Jakepeng99 Posted January 17, 2025 Share Posted January 17, 2025 The poisonus caves. This is a rough concept so i left alot up to your interperation for you to expand upon. The unique challenge of this biome is that there is gas that makes all spoilables in the biome spoil much faster, and your hunger drains quicker too (not that much). You cant horde food here, and need to plan how to survive. I want more survival combat scenarios for the caves like the ruins, so this is my idea and it has a version for shadow riffs too. There would be items in here that can refuel lanterns, a meta where you just craft a bunch of lanterns would be a little annoying, though the fuel is somewhay scarce. Its similar to the ruins, where you adventure ino the biome for its rewards, though it is not structure based so its revisitable. There would be new enemies and plants you would find, all dangerous. You might be forced to try take them on for food. Some of the powerful rewards could be spoilable, so you need to get it out the biome in time after collecting it. During shadow riffs, the gas is stronger and some extra rewards and powered up enemies and plants reside in it. Your hunger will drain much faster. Bundles kinda counter the whole idea but idk what to do about that. It might be balanced in practice and add a sort of progression. Rushing this biome early is possible but requires lots of skill and planning. I feel like there should be some sort of interaction with toadstool. Maybe killing him removes the gas for a day or two? Maybe the shadow riff version of toadstool spawns in this biome? Canaries also get sick significantly faster here. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/ Share on other sites More sharing options...
Chewabacca Posted January 18, 2025 Share Posted January 18, 2025 I like the idea of this sort of biome, just not sure what you'd put in it to get people to go at all. Maybe creatures with a small chance of dropping poison glands, similar to Shipwrecked, except this time with poison that actually does enough damage to be useful and doesn't just make meat stale? Also: bundling wrap protecting against the spoilage is not an issue here. If someone wants bundling wrap they have to go through a boss with 22.5k HP. That's not an easy loophole. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786442 Share on other sites More sharing options...
Jakepeng99 Posted January 18, 2025 Author Share Posted January 18, 2025 8 hours ago, Chewabacca said: I like the idea of this sort of biome, just not sure what you'd put in it to get people to go at all. Maybe creatures with a small chance of dropping poison glands, similar to Shipwrecked, except this time with poison that actually does enough damage to be useful and doesn't just make meat stale? Also: bundling wrap protecting against the spoilage is not an issue here. If someone wants bundling wrap they have to go through a boss with 22.5k HP. That's not an easy loophole. Maybe fruit that when eaten, give a special effect? Maybe new utility tools like materiaks to make spiky bramble walls Also maybe slurpers are renewanle here? Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786479 Share on other sites More sharing options...
DegenerateFurry Posted January 18, 2025 Share Posted January 18, 2025 There's an easy strategy here, at least for Warloids or anyone who brings a pre-built crockpot: just bring some stonefruit and tallbird eggs with you. Mine the stonefruit right before you're gonna cook 'em, put 'em in the crock pot with the tallbird egg right away, and restore 60 HP and 150 hunger. It's a neat biome gimmick concept, though. Maybe it could tie into Toadstool somehow, since Toadstool also makes food spoil faster? Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786493 Share on other sites More sharing options...
Jakepeng99 Posted January 18, 2025 Author Share Posted January 18, 2025 2 hours ago, DegenerateFurry said: though. Maybe it could tie into Toadstool somehow, since Toadstool also makes food spoil faster? I already mentioned this and had some ideas. Read the whole post please. 2 hours ago, DegenerateFurry said: There's an easy strategy here, at least for Warloids or anyone who brings a pre-built crockpot: just bring some stonefruit and tallbird eggs with you. Mine the stonefruit right before you're gonna cook 'em, put 'em in the crock pot with the tallbird egg right away, and restore 60 HP and 150 hunger. Yeah i think so. It also opens up new strategies. For example, WX could max out on hunger circuits to avoid having to bring food at all. Healing could be done with salves. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786500 Share on other sites More sharing options...
gaymime Posted January 18, 2025 Share Posted January 18, 2025 what about making it a place where mandrakes generate? panflutes are already a strain for people who dont use winter's feast and klaus to grind for them. it could also be a place that has guaranteed great-worm spawn during worm waves for people who wanna fight the big guy(changing the spawn settings hasn't been sufficient in the least) just me being nolstalgic for ds stuff but it could also be a place that is always lit up(like archives after turned on) but with nightlights so you get a guaranteed light spot at the cost of health and sanity making it super risky but possible to spend loads more time there Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786521 Share on other sites More sharing options...
Jakepeng99 Posted January 18, 2025 Author Share Posted January 18, 2025 36 minutes ago, gaymime said: what about making it a place where mandrakes generate? panflutes are already a strain for people who dont use winter's feast and klaus to grind for them. it could also be a place that has guaranteed great-worm spawn during worm waves for people who wanna fight the big guy(changing the spawn settings hasn't been sufficient in the least) just me being nolstalgic for ds stuff but it could also be a place that is always lit up(like archives after turned on) but with nightlights so you get a guaranteed light spot at the cost of health and sanity making it super risky but possible to spend loads more time there This is a good idea. Maybe this biome is like the mud biome where it has other biomes in it, and a mini mandrake hideout is one of them. The worm one doesnt make much sense since this biome has the gas. The worm should live in the swamp. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786527 Share on other sites More sharing options...
Anis5240 Posted January 18, 2025 Share Posted January 18, 2025 14 minutes ago, Jakepeng99 said: The worm should live in the swamp. Meh, considering you can have some worms by the entrance of the labyrinth, worms in general doesn't have a real fixed place. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786529 Share on other sites More sharing options...
gaymime Posted January 18, 2025 Share Posted January 18, 2025 1 hour ago, Jakepeng99 said: This is a good idea. Maybe this biome is like the mud biome where it has other biomes in it, and a mini mandrake hideout is one of them. The worm one doesnt make much sense since this biome has the gas. The worm should live in the swamp. worms are everywhere, mud seems to be a hunting-ground but there is no fixed worm place so having the big one show up there is fine, especially since there is nothing to say the gas is bad for worms specifically(and if you wanna be cute they could scavange things that poison and die there) Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786539 Share on other sites More sharing options...
Mr.Oshiro Posted January 18, 2025 Share Posted January 18, 2025 Many of the ideas you have put forward are very interesting, including many players on this forum, but the biggest question is what is the probability of designers adopting them? To be honest, suggestions about biomes have almost never stopped, and players have been discussing enthusiastically, starting from various aspects of the game. Unfortunately, KLEI has never really implemented them. We can only watch these ideas fall through one by one and stay in our minds forever. This makes me wonder why KLEI is unwilling to change anything about biomes, whether they don't know how to change it or feel it's unnecessary or for other reasons. I want to change these things, but I can only start from simple places, and it is impossible for them to directly create a new biome. Sorry for saying these discouraging words, I should get back to the topic. Let me ask a few questions first: Why do players explore here? At what stage do you think players should explore this biome? Ruins are important nodes in the entire game. If you were to create a similar biome, what kind of rewards would you think could rival ruins? I think the concept of Poison Cave is very suitable for mush forests, as it may release toxic gases during the flowering season of mush trees, posing the threat you mentioned. And coincidentally, toads and mush forests are the same element, and there can be some interaction between them. For example, after killing toads, players can use "mushroom power" to safely enter the mush forest. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786546 Share on other sites More sharing options...
Jakepeng99 Posted January 18, 2025 Author Share Posted January 18, 2025 1 hour ago, Mr.Oshiro said: Many of the ideas you have put forward are very interesting, including many players on this forum, but the biggest question is what is the probability of designers adopting them? Its always so low, but i find suggesting ideas really fun even if they dont get in. It can spark creativity too and show what we want. The Wurt affinity skills seem to have acually been inspired from the affinity skills of my Wurt skilltree, so they do actually straight up add ideas. Its better to suggest ideas than to not because its unlikely to be added. 1 hour ago, Mr.Oshiro said: ? To be honest, suggestions about biomes have almost never stopped, and players have been discussing enthusiastically I did make this one vague and open incase they want inspiratio . 1 hour ago, Mr.Oshiro said: Why do players explore here? At what stage do you think players should explore this biome? I dunno what the why is yet. I dont know good loot besides renewable mandrakes. I thought of the rewards being spoilable, like maybe special fruit with special effects. In terms of the stage, it is one of the hardest biomes in the game, but like the ruins you can attempt when you think you can. The aimed stage is when you have a good counter to the gas, for example bundling wraps. The enemies in it will be pretty difficult but the main challenge is the gas. 1 hour ago, Mr.Oshiro said: Ruins are important nodes in the entire game. If you were to create a similar biome, what kind of rewards would you think could rival ruins? I am thinking of this biome being more like the mud biome, where there are mini biomes in it. I want a new utility items to be here rather than just armour since thats so overdone. Maybe an effective crowd control melee weapon you can make with the fruits that live in the biome. Maybe a few other tools. (Also the renewanle mandrakes) 1 hour ago, Mr.Oshiro said: think the concept of Poison Cave is very suitable for mush forests, as it may release toxic gases during the flowering season of mush trees, posing the threat you mentioned. It would be a seperate kind of mushroom. The current mushrooms are not poisonus. The looks of the biome i left it up to interperation. I was thinking of a mushroom forest with dark green, broken down zombie-like mushrooms (they can be enemies too) and other plants that thrive in the gas. Speaking of the mushrooms, they would be poisonus. When mobs eat them, they get poisoned. The mushroom can be used in a new dish: A cheapish dish that restores alot of stats, but will poison the player, and inflict a hunger debuff. 1 hour ago, Mr.Oshiro said: And coincidentally, toads and mush forests are the same element, and there can be some interaction between them. For example, after killing toads, players can use "mushroom power" to safely enter the mush forest. I already have this in my post. Killing toadstool removes the poison clouds for a day or two. Im not sure if people actually read the whole post before making suggesrions. 2 hours ago, gaymime said: worms are everywhere, mud seems to be a hunting-ground but there is no fixed worm place so having the big one show up there is fine, especially since there is nothing to say the gas is bad for worms specifically(and if you wanna be cute they could scavange things that poison and die there) I believe it would make the biome too bloated and overwhelming. Im not sure. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786574 Share on other sites More sharing options...
gaymime Posted January 18, 2025 Share Posted January 18, 2025 16 minutes ago, Jakepeng99 said: I believe it would make the biome too bloated and overwhelming. Im not sure. considering how many people complain biomes(both new and old) are too barren i am not sure adding a great worm is going to be the thing that gets people to ask for less especially since it is only three things, gas, nightlights and a great worm. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786583 Share on other sites More sharing options...
SilverSpoon Posted January 18, 2025 Share Posted January 18, 2025 About those risky biomes suggestion, It would be awesome if there is purposely reasons to stay little term or build a seasonal Minibase in these. The wild mandrakes are nice, but speaking of mandrakes, I'd be happy if there is Hamlet' Elder Mandrake or its varieties. There is settlement where players can interact and trade with them. Or since "Poison gas from Toadstool = Green," something that would give you Green Gems if you tended to it regularly. Hopefully it won't be a shitshit shitshit like Planet Gleba Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786590 Share on other sites More sharing options...
Jakepeng99 Posted January 18, 2025 Author Share Posted January 18, 2025 43 minutes ago, gaymime said: considering how many people complain biomes(both new and old) are too barren i am not sure adding a great worm is going to be the thing that gets people to ask for less especially since it is only three things, gas, nightlights and a great worm. Its not finished its just a concept. I didnt suggest an empty room that makes you hungry. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786593 Share on other sites More sharing options...
Jakepeng99 Posted January 18, 2025 Author Share Posted January 18, 2025 3 hours ago, SilverSpoon said: About those risky biomes suggestion, It would be awesome if there is purposely reasons to stay little term or build a seasonal Minibase in these. There would be no worm waves in there but thats it. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786627 Share on other sites More sharing options...
Anis5240 Posted January 19, 2025 Share Posted January 19, 2025 8 hours ago, Jakepeng99 said: Killing toadstool removes the poison clouds for a day or two. Seems like too quick for my taste. Maybe 10 days? Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786652 Share on other sites More sharing options...
Jakepeng99 Posted January 19, 2025 Author Share Posted January 19, 2025 4 hours ago, Anis5240 said: Seems like too quick for my taste. Maybe 10 days? That woukd remkve the challenge of the biome. People will only go in after killing a toadstool. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786690 Share on other sites More sharing options...
Anis5240 Posted January 19, 2025 Share Posted January 19, 2025 3 hours ago, Jakepeng99 said: People will only go in after killing a toadstool. And? It's not like plenty of people can just go ahead and kill him anyway. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786702 Share on other sites More sharing options...
Jakepeng99 Posted January 19, 2025 Author Share Posted January 19, 2025 55 minutes ago, Anis5240 said: And? It's not like plenty of people can just go ahead and kill him anyway. I dont like it because it makes killing toadstool feel too essential. Id rather it be more fast and niche. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786709 Share on other sites More sharing options...
Frosty_Mentos Posted January 19, 2025 Share Posted January 19, 2025 I feel like we already have to kinds of mechanics that weren't utilized in the caves enough - toadstool spore effects and shadow miasma. Imo the poison should apply to mushroom biomes that would respond to their seasons, bringing new mushrooms to life and being a hazard when wandering caves. Maybe that way they could prolong spore shelf life like gleams and would rot instantly after a while floating around. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786713 Share on other sites More sharing options...
Anis5240 Posted January 19, 2025 Share Posted January 19, 2025 20 minutes ago, Jakepeng99 said: dont like it because it makes killing toadstool feel too essential. Well no one really likes fighting Daywalker on a regular basis (ESPECIALLY WITH THE STUPID ASS SCRAPPIG) yet that guy is mandatory for shadow rift quest anyway. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786714 Share on other sites More sharing options...
Mr.Oshiro Posted January 19, 2025 Share Posted January 19, 2025 17 hours ago, Jakepeng99 said: In terms of the stage, it is one of the hardest biomes in the game, but like the ruins you can attempt when you think you can. When it comes to biomes that are equally dangerous as ruins, I do think of where they are needed, and that is the archives. At present, to complete lunar line, you must go to the ruins to obtain the yellow staff, but on the contrary, to complete the shadow line, you do not need to go to any place related to lunar. There are very few props that combine Thulecite and moon materials, and only a few are related to the plot. There are almost no props that help with daily survival, and several Mooneyes still have no function until now. As a place where ancient people preserved knowledge of Thulecite and moon, the archives should be given the same level of challenge as ruins, allowing lunar line to be completely independent. The current archive is only a small part of the entire area, and there is more knowledge waiting for players to discover deep down. However, the challenges brought to players here are more focused on solving puzzles, which is different from ruins. KLEI can also take this opportunity to complete Mooneyes function. 18 hours ago, Jakepeng99 said: I dunno what the why is yet. I dont know good loot besides renewable mandrakes. I thought of the rewards being spoilable, like maybe special fruit with special effects. To be honest, mandrakes as a surface plant is not very suitable to be placed in caves, although it is rare. If you have checked the file and it is located in a forest called 'mandrakes Home', I would prefer KLEI to add it when redoing the forest biome, making the search for mandrakes more interesting, rather than just pulling them out during the day. 18 hours ago, Jakepeng99 said: Killing toadstool removes the poison clouds for a day or two. I think it would be better to give this buff to the mushroom hat. You can use spores to obtain the ability to obtain mushroom forests of corresponding colors based on the hat color you obtain. I think it would be better to give this buff to the mushroom hat. You can use spores to obtain the ability to obtain mush forests of corresponding colors based on the hat color you obtain. We can have more colorful mush forests (yellow purple pink) as later stage biomes, and defeating toadstool is a basic requirement to enter there. Thus forming the entire mushroom system. 5 hours ago, Jakepeng99 said: That woukd remkve the challenge of the biome. People will only go in after killing a toadstool. I have previously posted threads similar to this idea: Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786723 Share on other sites More sharing options...
Jakepeng99 Posted January 19, 2025 Author Share Posted January 19, 2025 2 hours ago, Anis5240 said: Well no one really likes fighting Daywalker on a regular basis (ESPECIALLY WITH THE STUPID ASS SCRAPPIG) yet that guy is mandatory for shadow rift quest anyway. You only need to kill him once. 1 hour ago, Mr.Oshiro said: think it would be better to give this buff to the mushroom hat. You can use spores to obtain the ability to obtain mushroom forests of corresponding colors based on the hat color you obtain. I think it would be better to give this buff to the mushroom hat. You can use spores to obtain the ability to obtain mush forests of corresponding colors based on the hat color you obtain. We can have more colorful mush forests (yellow purple pink) as later stage biomes, and defeating toadstool is a basic requirement to enter there. Thus forming the entire mushroom system. No. I dont want to add poison gas to existing mushroom biomes. 1 hour ago, Mr.Oshiro said: be honest, mandrakes as a surface plant is not very suitable to be placed in caves, although it is rare. If you have checked the file and it is located in a forest called 'mandrakes Home', I would prefer KLEI to add it when redoing the forest biome, making the search for mandrakes more interesting, rather than just pulling them out during the day. Sunken forest is too easy. Its an early game biome. 2 hours ago, Frosty_Mentos said: I feel like we already have to kinds of mechanics that weren't utilized in the caves enough - toadstool spore effects and shadow miasma. Imo the poison should apply to mushroom biomes that would respond to their seasons, bringing new mushrooms to life and being a hazard when wandering caves. Maybe that way they could prolong spore shelf life like gleams and would rot instantly after a while floating around. I dont find that interesting. The mushroom biomes are meant to be early game biomes you can live in, and they are not poisonus. And i am already using the toadstool spore effects in this new biome. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786735 Share on other sites More sharing options...
Anis5240 Posted January 19, 2025 Share Posted January 19, 2025 37 minutes ago, Jakepeng99 said: You only need to kill him once. And you still need to dupe/decon if you want to get the full dread gear + shadowplinth + 5 for shadow rift. 39 minutes ago, Jakepeng99 said: an early game biome 'Early game biome' is subjective. With the number of speedrunners doing ruins rush in a regular basis, don't you suppose that also counts as such? Same with finding archives as Wanda? Or doing Pearl tasks? Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786747 Share on other sites More sharing options...
Jakepeng99 Posted January 19, 2025 Author Share Posted January 19, 2025 3 hours ago, Anis5240 said: Early game biome' is subjective. With the number of speedrunners doing ruins rush in a regular basis, don't you suppose that also counts as such? Same with finding archives as Wanda? Or doing Pearl tasks? The sunken forest is the first biome you spawn into the caves and is really easy, vs the ruins where only the best players can survive. Link to comment https://forums.kleientertainment.com/forums/topic/163191-new-cave-biome-idea-poison-caves-with-gas-that-spoil-food-really-fast/#findComment-1786794 Share on other sites More sharing options...
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