Removing Log Cabins

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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Xybb
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Removing Log Cabins

Post by Xybb »

Hi!

Just wanted to suggest to add the possibility to destroy log cabins. Since everything else (except for claims) can be destroyed, why not the cabins. It's not like they have an improtant function, like claims do.

Same goes for the decay of cabins. Everything else is decaying, so they should decay, too.

This has come up, because we misplaced one of our cabins and are not able to remove it from its spot.

We just placed it where we wanted to build the road, but there is no possibilty to remove it yet. Or did I miss something?

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loftar
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Re: Removing Log Cabins

Post by loftar »

We are very well aware, and I'd love to implement destruction for log cabins. The problem is just that I cannot decide on any good mechanics for the stuff that is in the house at the time of destruction. As soon as I can decide on something, I'll probably implement immediately.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Jfloyd
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Re: Removing Log Cabins

Post by Jfloyd »

loftar wrote:We are very well aware, and I'd love to implement destruction for log cabins. The problem is just that I cannot decide on any good mechanics for the stuff that is in the house at the time of destruction. As soon as I can decide on something, I'll probably implement immediately.
I'd say it should take 75% damage if it's left in the house, and there should be some rubble from houses that has to be cleaned up. Low quality boards would be fine.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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loftar
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Re: Removing Log Cabins

Post by loftar »

Jfloyd wrote:I'd say it should take 75% damage if it's left in the house, and there should be some rubble from houses that has to be cleaned up.
There's more to it than that, though. How about players? (Should they die? Take some arbitrary amount of damage?) How about Hearth Fires? And even worse, how about stuff in a cellar? It is hard to imagine that they would be "teleported" out of the cellar, but it is even harder to imagine that a cellar door should be left in the ground.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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sabinati
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Re: Removing Log Cabins

Post by sabinati »

make it so you have to remove all items from the cellar, destroy the cellar, remove all items from the house, and nobody can be in the house to destroy it.
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Xybb
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Re: Removing Log Cabins

Post by Xybb »

I think it would be reasonable if the cellar is still accessible, at least for a day or two until it decays. Also I like the idea of things inside the house getting damaged. You could drain a percentage of the hhp of the players inside the house, which would hurt them alot but not kill them.

Another possibilty could be to "recycle" the house, which doesn't deal any damage to the goods inside the house and you get like half of the building material back. Left over cellars could still decay. Maybe it would be possible to dig after buried goods.

Btw., is there any possibility that you could remove the log cabin from our street? It annoys us and interferes the finishing of our road :(. I hope that it's not that much work for you.
Pacho
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Re: Removing Log Cabins

Post by Pacho »

Or maybe when the cabin collapses (and that's what would happen when it decays) a few low quality boards and logs would be scattered around the place where the cabin was, a broken cellar door would remain in one of the corners (decays quickly too) from which you can access a partially collapsed cellar with items scattered about. Players who were inside the cabin or cellar would be teleported outside (they crawl out) without any stamina and knocked out on the floor. There'd be no damage, but they would be seeing stars for a minute just like when they're knocked out from lack of health.

Hows that sound?

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