Chapter 2.6 Construction Limitations

Construction Limitations
There are some places players can't build. Some of these include monster nests and event locations. Building stakes, and construction animations will show the player's tools as burning. The progress bar appears red, not progressing. Lastly, the character will say to themselves, "Something is keeping me from building here."

Public Construction
Players will still be able to build outside/off of a claim, but these constructions decay quicker than ones that are on claims. These constructions are public use, where anyone can interact with it, they can add and remove furniture, steal from it, or destroy it. Claims allow a player to magically lock areas out from access. Unclaimed, public constructions require players to create locks if they want to stop access. But these can be lock-picked, or broken with the right context and abilities.

NPC Public Construction Interactions
NPC will interact with public construction that have service counters, (covered in a future section,) or constructions that hurt them, such as traps or mounted weapons that attack them. You won't have to worry about an NPC claiming an public construction. However, there may also be NPC criminals looking to pick locks or take accessible items when they have needs or wants. Attacking a criminal NPC will result in no ramifications. However, innocent NPC with witnesses that escape will harbor distrust. Repeat offenses may have have you hunted down.

Connected Building Designs
Buildings can lead into other buildings, even if they are claimed by different ownership. Connect an open portion of a building, like a hallway, room, or archway. Both parties can also use a mallet to open their side of the wall. This will open a pathway between them. If a wall is on both This way, connected areas are mutual. If a player changes their mind, players can also reconstruct walls as usual using resources and a hammer, or replace it with another barrier.

Connected Building Limits
You will only be able to construct connected buildings at a limited length, to avoid players having to go so far around the building like an obstacle. Large, enclosed settlements can break this rule with culture skills. This allows players to create large walled cities, with more densely packed construction. Mobile construction (ships, wagons, and wildlife claims) cannot have connected buildings.

Closed Off Rooms/Gates
Claimed buildings/construction can mark entrances as public or private. So you can have walled-in public areas to create a storefront, or a hang out room, and a private area for storage, or living, where you can keep people from entering. Containers and shelves will still not be interactable to other players unless given access. (Or in a world where crime is allowed, more on this in a future section.) We will cover how buying, selling, and trading can occur in your property in another chapter. To make a public (unclaimed) room private, you will need to create a lock, and have that lock in your inventory.

Large Item Mechanics
Large items cannot be put into an inventory bag, or your core inventory, and will need to be moved by cart, or other vehicles, or buildings like lifts. If not too heavy, and if the item has the right criteria, a character can push, pull, or carry them. Players can move multiple items if they cooperate successfully, or not move to relinquish control to someone else who is moving.