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[WIP]Kerbin Science Initiative - 146 More Biomes for Kerbin


Raven.

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This is the development thread for Kerbin Science Initiative. For the release thread and download information, go here: http://forum.kerbalspaceprogram.com/threads/88605-WIP-Kerbin-Science-Initiative-140-Biomes-for-Kerbin?p=1313061#post1313061

Kerbin Science Initiative

the Kerbin Science Initiative is a mod that is planned to add approx. 100 biomes to the planet Kerbin in order to provide science opportunities for each, unique geological feature. Every ocean, every major island, every river, and every mountain will net their own results for science experiments and evas.

This mod essentially provides a new biome map for the planet Kerbin, very meticulously done by hand in the Gimp in great detail. As a consequence, this mod also names the continents, oceans, and other geographic detail in order to provide a sense of immersion. This is easier said than done. One thing that I ask from the community is to look over the names that I have come with to see if they match with the Kerbal universe, and even to submit names they would like to see in the mod. Feedback is the way I tell if a name for a specific region is good or not. For example, when I first started this project, I spammed the crap out of names that started with the letter 'K.' Since people complained about there being too many Ks, I went back and renamed some of the regions so that there were less Ks. If a name is no good, tell me! I take no offense to someone coming and saying that the names are crap, because I want the names to not be crap. And always feel free to suggest names.

One critical part of this mod will be a new sciencedefs.cfg file. Of course, this brings the possibility of the planet Kerbin having too much science yield early on in a career game. I do not foresee this being a problem for low altitude science experiments, as players would have to put in quite a significant amount of work in order to gain access to those science points. However, I am looking into a way of limiting some of the biomes for high altitude flight, that way an orbiting ship doesn't gain access to a large amount of science early in the game.

So far, the scope of this mod is extremely wide. It is very likely that I will find out if there's a limit on the number of biomes (maybe a dev can comment on this?). If this limit is hit, or if the large number of biomes begin to cause issues, then the mod will have to be scaled back.

EDIT: A release is pretty close. The first release will consist of 146 biomes that are implemented. 20 of those biomes will have the string in place for customized science reports. The 126 biomes will receive science reports through periodic updates as I can write them. In addition, I will be taking a look at the contracts system to see what is possible, and if they would be a good feature for KSI. The idea is to implement contracts, such as setting up seismometers across different, specific mountain ranges and even setting up arctic bases. Provided that the contract system will allow for those kind of contracts.

Progress Updates:

2/8/2014: Tested a working, custom biome with working experiments.

2/9/2014: Began implementing the ocean biomes.

2/12/2014: Requested permission from Saik0 to utilize his map data in creating the biome maps.

2/12/2014: Renamed some biomes; some people complained about there being too many Ks. There's less K's now.

2/25/2014: Biome map for first continent is complete.

3/18/2014: Special thank to Trueborn for releasing Custom Biomes 1.5, which will ease the difficulty of development greatly.

3/24/2014: Posted names for most of continent #3. Continent #3 is still not complete.

4/4/2014: Continent #1 is nearing completion. The biome map for continent #1 is done and the science experiment results are at about 50% complete.

5/7/2014: The biome map for Continet #1 and #2 are both 100% complete! Now on to Continent 3# and writing science experiments.

6/18/2014: Biome map for Continent #3 is complete! This means, science experiments put aside, that we're on a downhill slide. I am currently assembling a release schedule for alpha builds.

6/19/2014: First iteration goes into testing today. This is a test map with 22 of the 120 planned biomes implemented.

6/19/2014: First set of biomes tested out fine. Moving on to implementing the next 20.

7/14/2014: Still working on science reports, which is the most tedious part of this. Thus far, it appears as if there will be about 146 biomes that will be included in the mod.

7/28/2014: Version 0.1 released.

Planned Biomes:

Approx. coordinates are given.

List will grow over time.

Starstrider42 has created a very excellent map with some of the locations listed.

East Kulge (KSC continent):

East Kulge Grasslands

East Kulge Highlands

East Kulge Desert (needs name)

Booster Bay (thanks to PlonioFludrasco)

Booster Islands (Runway island)

Overwatch Mountains (0, -79.4)

Overwatch Foothills

Anvil Mountains (12.3, -69.9)

Anvil Foothills

Cloud Peak (13.0, -86.5)

Cloud Peak Foothills

Green Coast (thanks to Starstrider42, peninsula that's surrounded by the Kulge Sea)

Great Ridge Mountains (28.1, -44.6)

Great Ridge Foothills

Neglected Mountains (34.1, -79.1)

Neglected Foothills

Lance River (28, -39)

Lance River Delta

Kulge Sea (water between West & East Kulge)

Kulge Strait

West Kulge (KSC 2 continent, 31 biomes)

West Kulge Grasslands

West Kulge Highlands

West Kulge Midland Mountains

West Kulge Tundra

Great Kulge Desert

Mamba River Delta

Kraken Bay (Crater area)

Island of Worms (west crater island)

Kraken Island (center crater island)

Crescent Mountain Range (crater mountains)

Crescent Foothills

Misc. Island (Needs name, -19.8, -141.8)

Misc. Cape (Needs name, 10.9, -97.3)

Misc. Cape (Needs name, -18.5, -171.4)

Kheysa Mountain Range (KSC 2 mountain, named in honor of Kheysa, a Soviet rocket launch site)

Kheysa Foothills

Mamba Mountains (27.7, -132.5, close to mouth of Mamba River)

Mamba Foothills

Silverstone Mountains (55.3, -131)

Silverstone Foothills

Goldstone Mountains (61, 180)

Goldstone Foothills

Fool's Mountain (46, -173)

Fool's Foothills

Fang Mountains (38.1, -174.8)

Fang Foothills

Volk Mountains (73.2, -127.8)

Volk Foothills

Volk Tundra

Desert Area

Mount Ka (close to desert temple, -6.3, -142)

Ka Foothills

East Kairo Mountains (7.3, -110.6)

North Kairo Mountains (15.5, -137.8)

West Kairo Mountains (5.4, -150.4)

Kairo Foothills

Gulf of Iro (0, -122) (Thanks to Starstrider42)

Anubis Mountains (16, -158)

Anubis Foothills

Caldera Mountains (21, -116)

Caldera Foothills

Gnosis (Continent #3)

Crater Region:

The Eye (thanks to Starstrider42, 8.17, 30.67)

Oracle Mountains

Oracle Foothills

Valley of the Ancients (valley surrounding "The Eye")

Oracle River Delta

Central Mountain Ranges

South Vulcan Range ( 13.36, 50.10)

North Vulcan Range ( 19.34, 50.10 )

Valeon Highlands (highlands at 15.47, 52.65)

Tyr Mountains (33.31, 70.22)

Tyr Foothills

Kvasir Mountains (18.63, 70.14)

Kvasir Foothills

Valkyrie Mountains (41.75, 82.53)

Valkyrie Foothills

The Dagda (16.1, 83.7)

The Dagda Foothills

Badlands

The Badlands (traditional KSP badlands location)

The Pretty Good Lands

Praetorian Mountains (surrounds Praetorian Lake and Serpent's hole, may be split up later on)

Praetorian Highlands (surrounds Praetorian Lake and Serpent's hole)

Praetorian Lake (-28.04, 77.87)

Praetorian River (feeds from Serpent hole to Praetorian Lake)

Devil's Mountain (-11.29, 51.99)

Devil's Foothills

The Devil's Doorstep (Valley near Devil's Mountain)

Rapier Mountains (-41, 56)

Rapier Foothills

Stilleto Lake & River area (Lake is at -37.97, 44.03, river feeds from lake to the Undersea)

Serpent's Hole (Lake, -18.5, 65.96)

Wormhole Lake (7, 80)

Diablo Lake (4, 71)

The End of the World (-32, 50)

The Valiant Highlands (-29, 33)

Northern Range (Alexis Strip/Range), this may need to be part of continent #2 instead

Terror Mountains (highest Kerbin elevation, 63.54, 46.14)

Terror Foothills

Valhalla Mountains (65.48, 101.69)

Valhalla Foothills

Zacharov Peninsula (Peninsula directly south of the West Zacharov Mountains)

West Zacharov Mountains (42.98, 135.18)

East Zacharov Mountains (52.47, 151.96)

Zacharov Highlands (surrounding foothills of the Zacharov ranges)

Medved Mountains (78, 139)

Medved Foothills

Eastern Range

Bulge Mountains (-9, 100)

Southern Bulge Mountains (-21, 121)

Bulge Highlands

Bulge Lowlands

Worm's Strait (-10.20, 150.91)

The Maw (Peninsula at -38, 105)

Great Divide Peninsula (southern peninsula)

Great Divide Lake (-43, 116)

The Wall (northern peninsula)

Bulge Bay (located between the Wall and the Gnosis mainland)

Southern Range, South Gnosis

Spectre Mountains (-10, 7.5)

Spectre Foothills

Poltergeist Mountains (-31, -12)

Poltergeist Foothills

Ghost Mountains (-58, -17)

Ghost Foothills

Wraith Mountains (-73, -28)

Wraith Foothills

Wraith Tundra

Mirror Mountain (-33, -39)

Mirror Foothills

Mystic Lake (-60, -42)

Oceans & other bodies of water

Kulge Sea

Arrowhead Ocean

The Undersea

Ocean of Smiles (thanks to PlonioFludrasco)

Sea of Worms

Flattop Island (6.0, -62.1)

Seagull Roost (30, 11)

Bamboo Islands (strip at -52, -135)

The Northern Twin (-11, -42)

The Southern Twin (-17, -38)

Worm's Straight - East Island (-11, 155)

Worm's Straight - West Island (-9, 147)

The Underworld (large island at -61, 35, includes foothills and mountain range biome)

Edited by Raven.
Progress updates.
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If you are going to introduce this large a variety of biomes then you will need to overhaul the science system, otherwise you will be adding thousands of early game science

Well, you're absolutely correct, and it is something that I have thought of. As of yet, I have not decided as to what direction that I'm going to take in regards to balancing the large amount of science points, and I'm definitely open to ideas. One thing that will definitely influence this decision is how much interest there exists in a mod such as this; if there's enough interest, then later on I will also add a large variety of biomes to other celestial bodies, such for example, Eve and Duna. Actually, I just might, as that'll make balancing the science tree easier.

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Well, you're absolutely correct, and it is something that I have thought of. As of yet, I have not decided as to what direction that I'm going to take in regards to balancing the large amount of science points, and I'm definitely open to ideas. One thing that will definitely influence this decision is how much interest there exists in a mod such as this; if there's enough interest, then later on I will also add a large variety of biomes to other celestial bodies, such for example, Eve and Duna. Actually, I just might, as that'll make balancing the science tree easier.

A bad thing only when you assume that a player can easily mine kerbin for all it's science before moving off into the universe.

Which is absolutely not the case! Mining Kerbin for science is only slightly simpler than mun missions. Mun missions only take a bit more effort and yield more than 10 times the science per mission! (Kerbin ground science modifier is .3 and Mun ground modifier is 4)

Kerbin science is a bit too low if you ask me. A mission to a mountain on kerbin should be worth my time if I wanted to do it. Right now there's just no reward in it.

So in that regard I suggest you just leave it as it is, people will move on when they get bored. And for those who don't get bored. Heck they SHOULD be rewarded ;) They're probably the KSP airplane division and right now they won't have much fun with career mode... your mod might change that!

Me personally, I might do short excursions on Kerbin if I'm missing small amounts of science in my quest to conquer the kerbalverse. But I won't be spending the time to harvest all the science your mod might add. It doesn't matter that you offer me science close to home, the Mun still brings higher rewards so as soon as I can I will always go there.

So leave it as it is! :) You'll open up Kerbin for those who want it and that could be the unique point for your mod. It's not a cheat because people still have to work for it, it won't be too easy. If you lower the science yield even more you'd take away any interest players might have in a Kerbin mission.

If you intend to add Biomes on other planets the same still holds, but in my opinion the moons of kerbin produce too much science at the moment. I'd humbly suggest to leave those alone. :)

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If you assume a body has a given amount of science available that is divided across its biomes, then for me personally any more than 20 or so biomes on a body will make it tedious to collect everything. I also don't think simply adding in loads of extra science is a good idea. I do however think that biomes being actually linked to location names adds a nice element of depth and that more than a few peolpe would be interested.

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If you intend to add Biomes on other planets the same still holds, but in my opinion the moons of kerbin produce too much science at the moment. I'd humbly suggest to leave those alone. :)

I don't intend on touching the Mun or Minmus, as I am of the same opinion and I actually like those two particular biome maps.

Booster Bay for the bay in front of KSC

(not an original idea, but found somewere in the forum)

SPOILER WARNING:

Smile Ocean the area around the big smile dug at the bottom of the sea

Well, now I know that I'm not the only one who noticed the big smiley face. I thought I was going crazy when I noticed it.

If you assume a body has a given amount of science available that is divided across its biomes, then for me personally any more than 20 or so biomes on a body will make it tedious to collect everything. I also don't think simply adding in loads of extra science is a good idea. I do however think that biomes being actually linked to location names adds a nice element of depth and that more than a few peolpe would be interested.

That is exactly my goal in this mod, add more depth and more exploration possibilities. As for the science, I'm not sure if the science points divide up between the biomes. I could be wrong, but my current understanding of the science points is they are determined by a value in the Sciencedefs.cfg file, and a multiplier is applied based on which celestial body you're performing the experiment on, provided that you're recovering the craft.

Edited by Raven.
premature post
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That is exactly my goal in this mod, add more depth and more exploration possibilities. As for the science, I'm not sure if the science points divide up between the biomes. I could be wrong, but my current understanding of the science points is they are determined by a value in the Sciencedefs.cfg file, and a multiplier is applied based on which celestial body you're performing the experiment on, provided that you're recovering the craft.

Yes I think you are right, I just meant that if you assume that you will (after adding new biomes) balance the science down so that the total for the planet is the same as before.

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  • 1 month later...
A bad thing only when you assume that a player can easily mine kerbin for all it's science before moving off into the universe.

Which is absolutely not the case! Mining Kerbin for science is only slightly simpler than mun missions. Mun missions only take a bit more effort and yield more than 10 times the science per mission! (Kerbin ground science modifier is .3 and Mun ground modifier is 4)

Kerbin science is a bit too low if you ask me. A mission to a mountain on kerbin should be worth my time if I wanted to do it. Right now there's just no reward in it.

So in that regard I suggest you just leave it as it is, people will move on when they get bored. And for those who don't get bored. Heck they SHOULD be rewarded ;) They're probably the KSP airplane division and right now they won't have much fun with career mode... your mod might change that!

Me personally, I might do short excursions on Kerbin if I'm missing small amounts of science in my quest to conquer the kerbalverse. But I won't be spending the time to harvest all the science your mod might add. It doesn't matter that you offer me science close to home, the Mun still brings higher rewards so as soon as I can I will always go there.

So leave it as it is! :) You'll open up Kerbin for those who want it and that could be the unique point for your mod. It's not a cheat because people still have to work for it, it won't be too easy. If you lower the science yield even more you'd take away any interest players might have in a Kerbin mission.

If you intend to add Biomes on other planets the same still holds, but in my opinion the moons of kerbin produce too much science at the moment. I'd humbly suggest to leave those alone. :)

I once spend 10 hours on exploring Kerbin and only earned 300 - 400... while most of them spend on the way to the destination or ended with disaster..

*** Add ***

I don't intend on touching the Mun or Minmus, as I am of the same opinion and I actually like those two particular biome maps.

Well, now I know that I'm not the only one who noticed the big smiley face. I thought I was going crazy when I noticed it.

That is exactly my goal in this mod, add more depth and more exploration possibilities. As for the science, I'm not sure if the science points divide up between the biomes. I could be wrong, but my current understanding of the science points is they are determined by a value in the Sciencedefs.cfg file, and a multiplier is applied based on which celestial body you're performing the experiment on, provided that you're recovering the craft.

Is it possible to make a coefficent that affects the science gain on WHOLE Celestial Body?

If possible, I think that would be a good way to balance the fact that: "Too many biome for SCIENCE!.."

Edited by 8749236
Merging reply..
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Is it possible to make a coefficent that affects the science gain on WHOLE Celestial Body?

If possible, I think that would be a good way to balance the fact that: "Too many biome for SCIENCE!.."

I think that is possible. What I think is also possible, as I've seen references to this, is that each biome can have its own scientific value that is essentially a multiplier. If this value works the way I think it will, then I can set different biomes to be worth more than others. So that some biomes, such as the grass field directly behind the KSC is not worth very much scientific value (almost next to nothing), but a hard to scale mountain on the far side of the planet would be worth more.

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I think that is possible. What I think is also possible, as I've seen references to this, is that each biome can have its own scientific value that is essentially a multiplier. If this value works the way I think it will, then I can set different biomes to be worth more than others. So that some biomes, such as the grass field directly behind the KSC is not worth very much scientific value (almost next to nothing), but a hard to scale mountain on the far side of the planet would be worth more.

I believe that one is built-in... or is it?

What I am thinking is something like:

Since any place on the same planet shares some similarities..

So I think it doesn't make sense to pick up same conclusion than previous research (imagining i'm actually doing science..) and treated it as new data...

Which is boring --> We already know what it is so what is the point of repeating it over and over again? unless there is an error.. and similar ideas like that..

But yes, I agree, the place that is harder to get to should worth more.. at least slightly more...

However, also consider that kerbal are actually living on the planet (which is a valid assumption), where the area near equator or plain or rocky areas may already been inhabited, so should worth less, too...

And for the places where they are extreme cold, high, historic (pyramid, huge crater, etc..), etc, should worth more.

So, my suggestion: not just the difficulty to get to is a factor, the ease of access of such place and local condition should also be considered..

Things like: south pole is great place to reserach the past of our Earth, home planet! Because it is cold there, and cold ice may preserve something such as air bubble that is million years old... given an opportunity of smelling the air that is millions years old.. (obviously, those researcher are not paid to do that, if they done it... strap onto a rocket booster and blast xD)

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I personally don't need more biomes (already have more science than I know what to do with), but I'm glad somebody's trying to assign in-universe names for Kerbin's geography. What kind of mission log says the ship landed "near that one mountain on that other continent"? :rolleyes:

I've been trying to make a map of Kerbin using the new names, but it's not clear from the original post where all the features are, especially on the 3rd continent. Is the following more or less correct?

Uk3B1S2.png

Edited by Starstrider42
Updated to July 28 version
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I personally don't need more biomes (already have more science than I know what to do with), but I'm glad somebody's trying to assign in-universe names for Kerbin's geography. What kind of mission log says the ship landed "near that one mountain on that other continent"? :rolleyes:

I've been trying to make a map of Kerbin using the new names, but it's not clear from the original post where all the features are, especially on the 3rd continent. Is the following more or less correct?

http://i.imgur.com/NXgqfGE.png

Dude, you're awesome! You are pretty much dead on with the locations. The only one I noticed was that Stilleto River is further south (the river you labeled is Praetorian River/Lake) and Stilleto feeds directly into the ocean south of Continent #3, which is the Undersea. The surrounding mountains around Praetorian river and the Serpent's Hole is the Praetorian Mountains and Highlands. I have the locations and names mapped for the third continent, but I haven't gotten around to digging up the coordinates for them just yet (I still need to finish up the southern range for it). I will get on that and get those coordinates posted here in the next day or so.

EDIT: Ok, i have coordinates posted for the majority of Continent #3. If I haven't posted the coordinates, it's because I want to go back and double check my work.

Edited by Raven.
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Ok, thanks for the update.

If you're still looking for name suggestions, how about:

  • The Eye: the Gnosis crater and/or the mountain in the middle of it
  • Green Coast: the peninsula in the middle of the Kulge Sea

(The latter was inspired by the Visual Enhancements mod, which makes that peninsula the most densely settled region on the planet. I figured something that semi-explicitly refers to kerbals might be good.)

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  • 2 weeks later...

Team up with the guy who creates custom sounds or with the Chatterer author, for unique sounds or a combination of sounds for those biomes, and you've got a winner :-)

Adding trees & wildlife is a bit much, I don't know if there's an API for it. But sounds are relatively easy and they create so much immersion!

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  • 5 weeks later...

I'd figured that I'd give a status update on the development progress. The biome map is shaping up very nicely, and thus far both continents 1 and 2 are finished with the mapping. This leaves continent #3 (the biggest of them all), which should shape up pretty quickly now that college finals are finished and because I am now far more proficient in the Gimp than what I was when I started this. Developing detailed and accurate biome maps from elevation maps is tedious, but once you get the hang of it, it starts to go much quicker.

After the biome map itself is finished, the next task is writing a configuration file for the Custom Biomes mod to get the map not only imported into the game, but where the game will actually recognize the biomes. After this is done, the mod would technically be ready for a possible alpha release, although the text for the science experiments would not yet be in place.

After the map is imported into Custom Biomes, the task of writing all the science experiments begins.

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I'd figured that I'd give a status update on the development progress. The biome map is shaping up very nicely, and thus far both continents 1 and 2 are finished with the mapping. This leaves continent #3 (the biggest of them all), which should shape up pretty quickly now that college finals are finished and because I am now far more proficient in the Gimp than what I was when I started this. Developing detailed and accurate biome maps from elevation maps is tedious, but once you get the hang of it, it starts to go much quicker.

Thanks for the update.

A few questions:

  • What are the mountains at (34.1, -79.1), (61.9, -90.0), and (34.5, -28.3) called? I can't find them on your list.
  • Same for the mountains at (-5,-175), (17, -159), (60, 178), (78, 139).
  • Are the highlands at (26, -73) part of a foothills group, or their own biome?
  • Does East Kulge have any landmarks north of 50 degrees?
  • Will the lake ("sea"?) at (50, 175) have a name?

Also, there's a typo in the first post: based on the coordinates, the Fang Mountains are at the source of the Mamba, not the mouth.

Finally, some more suggestions. These are a bit on the goofy side, so some feedback from a third party would be nice:

  • Gulf of Iro (0, -122)
  • The Pretty Decent Lands (-2, 45)

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I wish you'd work with this guy http://forum.kerbalspaceprogram.com/threads/71685-Most-Detailed-Kerbal-Border-Map-in-History

And make some sort of unified map everyone could agree on. I hate having competing maps.

Oh, god, please no. I have to deal with too much politics in RL. I support KSI precisely because it doesn't try to turn everything into a political joke.

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(34.1, -79.1) "Neglected Mountains," named accordingly because I completely skipped over that range when I first named everything. Looks like I also forgot to add them to the list here on the dev thread.

(61.9, -90.0) Currently marked as "East Kulge Highlands," along with a few other misc. highlands on Continent #1 and not marked as an individual mountain range. The stock game doesn't consider the area a mountain region and I'm inclined to agree.

(34.5, -28.3) Considered to be part of the Great Ridge range. If you feel like it needs to be an area separate from the Great Ridge mountains, then I do not have a problem with it.

(-5, -175) Was just thinking about this area last night, as this area was an area I was working on last night. Originally, I had it in mind to be part of Crescent mountains, but I'm seriously leaning towards changing to a separate range and giving it a name.

(17, -159) This is a range that I've somehow overlooked. It needs a name. I got it marked as it's own biome in the biome map.

(60, 178) This is a range that I've overlooked; on Kerbalmaps.com it is split between the left and right side of the map, so I never saw it until recently when developing that part of the map. So, it'll need a name :).

(78, 139) Overlooked at first, but picked up later on. I'm leaning towards Medved (Russian for bear, I think) Mountains to keep with the name scheme for that area (With Volk Tundra/Mountains, Volk is Russian for wolf).

(26, -73) This is one of the areas marked as East Kulge Highlands, and could possibly be it's own biome considering that it does have a couple of small peaks.

(50, 175) Yes, it will have a name. No named assigned as of yet.

East Kulge does not have any land marks north of 50 degrees, except for maybe the lake at (70, -103), which marks the area of the boundary between West and East Kulge.

Also, there's a typo in the first post: based on the coordinates, the Fang Mountains are at the source of the Mamba, not the mouth.

I originally had it set to have the Fang Mountains at the source, but now that you mention it, it does make more sense to have the Fang Mountains at the mouth and the Mamba Mountains at the source.

Finally, some more suggestions. These are a bit on the goofy side, so some feedback from a third party would be nice:

Gulf of Iro (0, -122)

Added.

The Pretty Decent Lands (-2, 45)

I think the area you are referring to is the area just north of the Badlands, right?

Edited by Raven.
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  • 1 month later...

Yesterday I finished creating the master biome map for the mod. The master biome map has every single mountain range, large lake, river, bay, and slope marked off (by hand) as an individual biome, which is why the map took so much time developing (it is also 16k x 8k in resolution). Which means that this mod is now in a completely new phase of development. 120 biomes is a lot of biomes to implement, and steps will need to be taken to minimize Custom Biomes's biome detection bug that occurs at the boundary of biomes. In addition, that is a lot of science reports to write.

So what I'm doing is implementing about 20 to 30 biomes (including science reports) at a time over the course of six different test versions. The seventh version will be a release candidate that will be released publicly to the forums. The two most time consuming parts of this is writing the science reports, and then testing and debugging (especially if one biome does not want to pick up).

Another thing that I will keeping a very close eye on is KSP 0.24 and how the contracts system is going to work. It is possible that after the release candidate is released, and the original scope of this mod is complete, that the scope might expand out to include new contracts for KSP. This is speculative however, and is very highly dependent on how the contract system works and how the next week of testing goes.

All in all, keep an eye on this thread, as a test release is coming soon!

Edited by Raven.
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  • 1 month later...

Hi, couple of typos:

Worm's Straight - East Island (-11, 155)

Worm's Straight - West Island (-9, 147)

These should be worm's strait, not straight.

The Mamba mountains are still described as being at the mouth of the river, when they've been moved to the source.

Congratulations on being almost done!

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