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#1 2019-04-01 16:04:32

Potjeh
Member
Registered: 2018-03-08
Posts: 469

Central heating

Copper rod + newcomen bore = copper pipe
Copper pipe + floor = floor with pipe
Boiler + floor with pipe = central heating boiler
Copper pipe + copper pipe = radiator
Radiator + floor with pipe = floor with radiator
Bucket of water + central heating boiler = central heating boiler with water
Central heating boiler with water + basket of coal = full central heating boiler

Light full central heating boiler to heat water. Installed pipes with a lit boiler or a hot pipe in tile next to them become heated. Radiators connected to heated pipes act as heat sources equivalent to large slow fire. Lit central heating boiler lasts twice as long as a large slow fire. When boiler burns out only the coal is consumed, so you only need to add water once.

Basically a buff to buildings and another thing to do for people who like building.

Last edited by Potjeh (2019-04-01 16:05:03)

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#2 2019-04-01 16:26:21

Averest
Member
Registered: 2018-12-04
Posts: 164

Re: Central heating

I think the tech in the game can't allow connected objects. Each tile is independent of the one next to it. It can't "see" what is going on with adjacent tiles.

I'd be happy with a franklin stove or a gas fireplace.

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#3 2019-04-01 18:22:28

pein
Member
Registered: 2018-03-31
Posts: 4,335

Re: Central heating

i suggested similar idea

well basically they are connected, as they got transitions for wall hugging, instead of floor pipes
it would make sense to have wall connections, but right now walls got a "shadow" so players inside them got smaller airspace
the radiator would be put on a wall (wouldn't work if it's outside, as cant heat up outside tiles much)
it would give a room bonus but no radiant heat
so we need a very hot item which affects the whole room , maybe 4 of them in corner tiles, then calculated the middle of the corners, so the heat is placed in the center of room? like a ghost fire
square rooms are more efficient resource wise anyway
similar to fire which is currently 2.5 / tile number ( i backward engineered it, basically you only get 0.5 heat if you are 5 away from fire, so you are outside of the range of it but still closed walls in your aura, closed doors)
which means an 1x5 room with a fire in left side, has perfect temperature on the right side 4 away from big fire with enclosed walls and door (check in the tutorial room near the desert tiles with clothing)
this means if the room is 1x6 then the bonus is halved(0.25), then if it's 1x7 it's 33% of 0.5 so 0.17 and so on
right now room bonus is jack shit, you use the radiant heat inside and outside
the case when you get 0.11 bonus plus the radiant heat, can mean a bit of better temperature near a fire
but even outside in wild open, 2 fires create 4 tiles of perfect heat meanwhile 2 fires inside would only double the bonus which means 10x0.5 bonus
this cant work cause the minimum size to be outside the radiant heat is 16 tiles (corner fire top left)
so you get 5 units of heat (10 tiles of perfect temp)
so you basically make 2 fires that's minimum 4x5 tiles(you cant put fire on top of each other on the corner)
that's already 20 tiles which get the bonus
that's 0.25 bonus with 2 fire on top of radiant heat, so the far side of room is good but near fire is too hot


now it shouldn't be free
rather than using firewood, should use coal
you could have a control over heat output with a switch, basically more heat more usage, bigger room more usage
low ,medium and high heat (low could work with a fire together, medium would work alone in smaller room, high would work in bigger room)
this would be fine tuned as we can take apart a basket of charcoal to 3 pieces like smithing, so each piece would have same value, same length

now a fire is one firewood per 4 min
we would need kind of same number of resources, but longer length to be worth it. a basket of charcoal for like 9 tiles of space (3x3 room medium temp 8? minutes)
but also the bonus of stashing more charcoal so the heat goes longer - this as a reward for the cost and skill

now a 7x7 building would have 49 tiles, which is 5.5 x 9 tiles
that is kind of high for 10 minutes but that would be a good bonus
ofc it needs a lot of work to keep it on medium, but could be used with a fire together and fine tuned for the needs

also a new item which creates charcoal out of firewood in a bigger quantity, possibly with a more rewarding way
right now a kindling is good temperature for 1 minute a firewood is slightly high for 4 minutes
generally ingame is bad to stand in a high heat but it means that firewood is around 4-5 times worth of a kindling
most of veterans will never chop firewood into kindling if there is a way to gather stumps or branches
now my numbers are okay with this conversion
if  firewood would give 6 baskets of charcoal (maybe using extra water or other resources? more time? more work? cause would be too buffed to make 6 charcoal then run the newcommen and get a profit of 12 buckets of water for it)
that six charcoal would run 6 times 9 tiles for 8 minutes (smaller room longer) so basically you double the heating value of a fire
too op? i mean you need to have a decent bonus to be worth it

cause like now, making a room with springy doors and he bonus on fire in a 5x5 room is 0.1 per tile which is like putting on a shoe

Last edited by pein (2019-04-01 18:36:52)


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