[1.0] Biomes! New Environments to Diversify the World.

Started by Draegon, January 20, 2018, 05:13:48 AM

Previous topic - Next topic

Draegon

Quote from: blizzardwolf420 on January 26, 2018, 12:42:19 PM
so im having a bit of a problem with the biomes , half the time when i generate the map ill get some cave animals and no mushrooms or water in any of the caves leading to the death of every animal in the map with no new ones spawning. Plus with no way to grow food or get wood for the planters in time my colony starves to death. any idea what could be causeing this?
I'm not sure what would be causing that unfortunately but the latest update that I am about to post has increased vegetation.

Draegon

Changelog:
Tweaked vegetation amount, there should be lots more mushrooms now. It's a lot visually but their spawn/reproduction speed still needs tweaked. Decreased Spider spawning by a lot.
Made Biome color darker on the world map.

Sleeeper

#17
This mod replaces Impassable plots with Caverns. I would suggest to not replace them but to add new biome tiles instead (maybe they could be near each other), because there is another mod that adds map generation to Impassable terrain (which I like a lot) and this mod makes that one useless. And it's nice to have both stuff at once!

Harry_Dicks

#18
Quote from: Sleeeper on January 27, 2018, 10:57:10 AM
This mod replaces Impassable plots with Caverns. I would suggest to not replace them but to add new biome tiles instead (maybe they could be near each other), because there is another mod that adds map generation to Impassable terrain (which I like a lot) and this mod makes that one useless. And it's nice to have both stuff at once!

I'm personally okay with them replacing impassable. Side note - maybe recommend using the mod Caravan Options with this, as it will let you change the movement speed on world map for whatever tiles you want.

I had a question, though. Have you guys tried this with RF - Configurable Maps? I ask because there is a "mountain" slider that you can change in the mod settings for that, and it works on all terrain types, small hills, mountains, etc. For example if you have it cranked way up and select large hills, it can make a cool canyon/valley looking map. I was wondering if anyone had any experience with this though before I checked it out. If I get to it later today, I will report back the findings. I would think the author had a sort of "idea" of how much "mountain" and open space/cavern area is supposed to occupy this biome. As there is only one type of cavern, but I am playing with a setting that also has variable terrain type, so I would not play on a mountain map with the slider as high as I have it now, but I would large hills.

EDIT: Does this mod make deep water passable? I could have sworn it wasn't before, but now it says 4% movespeed or something. When the map first starts, some of the mushrooms in the cavern die from the crystal glowing haha. How well does the cavern do supporting X amount of animals without grass for them to feed on? Should the mushrooms have their nutrition turned up even more to compensate for this? Maybe there could be a "moss" floor that acts like grass, so we could maybe have a few more grazing spots, without it looking too much like grass and fitting the cave aesthetic?

EDIT2: Even with Stuffed Floors turned off, all of the 50% fertility soil is still white.

Sarge


Harry_Dicks

The mushroom trees do not show up on the forestry tab for Fluffy's Colony Manager.

Draegon

Hairy Dicks, it might be worth us looking into regarding the configurable maps. The mod does make deep water passable since we have semi-aquatic animals. We upped the amount of Mushroom Clusters on the map in a recent update since they are the grass analog for the biome. It's not quite how we want it yet since Swenzi's computer is being fixed atm but we'll be making it better. We're hoping to make them spawn about as fast as they are eaten and grow quite fast too.

Draegon

Sarge, we were actually thinking of making a Savannah biome :D

Harry_Dicks

#23
Quote from: Draegon on January 28, 2018, 02:24:54 PM
Hairy Dicks,

It's Harry Dicks, please. My first and middle names are actually Harrison Richard, so the name is Harry Dicks. Otherwise you are saying I have a hairy dick ;) And no, my parents did not realize this when naming me. I did not realize this myself until I was in my mid twenties...

Quote from: Draegon on January 28, 2018, 02:24:54 PM
it might be worth us looking into regarding the configurable maps. The mod does make deep water passable since we have semi-aquatic animals. We upped the amount of Mushroom Clusters on the map in a recent update since they are the grass analog for the biome. It's not quite how we want it yet since Swenzi's computer is being fixed atm but we'll be making it better. We're hoping to make them spawn about as fast as they are eaten and grow quite fast too.

Thank you for this reply. Do you guys have a Discord channel setup for this? If not, maybe you should :)

About the water becoming passable, this is not preferable to me, and I believe you should mention this in the mod info because this will affect deep water in every biome, correct? I will use deep water for my mountain bases so that I can have a large ventilated indoor/outdoor industrial patio area for my colony wide air conditioning and heating systems. I will have a deep water barriers in certain parts, so these areas become technically "outdoors" according to the game so that there are no air/temperature restraints on them, but I will have them sealed off with deep water so that this area is actually inaccessible unless you come through the mountain, so that raiders cannot use this area as a secondary/backroom access. Maybe just let the animals in your biomes use shallow water? In my fantasy colony in your cavern biome, I will have certain areas that will be like a small archipelago of baby islands surrounded by deep water that I will chain together using bridges, for some beautiful cave lakes/ponds and ritual aesthetics for my cult. Maybe our sermons will be held in a small church on this special island in my cave lake, how freaking cool is that? ;)

Also I saw in the OP you said that Stuffed Floors makes all of the 50% fertility soil all white. Well I had turned it off and my soil was still all white. I'm not sure if it was another mod or anything, or maybe I needed to clear out my mods' config files (same place as ModsConfig.xml) so I am not sure. One thing I also use is cuproPanda's More Stones, which adds 10 stone types and recolors some of the vanilla stone colors. It does make the natural marble floor (that you see under mountains, can't remember the name of it) very white looking, much more than vanilla, and the way your floors looked in the cavern reminded me of it, and I thought that might have been recoloring them. Sorry but I did not get around to turning that mod off to see if it was the culprit. But I never had actual brown cavern floors, except where it was just plain regular "soil" that would be around the edge of water.

I want to say there was an issue also with Fluffy's Colony Manager. I didn't spend too much time with it, but I believe when I had the Forestry tab open, it is supposed to list all the kinds of trees that you can harvest in your map. And since there are all these custom mushroom trees in the cave, none of them appeared on this list. I do not remember checking the animals though to see if they were all properly on there, but I think they were.

Also, the way that the crystal veins look, it is not too well if I am being honest :'( cupro has a beautiful texture he uses now for his glowstone that is similar to what you guys are going for with your crystal. What all can you make out of crystal, any weapons or benches or anything? I did not get far enough to where I mined it and played around with it. Both the crystal and glowstone veins both would glow, and the color was different, but they are also quite similar in that I was never sure which it was unless I zoomed in to click on it or see the texture of the vein. I'm not sure if it is possible, or what the scope of your plans for it are, but it would be freaking awesome if you could have crystals that you could "infuse" to different colors, and make things from them - while only having 1 kind of master crystal that you mine, to prevent ore bloat. A red crystal sword, and purple crystal armor. Holy moly if that could glow that specific crystals color... *drool*

Finally, I am very impressed with your mod. You guys already have me fantasizing about an awesome colony that has small buildings and room spaced out throughout the cave complex in these awesome winding and elaborate connected tunnel networks. I also thought it was cool how everything still said it was "outdoors" but had the overhead mountain everywhere. It really gives the feeling of being in a cave, and this mod had me completely immersed in feeling like we were inside of a huge cavern. With that, props to you guys! I think this mod is fantastic so far and I can't wait to see the polish you guys put on it, and what you have for us next. If it is anything like what we have already seen, then I am certain that the whole community is in for a fantastic treat! ;)

EDIT: Also, and I forgot to check this, but did you guys change the maximum distance a roof support needs to be for a roof/mountain overhead? I ask because I am not sure if I saw any areas that were larger than 12x12 in the caverns I looked at. But since the overhead mountain is virtually everywhere it made me wonder and I had to ask. For anyone who doesn't know, you are allowed 6 cells from a wall for a roof, so at most you can have 12 cells between two walls, and of course can stretch one side out to have for example a 20x12 room.

Draegon

#24
We can discuss this stuff more in the discord. I set up our team discord to have team only channels now and a public channel. I'll set up more public channels soon. https://discord.gg/85p6vc5

SzQ

Great mod i hope it will grow. Hairy got important point about passability of water.
Got one simple idea to spare.
Impasable tile: Crack in earth
Could generate useful things like heat or spiders or gas or scrap-heap for useless things and colonists.




Usually contemplating my personal spacetime reality at
stream

Draegon

We've hit 10k subscribers on steam so I'm posting the link to the poll to see which biome would be the most popular next release after the Caverns are finished! http://www.strawpoll.me/14931859/r

Draegon

Changelog:
Balanced Vegetation more
Added new mushroom crops
Fixed new mushrooms requiring light
Tweaked Spider texture position
Sea Caverns! Cavern biomes along the shore will generate a coastline.
Added a new animal and a glowing water plant for sea caverns.
Added A Dog Said compatability.
Added a bunch of new sounds!

Kori

Are you going to make Biomes! compatible with Combat Extended in the future? That would be amazing!  :o

Draegon

Quote from: Kori on March 01, 2018, 08:33:36 AM
Are you going to make Biomes! compatible with Combat Extended in the future? That would be amazing!  :o
We might :D