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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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