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Initially I actually went for the first option (more scattered/random transition) but I was not happy with the results, it looked more like overlapping patches than a natural biome transition.
The second option (special tiles for biome transitions) is really hard to implement without breaking many of Rimworld's features, because of how the vanilla code works. It probably would also break compatibility with many mods.
I did consider the third option (only have the transition on one "side" of the border) but that felt really arbitrary and was quite annoying while looking around for cool tiles.
So far I haven't really found a good solution for this, but maybe I can find a way to get the second one to work without breaking too much stuff.
In order to make the third option better maybe you could try adding a visual effect to the tiles with transitions on them (just like tiles with rivers have rivers flowing through them), in order to make people able to see which tiles have which transitions directly on the map. For example, a tile could look like a gemstone with seven regions (1 central + 6 sides), colored according to its main biome and transitions on each side. Those tiles would look like the tiles suggested for the second option, except they would be normal biomes with features and not a new kind of automatically generated biome (which might break stuff). Hope you find a solution eventually
thanks, I really like that idea, definitely gonna try to implement something like that
currently I have an early prototype for a world map overlay to visualize the more realistic transitions. still gonna be a while until it's ready for release.
and yes, it will definitely be an optional feature, with toggle option in mod settings.
IRL biomes don't really have clear borders. The edge of a desert looks like 'slightly more sand and slightly less plants.'
So, instead of having a tile with a transition running through it, the most realistic option would be having *both* border tiles (the forest-by-desert and the desert-by-forest) being sandier and sparser than the forest, but greener and more arable than the desert.
The most realistic thing would be to have the transition spread over, like, 4 tiles or something, (i.e. checking all biomes up to two tiles away) but that would be super hard to implement. Best to just check for adjacent tiles when generating a map.
.. anyways, that's just my 2c. Awesome mod, glad I stumbled across it.
It uses a technique very similar to what Temenat suggested here:
This feature is disabled by default for now, but you can test it out by enabling the experimental option. Feedback is much appreciated!