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 Biome List

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WilliamstheJohn
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PostSubject: Re: Biome List   Mon Apr 29, 2013 2:04 am

MitochondriaBox wrote:
lordmuffin wrote:
WilliamstheJohn wrote:
lordmuffin wrote:
Coral Reef

occurs: In Open Ocean
resources: Exotic fish and coral
elevation: -190
climate: moist, humid
topography: underwater hills
biodiversity: much
autotroph niches: Coral?
heterotroph niches: Fish
other: underwater snakes?

(if i did anything wrong, tell me. im new )[b]

Good, but corals are earth species, so it would be inhabitated with other underwater plants.

such as alien jellies, alien beings etc?

So the biome itself would simply be ideal conditions for coral reefs on Earth to form, so something of a similar niche would find it ideal as well?

Exactly. That why it would be called like that, not something alieny like panglojandian reef.
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PostSubject: Re:Biome List   Sun Jun 09, 2013 5:04 pm

You should add Plateau under plains...
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pentomid
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PostSubject: Re: Biome List   Sun Jun 09, 2013 6:48 pm

Would this list include biomes that are inhospitable? Though the fact they are inhospitable kind of makes them not a biome, I think it would be important to add extremes. (Say you're terraforming an ice ball, it should know this biome is next to a tundra biome)

Stuff like this

Sweat-House
occurs: Volcanic areas, with very high temperatures and thick atmospheres
resources: Toxic and corrosive gasses
elevation: <= 0 (not underwater, just very low)
climate: Toxic, very hot air, any precipitation
topography: Many volcanoes, uneven rocky ground
biodiversity: 0
autotroph niches: NA
heterotroph niches: NA
other: Like Venus

Ice Plane
occurs: Very cold areas that get very little sunlight
resources: Water ice, rocky materials
elevation: any
climate: Low temperatures, no precipitation
topography: Flat ground, few impact craters
biodiversity: 0
autotroph niches: NA
heterotroph niches: NA
other: Most outer star system terrestrial worlds or moons

Frigid Wetlands
occurs: VERY cold areas near lakes
resources: Water ice, liquid hydrocarbons
elevation: 0 - 100m
climate: Extreme cold temperatures, 1500mm annual percipitation
topography: many rivers, gentle slope approaching lake
biodiversity: <1 (possible microorganisms)
autotroph niches: NA
hetrotroph niches: NA
other: liquid cycle made of liquid hydrocarbons, similar to Titan

Would the biome list benefit with biomes like these, or do they belong somewhere else?
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PerfectOrganismil
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PostSubject: Re: Biome List   Tue Jun 11, 2013 3:37 pm

Ice plane is hospitable, PENGUINS!
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NickTheNick
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PostSubject: Re: Biome List   Tue Jun 11, 2013 6:28 pm

Jimexmore wrote:
Thriving Cheese wrote:
Jimexmore wrote:
PerfectOrganismil wrote:
Ice plane is hospitable, PENGUINS!

PEEEEEEEEEEEEEEEEENNNNNNNNNGGGGGGGGGGGGUIIIIIIIIIIINNNNNNSSSSSS!!!!!!!!!!!!!!!!!!!!!!!11111111111111ONEONE.
so how about it penguin type creature good swimmers but land dwellers I want some dinoguins
Please, try not to get to off-topic...

B-b-but i want my DINOGUINS.

Any more extremely off topic posts will also be deleted Jimexmore.

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Holomanga
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PostSubject: Re: Biome List   Fri Jun 14, 2013 2:27 pm

PerfectOrganismil wrote:
Ice plane is hospitable, PENGUINS!

You go put a penguin on the surface of Enceladus, see how that turns out :D
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PostSubject: Re: Biome List   Tue Jun 18, 2013 4:10 pm

A biome idea that I had, which may or may not be viable/acceptable.

Basicly, a "grand canyon" like biome in a planet with high velocity winds. Water accesibility is rather low, and creatures take advantage of the powerful winds wich flow through rocky passages.

Autotrophs could resemble pine trees in the sense that they are resistant to be removed from the spot of being planted. Obviously, they can serve as means of transport for heterotroph creatures of appropiate size and locomotion techniques, such as arthopods. They can use the wind to spread their spores. Would autotrophs that exploit kinetic energy (like windmills) be viable?

Heterotrophs could be of a wide variety. For example, an aerodynamic arthopod with a heightened sense of scent could thrive in this biome. Other arthopods could construct web-like constructs inbetween the passage walls, or perhaps carnivore plant-like creatures could fill this role. Other creatures could also glide, such as lizards using wing-like appendages. Basicly, the most useful of the five senses is scent and touch here, I doubt sight can be useful, unless the eyes are protected by special membranes. The size limit is probably mid.


Last edited by Anagennesarcus on Tue Jun 18, 2013 5:25 pm; edited 1 time in total
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PostSubject: Re: Biome List   Tue Jun 18, 2013 4:53 pm

Some more barren biomes!? (none of you say :cry:)
Well, here you go anyway.

Volcanic Highlands
occurs: Near tectonic divergent lines, tectonic hotspots or on worlds with extreme tidal heating
resources: Igneous rocks, and metals from under the surface
elevation: 0 - 1200m
climate: Very high temperatures, little to no precipitation
topography: Rocky ground many volcanic peaks
biodiversity: <1 possible microorganisms
autotroph niches: NA
heterotroph niches: NA
other: Volcanoes are mostly active. Possible lava lakes present

Barren Highlands
occurs: Non-atmospheric old worlds. (old defined by surface being unchanged since the birth of the star system)
resources: Many minerals from asteroid impacts
elevation: 0 - 4000m
climate: Temperature dependent on distance from it's parent star, no precipitation
topography: heavily saturated craters. Dusty surface
biodiversity: 0
autotroph niches: NA
heterotroph niches: NA
other: Most non-atmospheric bodies have this biome

Cryo-Volcanic Lake
occurs: Very cold areas, that get little sunlight, on a geological hotspot
resources: Water, and other liquids
elevation: any
climate: near 20∘ C, no precipitation
topography: volcanic crater, with a lake or lakes of molten ice
biodiversity: 0 (provided the cryo-volcano is old enough)
autotroph niches: oligotrophs
heterotroph niches: very tiny filter feeders, tiny tube worms
other: biomes similar can be found in subglacial lakes
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PostSubject: Re: Biome List   Thu Jun 20, 2013 5:35 am

i have noticed that a fallout area was marked as inhospitable, but life forms could developed that had an unintended (well, unintentional as natural selection meaning it was just another trait that went with the adaption) resistance, like the melanin in most fungi for example, even helping them be healthier in radioactive areas! (https://www.youtube.com/watch?v=WMXhk_SATTc)
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PostSubject: Re: Biome List   Sun Jul 07, 2013 8:11 pm

Rust Tech Site
occurs:a few weeks after a tech site is created, or old alien crash sites
resources:Random Technology that has rusted, a normal biome, and/or bones/live sentient beings of an advanced race
NOTE:All the rest of this biome's information would be found in the biome underneath, not necessarily a biome

Tech Site
occurs:after a tech biome is destroyed, after a city is destroyed, or new alien crash sites
Resources:Random Technology, A normal biome, and/or bones/live sentient beings
NOTE: All the rest of this biome's information would be found in the biome underneath, not necessarily a biome

Tech Biome
occurs: planets where a race has turned a biome or planet entirely into an advanced metalic biome made out of their tech
Resources: whoever made the biome's tech, all materials under the biome before
elevation:any
Climate:any
topogrophy: whoever made the biome's tech
biodiversity:0 by natural causes
autotroph niches: none by natural causes
heterotroph niches: none by natural causes


I don't know if these are acceptable, if not please let me know

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WilliamstheJohn
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PostSubject: Re: Biome List   Mon Jul 08, 2013 4:54 am

TheSmart_1 wrote:
Rust Tech Site
occurs:a few weeks after a tech site is created, or old alien crash sites
resources:Random Technology that has rusted, a normal biome, and/or bones/live sentient beings of an advanced race
NOTE:All the rest of this biome's information would be found in the biome underneath, not necessarily a biome

Tech Site
occurs:after a tech biome is destroyed, after a city is destroyed, or new alien crash sites
Resources:Random Technology, A normal biome, and/or bones/live sentient beings
NOTE: All the rest of this biome's information would be found in the biome underneath, not necessarily a biome

Tech Biome
occurs: planets where a race has turned a biome or planet entirely into an advanced metalic biome made out of their tech
Resources: whoever made the biome's tech, all materials under the biome before
elevation:any
Climate:any
topogrophy: whoever made the biome's tech
biodiversity:0 by natural causes
autotroph niches: none by natural causes
heterotroph niches: none by natural causes


I don't know if these are acceptable, if not please let me know


I dont think hey are really significant enough.
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PerfectOrganismil
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PostSubject: Re: Biome List   Sat Jul 13, 2013 12:03 pm

We could still try making our own biome ideas, like the Fungi Forest which is basically a forest with giant mushrooms...
Or a lava lake biome that is only found near volcanoes, and only certain things could survive there based on their evolutionary structure. There are a lot of different ideas people could make with biomes. Or when the game comes out I think people can make their own plants that add to the biomes of other people. We could also make it so animals we make are a part of other people's biomes depending on how the world is generated. Does this sound like a good idea to anyone?
And I would also like to come up with a detailed biome idea!

Fungi/sugar forest
occurs: In a moderate/ high temperature area, near rainforests.
resources:Sugar, bamboo, wood, water and fungi
elevation:Sea level
climate:Tropical
topography:Large mushroom tops and leaves, and lots of ponds
biodiversity:4
autotroph niches:bacteria only
heterotroph niches:Small carnivores,herbivores and omnivores.
other:Ponds and grass at sea level. Stratified canopy. High biodiversity. All organisms need to know how to swim or fly/glide.
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PostSubject: Re: Biome List   Sun Jul 14, 2013 1:13 pm

@TheSmart_1 While I don't think these would work as Biomes, they could interesting locations you could come across.
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Mysterious_Calligrapher
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PostSubject: Re: Biome List   Sun Jul 14, 2013 9:47 pm

Right. I'm tagging all of these because most of these are, essentially, microbiomes, so they function as areas where certain resources are concentrated. Which... I need to sit down and work out with Scio, but which won't happen this week. In the meantime, know that volcanic hotspots are going to be procedurally generated, and traits and resources will be assigned to them, allowing whatever plants and animals that can survive the conditions to move in from the surrounding biomes.

The current list of biomes is determined by precipitation, altitude, and the length of time since the last major disturbance. Therefore, while I like all the proposed forest diversity, the way the biome generator is currently set up will not support us picking the keystone species of a biome.

I hope that answers some questions.

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PostSubject: Atmospheric Pressure and Density   Thu Aug 08, 2013 9:19 pm

May I make the recommendation of adding atmospheric pressure and density as variables? These would mainly be planetary variables, but they would definitely influence biomes. It would help define inhospitable, barren biomes as well; airless planets and the like.
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PostSubject: Re: Biome List   Sat Aug 10, 2013 10:53 pm

(Disclaimer: All these statements are based on my limited knowledge of the game, so correct me if I'm wrong, but...)

Alien biomes that exist on gas giants or other planets with levels of gravity, temperature or pressure substantially different from Earth are interesting to design, but the dynamics of the planet would make microbial stages substantially different - as cool as thermosynthesis and ice or steam based life is, earlier stages take place in water. So the systems that generate the planet when you begin your first world could never place you on an exceptionally exotic planet.

Furthermore, sub-biomes like caves and ponds probably don't need to be separated from their surrounding environment. Every forest is going to have moving water, and it just adds an additional niche or two to the system - aquatic heterotrophs might feed on insects or detrius, and are fed on by midsize land species. Part of each biome is defined rainfall and soil retention, and with enough of each present, we can add niches for species dependent on concentrations of freshwater. A rocky canyon might stunt the growth of woody plants growing on it, but for the most part the species that populate it will be the same species as inhabit the surrounding ecosystem.

So the game generates terrain, and biomes are created based on elevation, precipitation dictated by rain shadows, and temperature dictated by latitude. Species of autotrophs and heterotrophs that can survive in these conditions are created to fill the available niches. Depth of topsoil is determined by the succession stage, but by the time the player emerges from the water these should all have reached 2 or 3. The triangular graph in the first post relates these well, although it doesn't account for altitude. We just need to assign names and niches to the different climates, and the specific ecosystems are determined by the specific species introduced to fill these niches.
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PostSubject: Re: Biome List   Fri Oct 04, 2013 4:19 am

Here's an idea for a possible biome. I don't recall it being covered already, so here goes.


Name: Algal Bloom

-Where it occurs: In fresh, brackish or saline bodies of water with poor circulation and/or an over-abundance of nutrients. It commonly occurs in shallow water, but open-water algal blooms are not unheard of.
A stretch of sea at a river mouth, just after a large mudslide or man-made chemical spill further upstream, is an example of a place with ideal conditions for an algal bloom.
-Resources it needs: Fresh, brackish or salty water, and lots of sunlight. Overly abundant nutrients, such as potassium, nitrogen, phosphate and so on (This causes algal blooms on Earth anyway. Extraterrestrial algal blooms might be triggered by other, less "conventional" chemicals too, depending on how the organisms' biochemistry works). Very large quantities and concentrations of microscopic organisms (usually autotrophs, such as cyanobacteria).
-Climate it needs: Algal blooms tend to grow in well-sunlit conditions, with weak or non-existent currents and little or no circulation.
--Precipitation: Generally has low precipitation, as rainfall would reduce the stagnation. However, this is not an absolute rule.
--Temperature: Algal blooms can occur at any temperature where autotrophic micro-organisms can thrive.
-Topography: Can occur in any body of water with poor circulation and good access to sunlight, but is most common in shallow water with a thick organic sediment bottom.
-Biodiversity: Generally very low, usually 0 or 1.
-Autotroph niches: Almost exclusively photosynthetic micro-organisms (e.g. cyanobacteria or phytoplankton), and LOTS of them. Sometimes Tiny or occasionally Small multicellular plants (or the alien equivalent). Thick mats of autotrophs covering the water's surface, and high concentrations in other parts of the water column, are to be expected.
-Heterotroph niches: Almost exclusively heterotrophic bacteria (usually anaerobic) and protist zooplankton. A few Tiny to Small multicellular herbivores, Tiny to Small multicellular carnivores, Tiny to Midsize multicellular filter-feeders, and/or Tiny to Midsize multicellular omnivores/detritovores.
The vast majority of multicellular heterotrophs living here will be in the Tiny size range. To survive here, they must also be either highly adaptable, or specifically adapted to toxic, low-oxygen conditions.
-Other: Often associated with seasonal events, algal blooms can occur in a large variety of underwater habitats with high sunlight, provided that large enough amounts of excess nutrients are suddenly introduced. Often only temporary.
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PostSubject: Estuary Biomes   Fri Nov 01, 2013 3:08 am

Estuaries

occurs: along the coast, where freshwater and seawater meet.
resources: brackish water.
elevation: N/A, depends on the coast.
climate: some estuaries have seasons corresponding with the planet they are on (Earth, of course), and others have a dry and a wet season. The dry season is hotter than the wet season, and the wet season is colder than the dry season. During the dry season, the estuary becomes much more salty.
topography: depends on the coast, but usually has a river or stream feeding into it.
biodiversity: low, if not including very diverse visitors 1
autotroph niches: plants (that are adapted to salty conditions), and various microbes.
heterotroph niches: fish, mollusks, filter feeders, worms.
other: estuaries have more visitors than actual estuarine species. Estuaries' salt content may vary during the day.
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PostSubject: Re: Estuary Biomes   Fri Nov 01, 2013 6:38 am

This belongs in the misc. thread or biome list thread. It's good, but it's in the wrong place.
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PostSubject: Re: Biome List   Sat Nov 02, 2013 7:58 am

Immortal_Dragon wrote:
This belongs in the misc. thread or biome list thread. It's good, but it's in the wrong place.
By the misc. thread I assume that you mean the "Miscellaneous Bugs And Questions That Don't Deserve Their Own Thread" thread, is that correct? Also, isn't my post already in the biome list thread? Please correct me if I am wrong, as I will gladly post it somewhere else.
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PostSubject: Re: Biome List   Sat Nov 02, 2013 7:59 am

Yes, it is in the right place right now. I think a dev moved it.
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PostSubject: Re: Biome List   Sat Nov 02, 2013 1:43 pm

Immortal_Dragon wrote:
Yes, it is in the right place right now. I think a dev moved it.
Well threads can't move themselves, so a mod definitely moved it :lol: 
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PostSubject: I actually do live in Belgium   Sun Nov 03, 2013 3:26 am

Where was it in the first place, and how do I know that it will be put in the game? Does a magical admin come up and say "Your biome will be in the finished game, son!!", or something?
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Tarpy
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PostSubject: Re: Biome List   Sun Nov 03, 2013 5:41 am

King Plorpadeus Ex wrote:
Where was it in the first place, and how do I know that it will be put in the game? Does a magical admin come up and say "Your biome will be in the finished game, son!!", or something?
I saw your original thread. You made an independent thread, while you should have posted here, so an admin moved. Also, everything will potentially get included in the game, and there is no need for moderators to review absolutely every suggestion and say if it will be in the game, because you never know what course will the development take place much later in the multricellular/aware stage.
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PostSubject: Re: Biome List   Wed Dec 11, 2013 4:50 pm

So i cant post biome suggestions here?
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