so i started playing in a18 so i dont have nostalgia for the removed features. that being said about 2 years ago i tried a16. i was surprised to see that there were more biomes and more gardening options then currently. i was super perplexed by this as in later versions you could only plant in pots and not able to do the authentic farmer experience. i found exploring the plains at the upper left town in navezgane during dusk to be super pretty and cozy. the cold forest had occasional snow that changed the color of the world and actually ELEVATED the ground by a block?? not even sims 4 or zomboid can do that!
over the years i thought of ideas of how this stuff could be reintegrated but updated. ill put gardening in a 2nd post so the wall of text isnt tldr levels. or maybe i should make a different thread?
Plains-placed between forests and desert for smoother terrain transition. similar to how it was in a16-flat land with few (plains&birch?) trees but with a ton more wispy tall grass. think valheim plains. there would be small pockets of player height dense grass. whats in there? a moldy backpack? a sleeper zombie waiting to ambush you?
biome hazard-pollen! player enters the plains and gets red eyes/hay feverish sneezes, obscuring vision. need to craft eye droppers or a sorta anti irritant to extend time in the zone. goldenrod and coal would be more frequent here- a good place to go in preparation of the burnt forest (new plant ingredient type-wheat? return of grain alcohol? FRESH sham sandwich?!). a new trader would be required (sell priority- resources? workstations? attachments?). this works out as we have 6 lvls of quest progression yet only 5 traders so by reaching wasteland joel would gives out lvl 6 infestations
Pine forest(cool)-slightly lower temp, temp drops low enough to give cold debuff during night and storms. just right amount temp that the coffee buff will get rid of it. im guessing this was removed cause it was too difficult to look nice but if there was someway to bring back the occasional snow and elevating ground that would make the biome so much more dynamic and engaging. still considered the starting biome so no biome hazard is needed
Forest(warm)-this biome would act as the players comfort starting area. it would always be smaller and located within and mostly surrounded by the pine forest. a tad bit warmer then current forest so normal rain wont make you cold (only for thunderstorms?). this will allow the player adept time to gather clothes and prepare for the colder pine. a few gimmicks would be disabled here like nighttime zombie aggression, only the basic zombie types would spawn(no bikers and lumberjacks), as long as your in this mini biome the newbie coat is active. since forest is an extension of the pine forest the trader(rekt) would be shared
with these new biomes the overall difficulty would have to increase by end game. i dont know what TFPs intended progression was back in a16 so these could be interchanged
forest-"-1/2" skulls (just zero with added nerfs)
pine forest-0 skulls
plains-1/2
burnt-1
desert-1 1/2
snow-2
wasteland-2 1/2
if you place plains here you could hold the hand of the player a bit by having a biome hazard but no extreme storm type. for example:
pine/forest-no biome hazard/no biome storms/no special zombie
progress to plains- yes biome hazard/NO biome storms/maybe special zombie?
progress to burnt forest-yes biome hazard/yes biome storms/yes special zombie
i even thought the radiated biome looked cool-very swampy,gloomy moody.
this is where the topic title comes in. if TFP doesnt want to bring the extra biomes back thats not the worst as the player can create the mod to bring them back right?
nope.
around a17 they appeared to have changed the way the game handles terrain textures (which im guessing is the sole reason both gardening and the extra biomes were removed). i know this because i was inspired by my idea and attempt to learn modding to do all this myself just to learn its actually impossible. at least visually
my question is what are the POSITIVES to this newer texture system? because it seems like the negatives FAR outweigh the positives if we were to lose such key features of biomes and gardening.
over the years i thought of ideas of how this stuff could be reintegrated but updated. ill put gardening in a 2nd post so the wall of text isnt tldr levels. or maybe i should make a different thread?
Plains-placed between forests and desert for smoother terrain transition. similar to how it was in a16-flat land with few (plains&birch?) trees but with a ton more wispy tall grass. think valheim plains. there would be small pockets of player height dense grass. whats in there? a moldy backpack? a sleeper zombie waiting to ambush you?
biome hazard-pollen! player enters the plains and gets red eyes/hay feverish sneezes, obscuring vision. need to craft eye droppers or a sorta anti irritant to extend time in the zone. goldenrod and coal would be more frequent here- a good place to go in preparation of the burnt forest (new plant ingredient type-wheat? return of grain alcohol? FRESH sham sandwich?!). a new trader would be required (sell priority- resources? workstations? attachments?). this works out as we have 6 lvls of quest progression yet only 5 traders so by reaching wasteland joel would gives out lvl 6 infestations
Pine forest(cool)-slightly lower temp, temp drops low enough to give cold debuff during night and storms. just right amount temp that the coffee buff will get rid of it. im guessing this was removed cause it was too difficult to look nice but if there was someway to bring back the occasional snow and elevating ground that would make the biome so much more dynamic and engaging. still considered the starting biome so no biome hazard is needed
Forest(warm)-this biome would act as the players comfort starting area. it would always be smaller and located within and mostly surrounded by the pine forest. a tad bit warmer then current forest so normal rain wont make you cold (only for thunderstorms?). this will allow the player adept time to gather clothes and prepare for the colder pine. a few gimmicks would be disabled here like nighttime zombie aggression, only the basic zombie types would spawn(no bikers and lumberjacks), as long as your in this mini biome the newbie coat is active. since forest is an extension of the pine forest the trader(rekt) would be shared
with these new biomes the overall difficulty would have to increase by end game. i dont know what TFPs intended progression was back in a16 so these could be interchanged
forest-"-1/2" skulls (just zero with added nerfs)
pine forest-0 skulls
plains-1/2
burnt-1
desert-1 1/2
snow-2
wasteland-2 1/2
if you place plains here you could hold the hand of the player a bit by having a biome hazard but no extreme storm type. for example:
pine/forest-no biome hazard/no biome storms/no special zombie
progress to plains- yes biome hazard/NO biome storms/maybe special zombie?
progress to burnt forest-yes biome hazard/yes biome storms/yes special zombie
i even thought the radiated biome looked cool-very swampy,gloomy moody.
this is where the topic title comes in. if TFP doesnt want to bring the extra biomes back thats not the worst as the player can create the mod to bring them back right?
nope.
around a17 they appeared to have changed the way the game handles terrain textures (which im guessing is the sole reason both gardening and the extra biomes were removed). i know this because i was inspired by my idea and attempt to learn modding to do all this myself just to learn its actually impossible. at least visually
my question is what are the POSITIVES to this newer texture system? because it seems like the negatives FAR outweigh the positives if we were to lose such key features of biomes and gardening.