working title - "Corrosion and Decay" (or "How I got suicidal playing Factorio"
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
For Corrosion part - i.e. sulfuric acid basically dissolves most containers(pipes) - iron, steel, unless made acid-proof. So using wrong pipes for a liquid/gas could give "damage" to pipes over time, forcing to repair/replace them to the right kind, otherwise risking halted production.
- It could be a way for making specialized pipes (enrichment of pipes), cause not even titanium would be able to withstand some acids
- not possible, but maybe in factorio 2.0 - hydrogen chloride put over v.long pipes at low pressure would become ferride chloride solution ^^
- There is also corrosion, when two different alloy pipes are connected - (Galvanic corrosion) it would force to remember about changing pipes for boilers/steam engines while upgrading them, or risking blackout due to simple corroded pipes after a while.
Decay
- Engines running at 95-100% of capabilities would sustain damage due to "material strain"
- Same rule could be applied to batteries
- For Li-Ion added bonus - less than 10% of charge could damage them
- There's another possible modifier - climate (ground color) - closer to savanna - faster decay for steam engines(+x%), but x/3% more solar panel output
- High pollution could cripple solar power output gradually
- When using offshore pumps - "ground" could gradually show up around water reservoir, after making 1-block wide extra ground around lake, pump would stop working
- High concentration(generation) of heat(combined power use over 5-100MW- depending on structure - over 100sq radius) could mostly limit overall production by some percentage - or i.e. of basic belt, get heat damage after being exposed to 5MW heat at 1hp/5MW every 60-120secs(so 50-100 mins of game); it would require total upgrades to higher tier structures; also, in dire situations; cripple ability to improvise factory layout - by heavily damaging underground entrances/exits in multi-underground build -
- similar to point above - plastic pipes near furnace would "melt" almost instantly
Other ideas
- Modules dont change building graphics, but there could be "solar panel" modules for autonomous work, where insanely high production is not necessary(they could have 4 stages of effectivity like with Your panels)
-At random, over long belts, a fraction of cargo would "drop" (either just drop or dissappear)