Leaderboard
Popular Content
Showing content with the highest reputation on 09/15/2018 in Posts
-
4 points
-
3 points
-
3 points
-
Weapon parts that you can link together to make bigger and better weapons. They essentially become one block. For example, you could have a big laser thing that consists of a laser core(Core of the laser, shoots everywhere if there's no barrel or focuser, a lense barrel (To increase damage or range), and some other things for lasers. Or large miniguns or the like. I could imagine this working well for larger creations, having a sort of mega-weapon that slurps up energy like it's punch at party, but cuts through the ground and smaller enemies like they aren't even there. I could think of some fun uses for this.2 points
-
When you look at a human couple and subconsciously wonder if their immunity genes match up ok your turn!!2 points
-
2 points
-
Ah so rogue males impregnate released females. I get it. I don't think that is a bug I think the bug is that they don't target wanderers (same goes for meat eating plants, they don't target wanderers either don't know about released Nichelings though). The interesting thing is that when the released females give birth the child is part of your pack, which is kinda weird, though it doesn't happen that often.2 points
-
Nice. Looking forward to finally being able to provide some financial support to you guys for this game, since I don't have a way to do so directly as a contributor.2 points
-
2 points
-
Lemme try one, ahem: When you complement your friend’s shirt by saying, “you have a pretty fur color/pattern.”2 points
-
2 points
-
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
-
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=sharing1 point
-
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
-
I know, no Multiplayer for Niche, it would take too much time to add it, but hear me out!!! I am not talking about a real multiplayer where you'd have to connect two computers one way or an other. I am talking about a hot seat multiplayer, basically running two packs/tribes in one game instance and switching between the two I sadly don't know anything about programming a game but I imagine this to be a lot less work than online or lan multiplayer, if this is still too much work then just ignore it -one would start at opposite sides of an island -recources like collected food and nest material are counted seperately -default gem colors might be different for both? example: P1's Nichelings are born with blue gems until changed and P2 gets orange as default. wanderes still green. -player 1 gets the first turn to move all his Nichelings, when he ends the day player 2 starts. next round player 2 starts and 1 ends ->that way noone would have the privilege to always harvest berrys before the other one has the chance -you can't breed with members of the other players pack or invite them in, similar like with the adams on homeisland ->exeption: if a banished member wanders around, he is free for the taking With this multiplayer mode, your creatures wouldn't only have to adapt to a static enviroment but also have to compete against an equally adaptable group and either search it's own niche next to it or fight for dominance over that niche Problems: -Island travel might be problematic and would either have to be impossible in that mode or maybe as soon as one travels, the other gets to pick the same number of Nichelings from whereever they stand at that moment -One could make a unnecessary move just to give that one nasty rouge a move to get to the other players female without them being able to do anything against it...might not be a problem but I'm not sure about that -I really don't know if this is as relatively simple as I think it is or if it would take lots and lots of time one could spend with 5 other features >_< ///Edit: I just thought about an explenation why the tribes would be active at different times and how about that gets linked to daytime? so one could pretend tribe 1 is dayactive and 2 is nocturnal, changing the light a bit but letting everything else be the same otherwise (and pretend rabbils are active all around the day). of course then the 12211221 rhythm I thought about would make no sense anymore, but if one always gets the days and the other the nights, then let the weather change and berry growth rythm be linked to that, counting for this purpose each players (or if you play both yourself, both tribes) turn as an entire day, but aging wise only day+night=1 for example, at the end of a sunny day, tribe 1 gets to sleep. as tribe 2 awakens for the night it starts to rain and the berrys grow back, they are thankful fot this, since the night before there was hardly any food to be found because of the drought1 point
-
1 point
-
1 point
-
I alredy suggested something similar https://strayfawnstudio.com/community/index.php?/topic/2105-multiblocks1 point
-
1 point
-
1 point
-
I feel ashamed saying this... but I actually think short snout is adorable ;-; I even breed it in sometimes just for aesthetics or to carry on one of my favorite bloodlines, the Melon line, whose founder had short snout. (I bred it in to Melon originally because literally my entire tribe was cracker jaw, purr snout and derp snout.) I think it’s a shame that no one has short snout anymore. i hope the bat head looks like short snout so it can be cute and useful at the same time.1 point
-
1 point
-
I once started on a burning savannah, and had like 3 babies called Isis and one called Isisme1 point
-
this is encroaching on my firey ants idea(firebreathing ants) but I still like it, have an upvote1 point
-
1 point
-
True Beginnings Mode: A mode that makes it a 'you're-the-only-creatures-in-the-world' challenge. No Wanderers or Rogue Males New Immunity genes (ones that the breeding pair doesn't have) have a chance to be randomly mutated (but not in the mutation menu) Genes that need to be bred in from wanderers (i.e. antenna) would either need a way to be unlocked or be randomly mutated like the immunity genes Bad genes (blind eyes, shortsighted eyes, deformed paw, etc) have a chance of being randomly mutated in like Immunity genes Released males have a small chance of becoming rogues Every time a day passes, a new plant has a chance to spawn (ex. You are on a Tiny Green. Tiny Green could have, say, a max of 5 bushes spawned in when your creatures enter the island, and a max of 5 bushes that can be spawned in. Every day has a 10% chance of a new berry bush spawning in, and once one does spawn, the chance of a new one appearing after that goes down to 9%, and so on.) This could happen with berry bushes, poison berry bushes, healing fruits, carnivorous plants, those plants that looks like cotton and give nesting material, kelp, water-breathing plants, and grass (explained further below). If a plant does have a chance to grow, it will spawn in as a seedling, eventually growing to maturity. The island you start on is called Eden. Only a few berry bushes are full gown, and the rest are still seedlings. All grass is already 'cleared out', and the re-growing grass is still regrowing. I'm too lazy to write anything else so the rest can be decided by devs/comments.1 point
-
Very sorry for the double post, but I just played for a couple of hours and got some of the coolest Nichelings. First we have the Twins! Their parents were older and not having very good children, but I decided to breed them one last time on mom's last day. Behold! Nightfury and ShadowClaw. Next, Violet and her mother. Violet is my first patterned Toxic body. I actually didnt know they could have patterns. Last two pictures are of my favorite breeding pair and their growing family.1 point
-
I'm lame n don't really care much about how a gene looks. I just go for useful stuff megalocerous horns, runner leg, nimble finger, bird beak, good eyes1 point
-
1 point
-
1 point
-
1 point
-
Oh yeah. Also Love wings and beak. basically, I think ALL the genes are super pretty and cool! the only ones I actually don’t like are purrsnout combined with black eyes, derp snout and the frog legs (aesthetically. But it it’s not too bad either) also @RandomWanderer I LOVE that golden peacock boy!! What is his color combination?1 point
-
1 point
-
I had that happen to me in older versions too. Always had a little rage fit because no mother would let her baby die. If the mother had died to, I'd get it but not with the mother basically unscathed (that's what happened in my game).1 point
-
I think a really cool feature to have in the game would be scent marking so creatures can more efficiently separate into clans or tribes and make claims on territories. This could happen by a certain button on the keyboard (maybe P, would make sense but don't know if that already does something) that allows the creature to leave it's scent on the tile it's standing on. this 'scent' could then be seen in scent mode, maybe as the color of the gem the creature had who made it since different creatures would have different scents. I just thought of this right now so there's probably a lot of flaws in my idea, if anyone likes the idea of this or has some recommendations of how it could be fixed up to make more sense please let me know in the comments because I think this could be a cool addition to the game, especially for players with really large packs. Thanks for reading1 point
-
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 it1 point
-
1 point
-
1 point
-
If we're talking about lifetime achievements: I got roughly 279'576h on this game called real-life (not half-life)*. What about you people?1 point
-
Maybe instead of the old system, which annoyingly caused you to accidentally change a nicheling's name to AaaAAaA or some other long gibberish name, there can be a naming button (like the one found in the family tree screen) that you have to purposely click in the circle profile before you can change the name. To save the name, just press enter. Either put the naming button on: a.the side panel with the 4 current options as a new 5th option OR b. inside of the circle profile near the name.1 point
-
Yesssss. Imagine naming a Rogue Male so you know if he's new or not. Imagine naming your Friendly Bearyenas so you remember which is which. Imagine the possibilities.1 point
-
I've been wanting to experiment with genes and such, but I always have to try and get creatures with obscure genes to do so. I was thinking they could add a cheat code to change a creature's genes. I assume the devs use something like this to test for glitches, so as far as I know the only new thing they'd need to do would be to add a feature to prevent players from getting achievements using cheated nichlings.1 point
-
I know, I already did it and posted gif with already working machine in GIF competition post1 point
-
This would be useful when doing Warriors challenges, because we could get random Warriors names!1 point
-
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
-
@Draconiya I think it would be really cool to have it effect other creatures, I never even thought of that. The scent of a female nicheling could attract rouges while males drove them away and would probably repel away wanderers since they wouldn't want to enter a claimed territory. And though it may be a downside to scare off the rabbit creatures it could be useful for scaring them and wanderers away from your food sources1 point