OP is missing 'We've been developing..."
Bug report?
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Archiplex
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Re: Game Development: Le Happy Merchant
Queen of a cold, dead land. Caretaker of the sprucecaps.
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jorb
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Re: Game Development: Le Happy Merchant
Brain-fart. Fix'd.Archiplex wrote:OP is missing 'We've been developing..."
Bug report?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Sevenless
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Re: Game Development: Le Happy Merchant
When jorb was talking about them being implemented in the future ala C&I, he said they would.smileyguy4you wrote:do barter stands work over walls?
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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lachlaan
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Re: Game Development: Le Happy Merchant
Try putting them in the fireplace's 4 slots, not sure if the way to do it but headed to bed so people can figure it out meanwhile xDTacheron wrote:Got frogs, no discovery, can't butcher them, can't roast them...what's the recipe?
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loftar
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Re: Game Development: Le Happy Merchant
Nope, but I think that should be less necessary given the implementation. Since the stand holds no items, it is not theft-sensitive, and thanks to the Visitor buff, you should be able to make reasonable sure they aren't all too frivolously destroyed.smileyguy4you wrote:do barter stands work over walls?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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smileyguy4you
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Re: Game Development: Le Happy Merchant
hrmmmloftar wrote:Nope, but I think that should be less necessary given the implementation. Since the stand holds no items, it is not theft-sensitive, and thanks to the Visitor buff, you should be able to make reasonable sure they aren't all too frivolously destroyed.smileyguy4you wrote:do barter stands work over walls?
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sabinati
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Re: Game Development: Le Happy Merchant
Cool, but it seems like you guys don't get some basic concepts about trade. Sure, there are some items where I want to trade specific item x for specific item y, but in general it's more like I'll sell you specific item x for any of the following items at the following quantities. Limiting it to five items as in legacy is a disappointment. Maybe it will bother me less with coins.
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Tacheron
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Re: Game Development: Le Happy Merchant
Gah, nvm, the recipe is already there under meat dishes. 2 frogs per piece. http://puu.sh/lwtTS/61df4e44b8.jpgTacheron wrote:Got frogs, no discovery, can't butcher them, can't roast them...what's the recipe?
That's gonna be a good perception booster in the new worlds when everybody needs perc.
This is not a test of power
This is not a game to be lost or won
Let justice be done
This is not a game to be lost or won
Let justice be done
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loftar
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Re: Game Development: Le Happy Merchant
I indeed imagine it would.sabinati wrote:Maybe it will bother me less with coins.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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smileyguy4you
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Re: Game Development: Le Happy Merchant
so the containers the "hands" are linked to can be behind a wall and the stand outside that wall?loftar wrote:Nope, but I think that should be less necessary given the implementation. Since the stand holds no items, it is not theft-sensitive, and thanks to the Visitor buff, you should be able to make reasonable sure they aren't all too frivolously destroyed.smileyguy4you wrote:do barter stands work over walls?