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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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Thyrosis joined the community
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shlague joined the community
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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? -
raspberrymagic joined the community
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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. -
Omni joined the community
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maqenzee joined the community
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pedro.tarcizio07 joined the community
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spaisiprocz joined the community
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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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cellinigeorge joined the community
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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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TwistedRdragon joined the community
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Add a centipede to the game would make a cool buggy and armor
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Konfuzed89 joined the community
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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. -
player get stuck in lower ceilings
Alynxkia replied to Bummfidl's topic in Grounded 2: Technical Support (Spoiler Warning!)
I’ve had a happen multiple times, particularly when dismounting the buggy. Moving the floor/ceiling or remounting the buggy (if I can see it) tends to release my character. -
QoL, building, gameplay improvements
Alynxkia replied to Jeremiah Busch's topic in Grounded 2: Feedback & Suggestions
I fully agree that there should be upgrade options for the saddle and I hope that it has options for everything you listed. If they ever implement a dying feature, I want it to include the ability to dye the saddle as well. It would also help the differentiate between buggies on sight when they’re the same bug type. -
Peter78 started following Mutation Frustration
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So everytime I load in 2 of my mutations ha e been deactivated, also I may be being really blind but xbox series x appears to have e no quick switch mutation loadout option like Grounded had
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Oh thank you, didn't know that as well I thought it was a trinket only dropped by that specific Roach Queen. Thank you
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perlindval started following A few ideas/suggestions for Grounded 2
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A few ideas/suggestions for Grounded 2
perlindval replied to Milk's topic in Grounded 2: Feedback & Suggestions
I have this list, I have some interesting ideas below! Grounded 2 – Feature Suggestions & Gameplay Improvements (Community Pitch for Obsidian) 1. Advanced Insect Taming Commands Add command options for tamed creatures: Patrol, defend, stay, harvest. Radial command wheel or quick hotkeys. Essential for solo players managing multiple companions. 2. Insect Breeding System (Mid-Game Hatchery Upgrade) Expand the Hatchery to support controlled breeding: Combine two insects to create offspring. Inherited traits like speed, poison resistance, armor. Rare mutations possible. Requires food, time, and upgraded facilities. 3. Fusion Breeding (Hybrid Insects like Spider-Ants) Introduce experimental insect fusion in the late-mid or endgame: Combine two compatible species (e.g. Orb Weaver + Ant) to create hybrids: Spider-Ants: Agile, venomous mount with carrying capacity. Beetle-Bees: Tanky fliers with built-in armor. Aphid-Spiders: Cute companions with web traps. Fusion requires rare resources, possibly from science labs. Adds lore depth and variety to tameable creatures. Hybrids are unique: can’t be found in the wild, only created. 4. Flying Mounts Rideable bees, dragonflies, or mutated ants. Flight could be stamina-limited for balance. Unlocks new vertical zones. Hatch or tame from stolen larva. 5. Custom Game Mode / Difficulty Settings Full control over game systems: Hunger/thirst rate, enemy aggression, damage scaling, solo perks. Solo-friendly accessibility mode with story focus. 6. Enemy Scaling Based on Story, Not Gear Stop punishing explorers. Big enemies (like Scorpion) should spawn after milestones, not science unlocks. 7. Better Solo Balance Passive solo perks: Faster pet leveling. Slight defense boost when playing alone. Option to bring 2+ tamed creatures. 8. Egg Stealing and Mutation More emphasis on egg stealing: Steal spider/myrmec egg to raise new tames. Different outcomes depending on how you raise it (light, food, etc.) Risk of parental aggression or tracking. 9. Pet Specialization Paths Choose pet class: Tank / Scout / DPS / Utility. Grows based on tasks or training routines. Adds progression and personality. 10. Mutated Enemy Variants Rarely spawn with color changes and special traits. Can drop rare gear or be tameable. Optional late-game challenge. 11. Friendly Insect Gear Craft armor based on insects you’ve tamed, not killed. Reduces aggression from that species. Encourages peaceful playstyles. 12. Mini-Boss Territory Control Scorpions or other mini-bosses guard zones. Can be defeated or calmed with offerings. Clears the area permanently or reduces spawns. -
Is there any way to stop raids?
dvsnathan replied to Techpriest Emily's topic in Grounded 2: Stories (Spoiler Warning!)
The mysterious stranger stopped raiding me once I completed the 4 orc transmitters along with 1 of the MIXR events. -
Snail Eyes
dvsnathan replied to justinbuxton15's topic in Grounded 2: General Discussion (NO SPOILERS)
Simple way to do find snail eyes is if you go on to your map you're actually able to locate resources individually. Provided you have already obtained them once before you can search for snail eye stalks and the radar will show on the map which snails will drop them. -
World feels large but is empty
dvsnathan replied to born2boardforever's topic in Grounded 2: Feedback & Suggestions
Game is still in the 1st stage of early access. I'm sure the developers will be adding tons of content in the future. When the 1st Grounded was in early access we had nowhere near as much content as Grounded 2 in its 1st stage of early access. Just be patient the fall update should be dropping in a month or 2 and will be adding a new boss and armors. -
Re-activating mutations
dvsnathan posted a topic in Grounded 2: Technical Support (Spoiler Warning!)
every time I load up a save, 2 of my mutations are automatically de-activated. It always shows 2/4 of them active. -
einkeks started following Experience in the Park
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Really great game for Early Acsess, although there are a few bugs, some unintended lol. First up are bugs clipping into walls and the floor all over the map, be it just a stone or the trees for example. This also goes for caves for example. Secondly there are problems with the loading/ rendering of a few bugs, that will for example start sleeping upside down or in a weird way with their libs twisted. Thirdly, in multiplayer there is the problem with buggiesrandomly transfering onto other players, in my expirience just the host. There also seems to be a problem with some 3d models of specific cards not loading or rendering in the right way. Be it just a squished 3d model instead of the normal.
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Sweat Bees
Alynxkia replied to masterninja1507's topic in Grounded 2: General Discussion (NO SPOILERS)
Could be interesting. I like that altering your playing behavior can help you avoid any trouble with them, but at the same time most players are going to accidentally trigger them at some point. Gives you another reason to watch your stats and a hazard to working on the cardio fan mutation. -
Wombatslayer started following Mysterious Stranger Riding Bee!!!!!!