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New map idea: Toxic waste dump/Trash Planet

5y
#1
This planet has a vast landscape of ruined cities built by a long-extinct race that were likely responsible for rendering the planet uninhabitable. The history of this race is long-gone, probably degraded by the torrential downpours of radioactive acid rain and the ever-churning acidic oceans that would dissolve even the largest of marine vehicles within hours. Most races in existence today avoid this place like the plague and treat it like a dumping ground, jettisoning toxic and radioactive waste into the atmosphere from space with their waste transport ships, so waste of all sorts can be found here, even the dangerous kinds. Will anyone dare attempt to return this planet to it's life-giving state? Will the mistakes of it's former inhabitants ever be undone? Only time will tell. But for now, the glowing green planet will remain desolate, inhospitable to all life that we know.

This map idea was inspired by the toxic planet in starbound, where oceans of toxic water exist with an entire ecosystem of creatures adapted to live in the toxic water. On that planet, you can also see ruined cityscapes in the background as you traverse the dangerous planet. The radioactive element was inspired by the fallout series, which many of you probably know about.

Instead of ore and gold nodes dotting the map, ruined towers and skyscrapers would dominate the landscape, creating an ancient cityscape. Each tower would provide a large amount of ore, steel, and gold. Eventually the player will be able to build ore fracking plants, gold labs, and steel refineries. These towers would not be removeable without harvesting them. This means that you can't destroy them with the bulldoze tool and there is no option to remove in the options menu. These towers should be an obstacle to the player's attempts to expand and organize their colony layout.

The map should contain generated rivers of glowing green water. The land itself is not dangerous, but the water is. When waterbots try to collect water from the rivers, they end up collecting defiled water, just like my previous map idea(The Bog). Colonists will drink regular clean water when they can, but when they run out, they'll get despeate and start drinking from your defiled water reserves to stay hydrated, which should ultimately result in severe to fatal illnesses. This poses a challenge in that you need to make sure that you have plenty of water for the amount of people, because your colonists would likely be better off going without any water at all then drinking defiled water, since drinking it has a high chance to cause illnesses that rapidly reduce health. The same concept applies in real life to salt water, which when drank rapidly dehydrates the body due to the excess sodium in the salt water, ultimately leaving the drinker worse off than they would've been going without water. Any water vehicles and structures should take damage over time and explode when out of health. This also includes structures straddling water and land.

Another thing to watch out for is the radioactive waste dumps that dot the map. Colonists and organic workers should accumulate radiation when they stand near these. Their radiation percentage is directly subtracted from their health and will be fatal when 100% is reached or sooner if the unit is already damaged by sickness, starvation, or another factor. Hospitals should be able to slowly reduce radiation levels in an organic unit. However, these areas can be harvested with uranium rover to collect large amounts of uranium. Even after these area ares depleted and start disappearing from the map, uranium fracking plants can be dug into the earth to harvest uranium indefinately from the endless waste buried below. In fact, if you have a waste reclamation plant, it should be able to produce all kinds of random resources by extracting waste from below and refining it.

Acid rain should be a thing, and it should rain every now and then, doing decent damage to buildings and causing organic unit's radiation levels to rise slowly. Always inspect your buildings to make sure that their damages are repaired so they don't explode. That is until you get a consulate, where you can auto-repair buildings. Always build plently of hospitals as well to provide radiation treatment for your organic units. For draconians, their inability to care about their insectoid slave workers means that they will constantly be replacing their slaves, since it is against draconian law to admit insectoids into their hospitals. For zolarg, you may want to build better hospitals. The insectoid carapace of the zolarg people are impervious to acid, but aren't impervious to radiation, so watch out for that.

meteors of radioactive waste should fall to the ground on rare occasions, providing random resources when harvested but also destroying buildings in a small radius and causing radiation damage to every organic unit in the vicinity. This should be added because as I mentioned before, trash is jettisoned into the planet by waste transport ships and falls to the ground. This is why there is so much radioactive waste. As you play, those ships won't even notice a colony on the planet at first, but as you terraform the land, those bombardments will slowly reduce in frequency. If you wanted to leave the planet in its toxic state, but you didn't want the bombardments to continue, you could implement a beam beacon that can be seen from space in order to let ships know not to drop anymore waste. That beacon should be a late game thing.

On top of all of this, the atmosphere should be several times thicker than earthlike levels. This is to simulate the immense industrial pollution in the atmosphere that rendered the planet toxic in the first place. This would require colonists to wear their astronaut suites to avoid breathing in the toxic air.

Just like my previous map idea, this map should be terraformable as well. Once the atmosphere is reduced to earth-like levels, the map will become and earth-like map, with the same ground texture and with trees generating in the free spaces of the map(s).Thus, the planet is returned to it's inhabitable and life-preserving state. It may not be feasible, but I would make it so that any planet that reaches above a certain atmosphere level should become a toxic planet, where any water becomes toxic water and snow and rain are replaced with acid rain.

Those are my ideas, I'll try to come up with more in the future. Let me know what you think.
My Colony





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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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