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 Crabconomy! 
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Joined: Tue Jan 18, 2011 7:50 am
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Location: 2 Miles underground on some planet in a vault.
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Post Re: Crabconomy!
The plants can be done using the same function tiberium uses to age.


Sat Feb 19, 2011 8:19 am
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Post Re: Crabconomy!
i have a small idea but can someone pm me on the mechanics i am clueless


Sat Feb 19, 2011 9:33 pm
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Joined: Wed May 26, 2010 9:58 pm
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Post 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?).


Sun Feb 20, 2011 1:16 pm
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Post Re: Crabconomy!
ok that helps how do you get money?


Sun Feb 20, 2011 6:11 pm
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Post 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.


Sun Feb 20, 2011 7:29 pm
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Post Re: Crabconomy!
Firing huge live adult crabs into space also nets significant profits.


Sun Feb 20, 2011 8:50 pm
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Post Re: Crabconomy!
my crab farm is profitable thanks people


Mon Feb 21, 2011 12:51 am
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Post Re: Crabconomy!
Has anybody made any progress with this? Cause I'd like to see more from this.


Mon Feb 21, 2011 11:02 am
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Joined: Wed Feb 23, 2011 5:54 am
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Post Re: Crabconomy!
bump! This is Awesome Stuff guys!


Wed Feb 23, 2011 4:54 pm
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Joined: Thu May 15, 2008 11:40 am
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Post 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.


Sat Feb 26, 2011 4:37 pm
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Joined: Tue Jan 18, 2011 7:50 am
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Location: 2 Miles underground on some planet in a vault.
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Post Re: Crabconomy!
Actually since im basically doing nothing, Id like permission to see if i can tweak the scripts a bit


Thu Mar 03, 2011 6:40 am
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Post Re: Crabconomy!
Just do it, the maker does not seem to be posting, if he does not like it stop.


Sun Mar 13, 2011 3:45 am
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Post 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.)


Thu Apr 07, 2011 11:52 pm
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Post 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


Sun Apr 17, 2011 1:37 pm
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Post Re: Crabconomy!
yeah i know that mod!

it needs a infit grwoing one that has spike balls and seeks actors


Fri May 06, 2011 1:59 am
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