Pollution: Difference between revisions
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== Native life ==  | == Native life ==  | ||
Pollution attracts [[Biter|biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.  | |||
Each [[Biter#Spawners|spawner]] absorbs 20 + 0.01 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total pollution.  | |||
After a certain amount of pollution is absorbed the spawner adds one biter/spitter to the next attack wave. Every 1 to 10 minutes (random) the gathered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.  | |||
Required pollution to add an additional biter/spitter to the attack wave:  | |||
{| class="wikitable"  | |||
! Pollution !! Type  | |||
|-  | |||
|200 || Small biter  | |||
|-  | |||
|1000 || Medium biter  | |||
|-  | |||
|4000 || Big biter  | |||
|-  | |||
|20000 || Behemoth biter  | |||
|-  | |||
|200 || Small spitter  | |||
|-  | |||
|600 || Medium spitter  | |||
|-  | |||
|1500 || Big apitter  | |||
|-  | |||
|10000 || Behemoth spitter  | |||
|-  | |||
|}  | |||
With 1350 absorbed pollution at the time of attack the following wave consists of 6 small biters and 1 medium biter OR 6 small spitters and 2 medium spitters depending on the spawner's type and [[Biter#Spawn_chances_by_evolution_factor|evolution factor]].  | |||
== Pollution dissipation==  | == Pollution dissipation==  | ||
Revision as of 19:49, 25 August 2015

Pollution is represented as an abstract "cloud", calculated per chunk and visible on the minimap and Map, when Alternative view is on (default Alt-Key).
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.
Here are some charts to do with Pollution/De-Pollution.
Native life
Pollution attracts biters to your factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.
Each spawner absorbs 20 + 0.01 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total pollution.
After a certain amount of pollution is absorbed the spawner adds one biter/spitter to the next attack wave. Every 1 to 10 minutes (random) the gathered biters launch an attack. If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers.
Required pollution to add an additional biter/spitter to the attack wave:
| Pollution | Type | 
|---|---|
| 200 | Small biter | 
| 1000 | Medium biter | 
| 4000 | Big biter | 
| 20000 | Behemoth biter | 
| 200 | Small spitter | 
| 600 | Medium spitter | 
| 1500 | Big apitter | 
| 10000 | Behemoth spitter | 
With 1350 absorbed pollution at the time of attack the following wave consists of 6 small biters and 1 medium biter OR 6 small spitters and 2 medium spitters depending on the spawner's type and evolution factor.
Pollution dissipation
- slowly (0.6 units per tick) at every Chunk (32x32) of map it covers. So the more the pollution spreads, the more is absorbed.
 - Trees also absorb some pollution (See Pollution Production#De-polluters).
 - Spawners absorb some pollution, but this will increase difficulty by raising the Evolution factor.
 - In certain Mods it is possible to build devices or trees which reduce pollution.
 
Modules
Modules that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.