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https://wiki.factorio.com/Factorio:Wanted_pages/pl


== Tłumaczenie lokomotywa ==
* [[:Category:Pages_with_broken_file_links|Pages with broken file links]]
{{Languages}}
* [[Special:BrokenRedirects|Broken redirects]]
{{:Infobox:Locomotive}}
* [[Special:DoubleRedirects|Double redirects]]
* [[Special:UnusedFiles|Unused files]]
* [[Factorio:Wanted pages|Wanted pages]]


'''Lokomotywa''' służy do napędzania pociągów na torach. Więcej o pociągach znajdziesz w [[L|Railway]].
Templatesy
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10


Lokomotywa jest dobrym sposobem na przemieszczanie się gracza do znanych lokalizacji. Jest znacznie szybsza niż [[L|car]] lub [[L|tank]], ale nie zapewnia takiej swobody ruchu (musi poruszać się po zbudowanych torach). Lokomotywą można sterować ręcznie (nawet będąc w wagonie pociągu), albo zautomatyzować ruch za pomocą [[L|train stop]]. Zautomatyzowane pociągi korzystają z [[L|rail signal]] oraz [[L|rail chain signal]]. Dzięki sygnałom można zarządzać wieloma pociągami na torach.
<!-- <!-- <!-- <!-- <!-- <!-- <!--  --> --> --> --> --> --> -->


Lokomotywa jest jednym z [[L|burner devices]], czyli potrzebuje [[L|fuel]] do pracy. Przy użyciu lepszego paliwa - zwiększa się przyspieszenie oraz prędkość lokomotywy. [[L|Solid fuel]], [[L|rocket fuel]] and [[L|nuclear fuel]] dodaje odpowiednio +20%, +80% oraz +150% do przyspieszenia, oraz +5%, +15% i +15% do maksymalnej prędkości. Zwiększając liczbę lokomotyw w pociągu też zwiększamy przyspieszenie i maksymalną prędkość całego pociągu.
{{languages}}
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]


Samą lokomotywę można wytworzyć "w ręku". Natomiast wymaga użycia [[L|engine unit]], który można wykonać tylko w [[L|Assembling machine]].  
Pollution is represented as an abstract "cloud", updated [[Chunk|per chunk]] every game second (60 ticks) and visible on the map, when "alt-view" is on (default [[Keyboard bindings|Alt-Key]]). It appears as a red colored blocky cloud.


Lokomotywy mogą mieć różne kolory - ustawiane przez gracza.
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.


== Osiągnięcia ==
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player's [[Pollution#Polluters|machinery]] at every tick. This means that no matter how hard the player tries to contain the pollution, [[enemies]] will still evolve at the same rate. They just won't attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.
Osiągnięcia bezpośrednio związane z lokomotywami:
{{Achievement|getting-on-track}}
{{Achievement|getting-on-track-like-a-pro}}
{{Achievement|watch-your-step}}


== Sterowanie lokomotywą ==
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.
''Poniżej przedstawiono domyślny układ klawiszy. Mogą być zmienione w opcjach.''
 
{|
== Pollution spread ==
|Wejście/Wyjście
 
|{{Keybinding|enter}}
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per [[game-second]] (60 ticks).
 
For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + [[Pollution#De-polluters|absorbed value]].
 
== Pollution dissipation==
 
* Every [[chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution#Chunks]]). So the more the pollution spreads, the more is absorbed.
* [[Tree]]s also absorb some pollution (See [[Pollution#Trees]]).
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to produce enemies.
 
== Native life ==
Pollution attracts [[Enemies|biters]] to the Player's factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.
 
Each [[Enemies|spawner]] absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks) if the chunk's pollution is greater than 20. If there is 20 or less pollution in the chunk, the spawner absorbs all the pollution.
 
Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered 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" style="text-align:right;"
! style="width: 100px;" | Pollution&nbsp;
! style="width: 130px;" | Type&nbsp;
|-
| 200&nbsp; || Small biter&nbsp;
|-
| 1,000&nbsp; || Medium biter&nbsp;
|-
| 4,000&nbsp; || Big biter&nbsp;
|-
| 20,000&nbsp; || Behemoth biter&nbsp;
|-
| 200&nbsp; || Small spitter&nbsp;
|-
| 600&nbsp; || Medium spitter&nbsp;
|-
| 1,500&nbsp; || Big spitter&nbsp;
|-
| 10,000&nbsp; || Behemoth spitter&nbsp;
|-
|}
 
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 [[Enemies#Spawn_chances_by_evolution_factor|evolution factor]].
 
== Modules ==
[[Module]]s 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.
 
== Production/Absorption ==
These tables contain information about the levels of pollution produced/absorbed by items in the game.
=== Polluters ===
{| class="wikitable"
| '''Object''' || '''Pollution per KW per game second (60 ticks)''' || '''Pollution per game second at full power'''
|-
| {{Imagelink|Stone furnace}} || 0.01/KW || 1.8
|-
| {{Imagelink|Steel furnace}} || 0.02/KW || 3.6
|-
| {{Imagelink|Electric furnace}} || 0.005/KW || 0.9
|-
| {{Imagelink|Burner mining drill}} || 0.03333/KW || 10
|-
| {{Imagelink|Electric mining drill}} || 0.1/KW || 9
|-
| {{imagelink|Pumpjack}} || 0.1/KW || 9
|-
| {{Imagelink|Assembling machine 1}} || 0.03333/KW || 3
|-
| {{Imagelink|Assembling machine 2}} || 0.016/KW || 2.4
|-
| {{Imagelink|Assembling machine 3}} || 0.00857/KW || 1.8
|-
| {{Imagelink|Pump}} || 0.004/KW || 0.12
|-
| {{imagelink|Boiler}} || 0.01538/KW || 27.6923
|-
|-
|Przyspieszenie
| {{Imagelink|Oil refinery}} || 0.00857/KW || 3.6
|{{Keybinding|W}}
|-
|-
|Hamowanie/bieg wsteczny
| {{Imagelink|Chemical plant}} || 0.00857/KW || 1.8
|{{Keybinding|S}}
|-
|-
|Wybór kierunku na rozjeździe
| {{Imagelink|Centrifuge}} || 0.016/KW || 5.6
|{{Keybinding|A}},{{Keybinding|D}}
|-
|-
|Podłączenie/odłączenie najbliższego wagonu lub innej lokomotywy
|{{Keybinding|G}},{{Keybinding|V}}
|}
|}


== Connecting/Disconnecting a locomotive ==
Fire on the ground and burning trees produce 0.005 pollution per tick.
To connect locomotives, cargo wagons or [[fluid wagon]]s to each other, either place the cars next to each other on the track (there will be an outlined green connection), or connect an already existing disconnected car by driving the locomotive near the car and press {{Keybinding|G}} by default. To disconnect the last car in a train, press {{Keybinding|V}} by default.


== Defense ==
=== De-polluters ===
Locomotives are a priority target of [[enemies]], so places where trains can stop should be [[Defense|defended]]. Locomotives in transit can usually crash through everything in its way (including biters, [[tank]]s, and the player), so defense in transit is less important. However, enemies can attack and destroy rails, potentially stopping the train. Biters won't often cause this, since automated trains will not move if they can't find a path to their destination - a broken rail interrupts their path.


[[Construction robot]]s are a good way to automatically repair damage at train stations.
==== Spawner ====
If a chunk's pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks), otherwise it absorbs the chunk's total pollution.


== Fuel duration (in seconds) ==
==== Chunks ====
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.


Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.
{| class="wikitable"
{| class="wikitable"
! Tile !! Pollution per tick !! Pollution per second
|-
|Grass 1-4 || -0.00045|| -0.027
|-
|Dirt 1|| -0.0004|| -0.024
|-
|Dirt 2-7 || -0.00045|| -0.027
|-
|Dry dirt || -0.00039|| -0.0234
|-
|-
! 1 item of !! Burning time in seconds
|Sand 1-3 || -0.00039|| -0.0234
|-
|-
| {{Icon|Wood}} || 3.33
|Red desert 0 || -0.00045|| -0.027
|-
|-
| {{Icon|Raw wood}}<br>{{Icon|Wooden chest}}<br>{{Icon|Small electric pole}} || 6.66
|Red desert 1-3 || -0.0004|| -0.024
|-
|-
| {{Icon|Coal}} || 13.33
|Water, Green water, Deep water, Deep green water || -0.0003 || -0.018
|-
|-
| {{Icon|Solid fuel}} || 41.67
|Path tiles (Stone bricks, concrete etc) || 0.0 || 0.0
|-
|-
| {{Icon|Rocket fuel}} || 375
|Special tiles (Lab tiles, out of map, tutorial grid) || -0.0006 || -0.036
|-
|-
| {{Icon|Nuclear fuel}} || 2016.67
|}
|}


== Gallery ==
==== Trees ====
<gallery widths=320px>
Every single tree absorbs a small amount of pollution in its chunk per tick if the total pollution in that chunk is above 3500 units. By absorbing pollution, trees lose their leaves for every 500 pollution absorbed. The less dense the leaves, the slower the tree absorbs pollution.
File:trains_colors.png|The player among different colored locomotives.
</gallery>


== History ==
{| class="wikitable"
{{history|0.16.0|
! Object !! Stage !! Pollution per tick !! Pollution per second
* Locomotive will show train ID in its tooltip. The ID can be used in circuit network conditions.}}
|-
| rowspan="4" | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001 || -0.06
|-
| 1 || -0.00067 || -0.04
|-
| 2 || -0.00033 || -0.02
|-
| 3 (Min leaf density) || 0 || 0
|-
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001 || -0.006
|-
| [[File:Dead grey trunk.png|120px]] Dead grey trunk || No stages || -0.0001 || -0.006
|-
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001 || -0.006
|-
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001 || -0.006
|-
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001 || -0.006
|-
|}


{{history|0.15.19|
== Achievements ==
* Locomotive snaps to a train stop when placing the first locomotive next to the train stop.}}
Pollution is directly connected to the following achievement:
{{Achievement|it-stinks-and-they-dont-like-it}}


{{history|0.15.7|
== History ==
* Inserters will no longer take fuel from locomotives and instead will take the burnt result items if the locomotive fuel uses that system.}}
 
{{history|0.15.0|
* Renamed "diesel-locomotive" to "locomotive"}}


{{history|0.14.0|
{{history|0.13.2|
* Added support for equipment grids in locomotives.}}
* Optimized rendering of huge pollution clouds on the map.}}


{{history|0.13.0|
{{history|0.13.0|
* New locomotive graphics.
* Large amounts of pollution is created when burning fires.
* Can now be colored.
* Pollution creation of the productivity module was reduced drastically.
* Trains are now regular size in horizontal and vertical orientations.
* Optimized pollution rendering on map and minimap.
}}
}}
{{history|0.12.1|
* Trains that are moving automatically cannot be rotated.}}


{{history|0.12.0|
{{history|0.12.0|
* Now show contents in tooltip.}}
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}
 
{{history|0.11.18|
* Increased the crafting cost of the cargo wagon and locomotive.
* Removing and merging the locomotive of a train without any additional locomotives doesn't clear the schedule anymore.
}}
 
{{history|0.11.6|
* Copy paste can now be used for train schedules.}}
 
{{history|0.10.2|
* Now recalculates path on rotation.}}
 
{{history|0.10.0|
* Backer names are used for locomotives.}}
 
{{history|0.9.0|
* Recipe change}}


{{history|0.5.0|
{{history|0.8.0|
* Train can find the path backward when it has locomotives in the back
* Added option to turn off pollution visibility even when detailed info is on. }}
* New locomotive graphics.
* Locomotive + wagon + rails are more expensive.
}}


{{history|0.4.0|
{{history|0.7.1|
* Locomotive uses fuel.
* Speed modules no longer produce extra pollution.
* Locomotive and Car are minable
* Added missing pollution descriptions.
* Easier riding in locomotive and car (accelerate vs. brake vs. reverse)
* Pollution is only shown on the minimap with alt mode on.
}}
}}


{{history|0.2.8|
{{history|0.7.0|
* Now shows health bar below locomotive.}}
* Introduced concept of pollution.}}
 
{{history|0.2.1|
* Now emits light if active.}}
 
{{history|0.1.0|
* Introduced}}
 
==See also==
* [[Railway]]
* [[Cargo wagon]]
* [[Fluid wagon]]


{{LogisticsNav}}
== See also ==
{{C|Transport}}
* [[Crafting]]
* [[Module]]s
* [[Enemies]]

Latest revision as of 12:50, 14 March 2019

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Again, welcome, we hope you contribute as much high quality information as you can. :) Bilka (talk) - Admin 10:58, 6 February 2018 (UTC)

Linki

https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10

https://wiki.factorio.com/Factorio:Editor_noticeboard

https://wiki.factorio.com/Factorio:Wanted_pages/pl

Templatesy https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10

--> --> --> --> --> -->
Example of in-game pollution (red squares) in the map

Pollution is represented as an abstract "cloud", updated per chunk every game second (60 ticks) and visible on the map, when "alt-view" is on (default Alt-Key). It appears as a red colored blocky cloud.

It is produced by many buildings involved in processing items and spreads outwards at a steady rate.

The evolution factor is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player's machinery at every tick. This means that no matter how hard the player tries to contain the pollution, enemies will still evolve at the same rate. They just won't attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.

Pollution settings can be changed via map generation settings, or can be disabled entirely.

Pollution spread

As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per game-second (60 ticks).

For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + absorbed value.

Pollution dissipation

  • Every chunk (32x32) of map slowly reduces the pollution it covers (See Pollution#Chunks). So the more the pollution spreads, the more is absorbed.
  • Trees also absorb some pollution (See Pollution#Trees).
  • Spawners absorb a great amount of pollution, and use this to produce enemies.

Native life

Pollution attracts biters to the Player's 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 * [chunk's pollution] every game second (60 ticks) if the chunk's pollution is greater than 20. If there is 20 or less pollution in the chunk, the spawner absorbs all the pollution.

Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered 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 
1,000  Medium biter 
4,000  Big biter 
20,000  Behemoth biter 
200  Small spitter 
600  Medium spitter 
1,500  Big spitter 
10,000  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.

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.

Production/Absorption

These tables contain information about the levels of pollution produced/absorbed by items in the game.

Polluters

Object Pollution per KW per game second (60 ticks) Pollution per game second at full power
Stone furnace.png
Stone furnace
0.01/KW 1.8
Steel furnace.png
Steel furnace
0.02/KW 3.6
Electric furnace.png
Electric furnace
0.005/KW 0.9
Burner mining drill.png
Burner mining drill
0.03333/KW 10
Electric mining drill.png
Electric mining drill
0.1/KW 9
Pumpjack.png
Pumpjack
0.1/KW 9
Assembling machine 1.png
Assembling machine 1
0.03333/KW 3
Assembling machine 2.png
Assembling machine 2
0.016/KW 2.4
Assembling machine 3.png
Assembling machine 3
0.00857/KW 1.8
Pump.png
Pump
0.004/KW 0.12
Boiler.png
Boiler
0.01538/KW 27.6923
Oil refinery.png
Oil refinery
0.00857/KW 3.6
Chemical plant.png
Chemical plant
0.00857/KW 1.8
Centrifuge.png
Centrifuge
0.016/KW 5.6

Fire on the ground and burning trees produce 0.005 pollution per tick.

De-polluters

Spawner

If a chunk's pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks), otherwise it absorbs the chunk's total pollution.

Chunks

Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.

Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.

Tile Pollution per tick Pollution per second
Grass 1-4 -0.00045 -0.027
Dirt 1 -0.0004 -0.024
Dirt 2-7 -0.00045 -0.027
Dry dirt -0.00039 -0.0234
Sand 1-3 -0.00039 -0.0234
Red desert 0 -0.00045 -0.027
Red desert 1-3 -0.0004 -0.024
Water, Green water, Deep water, Deep green water -0.0003 -0.018
Path tiles (Stone bricks, concrete etc) 0.0 0.0
Special tiles (Lab tiles, out of map, tutorial grid) -0.0006 -0.036

Trees

Every single tree absorbs a small amount of pollution in its chunk per tick if the total pollution in that chunk is above 3500 units. By absorbing pollution, trees lose their leaves for every 500 pollution absorbed. The less dense the leaves, the slower the tree absorbs pollution.

Object Stage Pollution per tick Pollution per second
Green tree.png Tree, red tree, brown tree 0 (Max leaf density) -0.001 -0.06
1 -0.00067 -0.04
2 -0.00033 -0.02
3 (Min leaf density) 0 0
Dead dry hairy tree.png Dead dry hairy tree No stages -0.0001 -0.006
Dead grey trunk.png Dead grey trunk No stages -0.0001 -0.006
Dead tree desert.png Dead tree - desert No stages -0.0001 -0.006
Dry hairy tree.png Dry hairy tree No stages -0.0001 -0.006
Dry tree.png Dry tree No stages -0.0001 -0.006

Achievements

Pollution is directly connected to the following achievement:

It-stinks-and-they-dont-like-it-achievement.png It stinks and they don't like it

Trigger an alien attack by pollution.

History

  • 0.13.2:
    • Optimized rendering of huge pollution clouds on the map.
  • 0.13.0:
    • Large amounts of pollution is created when burning fires.
    • Pollution creation of the productivity module was reduced drastically.
    • Optimized pollution rendering on map and minimap.
  • 0.12.0:
    • Trees degenerate slowly when exposed to pollution at high levels.
  • 0.8.0:
    • Added option to turn off pollution visibility even when detailed info is on.
  • 0.7.1:
    • Speed modules no longer produce extra pollution.
    • Added missing pollution descriptions.
    • Pollution is only shown on the minimap with alt mode on.
  • 0.7.0:
    • Introduced concept of pollution.

See also