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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Crabconomy!
The plants can be done using the same function tiberium uses to age.
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Sat Feb 19, 2011 8:19 am |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: Crabconomy!
i have a small idea but can someone pm me on the mechanics i am clueless
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Sat Feb 19, 2011 9:33 pm |
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[Insert Name Here]
Joined: Wed May 26, 2010 9:58 pm Posts: 270 Location: [Insert ominous, personally significant and extremely obvious location Here, e.g. behind you]
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Re: Crabconomy!
The mechanics -
Throw snacks at the crabs, they will lay eggs when they meet a crab of the opposite sex. Don't throw snacks and they die. There's no way to tell the sex of a crab or egg until they start mating (Bugfix?).
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Sun Feb 20, 2011 1:16 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: Crabconomy!
ok that helps how do you get money?
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Sun Feb 20, 2011 6:11 pm |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Crabconomy!
The crabs hatch you repeat and after a while when they die pick up the meats and transport them to a rocket and launch into space for cash.
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Sun Feb 20, 2011 7:29 pm |
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The Gunslinger
Joined: Fri Jan 25, 2008 3:53 am Posts: 65
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Re: Crabconomy!
Firing huge live adult crabs into space also nets significant profits.
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Sun Feb 20, 2011 8:50 pm |
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wooden
Joined: Sun Dec 19, 2010 10:53 pm Posts: 423 Location: UPLAND DRUUD
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Re: Crabconomy!
my crab farm is profitable thanks people
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Mon Feb 21, 2011 12:51 am |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Crabconomy!
Has anybody made any progress with this? Cause I'd like to see more from this.
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Mon Feb 21, 2011 11:02 am |
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Gartral
Joined: Wed Feb 23, 2011 5:54 am Posts: 20
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Re: Crabconomy!
bump! This is Awesome Stuff guys!
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Wed Feb 23, 2011 4:54 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Crabconomy!
Truly. I didn't download this when it was first released. Some days ago I spontaneously downloaded it and I believe it's due to the hidden awesomeness behind this mod.
It's such a new experience, growing and farming stuff in CC. This has a lot of potential, though it'll take a lot of work.
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Sat Feb 26, 2011 4:37 pm |
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ludsoe
Joined: Tue Jan 18, 2011 7:50 am Posts: 170 Location: 2 Miles underground on some planet in a vault.
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Re: Crabconomy!
Actually since im basically doing nothing, Id like permission to see if i can tweak the scripts a bit
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Thu Mar 03, 2011 6:40 am |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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Re: Crabconomy!
Just do it, the maker does not seem to be posting, if he does not like it stop.
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Sun Mar 13, 2011 3:45 am |
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Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
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Re: Crabconomy!
bioemerl wrote: I agree,this could be very very cool, just needs noncolliding crabs, easier to care for ecedera. AND GROWING PLANTS If i remember right, there was a growing plant mod a while back (maybe B22/B23) although that thing would absolutely murder everything on the map (like a actor/brain seeking vine. that was self healing.) not sure who made it or what it was called (it was a while back.)
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Thu Apr 07, 2011 11:52 pm |
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Mono The Elder
Joined: Wed Jan 26, 2011 4:44 pm Posts: 104 Location: Not sure. It's Dark in here.
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Re: Crabconomy!
biomerl, found it! here it be! not sure if it work with the current version although i'd imagine it would... viewtopic.php?f=61&t=19114&hilit=vine
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Sun Apr 17, 2011 1:37 pm |
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bioemerl
Joined: Sat Dec 18, 2010 6:11 pm Posts: 285
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Re: Crabconomy!
yeah i know that mod!
it needs a infit grwoing one that has spike balls and seeks actors
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Fri May 06, 2011 1:59 am |
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