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Showing content with the highest reputation on 05/14/2018 in Posts

  1. I drew a mockup of a pattern I think would look nice. I based it off of fish, which is why the glowing color is blue. Nice idea btw!
    7 points
  2. Alternatively to a horn slot it could be instead of a mane.
    3 points
  3. The Peacock Tail gets a more peacock like texture soon ^^
    3 points
  4. Hello, I think it would be a nice think to add an option to change the name of savefiles after they were created. I often end up with 3 or more savefiles that are titled ''New game'' or weird stuff like ''agkhlsderflz'' (I know very good name huh) when I create new saves to test things out. Then I realize I like playing with those saves but am unable to change for a better name. I guess it would be a helpfull adition for people that are bad at naming like I am. Aditionally, maybe a random savefile name generator could be nice to help the naming too! That's my suggestions, thank you for reading!
    2 points
  5. A bug is that you can place parts outside of the soi of the part you are pacing it on if you hit test flight or save and exit with the part being dragged.
    2 points
  6. Relatively few of them, mind; not everybody will like this. But autonomous challenges would be nice. Perhaps a specific arena that randomly generates missions of a particular type for autonomous runs, with hunt/kill, collection, mining, etc challenges available.
    2 points
  7. While the male/female binary is rather common among mammals, Nichelings are not exactly mammals, right? Especially now that they could have amphibian, avian and even arthropoid features! Just like there is an mind-boggingly large number of lifeforms, there are dozens of ways sexes can work. There are fish that change sexes when there are not enough individuals of a certain sex, tapeworms that are male in young modules and female in older modules (or was it the other way around?), a wide range of hermaphroditic lifestyles, especially among plants and gastropods, and fungi with literally thousands of sexes. The diversity in sexes is ruefully underfeatured in Niche. (This moon wrasse is a protogynous sequential hermaphrodite. Image source: https://en.wikipedia.org/wiki/Sequential_hermaphroditism#/media/File:Thalassoma_lunare_1.jpg) So, I suggest a new gene slot for sexes, with these genes: Binary: As it is now. This individual can be either male or female its whole life. Sequential: This individual changes its sex at one point in their life. Perhaps the halfway point? Or a random point? Or due to external factors, such as hunger? For the devs to decide. Could be seperated into protandry (male at first), protogyny (female at first), and bidirectional (either). Parthenogenetic: Female only. Reproduces asexually, that is, produces clones of itself. Might work better as a rare fertility gene. Hermaphroditic: A new sex . Can reproduce with anyone, excluding infertile individuals. Can also impregnate itself, which is not recommended. Scientifically called "simultanous hermaphrodity", but that's a bit long. Trinary: Can be either male, female, or hermaphroditic, with the latter being rarer than the former two. Perhaps a 40:40:20 ratio? Gynomonoecious: Can be either female or hermaphroditic. Andromonoecious: Can be either male or hermaphroditic. So, what do you think?
    2 points
  8. I blocked some spambots, but i can't do much more than blocking for now. If a new bot appears please report a post from the bot, a single report per bot is sufficient to bring it to our attention. Thank you!
    2 points
  9. Yeah in case you want to have your file name reflect what the tribe winds up doing/being.
    2 points
  10. Honestly... I agree. It would only make sense considering that anything else that attacks the pup insta-kills it. however there has to be some kind of safety on this kind of thing: I can only imagine the horror as players accidentally kill off their newborns after this goes up. Mayhaps one can only do this action on an omega, for example. And the button be a different color... maybe with a warning/confirmation window too. and two players have to turn the keys simulta-ok I'm done
    2 points
  11. Hey, so I was thinking about how it would look so cool to have blue horns on my nichelings and I came up with this idea. I really would like if a few rarer cosmetic genes could be unlocked in more unusual ways and so, what if the blue ramhorns could be unlocked by killing a rare blue crabit. A bit like those rare blue lobsters that you can sometimes find in the ocean. Like in this image: It would only spawn on certain islands that are more focused on water and would have quite a large lifespawn. Maybe it could be something like a achievement to kill it? Also for the horn's blue hue there's a few that I would like. Nothing too saturated but not too grayish etheir. Like those: I got a bit caried away and even drew a nicheling ahah So yup that's my sugestion! Thanks for reading!
    1 point
  12. It would be cool if there were different types of manes. Think of a nicheling with the mane of a lion! Here are my ideas: Small mane: Just few tufts of hair on the head +1 attractiveness Medium mane: The current mane +1 cold resistance Big mane: The mane of a lion +2 cold resistance -1 heat resistance +2 attractiveness Tuft mane: Like medium mane exept this comes with ear tufts and if you have medium tail, it gets a tail-tip-tuft and double effect. Females display eartufts (and tail tip) they also get effects. +1 hearing Double effect for medium tail + attractiveness Dominance order: Medium mane > Small mane > Big mane > Tuft mane Edit: 23rd of February 2020 Updated artwork! For comparison, no mane (so basically females with any mane type other than tuft-) Small/short mane: Medium mane: Big/lion mane: Tuft mane: (male:) (female:)
    1 point
  13. is simple as that piston !!! having such a thing could be a hole world of new concept build like a new walker desing or just a simple reacher my idea is that piston will extract the range of the build limit aka the yello circle and have a force to it the force is the speed of the action and have a limit gauge too this is my suggetion for a new mechanic part
    1 point
  14. I think it would be cool to add a new game mode that makes things a bit more challenging. In this game mode the game starts with a tribe of animals (maybe around 5 or so). Things are peaceful for a short time and then the earth starts shaking. The island you are living on is slowly falling apart. Your tribe needs to reach the next island exit as fast as possible! And this is how it keeps being from now on. Every island you enter will fall apart after some time, so run for your lives! You only have a short amout of time to gather up resources before heading to a harder island. This adds an interesting time restriction to the game which makes every single decision more important. Maybe this could even be a story thing, like Adam's story. With a small intro and an end goal: Reach Paradise Island. An island full of food and where earth quakes can't reach you.
    1 point
  15. For a mining ship, it'd be nice to be able to have a weapon that is specialized for safe use around ore; -damage, +digging, 0 damage to ore. That, plus the fact that it occupies an upgrade slot, should keep it a useful but very specialized upgrade.
    1 point
  16. I very much like your plans, sir; requiring small ships is going to make things interesting. Putting it in a metal ship that you can't just torch clear will also be interesting. I've made a number of autonomous drones that can navigate planet cores and upside-down, and the challenge of this interests me. A few challenges: Tunnel cruisers - navigate a windy tunnel at the highest speed possible - the more you come in under par, the bigger your bonus. Very windy tunnels with a short-distance run, or gentle curves for a long, high-speed run. Treasure hunt - a small maze, complete with locked doors, keys, switches, and etc. This will require more logical detection, such as wide-angle detectors and directional sensors capable of locating keys or switches. No enemies and wider corridors, since tight navigation and combat aren't the point. Mining challenge. Small planet, weak enemies dropping in from orbit. Strip-mine every ounce of ore, and if you destroy any, you lose. Boss fight - Present a boss with a unique challenge (slow turning but with an armored front, or can only be killed by pushing it into a hazard, etc.) that you have to custom-build for. I'm sure I'll have more later.
    1 point
  17. Sure it is. The effects of particle gravity, particle bounce, and particle lifetime, plus 'do not damage ore', should be very much like this. I haven't experimented with the bounce/sticky part of the research tree yet, but based on its behavior in the upgrade preview thingy, I think that'll do fine.
    1 point
  18. Instructions: 1) you can'd deploy/explode fireworks when the platform isn't touching the ground 2) 1,2,3,4 - launch one of four fireworks, w - just to land safe 3) WARNING: beware of chain reactions
    1 point
  19. If there's another feature request containing mine - for any of my posts - don't hesitate to let me know. I can comment on that instead and take mine down, so it doesn't split up attention in a way that might undermine the suggestion.
    1 point
  20. Not to the physics engine, surely. All I'm talking about are named inputs/outputs. We have these already. If you gave the player the ability to name the hinge, and gave an output that was the hinge's name plus angle, you'd be close to what I'm suggesting. This way, you could have logic that activates with an input of Hinge5 320, activating when the hinge is at a 320 degree angle. (Forty degrees off vertical.) The 'tolerance' is also an important part of making this a useful change, though. This suggestion is all logic; unless that's embedded in the physics system somehow, they shouldn't interfere with each other.
    1 point
  21. @Lilytuft Actually, yes. If you get her pregnant and she's standing over a nest when the day passes, a baby will be born. This baby will automatically be yours! Pretty cool!
    1 point
  22. When you beet a sumo tournament it would be nice ,and maybe even make more sence, to be awarded with material/currency instead of just seeing nearby locations. Maybe you would get some red or yellow recources or maybe the green and blue ones. This could even be the only way to get this two last ones or at least this would be easiest than finding them.
    1 point
  23. Here are a few royals of mine: Mocha, of the Blossom Tribe 3.0 (Tribe of the Blossoming Flowers) A playful and mischevious Nicheling, a short snouted creature born from two derp snout parents, in a tribe of derp snouts. He was deemed royal after birth, due to his odd short snout never seen by the tribe. He is only young but when he grows he is to be paired with the finest female, and to produce royal babies. After he dies, one of his sons will take his place as the royal of the tribe. Caramel, of the Blossom Tribe 3.0 (Tribe of the Blossoming Flowers) A quiet and shy Nicheling, a long snouted creature born from two derp snout parents, in a tribe of derp snouts. He is the brother of the royal Mocha, and will be deemed royal if Mocha so happens to die before producing any sons. He is actually looked down upon for being born so soon after his brother Mocha. He will surely be overthrown if he were to become royal. Vantaduck, of the Blossom Tribe 3.0 (Tribe of the Blossoming Flowers) A strong and attractive Nicheling. First of the tribe with the peacock tail, father of Caramel and Mocha. Said to be unworthy of the royal title. Conflict about if Vantaduck and his mate, Reanara, can truly be called royalty. Reanara does not care about the royal title, and is only proud of her son Mocha for being deemed as royal. Vantaduck continues to fight for the royal title, but is it really worth it?
    1 point
  24. I used to have the same problem, but the answer it to just take your time. Don't rush through the days and take time to look at the current genes and the mutation menu. If there's a gene you want, add it to that nicheling as a mutation (or try to breed it in. adding it as a mutation if they have it recessively gives you better chances too) Your starter nichelings will have different immunity genes, so breed them for a while, but not too much. If you only have 10 food, don't constantly pop out babies or your tribe will starve super fast. Have each baby find food and move them back to the nest if you plan to breed them. Stray nichelings have fresh genes that prevent the double-immunity illness that inevitably happens after so much inbreeding, so invite them in if things are running thin. You can survive on the starter island without inviting in strangers for a short while, but eventually you will need them. However -- this does not mean you should wait for offspring to have completely different genes before breeding them, it will put you in jeopardy. If you have two siblings with, say IJ and JI, you can breed them and there is still a chance that the offspring won't have JJ or II. If you have AB and BC, there's a chance you could get BB, but also a chance you can get AC, which could be vital if C isn't an immunity gene found in most of your nichelings. Sick nichelings aren't completely a loss though. If you have a AB nicheling and a breed with a sick CC nicheling, then you can get a healthy AC or BC baby. Basically be sure to take your time to look over your nichelings, and your run will go so much smoother. Don't do what I used to do and slowly panic when sick babies started appearing and starting zooming through trying to fix it.
    1 point
  25. I like this, but I think stagmoles but no rabbils makes more sense since you are both underground and in the dark, and rabbils are more of a plains/forest animal. I would be weirded out if I walked into a cave and saw a bunch of rabbits hopping around, while I wouldn't be surprised to see a mole. I think the glowing mushrooms would be the main source of light for unfit nichelings. No matter how long you sit in the dark, your eyes will only adjust so much if you don't have nightvision of some sort. The glowing mushrooms would light up some parts of the cave and allow you to easily see, while other unlit parts would be completely dark and not visible unless the nicheling can see in the dark. I think this idea would work well with some sort of glow gene too.
    1 point
  26. Omega, take a look at this one. This part can fully replace a number of logic gates, as well as compress the function of multiple and complex conditions into a relatively simple table.
    1 point
  27. @MysticTopaz They look awesome but a bit too textured for ingame I think but as fanart/concept art they are great! and I didn't mean for them to be covered in scales all over, just a hint of scales at the breast like the strands of fur we get on normal body without having it everywhere, the rest would be filled out by imagination ^^ and for the leaf/sky one, I like it but again, it is too textured for ingame I think, ingame they are all solid colored. so maybe the sky blue could be the overwrite color for the pattern? I made an example how a spotted one would then look when sitting on a tree, but very simplistic whithout texture, just color and outlines as we get ingame
    1 point
  28. Everything can benefit from a tech tree. Give solar panels a tech tree that allows you to specialize it in storage or regen, and perhaps upgrades to more efficiently power certain devices, like shields or weapons. Give logic parts a tech tree that allow you to access new logic parts, and perhaps enable more complex behaviors from those parts. Give detectors angle upgrades, enable detection of self or your mother ship, enemy or enemy bullets. Engines can have their output upgraded, and grant access to the more interesting adjustable engine. Shields can gain upgrades so you can reduce their angle for more strength or range, or less energy use. Every part in this game can benefit from that tech tree, but only weapons are treated like they can be special or interesting.
    1 point
  29. So after people saying they wouldn't like that they couldn't control the sick creature. What if this disease was a part of the challenge mode (I am refering to this post: ) or an option when you go sandbox (either on harder islands or just always) and just not present in story mode? That way people could have the option if they wanted the extra challenge but players who don't want it wouldn't need to play with it?
    1 point
  30. A firework that explodes when you lose too much speed. Firework.nimbatusdrone
    1 point
  31. Okay, I finished the pictures! I know you mentioned you wanted scales like a reptile body, and I tried to edit together some scales for the body, but I personally had some difficulties, so I've got one picture with the scales and all the rest just have a 'rough' texture to them. Hope you don't mind! I also added in a 'tree' version, and I tried to make it look like mostly leaves with some blue mixed in like seeing the sky through the leaves. Not sure how well it went, but I tried lol Scales: Tree: Grassland: Savannah: Home Island: Beach: Underwater: Swamp: Jungle: Mountain: Snow: Just a note: The body I drew is sleek and kinda bean-shaped because I noticed that, when a chameleon is 'sitting up' or stretching toward something, it's actually kinda thin, whereas in most of the pictures you see on google, they're sitting down on all fours and look hunch-backed and chubby. Since Nichelings are sitting up, I went with a thinner look
    1 point
  32. Lurkily, the idea to add a sort of selectable distance between springs is awesome!
    1 point
  33. The behavior of springs; two paired blocks maintaining a certain distance with a stiffness to the connection that can be configured - is a good starting point to this. Make the distance between the two blocks a variable controlled by inputs.
    1 point
  34. Pink Dodomingos please. Ever hear of the mighty Jackalope? Half Jack rabbit Half antelope? Rabbit with horns. Google the pics lol.
    1 point
  35. This is pretty important for the autonomous miners I want to build, in addition to the 'direction to bin,' and 'altimeter,' modules, as well as the 'do not damage ore' weapon upgrades all of which would also be very useful. An intelligent miner will have to know when it needs to return to drop stuff off, and when it can keep rolling. I want to say this should be a core output, since it can take all bins into account. But I would also like detachable miners to be able to functions. Perhaps a new detector is needed for this, with an output available for whether all connected yellow/red bins are full/empty.
    1 point
  36. Another thing to add to the wishlist:
    1 point
  37. Other players already brought that up in one way or another. But yeah, every item could use some upgrades, options and variations are a good thing
    1 point
  38. A modification to impulse is needed, I think. An input, which if set, will wait the delayed time, then activate the output for the output time. If not set, it will behave as it does currently. This little modification will allow 'macros', chains of linked and sequential behaviors that can be triggered by a single event; it will enable much more complex behavior. You could open armor segments to expose and fire magnetic spring-harpoons, or build legs that articulate more intelligently. This is, I think, the main block preventing really detailed and complex drones - it's very difficult to 'program' complex behavior. This will change that; one keypress activating various impulse modules, with different delays and outputs, could start very complex chains of behavior.
    1 point
  39. I've already made relatively complicated systems; I think our current logic blocks are a feasible approach, but more specialized blocks are needed. A modification to impulse is needed, I think. An input, which if set, will wait the delayed time, then activate the output for the output time. If not set, it will behave as it does currently. This little modification will allow 'macros', chains of linked and sequential behaviors that can be triggered by a single event; it will enable much more complex behavior. I've put a feature request for it here:
    1 point
  40. I like this for drones that can dig and mine. (though I've not tried making automatic digging drones with drills - I wonder how that effects ore compared to terrain)
    1 point
  41. Spitting is something I wanted to add since FOREVER. Some of you might still remember that the Derp Snout used to be called Spit Snout, the reason being that we wanted to give it spitting ability It would be able to spit at Rabills and other small prey, which would glue them to the ground for a day. Take my upvote!
    1 point
  42. Tangentially relevant: If you are interested in learning about strange sexes in biology and related topics, I very much recommend "Evolution's Rainbow" by Joan Roughgarden, a fascinating and well written book. Also, its the source for what I said in the OP. Forgot to add that to the post.
    1 point
  43. I think this is an awesome idea! I agree with your original thought saying just buffing blind eyes would be kind of silly. Maybe with the echolocation it could also help with identifying food sources? say "shrieking" to find berry bushes or if this blind nicheling has water body and the potential to fish they could also find fish. I like the idea of having a blind water body nicheling using sonar to find to find it's food!
    1 point
  44. This can also go rearlly well with an the volcano island, like maybe the last island befor paradise is the killer volcano island.
    1 point
  45. That's a wonderful idea! I want to have more play modes and that way it would be much easier Also I would really love to see a "blind genes" mode (that you can activate and desactivate) where you can never see the genes of your nichelings (to make the game more interesting) but you're able to actually see the family tree and change the nichelings' names.
    1 point
  46. Uh... I think what you are suggesting is heterochromia, which means each eye is a different colour. I like this suggestion, however I'm pretty sure heterochromia has zero ties to behaviour or "distemper", so it would be a purely appearance-changing mutation in the game, just like it is in real life, if it were to be implemented.
    1 point
  47. I like it. Try turning off that gravity sensor, and see if those . . . outriggers? Will tip it over and climb the wall. See if using hinges instead of thrusters for their attitude control works. As long as they return to downward-facing when not under thrust, and the hinge doesn't stress the hinge so much that the whole thing explodes the moment you use it, it might just work out. How much logic do you need? It looks like you could manage with less than twenty keys and less than ten blocks, but I'm only basing that on what I see. I've used up to two keys and two blocks each for WASD before. That's 8/8. Weapons. Shields need a key and maybe a block for the toggle. Magnets might need two keys, the toggle for repel, and if not repel, then attract, twelve keys, eleven blocks. I assume the detectors keep it aloft if it's near terrain? These can directly link to upward thrusters though, so they shouldn't need extra keys or blocks. Each sensor on the pod needs keys, but they can be a direct link, and you can use disconnect blocks on each of those to duplicate the key selections without them triggering each other. Assuming you didn't, that's three sensors directly triggering thrusters - six more keys for a total of 18 keys, 11 blocks. I find keeping a notepad of my logic helps a lot. My thrust looks like: Thrust forward, left side: Numpad 4 Thrust forward, right side: Numpad 5 Thrust back, left side: Numpad 1 Thrust back, right side: Numpad 2 W: n4/n5 A: n1/n5 S: n1/n2 D: n4/n2 Thanks for the kind comment! There is probably room for optimizing it, but I don't think it could be simplified this much while keeping the same flexibility. For instance, I did not want the sensors on the tentacles to have any effect on the main body when the tentacles are retracted, otherwise it would trigger the tentacle engines and impede movement for no reason, so I couldn't use a direct binding between sensors (3 per tentacles) and said engines, yet I wanted the lower engines to ignite in concert with the main body when retracted so that they can contribute to the thrust of the whole drone... But not when extended, because tentacles have to stay extended regardless of the drone movements. You'll notice also that the main body is keeping level when tentacles are extended, but can be moved freely in the "travel" form with retracted arms. All these little exceptions really add a lot of complexity to logics when you only have AND/OR/XOR gates. :< I also wanted tentacles to extend evenly and react to obstructing terrain in two different ways: first, if the terrain is not too difficult, then the tentacles stop overextending laterally to avoid bumping into it, and instead they slowly go upwards to try passing over the terrain barrier before extending again behind it and continuing progression if successful. But if the terrain is too difficult, then the tentacles have some kind of reflex movement, quickly retracting under the body and not extending back again until the obstacle is passed (this needs jump drives, and therefore an impulse logic). This keeps tentacles from jumping all the time as it would be annoying and could get messy with the spring or bump into other parts, but still make them have this "natural" behavior that I wanted, only when necessary. All this had to be lateralized, so I could not use the same sensors, keybindings and logics for both sides. This behavior should make climbing walls unnecessary if the proximity sensors are set to appropriate distances: the jellyfish will just pass over terrain irregularities, and so will the tentacles, while keeping the overall extended form. Climbing walls would be for another drone I build previously that hovers at low altitude. This one can retract the tentacles and fly easily if really necessary. Also, I needed the gravity sensors because all the movements I've configured on the tentacles made them wobble too much with just a free hinge, it was not good. It would be OK if they were more passive, but I really wanted them to be more than just weapons hanging on springs. The engines are necessary to maintain them horizontal but it's not a big loss because all those thrusters have secondary uses, be it extending the springs vertically and horizontally, reacting to obstacles (I cannot retract tentacles without bumping into the body if they are not overextended thanks to downwards thrust in the first place), or supplementing the overall thrust when retracted. I wanted some automation as well, which is not all shown in the video, but adds some logic parts. Again you're right that it can probably be simplified here and there, but it would be a lot of work to review all the sensors, overhaul everything, and test again. I feel way to lazy for that now. It still needs some adjustments though, the drone is far from perfect. With the absence of zooming feature in game, the current settings for the proximity sensors are very frustrating because you can't see the ground when hovering. I need to lower the altitude a little, but keep tentacles far enough from the body not to alter the overall shape too much. Very rough terrain can be difficult too, but this could be worked around with shorter tentacles and longer distances on their proximity sensors; it just does not look really good so I prefer the current setting even if suboptimal.
    1 point
  48. I've made a jellyfish that kinda behaves like a jellyfish when it flies or hits a wall. And a video here that shows a little more: https://gfycat.com/gifs/detail/NimbleUnfoldedGyrfalcon (the video feels good when played at 2× speed on gfycat) Of course it's not very efficient to clear planets (although it is not useless either). Building the logic parts was a nightmare, it doesn't seem like much, but I think all the keys of my keyboard are bound except Tab, there were so many exceptions I had to deal with to make the tentacles spread and behave correctly.
    1 point
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