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It could be fun mechanic to balance, as you can use it to benefit your colony. Modify all of your colonists to be immune to toxicity or only use mechanoids to do outdoor tasks. Alternatively build up filtration suits and use those to do outdoor activities safely. Then raiders coming to hit you are dealing with toxic buildup penalties or outright falling unconscious trying to fight you. Meanwhile you're growing and cooking super potatoes that need toxic weather to survive.
That said you can always choose to just not leak tons of toxic waste onto the map. You can minimize how many mechs you're controlling to keep pollution in check, or just be ready for the relations hit for dumping toxic waste outside of your colony.
So I don't have any real concerns about it being awful. Worst case scenario, like you said, we can turn it off in the options if it is overwhelming or unfun for whatever reason.
As far as i can tell its only a thing you have to deal with if you use mechanoids, not if you own the DLC (at least not as a major problem, might still be a minor issue).
And there are plenty of ways to deal with it without causing harm to the environment, short term you can freeze it, long term you can burn it in a special high tech building. If you don't want to cause harm to the environment i'd wager it just means you have to scale down your mechanoid use until you have ways to deal with it and perhaps avoid using the new pollution generation power options.
I'll probably limit deployment of mechs until I can explore that vague option that allows you to totally eliminate waste at a high cost. If all it needs is power, various mods already provide options so diverting some for pollution cleanup might just become a new operating expense to pay going forward. If it's more onerous than that, well, I'm sure a mod will come by to either eliminate it or simplify the process.
On the other hand, I've occasionally wanted to explore playing on a frozen toxic planet (even one under perpetual eclipse)...
What I'd really like to see is non-renewable energy also producing pollution; so chemfuel and wood based generators having an impact on the climate.
I'd also love pollution to actually alter a planets climate on an increasing scale. The latest preview notes talk about how actual world tiles can become polluted; it'd be great to see an increase in temperature in accordance with this.
Overall, very excited to see the potentials of pollutants.
I'm sure this will also disablable.
I also hope its the team experimenting with different ways for us to interact with the world we're in so that we get more variety of it in the future.
If you choose to settle in a polluted area, thats on you, you'll be able to see it on the map before you land.
Otherwise, I imagine you'll be safe from it outside of creating it yourself except for perhaps some events that may cause it. Like those ♥♥♥♥♥♥♥♥ pirates that setup sometimes that do things like constantly EMP you or block out the sun permanently until you go kick their asses, then it goes back to normal. They'll probably be a "pollution generator" added to their little ♥♥♥♥♥♥♥ rolodex.
There might also be a faction or two that generates it over time that you can just stay away from.
But I don't think it'll be a big deal personally. As long as nothing is actively creating more of it, if you do manage to get some, all you gotta do is wait for the pollution-eating tree to pop up and it'll clean up your map eventually.
I've been pondering how i'm going to deal with it in my first playthrough. I'll definitely be creating lots of pollution, so i'm wondering if after the pollution tree pops up, if I should begin to transition over to atomizing it with that new device and letting the map eventually be cleaned up, OR if I should just modify my colonists to live in it and be happy in that environment. I'm thinking the latter.
Though, I am sad you can't replant the pollution trees. :( I dislike the random nature of some trees and being unable to relocate them.