I personally love finding old abandoned [[settlements]], but they lack a certain... something. [[Paving]] lasts forever (or until someone destroys it) and [[fence]]s/[[wall]]s simply disappear once they [[decay]].
Perhaps when a [[fence]] or [[wall]] [[decay]]s it could be replaced with a container (which looks like a ruined version of itself). This container would have 1 or 2 damaged items inside which went into the construction of the [[fence]]/[[wall]]. Obviously when these items [[decay]] themselves the container would vanish also.
* Like a [[plank]] and a [[shaft]] for when a [[fence]] [[decay]]s.
Perhaps we could have [[tile]] types which are part way between [[packed dirt]] and [[gravel]] (and [[cobbles]] etc). So perhaps each RL day [[paving|paved]] [[tile]]s have a (very) small chance of becoming a sort of damaged version of themselves.
* Maybe 0.1% per day of [[gravel]] becoming [[mostly gravel]] or a [[mostly gravel]] becoming [[packed dirt]].* It would only take maybe 2kg of [[rock shards]] to [[paving|pave]] a [[mostly gravel]] into a regular [[gravel]].
* Other types of [[paving]] would have more steps before they become [[packed dirt]] of course.
This could be even less likely than that if it becomes impossible to maintain big roads... but I think that having to repair roads like we do for [[wall]]s and [[fence]]s would make sense. And all this of course would mean abandoned [[settlement]]s would be reclaimed by the wilderness a little bit more... which I think would be nice.
== Locksmithing ==
It seems to me that it's just too easy and quick. Making a [[lock]] and [[key]] should take time and involve making springs, pins and tumblers (or what ever real [[lock]]s are made from!).
=== Lock Complexity ===
We could have a new set of things which could only be made from [[copper]] which are parts of [[lock]]s (like the previously mentioned springs etc). You create the [[lock]] housing or case out of [[iron]] but then have to finish it by adding the other parts (which takes most of the skill).
You could choose which [[quality]] of [[lock]] you want to build from the create menu and obviously the better [[lock]]s would be more difficult. The various components would be added afterwards and would be more difficult to add on the more difficult [[lock]]s.
=== Coin Locks ===
How about [[lock]]s which instead of requiring [[key]]s, take Item:Coin|coins to unlock? In a similar way that you can rent [[bed]]s you could allow access to houses for a price. Getting back out of the house should be free of course.
You could have a house (with high QL [[oven]] and [[forge]] etc) with one [[door]], which you would have to pay to get in, and another [[door]] (free to use) which leads to a closed off [[field]] and [[iron]] [[mine]].
People would pay to have access to the facilities until they leave through the main [[door]]. Just a random thought.
=== Summary ===
This all could then open a new line of crafting with springs and cogs etc. Would people complain if you could build traps, levers and other mechanisms?
==See also==
* Feature Wishlist