Abiotic and biotic factors in savanna biome

Biogeography: For your species distribution needs.

2012.04.30 17:02 Biogeography: For your species distribution needs.

Biogeography is the study of the distribution of species and ecosystems in geographic space and through geological time. Knowledge of spatial variation in the numbers and types of organisms is as vital to us today as it was to our early human ancestors, as we adapt to heterogeneous but geographically predictable environments.
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2015.11.24 05:26 Vailhem ClimateNews

A sub dedicated to news about climate change.
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2024.05.15 17:25 Boosteroid_official Boosteroid Update - 6 New Games Are Coming!

Boosteroid Update - 6 New Games Are Coming!
https://preview.redd.it/0rgw0cgrxl0d1.png?width=1200&format=png&auto=webp&s=6c290f6aca287ca97d04e48c4738e11a6aadcee1
Exciting news! šŸŽ® We've just added 6 new games to our library!
Abiotic Factor is a narrative driven survival crafting experience set in the depths of an underground research facility. šŸ§Ŗ
Caught between a paranormal containment failure, a military crusade, and chaos from a dozen realms, the world's greatest minds must survive against the universe's biggest threats. šŸ’Ŗ
submitted by Boosteroid_official to BoosteroidCommunity [link] [comments]


2024.05.15 17:18 HappyGoLacky Big Pots and Root Rots - Monstera Mythbusting

Apologies for posting a novella. Iā€™ll probably get downvoted a lot for this post, but almost every every day I see one or more of these big pot comments in response to someones post. So here goes.
So the issue is much more involved than big pots. Healthy and appropriately sized roots are important to a well balanced monstera. Thereā€™s also a ton of other factors including, pot material, environment temperature, humidity, repotting stress, and so much more. I just wanted to address the ā€œbig potā€ thing specifically. As I mentioned at the beginning, a monstera is pretty hardy as long as itā€™s treated well, but the more you know, the easier it is to make the right decisions for the plant. The good news is that everything I've addressed above, goes for pretty much all plants.
If you believe I've made any errors above, I'm happy to discuss or chat about it. Hope some of you find this helpful.
EDIT: edited for spelling.
submitted by HappyGoLacky to Monstera [link] [comments]


2024.05.15 16:20 FarmerRemote9850 LIMBO v1.20.1 APK + OBB (Full Game)

LIMBO v1.20.1 APK + OBB (Full Game)
https://preview.redd.it/5x1qh7ozml0d1.png?width=200&format=png&auto=webp&s=f3998f30c6f0a4dddcf17b0d7fb0a814508f8a07
Name LIMBO
Publisher Playdead
Genre Adventure
Size 104 MB
Version 1.20
MOD Full Game
https://modyolo.co.in/limbo/
šŸ‘†šŸ‘†šŸ‘†šŸ‘†Download LinkšŸ‘†šŸ‘†šŸ‘†šŸ‘†
Also Join us on telegram
https://t.me/official_modyolo
Countless adventure games are always good choices for players to enjoy special stories or admire creatively developed worlds. One of them is LIMBO, one of the popular platform side-scrolling adventure games on many different platforms. It possesses simple but entertaining gameplay, combined with countless brainstorming puzzles and fierce challenges for players to become more flexible and agile. On top of that, it has an immersive and tragic storyline that allows players to adventure worldwide and more.

INTRIGUING GAMEPLAY AND CONTROLS

LIMBO has gameplay that is developed in the direction of simplicity. Still, its levels or biomes are designed impressively and uniquely for players to enjoy and experience. It also features many novelties or concepts introduced in the game, including a simple dark silhouette graphic to keep track of all the character changes during each event. Moreover, based on the playerā€™s progress, the interaction or gameplay will change and unlock new potentials in future trips and more. The game itself is inherently simple, but its standout feature is its graphics, plot, challenges, or puzzles, which outperformance the gameplay but still enough to create new experiences for players.

UNIQUE DEVELOPMENT FOR LEVEL AND STAGES

Besides those factors, the game has a fascinating and beautiful development and aesthetic or magnificent levels for the player to become more immersive. Each location even has a big influence on the story, and it will have countless secrets for players to collect and unlock additional content throughout the gameplay. Moreover, the game will introduce more variety of environments, and they are constantly changing so that players have a variety of exploration or entertainment specific to each level. However, the game does not have any enemies or objectives. The gameplay is puzzle-oriented, so obstacles will appear scattered to stimulate creativity in players and overcome them. Every element related to the level or stage in the game has been meticulously developed to make the gameplay more amazing than ever.

AUTHENTIC AND SOLEMN AMBIENT AND BACKGROUNDS

LIMBO is famous for its gameplay and story, but many other outstanding features make it special and widely loved. Besides the sudden change in the atmosphere, the game even uses special graphics systems to make the player more immersive in each stage. Not only that, but everything is used in a dark black color, showing a dignified and sad atmosphere, but more detailed and vivid than the games of the same genre. Those factors make the game always impressive and special in the eyes of many players, even promising to bring them many perfect changes in the atmosphere of new levels or stages in the story.

ABSURD AND MIND-BLOWING PUZZLES

The main core throughout the game is challenging and interactive puzzles for players to challenge their many abilities or skills. Whatā€™s impressive is that all puzzles are environmentally designed, so the characterā€™s interaction with every detail is important to progress with each different challenge or puzzle. Also, some of those puzzles are alive, and they constantly react to the playerā€™s presence, even giving them many surprises to show off all the quintessence throughout the gameplay. On top of that, the change in atmosphere and environment will greatly impact the puzzles and allow players to explore the main characterā€™s backstory.

INTENSE AND BREATHTAKING MOMENTS

Those puzzles are not only the main challenges in LIMBO but the creatures or mechanisms hidden in each level will make the playerā€™s feeling and experience strongly stimulated in many special events. Those moments often have many obstacles but make the player has to have absolute concentration or reflexes to get through everything before it becomes delayed or worse. Not only that, but they also have a great influence on the plot, causing gameplay or other elements to be developed in many directions based on the playerā€™s decisions.

IN-DEPTH AND HORRIFIC STORYLINE

Its gameplay or graphics are perfect, but the gameā€™s overall plot promises players mixed feelings about the character development. It is also an important element to guide the story or many other elements in the gameplay, thereby giving the player more experiences or keys during the protagonistā€™s journey. Not only that, the entire game does not have any narrator elements and uses images or text lines to convey the plot to everyone.
LIMBO is a perfect adventure game in many ways, and it is widely loved for its quintessence or outstanding features throughout the gameplay. On top of that, its developments always surprise the players while continuously motivating them to enjoy the rest of the journey.
submitted by FarmerRemote9850 to Modifiedmods [link] [comments]


2024.05.15 15:42 aviviel How to make a Lush Cave (Java & Bedrock)

How to make a Lush Cave (Java & Bedrock)
disclaimer: this tutorial is recommended in creative mode. If you want to make it in survival/hardcore, then getting the resources may be difficult
Lush Caves are an interesting biome with not much but helpful resources and sometimes ores generate. If you want to build one, than i recommend following this tutorial.
.1 Place/Biome: typically, you could build your lush cave anywhere. But, sometimes you picked the wrong biome in terms of Grass and Water color. Now please, Don't builf your lush cave in Savanna, Badlands and Swamp Variations/Biomes. instead, focus on building it in Temperature (Forest, Plains, etc.) and Ocean Biomes.
.2 Exhibit: start by building the Exhibit, the best way to build it is to make a 7x7 block Exhibit.
.3 Decorations: start by placing stone, moss, tall grass, clay, azela (flowering) and water.
And there you go! Now you cab build a decent lush cave! Comment to express your opinions on this post.
submitted by aviviel to Minecraftbuilds [link] [comments]


2024.05.15 02:08 Pup5432 What server to get.

I'm looking at putting together a server for summer use (aka I want to switch to using my X10QBi as a backup only server that only gets powered on for weekly backups instead of being the primary workhorse of my lab). I'm considering either a HP Proliant DL160 G10, a Dell Poweredge R640, or a Supermicro x11 Xeon scalable motherboard. A pair of mid-tier 1st gen Platinums or a pair of better Golds should be able to more than handle my workload so I'm looking for something dual socket 3647 in a relatively small form factor since I will be using my backup storage array as the primary storage for this cycle. The only other factor is it would need to be able to take a Tesla P4 since my cloud gaming setup would need to move over the box and some sort of sfp+ pcie card.
As far as I can tell the DL160 would probably be one of the cheaper options since you can get one, sans processors and ram, for around $400 but I'm unfamiliar with what the PCI slots can handle and I'm worried it wont end up being able to meet my needs.
The R640 runs around $550-$600 for a similar setup and while I am more familiar with Dells in general I would much rather save $100+ if the HP would meet my needs.
The Supermicro option is a bit of a blind spot for me. If I want to go this route I would need to go 2U which I'm not opposed to but a cheap 2U chassis is going to run me around $200 and with all the motherboard options I have no clue what would actually be a viable budget option but it looks like I would need to go with at least a $300 board to possibly even get started but like I said all of the Supermicro servers I have came with with chassis+motherboard so I never had to figure out the mix and match side of the Supermicro biom.
Edit: First comment got me thinking and would going with something like an AM5 Ryzen be an option instead of a supermicro dual socket board. I know cpu benchmarks put the 7950x in the same ballpark as my x10QBi but would a lower count of high speed cores be comparable to a pair of 1st gen Xeon scalable in power.
The Xeon does scale up in ram at a much cheaper price than a DDR5 build but if Iā€™m going with my current tower case I would also be able to reuse my 3060ti or 6800 as a much better gpu than the Tesla P4 Iā€™m limited to with a 1U/2U case, saving money on that front and getting a ton more performance gpu wise.
submitted by Pup5432 to homelab [link] [comments]


2024.05.15 00:56 Top_Yozhik Can Abiotic Factor be considered as a strong immersive sim?

Can Abiotic Factor be considered as a strong immersive sim?
WARNING - TL:DR, but itā€™s worth it
Iā€™ve been completely swallowed by the recently released Abiotic Factor. As I love and been through almost every immersive sim out there, I can tell that imo Abiotic Factor is more of an immersive experience than the entire Bioshock series, for example. Let me provide some examples: 1) You can build your base wherever you want. Itā€™s a malfunctioning secret underground facility, with hundreds of rooms to explore. And you can build your base literally anywhere. Of course you will try to figure out the most strategical places, with vending machines, door shutters, comfortable space, and plugs. But the pure freedom of building your camp in the middle of a random hallway, makes me happy. While exploring the world Iā€™ve thought multiple times ā€œwhoa I might want to move my base here, such a nice spot!ā€
2) The skills system is immersive. You are what you do. Just like in Skyrim. You are a scientist and the gun in your clunky hands is not very useful, as well as the club. But practice more, and the aiming will get better, youā€™ll load the magazine from the first try, and properly wield that electro-mace youā€™ve crafted. Have a heavy inventory? Get stronger, and gain the ability to shake the vending machines, sparing your cash, by getting a free snack. Cut dead bodies of your enemies, to make a biometric armwraps, and use their weapons against them. All game is just like that.
3) Do what you want. There is a main story line, and you mightā€™ve think that itā€™s as in HL1 - corridor gameplay, but it isnā€™t. The world building is so cool and metroidvan-ish. Very similar to dark souls. All those shortcuts, and labyrinthine hallways, that meet together at the center of the facility. Pure freedom to explore any sector or any portal world(yeah you donā€™t only lurk in the facility, but also different mini-worlds, like Xen, mycofields, e.g.)
4) Ecosphere. The world almost lives on its own. Like if you played Rain World, there are factions, that are enemies to each other. The aliens will fight soldiers, the security systems will fight you, and you will fight hunger. Itā€™s such a pure joy, seeing the Security bot absolutely crushing a group of fellow soldiers who were trying to hunt you down.
With all that being said, I believe that Abiotic Factor truly deserves a front seat in the Hall of Immersive Sims, unlike Bioshock and ETS2, lol
submitted by Top_Yozhik to ImmersiveSim [link] [comments]


2024.05.14 17:41 AEDyssonance The Biome Chart for Wyrlde

TLDR: i posted some things previously about how I was developing out my biomes, and thought I would share the chart that came out of it.
So, here is the revision to the overall biomes I did, as part of the larger project of determine the number and type of larger life forms present and how they all fit into the broader ecology of Wyrlde.
The chart lists the Biomes that are present (revised from even my prior note), and organizes them according to the latitude that they exist in (or how they affect the surrounding biome, in some cases).
It then gives the Biomass for that region (which is "grams of carbon per cubic meter over a year net"), the general temperature range information, the amount of rainfall, and then, because I not only am using the world fro an active game, I also like to roll dice when writing so that I have the sense of randomness for certain things, it also includes a relatively random chance for an encounter with a "Critter" or large lifeform, as well as the chances for the storm. I use a 30 sided die for this, because I like to work in 3's, and the die is decent enough.

Biome Chart

BiomeBiomass ProductivityEncd30Avg Yearly LowMax Yearly LowAvg Yearly TempAvg Yearly HighMax Yearly HighAvg Yearly RainfallStorm D30
Frigid These biomes are always very cold, and are based in altitude or proximity to the Arctic Circle. Note that passes in Wyrlde through Mountains are often in Alpine areas.
Arctic501-20-30-15-10011 Alpine5004-40-50-30-20-10105 Taiga34023025404538754 Tundra140120-20253038102
Steppe Cold, Cool, Warm, and Hot Steppes. These are generally rough country, hilly, rocky, and windy; transitional areas.
Moor1,00095040505060502 Scrubland1,100105545586070603 Chaparral1,200106555687080603 Veldt1,300117565788090603
Grassland Cold, Cool, Warm, and Hot Grasslands. They may have small thickets or stand alone trees near riparian areas or where water is easily reached.
Heath1,500123020305060452 Prairie1,750143525506070653 Meadow1,800150-10406575854 Savanna1,6501370607580901106
Forest Cold, Cool, Warm, and Hot Wooded biomes. Wyrlde does not appear to have any temperate rainforests.
Timberland340230254045381754 Woodland1,25011423249556520012 Rainforest2,00018706070809027518 Jungle2,50021706070809032523
Wetland Cold, Cool, Warm, and Hot Wetlands.
Bog1,500125040556070704 Fen2,000185545606575756 Marsh2,500216050687590805 Swamp3,000256555738095905
Sylvan Sometimes called Mediterranean, these are areas where the weather is much kinder to the needs of people.
Arcadian1,480122525505565453 Bucolic1,750143525506070453 Idyl1,750143525506070454 Sylvan1,980184535506575455
Sheltered Small pockets where the unique terrain creates a distinct microbiome.
Glen78066050606070252 Dale96586050606070252 Vale1,327116050606070252 Cove1,480126050606070252
Riparian Where water meets the land, the biome is always different fro the area around it.
Stream1,80015-10-15-5-2+5---- Lake2,00017-10-15-5------25 Oasis1,75014-10-15-5-2+5---- Shoreline1,85015-10-15-10-5-5252
Deserts Cold, Cool, Warm, and Hot Arid regions, divided bytheir underlying nature.
Barrens201-40-50-30-20-1021 Badlands40145407010011051 Aridlands30150457595120102 Sand Sea10140357310513061
Croft Areas settled and impact by the presence of people.
Agrarian2,000-5-------5------ Range1,560-2-5-----10------ Settled650-7--+3+5+3+3---- Ruined1,100+1-5----+2+2----
Agarthan Underground Spaces
Caverns650+26555656575---- Agartha1500+3706580100110--1
Oceanic Surface and below, by general climate.
Ocean, Littoral, F5004-10-15-10-5-5252 Ocean, Littoral, C125010-10-15-5-4-4504 Ocean, Littoral, W160014-10-15+5-3-3758 Ocean, Littoral, H225018-10-15+5-2-210016 Ocean, Benthic, F5004-10-15-10-5-525-- Ocean, Benthic, C125010-10-15-5-4-450-- Ocean, Benthic, W160014-10-15+5-3-375-- Ocean, Benthic, H225018-10-15+5-2-2100--
Now, I did things this way because as I go through the animals, I am generally seeking to establish a few broad "types" of animal, and then demonstrate a bit of variation according to the latitude of the biome. What that means is that I want to have "foxes" -- so there will be a version of a fox that exists in most of the biomes, adapted to the particular biome (so I have a larger speciation profile).
That will carry over in a lot of ways, across trophic levels and throughout the foodwebs, which are also being created as a whole. For the food webs, i am going to use a variation on the larger model, with a 20 part web and 5, 7, or 9 trophic levels.
For those wondering what the hell those are, well, a foodweb is "the circle of life" -- what eats what, in a cycle. The parts are based in that, and I will have 20 creatures in each foodweb and at least three foodwebs in most biomes. The trophic level is the stuff that gives us Predators and prey, and where they sit within a foodweb -- the apex predator concept comes from that. Also, I am not an ecologist, so if an ecologist corrects me, they are probably right, but I am doing this for world and this is how it works there.
Since my world is a fantasy style one, I also have magical creatures and assorted horrible stuff out there, and this is going to help me to determine when and how they appear, as well, so that I have a stronger sense of how the ecology of the planet works, even with the disruptive influence of these problem critters.
I know itā€™s boring, but I just feel really good about, so thought I would share.
ā€”ā€”ā€”ā€”ā€” - - - Context Basis - - - ā€”ā€”ā€”ā€”ā€”
Wyrlde is a complex planet with a structured ecology maintained both inherently and through divine grace.
The study of this larger natural world, and in particular of the Boonies (as places beyond the settled lands are known), is of ongoing and persistent interest and importance as the scholars seek to understand the way that the world functions.
As part of the series of discussions that have been taking place, the scholar Disōnans has given her detailed accounting of her studies over the last decade, spent within the boonies and through the Empire, herein as reported to this most illustrious body, in the fair hopes of it proving useful to other explorers, especially in light of the future Expedition.
submitted by AEDyssonance to worldbuilding [link] [comments]


2024.05.14 16:14 DerpyDude211 Black screens and BSOD

Recently I just started using my laptop as I have been out of town, on my downtime I have been playing games like Battlefield 2042 and League of Legends, and all was well until two days ago. I got onto battlefield and the frame rate was 10fps, I checked to see what was wrong and my laptop was not detecting my 4060 and the game was running on my integrated graphics. I uninstalled the driver and reinstalled and it was back, but now any game I would launch would cause a BSOD of VIDEO TDR FAILURE for the nvidia dll file. I used DDU and rolled back my GPU driver to two last months and the BSOD stopped, but I got a WHEA UNCORRECTABLE ERROR once and that was it. The problem now is that whenever I try to launch a game it will just crash, if I launch Abiotic Factor it will tell me there was a fatl error with unreal engine, if i launch league it will tell me that there was a problem with my gpu and Windows had to restart it, sometimes with when im watching a show, the screen will just freeze and I have to hard reset my pc and reinstall the gpu drivers. I used heavenes benchmark to stress test my gpu and after 15mins nothing crashed and nothing was wrong. The times when it crashes are also really inconsistent, sometimes I can play for 2hours, sometimes it will crash 5 times in 30mins. My laptop is the PH16-71 on the 4060, I need help as this is a new laptop. Thank you.
submitted by DerpyDude211 to techsupport [link] [comments]


2024.05.14 12:22 stinkybimbochungie help

I am in one of those stages where i sift through the steam store everyday and long for a game that i donā€™t know if it exists or what to play next
about my tastes:
games i loved/ top tiers for me: minecraft, stardew, terraria, valheim
games i really liked but eventually fell off of just due to honestly loosing its replayability or it got boring:
dinkum, core keeper, sun haven, enshrouded, necesse, pal world, raft, roots of patcha, starbound, subnautica, animal crossing, sons of the forest, no manā€™s sky, the sims, abiotic factor
what iā€™m looking for: crafting, i love love love games with a billion things to craft especially when a lot of that is either asthetic or practical use stuff. ideally i would love a game with never ending things to craft that you had to figure out how to craft them.
and other then that: co op 100% i have the most fun when i can play w my bf and friends,
survivals i like open world survival crafts not bc u have to drink food or water but bc i like the aspect of having to make it on ur own and being thrust into a world where you have to adapt,
i love when you can build bases and make them really asthetic and spend hours building them,
and replayability is huge for me, the reason i loved minecraft and terraria outside of everything is how i could loose myself for so long in those games and not get bored which once you slay the gender dragon or the last boss it does kinda fizzle out
i want a game i can just literally play forever that never gets boring and thereā€™s so much to do which is why i also like sandbox style games. people will hate on me for this but i often find games boring when i know there about to end or im running out of things to do, i usually quit a game right before it endsšŸ˜­
so yeah, let me know if you have any recs for someone like me
(edit: hereā€™s some games that i love that donā€™t fit in any of these categories: the finals, idk why but it was and remains the only shooter i have been able to get into and idk why lol eastward: just a beautiful game with insane pixel graphics, lovely story, insane sound design multiverses: just super fun dave the diver: amazing game, i think i only stopped playing bc it wasnā€™t multiplayer tbh
submitted by stinkybimbochungie to ShouldIbuythisgame [link] [comments]


2024.05.14 01:47 Apart-Egg-7820 Help with magitek

So the power system in the book Iā€™m working on rn is magitek basically combing magic and technology In a unique way
Modern magitek: created by the immortalis it takes the soul of an entity and uses it as a power source while using the body to Create the nanotechnology or the ā€œbodyā€ of the system and would be combined with the spirit energy in a way that creates the magitek allowing the user to use the powers of the being itā€™s created from in the way of systems and programs as itā€™s a form of biotechnology
~> there are lessor version of magitek that are really just biotech and technology called biotic(biotech) and abiotic(technology) which is used to create things like cyborgs and robots and nanotechnology and all that fun stuff
Now the issue is how to i create ancient magitek as it would be more of a mystical practice and maybe like modern magitek it uses alchemy but maybe in a different way like how scar uses a different alchemy from ed and them any help would be appreciated and Iā€™m aware of the spelling errors this is my first post on Reddit
submitted by Apart-Egg-7820 to magicbuilding [link] [comments]


2024.05.13 21:23 LeBourgeoisGent Obervations on Starfieldā€™s Tile System

Obervations on Starfieldā€™s Tile System
Iā€™ve been scouring different planets, mostly taking notes on POIs and their distribution, but along the wayā€”in true Bethesda fashionā€”I got sidetracked by another mission: to dig into the gameā€™s terrain generation.

What are ā€œtiles,ā€ exactly?

They may not be what you think they are.
Take a look at your map. Ever notice how hilly or mountainous areas rising from surrounding plainsā€”or even right next to each otherā€”seem to be squared off? Look closelyā€¦
https://preview.redd.it/bzh3s3n5180d1.png?width=1920&format=png&auto=webp&s=287c591a71ac111a20b2633f992832bd2ae37cf2
Once you see it, you canā€™t unsee it.
https://preview.redd.it/dbskcu38180d1.png?width=1920&format=png&auto=webp&s=c8da2670dd1b957f0e1db001a24b5f59833e806c
Those are the ā€œtiles.ā€ And youā€™ve been crossing them the whole time.

Why do we call them ā€œtilesā€?

Todd Howard, of course. Hereā€™s a relevant quote:
Well, the planets themselves, the landscape's pretty much all procedural. We kind of make these large... Think like kilometer-sized tiles we've generated. And those get kind of wrapped around the planet.
https://www.ign.com/articles/todd-howard-interview-starfield-sgf-2023
People latched onto the idea that ā€œtilesā€ represented distinct world spaces because thatā€™s what they were looking for, but Todd never said that. He was simply talking about the way blocks of terrain are distributed across a whole planet. Thatā€™s a wholly separate question from what gets loaded and how. Mind you, Iā€™m not touching that latter question at all, just noting what a ā€œtileā€ refers to.
As Todd indicated, tiles are (usually!) just 1 square kilometer in size. They contain a few distinct topographical features. They level off at their edges so they can fit with any other tiles, and the worldā€™s landscape is generated by procedurally arranging them in a mosaic. Itā€™s a pretty basic system and one people have long used with pen-and-paper RPGs, just not to this scale.
Occasionally there are bigger tiles. The largest mountains outside Akila City, for instance, appear to be 2X2.
https://preview.redd.it/aa06orvn180d1.jpg?width=1920&format=pjpg&auto=webp&s=82674ddcf5fc98012d51698f42a9b4321e538b66
The playable world space itself is 64 square km, so each zone contains dozens of tiles.
The tile placement is consistent across separate playthroughs, so there must be underlying rules that yield consistent outcomes. Doesnā€™t mean theyā€™re not at least partly random, though, as they couldā€™ve just tagged an initial randomized outcome to lock them in place.

DĆ©jĆ  vu

Another thing about the tiles is that theyā€™re preset components, finite in number, and, yes, they can and do repeat, even within the same zone.
Hereā€™s a nice location on Maheo I. Swamp biome.
https://preview.redd.it/ekplojzf280d1.png?width=1920&format=png&auto=webp&s=91210848723410910ead8ea69a2587b40bf776a9
Hereā€™s what the tile itself looks like in the map view.
https://preview.redd.it/fptdw6pg380d1.jpg?width=1920&format=pjpg&auto=webp&s=e24240daf407ce6ea844e239454baa04807c98cb
You can see just how big that one tile as it takes up most of the visible landscape, although you can see beyond it in the distance.
Hereā€™s the ā€œsameā€ location elsewhere in the same zone.
https://preview.redd.it/08q0cl2p280d1.png?width=1920&format=png&auto=webp&s=6c623dcbf853b3a5914c51247c747ae6c3942119
Hereā€™s what that tile looks like in the map view.
https://preview.redd.it/tphc13x5380d1.jpg?width=1920&format=pjpg&auto=webp&s=590772b4a673972ef0652670c05f98d02fff5b15
Note how itā€™s been rotated 180 degrees. Rotating tiles is a quick and easy way of creating additional landscape variation since you canā€™t literally make an infinite number of presets. (Same trick you use when installing laminate flooring.) Also note how, despite being in the very same zone, the objects placed on the tiles (rocks/trees/bushes) differ somewhat. Theyā€™re presumably subject to separate procedural variation, and theyā€™ll make a bigger impression on anyone looking around at ground level.
Hereā€™s the ā€œsameā€ location on Indum IV-d, in another swamp biome. Note how we have a very different terrain texture, as itā€™s an icy moon.
https://preview.redd.it/vp54bwy9280d1.png?width=1920&format=png&auto=webp&s=07408d6c342cc5c713b24b1b3abb8bd0febde8fc
And here we have the ā€œsameā€ location on Charbydis II. Another swamp.
https://preview.redd.it/cdk80kxy280d1.png?width=1920&format=png&auto=webp&s=61330bad1e9a560e7aaca62edc150fe70c0515b7
In this case, the tile has actually been reversed. That further doubles the number of potential variants, andā€”Jessamine, I told you to get out of the way!

Different biomes and POIs

While conducting this exercise I accidentally stumbled on a different example that illustrates a couple of other points. After dropping off a group of workers relocating to Waggoner Farm (savanna biome), I looked at the surrounding map and noticed a familiar feature, so I had to go there and check it out.
https://preview.redd.it/qihrclqx480d1.png?width=1920&format=png&auto=webp&s=c1d91a3268637275c8ac82ece8b67e6269cfb5c7
This same feature can be found northeast of Sonny Di Francoā€™s estate on Maheo I (swamp biome).
https://preview.redd.it/ma3jk88r380d1.png?width=1920&format=png&auto=webp&s=b7ab9f22485ac496609bcb95b2c7cfafd8f92fe1
A couple of takeaways from this:
First, the same tile appeared in two different biomes, which means tiles arenā€™t completely restricted by biome. That said, some restrictions presumably exist to ensure biomes have more distinct characteristics. For instance, cratered surfaces only appear with other cratered surfaces and not in the middle of forests.
Second, Maheo I had two POIs, while Montara Luna only had the one. (I was literally standing where the other one should be.) But the one on Montara Luna is nevertheless in the same spot as one of the two on Maheo I. This is just a guess, but each tile may have certain nodes for possible POIs that may or may not generate when the space is loaded in the same way other Bethesda games have nodes that may or may not trigger random encounters as you approach them.

Please donā€™t be disillusioned!

This is just in case anyone was thinking terrain was continuously procedural and unique on every planet. Iā€™ve seen posts in the vein of ā€œHey, look at this big mountain/crater I found!ā€ and winced as I thought about the possible implications of my findings. Iā€™m not looking to rain on your parade! You still discovered what you discovered. But donā€™t be surprised if you discover it again somewhere else.
Despite chasing down dupes, Iā€™m impressed with the number of distinct tiles. Iā€™d wager there are thousands of tiles in all. If you examine any map closely enough you might find a couple of duplicate tiles out of the dozens within any one zone, and itā€™s not until you pore over a handful of zones, especially those with the same biome, before the dupes really start adding up.
And if youā€™re not looking closely at the maps, you might never notice at all. It's not you're going out of your way to stand in the same spot facing the same direction the way I've been!
But looking at them can tell us interesting things about how they work, as we've already seen.

ā€œAre the planets real?ā€

Of course not, itā€™s a video game.
Okay, serious answer. It depends on what we mean by ā€œreal.ā€ I assume the game has a virtual map of each planet, and different tiles procedurally assigned to different parts of that map. When we select a landing site, the game plants it at the nearest available POI spot and loads in a world space centered around it, 64 square km of which is traversable, with the remainder existing for the sake of filling out the background. Ironically, the edge of traversable space is often in the middle of a distinct terrain tile.
It's worth noting that unique locations, like New Atlantis and Akila City, donā€™t necessarily form the center of their respective zones. (Those two certainly don't.)
The size of the loaded world space is arbitrary, and Bethesda probably settled on one that allowed for sufficient stability on lower-end hardware.
Beyond that, I have no idea.

Implications for theorycrafting

Thinking about tiles as modular landscape components has a lot of potential for pointless naval-gazing theorycrafting about terrain possibilities. For instance, just imagine if certain tiles could be required to line up in certain ways depending on their edges, creating larger superstructures. There could already be something like that in place to keep coasts aligned. (Me, Iā€™ve got river ideas, even if theyā€™re just a pipe dreamā€¦)
Also, any given tile in the game could potentially be cleanly replaced with a customized tile as needed.

A final desperate plea

Anyway, please stop calling the entire loaded world space a ā€œtile.ā€ Or elseā€¦
No animals were harmed in this production
ā€¦I might just swat you with an old rolled-up magazine.
submitted by LeBourgeoisGent to NoSodiumStarfield [link] [comments]


2024.05.13 15:45 Nice_Tradition_3090 [Gen9] Shiny-Lock Completed. 141 hours.

[Gen9] Shiny-Lock Completed. 141 hours.
Completed Violet Shiny-Lock: 141 hours
So, last summer I started a Shiny Lock based on Nokimonā€™s shiny lock series, but with a twist. I started a new game. Meaning I could only progress to new areas once I found a shiny, but also meant I had no access to the Shiny Charm.
Furthermore, I didnt use their exact specifications of what counted as an area. This mostly came up in the Teal Mask DLC. Basically, if an area was subtitled as a different main area, it didnt count as itā€™s own area to me. That was because I noticed all the little caves in Paldea had a name but were subtitled as the General Area anyway. This mattered only in South Area 6 in the main game but also cut out 2 areas from Kitakami (Both Infernal Pass and Oniā€™s Maw are just Oni Mountain).
I kept their own restrictions of no Shiny Sandwich boosts, no doubles, and no Outbreaks as well. (I only got one double anyway. An Oinkolonge but it was like 5 minutes into my West Area 3 hunt so I didnt mind)
It wasā€¦ a lot of fun. Very relaxing and made me think up the best ways to reset mons while keeping in mind I still wanted a rounded team to beat the game.
My final team for the main game ended up being my Flamigo, Ampharos, Gogoat, Gyarados, Lycanroc, and Volcarona. Mostly pokemon from the first few areas I went to.
For Kitakami, I decided to find a whole new team before tackling the storyline and ended up with Victreebell, Ninetales, Meinshao, Indeedee, Mamoswine, and Weezing.
For the Terrarium, by using my own area specifications technically every area was the Terrarium. But that isnt fun. And by using the Biomes and the two caverns, I was able to lock myself and make a new team exactly: Farigiraf, Slowbro, Golurk, Graveller, Rotom, and Magmar.
This ruled and I already miss it and plan on starting again when the summer comes around.
Hereā€™s my list of mons and the areas that they were caught:
Oinkolonge (Lumpi)- Poco Path Flamigo (Natalia)- South Area 1 Ampharos (Candy Floss)- South Area 2 Gogoat (Sarajevo)- South Area 3 Pawmi (Julip)- South Area 4 Chewtle (Boxer)- South Area 5 Salandit (Toady)- South Area 6 (Alfornada Cavern)
Gyarados (Francine)- East Area 1 Sqwakabilly (Betty)- East Area 2 Carcoal (Roz)- East Area 3 Passimian (Hoffman)- Tagtree Thicket
Lycanroc (Blue Moon)- West Area 1 Murkrow (Duchess)- West Area 2 Volcarona (Smooshie)- Asado Desert Scyther (Ada)- West Area 3
Gallade (Bedi)- Glaseado Mountain Scovillain (Cappy)- North Area 1 Noibat (Dubs)- North Area 2 Kilowattrell (Wilbur)- North Area 3 Amoongus (Agroopa)- Socarrat Trail
Iron Bundle (Prinze)- Area Zero
Spinarak (Scuttles)- Kitakami Road Victribell (Pitchoulli)- Apple Hills Ninetails (Demure)- Revelerā€™s Road Seedot (Popcorn)- Mossfell Confluence Meinfoo (Chops)- Wistful Fields Nosepass (Basoon)- Paradise Barrens Surskit (Kit)- Kitakami Wilds Indeedee (Florence)- Timeless Woods Bombirdier (Kareen)- Fellhorn Gorge Growlithe (Borksworth)- Oni Mountain Mamoswine (Bjorn-Bjorn)- Chilling Waterhead Weezing (Poots)- Oni Mountain Summit (Crystal Pool)
Farigiraf (Liza)- Savanna Biome Galarian Slowbro (Butterbear)- Coastal Biome Golurk (Bustah)- Polar Biome Alolan Graveler (Grizz)- Canyon Biome Rotom (Watt)- Chargestone Cavern Magmar (Magda)- Torchlit Labyrinth
submitted by Nice_Tradition_3090 to ShinyPokemon [link] [comments]


2024.05.13 14:08 g4m3f33d You can pet the headcrabs in Abiotic Factor, and now they'll follow you around

You can pet the headcrabs in Abiotic Factor, and now they'll follow you around submitted by g4m3f33d to GameFeed [link] [comments]


2024.05.13 10:22 mister-choo My suggestions for season 6

Theme of the update - Back to basics.
I think what DRG already has is already great. And I would honestly be alright if it's stays as it is, the replay-ability is quite good, but I think a couple of small things would boost it even more.
Main thing I propose is bringing double objectives outside of deep dives, not as a mutator but as a regular thing. Different mutator, objective, biome combinations would truly expand replay factor through combinatorial explosion.
Secondly, develop a couple of "budget" and modular objectives. (More like aquarcs, morkite mining, blackbox recovery and less like industrial sabotage). These new mission types would bring more variaty and would play well with double objectives.
Some other mission ideas:
  1. Branch mining. Reuse the drilldozer, but change it slightly to have deposits. Drilldozer goes through caves with refuel stages, but instead of approaching the heartstone, you collect minerals(maybe even morkite) in each new cave you visit.
  2. Refining recovery. You reach the cave and pipes already installed but, but in damaged state. You repair them and finish refining.
  3. Industrial sabotage 0.5. Bring the objectives from rival presence events as a mission type.
Thanks for reading and feel free to write your suggestions in the comments!
P.S. English is not my first language so sorry for clunky phrasing.
submitted by mister-choo to DeepRockGalactic [link] [comments]


2024.05.12 21:53 Thop48 Mudflat Schiermonnikoog

I need to hold a 5 min presentation about the abiotic factors at the mudflats (wad in Dutch) at Schiermonnikoog. I wil be presenting to highschool seniors. I am struggling to find comprehensive in formation. And I would like to do some interaction with the group as wel with the mudflats as we will be standing in the mudflats during the presentation. But I am clueless what to do.
Any help would be greatly appreciated.
If it is against the rules plz remove.
submitted by Thop48 to biology [link] [comments]


2024.05.12 18:44 jGatzB The Loss of Worry (archived from Arcadelore)

Originally posted by [Redacted] (Argonius Doge)
Chronicles of the Arcade: The Loss of Worry
There are many stories surrounding the oddities of the arcade and the denizens that dwell within, but nothing is as odd as the phenomenon commonly known as "The Loss of Worry". Details are sparse, as the only accounts are from those who survive The Loss of Worry with their memories intact.
None of the sources can corroborate a given initiator for The Loss of Worry, but they can all attest to a single common factor: Someone gets a brand new regular pet. Now, pets in the arcade aren't too uncommon, with many being tamed creatures from The Arcade, such as Cabinet Mimics. What is uncommon, are 'normal' pets. Sure, there are pet shops stocked with pets in the mall biomes of The Arcade that never seem to eat, but many avoid these places filled with prospective lifelong companions because they fear it is a lure. One that would entrap someone in the pet store forever, only for another animal to be added to the stock. Those that have managed to acquire pets from such locations did so by convincing one of the pets to leave the store from outside, rather than actually go in to retrieve one.
What marks the beginning of The Loss of Worry is the fact that a normal pet suddenly shows up, with the apparent owner of said pet firmly believing they have always had this pet since entering The Arcade, and can even vividly recall all events from acquiring the pet by going into a pet store and buying one with a continuity coin. One common thing when it comes to The Loss of Worry is the fact that, usually, the individuals who are 'Patient Zero' in these accounts is always someone who, up until that point, always felt an immense amount of despair at being stuck within The Arcade. It's now believed that The Loss of Worry might either be some sort of balancing check made by The Arcade, as severe 'negative vibes' can cause The Arcade to shift in ways that maybe It doesn't even want, or the result of a greater being using the severe despair to temporarily anchor themselves in realspace. Whatever the case may be, what matters the most is what happens after it manifests.
Slowly, The Arcade will shift around Patient Zero to make them happier. Shifts in The Arcade are not too uncommon, and many more permanent settlements will see trade and the number of travellers wax and wane as the routes between settlements shift. The shifting in The Loss of Worry, however, is more sinister. Things which would cause them stress or worry will either change, such as the crops being grown changing from wheat to potatoes, or vanish entirely if changing them would be too difficult, which is the common answer for any sapient creatures. Only a handful of people remember what used to be when these changes happen. Many who remember what used to be will be disoriented by the changes, and ask questions and affirm things which will endanger the newfound happiness of Patient Zero. This will cause a number of them to slowly vanish, one by one. Those who survived were those who figured out what was happening, and either stopped trying to affirm how things used to be, or left town before they would vanish through the more sinister means. Those that stayed got to watch as one by one, everything that used to be there, will vanish, until it is just Patient Zero, the 'pet' and the survivors. The last thing to vanish for good is both the 'pet' and Patient Zero, never to be seen again, and only remembered by the few that survived.
submitted by jGatzB to cadelore [link] [comments]


2024.05.12 18:36 jGatzB The Gambit Hall (archived from Discord)

The Gambit Hall (archived from Discord)
Originally posted by OG WASD.
KEY ELEMENTS
  • Serves as a "mini-game" in the style of Chess, as a biome (named The Gambit Hall?), is artistically Gothic.
  • No one is entirely aware that the "game" actually has no rules.
  • In truth, the hall is, for all intents and purposes, a random number generator (RNG).
  • Motivations for engaging the biome are, mainly, unveiling/reactivating unique features of the Arcade(can be very wide reaching or a simple minor convenience) and receiving random gifts/boons (these are gifts without consideration, from the Arcade itself, without any defined rhyme or reasoning).
  • All results of unlocking features and gift giving are subject to both, generally deemed, positive AND negative effects/repercussions (at a rate of roughly 75% "positive", 25% "negative"?)
this is kinda where im at with it so far, maybe has potential? If this has any interest or worth, ill gladly attempt to flesh it out with a sumission
https://preview.redd.it/g2nfg5rgw00d1.png?width=1024&format=png&auto=webp&s=104dc7b8b1839984fa3c290fb891ccb2c9c58efd
https://preview.redd.it/56aw92uhw00d1.png?width=1024&format=png&auto=webp&s=60df13594624b2a81798c71a23ced95a637f74b0
https://preview.redd.it/ge7cz4liw00d1.png?width=1024&format=png&auto=webp&s=ab8cfbb14155b26644004723d59724e793023bc7
As many cadesmen are aware, The Arcade has long since developed varying "biomes" in the alleyspaces that differ in seeming function and aesthetic from the normalcy of The Central Network. But what very few know is, far beyond even the surrounding biomes of the network, exist areas that The Board has declared, the Farthest Corners.
While there is still much left largely unknown of the Farthest Corners, there is confirmed, a quite puzzling biome within coined, The Gambit Hall.
Rarely does one seek these portent halls, be it for reason of requiring tremendous effort to reach or fear of both the known and unknown. Indeed a sense of apprehension has right to stir in those who are aware of the possible outcomes of tampering in such a preternatural place. However, there exists no lack of motivating factors that might lure a cadesborn to make such a venture.
Lined in chiseled, mossy mortar and dark walnut, the walls feature many faux doors and massive but stone-filled windows, each with immensely detailed tracery. Between each section and at each corner rise broad, engraved stone columns; seamlessly conjoined with pointed arches. The vaulted ceilings, hardly visible, loom much taller than that of the average alleyspace. Dimly lit sconces frequent the span of these halls, giving life to dancing shadows who dare break the otherwise perfect symmetry. As foreboding a visage as these great halls can be, not a single element of the area hopes to deter from the prominence gained by the statues and grand crests on which they rest.
'Statue' as a defining term is inaccurate, however. One could never see a clear enough form of these figures to know whether they've been carved or even what material they could be made of. When eyes are laid upon these effigies, they appear in a way comparable to strangers we meet in a hazy dream. Unable to give facial definition or texture to clothing and skin, though you can perceive basic properties such as height, general appendages and posture, they highly resemble varying forms of Chess pieces. Invoked images of mounted knights with longsword thrust forward, clergymen in long-robe, palms outreached and stoic kings, adorned with the weight of the world upon their heads. These are only possibly encountered at the middle of intersections within the biome though hardly at every junction; they each face one of the four possible directions of the hallways. As you might imagine, this lends to terribly stressful travel through the halls when first noticed from a distance, sometimes being unable to differentiate the statues from some other wild machination of The Arcade.
At each intersection also lies the strange crests, embedded within the center floor tile where one might find the ominous statues situated. A perfect circle in shape, with diameter just short of the tiles edges, its most enthralling quality is the inner design. Imagine, if you will, a birds eye view of a flat desert plain, then witnessing fine walls hastily rising and sinking through the sands surface. The walls are arranged in astounding geometric patterns, but always change in design with each set that rises and falls. Such is the ever-continuous sight of the crests interior.
But of what significance are these wonderous elements? What of these known dangers and bounty? The Gambit Hall truly offers no dearth of mystique, terror and reward alike, often viewed as a high-stakes game by those audacious enough to engage the inscrutable expanse. With a recent discovery of import pertaining to the functions of the Hall however, details of its workings are being withheld for a time, for sake of safety to those still unfamiliar. By commission, The Wanderer has been assigned to supplement and re-release official documentation on these matters, promising to articulate all aspects to the highest degree possible with our given knowledge.
submitted by jGatzB to cadelore [link] [comments]


2024.05.12 15:35 melvin4556 This Game Reminds Me So Much of Prey

The vibe you get while walking around, the ā€œrecycling/refurbishingā€ everyday office items, the creative weapons, both are in office environments overrun by aliens, the hazardous traps in the environments, the way the story is given to you and letā€™s you complete it at your own pace, hacking, emails, status effects, skills.
I love it and it makes me want to go replay Prey again.
Does Abiotic Factor remind you of Prey or any other games? If so why?
submitted by melvin4556 to AbioticFactor [link] [comments]


2024.05.11 20:18 faeroicettv 32/PST/PC WoW Pandaria remix, Phasmo, Abiotic Factor, and more

Hiya!
The person who I was going to level up with on WoW next week kind of just bailed and removed me not really sure why? I do have other games besides WoW such as Fallout 76, V Rising, Abiotic Factor, FFXIV, Phasmo, Demonologist, and more.
I do want to mention, if I don't respond right away it's not you, it's my social battery gets drained or if I am in a bad headspace, I won't respond because I don't want to bring anyone down. I would prefer people closer to my age group as I don't vibe well with people who are a lot younger.
The genre of games I prefer are horror, survival craft, and mmos. I am on most of the day however in a few weeks, I will be moving so I might not get to play as much when I move due to I will be on the hunt for a job.
The only time I get reddit notifications is when I have the app open which I don't normally, however I will try and check it throughout the day or you can just add me on discord; faeroice
submitted by faeroicettv to GamerPals [link] [comments]


2024.05.11 08:48 Altruistic-Light5275 World generation and biome placement on the world map in Outpostia

World generation and biome placement on the world map in Outpostia
Hello there! Today, I will talk about how the world generation for the global map works in Outpostia. After the player chooses their preferred scenario, the world generation menu appears, and that's where the fun begins. For procedural generation, I'm using Simplex noise, which looks somewhat similar to old TV static noises. Simplex noise is a type of noise function commonly used in computer graphics, particularly for generating natural-looking patterns and textures. Explaining it in simple terms, imagine spilling milk on a table. If you look closely, you'll notice that the milk spreads out in a somewhat random and uneven pattern, forming clusters, with each drop having some percentage of transparency.
Now, I specify that I want water to cover about 35% of the map. Then, I go through every "drop" (world tile) and check if the visibility of "milk" (noise value) is greater than X%, and place a water tile or not during the world generation. Here's how it would look:
World generation with the sea level = 35%
And here's the same map, where I want water to cover about 75% of the map:
World generation with the sea level = 75%
For biome placement and selection, the same principle applies with precipitation and temperature where the sea is absent: I generate a random noise scaled up to a certain point and check which biome is best suitable for the given combination. Here's another map with the sea level even lower:
World generation with the sea level = 15%
And here is the same map with the temperature overlay: where red color is visible, the temperature is highest.
World generation with visible temperature overlay
The same map exists for precipitation. Basically, this means "if the temperature is very high, there will be a desert" and if "the temperature is high enough and precipitation allows, there will be a tropical jungle". For now, I'm using the following biomes:
  • Hot biomes: Desert, Savanna, Tropical forest
  • Medium biomes: Grassland, Temperate forest, Wetland
  • Cold biomes: Polar desert, Tundra, Boreal forest
The values for biome generation are taken from the Whittaker Biome Diagrams. Later, I plan on generating mountains (and rivers), so modified versions of those diagrams will be used.
Whittaker Biome Diagram
Among other things worth mentioning, these random noises support "seeds", which means for the same unique seed, you could generate the same world. The only problem with such noises is the fact they are too random and uncontrollable.
An issue on Godot forum
Basically, it's not programming anymore, but more like taming arcane magic, where unless you have multiple PhDs in the field, you're basically working with tuning "magic numbers" up and down.
Magic numbers found on the Internet proving to generate Earth-like continents patterns
Stay tuned! In following parts, I'll explain how Factions and Settlements are generated and placed on the world map in Outpostia.
submitted by Altruistic-Light5275 to Outpostia [link] [comments]


2024.05.11 08:43 Limp-Comment-26 Group chat

Howdy, so I, and 4 other friends have a little group chat where we like to play a hugeeee variety of games, ranging from Minecraft to things like abiotic factor, Hell Let Loose, Squad, DCS, BeamNG, Path of Titans, the list goes on and on, weā€™re willing to buy any game you guys suggest that we donā€™t have
Our ages are 15, 15, 16, 16 and 17, me being the eldest, we joke a lot, some of the other guys are kinda shy so if they donā€™t say a lot donā€™t be offended they just gotta warm up to ya
Iā€™ll give yā€™all my user name in DMā€™s and then we can work something out. This is for Discord by the way
15+ recommended nooo weirdos please šŸ˜‚ Iā€™d say the age cap would be 25
Anyways Iā€™m heading to bed now, Iā€™ll respond to messages, if any in the morning šŸ¤žšŸ½
submitted by Limp-Comment-26 to InternetFriends [link] [comments]


2024.05.11 03:33 Johnfrommanagement PC/EST/30

Hey all,
LGBTQ+ Friendly I'm really looking for someone to hang with on the weekends. I'm really wanting to play : Sons of The Forest, Lethal Company, Abiotic Factor, Starship Troopers, and other CO-OP centric games!
I'm playing Hearthstone, Sons of The Forest, and Warhammer Total War at the moment. Really love story games and immersive experiences, especially CO-OP focused. Love the soulsborne series!
In terms of personality, small-talk is ok, but I really prefer having deeper conversations, be it about current events, politics, philosophy, or w/e. Having really emotional conversations is something I'm comfortable with too, but ofc that'll be a thing if both parties are comfortable. I have enough small-talk at work so I want to mostly escape that lol.
I'm mostly available on the weekends. Other hobbies/interests: Warhammer, horror movies, guitar, EDM, Independent Rock, and shitty memes
Shoot me an add on discord: Splurgus#4392
submitted by Johnfrommanagement to GamerPals [link] [comments]


http://activeproperty.pl/