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#1 2018-05-03 10:40:27

TrustyWay
Member
Registered: 2018-03-12
Posts: 570

[Disc] Biomes that you suggest

On discord, we talk a lot about biomes.we could have forum people's ideas too.

We thought about these :

Toxic sulfur vapor biome :
sulfur, 1 second in the toxic zone remove you 1 minutes. So you can't age to 60 yo. You could use suit maybe. The idea is the sulfur and maybe rare ressources you can find in. His purpose is for the end tech tree but it spawns very rarly.

Tropical beach biome :
Coconut tree, crabs, maniocs, purple snails.  Good heat, even a bit hot. Earth and sand. Sand can be taken and it become earth.
Easy to live in but nothing much to do and very rare. It rather for nomads but the sand is the valuable ressource for crafts.

Savannah highgrass:
juniper trees, lions, gazelles. Higher grass. This is an extend of the yellow prairies so we could have more variaty.

Shadow/mysterious/night biome :
need light, dangerous monsters/animals hard to kill. Monoliths spawn there. Rare biome.

Asian/Bamboo biome :
Bambos, pandas, (rice maybe ?) Paper is the purpose of this biome, we really need scrolls

Tropical forest biome :
I do not remember but somebody talks about it deeply


Suggest your idea.

Last edited by TrustyWay (2018-05-04 13:15:50)

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#2 2018-05-03 10:52:17

KucheKlizma
Member
Registered: 2018-04-14
Posts: 100

Re: [Disc] Biomes that you suggest

Biomes are nice and all, but it's already hard enough finding a good spot for a village without more RNG put into it, as none of the biomes is self-sufficient and you need all of them nearby.

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#3 2018-05-03 11:10:59

Dust
Member
Registered: 2018-05-01
Posts: 6

Re: [Disc] Biomes that you suggest

- Deep Forest/Grove biome: Lots of trees, lots of mushrooms-food source to find and deer to hunt Temp: shady grove below avarage
- Highlands biome: a hybrid of grassland and mountain biome, no trees, many rocks, some ore, some milkweed and other plants, lots of sheep and a marmot typ of critter to snaretrap there Temp: cold windy


I like where this is going.

Edit: but these should be limited in thier size, not to dominate out the core biomes you need to survive. That's why hybrid biomes make the moste sense.

Last edited by Dust (2018-05-03 11:14:01)

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#4 2018-05-03 11:23:39

Mr.XIX
Member
From: The Netherlands
Registered: 2018-03-12
Posts: 175

Re: [Disc] Biomes that you suggest

KucheKlizma wrote:

Biomes are nice and all, but it's already hard enough finding a good spot for a village without more RNG put into it, as none of the biomes is self-sufficient and you need all of them nearby.

The ideal village has indeed all the biomes nearby, but when adding more biomes this will no longer be the case
In this case, villages will have different items which will allow trade between them.
This would be awesome.

What is important in my opinion, is that you are able to sustain a village in these biomes.
Otherwise nobody will settle nearby them simply because they would die of starvation.

Right now, the only sustainable biomes are:
Swamp: because of the water you can use to keep your carrot farm going
Desert: because of cactusfruit that regrows and the temperature bonus that makes you eat less

The biome that often gets picked by Eves is Grassland. This may have some food to start with, but will quickly run dry.

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#5 2018-05-03 12:42:55

Baker
Member
Registered: 2018-03-06
Posts: 445

Re: [Disc] Biomes that you suggest

Some of these are a long shot but I'll say them anyway.

Jungles/Rainforest: Good place for fruits and trees but lots of snakes and tigers.

Oceans: Used for fishing, water is useless on farms. Needs a boat to traverse, could have islands and other continents.

Volcanos: Has alot of fertile soil and ores, erupts every once and while. Inspired by places like Pompeii



Dunno if any of them are any  good


"I came in shitting myself and I'll go out shitting myself"

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#6 2018-05-03 15:24:19

BlueRock
Member
Registered: 2018-04-11
Posts: 50

Re: [Disc] Biomes that you suggest

The only biome which feels missing is the Jungle Biome.

Steppe, Highland, variants of Forest, variants of frozen land, and variants of mountainous regions are unnecessary, as existing biomes supply similar materials, and would offer little room for the biome to stand out like they currently do.

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#7 2018-05-03 15:54:01

Lily
Member
Registered: 2018-03-29
Posts: 416

Re: [Disc] Biomes that you suggest

We don't need anything like a toxic area that kills people. Luckily it requires new game mechanics that are really different form what we have so it seems pretty unlikely anyway. The more normal ones with different animals and plants are cool though, we can always use more of those.

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#8 2018-05-03 15:58:13

YAHG
Member
Registered: 2018-04-06
Posts: 1,347

Re: [Disc] Biomes that you suggest

I think having larger biomes, like 10-20 times larger would help a lot as well, as it is the camps are using mixes of all of them getting the best of everything, would be cooler if the biomes were more different so we could have reasons for trading.


"be prepared and one person cant kill all city, if he can, then you deserve it"  -pein
https://kazetsukai.github.io/onetech/#
https://onehouronelife.com/forums/viewtopic.php?id=1438

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#9 2018-05-03 16:07:37

Lily
Member
Registered: 2018-03-29
Posts: 416

Re: [Disc] Biomes that you suggest

YAHG wrote:

I think having larger biomes, like 10-20 times larger would help a lot as well, as it is the camps are using mixes of all of them getting the best of everything, would be cooler if the biomes were more different so we could have reasons for trading.

The problem is that they are random, and some times there are massive ones already. I have occasionally seen ones were you can be an adult with max hunger boxes, and you would starve to death before you can run from one side to the other. In fact the largest, you might starve twice before you can run across it. I have also seen them where they are like one tile.

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#10 2018-05-03 17:22:23

denriguez
Member
Registered: 2018-03-09
Posts: 251

Re: [Disc] Biomes that you suggest

I've said somewhere else before that it'd be cool if different servers had significantly different mixes of biomes, so they effectively act as different continents. That'd make for more unique challenges each life. What if water was super rare, or rabbits, or soil, and it's not simply a matter of traveling a long way to find them? It'd make for different strategies and play styles depending on your server.

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#11 2018-05-03 19:41:47

FeignedSanity
Member
Registered: 2018-04-03
Posts: 482

Re: [Disc] Biomes that you suggest

Mr.XIX wrote:
KucheKlizma wrote:

Biomes are nice and all, but it's already hard enough finding a good spot for a village without more RNG put into it, as none of the biomes is self-sufficient and you need all of them nearby.

The ideal village has indeed all the biomes nearby, but when adding more biomes this will no longer be the case
In this case, villages will have different items which will allow trade between them.
This would be awesome.

What is important in my opinion, is that you are able to sustain a village in these biomes.
Otherwise nobody will settle nearby them simply because they would die of starvation.

Right now, the only sustainable biomes are:
Swamp: because of the water you can use to keep your carrot farm going
Desert: because of cactusfruit that regrows and the temperature bonus that makes you eat less

The biome that often gets picked by Eves is Grassland. This may have some food to start with, but will quickly run dry.

I agree more with KucheKlizma, and there's no guarantee that all the other biomes would become viable (to open up this option to diversify and lead to trade).
I think we have enough and the ones that are there need to be balanced more before we add anymore. But it is an interesting thought if all biomes were viable, either one way or another. It would limit all the time you have to spend as an eve looking for the "optimal" spot.

Last edited by FeignedSanity (2018-05-03 19:42:24)


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#12 2018-05-03 19:44:19

FeignedSanity
Member
Registered: 2018-04-03
Posts: 482

Re: [Disc] Biomes that you suggest

Lily wrote:

The problem is that they are random, and some times there are massive ones already. I have occasionally seen ones were you can be an adult with max hunger boxes, and you would starve to death before you can run from one side to the other. In fact the largest, you might starve twice before you can run across it. I have also seen them where they are like one tile.

I agree with this. I would also like to add that even a lot of the bigger biomes don't have what you need. I've seen huge swamps with one goose pond (or even none), or massive savannas with like 2 rabbits. It's kind of silly. (slight exaggeration on the size, but they're still fairly decent sized biomes with bupkus)

Last edited by FeignedSanity (2018-05-03 19:57:28)


Believe you're right, but don't believe you can't be wrong.
-----------------------------------------------------------------
Days peppers/onions/tomatoes left unfixed: 120
Do your part and remind Jason to fix these damn vegetables.

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#13 2018-05-03 20:41:59

TrustyWay
Member
Registered: 2018-03-12
Posts: 570

Re: [Disc] Biomes that you suggest

FeignedSanity wrote:
Mr.XIX wrote:
KucheKlizma wrote:

Biomes are nice and all, but it's already hard enough finding a good spot for a village without more RNG put into it, as none of the biomes is self-sufficient and you need all of them nearby.

The ideal village has indeed all the biomes nearby, but when adding more biomes this will no longer be the case
In this case, villages will have different items which will allow trade between them.
This would be awesome.

What is important in my opinion, is that you are able to sustain a village in these biomes.
Otherwise nobody will settle nearby them simply because they would die of starvation.

Right now, the only sustainable biomes are:
Swamp: because of the water you can use to keep your carrot farm going
Desert: because of cactusfruit that regrows and the temperature bonus that makes you eat less

The biome that often gets picked by Eves is Grassland. This may have some food to start with, but will quickly run dry.

I agree more with KucheKlizma, and there's no guarantee that all the other biomes would become viable (to open up this option to diversify and lead to trade).
I think we have enough and the ones that are there need to be balanced more before we add anymore. But it is an interesting thought if all biomes were viable, either one way or another. It would limit all the time you have to spend as an eve looking for the "optimal" spot.

We thought about this problem. First these biomes are rares. Somes new biomes are dependent of each others to reach the end of the tech trees but some spawn only in south, others only in west... etc. So people would have harder time to gather ressource and as they are far away from each others and maybe will increase trade.

Last edited by TrustyWay (2018-05-03 21:06:29)

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#14 2018-05-03 20:54:31

Mr.XIX
Member
From: The Netherlands
Registered: 2018-03-12
Posts: 175

Re: [Disc] Biomes that you suggest

First of all, I know this requires a big overhaul of the terrain generating, but hear me out.

What if the map was circular and generated in a 'world-like' fashion.
A pole north and south, desert around the equator and a gradual temperature change.
The map would be way smaller, maybe a little easier to navigate since you know what to expect from a certain latitude.

You could even limit the number of eve-spawns on a world, that way, a world dies out after the last human dies.

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#15 2018-05-03 23:41:34

gizeh
Member
Registered: 2018-03-14
Posts: 4

Re: [Disc] Biomes that you suggest

I like the ideas of more different biomes and the idea of specialization and trade is flattering.

With adding more and more biomes the difficulty of chosing a good spot to settle becomes more and more difficult. I think that is partly because there is only water is swamps and sometimes not even there. And right now there is no sense in the biome placing, you'd get less and less good spots to settle.
We'd need different watersources like oasis, lakes/ponds for irrigation - crazy would be rivers - and specialised crops maybe, someone mentioned rice.

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#16 2018-05-04 01:38:53

TrustyWay
Member
Registered: 2018-03-12
Posts: 570

Re: [Disc] Biomes that you suggest

gizeh wrote:

I like the ideas of more different biomes and the idea of specialization and trade is flattering.

With adding more and more biomes the difficulty of chosing a good spot to settle becomes more and more difficult. I think that is partly because there is only water is swamps and sometimes not even there. And right now there is no sense in the biome placing, you'd get less and less good spots to settle.
We'd need different watersources like oasis, lakes/ponds for irrigation - crazy would be rivers - and specialised crops maybe, someone mentioned rice.

Yeah the big talk is about how we should allocate them but rivers seems difficult to put in ohol

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#17 2018-05-04 02:37:54

Morti
Member
Registered: 2018-04-06
Posts: 1,323

Re: [Disc] Biomes that you suggest

I want beaches.
I want rivers, freshwater lakes and oceans.
I want to fish.
I want sand.

Ocean can be it's own entire biome. The water is salty and unusable (for now) as freshwater. Beaches found on the edge of oceans with sand. River biomes that connect Tundra to Freshwater Lakes and Oceans, and Freshwater Lakes to Oceans. The Freshwater Lake biomes can be used as a water source. It never runs out, at least, not until we get into some post industrial civilization that can extract VAST amounts of it, or some kind of seasonal or greater variation would be added that would raise or lower water levels based on a simulation of rainfall and snow that would bring variations to annual precipitation levels. The River biome would be vital to this as well, and we can eventually dam the rivers either to slow the drainage of lakes, or for hydroelectric dams we can build on, or near, the river.

If the river cannot easily be made to appear to connect the tundra, lake and ocean biomes, than it should be a made like a Marsh or Swamp. Another option would be to make the entire hydrologic system; Ocean, River and Lake, into it's own entire biome. But in the long run I think that would be a bad idea. For now, tackling the way biomes are generated to make it so Oceans, Lakes, Tundras, Swamps and any other highly precipitous biomes are connected procedurally, is important.

Ocean biomes should be 90 - 95% Salt Water, 5 - 10% Sand, on the edges.
River biomes could be tricky, but it could either be generated like any other biome with 5-10% water and the rest it's own type of hybrid grass, forest and swamp, maybe with beavers and it's own type of flora. OR The River biome can be 100% freshwater and coded so that it follows a divide between biomes. It would act like the ocean and lake in that the water level would never deplete, for now. A flow would be important for transport later, boats, but for now it would increase or decrease movement speed depending on the direction of travel.
Freshwater Lake biome should be 50% water, 45% hybrid grass, swamp, forest, 5% sand. I want to see small freshwater lake beaches.

Ocean biomes should be large, but they do not need to be uncircumnavigable by foot, in a lifetime. They should surely be seen as great barriers however, and if they are so formed that the other side may even be visible on a single screen, but that the wings of the ocean are so large on either side of that narrow channel, that it will invite people to want to explore around, to find a way to get to the other side. An invitation for boats and bridges later.

A lake should also be seen a large obstacle,  but one that, for now can be traveled around in under ten minutes, surely, maybe even under 60 seconds, so, they too will be large.


I understand representing such vast features may be quite challenging. We want to create representations, not recreate the actual scale of the obstacle, at least, not in a game like this, as it would be quite imposing and restricting at this time, especially on such a small community of players. But I do want to see representations of these features in the game as soon as reasonably possible. With at least some reply from Jason as to what scope he is willing to take on them.

Water is the most important ingredient to life. It has been vital in the role of every, every civilization. Maybe someday we can incorporate plumbing into the game, I certainly would incorporate plumbing into my civilization if I had to start things over. Are we going to start pooping and pissing and having to deal with our own waste? We don't have to go that far yet, if ever. That can all be implied. But we do already have crops, and we are going to have farming, and we may as well plan to have automated water transportation systems to save time so we can spend more of our lives working in labs and factories to create polymers and circuit boards (please just put copper in the game already) so we may as well have a new, greater source of water now.

This is, afterall, a reboot of what people would do, if we had to start over, and we would certainly migrate to large bodies of fresh water to provide irrigation for our food, as is evident by every successful Eve's, every successful civilization's, actions already, in regards to the ponds and eventual horrendous well walls we are making.


PS before finishing this comment, I started working on a picture to illustrate what I was trying to say about the biomes, before I considered one entire hydrologic biome may be the way to go to capture the entire hydrologic system in a single biome. It is really crude, but I will share it anyway. Just note I really underscaled what I think the size of the ocean biome, if it was seperate but connected from the rest, should be. Oceans should be larger in size than the largest example of a biome generated, you have come upon yet, and I have ran across some really large biome regions of all types, as I'm sure you have as well.

https://i.imgur.com/B12uona.png

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#18 2018-05-04 05:49:49

pein
Member
Registered: 2018-03-31
Posts: 4,335

Re: [Disc] Biomes that you suggest

savannah needs buff now, kinda useless without a green one full of soil for milkweed

this special biomes could be small in size and predetermined shape, like a screen size, mostly for their look

bugged out biomes are currently best, as if two or three mixes, you get water in green biome, and reed, and a desert patch
but sometimes the mixing is annoying cause there are swamp elements but no water at all, or the desert only has a snake who wonders next to your village


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#19 2018-05-04 13:14:42

TrustyWay
Member
Registered: 2018-03-12
Posts: 570

Re: [Disc] Biomes that you suggest

pein wrote:

savannah needs buff now, kinda useless without a green one full of soil for milkweed

this special biomes could be small in size and predetermined shape, like a screen size, mostly for their look

bugged out biomes are currently best, as if two or three mixes, you get water in green biome, and reed, and a desert patch
but sometimes the mixing is annoying cause there are swamp elements but no water at all, or the desert only has a snake who wonders next to your village


They aren't bugged out, it is normal that they cross over each others

Morti wrote:

I want beaches.
I want rivers, freshwater lakes and oceans.
I want to fish.
I want sand.

That was my first suggestion on reddit I think and many more things. The dangerous animal in this biome is the shark wink I really want them too. There had discussion about that but I dont really remember what were the problems. But we need to reopen this topic.

Last edited by TrustyWay (2018-05-04 13:23:40)

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#20 2018-05-22 20:39:24

TrustyWay
Member
Registered: 2018-03-12
Posts: 570

Re: [Disc] Biomes that you suggest

Up

for the swag

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#21 2018-09-28 21:41:34

Booklat1
Member
Registered: 2018-07-21
Posts: 1,062

Re: [Disc] Biomes that you suggest

Mr.XIX wrote:
KucheKlizma wrote:

Biomes are nice and all, but it's already hard enough finding a good spot for a village without more RNG put into it, as none of the biomes is self-sufficient and you need all of them nearby.

The ideal village has indeed all the biomes nearby, but when adding more biomes this will no longer be the case
In this case, villages will have different items which will allow trade between them.
This would be awesome.

What is important in my opinion, is that you are able to sustain a village in these biomes.
Otherwise nobody will settle nearby them simply because they would die of starvation.

Right now, the only sustainable biomes are:
Swamp: because of the water you can use to keep your carrot farm going
Desert: because of cactusfruit that regrows and the temperature bonus that makes you eat less

The biome that often gets picked by Eves is Grassland. This may have some food to start with, but will quickly run dry.


months ago and this guy already saw it crystal clear

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#22 2018-09-28 22:31:51

Glassius
Member
Registered: 2018-04-22
Posts: 326

Re: [Disc] Biomes that you suggest

1. Ocean
2. Make all (or most) of biomes able to sustain people. I want to be an Inuit!

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#23 2018-09-28 22:39:48

Turnipseed
Member
Registered: 2018-04-05
Posts: 680

Re: [Disc] Biomes that you suggest

If bamboo is a thing chickens should live there...


Be kind, generous, and work together my potatoes.

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#24 2018-09-29 00:59:23

Booklat1
Member
Registered: 2018-07-21
Posts: 1,062

Re: [Disc] Biomes that you suggest

Glassius wrote:

1. Ocean
2. Make all (or most) of biomes able to sustain people. I want to be an Inuit!

i think this isnt the way. it should be all about combining biomes, though they all should be slightly more liveable and grass shouldnt be so OP

edit to make it a bit more clear, I do want a buff to most biomes, it just doesn't make sense to make all or most sustainable by themselves because we'd keep picking the ones that were best. If we strive for the optimizing combos we get more options.

Last edited by Booklat1 (2018-09-29 01:03:26)

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#25 2018-09-29 01:01:39

UnnoticedShadow
Member
Registered: 2018-09-08
Posts: 307

Re: [Disc] Biomes that you suggest

I think all of the current biomes exept badlands should be livable, and some form of water other than ponds would rock!

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