Comments (6)
Some interesting ideas, the grasslands definetely need more variants. Although a higher altitude forest with the sasaran trees would be interesting, all the forests are near sea level currently.
from exile.
A balance issue:
These biomes make Merki extremely rare. Herbal medicine is too hard to make. A new anti-parasitic herb is needed, and should be as common as Hakimi and Moss are. Glow paint now gets much easier due to Kagum pods and glow-worms.
Textures:
If you need more textures that match my art style, use my old Aotearoa mod. That's where many of them came from.
from exile.
Some notes:
These biomes started out as a least effort attempt to squeeze more variety out of existing content. A full expansion of biomes would probably involve more than this. e.g. I added nothing to the seas here.
I find the transition between Tangkal and Sassaran forests a bit abrupt for my liking. Original biomes were vaguely tropical in inspiration. The new ones had a more a Chinese landscape painting inspiration. They clash a little. Something to soften the transitions might help e.g. shared species across biomes (like with Chalin)
from exile.
Has the code reached the point where it can handle a significant expansion to biome content (plants, rocks etc)?
I keep thinking about doing a proper overhaul of the biomes, or at least getting these new ones into a better state. No plans, but if I do end up doing anything big on Exile it'll probably be in this area - provided the code is actually ready to handle it.
from exile.
Okay, I've started a full overhaul of the biomes:
https://github.com/DokimiCU/Exile/tree/biome-redo
Hopefully this will also help some other biome issues e.g.
#104
red ochre for #43
maybe balance changes that help with #40 (maybe)
from exile.
Think this issue can be closed. It has already been deployed and biome redo is pending for v4 release.
from exile.
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from exile.