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#1 Today 17:27:02

pein
Member
Registered: 2018-03-31
Posts: 4,348

Fence gate pens

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it's a small trick or exploit.

on the start of the game you might have an eve town, and it usually stagnates on a few people then like 25 comes at once. until someone is skilled enough to do tools, nothing gets done, maybe a small farm.

the main issue is that you will need clothing and food and people use up branches and milkweed for small fires and single cloth pieces.

with the sheep you can start mutton which is good  enough if people can't yum, cut trees make clothes and use up the mutton. also you get multiple threads on a single wool so you can save ropes for buckets and boxes. saddles and pads (which are useless now) and compost. So it's much better having it early to have a functioning one than to wait 5-10 generation for a proper one, especially if you don't loot other cities.

The issue is you can't make it quick enough without any sort of transportation and if the mapple trees are empty you got to wait half an hour.

Property fences are annoying, removing them takes ages. usually I have to find an elder or soon to be elder, explain how it works, have a paper and 2 pencils. Repair the fences before removing, so if I don't succed I just cancelled the decaying progress. tried 2-3 times but in those five minutes they can barely help to remove 5-10 pieces of fences and still takes 10 minutes to decay. they either wait until I can place the first paper and I have to wait my timer each time or I have to explain again how to do the rest and which ones have to go.

Property gates won't decay until someone is alive to inherit and it can be cut down by the owner. Takes a straight shaft extra. You can't entirely build an entire square, because horizontal gates have to have 2 tile gap and they drop the other one if a new one is built too close. But you can place vertical gates in a line.
You would need 2 tiles to be barely functionable, 3-4 for dung or at least a rope to take each out,  a box helps with dead lambs, but generally you would want to be a square of 5-7 tiles at least.

Also if you would go trough the effort for an animal gate, you would also need to  make a fence post for a horse.
That's why corner or front entrances help, plant some berry or potato or squash, anything, or just a home marker on a corner and block across it. The most permanent is a waystone with a map and you can leave a coordinate or a message on it.

For the height you should go all the way of the planned size if others want to surround it or replace parts. The top and bottom on the opposite side of camp better to be something else tho. I did it in a camp the other day and when I got back it was a fence line divider between pork and sheep and had to track down the owner(s) to cut it down. The divider was fine but the top entry had to go and we somehow  break an axe on it so it took a while.

A lot of towns die out before an animal pen is made and usually that's the main reason why. Ofc if you got a few veterans or horses from somewhere, this isn't an issue. But with chaotic starts with no veterans and no time to spare, no one can do it in a single life and catching up on others work is usually harder than starting from scratch, you don't want to move the items and you won't notice if they are already gone. In smaller server, friends, dt or or just temporary camps this can help to build one super quick, like next to a desert with many horses. I ran a paver to a dead black town once, wasn't too much to loot, and going back and forth took a lot of time, especially on foot, to bring a horse, but with the road and a few sheep skins for saddles it was an ok time.

Going sideways with walls will cost more, so 2-3 tiles are just fine, it's more of a half size pen, it's kind of obvious how to expand it. The side facing the camp/berries should have the boxes preferably. You can also do graves or just item stacks, probably stumps or yew branches, squash/pumpkin stacks that also block movement and won't be taken for a while. Normal fences are harder to remove but if they do it intentionally it doesn't matter what is there.

Ideally you would go back and inehrit it. If the family dies, it will drop the gates and the animals escape. You can lure back the mouflon, it follows without a lamb and run from you with a lamb and you can use ropes for the rest. The gates cost a single straight shaft and the fences. You can use normal fences in some horizontal spots or one on vertical and put boxes on it, that ensures it will stay there for at least 2 hours. And if you got a truck and oil you can use the fence you would already make as the back side of this, and do an airlock from an animal pen.

I was doing the megamuttonator exit, which is just an oven and 2-4 boxes and we used it for rubber making as they rarely do it near the main oven or you don't have space for doing a bigger batch.

Doing out of graves in hyper busy eve camps makes some sense, as a lot of the people die. But I found it that people are hyper obsessed with the grave making and it's location. I had serious trouble feeding myself or making a backpack and moved 10 bones just so it's not so close to the well, but by the time I got old the kids were trying to move it even further and the ones who do it, usually don't have zoom mod so they just start new ones anywhere on any side of the town. I tried waystones to signal the location, fast roads to get there, nothing really works, maybe pine floors covering most of a side so they can't bury them there. Set 3x3 or 4x4 or any size of pine squares work, as some people expand it and carry bones over but the rest of the people won't care if it's too far.

It's half the cost with single straight shafts, so it's not a huge time saver in most cases. Squares are the most optimal as center tiles need no walls, and it has less sides too, any shape other than a rectangle and square would have less inner tiles and any rectangle would have more if it was a square for the same amount of resources. You need width+height and 4 corners at least, so the materials start on 4+2+2 and 2 more for each wall piece to expand. So aiming for huge ones compels others to make it a big square or ignore it.

Some people have set towns everything related the well position and that wont always work with the natural resources around it. And some complain that the 40 tile iron mine is too far for a smithy. But if they already planted bushes and made some buildigns, it's pretty time consuming to move everything around. Sometimes I dint wanted to play in big towns and die several times, and still got leader with a 60-80 or higher ranking and that means everyone else is under that so you can't expect much. So it's situational. But it's somewhat portable and expandable while being functionable earlier. It's easy to think you can finish it  but if you try to have some conversation and improve the moral you need to convince people to be loyal to the camp and come back. doing every tech upgrade for others might not make them happier.   

Other use case would be wild pig, bison, wolf and dogs. it's pretty much a ghetto build, if it's slightly further, others won't interact with it or won't mind how it looks. if you fin a few natural blocking elements like trees, ponds, cacti etc, especially horizontal ones, and parallel to each other, the vertical sides can be closed quickly with gates and removed or expanded later without spending all your life on it.


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Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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