petrolpark / Destroy

A chemistry-themed add-on to the Minecraft mod, Create
https://modrinth.com/mod/destroy
92 stars 41 forks source link

More ideas on pollution and (non-tech) mod integration. #410

Open zaafonin opened 2 months ago

zaafonin commented 2 months ago

Description Pollution mechanic is the one I'll always cherish whether it's AdPother or Destroy. It's as fun as explosions, and tbh I just like Factorio. I also like how Destroy doesn't deal with individual blocks of pollution; while it doesn't simulate enclosed spaces as accurately, voxel clouds of smoke and sulfur just aren't fun.

Problem This Addresses Pollution should have more impact on the world and the players;

Acid rain (is it global?)

Greenhouse (global)

Ozone depletion (global) All following suggestions play on the double-edged sword idea:

Smog (localized) In my suggestion, if greenhouse gas inflicts mental fatigue, then smog should inflict physical.

Radiation (localized) Last time I checked nuclear isn't in the scope of Destroy, but I hope some sub-addon or fairly compatible mod eventually arises. Another option is to integrate with Alex's Caves and its ridiculous nucleepers and nuclear bombs, as right now they're fairly low-consequence. Also the mod has its own Irradiated effect which tbh is pretty balanced (disables regeneration, damages on higher levels). Because radiation promotes mutations, a lot of ozone depletion (UV) effects can apply, except you can't escape them in the shadow.

If I were to add new pollution types, I'd either split greenhouse gases (different GHGs have their own potency but also different residence time; while water vapor is fairly strong, its residence time is very short; besides, it's quite hard to outvapor the natural concentration) or remove water vapor as a pollutant. Instead, I'd make water vapor its own category that influences frequency of rainfall. I'd also add heavy metal contamination that plays on the general idea of farming and reduces edible drops from crops and mobs (wouldn't want to eat leaded meat).

Generic pollution ideas I couldn't tie to a specific type

Minecraft Username zaafonin

zaafonin commented 2 months ago

Pollution mitigation:

Mod compatibility: I'd love some compat between Destroy and Tough as Nails / Cold Sweat:

Talking about temperature... is it possible for bubble cap columns and vats to query for TaN/Cold Sweat temperature?

Astrochicken-B commented 2 months ago

Some additions:

This might be an extreme effect, but here in Europe acid rain affected our old buildings and statues, because it dissolves the limestone that they are made of. Perhaps rock-like materials (not granite, andesite and diorite though!) get broken at a slow rate in acid rain. But I think the effect of breaking tree leaves leaving dead forests in its wake is already impressive enough.

CO2 concentration in open air should never be high enough to affect mental capabilities (or everyone will simply get cooked). But particularly hot weather does. When greenhouse gas levels are high, a "hot weather" or "heatwave" debuff might be applied to the player and mobs periodically, which slows down movement, mining and perhaps adds a drunk-slipping like effect. Can be mitigated with a straw hat or a handheld fan. Farm animals don't reproduce and perhaps even take damage if not near a water source (dehydration). Villagers work slower, or don't at all. Also, saplings turn into dead bush occasionally. And maybe non infinite water sources evaporate to punish lazy farmers. Oh yeah, and corals in the ocean die.

I like the idea of heavy metal contamination a lot. I was very sad when the area where I dumped a bunch of my electrolysis mercury was not affected at all. Perhaps harvesting crops / animals in an area with high pollution has an increasing chance to give you 'toxic' or 'contaminated' variants of that food (which poison you, obviously). And in extreme cases, just being there without a hazmat suit does.

zaafonin commented 2 months ago

CO2 concentration in open air should never be high enough to affect mental capabilities (or everyone will simply get cooked).

Good point. We aren't exactly having 1200ppm on open air no matter what we do. Though it's Minecraft and things are exaggerated; besides, shouldn't indoor CO2 concentrations be higher (and high CO2 effects more frequent) because they start from a higher baseline? Corals dying is a good touch, I really forgot they even existed. High temperature ideas are interesting but technically not pollution-related; though, I'd kill for a TaN-like mod that applied all these nasty effects not just to me.