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[Feature Suggestion] Farming & Insect Ranching – A Natural Evolution for Grounded 2
Grounded has always been about surviving in a living ecosystem. What if we could become part of that ecosystem instead of just hunting it? 🌱 The Idea Introduce a farming and insect ranching system that allows players to produce renewable resources through base management. 🐜 Insect Ranching Capture and raise small creatures inside player-built enclosures: - Aphids → honeydew production (food / crafting) - Weevils → renewable meat source - Snails → slime for advanced crafting (adhesives, potions, etc.) Core mechanics: - Breeding systems - Feeding requirements - Escape & predator risks - Resource production over time 🌿 Farming Let players grow crops from collected seeds: - Buildable garden plots - Growth affected by water, light, and environment - Optional fertilizers or upgrades for optimization ⚖️ Balance & Gameplay Depth This system wouldn’t replace exploration — it would complement it: - Time-based production (not instant) - Maintenance required - Vulnerable to raids, decay, or ecosystem imbalance 🎯 Why This Fits Grounded - Strengthens base-building gameplay - Adds long-term progression and planning - Reduces repetitive grinding without removing survival tension - Deepens immersion in the backyard ecosystem This would turn bases into living, evolving systems rather than just storage hubs. Would love to hear your thoughts — and see how far this idea could go.
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Terrain Terraforming & Player-Created Tunnels
Hello, I would like to suggest a terrain terraforming mechanic, specifically allowing players to dig and create their own underground tunnels instead of relying only on predefined underground areas. Given the miniature scale and survival focus of Grounded 2, this feature could greatly enhance immersion, player creativity, and emergent gameplay. Core IdeaAllow players to modify the ground to create tunnels, burrows, shortcuts, and hidden bases. The goal is not full sandbox destruction, but controlled, rule-based digging that fits the survival design of the game. Gameplay MechanicsDigging Tools Basic shovel for loose soil Reinforced tools for clay and compact ground Advanced or endgame tools for deeper or harder terrain Different soil types would affect digging speed, stamina cost, and tool durability. Soil Types & Constraints Loose soil: easy to dig, but unstable Clay: slower to dig, suitable for underground bases Roots and rocks: obstacles that block or limit digging Infested soil: triggers hostile creatures Poorly supported tunnels could collapse unless reinforced with structures. Underground ThreatsDigging would attract underground creatures such as: Burrowing insects Large worms or centipedes Aggressive ant patrols The deeper or louder the digging, the higher the risk of encounters. Strategic UsesCreating shortcuts between biomes Escaping predators Building hidden underground bases Setting traps or ambush routes Some enemies could invade or destroy poorly defended tunnels. Balance ConsiderationsTo keep the system fair and performant: High stamina and durability cost Restricted zones (near story locations, bosses, or map limits) Depth limitations without advanced gear Chunk-based terrain saving to preserve performance Why This Fits Grounded 2Reinforces vertical exploration (surface and underground) Deepens survival and risk-reward decisions Encourages unique player-made worlds Terraforming would give players a stronger sense of ownership over the environment while staying true to the game’s survival identity. Thank you for considering this idea !
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Toxic Tangle PTB Known Issues
Can we expect a quick patch about the raw science issue guys? I can't play while It's not fixes... 🙏🏻😭
Weevil666
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