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What new biomes do you want to see?


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More variety in the world
We will continually be expanding what the world holds for the players. This means more biomes, more elements to manipulate, more creatures, and so on.

The exploration of the world is a key part of the discovery process.

According to the developers (as stated in the Roadmap thread), new biomes will eventually find their way into the game.  Given that, what do you want to see?

I personally would cavernous biome (limestone seems appropriate).  This seems like a nice home for these things...

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These creatures could A) provide us with a renewable source of meat, allowing us to make BBQ, and B) give us a reason to care about the Combat skill, and C) be the perfect hosts for a new disease (think space rabies).  I would move Dusk Caps to this new biome and add lily balms (used to craft medicine) back to the slime biome.  Finally, I would add a new element to this biome.  If they add smelting (steel is already in the game, so this seems likely), tin could be used to make bronze.  Crystals of some kind might also be fitting resources in such a biome.

I also though about a salt water biome with fish (for cooking), salt deposits (again, for cooking), and salt water (distilling could provide fresh water and salt), but I'm not sure that bring enough to the table to warrant its inclusion.

We can't discuss new biomes without mentioning the possibility of breaking through to the asteroid's surface.  This would obviously require some sort of space suit. but the possibilities of working on the surface run the gamut from installing solar panels to building a rocket and escaping the asteroid.

While we're on the subject of biomes, hopefully the magma biome will be made more interesting/useful at some point.  I also would mind the purple biome being touched up a bit.  As is, it's the only biome that doesn't present a threat to our dupes.  Working in the cold biome means hypothermia is a risk.  Heat Exhaustion can happen near the magma biome.  The slime biome could is a breeding ground for Slime Lung.  Perhaps prolonged exposure to chlorine should cause a Chemical Burn status?  This would put the purple biome in line with the rest, in my humble opinion.

Those are my ideas, let's hear yours.

53 minutes ago, gobokin said:

These creatures could A) provide us with a renewable source of meat, allowing us to make BBQ, and B) give us a reason to care about the Combat skill, and C) be the perfect hosts for a new disease (think space rabies).

I think it'd be interesting if they worked similar to actual rats. They could be able to dig into your base (move through natural tiles without destroying them, can't move through built tiles) and travel through pipes and would try to steal food from you and be a host for certain diseases while not being affected by them, such as food poisoning (would make the fact that they go after your food even worse).

Risu apparently found existing graphic assets related to a crystal biome.    I think an oil biome would also be a possiblity.  Maybe an insect colony biome.  Radiation biome containing strong mobs and uranium.  It's a little hard to know what else, without knowing what other elements/mobs/mechanics Klei may want to have in game.  Every biome should have a unique and desirable resource, imo.   Perhaps a 'jungle' biome which would feature steam geysers, but also aggressive plants and animals that will destroy buildings, tiles, and utilities.   Possibly infinitely spawning, requiring the player to create fortified facilities in order to access the all-important water.  The areas adjacent to the surface could be a biome with asteroid worms, radiation, and other threats, requiring the player to conquer those to reach the surface and access whatever is up there.

14 hours ago, Michi01 said:

I think it'd be interesting if they worked similar to actual rats. They could be able to dig into your base (move through natural tiles without destroying them, can't move through built tiles) and travel through pipes and would try to steal food from you and be a host for certain diseases while not being affected by them, such as food poisoning (would make the fact that they go after your food even worse).

It would also add a better threat as well since food is precious and so is the fact we can control food poisoning with but a simple wash basin, this would cause hassles but preferably not in the starting biome but maybe a closer biome

14 hours ago, brummbar7 said:

Risu apparently found existing graphic assets related to a crystal biome.    I think an oil biome would also be a possiblity.  Maybe an insect colony biome.  Radiation biome containing strong mobs and uranium.  It's a little hard to know what else, without knowing what other elements/mobs/mechanics Klei may want to have in game.  Every biome should have a unique and desirable resource, imo.   Perhaps a 'jungle' biome which would feature steam geysers, but also aggressive plants and animals that will destroy buildings, tiles, and utilities.   Possibly infinitely spawning, requiring the player to create fortified facilities in order to access the all-important water.  The areas adjacent to the surface could be a biome with asteroid worms, radiation, and other threats, requiring the player to conquer those to reach the surface and access whatever is up there.

Every biome imo should like you said have a unique and desirable resource, but i think having creature in them as well as some cons would also be good! For Slime biome we get Gold amalgam, Pufts,  both of which are good, slime and polluted water which are 50-50 depending on how you can handle it. and the Heat and Po2 are the bad.

That way you cannot just break into a biome just to reap the benefits, there should be a threat that makes you think twice, and I like the idea of animals because they can create an ecosystem for established players. like Morb > Puft > Hatch, or Puft > Hatch which can give you coal, and clean up Po2, loads of things if you can catch them XD

Of course I think that the already mentionned 'nuclear biome' would be very nice. New ressources like uranium which emmit radiation (deadly for dupes and plants) would fit perfectly in the implementation of new long-lasting power sources if you find a way to deal with the radiated waste masterials it generates. Moreover this would be the occasion to get that fancy suit-station where you have to craft exosuits before mining stuff like uranium .. or stronzium .. or whateverium. Ah and don't forget the new blast doors which are needed as well due to the fact that atomic explosions of uncooled nuclear power plants can be really nasty :)

3 hours ago, BlueLance said:

Every biome imo should like you said have a unique and desirable resource, but i think having creature in them as well as some cons would also be good!

Absolutely.  The cold biome has woframite, wheezworts, and Hypothermia and the slime biome has gold amaulgum, dusk caps, and Slime Lung.  Every biome should follow this pattern of risks vs rewards.  My proposed cave biome would feature aggressive, disease-carrying creatures as the risk and renewable meat and whatever else the developers want to throw in there as a reward. 

That's also why I proposed a change to the magma and purple biomes.  The former carries risk (Heat Exhaustion and Scalding), but has no rewards.  The latter has plenty of rewards (algae, iron, phosphorite, and bleach stone), but no risks.  I maintain that prolonged exposure to chlorine should cause a Chemical Burn ailment.  It's a fitting risk mechanic for the biome and offers an incentive to build hazmat suits, and it's appropriate from a lore standpoint.

 

15 minutes ago, Darkarma said:

Garden Biome, its all fun, games and beauty until you realize that one of your dupes is allergic to space beez.

Space beez?  Pfft, space pollen is the true insidious killer.

I'd like more unusual biomes. The less like real life the better.

Acid biome - sulfur, acid pools (like scalding, except regardless of temperature), plants that grow only in acid and chlorine, critters that attack if hungry and leak acid if fed food, acidic vomit disease

Hydrocarbon - coal, oil and natural gas, plants fertilized with coal and irrigated with oil, oily fish that gulp CO2 from the air and produce more oil

Spongy - roughly a checkerboard of rock/metal and vacuum, metal with huge heat capacity, small plants that can only survive in air pressure below 150g, critters that dig through natural one tile walls (like overpressurized water, except without damaging the tile) and pick up and drop items, germs that live on solids and cause dupes to hunger really fast

Ultracold - solid CO2 and chlorine, liquid O2 and natural gas, hydrogen atmosphere, liquid O2 irrigated vine plants which drop raw minerals with very high temperature conductivity and capacity

2 hours ago, gobokin said:

That's also why I proposed a change to the magma and purple biomes.  The former carries risk (Heat Exhaustion and Scalding), but has no rewards.  The latter has plenty of rewards (algae, iron, phosphorite, and bleach stone), but no risks.  I maintain that prolonged exposure to chlorine should cause a Chemical Burn ailment.  It's a fitting risk mechanic for the biome and offers an incentive to build hazmat suits, and it's appropriate from a lore standpoint.

The magma biome does have the reward of providing you with free heat. For now it can be used (although it isn't often) to boil water and when smelting is added it can probably be quite useful as it provides a lot of extreme heat.
Also I believe suits not being in the game yet is the reason that chlorine isn't dangerous yet, hopefully both of these things will be added soon.

1 hour ago, Michi01 said:

The magma biome does have the reward of providing you with free heat. For now it can be used (although it isn't often) to boil water and when smelting is added it can probably be quite useful as it provides a lot of extreme heat.
Also I believe suits not being in the game yet is the reason that chlorine isn't dangerous yet, hopefully both of these things will be added soon.

I've tried magma boiling. It really doesn't work well, because the heat isn't replenished, there isn't as much of it as you think, and what is there is spread across the whole bottom of the map. It's also a huge pain to even dig the hole, and yet there's basically no payoff.

How about combining the crystal and cavernous biome ideas, and add spiders as well, which are ofcourse predatory, eating the rats, and producing spidersilk, which can be used for snazzy new outfits, if you manage to harvest it without getting your dupes killed, possibly also ensuring that the spiders don't die so you can get more.

Maybe have the crystals that exist in there, also slowly grow, like terrain that rebuilds itself slowly over time. This stuff could then possibly used due to it's radiation to kill off germs in decontamination areas and such. ( just don't overdose your dupes or they'll get radiation poisoning )

I think uranium should be added to the magma biome, and have it's presence not only kill stuff with radiation, but also have it give off heat, so things stay nice and crispy down there. ( so the magma can stay molten as well )
 

As mentioned, a salt water biome with fish that multoply would be nice too. 

A Saltwater Biome would be pretty cool, Contains massive (I mean biiiig) pools of Salt water and Brine (Either solid due to evaporationor liquid)

The salt water can be boiled to produce steam and salt (Steam provides H20) and salt provides salt which can be used to season your food or preserve it

Brine is similar but in liquid form produces less H20 and more Salt, but it can also cause a bigger debuff to dupes than regular water when wet in it In solid form it can be crushed into a salt to be used.

Salt water can also be used in a new item (Isolation Tank, A new form of destress for your dupes where they can sleep in their to receive a bigger stress relief, Requires power, a water, and an oxygen pump so that a dupe is supplied with oxygen)

Salt water fish, can live in salt water and is aggresive towards dupes, when killed it can become 1000kcal of cured meat?

Solid brine/salt tiles disolve in water.

Salt water fish eats salt water and excretes clean water and salt which drops and disolves over time, similar to a puft this way the water will eventually turn to salt water and the salt which dropped would also dissolve, keeping it balanced.

I'd like to see a huge variaty of plants and creatures. And it might be great if you don't get everything in every run. The essentials of cause. But maybe you can look around and use what you got there. A research tree which takes this aproach, e.g. you got plant A for food, but not B. So you have to research a machine for plant A and let technolegy B aside.

I like the salt water biome idea from BlueLance, I already struggle with all the piping. The extra pipes for salt water would be worth, I think. In generell I'd like to see some underwater stuff.

 

8 minutes ago, Owle said:

I'd like to see a huge variaty of plants and creatures. And it might be great if you don't get everything in every run. The essentials of cause. But maybe you can look around and use what you got there. A research tree which takes this aproach, e.g. you got plant A for food, but not B. So you have to research a machine for plant A and let technolegy B aside.

I like the salt water biome idea from BlueLance, I already struggle with all the piping. The extra pipes for salt water would be worth, I think. In generell I'd like to see some underwater stuff.

 

For me its the opposite my piping is very nice haha, all fresh water I find in the map comes in from the bottom of my base, whilst and polluted water can come from the top or the bottom, This way my pipes internal in my base are kept the same and the only things which change are the pipes leading to geysers or temporary pools where polluted water has converged.

5 hours ago, BlueLance said:

Salt water fish, can live in salt water and is aggresive towards dupes, when killed it can become 1000kcal of cured meat?

Throw in some seaweed and let us make sushi.  Salt could be used with meat to make jerky, which Ideally would last forever.

1 hour ago, BlueLance said:

Food can last forever currently if you place it in a sterile atmosphere, but I would like there to be other ways.

Yes, a pretty unfortunate mechanic.  Makes any further food preservation redundant really.  I think it'd be better for the game if chlorine and natgas were not valid gases (and in fact actually made food spoil faster), and CO2 and hydrogen only reduced the spoilage rate, not totally prevent it.  Cold could still be valid, as it's a lot harder to make a cold pocket in your base than it is to make a CO2 sump.

3 hours ago, brummbar7 said:

I think it'd be better for the game if chlorine and natgas were not valid gases (and in fact actually made food spoil faster)

Or they could keep chlorine as the only gas that creates a completely sterile environment, but make it really inconvenient to use by making it harm dupes (they'll probably do that either way when they add suits).

36 minutes ago, Michi01 said:

Or they could keep chlorine as the only gas that creates a completely sterile environment, but make it really inconvenient to use by making it harm dupes (they'll probably do that either way when they add suits).

That'd be great too.  Though if it's toxic/corrosive to dupes it doesn't make sense that it'd be fine to bath their food in it.   Food aside, it'd be an interesting move from Klei, considering that right now it's pretty desirable to break into a chlorine biome first to help deal with slime biomes and storage.  If it required upper tier tech/resources, that'd screw up the progression.  Mostly the resources, since research is so quick right now.  But that too could change (again) some day.

1 minute ago, brummbar7 said:

That'd be great too.  Though if it's toxic/corrosive to dupes it doesn't make sense that it'd be fine to bath their food in it.   Food aside, it'd be an interesting move from Klei, considering that right now it's pretty desirable to break into a chlorine biome first to help deal with slime biomes and storage.  If it required upper tier tech/resources, that'd screw up the progression.  Mostly the resources, since research is so quick right now.  But that too could change (again) some day.

Chlorine actually used to be referred to as "toxic" when the game was first released (even though it wasn't), I'm assuming they didn't implement that or removed it before release because suits weren't in and due to that no way to handle chlorine. As I said I'm expecting them to make it toxic when they add suits. I'm not sure how much it would mess with progression, chlorine doesn't seem very needed for food poisoning and they'd also give us another way to handle slimelung if they add suits.

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