Aquilo Heat Pollution


Aquilo's industry generates heat-pollution. Hot ice-platforms damage buildings and eventually melt back into ocean. Manage heat with efficiency modules, ocean spreading, melt-proof islands or just spam repair packs.

Tweaks
2 days ago
2.1
4
Environment Manufacturing

Changelog

Version: 0.1.10
Date: 2026-09-28
  Balance:
    - Default damage threshold 100 to 50, default damage scale 0.15 to 0.3.
Version: 0.1.9
Date: 2026-09-28
  Balance:
    - Halved energy heat generation: tower 50, nuclear 100, fusion 120/80/m.
Version: 0.1.8
Date: 2026-09-28
  Balance:
    - Heat damage back to linear scaling (default scale 0.15 HP/s per excess heat).
      Stored 0.1.4-0.1.7 scale values above 1 convert automatically (same damage at melt).
Version: 0.1.7
Date: 2026-09-28
  Balance:
    - Heating tower heat 150 to 100/m, nuclear reactor 100 to 200/m,
      fusion reactor 60 to 240/m, fusion generator 40 to 160/m.
Version: 0.1.6
Date: 2026-09-27
  Fixes:
    - Old saves: pre-existing entities are now registered for heat damage/melt watch via a one-time
      scan on load and on mod updates (previously only newly built entities were tracked, so old
      bases took no damage at all).
Version: 0.1.5
Date: 2026-09-27
  Balance:
    - Reverted the 0.1.2 heat doubling: generation back to 1:1 vanilla shape.
  Fixes:
    - Quadratic damage re-anchored at the damage threshold (was: warning threshold, which
      started damage as low as 30 heat on saves with old stored settings). 0 at 100 heat,
      0.6 at 120, 3.75 at 150, 15 HP/s at 200 (defaults).
Version: 0.1.4
Date: 2026-09-27
  Balance:
    - Heat damage is now quadratic from the warning threshold: 0 HP/s at 50 heat, ~1.7 at 100,
      ~6.7 at 150, 15 HP/s at 200 (defaults). Damage-scale setting now means HP/s at melt
      (default 15); old stored values below 1 auto-upgrade to 15.
Version: 0.1.3
Date: 2026-09-27
  Balance:
    - Non-ocean tile heat absorption down to 1e-06 (ocean and platform unchanged).
Version: 0.1.2
Date: 2026-09-27
  Balance:
    - Doubled all heat generation (entity overrides, generic pollution copy, recipe multipliers).
    - Halved non-ocean tile absorption (ocean unchanged). Combined ~4x local heat equilibrium.
    - Scorch softened to 50 damage (25 for characters); warn text refreshes every 10 s.
Version: 0.1.1
Date: 2026-09-27
  Fixes:
    - Fixed all "Unknown key" locale errors (tooltips, alerts): moved locale/en.cfg to locale/en/strings.cfg,
      the only path layout the engine loads for mods.
    - Nuclear reactor (100/m) and fusion reactor (60/m) / fusion generator (40/m) now emit heat.
      The override helper creates a missing emissions block instead of silently skipping.
    - Tile absorption to vanilla parity: ocean 2.5e-05, natural ice/snow 5e-06,
      ice-platform absorbs nothing. Ice melting stays heat-neutral (not a relief valve).
    - Damage pacing: defaults warn 50 / damage 100 / melt 200 / scale 0.15, plus a red "heavy heat"
      tier halfway between damage and melt. Thresholds now sit inside the map overlay bands.
    - Melt is staged: scorch pass (damage + final warning) first, tile conversion only if still hot
      600+ ticks later. Only entities standing on melting platform tiles are harmed; natural tiles
      (incl. the starting island) and their buildings are never touched. Characters are never
      force-killed. Melt FX is steam smoke instead of explosions.
Version: 0.1.0
Date: 2026-09-27
  Features:
    - New airborne pollutant "heat-pollution" enabled on Aquilo.
    - Ocean tiles absorb heat strongly, ice-platform barely absorbs.
    - Heating tower and machines emit heat; fluoroketone-cooling emits a lot.
    - Ice melting and cold-fluoroketone recipes cool (negative heat).
    - Hot chunks damage entities on ice-platforms; extreme chunks melt platforms.