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The All Things Political Topic - What's Going On...?
uuuhhii replied to Lexx's topic in Way Off-Topic
usa freeze visa for truck driver in the middle of trade war while canada concede to usa and lower tariff -
Random video game news... RNG is your friend!
Sven_ replied to Frak_the_2nd's topic in Computer and Console
I've seen the usual crowd is all over it for all the wrong reasons. To me, it's a bit like a bunch of characters that may happen if you hit the "randomize" button in a Bethesda-style character editor and then take the first decently legit rather than funny option. The trailer also doesn't feature much of any dialogue or interaction, and it's supposed to be a companion trailer. Falls fairly flat to me. Then again, TOW1 overall was kind of a bit "flat" and never risking much. Baby's first Boyarsky/Cain-Like RPG. Pentiment had a lot more spice and flavor. RE: optimization? Do you mean Grounded 2 (saw somebody mention it would be quite demanding for what is displayed)? I think we're partly in a weird transition stage now. For many, there wasn't much leaps made in technological terms. On consoles, you (usually) don't have to worry anyway -- 30/40 frames per second are still a thing here, at least in dedicated quality or balanced modes if available (like in Mafia currently). And on PC, there weren't really any PC showcases. It's all "multiplatform games", FPS unleashed on PC -- and the sky (and your pockets) are the limit. Nvidia seem to have realized this, they aren't promoting 1,000Hz/1,000fps screens for fun, they see business opportunity. Now there's a bit of raytracing (the mandatory bits of it not really demanding, see Indiana Jones or Doom). Oh, and UE5 with its Lumen. But it seems both inexperienced developers as well as Epic are still not quite there. That's the tradeoff when always using the latest tech: It's inevitably also the least tested. There also seems a confusion on PC: Whilst consoles have used (dynamic) upscaling for years, on PC too it was always meant to be mandatory for now, if going by Jensen's words. Still, all recent titles are still running on hardware 5, 6 occasionally 7, 8 years old. Personally, I'm curious as to when whether games are going to be consumed the same way as movies, by the way. The point at which a critical mass doesn't care about how much older a release is than what's currently out (nobody would skip on Alien/Aliens in favor of some vanilla Hollywood flavor of the week monster ride just because they're old). In a way, it's already happening. As outside of games pushing actual photo realism, there's diminishing returns. -
Lostgirl181 joined the community
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I just did a clean install and installed 577.00 and it didn't fix the issue :(. I guess ill just wait for future patches.
- Today
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I was getting the same error on a brand new PC, and tried everything I found online but nothing was working. My brother recommended to check that the monitor's HDMI cable was plugged in directly to the graphics card and not the motherboard, and....YEP it was not plugged in to the graphics card. Plugged it in and the game was able to load right up with no errors. It was a super dumb fix, but worth double checking .
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Prime Cell joined the community
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ataualpaneto2001 started following BUG - Game keeps crashing while loading; Unreal error
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unreal error every time. When I'm playing, out of nowhere the game crashes and the unreal error appears, usually when it's dawning in the game. I'm playing on a Dell g15 core i5 13k with rtx 3050 and 24gb ram.
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ataualpaneto2001 joined the community
- Yesterday
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turbosavage13 joined the community
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Sorry I missed it, i went to the latest post to see if there was any solutions. But Thanks for the input, I will give it a try when i get home. I am definitely sending those crashes to Invidia lol.
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After trying to use the map for navigation and marking areas of interest, I have noticed a desync between the markers you place and where they actually seem to mark out. I will place a marker and travel to it, only to find myself in a different place than what I marked. This, for example, has happened many times when trying to go to an ants nest entrance; the marker will leave me standing in the middle of a field of grass, with not even any ants around to suggest where the entrance might be. The resource tracker is also messed up, as going to the locations it shows is *very* vague, often requiring a lot more travel to find what you went in search of. Milk Molar locations on the map are inaccurate as well, though since the map doesn't show underground layers or elevation on said markers, there's no real way to know if what I'm looking for is above me or below me in some tunnel I don't know about. I think a part of the fix here could be something simple like an up or down arrow, suggesting if something is above or below your current elevation. If this seems like it gives away to much or is too 'easy', Ominent is supposed to be a high tech company, right? Add in a quest to activate some sort of device of theirs that would give you more accurate information on items hidden around the map. This would make sense, and allow you to add some level of challenge to gaining this ability.
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When a building part is placed inside of, or close on top of, the ground surface, all respawns in that area should be shut down. This should include plants, resource points like Acorns, insect or animal spawn points such as for Larvae... everything. The points are *not* removed, and if the building part is moved, the respawn timers will be reset, allowing things to grow and spawn there again normally. ALL building parts should be included in this, but especially foundations, scaffolding, and floors should have this effect, along with any other 'base level' building blocks that a player might use as a foundation for the rest of the base to be constructed on.
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tcnx.sub joined the community
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In my recent gameplay (it wasn't happening all the time, but seems to be doing so increasingly as I play) the Aphids have been appearing stuck in place and seemingly standing upside down in the air, close to the ground. I do not know why this is happening, but it might have something to do with them spawning low enough to the ground to clip through it and thus trying to stand on the underside of the ground surface. While stuck like this, they will chirp constantly, and sometimes jump, vanishing 'up' into the ground, then coming back into view. There also seem to be a few of them now underneath some of the foundations of my base, where they are both stuck and invisible, chirping incessantly. They can be killed, which causes them to drop the ground normally, but I'm pretty sure this is not how they are meant to function.
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As the title says. Drying racks should be able to pull material from nearby storage, rather than the current pattern of grabbing the thing you want to dry, taking it to the rack, putting it on the hooks and the re-depositing the remainder. I would even go so far as to say a bit of pre-sorting could be applied to the drying rack, where when you look at it to decide what you want to add to it, it only shows what *can* be added to it, instead of all the things you have in your inventory that can't. This is similar to how the station that makes thread doesn't show you rocks, or food in its list of things you can make using it; only the web and plant fiber.
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Keeping it short, whenever a player uses hot deposit, instead of just cramming things into chest with the same items, items should also sort themselves out, maintaining some kind of order inside the chests. Hot deposit seems like it was designed to allow players to quickly empty their inventories into chest and continue exploring, but the sheer mess it makes inside the chest almost defeats this purpose.
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Rebecca Garforth started following Grounded Multiplayer constantly giving errors!
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Hi! My fiance and I have been trying to play grounded together since August 3rd, but every time we do we get this error message (attached). We've tried everything: verifying files, changing who would host, even tried uninstalling and reinstalling the game each, turning crossplay on and off - nothing worked. When we did get different error messages we were able to fix those but it brought us back to this one. I've been able to do multiplayer with a friend previously, and we've both been able to join a friend starting a multiplayer lobby but not at the same time. We aren't on the same wifi, or in the same house - though we did try this too. Any help would be appreciated!
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Darena joined the community
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Rebecca Garforth joined the community
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My Coaltana is grayed out and showing 0 in my quick access wheel. This is the second time this has happened. The first time I noticed it right away and was able to load an old save. The second time I had made quite a bit of progress before I noticed it was missing. So I didn’t want to revert to an old save. I know it’s early access but please help.
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My Weapon and Shield Disappeared!?
Rozen replied to Dixon's topic in Grounded: Technical Support (Spoiler Warning!)
I have the same issue with my Coaltana -
Rozen joined the community
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matverickT73 joined the community
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ImLolup joined the community
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Monday we dropped my daughter off at SFSU for her freshman year. It is pretty weird moving a child out of the house after 18+ years. I'm excited and nervous for her. I didn't sleep well the first night. So far so good, she had a job interview Thursday (lifeguard at campus pool.) She is taking the train home for the weekend, so we will still be seeing her often enough.
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Taup started following Co Op buggy and Suggestion Mid Lvl Boss/Buggy
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A jumping spider would be a great addition to the creature list as a possible mid level boss and potential buggy. Particularly the Rainbow Pea**** Jumping Spider it could temporarily hypnotize or entrance the player
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While playing as co-op player when the game crashes and kicks me out I lose access to my buggy and have to return to the nest to reclaim
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DM me for gamertag/console id/serial if you want to look into the crashes. They continue every ~hours loading in/out of the crafting/inventory/etc menu. The [ [ ] ] button. Recovery is latest (10.0.26100.5362)
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Oh yay, I am a real boy now and can edit posts. I'll start putting together a more organized list. Also, realized I never mentioned I'm playing on Xbox Series X in Performance mode. Single player mostly. Using Hoops.
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So turns out this mechanic is just broken. I've got multiple examples, using multiple creatures and multiple weapons and it just doesn't always count the kills. Some times it seems like it gets it right less often than it misses. Omni tool description is the same for each tier. Would be helpful to include what kind of stuff each upgrade unlocks. Spiders don't react to bugs caught in their webs. Was this way in the first one too. Ant nest and hatchery can be placed on top of each other. They only overlap at the very center of both. You can walk all around and on a landmark and not "discover" it. (Cap gun, headless BURG.L). Haven't figured out exactly what the unlock condition is. But it's not a volume trigger and it's not based on camera angle/POV. Multiple times I've tried to place a wall or something and got the obstructed error. But can't figure out what is obstructing it. It would be extremely helpful if the part that is blocked is a different color or stripped pattern or something. Jerky racks when you open the UI it highlights any items that are possible to use. In grounded 1 as soon as the rack was full it would disable the rest of the items until a spot opened up. In 2 though it just stays lit up making it look like you can keep adding but you can't.
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A few ideas/suggestions for Grounded 2
thetrashpandalord replied to Milk's topic in Grounded 2: Feedback & Suggestions
something i think would be fun to add later in the game for water is mantis shrimp, maybe as a boss or an ambush predator there are over 400 different species but if you only add two it will bring future biodiversity to the game but also colourful new weapons and the ability to use multiple synergies under the water they are on average 10cm large (the larger ones mentioned can grow up to 5 inch or 7 for the pea**** while the smaller ones grow up to 3.5 inches) which is why given the size of our character I would make it as a baby variant or a boss. if going with the boss idea there could be 2 different types (explained later). because ominant wanted to see if the taming system could allow them to make species larger and more independent than they were able to work together, however this didn't work because their advances seemed like threats causing them to be killed leaving variations of their respective meals to be left over in notes on their bodies. the reasons for this is in the first game we only really had the daggers to use in water however these creature (depending on the species) hunt/defend themselves in different ways such as the most popular way in media being smashers with a quick punch can break shells off crabs (like a barbarian synergy) such as the pea**** mantis shrimp (or a smaller variation being the purple spotted mantis shrimp). Skewer types (like a javeliner or use the raptor like blade for teir4 daggers) that hide in the seabed and punch upwards to pierce fish, an example of this is the yellow manta shrimp or a smaller variation being then pseudosquilla richeri (i couldn't find its none scientific name)). -
Steven Littrell started following Inventory Suggestion
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My OCD loves to sort my inventory manually. I put food and resources at the bottom right, my weapons and such in the top left, and resources I pick up, just fill in the rest. I'd love the ability to "Lock" the position of items within my inventory, that way I can still use the "Sort" function but it won't move those items. It would be extra beneficial if it could "remember" those locations when I die and go back and pick my backpack up.