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What biome out lf these classics Do you want updated the most? (Excluding ruins)  

39 members have voted

  1. 1. Surface biomes

    • Grasslands biome (beefalo biome)
    • Forest biome
    • Moasic (aka metour biome)
    • Rockylands
    • Feilds (The one with the green grass and birch nut trees)
    • Decidious biome. (One with catcoons)
    • Dragonfly desert
      0
    • Swamp
    • None need reworked
  2. 2. Cave Biomes

    • Sunken Forest
    • Stalagmite biome (one with cave spiders)
      0
    • Rock biome (one with rocklobsters and pure stone boulders)
    • Mushtree forests (too confusing to split all 4 varients up)
    • Mud biome (Not including the ruins or the monkey biome)
    • Cave swamp
    • Guano biome. (Bat biome)
    • None need reworked.
      0


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Over the years, i have advocated for improving the world over focusing on things like bosses and these new quests. A highly requested update by many is to rework old bomes.

Many biomes are outdated, looking plain and being uninteractive. But this could be changed to make the world more alive and fresh.

What biomes do you think need reworked the most? If you were to vote for only one (like a minecraft biome vote) which would you choose? Im gonna exclude the ruins since it would be a landslide and make it more basic biomes than major ones.

 

As for my own ideas, i have made a few over the years. While i would change some stuff, here is links to old archived posts of my ideas.

The Sunken forest biome in the caves is so sad. Its just a port of the regular forest with nothing new except the occasional bunnymen. I believe this area lacks the most content in the game, and needs it the most since its the first biome in the caves.

This idea could be refined, but i love the idea of having more mushgnome varients besides the lunar one. I love the idea of each of them being based of a core RPG class in a video game. They spawn in their respective mushroom biome with all of them spawning in the mixed mushroom forest. The red Mushgnome would be based off the melee/tank class, weilding a sword and sheild. The blue mushgnome would be based off the healer class, working with the depth striders of the blue mushroom biome (or other mushgnomes in the case of the mixed biome). As for the green mushgnome, i put him down as a summoner who summons mini mushrooms, but in hindsight a mage or ranged class would be better since the green mushroom is linked with sainity which is needed for magic items. The lunar mushgnome works as a rogue i guess.

Sadly for the last one it deleted my messages in the comments where i put ideas for biome changes but here it is anyway.

 

Have your own ideas? Want to link your own posts? Share them.

Edited by Jakepeng99
8 minutes ago, wormwood123 said:

The rocky lands biome is so awfully outdated and hasn’t been changed since buzzards were added to it like a billion years ago. Rocks don’t regenerate there there’s no unique creatures nothing important there at all! 

I agree. I think Tallbirds spawn there.

but Thats it. I can’t think what to add to it tbh besides basic plant life, nothing inspires me, do you have any ideas? 

Something that tallbirds could prey on maybe. Maybe a new kind of rodent.

Edited by Jakepeng99
3 minutes ago, Jakepeng99 said:

I agree. I think Tallbirds spawn there.

but Thats it. I can’t think what to add to it tbh besides basic plant life, nothing inspires me, do you have any ideas? 

Something that tallbirds could prey on maybe. Maybe a new kind of rodent.

My world has no tall birds In it and all the rocks I have mined. It is an empty void. 
 

I think personally the scrapyard could be added there and maybe expanded over some smaller junk piles scattered about after CC is defeated ones which could also function as spawned for the proposed rodents. Unfortunately that’s probably not possible due to retrofitting in older worlds. But other than that I have no ideas either.

  • Like 3
44 minutes ago, wormwood123 said:

My world has no tall birds In it and all the rocks I have mined. It is an empty void. 
 

I think personally the scrapyard could be added there and maybe expanded over some smaller junk piles scattered about after CC is defeated ones which could also function as spawned for the proposed rodents. Unfortunately that’s probably not possible due to retrofitting in older worlds. But other than that I have no ideas either.

Was thinking maybe scorpions or something but they would be in the deserts too.

 

  • Like 1
3 hours ago, Jakepeng99 said:

I can’t think what to add to it tbh besides basic plant life, nothing inspires me, do you have any ideas? 

Just off the top of my head, bearing in mind that I'm slightly stoned so maybe it's over the top: 

Flash floods if you're in there for long during heavy rain, creating large areas that rapidly increase wetness, slow movement, and don't bother the tallbirds at all. Or the frogs, if it's a frog rain. Beefalo might move exceptionally slowly in flooded areas while Woby suffers only a modest penalty. Pigs dance around in glee, Bunnymen flee, spiders and land critters drown, merms get faster. After the rain stops, the areas shrink and disappear while unique foliage blooms for their duration. Perhaps old-fashioned mosquitoes spawn during this period.

The balance I'd shoot for is to encourage players to visit the area during drenching rain and spend enough time to generate large floods to create sufficient plants later. Modest risk of getting chipped by skeeters (or whatever) and a major risk from tallbirds if you don't get them before the floods spread. Hounds would be slightly more dangerous since they can corner you into a flood zone, likely giving them at least a free chomp.

The plants would need to be somewhat desirable in bulk, of course. 

I agree wholeheartedly with everything others are saying, but also really feel like the mushtree forests are just... not very good. The only one that has any real relevance is the blue one due to giving the most useful mushroom considering what players are doing in the caves, plus connecting to the lunar grotto. *maybe* greens are good too but far less so. The red mushtree forest and mixed mushtree forest are just... really bad, though. And they take up a lot of the caves. I really wish there was more to do there than just get mushrooms. A new mob or more uses for mushrooms would go a long way.

  • Like 1
6 hours ago, gaymime said:

i think, aside from the guano biome, all of them work perfectly well for what they are. i know my personal issue is just an intimate familiarity with the biomes that leaves them lacking in novelty

I dunno all the cave biomes except the mud biome have quite literally nothing at all. They are filler.

2nd Deciduous Forest could get a rework to offer something unique to itself.

Cave Biomes that mimic surface could be reworked to be more unique, like the Fumarole biome.

Those are the ones that come to mind. I like most biomes in the surface, tbh. I think they all serve a good purpose, even 2nd Deciduous can be very useful for a new player who is just trying to survive autumn until... Surprise! Winter! Your Bichnut trees no longer give you food!

... But well, it could have something more than just being a 2nd deciduous, yanno?

On 1/21/2026 at 1:56 PM, Well-met said:

as someone who's played this game since 2014 these threads are always funny because even though they're very obvious, nothing ever happens in that regard from klei.

Perhaps what’s funnier is that people playing on PC with access to Admin Commands can spawn what they want pretty much where they want.. and I’m surprised people have not used this to their advantage to create their own unique biomes with re-used resources or mobs.

for example: Tiny Round Island+ Moon Quay Turf+ 1-2 Palm Cone Tree+ Sea Shells+ 1 Sea Anenemy+ Failed Survivor Skeleton+ RockJaw Circling the Island = Brand New Ocean Set Piece using ZERO New Contents.

  • Like 1

I think it would be cool to have sort of a "mushroom mob" that changes its behaviour or even the drops depending on the biomes it spawns. I really like the mushroom biomes in caves but other than the grotto, the rest feels kinda empty.

For me grotto is a pretty good biome for example, because even as hostile as it is, you can get more stuff other than the mushrooms, like living logs from Gnomes, glass from ponds, and even some monster meat and noses from the rats.

Edited by kroban

I feel like second birch needs to go, it's just pointless and takes up space that'd be better as one of the really useful biomes (killer bee, triple tusk, spider quarry, etc). 

Basically all the old cave biomes need some sort of love since they've not been really touched since original DS. 

Ruins needs an overhaul most of all, specifically to change it from a bunch of skinny bridges to being bigger and more like original Don't Starve ruins, like the DS Ruins mod does. It has areas with tons of nightmare lights and its bigness means more resources to go around, which is fitting for this multiplayer game we play. 

I would also like to see something to make the mushroom biomes and guano biomes more alive. Hell, even just mushtree guards would be nice. 

  • Like 3

Tbh im suprised about the bat biome. What could be added to it? New structures? New mutant bats? 

Maybe let us raid bat dens for scraps as a small thing. Maybe it could be a transition biome, transitioning between other biomes acting as an obstacle, and maybe to a new poison biome or something.

3 hours ago, Hi. said:

I wish there was a way to select every cave biome

I choose one to basically try pretend this is an imaginary request for one biome to be updated.

Also, cave swamp would be the coolest one to update.

TBH the nightberry trees should rarely grow naturally there. Also the biome should be guarinteed.

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