Comments (2)
My ideas:
Some kind of large tortoise/other reptile that is herbivorous, found semi-rarely in grasslands in groups of 3-5. These would have a hard shell and can kick or bite you very hard, so hard to hunt unprepared, probably better with a sling since, and the shell would have uses e.g. armor. They would eat a lot of grass, and wander the grasslands in search of it. They could be made tame and controlled, used for the meat and shells, but would require a mobile lifestyle.
from exile.
Some Possible new animals:
To fill gameplay gaps:
- A large dangerous herding/hunting animal: e.g Aurochs (someone did one somewhere. Gundul, mobkit?). This looked impressive. I like that it's not "out to get you" but you need to be careful or it will stampede. Potential for domestication, carrying loads.
- A small agile herding/hunting animal: choose your strategy between the two.
- Riding animal: something to fill the role of a horse (but not necessarily an actual horse).
- Small companion animal: something cute and harmless that you just want to have as a pet.
- Large companion animal: something to fill the role of hunting dog (but not necessarily an actual dog).
- small dangerous critter: e.g. like a scorpion, poisonous snake. Kubwakubwa almost fill this role right now. Something that makes you cautious, but isn't actively hunting you down like a large carnivore might.
- Large carnivore: spawning handled by events. Hunts the large herd animals. I suspect things that come out of the sky or deep ocean will be easier to handle spawning e.g. a giant eagle, a giant amphibian??
To fill world building gaps:
- Some flying insects/birds: e.g. Dragonfly. We have a sky, might as well use it.
- Songbird: for aesthetics. I'd like to have a dawn chorus. I think it would add a special touch.
- Fruit/nut eaters: ecologically something would be distributing those seeds
- Pollinators: e.g. butterflies (same reason as above). Bees and honey.
- insectivores: we have a lot of grubs. Something to eat them will keep numbers down.
Just becuase it might be fun:
- Ants/termites: Could do actual swarm intelligence, but typically needs excessively large numbers to work well.
- something freakin weird??: To create the feeling that "Anything is possible here".
from exile.
Related Issues (20)
- Fire requiring blocks being dry around it is not communicated very well HOT 2
- Resting mechanics are not communicated very well HOT 1
- Climbing blocks when holding Shift when too tired to jump a full block is not communicated well HOT 3
- Kiln/pottery mechanics are not communicated very well HOT 1
- Hints/tips on death to help aid new players
- Some way to label bags to distinguish them HOT 2
- Downed state - 0% health is not the end! HOT 4
- Crafting returns oversized stacks which can end up losing items HOT 1
- Idea: move player-wise settings into a unified menu HOT 2
- error in 5.3 branch for colinfo in moblkit
- HUD text breaks with global HUD scale. HOT 1
- Further refining HUD HOT 10
- Tang is not a liquid HOT 1
- Mystery instant soup bug
- Resting mechanics become an annoyance HOT 4
- Bronach plant sprite has too low contrast
- Agricultural soil with a plant on it erodes and leaves the plant in midair
- Replace earth moon texture
- Ruins of former exiles (spawning random structures)
- Backpacks eat node metadata HOT 1
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from exile.