At the moment you can build [[stone wall]]s, [[tall stone wall]]s and [[wooden fence]]s. Here's a few ideas for some others:
* Stone Wall with Wood - It has a base the same as a [[stone wall]] but then has a solid wooden fence which maikes makes it 2-3 times as high.
* Hedge - Something other than [[wood]] and [[stone]] for making more natural borders to areas. Perhaps you find seeds for hedges while [[botanizing]]?
There could be a couple of other options for gates. At the moment there are [[wooden fence gate]]s and [[palisade gate]]s, perhaps you could have:
* Stone Arch - DoesnWouldn't open or close and cancould't have a [[lock]] but would have the same texture as [[stone wall]]s and but would look niceused with them.* Reinforced Wooden Gate - Would look best with [[tall stone wall]]s and be stronger than all the other [[gate]]s
== Wall Decay ==
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.
* Or 1 or 2 [[rock shards]] from a ruined [[stone wall]].
== Paving Decay ==
[[Paving]] is another thing. [[Tile]]s are either there or not so they can't have incresing levels of [[damage]]. But everyone knows that if you leave [[dirt]] alone it will become [[grass]] soon enough. The same goes for [[packed dirt]] (although it seems to take longer).
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?
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.==See also==* Feature Wishlist