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Showing content with the highest reputation on 05/20/2018 in all areas

  1. Taken from "Orca" and "Wolf", this intelligent predator is- OMG IT'S SO CUTE!!! -ahem- What I meant to say is, the Orcolf is a dangerous predator because it can go from water to land and back with no problem, so unlike with Bearyenas and Apes, you can't escape it by dashing off into the ocean. It does damage with its strong bite, as the picture above shows with the sharp teeth and ~precious smile~ Once they see you, they'll lock onto you and follow you, and often travel in groups of three to surround you. Occasionally, there will be a fourth Orcolf in the pack- a baby. Much like with Bearyenas, you can make this baby a friend by feeding it, but only after you've dealt with its protectors. Once that Friendly Orcolf is an adult, you can breed with it to get these genetics: Orcolf Snout: +2 Smelling, +3 Strength, +Underwater Breathing Orcolf Body: +1 Swimming, +1 Strength, +1 Cold Resistance, +1 Defense.Orcolf Hind Legs: +2 Speed, +2 Swimming Orcolf Ear / Slick Ear: +2 Hearing. [It's just an ear without the inner ear showing, like it's adapted to the water.] Black or White Fur Color Black or White Pattern ColorBlue Eyes Mask Pattern Runner LegTailfin As for where to find them, I imagine they're plentiful in the Archipelago and might have a chance of appearing on Whale Island. Other than that, I think they could spawn anywhere, but with a very low possibility, so that Bearyenas or whatever other predator there would be more likely to appear than an Orcolf pack.
    6 points
  2. So, this would basically be a new pattern color with two possible outcomes: if a nicheling has only one copy of the gene, then their pattern glows in the other color present, and is purely aesthetic. If a nicheling has two copies of the gene, then it would glow in a random, bright color (like toxic body). Maybe having two copies would add +1 attractiveness out of water, and in water fish would come toward the bioluminescent nicheling.
    4 points
  3. Ok, will change it back to unlocking once you invite an animal with the gene
    4 points
  4. A mix of "Tiger" and "Turtle", this predator is like a tank- slow, but powerful, with plenty of defense! Tigles spawn in the Jungle, and maybe Home Island, but definitely the Jungle. They are very much like Bearyenas in their predatory behavior, but Bearyenas are definitely lower on the food chain than Tigles. You can probably only find Tigles on Hard/Killer Islands. Tigles are solitary, like Bearyenas, but occasionally you'll find a mom and her cub. Kill the mom, and you can make the cub friendly- now THAT is an ally! If you mate with the Friendly Tigle, you get these stats: Tigle Body: +5 Defense -2 Speed Tigle Jaw: +3 Strength, +2 Smelling Long Tail: +1 Speed Predator Eyes: +3 Sight Red or Yellow fur color Black pattern color Stripes Runner LegsRegular Hind Legs
    3 points
  5. I think you have a point @Snowy Owl. Maybe we should make Tail Fin harded to get? Or maybe we could give another advantage to the Swimming Tail? Hmm... Mermaid Nicheling would be cute Maybe if "More interesting water biomes" wins a community voting at some point
    3 points
  6. Nice idea! But....uh....it seems extremely invasive lol. I can find myself getting annoyed super quickly with them when they start stealing my nests and babies, especially if they're as common as rogue males are. (Aww man, then the island would begin to be overun with rouges if unchecked wouldn't it?) What would make a baby unattended? As in an adult isn't in the adjacent tile? You should be able to get your baby back immediately after she steals it away, since I find it weird that the babies would be A-OK with leaving their tribe forever to be raised by a complete stranger Maybe if an adult is around the baby it can't be stolen, regardless if a lonely lady approaches them, that seems like the most fair route. I mean, stranger danger man.
    3 points
  7. Three times a try: This challenge is useful when trying to keep pack size small. Every time a nicheling has a baby, one of it's gems is turned red. When it has all gems red, it becomes "infertile" and is not allowed to breed. Both mom and dad get their gems turned red rogue babies count If this is too hard, you can try an easier version. After all gems are red, just start turning them blue! Restart challenge When you leave to a new island, you are only allowed to bring one female (she is allowed to be pregnant) and one male. Count, how many islands you can survive! Tip: Wanderers are really important to avoid immunity sicness! Inbred challenge You are not allowed to invite creatures to your tribe (exept for snow block-creatures) You cannot beed with creatures outside of your tribe Family names Your starter animals get different family names Every time an unrelated creature joins your tribe, they get a family name, that has not been in the family Every time a male baby is born, they get their father's family name Every time a female baby is born, they get their mother's family name
    3 points
  8. 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!
    3 points
  9. So, gem colors are great but are kinda limiting with just five colors. This isn't the biggest change or the most important but I think it'd be cool and nice to have. This idea is also incorporated with another idea here: So to do it, the home screen would look like so: And upon opening it you get a screen like so: and to explain it:
    2 points
  10. Something I think might be cool is that when a rogue gets near a child and no one else is near would be that they would kill them. We already have this with the birds, but I thought it would be cool.
    2 points
  11. A mix of "Bear" and "Owl", these predators are like the warm weather versions of Balance Bears, but with a twist! They generally spawn near a tree and stay near that tree, attacking anything that gets near. Sometimes a baby will spawn with the Bearowl, but otherwise they are solitary. Breed with a friendly Bearowl to get these stats: Bearowl Head: +1 Strength, +2 Smelling Bearowl Paws: +1 Strength, +1 Gathering. Bearowl Hind Legs: +1 Sight, +2 Speed, +1 Swimming. Bearowl Tailfeathers: +1 Flying Farsighted Eyes: can't see the tiles right in front of them, but can see +3 after that. Inner Ears: +2 Hearing [looks like there are no ears] Big Body Moss Brown Fur Color No Pattern or Pattern Color
    2 points
  12. 2 points
  13. 2 points
  14. My challenges are all here, which is a wiki page that I made. (Please add to it!)
    2 points
  15. I loved this idea so much I HAD to draw up a sketch before bed today I like the idea of it being an ancient gene, or at least one that's really hard to get, rather than giving it a cool down. The one I drew would, like the Derp Snout, not show what ears it has, showing the spade headpiece instead, but the dominant ears' stats would still apply, and like the Bearyena Snout it wouldn't have a mane. Also I gave it a blue toxic body because it's a squid, why not? I think the beak would be the same color as the horns, just like platypus beak and regular beak. Didn't know what to do with the suction cups, so I just made them pink in order to stand out from the rest of the body. I think on top of the spit ability it should also have +1 gathering and +1 cracking.
    2 points
  16. It would be nice to have more weather types in Niche, not only for immersion but for gameplay as well. The new antenna gene would also benefit from this change by having more weather to sense. I have compiled a list of possible new weather types below. Fog sight reduced by -2 white fur increases camouflage by +2 Thunderstorm all animals have a chance to be struck by lightning lightning has a chance to start a wildfire Hail all animals have a chance to be stunned animals are protected by taking shelter Suggestions on how these new weather types could be improved are welcome.
    1 point
  17. Alright, so I've seen some suggests asking for some type of creature creator/demo mode or whatever. I have been working on this for a while and I thought I'd make a new post since there's a lot more than just "A demo mode". This is gonna be mostly made up of pictures from what I call "Tutorial Mode" and I'll leave a link to a page with pictures without the text from tutorial mode. So first you can access this mode from the home screen like so: And then you would start at the creature creator (and to turn on tutorial mode you do this first (tutorial mode can be either be functional just with the yellow text or an example that goes away after you click)): Which can take you to either the creature list or the select mate screens which look like (also note that the scroll on the right on all screens is not accurate, and is just there to display its existence): (Where you can import creatures from save files like this: ) And confirming a breed brings you to the offspring list which is: Where there are trait statistics and custom filters (list of traits made by @Aysling here: https://strayfawnstudio.com/community/index.php?/topic/626-nicheling-sort-filter-and-select/&page=0#comment-2030) : Or you can go to the punnett square: And from anything outside of the creature lists, you can go to the gem colors (which you can find individually here: https://strayfawnstudio.com/community/index.php?/topic/646-customizable-and-programmable-gem-colors/) And the color cycle looks like this: And after all of that, you could use the creatures you used to start in sandbox mode like this: (Picture in production) So yea, that's all of it. Please let me know of any mistakes I might have made since this was a lot or of any logical inconsistencies. If you want to see the pictures without the text from tutorial mode, you can go to this link: https://docs.google.com/document/d/16dVKParfTHqHpSsuPD_UA_6cozEJ94_4Wtxpff6lIsE/edit?usp=sharing
    1 point
  18. So, I just randomly had an idea for a new gene. It would maybe look kind of like a snake head, with frills on the sides. If a creature comes within a certain range (maybe three or four spaces?) the nicheling with the gene has an option to spit at it. The creature would be poisoned, and wouldn't take damage right away. Perhaps you could make puddles on certain spots, and creatures who step in them (including nichelings) would be poisoned. Edit: Based on people's suggestions, I think that I should change it to instead paralyze the target for a day or two, although only a few turns for larger creatures. However, there is also a very small chance to poison the target. Edit 2: Should probably add some possible unlock conditions. I think that it would be unlocked after eating a certain number of toxic berries and licking a certain number of times. Another option could involve picking from the carnivorous plant.
    1 point
  19. Currently we can only attack wanderers but I would like the option to be able to attack your own tribemates as well. (I want it mainly for role playing reasons). We would probably have to have a similar locking system to it like with the alpha, beta and omega ranks so that you don't accidentally attack your creatures by misclicking What do you guys think?
    1 point
  20. I'm aware that there's another suggestion for a volcano island already, but I had this written before that thread was posted. I'm not stealing "Ancestor Nature"'s idea. Anyway, here are my combined ideas for a new island type and an aquatic creature that would inhabit the surrounding ocean and beaches of that island. New Island: Tropical Volcano Island This would be a new type of island, set at Medium difficulty or higher, and it'd have a hot climate, requiring at least 1 or 2 heat resistance. A large mountain in the center dominates the landscape, like the First Snow island, however this mountain is made of tiles resembling black volcanic rock instead of the grey-ish mountain tiles from the cold islands. Black fur gives a bonus to camouflage on these tiles. Berrybushes spawn aplenty in the grassland-jungle mix of tiles further down the mountainside, which are rimming the island. Coconut trees on the beaches are scattered about in abundance, and even some healing fruits and jungle plants like the Stinky Fruit Trees or Carnivorous Plants could spawn. There are many coves and bays, large beach areas and lots of corals (Waterbreathing Plants) in the shallow ocean areas that surround the island, as well as nearby several tiny, sandy islands further offshore. Clusters of corals form reefs on the sides of these islands, along with seaweed that most commonly spawns Clown Koi. Seaweed and all kinds of fish spawn in the bays, making Water Body and Gills very viable. When it rains, mosquito swarms could spawn on swamp tiles scattered in with the grassland-jungle mix, though that may be too much. The mountain's peak would be cut off in a bowl shape, like a small caldera, and it's height and shape would vary from island to island. A Nicheling would be able to climb down into the sealed-off crater without danger if the volcano is currently dormant. A randomized event would take place every now and again, similar to the cold island's seasons, causing the player to hear rumbling on the first day and see the volcano's maw begin to smoke, hear louder rumbling and see occasional shaking of the entire island on the second, until on the third day the volcano erupts. The summit is filled to the brim with lava, and a randomized amount of 1-3 tile wide lava streams start to pour down from the top of the mountain, advancing a tile every time a Nicheling moves, or one tile for every two moves made by Nichelings, if the first would be too difficult. If a Nicheling, plant or other creature touches a lava stream, they die or are instantly destroyed, and if they are right next to a lava stream, they take damage from the intense heat. Nichelings should flee towards the shore and into the water, since the lava streams will cease flowing once they touch water, and begin cooling over the next three days. The sides of the mountain will be very barren for some time, turning the tiles where the lava hardened into black volcanic rock. However, once it rains, saplings will appear again, on both the mountainsides and the trails of black tiles where the lava of the most recent eruption cooled. The saplings could either be randomly placed, or regrow on tiles where berrybushes used to be, and will reach maturity in the next few days, faster than a regular berry bush would if it was cut down, since the soil left behind by a volcanic eruption is very fertile. There are no acorn trees, however there might be Bearyenas or a new kind of tropical predator that isn't as strong as the apes to replace Bearyenas. Other creatures on the island include Bunnils, Dodomingoes, Crabbits, Rogue Males, wandering Nichelings, Bluebirds, possibly an ape or two spawning from jungle trees that might appear in a couple of the generated islands or a more difficult version of them, and a new kind of aquatic creature I'd like to call the Delphirtle, though an alternate name could be Turphin or Dolphirtle. New Aquatic Creature: Delphirtle These creatures are hybrids of a dolphin and a turtle. Unlike all aquatic creatures right now, they don't skirt along the bottom of the sea floor, but float near the surface of the water, similarly to how Bluebirds float above land tiles. They'd probably work like bunnils, moving a tile every time one of the player's Nichelings moves. They spawn in schools of 2-6 individuals, hunt fish, crack shells and eat seaweed, as well as attack crabbits if they're underwater. They have 1-2 eyesight, 1-2 smelling, 2 defense (given by their turtle shell), 6 fishing, 2-3 swimming, 1 speed (beach only), 1 Cracking, 1 Collecting (seaweed only), and 2-4 attack. They're neutral to the player's Nichelings unless attacked, or if their food sources (fish spawn places) have been taken over by the player's tribe, then they will be hostile towards solo Nichelings or Nichelings in groups smaller than their school, otherwise they'll flee. As a randomized or season-bound event, a school will migrate to nearby beach tiles, crawl onto the sand, and lay eggs, 1-2 per Delphirtle. Then, the school stays in the water nearby until these eggs hatch. The eggs may be harvested by Nichelings, however this will turn any nearby Delphirtles of the same school hostile. After two to three days, the young Delphirtles will hatch and crawl over the sand into the ocean. Adolescents have only 1 defense and 1 swimming, and are unable to fish or crack clams. After about five days, which are spent sharing a tile with adult Delphirtles, they grow up and form a new, independent school. If there are more than 6 adolescents, they split into two schools, each consisting of 2-6 members. A Delphirtle drops about 5-10 food when killed. When the player arrives on the island, one school will be spawned in the ocean surrounding it. Another school has a very low chance of spawning each time a day is passed, in saltwater out of sight of the player's Nichelings and far away from any other schools currently present. Additional schools may form from a present school's offspring. If a maximum of four schools is reached, no more eggs will be laid. Delphirtles have a lifetime of 20 days. Rarely, an individual Delphirtle may spawn with the ability to pick up a leech. If a Nicheling removes their leech and gives them 5-10 food, this Delphirtle's school will from then on be friendly to them, unless Nichelings from the same tribe attack this school, their eggs or their adolescents. They will from then on be likely to stay within five or six tiles of the Nicheling who befriended them, and when a Delphirtle from this school catches fish, it will, as long as it is within sight range of a Nicheling from the player's tribe, bring that Nicheling half of the spoils which then go towards the player's food count. This school will also not eat any seaweed or crack any clams within sight of the player's Nichelings. The individual who spawned with the ability to pick up leeches can still pick them up, and will swim to the nearest Nicheling for help if they happen to get one. I imagine Delphirtles to have colours similar to sea turtles: shades of blue-green with some blue-grey and darker bits, though a very blue-grey-heavy design might fit better with the oceans of Niche. That's for the devs to decide, if this suggestion gets far enough. What do you think?
    1 point
  21. Hi all! This is the first time making a suggestion so here goes. Many animals feed on insects so why not nichelings? Potential food sources could be the bug swarms already in game, logs, and termite mounds. Logs would be found in grasslands and maybe jungles too. They would function like berry bushes, yielding a certain ammount of insect food and replenishing their supplies overnight. Termite mounds would be found in the savannah and can be cracked open, respawning two days after initially being destroyed. Like carnivorous plants, they can spawn as hostile or non-hostile. Non-hostile termite mounds can be cracked open and gathered from safely. When a nicheling gathers from or cracks open a hostile termite mound, they will be swarmed. The termite swarm must be licked off by another nicheling before the day ends or the nicheling will be bitten and take damage. I have designed an insectivore head inspired by anteaters and pangolins. I call it the Sticky Tongue! I imagine it would give 3+ insect collecting and 3+ smell. And perhaps the beak gene could give 2+ insect collecting.
    1 point
  22. This suggestion is pretty cut and dry and like a year old, but oh well Like Rogue Males, there could be Lonely Ladies who carry similar genes as Rogue Males, mate with your male nichelings, and steal nests like dodomingos in order to have those babies, which will then either become Lonely Ladies or Rogue Males depending on their gender, though they will follow her around in the tile behind her like a bearyena and her cub until they're old enough to wander away. Rogue Males and Lonely Ladies won't mate with each other, though; just your nichelings. Also if you leave a baby unattended, the Lonely Ladies will take them away, and the baby will follow her around like her own Rogue/Lonely baby, but instead of going Rogue/Lonely once they're adults, they'll turn into Wanderers that you can invite into your tribe. If you want to take your baby back before then, like immediately after she steals it away, then you'll have to kill her.
    1 point
  23. 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
  24. Apparently nobody has suggested this. Why raise water nichelings when water biomes are so BORING? there is not enough to explore down there. I feel like maybe these suggestions will make it a little more intresting? More fish: I know we have alot already, but it would be cool if we had fish for deep oceans and rivers. So here are my fish ideas! River fish: Salmon. Just an ordinary salmon that goes up stream and then dies. dead body kinda like the clown koi. Deep ocean: Bass. Litteraly a bass. Troop, A trout that swims in groups of 2/3 Tropical fish: Colorful fish that just swim around like a fish. Now sea plant life! Corals: Corals can come in colors of Purple, pink, red, orange, and yellow. Seaweed: It grows very tall and has tons of nesting material. Very common deep in the ocean. Squids: Little squid that ink you if you attack them. the inking takes away one turn for three days. they give 3 food. Pufferfish: They give 2 food and once attacked they puff out and deal one attack to surrounding nichelings. Bubble columns: They randomly start blowing at dig sites at least 5 tiles deep into the ocean. They launch your nicheling up into the air for about 1 second before they come back down. And yeah.. Thats it.
    1 point
  25. Hi! I realllly love Niche's sound track and sometimes I pull the game up just to listen to the music! I was wondering in maybe ya'll would make some special music for any island that would lean towards piano? Maybe Oregon music for the Swampy islands? With animal sounds added in of course to set the mood just right. I just think Niche needs more music in general, but that could just be me. I don't want to make the tone different for Niche, so if it's not a good idea let me know! Thanks for listening!
    1 point
  26. For a challenge, I think it would be fun if there was a hard or killer island where trees fall. Seeming easy at first, it would be a forest in which there are plenty of oak trees to shake for nuts. However, trees will fall every now and then. When a tree falls, any creature in its path will be killed. It doesn't matter whether the creature is a nicheling, a bearyena, a rabbil, or something else - it will still die while in the path of a falling tree. If a winged nicheling is sitting in a tree as it falls, that nicheling will be killed as well. A felled tree will show up as a log and cover a few spaces for a few days. Then, the log would disappear and anything that was covered by it would reappear as a random tile.
    1 point
  27. As you can see with these multiple cameras, the mouse sensor and turret tracking become desynchronized, aiming in different directions entirely without much rhyme or reason.
    1 point
  28. I'm also a big fan of your predator suggestions
    1 point
  29. You come up with the best predator ideas! This also seems really cool, and well balanced! A slow tiger tank! Keep up the awesome ideas, and take an upvote!
    1 point
  30. Hmm, along the lines of buffing the swimming tail, maybe it could give you a reduction for building nests as a nod to beavers being good at building dams. You would only need to use 5 nesting material, or the nests could last longer, and males could build nests too. Or maybe simply just adding heat resistance could work too.
    1 point
  31. Is it just me, or are there less oak trees since the new update? I am not seeing as many on my grassland islands since wings got released. Possibly I'm just getting distracted by the other types of trees.
    1 point
  32. Each miniature drone uses a camera block, and when active, the cursor directional sensors do not point towards the cursor. They point towards where the cursor would be, if the sensor were somewhere else.
    1 point
  33. Oh! I see, the problem was that it isn't there on the mobile site (where I am 95% of the time).
    1 point
  34. Hello! This is just a random idea I got! A grub trunk is a large fallen tree that is a tree trunk's height, and takes about 5 spaces. It is hollow inside, and has a decaying appearance. A grub trunk can fit baby niches and lean bodied creatures in it, however some grub trunks can be occupied by ram foxes or baby bearyenas, making it a bit risky unless you have well prepared nichelings. -Beaked nichelings can collect grubs from the grub trunk. -Nichelings with two nimble fingers can also collect grubs from the grub trunk. -Lean bodied, and baby niches can be fit into a grub trunk. -Eventaully a grub trunk will despawn/decay fully, in around 10-15 days. -Sometimes grub trunks may hold predators, or prey like rabbils.
    1 point
  35. Bird themed names (Finnish) Varpunen (sparrow) Rastas (trush) Korppi (raven) Varis (crow) Sulka (feather) Lokki (seagull) Nokka (beak) Siipi (wing) Lintu (bird) Naakka (jackdaw) Tiainen (tit) Lento (flight) Taivas (sky) Sulat (fethers) Haukka (hawk) Kotka (eagle) Sinilintu (bluebird) Perhonen (butterfly) Huuhkaja (eagle owl)
    1 point
  36. I call this one: STALIN (Because it dodges stuff and sends things to do its bidding) It works by dodging, and once in a safe spot launching a speedy drone that grabs the opponent and pushes them out of the ring. It is also really good at dodging on its own. I hope you like it.
    1 point
  37. I like the idea of bioluminescent nichelings, and this picture is a good representation of how it could look. It reminds me very much of the Na’vi from the movie Avatar.
    1 point
  38. I got it working! "The King" is my favorite
    1 point
  39. It would be nice if you got a notification on the side menu whenever a nicheling got stunned by a falling coconut. If you click on the notification, it could say "One of your animals has been/is stunned (by a falling coconut)". Just like other notifications such as creatures bleeding or getting leeched, it would have a "show" button that would allow you to see which nicheling got stunned.
    1 point
  40. 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?
    1 point
  41. I would find it much better if the game tells you which island (or how many islands) you need to go to instead of the vague "travel to different islands" requirement. It gives off the impression that the gene will eventually be unlocked after you visit X amount islands, or at random, not that you need to go to a certain one. I island hopped to about 10 islands (I might have gone in circles at some point, I'm no sure) while trying to unlock the poison fangs until I was told on steam that you need to go to swampy hill to unlock them.
    1 point
  42. @Lilytuft Well then. That is beautiful. She would be a top notch mother
    1 point
  43. It could work like this: When travelling to a new island it could give you a second question after agreeing to the first: "Do you wish to make a new savefile for this island? Yes No" And if you pick yes and all your save files are full, it will tell you "Could not find open save file. Do you wish to delete one? Yes No" If you pick yes it takes you to a menu where you can select one to delete. Your new save file immediately replaces the old one.
    1 point
  44. I usually listen to calm pop songs or ballads. Just sad things. So Birdy, Adele and a lot of smaller different artists
    1 point
  45. Nichelings with flowing manes? YES PLEASE!
    1 point
  46. I have so many bc I am trying to get the new genes mainly wings scorpion tail and pur face and the antenna I have 3 purr faces one doubled winged baby so far and no scorpion tail yet just in recessive just waiting for the male to become grown and I have 3 or 4 anntena baby’s Ive had to send all the baby’s who don’t fit this description to the back of the whale that’s where most of the food is loveing this update
    1 point
  47. As promised; here's my concept art for the Delphirtle: I'm not that good at image editing, and it's kind of difficult to make a hand-drawn sketch look decent, but I think I did an okay job with this one. What do you guys think?
    1 point
  48. I find this idea very interesting though I consider Nichelings mammals and don't know what to do of so many sexes though a Nicheling changing its sex when there aren't enough females or males around sounds heavenly ^^ Would certainly like to try this on an experimental branch Curious to see if a dev pops in here and gives her/ his two cents Just one little issue. For me it doesn't make sense for a creature to be able to reproduce with an infertile one. I mean when you are infertile you are infertile there is no way around it.
    1 point
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