Pollution: Impactful Smog / Spore Cloud


Pollution appears as a visible smog (or spore) cloud, covering your factory. The more you pollute, the less you can see. Optionally reduce solar power effectiveness based on how much pollution is over each panel, to promote placing panels far away from heavily polluted areas.

Tweaks
27 days ago
2.0
782

i [Need Feedback] Electrical-looking pollution on Fulgora

a month ago

Maybe you can add the option to add your own effects to the pollution of the planets?

I am using the Fulgoran enemies mod, and it is activating the pollution on the planet, however, it almost makes no sense for the robots to become aggressive when a cloud of smog reaches them... it would make much more sense that a cloud of "electromagnetic residue" could bother them, so, it would just be adding a small effect of electricity to the smog cloud.

can you add this mod option?

a month ago

For performance and complexity reasons, the visuals of the pollution are relatively static. Of course it needs to change over time as the pollution does, and it's slightly randomized and shifting to not create obvious tiling patterns.

I think the idea of smog/pollution fits Fulgora pretty well, and recommend that as a setting if you see the tooltips for that same setting. It's a huge pile of junk, and crushing it to sift out smaller more useful components is inherently violent - producing clouds of dust/metal. I also don't think that it's necessarily wrong that this same pollution would anger the locals.

Making it look more "electrical" would be quite challenging. There's plenty of examples of electricity in the game, but all of them follow familiar visual themes: sharp and quick. That is nearly the opposite of what this mod aims for: smooth and slow. I would consider "tinting" the cloud more towards a certain color.

Otherwise, I could see how introducing this pollution could affect charges in the atmosphere, thus increasing the intensity/frequency of the lightning. I hesitate to do that because it's only slightly aligned with this mod's summary. It sounds like a good feature for the Fulgoran Enemies mod, though!

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