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 Crabconomy! 
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Joined: Tue Dec 12, 2006 3:10 pm
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 Crabconomy!
Excitment! Adventure! Fresh crab meat!
Grab your starter's kit and start farming crabs!

Profitable crabs, sir!

For your convenience, an empty skirmish activity is included, along with a pre-equipped farm.
Once you're feeling confident enough, be sure to take this goldmine out to the western front to supplement the dwindling gold supply!

...


Uh, yeah. I was planning on doing more accesories and maybe some modules to further refine products (crab soup!), maybe diseases and such, but can't be arsed, not now atleast.
Right now it contains a Crabkeeper clone, a commercially exploitable Industrial Crab, and gear to exploit said crabs.
Included also is a campaining mission; a ready-made farm with no enemy spawns usable without fiddling with activities.


The crabs breed and need food and grow. There's some silly genetics going on with global Lua tables. Ew.
If you don't want to spoil yourself anything, just check out the status symbols from /Status and fire up Crab Farm with "Empty Scenario"

The profit rate stuff isn't really tested at all. All the values are just some uneducated guesses.


There's not much custom artwork to this mod, so this will have to do:
Image
Replace free with profitable.

This mod has a lot of room for expansion, but it's all very work-requiring.

Please don't spoil the mechanics for those who wish to try them out in action instead.


Attachments:
File comment: Old.
Crabconomy.rte.zip [27.36 KiB]
Downloaded 766 times
File comment: Works in B24
Crabconomy.rte.zip [27.37 KiB]
Downloaded 1433 times


Last edited by findude on Thu Dec 30, 2010 11:06 am, edited 3 times in total.

Tue Nov 30, 2010 4:34 pm
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Post Re: Crabconomy!
I don't get it. How does it work?


Tue Nov 30, 2010 5:31 pm
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Post Re: Crabconomy!
Heh, I dig the sunhat man. Also a nice change of pace from blowin stuff up.

I'm thinkin' we need some prefabricated incubator huts and stuff you can order when you need it.


Tue Nov 30, 2010 6:27 pm
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Post Re: Crabconomy!
Wow!, this was much more than i was expecting. Great work, although i think it would be a little hard to keep a profitable farm going in skirmish and such without another player, and the they dug through the dirt a little to easy, so i edited the map a bit
Image
the teleporter was for easy drop ship loads and enclosed so it felt more oppressive!
What? My maps ugly? meh, also a read me would be nice, I am interested in the genetics factor (haven't encountered it yet)
but aside from that a terrific mod, and i hope more content will be added.Spoilerish (auto-feeder, device that removes fat crabs from normal crabs, and undesired genetic features)
{EDIT}
realized a small problem when i needed to call more crabs in, and added a high tech hole in the roof


Last edited by Fail Flail on Wed Dec 01, 2010 11:02 am, edited 1 time in total.



Wed Dec 01, 2010 10:52 am
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Data Realms Elite
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Post Re: Crabconomy!
findude, instead of changing the global skirmish, make it a campaign mission with no enemies.


Wed Dec 01, 2010 10:59 am
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Post Re: Crabconomy!
findude wrote:
If you don't want to spoil yourself anything, just check out the status symbols from /Status and fire up Crab Farm from the campaning screen.


findude wrote:
just check out the status symbols from /Status and fire up Crab Farm from the campaning screen.


findude wrote:
Crab Farm from the campaning screen.


...

FailFlail: If your crabs made eggs, then genetics already worked. The crabs have a lot of invidual variables they pass on.


Wed Dec 01, 2010 11:23 am
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Post Re: Crabconomy!
some more colors would be nice .


Attachments:
Crabs.zip [29.76 KiB]
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Wed Dec 01, 2010 8:23 pm
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Post Re: Crabconomy!
Not knowing their genders until they want to make use of them is slightly annoying.
I suggest you add a M/F symbol to their HUD and make males and females separately buyable. Maybe also have a third with random gender and status at a discount?

Also if the handler could have a harmless jetpack, that'd be handy.
And/or you could use SetMONotToCollide or whatever it is to avoid other means of accidental deaths due to 2d physics.
If the crabs could navigate past each other and get to food when they're hungry instead of starving behind another crab, that'd be nice.
Making eggs handleable with the handler and sellable by craft would be nice.

Also a wall on the left of the screen would be nice. Anything ejected from the left door of a rocket in the left rocket dock falls off of the world.

All in all, it's a neat concept and you've done some good work on it, but it's still very underdeveloped.


Thu Dec 02, 2010 6:14 am
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Post Re: Crabconomy!
Very interesting. I love seeing game engines used in creative/random ways like this, and I'm glad to see a fresh new idea...honestly I hope such a concept could be used as a core gameplay mechanic, I was actually wondering about a similar idea at one point.

In any case, great idea, great mod. I love seeing those crabs finally used for something.


Wed Dec 08, 2010 4:39 am
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Post Re: Crabconomy!
maybe add other kind of crab, like the ballon crab or something and, if they breed, hybrid crab!

BTW, great idea, this is awsome!


Sat Dec 18, 2010 5:21 am
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Post Crabconomy!
Updated for B24. "Empty scenario" contains no attackers.


Sat Dec 18, 2010 10:40 pm
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Joined: Sun Dec 19, 2010 6:21 pm
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Post Re: Crabconomy!
this is great! the only problem i had was with the crabs digging, so i tried to edit the level in the scene editor, and i did. then i loaded it back up and i got this error:

Attachment:
Picture 1.png
Picture 1.png [ 35.73 KiB | Viewed 15941 times ]


any idea why?


Tue Dec 21, 2010 11:39 am
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Post Re: Crabconomy!
Open Crabconomy.rte/Scenes.ini.
Show us the first dozen or so lines.


Thu Dec 23, 2010 2:11 pm
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Post Re: Crabconomy!
Why doesn't anybody post on this. :( I want to see this improved, like hybrid crab. :smile:


Thu Jan 27, 2011 5:51 am
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Post Re: Crabconomy!
I agree,this could be very very cool, just needs noncolliding crabs, easier to care for ecedera.
AND GROWING PLANTS


Sat Feb 19, 2011 6:46 am
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