Jump to content

Alynxkia

Members
  • Posts

    109
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Alynxkia

  1. I believe “y” might toggle them. There should also be an option in the HUD. If that doesn’t address your problem, then please know I have had them display so high in the sky that when I looked around me at ground level I could not see them. You might be experiencing that glitch.
  2. I like the idea, especially as this game is a lot darker than the first grounded so being out and about at night, definitely feels more treacherous. In order to keep the lean to/bed relevant maybe the dent wouldn’t fully restore health the way that lean to /bed would.. or it could act like a consumable. Just something so it’s not replacing the function of those items.
  3. I wonder if this is the current default to handle if you entered the biome further in from the edge (from above) as the buggy would not be able to stay where the dismount was triggered. It could bolt for the nearest non-ice area but I don’t know that would be any better. If you are on the edge of the biome it would be convenient for the buggy to act like you are approaching a lab door.
  4. I like the more complex buggy collecting, raising, mutations, and breeding proposed. I definitely like the idea of finding rare types to tame as I’m a fan of anything that gives us a worthwhile reason to explore/re-explore the map. If what we feed our bugs can change its stats, that gives a reason to expand how Grounded does farming/cooking so we can obtain more materials (and use more of what we already have) and provides us with more reasons to cook. We could harvest from the garden that I believe is planned in the park and maybe have some of the smaller veggies be something we can grow back at our own bases. There are a lot of small to miniature veggie/fruit varieties that could work. It honestly can’t be any weirder than us growing giant mushrooms that are like trees compared to our shrunken size. There could be different planters to build. Maybe an upgraded version of acorn water reservoir to water planters which in turn would encourage having multiple dew drop web collectors.
  5. I’ve seen the glitch that you were talking about and based off of my social media feeds it seems to be something all of us, or a fair portion at least, have encountered. It somehow made the wolf spider both more horrifying and yet somehow humorous. I don’t know if the wonky legs are related to the issue that I had where a wolf spider followed me into the stone stash tunnel, and I couldn’t actually fight it because it was bouncing around in a very glitchy fashion and seemed to be ignoring collision with terrain.
  6. Locked Blueprints: Blueprints sometimes “lock” and I can not move or delete them normally. It’s not due to another blueprint being attached to it. This can happen when there is only one blueprint used. I have to use the menu option to delete nearby blueprints. New blueprint acting like primary support: I was adding onto one of my structures and I changed my mind on where I placed down new blueprint so I tried to delete it and my entire “already built” building collapsed… None of the building was using this blueprint to support it. The blueprint was not built. It had not existed before the rest of the building. I reloaded my save and tried to remove it again and it collapsed the building again. Using the menu to delete nearby blueprints did fix this. Support Points: I really want builds to recognize multiple support points with the landscape and not just the first piece placed. I know that it’s recognizing support from other building pieces (at least most of the time) but it sure doesn’t seem to be recognizing if I have reached another root, or a fence post or reconnected with the ground beyond when a piece tries to cut too far in and thus displays “location occupied”. Support Miscount: There are times in my builds where the building pieces don’t seem to recognize that they’re supporting each other and that each piece is counting all of the other pieces as being supported by them. Nothing like the railing on the balcony saying it’s supporting several hundred pieces when it’s only connected to a single flooring piece. Reloading fixes this. Random Unsupported Surface: I have noticed that the tops of the fence post logs will randomly display “unsupported” when trying to build. Canceling the blueprint and retrying is sometimes enough to fix that and other times I need to reload. The error can also occur when trying to place down a pallet. ORC Raids on builds: When ORC raids are happening and I’m on a build, sometimes the ORC bugs cannot move past a certain point. There’s nothing visible in their way. They seem to just be stuck on the connecting point between flooring pieces.
  7. I encountered the enemy inside of landscape object issue all over the map. A few examples: There’s a small/medium size stone by one of the log fence poles (lower right of picnic table) that seems to have mites or spiders within it a fair portion of the time and one time a red ant. On the far upper left of the map, there is some firewood. Right in front on the wood I watched a ****roach half submerged in the ground running around. Further to the right, but still on the northern part of the map there is another larger stone next to another log fence post that has the bombardier beetle that supposed to be on top of a brochure/magazine. I have found it stuck inside the rock several times.
  8. I’ve had a happen multiple times, particularly when dismounting the buggy. Moving the floor/ceiling or remounting the buggy (if I can see it) tends to release my character.
  9. I fully agree that there should be upgrade options for the saddle and I hope that it has options for everything you listed. If they ever implement a dying feature, I want it to include the ability to dye the saddle as well. It would also help the differentiate between buggies on sight when they’re the same bug type.
  10. Could be interesting. I like that altering your playing behavior can help you avoid any trouble with them, but at the same time most players are going to accidentally trigger them at some point. Gives you another reason to watch your stats and a hazard to working on the cardio fan mutation.
  11. The first imagery that came to mind was a flatbed trailer that we would position the items on top of. I feel like that might be a nightmare to code for though as you’d have all these various sized items trying to move over/through the terrain. You could have the grass and whatnot ignore them while they’re on the trailer, but that would look weird. And if you were going through an area that had something above you the collision would be… interesting. If the trailer that we built acted like an extremely large chest that furniture and production items could be placed in that would be pretty neat and there wouldn’t need to be code for how those random furniture pieces would or would not interact with the things we encountered as we moved. Only the trailer itself would have to be accounted for. I think the buggy speed would have to be decreased while using it. Maybe even require two buggies to pull the trailer or a more robust mount. We would still run into enemies though so the trailer would have a health bar and if it was depleted all your stuff would fall out, but not be instantly destroyed as that is just too harsh. Something like a backpack could appear. The trailer would be repairable up until the destruction point so if you managed to fight off your enemies, you could just repair it. If it was destroyed, but you lived through the fight you would have to make another trailer or transport the stuff the old-fashioned way. (Or reload your save, whatever way you want to play.) We could have a couple versions of trailers. Maybe one meant to carry multiple pallets. Maybe stronger trailers that have a larger health bar. Maybe a smaller trailer that can’t hold as much but most faster. Perhaps a trailer meant for actual building pieces so you could truly move your entire base instead of having to destroy pieces of it to get back resources to be build elsewhere. The third person camera would have to back out a little bit I think and the first person camera… well we’ll have our usual issues or lack there of.
  12. This issue keeps popping up on multiple threads so I think they will adjust it in future updates. The only finicky part about the fix is allowing you to get close enough to the buggy to mount it, but not allowing the buggy to get/stay that close to you. If you increase the range at which you can mount the buggy, then you risk that triggering when you don’t want it to. Perhaps there can be a slight delay when you move into mounting range before the code to make the buggy get out of the way triggers.
  13. While I don’t think it would be a native plant just growing in this game, it could be in a pot. It could be positioned somewhere to be problematic for the player, or it could become a plant that we could get seeds from and grow to defend bases.
  14. If you’re looking for scorpion free, there’s a stack of wood holding up one of the legs of the snack bar that’s easily accessible right at the start of the game and it’s really close to the Ranger station. There’s also the log fence that goes around the picnic table area and a fair portion of those logs have ropes going between them that you and/or your buggy can use to go between them. You can build bridges between the ones that are not setup for walking on the ropes. There are several trees in the yard where if you build upwards towards where mushrooms that are on them you’ll also find a fairly safe location from scorpions. The podium comes with some enemies around the bottom and on top, but there are some sections at the top that let you build out from it giving you a very high base.
  15. I also liked the base music in Grounded 1 and would welcome its return though I wouldn’t mind if a few other tunes rotated with it while at the base. So far in Grounded 2, I like the one that sounds like a music box that reminds me of the slowed down version of the Gravity Falls theme.
  16. I don’t know about the cicada noise from a personal preference standpoint. That aside it seems like they would be a neutral until attacked insect for us but get into fights with hornets…actually it’s more like the hornets would pick fights with the cicadas. Crickets are listed in the winter update so look forward to that. Dung beetles could be interesting. If gardening had a stronger focus in the game, I’d say that armor set could provide gardening perks, but gardening is limited in grounded 1 & 2. We could craft a new shovel using their shells. Maybe collect dung as another fertilizer. Dung beetles can be territorial towards their own kind. Maybe the dung beetle armor set has a consequence of triggering their aggression when otherwise they would be passive. I haven’t quite figured out what the perk would be yet to offset that negative.
  17. Based of the number of posts I’ve seen and the positive responses to them I agree, many players want something of this nature. It would certainly give us a reason to be switching up armor, more often or to have multiple sets stashed around the map in various bases. I think it might be interesting to have some resources and bugs spawns only appear in certain weather. It might be frustrating waiting for the right weather though… shrug. Who’s to say we can’t make a weather machine in the late game. Once you accept shrinking machines and mind controlled bugs, the sky’s the limit.
  18. I am finding some parts of the game a little too easy. I was thinking it might be nice to have a couple subs modes that can be selected to add additional challenges when choosing Mild, Medium, Whoa, and Customized. Tech Failure: While initially it was nice that I could find wolf spiders and scorpions on the map because it made for easier hunting when I needed parts, I realized being able to see them so easily took away a lot of the apprehension I had when traveling around in Grounded 1. I could choose to just not use the feature, but I think it might be nice to have a mode where there is basically a technology failure with the scanner and the map only shows resource nodes that you have harvested at least once before and it doesn’t show any of the resources that are currently a living bug. Lack of Direction: This could be used with Technology Failure or on its own, but the map would no longer display exactly where you need to go for the story or for chips. You could use the scanner feature like normal unless you also selected Technology Failure. Grindfest: Craftables would require an additional resources. I don’t mean the quantity of the current resources would increase, but rather that additional different resources would be needed. I believe the current plan is for five tiers of weapons/armor/omni-tool upgrades. Tier 1 recipes would need an additional common resources. Tier 2 would need two common resources. Tier 3 would need an uncommon resource. Tier 4 would need a common and an uncommon resource. Tier 5 would need two uncommons or one rare resource. HOA: Much like Grindfest this would make it so building/utility production/decor options required additional materials. Depending on how much your build, you might already find building as grindy as you would ever want it to be which is why this was not built into the Grindfest mode. Building pieces like floors, roofs, walls would need an additional common resource. The two sturdiest building materials would need two additional common resources. (In Grounded 1 this was Ash and Mushrooms) Utility production items would vary. Early game items like the roasting spits and storage baskets would need another common resource. Things like spinners, dew collectors, and jerky racks would need an additional uncommon resource. Later game utility production items would need an additional rare resource. Decor would need a more careful look as I feel like the high use items like torches and sconces have to only require another common material to not reach insane grind levels. The items only used once to a couple times in a typical build can have uncommon or rare resources added. Ex: Fireplaces get used, but not anywhere near the same quantity as the other light sources. These were just some thoughts to add in additional optional challenges to the gameplay.
      • 1
      • Like
  19. Disappears as in it does show up on the radio dial at all or in the nest? I asked because in one of my bases when my character wakes up I see my own ant mount for a split second and then vanishes however, I can call it back by using the radial dial. I think there might be a collision problem that yeets my ant into the nether when that particular base loads.
  20. They’re probably should be a timer on the icon so it does disappear eventually, but I think it handy initially because if you get into fights on the way out you may drop the egg unintentionally. It’s not world ending if the icon didn’t exist though. I have mixed feelings on the red ant friendliness being tied to the buggy rather than the ant armor. It’s a nice perk when you are off exploring the park, wearing non-red ant armor, and your buggy is keeping you protected from aggroing that one an enemy type. That feeling in Grounded 1 when you could go explore the red ant hill without any cares while wearing the red ant armor… minus when you steal eggs or a wolf spider follows you in… it was nice . The red ant buggy does not recreate that feeling as you are trapped on it to avoid fights and you can’t harvest everything while mounted. If you time things well though you can still hop off, mine a resource, and hop back on undetected in most of the red ant areas. I’m not opposed to the red soldier ants remaining neutral when you’re simply by your red ant buggy and not actually on it. I do think it doesn’t make much sense unless you are also wearing the red ant armor. The logic my brain made up for the reason your character is ignored when you’re on the red ant buggy’s back is that the other ants are not really seeing/smelling you. If you separate yourself from the buggy and you don’t look like an ant or smell like an ant…(shrug).
  21. I have experienced it as well. I also find them on the ground sometimes, but when I go to chop them sometimes they just fall through the map. That glitch could be related to another problem where weeds disappear when you chop them. I’ve been having issues with grass as well. It took over 50 game days for some grass to respawn in parts of my map.
  22. My brain latched onto the “player slingshot” in that first post and now I can’t imagine anything more fun than having my character yeeted through the park via a questionable contraption formed of stems, clay, some rope and bug rubber.
  23. I like this idea. It should be possible as the armor manikins do have poses. We’re just applying that feature to several different shaped to manikins. I want to be able to make smaller versions of some of the large stuffed bugs. Don’t get me wrong, the full size ones are nice, but in the majority of my builds I would like a more manageable size.
  24. In my game the unknown woman’s attacks always happen at 10pm the night after I get the first notification that the attack is coming. I happened to be on a log/stump that was part of the fence the first time and found those logs make for easier encounters as not much can reach you. I don’t know if the attacks are supposed to be as consistent as I’ve experienced them. There are times when I go to sleep and I get the warning that I might be attacked in the morning, but that is never happened. Personally I would like the hourglass icon too either remain on screen (discretely) or be in the menu I can access.
×
×
  • Create New...