The information from this article is up-to-date as of 22 November, 2018.
|This article is about the Visions version of biomes. For the Atlas Rises version, see Biome (Atlas). For the Pathfinder version, see Biome (Pathfinder).|
Biomes influence a planet's general environmental hazard as well as the richness of animals and plants.
Summary[edit | edit source]
There are many types of biomes available for planets. The name of the biome appears in front of "planet" when first discovering a planet. The types of terrain will vary within each type of biome, creating the varied planetary appearance that the well-traveled player is familiar with.
Since NEXT only temperature based biomes still change their hazard over the course of day and night with temperatures rising and falling. The planets affected are: Barren, Scorched and Frozen. While Lush planets are affected as well, it is rare for them to become dangerous outside of storms.
Lush[edit | edit source]
Worlds with lush biomes are characterized by colourful grass covering most of the surface. These are essentially the Earth-like planets. Depending on the amount of flora, trees can be sparsely found or sprawl into lush forests. Occasionally, one can find "Barren Lush" worlds where there is an almost, if not complete lack of flora, save for hostile vine whips. When viewed from space, it looks like it's covered by a carpet of grass. The resources Paraffinium, Star Bulb and Nitrogen can be found here.
These planets have the most varied types of Genera.
Yellow stars in Imperfect and Raging galaxies have 2x higher chance to have lush planets, yellow stars in Tranquil galaxies have 4x higher chance, and yellow stars in Ancestral galaxies have the same chance as other star types.
Barren[edit | edit source]
Worlds with barren biomes have a surface that is rocky and sometimes sandy. These are desert worlds. Cacti can be found here, of varying sizes. Occasionally, trees can be found here as well. From space, barren worlds look rocky, occasionally with some streaks of large canyons visible from space. The resources Pyrite, Cactus Flesh and Sulphurine can be found here.
This biome has the 2nd most ideal weather, as day temperatures are liveable. However, nights can get quite cold, enabling hazard protection. However, extreme weather barren worlds require both cold and heat protection due to wild temperature swings. The heat can get sweltering during the day, plummeting to freezing temperatures at night. Heat storms in extreme weather barren worlds are POWERFUL, draining hazard protection in a similar rate to a storm in an extremely scorched biome.
Dead[edit | edit source]
Worlds with a Dead biome are characterized by a dearth of flora and fauna, no atmosphere and lower gravity. They have rocky and dusty surfaces and are comparable to some real life dead terrestrial bodies, such as Mercury or the Moon. These worlds tend to have higher amounts of resources compared to other biomes. Bring sufficient Oxygen Capsules, Life Support Gels, Oxygen and Dioxite when exploring these worlds, as they increase the strain on Life Support.
Yellow stars in Tranquil galaxies have 1/4 the chance to have dead planets, and yellow stars in Ancestral galaxies have 2x the chance, compared to other star types.
Unlike other biomes, dead worlds never contain any structures such as trading posts, and storms never occur.
Exotic[edit | edit source]
Exotic worlds are characterized by having various mysterious objects not found in any other biomes. When viewed from space, most of them look rocky and pockmarked by holes. However, there are some that look like giant, artificial Hex worlds. The game's code for these worlds is "Weird".
Unlike dead worlds, there is no elevated strain on life support. Unique structures and vacant bases can be found here as well.
Unlike other planets, where the surface, plant-life, and rock formations are largely determined by what biome the planet is; Exotic planets have a handful of unique surface types exclusive to this biome.
As of Visions these types have been expanded and standardized, but the Glitch subbiome carries on the multitude of possible types from the general exotic biomes to showcase a random one among them. Together with the illustrive Chromatic biome - also known as Mega Exotic - which too has many interpretations, the Glitch subbiome is the only one left to do this.
Mega Exotic[edit | edit source]
First appearing in the NEXT update, this variant of the Exotic biome (confirmed in Update 1.55) is characterized by having mega-sized versions of objects found in other biomes, like giant circular rock formations, algae, smokestack plants and trees. It has an atmosphere that refracts light into a certain color, which can vary from a strong orange hue to a dismal black-and-white dystopia.
Though they are classified similarly to exotic planets, it seems to be on a class of its own. It has clear, normal and extreme weather with characteristics similar to lush planets. Flora and fauna here can be discovered. Waypoints are present if the system is inhabited.
From space, they look similar to Dead planets but they have an atmosphere. Look for these worlds in red, green and blue star systems.
Scorched[edit | edit source]
The surface of scorched worlds resemble barren worlds, being rocky and occasionally sandy. However, high temperatures has caused the flora to adapt in bizarre ways, with some having boiling liquids coursing through. When viewed from space, large channels of intense heat are visible. The resources Phosphorus, Solanium and Sulphurine can be found here.
Heat storms can occur, draining hazard protection up to three times faster than normal.
Frozen[edit | edit source]
Frozen worlds resemble lush worlds in the ice ages, having a surface covered by ice and snow. Trees tend to sprawl quite a lot here. However, the less the amount of flora, the higher the amount of dead trees. When viewed from space, these worlds are generally snow-white in color. The resources Dioxite, Frost Crystal and Radon can be found here.
Cold storms can occur, draining hazard protection up to three times faster than normal.
Toxic[edit | edit source]
Toxic worlds are characterized by a seemingly endless rain of toxic gunk, a muddy-looking surface that is occasionally covered by a bright film of some unknown substance, and a serious infestation of various mushrooms, fungi and highly poisonous and bizarre-looking plants. When viewed from space, the planet looks muddy and has rivers of toxic ooze flowing through. The resources Ammonia, Fungal Mould and Nitrogen can be found here.
Toxic storms can occur, draining hazard protection up to three times faster than normal.
Irradiated[edit | edit source]
Irradiated worlds have a rocky surface with spirals, vents of steaming radioactive gasses and highly mutated, warped plants. Viewed from space, these worlds have lots of spiraling circles. The resources Uranium, Gamma Root and Radon can be found here.
Despite the radioactive nature of these planets, fauna are surprisingly common on these planets.
Note that Hazard protection is always on due to high amounts of radiation. Radiation Deflector upgrades are recommended, especially on extreme worlds.
When visiting a certain galaxy type, the probabilities of discovering various planet biomes are as follows.
The values in the table could be interpreted as per the following:
- 4 - Very high chance
- 3 - High chance
- 2 - Normal chance
- 1 - Low chance
- 0 - Zero or very low chance 1
1 This is up for debate, as there is no way to prove either interpretation.
Convert Dead To Weird[edit | edit source]
Convert Dead To Weird is a property with a value of 0.5.
It was added in the Visions update that introduced new Weird (Exotic) biomes by converting previously existing Dead biomes.
Due to this change there is a higher chance to find these biomes, even in yellow star systems as well.
Properties[edit | edit source]
Life Chance[edit | edit source]
Life Chance is a property relates to the probability of which coloured system will be uncharted. Red ones have higher chance than any other.
Abandoned Life Chance[edit | edit source]
Abandoned Life Chance property relates to the probability of which coloured system will be abandoned. Red ones have higher chance than any other.
Additional information[edit | edit source]
- The biome probabilities and properties are extracted from the 1.77 version of BIOMELISTPERSTARTYPE.MBIN game file. A current version of this game file can be found here.
Release history[edit | edit source]
- Prior to 1.38 - Nearly all gaia planets in survival and permadeath had aggressive sentinel presences forcing the player to face some challenge at all times on any given biome.
- Prior to 1.38 - Lush worlds in certain areas experienced acid storms instead of cold storms.
- Atlas Rises 1.38 - Heatstorms were added to lush worlds instead of acid storms. It would also replace all cold storms. This coincided with the addition of desert worlds with nightly freezing temperatures to make up for it.
- NEXT - The update changed the way planet biomes behave. Before temperature based biomes had fixed day and night temperatures and all other biomes often changed their hazard based on the day-night cycle. This led to some planets being safer or more dangerous at night, including their weather. Since NEXT this only is true for temperature based planets and the increase and reduction in temperature has become linear over the day and night and not sudden. Background effects like toxicity and radiation don't seem to change anymore, giving storms a more forseeable danger at all times.
Life Chance property values changed, formerly was 0.1, 0.1, 0.1, 0.5. Abandoned Life Chance property values changed, formerly was 0.1, 0.5, 0.1, 0.2.
- Visions - Convert Dead To Weird property added to the BIOMELISTPERSTARTYPE.MBIN game file.
References[edit | edit source]
- Livingston, Christopher (3 March 2016). Sean Murray: No Man's Sky's NPCs won't make you fetch "space-chickens" PC Gamer. Retrieved 5 July 2016.
- A Guest (24 August 2017). NMS v1.37: BIOMELISTPERSTARTYPE.exml Pastebin. Retrieved 27 July 2017.