jail, i need to walk out

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Frits
Posts: 295
Joined: Sat May 06, 2006 11:02 pm
Location: Netherlands

jail, i need to walk out

Postby Frits » Sat May 06, 2006 11:13 pm

I dont get it. I was jailed, now they decided to let me go and unlock the door and took off. Now my choices are destroy lock, lock the unlocked door and knock on door. I have no tools.

Apparently the door is closed that's why i can knock on it!? i made a screenshot, i'll try and post it next.
Frits
Posts: 295
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Location: Netherlands

Postby Frits » Sat May 06, 2006 11:18 pm

Image
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Chris Johnson
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Postby Chris Johnson » Sat May 06, 2006 11:22 pm

Don't worry about the lock, click on the location button (the 3rd one in the line after your character details)

This will show you exits from the room/jail you are in
Frits
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Joined: Sat May 06, 2006 11:02 pm
Location: Netherlands

Postby Frits » Sat May 06, 2006 11:34 pm

Guess i'll give destroy lock a try.
LOL My newspawn has been warned not to try anything silly after picking up 120 bones and entering a bicycle...
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SCUBA
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Location: Västerlösa, Sweden

Postby SCUBA » Sat May 06, 2006 11:35 pm

Your problem is probably that you still do something. Stop whatever that is and you can leave. Exit button is next to knock button.
/SCUBA

-------------------------------------------------------

<Nick> I have enjoyed some of your forum posts which is rare.
Frits
Posts: 295
Joined: Sat May 06, 2006 11:02 pm
Location: Netherlands

Postby Frits » Sun May 07, 2006 12:24 am

Scuba you're right! I was on a repair project and when i quit that the extra button appeared.
Suppose i'm needling clothes in townsquare can i not go into a building and continue there? Now if i'm farming that's a different sort of project.
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Oasis
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Postby Oasis » Sun May 07, 2006 1:16 am

You cannot take any type of project with you. It remains permanently in the location you start it. You must quit anything you are doing to be able to move around.
Frits
Posts: 295
Joined: Sat May 06, 2006 11:02 pm
Location: Netherlands

Postby Frits » Sun May 07, 2006 3:38 pm

I see. Every project needs a site attribute then. So farming or digging is sitesensitive (placesensitive) but repairing something i am holding or creating a needle with bones i am holding should not be sitesensitive.
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SekoETC
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Postby SekoETC » Sun May 07, 2006 3:43 pm

It has been suggested that some projects could be movable but for some reason it hasn't caught fire this far.
Not-so-sad panda
Frits
Posts: 295
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Location: Netherlands

Postby Frits » Sun May 07, 2006 3:59 pm

This type of illogic will scare away some new players. I can carry resources but not projects!? Persistence only made this newbie realize where my projects had gone. So is adding an attribute easy to code?
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Sho
Posts: 1732
Joined: Fri Dec 26, 2003 4:05 am

Postby Sho » Sun May 07, 2006 4:12 pm

Making projects movable would probably be messy. It really isn't much harder to adapt to the idea of projects being tied to a location than it would be to the idea of some projects being movable and others not.
Frits
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Location: Netherlands

Postby Frits » Sun May 07, 2006 5:05 pm

You're wrong, players being required to adapt should simply be avoided as much as possible. It's not that players dont get it, but some won't.

A project should be attached to the initiator, secondary to other participant(s) not perse to the location it was initiated in.
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Agar
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Postby Agar » Sun May 07, 2006 5:37 pm

Sho post 1342

Frits post 7

Sho's not wrong.
Reality was never my strong point.
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Kreed
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Postby Kreed » Sun May 07, 2006 6:02 pm

Ahem.. Pie post 1828 :D
Yuk yuk yuk.
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Sho
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Postby Sho » Sun May 07, 2006 6:37 pm

Making projects portable would be far too large a change. Regardless of the codability issues (which would probably be significant), it raises questions about carrying weight, project cancelling and project sizes. It would make workshops much harder to manage.

This should probably be discussed on the Suggestions forum, not here.

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