A house into a house

The worst monsters in the Hearthlands warp the fabric of space and time..

A house into a house

Postby Deon » Fri May 29, 2009 12:41 pm

It looks like I can build a log cabin inside of a log cabin. I didn't do it because I fear of bad consequences, but it should probably be blocked.
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Re: A house into a house

Postby kimya » Mon Jun 01, 2009 11:58 am

true, that works. but i dont think its a bug - its a feature!
that way you can have huge houses!
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Re: A house into a house

Postby sami1337 » Mon Jun 01, 2009 10:09 pm

If it works, you should do it and possibly crash the server. Another bug solved ;)
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Re: A house into a house

Postby shockedfrog » Mon Jun 01, 2009 10:52 pm

I walked into a house earlier where someone did this, it worked fine :) It makes me wonder if houses should be seperate areas like they are now, though, considering the desire to make them the same size they appear on the outside. It's probably easier than trying to implement an isometric line-of-sight system that would give inside and outside meaning, though.

Have Z-levels been considered for Haven and Hearth? The once-awesome RPG World Online's mining basically took place one level below the ground and as well as for mining players could use it to expand their land or dig tunnels from one place to another, and it'd be nice to see something like that here, though I don't know what the impact on the server of having to deal with a world twice the size would be. Also, most of the Dwarf Fortress players would probably end up living most of their lives underground, so maybe not. :)
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Re: A house into a house

Postby kaka » Tue Jun 02, 2009 1:50 am

We've discussed having mines and caves on a map below the ground, just like you said, and I think Jorb is leaning towards that decision.
It could be awesome. :)
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Re: A house into a house

Postby theTrav » Tue Jun 02, 2009 3:42 am

I would totally be a mole if they allow for that :)

It could be implemented in such a was as to not cause too much hassle for the servers though, basically only ground level (above ground) needs to be fully mapped out on the server, and deviations along the z axis can be stored as separate locations, but with an offset to the real world so that it is possible for the server to recognize when two areas are overlapping and so it can then join them up into a single area with two entrance/exits.

I also really like the idea of house modules, that you can build as extensions to existing houses and have the server recognize that the two items are next to each other and so extend the house space when you go into it into a pattern that matches the modules. Multi story houses and balconies would be awesome :)
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Re: A house into a house

Postby jorb » Tue Jun 02, 2009 10:01 am

We have considered the Z-axis option. It's not in there, bu,t in one form or another, it might be. Expect some cool stuff when we get around to the map next time.
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