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* [[Factorio:Wanted pages|Wanted pages]]
* [[Factorio:Wanted pages|Wanted pages]]


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


{{Languages}}
<!-- <!-- <!-- <!-- <!-- <!-- <!--  --> --> --> --> --> --> -->
:''Opis technologi: {{L|Railway (research)}}''


'''Kolejnictwo''' jest jedną z głównych metod transportu w Factorio. Stworzenie sieci kolejowej jest skomplikowane oraz drogie, ale jest szybsze i wydajniejsze niż [[Belt transport system/pl|taśmociągi]], czy też [[Logistic network/pl|roboty logistyczne]], szczególnie na duże odległości.
{{languages}}
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]


Sprawne zarządzanie pociągami, aby efektywnie wykorzystywać linie kolejowe wymaga czasu oraz doświadczenia.
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.


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


To build a railway, tracks (also called rails) must be built for the train to ride on. Typically, this is done via the [[rail planner]], but can also be done manually. Bear in mind that rails are placed on a two-tile grid, so a rail cannot be moved by only one tile.
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.


=== Minimum manually operated railway ===
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.
As a minimum a manually operated railway has to consist of:
* [[Rail]]s (tracks)
* [[Locomotive]]s


Locomotives can be entered and then manually operated by standing next to them and pressing the {{Key|ENTER}} button.
== Pollution spread ==


=== Switches ===
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).
* There is no visual representation of a working switch, however the rails will appear to merge. Using the rail planner, the player must place a [[rail]] overlapping an existing rail to form a switch. Switches are forks in tracks that allow a train to pick between two directional options.
* The crossing of two straight tracks is not usable as switch, as trains have a limited turning radius. They do, however, connect [[Rail signal| signal blocks]] which helps prevent collisions.
* Parallel tracks do not interact with each other. However, switching from one track to the other can require extra resources if they are too close together; the track must turn away from the other parallel track and then turn back to it. This can create complicated networks of signals and, as such, one should generally not build parallel tracks unless they are spaced adequately. (Generally, 2 track widths apart works well)


[[File:fff-140-controlled-gates.gif|thumb|An example of a safe railway crossing.]]
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]].
=== Crossing tracks ===


'''Be careful when crossing tracks! Trains are one of the highest damaging entities in the game, and will kill most players instantly on contact.'''
== Pollution dissipation==


A checklist of proper track crossing etiquette:
* 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.


# Zoom out, so that you can see a train coming.
== Native life ==
# Look left, then right.
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.
# Check for signals nearby: If a [[rail signal]] suddenly jumps from green to red or green to yellow, a train is coming. Do not cross.
# Avoid walking near the tracks, as you do not need to be fully on the tracks to get hit.
# While it is possible to get into/out of a train while it is moving, a miss can cost your life. The sides of the train can still deal damage, as well as the player being able to slip between two rail cars.
# Heavy [[Energy shield|shields]] can be used to reduce the damage taken. In extreme cases, it is possible to stop a train with your body. This will require several shield modules to not be instantly killed, and will drain a large amount of the suit's energy.
# All entities with health will take damage getting hit by a train, so take care not to leave a [[Car]] or [[Tank]] on the tracks. However, this includes hostile forces!
# Trains far from a [[train stop]] will be traveling at (near) max speed, so take extra precaution when crossing and zoom out further. Trains near a [[train stop]] or signal will slow down to stop, and will be traveling slower. Trains of different configurations will also move slower or faster.


A safe railroad crossing like the example shown in the picture can be built. This works by restricting access to the tracks when an oncoming train has the rails reserved. When the player is on the rails, the signals are reserved by the [[circuit network]], and the train must stop and wait until the player leaves the tracks. When a player is inside the area crossing the tracks, the train gates are closed so the player can't get on the tracks outside the crossing. This is to completely ensure a safe crossing, and is often used on servers.
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.


{{clear}}
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.


== Trains ==
Required pollution to add an additional biter/spitter to the attack wave:
Train components:
{| class="wikitable" style="text-align:right;"
 
! style="width: 100px;" | Pollution&nbsp;
{| class="wikitable"
! style="width: 130px;" | Type&nbsp;
|{{Imagelink|Locomotive}} || {{Imagelink|Cargo wagon}} || {{Imagelink|Fluid wagon}} || {{Imagelink|Artillery wagon}}
|-
| 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;
|-
|}
|}


[[File:Railway-assemble-train.png|thumb|left|300px|Placing a [[Cargo wagon]] so it is attached to the train.]]
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]].
 
* A train consists of at least one locomotive.
* Trains can have more than one locomotive, and any number of [[Wagon]]s.
* Locomotives can be '''manually''' driven forwards or backwards, however, they are generally slower going backwards. The left and right movement keys are used to change direction at switches.
* Trains can only drive forwards automatically. An automatic train can drive forwards and backwards when two locomotives facing different directions are connected to the train.
* A train needs [[fuel]] to drive. Fuel can be added by inserters when the train is in manual mode or parked at a station, not when waiting at a signal or standing on automatic mode.
 
The locomotives' inventory is only used for [[fuel]]. To transport items or fluids [[cargo wagon]]s and/or [[fluid wagon]]s have to be attached to the train. To attach rolling stock, whether a wagon or a locomotive, the player may either prepare to place one near an existing train, where a green graphic will show the player that the stock will be attached, showing a connection between the train and the new stock. Alternatively, the player may manually connect rolling stock to trains with the rolling stock connect key, if the cargo wagon was placed far away from a train. Rolling stock can likewise be disconnected with the rolling stock disconnect key. The cargo wagons can be filled or emptied manually or by up to twelve adjacent [[Inserters]] (six on each side), while fluid wagons can be filled or emptied with up to three [[pump]]s, which will automatically connect to the nipples on top.


{{clear}}
== 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.


== Stations ==
== Production/Absorption ==
[[File:station-example-1.png|thumb|right|256px|A very minimal train station.]]
These tables contain information about the levels of pollution produced/absorbed by items in the game.
Station Components:
=== Polluters ===
{| class="wikitable"
{| class="wikitable"
|{{Imagelink|Train stop}} || {{Imagelink|Straight rail|Rail|Rails}} || {{Imagelink|Inserter|Inserters}} or {{Imagelink|pump|pump|Pumps}}
| '''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
|-
| {{Imagelink|Oil refinery}} || 0.00857/KW || 3.6
|-
| {{Imagelink|Chemical plant}} || 0.00857/KW || 1.8
|-
| {{Imagelink|Centrifuge}} || 0.016/KW || 5.6
|-
|}
|}


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


A '''train station''' is a combination of at least one [[train stop]] plus a [[storage]] and/or distribution system, used to fill or empty [[cargo wagon]]s and/or [[fluid wagon]]s, load [[fuel]] into the [[Locomotive|locomotive(s)]], load ammunition into [[artillery wagon]]s, or repair trains.
=== De-polluters ===
 
'''Don't mix up ''train stations'' with ''train stops''.''' A train station is a concept, whereas a [[train stop]] is an item.


[[Inserter]]s placed next to train tracks are used to load/unload trains at train stops. Inserters are the only way to automatically get items out of and into cargo and artillery wagons; pumps are the only way to automatically get fluids into and out of fluid wagons.
==== 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.


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


== Signals ==
Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.
{| class="wikitable"
{| class="wikitable"
| {{Imagelink|Rail signal}} || {{Imagelink|Rail chain signal}}
! 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
|-
|}
|}


Rail signals are used to employ multiple trains automatically without the danger of trains crashing into each other. Rail signals split the network into blocks and ensure that only one train can be in every block at any time. Note that driving a train manually ignores all signals; so it is possible for automatic trains to crash into the player if the player ignores red/yellow signals. Always beware of automatic trains and give them the right of way.
==== 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.


The [[Tutorial:Train signals|train signals tutorial]] contains an in-depth explanation of rail signals, blocks and deadlocks.
{| class="wikitable"
! Object !! Stage !! Pollution per tick !! Pollution per second
|-
| 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
|-
|}


=== Basic Signaling Rules ===
== Achievements ==
* There can only be one train in a block at any time. A train spanning multiple blocks occupies them all.
Pollution is directly connected to the following achievement:
* A red signal means that the following block is occupied by a train.
{{Achievement|it-stinks-and-they-dont-like-it}}
* A yellow signal means that a train is approaching and already has the approval to enter the following block.
* [[Rail signal]]s separate a new block and reflect its state: green - free, yellow - reserved, red - occupied
* [[Rail chain signal]]s separate a new block and reflect the state of the next [[Rail signal]](s): see above, blue - at least one of the paths is blocked, but not all
* A train can only pass a signal on the right of the track, or if there is a signal on both sides on the same rail segment. Of course, manual driving overrides this.
 
== Automated transport ==
[[File:train-schedule-gui.png|thumb|300px|The scheduale tab in the train GUI: 1 - switch between automatic and manual driving mode; 2 - add new train station; 3 - delete selected station; 4 - send train to selected station; 5 - add wait condition for selected station; 6 - delete selected wait condition; 7 - change logical mode of selected wait condition]]
 
Trains set on "Automatic" choose their destination stop and route on departure, and after waiting at a chain signal for five seconds, and when their destination stop disables itself by circuit condition. They choose the shortest route using a [[Railway/Train_path_finding|path finding algorithm]] that will get them to an enabled train stop with the right name, taking penalties for any apparent-at-the-time delays into account. If no such train stop exists they will skip the stop and go on to the next.
 
This section covers items used to make trains automatically transport items between stations. The player should be familiar with creating a rail system.
 
First, the player has to setup a rail system with at least two train stops, which are placed in the right-hand side of the  expected train arrival direction. By hovering over the train stop with the mouse you see the positions of the vehicles for better setting up the train station (including (un)loading machinery, refueling/repair installations).
 
When you set up the train schedule (see below) and fuel the train, you can start the train on it's schedule by switching from manual to automatic driving mode.
 
=== Train schedule ===
The player can set up a list of train stations in the upper window. The train will route to stops in the given order, if it's at the end it will continue with the first. Currently, it's not possible to make a one-time schedule. Stations can be added by clicking button 2 (see picture). A pop-up appears with a list of all stop names. If you select one, another pop-up appears for you to select a wait condition.
 
Wait conditions are used to tell the train when to leave the station. There are 7 types of wait conditions:
* '''Time passed'''
* '''Inventory full''' – All inventories of the train are full.
* '''Inventory empty''' – Same as above, but empty.
* '''Item count''' – The train (all cargoes summed) contains a specific amount of a certain item.
* '''Circuit condition''' – The train stop is connectable to the [[Circuit network]], so the signals can used for wait conditions.
* '''Inactivity''' – No items were added or removed for the specified amount of seconds.
* '''Fluid count''' – The train (all fluid wagons summed) contains a specific amount of a certain fluid.
 
Hereafter the word "term" is used to describe ''one'' type of wait condition, and the words "wait condition" are used to describe the whole set of terms (it turns a bit into maths).
 
If you add more than one term, you can change the connection of those using the logical operators AND and OR (button 7). An AND condition will result in true if all terms are true. An OR condition will return true if at least one of the terms is true.
 
When mixing AND and OR terms, the logic is grouped by the OR terms. When evaluating the wait condition, the first term is evaluated along with all AND terms immediately following up to but excluding the next occurring OR term. If they all evaluate true, the wait condition evaluates true. Otherwise, evaluation continues with that next occurring OR term and all AND terms immediately following it, up to the next OR term. This continues until either an OR group evaluates true and the wait condition is satisfied, or all terms have been checked.
 
==== Examples ====
<div class="toccolours mw-collapsible mw-collapsed" style="width:800px">
Expand for examples
<div class="mw-collapsible-content">
Wait until full, up to 30 seconds:
 
<pre>
Full cargo inventory
OR 30 seconds passed
</pre>
 
Wait until cargo full, ''or'' circuit condition Oil > 3000:
 
<pre>
Full cargo inventory
OR Circuit condition - Oil > 3000
</pre>
 
Wait until empty, ''and'' 30 seconds passed, ''and'' 5 seconds of inactivity:
 
<pre>
Empty cargo inventory
AND 30 seconds passed
AND 5 seconds of inactivity
</pre>
 
Wait until iron ore is low, ''or'' copper ore is low ''and'' at least 30 seconds passed:
 
<pre>
Cargo: Iron ore < 500
AND 30 seconds passed
OR Cargo: Copper ore < 500
AND 30 seconds passed
</pre>
 
Factorio's wait condition logic is read as disjunctive normal form ([https://en.wikipedia.org/wiki/Disjunctive_normal_form DNF]), and so this last example is processed as (note the parenthesis):
 
<pre>((Cargo: Iron ore < 500 AND 30 seconds passed) OR (Cargo: Copper ore < 500 AND 30 seconds passed))</pre>
 
Which is the same as this:
 
<pre>((Cargo: Iron ore < 500 OR Cargo: Copper ore < 500) AND 30 seconds passed)</pre>
 
Unfortunately, there is no way to write that shorter form in the current UI.
</div></div>


=== Troubleshooting ===
== History ==


Below are some things to verify if a rail system or train is not working.
{{history|0.13.2|
* Optimized rendering of huge pollution clouds on the map.}}


* Is the train fueled? Ensure that the locomotive has [[fuel]] of some kind.
{{history|0.13.0|
* Misplaced or non-functional switches? Ensure that the train can plan a path through the switches.
* Large amounts of pollution is created when burning fires.
* Another train on the same [[Railway#Block|block]]? Make sure the path of the train is unobstructed.
* Pollution creation of the productivity module was reduced drastically.
* Train stops placed correctly? Make sure that the yellow arrows when hovering on the stop point towards the end or exit of the stop.
* Optimized pollution rendering on map and minimap.
* Is the train allowed to enter signals from the right direction? Are the signals set correctly?
}}
* If a track is supposed to be two-way, the rail signals should be opposite each other. You can verify they match up by hovering the cursor over one. For a matched pair, it will show the other.


==== No path ====
{{history|0.12.0|
When trains cannot reach the target, a "no path" symbol pops up over the locomotive. Check:
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}
* Can the train reach its current destination by '''only driving forward'''? Build turning slopes or place a locomotive at both ends of a train!
* Are the train stops standing in the right direction? Train stops must be on the right hand side of the track.
* If you use rail signals, check that the signals are all allowing traffic in the correct direction.
* Check for interruptions in the train tracks, drive to the station manually to check there are no rail parts missing. Especially near junctions these can be hard to spot if missing.


If you are still having problems, consider:
{{history|0.8.0|
* Driving the train manually, and as you pass each switch, try switching to automatic. When it works, you will know the rough area of the problem.
* Added option to turn off pollution visibility even when detailed info is on. }}
[http://imgur.com/a/Nq2Yk A pictorial summary of typical problems].


== Achievements ==
{{history|0.7.1|
{{Achievement|trans-factorio-express}}
* Speed modules no longer produce extra pollution.
* Added missing pollution descriptions.
* Pollution is only shown on the minimap with alt mode on.
}}


== Connection to [http://www.openttd.org/ OpenTTD] ==
{{history|0.7.0|
Factorio's railway system works basically exactly like [http://wiki.openttd.org/Signals#Block_signals≈ the block signals in Open Transport Tycoon Deluxe]. Players who have ever played that game will find some elements of it in Factorio. If not, they can learn from the OpenTTD documentation.
* Introduced concept of pollution.}}


== See also ==
== See also ==
* [[Tutorial:Train signals]]
* [[Crafting]]
* [[Railway/Train_path_finding]]
* [[Module]]s
* [[Locomotive]]
* [[Enemies]]
* [[Cargo wagon]]

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

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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