"Environment" science packs and tech tree

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mp0011
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"Environment" science packs and tech tree

Post by mp0011 »

TL;DR
Convert wood and/or aliens to science packs*, to unlock optional, environment friendly science tree.

What ?
8th, optional science pack made from wood and/or dead aliens. (Possibly two recipes, one from wood, and one from aliens, so You may choose one You like - hunting or wood farming and chopping)

possible techs to discover:
- lower pollution emission (infinity)
- higher fuel value (infinity)
- lower power "drain" (infinity)
- higher solar panels efficiency (infinity)
- tree farming/greenhouses
-- tree growth speed (infinity)
-- tree density

Greenhouse - a 3x6 building. Consumes Water and Electricity. In hot biomes, requires lot more water and/or works slower.
After pumping water, progress bar very slowly fills-up. If full, You deconstruct greenhouse, and random amount of trees appears.
You can increase progress bar speed with modules/beacons and "tree growth speed" research.
You can increase minimal amount of trees with modules/beacons and research.

Preferably, greenhouse should consume a lot of water.
Farther from shore = more water per cycle.
Desert biome = 3x more than regular.

Why ?
- use for wood, You always have some spare trunks in the inventory.
- I liked killing for science and hunting in 0.14.
- tree farming for defense, science and decoration.
- totally optional and skippable (You DO NOT need this science packs in any other techs)

*) Chopping wood and hunting in the name of Science and Environmentalism ;)

P.S.
Is it me, or text edit mouse cursor is almost invisible on this grey background in windows 7...?
Tekky
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Re: "Environment" science packs and tech tree

Post by Tekky »

I really like this idea. And I also like it being strictly optional, so that the player can decide whether he wants to be a polluter or environmentally friendly.
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