[mod idea] vegetation grow events/mechanics

Started by sulusdacor, October 25, 2016, 07:05:56 AM

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sulusdacor

short version: conter measures agains desertification

long version:
Quotecurently nearly every map ends up looking like a desert after a few years. with the shorter toxic fallout it is not as bad as it used to be. but alpha beavers, fires, poisen ships  and animals eating the gras. so i would wish for some event/mechanics to counter this process. so that i still notice other then the temperature, which biome i'm on.

some suggestions:

- anti toxic fallout event:

basiclly a counter to the toxic fallout from vanilla. just an event thats makes all vegatation grow faster on the map (will affect your crops too, so really all). this would last a few days and so make the deserted maps green again after these days. could be like a bioresearch facility exploded and it released the compound they were working on.

- anti poison ship:

so we talking meteor crash or crazy researcher ship crash. could yield a surviver with research background here for the player. much like the poision ship its invisible radius will increase. this radius increases plant grow by a lot. so it wold make the area green. to add an incentive for the player to get rid of it. there could be a ridiculus plant grow (like forest density, ck animal plant pack). so the vegetation would make walking for your colonists a pain. or it could spawn some man easting plant. poison plants (knock out gas in area?). it could just add some sort of guard fraction, which are strong. their patrol radius would increase with the grow radius. so the player would be in danger. or if there is no incentive to destroy it the radius could just be fixed at a certain poirt so it just adds a green spot on the map, where plants grow faster.

- animal with some sort of spores enter the map:

was strangly thinking about pokemon bisasam like animal. it has some sort of spore storage on the back. when it moves around it "loses" these and makes new plants. the mechanic could be like the ice/fire elemental animals in hardcore sk (dont know which mod it was, just saw them in the pack). where the animal leaves a trail. so our spore-animal would leave a fertile trail. where plants grow faster for a short duration. no permanant richt soil thing, just to make the map green. another option for the mechanic, would be that the animal drops random in a radius around it some spores, these grow a bit faster up to the "adult" state. so you would have some visible green stuff on the map pretty quick. not just baby plants. thrid option would be to make it drop special palnts, which increase grow rate around them in a fixed radius.


so yeah, would love to see some kind of countermeasure there implemented into the base game. thx for reading and taking the time.

PS: postet a link to that in the mod forum, maybe someone wants to pick this idea up as a mod.

posted it in the suggestion forum already, but maybe someone wants to pick this up as a mod.  currently doing other stuff and haven't done any vegeatation stuff + some of the ideas would need coding. not really super qualified for this at this moment. so the idea would sit in my "to do list" for quite a long time, before i would try myself at this.

so yeah feel free to use it.

Rock5

I also had an idea. What if there was a plant life job similar to hunting. You assign a colonist to do it and mark areas for them to work in. With their help wild plants spread faster.
Rock5 [B18] Mods
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