Pollution revamp visions: Difference between revisions
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== MrJakobLaich ==
<summary>Insanely long 7 pages on my browser text wall▼
Little rundown / TL;DR:
▲- Hazmat suit sucks (A LOT), add one more hazmat suit before nanosuit, remove repair recipe, buff hazmat suit durability and instead use the thaumcraft restorer to repair them
▲- Add air respirators, which are put into the galacticcraft slots, which make breathing with the hazmat suit possible (you don't breath inside a plastic bag afterall) or add filtering gadgets for the suit
▲- Change the different effects the player experiences from pollution so you first notice "a problem" and have enough time to put on a suit, later on, because of massive pollution, it becomes a much bigger problem to run around unprotected
▲- All flowers should turn into dead bushes
▲- Vegetation / in-world effects should "use up" some off the pollution (dying leaves on a tree for example, they take some pollution away)
▲- Pollution per chunk sucks.
Two solutions:
Bombcar says:<syntaxhighlight>▼
▲2. Make "below-ground (is inside a sealed cave"-pollution stay sealed down there, afterall that stuff down there has no access to the outside.
▲Bombcar says:
</syntaxhighlight>
▲> You’re trying to solve the same problem as the oxygen on space station
▲> And likely the “flooding” code from hydrodam is the way to do it
Anyways, that's the recap, have fun reading all the stuff about it :)
Regarding QOTD ("Questions of the day: Why do we need pollution? What good does it do?")
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So a couple of ideas:
▲2) Add 1 more hazmat suits so you don't have to repair the low tech hazmat suit 800 times because you fell 4 blocks and it breaks your boots or because you touched a steam pipe and it completely melts away your whole suit, you just make the better one with rubber / polyethylene in MV and in HV upgrade to nano anyways
Also, repairing the hazmat suit is currently more annoying than just making a new one, kinda weird
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(Yes, I know about air scrubbers but that's not the point right now, I'll maybe get to that too)
The effect tiers should be changed, you should notice a change before you get f'ed up by it
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Also, I'd add some warp effects too, like the one that makes the screen completely dark instead of just the blindness debuff, then I could add more tiers for pollution, which would be nice
Before I do the vegetation and world effects, I'll list some warp effects that would make a bit of sense from what they sound like, maybe we could add some to the pollution stuff
Before I do the vegetation and world effects, I'll list some warp effects that would make a bit of sense from what they sound like, maybe we could add some to the pollution stuff
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Whatever gives you the completely dark screen warp effect, put that into T3 instead of blindness and put blindness (10-20s) into T2
Huh, that's it lol, there's not much more there that looks good imo
Huh, that's it lol, there's not much more there that looks good imo
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Refill them by crafting together with an (or multiple in case of higher tier ones) oxygen cell, shouldn't consume the empty cell
I still don't have anything in the slots except for the holo glasses so the GC, witching gadgets from Alastor and tinkers should be fine, probably should use the gadgets or GC slots, probably gadgets ones, I'd not use tinkers because you maybe make the extra hearts things at some point so either GC or WG, I don't think both matter because when you make the GC space suit it should automatically do the oxygen thing anyways (same with the nano suit and everything else later on) so once you have that all you don't need it in the GC slot anyways
I still don't have anything in the slots except for the holo glasses so the GC, witching gadgets from Alastor and tinkers should be fine, probably should use the gadgets or GC slots, probably gadgets ones, I'd not use tinkers because you maybe make the extra hearts things at some point so either GC or WG, I don't think both matter because when you make the GC space suit it should automatically do the oxygen thing anyways (same with the nano suit and everything else later on) so once you have that all you don't need it in the GC slot anyways
So, putting stuff into the GalacticCraft slots should work until HV when you have to make the space suit, the GC slots aren't used until then and after that you shouldn't need the hazmat suit anymore because you have either the GC space suit or the nanosuit
Bombcar says:
Bombcar says:
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3) yeah, it's annoying and that's it, only negative stuff that doesn't have much reason to it
(Negative pollution, "very clean air" would also be interesting, will maybe get to writing about that at some point later)
(Negative pollution, "very clean air" would also be interesting, will maybe get to writing about that at some point later)
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All flowers should turn into dead bushes, idk why they would drop as an item, if you plant stuff in pollution then that's on you anyways, that's why we have T1 and T2 as warnings, if you still have plants when you get to T2-T3 levels it's your fault
Quick input regarding when what tier happens because I'd forget otherwise:
Quick input regarding when what tier happens because I'd forget otherwise:
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Alright, back to plants
All flowers should turn into dead bushes
All flowers should turn into dead bushes
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If we want to break people we just switch the plant on the cropstick to weed, that'd be !FUN!, good luck if you don't notice that (you should, after all you get enough warnings)
Alright, I don't have any plant ideas anymore, I'll add more when I figure something out
Alright, I don't have any more plant ideas, I'll add more when I figure something out
Oh, yeah, also:
When a tree grows it should remove some amount of pollution, when any vegetation thing happens it should remove some pollution
When a tree grows it should remove some amount of pollution, when any vegetation thing happens it should remove some pollution
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It just shouldn't be an insane amount, just enough to reduce it by a bit if you have a tree farm for example
On we go to biomes
In T5 (gotta figure some stuff for this at some point) we could change water into wastewater and lava into stone, that'd be cool maybe
Making water become wastewater and same with lava would break rock breakers (well, that's a good thing, because pollution shouldn't just have an effect on the player, but also machines and other stuff)
Making water become wastewater and same with lava would break rock breakers (well, that's a good thing, because pollution shouldn't just have an effect on the player, but also machines and other stuff)
Should also do stuff to animals, slowness, poison, wither, etc, they are alive after all
Also, what I noticed is chunkwise pollution is a little bit small, maybe making it 8x8 chunks would be cooler, that way you don't have one 500k chunk and one 13k chunk next to each other, also make a generator 8² chunk only leak into the 8 8² chunks next to it and not any further, that way you get a 192x192 block of polluted chunks
Also, what I noticed is chunkwise pollution is a little bit small, maybe making it 8x8 chunks would be cooler, that way you don't have one 500k chunk and one 13k chunk next to each other, also make a generator 8² chunk only leak into the 8 8² chunks next to it and not any further, that way you get a 192x192 block of polluted chunks
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If it would then, yeah, idk, having one chunk with 500k and one with 13k makes no sense, so maybe at least make it be 64x64 blocks instead of one chunk that stores pollution
Pollution above ground should spread / go away way faster, because there's a LOT of space outside for stuff to disperse to
Pollution above ground should spread / go away way faster, because there's a LOT of space outside for stuff to disperse to
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That way you could make a "cleanroom" for your plants (probably outside) and a "dirtyroom" with your machines (and a real cleanroom inside that lol)
DISCORD discussion I had with bombcar after all this stuff: (I cut out all other discussions because they didn't really add anything that new to what I've had alreaady written up there)
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