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Alynxkia

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Everything posted by Alynxkia

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. The buggy having a chop level upgrade is request a lot of players want. My opinion depends on what they’re going to do with the black and fire ants. I suspect both are going to be buggy options and that the black aunt would be able to chop down tier 2, and that the fire ant will be able to chop down tier 3. This would mean the red ant would become fairly obsolete after obtaining the next tier ant unless the black/fire ants can’t carry as much. Now, if the black and red ant do not increase the tier level that can be chopped and instead can go into biomes the red ant can’t, then I totally think we should be able to upgrade our red/black/fire ant’s mandibles.
  6. It could be lovely and prompt an entirely different decorating theme when they get around to making more decor objects.
  7. 1. I feel like the flattest version of a pine floor we could get would look like a tatami mat. 2. I definitely want this as well as the chandeliers. I wouldn’t mind some lantern, looking light fixtures as well. 3. When they expand to the water part of the game, I think that’s when we will end up with harvestable bones based off the first game. Whether they will make the bones that are found on land stay decor or also become harvestable is unknown to me. I do think the use of sunken bones versus land bones can’t overlap if sunken bones are used in the same kind recipes as in the first game.
  8. It has bothered me since the first game that I could not put certain building pieces such as stairs of the long side of the triangle pieces. I understand that side C is not the same length as A and B, but the snapping points could be adjusted on that side or there could be an alternative set of stairs that fit that direction that do not mess up the grid line feature. The more conversations I participate in regarding grass and stems either respawning when they shouldn’t or not respawning when they should, make me more and more certain I want weed killer and fertilizer your character can spread to turn on/off the respawn flag for grass/weeds. Buggy reviving us is an interesting idea. There are times they out live the character you are playing. I feel like this might have to be a buggy upgrade feature. It’s a bit like having a fairy in the Zelda games only those are one time use and the buggy is multi-use. The point of the milk molars displaying as they are found is that if you do reach a point where you don’t want to blindly search (likely with a scab upgrade to assist in the hunt in the near future) and can’t figure out which molars you’re missing, you can look at another map online and compare. In the map’s current form the molar icons act like the landmark icons: “You found this. Congrats”. You want the molar icons to act like the disc icons that are: “Hey, There’s something here. Come get it.” I honestly wish that the map didn’t have the disc icons and I had to find those locations on my own or from in game clues. I acknowledge this is personal taste though so perhaps one of the options players could choose at start of the game could be whether they wanted certain icons display as you found them or deactivate as you found them.
  9. I’ve only encountered it a couple times. Visually it was like the dandelion fell through the map. Not the stems, but the dandelion stalk before it pops into stems.
  10. Many of us are collecting an obscene amount of bug parts at this time and while I’m sure at some point will be using them to make repair glue and things of that nature, let’s go a little little morbid and Halloween. Much like we used the grinder to grind up mushrooms for mushroom blocks in Grrounded 1, I’m suggesting grinding up the bug parts to make a slurry and bake it into a stone that looks like the kind of marble. White marble feels wrong for bug parts so maybe one that’s green with some red veining.
  11. I don’t know if they’re gonna let us upgrade our buggies that way. I think the plan is for us to obtain more buggies that are stronger and/or versatile. For instance black ants would be able to cut down tier 2 and a fire ant would be able to cut down tier 3. I don’t know if that’s gonna make the red ant obsolete after you get a stronger variety ant or if they’re gonna make black and red ant not as useful for carrying stems and grass. Perhaps the black and red ant buggies won’t be about chopping tiers, but instead of being able to actually take them into climates unsuitable for the red ant. The black ant could enter the cold areas and the fire ant could enter the hot areas. If that is how they’ll be implemented then yes, being able to upgrade the ant buggies’ mandibles would be awesome.
  12. I also think we’ll see the return of the firefly, gear, but I rarely used it because I like getting the armor set bonuses. I was using a spicy staff and it glitched a little and one of the globs that it threw didn’t disappear. Instead of that being a glitch, what if once in a while when you were using staffs, those globs did remain and you could go collect them and then use them to temporarily make your armor glow. You wouldn’t have to give up a hand, armor piece, or trinket slot. To offset that it is temporary and that it’s kind of a pain to make. Some other posts mentioned making a dye/paint stations so I figured this would be a good craftable to add to that if it is ever included. If the dye/paint table never makes it in to the game, the globs could be used to make a smoothy instead annd its your character that glows instead of your armor. Perhaps if you only use one glob type, the radius of the glow is minimal and the more types that you use the stronger the glow.
  13. I would like there to be a rare type of gnat or aphid (special color maybe) you can tame and if you bring it around with you, it can retrieve arrows within a decent range, including the ones that have fallen beneath the map. Not being able to pick up those arrows is driving me nuts. While they could let regular aphids and gnats gather arrows, I think it would be more fun for there to be some rare versions of pets to find that have some sort of extra perk. (While it would be better for the arrow to just not fall through the map, even Grounded 1 never fully fixed that glitch.)
  14. We could have the overall feel be a “mist” so the majority of the water droplets aren’t anywhere near dew droplet size. We could still have some larger raindrops fall to create the challenge mentioned. How much are we going to say it impacts the world? How fast will the world dry? Would the time of day impact that? Will things become slippery? Will we create gear that negates the slippery effect? Will it fill water collectors and max out dew droplet webs? If water is going to pool in the valley areas of the map, perhaps the AI pathing could have alternative routes during and right after it rains so the creepy crawlies don’t walk too deep into water. Flying insects would need to change their behavior. There are a lot of tunnels but many have enemies. Flooding the tunnels with enemies creates a problem balance wise as after the rain (or during it with swim gear) you can explore/loot the area enemy free assuming that Grounded 2 has the insects coded to die in deep water like in Grounded 1. Many of the insects in the game could be coded to swim/float or just stay alive even when submerged as their real life counterparts can do that so we just might face some submerged nightmare fights. It would be neat if a lot of cracks in the ground became creaks/rivers for a period of time during/after rain.
  15. I’m pretty sure mushroom blocks are already planned and just locked behind a chip that is not in the game yet. I’m with you on the paint. There are so many things we collect in Grounded that we should be able to come up with various paint/dye colors. They can make the other flowers that are in the game also drop petals and the different colored petals could impact the color of paint. (I just don’t feel like there’s enough recipes that utilize flower petals.) I have more mite parts than anyone could ever need so those could be ground into dust and used in some paint colors. Any materials we collect that are only used for few recipes should be prime consideration as a paint material. We have an ice biome so we could potentially to make a freeze dryer. Things you wouldn’t normally think to put in the grinder could be freeze dried first and then become a powder/dye for paints via the grinder. I’ve mentioned it in a couple other posts, but I wouldn’t mind some of the spray cans littered across the becoming spray paint cans, and we can collect paint directly from those.
  16. Bounce Shoes: What if there was foot gear that let us jump higher and for each level we upgraded them the more height we were granted. Twin Arrow Trinket: Could be worn to have a two arrows shoot at once a certain percentage of the time. This would include being able to be trigger on critical hits giving you two critical hits in one shot. Useless for shooting berries but it could be handy in fights damage wise. Boomerang: It would be a throwing weapon that after a period of time would return to our inventory and just might hit an enemy on the way back for an addition bit of damage… or wack a nearby ladybug you had not planned on engaging with. Use with caution.
  17. I want more things to unique things collect and more things to decorate with. I think it could be fun to have stickers that we can find on various objects in the game and basically peel them off and then reapply them to our base like a wall decals. There could be button pins or actual buttons to find that we could either use those more wall decor, or floor decore like stepping stones, or have a set of select recipes where various buttons can be used as tabletops or something of that nature. We could have to find puzzle pieces and put them together on a table somewhere, and that would give us a treasure map to some item. Currently we don’t find much on the dead bodies or in the labs but what if we found a shrunken boombox or CD player in one of the stations and the dead bodies had tapes or CDs we could loot to play on it. Playing music back at my base could be sweet.
  18. The drying rack could be set up to work more like the spinning wheel, grinder or the cookery. All of those items are able to pull from nearby chests without it being a big deal.
  19. I’ve noticed players are posting about issues with both things spawning when they shouldn’t according to the rules we know and not spawning back when they should. (I have the latter problem) I don’t know what’s causing the glitch, but I think it would be neat to have both a fertilizer and a weed killer so we can reactivate spawning for a grass stems and weeds where we want to and deactivate where we want to.
  20. I like the veggie garden idea as it should have sone unique resources. Another post suggested that the game have things like illnesses and fatigue if you go to many days with no sleep and things of that nature and I feel like being able to get supplies from this garden, and potentially seeds to grow some items elsewhere, could be used in crafting remedies and things of that nature for those. Plus the vibe would simply be nice. It’s not weird to have a community garden so it would fit in the park. The half sunk kayak does sound intriguing. If the kayak is filled with supplies as well, that would give us more things to try to navigate around potentially in. I wouldn’t mind it if there were a some kites that got tangled up in a tree and that the tree branches made up an area a bit like the hedge in the ways the branches entwine. A hidden tree lab in the actual branches and trunk would be good. I just feel like it might be nice to have some more areas up high to explore.
  21. I want it to rain but to avoid it feeling like a meteor shower attack it has to be more like a sprinkle or a mist (not fog mist but really really small droplets). It would be cool if the mist pooled on the grass blades and formed dew droplets on many of the grass blades and some other areas. I think the thunder suggestion is doable and I would love for some lightning effects. Snow seems doable as it can fall very fine flakes and gently. I’m not sure if I would like windy days as that’s gonna take away a key visual cue for when larger insects are near you. Windy days could become a reason to do certain things on certain days and maybe focus on areas where you have greater visibility or are inside/underground. Things get a little complicated if we add in effects from the weather besides visual. Is rain going to make things slippery or just look shiny? If it is gonna make things slippery, can we make gear that helps to negate that effect? If it’s going to snow, are we going to need to carry a spicy weapon or a torch or wear cold resistant clothing? On really bright sunny days is there going to be a heat factor we have to keep in mind? On windy days is our dandelion puff going to go off course? Will flying insects flight paths be impacted? If we were not going to do full seasons, the only way I would be able to explain having such a variety pack of weather (summer one day and winter the next) would be for one of Wendall’s or ominent’s machines to be a weather machine and malfunctioning. I mean, we already have a shrinking machine so why not.
  22. I know it will get better. The longer the game is in development the more dialogue options there will be thus lowering the repetitiveness, but yes, I too would like a toggle button for dialogue that kept any phrase from being said more than once.
  23. I do know exactly what you’re talking about. It’s a little frustrating but mostly it just looks weird. I think it’s just the game’s physics trying to have items roll and/or slide downhill but as these two item types or not spherical the code for the animations is still lacking.
  24. I like this idea, but I’d also like a trinket display shelf as well. For decor/comfy and because some of the trinkets I will never use and others I don’t have their usage linked to a specific outfit.

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