r/GroundedGame • u/AOTEAROA44onXbox • 12h ago
G2 | Base Build Our Minas Tirith project in Grounded 2!
A friend and I are building our own version of Minas Tirith!
Still a work in progress, but we’re getting there!
r/GroundedGame • u/AOTEAROA44onXbox • 12h ago
A friend and I are building our own version of Minas Tirith!
Still a work in progress, but we’re getting there!
r/GroundedGame • u/jv0413 • 3h ago
I think having a little gecko as a buggie would be really unique and cool! He can walk on flat surface walls with his sticky legs.
Maybe there can be geckos in the unfinished building area where you can find the egg of a baby gecko!
r/GroundedGame • u/Dekipi • 4h ago
I made the Weaver Armor tier 3. We are so back. Best update ever
r/GroundedGame • u/Narrow-Business-7372 • 3h ago
Got on and went to go make my mutations together and happened to see this
r/GroundedGame • u/CallMeGrimm1 • 11h ago
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I had some issue with my handy gnat CTD while trying to build on the water...but I managed to get it done.
r/GroundedGame • u/Rainywithsnak • 3h ago
Just for fun I did some rough calculations with the in-game map. From my testing it seems like the cardinal NSEW coordinates are 16 cm apart(or some arbitrary number, but definitely closest to 16cm for each degree, if any dataminers could enlighten me that’d be great). Within the confines of the 200x200 grid the white outline seems to suggest what the “full” map will look like, not counting the abyss.
I calculated the area of that space to be about 6.35 million cm squared. Then I found the approximate area of the part of the map that’s already populated, about 4.38 million cm squared. Meaning that as of the Rot and Ruin update, about 69% of the park map is playable, assuming that the white outline is a safe bet to what the final map size will be. Obviously it could change in development.
4.38 million cm squared is 438 meters squared, so the current park is roughly the size of a basketball court.
If my math is wrong anywhere here, feel free to correct me, I just thought it was interesting to think about roughly how much of the map if filled in/how the size would compare irl. It’s a small park, which was always pretty clear. Obviously there are a lot of objects in the park that aren’t to scale, go figure.
r/GroundedGame • u/SpartanG01 • 20m ago
[Rant incoming]
"Crit chance is slightly increased"
"Crit chance is greatly increased"
"Increased damage against ants"
"Increases armor"
"Increases health gained by lifesteal effects"
These are not useful descriptions and I would end up with carpal tunnel before I finished typing out every unhelpful, unreasonably obfuscating in game description like this.
In a game where health bars don't have text values, there are no hit marker damage event numbers displayed, and so many different effects interact with each other it is completely unreasonable to also obfuscate statistical effect descriptions.
I've gotten so frustrated trying to craft builds recently that I've resorted to dumping runtime data from the live game to get accurate numbers so that I can actually understand what my build does.
So far I've done a write up on how Damage Weakness/Resistance works, how Weapon Upgrade paths work, how Damage Classes and Flags work, I just finished writing a post I haven't actually posted yet about how Trinket Effects work, and I'm working on Weapon Effects next and there are far too many instances of in game effect descriptions being objectively incorrect.
In doing this I've come to realize that the wiki (which we should not have to rely on in the first place) is also objectively incorrect about so many things that I've lost count. I mean no disrespect to the people who maintain the wiki. I know and have interacted with them personally, I have a great respect and appreciation for what they do and I happen to know that most of that data is pulled from the unpacked game files and tested. I also know that in many cases the choice of the wiki authors to not display actual numbers is intentional and I can respect that, even if I disagree with it. However most of the inaccuracies in the wiki aren't the numbers. The overwhelming majority of them are the descriptions of how mechanics actually work.
So how can the wiki be wrong if it's pulled from the game files directly?
What an excellent question.
The answer further exacerbates the already severe problem of obfuscated game mechanics. Some of the reason is that the effect descriptions on many of the blueprints are either wrong or extremely unintuitive leading to reasonable assumptions that just happen to be incorrect but worse even than that: a bunch of mechanics are dynamically modified at runtime.
There are a lot of things that either aren't obvious from the blueprint data, aren't discernable without tracking the execution path of an effects calculation through the event manager to its resolver, or are just objectively incorrect in the blueprint data and are corrected by some other function at runtime (this is exceedingly rare but still).
An example of this is the wiki entry for Buggy Vampirism which currently states "Buggies gain a life steal effect on critical hits, being 8% of the crit's initial damage", according to the actual calculation and effect application at runtime this appears to be incorrect. The heal is not an actual "life steal" effect, it lacks that tag and It is just a heal. This is inconsequential as there are no effects that can be triggered on a buggy that rely on that tag but if they ever add any it will be important. Additionally, per the actual calculation that is run in game, it is not "8% of the crit's initial damage" it is 8% of the buggy's maximum health. (I have no idea if this literally results in the buggy healing for 8% of its max health or if there is some additional constraint that corrects that but the number the calculation pulls to satisfy the effect equation is the buggy's maximum health. The target read is very explicit. So why does the wiki say it is 8% of the crit's damage? Because the blueprint data makes it look that way and as far as I can tell it's impossible to discern otherwise without literally observing the calculation pass through the resolver at runtime and then polling the buggy's health to calculate the percentage change and comparing that to the damage output of the crit. Again, I'm not at all blaming the wiki guys for this. There should not be any reason that they should have to literally dump runtime data to get accurate descriptions for effect mechanics. What is truly ridiculous about this is, I don't know whether the wiki is accidentally "correct" here or not because the blueprint data it very much looks like it should be 8% of the crit's damage but it absolutely isn't. So it's possible the blueprint data is the intended functionality and it's just bugged at some point so the calculation is wrong at runtime. It's also possible the calculation is wrong and is corrected before that heal value hits the buggy by some other function. It's also possible the mechanic was changed and instead of updating the blueprint data they updated the underlying mechanism which changed the functionality of that effect fundamentally and it was never realized or accounted for internally.
So how could we know without having to do a bunch of data dumping? How could they catch this without having to backtrace calculations every time they change something?
Display un-obfuscated descriptions in game.
If the in game description flat out told you what was actually happening then it would have been immediately apparent that the description did not match the in game result.
I can understand, and even appreciate that you probably don't want players absolutely min/maxing builds and you don't want to deal with the feedback of certain gear feeling "necessary". I get that. However you have to face the reality that those of us that want to know are going to find out anyway. The only thing obfuscating this data actually does is lead to the spread of confusion and misinformation about core game mechanics. If an effect changes a statistic that is meaningful to the player, the player should be able to know the objective magnitude of that change. I think the game can only be improved (dramatically) by simply making these numbers visible to players.
You've improved a lot of this over time and I do appreciate that (there was a point where you couldn't even see how much a bandage healed you for lol) but the game is still filled with this kind of thing.
All I am saying is please... just let us see what effects actually do.
(and yes, I have submitted this as official feedback already. I was tempted to build a bot to submit reports on every single individual effect disparity just to force their attention to the magnitude of this problem by spiking report volume but I assume that would be interpreted as malicious even if it was genuinely accurate data about genuine disparities. I get that telling the difference is hard so it's likely the system would just detect the automation and filter them out or flag and ban my account.)
My post about Trinket effects will be up soon and I'll be doing Weapons, Armor, and Consumable effects after that and... if I still have the will after all of this, I'll produce a web-based free tool for looking up effects and getting actual objective, runtime confirmed, in game verified data about each in game effect including hidden and undocumented ones. No promises on that though... I want to but this process has required too much math already.
Thank you for coming to my Ted Talk.
r/GroundedGame • u/talyn326 • 3h ago
As a dad of 3 I've never really had the time to do online gaming with others. The kids are getting old enough now where I was able to find some time every week for some online gaming. I'd love to get a few people together to start a new ground 2 game. Have any of you found people to game with? Do you just post something like this or is there a better place to post stuff like. Completely new to this so any advice is welcomed. Thanks!
r/GroundedGame • u/MoltenFurious • 15h ago
They used to be crown teir and now they are teir five.
Interesting to say the least as we should have figtable teir fives
Edit should've stated I assume this is an accident but it could mean they are fightable, if so they'll be tier five but I doubt It..I imagine tier five will be different from the closing, tier crown Edit edit. See below for a picture of the crow as a crown tier Also apologies for spelling tier as teir, always flip the two
r/GroundedGame • u/NYGP-gaming • 11h ago
This video covers every single regular and mega milk molar in the game up to and including the rot and ruin update. 66 regular molars and 30 mega molars. I hope this helps some of you get any that you were missing. Any and all feedback is welcome and appreciated.
r/GroundedGame • u/Animaldnl • 1h ago
r/GroundedGame • u/L0OpPed • 6h ago
For the life of me I cannot figure out if I am like missing a lever somewhere to get this thing opened or if my game is bugged or what. This is the skunk pond outpost, and everything online points toward just swimming underneath to this moon pool area and entering, but the hatch is closed :(
Is there a way to open it? Did I miss something?
r/GroundedGame • u/Lei-le-Lei • 17h ago
Yes, I want to whine about it, sue me. Why oh why did they change the mushroom material from white to light brown?
It used to be fantastic to use the lovely white mushroom pillars or bricks to build unusual things and make them look like a whole different sort of creation out of the ordinary.
In Grounded 2 I tried to build another blue-shining pool, now being able to build under water, but the new mushroom floor and pillars don't really glow blue when using lamps and sonces.
Also, building a new ice rink, which would be especially great at the ice cream cart, doesn't work with the new mushroom colour.
Too bad :( There's always a catch, isn't it?
r/GroundedGame • u/Grouchy_Egg1748 • 1h ago
The title lol. my main usual spots has usually been the toxic anthill cave as i live literally next door to it and also the war torn anthill since i know that's got a good bunch but I'm curious where else anyone has found a handsome supply of tier 2 stones? i tend to swap builds often just having fun with what's kind of "meta" before they all get nerfed before 1.0. any suggestions are appreciated, thanks!
r/GroundedGame • u/Killer_Queen720 • 10h ago
I miss the option to set hotbar slots as certain categories of items. I want to go to the next healing item when I run out. I want to have my food swapped out when I eat it. I love this feature and obviously they give them to you when you first start but as soon as you put anything in that slot it overrides it. In Grounded 1 it let you set them to whatever you want. I was so sad when I realized you couldn't do it anymore in Grounded 2.
r/GroundedGame • u/SuspiciousMix9368 • 20h ago
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Has anyone else experienced the unfortunate bug where your entire house and everything in it just explodes?
r/GroundedGame • u/Badr921070 • 34m ago
Leftover trinkets should be able to be turned into 5-10 of the resource its texture is based on for example the pincer pincher should be able to be turned into earwig pincers and nightstalkers bane into tarantula venom
r/GroundedGame • u/S0n_of_Sparda • 2h ago
Playstation grounded 1
r/GroundedGame • u/bigdickjenny • 3h ago
Please. Please fix this. I cry every day I want my patch to be symmetrical but I just can't fix it. No matter the base. It's been like this for a solid 6 months on Xbox.
r/GroundedGame • u/megablocks516 • 7h ago
Has anyone played in a 4 player coop scenario but you aren’t playing coop and you all take a section of the map and have to build your base. You can each push on the story as you wish but ultimately you must have a PVE type play through so if you both find each other in common ground you must fight or that your not allowed into enemy territory. Add in a safe zone where trading of resources may happen etc
r/GroundedGame • u/YokedPete • 9h ago
My pine wall b’s keep changing into pine wall a’s😢
r/GroundedGame • u/InfusedRex • 18h ago
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Little fist mastery double stealing with the pincer pincher trinket is fun. Change it back, please.🙏
r/GroundedGame • u/mossy_caterpillar • 3h ago
I cannot figure out what I’m missing to beat the game at 100% - the hint says spend more science but I’ve bought everything but a few sign sets which everything says you don’t need those. I don’t even have enough raw science left to get all of them if I wanted to.
Found all milk molars, mega milk molars, beat all burgl quests, all mixers and bosses including infected broodmother. Everything on the creature cards, Wendell, eminent and burgl tab and the sites and wonders. Found all 51 sca.b
The only thing I can think is I’m missing a recipe? I keep seeing you need 6 recipe notes and I’ve seen you need 7.
r/GroundedGame • u/SpartanG01 • 22h ago
I am frequently frustrated by how unclear, ambiguous, confusing, or unintuitive effects, interactions, and their applications are in Grounded 2.
Fortunately I am a data miner with AUDHD and a passion for data processing lol.
So. I've decided whenever I run into one of these questions, I'm just going to get an objective, data sourced answer, turn it into a digestible explanation and then post it here.
If you have any questions related to this particular topic and that is not already answered by inference please feel free to ask. I'm sure there are likely to be one or two outlier niche instances this doesn't cover.
Today we're starting with Weapon Upgrades, Damage Classes, and Damage Flags and how they effect Damage Bonuses.
Weapons have a damage Class and that damage Class has damage Flags that determine what type of damage is actually done. As far as I can tell Weapons do not have multiple classes. Any time it seems like a weapon might have multiple classes what it actually has is a combined class, or a secondary effect that causes it to do a separate distinct instance of damage that comes from another source that has a different class.
Damage Class is a container for various damage Flags.
Damage Class generally includes the "type" a weapon is. Smashing, Stabbing, Spicy, etc...
Damage Flags are the explicit type of damage that is done by an effect or attack.
Damage Flags can include things like Slashing, Spicy, Venom, and Tang.
What happens when you upgrade a weapon down an elemental path is the damage Class of the original weapon is replaced with a preconfigured combined damage Class. One Class of each combined type exists in the game data. I checked every single one, each one is complete and accurate.
Combined Class examples:
SpicyStabbing
SmashingSlashing
ShockSmashing
Spicy Weapon Upgrade Example:
Mosquito Needle
Base Damage Flag: Stabbing
Post "Spicy" upgrade Damage Class: SpicyStabbing
SpicyStabbing damage Flags: Spicy & Stabbing
The result of this is that the outgoing damage packet of each attack has both damage Flags. It only does one instance of damage but that damage counts as both Stabbing and Spicy for the consideration of effects and triggers.
This means that a Spicy upgraded Mosquito Needle will trigger effects that trigger on either Stabbing and/or Spicy damage and will benefit from effects that impact either Stabbing and/or Spicy damage.
When a damage instance applies to multiple damage bonus qualifiers the damage bonuses are multiplied together and the result is what is actually applied during the weakness/resistance calculation. Resistances and interactions between Weaknesses and Resistance are calculated the exact same way.
Damage Weakness Example
Spicy Mosquito Needle
Base Damage = 100 (this isn't accurate, just for the sake of this example)
Creature Weakness = 15% Stabbing + 30% Spicy
15% Stabbing Weakness = 1.15x multiplier
30% Spicy Weakness = 1.30x multiplier
Final Weakness Calculation: 1.15 x 1.30 = 1.495
Final Weakness value = 49.5% Weakness
Final Damage from Spicy Mosquito Needle = 149.5 damage
Damage Resistance & Weakness Example
Spicy Mosquito Needle
Base Damage = 100 (this isn't accurate, just for the sake of this example)
Creature Weakness = 30% Spicy
Creature Resistance = 25% Stabbing
30% Spicy Weakness = 1.30x multiplier
25% Stabbing Resistance = 0.75x multiplier
Final Weakness Calculation: 1.30 x 0.75 = 0.975
Final Weakness/Resistance value = 0.975 or 2.5% Resistance
Final Damage from Spicy Mosquito Needle = 97.5 damage
I know that "30% Weakness" + "25% Resistance" resulting in an overall positive Resistance seems... counter-intuitive but hey, that's multiplicative math for ya.
Including a good question from u/Sabeth-Drake:
"What about triple damage types"
Intuitively it seems like some weapons would have a triple damage class. Weapons like AXL's Talon, the Spicy Coaltana, the Sour Katanga, etc... however each of these weapons either has a single damage type (Stabbing in the case of AXL's Talon) or a combined damage type (Spicy/Slashing in the case of the Spicy Coaltana). Since there are no weapons with a combined damage type that are also eligible for an elemental upgrade path it is not possible to have a weapon with three or more primary damage flags in a single damage packet resulting from a combined damage class.
There is a slight outlier here in the form of certain damage augments like Burning and Venom which in and of themselves don't actually directly cause damage but instead cause a status effect build up that then causes damage over time. As such they don't actually impact the weakness or resistance calculations of the primary damage event.
There are some effects that check the damage Class, not Flag of an item or effect directly. In these cases a modified damage Class would cause the effect to not trigger. As far as I know there are only 4 instances of this in the game:
r/GroundedGame • u/wacky_belle3791 • 17h ago
i would like to thank...Paraly5er and Sir Sim for giving pointers on how to defeat Skritch 🙏🏾🙏🏾
the...nearly 100 smoothies ive taken with me and the Cheese N' Fries meal lmaoo
but lastly, would love to thank my 2 ant buggies, Berkley and Mikey 🤧 they really got him distracted while i started swinging at him or needed time to heal
now i gotta fight him 2 or 5 more times 😔 sad sigh