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Lalaxx
- Posts: 440
- Joined: Sun May 12, 2013 12:15 pm
- Location: Norsca
Re: Game Development: Cattle Time
too bad all my animals starved to death already
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yozzik111
- Posts: 259
- Joined: Thu Dec 22, 2011 10:30 am
Re: Game Development: Cattle Time
Loftar, I am really excited about recent changes in custom client. Just please fix I for Mac OS or, if it's on my side, help me to figure out how can I fix it.
Yormungandr, gurbibal master, drunken hunter, the thief of Constantinopol, he who never died of man`s hand, son of Severin, grandson of Yozz, Yozzik, Wengdalf. Also an owl who's watching.
P.S. More nice hats please!
P.S. More nice hats please!
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SnuggleSnail4
- Posts: 1
- Joined: Mon Apr 08, 2019 7:10 pm
Re: Game Development: Cattle Time
Without a way to distinguish between the animals listed on this sheet in the actual game, I don't think it's really very useful. Moving towards the animal will only work for people with small pens, which I think are not the people who used the amber animal manager.
Also, could the animal memo be ranged like memoing players(or DDD's suggestions are even better tbh)? The tile transition fix is DANK
Also, could the animal memo be ranged like memoing players(or DDD's suggestions are even better tbh)? The tile transition fix is DANK
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Enjoyment_2
- Under curfew
- Posts: 592
- Joined: Mon Oct 19, 2015 12:53 pm
Re: Game Development: Cattle Time
mostly useless, because there's no indicator of an animal's gender and a bunch of them still have the same name, so you can't mark best q pair (and pretty easy can end up killing all your hogs but saving a pair of best q sows - may be a valid choice for a tolerant society, but dumb shit for livestock managing)jorb wrote: [*] Added "Cattle Roster". Domesticated animals can now be "Memorized" from their flower menus, and doing so adds them to your Cattle Roster. The Cattle Roster provides a quick and easily accessible overview of known animals, where you can sort them by their names and other various qualities. Should simplify management of them significantly. You can find it under "Adventure" -> "Cattle Roster".
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Cattle Time
We did consider that, but weren't sure what restrictions should apply. It's not obvious that people want to disclose their cattle qualities to anyone just passing nearby, so we decided to at least start out like this.SnuggleSnail4 wrote:Also, could the animal memo be ranged like memoing players(or DDD's suggestions are even better tbh)?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Game Development: Cattle Time
Solution is simple: Make it require trespassing right on the claim. Without trespassing you have to get close, and with trespassing its ranged. According to the claim that the animal is on, of course.loftar wrote:We did consider that, but weren't sure what restrictions should apply. It's not obvious that people want to disclose their cattle qualities to anyone just passing nearby, so we decided to at least start out like this.SnuggleSnail4 wrote:Also, could the animal memo be ranged like memoing players(or DDD's suggestions are even better tbh)?

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
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Slowwalker
- Posts: 39
- Joined: Sun Jun 09, 2013 10:49 am
Re: Game Development: Cattle Time
All I'm missing right now in the original client is a user-friendly hand and belt interface. It's not very convenient to climb into the interface with a bunch of other things every time. Well, additional bars for "favorites" actions would be useful.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Cattle Time
Could let us build a pasture area and you can memo every animal in the assigned perimeter, as long as you're within a few tiles of the pasture.loftar wrote:We did consider that, but weren't sure what restrictions should apply. It's not obvious that people want to disclose their cattle qualities to anyone just passing nearby, so we decided to at least start out like this.SnuggleSnail4 wrote:Also, could the animal memo be ranged like memoing players(or DDD's suggestions are even better tbh)?





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Apocoreo
- Posts: 908
- Joined: Wed Feb 02, 2011 4:33 pm
Re: Game Development: Cattle Time
And it's a good start, I figured you would have to memo the animals like how this system works.loftar wrote:It's not obvious that people want to disclose their cattle qualities to anyone just passing nearby, so we decided to at least start out like this.
Newborns could be automemo'd if their mother is
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: Cattle Time
Might be a lot of tack-on, but I really think the number of animals that can be used in breeding should be limited to reduce the difference between hyper-efficient setups and regular people setupsDDDsDD999 wrote: Could let us build a pasture area and you can memo every animal in the assigned perimeter, as long as you're within a few tiles of the pasture.
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