Page 1 of 2

[MOD 0.9.x] Anti-Pollution-Mod v0.2.0

Posted: Wed Feb 26, 2014 1:03 pm
by drs9999
Image

Description:
This mod adds an air-filter to the game that can be used to decrease the amount of pollution around your factory.
It produces toxic-waste which can be used to craft poison-capsules, poison-land-mines and sulfuric acid later on.

Note:
It is recommended to use your solar-arrays to power the device, otherwise the gain is too small.

Image

Installation:
Just put the downloaded *.zip file into the mods-folder

Code: Select all

Changelog:
v0.2.0:
- added recipe for poison-land-mines
- added recipe for waste to sulfuric acid
- destroying (not mining) a container that contains toxic waste will produce pollution

v0.1.0:
- initial release

Download:
DL- link with ads to support me:
http://adf.ly/e5sIg


DL-link with no ads:
http://adf.ly/e5sUu

Enjoy!

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Wed Feb 26, 2014 2:25 pm
by sparr
I like this idea, especially with it producing something useful.

You might also consider basing it on the chemical plant and having it require water as an input.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Wed Feb 26, 2014 6:12 pm
by Deathmage
Maybe also creating dry ice? (cooling CO2)

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Wed Feb 26, 2014 6:59 pm
by drs9999
Yes I thought about water as an ingredient, but I then decide not to do it, because in the end water is for free (apart from the initial building-costs for pump and pipe) so compared to the actual implementation the only difference is that the player have to place another (maybe annoying) pipe through his base.
But maybe some other ingredients, like coal(-dust)?

@Deathmage
It produces CO2 already, but it is released directly into the enviroment :D
Just kidding, any ideas for dry ice uses? The point is that I want to avoid situations where you sit on tons and tons of useless stuff.

Anyway it is just 0.1.0 - there is plenty of room for improvements and expansion. Suggestions are always welcome!

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Wed Feb 26, 2014 7:01 pm
by LoSboccacc
does it also reduce the evolution factor of mobs?

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Wed Feb 26, 2014 7:22 pm
by drs9999
LoSboccacc wrote:does it also reduce the evolution factor of mobs?
Not directly, but indirectly.

The evolutionfactor increases with every 1k units of pollution, so less pollution means less increase

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Wed Feb 26, 2014 7:35 pm
by cube
There's just a minor bug -- the technology name has no locale.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Wed Feb 26, 2014 7:53 pm
by drs9999
Derp, the research was just a placeholder before I remembered how to modify existing research.

The air filter is unlocked with the modules-research and the toxic-waste -> poison-capsule is unlocked with military 3

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Fri Feb 28, 2014 9:21 pm
by immerhungrig
I like it to have a factory without pollution :D, but I've no use for the big amounts of toxic waste... I need a way to "delete" or use this stuff.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Fri Feb 28, 2014 11:10 pm
by immibis
immerhungrig wrote:I like it to have a factory without pollution :D, but I've no use for the big amounts of toxic waste... I need a way to "delete" or use this stuff.
I think that's the point.

Feature idea: Destroying a container containing toxic waste produces a huge amount of pollution.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Sat Mar 01, 2014 1:31 am
by Coolthulhu
In real life you'd have landfills or large tanks filled with the waste. In case of the less common more active substances (radioactive waste), it would be moved back underground.

I kinda like the idea of having the added logistics of waste disposal, though at the current point mods are more of a workaround than a proper fix.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Sat Mar 01, 2014 8:35 am
by drs9999
immerhungrig wrote:I like it to have a factory without pollution :D, but I've no use for the big amounts of toxic waste... I need a way to "delete" or use this stuff.
First I thought the waste -> poison-capsule would be enough, but after starting a new game, I agree that the filters produce a lot of waste. It is similar to solid-fuel in 0.9.0 you sit on a huge amount of stuff that you cannot use. Which sucks.
I guess lowering the production-rate of waste is a good first step.
A disposal aka garbage dump is another solution, but for me it just feels like a workaround. I would prefer other use(s) for waste (any ideas?).

@immibis
I like the idea and it just requiere a few lines of code. => Will be done.


P.S just got the following idea:
  • 1) Adding a garbage dump that SLOWLY destroys items, but produces pollution which amount depends of the number of items it contains.
  • 2) Adding recipe for poison-land-mines
Biters are attracted by pollution, so:
1) + 2) + Roboport = BiterGraveyard + Ressourcesink for waste

What do you think?

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Sat Mar 01, 2014 8:50 am
by Coolthulhu
Poison capsules produced from waste should release pollution back somehow.
It doesn't really make sense that you can distill pollution into poison capsules that are pollution-free and can't just distill it to the poison inside capsules without encapsulating them.

The garbage dump idea is good, but it shouldn't be a resourcesink for waste, just a way to move the source of pollution away from the main base. Actually removing the waste would be better represented by some energetically costly recycling process.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Sat Mar 01, 2014 9:16 am
by drs9999
Coolthulhu wrote:Poison capsules produced from waste should release pollution back somehow.
It doesn't really make sense that you can distill pollution into poison capsules that are pollution-free and can't just distill it to the poison inside capsules without encapsulating them.
Well it makes logical sense, but imo it will not have any influence, because pollution in the wilderness will decrease quite fast.
Coolthulhu wrote:The garbage dump idea is good, but it shouldn't be a resourcesink for waste, just a way to move the source of pollution away from the main base. Actually removing the waste would be better represented by some energetically costly recycling process.
Yes the main purpose would be to move the pollution away, but it should also remove some waste, like I said - (very) slowly.
Well some sort of recycling would offer a non-military way to get rid of it, but what are the results? I cannot figure out any results that make at least a bit logical sense.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Sat Mar 01, 2014 10:38 am
by Coolthulhu
Results? You mean products that can be made from waste?

From what I can read, hazardous waste that is recycled is mostly metals and solvents. Those aren't filtered from air, though.
Scrubbers that filter air remove mostly acid gases, including sulfur dioxide and hydrogen sulfide that can be easily made into sulfuric acid with just water and oxygen as other reactants.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Sat Mar 01, 2014 10:05 pm
by LoSboccacc
Coolthulhu wrote:Results? You mean products that can be made from waste?

From what I can read, hazardous waste that is recycled is mostly metals and solvents. Those aren't filtered from air, though.
Scrubbers that filter air remove mostly acid gases, including sulfur dioxide and hydrogen sulfide that can be easily made into sulfuric acid with just water and oxygen as other reactants.
I like the idea. I added this to mine

Code: Select all

  {
    type = "recipe",
    name = "extract-sulfur",
    category = "chemistry",
    energy_required = 10,
    enabled = "false",
    ingredients =
    {
      {type="fluid", name="water", amount=10},
      {type="item", name="toxic-waste", amount=5}
    },
    results=
    {
       {type="fluid", name="sulfuric-acid", amount=5}
    }
  }
feels a little op, I am thinking about increasing energy requirements a bit

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Tue Mar 04, 2014 4:46 pm
by cube
Imho landfill = expansion with just a train stop and a lot of chests.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0

Posted: Wed Mar 05, 2014 7:35 pm
by drs9999
Just uploaded an updated version.
Additions in short:
Waste can be used to produce poison-land-mines (which are quiet powerful) and sulfuric acid can be made out of it.
Also destroying a chest that contains waste will release pollution into the enviroment, the amount depends on the number of waste that was inside it.

Enjoy!

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.1.0

Posted: Thu Mar 06, 2014 4:10 pm
by Deathmage
drs9999 wrote:Yes I thought about water as an ingredient, but I then decide not to do it, because in the end water is for free (apart from the initial building-costs for pump and pipe) so compared to the actual implementation the only difference is that the player have to place another (maybe annoying) pipe through his base.
But maybe some other ingredients, like coal(-dust)?

@Deathmage
It produces CO2 already, but it is released directly into the enviroment :D
Just kidding, any ideas for dry ice uses? The point is that I want to avoid situations where you sit on tons and tons of useless stuff.

Anyway it is just 0.1.0 - there is plenty of room for improvements and expansion. Suggestions are always welcome!
It could be used as a industrial coolant or as a fog/smoke bomb, that could for example maybe disable biters/spawners or just be for being ninja'ry. Just an idea.

Re: [MOD 0.9.x] Anti-Pollution-Mod v0.2.0

Posted: Thu Mar 13, 2014 10:37 pm
by ronon101
get this bug when i try to load a world with the AP mod and its the same if the mod isnt in

Error while running oninit: ...Roaming\Factorio\mods\Anti-pollution-Mod.zip|control.lua:64: Unknown item name (cokery)