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[GUIDE] PROFESSIONS / JOBS REFERENCE - IN LOGICAL STEPS
I like to make a list of the professions (jobs) in some sort of logical order from when you build a base from scratch, including temporary jobs and the ones that will become full time eventually. In a small society one may have several jobs at once.
If you care to help with this list, please leave a comment. Thank you all for your input!
New to One Hour One Life? Please read CARE VS CARELESS - "RULES" (FOR NEWBIES): https://onehouronelife.com/forums/edit.php?id=3539
STARTER TASKS:
- Collect milkweed as much as possible, at least to make 3x rope tools and 3x waterpouches.
- Make tools: sharp stone, basket, hatchet, fire bow drill, flint-tipped bow drill, kiln, snare
- Start fire for the kiln and make some bowls to water the farm
- Place six tilled rows or so [specific number to start a farm is welcome]
- Collect carrot seeds from the wild to start the farm
- Trap at least one rabbit and cook it to make a bone needle, three would be better as to make 3x waterpouches
After these tasks are done and you got some harvested carrots, it is time to nurture your babies and hand them their jobs, which could be sooner depending on the amount of full berry bushes around and your experience.
P R O F E S S I O N S / J O B S
People might be responsible for several jobs at a time, depending on how big the colony is. Communication is key!
* Carrot Farmer - farm carrots, keep track of seeds
* Water Runner - get water for the farm(s), don't drain ponds empty
* Basket Weaver - try keep up with the demand
* Harvester - help with the harvest, prevent carrots from seeding, when intended for consumption. ask farmer which are for seeds.
* Compost Maker - make compost
* Trapper - only trap rabbits with young
* Scout - travels around village to see the lay of the land. Informs villagers where to find resources, picks up wild milkweed plants.
* Milkweed Farmer - farm milkweed, only pick them when they carry seed pods
* Tailor - make two backpacks for trapper / scout, cloth everyone before making more backpacks, water pouches if needed
* Potter - make at least 16 bowls and 12 plates and make more while community grows
* Gooseberry Farmer - water bushes after picking last berry
* Cook - start with cooked rabbit, only make rabbit pies, after you can already sustain a medium colony from the carrot farm
* Nurse - feed babies, keep fire going
* Errand Boy/Girl - get clothing for babies, get fire wood / kindling, get food for nurse if needed, clean up dead bodies, move tools back to
where they belong, look out for danger (wolves, bears, trolls, PKs)
* Overseer / Organizer (Queen Bee) - tell people when some jobs need replacement, tidy places up with wheelbarrows, keep track of
storage and food supply etc. [at what point absolutely needed?]
* Hunter - hunt mouflon and wolf for furs, to save rabbit furs for other uses. mouflon hides do not require thread to be used as clothing.
* Smith - iron tools when in demand
* Farmer - get wheat from the wild at first, get seeds to start a wheat farm later on, keep track of seeds and make compost
* Woodcutter - cut pines and swamp trees
* Carpenter - wheelbarrows are ALWAYS in demand, make fence kits when you don't have rope
* Floor layer - working spaces first, storage area, paths last
* Fence placer - make sheep pen, use wooden fences instead of walls if possible - easier to fix screw ups, renewable.
* Sheep farmer - get sheep, feed them and shear them for wool. sheep skin do not require thread to be used as clothing.
* Haulers - people designated to bringing stuff to where its needed. Others bring branches to forge for kindling (charcoal) and iron ore,
firewood to campfire, distribute food around the village so others can focus on job etc.
* Guard/town crier/teacher - guards need bows and wander a lot to spot danger. They have hands full so they can only be useful by
spreading news (like needs) and teaching.
* Wall placer - most of the time, walls create more problems then they solve, so don't do this job, unless you know what you're doing! for
instance make sure you keep 4 entries and don't make work spaces too small!
Last edited by Babsy (2018-03-21 14:37:16)
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TEMPORARY:
Milkweed collector (temp) - for 3x rope tools
Toolmaker (temp) - sharp stone, basket, hatchet, fire bow drill, adobe oven, snare
Fire maker (temp) - start fire for the oven
Potter (temp) - clay bowls
Carrot collector (temp) - get carrot seeds from the wild to start farm
Those are not really "jobs" as per say - most of the time you want to do all those yourself as Eve before you start nursing your first kid in age of around 35-40 yo.
Also - KILN not OVER. Don't give kids bad idead. You dont want to make pies before you can alrady sustain a medium colony.
FULL TIME:
* Farmer - carrots, keep track of seeds and make compost when needed
Please note, that its not job for one person and its "seasonal". When carrots start to grow - you better get few people to collect them fast before they start to seed. I've seen so many villages that leave one poor farmer to collect 12 plots of carrots and he somehow screws up!
When carrots are just watered - you can take care of compost but... that might as well be separate job. You to travel for reeds/berries for compost in correct moment and it takes a lot of time! Wheat is bad idea early.
Both of those need a lot of water. While its possible to collect water "in between" - its good idea to have decicated water boy.
TEMPORARY:
Toolmaker (temp) - bone needle
Milkweed collector (temp): for 3x thread, get milkweed seeds from the wild to start farm
Tailor (temp) - 3x waterpouches
Bone needle is byproduct of eating rabbit so I wouldn't call it a "job".
Tailor... why temp? The same person should decide if we need more water pouches, backpacks, clothes... Please also note that I do not agree with your later idea of "clothes before backpack". At least two backpacks per colony are simply a must. People who take tools like sharp stone with them (person cutting reeds for compost) or who travel a lot and need to take food and to haul stuff back (trapper, scout) need them A LOT more than full clothing. I'd say water pouch, two backpacks, two more pouches if water is far away (why do you even live there?), then pants for everyone. If thread is limiting factor, not string - you can start with hats or coats instead of pants. Please also note that using muflon hides, wolf pelts and sheep skin might recude the rabbit footprint.
FUL L TIME:
* Farmer - milkweed
* Tailor - clothing first, backpacks after everyone is clothed
Milkweed does not need as much attention as carrots or berries. That can be work of person responsible for compost. If he sees you have more compost than needed for carrots for some time - distribute it for berries and milkweed at around the same ammount. If you live far from reeds - plant some wheat too, but again: why do you live there?
About backpacks and clothig - I've already written before.
TEMPORARY:
Potter (temp) - clay plates
Wheat collector (temp) - get wheat from the wild and seeds to start farm
Potter should make bowls as well! A lot of bowls! And a lot of plates! Thats what people forget so much.
You need at least 3-4 bowls for composting efficently (to prevent trolls or noobs eating berries from bushes before you collect them).
You need 2-3 bowls and 2-3 plates to smelt steel!!!!!
You need 2-3 bowls to collect water - if you're low on thred/fur I suggest those while you make backpacks and clothing first. If you live farm from water - WHY did you choose such a poor location????
You need over 6 bowls for cooking. Trust me - sometimes even 10 can not be enough when people start putting random stuff into them making them useless for a long time.
You need at least 9 plates to make pies. But the more, the better. Plates are always going missing. Just make few baskets of them.
Total:
16+ bowls
12+ plates (+ constant resuply)
That does not include tools that might go missing which is the case almost always...
And soooo many colonies start with 1 bowl and 3 plates....
FULL TIME:
* Nurse helper - get clothing for babies, get fire wood / kindling, get food for nurse if needed
* Smith - iron tools when in demand
Nurse helper? Not really. More like errands boy. Do that but also clean up dead bodies, clean up group from items, move tools back to where they belong, tell people when some jobs need replacement, look out for danger (wolves, bears, trolls, PKs).
Smith is temp job. Make one set of tools and you might be done. If coloy is thriving you can consider 3-5 axes, 2-3 shovels, 2 froes, but thats it.
TEMPORARY:
Toolmaker (temp): flint-tipped bow drill
Gooseberry collector (temp): get gooseberry seeds from the wild to start farm
Again - are those "jobs" or "tasks"?
FULL TIME:
* Carpenter - wheelbarrows when in demand
* Floor layer - working spaces first, storage area, paths last
* Wall placer - make sure you keep 4 door spaces, don't make work spaces too small!
Wheelbarrows are ALWAYS in demand. Make as many as possible. The rope will be the limiting factor though. When you don't have rope - make fence kits. We need to use those more to organize better!
Floor layer - not really. I would rather call that "road builder" - lay flooring (even with 3-4 spaces in between) to lead people to resources: water, food, farms, rabbits, branch trees, other settlements.
Wall placer - please dont make it a job. Leave to pro players who know what they are doing or you're most likely goint to screw that up and its not like you need those right away anyway. Most of the time walls create more problems then they solve. Use wooden fences for most things if possible - easier to fix screwups, renewable.
MORE JOBS:
Scout - travels around village to see the lay of the land. Informs villagers where to find resources, salvages abandoned colonies around, picks up wild milkweed plants. Most likely needs backpack and clothes not to starve on the way and bring more spoils.
guard/towncrier/teacher - guards need bows and wander a lot to spot danger. They have hands full so they can only be usefull by speaking - teaching or spreading news (like needs).
haulers - people designated to bringing stuff to where its needed. Water boy brings water for farmers and composters. Others bring branches to forge for kindling (charcoal) and iron ore, firewood to campfire, distribute food around the village so others can focus on job, make baskets from reeds and bring them to farms, etc.
[Download] Zoomed Out FOV Mod || [Tutorial] Compile Win32 client in Linux VirtualBox || OHOL TOS/EULA explained
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I've been working on a spreadsheet. It's not finished or edited, and not in any particular order. The Formatting doesn't carry over with the c&p. I'd love suggestions.
**It is assumed that any Head Position will do the entire job should their not be enough people in the village. Apprentices/Assistance should move up to the head position when the Head becomes to old for the position if it involves leaving camp/food or when the Head dies if it does not. New children should not be assigned jobs that send them out into the wilderness.
Job Category Job Subcategories Duties Special Consideration
Farmer
Head Farmer Plant, Harvest, Control Seeds and Basket Rotation. All Farm Jobs if no help
Water Runner Takes water containers to source, brings them back to camp and leaves them for Head Farmer/Farming Assistant. Only use Children if water source is close.
Apprentice Farmer Water's Seeds. Assists in picking according to Head Farmers Instructions,
Food Runner Moves baskets of food according to communitie needs. I.E carrots to composter or pie maker. Be sure ot bring food to Nursing Mothers/ Teachers at the fire, and composter.
Composter Makes Compost from berries, carrot and reed/straw. Moves Compost to replace used Soil.
Smith
Head Smithy Stays at the forge. Make Charcoal, clay pottery, and tools. Smithy should have minimal clothes on. The High heat from the forge can increase food need.
Assistant Smithy Unloads resources from baskets/carts and places them in the location designated by the Head Smithy Assistant should adjust his clothing to match optimal temperature based on distance to fire/forge.
Wood Runner Chops Swamp Trees, or other non-productive trees and brings to designated wood area/cart. Gathers branches for kindling. This job should go to someone with good clothes to reduce food need during long trips.
Kindling Kid Moves wood/branches from Designated Cart/area and chops into kindling. Moves to Kindling Storage This is a good job for a child, near to food, and can learn about wood running and smithing.
Fire Keeper
Head Fire Keeper Starts and keeps the fire going, may need to gather tinder and leaf to restart. If there is no wood/kindling runner will need to gather wood and make kindling.
Assistant Fire Keeper This is only needed if the village needs two fires due room need of forging/cooking. if the village needs two fires the head should control the cooking fire which will need to go out to cook rabbit and goose that is not being made into pies.
Cook
Head Cook Cooks Pies, rabbit, goose, and mutton. Controls the organization of cooked and uncooked food in the kitchen area.
Assistant Cook Fills bowls for pie, makes dough. Moves requested items into place for the Head Cook.
Ingredient Runner Gathers berries, meat, and coordinates with the Food runner/Head Farmer to assure the right amount of Carrots and Wheat.
Hunters
Hunt Coordinator Makes hunting assignments, holds weapons not in use by hunters. IElder is good for this.)
Rabbit Hunter Places snares on Rabbit Families, transfers rabbits to farm for processing
Bow Hunter Hunts animals with bow, brings furs back to camp, collects knife and butches/transports meat.
Processor Sorts meat into baskets for Ingredient Runner to pick up. Sorts/cuts/Stacks fur for Tailor
Tailor
Head Tailor Takes clothing orders, or makes decisions on needed clothing/backpacks. Sorts Furs for sewing. Tailor can also knit if there is a sheep pasture.
Assistant Tailor Thread needles and sews fur in finished stacks, moves to cart for distribution to villagers
Milkweed Runner Harvests Milkweed. Will Harvest seed and plant when needed if the farmer approves the soil use.Will combine the Milkweed into thread/rope as needed delivering the rope to the smithy.
Clothing Distributor Delivers ordered clothes, changes out full cart for empty.
Nursing Mothers
Nursing Mothers The Village should have at least one Nursing mother at the fire at all times. More dependent upon the number of acceptable babies.Mothers are responsible for keeping babies by the fire, nursing them only when they hit 2 food and education when there is not an Elder by the fire. All childbearing mothers not assigned to nursing should bring babies to the fire and leave them for the nursing mothers. This frees them up to continue their assigned task.
Elders
Elders Any Elder that has clan knowledge, but can no longer do their job due to food requirements. They should assist with organization of babies, and passing of clan knowledge. Elders should pass their clothing to replacements. The fire will keep them warm enough. One of the Elders can act as chief.
Shephard
Shephard Captures contains and feeds the lamb. Manages lamb population and shearing. Should keep the population low as sheep consume a large amount of Carrot/Berry bowls when breeding/recovering from being shorn. Sheep must be contained or they will ruin farms.
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@Joriom
Thanks so much for your input. I've changed the format and will implement all your suggestions in the list when I have time.
About the backpacks; I've read discussions before, some people urge to cloth everyone first before making backpacks. However it seems a good idea to give backpacks to people with certain jobs, like trapper, scout. The tailor should know / learn which items to make first.
I have made a [GUIDE] CARE VS CARELESS - "RULES" (FOR NEWBIES) in which the "DO's" and "DON'Ts" of certain professions are explained.
Link: https://onehouronelife.com/forums/viewt … 3539#p3539
Your input will be added there also. Hopefully people will read it, before starting a new profession without an in game mentor.
Please also note that using muflon hides, wolf pelts and sheep skin might reduce the rabbit footprint.
I don't understand what you are saying here. Do you mean when people wear muflon hides, wolf pelts and sheep skin, it scares of rabbits?
Last edited by Babsy (2018-03-19 17:14:21)
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Joriom wrote:Please also note that using muflon hides, wolf pelts and sheep skin might reduce the rabbit footprint.
I don't understand what you are saying here. Do you mean when people wear muflon hides, wolf pelts and sheep skin, it scares of rabbits?
Maybe I worded that poorly because english is not my primary language. What I meant is that you save a lot of rabbit furs for other uses when you replace some clothes with non-rabbit alternatives. You can also save thread - muflon hides and sheep skin do not require thread to be used as clothing.
[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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@joriom
"Scout - salvages abandoned colonies around"
You mean the scout should place useful items at abandoned colonies, so new comers have a good head start?
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@joriom
"Scout - salvages abandoned colonies around"
You mean the scout should place useful items at abandoned colonies, so new comers have a good head start?
The other way aroud. If scout finds abandoned colony without people living there - he takes whatever he finds usefull and brings it back for his tribe to further advance their progress.
[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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@egrigby
I like how you split out the professions into jobs for several people. Would be nice to see your spreadsheet once it's done.
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Can anyone help by putting these professions (jobs) in some kind of logical order, meaning in which order the need will arise for a certain job when you start building a community from scratch? I don't have enough experience yet to oversee the whole.
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Guess not...
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