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#51 2019-12-22 02:14:13

wondible
Member
Registered: 2018-04-19
Posts: 855

Re: What's Up With The Soil Change?

Mekkie wrote:

yea trouble is i can't make a transition for an item that doesn't have it's own unique ID, otherwise I would have by now xD
Although I guess a workaround right now would just be to change 1 pile til into deep soil, which would be a step too far imo.  2 piles was perfect sad

Look at these changes for for things to undo:

https://github.com/jasonrohrer/OneLifeD … 45050ace9a

https://github.com/jasonrohrer/OneLifeD … ca5fc4bda0

https://github.com/jasonrohrer/OneLifeD … dcb6473908

Admittedly most of this seems tangential. I'd look first at this bit:

2 transitions/849_903.txt
@@ -1 +1 @@
849 213 0 0.000000 0.000000 0 0 0 1
849 213 0 0.000000 1.000000 0 0 0 1 0 0

which changes min use fraction between row tiller and tillable row


https://onemap.wondible.com/ -- https://wondible.com/ohol-family-trees/ -- https://wondible.com/ohol-name-picker/
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#52 2019-12-22 07:34:43

ollj
Member
Registered: 2019-06-15
Posts: 626

Re: What's Up With The Soil Change?

farming anything but milkweed is wasting time anyways.
just build roads that connect wild-berries instead.
I get that youre lazy enough beerrymunchers to want to centralize a city, but instead you can have houses along one long road, supplied by whatever is north and south of it. that road than turns into an assembly line, with long thin (milkweed) farms close to it.
a long line covers more area than a city blob.

Last edited by ollj (2019-12-22 07:35:16)

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#53 2019-12-22 08:45:30

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

Re: What's Up With The Soil Change?

Barely any yum if you only live off of wild food ollj.


Danish Clinch.
Longtime tutorial player.

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#54 2019-12-22 18:50:24

testo
Member
Registered: 2019-05-12
Posts: 698

Re: What's Up With The Soil Change?

But Ollj proposes an interesting new meta. Of course, no yum and barely any variety, but it could actually be done a big large one road city. Maybe farm carrot/rabbbit for skins.


- I believe the term "Berrymuncher" is derogatory and therefore I shall use the term "Berrier" instead.

- Jack Ass

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#55 2019-12-22 21:36:10

Mekkie
Member
Registered: 2019-12-17
Posts: 122

Re: What's Up With The Soil Change?

ollj wrote:

farming anything but milkweed is wasting time anyways.
just build roads that connect wild-berries instead.
I get that youre lazy enough beerrymunchers to want to centralize a city, but instead you can have houses along one long road, supplied by whatever is north and south of it. that road than turns into an assembly line, with long thin (milkweed) farms close to it.
a long line covers more area than a city blob.

My berry farm is for toddlers and sheep only... i live mostly off the mutton pies.. that is, until i learn how to make french fries, ketchup, tortilla chips and salsa! big_smile

Oh, and stew... I know stew is amazing, but I haven't learned it yet!  I imagine it takes veggies though.

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#56 2019-12-22 22:22:22

Mekkie
Member
Registered: 2019-12-17
Posts: 122

Re: What's Up With The Soil Change?

wondible wrote:
Mekkie wrote:

yea trouble is i can't make a transition for an item that doesn't have it's own unique ID, otherwise I would have by now xD
Although I guess a workaround right now would just be to change 1 pile til into deep soil, which would be a step too far imo.  2 piles was perfect sad

Look at these changes for for things to undo:

https://github.com/jasonrohrer/OneLifeD … 45050ace9a

https://github.com/jasonrohrer/OneLifeD … ca5fc4bda0

https://github.com/jasonrohrer/OneLifeD … dcb6473908

Admittedly most of this seems tangential. I'd look first at this bit:

2 transitions/849_903.txt
@@ -1 +1 @@
849 213 0 0.000000 0.000000 0 0 0 1
849 213 0 0.000000 1.000000 0 0 0 1 0 0

which changes min use fraction between row tiller and tillable row


Got it, thank you very much! <3

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