Hide Shelter
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- kinvoya
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Hide Shelter
How about small huts or tipis made of hide with a wood frame?
They would hold only one or two people and a small amount of resources and would not be lockable.
Rather than always being exposed, I think that in any community people would rig up small shelters like this to get a little privacy and protection.
They would hold only one or two people and a small amount of resources and would not be lockable.
Rather than always being exposed, I think that in any community people would rig up small shelters like this to get a little privacy and protection.
- Spectrus_Wolfus
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- The Crazed Sheep
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- SekoETC
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Appleide
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- Anthony Roberts
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- Location: Chatham, Ontario, Canada
Buildings are my department.
And, let me say, this is on my ToDo list.
Why?
1) There's no way to catagorize the building so that it can't have a lock. As soon as I put it into the "building" area, it becomes a building, and ALL buildings have the ability to make on a lock. Unless this changes, it would be impossible.
2) There's no programming to be able to deconstruct and reconstruct a building. It could be done for an object/tool/weapon (In theory, I'd have to test that out... or rather 'get it' tested out) - But not a building, because you can't assign it any mechanical properties.
Sorry guys, can't do it.
In any case, since #2 isn't there, I refuse to impliment such a "simple" building. It would be too easy for everyone to suddenly have their own home, and at that, would cause locations everywhere to fill with buildings.
Haven't you noticed that in places with the Mud resource, a lot of these Mud Huts suddenly popped up? Same scenario, just on a much, much larger scale - because wood and hide can be acquired almost anywhere.
And, let me say, this is on my ToDo list.
Why?
1) There's no way to catagorize the building so that it can't have a lock. As soon as I put it into the "building" area, it becomes a building, and ALL buildings have the ability to make on a lock. Unless this changes, it would be impossible.
2) There's no programming to be able to deconstruct and reconstruct a building. It could be done for an object/tool/weapon (In theory, I'd have to test that out... or rather 'get it' tested out) - But not a building, because you can't assign it any mechanical properties.
Sorry guys, can't do it.
In any case, since #2 isn't there, I refuse to impliment such a "simple" building. It would be too easy for everyone to suddenly have their own home, and at that, would cause locations everywhere to fill with buildings.
Haven't you noticed that in places with the Mud resource, a lot of these Mud Huts suddenly popped up? Same scenario, just on a much, much larger scale - because wood and hide can be acquired almost anywhere.
-- Anthony Roberts
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Appleide
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- Anthony Roberts
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- The Crazed Sheep
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Appleide
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Appleide
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- The Crazed Sheep
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Appleide wrote:yes, but why can't buildings be destroyed?
From what I understand, destroyable buildings were simply not taken into account when Cantr was programed. So now, for it to be able to occur, the basic programming defintition of a "building" must be changed.
...am I on the right track?
"I'm not a moose, I'm a pig wearing an origami hat with antlers!"
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- The Dark Lord Chuckles, the Silly Piggy
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Appleide
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- The Crazed Sheep
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- Location: Dunno' but it sure is dark...
Appleide wrote:Is there anything like a bag in the game right now? If you have a bag, it should increase the amount you could carry, since you no longer have to carry by hand, may do something like that, an you could go into it yourself..... or let others get in... Will that work?
Wow, where did that come from? One minute we're taking tents, the next we're talking bags. It's madness I tell you! MADNESS!
"I'm not a moose, I'm a pig wearing an origami hat with antlers!"
- The Dark Lord Chuckles, the Silly Piggy
- The Dark Lord Chuckles, the Silly Piggy
- Spectrus_Wolfus
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