I did a quick search and didn't see anyone else suggest it, so I will here.
Could you implement nameable keymolds? I figure it wouldn't be much of a stretch because you can already name keys, but keeping track of keymolds when you have more than one can get a bit bothersome.
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: Keymolds
Remove keys altogether for walls. Just have them for houses and containers.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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theTrav
- Posts: 3464
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Re: Keymolds
I recommend against keeping keymoulds... it's kind of asking for trouble
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Granger
- Posts: 9255
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Re: Keymolds
That would need directionls gates, since you'll have to be able to open/close them from one side - so a way to place them while deciding which side will be which...Avu wrote:Remove keys altogether for walls. Just have them for houses and containers.
Would be a nice addition, esp. in case the new gates would be big enough to let a wagon pass through.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Jackard
- Posts: 8849
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- Location: fucking curios how do they work
Re: Keymolds
the only purpose keys have is being a security flaw for unwitting players. keys are dumb, remove keys
viewtopic.php?f=5&t=5309
viewtopic.php?f=5&t=5309
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SlamBliss
- Posts: 61
- Joined: Sun Apr 18, 2010 9:33 am
Re: Keymolds
So long as they keep the key system active it would be helpful. I'm not stupid enough to take keys with me but it makes village life easier. Strongbox doors are the best doors. 

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DatOneGuy
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Re: Keymolds
This would be nice 'until' we get something better.
No one's saying that the key system isn't absolute shit, and no matter how hard it is (Make it 100 steel a gate for all I care) give us SOMETHING better as an option, however until then a way to label keymolds should be done either way, just like keys.
No one's saying that the key system isn't absolute shit, and no matter how hard it is (Make it 100 steel a gate for all I care) give us SOMETHING better as an option, however until then a way to label keymolds should be done either way, just like keys.
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Ariki
- Posts: 15
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Re: Keymolds
Right now keys are not only a nuisance but a security threat. They should only be used inside the village walls if even that. Right now the only efficient way is crossroad traveling and teleport to village/hearthfire.
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SlamBliss
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JustasJ
- Posts: 205
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Re: Keymolds
Just remove keys and make locks with 4-digit pin codes which would be required for opening the gate but not for closing it. Should do the work.
Throughout the centuries there were men who took first steps, down new roads, armed with nothing but their own vision.
- Ayn Rand
- Ayn Rand