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Showing content with the highest reputation on 10/25/2018 in all areas

  1. Hey crew, We just released the update 0.5.9 for Nimbatus. We have read through alot of feedback since the release and addressed some of the problems with this patch. Thank you very much for reporting bugs and posting feedback! New Features: Added 2 new jungle missions (you will have the choice to reset the map or continue with the previous one) Added a popup to draw attention to our tutorial (can be skipped) Added zoom using the mousewheel to the test area and the planets Added new Delay gate Added speed setting for motorized hinges Added full and empty events to resource tanks Added a setting for the start state of the factory part (Printed / Not Printed) Reworks: If the loading of a savegame does not work, we now show the error on screen instead of automatically resetting the progress. If you encounter any errors, please post us a screenshot, restart the game and try again. Changed the galaxy map, so you will encounter lava planets earlier. Bugfixes: Fixed that Camera Trackers still were displayed on the minimap after being destroyed Fixed that Sumo drones were not correctly added to the opponent pool anymore Fixed that Batteries or Fuel Tanks still provided energy after being decoupled. Fixed that Resource tanks could not be filled-up after being printed by a factory part. Fixed Issue where Impulse Givers were always on after destroyed Fixed false positives on distance sensor while detecting own drone parts Fixed that decoupled parts get destroyed if the previous parent of the decoupler was destroyed Balancing: Increased the difficulty of Sumo Tournament opponents by increasing the number of required wins to be added. Lowered the difficulty of the Bio Barrell mission by improving the spawn rate and decreasing the amount of deadly cannons. The new start state setting of the factory part was the most upvoted suggestion in our forum, this is why we have added it to the game! Please keep upvoting ideas for new droneparts and features! The difficulty of the planetary missions was not really well balanced, it was too hard for beginners and too easy for advanced players. The starting galaxy should now be a bit easier. We will improve this in the future to make it more challenging and fun to play We will now start working on our first big update which will be all about Drone Racing. More information will follow soon! Cheers, Stray Fawn Studio
    3 points
  2. Want to try the Warrior Cats challenge, but without the boring set-up? Then this is just the post for you! I"ll outline the following: The map. with and without grass when important. genes unlocked. Tribe history and tribe customs, Former rules. A) Slot 3, "The Code" Advantages: Secluded, defensable area. Defined nursery (two nests), two outposts, one with an extra nest. A tree stump in the center of the camp is reserved for the leader. __ aesthetically pleasing for tree-lovers. -- no bugs despite the swamp tiles. Moderate danger. Disadvantages: no defined Moonpool. Healing fruits are far apart. Rogues spawn in the north, wanderers in the south. Bearyenas typically appear either in the West or East. (If you define North as the grassland port without flowers) Map: Current "moonpool" and supply site: Current clan order, possible mating pairs and important information was added to the creatures' names. Tribe character: liberal, Wanderers were always invited. Nichelings typically mate for life. Breeding goals: Poison fangs and the scorpion tail were preserved. Extra Rules A healer must aid a first time mother. Healers collect seaweed from the river to stock up supplies. If a child is born sick and a bluebird nearby, there has to be a chance that they do not make it. Every 10 days, winter begins. In this 4 day span, no berries grow. In Autumn (3 days) you can collect berries on every second day. Hunting is always possible. History: Founder: Finchstar. Golden era: Under Pinestar, the border grew bigger than ever, countless wanderers were found and the food storage established. Nightwing, meanwhile, cured the yellowcouth that had taken elders and children alike. No rules were broken. Vineheart, deputy and eldest son of FInchstar, refused to become leader. Scarlettfeather took his place. Warriors with the scorpion tail are descendants of the latter, the fishing tail is typical of Finchstars' legacy, as carried on by his daughters. Average genetic profile: Weakest member: Genes unlocked: Savefile: It is listed as a save 2 file and appears in-game in slot 3. Slot2.nichesave I will add another, vastly different, save game tomorrow. To find your save slots, follow this guide; The Rules to the Warrior Cats challenge, as defined by @medicine cat I advise you to open the console by pressing F1. Then enter berry. Pick the changeberrycount option and make it changeberrycount -700 Hit enter and enjoy a more difficult challenge. If you just want to mess around or go full story mode, you have enough food for this style currently.
    3 points
  3. This is amazing! I usually find it hard to get into foreign tribes with more than 4 Nichelings but I might try this... when I have time to play again that is ^^
    3 points
  4. Go for it! @Markus and me are learning Japanese Going to class every Monday. Wir können ja dann mit dir Deutsch reden
    3 points
  5. You should do anything you feel would be easier for you! These are just opinions, it's your life, after all, you can do what you want.
    3 points
  6. B) I found a better map than the first planned for this. B will be up soon and include; -- all genes unlocked, except for bird beak and velvet paw. -- a giant island. While the last was reinforced and meant for small tribes, this will support large to very large ones. -- an actual healer structure and moon pool. Check it out: The local water may be great for scrying. While the actual pool is 2-3 in game days away. You can either start with the creatures above, or have three wanderers as founders. I'll make two versions. Either way, you have a nursery close to the healers. And possible warrior's den. Though settling close to the moonpool could also work, as it has three nests. Two nurseries, then, or two clans, as you start with two couples.
    3 points
  7. Well, why not? I know that my family is of German heritage, and I would like to go to Germany someday 😊 I know some people on the forums live in Germany (or close to there), so if anybody can give me tips, that’d be amazing! Thanks
    2 points
  8. I was thinking maybe you could have, a little space to write where you store notes on your nicheling when you click on them in the tribe profile thing? If you're creating lore for your tribe, then I think it would make it a lot easier to keep track of all your characters!
    2 points
  9. Ok I can reproduce it. If the TNT is the parent, the childs don't seem to be cleaned up properly. Does work fine if the TnT is no parent.
    2 points
  10. okay!!! i’ll try to start on it tonight. any requests as to how much i update it? (every 10 days, 7 days, 15 days...)(in game time, that is!)
    2 points
  11. In real life albinos have pink noses so maybe they could in game too???
    1 point
  12. So, we got a family tree and a day-counter, but we don't have a timeline?? Uh, why not? Programming, Goggles-kun... That'd be a ton of money, Goggles-kun... I'm thinking there'd be a button you can click to pull up a timeline of your tribe. If the timeline gets too long, there'd be a separate page for the continued part. Simple enough! "But wait; what exactly would go on the timeline, Goggles-kun?" Shut it Francis. Oh, wait. That's a wonderful idea. Here is a list of what would go on that timeline... The names of your first creatures (They go at the start of the timeline, along with...) The island you first started on When you migrate to a new island (Maybe not the name of the island? And it would say "You migrated to a new island on day [number]") Creatures you added to the line (Maybe there could be an option on the family tree where you can add a creature to a timeline, and it would appear as "[thiscreature] was born on day [number]"?) This is what I'm thinking it would look like: For the "Add to Timeline"... I'm thinking once you click the "Add to Timeline" button, it automatically turns to "Remove From Timeline"? Anyways, that's all, and stay tuned.
    1 point
  13. My idea for an improvement is that signals can be sent from one logic body to another, either separated by a connector or splitter, using logic bypassers. Logic bypassers would come in two forms: Constant logic bypassers and active logic bypassers. Logic bypassers would allow the blue led to be powered on the upper part of the craft below, while the improvement to connectors would allow the button above to power the red led below. Active Logic bypassers would be turned on by a certain binding, and while active would route all logic inputs from its logic body to the selected logic body. Constant Logic bypassers would do the same but without an activation: they would always be active. Basically, this would allow a signal from the play to an active personal drone to send, but only if its active and only one way. These splitters would be a useful tool for allowing some inputs of a drone, but not others, to pass. For example, if I wanted to create many personal drones, but with more key bindings than currently available, i couldn't right now. With connectors working the way they are right now, if i wanted the controls on all drones to be accessible, I would have to put them all on splitters, due to how they use more bindings than available, then put connectors for the cameras. The problem is, however, that i can look from their perspective using the cameras, but I just can't send inputs to the rest of the craft. With a logic bypasser, however, i could place one and the craft would respond to my touch, but it wouldn't send signals to the rest of the drone. This is also useful with nitpickers like me who want to make their craft 'accident proof'. With the use of logic bypassers and better logic connections, one could make a logic craft have all the useful inputs sent in, and all the useful outputs sent out (or used on the craft) , but if somebody tried to press any of the bindings for the actual processing, they couldn't make it output something it wouldn't have otherwise. Logic bypassers would have a huge potential, and hopefully we could have them only let certain signals through (like WASD), transcending this game's impressive logic to a whole new level. Who knows, if the developers of NImbatus read and implement this, we could reach beyond the key bindings! Thanks for reading this, I hope you are interested!
    1 point
  14. I think it would be nice if you added a mirror feature that you can toggle where it mirrors one side of you drone to the other. different modes: Mirror on an X-axis, mirror on a Y-axis right here would be a good place if you add it (kinda like my other post):
    1 point
  15. Right now sumo is kinda boring, there are only few fun matches when you get paired with a drone that is similar to your own. So it would be nice if the matchmaking isn't random but chosen by mass, max trust, and wins. These metrics make up a good mix to find similar drones so that the battles are more interesting. It would also be nice if the sumo mode is separated from the campaign so that each player can only have one official sumo drone that is used for ranked matches.
    1 point
  16. I do think that it needs to be somewhat simplified
    1 point
  17. It feels like this is a very intelligent block, when compared to the simple outputs Nimbatus is characterized by. The recurring tracker suggestion (as a directional sensor target) paired with the recurring range detector suggestion (like an altimeter, but using other sensor targets - like a tracker) would serve these needs, and be in character with the logic already present without requiring new and unusual behavior.
    1 point
  18. He wants to track a location after destruction, though. I am all for that, as long as you can name or tag them so a drone can seek a SPECIFIC tracker. But it wouldn't address ManTheMister's request.
    1 point
  19. Are you saying that it would read contacts, assign them tags based on type, which would be passed to other sensors as dynamic criteria? I'm gonna be honest, we have nothing like this running, and it's a little out of step with the simple logic solutions the game presents. It's a good idea, but I'm not sure it's in character with Nimbatus.
    1 point
  20. Yeeha \ o / This is worth a dance. With a drone named Party Animal as a performer: (on the music of You Spin Me Right Round)
    1 point
  21. What about adding a new tracker part that sticks to the terrain, can be activated / deactivated and displays a customizable dot on the minimap while active? We could also use it as target for the directional sensor 🤔
    1 point
  22. On the initiative of @Lurkily: With TNT bombs that look like the following (left the actual design; right an exploded view, if you allow me the pun). Button operates the thruster, all bombs are set to detonate on pressing a key (R in this case). Said bombs are produced by factories. It would seem that setting off several such bombs at once, regardless of proximity to one another, makes some of the bombs leave their button and sometimes a strut behind. Said button and strut are not subject to gravity, but the button can be shot at (it seems not to take damage) and pushed around by parts of a spacecraft. This does not happen when the bombs are not moving; three bombs with one thruster each make it happen, although inconsistently so; two bombs with two thrusters each make it happen to one bomb; three bombs with two thrusters each make it happen to two bombs. Here are some gifs to show the issue. In order: Six immobile bombs (one thruster each), two immobile plus one moving (one thruster each), two spinning (two thrusters each), three spinning (two thrusters each). I assume it has to do with movement calculations hampering other processes, but do not possess any other data right now. That is why, to everyone reading: do share your pictures of destruction or otherwise, going awry and leaving you with unwanted stuff. The more we manage to pile up, the easier it should be for the developers to pinpoint and fix the problem.
    1 point
  23. Just update when you feel a story needs to be told. If that is every 100 days then that's it
    1 point
  24. If you want to do it, don't let other people let you talk out of it. Learning languages is always tricky. I really enjoy learning languages and if you choose the language it is way easier just because you have the motivation Also if you can speak German learning Norwegian is really easy (I am in my third semester of learning Norwegian and a lot of the grammar is the same with the german grammar). I can't say much about Swedish but danish is very similar to Norwegian so I guess still easy if you can speak German. Finnish is super hard and I don't think worth learning (not many people speak finnish). Islandic is interesting (easier to learn if you can speak Norwegian)
    1 point
  25. Just because it’s technically a bug doesn’t mean it can’t be a feature. Lots of games have had bugs that were useful, but not game-breaking and made them into features.
    1 point
  26. I was gonna submit my drone . . . . but I loaded up my game, picked my drone, and in my end-of-day stupor, clicked the first button I saw. It happened to be delete. My drone is gone, but it also had parts parented to TNT to make sure all pieces were treated as debris after its job was done. (And thus wouldn't contribute to lag quite as much.) This drone was an ore-courier. Everything was parented to TNT, which in turn was parented to a splitter so that two couriers wouldn't interfere with each other. The courier would manufacture, I would vacuum ore with ore-suckers on hinged arms, and when I detached, it would navigate to 100 altitude, and position itself under the drone core (which at start, attaches itself to the Nimbatus, directly over the hopper,) and then dropped by gravity alone into the hopper - zero thrust. The detonation was upon detection of the hopper (terrain). It always left a spray of parts and struts behind, quite messy.
    1 point
  27. Oh, thank you. I'm still adding stuff. The link is now in place.
    1 point
  28. oh, i love this! thank you for using my challenge btw :3
    1 point
  29. Here... let me just... I'll clean that up for ya >_<
    1 point
  30. i definitely think a large, artillery-style gun would be nice. high-recoil, large projectile, slow reload, high Damage, and long lifetime. probably would be 2x2 or larger
    1 point
  31. I remember when I learned about umfahren. You can either be driving around a policeman, or over him, all hinging on which syllable you stress.
    1 point
  32. Well, that is not the world's easiest language to learn. I am German but I am not sure if I can give you many tips. It is like any other language just that it sucks XD You have to learn an awful lot... and German is weird, we have so many grammar rules that are just weird. I mean 'umfahren' and 'umfahren' mean completly the opposite depending on intonation ^^ Though once you are far enough reading and watching movies/ tv series in german helps an awful lot (and we have a crapton of dubbed stuff soo that will be easy) that's the way I learned english after getting far enough through school I read a lot of books and watched english stuff
    1 point
  33. To all the enemy minidrones who've helped defeat their own masters along the way
    1 point
  34. To all the ineffective mini-drones I've swept aside
    1 point
  35. I saw that. But as a tracker, this also tracks completion of features. I'll take it down if they indicate it'll help them, but otherwise I'll leave it here for completion status.
    1 point
  36. As requested, I'm cutting up my other post into individual sections for easier commenting. Cleaner handling of the terrain would be good. What I mean by this is that there have been numerous times where I've destroyed the land, I can't see even a single pixel left behind, but when I try to fly though the area the ship gets caught on something. I spray weapon fire back and forth (20 odd high powered lasers) and sometimes I can clear it up, but often I just have to jiggle back and forth until I can go back the way I came.
    1 point
  37. God, those declensions. And the words with totally random genders that don't make sense for the word. I like and respect the German people, but I hate their language.
    1 point
  38. as someone who can never decide what to do, i would really like this.
    1 point
  39. Maybe we should hire some troublemakers to come in and start breaking rules.
    1 point
  40. I feel that galaxies should Work like this. For example having to destroy a pirate dock, hidden away on a jungle planet then gaining an item that lets you access there home system. After that you get a huge reward from your employer. But then later in the galaxy you find the pirates escaping from the galaxy after their stronghold was destroyed. Later in another galaxy, which just happens to be conquered by the pirates, you are constantly hunted down by them the whole time. So basically, the further the you progress they tougher it gets because of your previous actions.
    1 point
  41. There are alot of unfinishe features lying around that just wait to be resurrected again We will for sure add some of the things we had in earlier demos. Like the battle arena with a highscore list, just less buggy and better balanced
    1 point
  42. That's a cool idea! Almost like a journal. Maybe we could add little notes when we add a Nicheling to the timeline?
    1 point
  43. Why are the outputs named so counter-intuitively? Clearly the craft is tilted right...why does it activate "Tilted Left" then?
    1 point
  44. I'm editing for the wiki and I need to know the names of every no lava planet enemy. Please help me.
    1 point
  45. We'll make a list soon. The team is not in the office until wednesday
    1 point
  46. Nice to see someone else having the same idea...I built a prototype so far...and I suppose it'S going well...well apart from the fact that I need 56 VU for the logic alone... I have no idea how to split the logic, so that I can print multiple drones and send them back at the same time (once they delivered their payload they fly out of orbit and self-destruct - at least that's the plan - so I'd end up with a lot of interfering logic) Is there any way to send a global signal to a drone with a logic splitter? I tried this, hoping that "1" would be cut off, but "2" would transfer through.
    1 point
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