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glitchplight

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About glitchplight

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  1. glitchplight

    Licking toxic body

    I don't really agree, but thats mostly because I got the impression that a nicheling's poison isn't topical, like a poison dart frog, but instead must be actually bitten into and ingested. You will notice that the toxic body anatomy has a lot more mass around the neck area, which appears to be meant to be an extra organ created for the sake of making poison, but that poison appears to be stored there rather than secreted on the skin, like frogs. Considering nichelings appear to be naturally furry creatures as well, I feel like it would be pretty inefficient to secrete poison under all that fur, especially fur that needs to be groomed like any furry creature. This is just how I've interpreted things though. Now, licking a toxic bodied nicheling who is bleeding out after being attacked could be a different story!
  2. glitchplight

    Results of 2nd Community Voting

    Considering how high both the insectivorious and bat head suggestions got, an insectivorous themed update would work reeeeeaally well just saying (empathetic nudging in the devs' direction) Though for real glad to finally see some possibilities! Whatever you guys end up choosing it looks like I'll definitely be looking forward to it regardless!
  3. glitchplight

    Insectivorous nichelings

    The OP talked about the beak gene also having a level of insect collecting in the last paragraph.
  4. glitchplight

    A tad bit more intresting water biomes.

    I really want to see this in future updates! Especially since I've always loved the look of aquatic nichelings and would love more for them to do. Upvoted!
  5. glitchplight

    Insectivorous nichelings

    Going back to upvote this, since I've always wanted an insectivorious mechanic!
  6. glitchplight

    Weak and deaf ears

    Oh alright I see. I doubt that is a good idea since realistically, animals with upright ears are capable of moving them flatter against their head when hiding or stalking prey, and ear size in general certainly don't have that much of an effect on whether an animal can be spotted in general. Personally, I don't like the camoflauge idea, especially since deafness doesn't correlate to ear size in biology. However, I am alright with it working the same way as eyesight and blindness does, where they are just negative effects without a tradeoff. If there was a tradeoff though, I would like it if their other senses were stronger to make up for the one they lack, since that is something that DOES happen with lots of people and animals!
  7. glitchplight

    Weak and deaf ears

    Why would camoflauge go up with less hearing ability?
  8. glitchplight

    Wandering babies not killed like normal babies

    Oh ok that makes a lot more sense. Yeah I agree on that part considering they can age, and are affected by other hazards (like enemies, or coconuts), it is weird they aren't affected by the meat eating plants. The idea of the wanderer's starving might also be hard to implement because that may require having seperate food counts implemented for each wanderer who has spawned or creature banished from the pack, which might be a bit too much overhead. But I do see why you would want that.
  9. glitchplight

    Wandering babies not killed like normal babies

    I can't see how the turn constraint could even be applied to wanderers, or should. They already have constraints, just as what their genes allow (like what they can eat, if they can breathe underwater, or if they can fly to trees, etc). Wanderers are allowed as many turns as a player takes in a day because they are as much as an outside force as other diurnal animals, like the rabbils, rogue males, walrus deer, blue birds, stagmoles, etc. and limiting them would make it much too easy to deal with them and otherwise pretty boring. This is why I agree that baby creatures should of course still be allowed to have constraints such as defense level, lack of ability to swim, lack of ability to fly, being unable to dig or pick berries, etc. I really do have to draw the line at constrained turns, since that is such a core aspect of Niche's gameplay with diurnal animals. It isn't necessary, and immersion isn't worth it in comparison to the other constraints I listed.
  10. glitchplight

    Wandering babies not killed like normal babies

    Well thats fine, since any wandering creature is supposed to move as much as it wants as long as you are moving, and isn't constrained by the move limit that your own creatures have. I don't think that is an issue. I do agree it might be more realistic for wandering babies to have the same defense as normal babies though, and end up dead after just being attacked once.
  11. glitchplight

    Female peacock tail still not showing up.

    I meant to report this but completely forgot. Here's the evidence:
  12. glitchplight

    Let's Do This Together

    Just finished day 100 for me!! This is my digging faction, which were the ones responsible for getting over 1000 food!! And this is my flying/bird faction! If anyone wants to play with them here, have fun!! Slot4.nichesave
  13. glitchplight

    Nichelings not behaving properly?

    Did you exit Niche and restart it after using the command console? I know this happens when using the command console specifically, so it could still be the aftereffects of using that even if its a different save file.
  14. https://steamcommunity.com/sharedfiles/filedetails/?id=1382620038 As you can see in its profile, it is displaying the tailfin (which is also the case for the family tree model) but on the map, its displaying the scorpion tail.
  15. glitchplight

    Still No Water Digging Tiles

    Thought I would chime in. I did find plenty of water digging tiles in my 1.1.1 game, though the way they behaved was strange. On my oasis island, EVERY single blank water tile in the sea could be dug up, but ONLY on one side of the island. No other water digging tiles showed up on any other side of that island. On other islands however, they behaved normally.
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