say it plainly:
Eve homeland should NEVER drift east.
This is bad in every possible way.
If players want to return to old bases (that they know the location of) it should be on THEM to walk east and find those places.
That said, I noticed a few weeks ago that homeland was similarly drifting west too fast.
I haven't looked very much at the formula for Eve Spawn calculation but I suggest the rate (based on whatever factors) should be cut in half for the west drift.
As I have mentioned, I think east shifts should be removed completely, but at very least eastern drift rate should be an 8th of what it is now.
When the homeland jumps significantly east the game is basically unplayable.