a multiplayer game of parenting and civilization building
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Clothes effectivness
How to make a bow and arrow
How to make a fire
Pie guide part 1
Pie guide part 2
Sheeps and wool guide
Timers
Smithing (cluttery)
Made by me using https://colinmarc.com/ohol/ and mspaint.
I made these for myself but I figured it could be of some use to others as well.
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Very good image guide. Thank you very much.
Edit: I did this crafting clothes guide to complement yours.
All thanks to https://colinmarc.com/ohol/
Last edited by Cryptodream (2018-03-14 14:21:08)
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Wow, this is nice.
I would not have guessed that rabbit fur gives more insulation than wool. Good to know, I guess. And now I don't feel so bad making the shoes, always thought those probably didn't give as much warmth as other pieces and were kind of a waste of thread. Looks instead like wearing shoes is better than wearing pants if you've got 2 thread and 1 fur to spare.
Interesting.
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Your body radiates a certain amount of heat, with a default value of 1. The rValue is a coefficient applied to that radiation, thus with an rValue of 0.6 you are radiating 40% less heat.
The rValue of your clothing is calculated as follows: 0.25*rValueOfHat + 0.35*rValueOfChest + 0.2*rValueOfButt + 0.1*rValueOfFrontShoe + 0.1*rValueOfBackShoe. Code here: https://github.com/jasonrohrer/OneLife/ … .cpp#L7361
So as you can see, as smaller rValue is better, with different categories of clothing having different impacts (chest being the most important). Currently the best set of clothing is Wool Hat + Wool Sweater + Reed Skirt + Wool Booties.
Last edited by JuliusRex (2018-03-14 18:08:30)
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Also another timer, it takes a snared family rabbit hole 60 minutes to regen (1 epoch = 60 minutes I think).
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For the timer's, do items in baskets still disappear? Like if I put seeds in a basket, do they disappear as normal or do they stay indefinitely?
Last edited by Jadajen (2018-03-14 16:33:09)
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Another interesting tidbit: minimum hunger rate is 1 calorie/25 seconds, maximum hunger rate is 1 calorie/5 seconds
Code: https://github.com/jasonrohrer/OneLife/ … r.cpp#L976
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I am pretty sure they disappear even if inside a basket, like test it with a leaf, they decay fast.
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For the timer's, do items in baskets still disappear? Like if I put seeds in a basket, do they disappear as normal or do they stay indefinitely?
Can confirm leaves and tinder decay while inside a basket. Tried keeping a leaf on hand in my fire starter basket once
Be strong.
Mother loves you.
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Your body radiates a certain amount of heat, with a default value of 1. The rValue is a coefficient applied to that radiation, thus with an rValue of 0.6 you are radiating 40% less heat.
The rValue of your clothing is calculated as follows: 0.25*rValueOfHat + 0.35*rValueOfChest + 0.2*rValueOfButt + 0.1*rValueOfFrontShoe + 0.1*rValueOfBackShoe. Code here: https://github.com/jasonrohrer/OneLife/ … .cpp#L7361
So as you can see, as smaller rValue is better
Could you please elaborate? We mostly compare clothing by the in-game heat meter. In case of wool you're MUCH colder compared to rabbit. How does radiation corelate to temperature? Can't seem to find it easily in code and if you know it much you might just know already where it is...
[Download] Zoomed Out FOV Mod || [Tutorial] Compile Win32 client in Linux VirtualBox || OHOL TOS/EULA explained
OHOL official Discord || My private discord: discord.joriom.pl || Crafting Reference: onetech.info
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JuliusRex wrote:Your body radiates a certain amount of heat, with a default value of 1. The rValue is a coefficient applied to that radiation, thus with an rValue of 0.6 you are radiating 40% less heat.
The rValue of your clothing is calculated as follows: 0.25*rValueOfHat + 0.35*rValueOfChest + 0.2*rValueOfButt + 0.1*rValueOfFrontShoe + 0.1*rValueOfBackShoe. Code here: https://github.com/jasonrohrer/OneLife/ … .cpp#L7361
So as you can see, as smaller rValue is better
Could you please elaborate? We mostly compare clothing by the in-game heat meter. In case of wool you're MUCH colder compared to rabbit. How does radiation corelate to temperature? Can't seem to find it easily in code and if you know it much you might just know already where it is...
Yeah I think JuliusRex has his conclusion on what is best clothing backwards. The code appears to be deciding how much heat the player can radiate, which is not what keeps you warm, it's what you lose. If you radiate more heat, you retain less, so you feel colder.
So if you want to retain more to stay warmer, I'd think you'd want more insulation, not less. That makes logical sense anyway.
There's a comment in the code below the calculation that says the body produces 1 unit of heat. r value of clothing can *hold this in*. So you want a higher r value to hold in as much as you can, radiating less out.
Also wouldn't make 'game sense' to say the 3 rabbit fur chest piece keeps you warmer than the 4 rabbit fur chest piece.
Last edited by Matok (2018-03-14 20:49:39)
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Yeah I think JuliusRex has his conclusion on what is best clothing backwards. The code appears to be deciding how much heat the player can radiate, which is not what keeps you warm, it's what you lose. If you radiate more heat, you retain less, so you feel colder.
So if you want to retain more to stay warmer, I'd think you'd want more insulation, not less. That makes logical sense anyway.
There's a comment in the code below the calculation that says the body produces 1 unit of heat. r value of clothing can *hold this in*. So you want a higher r value to hold in as much as you can, radiating less out.
Also wouldn't make 'game sense' to say the 3 rabbit fur chest piece keeps you warmer than the 4 rabbit fur chest piece.
The point is - how much is the 1 unit of heat compared to for example fire or units of heat you gain from fur clothes.
From empiric observations - the temperature bar goes lower (immidietly) after changing from fur to wool and goes back up again (immidietly) when you put fur back. No "over time" effect has been noticed for over 10 lives in single willage fully clothed.
If they make you colder but retain more heat (? make you loose more food even if you're colder ?) then we need to see how does the "radiation" colrelate with "heat" gained from clothing. Because those MUST be two different factors if what you presume from code is true.
Bascally - there must be some further step where "radiation" is used with "heat" to calculate the real hunger lose.
Or you're just simply wrong and that part of code is not used or is inverted (1/x) in further calculations.
[Download] Zoomed Out FOV Mod || [Tutorial] Compile Win32 client in Linux VirtualBox || OHOL TOS/EULA explained
OHOL official Discord || My private discord: discord.joriom.pl || Crafting Reference: onetech.info
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Your body radiates a certain amount of heat, with a default value of 1. The rValue is a coefficient applied to that radiation, thus with an rValue of 0.6 you are radiating 40% less heat.
The rValue of your clothing is calculated as follows: 0.25*rValueOfHat + 0.35*rValueOfChest + 0.2*rValueOfButt + 0.1*rValueOfFrontShoe + 0.1*rValueOfBackShoe. Code here: https://github.com/jasonrohrer/OneLife/ … .cpp#L7361
So as you can see, as smaller rValue is better, with different categories of clothing having different impacts (chest being the most important). Currently the best set of clothing is Wool Hat + Wool Sweater + Reed Skirt + Wool Booties.
This would imply that the grass skirt is the best item of clothing in the game and the seal coat is the worst. I somehow don't think that's correct.
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The point is - how much is the 1 unit of heat compared to for example fire or units of heat you gain from fur clothes.
From empiric observations - the temperature bar goes lower (immidietly) after changing from fur to wool and goes back up again (immidietly) when you put fur back. No "over time" effect has been noticed for over 10 lives in single willage fully clothed.If they make you colder but retain more heat (? make you loose more food even if you're colder ?) then we need to see how does the "radiation" colrelate with "heat" gained from clothing. Because those MUST be two different factors if what you presume from code is true.
Bascally - there must be some further step where "radiation" is used with "heat" to calculate the real hunger lose.
Or you're just simply wrong and that part of code is not used or is inverted (1/x) in further calculations.
To be honest, the Heat Grid and R Value Grid code is pretty complex. It's not a simple this divided by that formula.
We can see that we're aiming for a value of 0.5 heat, if we look here: https://github.com/jasonrohrer/OneLife/ … r.cpp#L976
The way that sub works, anything that is not exactly on 0.5 will start to decrease the seconds between food decrements from the maximum down to the minimum value, until you reach either 0 or 1 heat.
And if we look here https://github.com/jasonrohrer/OneLife/ … .cpp#L7509 we see that the rGrid values (which has the calculated rClothing values added in) gets used as 1 - rGrid[j]. That then gets used below to calculate a Heat Delta that then is used to update the Player's Heat Map.
And that gets used here https://github.com/jasonrohrer/OneLife/ … .cpp#L7586 to actually set the Player's Heat value somewhere between 0 to 1, based on a "TargetHeat" which is defined near the top of the class as being 10.
So yeah, there's some further steps. Quite a few.
But instead of trying to make judgements based on code that we don't fully understand, I think simply switching between clothing and observing that when you put on a seal coat vs a rabbit fur coat that your temp bar goes up, that's all the answer we really need to know which is better.
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As you have all duly noted, it seems like I had my conclusions backwards. I thought rValue was the rate at which you lose heat, but as shown by the code Matok linked ( https://github.com/jasonrohrer/OneLife/ … .cpp#L7509) the change in a player's heat is inversely proportional to the rValue of worn clothing. So the higher the rValue, the less a person's temperature changes, the warmer you stay (presumably).
The code pointed out by Matok also seems to indicate that player hunger rate is directly proportional to player heat (https://github.com/jasonrohrer/OneLife/ … r.cpp#L976). This allows us to tie clothing directly to hunger rate. So it seems like we can say that a person wearing all furs (clothing rValue of 0.85) gets hungry 1/(1-0.85) = 6.67 times slower than someone naked. However, there is a maximum and minimum food decrement cap (https://github.com/jasonrohrer/OneLife/ … .cpp#L7509), and combined with https://github.com/jasonrohrer/OneLife/ … .cpp#L7509 it would seem to suggest that the maximum hunger rate is 1 calorie/5 seconds (12 calories/min) and the minimum is 1 calorie/25 seconds (2.4 calories/min). This suggests that an rValue of >0.8 would be sufficient to reach this cap, however experiments (https://cdn.discordapp.com/attachments/ … qoV40d.png) seem to suggest that full fur clothing (rValue 0.85) results in hunger rates of ~5 calories/minute, throwing all that math out the window. This is probably due to environmental heat sources playing a massive role in player temperature. I guess what would be interesting to determine would be what percentage of player temperature is accounted for by lost body heat?
TLDR; My mistake, bigger rValue is better, how exactly that translates to hunger is still a mystery
Last edited by JuliusRex (2018-03-15 04:29:36)
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Very nice and helpful guides! Thanks!
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How to club a seal
Last edited by InSpace (2018-03-15 14:57:30)
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When to pick milkweed
Last edited by InSpace (2018-03-15 16:10:18)
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Very handy, thanks for your work!
I have to say, I'm quite surprised that wool is less warming than fur across the board. Considering the hassle of wrangling and raising sheep, I'd think they'd at least be par.
That said, once you HAVE the sheep, it's pretty easy to harvest wool whenever you want, assuming you can drain a berry bush or three.
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When to pick milkweed
https://i.imgur.com/kERAvfU.jpg
if milkweed is regrowing in 60 min first then it's a waste of time to bother with that procedure, one player won't be seeing it regrow within one life time
it's even waste of time to try to make a milkweed farm, it wouldn't be a waste if it would regrow in 30 min & if the farm would be kept for future generations but since it gets wiped out anyways, so why to conserve or build ?
Last edited by breezeknight (2018-04-17 11:49:16)
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All thanks to https://colinmarc.com/ohol/
These recipes are a bit outdated.
After the last update, the wild carrot gives the seeds only once and they do not grow again.
And domestic bushes grows from seed without berries.
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i guess its dependent on the biome, cause generally snow is very cold but savannah and forest is 25%, desert is 50 to 100%, so hot clothing can be bad in that case, full fur tend to be just right in basic biomes
https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide
Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.
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if milkweed is regrowing in 60 min first then it's a waste of time to bother with that procedure, one player won't be seeing it regrow within one life time
it's even waste of time to try to make a milkweed farm, it wouldn't be a waste if it would regrow in 30 min & if the farm would be kept for future generations but since it gets wiped out anyways, so why to conserve or build ?
Planted milkweed only takes 5 minutes to reach fruiting milkweed. After picking it goes to a stump which takes an hour.
One Hour One Life Crafting Reference
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