a multiplayer game of parenting and civilization building
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There is little to no support indoors, walls block cold, but they also block movement and cover tiles, a full wall covers bottom row of plants
also no storage, and the tiles are occupied, making storage needs even more walls
The other problem, that people who arent good at gathering and preparation, tend to be experts of making fast roads into nothing, and stone toilets with random kilns inside them, and generally buildign without a plan and mass scale gathering, just one by one adding stuff, this results in weird buildings
As i say so many times: square rooms are better, square pens are better. Its only a few tiles difference? yes, but if you make a 8x5 room for 40 walls, why couldn't you do a 7x7 for 32 walls?
Now the doors will rarely stay shut on high population, and doesn't really matter to optimize indoor heat on low pop.
Also a square room benefits more from a central fire, where a long room has hot and colder sides, and outside the range of fire, isn't really worth anything. But if you are outside the fire range, your room is quite big and you need more than one person to build it in a lifetime. And to heat it, you need multiple fires.
Jason says rooms will matter more, so we make rooms. But do they?
We would need some new things which would make them matter:
-"letterbox". Basically a way to send in resources, babies trough walls without compromising inside heat.
-Storage on the wall: i liked grave pens for the fact that they not only blocked tiles but stored bowls, carrots, sheep food, tools, etc. When a tile has a -wall on it, esentially takes away a tile, but if it would have some extra functions, like shelves, it would be more useful to make walls to store stuff
-pressure pad: what if the door opens and closes when a tile is 'touched', open door, and other closes it same side
-furniture: we got stuff we cant make on tiles, why we cant have stuff we can only make on tiles? tables, chairs and stuff
-potted plants. our farmers got to work in cold so others eat in warm. but what if berry meta would change to potted anything meta? tomatoes?
other ideas?
Last edited by pein (2019-02-22 10:32:29)
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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I think one huge quality of life improvement for buildings would be better doors and door-related path-finding.
Currently if all but one of the doors on a building are closed, you will run around the entire building to path through the open door. If no doors are open, you will run up to the building and stop. The pathfinding treats a closed door as a "blocked" tile, but I think it should be reworked to allow you to pass through any unlocked door. And to have the door return to the closed state once you are on the other side.
The pathfinding system should register that the door is a pathable tile so we don't have to click on the door to open it, run through the doorway, then click on the door to close it. Do whatever we want inside and then click on the door to re-open it, run through and click again to close it. That's four clicks to pass in and out of a building one time. If you are delivering loads of mutton to a bakery, you are wasting literally years of your life opening and closing doors. It is no wonder why people just leave the doors open so frequently.
Last edited by DestinyCall (2019-02-22 06:38:06)
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It's a shame we don't have a cheaper door option. Took about 10-15 minutes to set up an Eve egg hut that keeps anyone in it at a great temperature while producing food for the camp. Major downside is the obvious 14 adobe cost and 5 rope rofl but if it was a little cheaper it might be viable to put something like this up since the difference between a regular hot flat rock and one in a hut is huge.
fug it’s Tarr.
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Building shape can reduce those problems.
In fact, current buildings are close to useless,
* I stood very long time to make sure temperature is accurate
so build room like this (even smaller for nursery)
if you make room small, you'll gain enough insulation even without floors
walls only at north, west, south.
If you build this in jungle? you don't need fire.
put snowman instead of fire
for even perfect temperature(tested)
https://onehouronelife.com/forums/viewt … 260#p46260
Last edited by yaira (2019-02-22 23:20:13)
> my past experiments <
coordinates of big cities , Jungle Town Guide , Efficient Town Design
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Ultimately, I think all of the buildings are counterproductive so far for clutter reasons and shouldn't be built. I normally don't care about clutter, but with walls clutter becomes an obscene monster. Room sizes are just too small, and are also too useless without a fire. I think you'd need cheaper fires and like 20x20 buildings for rooms to really be worth using really, and fires to last long enough that you could build one in every building. (e.g. firewood triple longevity)
Last edited by Greep (2019-02-22 07:28:20)
Likes sword based eve names. Claymore, blades, sword. Never understimate the blades!
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do half walls work?
btw 2x2 would be only 8 adobe more
also i gotta test that airspace thing
a simple S shape room blocks airspace if crazyeddie is right, that still wont help on insulation bonus but maybe radiant heat enough
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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furniture: A small table where you can put 2 full or empty bowls or plates. Put a table next to the place you setup the stew, so you always have a dedicated bowl there. Or put bread and butter on a table, on a 2ed table put empty plate and knife (yea would be cool if we can put knife on it too) -> its a butter bread station. Put a table to the farmer, so he can put his bowls of seed on it. Small table would help organize and save a little space for full plates/bowls.
I don't like how rooms work. If the room is too big You don't get any effect of it(depending where you stand). If a room is too big and the fire is on the opposite of the room you don't get any heat from it. This is neither realistic nor practical. I am sure I can heat up a 10meter x 10meter room with a large fire over time. Especially if the wall are massive stone walls and not some cheep wood walls. Also a room adjected to another room will not isolate each other. Or a warm room with a fire, that has a small room on it with an open door. The small room should get warm too. I would be fine if rooms just work like in rimworld: A room has one global temperature and the walls (and outside temperature) determine how much heat that room loses. Open doors lose more heat. A room surrounded by warm rooms don't need it's own heat source. And so on..
wood (coal) stove: It used some iron to build, but produces heat from wood over a longer time then a large slow fire. Or using coal to produce heat over even a longer time.
buff: feeding adult sheeps: Right now it's a waste to feed an adult sheep. So we feed a babysheep which gives us 1 poop, 1 wool and 4 meat. To make one Wool Sweater we need 6 wool. So for one sweater we get 6 poop and 24 meat. Another 4 for Wool Hat and another 4 for 2shoes. So to make clothes for one person (without pants..) you need 14 wool -> 14 extra poop (so much compost just for one person?) and 54 meat (so much food just for one person??). So what if we feed an adult sheep we don't get poop but 2 wool? This way we could really start producing wool clothes for everyone without a massive stockpile of poop and meat.
Let us combine letters to books. In book we can not only write longer sentences but also add small sketches. This way we can explain future generations what we wanted to build. Future generations don't need to follow this, but at least they will understand the idea of the initial creator. Plus you can tell future generations about iron mines, where iron is already looted, where maybe a closeby town is.. and so on.
Better agriculture: Using horses to tile the soil, multiple rows. Better watering system (maybe combine backpack with bucket so you can store water in it? then you can leftclick with bowl on backpack to get water out). Maybe later automated watering system. Will cost a good amount of iron to setup (pipes) but once placed saves a lot of worktime.
Most things I listed here are stuff that actually leads to building a real culture.. And I would prefer that 10x more over gimmicks like planes.
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I've been thinking that takes 2-3 weeks of a life to properly manage a door, and that is if you don't get into a door war with someone else also trying to pass through. Sure you only go through a door every few years, but it still feels like a lot. Managing door states feels like irrelevant detail in a game about building a society.
Doors should be pathable while holding heat. Perhaps not as good insulation, otherwise people will make buildings out of doors.
https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
Custom client with autorun, name completion, emotion keys, interaction keys, location slips, object search, camera pan, and more
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yaira: on your 28-tile example, you weren't standing close enough to the door for it to have any effect.
The 8x8 grid around you extends four tiles to the north and west, and three tiles to the south and east. The door was outside your grid, so it effectively didn't exist.
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