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Gearhart

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Posts posted by Gearhart

  1. I'd like to add on to the dye idea with the ability to stain grass and sturdy structures. This includes grass roofs. Would not affect weed stems, only grass and clover leaves. You could make the dyes by crushing flower petals, and there could also be a new "mixing station" where you can mix your dies.

    Code wise, this would involve adding a new "stain" layer to the grass and clover materials, with an uncolored variant of the default diffuse texture for it. There'd also need to be a color modifyer for the diffuse layer, which would copy the color values of the applied dye.

    The mixer building would need to use a CMYK color wheel to replicate the behavior of a subtractive color scheme. The GUI would work by having 2 mixing slots that you can drag 2 colors to mix them. You'd want to have 5 different base dies (Cyan, Magnets, Yellow, Black, and White) as well as water from a canteen. Water would delute the dye, which would be useful for black dye, as black die is incredibly overpowering. Diluted dies are transparent, but mixing diluted dies with regular dies would restore opacity.

    Mixing would yield two of the resulting mixture. You can put the resulting dyes back into the mixer to create a theoretically infinite spectrum of colors.

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  2. Huh, I thought I mentioned it here, but I guess I forgot;

    Most spiders, including all three spiders currently in game, are solitary predators. They don't cooperate, and in fact most species have no qualms with cannibalism, even eating their own children. The devs stated the liked the idea in Doom where enemies would fight one another allowing you to wait it out and finish off the victor, but not only is this not possible in Grounded due to health being reset upon exiting aggro, but many enemies that should attack one another don't.

  3. These are some good ideas; I'd like to add "leaf bits" as a building material (a new resource gathered by chopping hedge leaves (which would go directly to inventory, not all dropping at once after damaging it enough (as the whole point of this material would be to make building in the hedge zone more feasible)

    Also, I think if they add more material options for walls, doors, stairs, and roofs, the building wheel should be revamped so that you select the type of structure you want to make (grass, weed stem, wood, clay, pebblet, leaf bit) and then you can use the R and G keys to cycle between materials while in blueprint mode.

  4. it hasn't released on steam yet. strangly, on the feature board the October update isn't even listed; just an "in-progress" November update that has everything in it in green. So perhaps there was a serious issue with the October update that was discovered in beta testing that required a major overhaul that couldn't have been accomplished by the small team by the end of October.

  5. On 10/30/2020 at 1:07 PM, AV1AT0R said:

    not being able to build in caves probably has to do with a collision issue with people glitching into inaccessible areas. Some caves have labs or what not above them so this might be the motivation behind it. This is purely speculation though.

    I was able to build inside the hedge lab just fine until the September update. And you can build inside of soda cans provided there is dirt in them, so collisions aren't an issue here.

  6. The bombardier beetle should drop two different glands, that only ignite when you mix the contents together. It wouldn't be true fire, more like boiling liquid. That said, given our size it would be incredibly lethal. I wanna make a bombardier "flame" thrower, but the literal splash damage would probably boil me along with whatever bugs I'm spraying.

  7. Just a few pet peeves and suggestions.

    When I heard signs were added in 0.3, I had assumed that they would allow for labeling. Unfortunately, it seems that the signs are instead merely posters and pictures. As someone who likes to organize their items by type (plants, minerals, body parts, crafted resources, tools, weapons, armor, etc.), the ability to label these places would be greatly appreciated. Perhaps sprig and clover leaf signs you write on with sap?

    I like to explore caves and tunnels, but something I find strange about them is that entering them spontaneously lowers the brightness settings. Now, looking it up it seems like you are doing this to circumvent an issue with UE4's skylight system. That's all well and good, but perhaps you can alter the level design to make the transition less jarring. Or perhaps look into implementing a solution similar to the one this man used for his lighting? Or one of the other suggestions provided by him?

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  8. I think it's less that they heal and more that they simply... forget the damage you inflicted on them. My guess is that the passive state doesn't actually keep track of their HP; likely to reduce processing time, so when an arthropod exits agro and becomes passive again it simply... forgets that it isn't at full health.

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  9. On 10/21/2020 at 2:15 PM, Cringe said:

    yeah that'd be cool, although I like having variety and knives being in the game after they finish the swords wouldn't be a bad thing in my opinion, but I won't be unhappy if they did get replaced.

    Sorry, I meant to say that i hope the rotten larva blade gets replaced by a sword. A sword in the stone is much cooler than a dagger in the stone.

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  10. 17 hours ago, YaBoyJenkins said:

    I like the idea of scavenging. I think that would be a cool way to get resources from things like hummingbirds and mice (for mice, arming a mouse trap and killing them that way; for hummingbirds, leading them into a web, like you said, or something similar.)

    I mean, technically speaking, the definition of scavenging is looting whatever you can find. If you make the corpse yourself, it isn't really scavenging. Still, I also like the idea of luring tough fights into traps.

    Something that occurred to me when you mentioned human scrap stuff for tier 3 is that someone made model ideas for other candy weaponry on deviantart. I'm not sure whether they made it before or after the mint mallet was added, but I do know there's currently a dev resource called "steel gum" in the game, which is used to make a sword they currently lacks a model.

    What about using wrappers for armor?

  11. I wonder if this is the reason doors and triangle walls only rotate 90 degrees instead of 45; they would create gaps because their models aren't extra wide like regular walls are. I can see this change opening up more flexibility in door placement, and would also allow angled roofs to be placed more easily as you would no longer have to cycle between interior and exterior corner pieces.

    That said, roofing would create a significant problem for implementing this; outside corners would need to be re-modeled to use 60° angles instead of 45, a 60° variant of the interior corner roof would need to be made (the 45 one would still be needed for 90° angles), and regular roofs need to be modified to rotate in 60° angles instead of 90°.

    Of course, roofing is an issue with building design currently with its lack of gable and pyramid roofs, so...

  12. Perhaps some of the Tier IV resources (the tiers use roman numerals) could also be acquired through corpses in the hedge. Last wednessday my professor found what was left of a hummingbird next to a hedge in the inner courtyard; only a wing and an unidentifyable mass of bone and feathers remained.

    Another thing that Tier IV creatures would introduce would be a food chain; as we start getting into predators that would prey on larger arthropods than us. An example of this is the Wheel Bug a commonly distributed True Bug about the size of your thumb (males are smaller though) that prey on beetles and smaller true bugs by pinning them with their front legs and using their straw-like mouth to liquify their insides and suck them up. Due to the its size and method of eating its prey, it wouldn't be capable of eating us, but would instead go after spiders, ladybugs, bombardier beetles, and stinkbugs.

    Of course, not all examples of the food chain are as strictly fixed; Hummingbirds, for instance, eat flying insects mid-flight and raid spider webs to snack on the spider and any insects caught in the web. However, like the unfortunate one my professor found, they can also fall prey to orb weavers themselves if they aren't careful.

    This food chain system could permit more scavenger-like tactics, as orb weavers and some tier IV creatures would leave behind the corpses of their prey when done; we wouldn't get any food out of these corpses, but we would be able to get other resources from them. Of course, where there is the possibility of scavenging, there will be ants. Perhaps there would be another ant colony in the hedge zone that we would have to compete with for resources. This would also make the hedge floor safer from spiders, as the ants would deter them.

  13. 22 hours ago, McSquirl Nugget said:

    I have, but we don't have cats in the game to cause it ;)  reducing feathers and increasing the drops from them could work.

    speaking of dead birds, last Wednessday my teacher found a hummingbird by the hedges in the inner courtyard. Well, what was LEFT of a hummingbird, anyway. Only a wing and some bones. I looked in the hedge, but didn't see anything moving in there, so either it was killed by something that didn't live in the hedge, or whatever killed it is very good at camouflage.

    Edit: there were webs visible on the top of the hedge, so perhaps a Spider killed it. Maybe they can add a hummingbird corpse by the hedge zone as a source of feathers and bones.

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