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Author Topic: [REQUEST] Muffalo farm  (Read 4045 times)

karabeep

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[REQUEST] Muffalo farm
« on: March 15, 2014, 03:44:18 AM »

would be great to have some sort of designate able area or fence and gate item that works to create a "barn" for the designated are so that u can make a colonist a farmer and send him to capture a muffalo or 2 and have them slowly reproduce
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Serrate Bloodrage

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Re: [REQUEST] Muffalo farm
« Reply #1 on: March 15, 2014, 04:33:55 AM »

Its a very cool idea and Im sure someone will correct me if Im wrong, but I believe it is eventually intended. Ty has even given the animals a sex. Reproduction seems like it could be based on the number of males/females you have
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karabeep

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Re: [REQUEST] Muffalo farm
« Reply #2 on: March 15, 2014, 06:02:09 AM »

either way really want this feature lol
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Serrate Bloodrage

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Re: [REQUEST] Muffalo farm
« Reply #3 on: March 15, 2014, 07:10:19 AM »

Yeah mate, totally keen for that sort of feature aswell :)
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deadbeat88

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Re: [REQUEST] Muffalo farm
« Reply #4 on: March 15, 2014, 12:08:14 PM »

Im more interested on domesticating boom rats. :D
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Darker

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Re: [REQUEST] Muffalo farm
« Reply #5 on: March 15, 2014, 12:17:01 PM »

Quote
Im more interested on domesticating boom rats. :D
For what? It's like using nuclear missiles as decorative furniture!
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deadbeat88

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Re: [REQUEST] Muffalo farm
« Reply #6 on: March 15, 2014, 12:26:20 PM »

For what? It's like using nuclear missiles as decorative furniture!

I think my description would be a suffice answer to that.  ;)
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StorymasterQ

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Re: [REQUEST] Muffalo farm
« Reply #7 on: March 16, 2014, 09:01:04 PM »

For what? It's like using nuclear missiles as decorative furniture!

I think my description would be a suffice answer to that.  ;)
But...that just gave a new, entirely different yet awesome, meaning to the term 'nuclear missile' :D
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hawkwing

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Re: [REQUEST] Muffalo farm
« Reply #8 on: March 18, 2014, 12:41:56 PM »

Unrelated, but this got me thinking about making a muffalo stampede event. Where a large group of muffalo spawns on one side of the map and runs to another, attacking things in their way.

Could be a great way for ol' Randy to have a laugh, throwing raiders at you and then killing them off with a stampede as they came to attack.

Also, trained boomrats, attack dogs, and ridable muffalo would be amazing.

Back on topic, though, some sort of "fence" object would be useful for this. Something that didn't block light, had minimal bullet resistance, didn't create roofs, and couldn't be walked through. Of course, you'd need a gate... Sounds like the sort of thing Wood Economy might add / have already.
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Cala13er

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Re: [REQUEST] Muffalo farm
« Reply #9 on: March 18, 2014, 02:18:00 PM »

Currently impossible as we can not change animal behaviour. Otherwise I'd do thid.
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Tynan

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Re: [REQUEST] Muffalo farm
« Reply #10 on: March 20, 2014, 12:54:14 PM »

Currently impossible as we can not change animal behaviour. Otherwise I'd do thid.

You can change animal behavior; you're an A3 tester and can write your own behaviors and behavior trees.
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Hexxagon

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Re: [REQUEST] Muffalo farm
« Reply #11 on: March 20, 2014, 02:54:18 PM »

How can one become a tester, I really would like to become one, sending bug reports and such, also I would like to try to get my mod, Modular Table, running. :D

rab397

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Re: [REQUEST] Muffalo farm
« Reply #12 on: February 25, 2015, 03:47:11 PM »

i want this
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