Chemical Pollution
Description: Is produced when a generator(or a furnace) burns Coal, Fuel or others.
Effects: When burning, each fuel add a different value depending on wich one you're using to the CO2-Jauge.
CO2 Jauge effect: Between 0 and basic value of it, you'll get bonus as if you were using beacon. Between basic value and "maximum recommended value" (^^) it does nothing particullary. If this value is overpassed, you'll get malus: Hunger, no healings when you've the hunger bar full, mining is a bit slower etc ...
Things interfering with CO2-Jauge
-Burning somethings ... (+)
-When a tree grow, CO2 Jauge is immediatly decreased by a little value (has to be balanced not to see wood as a way of making energy profits AND reducing CO2 Jauge)
-Using "Air Terraformer" or "Air Filter". (One out of 2. The Air Filter could have slot for generating CoalDust by reducing CO2-Jauge --> Ratio 2 times better than using UUM). Those have to consume a lot of energy (and could be overclocked)
-Using Micro-alguae in order to produce Hydrogen (same as the one from Gregtech) and to reduce CO2-Jauge without consuming energy. Micro-Alguae would however need to be "researched" (a whole researching system has not to be implemented, it can be discovered in dungeon loots)
The Jauge will by itself tend to the basic value, which seems: 1) if you don't use any Fuels for a long time, you'll see your basic value back. To get a 0% value (or a value under the basic one), you'll need system continuously sucking CO2 from the air.
(re-)Balancing Fuels:
-Increase Coal EU-value (as an example, 12 000 EU), and also increase this value for CoalFuel, and all renewable forms of fuels.
-Add Tar/Gas Block (wich is on the TO-DO list) that could be refined to get even more Fuel (and Plastic --> Rubber!)
-Add an Oil-based generator, producing up to 30 EU/t (also on the TO-DO list) and not consuming Raw Fuel (Wood, sapplings, wodden items, coal, charcoal ...)
-Add a special Machine-Generator to be placed next to a generator to directly collect and burn unburned gasses --> way of upgrading efficienty.
Nuclear Pollution:
Only one: nuclear waste.
The point is, Nuclear waste are hard to implement because there is no really lack of space in Minecraft, and as you can easily get rid of any items by throwing it into the Lava.
To avoid it, the idea would be to make something a little expensive wich would "collect radioactivity", then people wouldn't get rid of it and would try to get it back.
The only way of getting an empty one would be to "discharge" the full one using a radioactivity generator: this one would be crafted with 1 Reinforced Chamber (8 Integrated reactor plating) + 1 Circuit + 1 generator + 6 copper. Once placed, it would have 3 slots: one for battery-like items, one for "radioactivity collector" and one for Depleted Isotope cells. For one Radioactivity collector, you would get 10 000 000 EU at ... 0.5EU/t. A depleted isotope cells would need 8 radioactivity collector to be entirely refueled.
Radioactivity collector couldn"t be stored in something else than Nuclear Reactor, Radioactivity Generator and Inventory. (Or pipes ^^)
Radioactivity Collector would entirely be filled with 1 cycle of one Ura (has just to be in the Reactor). So 4 Quad-cells would mean you would filled 16 Radioactivity Collector.
Radioactivity generator would also increase mobs spawning in a small area. (Would it exist a way to make them looting nothing ? Or to destroy what they loot without any lag ?)
Why should you use the radioactivity collector ? Because if you don't ... there will be an increasing probability of seing your reactor blowing up, and cooling wouldn't matter.
With that system, Nuclear Reactor should also be buffed. Maybe just back to 10EU/t/Ura.
That's all. These are just ideas for implementing pollution, it's not balanced yet.