a multiplayer game of parenting and civilization building
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wooden floors. quality roads take some time to make (continous wooden floors with no gaps). there are less quality roads (continous wooden floors with gaps) like ruinian to utopia but the best quailty are utopia to midgard and utopia to eves cradle.
If you want you can work to improve the quailty of the roads or build a quality road between places (one line farm is popular lately but has no quality roads)
Can't wait for Jason to add actual dirt roads. Or, imagine if enough people travelled on a certain patch of land, it would turn into a dirt road on its own (and would fade if it fell into disuse)?
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rosden wrote:wooden floors. quality roads take some time to make (continous wooden floors with no gaps). there are less quality roads (continous wooden floors with gaps) like ruinian to utopia but the best quailty are utopia to midgard and utopia to eves cradle.
If you want you can work to improve the quailty of the roads or build a quality road between places (one line farm is popular lately but has no quality roads)
Can't wait for Jason to add actual dirt roads. Or, imagine if enough people travelled on a certain patch of land, it would turn into a dirt road on its own (and would fade if it fell into disuse)?
That would be an awesome idea. It would also make finding other people much easier as a feral eve.
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oven post!
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From now on, when I spawn in a camp, I first try to help get milkweed and clothes and then go to road building if tools are laying around.
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When I spawn in i clean up after everyone and watch productivity practically double once the ground is sorted
Be strong.
Mother loves you.
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I just saw Ovenpost. I think the lost cities have been rediscovered.
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I've been playing for days in server 3. It changes rapidly from day to day. The villages are not recognizable based on the pictures posted earlier. I was only able to identify Three Pillars as it has quite an individual landmark. We need more distinguishable structures to set apart the places.
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I'm based on server 3 and willing to help make some landmarks/roads in the new settlements. Anyone else playing here still? Would be good to see the interest in this, maybe we can make a major remapping effort.
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I would love to see photos from some of these ruins. Have any of them been used since, and expanded upon?
Two Hours, One Life - a curated OHOL server with heavy modifications.
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Address: https://github.com/frankvalentine/clients
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I would love to see an update to the map.
Does anyone know where you can find the most current version of this map? I know that camps aren't being shown on those maps. The bioms are enough for me to try figure out where some camps may be settled at.
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I can only find what's in the OP, have we had a biome map updated for snow?
Most of the action atm is in two settlements with a north/south road between them but I don't really know how it connects to the rest of the map. Gonna try and vandalize the northern settlement with a landmark tonight, I'll try and keep it small.
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I can confirm the old cities have been rediscovered. I was born in Ovenpost again, which is east of Zatris. I'll try and figure out how it relates to the current center of civilization.
Edit: I found them! The old cities are south, perhaps a bit south-southwest, of the new. A trip that can be made in a single lifetime, with time enough for women to bear children!
Last edited by Antichthon (2018-03-20 08:16:17)
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Take pictures!
Two Hours, One Life - a curated OHOL server with heavy modifications.
Discord: https://discord.gg/atEgxm7
Address: https://github.com/frankvalentine/clients
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This is so cool, I've been wanting to do something similar on server 1, but have no coding experience (I've been taking video with the intention of mapping everything out later, lol). Assuming you used a program or a script to accomplish this, is there any chance you'll put it up for download?
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Take pictures!
I took shreenshots of the two places where I spent most of the time these days.
These are two villages, very near to each other.
The upper photos show the kitchen and storage room of the felonious north-eastern village.
The lower photos are from the messier south-western village.
Does anyone recognize these? I'd love to know their names.
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How about marking settlements with "code name buildings", made up for 3 or 4 Wall elements next to each other.
Since a wall segment can be Corner/Up/Down it offers 3 states per element.Maybe such "name site" buildings could be made in a certain way to show that they are supposed to be the "name site" of a settlement, possibly with a short wall segment above them.
Examples : ( o is the corner element )
o----o o|-- o----o -|o| o----o oooo
Maybe this could be extended to be "area codes" made up of just 3 elements. Or the other way around, be "city codes" 3 elements and "area codes" 4 elements.
Granted, it would take effort not to get name collisions with other places, hmm.
Something along those lines.
I hope this makes sense
Settlements possibly changing their "face" over time due to rearrangement of buildings etc is one of the reasons i made this post a while ago.
Maybe it would be worth doing at least something similar in each larger settlement, even if it does not follow a special system of some kind.
Maybe an enclosed 3x3, 2x3, 4x4 or whatever area with a certian kind of "monument" inside would be enough for identification purposes.
And it would probably have to be enclosed so people don't destroy the monument for LULz easily, since they have to dismantle the surrounding wall first and hopefully someone notices and builds that back up.
Example :
o---o
| o |
|o|o|
| | |
o---o
Last edited by rebb (2018-03-21 00:00:40)
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sammoh wrote:Take pictures!
http://i64.tinypic.com/29zwmpx.jpg
I took shreenshots of the two places where I spent most of the time these days.
These are two villages, very near to each other.
The upper photos show the kitchen and storage room of the felonious north-eastern village.
The lower photos are from the messier south-western village.
Does anyone recognize these? I'd love to know their names.
I've been playing in those towns a lot myself the last couple days. The town shown on your screenshots was starting to get really big. It had a little sheep farm next to the storage room bellow the kitchen. But some griefer killed all the sheeps and wasted food supplies and what not. Is the sheep farm back up again? The camp was doing so well in terms of wool clothings. As being seen on your screenshots a lot of people are wearing wool clothes. It's good to know that people have made sure that they're not wasting any of the clothes.
Also, I don't think you can see any of the towns shown on your screenshots in relation to the map that's being shown by OP on this thread. I could be wrong tho. But I know that this town has like 2 to 3 other towns connected with it. Two towns to the left of the one you are showing, and one to the south.
Last edited by Casdir (2018-03-21 00:17:37)
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The active towns are in a triangle
A->B
^
C
A is the newest(least developed), i finished a monument today its a well surrounded by 3 corner blocks. So we can name it Wellington or something along those lines
B is the town known for its sheepfarm, in my head I call Sheeport because the town layout reminds me of a warehouse/dock
C is a sprawling town that keeps expanding in all directions, not sure but I think this one could be one of the old civs that's been reclaimed?
In Erudaru's screenshot the top two are of Town B and bottom two are of Town C. I'll try and get some screenshots up tomorrow.
Town B changes daily, currently the sheep are back in the pen and I've built an organised farm in the north of town but the center carrot patch has withered away.
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Just enclose something as a binary code inside adobe wall next to the town entrance.
+---+
|.++|
+---+
Here is city 011 (3)
I guess by enclosing different objects we could even bet a pictorial language. Well-wall or Sheep-basket for instance.
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Just enclose something as a binary code inside adobe wall next to the town entrance.
+---+ |.++| +---+
Here is city 011 (3)
I guess by enclosing different objects we could even bet a pictorial language. Well-wall or Sheep-basket for instance.
Yeah something like that, anything that can be some kind of "city name site", the basic idea is the same.
Anything that can be built relatively cheaply and quickly, doesn't despawn and isn't easily destroyed should be fine.
Last edited by rebb (2018-03-21 02:39:59)
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Now i've just gotta lure a sheep into the sign add a pot and we've got SheepPo(r)t
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0 - E/W half build adobe wall
1 - E/W full build adobe wall
2 - N/S half adobe
3 - N/S full adobe
4 - Corner half adobe
5 - Corner full adobe
6 - Dug stakes E/W (for fence)
7 - Dug stakes N/S (for fence)
8 - Dug stakes corner (for fence)
9 - Full fence E/W
A - Full fence N/S
B - Full fence corner
C - Half fence E/W
D - Half fence N/S
E - Half fence corner
F - wooden floor
We can use hex codes that way - ROFL. 2 files - 256 combinations ;D
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I have no idea where I've been adding roads but i've been trying to add incomplete roads to newer settlements and older unconnected settlements
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I vote for the name Woolville (for the place where wool is in fashion)
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I vote for the name Woolville (for the place where wool is in fashion)
Heh, I like it.
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