"On fluidbox flushed" event to fix fluid void exploits
Posted: Wed Jun 17, 2020 12:06 am
This one is kind of a massive thing for me.
Flushing fluidboxes is all well and good, but now that a player can choose to void large amounts of fluid at will, it creates a serious exploit in one of my mods. Basically, NauvisDay adds pollution management, a big part of which is dealing with the liquid byproduct of cleaning processes (eg deaerosolization), which needs appropriate processing (ineffective for large quantities) or storage (primarily pumping back down into depleted oil wells).
Now that a player can just void it for free, ad infinitum, none of that is necessary; they can and will be compelled to just keep flushing the tank periodically, forgoing any logistics or costs of actual dealing with the (large quantity of) effluent they generate.
An event to watch such a flush would solve my issue, as I can make flushing do what breaking the storage already does: spawn a big splat of spilled fluid that gradually emits pollution, effectively undoing the work of the original cleaning processes.
I can imagine there are other mods - Bobs and Angels come to mind - where the ability to destroy fluid at will breaks their recipe balancing as well.
Flushing fluidboxes is all well and good, but now that a player can choose to void large amounts of fluid at will, it creates a serious exploit in one of my mods. Basically, NauvisDay adds pollution management, a big part of which is dealing with the liquid byproduct of cleaning processes (eg deaerosolization), which needs appropriate processing (ineffective for large quantities) or storage (primarily pumping back down into depleted oil wells).
Now that a player can just void it for free, ad infinitum, none of that is necessary; they can and will be compelled to just keep flushing the tank periodically, forgoing any logistics or costs of actual dealing with the (large quantity of) effluent they generate.
An event to watch such a flush would solve my issue, as I can make flushing do what breaking the storage already does: spawn a big splat of spilled fluid that gradually emits pollution, effectively undoing the work of the original cleaning processes.
I can imagine there are other mods - Bobs and Angels come to mind - where the ability to destroy fluid at will breaks their recipe balancing as well.