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Coop Bug?

PostPosted: Sun Sep 07, 2014 5:33 am
by Frakked
Discovered that it's possible to store dead turkeys in a coop.

Eggs, ****... once removed can't be placed back in... but dead turkeys can?

Awesome little storage bin for dead turkeys...

Posted a public screen shot...

Re: Coop Bug?

PostPosted: Sun Sep 07, 2014 9:13 am
by Feone
Not much point in removing it, as players could just put the turkeys in while they live and not feed them for the same end result. With the size of the coop it's hardly worth it anyway.

Re: Coop Bug?

PostPosted: Sun Sep 07, 2014 9:07 pm
by JohnCarver
Indeed I wouldn't exactly consider this a bug.

Re: Coop Bug?

PostPosted: Mon Sep 08, 2014 3:14 am
by Frakked
JohnCarver wrote:Indeed I wouldn't exactly consider this a bug.


Works for me- when I took my sabatical I had 6 coops going full strength... and of course they all died.

Now I can fill 3 coops with dead turkeys... and have 3 more fully fed (from butchered turkey meat) that I can start over... and I don't waste any shed/cabinet space storing the dead turkeys.

Eggs can exist in coops even when the turkey above has been removed... but can we remove the egg and then return it to the coop? No. Why? They'll never hatch. What value does adding dead turkey's to a coop provide? Anything?



I didn't consider it a bug either- if dead turkeys existed in the coops... it's the fact I can add dead turkeys to it to be the issue... but whatever.

Fantastic store for dead birds... cheap at the cost too. 36 space shed for dead birds.

Thanks!

Re: Coop Bug?

PostPosted: Mon Sep 08, 2014 3:22 am
by RonPaulFTW
Coops are hardly cheaper storage than wood crates.

Re: Coop Bug?

PostPosted: Mon Sep 08, 2014 3:29 am
by Frakked
RonPaulFTW wrote:Coops are hardly cheaper storage than wood crates.


Perhaps...but when they already exist?

I built all the coops hoping for fertile turkeys... but that's was a goof.

Still adding dead turkey's to a coop violates the premise that non-viable objects be given full access.

For you to say it's OK for dead turkeys... why not eggs and turkey **** as well?

If dead turkey can be added back in...why not the rest... are they all not turkey related?


True crates are easy at 15... but I'd prefer big storage over small anyday... and if I could store turkey **** in coops... I'd create 2 dozen tomorrow!

Re: Coop Bug?

PostPosted: Mon Sep 08, 2014 3:56 am
by DarkNacht
Frakked wrote:True crates are easy at 15... but I'd prefer big storage over small anyday... and if I could store turkey **** in coops... I'd create 2 dozen tomorrow!

Just make a couple of chests.

Re: Coop Bug?

PostPosted: Mon Sep 08, 2014 4:17 am
by Frakked
DarkNacht wrote:
Frakked wrote:True crates are easy at 15... but I'd prefer big storage over small anyday... and if I could store turkey **** in coops... I'd create 2 dozen tomorrow!

Just make a couple of chests.


Another worthless comment that has nothing to do with the bug defined.

Thanks; but I think JC has a clear notion of the issue at hand- if he chooses to ignore it; I will exploit it for all it's worth.

Why build chests when I still have 2.5 coops not in use... I have 80 spaces that dead turkeys can reside... with only a single one in use for occasional **** and eggs.

(I still have 2 sheds worth of **** available from when all 6 were in full use.)

Re: Coop Bug?

PostPosted: Mon Sep 08, 2014 4:30 am
by er-queent8r
We all know who the bug is here.

Re: Coop Bug?

PostPosted: Thu Sep 11, 2014 2:17 pm
by Kazogoth
Frakked wrote:Thanks; but I think JC has a clear notion of the issue at hand- if he chooses to ignore it; I will exploit it for all it's worth.


You can build 4 wooden boxes or even more clay urns in the same space a coop takes, and without using nails, i doubt it can be considered a "exploit" or a balance breaking issue.