Display MoreIf pollution is implemented for a "reason", then implementing workarounds that defeat that reason will defeat the purpose of having it. So I personally wouldn't suggest implementing "reduce pollution by X by having Y amount of some block/tree/machine/whatever"
I 100% agree that trees should reduce the amount of carbon dioxide in the air, but let's assume that the pollutants are nastier than that.
Tweaking the Sky color is something I'd love to do. Impacting the player with negative affects is certainly plausible.
SpwnX: Tying the pollution to chunks is likely what I'd do. Its simpler and I can ensure it has no performance implications. If Blood does it, he has ideas with tile entities he'd like to try out and which I won't try explaining cuz its his business
You (and everyone else) are free to start programming on what you want as long i'm not allready working on it.
I will also accept every feature as pull request as long it does not conflict with stuff i do or it is badly programmed. Should i not like it, a default disabled config for it is enough for me to accept it directly into GT5U(e).
The main difference in concept of pyures and mine ideas is that he would save pullution in each chunk seperatly and lets in spread out to the next chunks. (About the same factorio does i think)
My idea was to save a single central pullution per base, covering a radius of 100-200 blocks. Every newly created pullution inside this would be absorbed into it, and they center were the main pullution output is.
Both concepts have it's good and bad points. The main issue i see is chunkloading. On servers when the player is offline, in most cases only 3x3 chunks are loaded, so spreading like in factorio were everything is loaded is not possible.