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RimWorld => Ideas => Topic started by: JimmyAgnt007 on December 17, 2015, 01:12:19 PM

Title: Wild and Wacky Biomes
Post by: JimmyAgnt007 on December 17, 2015, 01:12:19 PM
The new Extreme Desert biome will be the new hardest mode and thats pretty cool.  (sorry for the ironic pun) Then I got to thinking of something even harder than extreme temperatures.  In the latest blog Tynan mentions the "Self-reproducing, spreading underground insect hives" and I got thinking.  What about a biome that is difficult but not because of the temperature. 

For example an "Infested" biome where there are enormous numbers of these hives and you are under near constant attacks.

What about other types of biomes that arnt typically found in nature.  In one of the UFO games (Xcom clone) the aliens spawn biomass to cover the earth.  Mutant animals cover it and the ground is all organic.  Something like that would be neat.

What are some extreme locations you can all think of that would be fun to play?  Either because of extreme difficulty or just to radically alter your play style.
Title: Re: Wild and Wacky Biomes
Post by: Austupaio on December 17, 2015, 03:41:45 PM
Quotealiens spawn biomass ... Mutant animals cover it ... ground is all organic
Isn't this what you want to see when you step out of your escape pod? (http://media.moddb.com/images/members/1/368/367674/zergHive.jpg)

Also active calderas (http://lavalandhawaii.com/wp-content/uploads/HMM-Lava-Rises.jpg).
Title: Re: Wild and Wacky Biomes
Post by: Regret on December 18, 2015, 01:26:04 AM
A forest where 1 in every 100 tress is a Flesh eating tree hat is indistinguishable from regular trees, until it attacks one of your colonists that is. After that, you'd better remember which it was because nothing outwardly obvious would distinguish it.

That would make the choice of going far into the forest scary and thus interesting.

Similarly: quicksand.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on December 18, 2015, 11:55:07 AM
Yes, land in a Zerg Hive!  Renaming my colonist Jim Raynor. 

Molten lava would be an interesting environmental challenge.  Maybe a Volcano lair?

I love the idea of ravenous Ents munching on your colonists.  Hostile trees are in Dont Starve and they are kinda scary lol

Quicksand is also good, maybe when water isnt just something to build around we will get it.  Great Ideas people!

Id love to see a Crystal biome, like that one scene in the movie The Core
http://images.dailytech.com/nimage/The_Core_Geodes.jpg
Full of silicone based life, maybe a space geode crashed on the rimworld and split open. 
Title: Re: Wild and Wacky Biomes
Post by: REMworlder on December 19, 2015, 02:35:34 AM
Adding some alien -- I mean something different, no xeno -- elements to the planet would be really neat to see. Something to make RimWorlds special. I mean, I don't even have to leave Earth to freeze to death or, if I really want to, get shot to death by bandits.

Dwarf Fortress has some crazy environment, like Evil regions that have cursed land that causes corpses to reanimate shortly after death and Evil weather that does nasty things to dorfs out in the open.

http://dwarffortresswiki.org/index.php/DF2014:Surroundings#Evil

Regret's mention of fighting trees is almost exactly what was implemented in Towns, and was kind of a cool feature. Tree Keepers would look exactly like a normal tree, then would defend themselves or their dumber tree relatives against tree-harvesting Townies.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on December 23, 2015, 11:07:08 AM
hmmm... how about then a bit more tame version of the zombie mod.  A special toxic fallout that causes the dead to rise?  I burn all the dead attackers but colonists get put in coffins.  Not sure how others play it but i bet they would start burning corpses if this was used.  Or just have it biome specific that some raids are zombies or zombies wander the map like animals and attack if you get too close.
Title: Re: Wild and Wacky Biomes
Post by: Toggle on December 23, 2015, 12:28:47 PM
So random biome oddities is one thing suggested in this thread.
I think ravines would be interesting just to be a challenge for the map. You'd not be able to walk across it, they would basically be giant black ditches, couldn't see or go into them. Maybe a special bridge construction would be nice, something that allows building across water, and the 2 suggested. The lava pockets would probably melt/burn them.

And we have the biomes themselves.

Hive-mind Hell
OP's Suggestion, likely a biome that's very warm, it's a biome which is the base of a hive. Prepare for a lot of retaliation if you walk over the wrong tunnel.

Tree Roulette
Likely a forest biome, it's inhabited by ents. If your colonist simply disturbs the wrong tree you can have a fearsome battle on your hands.

Crystal Chaos
A cold location, some ancient technology has crystalized the majority of the biome. About 60-75% of the map would be crystalized, to try and give the player a chance at survival. You can also mine the crystals, when destroyed they simply crumble into dust, but whatever was inside of them still lives(Raiders, angry thrumbos, food, soil that can be used for planting etc)

Red Mist Rage
Likely a warm location, the Red Mist Rage is a biome full of a red mist. It slightly tints the entire map the colour, unless indoors, making it hard to see at night. The red mist is not the only thing that is odd about these biomes though, as mysterious weather changes and talk about the colonists rising from the dead is known.


Hey, so this is kinda the thread listed up. Took your idea's, listed them, added some more details or defined them or such.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on December 23, 2015, 12:36:23 PM
Thanks!  That helps a lot! 

If there is ever bridges and other water related features implemented I could see a colony floating on the water.  Maybe centered on a central island, volcano, or coral. 

I would love to also see an underwater biome as the ultimate challenge.  I think thats been discussed before.

Or in opposite of underwater, a moon base in total vacuum.
Title: Re: Wild and Wacky Biomes
Post by: Toggle on December 23, 2015, 01:10:46 PM
Yeah. It could always be a type of floor, "Supported Tiles", which would allow building on top of them and could be placed in water. And bridge floors would be wood, wouldn't be able to build on them, but could go over ravines and such. Supported Tiles couldn't go over ravines though.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on December 23, 2015, 03:11:13 PM
Well we could just have a single type of bridge to keep things simple, if its not supported by the ground its a suspension bridge.
Title: Re: Wild and Wacky Biomes
Post by: SteelHeart on December 27, 2015, 11:35:52 PM
well jimmyagnt007, you pointed me to this thread, so I guess I`ll spew forth my ideas...

Waste Lands
An area of the world that has been scarred by a past disaster. It is generally a decent temperature for living in but there is some radiation to be afraid of. If you stay out too long, you get a slow but steady radiation burn. the soil is not fertile, but you might be able to get some potatoes to grow if you give them extra attention.

Ship Bone Yards
A massive collection of long forgotten ships. Maybe they were colony ships, or war ships, or mining ships, you will never know. The hulls are good salvage and there plenty of goodies in their old holds. Just be sure you don't trigger any of the security systems, don't want a nuclear fail safe to go off on your doorstep.

Ancient Monoliths
There are tons of monoliths everywhere. They are big structures from ages past that actually look rather nice. They give a good bonus for science, healing, growing things, and they hide some pretty nice loot. Don't go looking for it though, it will activate its defenses and the local tribes wont appreciate you defacing their heritage.

Paradise
This place is perfect it has a constant temperature of 21*C, and all the ground is fertile. Plus, the mountains contain extra goodies and the ruins will not have any threats. OK, you saw it move along... I said move. What, you think people would just let you settle down on this place? Oh, you do? Ok, better set up some defenses using those abundant resources, expect heavier raids from enemies, they want this as bad as bad as you do.
Title: Re: Wild and Wacky Biomes
Post by: Runa on December 30, 2015, 11:39:10 PM
This is the main reason I want to create mods, to be able to work on these things a reality in game. First though, I have to learn basic things since I have no experience in coding or artwork.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on December 31, 2015, 12:18:11 PM
The Wastelands would be neat.  Though rather than the whole map suffering fallout (like you seem to be suggesting) some rather severe local sources would be neat like poisoned ship parts but all over the map.  Keeping the safe parts limited.

Ship Boneyards would be awesome, ridiculous amounts of resources but so much danger if you poke the wrong thing.

I cant remember if I saw Tynan mention monoliths yet or not.  They should make wildlife intelligent and/or provide random buffs/debuffs on contact.  Ultra smart researcher or suddenly brain dead for a month.  Happy or berserk.  Turned into wildlife maybe? lol

A Paradise would be an interesting setup, give the player lots of everything and all of it awesome but savage them with attacks.
Title: Re: Wild and Wacky Biomes
Post by: Regret on January 02, 2016, 04:02:29 PM
The Monolith idea reminds me Sid Meier's Alpha Centauri, the best thing to come out of the Civilization series ever.
http://alphacentauri2.info/wiki/Monoliths

So in my opinion the monoliths should have the following traits:
- Indestructible and too high to build a roof over.
- They randomly change a stat or trait once and only once per colonist. This should be mostly positive with a small chance of being negative.
- Once a day when touched they should have a small chance (1/10) of healing one point of damage from an otherwise permanent injury. Missing limbs cannot be replaced by this effect. Regardless of effect this gives a small boost to happiness.
- There should be a very small chance that touching the monolith for whatever reason does something very strange, the  options here are nigh on endless but one of them should be the colonist disappearing permanently. This gives the possibility of an Ascendancy victory condition where every colonist Ascends. (Or is eaten by the monoliths, who really knows what happens to them? There is no way to know, so no one knows.)
- Other Factions should come to visit the monolith as well, it may even cause an enemy faction to send a peaceful pilgrim. I wonder what would happen if you killed the pilgrim regardless of his peaceful intentions?
- Mechanoids are incapable of coming close to a monolith, no one knows why.
- I'm sure I could think of more options but i'm going to the pub now.
Title: Re: Wild and Wacky Biomes
Post by: REMworlder on January 02, 2016, 06:21:06 PM
The monolith idea is pretty neat, I wonder what similar mysterious environmental features could be found on rim worlds
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on January 05, 2016, 10:04:56 AM
Im not sure we would want monoliths to have too many complicated features but either way they should be large and immovable.  So players need to choose to build where they want or right near one.  Maybe have different kinds of monoliths dedicated to different void gods.

Aside from monoliths, Id love to have an empty rock less biome with minimal trees.  Something simple where we struggle for all resources except food. 
Title: Re: Wild and Wacky Biomes
Post by: A Friend on January 05, 2016, 10:33:07 AM
Quote from: JimmyAgnt007 on January 05, 2016, 10:04:56 AM
Aside from monoliths, Id love to have an empty rock less biome with minimal trees.  Something simple where we struggle for all resources except food.

An area that underwent napalm/nuclear bombardment perhaps?
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on January 05, 2016, 10:38:55 AM
Well maybe, but im thinking soil fertile enough to grow crops, like a regular temperate zone.  Just trees dont spawn like they used too.  Maybe 0.01% of normal frequency.

Though for your idea, the whole terrain could be gravel on the rim and melted glass in the middle.  Radiation is below harmful levels but all resources need to be collected from off the map and food only grows (poorly) on the edges most likely to be raided.

Also, another event idea, for my rockless open planes.  Something that works with anything.  A meteor event.  Strikes with the force of a few artillery shells, lights a few fires, and leaves rock chunks at the impact site.  Devastating if it hits you but also some chunks contain uranium, gold, other things that might come up. 
Title: Re: Wild and Wacky Biomes
Post by: silverskin on January 12, 2016, 08:20:34 AM
Mutant Jungle
An incredibly aggressive jungle, composed of plants grown out of control by failed genetic modification. Plants grow very fast and will literally overgrow and attack your structures. Vines can grow next to walls and will damage them. I'd like to see graphics for the vines actually growing on the walls but I don't know how possible that is. Those vines will slowly damage the walls and will continue to grow on the other side unless cut off. There would also be poisonous, barbed plants that can randomly grow on the ground and hurt any colonist who walks over them.
Throw in some of those man-eating trees someone else mentioned, too.

Outside threats would be relatively easy to handle. The jungle itself would attack raiding parties and discourage further invasion. That's a pro. It also kills any animals that enter the region. And that can be a con.
Your own farms would grow very quickly due the mutagens in the soil. So if you can seal off an area of ground and keep the jungle out of it, you'll grow a lot of food very quickly. Trees also grow quickly and in great numbers but can be dangerous to cut down due to poisonous barbs and such.
The jungle itself will need to be periodically hacked and burned back.
Also, those vines I mentioned can grow across player-placed floors. Vines can only spread to the other side of walls after they lower durability to 50%.

Wacky enough?
Title: Re: Wild and Wacky Biomes
Post by: Reviire on January 12, 2016, 02:11:38 PM
Above sounds cool. The only raids that would get to you would be highly prepared raids, that can deal with the jungle.
Title: Re: Wild and Wacky Biomes
Post by: Regret on January 13, 2016, 03:00:05 PM
Quote from: silverskin on January 12, 2016, 08:20:34 AM
Mutant Jungle
An incredibly aggressive jungle, composed of plants grown out of control by failed genetic modification. Plants grow very fast and will literally overgrow and attack your structures. Vines can grow next to walls and will damage them. I'd like to see graphics for the vines actually growing on the walls but I don't know how possible that is. Those vines will slowly damage the walls and will continue to grow on the other side unless cut off. There would also be poisonous, barbed plants that can randomly grow on the ground and hurt any colonist who walks over them.
Throw in some of those man-eating trees someone else mentioned, too.

Outside threats would be relatively easy to handle. The jungle itself would attack raiding parties and discourage further invasion. That's a pro. It also kills any animals that enter the region. And that can be a con.
Your own farms would grow very quickly due the mutagens in the soil. So if you can seal off an area of ground and keep the jungle out of it, you'll grow a lot of food very quickly. Trees also grow quickly and in great numbers but can be dangerous to cut down due to poisonous barbs and such.
The jungle itself will need to be periodically hacked and burned back.
Also, those vines I mentioned can grow across player-placed floors. Vines can only spread to the other side of walls after they lower durability to 50%.

Wacky enough?
Sounds great! I hope you don't mind if I take these ideas for a spin.
Imagine always feeling completely safe from raids until a fire takes out a large part of the jungle... You forgot to prepare defenses and a raid just came along.

To make this more flexible I would try to put these changes primarily in plant behaviour, so you can have freak events in certain other biomes: "A passing visitor dropped a Terror-vine berry, it took root."
"Some of the trees in your area have become sentient and they are pissed."
Or something relatively peaceful and a bit more realistic:
"An invasive species of grass has arrived, it's seeds will kill any non-tree plants it lands on."
Or Walnut trees  (http://grovelandscaping.com/archive/what-will-grow-under-my-walnut-tree/) that can be researched and planted, nothing else will grow around them. These could be used to keep those vines in check.
Or planting nitrogen fixing legumes(peas and beans) that increase fertility over time, while another crop, for example potatoes reduces fertility over time.
Title: Re: Wild and Wacky Biomes
Post by: Reviire on January 14, 2016, 05:00:19 AM
On the topic of mutant jungle, I'd like to see ones that have aggressive animals too, not the usual lions or tigers, but alien looking creatures. Ones that make it an incredibly hostile biome, along with the flora. (On that note, glowing trees and plants, anyone?).

But on the flipside, said creatures would yield useful materials, such as strong chitinous plates, chemicals (Poisoning swords and arrows, anyone?), or whatever else.
Title: Re: Wild and Wacky Biomes
Post by: Listen1 on January 14, 2016, 05:06:04 AM
The icesheet is a ungrowable area (is that a word?), making you rush power and hydroponics/hunting/cannibalism to survive. Crystal, rock ground and sandy beach would also have this effect.

Abandoned Cities, with roads and wrecked buildings and furniture, actually shaped like a city, is a thing that I would love to see on the game.

I still want to be able to build in the same map where another faction is. They have a premade colony that works on it's on, and you have to build another one just to attack them. I know it would the problems and limitations of the core code, but would be really cool.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on January 14, 2016, 08:52:46 AM
Mutant Jungle  I love this!  We might need a flamethrower weapon/turret to keep the plants at bay.  I love that the vines creep and damage buildings.  Remove flooring on soil surfaces and cover flooring on rock surfaces.  But can only go so far under roofing due to them needing sunlight.  During an eclipse or night is the best time for a mass removal of vines due to them being asleep.  Certain animals will thrive like the new hive insects and the megascarabs. 

Now, because Ive read a lot of Warhammer 40k fiction ive got a few ideas drawn from that.  One is that there was a psychic vine jungle that would scream in your mind all the time but more so when you burnt it back.  So maybe a limited form of that.  Maybe vines have central root cores that feed the whole plant and once killed they all die and sometimes you get a psychic vine on the map.

The other 40k jungle idea is one where the plants evolved over the course of the mission to assemble in humanoid shapes to infiltrate the humans.  They kept getting better at it and went from shambling vine person pretending to help them hack through the jungle to looking human and talking.  I think for rimworld that either we stick with the shambling vine people with no major organs to hit or vine zombies.

Vine zombies are something i just thought of.  When a person dies a vine can seed the corpse and bring it back to life and use them to defend the vine or attack the colony. 
Title: Re: Wild and Wacky Biomes
Post by: Reviire on January 14, 2016, 09:23:01 AM
Quote from: JimmyAgnt007 on January 14, 2016, 08:52:46 AM
-snip-
That 40K sounds only vaguely related to Gene Stealers, which aren't plants in the first place.

On topic, plants turning into people just doesn't sound right, seems like it'd completely break the theme.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on January 14, 2016, 09:27:31 AM
The psychic vines were from the Ravenor books.  The humanoid vines was from an Imperial Guard book with the catachans in a jungle Death World.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on January 20, 2016, 10:06:27 AM
The one thread about a permanent event like toxic fallout made me think of a new biome.

A radioactive wasteland, toxic fallout all the time that comes and goes with severity but never leaves.  Animals have mutated and toxic sludge slime monsters roam the land.  HazMat suits are the only armor and clothing worth having.  Would need a radiation mechanic like temperature that permeates walls.  New lead resource to insulate walls with. 

Title: Re: Wild and Wacky Biomes
Post by: blub01 on January 22, 2016, 05:39:37 AM
maybe have the monoliths have a chance to turn animals intelligent, aka give them some form of pawn ai. so if it happens to a tamed animal, you've just gotten a new pawn.
Title: Re: Wild and Wacky Biomes
Post by: Regret on January 22, 2016, 09:34:47 AM
Quote from: blub01 on January 22, 2016, 05:39:37 AM
maybe have the monoliths have a chance to turn animals intelligent, aka give them some form of pawn ai. so if it happens to a tamed animal, you've just gotten a new pawn.
heh, good one.
Title: Re: Wild and Wacky Biomes
Post by: blub01 on January 24, 2016, 06:01:08 AM
Quote from: Reviire on January 14, 2016, 05:00:19 AM
On the topic of mutant jungle, I'd like to see ones that have aggressive animals too, not the usual lions or tigers, but alien looking creatures. Ones that make it an incredibly hostile biome, along with the flora. (On that note, glowing trees and plants, anyone?).

But on the flipside, said creatures would yield useful materials, such as strong chitinous plates, chemicals (Poisoning swords and arrows, anyone?), or whatever else.

and maybe have some really hard research eventually allowing you to communicate and make peace with the jungle, maybe be able to tame the things.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on January 24, 2016, 08:01:56 AM
on one hand, research to deal with the jungle makes sense, but on the other it kills the end game difficulty.  Maybe a psychic calming beacon on the jungle instead.
Title: Re: Wild and Wacky Biomes
Post by: jzero on January 25, 2016, 04:18:32 PM
How about when you land you could have a chance ( more so in specific biomes ) to land in a region with a volcano, like say, you land on the map and the game warns you that you have landed in a region with an active volcano nearby. The volcano could occasionally erupt, raising temperatures considerably and spewing smoke (which could make it so that you could have trouble seeing outside and blocking the sun, disabling solar generators and maybe hurting people outside because of smoke-inhalation) followed by a phase of lava, flowing down the map and burning trees and wooden structures. Now obviously this would be forcing people to make mountain bases to hide from the volcano , but , there is only a chance of this happening when you play a map so it wouldnt be a big game-ruiner. After the lava is done flowing it would harden into obsidian, in some places being high enough to make a stone-like wall and in other places just preventing plant growth. After the lava was done the smoke would stay in the sky for another couple days and then just leave. This sounds awful but the volcano could also prevent raiders from attacking you. Reducing raids could be a nice balancing afctor for the devastation of a volcano erupting.

I know that this int particularly wild or wacky but i thought that it would be cool to post anyway.

sorry for text wall  :P
Title: Re: Wild and Wacky Biomes
Post by: killer117 on January 26, 2016, 08:33:03 AM
2 things

1: With those mutant forests, they sound awsome, but in order to keep the difficulty up even higher, you could make a new type of raider, one that only spawns late game. (im getting inspiration off the divisions cleamer enimies). these guys are hardcore dudes in heavy armour, armed to the teeth and using flamthrowers and molotovs to clear a path through the forest. these guys stay in a tight group, with flamethrwers up front, molotovs behind them and the troops up back.

also with those forests, imagine they snatch up one of your guys, and he bonds with the trees. now hes not under your control anymore and is making the forest far more organised and dangerous. the trees around his are getting thicker, stronger and more agressive. animals form patroling packs regardless of thier species, and hunt down stray people and defend the forst. other trees may obtain more colinsts or raiders and the ecome kind of secondary headquaters of the forest, also being more defended and patroled. then when raiders or you tried to burn up the forest the whole forest and wildlife would conduct an organised defense against you, throwing out waves of animals and plant monsters, and using vines to attack and drag off your people. the more people the forest obtains, the more animals, vines and other cretures it can field against you.

2: giant wrecked ship biome. imagine the ship gravyard biome, but instead of lots of ships its just one giant wreck. it takes up a large chunk of the map and has the capacity to be any one of the giant ships different sectors. it could be engineering with radioactive engines. it could be crew quaters with lots of bedrooms. it could be the cargo hold with loads of supplys. it could be the bridge with an AI core and lots of cool gear. it could be security with guns and armour ect. you could give each room its own fog of war, meaning you have to breach and clear each room one by one, any of them could be booby trapped, filled with automated defenses, squating raiders, machanoids, or even allies that need help.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on January 26, 2016, 11:32:37 AM
Dang it killer117 i was just starting to think the mutant forest would be fun, then you go and make it terrifying...

A massive crashed colony ship or whatever would be rather interesting.  Lots of metal but almost no soil to grow food.  Danger everywhere, do you open up a room and risk everything for treasure that might be inside?

jzero, A volcano would be interesting, even if its not in your map, say its on the world map and your proximity to it determines how much it effects you.  I think it would actually discourage an underground fort since by the time we have that we will most likely have earthquakes.  Also magma vents might open up in the rock that could be the middle of your base.  Ash falls like snow and needs to be cleared.  Flowing lava would need its own fluid dynamics of some kind so its not easy but would be neat.  You rush to build stone walls to control the flow.  Good thinking!
Title: Re: Wild and Wacky Biomes
Post by: jzero on January 26, 2016, 04:33:24 PM
Quote from: JimmyAgnt007 on January 26, 2016, 11:32:37 AM

jzero, A volcano would be interesting, even if its not in your map, say its on the world map and your proximity to it determines how much it effects you.  I think it would actually discourage an underground fort since by the time we have that we will most likely have earthquakes.  Also magma vents might open up in the rock that could be the middle of your base.  Ash falls like snow and needs to be cleared.  Flowing lava would need its own fluid dynamics of some kind so its not easy but would be neat.  You rush to build stone walls to control the flow.  Good thinking!

the lava could possibly be like a very specific form of fire. Such as you would have the lava texture, and much like fire it would spread. But the key difference is that when it spawns it is coded to spread only in one direction possibly with little side columns spreading from the main flow.

I like the idea of making stone walls to stop it but what i meant there was like that when the lava hardened, the flow would have been so big the obsidian would be tall enough to qualify for a wall (seems pretty silly now that i think of it) but if you could make stone walls they would have to be maybe double thick or something because if a bullet can pass through a solid brick wall then a steady stream of lave probably could get through it. I was thinking and maybe the only structures able to survive it should be thick stone-walled ones able to withstand the lava flow. Of course you would still get a warning about being too close to volcanoes so you would know to make those kinds of buildings.

P.S. sorry for text wall again  ;D
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on February 11, 2016, 02:26:23 PM
That could work.  I think the bullet passing through the walls bug would be fixed by then but who knows what kind of tactics we would end up using to divert lava. 

Having a colony on the volcano itself would just be too insane unless we get some serious temperature control systems lol  Though id love the supervillain vibe from it.

I hope Tynan goes through this thread for ideas later on. 
Title: Re: Wild and Wacky Biomes
Post by: Draegon on September 19, 2016, 02:10:35 PM
Maybe the plants could have a special bulb that could be harvested that when planted by the colony could either revive a recently dead colonist as a plant colonist or could grow a new colonist once.
Title: Re: Wild and Wacky Biomes
Post by: Draegon on September 19, 2016, 03:50:22 PM
Figured I should keep this thread going since it's a neat thread plus it includes harder biomes not just weird ones. I had a post about ocean biomes a while ago, thought I should post it here :D

I was thinking about how currently we cannot make a colony in the ocean at all and I know it makes no sense to have a colony in the middle of the ocean, why not add archipelagos? It would be really cool to have a colony on an island or island chain.
It could also add new incidents such as
Hurricanes could do damage to anything made of weaker materials outdoors, the wind could force open or destroy doors occasionally and slow colonists considerably as well as create puddles all over the place on man-made floors (would be considered a mess like filth). Colonists and animals could get blown away if outdoors and would be killed or greatly injured by this. The event could give a mood debuff for during the event and a buff for surviving it. A weather station of some sort could predict the event if built but would cost a lot and or would be researchable. This event could also have varying degrees of strength like real life hurricanes. Plus it could affect colonies near the coast and could cause strong storms rather than a full on hurricane when you're an inland colony. (A Hurricane has hit the coast and will affect your area with severe downpours and winds) Could be the event message.

Tsunamis would be a rather devastating event, it would outright destroy or HEAVILY damage most structures. If an animal or colonist was outside and unprotected at the time they would be swept away and or killed (maybe a TINY chance that they would later wash up on the beach alive or dead) strong enough walls could protect things but if they break a room would flood for a while and stuff inside would be damaged. Would also spawn more water tiles that would replace soil ones but not stone. An indicator would be water tiles retreating (becoming mud terrain)  a couple tiles out from the shore a short time beforehand. (If your colonists are too far away from home when it hits they're doomed).

Volcanoes would erupt either on your section of the map or farther away. Ones erupting on your area would create lava which would greatly damage anything it touches but would mostly flow on specific areas. Perhaps the volcanic island could have 3 variants, active, dormant, and extinct. Active would show the caldera and lava pool in the center so you could possibly prep for it, dormant would be covered and look mostly like regular stone but would be a volcanic rock type, extinct would look the same but would never erupt. Volcanoes can change into one of the others of the three. Dormant and extinct could both have a hidden caldera until it's mined into. There could be an indicator where the earth shakes every so often or the caldera has an animation (bubbling lava for active, cracking stone for dormant). Volcanoes would spawn more land once the lava cools and the ash from the eruption would blot out the sun for a few days, kill many plants, and would cover everything in ash, but would temporarily enrich the soil to a varying amount of time.

Sea pirates would act much like normal pirates but would have a different look and special weapons as well as spawn in via ships or water pods onto the beaches. Water pods would be like drop pods but would show bubbles on the water surface as the pod rises. (It would rock to have variants like robot pirates or undead ones, each of which would have different ships) 

Another main idea for island and shoreline colonies would be Tides. When the tide is in the water reaches a high point where it covers more land and when it's low tide you can send colonists out to grab things that got stuck when the tide was out. Sea shells for decoration crafting, driftwood (a special type of wood), clusters of mussels for food, sea weed clumps that you could then grow in hydroponics. Tide pools would be a good joy source for colonists as they could poke around in them and rarely find neat items for their aquarium or decorations. Tide pools would have to be a special terrain tile to work well for this I think.
Aquariums would be another cool thing to have. I'm thinking of two possible types, a structure or a purely decorative one like sculptures. The structure one would be a walled in area filled with special water tiles that would show the fish in them. It would also require a water filter so the water stays clean. The decor type would likely be far easier and could have a few sizes, the smallest being a fish bowl, the largest being larger than the megascreen TV. They would have to be bought from traders or possibly require a high crafting skill. The larger ones would have a filter feature that would require power to work but would ensure the general health of the fish. The larger tanks could hold small sharks. I'd love it if they all were animated.

Coral reefs could be special water tiles in shallow water areas. They would have a faster movement speed when walked on but would come with the price of being a little dangerous. Colonists could get cut on a sharp piece of coral or stung/bitten by a dangerous and or venomous animal (rock fish, sea anemone, jellyfish) which would require medicine to fix or that could quickly lead to their death no matter what depending on the animal. Or a game universe animal could sting them and drive them to a berserk rage.

Some other ideas could be water creatures coming onto land (Some sort of amphibious creature that is hostile or neutral maybe).

Hostile sea animals could attack swimming pawns when they're in the water.

Bridges could be added along side this to be built across water, requiring more materials for deep water. Maybe have a bridge that can cross lava.

Fishing could be added with islands as well and so could growing sea plants for food. Palm trees could be grown for wood and or coconuts.

Scuba/snorkel gear could be added for a joy activity which would give much the same amount of joy as others activities but the colonist would come back with something they found while doing it.

Windmills could have a water variant perhaps since land would be more sparse. They would require more materials too.

There could be different types of islands as well, such as tropical (jungle like biome with native plants), desert (almost all sand and rocks with some palm trees), Icy rock (similar to ice sheet, just ice and gravel terrain), constantly active volcano (would have constant lava flows in set areas) fire popper like grenades or water based weapons could cool lava for a certain amount of time or maybe add an artifact for it. Feel free to post your thoughts or ideas for things like this here!
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on September 22, 2016, 09:20:17 AM
Very interesting.  A long way off like most of what we want in this thread :p but it would be fun.  Glad to see more ideas.
Title: Re: Wild and Wacky Biomes
Post by: Draegon on September 23, 2016, 04:12:32 PM
I was thinking of how the game back stories mention cave worlds and was thinking that cave biomes would be pretty cool.
Cave biomes would be within the mountainous areas of the map.
You would crash land in a random spot within the cavern system or one of the systems depending on the chosen colony map size.

Terrain Features of the biome.
Caves would sometimes connect to the edges of the map.
Crash landing would open holes in the ceiling that would let in light.
Ravines would be long open areas that would have soil and light (Prime place to start out or find).
Almost complete darkness until lights are made.
Rare/uncommon areas other than ravines would be open to the surface.
Underground rivers would sometimes generate (could fish in it for blind fish and cave salamanders and frogs). Rivers would be one long section with some rocky shoreline but mostly just water. Bridges would be needed to cross deep sections.
Underground lakes would be relatively large areas of water that would be decent for colony use (swimming and other recreation) but also somewhat dangerous as it's near impossible to tell the depth of some underground lakes (detecting the depth of the lakes and rivers would require work).
Permanent bug hives could generate with special wall types, the bugs would be less aggressive than like the hive spawning event but would defend themselves to the extreme, if a bug is injured near any others they ALL attack. Bugs might hunt pawns when hungry. Bugs will grow their own type of fungus for food within the hive structure. They may also target colony crops as a food source for the hive.
Ore would be more abundant in the caverns but wood would be almost non-existent (would only grow in soil in the open to the surface spots).
Crystal ore would generate about as common as plasteel but in small veins. Crystal would be used for sculptures and charge weapons as well as exceptionally sharp blades.
Crystal clusters could be used as basic decor (would be a simple sculpture that requires little work but gives only a little beauty).
Fossil ores would be very rare ore like jade and uranium. Fossils would generate more often in Limestone. Fossils would be pieced back together as a crafting project after paleontology is researched. Would be great decoration and could give a small boost to research. Further research with the fossil boost could unlock bringing back extinct animals from fossils (Could also have frozen mammoths and other ancient life in ice sheet biomes).
"Deep Cavern" variant to the biome would be where lava pools block access to some areas until you can cool it. Almost always over 100+ degrees Fahrenheit anywhere near lava. Would be less geologically stable, new pools could spawn and earthquakes could happen more often.
Deep Caverns would have more ore and crystal than regular caves but would be more dangerous. Threats would include ancient structures built to withstand lava and extreme heat (special fire/heatproof mechanoids would spawn in here), lava pools which would increase the heat of the cave they're in dramatically, Lava lakes would be large sections of impassible lava (uncoolable lava), crystal based life (would do large cutting damage but be weak to blunt weapons), and new lava pools starting.
In the deep caves if lava and water were to generate next to each other stone would generate in between. This would be able to be walked on but the heat nearby would be dangerous.
Geothermal vents would be more common in both types of cave biome.

Colony Features of the biome.
Mushrooms would grow underground on stone and dirt and some would provide dim to strong light depending on the type.
Mushrooms could be grown in planters and hydroponics as light and or food (some glowing mushrooms would be edible)
Certain mushrooms would be toxic to human health but work as food for some animals.
Some could be used as an herbal medicine replacement and some would be a hallucinogenic drug (colonist would wander around or sit utterly but gain joy).
Colonists that grew up/lived on a cave world would get a small mood boost randomly of "this cave reminds me of home"
Most colonists would need the occasional rest near a sun lamp for their health.
Trading would be a bit more difficult as you would need to live in a cave connected to the map edge or have a tunnel to one that is plus for orbital trades you would need an open to the sky area.
Traders would have new animals for sale that can stand near constant darkness and would use tamed ones for pack animals.

Plant/Animals of the biome.
Cave Dwellers would be a type of faction who are all utterly blind and all pale skinned. They will have no interaction until an event. If recruited they will be blind but almost have a love for mining or skill in cave based life. If you choose to give them new eyes they will react good or bad. Some will view sight as a curse while some will love being able to finally see. They will use echolocation to some degree (may have good shooting skills despite blindness). Would have no mood debuff from darkness and would be a debuff from being in too bright a location for too long.
Large cave salamanders and frogs would live in or near shallow water and would spawn in it rather than come from the map edge.
Giant cave snails would be a rare sight but would leave a "harvestable" slime trail used in some crafting or cooking. The trail would degrade within a few hours if untouched but would be unsightly.
Bats would flutter around and eat small bugs or plants. Bats would have a large, aggressive, and blood drinking variant. The blood drinking variant would hunt living animals and drain them of some of their blood without killing them unless they were fed on by multiple bats at once or multiple times within a short period.
A few more bugs could be added for the game's caves such as millipedes, centipedes, and cave spiders.
Millipedes would be herbivores and eat various cave fungus or plants. Centipedes would be carnivorous and aggressive as well as venomous (bites could be treated with medicine but would quickly kill if untreated). Cave spiders could have two types, trap ones and regular, trap spiders would live within a special type of "wall" and would quickly attack anything that comes too close to it when the spider is hungry (to offset this as their only eating method they would not get hungry very fast). Regular spiders would be quite uncommon but would act like any other predator (minus their venomous bite of course). Both types of "Pede" would move relatively fast.
Most of the animals would be tameable but some would or course be dangerous to do so.

Events for the biome.
Earthquakes - Would range from minor to major and would shake the map for a few seconds to a few minutes all while spawning collapsed rock and causing wall damage to structures, Could kill animals and colonists if they're crushed as well as damage or destroy colony items.
Bug invasion - A hive bug would move to your colony crops, eat some and then return to the hive. If it gets to return to the hive more and more will invade your farm. Another type of invasion could be that the bugs decided to start a new hive IN YOUR COLONY, if allowed they will carve out a section and turn it into a new hive (destroying some of the colony in the process).
Vampire bat swarm - Vampire bats have swarmed into your cave system and they're out for blood, bats will attack and drain any mammal they can find en masse.
Cave in - Essentially a minor earthquake like event that CAN but not necessarily will trap or kill a colonist. If a colonist is trapped they will stuck in place and eventually run out of air if they are not rescued.
Mole Men - The colony activities have gained the notice of a group of cave dwelling people. Either positive or negative. Good cave dwellers might bring gifts of fossils, ore, or food and some may even join the colony. Bad ones will be a special type of raid where they wait in dark locations or set up traps and sneak attack colonists or just outright tunnel into the base faster than pirates would. Once the cave dweller event happens then you will now be able to contact them.
Cave Traders - Will trade items only found in caves and will use cave animals as pack mules.
Drilling Pirates - New type of pirate attack that will drill down from the surface into or near the colony.














Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on December 13, 2016, 01:05:55 PM
Just wanted to remind people that this thread exists as a place for you to suggest strange and new biome ideas so you dont need to make a new thread every time.
Title: Re: Wild and Wacky Biomes
Post by: skinicism on December 13, 2016, 01:18:00 PM
Quote from: skinicism on December 13, 2016, 12:51:10 PM
  I suggested a new biome last year. It was filled with nectar shrapnel shoots, red hot poker plants, hot springs among metallic grid ruins and electrical storm-filled canyons. The suggestion was for a board game that my family played.
  Now, Tynan hasn't proposed any new advanced civilization ruins map. At this point who knows what he wants to do with Rimworld? Could we face a map where colonists can't disassemble new, rare metals foreign to Earth? I think the question is how to deal with family members having sometimes terminal neurotoxicity. Could we even find a cure? There could even be particle fluidity problems among hot spring pumps.

  Also, the canyons could be filled with gypsum to help trees grow faster indoors once mined. I think it could be explosive though. Perhaps Tynan will allow us to put new plants in petrified wood too. However, I'm not sure if such a biome should have some acid rain that causes enhanced deterioration of clothing that's being worn. Tynan would know better whether such a biome would be suitable for Rimworld.
Title: Re: Wild and Wacky Biomes
Post by: Illusion Distort on December 13, 2016, 04:33:16 PM
Gather a group of modders and have a go at it boiis. Many mods in the past added the biomes we current see in the game and tried to make a new gameexperience.
Title: Re: Wild and Wacky Biomes
Post by: Draegon on December 14, 2016, 11:56:37 AM
I did gather a small modding team for my ideas, but sadly we lost our coder due to life interfering.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on December 15, 2016, 10:49:45 AM
It would be neat if anyone who knows how to mod would want to get in on this.
Title: Re: Wild and Wacky Biomes
Post by: Grishnerf on December 15, 2016, 02:38:54 PM
if the game introduces real "liquids" on maps we could have :

1) A volcanic barren wasteland planet with Lava that steadily flows in one direction til it gets cold.
-> (frozen/cold Lava makes new mountains and new pathways possible, hot Lava burns everything)
Maybe new Event :volcanic Eruption, at a random Point a new vulcan emerges.
It is only possible to block Lava flow with plasteel walls.

2) A naboo like planet with swamps where you can get flooded by water masses (perma zzt).
Everything not built on a floor will sink into the ground and disappear after some while. even walls.
-> (wouldmake waterpumps more useful to stop water flowing in your direction and to make deep swamp tiles into swamp into normal ground to build on.)
You could also build waterdams out of wood and stop waterflow and use that for energy
or flood other Areas of the map with it. -> (make fertile soil "buildable", Rice farms more efficient.
Maybe even a new beaver/raider Event where they built a dam in the edge of the map. etc)

3) A Tropical water planet with very few Islands.
There we could have a low and high tide element, so that some areas get revealed only at certain times to mine from/to get loot.
-> (can use sandbags only to block some high tide water. on low tide you could harvest corals, seashells etc.. Rikkis fishing mod should be a basegame thing then already :D )




Title: Re: Wild and Wacky Biomes
Post by: blub01 on April 21, 2017, 01:57:53 PM
Quote from: Grishnerf on December 15, 2016, 02:38:54 PM
if the game introduces real "liquids" on maps we could have :

1) A volcanic barren wasteland planet with Lava that steadily flows in one direction til it gets cold.
-> (frozen/cold Lava makes new mountains and new pathways possible, hot Lava burns everything)
Maybe new Event :volcanic Eruption, at a random Point a new vulcan emerges.
It is only possible to block Lava flow with plasteel walls.

2) A naboo like planet with swamps where you can get flooded by water masses (perma zzt).
Everything not built on a floor will sink into the ground and disappear after some while. even walls.
-> (wouldmake waterpumps more useful to stop water flowing in your direction and to make deep swamp tiles into swamp into normal ground to build on.)
You could also build waterdams out of wood and stop waterflow and use that for energy
or flood other Areas of the map with it. -> (make fertile soil "buildable", Rice farms more efficient.
Maybe even a new beaver/raider Event where they built a dam in the edge of the map. etc)

3) A Tropical water planet with very few Islands.
There we could have a low and high tide element, so that some areas get revealed only at certain times to mine from/to get loot.
-> (can use sandbags only to block some high tide water. on low tide you could harvest corals, seashells etc.. Rikkis fishing mod should be a basegame thing then already :D )

maybe have some kind of genetic modification as a lategame tech allowing your colonists to adapt to the environment as a new victory condition, then.

also, we'd need time-based area restrictions for tides to work without tons of microing, and for an ocean world, maybe some kind of special "floor" that's basically stilts to put your houses on and a surprise flood event that covers the entire map in water.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on June 22, 2017, 10:06:19 AM
I think floating flooring would make more sense for open water, stilts would be better on beaches for the tides.

Also, its been suggested to have a dense urban biome where there is minimal plant and animal life.
Title: Re: Wild and Wacky Biomes
Post by: Limdood on June 22, 2017, 03:00:47 PM
Solid mountain.  Start in one corner of the map in a small cave complex and mine your way into a workable base.  Cabin fever would need to be adjusted, or the entry point would need to be unroofed.  Now my Neolithic tribe can truly be CAVE PEOPLE!

Princess Bride-esque Fire swamp....mostly doable with our current tools.

Volcanic - very little foliage, extremely high ambient temp, rivulets of lava that start fires on nearly things (including pawns)

Gaia - Nearly all rich soil, no predators, faster foliage growth, naturally occurring cotton, berries, healroot in great abundance.  Temperature a perfect 70F degrees all the time, weather-response rain for fires is MUCH faster, NO MINERALS...no steel, no rocks, no plasteel (come on, there are so many "extreme" maps, there had to be one super hospitable)
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on June 28, 2017, 10:52:37 AM
An entirely organic map ideal for growing WOULD be an interesting challenge.  As sort of a tame version of the sea ice challenge since you wouldnt have minerals or rocks there but without the crushing cold.

Its been a long time since ive seen Princess Bride, whats with the fire swamp?
Title: Re: Wild and Wacky Biomes
Post by: Limdood on June 28, 2017, 03:53:52 PM
princess bride fire swamp is your standard run of the mill swamp, but has "the 3 terrors of the fire swamp" - a flame spout (not too different than a lightning strike in game imo), the lightning sand (which is quicksand, which isn't in game, and probably should never be, but sand patches will pull it off i suppose), and ROUS's, or Rodents Of Unusual Size - person sized, aggressive rats.  Add a warm climate with frequent thunderstorms, plenty of unbuildable, marshy soil, and extremely dense cypress trees and you're set.

One of these days I might try to "create" the gaia biome in dev mode....but without a click/drag tool for terrain, even the smallest map would be a LOT of clicks to remove all the stone and change the terrain to rich soil.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on July 04, 2017, 09:55:35 AM
Ah ok thanks, also yes, we need a better terrain editor.  Id like the ability to add overhead mountain as well.  Personally, if im doing a sea ice map I dont want water spots either so getting rid of them is handy.  Though on sea ice, lots of time is spent waiting so doing it manually gives you something to do.
Title: Re: Wild and Wacky Biomes
Post by: protocol47 on July 05, 2017, 05:45:22 PM
Simulated Tectonics
This would implement both volcanoes and earthquakes. It would determine the locations of volcanoes and fault lines, which would control where and how sever earthquakes are.  Players could research an early warning system that would work for both events, just gives you a little time to get pawns in cover.

Volcanoes
I think the easiest way to get volcanoes implemented now would be to place the actual volcano in an impassible mountain area. Irl they are typically located on mountain tops, and this would remove lava flows and all the coding needed to make them work. With a lava flow you would need to implement new graphic elements, fluid dynamics, as well as have tons fire all round, which is taxing on the system (i believe this is why it mysteriously rains when a wildfire gets too big).
If your colony is within a certain range it would be affected by the eruption. It would vary depending on distance and severity of the eruption. There would be 3 main effects.
Falling ash: Blocks out the sun, essentially a long eclipse. Occurs even at far distances from the volcano. Could also coat the ground like snow, and behave exactly like snow. It will slow pawns traveling through it, and could be cleared using snow removal zones.
Flaming debris: Large chucks of flaming debris crash down around the colony, damaging structures, injuring anyone nearby, and starting fires. They would behave like falling ship chunks. This would occur at medium-to-short ranges from the volcano, and would scale up the closer you are.
Noxious Gas: At close range clouds of poisonous gasses would roll down the sides of the volcano and cover any nearby areas for a short time. I imagine the effects to be a cross between a poison ship and radioactive fallout, just supercharged. As the event would be relatively short-lived, the effects should be much stronger. Most wildlife and plant life would quickly die off, pawns would be seriously injured by even a brief exposure outside.

Earthquakes
Its been mentioned somewhere before, just giving the idea a bump. Depending on strength it could damage some weaker structures, or destroy them completely. Roofs would fall like normal, injuring anyone caught underneath. Pawns could also be thrown to the ground, sustaining minor injuries. In an especially bad earthquake overhead mountain tiles could collapse randomly, making mountain bases more vulnerable.

To me, this seems like the easiest way to get both of these in the game quickly with minimal work. I tried to gear these ideas so they could use existing mechanics in the game. I think it would work well as a mod, but I don't code so I could be speaking from my ass on this.
Title: Re: Wild and Wacky Biomes
Post by: ARiA1089 on July 09, 2017, 11:32:26 AM
idk if this was mentioned already

a radiation zone:
lots of areas within this region are filled with deadly radiation/chemicals from the dumping of ancient colony's,(toxic buildup)

a flood region:
the zone during rain tends to flood, killing wildlife and plants, washing away items and potentially killing colonists or simply injurying them

quarantine zone:
this region of the planet is home to a few deadly virus's, increasing the chance of your colonist catching flu, malaria, etc. as well as increasing infect chance and lowering immunity gain

a plate zone:
this region of the planet is on an unstable destructive plate boundary, causing earthquakes which cave in buildings, injure colonists and destroy the local region

war zone:
this region was under conflict a while ago, the area is destroyed, to an extent and un-detonated munitions remain, as well as old gear and corpses (wouldn't give good mood boosts to colonists
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on July 12, 2017, 12:43:43 PM
Some of these have been covered but I do like them.  There is definitely room for the game to grow into these areas.
Title: Re: Wild and Wacky Biomes
Post by: Names are for the Weak on July 13, 2017, 12:51:58 AM
Garden of Eden: All the soil is fertile, there are no predators, and ambrosia grows like raspberry bushes. However, raids are far more frequent.

Magnetized area: Cargo drops, ship crashes, etc. are far more common. In addition, metal ores spawn at about a 1-1 ratio to stone deposits from years of cargo drops.

Giant bug hive: Infestation events are far more frequent, bug lights appear naturally all over the place, and the wildlife consists almost entirely of giant insects. Raiders and outlanders alike avoid it like the plague.

Mechaniod hive: Ancients ruins are all over the place, and you can expect mechanoid raids to happen all the time.

Swamp: Not that crazy of a biome, but most of the map would be filled with marshes, with a new kind of tree that can grow in water, the mangrove. In addition, a new animal would be introduced, the crocodile. It would be a predator whose hide would be comparable to thrumbofur.

Wasteland: A desolate biome where plants and animals alike would be scarce. There would be no fertile soil, and most of the farmable earth would be gravel. Think an ice sheet or extreme desert, without the extreme temperatures.
Title: Re: Wild and Wacky Biomes
Post by: makkenhoff on July 13, 2017, 06:54:30 PM
I like the idea of volcanic areas thus creating natural hazards, I'm not convinced on alien environments at this point. Future alphas might convince me otherwise though.
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on July 18, 2017, 09:40:48 AM
Well this is really just a place to collect all the biome ideas, and then maybe figure out a balanced method of incorporating them.  Hopefully Tynan reads this at some point when he feels ready to try out new ones.
Title: Re: Wild and Wacky Biomes
Post by: Penguinmanereikel on July 19, 2017, 02:17:54 PM
Quote from: Names are for the Weak on July 13, 2017, 12:51:58 AM
Garden of Eden: All the soil is fertile, there are no predators, and ambrosia grows like raspberry bushes. However, raids are far more frequent.
Let's call them something more technical sounding since this is a Sci-Fi game: Edenic (ee-DEH-nik) Gardens, or something like that.
Title: Re: Wild and Wacky Biomes
Post by: SpaceDorf on July 20, 2017, 06:46:37 AM
Quote from: Penguinmanereikel on July 19, 2017, 02:17:54 PM
Quote from: Names are for the Weak on July 13, 2017, 12:51:58 AM
Garden of Eden: All the soil is fertile, there are no predators, and ambrosia grows like raspberry bushes. However, raids are far more frequent.
Let's call them something more technical sounding since this is a Sci-Fi game: Edenic (ee-DEH-nik) Gardens, or something like that.

G.E.C.K. - Enhanced Area
Title: Re: Wild and Wacky Biomes
Post by: JimmyAgnt007 on July 25, 2017, 09:16:46 AM
Gaia is a common term when describing paradise planets in 4x space games, so id use that here.