Jump to content
Stray Fawn Community

Lemodile

Member
  • Posts

    12
  • Joined

  • Last visited

Reputation

33 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi, In sandbox settings, fur color is not applied to toxic body when you click "show possible animal". Instead, a blue color is shown. Nice 1.2.3 on Windows 10 x64, nvidia gtx 1070. Examples attached.
  2. In Niche there are currently 4 age levels: Baby, Child, Teen, Adult. I'm missing the elderly, and more in general the effects of advancing age. Some ideas regarding this age level would be: infertility a decline in sensory ability (seeing hearing smelling)
  3. The reason most birds (and aquatic animals) don't have outer ears is because of drag. That works two ways: For one having floppy outer ears can hamper the ability to fly/swim and for two, drag causes noise, which in turn actually makes it difficult to hear anything else while flying/swimming. Stick your head out of the window of a moving car and I'm sure you know what I mean. Still, I don't agree that having a beak should automatically disable ears. If anything, evolution is a gradual process and Niche reflects that quite elegantly. A more subtle solution that I'd like to see is as follows: Introduce "inner ears" as a new ear that can be evolved. Then make different ears have a different effect on flying (and perhaps swimming) ability. Basically: bigger ears = less flying. What I'd suggest is to leave the medium ears as is (same for bearyena), but give "inner ears" a +1 on flying/swimming and big ears a -1. To ensure these "inner ears" aren't entirely overpowered, their hearing should be less effective. I'd suggest +2 hearing (where medium has +3).
  4. I think (hope) this is a relatively small suggestion, but it would definitely make my life a lot more convenient: I'd like to be able to select which genes to mutate for an animal from the family tree screen. It gives a way better overview than having to cycle between the gene and mutation interfaces. Especially when managing larger populations (I'm keeping my current one at around 100 nichelings) you get confused quickly with who's who and what to do with them. This would help me a lot.
  5. Hellos, I've been looking for a way to customize the list of names that is used to name new Nichelings. I was told on Discord that it's possible to do so but sadly I haven't been able to figure out how. Any pointers? Thanks in advance
  6. Thanks for all your comments. Based on what I'm reading, perhaps a middle ground can be found in the following: You need to have the skill to get an actual +1 bonus If you don't have the skill, you don't get +1, but an increased chance of success at trying. It's not as good as getting a +1 but it may still be worth the trouble.
  7. Although it's an extreme example, animals tend to come up with unexpected solutions for these kind of issues. You can throw it up high in the air and let gravity do the trick (corvids do this). You can take two nuts and push them together (yes I think you'd be able to hold things with a derp snout as well) until the weaker nut breaks. You may not have much use for finger techniques, but seeing what it takes to break a nut is useful in any case. Of course, I get your point that there are some major differences between real life and niche, but I think that was abundantly clear in how the game works already.
  8. Thanks for your comments. I realize that my post does not fit well with the whole voting thing that's been implemented; that works great for more fleshed out features and not for small tweaks like mine. I'll definitely look into the posts linked though.
  9. What defines our behavior? Our genes or our upbringing? It's a question that's been the subject of heated debate for a long time, with consensus shifting from time to time to favoring either camp. Niche, in it's present state, clearly takes the "nature" stance. A nicheling's abilities are entirely defined by their genetics. What I'm suggesting is to introduce a little bit of "nurture" into the game. Sure, sharp claws will help you fish or fight, but so would an older nicheling showing you the ropes of how it's done! This could work by counting up all actions performed by an adult within sight (or directly next to in case of blindness) of a young nicheling. Once reaching adulthood, the action with the highest count (with a treshold of let's say 3 instances) is added as a bonus stat. Examples: A young nicheling that grew up with elders constantly cracking open coconuts around them could get a +1 cracking bonus. Growing up around nichelings that are hunting / fighting can get a bonus in that direction (e.g. strength, stealth or defence). But no more than one nurture bonus per young. Since there aren't always enough opportunities for this to happen, it'd be nice to allow (skilled) adults to interact more with their young. Besides obviously being able to protect them, an action geared towards tutoring them on a skillset of your choosing could be a worthwhile action for an adult to take. For example, an adult with 4+ strength could teach fighting. In short, the idea is meant to give upbringing a bit of meaning. You can easily not spend time on your young and have skilled nichelings based on their genetics alone, but taking the trouble to nurture them could make them invaluable assets to your population.
  10. Lemodile

    Structures

    I don't know about structures, but it makes sense to me that certain mutations / adaptations have an effect on how / where animals nest. While as per always exceptions exist, it's not very logical to nest on the ground when you can fly. Or breed on land when you spend all your life in the water. Additional nest options could reflect this and in that sense the suggestion could work for me.
  11. I'm fairly new to Niche and although I greatly enjoy it, I'd like some additions from a population management / quality of life perspective. Since I can describe most in a single line I don't think they all warrant separate threads. Filtering / Family tree view If I apply a filter I can't see anymore whether the filtered animal still lives or is only visible as a dead parent to a living animal. It would be nice to still make this distinction, for example by prefixing names of dead animals with an icon (skull? cross?). I can only enter family tree view if I select an animal first, I reckon it's important enough to get a dedicated button and/or hotkey. You could even use the population counter as a button for this. Family tree view doesn't allow you to see or filter bsaed on an animal's age / life expectancy. This can be useful to double-check whether you're about to lose important genes for your population. After carefully selecting a suitable mate that has everything I want from the overview, it'd be great if that also meant that I have that animal selected and the camera focused on it when I leave the family tree view. For bigger populations it can be helpful to have counters that tell me exactly how many living individuals have immunity A/B/C/etc. Filtering based on Alpha / Beta / Omega ranks Filtering based on statuses (bleeding / pregnant / has a leech etc etc) For pregnant animals: who's the father again? It'd be nice to have a way to remind you without having them give birth. "Regular" view Action icons: Based on the animal selected, an action icon could include a counter. That way you know in one glance that you will get 2 food from the berry bush, or do 1 damage to the balance bear. Old age models for the animals would be nice and helpful. A "do nothing" action that excludes animals with remaining action points from the list you can TAB through for that day. Notifications that include a "show" button would be more helpful if they also selected the animal in question. An option to auto-discard notifications from previous days. Group notifications where possible; I'd prefer one notification telling me about 4 deaths rather than 4 notifications with one death each. Same for births. Once expanding grouped notifications, they could stand to be a bit more informative. Who died? And how? As attached as I get, I still sometimes wonder who just died. It would be nice if the game could remind me. The only way to easily tell outcast animals / strangers / rogues from tribe members is that they move with every action and their model can rotate, whereas tribe members always face you. Perhaps their presence deserves a notification whenever they appear within detection (eyes/nose/ears) range. Thanks for reading / skipping through / drooling mindlessly at what appears to be written text
×
×
  • Create New...