One Hour One Life Forums

a multiplayer game of parenting and civilization building

You are not logged in.

#1 2018-06-27 22:11:50

FounderOne
Member
Registered: 2018-03-16
Posts: 336

Advanced Roads for Horses and Citys

Together with Morti we figured out a good solution on how to build Roads for Citys and Horses.

In Citys:

It would be good to have areas with 3x3 space and surround it with wooden floor(W) and make the corners out of stone floor(S).

Like in this picture:
sstart3x3.png


In the 3x3 Areas can be anything. Your farms, ........

city_roads.png

Morti designed a city by scratch with this design. This is how a city could look like.
morti_city.png

Why would you use this design?
The efficiency in watering and supplying with soil will be increased a lot. Instead of walking years into a never ending berry farm just to water one berry bush you can put easy the soil and buckets on the road of the 3x3 fields. Just grab a bowl and finish the work in months!

I made the expirience that with 9x9 fields that it is more likely that people care about the plots. Maybe because it doesn't look like 50000 berry's to put soil and water on and the work goes faster.


For Horses:

STARTPOINTS: Will be placed at the edge of your town. It will be set up in a 3x3 area.

The three fences make visible that this is a startpoint, also they give you enough room to park up to three horses.
The flooring will show you in which direction the road will go. So if the floors are located north of the fence you know that the road will continou north. The side of the fence shows you that the town would be located south.

In the four pictures you can see the startpoints ingame located in all directions.


Picture 1 - Startpoint North:
In this picture you can see a Startpoint for the direction NORTH.
start_north.png


Picture 2 - Startpoint East:
In this picture you can see a Startpoint for the direction EAST.
start_east.png



Picture 3 - Startpoint South:
So in the picture you can see a Startpoint for the direction SOUTH.
sstart.png



Picture 4 - Startpoint West:
In this picture you can see a Startpoint for the direction WEST.
start_west.png


Picture 5 - Startpoint with boxes:
In the 3x3 areas next to the startpoint you could place boxes to store fast the goods of the traveler. So he can head back on the road and get more supply. The storage can be increased unlimited as you can see. Morti gathered probatly tousends of milkweed for this!
boxes.png

WILL BE UPDATED SOON:

ROADMARKERS:
Roadmarkers will show you where the next road marker will be, if there is a special place near the road, where the direction to your home is and it will give you time to eat and load stuff in.

Roadmarkers should always be placed in a straight line with several tiles distance between them. The best would be if near the roadmarker is food and bigger resource clusters near by. For example 6 Maple trees and some berry bushes or a big cluster of soil, cactus or whatever.

Roadmarkers need a fence and wooden floor.

The fence is needed to tie the horse, so you can rest and load stuff in.

The wooden floor will show you the direction of the next road marker.



Picture 6 - Roadmarker South
In this picture you can see a roadmarker. Under the fence is a wooden floor placed, so you know the next roadmarker will be in a straight line south. The trash pit is located north, so you know town is north.

horse_road_south_home_north.png



Picture 7 - Roadmarker East/South/West
In this picture you can see a roadmarker. That shows you that the road splits south, east and west.
To the south and east would be more road markers. To the west would be a special place maybe a big cluster of resources or maybe eve west is waiting behind a tree for you!
To the north is the trash pit so you know if you want to go back home it will be north.

horse_road_east_south_specialwest_homenorth.png




It would be good to see if we all build our horse roads like this and teach it to our kids! Do you have some improvements or questions?

Sorry to my kids that I left behind in those lifes. I just took you to the fire and let others raise you. I told you I was making art. It was a lie, but I thought you could live with the lie better then with the truth. I am so sorry Augustina. I know I made you mad, but it was for a good purpose, the next lifes I will work harder then ever just for you!

Last edited by FounderOne (2018-06-29 23:56:10)


Its a rought world - keep dying untill you live <3

Offline

#2 2018-06-27 22:24:30

TheRedBug
Member
Registered: 2018-03-18
Posts: 393

Re: Advanced Roads for Horses and Citys

I like the idea! We totally need to create our own culture to teach our kids.

See, F got invented by us.
Q got invented by us.

Other things like that makes us advance as a culture. I love it.

To conclude, if you want to find stew, go to the trash pit area!


STEW! STEWWWWW!!!

Offline

#3 2018-06-27 22:38:34

FounderOne
Member
Registered: 2018-03-16
Posts: 336

Re: Advanced Roads for Horses and Citys

I set the roads up with a cart and on the last roadmarker I alwayes parked my horse. I took all needed tool with me. Just if you want to do it, make sure you craft a seperat set of tool or give the task for smiting to someone trustworthy. Otherwise the town won't make use of your roads tongue


Also try to kill all the snakes on the way.

Last edited by FounderOne (2018-06-27 22:39:31)


Its a rought world - keep dying untill you live <3

Offline

#4 2018-06-27 23:00:53

TheRedBug
Member
Registered: 2018-03-18
Posts: 393

Re: Advanced Roads for Horses and Citys

we need to have paper and charcoal/chalk to write stuff easier.... so we can keep track of stuff, such as locations of our colonies...


STEW! STEWWWWW!!!

Offline

#5 2018-06-28 00:05:03

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

Re: Advanced Roads for Horses and Citys

We used to make roads, use only wooden flood or rock depending of your tools. Leave 2 empty tiles between each.

Offline

#6 2018-06-28 00:10:23

TheRedBug
Member
Registered: 2018-03-18
Posts: 393

Re: Advanced Roads for Horses and Citys

Wood seems better especially if your road goes into a swamp or desert


STEW! STEWWWWW!!!

Offline

#7 2018-06-28 08:01:09

FounderOne
Member
Registered: 2018-03-16
Posts: 336

Re: Advanced Roads for Horses and Citys

TrustyWay wrote:

We used to make roads, use only wooden flood or rock depending of your tools. Leave 2 empty tiles between each.


For short ways those roads are good, but for longer distances you need reliable roads with more free tiles in between. So you can go much further and make use of the increased speed of your horse.


Its a rought world - keep dying untill you live <3

Offline

#8 2018-06-28 09:36:45

DrButtCheeks
Member
Registered: 2018-06-05
Posts: 30

Re: Advanced Roads for Horses and Citys

I was born just as you were defending your art to mom!  It was a funny moment, my girlfriend in the room saw it too and we had a good laugh over it.  I gave you your third stone to see the art that was making mom so mad.  You were so excited you ran back to her and proclaimed something along the lines of,

"I've made three stones now, you can give one to each kid!"

Coulda died laughing at that xD  I hope your art gets put to use!

Offline

#9 2018-06-28 10:28:16

West
Member
Registered: 2018-05-16
Posts: 126

Re: Advanced Roads for Horses and Citys

FounderOne wrote:

To the west would be a special place maybe a big cluster of resources or maybe eve west is waiting behind a tree for you!

I'll try to be there wink

I really like this road, and it would be nice if people keep your way of building it / marking locations.


Mostly playing as Eve West - hope to meet you one day!
Longest lineages: http://lineage.onehouronelife.com/serve … _id=113651 "Killed by Marked Grave with Chisel"
http://lineage.onehouronelife.com/serve … _id=849569

Offline

#10 2018-06-28 16:29:15

FounderOne
Member
Registered: 2018-03-16
Posts: 336

Re: Advanced Roads for Horses and Citys

DrButtCheeks wrote:

I was born just as you were defending your art to mom!  It was a funny moment, my girlfriend in the room saw it too and we had a good laugh over it.  I gave you your third stone to see the art that was making mom so mad.  You were so excited you ran back to her and proclaimed something along the lines of,

"I've made three stones now, you can give one to each kid!"

Coulda died laughing at that xD  I hope your art gets put to use!


Haha, yes that moment was to funny. I was also laughing hard big_smile


Its a rought world - keep dying untill you live <3

Offline

#11 2018-06-28 17:09:43

Carrot-Seedling
Member
Registered: 2018-06-28
Posts: 183

Re: Advanced Roads for Horses and Citys

"I've made three stones"
That was my mom once! She was an artist. And she left me but the bakers fed me as a baby! And mom came back when I had a few kids. And told me that. And after she died I looked at her "art" and it was a dead mouflon bones. LOL.

mom, if you have a forum, tell me something...


You have now laid eyes upon the one and only Raidan Allcock on the leaderboards. tongue

Offline

#12 2018-06-28 17:59:03

FounderOne
Member
Registered: 2018-03-16
Posts: 336

Re: Advanced Roads for Horses and Citys

Carrot-Seedling wrote:

"I've made three stones"
That was my mom once! She was an artist. And she left me but the bakers fed me as a baby! And mom came back when I had a few kids. And told me that. And after she died I looked at her "art" and it was a dead mouflon bones. LOL.

mom, if you have a forum, tell me something...

Just read my first post in this thread Augustina!

Last edited by FounderOne (2018-06-28 17:59:53)


Its a rought world - keep dying untill you live <3

Offline

#13 2018-06-28 20:11:38

Morti
Member
Registered: 2018-04-06
Posts: 1,323

Re: Advanced Roads for Horses and Citys

As a road/plot/field maker, I want to incorporate your idea for horse hitches into my design.

Some examples:
No wood roads yet added, no plots designated for crops, wells could be anywhere.
Kdcc8iY.png

An example of wood roads and plots added, with oven, fire and stew pot locations centered between farms.
VKfMd2a.png

So, here is my suggestion, for the North, East, South and West hitch locations for the horses.

HNpHOYx.png

No need to add trash plots. The hitches are on the side of the road towards town.

Each of those 3x3 areas with the hitches on them can also be used for boxes to store goods.

2ZjrnsW.png

If a particular direction is one where we are bringing back a large amount of resources, say, another town has sprung up in that direction, or there is a grassland with tons of extra soil to bring back, the storage area can be expanded to an adjacent 3x3 plot, as per the southern example.

Another plot could be used for logs, firewood, whatever.

Reason for making this post, I don't think the trash hole is necessary. You already give an indication which way town is by the side of the road that you place the hitch. Keep it one thing people have to pick up on and keep it useful, and people will get it.

As for finding something interesting just off the road, say, a particularly nice patch of cacti, or a large cluster of ponds where a future settlement might go, first just start with a T junction and place the hitch accordingly.

gnHo71Z.png

In this case the hitch is right of the wooden road. If necessary another hitch could be added above the first so that both are located in a vertical line to the east of the road, indicating that the town is tot he east.

BUT, who is to say that a town doesn't pop up in this new, cactus rich location, which, let's just say for the sake of things, has everything else a great town would need, then what? They may want their 3x3 hitching area to be in reference to their town. Solution? That 3x3 hitching area remains a reference to the town to the east, and a new one is built somewhere else for the town that springs up there. They can make their southern hitches farther to the south, or their eastern hitch more east of the center of their town, or continue to use the one for the town to the east, and knowledge of the eastern town will spread by word of mouth or eventually a small sign can be placed at the intersection saying something like

SUNNYVALE N
SKYTOWN E

Can we even place spaces in signs? IDK, use hyphens, if you need to. We'll find solutions.

Maybe for big sign:
SUNNYVA
LE-N-SK
YTOWN-E

or, small sign:
SUNNY-N
SKY-E

We'll figure it out...

Thing is this shouldn't be a big problem, but I do know that if people are not aware that there is another town nearby, they will spend their whole lives in the same place, whether that is for better or worse. A lot of people just do not explore very much. They will stand around by the farm, fire, smith, oven or stew pots and just gossip while they eat. Only ever learning about the world by what the occasional traveler tells them. So we should have a way to make that traveler's job easier so he can find the towns, find the good locations for food, soil, water, or iron; whatever may run out in the area first. So that the person willing to do the traveling finds it easy to save his town when his town needs to be saved, or, redirect his people if he knows of another town that has fallen on hard times and has ample resources, but lacks people to utilize them.

As far as the roads go at the intersections, and making it easier for people to tell where to go as a road maker or traveler, I would suggest that whatever direction you find a more developed town, you develop the road more in that direction at the intersection.

Flat stones make good temporary markers and you can load 4 in a cart, put 3 on the road in the direction of the largest town, one in the direction of the point of interest and leave the other with the normally spaced stone or wooden board paths.

The first thing to do when making roads is to take an ax and walk along that path, cut down trees in the way of the road. Cut trees are an instant sign that some kind of developed city is near and is a helpful way for eve's or lost players to find their way.

Then pull out the firewood and butt logs, and place them on the town side of the stumps. e.g. If you came from the east, and are making a road west of your town, stack the firewood on the east side of the stumps.

Later, when you, or someone else, goes through with a shovel, keep the dug up stumps on the opposite side of the piles as the town, and dig up any nearby big hard rocks along the path, but clear the path that the road is going to go along, so you, or someone else can easily pass through with a backpack with a mallet, chisel, stone and stake, or a cart with a froe, and place the stone floor or wooden floor, 3 spaces apart.

I suggest using stone floor every 3 spaces and then adding the boards as you would have the flat stones; more wooden floors on the side of a stone floor, used to indicate the direction of a place that may be more developed.

--

If you go through an area early, say, before you even have any iron tools to spare for roads, and you want to make a road anyway, use other things; if you are going through desert, badland or tundra, use stones, flat stones, or even iron, alum or limestone. Placing things in long lines is a pretty good indication of a path. You can also do this for grassland with seeds from milkweed, or with branches from trees. Then when you go through and upgrade the road to wooden flooring or stone flooring, those objects just need to be moved every three spaces.

--

I have lots more ideas to add to this, I just don't want to see future roads obstructed by trash pits or fence posts, so please, put them off to the side.

Offline

#14 2018-06-28 20:28:54

Morti
Member
Registered: 2018-04-06
Posts: 1,323

Re: Advanced Roads for Horses and Citys

Another good reason I'd like to mention for using objects placed in lines for early roads; be they flat stones, seeds, or firewood; the wildlife will not path onto these. This guarantees a safe path free of snakes, wolves, boars or bears and gives a person who may be travelling along these paths, but is just off them collecting resources, a place to fall back to if they do happen upon a bear that may give chase.

Offline

#15 2018-06-28 20:32:40

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

Re: Advanced Roads for Horses and Citys

Some cool stuff Morti. I think too many carrots but I will just assume you did out the math smile.

Maybe we can remake the old glorious cities of server 3 <3..

I liked it when there was cities to find everywhere..


"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

Offline

#16 2018-06-28 21:30:24

Morti
Member
Registered: 2018-04-06
Posts: 1,323

Re: Advanced Roads for Horses and Citys

YAHG wrote:

Some cool stuff Morti. I think too many carrots but I will just assume you did out the math smile.

Maybe we can remake the old glorious cities of server 3 <3..

I liked it when there was cities to find everywhere..

In regards to the numbers of plots for each type of crop, see the original post where I said:

Morti wrote:

How many of x, y or z crop is enough for n people? 3, 6, 9, 18, 45? Depends on the preferences of the food people eat and prepare at the time. But with ample plots any balance can be reached and players are free to make and consume their food of choice.

If people want 1 3x3 plot of carrots for every 9 3x3 plots of berries, that's on them. I just lay the roads and bring in the soil, what people choose to plant I leave up to them. Often times I just keep laying the stone floors or bringing in the soil, but if I do one, the other seldom gets done. If I just bring in soil, that 3x3 plot turns into a 3x4, a 6x5 or a something even crazier as the berry farm just grows and engulfs the whole farming area. If I just put in the roads, people don't put the soil in the 3x3 areas inside of them and instead just eat berries and put the soil on the berry bushes as they languish. Never expanding to diversify the variety of crops and food created, and never enjoying the bonus to their food meter.

The iron is the big problem in the long run, before then, the stones and milkweed. It always seems that things grind to a halt because tools break and people aren't prepared to replace them. In the last few weeks I've lived in a few towns that have kept extra hoes around, ideally I think 3 or 4 are always best to have around, for various farms. This is why the job of the traveler is important, we have to find those iron veins and turn them to mines. We have to keep bringing back straight branches for tool handles, fences and stanchions.

It's a thankless job, when people only see you a few minutes of your adult life, but only know you by the supply of iron that shows up around the forges, or all the branches and logs you bring in and put at the carpentry station, or the roads you made that might lead them to a patch of cactus nearby where they may only go when the food supply is low. But we do it, because we know that it's useful. Every situation is inevitable; the iron will run out, the stanchions for the mines must be made, and there will always come a time when more people have eaten than they have grown and it will only occur to them too late that they should have farmed more as they flee the town in search of wild gooseberry bushes and cacti.

We must be willing to explore the world, for the sake of our family, and we must make the paths that will become roads, if our towns are to stand for longer than they've ever stood before.

Offline

#17 2018-06-28 21:33:49

FounderOne
Member
Registered: 2018-03-16
Posts: 336

Re: Advanced Roads for Horses and Citys

You are right with the Trash pits Morti. It was late yesterday! tongue

I really love the upgrades of the Startpoints, also your thoughts about more developed civs on the way.

Could you build your ideas in-game and take screenshots of it? I think it is faster to understand especially for none english speaking people. If you like I can build a upgraded startpoint in one city and take some screenshots of it, also I could if you like edit the first post so you can see the upgraded ideas on the first page?


And yes I also would love to see town clusters like on server three. That were times!


Its a rought world - keep dying untill you live <3

Offline

#18 2018-06-28 21:37:13

FounderOne
Member
Registered: 2018-03-16
Posts: 336

Re: Advanced Roads for Horses and Citys

Morti wrote:

The iron is the big problem in the long run, before then, the stones and milkweed. It always seems that things grind to a halt because tools break and people aren't prepared to replace them. In the last few weeks I've lived in a few towns that have kept extra hoes around, ideally I think 3 or 4 are always best to have around, for various farms. This is why the job of the traveler is important, we have to find those iron veins and turn them to mines. We have to keep bringing back straight branches for tool handles, fences and stanchions.

It's a thankless job, when people only see you a few minutes of your adult life, but only know you by the supply of iron that shows up around the forges, or all the branches and logs you bring in and put at the carpentry station, or the roads you made that might lead them to a patch of cactus nearby where they may only go when the food supply is low. But we do it, because we know that it's useful. Every situation is inevitable; the iron will run out, the stanchions for the mines must be made, and there will always come a time when more people have eaten than they have grown and it will only occur to them too late that they should have farmed more as they flee the town in search of wild gooseberry bushes and cacti.

We must be willing to explore the world, for the sake of our family, and we must make the paths that will become roads, if our towns are to stand for longer than they've ever stood before.

On the point!


Its a rought world - keep dying untill you live <3

Offline

#19 2018-06-28 22:27:37

LaughAtlantis
Member
Registered: 2018-06-23
Posts: 76

Re: Advanced Roads for Horses and Citys

FounderOne wrote:

Sorry to my kids that I left behind in those lifes. I just took you to the fire and let others raise you. I told you I was making art. It was a lie, but I thought you could live with the lie better then with the truth. I am so sorry Augustina. I know I made you mad, but it was for a good purpose, the next lifes I will work harder then ever just for you!

FWIW, I was your daughter Katie in one of those lives - Augustina raised me well. I lived to be 52 and had 7 children.


Yum. Yum. Yum. Meh.

Offline

#20 2018-06-28 22:47:18

Morti
Member
Registered: 2018-04-06
Posts: 1,323

Re: Advanced Roads for Horses and Citys

FounderOne wrote:

Could you build your ideas in-game and take screenshots of it? I think it is faster to understand...

Sure...

I had to toil for many lives to get all these screen shots to look perfect, and was fortunate to also be named Athena each time.

But here you go:

Starting point on the north side of town:
gwSDRvg.png

Starting point on the east side of town:
zxa1TfS.png

Starting point on the south side of town:
2nDKm6e.png

Starting point on the west side of town:
c75Kk0c.png

You wouldn't believe how hard it was to find locations where all the trees and bushes were in just the right places and get the screenshots with the same avatar at the same age.

Now that I think about it though, maybe the boxes should be on the opposite side as the road... ehh, they could really be anywhere!
7ixZ6hy.png

(Don't get me started on how hard it was to farm all that milkweed.)

Offline

#21 2018-06-28 22:52:07

Morti
Member
Registered: 2018-04-06
Posts: 1,323

Re: Advanced Roads for Horses and Citys

Just ignore that mysterious home market in the center of the last photo, must have been a glitch caused by all the boxes.

Offline

#22 2018-06-28 23:44:24

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

Re: Advanced Roads for Horses and Citys

I guess raw iron supply is the final frontier atm..


"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

Offline

#23 2018-06-29 06:56:30

FounderOne
Member
Registered: 2018-03-16
Posts: 336

Re: Advanced Roads for Horses and Citys

Looking good!
Wouldn't it be better to change the boxes with the fences? Or the pic for south should be north, south pic should be north, same for east-west.

So you would stick consequent with the idea, that the wooden floor shows you that more roadmarkers will come and the side of the fence in relation to the floor leads you back to town?


Its a rought world - keep dying untill you live <3

Offline

#24 2018-06-29 12:29:45

Morti
Member
Registered: 2018-04-06
Posts: 1,323

Re: Advanced Roads for Horses and Citys

FounderOne wrote:

Looking good!
Wouldn't it be better to change the boxes with the fences? Or the pic for south should be north, south pic should be north, same for east-west.

So you would stick consequent with the idea, that the wooden floor shows you that more roadmarkers will come and the side of the fence in relation to the floor leads you back to town?

Yeah I think the boxes should be on the town side of the square and the horse hitches on the outside. That way it's a little easier for people to come from town and get what is in the boxes, and the boxes don't block the way for the player to just tear off down the road on the horse.

If these points are started late in a towns development, they may be fairly far from the center of town, so it may also be a good idea to have some fences and boxes closer to the center of town.

I saw the town where you got these pictures, btw. If you're ever back there, check out the south side of town, I made some roads down there to a farm in the SSE, near the prairie. I had a large milkweed farm there, 3 3x3 areas, in one life, but in the next, most of it was gone. Seemed like a good place for a milkweed farm, so people could use the thread for rabbit furs and any of the other milkweed for ropes to make more boxes near the southern road.

Offline

#25 2018-06-29 19:47:27

FounderOne
Member
Registered: 2018-03-16
Posts: 336

Re: Advanced Roads for Horses and Citys

Just updated one part of the first post. Rest will come later. Is this okay Morti? Do you want something added or deleted?


Its a rought world - keep dying untill you live <3

Offline

Board footer

Powered by FluxBB