I was wondering how best to build gates with new mechanics because I wanted a way to get into safety with a slave key if im in combat, but prevent anyone with just the slave key from my body getting into the centre of the base. Ive drawn what I think is a ingenious solution below, but afaik this is what everyone already does.
red is the visitor gate which can safely be permanently open. blue is your route if you are aggroed, green is your usual route out of the base, where the inner green door is the one you keep closed.
If anyone sees holes in this scheme git me up.
Whilst there is a thread on security can anyone advise how much should I worry about installing metal locks instead of wooden ones?
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banok
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Re: Any downside to having just visitor's gates?
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Jackwolf
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Re: Any downside to having just visitor's gates?
Biggest issue there is if you ever forget to leave the inner gate closed then you're immediately toast.
Most security issues in this game come from forgetfulness, it's why I always always always recommend having the visitor gate on the interior. Because if they get past the front entrance they're still forced to go through the visitors, so they can't steal.
Your method looks fine, but you should put a log cabin inside your airlock to deaggro. You can also then put a decent ql metal lock on the door, and then the cellar, as a deterrent for pvpers chasing you
Most security issues in this game come from forgetfulness, it's why I always always always recommend having the visitor gate on the interior. Because if they get past the front entrance they're still forced to go through the visitors, so they can't steal.
Your method looks fine, but you should put a log cabin inside your airlock to deaggro. You can also then put a decent ql metal lock on the door, and then the cellar, as a deterrent for pvpers chasing you
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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mvgulik
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Re: Any downside to having just visitor's gates?
Ergo: More ingenuous than ingenious.Jackwolf wrote:Biggest issue there is if you ever forget to leave the inner gate closed then you're immediately toast.
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Using a corridor with only two visitor gates (and no other gates or a de-aggro option) is also fun. Until you get aggro-locked between them by a player with a range weapon. "Oops" (good alternative moving target practice)
Last edited by mvgulik on Mon Apr 12, 2021 11:41 am, edited 1 time in total.
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Jackwolf
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Re: Any downside to having just visitor's gates?
Not sure where I ever implied, at any point, that you should have a single corridor with only visitor gates.
Not to mention you can't get aggro'd by a player through a gate, even with a ranged weapon, anymore.
Not to mention you can't get aggro'd by a player through a gate, even with a ranged weapon, anymore.
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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banok
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Re: Any downside to having just visitor's gates?
Actually not completely correct because i would leave the blue combat door closed by default. But yeah then it could be entered by slave key but not a problem imo because id have to both forget to close and lose a slave key at the same time.Jackwolf wrote:Biggest issue there is if you ever forget to leave the inner gate closed then you're immediately toast.
Most security issues in this game come from forgetfulness, it's why I always always always recommend having the visitor gate on the interior. Because if they get past the front entrance they're still forced to go through the visitors, so they can't steal.
Your method looks fine, but you should put a log cabin inside your airlock to deaggro. You can also then put a decent ql metal lock on the door, and then the cellar, as a deterrent for pvpers chasing you
I think the log cabin thing is super unnecessary for my small hermitage, sure for a large village claim its a solid feature. But this design is for a 5 by 5 airlock on the corners of your base using minimal space and wood. (Could be 4 by 4 with smaller gates). Villages can make more elaborate versions. But this design can be on every gate, having to run to the special gate with the safe house could be where you are killed.
I do on reflection need a alt with a slave key just incase i am stuck in the airlock in combat whilst im safe for being attacked, to let me back inthru the outward facing inner gate. I have been trying to play zero alts w13 but guess i will have to do it.
Last edited by banok on Mon Apr 12, 2021 11:46 am, edited 1 time in total.
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mvgulik
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Re: Any downside to having just visitor's gates?
Not sure why you think I implied you did.
Good to know.
Good to know.
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mvgulik
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Re: Any downside to having just visitor's gates?
"Not really a problem, because it would never happen to me" has an odd ring to it.
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Jackwolf
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Re: Any downside to having just visitor's gates?
Cabin only takes up a 4x4 space if you break it off snap-to-grid, means your airlock would only have to be 4 deep - which most people seem to make them anyways.banok wrote:I think the log cabin thing is super unnecessary for my small hermitage,
Smallest possible space is 6x4 - enough for a 2 wide gate directly in front of it. This also keeps you from being absolutely decked by animals that run faster than you, as you can enter the cabin whereas you can't really close the gate behind yourself before they're on you.
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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meus
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Re: Any downside to having just visitor's gates?
Whether it's you or them with the slave key, it makes no difference, if you can enter from outside with just a slave key then so can they, too, and they can follow you in before you lock the gate behind you.banok wrote:I wanted a way to get into safety with a slave key if im in combat, but prevent anyone with just the slave key from my body getting into the centre of the base
If you just want a method to escape animals then just a log cabin somewhere does the same job with less risks. And there will be no need to waste space and/or complicate the way you go in/out.
Mind that houses can also be locked so you could de-aggro and HS out before they pick the lock and break in.
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banok
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Re: Any downside to having just visitor's gates?
@meus enterable with slave IF I leave the main door open, which still much more secure than just a regular gate. People seem to hate it but also not completely understand it. But yeah a standalone log cabin with lock is a decent suggestion (edit)
Anyway while we have this topic do I need to put locks on visitor gates? I imagine without locks people can enter without permission but with debuff so isnt the worst, but hard to tell.
IIRC you cannot shoot through open visitor gates with bow right?
Anyway while we have this topic do I need to put locks on visitor gates? I imagine without locks people can enter without permission but with debuff so isnt the worst, but hard to tell.
IIRC you cannot shoot through open visitor gates with bow right?