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Zipline pulley system
I’ve been wanting this since grounded 1.
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Gliders
Something that can go further horizontally than the dandelion would be nice. Perhaps upgradable so it can go even further.
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An option to mute your buggy
I will second that motion. I’m also fine with there being a slider in the sound options as even just decreasing the buggy sounds by 50% would be nice. I’m pretty sure i would prefer mute but I’m sure some players enjoy their buggy making noises.
- Building Materials-Suggestion
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Buggy Ramps
I’m Interested but the speed on them is so slow except on edges (which might be a glitch they remove) and with orb weavers. I would want an additional feature where we can apply a spray to the webs we build to make them less sticky. An upgrade rather than a replacement like reinforcing in Subnautica or Raft. Honestly wouldn’t mind being able to reinforce/upgrade a lot of what we build.
- Jumping Spider Buggy
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Termites
I had always assumed that scent was part of how the red ant armor in Grounded 1 or the red ant Buggy in Grounded 2 worked so I like your idea of being able to make termites (and maybe some other insects) docile via scent. I don’t know that we should be able to make the scent item before we have completed the associated lab/dungeon/hill/mound. (I’m leaning more towards whatever we use for scent being more like a smoothie that wears off than like a trinket.) The red ant buggy makes several of the ant hills we explore very easy. I’d like other areas to at least be a challenge the first time through. I’m OK with them becoming easier when you’re going back through just to farm items.
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Carnivorous plants
I like the idea of being able to plant them for defense… but I wanna go a Sims route and make them a tad sentient and problematic. If we remember to feed them they only attack aggressive insects. If we forget… they might chew on us a bit. Might munch on (but spit out) a passing buggy.
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More bugs for Grounded 2
Other than broodmothers everywhere I am on board with the suggestions. Now if you mean they have lairs they stay in for each area, fine. That matches Grounded 1 actually as the broodmother’s den was in an early level area. But free roaming… The current area we are playing in is supposed to be the beginning area. Free roaming Broodmothers are not beginner friendly. On anything but Whoa! Mode… that’s kind of mean to new/casual players. Maybe later in the story something can trigger broodmothers in the starting areas the way hornets were in Grounded 1. I have no objections to them being roaming in later areas.
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Deleting Blueprints Destroys Whole Structure/Blueprints "supporting" other structures
I’ve had that bug randomly appear. Most of the time exiting the game and coming back in fixed it. I did have that glitch remain stubborn one time despite reloading multiple times so I just started building a few sections over and suddenly I could delete the blueprints that have been acting like they were supports. The game definitely gets confused once in a while about which pieces are supporting what.
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Suggestion
On a similar note, I want an elevator so bad. Been dreaming of that since early access for the first game. We’d have to build the elevator shaft and that would be what increases/limits how high the elevator can go. It would need to have an old-school manual lever elevator to make it go up and down as there’s no telling how players would set up their floors/stops. I would want two sizes; a fairly small elevator that’s literally just meant to move your character up and down and then a large one meant to hold a couple pallets.
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Ant buggy can't fit through Pine door
Can confirm, the pine door is not buggy friendly.
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Buggys are too strong
I’m not against the buggies needing additional care, but I’m not a fan of the grass idea as a default. The medium to large insects wandering around in game have the grass move around them due to their movements. It would honestly be a bit weird that our buggy didn’t have the grass move. If the developers wanna add in an option where grass doesn’t bend for buggies, I have no issues. I do like being able to choose additional challenges, especially when replaying and what you are proposing would definitely change the way the game feels which could make things interesting. Perhaps our mounts should need food and water. I feel like they should be able to slurp regular nasty water without ill effects though not the stuff in the toxic ant hill. And there are food sources as you’re wandering whether it be the human food that spawns, mushrooms or them being able to eat bugs we kill. For bases we should be able to have feed/water troughs. There are ways to add an additional needs without it being a major disruption to gameplay. I suspect this might be a feature that players will want the ability to shut off. It’s definitely gonna feel too “micromanagement” to some. On a different thread it was proposed that there be some consequences to constantly keeping our characters up for days on end. I certainly don’t wanna have to make my character sleep every night, but I’m not against having a debuff if I make them pull a three day bender. Continuing on that thought path, maybe our Buggies should need rest once in a while and that would give us a reason to swap them out.
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FEATURE REQUEST: Resource highlighting in PEEP.R mode
I have nephew who is colorblind who would benefit from this as well as some items look very similar and being able to see grass vs dry grass from a distance rather than walking up to each blade (they look like the same color to him) would be handy. It would also help differentiate dried up leaves and milk pods on the stalk. While I don’t have trouble with that, I fully understand that some people do.
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BUG - Wolfsbane Fangs do NOT show up on Weapon Wall Mount
None of the dual wield weapons display correctly on the display mounts. The mitey claws seem to be the worst in my game as they just float in the air near the display mount. A lot of weapons seem slightly off in their positioning. It’s cosmetic so likely not a priority fix, but hopefully it will be addressed.
Alynxkia
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