Lockable noticeboard

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Surly
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Re: Lockable noticeboard

Postby Surly » Fri Jun 04, 2010 9:57 pm

Assuming that ProgD do work out a way to bring in a "has=key" type tag (I know I know nothing of programming), there is no reason that the mailbox couldn't be finally used.

There is no reason to redesign the mailbox because of the noticeboard.
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Doug R.
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Re: Lockable noticeboard

Postby Doug R. » Sat Jun 05, 2010 3:37 am

The problems with the mailbox run much deeper than key issues. The main issue is that you can't put notes into containers.
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BZR
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Re: Lockable noticeboard

Postby BZR » Sat Jun 05, 2010 9:06 am

Someone from progD was working on objects in containers recently, let's hope he will clear it out;)
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CrashBlizz
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Re: Lockable noticeboard

Postby CrashBlizz » Tue Jun 29, 2010 3:08 am

Can we confirm whats accepted? Is it lockable noticeboards or the fact that you can change/destroy landmarks?

I really want/need to change certain landmarks.
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Doug R.
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Re: Lockable noticeboard

Postby Doug R. » Tue Jun 29, 2010 3:10 am

Accepted:

Lockable notice board
Destroyable and repairable landmarks

Not accepted:

Alterable landmarks
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CrashBlizz
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Re: Lockable noticeboard

Postby CrashBlizz » Tue Jun 29, 2010 3:13 am

Cool, great, thanks. Destory or change - all the same to me.
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psychowico
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Re: Lockable noticeboard

Postby psychowico » Sun Nov 20, 2011 6:02 pm

Mhhhh, I just working at this suggestion.. What with picking locks to noticeboard? To now we can build new lock when we just in good location (building, vehicle). But what with noticeboard? We want give people possibility to picking this lock? If yes in whitch way we can install lock back?
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Doug R.
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Re: Lockable noticeboard

Postby Doug R. » Sun Nov 20, 2011 7:40 pm

Yes, it should be breakable. If we can't currently install locks in locations where we're not, then we need to make a way to do that before we can implement it.
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Piscator
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Re: Lockable noticeboard

Postby Piscator » Sun Nov 20, 2011 9:18 pm

The easiest way to do this would probably be to add a "break/repair lock" button. (Since you can't enter a noticeboard (or chest), we would need a new button anyway.) Depending on whether a lock is present or not, clicking the button would either start a regular lock breaking or lock building project.
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Doug R.
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Re: Lockable noticeboard

Postby Doug R. » Sun Nov 20, 2011 10:58 pm

If we build a "target" mechanic for loading vehicles on ships, it could easily be applied to adding locks to locations you're not in.
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Re: Lockable noticeboard

Postby Piscator » Mon Nov 21, 2011 3:04 am

Would a noticeboard even be a location? If it's more like a chest we wouldn't have to have a tangible lock object at all. We could simply make the lock a property of the container, which sounds rather easier to use.
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psychowico
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Re: Lockable noticeboard

Postby psychowico » Mon Nov 21, 2011 7:19 am

Noticeboard is more like a chest, like you say. It's kind of object, not location.

Maybe we just use the icon that normally serves to open/close lock? When lock has been destroy we show new form about repairing lock. To destroy lock we can use scheme known from normal locks - when somebody without key and with crowbar try edit noticeboard text - he will see standard form about picking locks.
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Doug R.
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Re: Lockable noticeboard

Postby Doug R. » Mon Nov 21, 2011 12:25 pm

Sounds like a good idea.
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Re: Lockable noticeboard

Postby psychowico » Mon Nov 21, 2011 1:59 pm

So I back to work.
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