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#1 2019-11-19 06:59:20

fug
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Registered: 2019-08-21
Posts: 1,130

Classic Jason.

https://edge.onetech.info/3271-Snow-Rub … ngryWork10

Igloos aren't really usable but add in the fact that any time a tile is destroyed it turns to rubble which in turn turns into a pillar 30 seconds later you can't even remotely build in the snow with these. I'm sure people can see why having these rubble piles self regenerate is a problem and if not let me explain further.

Put a wall in the wrong spot? Well now it's a corner wall instead. Accidentally click a floor tile with an adze trying to set it down? Now the floor is a hell spire. Bad boi griefer click all your floors? Room becometh hell spires.

It's a cute concept to have an area of the map where its free to build but without doing weird structures you cannot even use the buildings to harvest the resources in the area as you'll have leaks (plus doors don't shut so you need to import real doors.) I'm not real sure what the purpose of these are besides fluff since you cannot live in the arctic.

Quick edit: I don't dislike the idea of igloos but clearly there's a major flaw here + due to room mechanics the whole reason you'd build rooms in the arctic is sort of defeated.

Last edited by fug (2019-11-19 07:02:50)


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#2 2019-11-19 07:04:11

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

Re: Classic Jason.

I look forward to making a golden crown so I can rule over all the peons in my village from my impenetrable ice fortress. 

Seriously, it is completely impenetrable.    There are spires everywhere.  I can't get out. 

Please ... send help.

Last edited by DestinyCall (2019-11-19 07:05:07)

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#3 2019-11-19 07:14:32

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,801

Re: Classic Jason.

Yeah, that's a content bug.  It's supposed to decay to nothing in 30 seconds.

Fixed it.

The snow doors are special in that they don't need to be opened and closed.  You are "inside" even with the snow door open (it has insulating value even though you can walk through it).

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#4 2019-11-19 07:15:23

jasonrohrer
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Registered: 2017-02-13
Posts: 4,801

Re: Classic Jason.

And regarding "Classic Jason", I'm sure fug never makes mistakes ever.

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#5 2019-11-19 07:16:08

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

Re: Classic Jason.

Serious question ... can that be added to ALL doors?

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#6 2019-11-19 07:21:17

jasonrohrer
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Registered: 2017-02-13
Posts: 4,801

Re: Classic Jason.

Would look a little weird to walk through a solid wooden door.

Also doesn't make sense for the door to insulate when wide open.  If it can open and close, then people would just leave it open all the time.

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#7 2019-11-19 07:27:51

Coconut Fruit
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Registered: 2019-08-16
Posts: 831

Re: Classic Jason.

DestinyCall wrote:

Serious question ... can that be added to ALL doors?

Maybe in far future when we can advance so far like in ohol trailer, there will be automatic doors that will open and close whenever someone tries to walk through them. :P


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#8 2019-11-19 07:46:39

jcwilk
Member
Registered: 2017-12-20
Posts: 336

Re: Classic Jason.

Coconut Fruit wrote:
DestinyCall wrote:

Serious question ... can that be added to ALL doors?

Maybe in far future when we can advance so far like in ohol trailer, there will be automatic doors that will open and close whenever someone tries to walk through them. tongue

I mean, time is passing by at a extraordinarily increased rate so our character opens and closes the door faster than can be physically perceived amirite

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#9 2019-11-19 07:47:54

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

Re: Classic Jason.

jasonrohrer wrote:

Would look a little weird to walk through a solid wooden door.

Also doesn't make sense for the door to insulate when wide open.  If it can open and close, then people would just leave it open all the time.


Make it open and then close behind you when you walk through the closed door.   Automatically.

Like you are very polite and close the door after yourself.

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#10 2019-11-19 14:08:51

Greenwood
Member
Registered: 2019-11-18
Posts: 39

Re: Classic Jason.

If you make a springed door it does that anyway.

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#11 2019-11-19 14:21:20

Twisted
Member
Registered: 2018-10-12
Posts: 663

Re: Classic Jason.

It would be great if we could add a floor to an Ice Hole. The first thing that comes to mind when I see these new snow walls is a fishing/shrimping house, but they don't work since the ice hole can never have insulation.

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#12 2019-11-19 14:40:00

Wuatduhf
Member
Registered: 2018-11-30
Posts: 406

Re: Classic Jason.

Twisted wrote:

It would be great if we could add a floor to an Ice Hole. The first thing that comes to mind when I see these new snow walls is a fishing/shrimping house, but they don't work since the ice hole can never have insulation.


I mean, surely Jason could just flip the Ice Hole states to have insulation by default.

That'd fix that problem easy and make it a feature for the Gingers.


Also, with the existence of T-Houses, expert players are already insulating themselves as fishermen. So changing that would unlock fishing for the 'lower skilled' players.

Last edited by Wuatduhf (2019-11-19 14:40:52)


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#13 2019-11-19 16:22:46

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

Re: Classic Jason.

Greenwood wrote:

If you make a springed door it does that anyway.

No.  The spring door closes automatically, but it doesn't open.  When closed, pathfinding fails to register the doorway as a valid path.

I want to have a house that operates like a well-designed sheep pen.   You click inside and your person runs through the nearest unlocked door.   If the door is open, he enters normally.   If it is closed, he still goes through the closest door, opening and re-closing the door behind him.   You do not need to click the door directly to move through the unlocked door.  This would allow you to keep doors shut without getting in the way of working people who need to move in and out quickly.

If that is too much trouble, just make the open door insulate the same as a closed door and we can learn to leave doors open in busy rooms.

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#14 2019-11-19 19:19:26

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,801

Re: Classic Jason.

Yeah, I'll think about this...

What we really need is a transition triggered when someone walks over something.  Or maybe when a path passes through it.  That way the server could trigger the door opening (like magic, sadly) as soon as you specify a path through it.

Having it happen right when you reach the door would involve some client-server timing, which would probably not be correct in every latency situation.

The other option is to have the transition triggered only client-side.... so the client shows the door opening whenever you pass through the tile, and the server doesn't know anything about it.

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#15 2019-11-19 19:20:29

jasonrohrer
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Registered: 2017-02-13
Posts: 4,801

Re: Classic Jason.

I will make it so you can install a floor around the ice hole to insulate it.

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#16 2019-11-19 19:29:47

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

Re: Classic Jason.

Thank you for looking into it.   

It is is a significant issue in busy rooms, like the nursery or bakery.   People move in and out constantly, so the doors get left open regularly.   If someone tries to be helpful by shutting the door (or if it is a springy door), the closed door creates pathfinding problems for other players who are attempting to enter or leave through the closed door.   You either "bounce off" the closed door or turn to run off in the opposite direction since the pathfinding wants to direct you through the nearest open doorway.   

It is really annoying, especially when you are right in front of the door when it closes, so it IS the closest entrance.

Last edited by DestinyCall (2019-11-19 19:31:15)

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#17 2019-11-19 19:37:24

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,801

Re: Classic Jason.

Yeah, I guess if I was going to do this auto-door thing, I'd make it for the springy door only.

It remains shut, but doesn't block walking, and it springs open when someone passes through it.

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#18 2019-11-19 19:37:43

Saolin
Member
Registered: 2019-05-22
Posts: 393

Re: Classic Jason.

That would be nice if the pathfinding interacted better with closed doors.

Edit: Jason what if the pathfinding would open a closed door for you, but leave the door open behind you to keep springy doors from being pointless?

Last edited by Saolin (2019-11-19 19:40:11)

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#19 2019-11-20 01:30:56

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

Re: Classic Jason.

pressure pad doormats preferably booby-trapped under it big_smile


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#20 2019-11-20 04:34:53

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

Re: Classic Jason.

pein wrote:

pressure pad doormats preferably booby-trapped under it big_smile

Now you're talking!   Better stay clear of my personal pie storage.

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#21 2019-11-20 21:30:50

Spoonwood
Member
Registered: 2019-02-06
Posts: 4,369

Re: Classic Jason.

You don't even need to make a door to have insulation for a starting smithy!

What I'm seeing is that snow walls and floors don't melt.  Anywhere.  So, you can import them from anywhere (if you can get to the snowbank) and can afford to walk carrying the snowballs (yea, that might be a problem), and build them anywhere.  Don't have a door yet?  Get to the shovel and dig yourself out.

On the other hand snowmen melt in snow.


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#22 2019-11-20 21:34:24

jasonrohrer
Administrator
Registered: 2017-02-13
Posts: 4,801

Re: Classic Jason.

Snow walls and floors can only be built in the artic biome.  That's what the +biomeReq4 tag in the object description does.

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#23 2019-11-20 22:01:24

Spoonwood
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Registered: 2019-02-06
Posts: 4,369

Re: Classic Jason.

Dang.  I have to wonder then what the temperature is like in an insulated igloo compared to an uninsulated neutral biome.


Danish Clinch.
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