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Greenhouse Gases

Hello guys!

Today I will be sharing with you an idea of mine for a long time that has not been implemented, those are Greenhouse Gases! Now, greenhouse gases are gases that affect the planetary weather. There are different greenhouse gases, and these are:
Carbon Dioxide
Water Vapor
Sulfur Dioxide
Nitrogen Dioxide
Heliane (CHe4)
Nitrous Oxide
Ether Gas (can kill people)
Oxygen (not a greenhouse gas in real life)

Greenhouse Gases come from buildings that produce atmosphere like the Ore Refinery or Construction Yard. When an greenhouse gas is released, there will be a cloud button on the resource interface, indicating total Greenhouse Gases currently on the planetary atmosphere. Tapping the Cloud button will open an interface that shows the number of each greenhouse gas on the planet. The interface will only show greenhouse gases that have accumulated at the planet's atmosphere. Greenhouse gases generate naturally from the surface at a rate per 0.5/min. Resource processing produces 0.005 greenhouse gases per each resource processed or refined. Every building that produces these gases will emit a gas, time depending on the building gas production speed.

Assuming that there are greater than 10,000,000 gases total, they can decrease education, health and work schedule. Colonists affected by these greenhouse gases get gas sickness. Gas sickness is fortunately rare, at a chance of 1 in 100 colonists, assuming all gases make up 10M total, and colonist health is below 50%.

Greenhouse Gases can be removed by Vapor Condenser, which only affects water vapor. The Deposition Station can remove greenhouse gases quickly, especially water vapor. The Deposition Station will turn every kind of greenhouse gas into their solid equivalents, Greenhouse Solids. I may also possibly add Greenhouse Liquids and Condensation Facility.

That wraps it up for today! If you have any concerns or suggestions, feel free to reply and I will reply to it! Thank you, and see you peeps later!
Best of regards, Wastelander (formerly Architecture), Overlord and Designated Leader of the Earth States.

I see this suggestion to be promising, I do have some questions about the fashion of how such a feature would be implemented. Firstly, while all gases do trap heat, some do it better than others, I think a better name for such a system you're proposing would be "atmospheric composition". Another detail about how such composition effects the world its in has much bigger consequences, assuming that the spirit of this is to increase some form of realism in the game, an atmosphere made of pure oxygen would be explosive... However you could also have an atmosphere full of carbon dioxide, though that doesn't simulate heat trapping alone very well either. Usually you could incorporate pressure, but then it raises the question, how much surface area is the planet, and how much gas do you need to effectively give it an earth like atmosphere, how do other types of gases react in a colonization environment? There's a lot of variables involved to get a realistic representation. So I think having atmospheric pressure being attached to a predefined constant wouldn't be able to make full utilization of all surface sizes, though if the surface is infinite, I think the constant should be a lot bigger to accommodate with surface size.

Onto the impacts of colonist health, though I think atmospheric condition sickness is a good idea, as long as they're wearing space suits, they shouldn't realistically be affected by the outside.

Going back to what produces these gases, some buildings will produce different gases/side products, as related to what they're making and how they make it. However, the surface producing gases is also dependant on the environment, usually this offgassing doesn't matter as it's balanced by some other force, however catalysts in a system can cause accurate offgassing (depending on the surface and environment). A real case being that, as temperature increases, the acidity of the oceans change, causing the solulability of water to reduce, therefore the ocean releases gases, promoting further temperature rise, causing a feedback loop.

Another thing I like the idea of, is the ability to offset undesired atmospheric compositions and pressure using buildings, it poses a quite creative challenge if these buildings produces their own side effects too, let's say a building that captures a gas might release another side effect, this results in building a network of buildings to create a balanced system.

I think for a system like this to work in theory, it'll have to be large network cause and effects to feel natural, encouraging some feedback loops, eliminating constants in the system as much where it can is the key to having a self evolving atmosphere and climate. That'll always present new challenges for the player. The effects of such a dynamic system would be a much more complicated case to work out, in theory as well as in programming. As I mentioned earlier, will increasing the oxygen in an atmosphere cause more combust related accidents to occur? Maybe propane makes up the atmosphere, and oxygen is needed as fuel instead.

Realism in these dynamic systems are difficult to program and might not even be computationally viable. But if done right using the correct data structures and implementation, it'll vastly enrich the game experience. If the point of this suggestion is to make the game to feel more realistic and indepth, hopefully this reply helps out .
I agree with your statement, @CriticalDupe. It's convincing enough.
Best of regards, Wastelander (formerly Architecture), Overlord and Designated Leader of the Earth States.

@bastecklein (bast), May I have your opinion?
Best of regards, Wastelander (formerly Architecture), Overlord and Designated Leader of the Earth States.

I don't know if I want to add that much complication to the main game. I can add the infrastructure of it into the engine so that someone could make a "greenhouse gases" mod if they wanted. But I think it gives the player a lot to have to worry/think about, especially if they are new. In MC1, Atmosphere was originally going to have negative effects on the population (it even has in-game dialog to that effect) but the functionality is disabled simply to avoid the "1 star, my people keep dying" comments/reviews (which the game already gets due to the medical system).
Owner of Ape Apps, LLC
If we wanna to be realistic..

A few hundred thousand buildings, used for a few years, will hardly be able to significantly modify the atmosphere of a planet.

I doubt the game will accommodate billions of pollutant-emitting infrastructure, over a long period of time. Plus the game could easy evolve in advance bulding, capable of not polluting, in relative few years.

Local pollution could be a nice add, but not planetary.

If we wanna the realisms.. the solar panel work 24/24 (day and night), the energy density don't make very sense, the resouces need for build don't make very sense, we don't have weather, the ground is statics, ecc..

But.. we really wanna a simile architecture, for MC2?
At the end, if we gonna implement a serious realistic world, we will need a computer with 2 AMD Epyc 128 core/256 thread each..

and a university course to start playing.
Bast, @Ansom, I agree with you two. Anything else?
Best of regards, Wastelander (formerly Architecture), Overlord and Designated Leader of the Earth States.

Eh... This suggestion was no rush anyways.
Best of regards, Wastelander (formerly Architecture), Overlord and Designated Leader of the Earth States.

Ape Apps, LLC is an independent software development company founded in 2010 by Brandon Stecklein. Over the years, Ape Apps has published over 400 apps and games across various platforms. You can get in touch with Brandon on Twitter or by leaving a post on his wall @bastecklein
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