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Spacestar TheThundersuncat

NicheMobileTester
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Everything posted by Spacestar TheThundersuncat

  1. @Jojo "Stinky (Nicheling)" meant to refer to the stinky fruit debuff, not the tail. That was poorly worded. There was some pick all the stinky fruits! Breed all for bright fur! Going on. There have been some issues with ape spawn rates, maybe. People haven't been too sure. As mentioned, I could hear the apes moving and attacking wanderers. They are in the jungle, at least, and quite often close. Bearyenas did not attack my spiky creatures, though. Didn't even know that was still around. Though the worst I can imagine would be piranhas going chuck norris and attacking all land creatures before they can even bleed. Or Loner ladies creating a horde with the rogues. That steals your food. And fills every tile of the island. Better not give that game any inspiration.
  2. Mmm... a single creature receiving 3 damage isn't really worth it to me in the early game. Add 2-3 days of movement there... 2 or so back... I wouldn't go for 10 food in 8ish days. In the late game, 10 food for 5 ish days isn't exactly that useful, either. If you stock, that is. Maybe up the food to 15 (2/day) and then some with the badger snout. If the gene can't be found in the mutation menu, but the purrsnout can... I guess you can see where this is going. Could the bees also be (no puns!) eaten by the bat-head? Bees usually just fly away though. (No puns about the unbelievable)I suppose this is where the ants come in? As they are bees, though, I'd find it nice if the 50% chance would mean they could boost berry production. % systems have been rejected up to this point tough, maybe they could also glow red when angered or something. Just some points to consider.
  3. You have 8 days left. Your breeding pair is perfect and the recessive bearyena snout is a given. All you need is a CH male. Your couple has 8 CF females. The second couple has a CH female and two HB boys. Game Over.
  4. @Wander Hm...that's the only issue I have encountered frequently. But we all focus on different things. What are your main points? I just hope I am missing something with the issue above and solution is not that the required stealth is displayed but not their range of senses. It seems straightforward that they are the same, but experimentation shows some weak spots to that theory. At least in bearyenas. The apes are harder to messure and even potentially conflict with having two different sense systems with different values. They're still irrationally bad at finding one, once they do, though...
  5. @Jojo I never, literally never, am able to outrun a normal bearyena. I've had an albino flee 6 tiles away and six tiles again and it followed. They are easy to kill, but not for the adopted lean bodied wanderer. That 2 seems to stand for camouflage required then, but not their seeing range. Until it doesn't. Here's the thing, though. I' ve been to all jungles a few times for some experimentation. The apes can be heard, wanderers scream. But they don't find the odd tribe of nichelings with little camouflage. The only "deduction" here is that their range of senses is quite small. That "deduction" can be easily disproven, however, as once the big nosed ape found the stinky nicheling, it couldn't ourun it, despite the cleared grass and high speed of the creature. It just doesn't add up. One might think they behave differently once a target is found, but that is ever more profoundly absurd the deeper one follows into that hole.
  6. Let's say an imaginary predator P has 4 hearing. Creature C has to +2 sneaking. Does that mean if C is two tiles away from P, that she won't be heard? Or will she always be heard because her +2 isn't enough? Does this stack with camouflage? Do bearyenas and the great apes work differently? So many questions and no answers!
  7. @bostonlobstah I believe the stats on the lower part of the screen are his. I sadly can't mention them by name, as that save is long gone. Anyway, I love most genes too 😁. The yellow fur/black fur combination kind of hurts my eyes, though.
  8. The poison fangs. Some really interesting markings, there. female peacock tail and ram horns Big eared cats Golden fur Adam look-a-likes and scorpion tailed Eve. Though they all look like dad. And the heat body died after her.
  9. I do wonder, there usually are very few fish midisland. Do you explore the ocean? I never go water and just find a good berry spot, a there are usually one or two. How do you make a good profit with water genes? Even on the most fitted islands with full blown water genes, my final food stack grows so slowly.
  10. Nice list here. There really isn't much to add. Just sometimes, after restarting the game, all creatures will have their eyes closed and full energy. Moving one will cause the others to jolt awake. By far the least annoying one and more of a consequence of the game getting stuck beforehand. I think that were all, though?
  11. There have been two or three suggestions of floppy ears in some way. Adding cold resistance or as a dog ear cosmetic. Rogue males... well that's new, but the game already has issues with consistency. So I'd like to ask how you would resolve the following points. 1. Why would a derpsnouted, stinky tailed and toxic bodied nicheling not repel a rogue male, but a creature with floppy ears would? Sexual maturity depends much more on smell in furry creatures, anyway. Appearance does not matter to the rogue male, unless with spiky body, as it is in the game. 2. Why would a random female take care of an unrelated kit instead of having their own? It does happen, in most cases because they are related (rats) or very rarely because she has just lost her own or is in a bonding phase. Having all wandering females go must have! seems a little overkill. You might attempt a chance based system, but all systems of this kind have been rejected so far. Sadly. A charging attack adding stun or so would be nice. 3. Bluebirds... imagine a big bodied nicheling being mistaken for a baby because of its ears. Would you mistake an adult grizzly for a cub because its ears are more floppy than usual? What about a dog? A cat? That doesn't work for me. 4. Bearyena attacks. They don't make too much sense anyway. There is little internal game logic to argue with, so the bluebird issue as an bearyena issue only stands somewhat. I'd like to see improvements here, though.
  12. Yikes. The second rouge had --theoretically-- the ability to leave over the field with a root on it. He didn't move until he died, even with three females around. The others were just stuck. The Oasis gets plenty of rogues on small islands. I didn't have too many stuck creatures anywhere else though, the not too many being the odd bearyena. Wanderers stop moving in an attempt to dig up a root. That usually spans over a couple days, but what is the rogue doing? Do they dig? Can they dig?
  13. @Philo The gills are very weak already, though. Would they receive better stats? No smelling at all is very bad.
  14. That depends on why it crashes. I can play the newest games on the highest resolution, so it's not a matter of processing. Not the first with this issue, either. Though it is true that you are unlikely to encounter it at this point.
  15. The whole pack might have something just below 50 members. My game tends to crash above 40.
  16. rogue male and wanderer between a rock and a thorny place. Another specimen. I've been finding these quite often. Does this count as a bug or can nothing be done?
  17. I went to the summer mountains. Very well, then. Time to restart a challenge that includes no wings.
  18. When playing blind genes, you can expect a lot, but not for every generation to roll different fur and eye colours. The starters The last of the expected 1st generation. (The part without yellow fur) in pink. Mystically missing genetic link of orang-y coloured, yellow eyed derpsnouts. And a bearyena. Enjoying the last day in the Oasis. With all black cats. Who ended up having candy coloured offspring with this derpy, but very healthy wanderer. Who had... well, one kit that wasn't like the others. But mainly... These three. They look like their parents, at least. The next common fur colour.. Is very, very chestnut brown. Then boredom kicked in and that was the end of it. Those were my first triplets, though.
  19. Oh, by the way. There are also commands to increase/decrease spawn rates. These seem to only change those values for a particular safe. But I don't know if that is true. So... "Increasing" Berry bushes. This will result in giant, empty spaces devoud of any of them on some islands. Don't do it. Messing with the weather. Had to restart the game. Rogue males and wanderers work. Maybe. Don't take my word for it, but spawn rates seem best left alone.
  20. @dextrocarter, There are commands for everything but nesting material, unlocking all genes and undoing damage. You can see all commands by entering Help. Setgene will show you a list of genes go give your creatures. If you enter setgene for blue eyes and setgene for green eyes in the same line, you will have green eyes active and blue eyes rec. This is great for immunity genes. You might have seen a more complicated line, but don't waste your time like I did. Entering two single commands in the same space does the trick, but you might not be able to see yourself writing at a point. The amount of change to a creatures' genetics... is proportional to their aging speed. Change 5 genes or so and they'll be dead in two to three days. You can also give them ancient genes. If you leave the game after your edits, upon restart the aging bug should be gone and you have unlocked ancient/bearyena/wing genes, depending on what you gave them with the console. As mentioned, no unlock all command. If you enter age, a suggested command will appear. This allows for positive and negative values. Some tried to make creatures immortal by giving them -999 days, but they'll die one hit and will be snatched by bluebirds, as if they were babies. The aging option allows you to kill predators and rogue males. My favourite is clicking on a rogue and switching its gender. You'll get this option the same way, "gender". The console is quite straightforward. This is all I have personally gathered. I must warn you, though. This never happened to me, but cheating might corrupt a game and break it permanently. Usually, that translates to the game being stuck at night time when you skip the day. If you leave, to desktop, not main menu and restart, all will be back to normal. In my experiments, at least. But I have no experience with say, older versions of the game. So you might want to create an extra save for experiments. I always use the console to set up my roleplaying challenges, though. Among them creating the worst starting creatures in existence and using the random generator to select mutations, with all genes unlocked.
  21. Creating your own islands. Allowing for most genes to be unlocked on one. For roleplaying purposes, as in warriors style, toggling off immunity sickness.
  22. Oh no no no. Sorry, It's just a habit to name pawless derpsnouts rougelings. I like to imagine that their father was one, and they got exiled from their tribe. They're grass removers for work. So was this new lady.
  23. I'd imagine that would be logical. The peacock tail being enough for rougeling to get all the ladies ... Especially in this case. Imagine the kits without mutations. That's one way to go about an only-bunnil- meat challenge.
  24. @Philo It attacked the baby first and then mom. The proof is the very low damage she suffered, even if I were to distrust my eyes. This never happened before. Should I do more to protect the mother next time? Healing her only took two or so days, but the kit was gone anyway. She was young and had more, but I feel bad about it. Losing yout firstborn like that...
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