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  2. I know the patch notes didn't say anything about fixing this, but thought I'd update the game on Xbox Series X to 0.1.1.2 to see if it made any difference, but it still doesn't fix the saves on my console. I tried playing it on Xbox Cloud Gaming, which had different results for me, but same outcome. Selecting to save actually shows a save file, but if I try loading my save, it always starts me back at the very beginning.
  3. Yesterday
  4. I was having the same issue, tried restarting everything, I finally got it to work, if you disable crossplay, click multi-player, let it do the load screen, then re-enable crossplay and hit multi-player again, this time while it's in the load screen I had it load my Xbox account on another window, I originally hit the "let's go" button, and it still wouldn't work, I had to choose to use a different account, then once I logged in it kicked me to the start screen, I was able to load in and do multi-player fine, after that I was also able to choose my original account, log in with it and now it will let me access multi-player, hope this helps!
  5. I was looting a mosquito beak while having a full inventory and pressed E while hovered over a blade of grass. I took out the omnitool, unequipping my weaver daggers and placing the beak in my inventory. The daggers are not on the ground nor in my inventory. I had this issue occur last night with the same scenario, spamming e to loot and hovered over a grub, lost those daggers too from taking out the shovel and looting a grass fiber. Guessing when the game sees your inventory full and you take out the omnitool, your weapon is held in an extra inventory space. Having the tool out equips that specific omnitool to your strong hand, while your weapon is not deposited into your inventory. Perhaps also having the torch auto-equip with the omnitool since it is not equipped with the dual daggers is causing an issue with the opening inventory space on omnitool use. Anyone else experienced this?
  6. When harvesting grass to get plant fiber it would be very helpful to have an option like hold X to nab all nearby items that fall. Like we have the hold X to deposit stack.
  7. I’m having the same issue. I see two bees high up in the sky but cant shoot them.
  8. Have you found a solution to this? My bee seems 1000ft in the sky
  9. I played a ton of Grounded 1, mostly solo. I started in the Early access days, and played since then. I also played a couple games of multiplayer with a friend of mine. I hold Grounded 1 as the bar when it comes to survival crafting games. Interesting world, concept, and mechanics that feel really well designed and thought out on all fronts. While I know Grounded 2 is in early access. I feel I would like to weigh in on a few things where I feel the design of the game clashes with other aspects, or is feeling off. Feel free to correct me on any of these if you feel as if I have misunderstood anything in the game. Omnitool is a fantastic edition however it has a handful of weird design choices I feel don't work too well. Not having it as an inventory item is weird. Since now its all contextual use. The trigger zone for all these things wildly off. I want to drink a chunk of water off a blade of grass, but I end up drinking it AND swinging my axe because the actions are bound to the same key. As such, having any collectable item near something with contextual use makes the tool take priority. Tried to pick up stuff around a blade of grass, and had to cut down the whole thing before I was able to. A bug died on a spot with buried treasure (I'm assuming? I had a shovel prompt) before I had a shovel. Couldn't loot the bug because the treasure took priority. I would bring it back to a usable item on my tool bar that would just change based on what I'm trying to do, or a hot key to swap modes. Not sure how the hotkey would work with console/controller considerations. So perhaps it auto swaps based on what you're doing. Unfortunately I don't have a solution for this, but I know that in its current iteration its a bit off. As such this also removes it possibility as a back up weapon. Which this may be intentional, and its not a take away, but it is something that does fundamentally change with this new system. Thematically it makes sense to have a multitool. I've seen complaints that it ruins the immersion since you aren't making the tools from bugs. It made sense in the first game as you were dropped into a yard with zero assistance and understanding of things. This second game opens up with Ominent having made several advancements over the years, and it would make sense to use the tools they have since now the new person is leading you in this story (so far) What doesn't make sense is the use of bug parts to upgrade the tool. I feel that's just gamification but Ultimately I don't care enough to really complain about it. Perhaps we need a specific Ominent made resources that we find, but then we're locking upgrades behind certain portions of the world. I don't feel it needs a change, but it is kind of weird that this "high tech" tool is powered by "ant butts and berries" My biggest thing I have noticed thus far is that the bug Placement is reaaaaally weird to me in this game. Back in the first game you had several "Biomes" or zones. The swampy area and large bodies of water had mosquitos, spiders were under rocks, planks, in small corners, the hedge biome, near the small posts by the pond, etc. Bee's were all over buy centralized by hives near a tree stump as well the picnic table for the food. So far in Grounded 2 they just seem to be anywhere they want to be. In the first game I could go "oh this is a small crevasse there's probably a spider" or go "Oh I need antlion parts, I just have to go to the sandbox because that would thematically make sense for bugs to be there" Replace this with almost every bug in Grounded 1 and you'll see the thought behind it all. Having mosquitos near resting water, or stink bugs in dead brush/grass makes perfect sense. So far in the second game, just in the area near the camera landmark, and all the way up to the Burg.L body, I have found Mosquitos, Soldier ants, Larva, Mini Orb weavers, spiderlings, ****roachs, Lady bugs, Slugs, and stink bugs. While yes, bug can go anywhere, I understand that, however it just feels super unpredictable and very annoying to traverse when I have a mixture of Tier 2 bugs mixed in with Tier 1s wandering around. Fighting soldier ants only to get taken out by a singular Mosquito that aggro'd, and a stink bug charging at you feels really unbalanced. I'm sure this will change the more I use the buggy system, but my limited usage of it right now hasn't changed this much. Spiders just seem to be everywhere. Wandering around the camera area they are just out in the open walking around in the day light or sleeping just in the open field. It just doesn't make sense. Spiders being hidden in caves, under logs, etc; then wandering around at night I feel fit far more. Gathering building materials are starting to get tedious. Originally in the first game cutting grass or dandelions would take a handful of hits. Now they are painstakingly taking almost double, if not more hits. A tier 1 axe in grounded 1 could fall a grass blade in 2-4 hits, where now I'm reaching upwards of 6. Dandelions taking well over 8-9 hits compared to the 4-5 it used to be. Sounds like small changes, but adds up especially in the beginning when you can only hold 5 large items at a time. Building time for my base severely tanks. There's a handful of random bug with lighting (At night if you hold a torch and look around the lighting gets darker or light depending on the direction you look), spiders flying in air at me, the slug is a little glitchy with its animations (It seems to get stuck on geometry and strech during animations), performance issues for people (I haven't been hit as hard? 32:9, 5120x1440 resolution, maxed settings about 45-50FPS. Turning to 75% render gets me over 100FPS. Game runs amazingly well on linux out of the box.) The increase from 3-4 researches before cool down is nice, however the game doesn't focus much on explaining raw science to you still for unlocks. Unless you've played the first game, the small blurb they mention about it in the help bubbles that pop up aren't enough to really inform you. I've already unlocked tons of recipes for things I can't even make for quite some time. Making unlocks earned WAY too fast. I haven't even seen or fought a handful of the bugs I have crafts for now. The bubbles that pop up and teach you I feel aren't incredibly helpful as they appear for only a small window of time, before you have a chance to even realize it, then disappear. While I don't want the game to hold your hand, I also think if you're going to explain mechanics, small blurbs about major things aren't really the answer. If you're coming from the first game, you should be familiar with MOST systems. Excited to see where the game goes as I really enjoy it. Can't wait to see what else is in store.
  10. have you figured it out yet? i’m running into the same problem.
  11. Happens in PC Steam The default bind for Omni-Tool and Interact are E. If you try to rebind either key (even to just rebind one of them to E again) it will only allow you to bind one or the other to that key, You get an error that the key is already bound and your only options are to move the keybind or cancel the operation (In the case of trying to rebind E, it just clears out the bind, and the only way to get both keys bound to E again is to reset to default) This seems specific to Omin-Tool/Interact, as I can rebind both Jump and Swim up to the same key.
  12. I was recently playing together with some of my UK friends. They have all logged off for the night but I am unsure on how to join that instance again. I was reading that you can join the instances again even if the host is no longer online. Since this was our first time playing was there something one of us had to do to "Save the progress" of the map or something along those lines? When i go in to multiplayer, i see a "host game" option with a load button but I have nothing to load?
  13. Platform: PC Build Version: 0.1.1.1 Rel 1936650 Game: Grounded 2 Mode: Single-player Reproducible: Unconfirmed Description: While fleeing from a wolf spider near the picnic table, I attempted to jump off the cliff above the Toxic Anthill: South Entrance (the area with pesticide cans). I was bitten mid-air by the spider and died during the fall. After respawning, the backpack marker appeared near the anthill, but both the marker and the actual backpack were located beneath the map, rendering them inaccessible through normal gameplay. The marker functioned properly in terms of location tracking, but the backpack had clipped through the terrain. Expected Result: Backpack should land on accessible terrain or within the playable map area. Actual Result: Backpack and marker both spawned beneath the terrain and could not be reached manually. Recovery: Issue was resolved using the in-game Game Repair > Recover Backpacks feature, which successfully restored the lost backpack. Notes: Occurred during mid-air death over uneven terrain. Reporting for QA visibility—no further assistance needed.
  14. Series s multiplayer is working on a wired connection but my son’s series x keeps having a multiplayer connection failure. I’ve done all I can I think it’s a client-side issue.
  15. I've heard from other people that your ant buggy can hit them through the ground. But im also having an issue with this where the bees are way up in the sky and when I build up to them they get farther away and I cant peep them or hit them with arrows.
  16. Are stem floors in game?
  17. Hi, only one issue so far and its kinda funny and cute actually. The baby garden snail slinked on through my base. Doors closed and all. It just sauntered on through. I was on my second story floor and moved a little bit to look down the stairs to watch and scared the poor little thing who then hid in its shell. I had to leave the house for it to come out of its shell and move on. Nothing damaged or anything just one baby garden snail with the power of phasing through walls like Kitty Pride.
  18. https://www.cbc.ca/news/politics/carney-canada-recognize-palestinian-state-conditions-1.7597525 Pro Israel gnashing their teeth over this. Still not sure how this is a reward for Hamas like I keep seeing people say
  19. Agreed! The only thing that saves are my hotkey rebinds. Everything else resets.
  20. Same, it's not showing that I even purchased it even though it's on my bank statement.
  21. I have exactly the same problem. Forward key doesn’t work while building.
  22. I've noticed while trying to build, that there is a lot of "Location Obstructed" errors compared to the first game. It's making trying to make foundations for a base pretty difficult as well as making walls to go around it. With the inevitable addition of tower defense later down the road, if the restraints on where to built aren't eased up on, trying to build something near impregnable will be a lot harder. While I can get adding more restraints on it, when people would box in the area under the oak tree in the first game basically putting that area on easy mode, the current restraints in the sequel seem too limiting.
  23. I love grounded's building, but I think added variety could be ready good for the game! First, I'm hoping for diagonal half walls to be added. I'm also desperate for half railings! Wall platforms or wall foundations could also be really interesting! I'm looking forward to whatever the Grounded team adds next to building.
  24. Anticlip in building is making the system incredibly unfun, with the slightest pieces of dirt or rock making it impossible to place down a wall or the like. Please fix this, the best part of Grounded was getting to build whacky bases and it feels frustrating to be so restricted.
  25. I was playing grounded 2 and I got to this quest, I went to the marker and there were no bugs there just candy.
  26. Installing and launching the Xbox app prior to running the game DID work. Thanks a lot!
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