WP 🥔
Wooden Potatoes   United Kingdom (Great Britain)
 
 
You and me, twin firing machines
Video Showcase
Guild Wars 2 Vs Final Fantasy 14 - The Review
Review Showcase
44 Hours played
Honestly I think this is best game in it's genre. It's exceptionally good and the only other game remotely close to this quality level is Subnautica, though for different reasons.

First, the hook/concept is incredibly fun. Being small and in a garden might sound rather bland with little to play with, but there is so much magical and creative stuff going on in this setting! Cutting down blades of grass to use for building settlements, chewing on mouldy old hot-dog bits the size of meals, diving into anthills which become massive cavern networks, re-purposing a sandpit for a massive desert environment, a small pond becomes a vast lake, mining amber chunks from a tree. Everything about it is wonderful.

That counts doubly so for the games creatures and bosses: Ladybirds and bees are ridiculously cute and fun to listen to, birds in the garden feel like godzilla-esque titans to be avoided. Every living thing I found I was fascinated by and was desperate to discover more common garden critters by the end (Especially worms! Come on!) Meanwhile the devs do NOT cop out with the spiders and other dangerous creepy crawlies, which I was so happy to see. They are utterly horrifying in the best of ways and really tap into that primal sense of feeling like small prey in a vast ecosystem. I was already fan of the films and particularly PS1 games for "A Bugs Life" and "Toy Story 2" when I was growing up, so I knew I'd get a kick out of this miniaturisation idea, and Obsidian then went knocked it out of the park.

They did excellently with mechanics and overall polish, too. This genre is well known for having it's fair share of jank and poor tuning. If you're coming from the ARK series you'll know exactly what I mean. By contrast grounded is an extremely well polished PROPER game. First, the actual rendering, lighting, controls and environment are slick, stylish, rock solid and fun to navigate. No awkward pop-in or getting stuck in the environment or enemies moving oddly.

But perhaps most importantly the actual game-play is coherent and well made. The perks and item systems are well thought out. Base building controls, which are tricky to execute, are reasonably good. Gearing and progression is fun. Upgrades feel really satisfying and tightly tuned - the kind of tuning you can tell only comes from a LOT of play testing. It can seem grindy at first, but soon you'll have access to new tools and capabilities massively increasing your ability to gather resources. Fun! It's collectables are well dispersed around the map without being so overwhelming it feels like a ubi-game. And all these mechanics are expertly folded into the setting in clever ways. Grabbing globules of water from grasses to hydrate, using tree sap for lighting torches, the works.

The only element of the game that didn't click for me, sadly, was the story. I really enjoy how much the playable characters interact and that there IS a story here, don't get me wrong. It's another example of how professional and feature complete this thing is. It's just that it's very clearly aiming at young adolescents or perhaps even smaller children, with milquetoast and tedious characters abound. If it was at least goofy or funny I'd be fine with it, but there is no real sense of humour here - instead the game takes itself far too seriously and is often preoccupied with parental instructions reminding us to eat our vegetables and the power of teamwork or whatever. It's not that the impulse is wrong, children should be taught these things, but as an adult it's boring tune-out material at the best or even patronising at the worst. Their decision to tie this sort of story and dialogue to a game with such horrifying caves and monsters, in a genre that tends to skew a little older, seems like a mistake. I wouldn't realistically recommend this game to a small child in the first place! I guess it was just a demo grab? Your mileage may vary.

This one small element aside, grounded is fantastic. Genuinely. Even the post-launch updates have been great! I have immense respect for the talent at Obisidan and I think it's awesome they have this one survival entry in their catalogue and they absolutely smashed the competition with it.

Great stuff. If you haven't played you're missing out.
雷霆特大番薯⚡ 15 Dec, 2024 @ 12:36pm 
i love you
:steamthumbsup:
WP 🥔 6 Sep, 2024 @ 5:15am 
@alborzka
No I havent yet it's basically all on a masssive list of feedback across my mods that I'll be getting to down the line, but I have some other big YT projects happening at the moment unrelated to Stellaris which have meant I'm stalled for now. Sorry about that but I will be back to it!
alborzka 6 Sep, 2024 @ 3:31am 
Hey WP, did you end up trying one of these ideas? I think the 2nd one would be the quickest fix but I don’t know how to make a script to do that 😅
alborzka 12 Aug, 2024 @ 6:36pm 
So I tried again with New Worlds, but this time trying one of the default planets (Tropical) as the homeworld, and the next "Tropical" planets I found in the game DID have mining/farming districts. So I think the problem only occurs when you choose one of the new sub-classes as your homeworld.

I haven't coded Stellaris before but looking at the scripts I'm thinking is there any way we can change the default district_set in eg wp_nw_planet_classes_wet.txt for one of the planet sub-classes and see what happens? Maybe make a unique district_set that has eg 3 mining and 3 farming districts, apply it to a specific sub-class, and see if the new sub-class planets have those districts when we choose that sub-class as our homeworld?

Or, more promisingly, maybe we can add a script in wp_nw_scripted_effects.txt to ensure any additional planets with the same sub-class as the homeworld have the default number of mining/farming districts? I think really the solution would be in this file.
WP 🥔 12 Aug, 2024 @ 5:34pm 
@alborzka
Interesting! Thanks for the looking and if you have any code advice please I'd love to hear it!
alborzka 11 Aug, 2024 @ 10:41am 
Hey so I unsubbed and subbed back to New Worlds but it didn't resolve the issue (I only started this mod a few days ago so I didn't think that'd be the issue tbh), but anyway the origin I used was Fear Of The Dark. Just tried the typical "Prosperous Unification" origin with a "Random" starting solar system, still the same issue. What I did confirm is that it only occurs on the specific sub-class you start with -- if your home planet is "Ocean - Flotsam", the next "Ocean - Flotsam" you see won't have any mining or farming districts, but e.g. an "Ocean - Sanguine" WILL have mining and farming districts.