[REQUEST] Green and Black Tech Trees

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thereaverofdarkness
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[REQUEST] Green and Black Tech Trees

Post by thereaverofdarkness »

I've seen lots of mods with little bits on pollution control, either allowing you to pay to clean it up, or giving you the chance to reap the benefits of polluting more. But I'd like a larger mod focused on delivering a game-transforming set of choices that make production versus pollution a choice you must make at every step. My idea is to have two tech trees, Green Tech and Black Tech. The Green Tech tree would involve facilities that are more resource-efficient and produce much less pollution at the cost of lower production rates, along with technologies that allow you to actually clean up existing pollution. The Black Tech tree on the other hand would involve facilities that are less resource efficient and produce much more pollution but have higher production rates, along with technologies that give you ways to dirty up your environment even further either by wasting unused items/resources or perhaps by intentionally poisoning the environment.

I'd also like a game world that transforms in many ways from the pollution, with no right answer--some of the effects of pollution you may find to your liking and it is up to the player to decide how much they want to pollute. Some ideas:
1.) three kinds of pollution: air pollution (what we have already, spreads quickly, angers biters), ground pollution (spreads slowly, kills trees, sickens terrain and biter bases), water pollution (spreads quickly within its lake, interchanges with ground pollution at the water's edge, can dry up the water over time)
2.) if the pollution gets heavy enough it may make biters actually get weaker--but of course they will become even more aggressive as they put everything they have left into defending their world--extreme pollution may kill them outright and sterilize the planet
3.) being eco-friendly enough may pacify biters and turn them neutral, or lower their aggression range
4.) accidents and building destruction creates pollution slowly over time, you must spend resources and time to clean up/salvage the wreckage or choose to leave it behind and build around it
5.) trash may both pollute very slowly and take up space--or throw it in landfills which are more compact but deliver pollution directly to the ground table (or simply pollute more effectively)
6.) waste products left over after manufacturing: assemblers and other plants have a trash storage space but after it fills up you either have to deal with moving it logistically or set the plant to automatically dispose of it nearby; recycling facilities may be able to reclaim the waste into materials


Why am I requesting this when there's already some mods like it? Because the selection is weak and sporadic. I found lots of mods covering bits and pieces of the idea, but even if I used several of them at once, it still wouldn't have the overall gameplay feel I am seeking.

Here's some existing mods I found that have features in the vein of this request:
Green Tech
https://mods.factorio.com/mods/bobkelso/Power_To_Liquid
https://mods.factorio.com/mods/TheSAguy/Bio_Industries
https://mods.factorio.com/mods/Schorty/air-filtering
https://mods.factorio.com/mods/LukeM/TreeSaplings
https://mods.factorio.com/mods/The_Evil_Pickle/Arborium

Black Tech
https://mods.factorio.com/mods/Ranakast ... t%20Orange
https://mods.factorio.com/mods/LordKiwi ... processing
https://mods.factorio.com/mods/sparr/wreckage-pollution
https://mods.factorio.com/mods/zackman0 ... h-Landfill
https://mods.factorio.com/mods/GotLag/Flare%20Stack

World Transforming
https://mods.factorio.com/mods/Mylon/GlobalWarming
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