Thermal Dynamics
Posted: Wed Aug 07, 2019 2:39 am
Hello, I'm new to this game and I'm sure that someone must have thought of this by now, and I'm sure that there may be mods that implement these concepts, and please do suggest mods that have something similar to this. However, the goal here is just to add to the pool of ideas to help the game improve, not to change the game to my liking with mods. Let's begin:
I like factorio as it is, but I think that it could benefit with some more environmental factors. First of all, yall have the forest, grasslands, and dessert/sandy environments down, but where is the snow? I feel like a new thermal element should be added to the game map generation. It could work with the moisture factor to control biome generation. For instance, hot and dry areas are obviously deserts, and hot and wet areas could be swamps. Cold areas could consist of cold deserts, cold bogs, tiaga, and tundra.
This would also be a great opportunity to add more types of weaponry. There is already a fire damage factor which flamethrowers use, but what if there was a cold damage. Slow capsules could deal cold damage in addition to slowing the enemy, and cryo weapons could be used to inflict even more cold damage. Imagine liquid nitrogen bullets and cannon shells, or maybe a liquid nitrogen sprayer could act like a flamethrower that deals cold damage. The biters could have their own variants of cold and fire damage creatures that exist in hot/cold environments. I'm thinking that maybe instead of there always being a spitter of varying sizes, eventually if the biters are in a cold environment, they could use regular spitters at first, but then eventually evolve to using "frostbite" spitters(name them whatever)
In addition to that, a player could take cold danage if they are continually exposed to cold environments, and there should be a means of providing heat to the player, perhapse in the form of campfires made from wood and stone, electric heaters that solely rely on electricity, and eventually heat radiators that rely on heat pipes. Imagine using the heat from a nuclear reactor to provide heat to a large area. You could also add a heat module for power armors that makes the previous structures redundant. In hot climates, dehydration could be a main factor. Perhapse the player would need to craft a cantine and fill it with water from time to time to avoid dehydration damage. Perhaps the player would need sources of cool air that could be provided by certain means and eventually by a cooling module in order to eliminate the need to drink water.
Cold and hot places could have certain benefits and disadvantages, some examples of which are listed below.
Cold climate benefits:
- overall slower biter movement, evolution, attack speed, and attack frequency. A big advantage, but there will be a balancing out. Biters are more susceptible to fire damage.
- accumulators could store a small percentage more GJ than normal(an homage to the good old days when your Gameboy batteries died and you were so desperate that you put them in the freezer to get an extra bit of time out of them.)
- reactors could use fuel at slightly lower rates.
- any weapons that would use cold damage would cause even more damage
- would pose a really good survival challenge because of new dangers from the environment and biters and new production and consumption rates from certain buildings.
- robots could retain more charge.
Cold Climate disadvantages:
- accumulators are slower to charge
- increased slow effect from spitter and worm attacks and from acid pools.
- biters could evolve a new type of spitter, a frostbite spitter, mentioned above. It's attacks could have an even more potent slow effect along with acid and cold damage, and it could be the main cause of destroyed vehicles and player deaths in snowy environments. However, it would definitely have to have a weakness to fire damage.
- fire weapons could deal less overall damage, but would still be effective against frostbite spitters, so it would be unwise to not have a flamethrower handy.
- anything that uses fuel could burn it at a higher rate, except for reactors, which could produce slightly less heat.
- bots could move at a slower pace relative to the speed upgrade level that you've researched. But if you implement heat emitting structures then maybe they can move at normal speed within the ranges of these.
oil refineries would lean toward the heavier side, which would pose a challenge to keep up plastic, battery, and processing unit supply. (oil thickens as it cools, so this would simulate that.)
- a colder climate could have longer nights, as they would in real life, and solar panels could stay fully powered for a shorter amount of time.
hot climate advantages:
- biters could be more susceptible to cold damage.
- fire damage weapons could do more damage.
- reactors produce more heat
- anything that consumes fuel would become more efficient with it due to the fact that the environment is leeching much less heat from them.
- slow effect from spitters, worms, and acid pools stays the same but duration is reduced.
- oil refineries could lean more toward producing petroleum gas, which has a much wider array of uses than light or heavy oil. Solid fuel might suffer a bit though.
- due to hotter climates getting more sun than colder climates irl, I believe that solar panels should stay fully powered from slightly longer than normal, and maybe the night could be a little shorter in hot climates.
- robots move faster relative to the level of speed upgrade researched.
Hot climate disadvantages:
- the biggest one, increased overall biter movement speed, attack speed, evolution speed, and increased pollution absorption and attack frequency.
- fire spitters could be a thing, and could cause massive damage to the player and to structures, but would be very ineffective against tanks and walls. They could be the wave that comes after that initial wave, that comes in and assists in destroying your base after a successful breach. The would no doubt be susceptible to cold damage.
- of course there's the dehydration factor mentioned above.
- accumulators would charge quicker but have less capacity.
-robots lose charge quicker.
these are just a few examples of what you could do with a thermal factor in factorio, imagine a new facet that would challenge factory builders to adapt their build styles to their environment.
But as I said before, let me know if this idea has already been mentioned before, and please do recommend mods that might be similar to what I'm suggesting.
I like factorio as it is, but I think that it could benefit with some more environmental factors. First of all, yall have the forest, grasslands, and dessert/sandy environments down, but where is the snow? I feel like a new thermal element should be added to the game map generation. It could work with the moisture factor to control biome generation. For instance, hot and dry areas are obviously deserts, and hot and wet areas could be swamps. Cold areas could consist of cold deserts, cold bogs, tiaga, and tundra.
This would also be a great opportunity to add more types of weaponry. There is already a fire damage factor which flamethrowers use, but what if there was a cold damage. Slow capsules could deal cold damage in addition to slowing the enemy, and cryo weapons could be used to inflict even more cold damage. Imagine liquid nitrogen bullets and cannon shells, or maybe a liquid nitrogen sprayer could act like a flamethrower that deals cold damage. The biters could have their own variants of cold and fire damage creatures that exist in hot/cold environments. I'm thinking that maybe instead of there always being a spitter of varying sizes, eventually if the biters are in a cold environment, they could use regular spitters at first, but then eventually evolve to using "frostbite" spitters(name them whatever)
In addition to that, a player could take cold danage if they are continually exposed to cold environments, and there should be a means of providing heat to the player, perhapse in the form of campfires made from wood and stone, electric heaters that solely rely on electricity, and eventually heat radiators that rely on heat pipes. Imagine using the heat from a nuclear reactor to provide heat to a large area. You could also add a heat module for power armors that makes the previous structures redundant. In hot climates, dehydration could be a main factor. Perhapse the player would need to craft a cantine and fill it with water from time to time to avoid dehydration damage. Perhaps the player would need sources of cool air that could be provided by certain means and eventually by a cooling module in order to eliminate the need to drink water.
Cold and hot places could have certain benefits and disadvantages, some examples of which are listed below.
Cold climate benefits:
- overall slower biter movement, evolution, attack speed, and attack frequency. A big advantage, but there will be a balancing out. Biters are more susceptible to fire damage.
- accumulators could store a small percentage more GJ than normal(an homage to the good old days when your Gameboy batteries died and you were so desperate that you put them in the freezer to get an extra bit of time out of them.)
- reactors could use fuel at slightly lower rates.
- any weapons that would use cold damage would cause even more damage
- would pose a really good survival challenge because of new dangers from the environment and biters and new production and consumption rates from certain buildings.
- robots could retain more charge.
Cold Climate disadvantages:
- accumulators are slower to charge
- increased slow effect from spitter and worm attacks and from acid pools.
- biters could evolve a new type of spitter, a frostbite spitter, mentioned above. It's attacks could have an even more potent slow effect along with acid and cold damage, and it could be the main cause of destroyed vehicles and player deaths in snowy environments. However, it would definitely have to have a weakness to fire damage.
- fire weapons could deal less overall damage, but would still be effective against frostbite spitters, so it would be unwise to not have a flamethrower handy.
- anything that uses fuel could burn it at a higher rate, except for reactors, which could produce slightly less heat.
- bots could move at a slower pace relative to the speed upgrade level that you've researched. But if you implement heat emitting structures then maybe they can move at normal speed within the ranges of these.
oil refineries would lean toward the heavier side, which would pose a challenge to keep up plastic, battery, and processing unit supply. (oil thickens as it cools, so this would simulate that.)
- a colder climate could have longer nights, as they would in real life, and solar panels could stay fully powered for a shorter amount of time.
hot climate advantages:
- biters could be more susceptible to cold damage.
- fire damage weapons could do more damage.
- reactors produce more heat
- anything that consumes fuel would become more efficient with it due to the fact that the environment is leeching much less heat from them.
- slow effect from spitters, worms, and acid pools stays the same but duration is reduced.
- oil refineries could lean more toward producing petroleum gas, which has a much wider array of uses than light or heavy oil. Solid fuel might suffer a bit though.
- due to hotter climates getting more sun than colder climates irl, I believe that solar panels should stay fully powered from slightly longer than normal, and maybe the night could be a little shorter in hot climates.
- robots move faster relative to the level of speed upgrade researched.
Hot climate disadvantages:
- the biggest one, increased overall biter movement speed, attack speed, evolution speed, and increased pollution absorption and attack frequency.
- fire spitters could be a thing, and could cause massive damage to the player and to structures, but would be very ineffective against tanks and walls. They could be the wave that comes after that initial wave, that comes in and assists in destroying your base after a successful breach. The would no doubt be susceptible to cold damage.
- of course there's the dehydration factor mentioned above.
- accumulators would charge quicker but have less capacity.
-robots lose charge quicker.
these are just a few examples of what you could do with a thermal factor in factorio, imagine a new facet that would challenge factory builders to adapt their build styles to their environment.
But as I said before, let me know if this idea has already been mentioned before, and please do recommend mods that might be similar to what I'm suggesting.