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UnBeeLeivable started following Milkweed pod do not respawn
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JonnyBGood started following Grounded 2 Mounts in the way and a few suggestions.
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First off Great Game! Congrats on the success it's well deserved and the hard work is much appreciated. Second: Mounts follow a little too close always getting in the way when harvesting materials. I know there's a stay prompt but having to turn around and initiate it every time is a pain when you need a butt load of the same material. You could just give the ants the same tier chopping power as your current Omni tool so you never have to get off the buggy when gathering stems. Now for my Suggestions: #1 & #2 would work together. #1. Adding flying mounts like Butterflies, Bees or Dragonflies. #2. Adding a Bird Boss or a couple of them not something you'd kill of course just something that leaves its nest after you beat it the first time hell you could also use said bird or birds to keep flying mounts out of certain areas saying it's too dangerous for buggy having them either knock you off the mount or straight up try to eat and kill you if you don't change your course. idk just a thought but if not how about a butterfly wing suit, parasail or hangglider just something that travels faster and further than the dandelion tuft. #3. Adding a base repellent that only repels common enemies not O.R.C waves. #4. Adding the ability to Tame certain insects to go gather materials, guard your base, help with certain task when they're with you or to increase stats like carrying weight, run speed or inventory space while equipped/following, you could add 2 blueprints a Bug Pin or Nest for your insects on standby and a Burg.L Insect Management Station allowing you to give different orders and tasks to your insects like guard the base or harvest certain materials you've already found. Just give them an allotted time to finish said tasks and a certain amount they can obtain from said task.
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UnBeeLeivable joined the community
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raspberrymagic started following Apotheosis - Mod Editor for Deadfire
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Buggy lost when getting close to ice
Alynxkia replied to Thyrosis's topic in Grounded 2: Feedback & Suggestions
I wonder if this is the current default to handle if you entered the biome further in from the edge (from above) as the buggy would not be able to stay where the dismount was triggered. It could bolt for the nearest non-ice area but I don’t know that would be any better. If you are on the edge of the biome it would be convenient for the buggy to act like you are approaching a lab door. -
There's a reason some/many of those tribes in serious desert climes wear/wore those long loose robe type outfits. ----- Doctor for hubby today. Not the nerve surgery tho. They're insisting on trying injections of steroids first, this time several all over the lower spine/back or some such vs. only one shot in one spot. And then if that doesn't work, another round closer/into vertebrae themselves (or something, I don't know the terms) to see if THAT works (they could do that one twice a year, if it helps). Which kind of feels like a runaround to me since they did a single-shot last year - he didn't need a driver for that one - and then claimed they didn't/couldn't do more at that time, but ok. I suppose the nerve surgeon wants to double-check these options on his own orders. Well, we'll see. It all gets so frustrating tho, medical system. Ah well.
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Hi. I do not know if this has been shared previously or not. If it was I’m sure someone in the community will be able to answer and if not, hopefully the devs will answer. Will the roadmap be updated as feedback is seen and changes are made? If so, how often can we expect an “update” on the plans for the game? Thank you for your time.
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Thyrosis started following Buggy lost when getting close to ice
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Hi there, I searched the forums but haven't seen this mentioned yet. Maybe I didn't search hard enough, if so, I apologise. When you're riding your buggy too close to the ice area, you suddenly jump off the buggy because it's too cold. Not only that, the buggy completely disappears. Somehow, it gets cold feet and manages to teleport back home. I get the "oh it's cold, you can't ride it" part. But I don't get why, without warning, the buggy just disappears. Leaving the player to fend for itself. I love Grounded 2 so far, but this had me die (and rage quit) on several occasions. To improve this experience, I can see the buggy jump back as soon as it touches the ice, keeping the rider in the saddle. Or, launch the rider off the buggy, but keep the buggy at the edge of the ice so you can jump back on and ride around if needed. Thanks! Thy
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The TV and Streaming Thread: That's Entertainment!
Sarex replied to LadyCrimson's topic in Way Off-Topic
Anyone watch Alien Earth? Any good? -
A few ideas/suggestions for Grounded 2
Alynxkia replied to Milk's topic in Grounded 2: Feedback & Suggestions
I like the more complex buggy collecting, raising, mutations, and breeding proposed. I definitely like the idea of finding rare types to tame as I’m a fan of anything that gives us a worthwhile reason to explore/re-explore the map. If what we feed our bugs can change its stats, that gives a reason to expand how Grounded does farming/cooking so we can obtain more materials (and use more of what we already have) and provides us with more reasons to cook. We could harvest from the garden that I believe is planned in the park and maybe have some of the smaller veggies be something we can grow back at our own bases. There are a lot of small to miniature veggie/fruit varieties that could work. It honestly can’t be any weirder than us growing giant mushrooms that are like trees compared to our shrunken size. There could be different planters to build. Maybe an upgraded version of acorn water reservoir to water planters which in turn would encourage having multiple dew drop web collectors. -
Hello, I play grounded 2 on an Xbox 1. I am having an issue with my inventory where I am only able to select the 2 of the slots and I am only able to equip and unequip between 2 weapons? It will not allow me to do anything else in the inventory menu except sort what I’m holding and drop my equipped weapon, any help would be greatly appreciated.
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Wolf Spider Legs
Alynxkia replied to l Sinical l's topic in Grounded 2: Technical Support (Spoiler Warning!)
I’ve seen the glitch that you were talking about and based off of my social media feeds it seems to be something all of us, or a fair portion at least, have encountered. It somehow made the wolf spider both more horrifying and yet somehow humorous. I don’t know if the wonky legs are related to the issue that I had where a wolf spider followed me into the stone stash tunnel, and I couldn’t actually fight it because it was bouncing around in a very glitchy fashion and seemed to be ignoring collision with terrain. -
Locked Blueprints: Blueprints sometimes “lock” and I can not move or delete them normally. It’s not due to another blueprint being attached to it. This can happen when there is only one blueprint used. I have to use the menu option to delete nearby blueprints. New blueprint acting like primary support: I was adding onto one of my structures and I changed my mind on where I placed down new blueprint so I tried to delete it and my entire “already built” building collapsed… None of the building was using this blueprint to support it. The blueprint was not built. It had not existed before the rest of the building. I reloaded my save and tried to remove it again and it collapsed the building again. Using the menu to delete nearby blueprints did fix this. Support Points: I really want builds to recognize multiple support points with the landscape and not just the first piece placed. I know that it’s recognizing support from other building pieces (at least most of the time) but it sure doesn’t seem to be recognizing if I have reached another root, or a fence post or reconnected with the ground beyond when a piece tries to cut too far in and thus displays “location occupied”. Support Miscount: There are times in my builds where the building pieces don’t seem to recognize that they’re supporting each other and that each piece is counting all of the other pieces as being supported by them. Nothing like the railing on the balcony saying it’s supporting several hundred pieces when it’s only connected to a single flooring piece. Reloading fixes this. Random Unsupported Surface: I have noticed that the tops of the fence post logs will randomly display “unsupported” when trying to build. Canceling the blueprint and retrying is sometimes enough to fix that and other times I need to reload. The error can also occur when trying to place down a pallet. ORC Raids on builds: When ORC raids are happening and I’m on a build, sometimes the ORC bugs cannot move past a certain point. There’s nothing visible in their way. They seem to just be stuck on the connecting point between flooring pieces.
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Add a centipede to the game would make a cool buggy and armor
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Enemies inside tree roots
Alynxkia replied to Alicia's topic in Grounded 2: Technical Support (Spoiler Warning!)
I encountered the enemy inside of landscape object issue all over the map. A few examples: There’s a small/medium size stone by one of the log fence poles (lower right of picnic table) that seems to have mites or spiders within it a fair portion of the time and one time a red ant. On the far upper left of the map, there is some firewood. Right in front on the wood I watched a ****roach half submerged in the ground running around. Further to the right, but still on the northern part of the map there is another larger stone next to another log fence post that has the bombardier beetle that supposed to be on top of a brochure/magazine. I have found it stuck inside the rock several times.