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Showing content with the highest reputation on 06/19/2018 in all areas

  1. I think an interesting idea would be a gene that allows you to walk on top of heavy snowfall (like on first snow). Maybe "snowshoe paws" or something. It could also be tied to body type, so a small body with snowshoe feet won't fall through, but a big-bodied nichling would. Another idea would accompany that one: prey that hides under the snow or moves around in it, and your nichelings could go mousing for them (like foxes do).
    4 points
  2. When you get the "new gene unlocked" message, there's no indication of which gene it was. Would it be possible to show that in the message?
    4 points
  3. I think that like cats and dogs in real life, Nichelings should be able to hold their kits in their mouths. The baby could be carried as soon as it is born, and can be carried up until two gems. Maybe also big bodied or large bodied creatures could carry lean bodied creatures like how in the wild sometimes animals will carry the weaker members of their packs or family. It would really help out when you have this one baby that runs out of energy before making it to the port, and you can just pick them up and leave the island. It would also make it easier so that the blue birds couldn't reach the baby. - Niches can only carry their babies till 2 gems! - Babies that are carried up until two gems will not grow, and the child may take slight damage due to not being able to grow. They will be dropped onto available tiles next to the mother, if none than baby will stop growing until put down. - You CANNOT do anything besides walking when holding a kit in its mouth. - Rare chance that a bluebird may still attack a scruff carried nicheling, however parent can fight back.
    3 points
  4. So, I suggested fluffy ears in the last community voting. It didn't get enough votes though, so I thought I would suggest it again with some art I did. They would be floppy (just because I'd love some more ear variety) and the stats would be: +2 cold resistane -1 heat resistance. +2 hearing (a little less hearing than normal cause of all the fluff!) +1 Smelling (I saw someone suggest this) I would really like to hear what people think. Also, digital art is not my strong point so I apologise for the awful drawing.
    3 points
  5. The only time creatures make different noises (like what you hear when you click on them, when they get hurt, the new 'call for mate' ability etc.) is dependent on if they are a baby or an adult. You can have two extremely different looking creatures and they will sound exactly the same. This feature wouldn't be meant to affect gameplay, it would just be a nice little detail. For instance, it would make sense for a big-bodied creature to have a 'deeper' voice than a normal-bodied creature just because of their size difference. The easiest way to implement this would be to just have it based off of the body types since that could only change the pitch of the creature's voice. Having different sounds for different head types would be neat too but I could see it being more work. It would be funny if spit/derp snouts had a silly voice to match their face, or if beaks sounded more bird-like and purr snouts made more meow-like sounds.
    3 points
  6. I’ve been thinking, ever since the ‘modes’ were added, how cool would it be to have a mode where you could design your nichelings to suit the envirnoment you want the to start in? I thought this up because I’m so tired of trying to start a snow island tribe but my starter nichelings have no cold resistance or strength and end up freezing or being slaughtered by Balance Bears. God Mode would allow you to customize your two starter nichelings, maybe with the option to randomize some of the genes to add a little spice, and you’d get to pick your island like in sandbox mode. I’ve also seen suggestions for customizable islands and I think that would go well with my God Mode idea.
    3 points
  7. An interesting way to play this game is as a simulation of evolution, that is, with minimum input from yourself, to see what kind of form the nichelings would take based on their environment. This new mode beside story and sandbox would allow that playstyle to its full extent: As much or more pre-game customization as in sandbox mode, but AI-controlled nichelings ingame. You can: Look at their genetics, change the speed of the game (perhaps even automatic Day changes? If so, it should be disalbable), and a button to cause Migration (the youngest nichelings move to the Migration Plattform and then to the next Island). This way, Niche could serve as a simulator for evolution, population genetics, and ecology. The suggestion originally comes from my evo-devo prof who saw me and some friends play Niche in the cafeteria and started a conversation.
    3 points
  8. 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.
    2 points
  9. 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
    2 points
  10. 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.
    2 points
  11. I thought it might be cool to add a horn type unlocked after so many days in the savanna, the opposite of that for the mountain/snowy biome. When I think of horned animals in the Savanna I think of the Kudu, a deer looking creature with tall, twisted horns. I drew some in my art class today and edited them onto a nicheling model. They would have the usual +1 strength of horns and for unlocking would require the same amount of attack and days in the biome as the antlers would
    2 points
  12. Hi, I what to make a suggestion, Lately I've been playing and one of the problems sometime I have is the "Unlock gene notification", is hard to track which gene you unlock in the menu, so maybe add like a glow feature of something in the gene menu that can show you which gene you unlock. I add an example n,n/ Thanks!
    2 points
  13. I think it would be great to have more settings for the sandbox mode. For example toggle buttons for all predator types (want to remove rogue males? Just switch them off). Maybe we could also define stuff like "Maximal tribe size" to add some extra challenge or "Maxium age of animals" so our critters can live longer. Or maybe even some special rules like "Only one male allowed in the pack" or "Tribe can only eat meat".
    2 points
  14. It would be more realistic, if a creature could actually get a crippled paw in battle or a scar that gives them a distasteful appereance, perhaps even loose an eye. The chance could be higher if much damage is dealt at one time. That would make the whole thing more interesting and you would have to be more careful.
    2 points
  15. OLD IDEA, LOOK AT EDIT I always feel sad when a Nicheling dissappears from the family tree. Even ones who have family still dissappear at some point... My favorite Nichelings and such, i dont get to remember what they look like that easily when this happens. Im hoping maybe the Devs can make a scroll for the family tree? I know most people would like to be able to look through many of their generations. With a scroll, you would be able to look at your oldest Nichelings and recent Nichelings. I know one or two problems may occur, as such as a very, VERY long game's generations. {I think it would be fine if the oldest Nichelings would be.. "erased" in that situation) Edit: Thanks to everybody who voted this up. I now realize how much lag would be made. So, i think the best way to save files is that every 3 generations or so, the family tree would be saved to the menu to be seen. The tabs would say "generations 1-3". You would find this in the menu game/tribe tab, once you click on the game's/tribe's tab. To still prevent lag, the devs could add a notification asking to delete an old game's tree, such as 9 generations ago. Note: whenever i say "game", i mean not Niche, but the game you are saving the tree in
    2 points
  16. If you add both energy usage upgrades to a weapon, it works without any energy source
    2 points
  17. maybe it can only work when there is a pregnant female next to him and then he could build a nest
    2 points
  18. I'm going to start by saying that if someone already posted a similar idea to mine, please let me know. I suggest a Wasteland Biome/Island, which is a biome very difficult and deadly, but it can maybe introduce new genes. The main characteristics are: NO BERRY BUSH: the soil in the wasteland biome would be very infertile and would lack nutrients, so there can maybe be dead bushes where nest material or beetles can be harvested. BEETLES: this would be the main source of food. They could be found at dead bushes, tree stumps, or near some sort of meat. If meat is left untouched for 1 day, beetles may start eating it, and after 3 days, the meat and the beetles will be completely gone. Toxic beetles can also exist but has the probability of poisoning nichelings if harvested (toxic body nichelings won't get poisoned) Bettles can also be found when digging holes with the diggers body. TREE STUMPS/HOLLOW LARGE TREE STUMPS: these would be the home of beetles, and nichelings can harvest them. It would be similar to the digging ability: everyone could gather them but nichelings with a special gene (that resembles the anteater mouth) can gather them more effectively. The large tree stumps are shelters for nichelings which would protect them when it rains acid. Each large tree stump can support 3 nichelings (2 babies counts as 1). ENEMIES: rattlesnakes and crocodiles (and radioactive fish) could be the main enemies. Rattlesnakes would be very very poisonous, but they would make a rattling (if that word exists but you understand what I mean) sound that serves as a warning for your nichelings. Nicheling with toxic body won't get poisoned. Crocodiles would replace bearyenas, but these would be found near rivers. Radioactive fish are fish that can be harvested by a nicheling with the fishing skill, but have the posibility to poison nichelings. Again, nichelings with toxic body won't get poisoned. ACID RAIN AND TOXIC RIVER: Acid rain would replace normal rain, and if a nicheling is outside for a complete day, it will take damage (Toxic body, armored body and big body nichelings won't get posioned from acid rain). Nichelings, with an especific gene, can dig holes to protect themselves. The disadvantages of these holes is that they won't be permanent and only 1 nicheling (or 2 babies) can go inside. In rivers, when a nicheling is inside the river for a complete day, they will take damage. (Toxic body and armored body nichelings will not suffer get poisoned in rivers). The new genes that I have in mind are: the beetle-eater tongue rattle tail (to warn enemies, maybe) diggers body (to dig holes (and maybe find some beetles along the way)) I tried to make it as simple as I could, but english isn't my first language, and while I was writting this, ideas kept coming and I just wrote them without any sort of planning. If someone has any ideas or recommendations (or if there's an idea similar to mine), please let me know. Btw, thanks for reading this extremely long suggestion and be sure to suggest as well.
    2 points
  19. wait the "leech disease" was a glitch where leeches would eternally drain hp from a creatures, even if it was removed also I made an idea for the jungle biome called the parasitic worms debuff, nichelings with this disease consume two food a day, have no stealth and will suffer from a status effect called internal bleeding, which functions like poison, the worms come from tiles labeled; infected mud, and are transmitted when a nicheling rolls or eats a dead carcass on that tile, to cure, a nicheling must eat a healing flower(will also eliminate internal bleeding) or be licked by a venomous creature or lick a poisonous creature(side effect of licking or being licked by toxic creatures is that other than killing the parasites, will cause the nicheling to lose 1 day of life if it is not venom resistant) also Venomous or poisonous creatures are immune to this disease
    2 points
  20. I was thinking of getting some more horns, since they seem to lack in numbers and are really cute and helpful. Leaf Horns: help provide shade for those in the Savannah that are hot, like the new acacia trees. The leaves could look like big Elephant Ear plants, or Palm Leaves. +1 Shade -1 Movement (since so heavy) +2 Heat Resistance
    2 points
  21. Here are all of my current tribes. Note: They are all in the newest version. Clayu Slot0.nichesave These guys have the 'Killer Island Challenge' I made myself, where you have to survive on every killer island for 100 days. They have already cleared the Deadly Hills, and now they have to get to day 288 for the Home Island. There are two tribes, the Shadows and the Birbs. The Shadows are obviously the completely black, sometimes gray ones. I'm currently trying to make them Poison fanged, double nimble fingered, with completely black fur and stripes, with white horns. The Birbs are, well.. You'd know if you'd look. I'm currently trying to get Toxic Body, white pattern, and black horns with them, though it isn't working out that well.. Also, they are just there for fun, they give no contribution whatsoever and waste food, the only reason I have them is because BIRBS. New Game Slot1.nichesave I didn't name these guys because I was lazy. They're my newest tribe and only here to have a good time. ttc - Karg Slot2.nichesave These guys... Oh, these guys.. This is my most developed tribe, having played for almost 200 hours, having them die and restart along the way (Causing the days to fall down to 73 or so, but once they had over 1000 days) and loose genes, etc. etc. I haven't checked on these guys in a while since when I get to the loading screen it crashes, and when I do get in, all I see is ocean, then it freezes and I have to exit, but meh. Wingaro Slot3.nichesave These guys were named because I wanted a winged Eve - and so I got one, however, I had already lost the wing since gen 3. What a derp. Anyways, they guys are currently divided into to parts, the Hybrids and the Berries. The Hybrids have orange gems, the breeding pair having a yellow gem in the middle. They are named based on what the nichelings think are 'tough' and 'fierce'... And all of the children's names start with S... (Except the newest ones that haven't been named yet) Anyways, the Berries. These are the nichelings with blue gems, the breeding pair having a pink gem in the middle. All have 'berry' at the end of their name, hence being called the Berries. The current leader of the entire tribe is Blackberry, which is why he has all yellow gems. Also, when the leader gets old, her pick the next leader, which is from the opposite part of the tribe (ex. if the leader is from the Berries, they will choose a Hybrid to be the next leader). Also, they all believe in the teaching of Nuta the family god, but took a twist and decided it meant "Your mate is your sibling unless there is a Friendly Bearyena and kill all wanderers!" ...Yeah. Just some extra information if you wanted to try playing it yourself. Let's Do This Together Slot4.nichesave This tribe is one from another thread, but I don't know how to link it, so meh. That's it and that's all.
    2 points
  22. We should put luck in as a new optional gene XD
    2 points
  23. Great idea, and this is giving me great visuals! I think that protecting nichelings from the acid rain and toxic rivers should be a little bit easier, like it can protect surrounding spaces like the Purr Snout, and that Armormed Body, just like the Toxic Body, should not be affected by the acid and river. People have also suggesting burrowing creatures, but for different reasons, so those could help. Good job on explaining it and get better at English!
    2 points
  24. This is great! Usually when I do challenges, I have to remember and i get super lenient. Now, I can't do that!
    2 points
  25. This is mostly a problem in large tribes. Groups of creatures are set apart by their gem color, but then with so many creatures to manage you forget about changing the youngest creatures' gems to the right color and all the groups start running into each other. I think creatures should be able to inherit gem color from their parents, to help with organization of tribes so that the gatherers don't mix with the fighters, the creatures being bred for an achievement not mixing with the rest of the tribe, etc. Thanks for reading my suggestion.
    2 points
  26. In addition, I think wild creatures should spawn with random gem colors, not just green all the time.
    2 points
  27. I'm so glad you suggested this! I made an account just to post something similar because I really feel it would benefit the game and add even more replayability to it! The game Don't Starve has a similar 'toggleable' menu that lets you choose between 'off, less, default, and more' for all factors at the start of a new game including: spawn rate of various resources (i.e in Niche this would be berry bushes, trees, fish, bunnies, etc) enemies (balance bears, bearyenas, artic foxes, apes, etc) weather (rain, sun, etc.) other factors (creature lifespan length, number of wanderers, number of rogue males, # of ice tombs generated etc). This really lets you customize your game play and improves the longevity of the game. It would allow us to tell more stories, like say you wanted to simulate a drought and have your creatures survive, or do a minimal resources survival run. It would also let people customize the game for their own play style. For instance, I don't like the spawn rate of the balance bears. My tribe of 15 has killed over 6 of them, I would definitely choose a lower spawn rate for them if I could. I don't want to eliminate them, I just don't enjoy being chased constantly. Also, sometimes I just want to play a relaxing game, and it would be nice to put the game on easy mode with high resources and just chill out and breed nichelings that look cool! I've attached what the toggle menu from 'Don't Starve' looks like. It's just picture icons of the various resources/options, with the toggle selection for each.
    2 points
  28. Pattern shape E: I've always wanted nichelings with white tummies. I also miss the warning dots. More stripes wouldn't hurt either. So let's have a new pattern shape! Pattern shape E would be rare and hard to get. It wouldn't be auto unlocked like the other pattern shapes. To unlock it, you would have to invite a nicheling with the gene. Tortoise shell pattern gene: This idea came from a bug post from @GryffBirb Also @Jojo inspired this post. There would be a new gene called "colour dominance" or just simply the "tortoiseshell gene". This gene has three variations. Co-dominance or "no tortoiseshell", "spotted tortoiseshell" and "brindled tortoiseshell". Only females display it tought. Males can only have it as an inactive gene. There is a really tiny change of a male tortie, but if one is born, it will most likely be infertile. Normal male who carries spotted tortoiseshell gene: On females the gene acts differently. The female only displays the upper one of her colour genes. The other colour appears on her as spots, brindles and splats. These spots wont appear on her patters. Spotted: Brindled: The mutation for tortoiseshell can be unlocked by succesfully mutating each fur and pattern colour once. For spotted you have to also mutate spots and for brindled you need to mutate stripes.
    2 points
  29. Ah, okay. I know they can be taken back, but I was thinking of looser rules for getting back the baby, like simply approaching it (I mean, surely they would choose their parents over an ugly, derp-snouted hag right?). I was thinking that lonely ladies could become aggressive once the steals a baby to balance the "reclaim by approach", since I think she would be determined to keep it. Lonely ladies not mating with spiky bodied males is good, but you would then need to watch both your males and females. My main concern would be the domino affect this causes: LL mates with one of your males Either steals a nest or an unclaimed one to have the baby The baby grows up to be either another RM or LL That's one more rogue to watch out for (or more, since I assume there's more than one lonely lady on the island) Rinse and repeat for an isle o' rogues I personally wouldn't want to deal with it, but maybe they could only appear on killer islands (or hard and above?). I think rogue males only appear on medium islands and above, or at least that's what I've noticed. I feel like being bombarded with lonely ladies and rogue males the moment you leave your grassy starter island might be a bit much and frustrating.
    2 points
  30. or maybe insted of "You unlocked a new Gene" it says "You Unlocked Nimble Fingers/Bearyena Snout/ Water Body/Claw"
    2 points
  31. I love this idea too. Especially because I think it is immersive as well. Also I don't think it negates the function of the bluebird. Just because you can carry babies around doesn't mean you don't accidentally forget one (or with twins) maybe only a Nicheling with all three action points can carry a baby and if it does so it's movement speed is reduced (let's say the nicheling usually has a speed of 5 and then only a 3 or even 2 similar to how it works in WolfQuest where your stamina drains faster when you carry a pup). I think that would make it more balanced. Not to say that a kangaroo body wouldn't be cool as well
    2 points
  32. I think this is a super cute idea so I tried to edit what they might look like onto a nicheling model, thoughts?
    2 points
  33. I also really want to have this in the game As mentioned before, only as a visual feature though. *upvote*
    2 points
  34. I for some reason think it would be really nice if you could occasionally find a ramfox pup and take it in after it's pack is dead. You would be able to breed with it and have it hunt food for you. The genes I think it would give will be listed below. -Ram horns -Fox ears (3+hearing, just for looks) -Normal eyesight -Fox jaw (1+strength, 2+smelling) -Fluffy body (3+cold resistence, 1+speed, 1+strength) -Hunting claws (1+speed, 1+strength) -Normal hindlegs -Fluffy tail -White fur -Black eyes -Gray or white horns -White pattern -No pattern -Random pattern density and size -Normal blood clotting -High or normal fertility -Some random immunity genes? Or possibly one unique to the ramfoxes known as ramfox immunity? Oh well. Just felt like putting this idea out here.
    1 point
  35. So I was thinking that it would be nice if male nichelings could build nests, not just the females. Rather than the nest appearing on the same tile the nicheling is standing on I imagine it would appear on the tile beside them. There are some bird species where the male will build a nest or multiple to attract a mate, so why not nichelings as well. Other than providing a nest for your own tribe members to have their babies, it would also increase the chances of a female wander appearing, maybe a 65% chance of a female wanderer? I think this would help if you were running low on females and were having difficulty finding a tree stump to call from. It would also be nice from a story telling perspective for your males to try and impress females with more than just gathering food, showing that they're very good at providing, in my opinion anyways. I'm not sure if this would be too much work but thank you for considering my idea
    1 point
  36. Loyal loner lovers are a milder version of rogue males. Their spawnrate is really small. If one spawns, he will act like a normal wanderer, but you can't invite him into your tribe. If there is an adult female who has opposing immunity compared to him, he will follow her around and breed with her as often as possible. He will only target one female, and if she dies, he won't breed with anyone else or follow them around. If a bearyena approaches his mate, he will try to fight it off or distract it. Loyal loner lovers have slightly better genes than rogue males. Genes they will always have: One deformed paw High fertility Normal bloodclotting One fur gene with camoflauge of the current biome Any ideas? Genes they will never have: Bearyena snout Bearyena claw Bearyena hindlegs Bearyena ears Sabertooth fangs Digging trunk Megaloceros horns Armored body Mammut foot Hammer tail Black eyes Brown eyes Any ideas?
    1 point
  37. Hey pack The new update is now on the main branch Here are the patch notes (version 1.1.4): New Features New paw gene (Wings) to jump over obstacles, swoop and sit on trees New island (Whale Island) Blue Birds can now be attacked if your animal can fly New horn gene (Antenna) for weather prediction New head gene (Purring Head) to heal surrounding pack mates New head gene (Beak) which gives digging and collecting ability New tail gene (Scorpion Tail) which makes animals venomous New tail gene (Fin Tail) which gives high swimming ability New tail gene (Peacock Tail) only works for males and attracts wild females Lots of new trees! (Palms, Acacia, Mangrove, Asp) Call when sitting on high places to attract wild Nichelings Day Counter Improvements Spiky body babies can't be picked up by blue birds anymore Leeches die when they attach themselves to toxic body creatures Armored body is impervious to leeches Damage from cacti and thorns depends on defense (3+ defense = no damage) Added different assets for travel ports (which show difficulty of new island) Digging paws now give digging +2 Oak Nuts can now be smelled Lowered default animal texture resolution for players with less than 4GB RAM Bugfixes Arctic Ram Foxes now die of old age Camouflage should now work with more fur color and grass combinations Fixed several bugs when loading a savefile The Animation when moving an animal should not loop anymore Normal Blood Clotting can now be mutated Identical Twins achievement should be awarded correctly Globetrotter / Homecoming should not be awarded too early anymore Clams / leeches no longer spawn on land When restarting with the same bloodline, animals no longer can be blind When restarting with the same bloodline, animals no longer can have the same immunity genes Filtering for tail genes with spiky body now shows results There should not be multiple digging buttons on an underwater field Skeletons should now also appear on tree stumps Visual fixes for poison fangs Fixed Berry bush savannah double attack icon Family tree can now be opened during the tutorial correctly Survive in cold climate requirement now only requires temperature -1 instead of -2. Toggling the UI on and off should not disable all notifications anymore Typing 1,2 or 3 as the animal name should not toggle the senses anymore Hope you enjoy ❤️ Please let us know if you have any trouble! Cheers, Your Stray Fawn Team
    1 point
  38. Hi! yay, Love this game. so I have been thinking about it for a while now, watching people play the game and playing the game myself. There is this, ever so slight, annoying thing that occurs. Remembering characters names is one, and the other is, who am I limiting myself to breed to. This also ties into another problem. As your speeding around your biome, having everyone doing their various tasks, once in a while. as I hover over the "..." and I prepare to, remove grass, leaches, crack a nut, dig a root, or in general, do something on a space that one Nicheling is on with another Nicheling. I occasionally accidentally hit that heart icon instead. That brief moment of cold sweet washes over me as I realize that the resulting baby might be double immunity as I quickly check their genes. I begin the rush of moving the mother far away to a nest away from the tribe. Usually resulting in the sad eventual sick baby that I must leave behind. It occurs to me that if only there had been a way to prevent this accidental twitching click of mine. So I Thought it over, watching the Jessimew videos (It's how I've been learning to play), hearing her referring to mates. I realized then, that it would be an amazing option too actually have a setting in your Nichelings profiles to designate a specific mate if you want one. This way. If your like me, with a trigger finger twitch, even if you hit that dreadful heart, if your accident female or even male already has a specified mate, instead of mating you get a failed breeding message, the reason being, "this female/male is already mated and has rejected you, better luck next time" or something like that. This will only stop you/me from accidentally breeding to a female or male that has a chosen mate I specified. All other aspects of the game would remain the same. And when a mate dies or is on another island, they will automatically drop from the mated menu. I have no art for preview as to how it should look, but this is my idea, Hope you guys like it and think it might work.
    1 point
  39. I think it'd be cool if the beak allowed you to collect from the cacti, or possibly a slightly thinner vareity so you could collect from them, as Big body,Armoured body,Mammoth feet, don't look like they belong in a Savannah biome.
    1 point
  40. So as of now the names are randomly generated by the game The Males use these syllables: Van, Ro, Duk, Kir, Ta, Nu, and Ku The Females use these syllables: Ra, Is, Re, Si, La, Ko, Me, and Ana So I have had at times 2 Vankirs, or Duktas etc. What if we added a few more syllables to make that less common. Male Syllables: Ti, Tu, To, and Mu examples: Kirmu, Rotu ,Vantu ,Tito ,Tomu, Tunu, and Vannuto Female Syllables: Di, Ki, and Le examples: Anale, Anaki, Kiana, Diana, Dilame, Meanaki, Merale, Ledile, Dikile
    1 point
  41. For some reason there's a mutation for no melanism/albinism, but not for encouraging it. I thought it might be nice if this were an option, and people who want it to continue to be something you need to work to keep can ignore the mutation for it
    1 point
  42. here we have the "Gecko tail" were it would look like a gecko's (leopard gecko, crested gecko etc...) tail and its ability is it can fall off if it is being attacked by a bearyna, ape balance bear, etc. saving it from being attack just that one move. It can grow back after a few amount of days (around 3 or 4) and each stage of it growing back would look different. I suggested this because most geckos in real life uses this as a defence mechanism! It would be harder to get that most tails. You can unlock this gene by inviting a nicheling into the tribe that has it. It would also save a baby from being taken away from a bird if the tail is full grown! Obviously once the bird trys to take it away once, it would fall of then. Also I have a question: How do you add pictures?
    1 point
  43. i hope this one wins, i want it so bad
    1 point
  44. This is a really cool idea, though I think that maybe the mycelia should be poisonous so that only poison fanged nichlings can eat it
    1 point
  45. I love this idea. I was about to suggest it myself. Maybe an extra thing could be 'designing' an island? Maybe just combing islands, such as a jungle and mountains.
    1 point
  46. I like the idea of scent marking, and I imagine that it would work by giving most objects a new interaction called “Scent Mark”, which would allow you to mark the object with your scent for a few days. Scent marked objects would glow green when smelling, indicating that it belongs to your tribe, while yellow scent marked objects would indicate wild nichelings, and red scent marked objects would indicate rogue males.
    1 point
  47. 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
  48. I had another idea for an ear type! I had an idea where nichelings could have slightly large ears but with tufts of hair on the top (similar to Canadian lynx) this could help them hear prey underground. I think this feature would most help with the snow biome and this feature could maybe help you pounce on prey if they are underneath the snow???
    1 point
  49. Yes your right! It would be cool to have it back!
    1 point
  50. Personally, I would make it a different kind of gamemode (like story mode or sandbox). You start off normally, but you can easily customize your Nichelings. This would also give easy success to commands (old and new), like Give Food, Give/Take Age, etc. Maybe even one wheree you can choose a different island to go too, then select some of your creatures (probably with a limit like 15 or something).
    1 point
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