I was thinking about all the factorio clones out there and it made me thing that what if
- Instead of pollution, all your machines radiate heat, which makes them more inefficient. Sort of the way nuclear reactors get a "bonus" by being close together, but where most machines get a debuf for overheating. On of the main goals then is to shuttle the heat out of your factory and down into heat sinks.
- Instead of pollution attracting biters, they are governed by the waste products your factory inevitably produces in abundance. Instead of "a red cloud", biters are driven by the toxic byproducts that you have to sequester.
I wish the concept of "heat" and "pollution" could be reworked.
Moderator: ickputzdirwech
- adamwong246
- Fast Inserter
- Posts: 148
- Joined: Tue Dec 01, 2020 5:01 am
- Contact:
- NotRexButCaesar
- Smart Inserter
- Posts: 1122
- Joined: Sun Feb 16, 2020 12:47 am
- Contact:
Re: I wish the concept of "heat" and "pollution" could be reworked.
Sounds like something for mods.
Ⅲ—Crevez, chiens, si vous n'étes pas contents!
Re: I wish the concept of "heat" and "pollution" could be reworked.
Unless you're giving players a way to deal with heat, all you're doing is ruining compact design as an option. It also directly affects how beacons are used, and would demand they be addressed as well. If heat mitigation takes up a lot of space on-site, you're basically forcing players to eat more real estate just to upscale a factory. It also snowballs into more expensive infrastructure on a foundational level. Theres a reason electrical networks were made as simple to use as they are.
so basically you just described pollution again.- Instead of pollution attracting biters, they are governed by the waste products your factory inevitably produces in abundance. Instead of "a red cloud", biters are driven by the toxic byproducts that you have to sequester.
Re: I wish the concept of "heat" and "pollution" could be reworked.
Except maybe if it were possible to sequester the toxic byproducts where you want, instead of where they are produced.starlinvf wrote: ↑Sat Jan 30, 2021 3:26 pmso basically you just described pollution again.- Instead of pollution attracting biters, they are governed by the waste products your factory inevitably produces in abundance. Instead of "a red cloud", biters are driven by the toxic byproducts that you have to sequester.
Koub - Please consider English is not my native language.
- adamwong246
- Fast Inserter
- Posts: 148
- Joined: Tue Dec 01, 2020 5:01 am
- Contact:
Re: I wish the concept of "heat" and "pollution" could be reworked.
Yes, the scenario leads to a lot of interesting ways to manage waste.Except maybe if it were possible to sequester the toxic byproducts where you want, instead of where they are produced.
- Sequestering it far from your base, but you still need to defend it because biters will attack it
- Saving up the waste and then releasing into the air as "pollution".
- Refining it into it's most dense form and truly destroying the waste, by launching it on the rocket.
Where "Waste" is useless byproducts and "pollution" is the "red cloud".
- adamwong246
- Fast Inserter
- Posts: 148
- Joined: Tue Dec 01, 2020 5:01 am
- Contact:
Re: I wish the concept of "heat" and "pollution" could be reworked.
It also occurs to me that you could use the waste as a weapons payload. Load your waste into a rocket to make pollution missiles that antagonize biters but cause no damage. Put it in an artillery shell to launch pollution clouds to the far end of the map, drawing the biters away from your factory. Or launch it at a enemy base, to draw biters towards your enemies.