| Author |
Message |
 IAPhoenix
|
Date sent: 2015/01/13 23:00:04
People in my faction have posted some signs I want to remove and they are protected by default. Maybe turn it off by default, and mods/admins can turn it back on when they are making signs that need protection such as in the shops and stuff? |
 HazzaB
|
Date sent: 2015/01/14 03:20:17
I agree. Chests auto-locking is sensible. Furnaces makes sense too, even though it can be a pain to remove all the locked furnaces lying around.
Signs on the other hand are often left around to leave notes to people, who then need a member of staff to remove them. Having them not lock by default would reduce the work for many of the staff and faction leaders. Any important sign can simply be /cprivate'd or /lock'd
There are also some bugs with which block the sign should lock, though you can use this to your advantage to lock any block which is quite useful, so I'd prefer you not to fix it ;D |
 IAPhoenix
|
Date sent: 2015/01/14 06:56:35
I noticed that too. As soon as I realized that trick I locked all my beacons with signs. Hahaha |
 IAPhoenix
|
Date sent: 2015/01/23 02:50:44
* Also, let Mods and Trial-Mods unlock signs. My faction territory is a mess because of all the locked signs. I asked a Trial-Mod to help me the other day and he didn't have the power to do it.
* Also, consider turning off door, gate, and trapdoor locking. It's not needed with factions turned on. Whenever my faction members lock their doors, I have to chop holes in their wall to get into their houses. As a faction mod, I often need to get into houses for legitimate reasons including investigating a guy that stole people's houses and helping an offline member get her house de-griefed. |