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Alynxkia

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Everything posted by Alynxkia

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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).
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. It could be lovely and prompt an entirely different decorating theme when they get around to making more decor objects.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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.
  24. 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.)

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