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Suggests - Buggy upgrade and inventory fix
Raven Scar replied to Tanner Platter's topic in Grounded 2: Feedback & Suggestions
the inventory 'issue' is more around equip/unequip. The way it works is it needs to unequip say the daggers for instance before equiping the torch, now it will unequip into the first available slot, then leave a slot where the equiped item was, picking something up from then will put it in the available slot, then it repeats. This is actually the most efficient way for the inventory to work. Reworking the inventory to have designated slots is 1. Inefficient and 2. May cause a drain on memory usage as it would need to think an empty slot for your gas mask is actually filled. Its irritating, yes, but efficient -
dylangamingandvlogs6 joined the community
- Today
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Firestorm2310 joined the community
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Dadus86 joined the community
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You only have to look at one of those grizzled old farmers that wore t-shirts and jeans for their entire lives to know sunscreen is a good idea: upper body, they look like a leathery dried out raisin about to keel over because of skin cancer, but lower body looks like they've de-aged 40 years. Yeah, I think I'll keep wearing sunscreen.
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Abdurashid joined the community
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x J Mo 804 x joined the community
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Ive had 2 backpacks just up and disappear. One was transported underground to a area i can't get to(its near a anthill but i checked head to toe and said it wasnt near that area so im certainit isnt just lost). And the second one said it was at the outpost but thats not where I died and it was just a floating icon above nothing. Other than these along with some other bugs I'm sure will be patched up at a later date I quite enjoy the game :3
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Kinglover joined the community
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aurelien.fontaine78 started following Feature Request: Acorn Grind
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Hi, i am currently building a base with acorn stairs and this + the other basic base features require a lot of Acorn materials. However since the last patch guaranteed an acorn top for each acorn i am currently owning like 100 acorn tops and 2 acorn shells. To me it screams like a wrong balance of resource requirement vs ressource drops. To fix this, i think i have a neat idea which could be incredibly handy while completely fitting the game's flow. How about: New grinder recipe = grind an acorn top into a few acorn shells Let me know if that seems feasable
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Speccy joined the community
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MeGusta started following I have a full farsi translation of Pillars of Eternity
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I have a full farsi translation of pillars of eternity. The whole game is translated and organized into the correct file structure to b e displayed in game. you can verify this by checking the contents of the "out" folder in this GitHub link: https://github.com/PillarFarsiGuy/PillarTranslate.git The only problem id that unity, the engine PoE runs on, does not support Persian/Arabic script. I cant find a solution for this on any forums or ai research agent. Im asking many reddit subs but with no answers anywhere. If you would like me to keep working on this please let me know. Farsi is the most underserved language of over 80 million speakers in the gaming world so this would open a huge door. Please let me know if you know a solution. P.s. everything outside of the "out" folder is the program I ran to translate the game. let me know if you have any questions about it.
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- translation
- localization
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(and 3 more)
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Whats up with the Bees?
tecknotot replied to tecknotot's topic in Grounded 2: Technical Support (Spoiler Warning!)
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MeGusta joined the community
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I Spy Spain joined the community
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Nizaky joined the community
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Hi, I once did a melee Stalker/Goldpact Knight which was very sturdy and used his very high accuracy potential (Zealous Focus, Stalker's Link, Flames of Devotion + Ring of Focused Flames, Marked Prey, Accuracy Wounding Shot) to deliver the deflection debuff of the Blade of the Endless Paths (-4 deflection on crit, stacks 5 times, also gains accuracy throughout the fight with every second). The result is a "marking" character with sturdyness, nice single target dmg and support who stomps a single enemy's deflection into the ground (for you, the party members and the wolf, too). It worked very well as frontliner.
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JaimeJoopii started following Brainstorming a Ranger/Paladin for PoTD
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I had it working for a short while and I thought everything was fixed but then my friend was hosting and I crashed and it stopped working again. Once again I have to get off my buggy, equip or unequip my torch, then get back on. I just want a simple button to do it again. What was a simple process is now a questionably functional multi-step process.
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I’ve only encountered it a couple times. Visually it was like the dandelion fell through the map. Not the stems, but the dandelion stalk before it pops into stems.
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Many of us are collecting an obscene amount of bug parts at this time and while I’m sure at some point will be using them to make repair glue and things of that nature, let’s go a little little morbid and Halloween. Much like we used the grinder to grind up mushrooms for mushroom blocks in Grrounded 1, I’m suggesting grinding up the bug parts to make a slurry and bake it into a stone that looks like the kind of marble. White marble feels wrong for bug parts so maybe one that’s green with some red veining.
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Suggests - Buggy upgrade and inventory fix
Alynxkia replied to Tanner Platter's topic in Grounded 2: Feedback & Suggestions
I don’t know if they’re gonna let us upgrade our buggies that way. I think the plan is for us to obtain more buggies that are stronger and/or versatile. For instance black ants would be able to cut down tier 2 and a fire ant would be able to cut down tier 3. I don’t know if that’s gonna make the red ant obsolete after you get a stronger variety ant or if they’re gonna make black and red ant not as useful for carrying stems and grass. Perhaps the black and red ant buggies won’t be about chopping tiers, but instead of being able to actually take them into climates unsuitable for the red ant. The black ant could enter the cold areas and the fire ant could enter the hot areas. If that is how they’ll be implemented then yes, being able to upgrade the ant buggies’ mandibles would be awesome. -
Fireflies are my favorite little fellas from grounded 1, and I'm kinda sad that they're not as useful as they could be. I was thinking maybe we should be able to craft a sour staff from their parts, as a counterpart to the other tier two staffs.
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Same problem. This is crucial since the equipment wheel is about 2 slots too short as it is. There are 3 types of melee weapons. A ranged one. Food. Drink. Bandages. Smoothie. Shield. Torch. I un-bind food and drink but its such a pain to have to open my inventory to pull out the canteen. Just make it 10 slots. Or, give us a dedicated torch button like holding Y on controller or something.
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I just finished grounded 2. I have a couple of ideas I think would be fun to add to the game. Personally I think a fun creature in Grounded 2 that I feel should be added is a snake of some kind that is a boss, and when killed it drops snake fangs, snake venom, and snake scales. I feel like it would be a great idea to add this cause the snake scales could be used to make a new tier 3 armor. The snake fangs and snake venom could be used to make a new weapon either a dual wield weapon or personally I think it would be a great idea to make it into a blade like the spicy coaltana that does venom damge.
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John101891brooks started following Pine Floors / Lighting Pieces / Bone Armor and Weapons Ideas
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Good Afternoon, 1.) Will Pine Floors be added in the future? I am really loving the design of the new building structures, but I am hoping that the floor style will be flat. Could someone confirm that they will or not? 2.) Will we be able to get Wall Charcoal Sconce and Charcoal Stand Lamp? 3.) Could we get bone armors and weapons in the future? *Heavy or Light bone armor and a Bone Shield? *Bone Spear, Bone Sword, Bone Daggers, Bone Mace, Bone Bow and Arrows? Thank you for your time!
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Grounded 2 Review & Feedback I highly recommend Grounded 2 and fully support its continued development. The roadmap is exciting, and I look forward to the final product. This sequel has the potential to surpass the huge success of Grounded 1. My review focuses on issues I encountered, along with potential solutions for future updates. Mounts Mounts feel great and complement the original insect playstyles—e.g., ants acting as supportive, weight-carrying colony workers. This makes each mount feel valuable and unique while serving general travel and combat purposes. Concerns & Solutions: The current stat display (Crafting/Building/Battle/Agility) is unclear. Suggested change: Utility/Battle/Travel, which better reflects a mount’s uses. Allow mount inventory to integrate with building—materials in a mount’s chest should be recognized just like player inventory or chests allowing materials in mounts inventory to contribute towards creating items in the workbench or creating build blueprints Shields Currently, blocking with a light shield feels too similar to blocking with a weapon. Shields should block all damage regardless of light or heavy and blocking a hit that is too big would drain your stamina completely and cause the player to “stagger” creating a window of time requiring the player to recover after some time leaving them vulnerable to attack. If an attack is too big it burns through stamina it will damage the durability of the shield proportional to the non blocked damage of the attack. Proposed Rework: Light shields drain more stamina when blocking but recover from stagger faster. Heavy shields drain less stamina, absorb bigger hits, and are better for sustained blocking. Perfect blocks should grant a temporary block stamina boost if the player holds block afterward. Poor blocking damages shield durability, rewarding skillful play. This separation makes light shields about precision and timing, and heavy shields about endurance. Gear Roles Gear feels roughly split into Warrior, Ranger, Mage, Rogue archetypes, which works—but melee gear currently lacks distinction between DPS and tank. Suggestion: Revive Grounded 1’s upgrade paths (Bulky for tank, Sleek for DPS or utility). Alternatively, make some armor sets inherently tank (e.g., Ladybug) and others DPS (e.g., Black Ox), with hybrid sets like Roach representing balanced survivability. Blueprint Sharing Add a way to upload/download or copy building blueprints via the SCA.B or other tools. Benefits: Encourages community sharing of builds. Simplifies relocation by showing exact resource needs. Allows players to preview a structure in different environments. Could be an unlockable shop upgrade to reward dedicated builders and progression. Mutations Mutations in Grounded 1 rewarded playstyles (e.g., Grass Master for grass cutting). This system should remain all-encompassing to replace traditional RPG leveling. Suggestions: Bring back mutations for non-combat activities like gathering and breaking rocks. (some already exist might already be a WIP) Add in-game guidance for finding mutations without spoiling the mystery—e.g., in the mutations loadout screen, color-coded backdrops on “?” icons hinting at unlock methods: Green backdrop for gathering mutations (Grass Master, Rock Cracker). Skull icon for boss fight mutations. Helps players who want discovery without relying on online guides. Navigation A minimap or compass would make on-the-go navigation easier, reducing the need to constantly open the map mid-combat. Omnitool While versatile, the Omnitool removes the feel and satisfaction of dedicated tools—especially axes. Concerns: Reduces combat tool variety. Gathering feels less impactful with hold-to-gather instead of per-hit feedback. Solution: Make the Omnitool a mid- or late-game unlock tied to story progression. High-level tools should still outperform it in gathering speed, making the Omnitool a convenience, not a default. Multiplayer Scale Grounded 1 excelled as a 4-player co-op game, but survival games often thrive with larger player counts (ARK 70, Conan 70, Rust 50+, Smalland 10). Recommendation: Expand beyond 4-player caps, at least in custom maps and PvP modes. Target 8–16 players to support multiple 4-player groups competing, especially in Playground mode where PvP is already implemented. Final Thoughts: Grounded 2 is already shaping up to be a worthy successor. With refinement in mounts, shields, gear roles, building systems, mutation guidance, navigation tools, the Omnitool, and multiplayer scalability, it could become an all-time great in the survival genre.
- Yesterday
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Lpat09 started following Insect idea
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I would like to see a infected praying mantis boss It is the final infected insect from the backyard from grounded 1 that ran to the park for safety. it dug a tunnel down into a cave and the haze spread into the cave. The cave collapsed (it requires a bomb to open) Appearance: it has fungus growing out of the side of its head causing its head to forever tilt. Its green color Decayed to a more gray color. Its claws bloated with hardened fungal spores (its attacks are slowed due to that) Attacks: Twisted rage: it charges forward and leaps on the foe and slams down on them. Infected screech: it screams loud and stuns you for a few seconds. Claw slam: it slams its claws into the ground slowly it causes high damage due to the impact and weight. Phase 2: You think its dead but no it loses its head and fungus sprouts out of where it used to be. Its attacks are more wild with more power a little faster due to less weight. Attacks: Tormented rage: it charges fast and slashes you. Infected screech: it screams loud and stuns you for a few seconds. Torturous claw slam: it slashes at you faster with great power. Death: It Starts to slightly tilt then collapses you can loot its body after (you get no head though since its gone) I think it would work well as like a final infected foe to put an end to the haze.
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Good Old Games still oldies but goodies
Mamoulian War replied to melkathi's topic in Computer and Console
I have not, but there is one guy on the forums, which gave some recommendations https://www.gog.com/forum/general/gog_pushing_back_against_payment_processor_pressure_with_a_free_nsfw_bundle/post70 -
The TV and Streaming Thread: That's Entertainment!
Gorgon replied to LadyCrimson's topic in Way Off-Topic
You can use a temporary credit card number and just put the kabash on any service that tries to trip you up when you leave. -
Jeremiah Busch started following QoL, building, gameplay improvements
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Downloaded game the first day it was available and have been playing faithfully everyday, these are the things my friends and I have noticed need improvement. I'm sure this list will be updated as gameplay progresses. *Having the ability to place a angled floor piece and then build a square floor piece directly off it following that angle would be amazing. *Ability to affix pallets of inventory (planks and stems) to zip lines. *Rank up buggy (damage, capacity, stamina) *Permanently keep plants from growing through buildings. *Damaged enemies don't regain full health upon player death. *Ability for buggy to revive you. *Don't show molars you've already collected on the map. What's the point!?