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After deleting some puppies and a horse this morning I decided to try something a little bigger. Apparently deleting bear caves was last weeks news but I wanted to post a very simple guide on two ways to delete bear caves for anyone wanting to remove them from towns for future generations.
1.) Teleport method: Really simple method but is rather tedious for multiple cave removal.
Basically set the teleporter up with one of the corners being a part of the bear cave and proceed to plant wheat (or milkweed if you just want a mess) and proceed to spam wheat seeds until you have about fives seeds length out from the center (possibly takes six deep in each direction but I only ever got to test this once as all the other bear caves had been poked.) Once you are sure you have enough littered tiles poke the bear cave and when the bear comes out it will be unable to walk to any tiles and delete the cave.
2.) Kailied method: Basically you are setting up adobe oven bases around each side of the cave (You can use any sort of impassible object but oven bases are easily movable) and then leave a trail of five items down south from the final tile. This in total requires 11 adobe and five+ random objects of your choice. The reason to use this method is if you are deleting multiple caves as moving multiple adobe bases isn't that much of a hassle and is probably quicker than resetting up a teleporter and growing more wheat.
Let it be noted that you are ALWAYS releasing a bear when deleting a bear cave. The reason you want to do this is to remove future bear attacks on your village at the cost of a one time bear spawn. Unfortunately I couldn't find a second bear still in its cave to get a screenshot of the first method but it indeed works just like the second method.
After taking a second glance at the Kailied method I believe the least amount of adobe you can use is seven (cutting out the four most western and eastern adobe.)
Edit: Only seven adobe needed in the Kailied method.
Last edited by Tarr (2018-09-16 15:54:40)
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Haha, nice.. I just tried it myself and got it deleted too!
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Hey Tarr!
That first photo looks a lot like the the path my town/family made. Like the terrains looks eerily the same. I wonder if we were family. My name was Dan.
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I hope Jason adds bear traps and fixes this, but nice catch
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Was that you, Tarr, who showed me this trick?
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Hey Tarr!
That first photo looks a lot like the the path my town/family made. Like the terrains looks eerily the same. I wonder if we were family. My name was Dan.
It's very possible but I generally don't pay a lot of attention to people when I'm focusing on testing. It's likely you could have seen that bear cave as I was unable to delete it (bear wasn't home when I came knocking.)
Was that you, Tarr, who showed me this trick?
Yeah I tried showing you the trick but again I got bad luck and tried to delete those two already cleared bear caves. Figured something like this is useful tech for any eves who play feral or city eves.
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if you put eight and a home marker you got a bear pen
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Why adobe though? Does it really need to be a blocker? Can't you just block 3 tiles in every direction (including diagonals) away from cave? (I believe bears still can't stop on items and they only move 3 tiles away, right?)
That would require you to have up to 27 random items, but most of the time you can find some trash around like small stones, pine needles or even flint. And every natural blockade like tree reduced that ammount by up to 3.
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pits are faster, but adobe and a bucket of water is fine i guess
bear can actually move trough a lot of tiles, maybe just when they come out, its a problem
i seen a bear cut through 40 tiles under 2-3 seconds
but they can only come on top or bottom, so i wonder if 1 on back, 3 on front and one item does the trick
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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Adobe is mostly for the sake of not having to use seven charges of a shovel per bear cave you want to delete. Using something like adobe also allows you to delete bear caves from early gen camps before you can produce multiple steel items. You cannot leave any sort of open tiles along the sides of the bear cave or else the bear will literally just walk to them instead. Already without doing anymore testing I know
_X_
XCX X = must always be blocked C = bear cave _ = Very likely must be blocked
_X_
I'm certain _ tiles still have to be blocked off as just leaving one tile away from the bear cave caused it to just walk to the nearest available tile and not stay on top of the cave long enough to delete it. This includes leaving open tiles diagonal to the entrance, front of the entrance, and back.
I really don't think picking up and manually moving 27 items around the bear cave is really time efficient in the long run to deleting them. I also am not totally sure what the magic number is for how large the item clutter around a bear cave must be at the moment but it's >1 ring of items and <4 rings of items around it.
You're welcome to delete the caves however, I've only made three passes at trying to refine the method so it is possible that I've missed something along the lines.
Original passes were Teleport Method > Kailied method (11) > Kailied method (7).
If you're okay on using shovel charges the proper method would just be
PPP
PCP P = Pit C = Bear cave O = Unfinished trash pit ready to be dug.
POP
In this setup you would be able to delete the cave and conveniently trap the bear within a cage at the same time.
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LOL. First method not work. All of them are more complex than make bow and arrow.
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Anyways, I think its important to hear others insight as when I did my original testing I clearly wasn't fully thinking this through. The pit method is going to be the best method for deleting bear caves when you have spare shovel uses handy as you both delete the cave AND trap the bear in a pit cage.
Kalilied method is alright for when you are trying to delete caves in a newer players eve camp where they cannot themselves rush out steel in an adequate amount of time to hold off the looming threat of a close bear cave.
Item clutter/teleport method is probably just outdated and was a rough first draft attempt at bear cave deletion.
This just shows the importance of having multiple viewpoints and not doing testing while sleep deprived lol.
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LOL. First method not work. All of them are more complex than make bow and arrow.
I have no idea how many items you spammed but I was able to spam enough around the area to delete the bear cave before any of my wheat seeds disappeared. I don't know the exact amount of total rings around the bear cave to be cluttered as I gave birth to a kid who released the bear earlier than I wanted and it still deleted the cave.
As Joriom pointed out its likely to be about twenty seven tiles worth of items that need to be equally spread around the bear cave to accomplish this.
Of course this is a more complex solution than just making a bow and arrow. You are permanently removing a bear cave from the map instead of just killing bears each time they decide to respawn.
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Will this work on ice holes?
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I'm fairly certain something like this will not cause ice holes to be deleted. What is occurring with bear caves is two items are trying to stand on one tile and since the bear cannot move to any other available tile it is instead overriding its cave to make room for itself.
This same concept is seen with geese when you cut their heads off with no available tiles around the stump or making a goosling in a pile of sheep dung in a full sheep pen.
The reason this would not work (in my head) with ice holes is penguins/seals/whatever jumping into them cause them to move but they are not just standing on top of them. Basically the ice pond would just smack into the wall and not move at all instead of being deleted.
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I'm fairly certain something like this will not cause ice holes to be deleted. What is occurring with bear caves is two items are trying to stand on one tile and since the bear cannot move to any other available tile it is instead overriding its cave to make room for itself.
This same concept is seen with geese when you cut their heads off with no available tiles around the stump or making a goosling in a pile of sheep dung in a full sheep pen.
The reason this would not work (in my head) with ice holes is penguins/seals/whatever jumping into them cause them to move but they are not just standing on top of them. Basically the ice pond would just smack into the wall and not move at all instead of being deleted.
That's a shame. I wouldn't be opposed to a "Terra forming" update for destroying nature. Hate when unremovable objects block roads, especially ice holes that move onto roads.
But removable bear caves is useful anyhow.
Last edited by SomeRandomPerson (2018-09-17 00:32:40)
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i meant
xxx
xbx
xhx
oxo
b-bear
h-home marker
x-pits or adobe
the bear is trapped, 1 extra adobe from the original
2 more and you can do a filled pit as long as you fast click swapping rabbit bones, before the bear aggro there, if you are closest person still runs back to his place
so people cant release it with cutting and removing marker (which is kinda dangerous as will aggro on them) and swapping item with decaying object(seed or leaf)
then you can keep as a pet bear or shoot it later
Last edited by pein (2018-09-17 01:18:10)
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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Yeah I see what you're getting at. With the pit method you probably need to delete the cave from behind as it's a lot harder to dig a pit behind the middle center piece rather that the front. If your goal is to kill the bear afterwards its best to do something like your home marker method so you have a clear way in and out. If your only goal is to trap the bear after a simple pit cage will do.
o+o
x_x
xCx + = the trail away from the bear pit (should be at least four items on the ground north) _ = stakes you can smash into the ground
xxx x = trash pits C = bear cave. o = empty space used to make the diagram line up more corectly
It just comes down to whether you have the arrows to kill the bear or not on hand when deciding whether to do a cage trap or one of your kill room designs.
Last edited by Tarr (2018-09-17 01:58:11)
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JUST FIXED!
Bear and goose now move 2 south instead of 1, helping to eliminate disappearing cave and stump bug.
EDIT: https://github.com/jasonrohrer/OneLifeD … a49daee592
Last edited by Anshin (2018-09-24 22:15:12)
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Yeah I think I only ever deleted four or five caves anyways. Though I'm sure we'll see if its really fixed here once the fix goes live.
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