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  • Have you ever had a fan idea you wanted to share, but found that there was nowhere to share it on this wikia? Now you can share it here!

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    • To get this discussion going, I have several gene ideas. The Cheetah Tail might add +2 in speed, because in real life the length of it's tail helps it run fast. Taking inspiration from the fact that apes have a defense stat, I think an Armored Body that would be kinda like an armadillo's armor or a pangolin's scales might add +3 Defense and +1 Speed, kinda the opposite of the Spiky Body. Big Eyes might add +5 in seeing.

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    • What bout velevet hind legs? Or clawed hind legs??

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    • The spit snout should do something besides make me ashamed of what my pack looks like. Maybe it has +2 strength because the bite hurts more? Anything could work, really, as long as it gives it purpose. This isn't a suggestion for a new gene, but more on how to better an old one.

      Perhaps leucism along with albinism and melanism. Leucism occurs from lack of pigmentation instead of a reduction in melanin, so the eye color would stay the same. It would give it an interesting patchy texture I'd enjoy to see on the animals.

      Whiskers are also a good idea. Several animals in real life use their whiskers to sense openings in caves and tunnels so that then they don't have to smash their heads into the walls to find exits while they're digging. The whiskers could add to the digging ability, and would be a wonderful addition considering there is no digging-type snout.

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    • Maybe they could create more ways to become a pure water creature. Like more water genes in general, and maybe the ability to do underwater nesting or just nest on the coast. And up the spawn rates of water based entities. And wiskers would be nice.

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    • I think that the spit snout was supposed to be a genetic deformity, and thus should prove a hinderance, it would make sense if it couldn't smell at all. I agree with both of you that something like a Whisker Snout might be useful for not only digging, but if there are ever dark areas such as caves added, it might provide seeing but in the dark.. or something like that.

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    • Well, currently spit snout is actually useful, and Im fine with that choice. Personaly, good smell and sight seem really good for the islands because smell can detect alot of things. And enhanced senses could work really well. Maybe short sighted eyes can give a little bit of a smell and hearing boost to balance it out?

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    • Personally, I feel that the color of the eyes should alter their sight and such. Maybe rare colors such as orange or blue will give creatures better eyesight? I thought it would give eye color a nice touch. It also makes Albinism and Melanism more threatening since they both have locked eye colors (jet black and scarlet). Another idea is a sky biome or atleast wings. It would be really nice to finally get revenge on those blue birds by flying up and clawing their beaks ):D! Speaking of birds, it would be cool if that was the prey for that biome.

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    • TranquilAbyss wrote:
      Personally, I feel that the color of the eyes should alter their sight and such. Maybe rare colors such as orange or blue will give creatures better eyesight? I thought it would give eye color a nice touch. It also makes Albinism and Melanism more threatening since they both have locked eye colors (jet black and scarlet). Another idea is a sky biome or atleast wings. It would be really nice to finally get revenge on those blue birds by flying up and clawing their beaks ):D! Speaking of birds, it would be cool if that was the prey for that biome.

      So, there are wings coming to the game, but that wont be here for a while sadly. Though, maybe they could have the birds need to go back to a nest or a certain point to eat and you could meet them there and then claw their eyes out! ^w^ 

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    • BlueUnderscoreFox wrote:
      TranquilAbyss wrote:
      Personally, I feel that the color of the eyes should alter their sight and such. Maybe rare colors such as orange or blue will give creatures better eyesight? I thought it would give eye color a nice touch. It also makes Albinism and Melanism more threatening since they both have locked eye colors (jet black and scarlet). Another idea is a sky biome or atleast wings. It would be really nice to finally get revenge on those blue birds by flying up and clawing their beaks ):D! Speaking of birds, it would be cool if that was the prey for that biome.
      So, there are wings coming to the game, but that wont be here for a while sadly. Though, maybe they could have the birds need to go back to a nest or a certain point to eat and you could meet them there and then claw their eyes out! ^w^ 

      Aw, nice! I'd love to see those wings in action! Plus, your idea of them needing to rest/eat is a wonderful idea for a method of ambushing!

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    • TranquilAbyss wrote:
      BlueUnderscoreFox wrote:
      TranquilAbyss wrote:
      Personally, I feel that the color of the eyes should alter their sight and such. Maybe rare colors such as orange or blue will give creatures better eyesight? I thought it would give eye color a nice touch. It also makes Albinism and Melanism more threatening since they both have locked eye colors (jet black and scarlet). Another idea is a sky biome or atleast wings. It would be really nice to finally get revenge on those blue birds by flying up and clawing their beaks ):D! Speaking of birds, it would be cool if that was the prey for that biome.
      So, there are wings coming to the game, but that wont be here for a while sadly. Though, maybe they could have the birds need to go back to a nest or a certain point to eat and you could meet them there and then claw their eyes out! ^w^ 
      Aw, nice! I'd love to see those wings in action! Plus, your idea of them needing to rest/eat is a wonderful idea for a method of ambushing!

      O-O Wait... wut if this was implemeted, and u could get ur bebehs back from teh bird but the bebeh was damged, or some sort of effect or aquired traits from that encounter that might be passed on to kids. This is turning into a quote train quite fast.

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    • I feel like the spit-snout should add one distasteful appearance. Really, would a big eyed ape want to eat that? I love the idea of wings- but I feel there should be a climbing skill. This could potentially come from claws, or fluffy tail (in use like the tail of a money) so it has more use. Say a blue bird snatches one of your kiddos. You'd have to follow it to the tree it lands on, climb the tree, kill the bird, then you can get your baby back. You'd have to do this in a certain amount of time though- I doubt the bird would simply keep it there for fun, and it'll get hungry eventually. This could also give an alternate way to hunt the birds for food if you don't have wings if/when they are implemented. Also, you should have to have some climbing skill to knock nuts off of a tree. This poses a challenge, as you can't just have any creature be able to push the nuts down. One last thing I feel would be nice is that if you have a blind creature, you should be able to move it outside of pack view if you are in the different senses. Say there is a berry bush just out of pack view that your blind creature is next to. Should you switch into scent view, you should be able to pick the berries with the blind creature. They would also be able to move freely in the different modes- leading with the senses other than sight as many blind animals do. You could hunt in the different views, but you wouldn't be able to pick berries in hearing view (you can't really hear berries). Same goes with trees this can be fixed by switching to scent view. This makes the blind creatures less useless, a tad but more realistic, and would still pose a small form of challenge.

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    • Stormsnow, I really like that idea that you can switch to scent mode and do things while in scent mode. Also the creatures probably get the nuts by bashing the tree. But I thought flight was to be able to glide shoert distances as said on the Niche kickstarter.

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    • I actually didn't know how the wings would work :P I didn't get to see the Kickstarter page, as I had found out about Niche through a playthrough.

      However, that does make sense. It would mess up the game mechanics if they had actual wings that let you fly up and down and baah.

      And yeah, if figured do just bash the tree, but having a climbing skill adds a sort of complexity and simpleness that Niche seems to enjoy! Even if they do bash the tree, if feel like they'd have to have big body to do it. I doubt a lean body creature would be strong enough to shake a tree (i mean, I could be wrong, so don't take my word for that hah.).

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    • I think that they should make various types of hind leg, and edit the normal ones. All hind legs from now on provide +1 speed and +1 swimming. Here is the list of all proposed hind leg genes that I can think of, including tweaked existing genes:

      • Normal Hind Leg: +2 Speed, +1 Swimming
      • Webbed Hind Leg: +1 Speed, +2 Swimming
      • Velvet Hind Leg: +1 Speed, +1 Swimming, +1 Stealth
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    • BlueUnderscoreFox wrote:
      TranquilAbyss wrote:
      BlueUnderscoreFox wrote:
      TranquilAbyss wrote:
      Personally, I feel that the color of the eyes should alter their sight and such. Maybe rare colors such as orange or blue will give creatures better eyesight? I thought it would give eye color a nice touch. It also makes Albinism and Melanism more threatening since they both have locked eye colors (jet black and scarlet). Another idea is a sky biome or atleast wings. It would be really nice to finally get revenge on those blue birds by flying up and clawing their beaks ):D! Speaking of birds, it would be cool if that was the prey for that biome.
      So, there are wings coming to the game, but that wont be here for a while sadly. Though, maybe they could have the birds need to go back to a nest or a certain point to eat and you could meet them there and then claw their eyes out! ^w^ 
      Aw, nice! I'd love to see those wings in action! Plus, your idea of them needing to rest/eat is a wonderful idea for a method of ambushing!
      O-O Wait... wut if this was implemeted, and u could get ur bebehs back from teh bird but the bebeh was damged, or some sort of effect or aquired traits from that encounter that might be passed on to kids. This is turning into a quote train quite fast.

      They should make it so that when flight is added, the acorn trees are taller, and they can contain nests of bluebirds. They should add a more friendly bird that eats acorns and berries and can nest in trees. The jungle trees should be very tall and have multiple spots that can contain nests, and they should be able to produce their own food. There should be a sort of fauna that lives in the jungle trees that eats this fruit.

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    • About the berry/nut eating birds, what if you required stealth to hunt the birds so they dont fly back to their nest. And they could maybe give 4 food for your efforts as a bird hunter and taking the time to breed a good stealth stat.

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    • What if you could have the trees provide shelter from the weather? I was thinking of having hail storms or random lightning bolts that could harm your creatures if they aren't sheltered beneath a tree or under a rock. Hiding under a rock could make more use of the boulders other than just getting in the way of your creatures. I think maybe rain could make your creatures slower because having very damp fur pulls weight onto creatures and makes them slower, and that's if they've been out in the rain long enough without sheltering. About the rain thing, I also think it would be nice if the creatures became slower on land if they've been in deep water for too long, and there could be some body gene that prevents the slowness from happening in both cases.

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    • I'd love for more interactions and depth for NPC creatures.Like rabbit holes are like a nest for bunnies, and if not hunted enough, they would overpopulate the island. Also juvenile Carnivores, Apes and Bluebirds.A nice way to take revenge of a healthy baby stolen.What if predators would also implement things like stealth and odor disguise?Like you won't be able to identify if it's a baby predator or a horny male with a normal snout, but it can be easier to sniff out with a big nose?The same thing for hearing. Crabbits.I love these guys!They have more personality than any other NPC.What if Crabbits would occasionally nip at a Nicheling who's haven't come of full age yet? Fish migrations!Know the salmon one?It would be nice to see massive swarms of fish swim out of the ocean to the rivers and lakes.Sounds pretty tasty as well :-)

      I really want rogue animals get a chance to protect themselves.They would fight back, and even have an "anger bar".They could get tricky at that time - stealing babies, attacking at their own wish and maybe even luring your creatures to form THEIR own pack.

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    • seriously someone should link this to the niche page or something.

      I know they already have basically their plans set out, but it would be interesting to see what their thoughts on these ideas are.

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    • They are going to come out with hybrids, like u could breed with carnivores, or apes. And u might get a rlly gud gene out of it. And maybe they could have an NPC that only attacks you when you attack it...? That would be cool, like u have a preadator thats passive at first, and then when u attack it, it could wreck ur creatures rlly bad or somethin.

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    • Yeah, that's another thing.

      I feel like if you attack the dodomingo's, not only should it attract others, but they should all start attacking your creatures, like they have a pack mentality. Harm one of us you harm all of us.

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    • BlueUnderscoreFox wrote:
      They are going to come out with hybrids, like u could breed with carnivores, or apes. And u might get a rlly gud gene out of it. And maybe they could have an NPC that only attacks you when you attack it...? That would be cool, like u have a preadator thats passive at first, and then when u attack it, it could wreck ur creatures rlly bad or somethin.

      Yeah, that would be awesome! Maybe a passive snow monster for when the develop snow biomes! And when you breed with it.. your creature's offspring is like a yeti!!! That would be awesome!

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    • TranquilAbyss wrote:
      BlueUnderscoreFox wrote:
      They are going to come out with hybrids, like u could breed with carnivores, or apes. And u might get a rlly gud gene out of it. And maybe they could have an NPC that only attacks you when you attack it...? That would be cool, like u have a preadator thats passive at first, and then when u attack it, it could wreck ur creatures rlly bad or somethin.
      Yeah, that would be awesome! Maybe a passive snow monster for when the develop snow biomes! And when you breed with it.. your creature's offspring is like a yeti!!! That would be awesome!

      Dat would be nice. And kind of a relief from the big, bad apes. Speaking of apes, what if they couldnt go in biomes to hot or cold for them. Same with other entites.

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    • BlueUnderscoreFox wrote:
      TranquilAbyss wrote:
      BlueUnderscoreFox wrote:
      They are going to come out with hybrids, like u could breed with carnivores, or apes. And u might get a rlly gud gene out of it. And maybe they could have an NPC that only attacks you when you attack it...? That would be cool, like u have a preadator thats passive at first, and then when u attack it, it could wreck ur creatures rlly bad or somethin.
      Yeah, that would be awesome! Maybe a passive snow monster for when the develop snow biomes! And when you breed with it.. your creature's offspring is like a yeti!!! That would be awesome!
      Dat would be nice. And kind of a relief from the big, bad apes. Speaking of apes, what if they couldnt go in biomes to hot or cold for them. Same with other entites.

      Yeah, but it wouldnt be very resonable for a jungle to be right next to a snow biome, unless they can somehow survive the extreme cold. Predators, on the other hand, would not be able to. So yeah, cool idea!

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    • Here is an idea for how rival tribes should be implemented: each island has a set number of starting clans: you are alone on starter island and jungle/grass, one other clan on the next island, and two other clans on the islands after that. Notice that clans can disband or form over time. The location of starter clans is never adjacent to any ports, but they can be nearby, and there is always space between clans.

      Clans can either be friendly or hostile, and the state is not constant. Clans can be hostile if: there is not enough food, not enough space, or if you have attacked them. They can be friendly if: they have enough food, enough space, and you haven't been hostile. A clan can disband if: it does not have enough food and cannot fight for it, or it has grown too small. New clans can form if: there are enough outcasts in a single area that has sufficient size and food.

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    • PopsicleNinja wrote:
      Here is an idea for how rival tribes should be implemented: each island has a set number of starting clans: you are alone on starter island and jungle/grass, one other clan on the next island, and two other clans on the islands after that. Notice that clans can disband or form over time. The location of starter clans is never adjacent to any ports, but they can be nearby, and there is always space between clans.

      Clans can either be friendly or hostile, and the state is not constant. Clans can be hostile if: there is not enough food, not enough space, or if you have attacked them. They can be friendly if: they have enough food, enough space, and you haven't been hostile. A clan can disband if: it does not have enough food and cannot fight for it, or it has grown too small. New clans can form if: there are enough outcasts in a single area that has sufficient size and food.

      That could be cool, but I frequentley kick creatures that cant collect food. But then it would cripple a clan to get a bad creature. Maybe a small form of multiplayer could come from this... tho, it would be hard to implement. Maybe an end-development thing?

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    • Here is an idea for fur slots: Normal Fur (+5 Heat Resistance, +5 Cold Resistance), Thick Fur (+10 Cold Resistance, +3 Defense), Light Fur (+10 Heat Resistance, +3 Stealth), Slick Fur (+3 Swimming), or the genetic defect Thin Fur (Skin shows through fur, bald spots, no temperature bonuses). Also, how to implement bunny and carnivore genetics and nests in a simple way: Bunny burrows would have space inside them for bunnies to do whatever they need inside them, and that includes breeding, and color/tail genes vary from burrow to burrow but are generally dependent on the burrow location: grassland bunnies are likely to be brown with default speed/stealth tails, jungle bunnies are likely to be gray with shorter tails that are stealthier but slower, cold-biome bunnies are same as jungle but white as short tails are heat preserving, hot biome bunnies are likely to be tan with longer tails that are faster but less stealthy, and same for killer island bunnies but with brown coloring. Carnivore nests are even more simple as carnivores tend to be solitary creatures with the exception of mating, and there is one universal type of carnivore for each island set: grasslands have vanilla, killer carnivores, jungle carnivores are smaller and stealthier and but weaker, hot-biome carnivores are same but with speed and a tan coloring, and snow-biome carnivores are larger and more powerful but even slower.


      Note: camouflage affects how far a creature can see an animal, and stealth affects how far you can hear. Your most reliable sense is probably smell, as few animals rely on that.

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    • The fur varitation seems good. Makes sense. But I think the hot biome bunnies would be leaner, and more stealthy and faster.

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    • I have an idea where an animal would have more fur on their body yet it might subtract movement. It can also gives more resistance in cold weather. Maybe a new body. Not so sure if it's worth the programming though. (Sorry I'm new to this wiki.)

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    • Here are some ideas for mobs that use environmental features: There would be an animal called an angler otter that looks like a small river otter with a bunny-like fishing tail that spawns in rivers but sometimes ventures onto beaches. Angler otters would be able to eat clams, and they could catch fish but be predated on by razorhana. It would have a dormouse-like land counterpart called an ottermouse that spawns near acorn trees, and it eats acorns. Ottermice would have a jungle counterpart that looks like a raccoon called an ottercoon that can climb up the big trees and eat the fruit available to climbing/flying creatures, this fruit would get added in that update. There would be another jungle creature that is a poisonous snake that rolls in mud periodically to mask it's scent, and it tries to eat two-gemed creatures, only adults are safe. There could be a gecko that eats the smelly fruit, but supposedly uses it's tail to collect, and it detaches it's tail when attacked, which gives 3 food points, but attacking it before it's tail has grown back kills it completely to give 3 food points.

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    • cool concept. maybe u could kill the snakes rlly eaisely becaues it relies so much on stealth, it has beome frail or somethin. And maybe u could farm teh geckos for fud. like u could eat the deached tail for 2 food.

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    • I'm starting to feel that the devs might be looking at this thread and taking some ideas from it. I suggested an "Armored Body" a while ago, and it actually happened! And I also suggested tweaks to the hind leg genes, and it also happened! Or maybe it's just coincedence? 

      Beyond that, here's are some ideas for tail gene tweaks or new tail genes. Fishing Tail would be known as Nimble Tail, and it would also add +1 collecting, +2 speed, and +2 heat resistance. Stinky Tail would add +2 cold resistance, and later, it would assist with flight/climbing. Fluffy Tail would add +1 speed, +1 heat resistance, and +1 cold resistance.

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    • Maybe there could be huge stacks of wood that hold burrows that are full of prey animals that are worth a lot of food but you need to have a long tail to balance on the stacks of wood...? Because in real life, cats sometimes stalk squirrels and birds on a tree limb and they use their tail for balance, and in Niche, the creatures are considered to be felines. Maybe there could be a new ability called "Balance", and it allows your creature to walk on stacks of wood or long tree limbs, but if they don't have a lot of balancing the player would only be able to move them down otherwise they either fall and get wounded or need another creature to help them down as they would be unable to move because they're scared. Maybe if there is a balancing ability there could be an island where you have to rely on the limbs of very tall trees to pick fruit/nuts/blossoms at the top of the tree and prey that lived in the trees for food, but there could be dangerous predators that could attack you or shake the limb to make your creature fall off and get wounded?

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    • IFlow~ wrote:
      Maybe there could be huge stacks of wood that hold burrows that are full of prey animals that are worth a lot of food but you need to have a long tail to balance on the stacks of wood...? Because in real life, cats sometimes stalk squirrels and birds on a tree limb and they use their tail for balance, and in Niche, the creatures are considered to be felines. Maybe there could be a new ability called "Balance", and it allows your creature to walk on stacks of wood or long tree limbs, but if they don't have a lot of balancing the player would only be able to move them down otherwise they either fall and get wounded or need another creature to help them down as they would be unable to move because they're scared. Maybe if there is a balancing ability there could be an island where you have to rely on the limbs of very tall trees to pick fruit/nuts/blossoms at the top of the tree and prey that lived in the trees for food, but there could be dangerous predators that could attack you or shake the limb to make your creature fall off and get wounded?

      Like a dead log? or somthin.... maybe ur creatures could get a fungus that could be contaigous. And you would have to separate them from your other creatures to prevent the fungus from spreading.

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    • You know those rogue males? It seems that their presence is linked to certain genes, and that it is never a female. So what if there were a new slot titled "Fetal Development" that had normal, and the more rare genetic defect Rogue Male Syndrome? Rogue Male Syndrome would a sex-linked gene that would only have a recessive slot in females, but males have both an active and a recessive slot. It overrides the face, blood, fur pattern, and paw genes by always mutating them into Spit Snout, Hemophilia, No Pattern, and Crippled Paw, instead of merely disabling them like albinism, this makes the gene more dangerous as it enables bad genetics to spread. My theory on how Rogue Male Syndrome works (beyond the info I gave you) is this: it is a neurological disorder that causes the head, paws, bone marrow (that produces blood), and brain to only partially develop (I think that Cripped Paw and Spit Snout are forms of neoteny), and it causes fur patterns to fail to develop at all. The odd behavior of a rogue creature is apparent even before being an adult, as he fails to understand pack socials, and will not be part of the pack. When he does reach adulthood, all he wants to do is mate, as it is in canon. Note that I do not think that the fixed Fluffy Tail fits in with my theory of neoteny disorder as it is a normal tail, and therefore it would be better if it were disabled entirely like Spiky Body (but not overwritten, as there is no gene for having no tail).

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    • but, how would u tell if a creature has it as a recessive tape?

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    • Now that I think of it, the previous explanation is impossible because it inverts the science of chromosomes. So I've come up with a new one: males and females can both have Rogue Male Syndrome, it just affects females differently. Females who have two alles for RMS will die when they grow to adult.

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    • Dat could work. Do u think there will be more Ancient Genes soon? I kind of want a huge claw gene that gives 3 attack or somethin like that...

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    • Well, they did tweet something about a type of antler. I don't really have any ideas for genes, but I think it is a bit paradoxal that Warning Dots deters predators when there is no other animal that would logistically give them a reason to mistake it for toxic. So, how about a toxic frog (kinda like a poison dart frog) that has those spots and is toxic to any creature that attacks, and also hunts bunnies (but leaves your creatures alone)?

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    • Hmm, that could work. But then the creatures need to be able to have an advantage over it. Maybe poison resistance? like the apes.

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    • But they aren't supposed to.

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    • Oh... ok then. So... any other ideas?

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    • Well, there needs to be a purpose to the panda pattern and red fur genes, because nobody wants them anymore because they are currently useless for camouflage. I don't exactly know the function of panda markings, and google was little help, but the best explanation I can give is that it allows the panda to camouflage in both snowy mountains and shadows in forests. So, maybe it gives a camouflage bonus when you're out in the open AND when you're in the grass (but not as much as stripes). Fortunately, I had no trouble with finding a purpose for red fur once I did a little research, I think that it is well-suited for the savannah.

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    • Maybe there can be a barren biome with red tiles. Then u could use the red fur gene. And maybe there would be no above ground food and the digger paw gene would be rlly important because u could dig up smaller mammals or other creatures. Along with plants for nesting material.

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    • ooh! Red fur would be perfect for a mesa biome

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    • That would basically be a recoloration of the desert or savannah though. I think that this could be turned into a hypothetical mini-biome strategy, like water, for the desert, rather than an actual biome. Myabe if you had 2 digging power, you could dig out and kill moles that have gone underground. Having a Digging Hind Leg gene, with +1 speed, +1 swimming, and +1 digging would be a good idea. Having +3 digging would allow you to dig into bunny burrows, the hypothetical den idea that I had where bunnies would breed and be able to run back into when chased, and Lean body would allow you to actually enter by giving you the lowest amount of size. You could even put nests down there, and most predators couldn't enter with the exception of a new predator called a Caerbunny, a carnivorous bunny with fangs, dark brown fur, and more HP, named after the Killer Bunny of Caerbannog, that can spawn in savanna and desert biomes, and is detectable by hearing  better than by sight (the brown fur camouflages it, and it also has scentless). In real life, fennec foxes use their giant ears to locate prey underground, so you would need more hearing to even detect prey underground.

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    • PopsicleNinja wrote:
      Now that I think of it, the previous explanation is impossible because it inverts the science of chromosomes. So I've come up with a new one: males and females can both have Rogue Male Syndrome, it just affects females differently. Females who have two alles for RMS will die when they grow to adult.

      Or for the males, they could die from mating too much because in real life what could happen is that the creature could mate too much and their genitalia could get sore and eventually bleed, and since the rogue males would have hemophilia, it would be a lot worse and they could die more quickly than normal.


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    • ...Lets keep this game rated E.

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    • PopsicleNinja wrote:
      That would basically be a recoloration of the desert or savannah though. I think that this could be turned into a hypothetical mini-biome strategy, like water, for the desert, rather than an actual biome. Myabe if you had 2 digging power, you could dig out and kill moles that have gone underground. Having a Digging Hind Leg gene, with +1 speed, +1 swimming, and +1 digging would be a good idea. Having +3 digging would allow you to dig into bunny burrows, the hypothetical den idea that I had where bunnies would breed and be able to run back into when chased, and Lean body would allow you to actually enter by giving you the lowest amount of size. You could even put nests down there, and most predators couldn't enter with the exception of a new predator called a Caerbunny, a carnivorous bunny with fangs, dark brown fur, and more HP, named after the Killer Bunny of Caerbannog, that can spawn in savanna and desert biomes, and is detectable by hearing  better than by sight (the brown fur camouflages it, and it also has scentless). In real life, fennec foxes use their giant ears to locate prey underground, so you would need more hearing to even detect prey underground.

      That could work. Also since u said mesa was a recolor of savannah, maybe red fur could work in the desert rlly well. But the carnivorus bunny may or may not need a few tweaks...maybe it could be bigger and have larger claws because it needs to hunt stuff and be faster than everything else to be able to survive. Maybe it could also steal meat u hunted?

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    • BlueUnderscoreFox wrote:
      PopsicleNinja wrote:
      That would basically be a recoloration of the desert or savannah though. I think that this could be turned into a hypothetical mini-biome strategy, like water, for the desert, rather than an actual biome. Myabe if you had 2 digging power, you could dig out and kill moles that have gone underground. Having a Digging Hind Leg gene, with +1 speed, +1 swimming, and +1 digging would be a good idea. Having +3 digging would allow you to dig into bunny burrows, the hypothetical den idea that I had where bunnies would breed and be able to run back into when chased, and Lean body would allow you to actually enter by giving you the lowest amount of size. You could even put nests down there, and most predators couldn't enter with the exception of a new predator called a Caerbunny, a carnivorous bunny with fangs, dark brown fur, and more HP, named after the Killer Bunny of Caerbannog, that can spawn in savanna and desert biomes, and is detectable by hearing  better than by sight (the brown fur camouflages it, and it also has scentless). In real life, fennec foxes use their giant ears to locate prey underground, so you would need more hearing to even detect prey underground.
      That could work. Also since u said mesa was a recolor of savannah, maybe red fur could work in the desert rlly well. But the carnivorus bunny may or may not need a few tweaks...maybe it could be bigger and have larger claws because it needs to hunt stuff and be faster than everything else to be able to survive. Maybe it could also steal meat u hunted?

      Yes, that makes sense. Actually, all predators need to steal meat. I think that the actual desert/savannah needs it's own unique strategy, but I can't guess at all... creative block... ._.

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    • What if we had scavenger birds? Like, they would hop along the ground stealing meat u hunted/scavenged urself, and they could be exsculivley in the desert and you would need a high camoflauge to hunt them. Speaking of the desert, it could have other things that died from the heat and u could scavenge meat off of their bodies, or steal larger predators food.

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    • Cool! In the jungle it's about stealth, and in the mountains it's about strength. Maybe in the desert it's speed? Like, the animals are really fast, and you need to be fast enough to catch up or run away to your den? I think there needs to be a new stat: all creatures have a thirst stat, which depletes gradually and needs replenishing? Here is how thirst works: eating restores 1 point, which is enough outside the desert. Outside the desert, you lose 1 point per day. But in the desert, you lose points depending on the temperature and weather: you lose 2 points when it's normal or cool, 3 points when it's hot, and rain makes you lose only one point. Your creature can gather water or settle near it, but in the desert, you need water-preserving adaptations as well as speed and heat adaptations to survive. Like, maybe there's such a thing as Fat Tail?

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    • PopsicleNinja wrote:
      Cool! In the jungle it's about stealth, and in the mountains it's about strength. Maybe in the desert it's speed? Like, the animals are really fast, and you need to be fast enough to catch up or run away to your den? I think there needs to be a new stat: all creatures have a thirst stat, which depletes gradually and needs replenishing? Here is how thirst works: eating restores 1 point, which is enough outside the desert. Outside the desert, you lose 1 point per day. But in the desert, you lose points depending on the temperature and weather: you lose 2 points when it's normal or cool, 3 points when it's hot, and rain makes you lose only one point. Your creature can gather water or settle near it, but in the desert, you need water-preserving adaptations as well as speed and heat adaptations to survive. Like, maybe there's such a thing as Fat Tail?

      Maybe that could work, but if there is a thirst meter, how are u gonna survive in the mountains or anywhere? To get water ur gonna need a coastal nest and risk not being able to get enough food due to the lack of berries. So were gonna need either a collection system, or an oaisis that is invisible in the dark so u have to work for it. The fat tail gene i think should be changed into a body gene, like camel humps. Biologicaly incorrect camel humps that store water/fat or something. lol

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    • You're right, scrap that idea, it might get complex. But I have a better one that is completely unrelated: what if, for April Fools 2018, every creature born had a 50% chance of mutating panda pattern, and every other animal had panda pattern too (like a panda rabbil or a panda Balance Bear). Any animal would be referenced with "Panda X" (for example, Panda Carnivore), and this included creatures, which would simply be called pandas.

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    • OMG YES. HEY! TEAM NICHE! DO SOMETHING FOR APRIL FOOLS DAY!! But the desert idea is good, but no fat tail, doesnt make a lot of sense. Maybe you could dig up scorpions and stuff? and the extra fat u stored could give u more moves per creature? Then you could get some insane endurance? And panda balance bears would be adorable. I want a plushie.

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    • You know what is needed? More predators that are based on hearing. This probably will come up in the desert, because bigger ears make more sense there. But, stealth is pretty much useless outside the jungle, because there are no animals that use hearing.

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    • What else is needed is to scrap the graphic overhaul, as the old graphics looked way better, and it might be a lag source for some users as well. However, keep the grass textures, but make a new texture for regrowing grass that has been picked. Also, make the AI of outsider creatures less dumb, because in my pack, I had a creature who I found in the water without water breathing.

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    • I agree with both. And the new grass is a lag factory. I liked the old one better because i could see through it and not kill my pc.

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    • Yes, definitely. Especially in the new update, as it's buggy enough already. I mean, if they added mosquitoes, that still wouldn't increase the amount of bugs.

      Wait... mosquitoes... bugs...

      They should add seasons! They already kinda-did, but hmmm...

      • Winter: Some of the sea freezes up. The creatures can walk on ice! But beware, for if your creature is still there when the ice melts, then uh-oh- I hope you have underwater breathing. You can crack the ice with Digger Paw, to make fishing holes. Obviously, the temperature drops. And there are less predators- they are hibernating.
      • Spring: The plants are in full bloom! Winter's effects are over, and the local flora is alive with colour. Almost too alive. The predators are on the move. After spending a season hidden underground, they're hungry for your creatures. Spring is also the time of new life, so add a x2 for the chance of twins or triplets. But beware- bugs are coming, and not just sickness, these insects spread diseases.
      • Summer: Your waters are in a drought. The berry bushes produce less, and grass takes longer to regrow. The shoreline recedes 1-2 blocks, and there is a heat wave. Your ponds might heat to the point of boiling- less fish, and could possibly kill your creatures by death of overheating. The insects are still on the warpath, so stay away from them.
      • Autumn: It's fall, y'all! The heat wave is over, your shores are normal, and Summer's effects are basically over. As an added bonus, your Acorn trees are positively bursting. Stock up on food, for if you have a mainly fishing tribe, Winter is coming. And you know what that means!

      I hope that seasons do get implemented, and possibly a need for water as well.

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    • The summer seems a little too harsh, maybe in mid-summer is when droughts occur and everything is horrible? Maybe you could kill larger insects for food, and possible food poisining. Like eating grubs or something. Maybe in fall there could be a whole bunch of food with the ripened fruits and fat hibernating creatures that could give more food.

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    • Yes! Well, maybe in summer there could be less need for food. Or the berry bushes can produce more. Consequently, you must be wary of the insects stealing your food. There could be an option to kill the insects for food, using certain traits. Bugs would be more attracted to the 'normal' blood clotting instead of hemiophilia (is that spelled correctly?), making there be a drawback. 

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    • Hmmmmmmmmmmmmmmmmmm, maybe there could be annoying as all crap mosquitoes that could carry super overly deadly diseases and they could be more attracted to hemophillia? (Yes you did spell that right) Dat could work.

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    • And you would have to lick the creature to remove the mosquitoes, BUT you would have a chance of getting the disease. And any contact with a mosquitoed creature (adjacent tiles) would spread the mosquitoes in the night.

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    • Maybe there could be a gene that determined whether a creature was immune to the mosquitos. Or maybe the mosquitos were attracted by smell, making Smelly Fruit risky and Stinky Tail ever so benificial?

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    • Hmm. The smelly fruit's already terrible as it attracts apes. Maybe this would give the Stinky Tail a drawback (mosquitoes attracted to it)? There is, however in real life, a gene that causes immunity to malaria. Maybe this could happen.

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    • Getting away from the mosquitoes, maybe there should be Deaf Ears and (something) Nose? I mean, there is Blind Eyes...

      And in the desert, there should maybe be a cave system that you could hide from mosquitoes (I really can't stop talking about them), but beware of badger-bearlike creatures that inhabit them. The desert's equivalent of Balance Bears, and you COULD kill them off and take over the dens. Maybe you could incorporate the badger-bears' babies into your tribe? They would be able to breed with your creatures. They would give insane strength and defense stats, not to mention some really cool new colours and patterns! What should I name them- Badger Bears, Beargers? Now, I really want some caves just so this could happen. Oh yeah and the caves would protect from all temperature concerns (in desert, be cool, in mountains, be warm).

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    • That could work rlly well now that i think about it. Maybe if you had a creature in a cave, you could switch to "Cave View" in which u can see all of the things in a cave. Maybe there could be roots and other tubers sticking through the roof and they could be harvestable? And Badger Bears is an awesome name. But stinky tail could attract flies? (The Niche devs need to see this page)

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    • Yes, they definitely do. And the Cave View idea is pretty cool. But for the cave entrance, they should make it visible how many creatures are in there. You could also smell/hear them (your creatures).  Also for the entrance, they should add blocks that aren't accesible from certain adjacent tiles, but are from others. They would boost the sight of a creature.

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    • Maybe all genes could have a set mutation chance. But it could be really, really, low. Prob not tho. Maybe we could have a better eyesight gene that could give 3 eyesight so u could see better? The cave indicator works too along with the special tiles.

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    • Yeah, it would be Night Vision. Shortsighted Eye in daylight, but in caves 2 vision. Or maybe even Blind Eye would only happen in the sun/outside of caves, but give an in-cave boost. Maybe.

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    • If that were the case, you could make moles. But short sighted outside of a cave makes sense, not so much as blind. What if your creatures could make a trap under the dirt in a cave, and when a prey item or maybe even a yound carnivore comes by your creatues could one shot it and drag it into its hole. Like a trapdoor spider. Or that could be an actual predator in the game.

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    • What if there were a gamemode called Competitive Multiplayer, where there were two players trying to make each other's packs go extinct? Here is how it works:

      Island Mechanics: Island-hopping is nonexistent in this gamemode, it instead is one very large island that is the size of the last island before Killer Island. There is a random chance that this island can either be a normal version of it, a version of it that is mostly beaches, water, and rivers with a little normal land, a jungle version, or a mountain version. Either way, there are always two starting points that are versions of the starting points on the biome they are based in.

      Creature Mechanics: Turn taking goes like this: it alternates between one player and the other. Adam and Eve generate appropriately for their biome (you won't see a lean-bodied starter in the mountains), with grassland island being normal generation. Creatures do not really need identifying because heads will follow as normal for both players. There is a new action called Mark Territory that you can do on stationary, solid objects like rocks or stumps that basically leaves a scent to warn the other player's pack, as they cannot see what you see and vice versa, it simply looks like normal darkness. You will have to do this regularly as the scent can fade.

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    • Multiplayer? Seems like fun. Nice scent-thingy idea. Also I like the Trapdoor spider idea, you would be able to one shot it only if it was out of its hole, which it would do when your creature tripped its line. But it would move fast so you'd need to station your creature near its hole to ambush it when it came back. And your creature that you used as bait would either be poisoned or paralysed (has no gems filled in for next 2 turns).

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    • The trapdoor spider thing seems too OP. Maybe the trapdoor spider is the ape of the cavern in that you aren't supposed to kill it? Or if you intend to be able to kill them, maybe make them not so fast and only able to poison 2-gemed creatures or below.

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    • 'Ape of the cavern'... I like the sound of that. Maybe there are two types of spider, one for each thingy you described?

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    • I check back here and multiplayer is a thing. -_- Ok, maybe you could be able to steal the other players food? Or send a sickly creature over to their tribe and spread the plauge through their most important pack members. And maybe we could have a stun trait. Like a certain gene which you can use to imobilize more tanky prey/predators to kill them while they can't move. Ape of the cavern lol, i would still think of it as a giant spider to freak out any arachnophobics.

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    • Giant? GIANT?! Nope nope nope nope no spiders near meh foxcats And yeah I'm arachnophobic. The sickly creature is funny, maybe we should 'kindly escort' the Horny Males over to them. And maybe we should push the other tribes around. "Oh sorry, I didn't know that the pond was Razorahna-infested." "Oh sorry, I didn't know that you couldn't swim." "Oh sorry, I didn't know that there was an ape tree over there." "Oh sorry, I didn't know that carnivores were over there."

      We need some saltwater predators... maybe sharks? >:3

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    • Bull sharks. Because they are the most agressive and annyoingly scary sharks out there. Maybe instead of spooder we could have a snek? snake? Snake?! SNAAAAAAAAAAAAAAAAAAAAAAAAAAKE!?!!?!??! omgthischatisinsanelol

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    • yeah, i like the idea of snakes much better than spiders... what else?

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    • Er.... idk... making spiky body look more like a hedgehog instead of a tree? More feesh? Ancient water genes? Dolphins?

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    • D-dolphins? :D 

      And your spiky comment X3 yes more feesh and the water genes. You would need to have waterbreathing so as to get the rock and not die. (it's underwater). There would be an option for fully water creatures, or maybe at least seal-like.

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    • Navy seals? Blue fur color for the seal-foxcats?

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    • Hm. That sounds cool! They'd have reduced movement out-of-water, and have in-water camo.

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    • And we would need ocean feesh to feed our sealcats. Or plankton soups. A plankton soup is just a crap ton of plankton in one spot. What whales eat.

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    • ye and de whales get annyoed at us if the foxcats eat their feesh. the sharks eet us, kinda like oceanic carnevoirs. ^\(T^T)/^ idk 

      and the whales are like living incinerators. they eat the plankton but are passive, just are huge roadblock and food devourer. sorta like unedible bunnies.

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    • Wut if you had a buch of strength, and u could kill teh whale.... but it would take rllllllllllllllllllllllly long to kill it. prob not tho. And we do need some sharks. (sorry i took so long, i have testing cus skool)

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    • It ok if take long to respond. The whale has 6 defence so you need 7+ strength creature. (I got one, it had 2 claws +4, Spiky Body +1, Ram Horns +1, and Poison Fangs +1.) 

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    • then ur gonna drown.

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    • true, true. maybe we need some underwater damage-dealing things, like Spiked Flippers? they would only be harmful to other creatures underwater. or sharp gills? idk XD

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    • lol, maybe lower the defence of the whales to 5 so u can have 2 claws, spiky bod and ram horns.

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    • yep. that would work. but if you kill a whale you get... 100 Nesting material and 1 food for your effort. }:3

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      • rekt* lol but maybe a bunch of fud and a bit less nesting material
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    • no that was just a joke

      but seriously what if you spent like a year killin it

      and all it gives 

      is 1 food.

      In reality, 45 nomz and 10 nest

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    • Oh goodness. I've been away for quite a bit and there are so many amazing ideas- first of all, I love the Multiplayer thing- it sounds amazing.

      Honestly, I'd die if it took forever to kill a big whale and it only gave one food. Just like the dodomingos rip.

      Back on track; water genes: Maybe you could have a long, spiked tail as one of the underwater genes you'd have to breed in. Kinda like a Thresher Shark? Maybe it could give 3 underwater movement and 2 attack. Or maybe you could only get that if you bred with an underwater shark monster when we get the hybrids.

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    • Heh, yeah. Hybrids, when added, will be absolutely crazy.

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    • Ikr, especally when more npcs get added.

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    • i wish for the day when i get a half fish swarm foxcat...

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    • I dont think thats possible, maybe another water mammal?

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    • Heh yeah. Seal maybe, shark definitely, possibly a water snek?

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    • I definitely hope so. We need more creatures that aren't our lovely foxcats

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    • What if we had a moray eel type thing? It could be freshwater and saltwater and if it bit a foxcat it would give it heavy bleeding. And it could have a chance to paralyze it and hold it in place in the water to drown it. That could work maybe

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    • Yes, definitely. We need more terrors of teh deep than, well, drowning.

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    • Bobbit worms? They sit on the ocean floor and wait until a fish (creature) comes by and then they grab it, and drag it under the sand to eat it later.

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    • Woah, that's cool. Woulld tuere be a way to get the creature back?

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    • Lol prob not, but ur creatures could have a chance to escape or the worm could miss.

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    • Chance to escape. Would the creature try to outrun it with superfast speed? Or wound it with a ton of damage?

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    • Well, this an addition to the water entiry arsenal, so you could outswim it, because it only stays in one place for a while. While it is moving to a new spot to hunt, that is when it is most vulnerable. Or when it misses. Then it would have super low health and defense (because its a worm) and you could kill it for 'Insert food number here' Keep in mind that this thing can catch a big-bodied creature, so its perty big.

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    • What if there were crossover texture packs? Like Pokemon Mode, where your creatures were eeveelutions, Slime Rancher Mode, where your creatures were Tabby/Hunter slimes, or Neko Atsume Mode, where your creatures were cats?

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    • Well then they would be recieving all kinds of warnings to them related to copyright.

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    • Texture packs, without other games, sounds fun. You could have Pixellated Niche where your cats are rendered in 8-bit. This would give less lag but make it harder to distinguish cats from carnivores. You could also have Cat Niche where the creatures were cats, but not Neko Atsume ones. Or maybe Autopilot Mode (not a txtr pack) where the cats do stuff of their own free will, and you sit back and watch.

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    • Maybe have wizard mode, where your creatures, and all entities, have ridiculous fantasy powers?

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    • It feels like the stripes are useless because nobody ever leaves grass around. So, what if there were a biome that consisted of all regrowing grass? There would be a unique ferret-tiger predator that you had to use scent to identify, that would rely on seeing and hearing your creatures and ambushing them. There would be a unique squirrel prey that relies on seeing and hearing your creatures and will escape if they notice you.

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    • That seems pretty cool. What about a volcano biome? I just want someone to expand on my idea for it. 

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    • I think that might be a combination between the mountain and the desert -if you replace desert with hot location. Basically, the climate is like the tallest volcano in Hawaii: bottom of the mountain is hot and volcanic, the top is cold. And there is a beach. So, the island is like Hawaii? There are geyser tiles and lava tiles that you can safely walk on, but there is a risk that the geyser might erupt or the lava might leak out and hurt your creature, hot springs also behave like this. The coast would be flat and perfect for water creatures. In the volcanic part of the island, you would need a paw gene, probably Velvet Paw, that protects your paws from the hot volcanic ash on days when volcanic activity increases, or else you get a reduced radius of motion because your paws hurt (it only affects mobility, not sight). And to boot, on these days, there is a cool heat distortion effect! There would definetly be a unique plant that needs the volcanic soil to grow. Bearyenas don't appear, but another predator does -probably a lizard. This is because bearyenas rely on grass to ambush creatures, and there is little tall grass on the island.

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    • PopsicleNinja wrote: I think that might be a combination between the mountain and the desert -if you replace desert with hot location. Basically, the climate is like the tallest volcano in Hawaii: bottom of the mountain is hot and volcanic, the top is cold. And there is a beach. So, the island is like Hawaii? There are geyser tiles and lava tiles that you can safely walk on, but there is a risk that the geyser might erupt or the lava might leak out and hurt your creature, hot springs also behave like this. The coast would be flat and perfect for water creatures. In the volcanic part of the island, you would need a paw gene, probably Velvet Paw, that protects your paws from the hot volcanic ash on days when volcanic activity increases, or else you get a reduced radius of motion because your paws hurt (it only affects mobility, not sight). And to boot, on these days, there is a cool heat distortion effect! There would definetly be a unique plant that needs the volcanic soil to grow. Bearyenas don't appear, but another predator does -probably a lizard. This is because bearyenas rely on grass to ambush creatures, and there is little tall grass on the island.

      Or maybe a creature who has adapted so much they are literally made out of fire!

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    • I always thought it would be a cool idea to have a multiplayer on niche. Multiple people can join one island and have a few different packs. And you can work together and trade food or fight each other and have wars! I would love to see that.

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    • I agree. would love to see my favorite youtubers have a multiplayer server series similar to the ones they do in Minecraft. But there are a few loopholes that I would like to mention. First up, how would interpack breeding work? Second, how do turns work? Other than that, it's a great idea. I have a few multiplayer adaptations. First, each team has a color that they pick at creation, and creatures now have a visible gem on the top of their heads, and team color appears in the scent. Next, there would be an action called Mark Territory, which you can do on rocks. There is room for one mark per adjacent tile, and it appears as a visible scratch on that side that is the team color. While marks do have to be replenished every several days, there is also an action called Remove Mark, and that action gets rid of the mark on the side of the adjacent tile, anyone from any team can do it. Next, there is are two immobile plots called Stash, they are holes covered in branches. One is for food, the other is for nest material. Other clans can steal from the supplies, and it requires collecting and attacking ability. You can choose to move the stash on the map, and it will give you a minimap and allow you to put it wherever the sight radius of any creature is. Third is island hopping: all five clans need to have at least a certain number of creatures on the plot to proceed, and the plots are big enough for several creatures from each clan. Finally, you can send creatures to leave your clan and join another clan, and that will send a request to that player. If they accept, the creature joins their clan.

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    • I think it would be cool if there were some carrying genes like a strong mouth or carrying paws. These would allow you to carry creatures with no energy. One level of carrying equals one gem, so the creatures with three carrying could pick up adults. One carrying skill means that they can carry infants, babies, bunnies, and moles. Also, this could be useful for carrying frozen or sleep-sickened creatures, and it could also be used for snagging bunnies and bringing them to their imminent doom xD! It would protect babies, and speaking of babies, the carrying skill cannot work on creatures bigger than the carrier. Babies couldn't pick up teens or adults, and infants would have the skill completely muted. Two carrying could pick up dodomingos. Carrying could move nests, too! This was an extremely long comment, so please reply with your thoughts! It would mean a lot!😽

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    • RockHopperSSM wrote: I think it would be cool if there were some carrying genes like a strong mouth or carrying paws. These would allow you to carry creatures with no energy. One level of carrying equals one gem, so the creatures with three carrying could pick up adults. One carrying skill means that they can carry infants, babies, bunnies, and moles. Also, this could be useful for carrying frozen or sleep-sickened creatures, and it could also be used for snagging bunnies and bringing them to their imminent doom xD! It would protect babies, and speaking of babies, the carrying skill cannot work on creatures bigger than the carrier. Babies couldn't pick up teens or adults, and infants would have the skill completely muted. Two carrying could pick up dodomingos. Carrying could move nests, too! This was an extremely long comment, so please reply with your thoughts! It would mean a lot!😽

      Also, I just read the comment that mentioned food stashes, so those could maybe use the carrying skill too? 🤔 Maybe you could also replant berry bushes, but they wouldn't have a 100% chance to stay alive.

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    • RockHopperSSM wrote:

      RockHopperSSM wrote: I think it would be cool if there were some carrying genes like a strong mouth or carrying paws. These would allow you to carry creatures with no energy. One level of carrying equals one gem, so the creatures with three carrying could pick up adults. One carrying skill means that they can carry infants, babies, bunnies, and moles. Also, this could be useful for carrying frozen or sleep-sickened creatures, and it could also be used for snagging bunnies and bringing them to their imminent doom xD! It would protect babies, and speaking of babies, the carrying skill cannot work on creatures bigger than the carrier. Babies couldn't pick up teens or adults, and infants would have the skill completely muted. Two carrying could pick up dodomingos. Carrying could move nests, too! This was an extremely long comment, so please reply with your thoughts! It would mean a lot!😽

      Also, I just read the comment that mentioned food stashes, so those could maybe use the carrying skill too? 🤔 Maybe you could also replant berry bushes, but they wouldn't have a 100% chance to stay alive.

      More on carrying: It could be used to bring extra creatures to the next Island, if you have a perfect baby boom right before leaving! I think this would be EXTREMELY useful! Please tell me your thoughts!

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    • What about a thorny devil lizard? it would live in the desert, and be like a bunny-cactus-fusion. If you were incredibly low on food, you could kill it, but this would damage and cause bleeding occasionally. Carrying it would require one level of carrying and would damage its captor every day that it's on them. It would die after 10-20 days, and it would be fine to collect, no damage or bleeding inflicted. A bit more onto the desert stuff: What if there were fossils you could dig up, which would give very special genes (rarely) or strong nesting material (which would make longer lasting nests)? The rare genes could be some of the following: Spiked Frill, which would deal damage to attackers (stackable with spiky body), and give them a scary appearance, discouraging predators and rogue males, but also friendly rogues? There could also be maybe a poison claws trait, that would not be compatible with poison fangs, but would work the same? It could make the claws and paws of a creature purple and green, which would also look SICK!

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    • So about the Carrying gene: It's really cool! I'd love to see it implemented. Maybe the useless Spit Snout could finally have some worth? And the creatures with no attack genes COULD pick up the bunnies to carry them. What if you could pick up the bigger fish (koi, razorahna) with that gene? And then they would die from being out of water too long. You'd need a high level of Defence, though, to pick up a Razorahna unharmed.

      And the Desert ideas: All your stuff is nice, but what stands out to me are the Poison Claws. Since Poison Fangs are pretty rare, now that Adam's not automatically confirmed to have them, the Claws would be pretty awesome even not stacking. Maybe it would also give your cats +1 damage and +1 Distasteful? I mean, I wouldn't want to eat something with purple or green paws if I was a carnivore.

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    • Thank you so much for the feedback! I think the ideas about fish and the upgrades to the poison claws are really cool! I actually didn't expect a reply so quickly, so again THANK YOU!!! 😊

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    • Yeah, so, the Niche devs are really into hybrids, right? Well, what about a snakebird that can attack flying creatures, is poisonous, but has to rest after three nights and is extremely weak and vulnerable while doing so? And how about a pantherdragon? It's a very random idea but it could possibly be a cross between a panther and komodo dragon that blasts out of the sand rarely when you dig up a desert fossil. This would provide a hefty challenge for players on killer islands, the only place it would surface. Its stats would be something like fifty days maximum, three defense, four speed, two carrying, five strength, and one spikyness (that might be a bit op, so tell me if any of the stats should change, please!), and no fishing. It would target bearyenas if it could, but its second choice would be your tribe. It will break rocks to get to its prey, but this will use all its energy for that particular turn.

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    • Carrying could also move rocks if you had three levels of it. This would be the same as carrying adult creatures, which I decided should actually half speed and double energy consumption upon movement. Creatures would drop the rock if they carried it for more than three days. I can imagine a bunch of youtubers playing multiplayer and trolling each other by bringing rocks into each other's territories. I could also imagine them surrounding their territories in walls of rocks. With six strength, rocks could be thrown three or four tiles, and they would push anything they hit out of the way. Extra strength like eight or twelve wouldn't allow you to throw farther, but it would do +one damage for each extra level. Creatures like babies and teens (but not adults) could be thrown over bushes and rocks, but not into an occupied cell. This would do one damage to the thrown creature, but could save them if they were a baby, surrounded by rocks and bearyenas, and its mother could throw it.

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    • It only makes sense for a big cat to carry one thing. And tone down the speed to three tiles, and make the defense two points of defense rather than three.

      And about the design, here is what I imagine: I actually think it's a leopard dragon because panthers are not a single species. Because of it's tail, it is also a gecko hybrid. So, I think it should be called a Leckordragon. Make it a spotted yellow lizard that has a shiny blue tail, with a small chance of being black rather than always being black. Make it have the build of a lizard and a lizard tail but with cat paws and the head of a leopard, and give it dragon wings. Make the lizard tail have many spines on. Make it able to shed it's tail and give your creatures free meat if it goes down to 15 HP, bringing it's defense stat down to one and removing the spikiness stat, but also giving it the ability to fly if attacked. It's tail will not regenerate enough to give it the old stats, instead being much shorter with almost no spikes.

      All leckordragons are able to eat cactus fruit, are immune to it, and heal one damage point if they do eat a cactus fruit. Flying leckordragons are only flying for the next two turns if they are attacked, and generally flee if they are attacked by a creature, and they are on the ground at all other times. Flying leckordragons do not change or regrow their tail if they heal and go above 15 HP, as the effects are permanent.

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    • These ideas are amazing! I can really see why you started this thread! Anything on the snakebird? I love feedback!

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    • Well, before you say anything on the snakebird, I have yet another idea, this time for something that can kill your tribe ALMOST as easily as a Leckordragon! How's Bout's a sinking island that, after twenty days, will start completely dying! The bunnies will pass through ports, the bearyenas will starve, the berry bushes and grass will wither and die, and the grand finale... water will cover the entire island. This will turn it into a sunken biome, which will be infested with fish swarms and aquatic monsters. You guys can add on and decide just how nightmarish these monsters can get! I'll start with a simple wolfshark. It is weak but hunts in packs and is fast. It will also eat fish.

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    • How about something cuter, like an octocat, an octopus that has the head of a cat? It has fairly good eyesight, and is a neutral orange when relaxed. When it spots prey, it changes color to match the tile. When it's attacked, it changes to bright, eye hurting white (only to indicate status) and squirts ink, applying a debuff that makes the creature unable to see for one turn. The octocat will stay white and flee for two turns after, and the debuff can only be applied if the octocat is first threatened (indicated by turning white), not if they are already fleeing. Large octocats will not exhibit fleeing behavior and will continue attacking. Octokittens and small octocats will flee if attacked and can only hunt babies and juveniles, but large octocats can hunt adults and have 2 defense points. Octocats have a 25 day lifespan, they grow up after 5 days and their size is randomly determined, with large octocats being rare. They are like rogues in that they are not bound by any turn limitations and will move during the day, just like their counterpart wolfsharks. Octokittens can be tamed, but creatures cannot make hybrids -but there is another benefit. Octocats and wolfsharks are hostile toward each other, with octocats willingly attacking wolfsharks if they get too close. The whole pack will not attack, but a single wolfshark, if threatened, will fight back. Octocats can do quite a bit of damage during fights, and large octocats can tank hits due to their defense stat. (In real life, octopi have been known to kill sharks.) 

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    • i feel like the octo cat should have babies wit your niches...

      OH MY GOSH WHAT WOULD THE BABIES LOOK LIKE OWO

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    • I think that reproduction between the two is impossible due to foxes/cats being mammals and octopi being cephalopods. On the other hand, the creature/bearyena hybrid is far more plausible, due to both animals being at least in Order Carnivora, plus I think that bearyenas resemble lions, so that means that both animals are felids.

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    • Hmmm... maybe your tribe animals and octocats would have babies with a special trait: Chromatophor or Ink Sac. Ink Sac would make the creatures do the same thing as the octokittens when hurt, and Chromatophors would make them have insanely good camouflage! Maybe even a jet propulsion thingy that would make the hybrids super fast underwater?

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    • Aaaaand...... what do ya do think of this: a very rare trait called angler light? It would provide a huge sight radius, and attract any sea creatures that you don't control? And maybe some lampreys to replace everyone's best friend... THE LEECH😃😃😃😃😃😃😃😃

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    • Cool idea! I think that in a relaxed position, creatures have tentacles as paws and only six other tentacles because their front paws form enough tentacles. But creatures with the chromophotor trait still retain normal coloring genes, only turning white when attacked, and camouflage is a voluntary action that lasts three turns that will be canceled out if they are attacked.

      On the note of wolfsharks, they can track bleeding creatures through smell, making their job much easier. Even after they stop bleeding, the wolfsharks will still move closer to the injured creature.

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    • OOOOOOHHHHHH waddya say about coraleviathan? It would be a huge sea monster that would take up seven cells in a semicircular shape? It would be like an ape or balance bear in the way that you aren't supposed to kill it. It would only spawn in the Midnight Zone, basically the killer sunken biome. It would have tentacles, teeth, flippers, claws, and coral growing all over it! I can totally imagine JessiMew being like "Oh hello sir! I'm gonna have to get all my creatures outta here!" And SeriPixelBiologist trying and failing to kill it! This would be like the sunken Leckordragon, although even MORE invincible! Maybe some sunken fossils to dig up scattered around? (this would be how you find the Coraleviathan) Oh yeah and the screen would shake and a roar would sound when you awaken the monster.

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    • PopsicleNinja wrote: Cool idea! I think that in a relaxed position, creatures have tentacles as paws and only six other tentacles because their front paws form enough tentacles. But creatures with the chromophotor trait still retain normal coloring genes, only turning white when attacked, and camouflage is a voluntary action that lasts three turns that will be canceled out if they are attacked.

      On the note of wolfsharks, they can track bleeding creatures through smell, making their job much easier. Even after they stop bleeding, the wolfsharks will still move closer to the injured creature.

      I like how you remembered something that I didn't! How about... say... maybe the wolfsharks should go into a double stat frenzy when they get near enough to a bleeding creature? This means you could make them attack the Coraleviathan by making it bleed! Also, in a frenzy, wolfsharks know no fear.

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    • Yeah, that's how real sharks track prey. And the blindness debuff from Octocat ink should be able to be licked off by a tribemate, and last 2 days- the second day, though, would be the same as Shortsight. There should be an action, 'Tame Creature', which could be done to baby Octocats and Bearyenas. Once the creature was 'tamed', it would be an official part of the tribe- able to mate (when old enough) and the carnivores would also go after them as well as the rest of the tribe. Maybe they would be able to stop creatures of their own kind from attacking? An action, 'Warn Off', would be next to the normal attack action. Once an enemy Bearyena or Octocat was 'warned off', that specific one would not attack the tribe for three days.

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    • Interesting... would warning off work on titans (apes, b. bears, leckordragon, coraleviathan)? It might have to have a shorter duration against them though.

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    • Maybe not, I don't even think dangerous animals like those should be tamable in the first place, because that'd be OP.

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    • Yea me agrees with you... Doesn't Me does weLL anGlIsH?

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    • Well... my creative ideas pond is extremely dried up at the moment... I'd simply love something to add onto! Everyone, remember that your fan ideas are great, but can be made perfect with the help of people like popsicleninja and sunset kitten. They helped me a lot, so be like them! Give and take any ideas that there are to offer! I'll probably be back in an hour or so, so I wanna see some incredible plans for the future of niche! NOW GET TO BEING AWESOME!!!

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    • I'm sorry, I'll have to come back tomorrow. It's 1AM and I have run out of ideas as well. Sorry about that.

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    • Well, I'm back now, and it's 7 pm, so maybe others have ideas to share!

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    • Hey, how about babies born in the sunken biome have the Aquatic trait, which disables all air breathing? However, if one of their parents came from the land and the other is aquatic, the baby is born with the amphibious trait, which allows normal breathing in water or air.

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    • A FANDOM user
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