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#276 Re: Main Forum » This week's update will come out tomorrow » 2019-01-11 15:42:52

Léonard wrote:

I hate the idea of "research" whenever I see it.
It wouldn't fit in this game and would most likely end up being an absolutely boring bottleneck that no one would enjoy doing.
What if I told you that if you're bored whenever you see an abundance of towns having maxed out the tech tree the solution isn't to simply impede everyone's progress but to improve on this experience and add more to the game?
I am of the opinion that if your game is as complete and complex as it should be then the progression and pacing should stand up on its own.
And it absolutely does up to the point where people run out of things to do other than to survive.

The best example I can come up with is tech-oriented industrial minecraft ftb mod-packs.
It took months of playtime to get to the endgame where you generate iridium from UU-matter (and that's without relying on a civilization not collapsing around you).
That experience was a blast learning so many different parts of the game: learning to make a proper smeltery, processing of ores, mass produce rubber, automate machine fabrication, mass produce power, etc...
Everything was so satisfying and fit together so nicely.

I know those are 2 very distinct games but I enjoy them in the exact same way.
I had a blast learning to farm at first, then to make compost, to build pens, to bake, to make clothes, to smith.
Particularly smithing is great: first to make tools, then building a newcomen engine with its various mechanism that then allow you to make an oil rig followed by a fractional distiller that finally gives you access to kerosene.
In my opinion, this is the absolute best part of the game and is what was the most well done.
If I were to be a smith trying to make some tech and all of the sudden I would be unable to make x or y just because "you didn't spend z amount of time just waiting while research is conducted on the crafting of this item, sorry" that would immediatly discourage me from playing at all.

This new update seems to add more complex tech and I am both glad and excited for it.
I bought the game after seeing its trailer where I was promised I would help build civilizations up to the point where we have towns guarded by atomic powered robots and I hope this will be the case.

I do agree with Crumpaloo's first post though.
Some earlier parts of the game could use some updates and be made more complete.
For example farming (as in simply planting and watering stuff, not the composting part) was the first thing I learned and now I always avoid it like the plague.
It is the most boring part of the game while unfortunately being the most important too.
If perhaps it was made more complete with the possibility to create an automatic irrigation system later on.
That would go a long, long way in giving people more incentive to farm and make this part of the game much more interesting.
I heard of the textile idea too and found that absolutely genius.
The reddit thread suggested spinning wheels and looms.
Adding an option as satisfying and complex as smithing for the clothing part of this game that would give much more durable clothes would be absolutely wonderful and is overall a genius idea in my opinion.

Actually drew a whole bunch of concept art in photoshop about a irrigation system in this old post: https://onehouronelife.com/forums/viewtopic.php?id=4836

I feel like in order to truly slow things down and make satisfying gameplay, we need to expand on the mechanics we already have, and THEN work on high tech things like radios and automobiles.

#277 Re: Main Forum » This week's update will come out tomorrow » 2019-01-11 09:26:38

lionon wrote:

I just feel that with every tech update of the game every "civ" in the game immediately jumps forward as well.. There is no sense of development of civs in the game, everything is available from start, albeit you'd need to gather some stuff etc.

There are two things that come to my mind, to one hand it's true. Actually for example the Romans could have built electric motors, they had all the materials, they just had no idea to make coils of the copper and use permanent magnetic rotating stuff to induce electricity to transport it... it's just the knowledge and understanding that was missed. Similar today, I guess probably we could do some of the +1000 years from now tech with stuff available in a contemporary hardware store if just by knowing how to put it together.  Since the characters in the game actually get the knowledge of the players they know of advanced tech even when born into a stone age village.

The other tought, since civs in the game are actually quite short lived to due nocturnal infertility.. if having some kind of "research" mechanic in the game to get a civ to another level would push much out of reach.

So I dunno, just saying I consider it awkward there is no actual "scientific" development in the game and everything becomes available from the player finger tips as soon it gets in the tech tree from every stage of civ.

I could actually get behind putting knowledge barriers, now thinking about it i do find it weird that everything and anything can be made at anypoint with no restrictions other then how to make it, which if you look at one tech takes about 10 minutes for some of the more advanced stuff. I feel like in general theres gotta be more spacing in what people have, vs what they could make. If you look at Rimworld you start out not even knowing how to make basic clothes. Theres these up-gradable research tables that after enough research unlocks more options in techs that help you're colony. I dont know how this would apply to OHOL im just stating similar game mechanics that have worked in the past to adress problems like these.

#278 Re: Main Forum » This week's update will come out tomorrow » 2019-01-11 07:25:24

Love how the updates looking, but if im gonna be honest, it seems out of place, i mean we dont got anvils, advanced clothing, or automatic ways to water our crops. It just seems so offputting that we have cars driving around and yet alot of pre-industrial era inventions are somehow missing. Im not saying the content your putting out isnt nice, im trying to imply that it seems to be out of order.

I dont think im the only one that feels this way either, if the idea is to create a framework of inventions every x amount of years as a sort of main idea of human civilization, and then later go back and add less important stuff to fill in the gaps i guess i could see that making sense, but for now it just feels weird.

#279 Main Forum » Dead Babies for Dummies » 2019-01-10 20:00:48

Crumpaloo
Replies: 2

Wondering what i can do to increase survive rate for bbys. Seems the ones that arent killing themselves are starving at such a high rate. Most of the time we could support more people in these villages and more people means faster development yet these bbys are still starving to death. Are nurseries really the key to keeping people from yeeting their babies down a drain pipe? Or is there some third option im not considering, thoughts?

#280 Re: Main Forum » Building, Well Buildings... » 2019-01-10 18:46:17

CrazyEddie wrote:

So, besides aesthetics (which is totally a sufficient reason in and of itself) what's the utilitarian purpose to making buildings?

I like to have floors to designate specific areas as dedicated to specific functions, which helps reduce clutter and encourages people to spread out. But I'm not sure what benefit walls and doors provide.

Walls and floors mainly provide bounderies, if you got a smith building, people are less likely to walk over the stuff your forging and to put stuff that doesnt belong there in the room. This makes people that dont have a purpose being there stay out of that building/space and go somewhere else where they would be more useful. In general buildings are a mid to late tech because its more of a counter-measure against a village thats becoming too big too just let clutter run around. Also roads are good for fast traveling but pretty counter productive in villages where you wanna slow down and interact with stuff.

#281 Main Forum » Building, Well Buildings... » 2019-01-10 06:06:08

Crumpaloo
Replies: 4

So out of all my favorite things to do in this game building is my favorite. Mainly because if you do it right your projects can last indefinitely. Only problem is making even one building takes up so much time that im trying to find anyway possible to cut down on the time it takes and to do that i wanna adress some issue i got:

1. When digging big stones the shovel takes up space if you choose to bring it back, and if you leave it you have to waste time going back to pick it up, how do we fix this?

2. Are tire carts or horses better for hauling stone easier?

3. Where should you place the stone halves when you drop them off, on top of where you are building it, right next to it, or somewhere else?

4. In what order should you be building?  i.e walls, floors, doors, forges, ovens, boxes, etc.

5. Should you build as you get the resouces to make walls and floors, or should you wait until you have as much as you need, and then start building?

6.  right after you dig up a rock should you chisel it? or shovel all the rocks in the area and then go back around to chisel them? While were on the subject should you transport the rocks you just chisels or should you make a 2nd trip for them?

7. Whats the best way to build with twins (a.k.a a friend or helpful villager)

#282 Main Forum » Moorse Code? » 2019-01-09 14:04:25

Crumpaloo
Replies: 3

Yup seems like Jason is adding Moorse code into the game. The whole pulling invisible voices is basically just a play on words for radio signals and seeing how rudimentary some of these items look i assume that this can only be used for binary language with 1 of 3 mechanics:

1. signals created will be heard by any other civilizations on the server with a similar device

2. signals created are limited in range so only neighboring civilizations can be contacted

3. signals created have incredibly short range and can only work within the size of your average village

No matter what it wouldn't make sense for us to listen to radio signals if we couldn't produce them ourselves making it pretty much confirmed that there will be moorse code after this update.

Only questions i got are:

1. Will morse code be displayed in a text box, as a sound, or both?

2. How will communicating this way affect the overall gameplay?

3. Could we hypothetically triangulate where a village is compared to other villages if they have these devices as well?

4. Is this device portable?

The questions are mainly just speculation fodder to get more people thinking about it which is why i made this post in the first place, that being said, thoughts?

#283 Main Forum » Tips » 2019-01-09 07:47:36

Crumpaloo
Replies: 17

What are some combination recipes, or tips that arent very well known, yet useful for something?

Examples:

.You can take off the flint of a bow drill with a flint chip

.putting single logs on tiles next to eachother makes it easier to make boards

.backpacks can carry soil

.backpacks carry 4 not 3 items

etc.

#284 Re: Main Forum » Suggestion: Irrigations system Part Two » 2019-01-05 15:06:13

wio wrote:

Irrigation should probably take up a tile, and water the adjacent tiles. It should probably use rubber hoses as well. Maybe we want water towers first.

Yeah thats what im thinking, but i wouldnt know how one would go about what to combined to make those tbh...

#285 Re: Main Forum » Suggestion: Irrigations system Part Two » 2019-01-05 09:43:20

Honestly im not sure what the sort of reservoir for the irrigation system would look like, any ideas?

#286 Re: Main Forum » Update incoming, but more about it tomorrow. » 2019-01-04 18:46:48

GreatShawn wrote:
Greep wrote:

This thread is officially the suggestions thread at this rate wink

Congrats everyone

Yeah this is a update thread gone suggestion LOL

#287 Re: Main Forum » Changing mosquito sprites for zoom visibility » 2019-01-03 18:14:34

Tarr wrote:
Crumpaloo wrote:

Pretty sure Jason added these to punish people using zoom mod, which makes it hilariously ironic that now people are editing the sprites to make them easier to see LOL no offense Jason

I haven't actively been playing the game since the last update but when I seen someone say something along the lines of "I'd pay to have someone outline the mosquitoes" I thought about one upping it and just trying to replace the sprite. Now instead of tiny black dots I have giant ms paint flies and I couldn't be happier.

That would be funny if someone just replaced the entire swarm with just one giant Moquito so new players would be terrified of going into jungles and die less. Really for me its snakes, they make no animation when they sit still and you can very easily overlook them if your just autopathing to the next biome, damn things give me a heart attack eat time i get bit.

#288 Re: Main Forum » Changing mosquito sprites for zoom visibility » 2019-01-03 18:07:36

oh also how would i go about creating a custom sprite and then implementing it into the game? Thanks!

#289 Re: Main Forum » Changing mosquito sprites for zoom visibility » 2019-01-03 18:05:33

Tarr wrote:

After all the work I did learning how to do custom emotes/adding in the snowball splat for myself I decided "what if I made mosquitoes actually visible." At first I played around with what I could and couldn't replace the games fly image with. Binding of Isaac flies? Yeah those little circular ones worked wonders while generally being visible with various zooms. On the other hand, using a picture of the flying spaghetti monster didn't work so obviously there is some actual limits. So instead of just stealing content from another game I made some nice red blocks.

http://i.imgur.com/MTFqdUd.jpg

Much much easier to see against the dark green jungle biome unless red-green colorblind but the blocks can be changed to whatever color I want them to be (or maybe not, still trying to play around with this atm). The only real drawback is that skeletons now produce a flying rectangle along with compost doing the same but visible mosquitoes probably worth some slight downgrades on visuals.

And for anyone who wants to sprite swap from flies to red rectangles. I would do something more elegant but drawing is hard and sometimes simple things are the best.
https://www.dropbox.com/s/oct9dea5h3alq … R.tga?dl=0 - The red block model. When placing in folder just change the file name to 307
https://www.dropbox.com/s/cw6s2wka9gmyimg/307.tga?dl=0 This is the crappy fly model posted further down in the thread. Just download and place into sprite folder, no need to name change.


Pick a link from above and enjoy your new mosquito/fly sprite. If you're feeling creative join the thread and make your own mosquito sprite replacements.

Pretty sure Jason added these to punish people using zoom mod, which makes it hilariously ironic that now people are editing the sprites to make them easier to see LOL no offense Jason

#290 Re: Main Forum » Guide for New Players » 2019-01-03 15:15:01

hmrka wrote:

No please teach new players about other food than berry... one time I was in a big town and as soon as my child got old enough to pick things up she started eating berrys. Soon there was none and as she stood in berry bush she said "f" I ran to her with a pie but she starved... right next to the bakery

I mainly made this for absolute beginners, and being beginners i wanted to encourage them to eat from a reliable food source. Not all bakeries have food ironically enough and its mainly entirely dependent on what everyone is doing in the village. Also with more experience players needing pies for doing work that requires a long amount of time and thus food it wouldnt be wise to have new people eat pies that could be used by those people.

Edit: I also didnt want to add too much into this guide as too keep it to the bare minimum, i.e where to find food, what dangers to avoid, and how to replenish your food. I talked about a couple other things but my main focus was to just get new players to a point where they have the time to interact with the world around them and find alternatives as a result, no offense.

#291 Main Forum » Guide for New Players » 2019-01-03 11:41:00

Crumpaloo
Replies: 2

*insert opener here* In general i wanna make this post to help new players learn the basic mechanics faster so if you are a vet or experienced this isnt the post for you. That being said lets get to finding out how to make some of the basic stuff in OHOL:
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Surviving:

(Food): Starting out you wanna eat just berries of gooseberry bushes (TOatpgX.jpg) The berries are purple with seven of them on each bush so when you dont see anymore of them on a bush go find another one to eat.

(Temperature): Temperature affects how often you need to eat, you can see how hot/cold you are by looking at it in the bottom right corner of your screen. Because food is valuable you wanna have as ideal a temperature as possible to save food. Look at where you are on the map and compare it to your temperature meter to find out where you should stand at the most.

(Dangers): Almost all biomes in the game have some sort of danger from mother nature. Wolves, boars, mosquitoes, snakes, and even bears have the ability to kill you if you stand on the tile they are on. Rams and Muflons are neutral and wont attack you if you stand near them. If You are planning to leave the village to do something watch the tiles you click on to make sure you dont step on something. But if you really want to be on the safe side just dont leave the village, and if you find a animal near the village tell someone who knows how to handle the situation. Also standing on and tile thats not empty will make you completely safe from any animals attacking you. Look at which biomes the animals are in so you know what to expect each time you go into one to better prepare yourself.

(Players): Sadly There are greifers in this game like any multiplayer game so you are gonna have to learn how to handle it. First, if you see someone with a bloody knife or bow first ask them why they did what they did. If its very obvious they killed the person for no reason curse them by saying "curse (the persons full in-game name)". NEVER kill someone for something minor like taking something from you, talk to them about it first and try to fix the problem that way. If they are stealing your stuff repeatedly and arent responding, or are killing people and not explaining themselves afterwards, ask someone to help you kill them or click on a knife and right click their avatar.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Farming: For farming you want to start with farming gooseberries, to do this you need soil and water

(Soil): To get soil first left click a basket mesNDsv.jpg if there is something in the basket right click it to take it out. once the basket is empty and you have it in your hands click on either a fertile soil pit or a compost pile
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ph6WQ1S.png
Then with a full basket of soil right click to pour a pile of soil near the gooseberry bushes on a tile thats empty.

(Water): To get water look around for a pond, or a well,

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you can get water from both ponds and wells with just a clay bowl
fS8Iigg.jpg.
However if the well has a bucket on top of it
mTDrBqu.jpg
you will first need to find a bucket yourself
VnN2E3i.jpg
and click on the well to get water from it. Once you drop it you can use a clay bowl on the bucket to get a bowl of water.


(Watering and resoiling): Once a gooseberry runs out of berries it will get darker in color, to get more berries from the bush now you must first use the bowl of soil on the bush, then use the bowl of water on it, after about ten minutes it will produce 7 more berries, after all the berries are taken off the bush it will repeat the cycle.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Other:

(Other Jobs): Theres alot more to do then just farming plants for food, and i highly encourage you to learn them all, but before you go fiddling around with tools ask people that know how to use them what they are for. If you start picking up random things without knowing how to use them all your gonna do is frustrate people that were trying to use them, so ask them how to do the job they are doing, or watch another player and what they are doing to figure out how to replicate their job that way.

(Parenting): If you are a adult women and you have a baby it is your job to feed that baby until it grows hair on its head, without you feeding it the baby will starve and eventually die, it is extremely important you take care of your babies as without any children the village will have no one to look after it making all the progress that village has made pointless. Your baby will say f to tell that he needs to be fed, you can feed your kid automatically by picking them up as though they were a item, every time you pick up and feed your kid you lose one food bar so make sure that there is some food nearby to feed you as well. Another tip is to try to keep you and your baby in a not to cold and not to hot area so that your kid needs to be fed less, and by proxy you will need to eat less from feeding your baby. 

(Questions): If you have any questions about anything more technical ask people in-game for help, or post a comment here about something. You can also make a post on this forum with a list of questions you would like to know. Lastly if you wanna get the source from the horses mouth or whatever saying that is, check out the wiki and tech tree which ill leave links to below.


Tech Tree: https://onetech.info/

One Hour One Life Wiki: https://onehouronelife.gamepedia.com/On … _Life_Wiki

#292 Re: Main Forum » Arena town revived! » 2019-01-03 08:29:52

hmrka wrote:

Just had an epic life as eve gayheart, I spent like thirty min looking for town, saw some corpses with aprons and stuff so I took them. On the way I had a few kids, but as soon as they got old I told them to go along their own path and look for town. My last girl made it with me to town, and then had a bb girl before I died. My kids who made it with me were : Thunder,Goddess,Yannely.

I was shocked that they had a car, oil, cows, pigs...! Even a bell tower (If you hear a bell ringing It is probably from this town). I hope some people wander there.

https://i.imgur.com/ownKYJk.jpg

me: http://lineage.onehouronelife.com/serve … id=2635825
I wish my idol was still playing ohol he could teach me pvp...

Im actually the guy who made that "arena"

Proof:

1st life: https://steamcommunity.com/sharedfiles/ … 1594371612 Was thinking on making town centers to encourage more interactions between players

2nd life: https://steamcommunity.com/sharedfiles/ … 1612759104 Started building walls to make a nursery

3rd life: https://steamcommunity.com/sharedfiles/ … 1612756503 Edit: Finished the build itself with the doors

4th life: https://steamcommunity.com/sharedfiles/ … 1612757558 Edit: had to fix the walls around the newcomen pump cause it was colliding weird and put down roads leading to it


It was definitely a fun experience, and the fact no one locked those doors is very shocking to me but welcoming none the less.


Also: During my first life i was named queen and my daughter was having trouble with giving me a heir, however just as i was handing over the crown she had a girl! We were both pretty surprised but thankful in the end.

#293 Re: Main Forum » Village math » 2019-01-02 16:42:51

CrazyEddie wrote:

Berry farming on warm tiles is the single factor most responsible for determining whether a civilization collapses or not (besides global infertility). The berry farm is the primary food source for children, elderly, noobs, roleplayers, mothers, and the occasional productive person caught in a crunch, which means it's the primary food source, period.

It takes a certain amount of labor, expertise, and attention to keep the berry farm going. Besides the basic task of tending the bushes, there's keeping the compost cycle going (itself a complex operation with several interlocking parts), developing water sources, replacing tools, and at the newcomen pump stage collecting wood, making coal, and tending the fire. There are a limited number of people who know how to do these things or even know that they need to be done. Their time and attention is a very scarce resource.

Putting the berry farm on cold tiles instead of warm tiles doubles the rate at which the berries are consumed, which doubles the rate at which all the above activities need to be done, which doubles the labor demand on the productive players. If that demand exceeds the supply, then one or more parts of the berry supply chain get put under pressure. If one of those parts fails, then the berry farm collapses. The resulting famine kills the children and then the town dies.

Note that this analysis does not depend on the size of the berry farm! The size of the farm doesn't (directly) affect how many people it can support! The farm's capacity at any given moment is determined by how many people are devoted to the berry supply chain (basic tending, compost cycle, water source development, etc). The size of the farm merely determines how much buffer you have when the demand outstrips supply before the famine hits. A bigger farm starting to turn brown can serve as a warning to the productive players that the berry cycle has broken down, giving them a chance to fix it before the noob food runs out and the children all die.

Yum and temperature control matter a lot less for productive players. I usually don't bother making clothes for myself. As long as the berry farm is healthy and the compost cycle is working, there will be a vast surplus of food that productive players can draw upon outside of the berry farm. The tempo of the food cycle is determined not by the food demands of the productive players, but by the food demands of the berry farm users.

Thats the problem i got with Jungle villages, they save food by having warm climate, but lose food because noobs run into mosquitos 24/7 so really its just not worth it, maybe if your town bordered on a jungle biome you could set up a farm there but idk people can be pretty accident prone and one false slip will cost you 100+ pips

#294 Main Forum » Have Not vs. Waste Not » 2019-01-02 16:30:34

Crumpaloo
Replies: 9

So recently ive come across the conundrum that is players that eat high hunger bar filling items when i know for a fact they must have like 2 or 3 bars empty. Basically all the hunger that had the potential to feed someone who would of got more out of it is wasted because someone thought it would be convenient to just eat another pie slice. This kind of makes me take a look back on all the other food types, i mean i know when it comes to long work hours without breaks pies are great for that, but when they are just sitting around in a old wooden box and a noob finds it, what do you thing hes gonna do? My point is that just because something has a high food gainage does NOT mean it should be made regularly, some foods even give 20 hunger bar when at MOST you only need 19 and i dont think i gotta explain why that is entirely unnecessary . Infact most people dont even eat food at 1 hunger bar, although it does happen everyonce in a while, thats not the norm and mainly its around 4 or 3 when the ding starts going off. So with all that information, wouldnt it be safe to conclude that foods with hunger ranges from 15-19 would be pretty optimal for overall village round abouts? Would love to get a second opinion.

#295 Main Forum » Village math » 2019-01-02 08:27:29

Crumpaloo
Replies: 13

So ive been getting into making all sorts of foods for my villages and wanted to know a couple of things that may or may not require math, questions go as followed:

1. how many people on average live in a village?

2. how often does one person in that village need to eat food?

3. Whats the average amount of food bars a person will need for their life or atleast a fraction of it?

4. how fast does a person lose hunger in a extremley cold/hot situation?

#296 Main Forum » Anti-Suggestions: » 2018-12-31 05:34:52

Crumpaloo
Replies: 3

Now i know that the community has alot of already good suggestions, some of which are already in the process of being implemented. But that being said inorder to counteract the numerous suggestions and mechanics being given what are some things you think should not be implemented in the game, and why?

#297 Re: Main Forum » Localized Apocolypses » 2018-12-30 23:14:37

lionon wrote:
Crumpaloo wrote:

It would also encourage people to set up civilizations farther away from others which im sure is what Jason wants

Actually AFAIK no, civilizations ought to interact more.. otherwise each lineage could be it's own server map and be done with it, there currently is just no reason for them to interact... (for example there is no incentive to trade)

I just dont think  that will happen, since most eves spawn far away from other villages as the server gets older more villages will be pushed further and further from the center point which is gonna spread villages far and few between. Kind of like the big bang where everything was infinitely close to each other until it all started expanding, now instead of galaxies being atoms from each other now they are light years. Basically making a giant village ring, and because most villages die within 24 hours it only exacerbates the situation.

#298 Re: Main Forum » Localized Apocolypses » 2018-12-30 13:06:35

It would also encourage people to set up civilizations farther away from others which im sure is what Jason wants

#299 Main Forum » Localized Apocolypses » 2018-12-30 06:35:01

Crumpaloo
Replies: 4

basically they act as a reset buttion for a certain number of tiles from the end stone tower itself, so instead of wiping the whole server, it wipes like 3 or 4 civilizations

#300 Re: Main Forum » Advice » 2018-12-29 21:03:11

betame wrote:

I'm not sure I'm understanding the proposed solution.
-How will the pipes be connected without "reading" other tiles?
-What is the "system as a whole"?
-How will the engine know which different animation to play?

-How will it water plants without being part of their object?


For the first bit, depending on the direction of the pipe there will be a forced empty tile, when you combine on pipe with another it places the pipe you just combined in that empty tile, then creates empty tiles at the end of the pipe for the process to be repeated again.

The system as a whole is a place holder for the name of all the irrigation pipes that would be combined together and act as one object

Ideally there will be one reservoir to act as a input/output system, when water is added into it it will fill and play the water animation of whatever pipes it is connected to, then the more units of water you add, the more connected irrigation pipes will fill up and play a watering animation. After certain plants become watered the water in the pipes will slowly drain back into the reservoir until more water can be added.

For the last question, im thinking of a system where every 10 seconds all directly connected tiles are watered, whether there is a plant there or not, then if there was a plant there they will automatically be watered. Now that im thinking about it, maybe have it so that no matter if the plants were watered or not the irrigation pipe is always slowly losing water. That would prevent the need to have some sort of in-game water tally system thus elimanating the need for the reading of other tiles actions. Only problem i see with this is if a water bowl is nearby and it is constantly being refilled, but to combat that i would add some sort of special unit of water that isnt a bucket or a bowl and can only be interacted with domesticated plants.


The reddit post and subsequent forum post about it goes into alot more detail:


Reddit: https://www.reddit.com/r/OneLifeSuggest … g_recipes/

Forum: https://onehouronelife.com/forums/viewtopic.php?id=4836

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