I suggest that wooden walls and gates be implemented, so players can build walls around their claimed areas and put a gate there. This would be a simple solution so thefts would be harder.
Without vaults, of course.
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Jfloyd
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Re: Wooden walls + Gates
It'd be nice, once cities are made, to be able to place flags on the walls. Also, you should only be able to set options on who can enter.
I'd say these:
Villager kin only
Villagers only
and there should be a way to make someone a trader as well. Maybe you'd have to have a certain hard to get item with you.
If that'd be the case, there'd be an allow traders function as well.
I'd say these:
Villager kin only
Villagers only
and there should be a way to make someone a trader as well. Maybe you'd have to have a certain hard to get item with you.
If that'd be the case, there'd be an allow traders function as well.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Hamel
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Re: Wooden walls + Gates
I think anyone should be able to open gates, assuming they're on the right side of it.
The grumpiest tree you ever did see.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
Character: Hamel, previously Chieftain of Ancient Bottleneck, a founding father of the Confederation of Bottleneck. Currently a hibernating soul.
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Jfloyd
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Re: Wooden walls + Gates
That serves no purpose then, if they're supposed to be for saftey....Hamel wrote:I think anyone should be able to open gates, assuming they're on the right side of it.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Blaze
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Re: Wooden walls + Gates
You missed the point :pJfloyd wrote:That serves no purpose then, if they're supposed to be for saftey....Hamel wrote:I think anyone should be able to open gates, assuming they're on the right side of it.
Like Troy, anyone should be able to open the gate from the inside.
In that case, we should allow people to HIDE inside large containers, for the purposes of sneaking in undetected.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
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Jfloyd
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Re: Wooden walls + Gates
Trojan Cow, and I was only saying that for going inside by yourself, but if someone opens the gate for thats different.Blaze wrote:You missed the point :pJfloyd wrote:That serves no purpose then, if they're supposed to be for saftey....Hamel wrote:I think anyone should be able to open gates, assuming they're on the right side of it.
Like Troy, anyone should be able to open the gate from the inside.
In that case, we should allow people to HIDE inside large containers, for the purposes of sneaking in undetected.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Blaze
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Re: Wooden walls + Gates
Maybe you should give people a "Gatekeeper's Sigil" or something that'll allow you to open a gate remotely.
1. There would be a gate and a mechanism that opens/closes it.
2. Craft a "Gatekeeper's Sigil".
3. "Attune" the sigil to the gate by holding it and r-clicking on the mechanism.
4. Open the gate with the mechanism, exit it, then use the sigil to close it (Uses a charge and the sigil holds X charges)
5. When returning and no one is inside to open it, use the sigil again to open the gate.
6. Close the gate with the mechanism.
The sigil can be either rechargable or consumable, either way.
If someone wants to gain entry but doesn't have a sigil, they could take it from someone who does, then use the sigil to track down which gate it opens, like crime scents do.
1. There would be a gate and a mechanism that opens/closes it.
2. Craft a "Gatekeeper's Sigil".
3. "Attune" the sigil to the gate by holding it and r-clicking on the mechanism.
4. Open the gate with the mechanism, exit it, then use the sigil to close it (Uses a charge and the sigil holds X charges)
5. When returning and no one is inside to open it, use the sigil again to open the gate.
6. Close the gate with the mechanism.
The sigil can be either rechargable or consumable, either way.
If someone wants to gain entry but doesn't have a sigil, they could take it from someone who does, then use the sigil to track down which gate it opens, like crime scents do.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
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Jfloyd
- Posts: 995
- Joined: Tue Jun 09, 2009 3:51 am
Re: Wooden walls + Gates
That'd be nice, and then "officals" can give them to traders and such.Blaze wrote:Maybe you should give people a "Gatekeeper's Sigil" or something that'll allow you to open a gate remotely.
1. There would be a gate and a mechanism that opens/closes it.
2. Craft a "Gatekeeper's Sigil".
3. "Attune" the sigil to the gate by holding it and r-clicking on the mechanism.
4. Open the gate with the mechanism, exit it, then use the sigil to close it (Uses a charge and the sigil holds X charges)
5. When returning and no one is inside to open it, use the sigil again to open the gate.
6. Close the gate with the mechanism.
The sigil can be either rechargable or consumable, either way.
If someone wants to gain entry but doesn't have a sigil, they could take it from someone who does, then use the sigil to track down which gate it opens, like crime scents do.
Supplies needed:
One stone
2 Dreams
y/n?
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Vanigo
- Posts: 146
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Re: Wooden walls + Gates
I don't know; it seems a bit artificial. I'd think that, short-term, just restricting opening gates from the outside to villagers would work okay, and long term the task could fall to NPC guards. I suppose having them check gate passes would come to about the same thing, though.
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JTG
- Posts: 339
- Joined: Fri Jun 12, 2009 4:11 am
Re: Wooden walls + Gates
I don't like the idea of npc's period in a sandbox game.