Idea: mod which causes all items to eventually fail
Posted: Wed Dec 02, 2020 3:42 pm
This idea is based on https://mods.factorio.com/mod/WearAndTear. I wanted to throw this idea out there and get feedback, so I've dumped the README here
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This mod uses negative values for `healing_per_tick` as a way to model "decay", a kind of meta-health. While ordinary health can be repaired with repair packs, decay can not ever before reversed. Machines will lose health with use and will lose health even faster with damage. An undamaged machine will eventually need to be repaired- a damaged machine will eventually need to be replaced.
## Decay increase due to creation
An entity automatically starts with a certain amount of decay.
## Health decrease due to use
Normal use causes health to *decrease downwards*.
Machines wear down and lose health during normal use. The performance of a machine is proportional to its health. So a machine in poor health will produce more pollution, consume more electricity and slow down, all the while decreasing in health itself. While normal use does incur a health decrease, it does not affect decay.
## Decay increase, and subsequent health decrease, due to damage
Damage causes health to *accelerate downwards*.
Damage to entities (walls, turrets, vehicles, etc) *decreases* its `healing_per_tick` as well as it's health, so that the entity loses further health over time. You can repair the health but not repair it's `healing_per_tick` aka "decay" rate, so any damaged entity _will_ eventually die. Because of the way factorio processes `healing_per_tick`, once you are at 100%, the decay stops. But keep damaging the entity and the `healing_per_tick` decreases further and at some point will decay faster than you can fix it, at which case it's damaged beyond repair!
The amount of decay impacting depends on the damage type of the attack rather than the sheer force. In order of greatest to least decaying power:
1) Acid
2) Explosion
3) Physical
4) Impact
5) Fire
6) Laser
7) Electric
8) Poison
## Recyling
Destroying an entity returns it to it's a fraction of its components. This fraction is based on it's health and decay.
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I will need a lot of help balancing this mod!
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This mod uses negative values for `healing_per_tick` as a way to model "decay", a kind of meta-health. While ordinary health can be repaired with repair packs, decay can not ever before reversed. Machines will lose health with use and will lose health even faster with damage. An undamaged machine will eventually need to be repaired- a damaged machine will eventually need to be replaced.
## Decay increase due to creation
An entity automatically starts with a certain amount of decay.
## Health decrease due to use
Normal use causes health to *decrease downwards*.
Machines wear down and lose health during normal use. The performance of a machine is proportional to its health. So a machine in poor health will produce more pollution, consume more electricity and slow down, all the while decreasing in health itself. While normal use does incur a health decrease, it does not affect decay.
## Decay increase, and subsequent health decrease, due to damage
Damage causes health to *accelerate downwards*.
Damage to entities (walls, turrets, vehicles, etc) *decreases* its `healing_per_tick` as well as it's health, so that the entity loses further health over time. You can repair the health but not repair it's `healing_per_tick` aka "decay" rate, so any damaged entity _will_ eventually die. Because of the way factorio processes `healing_per_tick`, once you are at 100%, the decay stops. But keep damaging the entity and the `healing_per_tick` decreases further and at some point will decay faster than you can fix it, at which case it's damaged beyond repair!
The amount of decay impacting depends on the damage type of the attack rather than the sheer force. In order of greatest to least decaying power:
1) Acid
2) Explosion
3) Physical
4) Impact
5) Fire
6) Laser
7) Electric
8) Poison
## Recyling
Destroying an entity returns it to it's a fraction of its components. This fraction is based on it's health and decay.
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I will need a lot of help balancing this mod!