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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. Pressurised thrusters - if all of the fuel storages are 100% - 95% the thruster gets ~25% bonus power. If there is less than 95% fuel left, power drops to 100% - ~25% when on the brink of running out of fuel. For more clearity i attached some numbers. More fuel - more power Hybrid thrusters - they are very fuel efficient, but uses energy. Fuel to energy alternative Ion thrusters - 2x2 sized thrusters that have the same amount of thrust, but uses energy instead of fuel. Large energy thrusters Overclocked thrusters - have 30 % more power, but use 50% more fuel and act as heaters: one thruster begins to melt in 8 seconds of continuous firing. Unreliable, but powerful thrusters Clockwork thrusters - Works in bursts ( they work for random periods between 0.1 and 0.6 seconds and then even if the key is pressed they turn off ). If being used while not off they quickly generate heat. But if timed perfectly they have 20 % more power. Consumes same amount of fuel. Better timing - more power Tweaked thrusters - produce 20 % less thrust and take up 1x3 space, but consumes 50 % less fuel. Highly efficient Eco thrusters - Consumes no fuel, and consumes only 10 % of energy equivalent, produces 15% of normal thrust. Almost free but weak Turbines - thrusters that use energy instead of fuel, and loose power if they go above a certain altitude ( too rare atmosphere ), and can be more powerful when in dense atmosphere, or less powerful when in less dense atmosphere. Power depends of atmosphere density and altitude Independant thruster - a small thruster with a small fuel tank attached to it. Behaves just like one and the other, only that it has fuel storage, which is by default full, and the efficiency is between small and normal thruster. A bit weaker thruster with fuel storage. sorry, no drawing... And for no other reason than, becouse i could, i have drawn some examples of almost usable quality.
    1 point
  21. 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
  22. or just add a round variant, sometimes the square sensor fits better with geomatric drones
    1 point
  23. Parts that modify air resistance or friction would also be cool.
    1 point
  24. Having a little party over here
    1 point
  25. 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
  26. Here's also hoping for second chance, if its ok >.<
    1 point
  27. 1 point
  28. 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
  29. 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
  30. I especially like the first option, even though I just want ability to go higher than the current altimeter seems to allow. (90% or so is still too close to the surface for my taste). 100% at Nimbatus height (or little above it) would most likely be sufficient for most uses. I would like to add something extra to this idea: Add an ability to alter the values of the altimeter during game. Ie: If I have altimeter set to 80% altitude, I could send the altimeter directive to increase it by 1% or another to decrease it by 1%. (Similar functionality could be useful for directional sensor (to alter the angle) but I don't really have any useful examples for that at the moment.)
    1 point
  31. Ooooooooooooooooooooh. I thought you meant something Reassembly style, where everything that generates forward thrust is fired when you hit forward, so the same thrusters are often used for multiple vectors. I see what you're getting at. CoM isn't a great way to do it, if that's how it's currently done. I admit I ignored it for the most part, and just accepted that it would always be wrong and need to be changed.
    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. I think it's a bit complicated and uses center of mass currently, so if it's left of the center of mass it's considered a right turn thruster, etc. I agree that simple directions like you're describing would be better, since even forward thrusters are pretty much never placed in line with the COM EDIT: Just to clarify, I have no idea how it actually works and COM is just a guess from what I've seen
    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. Make it so that there's an option for the keys you press or certain keys to be able to go through the logic splitter. It's frustrating sometimes because you want to have a creation with normal controls, but you also want there to be multiple of them, and logic splitters won't allow you to control them individually. Maybe even make it so that each drone the factory makes has different tags for each one?
    1 point
  37. 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
  38. It's not very good but is a reasonable proof of concept. Not sure I have time to make it work consistently. Think you'd need to have the magnets quickly cascade in switching from repelling to attracting. That only took 45 blocks, so there's some room to make the core into a center seeker after it's attached (or if it doesn't attach). Also could have a bit of anti-carrier precautions, though ultimately this design will have a lot problems with carriers/shields.
    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. On whale island one time, a sickly double winged and beaked wanderer flew out of nowhere... Stinky (or whoever it was): We have a good amount of tribemates already but I'll attempt calling anyway *aaarOOOUGH! aaarOOOUGH! aaarOOOOOOOUGH!* Finch: *swoops down out of nowhere* I hear you are attempting a birds challenge,,,,
    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. 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
  44. 1 point
  45. Well, it really is a feature, this famous quote is actually certainly serious this time.
    1 point
  46. I am currently studying comparitive literature, with some skandinavian studies and german language thrown in there as well though I want to become an author. I also had some trouble deciding what exactly I wanted to study (Biology or something with languages) the fact that I need some math to do biology then made me settle on languages though I am still kind of thinking about maybe switching to biology ^^
    1 point
  47. I've made a jellyfish that kinda behaves like a jellyfish when it flies or hits a wall. And a video here that shows a little more: https://gfycat.com/gifs/detail/NimbleUnfoldedGyrfalcon (the video feels good when played at 2× speed on gfycat) Of course it's not very efficient to clear planets (although it is not useless either). Building the logic parts was a nightmare, it doesn't seem like much, but I think all the keys of my keyboard are bound except Tab, there were so many exceptions I had to deal with to make the tentacles spread and behave correctly.
    1 point
  48. 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
  49. 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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