Closed TheElan closed 2 years ago
Why were mission statements removed. Are we running in circle again with ideas on how to make pollution annoying in some way (we have had plenty of it already). Sorting idea by type is still missing a mission statement.
Previous pollution implementation was suspended because of the following reasons:
Mission statement: prevent afkings like @bombcar from just using the BBF forever. The end.
This is a pollution spreading management proposition.
Pollution should be bound by area. There are two types of areas:
Pollution works as-is unless you decide to contain it in chamber or build your base inside a "clean" room. This would involve managing where your pollution is piped or a location of "dirty" machines.
When you go with "clean" room route, you build your base inside the structure and went all the pollution to outside world. This way you can walk inside without needing any protection, however this will eventually make outside of your area unlivable and require protection to be able to get outside.
This would also require some venting/air recycling solution in place so you won't suffocate and can clean the environment in case of contamination.
When you choose to contain your pollution inside a chamber you would need some kind of scrubbing solution in place to prevent it from rotting from the inside and leaking to the outside world.
You could also install some kind of pollution collectors to capture in pollution from outside
Similar to Concentrating pollution in a chamber
but here you don't pipe anything and allow machines to pollute current area.
All of the described mechanics efficiency should be tied to a pollution level and have tired versions for blocks\items.
You need to chose insulation material. It's effectiveness will depend on the pollution level (the more expensive the material - the higher pollution level it can withstand). Pollution level beyond your material level would cause damage to it.
Leakage can occur due to damaged insulation or opening\closing doors & hatches between environments. You would need to ensure that your current structure is in good shape and can withstand current pollution levels and also create airlocks.
Small containment areas with doors and good venting. In the beginning they are fully manual operated but in later stages you can automate them using airlock control blocks which will open and close doors automatically, when certain conditions are met (e.g. air is clean and all doors are locked).
Screens and hand-held devises showing pollution in areas with pollution sensors.
Blocks which signal with red-stone given pollution conditions are met (e.g. 0 pollution points, 100 pollution points, etc)
After fixing leakage you would need to vent bad air away - for this you would need to install vent blocks in your chamber walls, the more advanced they are quicker and more efficiently they are venting.
You can install vents to get air in (you need it to breath). You would also need filter to avoid getting bad stuff vented in. Filters wear out but can be automatically inserted.
Same as with "Venting in clean air" but with different kind of filter which gets in only pollution.
Instead of venting in you could make air yourself probably using some chem reactor and air spreader, this way you don't need filters but require more power and some infrastructure.
Similar if not the same to how scrubbers worked previously
You use special piping for transferring pollution, which when destroyed/dismantled releases pollution it had in it. Structure should have some kind of inlet/outlet block to pass pollution through wall.
The larger the room\chamber - more (ifra)structural support and resources (e.g. vents, scrubbers, power) it would require. Requirements should not grow linearly however, having larger structure would reduce leakage by increasing overall strength and would result in more efficient resource utilization per block of space (e.g. building one 20x20x20 is chipper then four 10x10x10, even when re-using walls)
A new multi-block and simplified atmosphere mechanic allowing better contamination management if chosen. This would allow building compact bases and make pollution management more engaging.
As long as I can turn it off on my server/SP world..
It's a game not real life, and is the stupidest idea ever implemented into Minecraft
As long as I can turn it off on my server/SP world..
It's a game not real life, and is the stupidest idea ever implemented into Minecraft
Rephrasing: Pollution should be optional and easy to remove/disable (e.g removing mod).
As long as I can turn it off on my server/SP world.. It's a game not real life, and is the stupidest idea ever implemented into Minecraft
Rephrasing: Pollution should be optional and easy to remove/disable (e.g removing mod).
This is where and why I think the “processing pollution to get some rare materials” is key - those who choose to disable pollution should also pay the price of not being able to get whatever it is from the scrubbers. For example the MV scrubbers could provide tiny zinc so those who clean pollution in MV have an easier time getting the cleanroom than those who just disable pollution.
From what I remember from the discussions on the subject over past several months:
- Why shall there be a pollution?
The main reason was to make players put lighter load on servers. E.g make them upgrade to higher tier machines instead of just spamming a lot of low-tier ones.
That means pollution calculations themselves shouldn't be costly in terms of calculations required. E.g that would mean there wouldn't be things like trapping pollution inside caves/buildings. Perhaps cleanrooms could be an exception as it shouldn't be too difficult to reduce the cleanliness according to how much pollution is released inside (no more diesel burning inside them).
- What do we expect pollution to achieve in GTNH?
be annoying enough to make people upgrade machines but not too annoying to make people stop advancing to higher tiers. It won't be an easy balance to find as everyone has different preferences.
- Do we want pollution to incentivise player on a preferred gameplay path; and if so, it need to be described without unambiguously?
the incentive should be to make them design their bases in a way to not generate too much pollution with using fewer higher tier machines over more low-tier machines would be the main way to achieve it
- Do we want pollution to slow down player progression even more?
Depends what one means by that. Making the player upgrade earlier will probably actually speed things up in long term.
- De we want pollution to slow down high level players?
at high-enough level I think there should be machines that one could use to (mostly or entirely?) counteracts the pollution generated at cost of energy and perhaps some consumable resources. Those machines should be available earlier as well but not be quite as efficient as the high-level ones or else people would still go with a bunch of low-tier, high pollution machines over fewer high tier ones.
it should still be possible to turn it off on server side if someone chooses to
Giving people a reward for capturing and processing pollution is a nice idea but it shouldn't be something that is too good so that people would start deliberately polluting things for those resources.
E.g at mv-iv tiers I wouldn't mind to have an extra source of oxygen and/or nitrogen. Yes, those two gases themselves aren't pollutants but whenever you are filtering air for stuff already it shouldn't be too difficult to explain how come you're getting those gases out of it as a byproduct.
As for what else could one get from pollution, I have no clue. In real world carbon and sulfur would be the main things but I've yet to use up even a tiny fraction of the stuff I get from just regular operation of my base.
E.g at mv-iv tiers I wouldn't mind to have an extra source of oxygen and/or nitrogen. Yes, those two gases themselves aren't pollutants but whenever you are filtering air for stuff already it shouldn't be too difficult to explain how come you're getting those gases out of it as a byproduct.
Yeah, gasses that are obtainable "easily" could be nice to have - makes sense that a scrubber would produce clean air and we can make it separated (basically a modified centrifuge kind of thing). Trace amounts of what is "at tier small ores" is potentially a good starting point for useful byproducts, along with other things like carbon or sulfur. It's true we don't want people polluting just to clean it up so it can't be too good - which is why something that becomes available easily in the next tier might be a good option - though even something like chlorine pre-moon could be abused by very high level players who don't have a void oil-rig to get endless saltwater.
Converting most of current byproducts into some form of pollution or slug substance and lowering processing cost. You can choose to spend additional energy and effort setup a system which recovers original byproducts out of env pollution substance.
Low-tech machines would just release this into "atmosphere", while more advanced ones will be able to capture it in solid or liquid form to simplify processing.
Trying to void "dirty" byproduct (e.g. deconstructing pipe with liquid, throwing into fire/lava/trashcan) should cause it to be released into "atmosphere".
This will not only provide an incentive for player on cleaning their mess, but also provide them with substantial reward, while respecting "preservation of mass" so it's not a cheesy way to get infinite resources.
It should be possible to configure pollution in one place (e.g. how much which machine introduces/removes pollution, effect durations, etc)
It should be possible to configure it as a purely cosmetic thing (no positive\negative side effects).
It should be possible to configure it's impact on FPS (e.g. remove particles and other additional rendering effects)
Higher levels of pollution should reduce gains from animal (e.g. bees) or plants (e.g. tree growth, crop yields, etc)
Use pollution to incentivize more TPS friendly building strategies.
For example:
Make translocators and laggy AE shit produce a "spacetime distortion" type of pollution that causes mobs, animals and players (or maybe just players) to have a chance to randomly teleport when walking at high levels
Stop punishing people for polluting and instead reward them for picking greener options and/or doing green things, staying at low/no pollution levels.
Have pollution effect machine efficiency or increase maintenance needs (for multiblocks)
Reward player for being at low pollution. This could include:
Make producing natural resources harder in highly polluted areas.
For example, crops could produce things that need to be cleaned of soot with some machine to get the original resource, water produced in automated ways would become dirty which can only be distilled (to have distilled water) or centrifuged (for normal water). You could also gain some minor amounts of elements like acids, ash or sulfurs in the process.
It should be possible to configure to not punish player for voiding pollution (e.g. if it's a fluid or a solid) - they just will lose the ability to recover valuables from it
Pollution contribution should only be tied to material processed (e.g coal, diesel, rare earth) and general process (e.g. burning, mixing, decomposing, pulverisation). Machines can only capture some percentage of it.
For example Coal material contains 100 pollution units, pulverisation releases 10%, basic macerator can prevent only 10% from escaping (releases 90%). Pollution released by macerating one piece of coal is 1000.10.9=9 units.
This should simplify keeping pollution impact consistent between machines written by different authors. Green fuels could be configured to have additional advantage of producing small amount to no pollution at all.
Pollution contribution balancing and consistency
Pollution contribution should only be tied to material processed (e.g coal, diesel, rare earth) and general process (e.g. burning, mixing, decomposing, pulverisation). Machines can only capture some percentage of it.
For example Coal material contains 100 pollution units, pulverisation releases 10%, basic macerator can prevent only 10% from escaping (releases 90%). Pollution released by macerating one piece of coal is 100_0.1_0.9=9 units.
This should simplify keeping pollution impact consistent between machines written by different authors. Green fuels could be configured to have additional advantage of producing small amount to no pollution at all.
So you define pollution to be a simulation of pollution in real life.
What is the role of simulating real-life pollution or how would you describe how it contributes to a good game-play that players will enjoy or want to play with?
So you define pollution to be a simulation of pollution in real life.
What is the role of simulating real-life pollution or how would you describe how it contributes to a good game-play that players will enjoy or want to play with?
Idea behind this was to have better control over how much pollution is produced, at least this way it's harder to mess-up numbers when somebody creates new machine and is not sure on how much it should pollute. You can only operate on the scale from 0-100% on the pollution capturing and specify what type of the process it is when other values like initial pollution units or how much does this type of a process should release lives in a config.
From what I saw and heard people put random numbers when deciding how much pollution their machine should contribute. I also remember Dream proposing something similar some time ago.
This might also allow generating power in the places where pollution is not welcome (e.g. farms), so player can consider their options and decide to make less polluting source of energy for their farm (e.g. bio diesel), instead of building generators some distance away and pushing energy with long distance wires. You may also not want to live in industrialized area, but still have some machines for manual crafting at hand.
lads, he turned himself into a PICKLE
funniest shit i've ever seen
You should be asking yourself: WHY Pollution. Not what pollution. Telling players to make more efficient stuff because pollution exists is stupid. Players already make more efficient machines because the current gameplay incentivizes it.
There is still no way to drop pollution levels. Trees could, plants could, chunks do.
Spreading out your base doesn't help pollution...If your base is bigger it generally pollutes even more.
If I had my way with pollution, the uglier your base is the worse pollution would get. I'd personally benefit from the fog blinding me from the horrors of some of these bases.
-edit a suggestion has been made: pollution is determined by votes in screenshot brag / loading art.
Albeit a weird ending, the initial statement is on point: Why do we want pollution?
-edit a suggestion has been made: pollution is determined by votes in screenshot brag / loading art.
100% agree, bases like this deserve recognition and low pollution for their beauty.
https://github.com/GTNewHorizons/GT5-Unofficial/pull/752 moves all (or most) existing pollution sources into a config, along with additional options for on/off on things like fog.
So pollution is re-enabled on 2.1.2.0pre2, with default values for LV combustion and gas generators at 200 pollution/sec. That makes a base all but unusable very quickly, especially since the new LV scrubber is gated behind MV (small turbines need MV assembler, and the GT++ ones don't work).
values didn't change, i just made the configs without any balance decision in mind Actually you are right i made a mistake: lv diesel generator and gas turbine should be 40 gibbl/s
Something had to have changed, because before they were 40 LV/80 MV/160 HV, now they're 200 LV/180 MV/160 HV. Gas turbines used to be 20 LV/40 MV/80 HV, now they're 200 LV/180MV/160 HV.
yeah, dunno what i was doing, good catch
FIRST OFF, I gotta dump everything I just wrote in discord here, I'll make seperate issues and link them here (I hope I have enough mental energy for all that) Dumping everything here so it's all in one place and can be found, also there's a massive all of text already that's split into messages, I'll get to reading all that too in a moment, gimme time (feel free to still be angry that I posted all this)
EDITS:
Anyways, these are all my ideas regarding pollution and what I think would be cool, if you like or dislike something, please tell me what I could improve about it :)
Balance consideration (From a player that likes the pollution mechanic):
The multiblock is nice, but it can't keep up with 2 MV blast furnaces with Kanthal coils unless you also give it Absorbtion filters, which is great. However Centrifuging an Absorbtion filter at MV is only an 80% chance of returning the frame. This is overly punishing at MV considering how hard it is to make the filter frame. By the time you get to EV and can get the 100% return it is no longer a pain point for you.
I see a couple decent alternatives to balance it:
An LV Multiblock air purifier with absorption filters will slow the progress of 2 MV blast furnaces enough that you can run them for a reasonably long time (maybe 30 mins?) and be right on the edge of debilitating pollution. That part feels really well balanced to me as an MV player. If I had an Aluminium version of the frame available I would keep it full with a stack of filters knowing it is an Aluminium sink.
This issue is stale because it has been open 90 days with no activity. Remove stale label or comment or this will be closed in 3 days
so is anything gonna be changed?
🤣
Your GTNH Discord Username
Elan
Your Pack Version
2.1.1.0
Your Proposal
As I've noticed current problem with pollution revamp is a lack of a structured requirements.
First part of my proposal is to gather all ideas on how pollution and it parts should work from a player perspective under this issue.
Please check anything posted before making a proposal. If you have a more concrete idea on how it should work and it isn't already under this issue - post it here. If you can split your suggestion into parts with clear boundaries. For example in one post you propose on how to add a pollution to the world and in the other on how to remove pollution from the world and so on.
Second part of it is voting under posts with :+1: or :-1:.
After some time have passed we can collect most up-voted/best ratio ideas, filter it using
DreamMaster::doYouLikeThis
predicate, add some more fromDreamMaster::polutionMustDoThis
. Having this set it would be possible to compose some structured requirements for the revamp.Note: this is a proposal for high-level ideas understandable for you common player without any modding experience. Discussion on how to better organize things from code perspective better wait till we have a complete list of features. After that it can be discussed in separate issue\discord. Same goes for performance discussions.
Note 2: If you found somebody suggest on which you have an improvement - just create your own post, referencing proposal and stating what you would like to change\expand in it.
Your Goal
Get a narrowed down list of ideas for the revamp which would allow somebody to start working on design and implementation of the revamp.
Your Vision
This is a list of things pollution should be. Please provide your opinions not related to describing your concept on discord. This will avoid flooding this thread with irrelevant/subjective/optional information.
Example proposition 1:
Example proposition 2:
Example proposition 3:
Final Checklist