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Ilmoita käännösongelmasta
Yes, I understand that a lot of what I'm saying goes beyond the original game mechanics, but I'm just expressing ideas in which direction it would be interesting to move. Therefore, thank you for your attention.
The need to use specialized blocks to protect against fog. For example, to those stated in acid_fog_config.xml such as Ceramic and Stainless, add, for example, concrete or something similar.
Damage to blocks that are deep underground but not in full contact with the voxels. This is obviously stupid, but Keen doesn't want to make voxels leak-proof. They probably have good reasons for this.
1. Fog on planets like Alien. Survival is possible only in the mountains. All territories that are below a certain level are flooded with fog and visiting them requires prepared sorties. The fog contains acid, toxic fumes, high temperature, radiation, and more.
2. Fog on planets with Atmospheres like Earthlike or Pertam, or even Mars. Fog is like a weather phenomenon, such as an electric storm, sandstorm, or something similar. The lack of constant impact on the Player or the blocks must somehow be compensated by the impact of the elements. It is likely that at such moments the atmosphere is filled with toxic fumes that cannot be breathed, but Ventilation units must filter out oxygen. In rare cases, use radiation damage.
3. Fog on planets without an Atmosphere or Moon. The fog is not on the surface, but below ground level. Accordingly, any activity in the bowels of the planet may resemble Alien conditions.