I agree that he deserves some praise, but I will always give my opinions and argue if its contrary to his.
is intended that a iron rod when magnetized becomes a long magnetized iron rod?
A long rod is worth 1 material and a normal rod 0.5 material.
They're also different things, so yeah. No, it is not intended.
But hey, free iron!
One step is enough for a start. Later on we can add more steps.
It is intentional that it would affect biome based stuff of other mods too.
Sure that biome change would only happen at high pollution level also.
For IC2 crops you can just turn the biome into a "wasteland" biome that inherits desert properties. It will affect negatively IC2 crops enough for a start.
You might also want to read the wiki entry about them. Always make the highest tier of it possible for fuel.efficiency.
No for GT boilers.
Large Heat Exchangers might require it though if I'm not wrong.
Edit: Today is the first time I feel like banning someone for real.
If you want pollution be created by processing machines, the macerator is the one that actually does produce quite alot of pollution, together with ore washing and TCentrifuging.
If people use other mods generators to avoid pollution let them be. Those aren't the ones that would actually like to deal with the challenge of dealing with pollution. It might be better for those to just turn pollution off in the configs.
Don't let other mods be something that will be on the way. Think only of GT and GT only, maybe BC, RC and some other mod that GT plays very well along with.
We definitely have machines that use water, but there are zero machines that use air or soil, with the exception of recipes involving dirt and air (if any).
I justified global machine impacts: machines have moving parts, particulate matter gets into it, blam. Clogged machine. On earth, its a stretch. On minecraftia, its tolerably explicable if we can't come up with anything better. (and, as per above, "machines that use water, air or soil" isn't in and of itself better)
Thats a justification I find very, very hard to accept, sorry. Its just... no. Doesn't make sense to me. Air particulate matter is just too small to make any trouble on those big parts.
Unless you're dealing with something like an item filter or a laser engraver or pumps, those are things that I could believe that would get stuck with dust.
How come there arent machines that use air?
ALL burn-based generators. Those are machines just like the processing ones, except that those are used on energy generation.
Soil is used by IC2 crops and other plants.
Not going all-green but all-tech to remove pollution is also a way that i'm willing to accept.
Pollution can be actively removed with a machine, over time with a considerable cost of energy and lots of disposable air-water filters.
You can also use palladium catalysts to reduce pollution output of whichever machine.
Be advised: going through every machine and adding a bunch of custom pollution logic for individual machines is NOT ON THE TABLE. Blood won't do it. Greg won't do it. I won't do it. Rules are necessary, and that means some machines are going to be affected similar to other machines in ways that aren't 100% logical, and the user just has to deal with it.
We're defining rules, but affecting all machines for the sake of affecting them just "because pollution" is nonsense that should be avoided imo.
If you want to affect it, better justify with a good logical reason other than just balance.
Thats why we initially defined that only blocks that use water, air or soil are affected.
Thus only a small pack (except that it includes most generators...) of blocks are affected by pollution.
Should you be stupid enough to pollution go insane, it will start going through all blocks, except special acid-proof blocks and bedrock (or other invincible blocks).
Further implications of pollution: Everyone knows well that wires, pipes and all those non-electric blocks can run open in the sky, right? Well, not if pollution is high enough.
Acid rain will corrode (destroy) any metal block that is out in the open. (See rain explosion function and change it to block destroyal turning into scrap metal block)
The BBF doesn't make sense in the first place (bronze melting point compared to steel) but that aside, it is something that does burn (char)coal/coke to produce steel, requiring oxygen in its process.
Thus, it would be affected by slowing down the process OR requiring more (char)coal/coke per steel ingot.
EBF is not affected because it does not use air and when you need to reduce something, you use fluid oxygen inputted on a hatch.
Chemical reactors are not affected unless its a recipe that uses air or water. Same goes for distillery, electrolyzers, ore washers, autoclaves and whatever more might use air and/or water.
Now about pollution control:
Check for crops (IC2 crops), plants (tree leaves mostly) and sum them up.
That one value would increase the rate that pollution is dissipated.
That one value is updated once every one or two MC days (20-40 min) to prevent lag. This also might be good to have for any pollution triggered event.
Edit: My idea of Early implementation of pollution: An universal value that will affect everything, air, water and soil, all at once.
Later on those might be separated, with the addition of a 4th variant, radiation.
Edit2: About soil pollution:
Pollution should change biome to a "polluted wasteland" that is equal to a desert (worst biome for IC2 crops, having a negative bonus), effectively damaging your IC2 crops growth or even killing them.
Prevent any kind of crop to grow or even be planted (like harvestcraft prevents you to plant rice seeds if not water or something weird of the sort, you plant, it drops back as seed again).
If you can get everyone to agree that quadrupling the speed of each machine per tier is kosher I'll do that. (You won't :p)
I'd be the first to be against that
an IV machine being 256 times faster than a LV one (and not cost an extra EU per item processed) seems a bit tad powerful.
I'm fine with something around 8 to 36 times faster though.
You can't change the already existing water inside other blocks, but you can pretend they're dirty.
The pollutedwater block inworld is just for flavor to make your world look ugly, hazardous and well... hostile.
I can't directly solve your tin issue, but I might recommend getting Tine (and other metal) crops.
Preferably high stat ones, but I'll warn you beforehand that its a very tedious way.
On paper that sounds lovely, in practice its open to a lot of speculation, and the result isn't necessarily going to make Bear happy.
Those unhappy with the defaults can always use the config though.
The default should cater to the majority (semi-hardcore players) that would like pollution to affect things, but not drastically and any consequences should be remediable with a cost.
Also the default can always be discussed and finetuned should most people still be unhappy with it.
Also² the default can be what you and bloody think its best, we're here just to give ideas and opinions, not force anyone to do what we want.
Then its up to NC to use wildcard and accept any damage reactor component, right?
Explain "a balanced way to set things on or off" please? I'm not sure what you're requesting here.
The notion of making it configurable is the only way to make it balanced for a "whole community". Since the hardcore players want stuff like lava nerfed into the ground, and other players want it completely left alone. Is balance finding the middle ground, or trying to give everyone a truly positive experience?
For what its worth, I'm open to leaving it in an extremely friendly configuration by default, and letting people crank up the difficulty themselves if they want to.
I'm also open to looking into different overall "modes", similar to Forestry, so that you can just change one thing to make a big swathe of changes. But that would be a later change.
Balance would be having all energy sources (that apply) be affected equally by pollution and slightly inequally based on realism (for example a diesel generator being a bit more pollutant than a gas generator, but not that much more).
The heavy differences (nerfing lava to ground or left alone or even making a certain energy source pollution free) should be done by players (modpack makers) themselves via configs.
Edit: Hooray for page 100!
Not as core mechanic. That would kill every servers tps and also can only differ beween ok and dead, nothing between. It could work later on, when the other effects allready made it impossible to life there it could be the final irreservible destruction. Or maybe something only to fix with the terraformer.
Even if the check to replace water is done once every a great while and do small work?
You don't have to replace all water with dirty water instantly as pollution reaches threshold. It can be done progressively, slowly, over a great time, can't it?
It could also happen simultaneously with the event of pollution spread to adjacent chunks, couldn't it?
Dirty water would be reversed back to water if pollution lowers down to a minimum level too. Also gradually.
Ohh, we got 100 pages on this thread.
About the water: Replacing water blocks in world with dirty water is not possible from coding side. Only effecting interaction with water and the look. Water looks muddy in some biomes, this should be possible by pollution too.
But pumping dirty water would be impossible to balace due to mod interaction. So the only "safe" way to implement dirty water is the machine recipes and looks.
Can't make pollution spread like thaumcraft taint? Except that what sustains it is pollution, not magic. Polluted biomes instead of tainted land biome.
If pollution can spread to other chunks and affect machines why can't it replace blocks? I mean how TC spawns and replaces blocks just because you got a tainted biome.
Ok but its the other half I can't think of a way to do. Can you imagine if your lake was full of dirty water blocks, and you tried to pick them up with a BC pump? An enderio pump? A simple bucket or bottle?
(the bottle would almost certainly just transform it into pure water btw)
I could probably make the GT pump work with it, but that is a nasty, nasty, horrible hack.
Dirty water would be a different water fluid block, not regular water blocks. That way any mod can pump it.
Dirty water bucket and bottles would have to be added by GT too to prevent those problems.
Regular water blocks would be replaced with dirty water blocks if pollution rises enough.