Living in the biomes.

ryoendymon

New member
So, now that we have weather coming back in, I will briefly rehash that I miss having armor and clothing separated, and beg that it come back.  

But more importantly, the way the patch notes read, makes it sound like LIVING in places like the burnt forest are going to be getting much harder, becasue of it listing smoke, cold, radiation, etc as threats.   Honestly, this has brought back a feeling for something I have felt the game needed for a LONG time. 
=====POINT 1=====
We need construction to have some gates , not just in access to materials like "no forged iron without a forge, no steel without a crucible"  But rather, to live anywhere but the basic forest biome, you should have to learn to build for the zone.  

Right now, this is the progression.    Forest>Burnt Forest>Desert>Snow>Wasteland. 

For the burnt forest, if you want a base there, you should need to build in an air filter system, with a filter that degrades over time and will need upkeep.  

For the desert, power should be needed for an AC unit

Snow, should require heat sources (already used to be in the game)

And wasteland, should practically require a fallout style setup. 

And I would like to see the map generation to implement the simple reality of the mean earth temperature depth, or what some might call the "frost line".  At a certain point underground, the temperature becomes stable, not heavily changing regardless of surface variation to hot and cold.  This is why your house has a footer dug a certain depth into the earth, it prevents temperature swings from cracking the foundation.

=====POINT 2=====

Additionally, new power sources like a wind turbine could be welcome, it could be easily made like the solar panels....less efficient, but low maintenance. 

Speaking of power, one thing I've always wished the game would allow, would be connecting generators.  Currently, and has always been, you set up your generator bank, wires come off it, but once you max it out, you have to begin a whole new wiring setup, completely independent. What I would like to see is a new link in the wiring chain, where you could have multiple generation sources all feed into, and then have it relay out into the wiring system, allowing say, 4 solar arrays to feed into their battery banks, and then feed into it, so that there is ONE master wire.  Sometimes I've had worlds with 7-8 people working together, and it becomes a pain, we always wished we could have one central power building feeding our mini town of bases, but because of the existing power structure, each base had to have its own. 

I mean, how cool would it be, gameplay wise, for a survivor group to essentially rebuild a small town, reclaim it, set up a full power substation in the center to feed the entire town?

=====POINT 3=====

Lastly, I would like to see transitional biomes be made. Not the same as the huge biomes we have, but, as an exmample, several alpha releases ago, we had more biomes, one of which was called  "pine forest" it was teeming with life, like the current forest biome, but had more pine trees, while the regular forest was more maple trees, and it was a fair bit colder, during the day, sun out, it was no different from the normal forest, but if it was raining (or sometimes it should have been snow it seemed) or at night, it became cold enough for you to actively need to change your clothes to adjust,  I would like to see this return, but in the form of mini biomes, transitional between places.   There was also a plains biome, that  wasn't full on desert, but did have yucca, and some desert plants, trees were fairly minimal, and it could get  rather hot. 

Maybe bring these back in such a way that......they border the biomes, are maybe only 20 or so chunks thick?  But enough so that you could live in it transitionally, rather than the current "avoid the cold by being 5 steps outside of the  snow" (here is Viva la Dirt League kind of mocking how it currently is.....and what I'm suggesting would mitigate this.)  


Earlier I mentioned implementing the frost line, perhaps even begin including temperature variants based on altitude in other ways as well.

=====POINT 4=====

I don't know if this is strictly me, but I've noticed zombie density issues, and zombie placement issues I think should be addressed.  

When I first begin in any world, the presence of zombies feels fairly heavy, but the drop off seems sharp. I begin building a base, only to rarely have to  protect it. Upping the difficulty only seems to be a question of how hard the geeks hit, and how many hit points the geeks have.   I like situational difficulty, not bullet sponginess, has anyone else noticed this steep dropoff of undead?  Like I understand thinning them, over time, but I shouldn't be in a situation where doing 3 trader quests in a day only has me encounter 4 individual enemies en route.  

Maybe there is a setting I'm missing? Or the pimps could work on implementing a zombie density slider?  But on to my placement issue.  I enjoy playing a stealthy character sometimes, but right now, what's preventing me from enjoying that, is the fact that some of the placements have zombies appearing out of nowhere. (Not just that I didn't see them, but LITERALLY the mob doesn't exist until you step on something, or past a certain point) rendering the idea of a stealth play pointless.  I've noticed this isn't a minute thing, it's relatively common, I would say at least once pe 2-3 POIs.  

=====POINT 5=====

Gear sets. 

Once again, please, let's get rid of the gear sets, and rework them into being more functional to builds.  Armor and clothing should be separate, one to protect against enemies (which you are actively speccing into) the other to protect against the elements (all the more valuable with them re-introducing environmental issues)  Imagine you're built as a machine gunner, and specced into heavy armor.  But you need to gather wood for your forge.  The lumberjack set, is light armor.  You have to carry the 4 extra slots, to change your clothes to get the magic effects, 50% more wood gain, reduced stamina usage when using an axe, more damage to the tree when using an axe, just to name a couple.   And inventory slots are kind of a premium...... 

Why not turn the "sets" into mods that can be put into your gear Currently, the lumberjack beanie, is light armor, that gives up to 50% more wood when harvesting, fine, let that be something you could put into your steel helmet as a mod so you don't have to carry an additional set, or risk getting merced if a wandering horde shows up while your chopping. Likewise, the mining set is a HEAVY armor set,  again the head piece giving up to a 50% bonus to gathering , but suddenly you're a built parkour master with a pistol, specced to move quickly and leap to the high ground to get away and pop off a few shots, but you needed iron, so now you're wearing full heavy armor and surrounded. 

I'm fine with keeping the magic set bonuses, I'm just saying, make them mods we can slip into gear, and go back to armor + clothes.  

 
On 3/10/2025 at 7:12 AM, ryoendymon said:

So, now that we have weather coming back in, I will briefly rehash that I miss having armor and clothing separated, and beg that it come back.  

But more importantly, the way the patch notes read, makes it sound like LIVING in places like the burnt forest are going to be getting much harder, becasue of it listing smoke, cold, radiation, etc as threats.   Honestly, this has brought back a feeling for something I have felt the game needed for a LONG time. 
=====POINT 1=====
We need construction to have some gates , not just in access to materials like "no forged iron without a forge, no steel without a crucible"  But rather, to live anywhere but the basic forest biome, you should have to learn to build for the zone.  

Right now, this is the progression.    Forest>Burnt Forest>Desert>Snow>Wasteland. 

For the burnt forest, if you want a base there, you should need to build in an air filter system, with a filter that degrades over time and will need upkeep.  

For the desert, power should be needed for an AC unit

Snow, should require heat sources (already used to be in the game)

And wasteland, should practically require a fallout style setup. 

And I would like to see the map generation to implement the simple reality of the mean earth temperature depth, or what some might call the "frost line".  At a certain point underground, the temperature becomes stable, not heavily changing regardless of surface variation to hot and cold.  This is why your house has a footer dug a certain depth into the earth, it prevents temperature swings from cracking the foundation.

=====POINT 2=====

Additionally, new power sources like a wind turbine could be welcome, it could be easily made like the solar panels....less efficient, but low maintenance. 

Speaking of power, one thing I've always wished the game would allow, would be connecting generators.  Currently, and has always been, you set up your generator bank, wires come off it, but once you max it out, you have to begin a whole new wiring setup, completely independent. What I would like to see is a new link in the wiring chain, where you could have multiple generation sources all feed into, and then have it relay out into the wiring system, allowing say, 4 solar arrays to feed into their battery banks, and then feed into it, so that there is ONE master wire.  Sometimes I've had worlds with 7-8 people working together, and it becomes a pain, we always wished we could have one central power building feeding our mini town of bases, but because of the existing power structure, each base had to have its own. 

I mean, how cool would it be, gameplay wise, for a survivor group to essentially rebuild a small town, reclaim it, set up a full power substation in the center to feed the entire town?

=====POINT 3=====

Lastly, I would like to see transitional biomes be made. Not the same as the huge biomes we have, but, as an exmample, several alpha releases ago, we had more biomes, one of which was called  "pine forest" it was teeming with life, like the current forest biome, but had more pine trees, while the regular forest was more maple trees, and it was a fair bit colder, during the day, sun out, it was no different from the normal forest, but if it was raining (or sometimes it should have been snow it seemed) or at night, it became cold enough for you to actively need to change your clothes to adjust,  I would like to see this return, but in the form of mini biomes, transitional between places.   There was also a plains biome, that  wasn't full on desert, but did have yucca, and some desert plants, trees were fairly minimal, and it could get  rather hot. 

Maybe bring these back in such a way that......they border the biomes, are maybe only 20 or so chunks thick?  But enough so that you could live in it transitionally, rather than the current "avoid the cold by being 5 steps outside of the  snow" (here is Viva la Dirt League kind of mocking how it currently is.....and what I'm suggesting would mitigate this.)  

First, weather isn't coming back in 2.0 and probably not at all (at least, faatal has said there aren't any plans that he's aware of).  Only biome hazards that are static for the entire biome.  All of burnt forest will be a smoke hazard, for example.  This will slowly kill you after a few minutes until you complete the challenges required to get immunity.  After that, you never have to worry about it again for that save.  Repeat for each biome other than forest, in order.  There are consumables that will also help to temporarily protect you, and you can heal, as a way to be in a biome before you have immunity.

I think we're already being gated enough without having to learn a bunch of special construction methods for each biome.  If you can run around the biome with immunity already, it doesn't matter what your base looks like (AC for desert, or whatever) because you're already immune.  And they don't want that immunity shared, so it wouldn't make sense to say that you have AC in your base in the desert and so that's why you're protected, but that protection only affects the person who completed the challenges for the desert immunity and not anyone else in the base who hasn't completed it.

New power sources might be nice for variety, but most people already only use generators because they are easy to use and fuel is easy to make.  Considering they are trying to finish the game, I doubt we'll see new power sources.  I'd personally rather just see solar improved so there is actually a good reason to use it besides aesthetics.  Right now, the benefits are no fuel, which isn't a big deal because it's cheap, and you don't have to refill a generator often.  Considering the cost and lack of power and space requirements and difficulty finding decent quality solar cells, it's just not worth it for most people.  So I'd prefer just seeing that improved.

More biomes would be nice... especially a swamp biome.  Maybe they'll consider it as a DLC at some point.

There was a bug relating to zombies not respawning in the wild.  That should be fixed now, I think.  Though it may not affect existing saves.  I haven't tested it out.

They definitely aren't going to go back to armor + clothing.  The current armor is not going away.  You'll have more luck offering suggestions for improving it than asking for it to be removed.  Separate clothing won't be returning in vanilla.  You will have the ability to change how you look instead of your look only being affected by what you're wearing.  That's coming in 2.0.

 
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@ryoendymon

For what you have posted and seems to be the desire, But correct me if I am reading it incorrectly.

You are speaking of a Hybrid system. The 2.0 Biome Hazard system, Mixed with the Weather survival system. But the only concern
you would have is to use the biome weather system, in the biome that is favored or you want to build in.

Option 1 you would need an individual on/off switch for each biome in case you should tire of that area and later decide to migrate.
Along with this, you would need to remove the weather protection buffs, from your armor. Then you would have to edit the temperature
to make it appropriate for that biome. Like this
                                          <Temperature min="70" max="70" prob="100"/>

Then you have to tweak these values until it fluctuates the way you like.
<weathersurvival>

TL;DR

</weathersurvival>

Then you need to adjust how much heat is generated per heatsource that you use in the game. Then you need to adjust the heatmap and heat
time, or screamin demons, I say...shall descend upon you and yours with the vengeance, of a locust swarm and ruin your day, though you'll be warm. 

Especially if you are in the snow biome.

Then you also need to adjust the biome weather like varying wind speeds and cloud variation, or it will get boring real fast for a lot of work.

I know there something i'm missing but this is just to give you a general idea.

Option 2: Play through and experience the biome hazard quest chain. Once completed exit the game and do all that I wrote above, then turn
off the biome hazard. and go to the biome that you like and enjoy the weather.

Option 3: just create two saves name one whateveryouwant ON and the other whateveryouwant OFF.  and use the switch appropriately depending
on which save you are playing at the time. Then I'd only advise removing the weather buff from armor, and edit the weather for you favorite biome 

in biomes.xml. and experience both scenarios.

 
There was a bug relating to zombies not respawning in the wild.  That should be fixed now, I think.  Though it may not affect existing saves.  I haven't tested it out.


Yeah it works for existing saves. You might need to venture a bit for it to fix itself, as the code gets rid of the bad data that was causing that bug. As you explore and kill it should start working again.

 
Yeah it works for existing saves. You might need to venture a bit for it to fix itself, as the code gets rid of the bad data that was causing that bug. As you explore and kill it should start working again.
zombies not spawning like they should in bioms as map seeds gets further along is something has been going on with us all of 1.0+ (4) seeds

curious though.. 

if i set that line true does that mean biom large zombies would reset every game day?

if so was thinking that might fix our issue?

<entityspawner name="SpawnLarge">
        <day value="*">
            <property name="ResetToday" value="false" />

 
zombies not spawning like they should in bioms as map seeds gets further along is something has been going on with us all of 1.0+ (4) seeds

curious though.. 

if i set that line true does that mean biom large zombies would reset every game day?

if so was thinking that might fix our issue?

<entityspawner name="SpawnLarge">
        <day value="*">
            <property name="ResetToday" value="false" />


I spoke about vanilla not heavily modified servers. I also have no idea what you're talking about there

 
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