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#1 2019-02-18 06:32:21

Baker
Member
Registered: 2018-03-06
Posts: 445

Building overcrowding.

I've been seeing a lot of towns with central buildings. Usually the bakery, Problem is people also use them to raise babies. This is good in theory because naked kids won't starve as fast. Butttt the birth rates are so high that buildings are quickly filled with babies and mothers, also people trying to work.

Would it kill to make multiple rooms for work areas and nurseries, Even separate buildings if there's no space for an extension.

Last edited by Baker (2019-02-18 12:57:44)


"I came in shitting myself and I'll go out shitting myself"

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#2 2019-02-18 10:17:57

JoshuaN
Member
Registered: 2019-02-12
Posts: 70

Re: Building overcrowding.

Doors are not viable in overpopulated buildings. REEEEEEEEEEEEEEEEEE
I kinda wish we could just hang a bearskin over the doorway that kept the heat in but you would just push through it like curtain doors.
People are always trying to get into the bakery to get food too so might as well not have doors at all. Plus you yourself have to go get wheat and  pie filling.

Another problem is big towns support rapid child birth, but the children stick around until the whole village is starved. This is because the small villages and eve camps can't support them and thus they starve and are reborn until they get to a town that hasn't starved. Its kind of up to the moms whether to let babies die or not so that you do not overpopulate.

We need more towns that are successful so that the all the towns and eve camps aren't overpopulated.

Last edited by JoshuaN (2019-02-18 10:28:36)


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#3 2019-02-18 10:36:54

stew
Member
Registered: 2019-02-13
Posts: 47

Re: Building overcrowding.

I found a village as Eve after the temp. update, watching at family tree it survived till gen 22. (just to say: I had good help from my children as eve). I actually got reborn later into that city and overpopulation was a big problem, or more, the big babyboom. I think a few hours after I joined the town died out. I think because of the big babyboom.

To buildings, yea Doors are a pain. My tip is to not build too many doors. People build 4 doors per building or even more. I suggest 1 or 2. It's much easier to keep the doors closed. And I like the bearskin curtain doors idea! Also bakeries are often too small. So lets try to build bigger houses, also maybe with multible rooms

Last edited by stew (2019-02-18 10:37:42)

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#4 2019-02-18 11:33:22

Booklat1
Member
Registered: 2018-07-21
Posts: 1,062

Re: Building overcrowding.

JoshuaN wrote:

People are always trying to get into the bakery to get food too so might as well not have doors at all. Plus you yourself have to go get wheat and  pie filling.


This doesn't work, buildings need closed walls and complete floors for insulation to function.

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#5 2019-02-18 13:11:24

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: Building overcrowding.

PHG7jfS.jpg

my idea would be the following:
this setup allows to separate areas
if you not a noob roleplayer, you either are the nurse who is inside, no reason to go out at all, as long as you got food
a baby-no reason to go out until you become toddler
i know others did airlocks, but if has no function, will not matter

its like a shipyard, or airport

there are two legit reasons to go in: get food
which can be solved by people transferring food into the storage, then closing door on it
take in resources, which can be solved by dropping off resources into a room, go out, someone from inside transfers the resources in

both of this times one door is closed

the main room should be enclosed all sides twice
the room to outside bottom is last resort exit, we could even have some A keys to it

if you worried about griefers blocking off the only door
you can put a floor down, then use a https://onetech.info/2603-Partial-Spark … nsmitter-1 (dodge told it)
a bit expensive and long to make, but thinking about getting 4 copper, and making a roller, isn't that much, im not a fan of radios, and we can live without them, this way we get some benefit to it so if see some malachite, bring it home
functioning as a door mat, basically put in front or back of door then they need 5 tiles to be blocked to block a door ( if its not in corner)
but generally you want to put door on side not on center, and fire on center, has better heat even if door gets opened

this also functions as storage
if worried about boxes getting broke, make them all sledges, they wont be moved until you got some carts outside, but carts would work as well
sledge would mean static storage

so people bring in grain in bowls and put in the cart (floor wont go in cart i think and dough only before leavened, after one minute turns sideways but wont jump out)
meat on other sledge
then people bring in, make pies, take it out to storage

other room ideas:
pine trees planted for firewood and butt logs
branch trees for kindling, paper
no need to make them floored and walled, just use stone blocks to restrict access
clothing room and found items on corpses
a newcommen well with a kiln

i imagine nursery could be 3x3 opening to middle only, a mom can be there with the kids, a stew pot, and if fire is in corner, then babies get 5 different options of temperatures (got to test, maybe big fire is too much in 3x3)

also with storage next to room , you already know what the camp needs, especially if you put signs stating what is needed there
so you see if grain, meat or wood is low, toddlers got the task to get some
if new baby, stays in room with no storage items
if not new then  give storage to help scavenge outside

on a bigger scale, you could have a huge central room and a private room for everyone on sides, where they store resources they gather
this would need notes i guess and hard to notice if someone dies so not really viable to make a pay system

just brainstorming, feel free to add your own ideas
and maybe some support from jason
he really thought 30 people enter the room and door can stay closed?


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#6 2019-02-18 13:55:45

Baker
Member
Registered: 2018-03-06
Posts: 445

Re: Building overcrowding.

Could do with a forge area as well, Maybe tool storage as well.


"I came in shitting myself and I'll go out shitting myself"

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#7 2019-02-18 14:04:42

Peremptive
Member
Registered: 2019-02-14
Posts: 199

Re: Building overcrowding.

the nursery has to be bigger than 3x3. You can easily get 5-6 babies, there would be no space. Big fire is too much if no doors are open and you are right next to it. Moms need to drop kids in there all the time. Plus if you are going to have stew in there that means you will have two fires going at some point overheating everyone, so being able to open doors is actually useful.


I have seen in a larger place where they used a single large building that fitted everything inside, with the nursery and fire in the middle, baking bellow and smithy on top. This made it easier to drop off kids, and keep an eye on the mom to see if she is suspicious or not. Kids could be close to the fire and have good temp, but the fire also heated up people coming in to bake, drop things.

The smithy isn't used all the time, and being inside already helps with temp. If you really wanted you could make a second fire in that area to warm it up. Since you are already planning for two fires all the time, this would be cheaper. The only advantage of having separate rooms is that doors opening doesn't affect everyone's temp, but if you are close to the fire it doesn't matter that much from what I saw. Adults' temps are going to be bad regardless.

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#8 2019-02-18 15:16:37

CrazyEddie
Member
Registered: 2018-11-12
Posts: 676

Re: Building overcrowding.

Make rooms large and completely floored. Leave open spaces in the walls for going in and out. Don't bother with putting doors on them. Place floors outside the entrance for two or three tiles' width. Place fires just inside the entrance.

This will preserve almost all of the convection bonus and biome-reduction bonus for the area inside the walls, even with open doors, and the radiant heat bonus from the fire in the doorway will compensate somewhat for the few tiles near the doorway that don't receive the entire biome-reduction bonus.

In fact, you can dispense with walls and doors entirely with only a small reduction in the heat bonuses. The most important part is the flooring; walls contribute far less to a space's insulation than flooring does. The main thing that walls (and closed doors) do is define the space within which all tiles must have floors in order to get the full bonus. You can cheat this by putting floors everywhere, and realizing that the full biome-protection effect only begins three tiles in from the edge of the flooring.

Last edited by CrazyEddie (2019-02-18 15:20:53)

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#9 2019-02-18 19:27:05

Tarr
Banned
Registered: 2018-03-31
Posts: 1,596

Re: Building overcrowding.

IVJo2D3.jpg

This is what I ended up making over the course of about four hours. Generally speaking somethings could have obviously been done better such as a little better early planning. Originally the sheep pen was the same size as the 7x7 to the south but this caused tons of space getting wasted by needing to put in airlocks to prevent sheep escaping (even though I accidentally left a door + gate open in the screenshot rofl) Accidentally made the rooms mostly 6x6 since I counted but didn't double check before putting up the walls at the start of the project.

Unfloored room to the SE probably should have just been to the south of the forge but I built the stuff before actually moving people into the areas. Bakery and nursery were the first two rooms finished with the forge not being moved in until the final life. Newcomen machine was left outside by the normal forge so that it wouldn't require being made + putting a newcomen inside a cramped spot.

Probably won't do anything of this project again because it's very time consuming to do design solo however it beats some of the ugly ass buildings I've seen elsewhere.


fug it’s Tarr.

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#10 2019-02-18 22:40:29

pein
Member
Registered: 2018-03-31
Posts: 4,337

Re: Building overcrowding.

Peremptive wrote:

the nursery has to be bigger than 3x3. You can easily get 5-6 babies, there would be no space. Big fire is too much if no doors are open and you are right next to it. Moms need to drop kids in there all the time. Plus if you are going to have stew in there that means you will have two fires going at some point overheating everyone, so being able to open doors is actually useful.


I have seen in a larger place where they used a single large building that fitted everything inside, with the nursery and fire in the middle, baking bellow and smithy on top. This made it easier to drop off kids, and keep an eye on the mom to see if she is suspicious or not. Kids could be close to the fire and have good temp, but the fire also heated up people coming in to bake, drop things.

The smithy isn't used all the time, and being inside already helps with temp. If you really wanted you could make a second fire in that area to warm it up. Since you are already planning for two fires all the time, this would be cheaper. The only advantage of having separate rooms is that doors opening doesn't affect everyone's temp, but if you are close to the fire it doesn't matter that much from what I saw. Adults' temps are going to be bad regardless.

3x3 is 9 tiles, babies do nothing, move in fire and move out
they don't need 30 tiles each to have one
they are hungry babies and not hungry babies
you can just have an item which signals you are hungry step here
it can be confusing when they are neglected

they have to drop them once, still better than hearing them 3 min cry and mess around you

if you drop down stuff, you do not heat up, it insulates  you from heat and you already opened the door
so either you close it and go heat up or go out and close door
you can let the fire go to ashes when make stew, its not main fire and as far as i seen big fire is hot on top of it

smithy mixed with bakery is a nightmare
and does who think baking is more important than forging are the worst kind of people
and those who don't leave the forge in a usable condition at all times are technically griefers
you just need tools and they cannot do it in a normal time cause you put shit there and take the bowls and plates out
yet they don't know that rubber is cooked in oven


https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
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Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#11 2019-02-18 23:44:28

Peremptive
Member
Registered: 2019-02-14
Posts: 199

Re: Building overcrowding.

pein the room I am talking about was something like 20x14. There was plenty of space. I just don't really understand why walls are super important other than being indoors, kids can be around it, adults don't really stay inside much other than the milkmaid.

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#12 2019-02-18 23:49:43

CrazyEddie
Member
Registered: 2018-11-12
Posts: 676

Re: Building overcrowding.

Might as well put the sheep indoors, too. Is there a difficult-to-remove doesn't-block-movement item that can be placed on top of floors?

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