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giugirl

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Everything posted by giugirl

  1. also do you have any sugguestion for new ancient genes for not only my mesa biome as well my taiga one (also has ice blocks, hybrid and normal genes)
  2. maybe the design of the gene would be based on a cheetah and i was thinking if i would add also as a ancient genes based on dinosaurs found in the solid clayblocks: velociraptor legs and claws, stegosaur back, ankylosaur tail, triceratops horns, t-rex claws and fangs...
  3. since i made a sugguestion for a new hot climate biome which is the mesa one (along with a new cold climate one which is the taiga one), i've been thinking which gene parts from this biome (normal, hybrid and ancient) as well this gene it's self would be good to create the one or more creature themes for the mesa biome, but i'm doubt and confused about which normal, hybrid and ancient gene (in the mesa biome they can be found in solidfied clay blocks and most of them are dinosaur based), so i need help to elaborate the creature theme specially that there's other people that also sugguested dinosaur based genes... take a look on my biome idea to you have a idea:
  4. ok any idea for this gene or something for the creature theme, like a name?
  5. i think it would be perfect to create new creature themes, specially that i made 2 new ideas for biomes: taiga and mesa.
  6. update: here's the gene with my version of the bioluminescence ability:
  7. And if you guys want to draw concepts of this gene idea of mine, you guys can. 😊🙂
  8. Thanks, indeed the speciality of the bioluminescence ability is lure certain prey entities, and if you have one or more nichelings with this gene which color you would want to be?
  9. bioluminant body: 1 poisonous, 1 untasteful appearance (disables both pattern and horn regular colors, partially disables albinism and melanism (in albino and melanistic creatures the pattern is visble and the horn is colored with this gene) and the horn color matches with the pattern color), and 1 bioluminescence (allows to the creature emits light that has a chance of 50% that will lure certain small prey entities (based on animals that use bioluminecence to attract it's prey then attack them)); to unlock this gene you must invite creatures with this genes to your tribe. - the glow colors of the pattern and horn in this body gene in normal nichelings are: red, orange, yellow, lime, green, turquoise, cyan, blue, indigo, violet, purple and pink - in albino nichelings with this gene the horns and pattern glow colors are: pastel tone colors (light red, light orange, lemon yellow, mint green, baby blue, lilac, light purple and baby pink) and in rare chances (5 to 10%) bright red (giving a "infrared" aspect). - in melanistic nichelings with this gene the horn and pattern glow color are: darker colors (burgundy, bronze, dark gold, jade green, teal, navy blue, dark purple and dark fuschia) and in rare chances (5 to 10%) bright violet (giving a "ultraviolet" aspect). if is something that needs to be corrected/improved tell me
  10. salmobeta (salmon and beta fish) are passive fish entities that are only found in lakes and rivers, their appearance reasembles a salmon mixed with beta, to catch them is necessary have 3 of fishing, but they also have a lifespawn like clownkois and they will die in few days and they will provide 8 of food when killed/catched
  11. here's my gene ideas with those abilities: - with the gnawing ability: - with the seeding ability: with the sensorial support ability: - with the paralyzing howl ability: - with the alarm screech ability:
  12. based on my new gene ideas here's the description for each new ability for the nichelings: - alarm screech: allows to the creature emit a loud and intense screech that will make every nicheling in the player’s tribe receive a effect that will allow to them do more 2 moves (so new effect and would be called “adrenaline”) that will allow to give them the chance of fighting the enemies or any approaching threat while the other nichelings can move away to a safe place. (based on animals that emits loud noises to alert it's group members of danger) - paralyzing howl: with this ability, the creature can emit a howl makes one or more enemies stunned for a day and to enemies with strong hearing it’s effects doubles (2 days). - gnawing: allows to creatures harvest nest materials and food (ex: for nest materials: tree barks, twigs and vines; for food: wood living insects, roots, edible sap/syrup) on dead trees or dead bushes and fallen thick log trees. (based on rodents and lagomorphs as well the fact that some animals can find food inside of the wood or use the same to build nests/burrows) - sensorial support: allows to blind creatures interact with the tiles by using other senses as their “seeing eyes”, this ability only works on blind creatures. - seeding: allows to the extra coat of fur automatically fell off from the creature’s body when in hot climate biomes and in normal/regular climate biomes the option to shed it (by clicking on the creature), so in both options it can provide nest materials (of course the wool/thick fur and it’s materials points are 5 to 10) but the extra coat of fur will only grow back in a certain period of time (every 2 or 3 days) if the creature are in a normal/regular climate biomes and will instantly grow back if the creature comes to cold climate biomes (it cannot be shedded while in cold climate biomes and won't grow while in hot climate biomes), depending on the gene of the part it can change some of it's stats temporary (ex: cold resistance becomes heat resistance) while in shedded/summer coat state this ability is temporay disabled until the winter coat grows back on the creature. (based on animals that use their own fur as a option to build nests) - bioluminescence (my version) : allows to the creature emits light that has a chance of 50% that will lure certain small prey entities (based on animals that use bioluminecence to attract it's prey then attack them) i hope to this helps as well inspire others in the future, specially when the game updates! if anything needs corrections or improvements tell me!
  13. ok, any ideas for correct the hybrid genes for the paws?
  14. i made the stats for the baahger's hybrid genes: - baahger hind limbs: 1 speed, 2 strenght and 1 swimming - baahger paws: 1 speed, 2 collecting and 2 digging - baahger snout: 1 cold resistance, 2 smelling, 1 collecting and 1 digging - baahger ram horns: 2 strenght and 1 cracking i hope to those be ok and if there's someting to improve or correct tell me!
  15. here's the stats for each of the hybrid genes: - wolfox tail: 2 cold resistance - wolfox hindlimbs: 2 speed, 1 strenght and 1 swimming - wolfox clawed paws: 2 strenght, 1 stealth, 1 fishing and 1 bug collecting - wolfox ears: 3 hearing, 1 heat resistance and 1 cold resistance (because ear tuffs) i hope to this be ok and if there's something to correct or improve for this genes tell me.
  16. Update: made the description easier to read and added the pattern size part on the genes of the friendly wolfox, including my prey entity that also gives hybrid genes “baahger”
  17. I did the change, The tail gene is medium tail instead of random now.
  18. I separated the description into paragraphs is it fine now?
  19. Something wrong or I accidentally went too far?
  20. Here’s the info for the taiga and woodland biomes: for the “wooly body” gene info:
  21. Guys here’s the page about the baahger:
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