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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » The plan moving forward » 2021-10-08 01:33:50

Thanks for the update, good luck. Hope it works out.

#2 Re: Main Forum » Sprinklers and Plows » 2021-09-02 22:50:08

forman wrote:

Are you taking into consideration the number of valves? I calculated 1000 bowls of water per each kero use with 40 valves

The more valves you stick into it the more efficient it is per use with no upper limit -- therefore I don't ever see the downside.

Each village usually doesn't collapse all of their mines so I start farming injection nozzles.

My sprinkler was moved from at least 5 different towns.

Could have done more that 40 nozzles but its pretty annoying to move all that around even with a truck.

The truth is the nozzles are the hard part so you could just leave all the pipes behind and rebuild those -- they don't take that long.

Yeah, each segment takes 3 steel.

3 steel is .6 kero, plus a bit is lost to the forming process, which I went into on the links above. It comes out to around .85 kero per segment or something. That might not seem like a lot but each bowl of water is only .025 kero, so right off the bat youve got to run that one segment around 34 times to pay itself off, not taking into account the cost of the engine and the small operating cost.

Basically mining iron with the diesel miner is extremely expensive. When forced to choose between spending kero on pumping water or spending it on mining iron for a sprinkler, you should always choose the water pump.

If iron is plentiful already then sprinklers are a good choice.

#3 Re: Main Forum » Sprinklers and Plows » 2021-08-29 01:11:12

Gremlynn wrote:

Main issue I see with sprinklers is moving them. You need a hammer to disassemble them and baskets to move each part. Without a truck this would take many lives. Combine this with the dramatic push west and a sprinklers cost in steel.

Think about this. I dont have the answers and im too lazy to look them up.

1. How many bowls or water do you get from 4 buckets?

Each bowl of soil costs aproximately 0.00569 kero doses. Each bowl of water costs exactly 0.025 kero when pumped from the well.

2. How many junctions(sprinkler heads) would you need to make to have the kero per kero use be more efficient than buckets?

Profit starts at 3 long. It needs to be longer than that though in order to pay itself off though. At lengths of 10 it'll take about 75 runs to pay itself off. At lengths of 22 it'll take about 50 runs. Water is cheap, steel is expensive.

3. Think about the potential of error with a charged sprinkler and noobs accidentally putting water into empty or already watered spaces.

This would be impossible to quantify, unless we get some very detailed server side stats and take the average. I'd expect about 10% loss. Negligible really.

4. How much iron would it cost to produce a profitable sprinkler?

Something like 28. Basically don't make them unless you've got a spare engine looted from another town or your town has 3+ uncollapsed mines. Overabundance of iron means you can turn iron into water, which is what the sprinkler does.

5. How much time and kero(truck) would it take to effectively move sprinkler systems west for each fam?

Probably one lifetime. Someone would need to dedicate their life to it, and likely restructure an existing or developing farm. That means a lot of adze uses tearing up paths, a lot of digging up and moving crops, a lot of explaining to angry noobs that you're not a griefer.

6. Is that kero, for the sprinkler, plow, and truck worth the equivalent amount of water or iron? (Remember one bit of kero is worth 5 iron profit)

Trucks are pure labor multipliers, so it's impossible to quantify. Plows and sprinklers are also labor multipliers, but they also directly consume and produce resources, so it's easier to quantify.

#5 Re: Main Forum » Sprinkler Bonanza » 2021-08-29 00:19:13

Plow operational costs technically break even much earlier than 20, but you need to do longer runs if you want it to pay itself off, as the cost of all the steel that goes into the plow is expensive. How quickly plows pay themselves off has less to do with the length of runs, and more to do with the population size, unintuitively.

https://onehouronelife.com/forums/viewt … p?id=10199

#6 Main Forum » I broke into jason's kitchen and took this picture » 2021-08-28 22:29:45

NoTruePunk
Replies: 2

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This abomination is what you've been neglecting OHOL for??? :sadcry:

#7 Re: Main Forum » Eve spawn analysis: 11-05 to 12-03 » 2021-07-21 01:55:17

New analysis for the week of 13-7-21 to 19-7-21

124 legitimate eves over 4580 meters. 654 meters per day west.

Each eve spawn is now pushing the average west by only 37 meters each, even with roughly similar numbers of eves spawning from before the rework.

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There does still seem to be a few gaps, but merging them to see where they fill in doesn't entirely help. I think the jungle family only had like 10 eves spawn. Why is there almost a 500 meter jump from 37530 to 37997 ?

Overall the breakneck westward march has slowed down significantly. Villages should be more grouped together compared to the before times, and hopefully if there's an influx of noobs they won't leapfrog over each other into the stratosphere. There might be an oil crunch though if it slows down too much.

#8 Main Forum » Lift race restrictions for all but oil, latex and glasswort » 2021-07-19 15:39:29

NoTruePunk
Replies: 8

And no more homesickness.

This is hopefully a good compromise to accomplish whatever it was jason was trying to accomplish with race restrictions while making the game playable. Maybe it'll result in more consolidated villages, but stuff like horse taming and sand transport is pretty damn annoying without nearby infrastructure.

It's silly that I drop my cart when walking in the cold and can't pick up hot rocks.

#9 Re: Main Forum » Tectonism: A middlegorund between a finite and infinite map » 2021-07-18 08:35:12

It's not a sim game, it's an mmo. Nobody's going to see or be able to appreciate complex global scale map mechanics.

A large rift that moves slowly might work. Like playing on a treadmill but the belt is infinitely long, and we just get a little section at a time. Meandering borders so it's not predictable, and the faster resources run out the bigger and faster the border is.

#10 Re: Main Forum » Suggestion: Low Pop limit should be raised to 50 » 2021-07-06 07:13:46

Just needs an additional timer before the switch happens, as well as not affecting people currently alive.

So if the population was below the limit for a given duration then all babies spawned in would not have restrictions. The duration to activate and the duration to deactivate could be different. 10 minutes to turn on, 30 to turn off for example.

5th race confirmed?

#11 Re: Main Forum » Eve Spawn For Real (Still Broken) » 2021-07-06 07:10:14

I think it's okay for eves to spawn a little east, so long as those are outliers and the main set keeps going west on average.

#12 Re: Main Forum » Separation of Coal/Crucibles from Smith/Anvil with Insulation Bonus » 2021-07-06 06:57:07

I've done a two stage coal+crucible with dedicated smith. I've also done a dedicated coal kiln section with mixed smithy+crucibles.

All three separate sounds very nice. I don't think I'd insulate it though.

#13 Re: Main Forum » If official development ever ends we need a server list. » 2021-07-06 06:41:13

I think it's OK to not have a server list only so long as the game is updated and taken care of by the dev. If jason wants out then any remaining feature development should shift focus to cater to the power users and other developers that want to use the game more as a platform for community experiences. It's okay for single player games to have a set ending, but for multiplayer games this is a sure way to kill the game.

#14 Main Forum » If official development ever ends we need a server list. » 2021-07-06 02:03:28

NoTruePunk
Replies: 5

Hi,

For the long term health of the game we need a community server list. Being open source, unofficial development could keep the game going for a long, long time, potentially indefinitely. I think with mod support and a community server list assets could safely be distributed to players from the steam workshop and players could connect to new servers.

The official accounts would be used to track player activity and sort active servers.

I know jason wanted to maintain a curated and controlled experience to players, but if Development ends as he's recently hinted then we need some way to connect new players to community maintained resources through official channels. It needs to be accessible and well known. I know 2HOL exists, but without official acknowledgement from the developer and a blessing all the new players will pay, log in, find no one else to play with and then log out forever, likely with a bad review and/or refund shortly following.

The hiatus is long. It's fine, and I'm not complaining. The game is good. In it's current state the game is not sustainable is all.

If jason has discussed workshop support in the past I'd love to see any statements he's made

#17 Re: Main Forum » Mating Mechanics Would Mean Less Incest Not More » 2021-01-12 06:20:14

This is too many pages for a thread with "incest" in the title

#18 Re: Main Forum » Dear Jason, we need to talk about bear griefing. » 2021-01-02 13:41:52

Population density repelling bears is probably the best solution tbh

#19 Re: Main Forum » Oil Depletion in the Band Update » 2020-12-31 10:14:35

An alternative would be to make the entire upper portion of the map arctic. So the band starts at the edge of the mountain band and just goes north, west and east endlessly. Might be interesting for one fam to break the horizontal rule and occasionally be isolated in the far north, depending on that family's needs and choices.

Oil in the desert would be welcome.

#20 Re: Main Forum » Eve spawn analysis: 11-05 to 12-03 » 2020-12-31 10:09:50

Were these posts useful to anybody? I can keep doing them but idk if anyone actually cares. Eve spawns have a pretty big impact on the game and I'm not sure if that fact is really appreciated because it's so abstract and large scale compared to normal gameplay.

#21 Re: Main Forum » Water Strategy » 2020-12-23 03:44:58

yeah get a truck or horse and go out scooping eastern ponds. No eve will spawn there and nobody else is going to use them.

#22 Re: Main Forum » Water Strategy » 2020-12-23 02:44:18

I don't think this is worth it.

#23 Re: Main Forum » Buildings Are Ornamental But Not Useful » 2020-12-23 02:40:31

Spoonwood wrote:
NoTruePunk wrote:

7x7 is fine. What's wrong with 7x7?

I got asked a question by probs on Twitch last night, which I'll ask you also.  Have you tried to cook in a 7x7 kitchen during a sale?

There's nothing wrong with 7x7. It's plenty of space to work. The heat it provides is plenty to keep you between 40-55% temp as long as you're inside. There's hardly any food decriment difference between values in that range. It provides storage and a cohesive and generationally durable organizational structure to the village.

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