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glitchplight

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Everything posted by glitchplight

  1. Sorry if I am interrupting, but Micha is talking about your graphics card driver, not the card itself. Also, it would probably be good to copy paste the info under steam->help->system information so the devs can help you. A lot of information is there that they can understand so they can find your problem.
  2. 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!
  3. 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!
  4. The OP talked about the beak gene also having a level of insect collecting in the last paragraph.
  5. 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!
  6. Going back to upvote this, since I've always wanted an insectivorious mechanic!
  7. 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!
  8. Why would camoflauge go up with less hearing ability?
  9. 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.
  10. 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.
  11. 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.
  12. I meant to report this but completely forgot. Here's the evidence:
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. I can see them having a feeding from the bottom stat on them like the way otters like digging around! Maybe to balance out helping with swimming, it will only have a +1 of that ability. I think +2 would be fair to it while +1 would be better to put on the Platypus Bill since its more balanced out with its recent buff. But yeah it is true any amount of smelling ability would be appreciated.
  18. Yes exactly! +2 Smelling seems like a perfectly reasonable amount of smelling ability and is a good standard!
  19. The head shape for the gills seems to have a very shark-like look, and sharks are very very good at smelling, so it seems only fitting! Plus it isn't worth using the gills over the water body in the state it is in. For that matter, let fish be smellable! (another water gene that beeds a buff is the webbed paw, but I haven't thought about how exactly that can be buffed yet)
  20. A big point of having this forum and the feature requests in the first place is to have an easy way to see which features people would like in future updates and want to implement, so I doubt this is that last update ever. That being said it is probably the last huge one we will see.
  21. Yay! I'm excited to see what they look like!
  22. You can find the save file by following these instructions: But yes I had most of these bugs on one of my files too. Sending the sves to the devs seems to really help them find what things went wrong.
  23. This one is the Big Bad Bug imo and unfortuantely quite game-breaking. If you can send them your save file it would really help them out.
  24. I don't think that is the issue. It is true you will find rogue males and bearyenas on the grass adventure island as well fine. The big issue in this case is the spawn rate. The grass adventure island has a much lower spawn rate of these enemies. But on the whale island, I was constantly swarmed with rogue males, and the fact that I couldn't see most of them due to the trees made things insufferable. Another reason I think it might be best if it was moved up to normal instead is due to the food resources. It is hard to find food at the beginning of the island, and once you get to the other side, it is pretty much swarming with bunnies, which ARE an ample food supply, but if a beginner doesn't have enough strength, being able to keep up with the berries as a food resource and being able to take down the bunnies before they eat the berries can prove to be a huge challenge. All in all, I believe it is a very big and noticeable difficulty spike in comparison to the grass adventure island, and fully support moving the island up a difficulty at least.
  25. Yes I was thinking that might be necessary considering just how strange this situation is I attached my save to this comment and I hope you can find out what went terribly wrong here! Slot1.nichesave
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