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#1 2019-12-09 08:09:47

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

Anyone Trying Two Buildings for Engine Work?

I have two smithies, one for regular smithing, and one for newcomen smithing/engine work.  Both are size 6x6.  The regularly smithy I made out of pine materials, the other I made out of wooden floors, stone walls, and doors that require rope and boards to make.  Working them both has felt rather akwkard, having to open and close doors constantly.  I guess I could have made springy doors, but is there really time and the resources to do that before an engine needs made for a diesel water pump on bigserver2?  I guess it could only be two springs in principle, but that also means more rope consumed.

Has anyone else experimented with having two indoor smithies while making an engine?  If so, what size were they?  How did it go?  Did it feel right, or more feel like just forgetting about buildings for smithing made more sense?

Last edited by Spoonwood (2019-12-09 08:10:13)


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#2 2019-12-09 13:06:36

Wuatduhf
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Registered: 2018-11-30
Posts: 406

Re: Anyone Trying Two Buildings for Engine Work?

Villages rarely opt to use, or even have, excess adobe spent towards a second set of kilns to specifically do Newcomen work. More often than not a secondary kiln site is placed, also outside, and specifically for firing clay bowls/plates to keep the "main" smithy focused on metals.

I wouldn't say that it's been explored, really. Since smithing iron is pretty adjacent to then dumping on the Newcomen parts, more often than not I'll see the smithy being stuffed on the east side with a box or two for storing the newcomen metals, or otherwise a bunch of spread out baskets (usually the latter). Would two sites both focused on steel, that are indoors, be able to work? Ehh, maybe, I guess in your case it has.

However, springy doors are non-negotiable. They are necessary for slowing down griefing, and automating the pathing in/out of the nursery and central rooms. If those rooms have permanently-open doors, you're losing out on a lot of potential food savings, and opening up your village to getting doorlock'd.


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#3 2019-12-09 13:20:03

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

Re: Anyone Trying Two Buildings for Engine Work?

people are still bad at kiln placement or any other placement, 90% of time you should move kilns
the original can stay for charcoal but is confusing later

i think now you can put pine floor under kilns before you make them, stakes are useful skill early on, worth a slot if you got 7

engine making doesnt need iron, just steel so good to have it separately
also can be done with one single kiln and newcommen, the main smithy can have 2-3 kilns at least, 5 in an M shape can be good for charcoal

I'm definitely a fan of big smithies so shouldn't be indoors, I got used to 1 tile above it, so a wall doesn't disturb me much 1 above
on sides i just hate when I'm limited. when the left kiln is near the wall, just can't stand it, I will make a new one

space above is good for pottery, or separate for that one too
i can make 12 pottery alone and might be a good idea to use 3 tongs, 3 people can do it, or at least 2, so that means around 18 can be done with one fire, even more
so best bet is 7x3 or 5x5 free space to make that

left and right side from kilns 1 tile is minimum but i would prefer 1 spacing between kilns, that means 2-3 tiles should be open

i still feel more overwhelmed by walls than focused, I need 1 item per tile for fast working so I just hate people who stack the flat rocks, or put hammers and adobe in basket

you don't need newcommen parts close to the smithy, you don't need limestone in bowls, you dont need engine parts scattered around
especially not food, even seen people planting bushes near kilns 2 tile away so the "smith can eat"
also there was some troll planting yew tree near smithy twice in 2 lives

so flooring is a good thing tp revent that, also provides a bit of contrast to the items, especially with my modded pine floors is so good visibility

i prefer 2 spacing for newcommen, faster to drop items
people are more annoying than garbage so definitely shouldn't be next to the pen, bakery or bushes, not even babies, not between any of it, so a huge storage area should separate it from main town

anyhow i imagine its not smaller than 7x7, maybe even 9x9 so i dont see a reason to put inside a building


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#4 2019-12-09 17:18:29

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

Re: Anyone Trying Two Buildings for Engine Work?

pein wrote:

people are still bad at kiln placement or any other placement, 90% of time you should move kilns

I remember you use to say that engine makers shouldn't use Eve's kiln.  But that was before engines could get moved.  Do think it could be better to move the engine than to destroy a kiln and build another?

pein wrote:

  think now you can put pine floor under kilns before you make them ...

Yes, that's possible.  I did it for my forge (I build the whole thing before making a kiln if I recall correctly... I didn't need to make steel tools, since I didn't have any children either).  One pine floor I don't think is too much time to make such an unreasonable thing to do on bs2 also.

pein wrote:

also can be done with one single kiln and newcommen, the main smithy can have 2-3 kilns at least, 5 in an M shape can be good for charcoal

I forgot about the possibility of having just one kiln.   Hmm... maybe a better idea is to have a 6x6 building with one kiln in it and the engine and that kiln can function as the main one for non-newecomen tool making also.  If you want another kiln for charcoal firing or clay making, that goes somewhere else.  That might be better in terms of movement, I don't know.

pein wrote:

you don't need newcommen parts close to the smithy, you don't need limestone in bowls, you dont need engine parts scattered around
especially not food, even seen people planting bushes near kilns 2 tile away so the "smith can eat"

Yeah, if a player has issues with remembering to eat or having a handle on how fast their pip drain rate, they probably aren't suited at that moment in time to be the town's smith.  Kind of seems similar to the 4 year old trying to forge and then starving because she didn't get to food in time, because she's slow and concentrating on using the kiln before it burns out.


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#5 2019-12-09 18:53:08

Gogo
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Registered: 2019-10-11
Posts: 589

Re: Anyone Trying Two Buildings for Engine Work?

pein wrote:

especially not food, even seen people planting bushes near kilns 2 tile away so the "smith can eat"
also there was some troll planting yew tree near smithy twice in 2 lives

Hmm, I had idea that putting stew/turkey broth at blacksmith should be a habit, cause there are always bowls there.

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#6 2019-12-09 19:31:49

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

Re: Anyone Trying Two Buildings for Engine Work?

Near the smith and such can be useful.  Too close to the smith and it's a spacing problem to have turkey broth or a stew pot.   I once made a stew pot early in my low pop town and put it a little closer to my kiln than was optimal as I later figured out (needless to say it's not as chaotic and thus clutter isn't so much of a problem in such a context than on bs2).  5 tiles away from the kiln MIGHT be a rule that can work.  Further away is safer.  Maybe 7 tiles away from the kiln is a better rule.

Also, using a bowl once on the stew pot gives you two meals of stew.  So, the same bowl for stew and smithing isn't quite so happy of a combination.


Danish Clinch.
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#7 2019-12-09 20:48:01

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

Re: Anyone Trying Two Buildings for Engine Work?

pein wrote:

i prefer 2 spacing for newcommen, faster to drop items

It's only 1 more space than 1 spacing for the newcomen.  Look, I realize I was a stupid stubborn ass that one time.  Not working with people even if your way is more efficient can be and was dumb in our case, since "together everyone achieves more" and all that.  But, I think you have a psychological hang up here.  You only get one more space to throw things out between the kiln and engine with 2 spacing, and the heating process takes longer.

Anyways, just something to think about it.  If you're still more comfortable with 2 spacing, do that, and I wouldn't do the same thing I did as before since in the end it turned out useless and I should have caught on earlier that my insistence on efficiency wasn't likely to be productive (even if I had lived... too much argument when there was no time for that).  I'm just saying that your reasoning on this rather minor point doesn't seem quite right, that's all.


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#8 2019-12-10 06:21:07

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

Re: Anyone Trying Two Buildings for Engine Work?

you should draw a line from where people coming where they going. if the kiln is in between any 2 things, you get annoyed all your life by it
best example when 3 guys revived NE town during the 8 day rift
we ordered things, cleaned up then got water, sadly a girl was there and populated the city
they messed it up again
later same thing, during a new revive the kids messed up all the things again, if you focus on important stuff, people misplace things and its harder to fix it, so thats why i start off with board floors or now pine floors, set up kilns and oven then invite in the population

ended up with a huge berry farm, the kilns under the oven and near the pen, the baby area right of kilns, that shit was there 30 hours, with a stew farm under it, you always had beans and babies all around

eventually, I fenced it off and got killed by another family at age 59, then next time I ripped up the floors on baby area and converted all boxes to carts
the kilns were griefed over and over so you could not get clay or adobe less than 300 tiles away, yeah kinda half the rift distance, so was no chance to move it, best you could do is get a clay from soil pit and a straw, then water up one destroyed kiln and make the other

the effort of rebuilding those kilns and tellign people to not go there was stressful

its mostly a population thing, i remember an old life when the population blocked the kiln with babies so the axe was delayed so the people emptied all trees of branches, so the smith could never make an axe cause never had enough kindling to keep up the fire and make charcoal, and make the axe

so i made new kilns slightly right, it was a nice desert spot, ended up just gathering and a mediocre smith was doing all the tools very fast
it was totally worth it, the 5 min i spent on kilns and the free space and no obstructions made all the difference

i haven't had eve runs lately but generally is best to put kilns near some clay and branches, thats faster than transporting everything

actually it can be anywhere, all you need is free space, the oven should be calculated, so its close to pen but far from kilns
cause people gonna build a kitchen around it, that's like having a ring before getting a girlfriend

actually destroying the kiln has not much advantage, it's really situational
you could still make charcoal for the newcommen, and pottery if you got some space, but that comes later
destroying the kiln is a net -2 adobe so you cant build new from that
the only reason why you should still destroy it is to avoid the confusion, people fill look for the kilns and think thats the only one, if there is not there they migh ask or look for the other

since you got tool slots now, you use up 5-6 slots just to do all this
axe so you dont ask for kindling, way too slow
shovel to dig out some reed stumps or clay pits and just cause you can get kindling with shovel (dead or yellow bush), make the compost, even better to get shovel and mallet than adze, since you can dig up a fence (not the pen wall) and still make boards
stakes to make a floor
then the normal kiln, tongs, hammer combo, if you got some meme score then pencil and knife
possibly resort all else like file and saw, etc to others
the other day i really had to use the knfie cause of a pyromaniac idiot who first time tried to make radio from my rods made for grapes
the bich run kilns and newcommen way too early wasting tons of charcoal and copper i made

the smith rather make reserve tools, not 6 pick heads as i often see, more like shovels and hoes
1 reserve for others like froe or adze is well enough if you got multiple, people just lose it further away anyway

which means that newcommen cannot really be run by the same person who runs the smith
also you dont need wrought iron there, nor bowls or plates or flat rocks or clay, just the steel and a kiln, possibly a cistern for water and a box for charcoal baskets, or two

the other day i installed the engine for bell town, had to empty the newcommen and then move the core to the oil
it took me like 30 runs to empty it, during 2.5 lives , same number of rubber, thats why is crazy
used 3 cisterns, 3 tanks, i made one more tank and planted milkweed to waste some water, even had some helper lady

i would definitely say that the more tanks, the better
if you can make rubber, the water tanks are very useful for oil or outposts later, or just helping other towns
so even keeping them for later can work if you can get buckets of water instead
possibly even better to make the new well 200 away and do the work there, take home the water
kinda rare that any veteran plays as ginger and can be there to make the oil when needed, they are more like late visitors who happen to take ver a bell town


the 2 spaceign works better for 2 smiths, since you cover less, the general 1 spacing is bad cause you cant really see behind the newcommen and one person can cover the whole thing
if you got one space, likely they will have more shit nearby
for rods you need a space each so you could even drop one steel a tile before start off, more run but ensures that you got free tile to put back to
on a clean setup you might do 10 pistons alone, on a messy one, 6 even is decent, 2 people can do 10
if you got 2 tiles you can set it above and below it, 2x5 is 10, so you can clear those 2 tiles and stack up 10 steel 6-4 and just drop in 2x5 shape
while with 1 tile distance you got a line of 5 then you need to drop behind newcommen or sideways and its messy

might be jsut psychological, most of times you need to run them multiple times for rods and pulleys
i prefer to have a clean space where no one disturbs than to have it compact and warm


one bowl foods are actually good near smith
just they take it as an invite if its too close
stew is not good since you need to force feed people to get back the bowl
milk can also work

i would say it should be above the kilns like 2 tile and that's fine, i generall put a fence like 4 tile above kiln and a cistern above the newcomer 2-4 tiles away, people not always take away the water from there. boxes for charcoal are good also
maybe some slot boxes bit further for newcommen parts
the normal 5 kilns setup is a bit blocking, could be like
OKOKO
OOOOO
KOKOK

or maybe
KOKOK
OOOOO
KOKOK
if someone is making charcoal is way better to make 5-6 even 8 at a time, more focus on the kindling gathering then do big batches and store in baskets, in boxes

stew is good inside sheep pen when feeding some lambs, take a stew after that, even if you leave half there, cause you will return anyway
if people weren't so dumb you could even put as pen corners instead of bushes
since we got grapes, i don't even advise to plant berries on corners, just leave it tilled or even hardened row with a soil on top
potato or pumpkin could also planted there, people eat it and its far away from soil to put all on 4 corners so they dry out a lot of times

the new thing i gonna make is pie pillars in the middle of bushes, just it would need a 3 wide flooring instead of 1 tile, kinda bored of this 3x3 blocks of berries, pine floors are way faster than boards, set up  that design first, be a bit creative and space it out properly


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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