MOD REQUEST: A true Eco-Friendly (zero pollution footprint factory) mod
Posted: Mon May 13, 2019 3:44 pm
I really hope that an expert modder likes this idea and runs with it. There are many players, including me, that would love to "go green" or even just have a pollution/evolution model that makes intuitive sense (unlike the current vanilla one).
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There are several mods that do a partial job by giving tools and incentives to go green. But while those mods might help you ***reduce*** the pollution production, none of them actually lets you bring the pollution and its negative effects down to zero.
The good news is that after doing a little research and getting some very good answers from the experts in this thread (viewtopic.php?p=429637#p429637) I found out that all of the key API functions to achieve this kind of mod already exist. I can't claim to come even close to understanding those APIs and many of the comments in that thread, but I am certain that the expert modders will understand them just fine.
The basic concept is:
(A) Aliens should not evolve if the nests are not touched by the pollution cloud.
(B) You should be able to scrub/clean pollution created so that it does not ruin the environment.
Here are the specs that I believe will allow making such a mod:
MOD SETTINGS:
1) Allow choosing how much does TIME impact evolution. Include zero as a valid value. Maybe even make it the default.
2) Allow choosing how much total PRODUCED POLLUTION impacts evolution. Include zero as a valid value. Maybe even make it the default. Produced pollution is the biggest contributor in vanilla to the aliens evolution.
3) Allow choosing how much aliens evolve when nests are destroyed.
4) Allow choosing how do nests reproduce. This might not even be necessary, if the current mechanism happened to be that new nests are produced in response to evolution... but to be honest I have no idea how this works today. Regardless... this mod would not work too well with the current vanilla "runaway reproduction" of nests. It would totally defeat the purpose of trying to "go green" if you then have to destroy 20 million nests and cause evolution just to expand because the aliens completely covered the planet.
5) Allow choosing how much aliens evolve when the pollution cloud touches their nests. Currently this does not exist, and it would be the main evolution driver for the mod.
TREES, AIR SCRUBBERS, ETC:
This is an area where creativity rules, and where ideas can be taken from other mods.
- For air cleaning there are several ideas that were already implemented in other mods: Planting trees , creating greenhouse buildings that scrub the air, creating air scrubbing devices.
- There could also be new buildings to achieve old jobs that do not pollute.
- Or there could be new modules that can be added to buildings that would bring pollution all the way down to zero or near-zero (unlike the current efficiency modules that are only partial). For added realism, it could require different modules in the same structure so that different pollutants are removed/prevented.
- We probably don't need special power generation items, as Solar and Nuclear already do a good job, and there are Advanced Solar mods that allow compacting solar panels into a reasonable area of space.
---
There are several mods that do a partial job by giving tools and incentives to go green. But while those mods might help you ***reduce*** the pollution production, none of them actually lets you bring the pollution and its negative effects down to zero.
The good news is that after doing a little research and getting some very good answers from the experts in this thread (viewtopic.php?p=429637#p429637) I found out that all of the key API functions to achieve this kind of mod already exist. I can't claim to come even close to understanding those APIs and many of the comments in that thread, but I am certain that the expert modders will understand them just fine.
The basic concept is:
(A) Aliens should not evolve if the nests are not touched by the pollution cloud.
(B) You should be able to scrub/clean pollution created so that it does not ruin the environment.
Here are the specs that I believe will allow making such a mod:
MOD SETTINGS:
1) Allow choosing how much does TIME impact evolution. Include zero as a valid value. Maybe even make it the default.
2) Allow choosing how much total PRODUCED POLLUTION impacts evolution. Include zero as a valid value. Maybe even make it the default. Produced pollution is the biggest contributor in vanilla to the aliens evolution.
3) Allow choosing how much aliens evolve when nests are destroyed.
4) Allow choosing how do nests reproduce. This might not even be necessary, if the current mechanism happened to be that new nests are produced in response to evolution... but to be honest I have no idea how this works today. Regardless... this mod would not work too well with the current vanilla "runaway reproduction" of nests. It would totally defeat the purpose of trying to "go green" if you then have to destroy 20 million nests and cause evolution just to expand because the aliens completely covered the planet.
5) Allow choosing how much aliens evolve when the pollution cloud touches their nests. Currently this does not exist, and it would be the main evolution driver for the mod.
TREES, AIR SCRUBBERS, ETC:
This is an area where creativity rules, and where ideas can be taken from other mods.
- For air cleaning there are several ideas that were already implemented in other mods: Planting trees , creating greenhouse buildings that scrub the air, creating air scrubbing devices.
- There could also be new buildings to achieve old jobs that do not pollute.
- Or there could be new modules that can be added to buildings that would bring pollution all the way down to zero or near-zero (unlike the current efficiency modules that are only partial). For added realism, it could require different modules in the same structure so that different pollutants are removed/prevented.
- We probably don't need special power generation items, as Solar and Nuclear already do a good job, and there are Advanced Solar mods that allow compacting solar panels into a reasonable area of space.