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a multiplayer game of parenting and civilization building

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#51 2018-06-05 20:51:30

Anshin
Member
Registered: 2018-04-01
Posts: 614

Re: Having some trouble with farmed food design

Any boost to hoes with this?

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#52 2018-06-05 21:24:32

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: Having some trouble with farmed food design

Do they need a boost?  Not sure....

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#53 2018-06-05 22:24:12

TrustyWay
Member
Registered: 2018-03-12
Posts: 570

Re: Having some trouble with farmed food design

One other thing that could change everything is just...


scrolling to zoom out...
It could save lifes and gives people less the feeling of panic that this view gives you everytime you play.

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#54 2018-06-05 23:08:46

InSpace
Member
Registered: 2018-03-02
Posts: 448

Re: Having some trouble with farmed food design

4vqfJLx.jpg
Oh snap, jason keepin it real in here

Last edited by InSpace (2018-06-05 23:09:23)

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#55 2018-06-05 23:58:04

YAHG
Member
Registered: 2018-04-06
Posts: 1,347

Re: Having some trouble with farmed food design

jasonrohrer wrote:

The annoyance factor with a bowl of berries has been eliminated.  You now fill the bowl one at a time, meaning you don't need a full bush to do it.  You can now scrounge around to fill the bowl from multiple bushes.  The partial bowl can be eaten one berry at a time, so it's not just for other recipes.  This is the most efficient way for children to go berry picking in the woods..


Best part of the changes by far..


"be prepared and one person cant kill all city, if he can, then you deserve it"  -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438

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#56 2018-06-06 00:24:39

Alleria
Member
Registered: 2018-03-30
Posts: 339

Re: Having some trouble with farmed food design

YAHG wrote:

Berries back to 60 minute respawn would not be bad. I think they got buffed 7.5 times or so recently.

There was something beautiful about berries in that they'd never benefit you, but they'd benefit your children. The main reason they're being abused at the moment is that they produce the most food per tile, even though corn is more water efficient. Easy fix. Pruning is also a nice suggestion. Maybe a 30 minute wait, but you need to prune?

"A society grows great when old men plant trees in whose shade they know they shall never sit."


"Words build bridges into unexplored regions"

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#57 2018-06-06 00:55:28

YAHG
Member
Registered: 2018-04-06
Posts: 1,347

Re: Having some trouble with farmed food design

Alleria wrote:
YAHG wrote:

Berries back to 60 minute respawn would not be bad. I think they got buffed 7.5 times or so recently.

There was something beautiful about berries in that they'd never benefit you, but they'd benefit your children. The main reason they're being abused at the moment is that they produce the most food per tile, even though corn is more water efficient. Easy fix. Pruning is also a nice suggestion. Maybe a 30 minute wait, but you need to prune?

"A society grows great when old men plant trees in whose shade they know they shall never sit."

Aye.. At least this meta trains people to water the damn berries... big_smile


"be prepared and one person cant kill all city, if he can, then you deserve it"  -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438

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#58 2018-06-06 04:15:25

fragilityh14
Member
Registered: 2018-03-21
Posts: 556

Re: Having some trouble with farmed food design

I love the berry update, esp cause my children always stupidly die and it's hard for them to do tasks.


Also, i really failed to sell my intensive blog post about this, so let me post the recipes.


re: slash and burn

"This could be implemented into the game relatively easily, if burning the remains of a chopped down tree (all three) leaves one fertile soil. Some process for regrowing limited trees could be added, potentially by filling an empty wormy soil pit with something besides soil. (or by getting two soil from the slashed tree and needing one and something else to regrow).  Since the trees have other important usage, it would make resource allocation more complicated, and increase the risk of deforestation. There are a lot of trees, if it created an overabundance of soil it could require watering and waiting or [water + one item + time.]"


bear in mind, this is from like a month ago, but the principles still apply

"The current composting formula of [wheat straw + bowl of mashed carrots and berries + water + worm = composting compost pile] [composting compost pile + time = 4 fertile soil] works well for its purpose of limiting soil creation with the constraint of three worms per empty fertile soil pit.

However, a slower more intensive method of soil creation could be added which rewards those those who think towards the future. There are three good ways this could be implemented which are relatively faithful to traditional Asian agricultural methods. These solutions would need to be balanced to the rest of the game, but some or all of them would work.

1) Full trash pits can become soil.

The formula I envision for this is something like [full trash pit + pine + leaf + water = prepared trash pit] [prepared trash pit + clay = covered composting trash pit] [covered composting trash pit + epoch = one fertile soil]

This only adds a small amount to the total soil, as trash pits don’t fill quickly. It would add an incentive to create, use, and fill trash pits so with extra work (running around finding things to fill it with) it could add to a greater soil increase. This has the added bonus of doing something with trash pits, which as far as I know are currently a permanent obstacle.

2) Intensive composting in empty soil pits.

The recipe for new soil in empty soil pits can closely follow the actual Chinese composting methods with existing in-game items.

Here is my recipe idea: [Empty fertile soil pit + 1 fertile soil + bowl of mashed carrot & berry + straw or reed + fresh grave + X leaves or pine + 1 clay + water= unmixed fresh compost pit] [unmixed fresh compost pit + shovel = mixed compost pit] [mixed compost pit + adobe = sealed aging mixed compost pit] [sealed aging mixed compost pit + epoch = 5 fertile soil]

The advantage of this is that it IS difficult that most people will not remember the recipe or care enough to make the effort. It involves benefits that cannot be gained within a life time and the process should be started before soil is scarce. This makes it possible to continue a civilization without fertility loss, but at a price many are not willing to pay.

3) Cover Crops

This feature could easily be worked into the existing game, though once again, possible balance issues.

Green grains are a great cover crop in real life. We already have access in game, since domesticated wheat goes through a green phase. This could be implemented with the following formula:

[green domesticated wheat + sharp stone = cut green wheat] [cut green wheat + shovel + water =extra fertile soil]

“extra fertile soil” doesn’t expire the next time you harvest domesticated wheat or carrot seeds, giving you the option to use an extra two water instead of one soil.

This would greatly reduce the scarcity of wheat, however it also requires greater care and leads to soil waste if the wheat not cut at the right time."




Also, the Greek proverb about old men and shade is the beginning of my conclusion in the post.

Sorry to self-promote, but I worked really hard on what I think was a quality blog post and almost no one has read it, and I think it's really helpful lol



link again, because I really think people who play the game would appreciate this if they read it

https://groundandfury.com/one-hour-one- … riculture/


I'll tell you what I tell all my children: Make basket, always carry food.

Listen to your mom!

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#59 2018-06-06 04:30:53

Acozi
Member
Registered: 2018-05-31
Posts: 43

Re: Having some trouble with farmed food design

I personally like the berry situation. It's a bit op but the new players can chill in the berry fields while they learn. More experienced players will work on other food sources. I won't disagree they are a bit op, but really nice when I can explain  bare bones basics to to players.

Just finished a game where I helped the bakers get what while the newbs tended bushes, it was nice.

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#60 2018-06-06 05:22:04

YAHG
Member
Registered: 2018-04-06
Posts: 1,347

Re: Having some trouble with farmed food design

Berries are broken as shit.
Plant Berry
Water Empty Berry
repeat

You just won.. Berry Meta is shitty


"be prepared and one person cant kill all city, if he can, then you deserve it"  -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438

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#61 2018-06-06 09:04:20

Tarom
Member
Registered: 2018-06-06
Posts: 1

Re: Having some trouble with farmed food design

How about doing crop rotation? Like they did in the old days. After you extract the minerals from the soil, you rotate and put a different plant.
Say you start with corn, then after harvest of corn, only wheat can grow on it, after that only carrots. It might have to be two options instead of one, but that would force the use of different crops, like they had to do in medieval times. And maybe you could plant the same crop over and over again, but it would be a diminishing return (fewer and fewer carrots per cycle).

Bushes could be part of it, or be left out completely, but because of the fact that berry bushes are perennials, maybe they should take longer before the first harvest.

Last edited by Tarom (2018-06-06 09:04:55)

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#62 2018-06-06 09:06:57

TrustyWay
Member
Registered: 2018-03-12
Posts: 570

Re: Having some trouble with farmed food design

The first civilisation, sumerians, died because they exploited too much their lands and earth became salty.

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#63 2018-06-06 09:13:56

YAHG
Member
Registered: 2018-04-06
Posts: 1,347

Re: Having some trouble with farmed food design

TrustyWay wrote:

The first civilisation, sumerians, died because they exploited too much their lands and earth became salty.

I just don't understand where all the salt comes from. Isn't rain water distilled? If it is runoff you would assume that farming would only make a minor difference as it has been raining for WAY longer than we been farming.


"be prepared and one person cant kill all city, if he can, then you deserve it"  -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438

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#64 2018-06-06 17:04:01

fragilityh14
Member
Registered: 2018-03-21
Posts: 556

Re: Having some trouble with farmed food design

irrigation, they flooded the fields and when it evaporates it leaves mineral residue, which includes salts. As the soil becomes more saline it becomes less suitable for wheat. Barley is more salt tolerant, and as civilizations neared collapse the archaeological records show higher and higher barely production before collapse.


I wrote about this in the blog post that is too long to interest anyone lol.


I'll tell you what I tell all my children: Make basket, always carry food.

Listen to your mom!

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#65 2018-06-06 18:09:53

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,805

Re: Having some trouble with farmed food design

I read a bit of it.

Nightsoil in the next update!  Just kidding....  smile

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#66 2018-06-06 21:49:51

YAHG
Member
Registered: 2018-04-06
Posts: 1,347

Re: Having some trouble with farmed food design

jasonrohrer wrote:

Nightsoil in the next update!

I have a feeling this next update will be shit..


"be prepared and one person cant kill all city, if he can, then you deserve it"  -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438

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