Search - Smog

I think a cool idea was to have CO2 as well as oxygen, meaning trees/tree farms could suck CO2 in and produce oxygen. Colonists would breathe in oxygen and produce CO2 so there would have to be a balance. Buildings would produce CO2 instead, basically pollution. Colonists would have to have oxygen as well, even at the start. I had an idea for an oxygen pump basically a dome with trees inside producing oxygen and taking in CO2. Pollution would cause some areas to be unlivable in maybe causes death/radiation poisoning but that would be with a lot of CO2. Trees could stop this from happening. Another Idea for it would be acid rain every so often if you had tons of CO2 wearing down buildings much quicker. This is my idea but I don't know if it's a good one or not. I think it would go well with Dolphin's trash Idea. This is my basic thoughts that could probably have some more ideas added to it, but I think it would go well with this new smog thing coming up. I think that it could add really well to the unhappiness of colonists and giving the game an extra flare. If colonists where near pollution maybe they could get depressed, maybe even committing suicide (Remember executions make people explode into chunks of flesh) It would have an official notification to tell you they were about to jump. If you had police maybe they could stop them or something. I'm trying to shape it to the update that is upcoming even though I know little about it I do know there is smog. I would recommend having some help/more ideas to add to it to clear out any weird things I come up with.
7y ago
I think a cool idea was to have CO2 as well as oxygen, meaning trees/tree farms could suck CO2 in and produce oxygen. Colonists would breathe in oxygen and produce CO2 so there would have to be a balance. Buildings would produce CO2 instead, basically pollution. Colonists would have to have oxygen as well, even at the start. I had an idea for an oxygen pump basically a dome with trees inside producing oxygen and taking in CO2. Pollution would cause some areas to be unlivable in maybe causes death/radiation poisoning but that would be with a lot of CO2. Trees could stop this from happening. Another Idea for it would be acid rain every so often if you had tons of CO2 wearing down buildings much quicker. This is my idea but I don't know if it's a good one or not. I think it would go well with Dolphin's trash Idea. This is my basic thoughts that could probably have some more ideas added to it, but I think it would go well with this new smog thing coming up. I think that it could add really well to the unhappiness of colonists and giving the game an extra flare. If colonists where near pollution maybe they could get depressed, maybe even committing suicide (Remember executions make people explode into chunks of flesh) It would have an official notification to tell you they were about to jump. If you had police maybe they could stop them or something. I'm trying to shape it to the update that is upcoming even though I know little about it I do know there is smog. I would recommend having some help/more ideas to add to it to clear out any weird things I come up with.
7y ago
Peeps are starting to complaining of SMOG. How do i stop this and whats producing it?

Is to much atmosphere a bad thing?
7y ago
The numbers are a bit higher than that haha. They complain about smog at 15 million atmosphere and at this point is where bast plans to add negative effects to colonists in colonies with more atmosphere than 15m. Best to keep it in the low 14m area
7y ago
Atmosphere condensors use Atmosphere. So in theory by building really really many of them you could revert the atmosphere levels to under the smog level.
7y ago
I think it would go well with Dolphin's trash Idea. This is my basic thoughts that could probably have some more ideas added to it, but I think it would go well with this new smog thing coming up.
7y ago
I think that it could add really well to the unhappiness of colonists and giving the game an extra flare. If colonists where near pollution maybe they could get depressed, maybe even committing suicide (Remember executions make people explode into chunks of flesh) It would have an official notification to tell you they were about to jump. If you had police maybe they could stop them or something. I'm trying to shape it to the update that is upcoming even though I know little about it I do know there is smog. I would recommend having some help/more ideas to add to it to clear out any weird things I come up with.
7y ago
Gonna post ALOT of my ideas for the Zolarg faction. As it stands, compared to say... United Earth, the Zolarg tech tree is VERY small.
You can reach it's end in under a day, while United Earth takes atleast a week if you suck sorta, or probly 4-5 days if you know what you're doing.

As it stands, there's currently alot of buildings that don't do much for a "late-game" colony, atleast not as much as it COULD. I will go through each one, and suggest an upgrade for each that currently doesn't exist in any capacity, if I'm wrong on if there's no better upgrade, then let me know!


Brew Pit.
This produces about 2 rum per second, according to my stats page, so that's an estimate, however even with 91 fully staffed and operating, it doesn't equal enough rum to make more than 1 crystalline patch.

Suggested upgrade: Unholy Brew Tank. At the cost of Antaura, Water and Food, this could produce well up to 50 rum per second, and be just as large as a Brew Pit, with probly about 6 workers. Likely could cost Antanium, Antaura, Wood, and Ant Paste, maybe Civics as well.

Suggested Upgrade: Brew Ravine. At the cost of some sugar, water and food, this produces less food than the Unholy Brew Tank and takes up more space, being 1x3 diagonally top right, to bottom left length-wise, but also takes less workers, only 3. Could cost antanium, alot of Civics, Tons of ant Paste, Gold, and maybe Wood.


Supply Pile.
Ofcourse, it increases storage of literally everything, but just by a little bit.

Suggested upgrade: Unholy Pit of Stuff. Would be 2x2, but would store at least 4 times more things than 4 supply piles, since it'd look like a mystic-inspired, cool hole in the ground filled with stuff, and holes hold more than piles.
This wouldn't cost Antaura to run it, but could cost Antaura to build, but less amounts of other resources compared to a money pit, since you've got basically magic doing most of the digging.

Suggested Upgrade: Sugar Matrix of Supply. Could be just as big as a Supply pile, but would contain more, being a tall sugar-powered silo that uses sugar power in ways to miniaturize the contents. (or could be a constant Antaura draw maybe?) Would require workers to keep running, and maybe 50-100 power.


Shrine of Mystics.
Produces Antaura.

Suggested Upgrade: Unholy Temple of Mystics. Would be 3x3 or 4x4, but produces WAY more antuara than a Shrine of Mystics. Needs more workers also, but also could be a tech-required building for other researches.

Suggested Upgrade: Monolith of Mystics. Would remove the worker cost of Shrines, but would cost power and produce more Antaura than a Shrine. It would cost ALOT of antanium, Antaura and Civics to produce, but no Wood whatsoever. Or it could cost no Antaura.


Mound.
Gives 200 population room and produces a decent amount of food per second.

Suggested Upgrade: Unholy Mound of Whorship. Would be a 3x3 building that would likely contain atleast 2 times more, and would produce Antaura instead of Food as an addition.

Suggested Upgrade: Hive. Would be just as large, just a taller structure, and would cost primarily Antanium, Ant Paste, Civics, and Aluminum.


Aluminum Mine
Essentially an endless source of Aluminum, provided you have the time, effort and resources to keep placing them.

Indirect Upgrade Suggestion: Unholy Core Mine. This would be much larger, but uses Antaura to power itself along with alot of power. This could also be an upgrade to the Mining Operation, it could take WAY more workers, but produces a little bit of everything one could get from the ground.


Synthetic Crystalline Patch
A placeable patch of Crystalline, you can get 400 of it from this.

Indirect Upgrade Suggestion: Crystalline Growth Pit. Would be a 3x3-ish structure that costs alot of Rum to run, but produces Crystalline. Would cost Crystalline and Rum, maybe also Aluminum and Ant Paste. Would use Power to increase the growth rate of Crystalline, maybe 200 power?
Could also cause

Indirect Upgrade Suggestion: Crystalline Growth Node. Would be a 1x1 structure that costs Antaura and power to run, requires no workers, but ends up creating Crystalline patches near it that regenerate and expand at a rate needed for high crystalline demands.

Mega Tree
A really big tree that gives 800 wood.

Indirect Upgrade suggestion: Unholy Chamber of Growth. Clones colonists, and produces a bit of everything gained from plants, so wood and sugar mainly. Costs Antaura and power to run alongside a steady supply of water and a decent workforce. Dunno on costs and size.


New Building Suggestion: Pit of Terraforming. Burns wood and Ant Paste consistently in order to produce atmosphere.

Alt Idea: Antauran Utopian Pillar. Costs alot of Antaura to consistently produce atmosphere up to 11 million atmosphere. Or 16 million, either way it produces it up to a point and either temporarily turns off once that point is reached,


New Building suggestion: Gross Shape. Uses Antaura to absorb atmosphere above smog-levels, but looks really gross and wrong. Just a big ball of concentrated pollution. Could produce Pollution as a physical resource.


That's all I can come up with, sorry for the huge wall of text, I just really enjoy Zolarg, and want more to be added, so I'm doing my part as best as I can!
7y ago
So I seem to have some Green Peace Jenks complaining about the Atmosphere. In order to be a leader for all people, I have decided to take this issue. I haveven reduced emissions a lot but I'm still increasing. Since I didn't realize this would be a problem until now, I'm at 13+ million. How do you reduce ATMOSPHERE? Any suggestions would be Awesome!
Thanks in advance.
7y ago
There isn't an actual problem until the next update. In the meantime, you can reduce it with the waste management buildings - landfills, recycling centers and garbage burners. I think there are other things as well that can help, but those will help.
7y ago
Thanks! I also found the Alien Atmosphere Condenser and that reduces a lot of atmosphere! So with your suggestions and what I found, Green Peace should be satisfied with my efforts to reduce Pollution! Lol
7y ago
Yeah, had to go back and actually read the description for that one to realize that. Be careful though as reducing too much can hurt you as well. It is being suggested to keep it around 15 million as that is when the last things you can build unlock I think.
7y ago
Around 10,000 atmosphere is when they complain. Keep it under 15,000. I keep it in the 5 to 9,000 range.
7y ago
Thank you
7y ago
the windows is too small imho, between 14-15mil where the sweetspot is.

that required a lot of micromanage @@
7y ago
Add a correction, you need 15m for some of the buildings/tech to unlock. From there, it has been mentioned, that you can let it build to possibly 25m before it causes serious problems with your colonists.
7y ago
you don't need any atmosphere to build a building once you unlocked it. I tested it, could build a ancient alien condenser with 0 atmosphere. and bast isn't planning on it, it's already implemented, not just activated to give the old colonies some time to get rid of their atmo.
7y ago
Atmosphere ins't very important until late game for dark pavement. other wise, get the atmo scrubber and you should be fine
7y ago
Hey, I had this same problem and wondered if its cause of too much atmosphere ( u get a msg at 10,000,000 saying they complaining about smog, and everyone isn't working cause of fatigue? Maybe thats why? Tell me what u think
6y ago
Well, there are 5 stages of atmosphere:
Stage 0 (0 - 250k atmospphere) - Simply unbreathable.
Stage 1 (250k - 1 m atmosphere) - Supports basic microbial lifeforms
Stage 2 (1 m - 5 m atmosphere) - You can grow trees and build wooden stuff
Stage 3 (5 m - 15 m atmophere) - Similar to the Earth's, yay!
Stage 4 (15 m and more atmosphere) - Smog problems begin.

And I like the idea of Theungertaker, it would be very useful!
5y ago
@Amorphus

Okay here it goes:

Breathable Gas Utility
So here is my version: New oxygen (oxy) resource. Utility demand increases with number of colonists (and some buildings). Infinite supply when terraforming reached stage 2 (greening stage) and 3 (earthlike stage) (but not stage 4 (smog stage) and above as atmosphere is polluted). Oxygen will be consumed in utility supplies for most. Low breathable gas supply will cause health loss to all colonists.
Big thx to @GeneralWadling for discussion in this topic at discord. But the main idea of this is 1 new rover type, a couple of hazards, and excessive atmosphere amounts.

This all begins when you have about 100 Million atmosphere, and you get loads of smog.

Colonist health Decreases at a rate of 5% every 30 minutes unless an Alpha Draconian, as they have Advanced Atmosphere Helmets

Fire hazard areas within a radius of 2 tiles of any of these resourse containing buildings can be ignited at any time:
Oil
Tritanium
Wood
Charcoal

Fire Rovers Puts out fires as long as they are in the direct 1 tile area of a fire when they patrol, can be dispatched by the Fire Station

Fire Station Builds the Fire Rover and contains about 10k water for storage.

Here is the Earthquake Area: I'm going to put it in either sunday or Saturday depending If I get tired. Also: This can or cannot be turned on in a random chance (thing). Keeping it vague because I havent the slightest for this right now. I'm just spitting things out and typing away.

Disaster: Earthquake When this happens, it's over for most buildings. Unless they are built out of tritanium, they are gone. Thankfully, there is a rover for that.

Rover:Rebuilder This little fella can tell all the rovers around him to rebuild the entire map at 40%-60% percent of the cost, depending on the type of quake.

Measuring Quakes There will be 5 types of earthquakes:
Whimp: Causes 5-10% damage, and generally steel buildings are fine.
Medicore This is when your bot will come in handy. This quake causes 10-20% damage, but bug steel builds wont be impacted.
Strong A little serious, does 20-30% damage.
Really Strong "This is getting serious. Someone call 991, please." Does about 50% damage.
Game Ending This is what you DONT want. Never in a million years. Demolishes most types of buildings, and causes 80% damage to all buildings. Scary
5y ago
Not really mega just me typing down ideas while I get more workers, and I'm gonna split this up into the super important categories

Big topics

Software-
it's bad. really bad. It requires a 40x40 area to support two transfer nodes. There should be a much better software generation facility that still keeps true to insectoids.

Atmosphere- Zolargs have no way to remove large amounts of atmosphere, especially if they are on a sugar or water world. The crystal vaporizer on lava and ice remove a bit, but you need regions of them to keep up with growing cities.

Policies- Zolarg barely have any governmental policies, which make colonial management more difficult, as well as charter management, the deluxe command should have all the policies of the high-level human government buildings

Unholy Uranium gen- this building has always been overshadowed by the core mine, if the unholy gen had a buff it would see a lot more use

Petroplant- Has an extremely niche use, zolarg colonies have no reason to remain a charter and so this plant is almost useless, pair that with the extreme difficulty of producing oil without unholy core mines makes even dependant colonies petrol plants less useful than wood spires. If this building produced much more power it would be a very viable option

Ships- probably the biggest one on this list, zolargs have no option to store ships, meaning that ships are largely overshadowed by the hall of ancients money-wise, a dedicated starship storage site or a buff to the current storage would make starships able to produce much more money

obelisk of plenty- with the introduction of the improved hall of elders and the online communication buildings, both this structure's strongpoints are now its weak points, this structure definitely needs a buff if it's ever going to be viable again.

Obsidian burner- falls into the same category as the uranium generator, doesn't generate near enough to be viable versus a core mine. Combine with the fact it produces as much atmosphere as a paste burner this can smog up your colony extremely quickly if this is your main source of obsidian. A buff to output or the ability to make it without antaura is needed for this to become useful

Nitpicks

Aluminum roads- they are too white, on ice worlds, you cannot see them

this is basically my two cents on some of the balance issues in insectoids. I don't really provide much of a solution to any of these issues, but at the very least I put the issues out there, and maybe someone more creative can think up a solution. I'm looking forward to ideas in the replies :)
3y ago
Have you ever wanted to generate power using oil? well, now you can. Using this structure, No need for water or handling dangerous steam, just burn your oil, and the turbines will convert that smoke and smog directly into precious electricity! Also don't forget bring your child to work day, if they're especially rowdy, make them clean the smoke stack of soot!






It should use lots of oil per power unit generated, because its a burner.
1y ago
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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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