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#1 2019-03-12 01:50:55

futurebird
Member
Registered: 2019-02-20
Posts: 1,553

I can't deal with roads anymore.

They are so hard to navigate, and it's impossible to stop on a particular tile. I just starved myself out of a town because I couldn't deal with the roads anymore. It was a nice town. Am I doing something wrong? why do people build them? Isn't anyone frustrated? I like them to connect biomes, but unless there is a change to the game (maybe it takes a little longer to speed up when on a road? idk) they are only safe to connect towns. A road inside of town is like putting a slip-n-slide in "glass panes and crockery" section of the department store.

Anyway, maybe I'm just doing it wrong. That would be nice.


---
omnem cibum costis
tantum baca, non facies opus

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#2 2019-03-12 02:05:17

Lily
Member
Registered: 2018-03-29
Posts: 416

Re: I can't deal with roads anymore.

I personally like the roads, though I do get what you mean. I think the key is to not crowd the roads. It is easy to stop where you want if you just walk off the road when you get where you are going, but if there is objects lining the road you can't do that. Also if people are actually placing stuff on the road, that isn't good either.

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#3 2019-03-12 04:26:06

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

Re: I can't deal with roads anymore.

it's the fov

for me is completely normal to space out a kiln from the oven
guess what, newbees want stuff connected
and don't want to move things that already there
they don't get why a berry bush near a door is bad, they fixing it

i hate fast roads mid city, i think the viable solution is boards around farms, board roads are good enough anywhere
and sustainable if you plant pine trees
fast roads should only go toward wells, im not a fan of putting farm around water either, that only works for gen 2-3, then you get a deep well and take the bucket anyway
diagonal fast roads work, not the way that others do. you stand on one and click on one you run faster if you want to, if not, you just stand on it


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Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.

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#4 2019-03-12 05:39:19

Whatever
Member
Registered: 2019-02-23
Posts: 491

Re: I can't deal with roads anymore.

I love roads, they are the best thing in the game !
Even before there were stone roads i built roads. It was awesome to connect 2 towns with a road, but nowadays towns are most of the time not so close together.
But I still built them, I make them as long as possible into a random direction.
They help to move fast far away from town in order to gather raw resources.
They help people that get lost to find back or maybe they even help random people to find a town.
They make it much easier to orientate oneself in the wild.
But i dont build them inside a town, but on the corner of one leading to nowhere most of the time.

A few days ago i was in a town that had a long road, when i was old enough i walked to the end of it in order to make it longer.
I saw 3 other people that were already working on it. We then all worked together to make the road as long as possible, it was awesome.
I worked my whole life on the road, before i died at the age of 56 or so another guy took over and continued the road.
The road was very long.

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#5 2019-03-12 15:02:44

breezeknight
Member
Registered: 2018-04-02
Posts: 813

Re: I can't deal with roads anymore.

there are some problems with roads

a road next to any workplace is absolutely ANNOYING, no matter if a berry farm or a bakery
a road should NEVER lead directly along any workplace !

roads have to have usefull stop gaps, near any workplace
i've seen one useless stop gap, it was a landing pad for a plane

other than that, roads are great
i wish i had enough time to build them, usually i am too busy with other stuff, especially as female
& i still don't know what a perfect town layout would be, so even if i'd be building roads, i wouldn't build them in a sensible manner

- - -

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#6 2019-03-12 15:11:54

InSpace
Member
Registered: 2018-03-02
Posts: 448

Re: I can't deal with roads anymore.

Roads are the skeletons of a town, without em it's just a bunch of things. If you wanna stop from a road, just hold space and click to stop

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#7 2019-03-13 00:31:45

The_Anabaptist
Member
Registered: 2018-11-14
Posts: 364

Re: I can't deal with roads anymore.

As somebody who has spent many a lifetime building roads in this game, there is a certain art to building them well.  My tips would be as follows:

1) Anytime a road is forked a wooden or flagstone tile should be set at the intersection.  Otherwise, inevitably townsfolk get routed down the exact wrong path they wanted to travel.

2) Roads that are three spaces away from berry farms are ideal.  Why?  1st empty tile is where townsfolk should stand to harvest.  2nd empty tile should either hold spare bowls, spare baskets, dumped dirt, buckets or compost piles.  Then the 3rd tile should be the actual fast travel road.  I also prefer to place a wooden or flagstone tile next to any well location.

3) Keep zigzagging roads to an absolute minimum!  Personally, it gives me motion sickness to see the screen jiggle.  You should have a clear layout of your path in your head before putting the first tile down.  If there is a temporary obstruction like a stump or big rock, skip over it, you can back fill later.

4) Roads are better above a smith than below.  Smith sprawl always seems to go south and roads can be very inconvenient when trying to work.

5) An early road out of town goes a long way to encouraging a graveyard to be built further out, rather than having it crowding a growing town.

6) A well built road that connects all the elements of composting makes that job so much more efficient and keeps everyone well fed to boot.

The_Anabaptist

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#8 2019-03-13 02:47:55

fragilityh14
Member
Registered: 2018-03-21
Posts: 556

Re: I can't deal with roads anymore.

roads in general, are great, roads right next to berry farms are annoying AF


one of my things about wanting to settle farther out is I always want a road to actually go from place to place, instead of being built for its own sake, and then the place arising.


One thing, I think a lot of players, and Jason, want is for different family lines and civs to run into eachother, and roads make that WAY more likely. In the wilds, you can see signs of humanity all over, but wander around and not find an obvious path. A road takes you to an alive or dead civ you may have otherwise missed.



I really should spend a life as a roadmaker, i've been trying to do more parts of the game i never do, and i never make roads.


I'll tell you what I tell all my children: Make basket, always carry food.

Listen to your mom!

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#9 2019-03-13 08:20:38

breezeknight
Member
Registered: 2018-04-02
Posts: 813

Re: I can't deal with roads anymore.

The_Anabaptist wrote:

As somebody who has spent many a lifetime building roads in this game, there is a certain art to building them well.  My tips would be as follows:

1) Anytime a road is forked a wooden or flagstone tile should be set at the intersection.  Otherwise, inevitably townsfolk get routed down the exact wrong path they wanted to travel.

2) Roads that are three spaces away from berry farms are ideal.  Why?  1st empty tile is where townsfolk should stand to harvest.  2nd empty tile should either hold spare bowls, spare baskets, dumped dirt, buckets or compost piles.  Then the 3rd tile should be the actual fast travel road.  I also prefer to place a wooden or flagstone tile next to any well location.

3) Keep zigzagging roads to an absolute minimum!  Personally, it gives me motion sickness to see the screen jiggle.  You should have a clear layout of your path in your head before putting the first tile down.  If there is a temporary obstruction like a stump or big rock, skip over it, you can back fill later.

4) Roads are better above a smith than below.  Smith sprawl always seems to go south and roads can be very inconvenient when trying to work.

5) An early road out of town goes a long way to encouraging a graveyard to be built further out, rather than having it crowding a growing town.

6) A well built road that connects all the elements of composting makes that job so much more efficient and keeps everyone well fed to boot.

The_Anabaptist

do you have some ideas about a general ideal town layout ?

i didn't built roads so far because i cannot decide how a layout should look for a town

i recognize one solid obstruction - the ponds, those cannot be moved at all atm,
everything else can be moved eventually
so one has to work with ponds in mind, where & how they are positioned in a town's map

but overall some good tips
do you have more ?

- - -

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#10 2019-03-13 09:59:43

Lily
Member
Registered: 2018-03-29
Posts: 416

Re: I can't deal with roads anymore.

There really isn't an ideal layout for town. I remember a long time ago, a group made a huge town that at one point had what seemed like 20+ people in it and they made what they thought was a perfect layout but random people kept messing everything up so they all went insane and started killing everyone.

The lesson is that people are going to mess up the layout no matter what you do. They will grow bushes all over place, start farming all over the place, build extra forges and ovens because they didn't notice the other one already there like two screens away. Have a pen for sheep and you might end up with pigs in it, a pen for cows might end up being used for wheat. You are growing carrots one minute, then the next you are growing squash.

So I wouldn't worry about having it look pretty or messing it up. Just consider where you want to go. If people run back and forth between area's often, then a road is a good idea. Roads between water sources and the farm is a great start. Then expand as is needed. Having some roads early seem to help, because otherwise everyone will build stuff all cramped together.

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#11 2019-03-13 10:16:09

w0wma
Member
From: The Local Graveyard
Registered: 2019-02-08
Posts: 133

Re: I can't deal with roads anymore.

i've been clearing roads out and telling ppl to not put stuff on the road bc it's hard to step off, thx to this post.

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#12 2019-03-13 12:08:31

breezeknight
Member
Registered: 2018-04-02
Posts: 813

Re: I can't deal with roads anymore.

Lily wrote:

There really isn't an ideal layout for town. I remember a long time ago, a group made a huge town that at one point had what seemed like 20+ people in it and they made what they thought was a perfect layout but random people kept messing everything up so they all went insane and started killing everyone.

The lesson is that people are going to mess up the layout no matter what you do. They will grow bushes all over place, start farming all over the place, build extra forges and ovens because they didn't notice the other one already there like two screens away. Have a pen for sheep and you might end up with pigs in it, a pen for cows might end up being used for wheat. You are growing carrots one minute, then the next you are growing squash.

So I wouldn't worry about having it look pretty or messing it up. Just consider where you want to go. If people run back and forth between area's often, then a road is a good idea. Roads between water sources and the farm is a great start. Then expand as is needed. Having some roads early seem to help, because otherwise everyone will build stuff all cramped together.

i don't agree

there surely isn't "the" ideal layout but things work in OHOL in a certain way & therefore some layouts work while other don't

if people mess with a place but the main layout is practical, then it will be cleaned up again
if people mess with a bad layout, then there is a reason, it doesn't work for them
just because a group of people, maybe even discord coordinated thought out their perfect layout doesn't mean it actually was

when i ask about an ideal or perfect layout, i ask for practical, hands on experiences people made in game, that's the best you can get, because grown in the lives they lived
the life is short in OHOL, you have to function & don't waste your precious time with any mess & atm, nearly all towns are a mess regarding functionality

if there is an ideal layout, doesn't mean that every town will look the same, but some things work in certain way in OHOL & that defines the problems & their solutions

& i asked for some thoughts, such as was mentioned, like

Roads that are three spaces away from berry farms are ideal.

Roads are better above a smith than below.

&

An early road out of town goes a long way to encouraging a graveyard to be built further out, rather than having it crowding a growing town.

those are useful & very practical ideas, which will probably prove themselves in game over & over again as belonging to the ideal layout
i know that because i am thinking about that layout for months now & was collecting ideas in all the runs i've been playing & paying attention to how workspaces built certain way were working in game & which didn't & why

i wrote that already several times but i encountered once a town which had a main crossroads through the town, north-south & east-west, as far i recall both were quite straight lines
this was the best town layout i ever experienced, because one could orientate oneself easily & get from one part of the town to another very fast,
even if you were not on that road, you knew it was there & you could go back to it to get to the other side of the town fast if you needed

if i ever build my perfect layout, it will have such a crossroads, that's for sure

i also know some no-nos, because i experienced their negative effects in game, like
road next to any workplace, wall directly above or one tile above an oven/kiln, boxes instead of chests next to a workplace, bakeries & nurseries with solid wood doors, giant berry farms with no free spaces among them ...


i have few ideas on my own, also collected, like

* a tree farm, but i don't know what the best layout could be for that,
also it's hard to plant trees, cause the next gen has to have the foresight to water them

* nursery not intereferring with neither bakery nor forge


i've seen some mango tree farms in game, but those have their own problems, need plates & a knife to slice them, very few people know how to handle them or that mango trees produce eadibles at all, so what to do with that ?

i've spawned the last couple of days to two towns which had a sheep pen attached to a bakery, i think this is a genious idea,
but that idea is atm in a larvae state
the one town had blocked the sheep entering the bakery with railroads, which are very hard to make & it didn't have an elegant passage between them two
the other town, with a door to the sheep pen run into the problem, the sheep escaping into the bakery
so that basic idea, which is great, needs some more work to ripe to be functioning well


i have many question about a town's layout, like
how to place the main roads in relation to the ponds ?
where to place the forge, where the bakery, where the pottery ?
how many kilns in a forge ?
where to place the chests belonging to a forge/bakery/pottery
does a newcomen pump need an own kiln ? or is to head for the kerosine pump a better idea ? if so, how fast should it happen ? & if so, how to connect it in an elegant way to a kerosine source, how to design that one ?
if newcomen pump, then where to store water ?
should a town have a main fire in the middle or not ?
where to place the hospital ?
where to store wood & kindling ?
...

& also important to be mentioned
players using the zoom mod have a totally different gameplay experience than vanilla players
i play vanilla, a mess of a town is playing vanilla ten times harder than with the zoom mod, i am in fact losing in game decades of my lives just searching for a round stone or a sharp stone or a basket or a home marker or if there is a milkweed farm or if there are trees nearby or if there are enough plates or if there is a rabbit furs place or if there are enough carrots growing & so on ...

- - -

Last edited by breezeknight (2019-03-13 12:16:19)

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#13 2019-03-13 12:33:25

futurebird
Member
Registered: 2019-02-20
Posts: 1,553

Re: I can't deal with roads anymore.

breezeknight wrote:

i recognize one solid obstruction - the ponds, those cannot be moved at all atm,
everything else can be moved eventually
so one has to work with ponds in mind, where & how they are positioned in a town's map

- - -

We once had a pond and later a well inside of the bakery and it was glorious.


---
omnem cibum costis
tantum baca, non facies opus

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#14 2019-03-13 16:26:55

fragilityh14
Member
Registered: 2018-03-21
Posts: 556

Re: I can't deal with roads anymore.

futurebird wrote:
breezeknight wrote:

i recognize one solid obstruction - the ponds, those cannot be moved at all atm,
everything else can be moved eventually
so one has to work with ponds in mind, where & how they are positioned in a town's map

- - -

We once had a pond and later a well inside of the bakery and it was glorious.


Rabbits cant be moved either, at least not that I know of. Which is fortunate, as it would be a hell of a way to grief, just digging up rabbit dens. In the city where the time lapse was done a rabbit hole was in the bakery.


I'll tell you what I tell all my children: Make basket, always carry food.

Listen to your mom!

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#15 2019-03-13 16:52:10

DestinyCall
Member
Registered: 2018-12-08
Posts: 4,563

Re: I can't deal with roads anymore.

Ideal town layout is a fluid concept, because there are many factors and one person is usually not in charge of all the major decisions.    There are many "right" ways to do it.  And many "wrong" ways to do it.   And many ways to work with whatever you happen to get.   It is also important to recognize that ideal layout actually changes pretty dramatically as you progress up the tech tree. 

For example, in an Eve camp, you want to place farms within easy access to water and a reasonable walking distance to natural soil deposits.  In a late game town, you should have buckets and compost, so you can put your farms almost anywhere by moving the soil/water to your farm site.   Also, in an early camp, you have berry patch/forge/bakery/fire/ponds.   But in a more established village, you have sheep pen/nursery/pumps/stew farm/wheat farm/carrot farm/firewood/clothing storage/rabbit processing area/oil well/carpentry/pottery/tree farm/etc. 

A layout that works for an early village just fine might be completely wrong when the village hits a certain development point or if the berry farm expands too far in a particular direction.

Personally, the ideal layout for EARLY village would be to have the berry patch located on the swamp-side of town, near the closest ponds (but not completely surrounding them).  In a perfect world, this patch would be limited in size and bordered by wood, but that is typically impossible since you do not have carpentry tools yet.  On the side farthest from water, the forge can be set-up, with plenty of space on either side and beneath the kiln/forge.     The bakery would be positioned adjacent to the berry patch also, but closer to water, since you need it for pie production.  If your swamps are to the west, I would place forge on the east side of the berries and the bakery to the north or south.    Or you could place the forge and bakery to the north or south of berries, separated by at least one full screen, so you do not see the oven while standing at the forge.  Both of these work stations need a lot of space to be easy to work.   Do not crowd them by building too close to the berries or too close to each other.    In the space between the forge and bakery, you should make the central fire.    If you build the forge east of the berries and the oven south, the fire would go in the southeast corner of the village, forming a square with each quadrant of the village having one vital work area:  Berries, smithy, bakery, nursery.   Wood and kindling can be brought to the central fire and used by bakery/smithy.   Babies can be raised at the fire and out of the way of the workers.    Berry farm is within easy reach for new toddlers.   You can start adding flooring to the central fire area and bordering the berry farm when you get carpentry tools.   Make a room around the nursery first, since it benefits from the fire.   Putting a room around the smithy or bakery is less important, unless you plan on having multiple fires going at the same time in your village.  Unless your village is very spread out or it has grown large enough to have distant work stations, two or three constant fires are not common.    When the nursery is setup with its own building, you could consider starting a separate "working" fire for the work stations to limit the number of people who need to go in and out of the nursery. 

When you are ready to add sheep, look at the layout of your village from the perspective of compost and pie production.   Ideally, you want the sheep pen to be positioned in an efficient "work triangle" between the farms and the bakery.   Carrots and berries on one side, wheat and bakery on the other side.  If your berries are all the way across the village from your sheep pen and the carrots are all the way in the other direction and the wheat farm is completely separate from the bakery, you will have people running all over the place to gather the necessary supplies to make more sheep, pies, and compost piles.  This takes extra time and isn't very efficient.  Ideally, you want your sheep pen near the bakery, but it doesn't need to be near any ponds.  You also want your wheat farm near the bakery and near water in an early village.  In a later village, you can bring water (and dirt) to the farm, using buckets.   The berries and carrots can be next to each other, but carrot farms are usually best positioned farther away from the village center.   Carrot farming is a difficult trade - people eat your carrots, people pick your seed rows, people divert carrots toward pie production when you are trying to increase compost production.   I like to position the carrot farm on the edge of town, further away from other farms where there is less interference and plenty of space.    Extra space for carrot farming is less necessary now that you can stack the carrots, but it is still a good idea to make your carrot farm in a spot that has less foot traffic, but isn't too far from sheep.   Placing your carrot farm on the far side of the sheep pen is not a bad idea.   It helps to encourage people to use your carrots for sheep food.   Alternatively, you could setup your carrot farm adjacent to the berry patch for efficient berry/carrot bowl production, but you'll lose more of the harvest to carrot-eaters.   

Perhaps the BEST idea would be to make a bakery with attached sheep pen, then make a wheat farm to one side and a dedicated 3x3 berry patch with adjacent carrot farm.   The berry eaters will gravitate to the overly large main berry farm and the shepherd can tend the small berry patch for his sheep with all of the necessary ingredients right next to the pen.   I don't see this getting done in most villages, because it is usually easier to do your best with the original setup instead of dedicating a lifetime to fixing it.   However, if you feel like aiming for "prettiest town", you might consider this kind of a setup.

For berry patches, I'm a huge fan of small patches or NARROW patches.  Vertical rows that are two or three berries wide, bordered by wooden floors for bowls/buckets/dirt piles make for much easier gooseberry tending.   Huge patches with no gaps or openings on the interior are very annoying to pick and renew.  If you think the berry patch is too small, do not make the patch wider.  Make it taller.   Or even better, find out why people are over-eating the berries.   It usually means you need more stew/pies or you might be running out of local dirt/water.   Upgrading your pump or fixing the compost cycle will solve the problem.   Making more berry bushes just delays the inevitable.

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