Mr.Oshiro Posted September 15, 2023 Share Posted September 15, 2023 At present, there are five kinds of mushroom biomes in the caves, and the mixed mushroom forest is the first to appear, just like the one in DS, with only mushrooms and Light Flower and no animals. When joining DST, the three biomes of red, green, and blue all combine elements from other biomes: the green mushroom forest combined with the Sinkhole biomes, the red mushroom forest combined with the Spillagmite Caverns biomes, and the blue mushroom forest combined with the white spider and bat hole. This not only failed to reflect the characteristics of the mushroom biomes, but also reduced the reason for exploring the original biomes. In contrast, Lunar Grotto, influenced by the magic of lunar, closely follows the design of the "moon" element ( Vitreoases, Mush Gnomes,Naked Mole Bats Lightbugs ), and the changes brought about by the activation of Ancient Archives, all of which make the characteristics of this biome group much more distinct, but are more based on the variation of lunar rather than the mushroom itself. In addition, the only natural boss in the cave (with the remaining three bosses, ancient guardians, Ancient Fuelweaver, and day walkers all closely related to ruins) - Toadstool appeared very stiff, and mushrooms were his main design element. But the place where he was located had neither mushrooms nor toads. In the design, he was transported to irrelevant bat cave and mud, and even directly brought over the pond of the ruins. Correy doesn't seem to have seriously considered it, and there's nothing written in the code for the toad bat zone. “0” Many games use mushrooms as the theme of a region, such as the fungal wasteland in the Hollow Knight, the glowing mushroom community in Terraria, the mushroom island in MC, and the fluorescent mushroom cave in Star Valley. What do they have in common? Bad odors, spore attacks, mushroom elves, mushroom parasites, etc. If DST can use some of these design points, it would be great. In the game, the attributes of red mushrooms are the worst, green mushrooms can restore their sanity after cooking, and blue mushrooms have the best attributes. Such designs are clearly related to their respective active time periods. However, most areas of the cave are only dark. Players overcome the difficulty of obtaining the last three mushrooms in the same way. I think that's why when single player game caves first appeared, only the Blue Mushroom Forest was the reason. By default, the fungal turf was also blue. Later, due to the rich underground landscape, Corey added the other two colors to the caves. I hope Corey can expand the use of mushrooms in other areas, such as Sanguine Experience and ipecacsyrup. The purpose of most players going to the Mushroom Forest is to obtain a large amount of vegetables, as well as almost free rational or health potions, especially the Blue Mushroom Forest. With so many mushrooms, hunger, health, and sanity can be easily satisfied here, so I believe the Mushroom Forest needs some self-defense. Monochrome mushroom forests are no longer ordinary forests, they share a common 'consciousness'. If a player destroys too many mushrooms, it will alert the entire forest, and the poison gas will permeate the entire forest, making the player weak and causing various negative effects, but not directly reducing their health. At the same time, some mushtrees will be aggressive and hidden in the dark to raid, hindering the player's movement. But this is not insurmountable,Toadstool will be the key to solving the problem. Mixed mushroom forest does not pose any of the aforementioned threats, and moving Toadstool here is a good choice. In addition to the glowing mushroom pond and small cave toads, BOSS can smoothly integrate with biomes. After defeating the boss, obtain the mushroom cap, wear it and enter the monochromatic mushroom forest to do anything you want. Finally, I hope that in addition to the three basic mushrooms, there will be more different types of mushroom biomes in DST. There are many strange mushrooms in nature, and it would be great if Coley could add some! Set more difficult challenges as part of the mid to late game content. The biggest characteristic of mushrooms in DST is that their properties are opposite after cooking,various mushrooms can be endowed with different abilities, and then combined with each other to produce more unique effects. Cutting and digging, attacking or defending, walking speed, and other aspects can be taken into consideration, providing players with sufficient reasons to visit thesebiomes. Of course, it's not enough to make the cave truly interesting, there are many other biomes waiting to be improved, but this is at least the first step in making the cave interesting. Sorry, as English is not my native language, the article may not be smooth. Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/ Share on other sites More sharing options...
Cheggf Posted September 15, 2023 Share Posted September 15, 2023 The mushroom biomes are my favorite part of the caves, which is unfortunate because there's absolutely nothing there other than the mushtrees which look really cool. I think the grotto has a decent amount of content, and by proxy the bluecap forest isn't that bad since it's connected to the grotto, but the redcap forest, greencap forest, and especially mixed forest don't have anything going for them. They definitely need some new enemies, items, and maybe mechanics like the spore defense you've suggested. It'd also make more sense for Toadstool to spawn there, but with how destructive he is and the whole chopping his tree mechanic while he's already surrounded by trees I can see why he isn't. Maybe there could be a new area that generates at the edge of mushroom forests where he can spawn, and it's relatively empty. Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665230 Share on other sites More sharing options...
Jakepeng99 Posted September 15, 2023 Share Posted September 15, 2023 6 hours ago, Mr.Oshiro said: At present, there are five kinds of mushroom biomes in the caves, and the mixed mushroom forest is the first to appear, just like the one in DS, with only mushrooms and Light Flower and no animals. When joining DST, the three biomes of red, green, and blue all combine elements from other biomes: the green mushroom forest combined with the Sinkhole biomes, the red mushroom forest combined with the Spillagmite Caverns biomes, and the blue mushroom forest combined with the white spider and bat hole. This not only failed to reflect the characteristics of the mushroom biomes, but also reduced the reason for exploring the original biomes. In contrast, Lunar Grotto, influenced by the magic of lunar, closely follows the design of the "moon" element ( Vitreoases, Mush Gnomes,Naked Mole Bats Lightbugs ), and the changes brought about by the activation of Ancient Archives, all of which make the characteristics of this biome group much more distinct, but are more based on the variation of lunar rather than the mushroom itself. In addition, the only natural boss in the cave (with the remaining three bosses, ancient guardians, Ancient Fuelweaver, and day walkers all closely related to ruins) - Toadstool appeared very stiff, and mushrooms were his main design element. But the place where he was located had neither mushrooms nor toads. In the design, he was transported to irrelevant bat cave and mud, and even directly brought over the pond of the ruins. Correy doesn't seem to have seriously considered it, and there's nothing written in the code for the toad bat zone. “0” Many games use mushrooms as the theme of a region, such as the fungal wasteland in the Hollow Knight, the glowing mushroom community in Terraria, the mushroom island in MC, and the fluorescent mushroom cave in Star Valley. What do they have in common? Bad odors, spore attacks, mushroom elves, mushroom parasites, etc. If DST can use some of these design points, it would be great. In the game, the attributes of red mushrooms are the worst, green mushrooms can restore their sanity after cooking, and blue mushrooms have the best attributes. Such designs are clearly related to their respective active time periods. However, most areas of the cave are only dark. Players overcome the difficulty of obtaining the last three mushrooms in the same way. I think that's why when single player game caves first appeared, only the Blue Mushroom Forest was the reason. By default, the fungal turf was also blue. Later, due to the rich underground landscape, Corey added the other two colors to the caves. I hope Corey can expand the use of mushrooms in other areas, such as Sanguine Experience and ipecacsyrup. The purpose of most players going to the Mushroom Forest is to obtain a large amount of vegetables, as well as almost free rational or health potions, especially the Blue Mushroom Forest. With so many mushrooms, hunger, health, and sanity can be easily satisfied here, so I believe the Mushroom Forest needs some self-defense. Monochrome mushroom forests are no longer ordinary forests, they share a common 'consciousness'. If a player destroys too many mushrooms, it will alert the entire forest, and the poison gas will permeate the entire forest, making the player weak and causing various negative effects, but not directly reducing their health. At the same time, some mushtrees will be aggressive and hidden in the dark to raid, hindering the player's movement. But this is not insurmountable,Toadstool will be the key to solving the problem. Mixed mushroom forest does not pose any of the aforementioned threats, and moving Toadstool here is a good choice. In addition to the glowing mushroom pond and small cave toads, BOSS can smoothly integrate with biomes. After defeating the boss, obtain the mushroom cap, wear it and enter the monochromatic mushroom forest to do anything you want. Finally, I hope that in addition to the three basic mushrooms, there will be more different types of mushroom biomes in DST. There are many strange mushrooms in nature, and it would be great if Coley could add some! Set more difficult challenges as part of the mid to late game content. The biggest characteristic of mushrooms in DST is that their properties are opposite after cooking,various mushrooms can be endowed with different abilities, and then combined with each other to produce more unique effects. Cutting and digging, attacking or defending, walking speed, and other aspects can be taken into consideration, providing players with sufficient reasons to visit thesebiomes. Of course, it's not enough to make the cave truly interesting, there are many other biomes waiting to be improved, but this is at least the first step in making the cave interesting. Sorry, as English is not my native language, the article may not be smooth. A unique mushroom enemy for each mushroom biome would be cool. We already have the lunar mushgnome in the lunar grotto, so maybe some unique variations in each biome with a unique drop to each other, other than the mushrooms they represent. Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665267 Share on other sites More sharing options...
Frosty_Mentos Posted September 15, 2023 Share Posted September 15, 2023 Maybe post killing Toadstool and addition post shadow rifts you could have an option to have mushroom caves altered for the more dangerous and loot filled drops? More spores to get, new ways to get rot and what not idk. Mushroom folk could be a neat addition. Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665269 Share on other sites More sharing options...
xhyom Posted September 15, 2023 Share Posted September 15, 2023 1 hour ago, Frosty_Mentos said: Maybe post killing Toadstool and addition post shadow rifts you could have an option to have mushroom caves altered for the more dangerous and loot filled drops? More spores to get, new ways to get rot and what not idk. Mushroom folk could be a neat addition. I really love these interactions with the map evolving with our actions, for now the idea is a bit bland as only one thing happens here and there after the fuelweaver but with more biomes being affected in different ways... I think with very few changes in each mushroom biome It would make an absurd difference. I imagine something like Hamlet's poisoned forest, with larger mutant trees in the green mushroom biome releasing dangerous spores, perhaps some visual indications of Charlie's shadows presence in the red mushroom biome and a possessed enemy, like a counterpart to the blue mushroom biome being influenced by Alter. A fungus biome has a lot of space for this idea of evolving, Terraria manages to convey this feeling of change and evolution just by adding enemies, in Don't Starve just different new trees scattered throughout the biome would change a lot Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665284 Share on other sites More sharing options...
Mr Giggio Posted September 15, 2023 Share Posted September 15, 2023 +1 awesome 10/10 point of view Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665286 Share on other sites More sharing options...
GreenBowers Posted September 15, 2023 Share Posted September 15, 2023 A giant mushtree tree-guard equivilent would be pretty neat Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665306 Share on other sites More sharing options...
jp2k43 Posted September 16, 2023 Share Posted September 16, 2023 Maybe acid rain can enhance something in mushroom biomes? who knows, making them more dangerous Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665309 Share on other sites More sharing options...
fabin Posted September 16, 2023 Share Posted September 16, 2023 it'd be really cool if the forests had a weird/funky ambience surrounding them, each with unique creatues and fungal flora so they're differentiaded. kinda like the terraria blue mushroom biome Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665375 Share on other sites More sharing options...
bloopah Posted September 16, 2023 Share Posted September 16, 2023 I'd imagine four types of neutral mushroom-covered Frogs that "infect" nearby or attacking entities with its respective type of cap (Red damages, Green drastically lowers sanity, Blue heals but lowers sanity, Moon increases sanity and puts you to sleep). They could all fall down during earthquakes at their respective time of day to not have a risk of extinction. Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665380 Share on other sites More sharing options...
goatt Posted September 16, 2023 Share Posted September 16, 2023 Mush-trees can infect nearby mushroom planters. Mushroom trees give off (invisible) spores and nearby planters get fertilized automatically and seeded. Infected planters can grow 2 caps at a maximum at a time depending on the seasons. (perhaps also make the infected planters glow to distinguish them and make them look pretty) Alternatively, invent a new dedicated structure for that such as a mushroom tree tap. Mechanic analysis. Spoiler 1. Mushroom biomes usually have tons of natural mushrooms that show up at specific times of the day. Planters would remove the time requirement and replace the role of natural mushrooms. Therefore, I think it's not too overpowered. 2. The walking time is the investment cost, compared to fertilizing living logs as the investment cost for planters inside the base. 3. It works similarly to beeboxes, without bees. Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665402 Share on other sites More sharing options...
Mr.Oshiro Posted September 20, 2023 Author Share Posted September 20, 2023 On 9/17/2023 at 12:52 AM, fabin said: it'd be really cool if the forests had a weird/funky ambience surrounding them, each with unique creatues and fungal flora so they're differentiaded. kinda like the terraria blue mushroom biome Perhaps Klei can create different atmospheres by adding unique ambient volume to the three mushroom biomes.Remind players of the dangers here.Currently, they use the same ambient volume as muddy biomes. Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665873 Share on other sites More sharing options...
The Letter W Posted September 20, 2023 Share Posted September 20, 2023 On 9/16/2023 at 10:11 AM, bloopah said: I'd imagine four types of neutral mushroom-covered Frogs that "infect" nearby or attacking entities with its respective type of cap (Red damages, Green drastically lowers sanity, Blue heals but lowers sanity, Moon increases sanity and puts you to sleep). They could all fall down during earthquakes at their respective time of day to not have a risk of extinction. I like this actually. For being such a relative pest, I'm surprised Frogs have only ever gotten the Toadstool as an alternative. Expanding a theoretical connection to mushrooms could be a lot of fun and put a little more variety in than just Spiders showing up when you don't want them to. Fronguses. Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665900 Share on other sites More sharing options...
Saladmanders Posted September 20, 2023 Share Posted September 20, 2023 This Post is awesome! You clearly did a lot of research & english not being your first language but still being able to write & source so many things is incredible! I don't have anything to add & am just really wowed by this. Having the other Mushroom biomes be changed is quite a nice idea, from my personal experience, seeing the lunar grotto for the first time, with its natural beauty, strange waterfalls & stranger creatures was such an amazement. I'd love to see more of these type of experiences from the other mushroom biomes too! Whether with new creatures, more exclusive landscape of just plain prettiness. Would love to see more of your posts in the future! Link to comment https://forums.kleientertainment.com/forums/topic/150968-how-to-improve-mushroom-biomes/#findComment-1665902 Share on other sites More sharing options...
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