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{{Version|0.19.14.0|stub = yes|stubnote = Aphotic Plateau, Great Sea and Hydrothermal Wastes sections need more info.}}
{{Version|0.11.0.9}}
[[File:Europa cross section.png|thumb|700px|A mock-up of the biomes of Europa, as displayed on the design documentation.]]
In [[Barotrauma]], the region of Europa that the Player explores is broken up into several distinct environmental '''Biomes'''. Each of these Biomes contain their own unique challenges and obstacles, ranging from simple [[Ice Spires]] to clusters of highly conductive [[Piezo Crystals]].
'''Biomes''' are the different regions of Europa. Each biome has unique characteristics, such as environmental dangers and creatures, that can determine its danger to submarines and their crews.
<br>
<br>
Europa's exterior surface is covered in thick sheets of ice, hard as stone and devoid of life. However, under the heavy surface ice, the interior of the moon contains many trenches. The farther submarine crews travel down these trenches, the more flora and fauna they will discover as the water's temperature increases. This is seen in the arrangement of the biomes, with the human-populated Cold Caverns being [[Jovian Radiation|relatively]] safe near the surface, and the Hydrothermal Wastes at the bottom teeming with large groups of aggressive fauna, but being almost completely devoid of human habitation.
<br>
<br>
There are 5 biomes in ''[[Barotrauma]]'', each one progressively deeper than the last. [[Caves]], [[Alien Ruins]], [[Wrecks]] and [[Beacon Stations]] are features all biomes have, though each come with their own unique exploratory hazards in addition to these common features.
<br>In [[Game Modes]] other than Campaign, a biome will be chosen to be played at random, independent of the chosen difficulty.  




Europa is an Ice Moon, and its entire exterior surface is covered in a thick sheet of ice, as hard as stone and bereft of life. However, beneath that surface ice, the environment resembles an inverse oceanic trench, with the icy less-hospitable water being closest to the surface, and the warmer, more life-sustaining water being found the further down a submarine goes. This is reflected in the arrangement of biomes, with heavily inhabited but sparsely biodiverse Cold Caverns being relatively safe, and the Hydrothermal Wastes at the bottom of the crater absolutely teaming with schools of myriad aggressive fauna, but being completely devoid of human habitation.
= Cold Caverns =


The first biome in Europa is the Cold Caverns. Civilization is abundant within the Cold Caverns, as are opportunities to repair Beacon Stations within each passage.


Level generation is typically forgiving, and the low difficulty prevents many of the harder enemies from spawning naturally. [[Wreck]]s can only spawn in the "transition" subtype, which has a minimum difficulty of 10%. Such a wreck cannot spawn as a [[Thalamus]]. Levels range in difficulty between 0% and 15%.


[[File:Europa cross section.png|700px|Europan Cross Section, straight from the design doc]]
<gallery>
=Biomes=
Biome Example - cold caverns - Dive suit 1.png|alt=A Diving Suit approaches a cave wall, bringing into view the local Tube Worms|left|frameless|A large colony of what appear to be Feathered Tubeworms, as well as two smaller colonies.
At present (0.13.3.11), there are 5 explorable biomes in [[Barotrauma]], each one progressively deeper than the last.
Cluster of Cryophilic Tubeworms.png|alt=A closeup of two large clusters of feathered Tubeworms|left|thumb|A closeup of two large colonies of feathered Tubeworms
==Cold Caverns==
Example of Ice Spires on Active Sonar.png|left|Three Ice Spires, as they appear on Sonar.
The first Biome players will experience in a Campaign, is The Cold Caverns. This region of Europa is made up almost entirely of the marbled ice that is the moon's crust. It's very cold here, and the background marine snow is sparse, making it exceptionally dark.
Example of Ice Spires from exterior of Sub.png|left|Two Ice Spires, as they appear outside the submarine
</gallery>


The environment is composed entirely of a hardened ice, periodically lanced with towering but destructible [[Ice Spires]] that are capable of puncturing subs and causing near instantaneous flooding should a collision ensue. These Ice Spires are the only environmental hazards found within Cold Caverns that can harm a submarine, and are best navigated around or fired upon by gunner crews. They are highly detectible on active sonar when compared to the surrounding scan, and show up as obvious green streaks when pinged. Bot gunners will somewhat reliably target and destroy Ice Spires, assuming the submarine slows down to allow accurate fire.


As far as hostile encounters, single and paired [[Crawler]] are common, as well as the occasional [[Mudraptor]]. Mudraptors are fully capable of putting holes in a sub by themselves, and care should be taken when maneuvering to allow gunners clean shots. Aside from mission-related encounters, the larger beasts of Europa, such as [[Hammerhead|Hammerheads]] and [[Bone Thresher|Bone threshers]] do not typically spawn in the Cold Caverns. Caution should be exercised however, as in passageways over 10% difficulty, Single Bone Threshers flanked by a duos of [[Tiger Thresher|Tiger Threshers]] can occasionally spawn, and may prove problematic for an underprepared sub.  
=Europan Ridge=
The second Biome encountered within a Campaign is the Europan Ridge. This region is composed of a rocky pack-ice, dotted with various unknown flora. Civilization is still fairly common, but empty geographical features are more likely than within the Cold Caverns. There are several environmental hazards found in this biome. Great currents, powerful enough to move a submarine, are present within the majority of every passage. These currents can be detected on Sonar, and are capable of pushing submarines into obstacles or even into The [[Abyss]]. The strength of Currents will periodically wane, allowing subs to push through them. Slime Molds can also be found hanging from the ceilings of some passages. These Slime Molds apply drag to the Submarine, slowing it down considerably.  


While hostile wildlife might not pose a significant threat to a submarine, Mudraptors and crawler packs can be both disorienting and lethal to single divers caught in open water, so exercise should still be taken when disembarking in a Dive Suit
[[Ballast Flora]] Spores are encountered in this region and can be detected on Sonar when a submarine is close enough, or spotted by gunners well in advance of contact. Ballast Flora can also be found suspended within currents, where it is much harder to detect with Sonar.


==Europan Ridge==
Large floating Icebergs also spawn within this biome, and much like [[Ice Spires]], are highly visible on Sonar. Unlike Ice Spires, Icebergs are extremely durable and require several railgun rounds to break apart, and they will move up and down as currents change direction.
2nd major biome in a campaign. More frequent and increasing monster spawns, and civilized locations are less frequent. Unarmored [[Mudraptor]]s and [[Tiger Thresher]]s will start spawning, and crawlers and spinelings are in greater groups.
 
==Aphotic Plateau==
Additionally, Submarines will encounter [[Sonar Flora]], a purple-pink and pulsating growth that heavily disrupts Sonar. The signature appears as a large red-orange cluster of pips, similar in shape and color to a Black Moloch, or volcano.
3rd major biome in a campaign. A great variety of monsters spawn, monster spawns increased. Civilization is sporadic.
Levels range in difficulty between 15% and 35%.
==The Great Void==
 
4th Major biome in a campaign. Civilization is not present. The levels have little to no floor. Floating rocks and [[Piezo Crystal]]s spawn. [[Moloch]]s, [[Hammerhead]]s, [[Bone Thresher]]s are common.
Packs of [[Crawlers]] commonly spawn in groups of 5-7 and [[Spineling]]s spawn in groups of 2-5, with pairs or trios of Armored [[Mudraptor]]s also spawning regularly. Individual [[Moloch]] and [[Hammerhead]]s will begin to spawn naturally, and [[Bone Thresher]]s and [[Tiger Thresher]]s spawn in greater numbers. Within passageways over 25%, Moloch are encountered with increased frequency, and hammerhead attacks become more common.
==Hydrothermal Wastes==
 
Final major biome in a campaign.
<gallery>
File:Current on Sonar example 1.png|A moderately strong current, as it appears on sonar
File:Europan Ridge Floating Iceberg Sonar.png|A large floating Iceberg, as it appears on Sonar
File:Sonar Flora.png|Sonar flora, as it appears on Sonar
File:Europan Ridge Floating Iceberg external example.png|A large Floating Iceberg as it appears externally.
File:Europan Ridge Ceiling Slime Mold Example.png|Slime Mold, as it appears outside the Submarine
</gallery>
 
 
=The Aphotic Plateau=
3rd major biome in a campaign. A great variety of monsters spawn, monster spawns increased. Civilization is sporadic. [[Alien Ruins]] can now be encountered randomly in levels, and [[Beacon Stations]] will often have disconnected wires to [[Installations]], making beacon station repairs more difficult. Levels range in difficulty between 35% and 50%.
 
 
=The Great Sea=
4th Major biome in a campaign. The levels have little to no floor, so care is advised because a sinking submarine may fall directly into the [[Abyss]] below, often below its Crush Depth, where it can fall prey to [[Abyss]] creatures. Floating rocks with [[Piezo Crystal]]s, [[Ice Spire]]s protruding from the cavern walls and vertically drifting ice boulders spawn. [[Moloch]]s (solitary, rarely [[Black Moloch]]s), [[Watcher]]s (solitary) and [[Hammerhead]]s (groups of 1-2, rarely [[Golden Hammerhead]]) are common. Players will also be attacked by swarms of [[Crawler]]s (3-6), [[Mud Raptor]]s (2-4), rarely [[Spineling]]s (~3-4), and most often single [[Bone Thresher]]s (spawning alongside 2-4 [[Tiger Thresher]]s). [[Ballast Flora]] is also present, but less common than in the previous biomes. [[Wrecks]] are generated randomly throughout the level and they may be host to a [[Thalamus]]. Levels range in difficulty between 50% and 65%.
 
<gallery>
File:Piezo crystals sonar.png|Piezo crystals as they appear on sonar
</gallery>
 
 
=Hydrothermal Wastes=
Final major biome in a campaign. Civilization is not present, and players will have to activate Beacon Stations and clear Hunting Grounds to help new settlements appear. Levels range in difficulty between 65% and 80%.
[[Category:Environment]]
[[Category:Environment]]
=Biome Level Generation Parameters=
{| style="text-align:center"
! rowspan = 2 | Biome
! rowspan = 2 | Identifier
! rowspan = 2 | Difficulty
! rowspan = 2 | Commonness
! rowspan = 2 | [[Ice Spire]]s
! rowspan = 2 | [[Iceberg]]s
! rowspan = 2 | [[Cave]]s
! rowspan = 2 | Side Tunnels
! rowspan = 2 | Abyss Hole
! rowspan = 2 | [[Alien Ruin]]s
! colspan = 2 | [[Wrecks]]
|-
! Amount
! [[Thalamus]]%
|-
! rowspan = 6 | Cold Caverns
! coldcavernstutorial
| -
| 0
| -
| -
| -
| 0 - 1
| -
| -
| colspan = 2 | -
|-
! coldcavernsbasic
| < 5%
| 100
| 5
| -
| 1
| 0 - 1
| -
| -
| colspan = 2 | -
|-
! coldcavernsadvanced
| > 5%
| 100
| 5
| -
| 2
| 0 - 1
| -
| -
| colspan = 2 | -
|-
! coldcavernsmaze
| > 8%
| 25
| 10
| -
| 3
| 3
| -
| -
| colspan = 2 | -
|-
! coldcavernstransition
| > 10%
| 100
| 5
| 3
| 2
| 1 - 2
| <span class="explain" title="0% removal chance per cell, 1 guaranteed.">Yes</span>
| -
| 0 - 1
| 0%
|-
! coldcavernsoutpost
| colspan = 10 | -
|-
! rowspan = 3 | Europan Ridge
! ridgebasic
| < 35%
| 100
| -
| 3
| 3
| 2
| <span class="explain" title="60% removal chance per cell, 1 guaranteed.">Yes</span>
| 0 - 1
| 0 - 1
| 10%
|-
! ridgeadvanced
| > 25%
| 50
| -
| 3
| 3
| 2
| <span class="explain" title="60% removal chance per cell, 1 guaranteed.">Yes</span>
| 0 - 1
| 0 - 1
| 20%
|-
! ridgeoutpost
| colspan = 10 | -
|-
! rowspan = 2 | The Aphotic Plateau
! plateaubasic
| -
| -
| -
| -
| 3
| 1
| <span class="explain" title="90% removal chance per cell, 0 guaranteed.">Maybe</span>
| 0 - 1
| 0 - 1
| 30%
|-
! plateauoutpost
| colspan = 10 | -
|-
! rowspan = 3 | The Great Sea
! greatseabasic
| -
| -
| 5
| 20
| 1
| 1
| <span class="explain" title="90% removal chance per cell, 0 guaranteed.">Maybe</span>
| 0 - 1
| 1
| 40%
|-
! greatseavertical
| -
| 20
| 5
| 20
| 1
| 1
| <span class="explain" title="90% removal chance per cell, 0 guaranteed.">Maybe</span>
| 1
| 1
| 40%
|-
! greatseaoutpost
| colspan = 10 | -
|-
! rowspan = 2 | Hydrothermal Wastes
! wastesbasic
| -
| -
| -
| -
| 2
| 1 - 3
| <span class="explain" title="80% removal chance per cell, 0 guaranteed.">Maybe</span>
| 0 - 1
| 1
| 50%
|-
! wastesoutpost
| colspan = 10 | -
|-
! rowspan = 2 | ???
! endlocationbasic
| colspan = 10 | -
|-
! endlocationoutpost
| colspan = 10 | -
|}
{{Environment Nav}}

Latest revision as of 15:41, 29 December 2023

Data is potentially outdated
Last updated for version 0.19.14.0
Last mentioned in changelog 1.0.13.0
The current game version is 1.4.6.0
Stub Notes: Aphotic Plateau, Great Sea and Hydrothermal Wastes sections need more info.
A mock-up of the biomes of Europa, as displayed on the design documentation.

Biomes are the different regions of Europa. Each biome has unique characteristics, such as environmental dangers and creatures, that can determine its danger to submarines and their crews.

Europa's exterior surface is covered in thick sheets of ice, hard as stone and devoid of life. However, under the heavy surface ice, the interior of the moon contains many trenches. The farther submarine crews travel down these trenches, the more flora and fauna they will discover as the water's temperature increases. This is seen in the arrangement of the biomes, with the human-populated Cold Caverns being relatively safe near the surface, and the Hydrothermal Wastes at the bottom teeming with large groups of aggressive fauna, but being almost completely devoid of human habitation.

There are 5 biomes in Barotrauma, each one progressively deeper than the last. Caves, Alien Ruins, Wrecks and Beacon Stations are features all biomes have, though each come with their own unique exploratory hazards in addition to these common features.
In Game Modes other than Campaign, a biome will be chosen to be played at random, independent of the chosen difficulty.


Cold Caverns

The first biome in Europa is the Cold Caverns. Civilization is abundant within the Cold Caverns, as are opportunities to repair Beacon Stations within each passage.

Level generation is typically forgiving, and the low difficulty prevents many of the harder enemies from spawning naturally. Wrecks can only spawn in the "transition" subtype, which has a minimum difficulty of 10%. Such a wreck cannot spawn as a Thalamus. Levels range in difficulty between 0% and 15%.


Europan Ridge

The second Biome encountered within a Campaign is the Europan Ridge. This region is composed of a rocky pack-ice, dotted with various unknown flora. Civilization is still fairly common, but empty geographical features are more likely than within the Cold Caverns. There are several environmental hazards found in this biome. Great currents, powerful enough to move a submarine, are present within the majority of every passage. These currents can be detected on Sonar, and are capable of pushing submarines into obstacles or even into The Abyss. The strength of Currents will periodically wane, allowing subs to push through them. Slime Molds can also be found hanging from the ceilings of some passages. These Slime Molds apply drag to the Submarine, slowing it down considerably.

Ballast Flora Spores are encountered in this region and can be detected on Sonar when a submarine is close enough, or spotted by gunners well in advance of contact. Ballast Flora can also be found suspended within currents, where it is much harder to detect with Sonar.

Large floating Icebergs also spawn within this biome, and much like Ice Spires, are highly visible on Sonar. Unlike Ice Spires, Icebergs are extremely durable and require several railgun rounds to break apart, and they will move up and down as currents change direction.

Additionally, Submarines will encounter Sonar Flora, a purple-pink and pulsating growth that heavily disrupts Sonar. The signature appears as a large red-orange cluster of pips, similar in shape and color to a Black Moloch, or volcano. Levels range in difficulty between 15% and 35%.

Packs of Crawlers commonly spawn in groups of 5-7 and Spinelings spawn in groups of 2-5, with pairs or trios of Armored Mudraptors also spawning regularly. Individual Moloch and Hammerheads will begin to spawn naturally, and Bone Threshers and Tiger Threshers spawn in greater numbers. Within passageways over 25%, Moloch are encountered with increased frequency, and hammerhead attacks become more common.


The Aphotic Plateau

3rd major biome in a campaign. A great variety of monsters spawn, monster spawns increased. Civilization is sporadic. Alien Ruins can now be encountered randomly in levels, and Beacon Stations will often have disconnected wires to Installations, making beacon station repairs more difficult. Levels range in difficulty between 35% and 50%.


The Great Sea

4th Major biome in a campaign. The levels have little to no floor, so care is advised because a sinking submarine may fall directly into the Abyss below, often below its Crush Depth, where it can fall prey to Abyss creatures. Floating rocks with Piezo Crystals, Ice Spires protruding from the cavern walls and vertically drifting ice boulders spawn. Molochs (solitary, rarely Black Molochs), Watchers (solitary) and Hammerheads (groups of 1-2, rarely Golden Hammerhead) are common. Players will also be attacked by swarms of Crawlers (3-6), Mud Raptors (2-4), rarely Spinelings (~3-4), and most often single Bone Threshers (spawning alongside 2-4 Tiger Threshers). Ballast Flora is also present, but less common than in the previous biomes. Wrecks are generated randomly throughout the level and they may be host to a Thalamus. Levels range in difficulty between 50% and 65%.


Hydrothermal Wastes

Final major biome in a campaign. Civilization is not present, and players will have to activate Beacon Stations and clear Hunting Grounds to help new settlements appear. Levels range in difficulty between 65% and 80%.


Biome Level Generation Parameters

Biome Identifier Difficulty Commonness Ice Spires Icebergs Caves Side Tunnels Abyss Hole Alien Ruins Wrecks
Amount Thalamus%
Cold Caverns coldcavernstutorial - 0 - - - 0 - 1 - - -
coldcavernsbasic < 5% 100 5 - 1 0 - 1 - - -
coldcavernsadvanced > 5% 100 5 - 2 0 - 1 - - -
coldcavernsmaze > 8% 25 10 - 3 3 - - -
coldcavernstransition > 10% 100 5 3 2 1 - 2 Yes - 0 - 1 0%
coldcavernsoutpost -
Europan Ridge ridgebasic < 35% 100 - 3 3 2 Yes 0 - 1 0 - 1 10%
ridgeadvanced > 25% 50 - 3 3 2 Yes 0 - 1 0 - 1 20%
ridgeoutpost -
The Aphotic Plateau plateaubasic - - - - 3 1 Maybe 0 - 1 0 - 1 30%
plateauoutpost -
The Great Sea greatseabasic - - 5 20 1 1 Maybe 0 - 1 1 40%
greatseavertical - 20 5 20 1 1 Maybe 1 1 40%
greatseaoutpost -
Hydrothermal Wastes wastesbasic - - - - 2 1 - 3 Maybe 0 - 1 1 50%
wastesoutpost -
??? endlocationbasic -
endlocationoutpost -


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