In other languages:

User talk:JakubSTR: Difference between revisions

From Official Factorio Wiki
Jump to navigation Jump to search
No edit summary
 
(8 intermediate revisions by the same user not shown)
Line 22: Line 22:
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10


== Stosy ==
<!-- <!-- <!-- <!-- <!-- <!-- <!--  --> --> --> --> --> --> -->


{{Languages}}
{{languages}}
'''Stos''' to podstawowe miejsce, w którym znajdują się przedmioty (wydobyte lub wyprodukowane). W jednym stosie mogą znajdować się jednakowe przedmioty o zdefiniowanej liczbie. Każde miejsce, w którym może znajdować się przedmiot ma określon maksymalną liczbę stosów (co dalej definiuje pojemność na dany przedmiot).
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]


== Przykłady ekwipunków ==
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.


* Ekwipunek [[player/pl|gracza]]:
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.
** Główny ekwipunek
** Pasek narzędziowy
** Zasobnik uzbrojenia, broni i amunicji
** Miejsce logistycznego wywozu
** Ręka gracza
* [[Vehicle/pl|pojazdy]]:
** [[Car/pl|Samochód]] (paliwo, amunicja, bagaż)
** [[Tank/pl|Czołg]] (paliwo, amunicja, bagaż)
** [[Railway/pl|Pociąg]] (lokomotywa - paliwo; wagony - przedmioty)
* [[Chests/pl|Skrzynie]]: Skrzynie to zbiór stosów.


* Urządzenia
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.
** [[Furnace/pl|Piece]]: Stos na paliwo (Tylko [[Stone furnace|kamienny]] i [[Steel furnace|stalowy]] piec), stos na surowce i stos na produkty
** [[Assembling machine/pl|Automat montażowy]] oraz [[chemical plant/pl|Zakład chemiczny]]: 1 lub więcej wyjściowych oraz 1-6 wejściowych stosów, zależne od rodzaju produkcji w danym urządzeniu
** [[Lab/pl|Laboratoria]]
** Spalinowe: [[Boiler/pl|Bojler]], [[burner mining drill/pl|Spalinowa wiertnica górnicza]], [[burner inserter/pl|spalinowy podajnik]]
** [[Roboport/pl|Roboport]] (tylko dla robotów i zestawów naprawczych)
** [[Gun turret/pl|Działko maszynowe]]
* Specjalne
** [[Inserters/pl|Podajniki]] oraz roboty (Małe, zmienne stosy, pozwalające na transport przedmiotów pomiędzy "normalnymi" stosami. Rozwijając badania: [[Inserter capacity bonus (research)/pl|Zwiększona ładowność podajników]] oraz [[Worker robot cargo size (research)/pl|Pojemność robotów technicznych]])


== Jak działają stosy ==
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.


Stos przechowuje określoną liczbę jednakowych przedmiotów.
== Pollution spread ==


Pierwszy włożony przedmiot determinuje, jaki przedmiot w danym stosie będzie przechowywany. Definiuje również, jak dużo przedmiotów może być przechowywanych w stosie, ponieważ to zależy od maksymalnego rozmiaru stosu dla danego przedmiotu.
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).


Tylko przedmioty mogą być przechowywane w stosach. Nie można przechowywać [[Fluid system/pl|płynów]] w stosach.
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]].


=== Wielkość stosu ===
== Pollution dissipation==


Maksymalna liczba przedmiotów danego typu w stosach. Poniżej przedstawiono przykłady (kliknij, aby rozwinąć):
* 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.


{| class="wikitable mw-collapsible mw-collapsed"
== Native life ==
!style="width: 100px;" |Wielkość stosu
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.
!Przemiot (przykłady)
 
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 || {{L|Nuclear fuel}}, {{L|Artillery shell}}, {{L|Satellite}}, {{L|Modular armor}}, {{L|Blueprint}}.
| 1,000&nbsp; || Medium biter&nbsp;
|-
|-
| 5 || {{L|Locomotive}}, wszystkie {{L|Wagon}}y.
| 4,000&nbsp; || Big biter&nbsp;
|-
|-
| 10 || {{L|Roboport}}, {{L|Rocket fuel}}, {{L|Artillery turret}}, {{L|Atomic bomb}}.
| 20,000&nbsp; || Behemoth biter&nbsp;
|-
|-
| 20 || Niektóre {{L|Equipment modules}}, {{L|Pumpjack}}, {{L|Steel axe}}.
| 200&nbsp; || Small spitter&nbsp;
|-
|-
| 50 || Wszystkie rudy, {{L|Stone}}, {{L|Coal}}, wszystkie {{L|Module|}}, {{L|Electric mining drill}}, {{L|Electric furnace}}, wszystkie {{L|Assembling machine}}, wszystkie {{L|Chests}}, wszystkie {{L|Inserters}}, {{L|Gun turret}}, {{L|Laser turret}}, wszystkie {{L|Power poles}} oraz {{L|Substation}}, roboty techniczne, {{L|Solid fuel}}.
| 600&nbsp; || Medium spitter&nbsp;
|-
|-
| 100 || {{L|Iron plate}}, {{L|copper plate}}, {{L|steel plate}}, {{L|processing unit}}, {{L|iron gear wheel}}, {{L|stone brick}}, all types of {{L|concrete}}, both isotopes of {{L|Uranium processing|processed uranium}}, {{L|pipe}} (regular), all {{L|Belt transport system|belts}}, {{L|stone wall}}, {{L|landfill}}.
| 1,500&nbsp; || Big spitter&nbsp;
|-
|-
| 200 || {{L|Electronic circuit}}, {{L|advanced circuit}}, {{L|Copper cable}}, [[Red wire/pl|czerwony]] oraz [[Green wire/pl|zielony]] przewód, wszystkie {{L|Science pack}} oprócz {{L|space science pack}}
| 10,000&nbsp; || Behemoth spitter&nbsp;
|-
|-
| 2,000 || Wyłącznie dla {{L|space science pack}}.
|}
|}


=== Filtrowanie stosów ===
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]].


Stosy są filtrowane domyślnie w obiektach spalinowych (można tam włożyć tylko paliwo), [[roboport/pl|roboportach]] (roboty i zestawy naprawcze), [[Lab/pl|laboratoriach]] (pakiety naukowe), [[Assembling machine/pl|automatach montażowych]] (w zależności od typu produkcji). Stos może być filtrowany przez gracza ({{Keybinding|ŚPM}}), ale tylko dla [[cargo wagon/pl|wagonu towarowego]] oraz w pasku narzędziowym gracza. W przypadku [[chests/pl|skrzyń]] filtrowanie nie jest możliwe.  
== 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.


Filtrowanie może być użyte dla zapewnienia konkretnego przedmiotu w przestrzeni magazynowej. Dzięki temu, podajniki i roboty, nie włożą nic co nie odpowiada filtrowi. Ręczna próba włożenia innego przedmiotu też nie będzie skuteczna, dopóki filtr nie zostanie wyczyszczony.
== 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
|-
| {{Imagelink|Oil refinery}} || 0.00857/KW || 3.6
|-
| {{Imagelink|Chemical plant}} || 0.00857/KW || 1.8
|-
| {{Imagelink|Centrifuge}} || 0.016/KW || 5.6
|-
|}


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


Damaged items (i.e, damaged entities now stored as items) stack with other damaged items (of the same type), but not with undamaged items. When items with different amounts of damage are stacked together, the health of the items is averaged.
=== De-polluters ===


=== Items with durability ===
==== 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.


Items with durability, such as [[science pack]]s and [[repair packs]], always stack with items of the same type, regardless of how much durability remains. The durability displayed on the stack is the durability of the first item. After that item is removed from the stack, a stack of items with full durabilities remains. This means that when multiple items with durabilities are stacked together, their durabilities are merged, which can result in a lower overall item count while the overall remaining durability stays the same.
==== Chunks ====
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.


== Stack size bonuses ==
Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.
{| 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
|-
|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
|-
|}


Inserters and logistic robots can be boosted with research to hold and transfer more items, see:
==== 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.


* [[Inserter capacity bonus (research)]],
{| class="wikitable"
* [[Worker robot cargo size (research)]]
! 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
|-
|}


== Stack limitation ==
== Achievements ==
Pollution is directly connected to the following achievement:
{{Achievement|it-stinks-and-they-dont-like-it}}


[[File:Stack limiter.jpg|300px|thumb|frame|A [[wooden chest]] limited to three stacks. Once the third stack is full, inserters will no longer attempt to add items.]]
== History ==


Optionally, the usable space in [[chests]] and [[Cargo wagon|wagons]] can be decreased below their default values. Typically, this is done to store a small amount of items in an automated process, without consuming the resources that would be required to fill the entire container.
{{history|0.13.2|
* Optimized rendering of huge pollution clouds on the map.}}


To limit a container, click the red X at the end of the last stack. Then, click on one of the stacks to set the new limit. The unused stacks will be highlighted red (see right).
{{history|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.
}}


When full, inserters will no longer add to a limited container. However, the player is still free to manually place items in the unused (red) slots.
{{history|0.12.0|
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}


== Handling stacks ==
{{history|0.8.0|
* Added option to turn off pollution visibility even when detailed info is on. }}


There are some [[keyboard bindings]] to quickly handle movement of stacks between inventories, like moving half of a stack to another stack.
{{history|0.7.1|
 
* Speed modules no longer produce extra pollution.
== History ==
* Added missing pollution descriptions.
* Pollution is only shown on the minimap with alt mode on.
}}


In game version 0.10, the number of items which can be stored in a stack changed for most items from powers of 2 to multiples of 10. This change was mainly made because most people find it more intuitive to calculate numbers in a base-10 system.
{{history|0.7.0|
* Introduced concept of pollution.}}


Example: Before the change, a stack could store 64 iron ore, while after the change it is 50. This created some controversy, as some players preferred the old stack sizes.
== See also ==
* [[Crafting]]
* [[Module]]s
* [[Enemies]]

Latest revision as of 12:50, 14 March 2019

Welcome to the Official Factorio Wiki! Now that you have an account, there are a few key places on this Wiki that will be helpful in your efforts to improve it.
First and foremost, please be sure to read and understand the rules of this Wiki. If you have any questions or concerns with these rules, please don't hesitate to ask an Admin.
Secondly, if you're new to editing Wikis and are unfamiliar with MediaWiki's formatting, please be sure to read the help pages. In addition to the help provided by MW, we also provide a style guide that we enforce.
If you're unsure where to begin, please see the editor noticeboard, where information on the current objectives and projects of the Wiki may be found.
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