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I was just reminded of this feedback I left a year ago (which I guess truly nobody read):

So I just have to express my disappointment that a flora and fauna focused DLC was released but still did not include a properly simulated biosphere to put it on par with the simulated industry in the game!

I still play the slow game in ONI, always waiting for biological alternatives when it comes to producing plastic only via Dreckos, and removing carbon only via Oxyferns, for example.

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It seems you're asking for an easier/more intuitive way of building natural tiles. It's not exactly a novel request, and although cooking algae is certainly an option there's definitely a lot of easier ways to do it. 

Part of this seems like playstyle differences, as wild planting and creating natural tiles is indeed quite popular as a means to create free food. IMO wild plants in its current state is probably a design mistake and leads to very boring and repetitive gameplay, although I doubt Klei will ever muster up the courage to rework wild plants. The current system doesn't lend itself well to an ecoystem that you see in nature, and currently works more as a food printer.

Edited by Tigin

geometry dash

On 11/18/2025 at 1:04 AM, eobet said:

I was just reminded of this feedback I left a year ago (which I guess truly nobody read):

So I just have to express my disappointment that a flora and fauna focused DLC was released but still did not include a properly simulated biosphere to put it on par with the simulated industry in the game!

I still play the slow game in ONI, always waiting for biological alternatives when it comes to producing plastic only via Dreckos, and removing carbon only via Oxyferns, for example.

It's disappointing when feedback goes unnoticed. Your point about the lack of a properly simulated biosphere in the DLC is valid. Integrating biological alternatives for resource production in games like ONI would indeed add depth. Have you explored mods that address this aspect?

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I've bought all DLC so far holding out hope, and now I see that there's a second biome focused DLC out.

But this time, before I buy, I have to ask... did they include a functioning circular eco system this time, or is it still the sad, random isolated single critter in an eternal egg loop that we've seen so often?

On 11/18/2025 at 6:52 AM, Tigin said:

It seems you're asking for an easier/more intuitive way of building natural tiles. It's not exactly a novel request, and although cooking algae is certainly an option there's definitely a lot of easier ways to do it. 

Part of this seems like playstyle differences, as wild planting and creating natural tiles is indeed quite popular as a means to create free food. IMO wild plants in its current state is probably a design mistake and leads to very boring and repetitive gameplay, although I doubt Klei will ever muster up the courage to rework wild plants. The current system doesn't lend itself well to an ecoystem that you see in nature, and currently works more as a food printer.

ive also always thought that wild farms are a bit too exploity for what it is. it would be cool if wild plants can only generate on the natural tile of their solid fertilizer and that they slowly subtract the mass of the tile to grow. maybe dupes can fill up the tile to keep the wild plant growing. that way, wild farms arent just free resource printer. the hard part is to somehow make them take in liquid fertilizers (maybe plants can grow root "pipes" that will try to path to liquid pools?), and that some of the plants' fertilizers dont naturally occur in their biome either

 

in any case, this reminds me of how frustrating ONI's procedural generations can be with how POIs can scuff up abyssalite thermal barriers, ruining biomes' temperatures and dooming the wild critters' and plants' ecosystem. it feels as if the planetoid came in just fully formed and the dupes just popped out right after, which i guess is literally how the game works, but it still fills the simulation with ecosystems that are obviously doomed

22 hours ago, eobet said:

I've bought all DLC so far holding out hope, and now I see that there's a second biome focused DLC out.

But this time, before I buy, I have to ask... did they include a functioning circular eco system this time, or is it still the sad, random isolated single critter in an eternal egg loop that we've seen so often?

Not sure I understand correctly what you mean by "Fuctioning circular eco system"

But here have a list of all the critters:

  • Sloggos:
    They eat 100kg/cycle of salt and poop 50kg/cycle of dirt.
  • Glidgos:
    They eat 100kg/cycle of sulfur and poop 50kg/cycle of obsidian.

Sloggos and glidgos (Sloggo critter morph) drop shells when happy, sloggo shells turn into lime and glidgo shells into gold amalgam.

  • Blowters:
    They eat 400Kcal of lettuce or 8% growth of a waterweed per cycle and poop 15kg/cycle of oxygen.
  • Beakons:
    They eat 10kg of phosporite or 13% growth of a starnacle per cycle and poop 5kg/cycle of lime.
  • Seaquines:
    They eat 3.125 kg of pearl per cycle and poop 12kg/cycle of slime.

Seaquines can be milked at 75% reproduction for 100kg or ovolene at the loss of 50% repoduction.

  • Orehulls:
    They eat 2 kelpoles or 20kg or nori per cycle, which means you need 1 tower kelp that has 6 segments growing kelpoles to keep 1 orehull fed. (A tower kelp plant can have up to 8 kelpoles being produced.
    And they poop 50 kg or polluted mud per cycle.

Orehulls can also be sheared for 250 kg of iron ore, they will be producing around 25kg of iron ore per cycle if fed.

  • Glo squids:
    They eat 25% growth of tublia plants per cycle and poop 20kg/cycle of abysalite.
    Tublia plants need 20 kg of sulfur and 30 kg of brine or polluted brine per cycle.
    So to feed 1 glo squid you would need 40 kg of sulfur and 60 kg of brine or polluted brine per cycle.

Glo squids produce squid ink and can be milked for 200 kg of squid ink, if I remember correctly they produce about 25/kg of ink per cycle (could be wrong tho).

 

So where does that leave us?

  • Blowters can be sustainably ranched with a saltwater geyser with not much complexyty. You could also use a cool slush geyser or a polluted brine geyser to get the salt water. But you would need to boil the brine, clean the water if it's the polluted brine, and then make the salt water in an emulsifier.
    Since they produce oxygen, you could think of using blowters as an oxygen sourse and get some bonus kcal from them.
    Or use them for kcal and get some oxygen from them.
  • Beakons can be sustainably ranched with dreckos.
  • Orehulls: honestly I have not done the math to know if they are sustainable with the mud they poop. But if they are you would need to invest some duplicant labor for them to work, since you need the constantly harvest the tower kelp.
  • Glo squids can be sustainably ranched IF you use them in the DLC asteroid.
    Since the asteroid has 2 exclusive geysers. The polluted brine geyser and the thermal gas fissure.
    The polluted brine one would give us the brine for tublia plants, and the thermal gas fissure builds up with sulfur that has to mined with a drill.
    The drill needs dimond to work tho. To get dimond you would need to plant pinpokets.
    Pinpokets are fertilized with 5kg of refined carbon per cycle. You can get the refined carbon from boiling the squid ink or arbor trees/gum palms.
    If you ask me, it's best if you just use the arbor trees and put the wood in a kiln.
    If you use them in a non DLC asteroid then you would need the liquid sulfur geyser and a cool slush geyser. (liquid sulfur geyser is Spaced out exlcusive).
    Or you could do a petroleum boiler for the sulfur, but at that point you are probably done with the game.
  • Seaquines:
    They are a weird thing. You can sustainably ranch them with some elaborated steps and sanishells.
    First, to do this you NEED to milk them constantly for ovolene.
    You pass the ovolene through a gleaner and get mucin.
    You boil the mucin to get slime.
    With the slime gotten from the mucin and the excreation of seaquines you feed Sanishells.
    And then use the sand the sanishells poop to get more pearl from clampums.

Now for seaquines to be sustainable you need to have them at the minimum of +7 happiness.

That would be: +5 Hapinnes of groom buff +3 Hapinnes from a critter fountain with squid ink -1 from tame.

You could add a critter water fort for +8 happiness total.

Or you could make them sustainable with +4 happiness, only thing is that you would need to constantly give the clampums the "farmer's touch buff"

To make fertilizer for the clampums, boiling the mucin already gives us polluted water. The dirt can be gotten from pips and the phosphorite is produced by dreckos sustainably or by starnacles unsistainably.

 

Now there are probably more extended and complicated loops you could do with the critters, these are what came to my mind.

Edited by cheeees

Years ago, I built a colony that was a closed ecosystem of arbor trees, pips, pufts, and molten slicksters, and a few pokeshells to make sand. No wild planting, all of it was hydroponic farms. It was water, power, dirt, etc. positive. And idiotic amounts of meat. It would be even easier today with mimika. There are a lot of closed ecosystems you can build in this game if you get creative. 

On 6/19/2026 at 9:40 AM, NewWorldDan said:

Years ago, I built a colony that was a closed ecosystem of arbor trees, pips, pufts, and molten slicksters, and a few pokeshells to make sand. No wild planting, all of it was hydroponic farms. It was water, power, dirt, etc. positive. And idiotic amounts of meat. It would be even easier today with mimika. There are a lot of closed ecosystems you can build in this game if you get creative. 

OP wants it wild, not artificial

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