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Showing content with the highest reputation on 10/10/2018 in Posts

  1. THE GIVE AWAY IS NOW CLOSED! Hey space travellers We're running a give away to celebrate the launch For every 25 comments in here, we'll draw a random winner! Leave a comment to enter the raffle. Winners from page 1 - 16 have been announced here. Winners from page 17 - 20 have been announced here.
    4 points
  2. actually, my friend and are going to buy some ghillie suits and scaring people.
    3 points
  3. people ask me what I am going to be for Halloween. I tell them I am going to be a kleptomaniac, I will steal everyone's candy and then sell it to a dentist.
    3 points
  4. Single block Two modes; Transmit and Receive One input One output Function: Transmit: input works like any other logic input. output can only be received by other Transceivers set to Receive (global, bypassing logic splitters) Receive: input is only accepted from other Transceivers set to Transmit (global, bypassing logic splitters) output works like any other logic output
    2 points
  5. I think they made the walrus deer to act like a regular deer, will run if it has the chance but will attack if isolated like Jojo said.
    2 points
  6. Ok, let's draw some key winners! The draw is completly based on random numbers. Here are the winners from page 1 - 16. I'll send over your keys via PM ^^ Congrats! Page 1: @DRACL10N Page 2: @Evo-Robot Page 3: @Qwarty4 Page 4: @Maniac1 Page 5: @[username not available] Page 6: @Andur Page 7: @MSG Page 8: @Ippenutt Page 9: @The_PurpleFurry Page 10: @RobotNinja Page 11: @Fireforest Page 12: @ALAN0010YT Page 13: @Drake255 Page 14: @aSackOfRoos Page 15: @Discorded Page 16: @Birdleaf The give away is not yet over though We'll keep it open for some more time and draw winners from page 17 and up. Thank you all very much for participating! We will certainly run more give aways in the forums soon too!
    2 points
  7. This idea may sound familiar (like the bio waste collection mission), but what I'm thinking is a planet covered in bio waste. Contact with the crust will inflict damage and corrosion which will cause slow damage on any part that is corroded. There will be no events on this planet (aka nests, or snake eggs) instead, you must kill a certain number of mutants, which will jump up to your ship to attack it. Furthermore, the mutant will also inflict corrosion, making it harder to kill them. Mutants are weak to cryogenic attacks and though they cannot be frozen, they will take double the damage that a kinetic attack would deal. Leave any ideas or suggestions! PS: maybe corrosion could be a weapon effect?
    2 points
  8. Moin moin, i am just some random gamer dude from germany calling himself R3zn4K online. Found a gif about Nimbatus around November 2017 and liked the idea. Bought the game after i find out it was available on Steam. Hobbys: I guess i could say watching anime, driving my motorbike, playing videogames... obviously. Oh and sorry for bad English.
    2 points
  9. I hope you're referring to the shark. I mean, just look how far apart its eyes are! It looks so dorky! Perhaps they couldn't see the missile 🤔
    2 points
  10. Dodomingoes are flightless birds that occupy nests in niche. Even if the one before them was killed and eaten. On the adjacent tile. And screamed in horror. I don't think they're meant to be smart.
    2 points
  11. Hi! I'm new here! I came here to help suggest ideas for the game niche but I'm since fairly new to this so I just wanted to meet some people! I don't like my actual name so you can just call me Moo I'm a geek who likes eating, gaming, playing volleyball and sleeping, I also like reading from time to time, hanging out with my friends and swimming when I can!
    2 points
  12. Some people at the steamforums suggested the same, I'll add the following to the discussion: Add a Toggle which decides what is 100%. Settings: Radius, Container, Nimbatus, Drone Brain Add a relative Altimeter, which measures not the distance from the center of the planet, but a raycast to the surface as a guide.
    2 points
  13. 2 points
  14. like the decoupler, although the two separated parts are connected by a faint energy beam. and when the assigned key is pressed the two parts are pulled together and rejoin, allowing them to be decoupled a second or third time. it would make it much more fun to have mini-drones in our builds.
    1 point
  15. I know this isn't really a suggestion, but I think this is the best place to put this. This is basically the ultimate sandbox mode where it has suggestions that I took from others, suggestions I made myself, and suggestions that I thought of first but then someone posted about it. I do not think that all of this will be implemented; I just thought it would be best to just create the ultimate ideal instead of something with less. Also because of where I got the suggestions, anyone is free to separate any of my suggestions into their own post because I don't remember/know which ones are which anymore. For upvoting and comments, I'm thinking if you just like the format or not rather than everything. I also wanted to mention that I have not finished all of the concept art I wanted to make, but I felt bad about teasing this for a really long time and not posting it because I got really busy and haven't had time to work on it, so I will most definitely update this later (how much later, I don't know). Without further ado, here it is: This is the new page that will appear when Sandbox mode is clicked (the buttons on this page are subject to change due to some pages not being fully thought out yet) (also I know that it says arcade mode and that's because I thought that have "challenges" would be arcade mode exclusive, but there is now a suggestion for that so I'll fix that later): I think that these categories are best to fit all of the suggestions I've seen and will go more in-depth with each one when I get to them. You'll notice a difficulty meter in the upper right-hand corner which will shift depending on your options or due to combinations of your options. Also in the bottom right-hand corner, there is a "Save Challenge" button which is meant to give you a code to send to other players. Now I will start with "Starting Island" and go down from there: This is just a standard selection and is pretty self-explanatory. However, you will notice there are two other buttons not usually found on this screen: "Custom Islands" and "Randomize". For the "Custom Islands" button, you will be able to create your own islands, play on previously made islands, or import islands. Selecting a previously made/imported island will look like this: Creating islands can be very versatile. You can make a specific island with specific placements for objects like trees and rocks, or you can make it more general like having three burrows spawn somewhere on the island. I believe the rest is self-explanatory. Next is the "Randomize" button: I think that this one is pretty self-explanatory as well. The next category is the "Mutation Menu" button: Here is a menu of all the genes in the game, not just the ones in the mutation menu. This allows one to add more genes to the mutation menu if they so desire. The green buttons seem pretty self-explanatory besides the "Custom" button. The "Custom" button allows you to edit the unlockablility of the genes meaning if you wanted to change the unlockability requirement for round ears to "discover all islands", you could. The color code may seem complicated, but you only need to focus on the top row. Clicking on any of the colors at the bottom themselves will allow you to either select or deselect all of the genes in that category. Double-clicking the colors on the top row in edit mode will allow you to change the status of those genes. The next category is "Starting Creatures": Here you can select the amount and specific creatures you want for your save file. In the future, I will add a random amount button to the "# of Creatures" button. For the "Specific Creatures" button, you can, well, pick specific creatures. You can create the creatures through a simplified version of my creature creator that only involves the ability to make one-off creatures. It currently isn't there, but in the future I will add a "Random" gene that allows you to have random aspects of your starting creatures. Next is the "Entity Factors" button: Here you can customize your wildlife. Spawn rate involves another screen that has a master spawn rate along with custom spawn rates for specific islands and island levels. Stats involve what you can typically see on entities such as strength, speed, collecting, etc. Extra involves anything from diet to fear to movement type. At the bottom of this page, there would also be a custom button. In the custom button, you can use one of the pre-existing entities as a base for a new creature that could involve simple color palette differences, size differences, and part editing. An example of part editing would be like making a balance bear have slightly longer and larger claws. Unfortunately, this is the last picture I have, but I will continue to explain the rest of the buttons. The next category is "Environmental Factors". This section includes weather, plant life, starting food, and starting nesting material. The weather section would include a button for where, how often it would occur, and effects. The plant life section would include where, how often it would occur, effects, food provided, and respawn rate. The final factor category is "Nicheling Factors". This section is about your creatures themselves and includes everything from lifespan (overall length and life stage length), food expendability, amount of energy, energy regained, dietary restrictions, sickness, population size (which could include island proportionality), and genes (which includes amount of mutations, hiding certain genes, gene dominance, and immunity genes (amount and importance). Next is "In-game Toggles". This section is the most arbitrary as it acts as either an easy way out of mistakes made whilst in this menu or to sustain evidence of completion. What I mean by that is that this section either says you are allowed to change such qualities after the save file is made or not. Subjects that you are able to allow to change include being able to show genotype, gene unlockability, conditions, mutations, sickness, notifications, population size, and gene existence and rarity. The final section is "Challenges". Here you can create custom conditions that can be more harshly reinforced in-game. So the game would give you tasks to complete with genes which could be either continuous or one-offs. ex: have only yellow eyes in your pack You would also have the ability to customize what types of challenges, time limits, predators, disease, pack size, etc. The types of challenges you could have could be “Create a Creature” where you make a specific creature (which could vary in how specific), “Dominant Trait” where you make one or more traits be prevalent in all of your creatures (which could extend into phenotype or genotype), “Natural Selection” where you try to eliminate one or more traits from your pack (which could be paired up with other challenges and be ongoing meaning you can never have that trait in your pack), etc. There would also be an option for lives as in how many times you can fail objectives. You would also have a code to send challenges to send to other Niche players. The code could be set up as just a long number sequence where each number represents a stat. In the code, you might even be able to get really specific like the exact challenges you get. ex. 050003 (followed by more 0s) would represent 5 challenged by the first two digits, an infinite time limit represented by the third and fourth digits, the starting island would be the grass adventure island represented by the last two digits, etc. (If there’s a better and shorter way to do this, then I’m game as well) The game mode will end once all objectives are met, are failed to be met, all creatures are dead, or all lives are lost. If you have lost, there’s also the option to view the island. All creatures would have no energy and you couldn’t pass the day. It’s purely there for you to view your failed tribe and send it to others if you’d like. So, that's that I guess. Please feel free to comment below if anything else needs to be clarified or whatever else. I most likely have an explanation, I just forgot to include it. I'd be happy to explain whatever!
    1 point
  16. It would be nice to know when a shield is full or depleted, much like batteries/tanks. Then you can make shield management logic, or do fancy stuff like moving your now exposed side out away from the pain etc
    1 point
  17. Make them very energy expensive, or a costly upgrade to specifically shotguns (that maybe consumes 2 slots instead of one?) but god do I miss them. They were *very* effective
    1 point
  18. Some time ago I saw someone share their save for others to continue, and ever since I've wanted to do the same. So, I give you this file. Lura.nichesave This tribe is called Lura, as you could probably tell. I've started you out with 2 breeding pairs (shown by gem colors), 303 food and 46 nest materials, so you don't die within the first few days (You also might notice the recessive purr snout on all of them, it's from the starter male who had purr snout dominant and recessive--). The goal is to get every non-regrowable grass on the island cleared (maybe except the ones on the tiny islands). Important note: The save is Slot1 in the files, so make sure to backup the save you had there (unless you didn't have one there, of course).
    1 point
  19. I think that the drone core in the game currently is just a concept and and it lacks importance. So what if when building a drone, whether its the main or a factory made drone, they would all need a core, and different size cores could be chosen. The larger the core, the more blocks could be on the drone with the core. For example: 1x1 - 10 blocks, 2x2 - 25 blocks, 3x3 - 60 blocks, 5x5 ( the normal ) - 150, 7x7 - 300 blocks, and possibly more?
    1 point
  20. A new logic device that ignores logic cut-offs for its input key only - this would be a solution for having independent drones that can all react to the same trigger (like pressing a button to return all drones to the mothership). For example, if you set it with input "W" and attach it to a drone that's otherwise behind a cutoff, this would 'mirror' the global W input into the local logic network, and the output will still be local - so when you press W, every individual drone receives the input and can handle it independently without affecting anything on the global network. Ideally we'd also have a "Global Mirror" that works in reverse, taking a local input and outputting a global one It'd basically be a way to send and receive specific variables between your logic networks, letting them interface, instead of the current chips which only allow you to be either on or off a given network and can never communicate between them I can only think of a few uses for this, but part of the way this game works out is to provide the tools and see what the users can do with them, so may as well open up a whole new bag of logic networking and see if anyone can come up with anything
    1 point
  21. 1 point
  22. I like Ecos - they basically operate on the principles of real-world ion engines; extremely low fuel use, energized thrust, but provides only as much thrust as the weight of a piece of paper. They'd be useful for all the stupid fine-thrust needs I have that, now, I have to use dynamic thrust for. I'm not sure I like the total replacement of fuel in a number of these, though. Fuel is a good weakness to have in design, an explosive weak point to protect. I think I'd prefer that we keep requiring fuel for engines, even if a few can use energy as well. Clockwork seems a little too useful to me, and a little too easy to just logic into perfect functionality; it seems like a skill-based thrusted, but a logic-based part can make normal thrusters just plain obsolete. There's an saying in game design, that a decision is not a strategic decision unless it has both benefits and drawbacks; I think clockwork provides clear benefits, with drawbacks that are just too easy to make invisible. Overclocked - make them explode violently when they overheat.
    1 point
  23. or just add a round variant, sometimes the square sensor fits better with geomatric drones
    1 point
  24. Really awesome idea, the thrusters section could really use some variety! Plus awesome artwork, great job!😊
    1 point
  25. I've gone into detail elsewhere, but in short I would want a 0-360 arc, diminishing max range as the arc increases until it's basically a collision sensor. I would like it to sense in two parts; like an altimeter can sense and act on low altitude or high altitude, I would like them to be able to sense and act upon long or short range contact, with the option for a tolerance in between. (That might be too much, though, and two sensors can kind of sort of pretend to do this well; it would require three and too much logic to perfectly mimic those capabilities. Isn't the distance sensor what we're talking about? I may be confused.
    1 point
  26. Happy hunting for those who already won a key;D for those that didnt; im felling with you, still hoping on another chanceXD there are still some keys left as it seems^^ Props to Stryfawnstudios tho for making such a huge give away!! not many games do it that big(most of them dont even do one at all) regards Suzu;D
    1 point
  27. Here's also hoping for second chance, if its ok >.<
    1 point
  28. 1 point
  29. I've also submitted this in the past, and would benefit from this. This seems like a good time to reiterate the other updates I'd like in distance sensors - an angle sweep, and the ability to separate it into segments like an altimeter. One slider to determine if the split is from 0-100%, one tolerance, and an output for when each segment is triggered. One sensor could be used for "Enemy spotted, outside optimum range," "Enemy in optimum range," and "Enemy too close, back the hell up."
    1 point
  30. A drone I used utilized a dynamic thruster to match gravity until speed was zero. Leave it alone for a few seconds at the start, then hit a key to lock in the thrust setting and you were good for that level. It was a two-part setup that did pretty much exactly this.
    1 point
  31. In many places it would be much more useful, and make much more sense, if having a tag and a key for an input meant they were both needed rather than either or. It could be very useful for having remote systems only activate under certain conditions. It is very unintuitive the way it is now. The common way of using it just as extra logical keys would still be fine and valid.
    1 point
  32. We can Toggle Editor Hotkeys so I had an Idea that could use the same space In Electronic a Bread Board is a way to connect up the parts of a circuit to make sure they work as intended before the expensive printing of the circuit boards is done. When I design a Drone I find myself writing on note cards what keys I used in my Gates as place holders for the more complected automation to work properly. The Bread Board is a table that generates as you build your drone For example A Side Thrust B Drop Bomb C Collect D Side Thrust K [ pencil icon ] S Thrust Down When you "Add Key" it will check the list of used keys and add to the list if the key was not already used. Clicking The pencil icon will let you label the key so you can remember what it should be doing. The Key on the list will act like a form radial option button selecting a key will un-select the others and Highlight the parts on the drone that are set to that key. At the Top or Bottom of the list can be a button to reserve a key adding it to the list even if there are no parts that are set to that key. Keys in the list that have no parts set to it can be in a different color and have a remove key button beside the label. There could be sort options to put the list in alphabetical by key or label, Order the key was added. There could also be a custom order mode letting you drag them into a presentation Order. This will also be helpful as the community uploads and shares their drone designs. Just go to the edit screen turn on Bread Board and now you can see the list of controls for the drone you just downloaded. This will encourage the sharing of more complicated probes With a Presentation order you can set the background keys to hide and the list of control keys could be added to the select drone screen I welcome Feedback on this Idea as I would want this Feature to fit the needs of as many playing styles as possible.
    1 point
  33. Yep, it works fine with a splitter between the factory and the drone. Newbie mistake. Thanks for the game btw - it is a game that makes me enjoy logic again, allows me to be creative and includes problem solving. And if you want to, you can even have serious pew pew power on the ships, or have Exterminatus happen. Lots of stuff to do. Keep up the good work! Edit; Btw, I didn't actually test it, but I did similar builds with other drones and they worked fine.
    1 point
  34. what if you added factory ruins or something to get people to think about what happened there and why it is so contaminated.
    1 point
  35. I believe you have now met me
    1 point
  36. I've managed to blow my expectations high enough that I can't have fun with any video game until I play this one. It'd be great to win, but I won't begrudge anyone else a win either.
    1 point
  37. Moved it to the Niche section
    1 point
  38. Not really. A factory making a single big fuel cell (The big-storage one, without recharge) that outputs when it's empty. That output triggers a detach, a logic part that delays one second, then rebuilds the tank. Huh. It would only ever have to rebuild the one part.
    1 point
  39. Useless and annoying for Mining, check! But used as ammo for a Drone-Gun? Sounds fun to me!
    1 point
  40. Here ya go: Yes, I chose the silliest thing. Did you expect anything more from me?
    1 point
  41. Star: I should use call for no reason! I'm probably gonna get a good laugh at all the crippled girls that'll appear, though- *Anasi appears* Star: How did I...?
    1 point
  42. Yeah. It's often a really big affair for some people and many don't care at all (except for the Krapfen...) on Fasching. In the city they march through the streets in way bigger numbers. Customs may vary a lot, but that one is a "holiday" you could miss. What you can not miss, however, is the freakish custom of setting a strawman on fire and throwing him in the local river, after parading him around the whole damn town.
    1 point
  43. Yes my children. YOU MUST DOMINATE!!!
    1 point
  44. The dumbest thing I have ever done is bring albinos to a jungle. i have never been so mad that my precious albino children died
    1 point
  45. I can't recall anything particularly dumb that I did before... I think the dumbest thing I did was back in the snow biome update. I blazed through the starter island without preparing ahead of time and then died in the snow biome the next day 😅 (During this, I got the weird screenshot of the "hairy guy in a hot tub staring at my crippled son"...)
    1 point
  46. 1 point
  47. I was an Education major. I have an Associates in Early Childhood Care and Education. I love kids, they are easy to understand. Regular people are hard. Hoping to go back for my Bachelors someday, but current financial status is "Do I want gas in my car or groceries in my fridge?".
    1 point
  48. Of course I have to put in my Ouroboros in here, It's my favorite drone i have made. So why wouldn't I put it in here? Then there's also this thing
    1 point
  49. I don't know how many times I've lost critical immunity genes and had dozens of nichelings with the same two or three immunities, because of RNG breeding fails. It would be nice if there was a third mutation slot that could be only be filled by a nicheling's, or it's parents, genes including their immunities. That way we can spend more time fiddling with genetics and less time worrying about immunities.
    1 point
  50. one thing I think would be a neat way for nechelings to interact is to be able to have one move another. For example if you have a necheling end turn in water that turns out to be to deep for it, than you can have a buddy come by and pull em' out before they drown. Or a child is near the grass when suddenly a predator appears! so the parent pulls the little one behind them before fending off the baddie
    1 point
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