Subsurface - build beneath your base!

by Natha

While everyone is looking up to space, other planets and the rest of the universe, there is a whole world buried directly underneath us. Use this opportunity to declutter your factory logistics by routing it under your base and explore the underground!

Content
10 days ago
1.1 - 2.0
5.35K
Environment Mining

i [Pending] Better pollution management

2 months ago
(updated 2 months ago)

Story time

So i started playing with the mod, i rushed getting access to it and came across a few issue with default settings.

The Active air vents are achieved far to late if you do a slower playthrough.

By the time i got access to the underground and had enough space to do more than hand feed stuff, i had some pollution below and A LOT of pollution above, due to how red it was below i assumed i had more below than above since it seemed less red and placed a passive air vent, which was wrong as the pollution above got thinned a lot.

Now my entire underground is pretty much useless unless i go down deeper, or dig a new area away from the current area as if i start up anything it starts getting damage that is until i get the plastic and red circuits to make the active air vent. Which for how slowly i am doing this playthrough it is far off.
.


Suggestions to fix this.

  1. Reduce the cost of the active air vent. (can be a config toggle)
  2. Create tiers of active air vents, with lower tier covering less area, have limited pollution amount it can push out(so instead of it going clear it will go down to a light red), or each tier has a certain speed it works at meaning you can produce more pollution than it can push out needing more of them.
  3. have passive air vents be piped or have a piped variant. To do this make a new underground end that is like a pillar. On the surface it has a connection point for either a vent or a pipe. This would let you pipe out you pollution passively into a clean area, in which would attract more biters, and require you moving it in order to reduce pollution.
2 months ago

Story time

So i started playing with the mod, i rushed getting access to it and came across a few issue with default settings.

The Active air vents are achieved far to late if you do a slower playthrough.

By the time i got access to the underground and had enough space to do more than hand feed stuff, i had some pollution below and A LOT of pollution above, due to how red it was below i assumed i had more below than above since it seemed less red and placed a passive air vent, which was wrong as the pollution above got thinned a lot.

Now my entire underground is pretty much useless unless i go down deeper, or dig a new area away from the current area as if i start up anything it starts getting damage that is until i get the plastic and red circuits to make the active air vent. Which for how slowly i am doing this playthrough it is far off.


Suggestions to fix this.

  1. Reduce the cost of the active air vent. (can be a config toggle)
  2. Create tiers of active air vents, with lower tier covering less area, have limited pollution amount it can push out(so instead of it going clear it will go down to a light red), or each tier has a certain speed it works at meaning you can produce more pollution than it can push out needing more of them.
  3. have passive air vents be piped or have a piped variant. To do this make a new underground end that is like a pillar. On the surface it has a connection point for either a vent or a pipe. This would let you pipe out you pollution passively into a clean area, in which would attract more biters, and require you moving it in order to reduce pollution.
2 months ago

1

2 months ago

idk why edits make new posts xd

2 months ago

I'll implement an active air vent "light"

New response