Hello Topaz 420 Swag killa hur,
I'm here to talk about the crossroads and the materials that is require to build one.
I've posted on thread when w7 was coming and asked for the Crossroads to go back to 20 blocks and 5 dreams.
But! What should happen is that you can walk through the crossroads to prevent the grief of Cr Walls (So annoying).
Take it into consideration and leave your idea or opinion.
-Topaz 420 swag killa out.
Swag killa back,
We should also bring back the crossroads inside houses due to the patch on the porting bug
Think of the ladies, they want the D as fast as they can, SO HAVE THEM PORT INSIDE RIGHT IN FRONT OF THE BED!
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julian12it
- Posts: 787
- Joined: Sat Sep 11, 2010 8:01 pm
- Location: Topaz
Crossroads
Last edited by julian12it on Fri Sep 06, 2013 2:11 am, edited 1 time in total.
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Mikeyboy
- Posts: 167
- Joined: Sun Feb 26, 2012 7:22 am
- Location: On the river by that village
Re: Crossroads
I agree 100% +10
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tkearns
- Posts: 761
- Joined: Tue Feb 21, 2012 9:24 pm
Re: Crossroads
That ladys in the bed part was minejulian12it wrote:Hello Topaz 420 Swag killa hur,
I'm here to talk about the crossroads and the materials that is require to build one.
I've posted on thread when w7 was coming and asked for the Crossroads to go back to 20 blocks and 5 dreams.
But! What should happen is that you can walk through the crossroads to prevent the grief of Cr Walls (So annoying).
Take it into consideration and leave your idea or opinion.
-Topaz 420 swag killa out.
Swag killa back,
We should also bring back the crossroads inside houses due to the patch on the porting bug
Think of the ladies, they want the D as fast as they can, SO HAVE THEM PORT INSIDE RIGHT IN FRONT OF THE BED!

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AnnaC
- Posts: 853
- Joined: Wed Jun 23, 2010 6:15 pm
Re: Crossroads
I like the cost reduction idea, but crossroads indoors was just silly to begin with. If you couldn't remote summon people, I'd even suggest hearthfires should only be outdoors (or outside cave layers).
But definitely since they are destroyable (especially with a still unfixed commonly known exploit), their cost is ridiculous and should be reduced to what it used to be, I'll agree with that 100%.
But definitely since they are destroyable (especially with a still unfixed commonly known exploit), their cost is ridiculous and should be reduced to what it used to be, I'll agree with that 100%.
Hearthlings: Marona; Chamberlain (retainer alt), Vincavec (shaman of the Dryad Wells Forest)
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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: Crossroads
Issue is still that you cant build an object where a walk through object is placed. You could still cover an island with these and make 100% vaults easier.
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julian12it
- Posts: 787
- Joined: Sat Sep 11, 2010 8:01 pm
- Location: Topaz
Re: Crossroads
But what if you make the crossroads walk through able?Xcom wrote:Issue is still that you cant build an object where a walk through object is placed. You could still cover an island with these and make 100% vaults easier.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Crossroads
loftar wanted to change CR price already, it's not like you can't CR wall without the resources required anyway. loftar might bahleet you though.





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Xcom
- Posts: 1105
- Joined: Wed Dec 14, 2011 1:43 pm
Re: Crossroads
Thats what I said, you cant place a sign where another object is walk through able or not. You can test this with farmcrops and stake claims. Anything that has a hitbox but is walk through able still blocks rams from getting placed down. Only way to fix this would be to remove the crossroad hitbox but then you would have issues of people stacking 20 CRs in one spot turning it into some borked hidden network only custom clients could access.julian12it wrote:But what if you make the crossroads walk through able?Xcom wrote:Issue is still that you cant build an object where a walk through object is placed. You could still cover an island with these and make 100% vaults easier.
Its a complicated problem and honestly the CR price is the best solution.
Edit: Farmcrops work but not stake claims.
Last edited by Xcom on Sun Sep 29, 2013 7:07 am, edited 1 time in total.
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Seizure
- Posts: 1021
- Joined: Thu Sep 03, 2009 5:55 pm
Re: Crossroads
What about requiring a specific distance between crossroads when reducing the cost? At least enough space for a Ram to be built.
I realize some villages have so many connections that they require several CR's to hold them all, but it would just be something to adjust to and encourage these villages to choose their connections more wisely.
I realize some villages have so many connections that they require several CR's to hold them all, but it would just be something to adjust to and encourage these villages to choose their connections more wisely.
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dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Crossroads
Better idea would be, to remove crossroads and village tp-ing completely 
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