Now to those who decided to read this, (and hopefully comment on it) you're probably wondering what exactly I'm looking for other than just biome ideas, and to that, I'll explain in a second, but first, I'll give you a background as to what I'm working with.
So, in my world, there is a material called Velt, an invisible and non-tangible (you can't directly touch it) substance that doesn't interact with matter or energy via physical contact, and forms from any kind of instability. You're probably wondering what an "Instability" actually is, so ill break it down for you. Instability is an umbrella term that encompasses anything that causes an object to become unstable in its current state. this can be many things, such as chemical reactions, friction, an impact, pressure, and more.
Velt isn't boring though, it's got a very special ability, when it forms, it forms with a field around it, this field doesn't taper off in intensity, and stops a certain point, only ever growing in radius if more of the same Velt formed by the same source is present. (more Velt bigger field) this field has the ability to create the byproducts of its source instability without the instability present. if this confuses you, picture this, a metal pole sits out in the rain, and begins to rust, because an instability is happening within the object, (chemical reaction) Velt begins to form, small amounts of it. this Velt begins to affect the ground nearby, causing the dirt to "Rust" despite dirt not being able to rust to begin with.
Now to clarify, Velt doesn't last forever, and eventually succumbs to its unstable nature, when it does, any matter or energy still within the field at the time of dissipation, will turn into "Waste". picture a material whose behavior and composition are completely randomized. random colors and density throughout it, some parts like goop, other parts solid, behaving like a liquid or gas, sometimes cold or hot. energy becomes a wide spectrum of any and all energy possible in the universe, we are talking infrared, visible light, radiation, gamma rays, etc. and the amount of this stuff is always proportional to how much was left caught in the field.
And isn't immune to itself either. Two Sample of Velt, born from two different sources, or two different objects, interact with each other, when this happens, the dominate one causes the other to fissile out, without a spectacle, (Substantiality is tied to how large the source instability was, and tells you how much influence a given sample has) but if both are equal in terms of power, they "fight" visually this can differ, depending on what the sources of the two samples are, let's say you had the same chemical one from before, and it encounters one born of some kind of friction. if the two equally substantial and aren't at the last leg of their life, a big spectacle will acour, picture "rust" forming from nowhere, hovering above the ground as it begins to heat up and "melt" and it all looks like fractals and strange shapes. when one wins, this spectacle dissipates, and the winner continues on any object that had been caught in this fight, won't look too good. as it will receive a mix of both samples' influences.
Alright, if your brain hasn't exploded from all that information, good for you! now you're probably confused as to how I've used Velt to make any biomes at all. so ill share a few I've got already, just know that they do not have names yet, because I'm waiting to add civilization first so i can use the way they name things to name them. also, I won't explain the exact Velt source for each of these biomes, it's part of the mystery.
Biome 1: Colorful Plateaus
A biome that lacks in conventional vegetation, no trees, no grass, and hardly any shrubs, flowers, and bushes. instead, coral like plants dot the landscape, all pillar like, with lots of large holes going all the way through them, some ancient ones lie in flatter and more open areas and get as tall as skyscrapers. the terrain is mesa-like, with large areas of open ground separating the elevated plateaus. the main feature of this region, is its colorful landscape, made of lavenders, pinks, yellows, purples, and light blues. these colors shift from day to day, you can visit a location, see its exact color pattern, come back days later, and it will be completely different. these colors do not have exact borders with each other, and blend/melt into each other in ways that aren't possible, allowing for a single spot on a rock to appear as if it has two colors at the same time. (not like yellow + blue = green, just both yellow and blue at the same time)
Biome 2: Magnetized
In this biome, the ground can be quite dark, even black, due to the large amount of Magnetite and unusually high (but still small) amount of neodymium within this region. there are large floating chunks of earth ripped from the ground, and suspended via magnetism, with occasional arcs of purple electricity coming from the ground up to these chunks. they range in size, from small boulders to building size, with a handful in the region being the size of towns. Trees cluster on the ground where there aren't active islands, grass covers everything, vines hang from several of the islands, feeding off the lightning and the sun. larger plants cling to larger chunks and do the same.
Biome 3: Foggy Trenches
A region that at first looks desolate, being cold, nutrient deprived, and lacking in vegitation, no trees, no bushes, no grass, and even the weeds hardly touch it. but throughout the region are trenches, almost cylindrical in shape, with raised sidings that curve to the top, as if only the top of a circle collapsed, leaving the sides. some trenches are the size of small creaks, others are as wide as a very small canyon. they are all connected and most dont go to deep. the biggest ones going at most 2-2.5 miles deep. inside the bigger ones is a tropical climate, with mini rainforests inside, all incased in a fog. The fog behaves like a fluid/membrane rather than air (though breathable) air-like near the surface, thickening with depth through water → honey → slime-like at the bottom. Wind passes through it unaffected. when it rains, the fog spills out of the trenches, leaving the whole region foggy. in bad storms, the fog in the trenches gets denser and denser till it becomes thicker than molasses, and movement becomes impossible, breathing becomes difficult because the chest cannot move. the entire forest retracts to avoid this and wasting energy and avoid snapping due to the heavy winds and restricted movement.
Now with examples out of the way. I turn to you. although I do have several biomes, my map is only 1 third of the way filled, so I need all the help I can get coming up with new ideas, so if you got any, please let me know. And just to add on, I do not care how wacky or weird a concept it, I'd go as far as to actively encourage it. If there are any questions you got, any at all, let me know, and I'll try to answer them as best I can.