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Could biomes alter temperature?


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I feel like the rocky biome could be way hotter, and marsh maybe could increase wetness quicker. Being in the ocean and lunar islands should be colder, as well as being in the caves. Some places like the atrium and the archives could be dusty and cause some type of breathing deficiency, maybe it could make the player more suceptible to the cold too. Some mushroom biomes in the caves could contain spore allergy when in that specific season too. Does that make sense?

I think the real question is WOULD YOU want to suffer thru such things. You can get potato early from junkyard but you still can't have astroggles until you assemble all the three celestial altars. Same with desert goggles, you gotta wait until summer for that. Just because people can carry tons of items with them, doesn't mean they will also want to go thru such annoyances.

This could be really cool for survival aspect, but later on people will complain that is annoying just like how they find insupportable repair clothing and using it to justify the thermal stone ignoring two seasons with zero efort. That aside i don't think this would work on the mainland, being wet around day 17 is enought to start freezing during the night, how we would deal with invetory management judging all other biomes temperature change ?

9 minutes ago, RozeMeteor said:

This could be really cool for survival aspect, but later on people will complain that is annoying just like how they find insupportable repair clothing and using it to justify the thermal stone ignoring two seasons with zero efort. That aside i don't think this would work on the mainland, being wet around day 17 is enought to start freezing during the night, how we would deal with invetory management judging all other biomes temperature change ?

Yeah I agree. Maybe a post-rift thing.

13 hours ago, Chewabacca said:

and the caves being colder would make sense since after all they already cool you down in summer.

They technically already do this. The heat in the caves is multiplied by a 0.x factor, which means the temperature in the caves will always be lower than that of the surface. The exception is if the temperature is in the negatives, where is uses the surface temp (which doesn’t really matter too much, as you are going to start freezing once it hits that anyways).

I know this a lot from working on cave builds during spring. Wetness will pretty consistently make you freeze to death throughout a good ~75% of spring (granted, you should be wearing clothing to prevent that, but it’s hard to juggle wetness protection/light in the caves)

6 hours ago, BalkanCockroach said:

I don't want to deal with more nuisances while traveling. There's already much to deal with while I'm setting something up. And I'm always setting something up :( .

That’s why it should probably be it’s own mode of world Gen setting option like Lights Out Mode.

ALOT of people seem to forget that after a huge QoL update Klei did to DST we can now, at any time we desire doing so- Exit are already created worlds, change a few settings and relaunch them.

(you can even switch between survival/endless/wilderness behaviors) 

Prior to this massive update, you could only alter a worlds behavior or settings before you generated a game world, but AFTER that patch update, we can now toggle them for already established worlds.

Whats my point????

Instead of locking everything annoyingly behind “Late-Game” or trying to tie every gameplay mechanic into one game mode..

Klei needs to learn how to better utilize the very menu of choices they FURTHER gave to us by letting us alter the existing ones more often.

And having temperature sensitive biomes should just be a standard Day One thing on a mode with that setting toggled to on, rather than randomly becoming a thing after rifts open up.

Aka- Pretend like your playing 7 Days to Die or Minecraft, players of those games will know what I’m talking about, for example: you can toggle zombie behavior in 7DtD so that they run fast, or shamble about slowly in groups, you can choose rather they can.. or can not interact with or destroy structures.

DST gives us a ton of options, but it still doesn’t give us nearly enough variety between those options.

5 hours ago, Maxil20 said:

They technically already do this. The heat in the caves is multiplied by a 0.x factor, which means the temperature in the caves will always be lower than that of the surface. The exception is if the temperature is in the negatives, where is uses the surface temp (which doesn’t really matter too much, as you are going to start freezing once it hits that anyways).

I know this a lot from working on cave builds during spring. Wetness will pretty consistently make you freeze to death throughout a good ~75% of spring (granted, you should be wearing clothing to prevent that, but it’s hard to juggle wetness protection/light in the caves)

Yeah you gotta give up on the backpack for that.

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