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Found 6 results

  1. Id like to say first the critter system is fine the way it is,however that doesn't mean its as good as it could be. With the lunar moth added,we got our first critter to have a physical interaction with the world/player in a meaningful way. Klei has said that critters would not have game changing effects,yet here we are. is this bad? no of course not its a survival game. Id would like to see critters give the players microbuffs,these buffs are hardly meaningful to ensure players will not be required to obtain a critter if they wish to do so. Microbuffs all these effects will only be present if the pet is not hungry Microbuffs are also a world option,meaning players have a choice to turn the microbuffs on or off skins do not effect mircobuffs in anyway KittyKit grants the owner a 10 insulation factor from wetness Vargling grants owner a 1% damage dealt increase Ewelet grants owner 20 insulation factor from overheating Broodling grants owner 20 insulation factor from freezing Glomglom grants the owner +0.225/min sanity effect (this is not a aura like glommer,this is to prevent stacking glomgloms) Giblet grants owner a 1% increase in movement speed Lunarmoth Lunar moth unchanged New critters Cubbling 10 fur tuft 1 honey nuggets is small bearger cub favfood is honey might shed one fur tuft at random regardless if kept happy grants owner a 0.6% slower starvation rate Bunny 1 bunny 2 carrot its a bunny favfood is carrot grants owner a 1% increase of hunger from all foods Molepup 1 moleworm,3 gold nuggets a babymoleworm favfood is flint will dig up 1 flint or rock if kept happy grants owner a effect that makes lightsources last 1% longer Bubzard 2 jet feathers,1 morsel baby buzzard favfood is morsel will fly around players head when petted grants owner a 1% increased map discover range Splumon 1 banana 4 poop baby splumonkey favfood is banana will also throw poop at times if kept unhappy grants the owner a 1% increased spoil rate for all food in owners inventory CookieCritter 1 cookiecutter shell,3 salt crystals favfood is salt crystals a baby cookiecutter,it will crawl on the ground and when on a boat it will swim aside the raft sometimes jump in ponds nearby will be more jittery if the player is wearing a cookie cutter hat grants the owner a effect to take 1% less damage
  2. hi guys, what do you think about a monkey critter? craft: bananas and... poop? or a new drop from splumonkeys new function: equipable critter, the monkey can be equipable in head or shoulder, him get out if player get a hit
  3. Something I noticed recently, which has been annoying me quite a bit, is when the game starts to get laggy, due to all the stuff going on etc. Critter behaviour seems to go out the window, suffering even more than the rest of the game. When wrangled or attacked in the wild, they will continue to walk around for a good while before popping or becoming trussed and ready to be shipped. In ranches, it takes ages for them to respond and go to the grooming station, or to the critter drop off point. When I looked at it, my rancher took almost an entire cycle to groom 4 glossy drecko's. And it wasn't the grooming that took most of that time. It was the whistling at the grooming station that took forever, as the critters just idled in the pen even though they weren't groomed while my rancher kept calling for them. Does anybody have any tips on how to avoid this behaviour of the game?
  4. I've looked (briefly) for a post that shows this, but didn't find it. It's mostly likely not new to some. If it has already been shared, then I guess I'll share it again (please share links to other posts, as it's always fun to read more). Hatches (as well as dreckos, pips, shinebugs, pufts, etc. - not shove voles) can have their movement blocked by liquid. A two tall stack of liquid will trap hatches, pips, and drekkos. This means you can reduce their movement, even in a large room. So if you are fond of 4 by 24 rooms, you can still force the little buggers to stay in as small a region as you want (even 1 tile, right on the grooming station and drop food in from above). In the picture below, they won't leave their little 4 tile wide walking region. The same trick works with pips and drekkos. Flying creatures require a tad more structure (you have to have a top as well, and you have to put walls above the liquid stacks, as flyers can move diagonally. @abud, You were playing with a drekko feeder a bit ago, and wanting to herd drekkos. I think you can use this principle to block/encourage their movement, as you want. I tried getting the walls to pop UP with a mechanized door (to no avail), but you can make a quick water wall using a 10g valve. You'll obviously want this behind a shut off. (rough idea below). A few weight plates to detect where the drekko currently is, and you can herd animals as if they were in a dairy farm (one way movement with doors shutting closed behind them after they move where you want them).
  5. Inspired by @Lilalaunekuh's research, I've tried to build some automated critter based cooling modules, hoping for them to be convoluted, unnecessarily complicated and have that "The Incredible Machine" feeling when you made Rube Goldberg machines instead of solving the puzzles. Work in progress, but they seem to be working fine, despite my pc struggling to keep up with basic automation. The top ones work for climbing critters, they can accommodate Pips and Glossy Dreckos. For Dreckos, you'd have to substitute the 800 kg pools of water with about 100 kg of petroleum/crude oil, since they drown easily in small quantities of those liquids. The middle ones work for ranches, and the bottom ones for pokeshells. They are like the middle ones, just with different thermo sensor settings and substituting the 800 kg water tiles for 740 kg of petroleum. All rooms are vacuum. They rely on automation to deliver eggs in a round robin fashion. You could use conveyor bridges to achieve the same result, but they don't save their state on save/load, while memory toggles do, ensuring that the correct sequence is always respected. Each module is mirrored and consists of two side chambers where eggs are dropped and critters are precooked mature in a warm environment, a dispenser like mechanism and a double central chamber where they are cooked spend their adulthood. In the first chamber, eggs are heated up to the upper livable temperature of the critter, set by the thermo sensor. After they hatch and reset their temperature, they get heated up again. They can't move, ensuring no pathfinding and proper heat absorption. When they grow up and reset their temperature again, they are able to enter the dispenser due to "mechanics" and get dropped into the furnace of hell itself a chamber where they'll be able to evolve into bacon. Only one thermosensor per pair of chambers here, due to their... different nature. Autosweepers with corner access pick up the corpses the hard earned results of their efforts. Some overlays for the Pip/Drecko module: And for the Hatch/Pokeshell module: This was fun to build. It's scalable and seems quite powerful. And 101% cooler (HA) than a steam turbine! Link to @Lilalaunekuh's post for reference: Cya
  6. Here is a suggestion for a Pip critter morph. THE SONIC PIP The Sonic Pip (Name subject to change, but maybe not) is a Pip morph. Pips have an increasing chance to drop a Sonic Pip egg if: (uh, one of these, or who knows?????) They travel more than x> distance during their daily routine, which involves eating branches, grabbing seeds and finding a suitable place to plant them. They eat pincha peppernut (the plant, like Dreckos). They get that kick from it, maybe some form of additional rear propulsion in the form of... rocket exhaust. They have a manual generator in the room. Pips will use it as a toy, and the more they use it, the more they have the chance to generate a Sonic Pip egg. They produce next to no power while doing it, unreliably, during the cycle. Maybe they can contribute to their own room lighting or autosweeper operation.(may as well be applied to hatches.) The Sonic Pip looks pretty much like an ordinary Pip, but it's blue and it's hair is a bit more spiky. What it does: (something of these, or who knows, again) It's sentient. Can't be tamed nor wild. Has a name, or a #number after his name. Has a long lifespan, if not immortal. Does not lay eggs. (Unless you want to introduce an echidna creature... aww no.) Does not breathe. It's not immune to extreme temperatures. Drops nothing when it dies. It consumes more calories than an ordinary Pip, almost or just like a dupe. It also eats ordinary food and precious metal, preferably gold. It excretes nothing. Or if it excretes something, it needs a toilet, plumbed or not, assigned to the stable. Does not like dupes in exosuits or jetsuits, and dislikes most machinery, except manual generators (and something to be decided) Does not need to be groomed, but a grooming station is still needed in the ranch. It will groom/wash itself every cycle, and gun-salute the rancher when he/she comes to check. This salute is needed for its happiness. If two manual generators are present it may even challenge the rancher on a race... One that the Sonic Pip always wins. He gets an happiness boost for that. The rancher gets a "tired and humiliated" malus (-2 athletics, whatever) Needs a cot in the stable to sleep. Cots are assigned to the stable. Or... a tree. It may whistle during sleep. Lives for running. Likes to run at blazing fast speed around the ranch. If a manual generator is present it will operate it, with a much higher efficiency than a dupe. Will perform supply and storage tasks around its stable, or around the map, faster than a top athletics dupe. Cannot be wrangled. If wrangled, it will jump on the rancher (becomes a carried item) and wait to be deployed at the designated destination. If it's unhappy it will do nothing, staying sad and immobile in its stable, contemplating suicide. If left unhappy or homeless for too long it will vaporize in a flash, leaving nothing behind.