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Again, welcome, we hope you contribute as much high quality information as you can. :) [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 10:58, 6 February 2018 (UTC)
Again, welcome, we hope you contribute as much high quality information as you can. :) [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 10:58, 6 February 2018 (UTC)


== Na dziś koniec - a gdzieś to trzymać trzeba ==
== Linki ==


{{Languages}}
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10
''Jeżeli chcesz poczytać o typowym, żółtym podajniku, wejdź: [[Inserter/pl]].''


'''Podajniki''' to urządzenia, których używamy do przesuwania przedmiotów na niewielkie odległości. Po postawieniu, przenoszą w jedną stronę. Podajniki zabierają przedmioty z 'tyłu' siebie do przodu. Podajnikami można przenosić przedmioty z jednego taśmociągu na drugi, albo zabierać/podawać przedmioty z/do [[Storage/pl|magazynów]] lub {{L|Assembling machine}}.
https://wiki.factorio.com/Factorio:Editor_noticeboard
W Faktorio mamy 7 różnych typów podajników (opis poniżej), sześć z nich do działania potrzebuje elektryczności, jeden potrzebuje [[Fuel/pl|paliwa]]


== Rodzaje podajników ==
https://wiki.factorio.com/Factorio:Wanted_pages/pl


{| class="wikitable"
* [[:Category:Pages_with_broken_file_links|Pages with broken file links]]
| {{Imagelink|Burner inserter|Burner inserter}} || Jedyny podajnik zasilany paliwem.
* [[Special:BrokenRedirects|Broken redirects]]
|-
* [[Special:DoubleRedirects|Double redirects]]
| {{Imagelink|Inserter|Inserter}} || Standardowy elektryczny podajnik.
* [[Special:UnusedFiles|Unused files]]
|-
* [[Factorio:Wanted pages|Wanted pages]]
| {{Imagelink|Long handed inserter|Long handed inserter}} || Długie ramię pozwala na przenoszenie przedmiotów na większe odległości.
|-
| {{Imagelink|Fast inserter|Fast inserter}} || Dużo szybszy niż standardowy podajnik.
|-
| {{Imagelink|Filter inserter|Filter inserter}} || Rozwinięcie szybkiego podajnika o możliwość filtrowania przenoszonych przedmiotów.
|-
| {{Imagelink|Stack inserter|Stack inserter}} || Szybkością dorównuje szybkiemu podajnikowi, ale może przenieść dużo więcej przedmiotów 'na raz'.
|-
| {{imagelink|stack_filter_inserter|Stack filter inserter}} || Rozwinięcie podajnika masowego o możliwość filtrowania przenoszonych przedmiotów.
|-
|}


==Mechanika==
Templatesy
Podajniki '''robią''':
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10
* '''Podnoszą''' przedmioty z ziemi, z [[Transport belts/pl|taśmociągów]] lub z innych obiektów posiadających przestrzeń ładunkową ({{L|Chests}}, {{L|Furnace}} i {{L|Assembling machine}})
* '''Stawiają''' przedmioty na ziemi, na taśmociąg lub do obiektu mającego przestrzeń ładunkową.
* Działają wolniej przy niedoborze energii.


Podajniki '''nie robią''':
<!-- <!-- <!-- <!-- <!-- <!-- <!--  --> --> --> --> --> --> -->
* Nie podniosą wszystkich przedmiotów, jeżeli nie będą mogły ich położyć w miejscu przeznaczenia.
* Nie podniesie przedmiotów, jeżeli obiekt docelowy jest pełny.
* Nie umieści więcej niż jednego przedmiotu na ziemi.
* Nie umieści przedmiotów w skrzynce ograniczonej limitem miejsca (sloty ekwipunku w skrzynce zaznaczone na czerwono).


Podajniki działają różnie, w zależności od tego jakie i gdzie przenoszą przedmioty, aby nie zabierać wszystkich przedmiotów i się nie blokować wzajemnie - co później wpływa na efektywność maszyn obsługiwanych jednym taśmociągiem. Jeżeli dwa podajniki odbierają z tego samego miejsca - priorytet pobrania przedmiotu ma podajnik umieszczony jako pierwszy.
{{languages}}
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]


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.


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


== Limity wstawiania do obiektów ==
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.
Podajniki przestaną wstawiać elementy do niektórych budynków, jeśli mają już wystarczającą ilość tego elementu. Na przykład, jeśli w piecu znajduje się 5 lub więcej elementów paliwa, podajnik nie włoży dodatkowego paliwa. Gdy paliwo spadnie poniżej 5 sztuk, podajnik dołoży paliwa, ale do limitu 5 sztuk.


Ma to umożliwić wszystkim maszynom otrzymanie ich części przedmiotów. Wspólne limity wstawienia są przedstawione w poniższej tabeli:
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.


== Pollution spread ==


{| class="wikitable"
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).
! Maszyna !! Rodzaj przedmiotu !! Limit wstawienia !! Komentarz
|-
| {{L|Boiler}}, {{L|Burner inserter}}, {{L|Furnace}} || {{L|Fuel}} || align="center" | 5 ||
|-
| {{L|Gun turret}} || Magazynek || align="center" | 10 || Od v0.8.4. Pozwana na 100 strzałów do opróżnienia
|-
| {{L|Assembling machine}} || Przedmioty wymagane w recepturze || Podwojona liczba przedmiotów podana w recepturze ||
|-
| {{L|Furnace}} || Przedmioty wymagane w recepturze || Podwojona liczba przedmiotów podana w recepturze ||
|-
| {{L|Lab}} || {{L|Science pack}} || Podwojona liczba pakietów potrzebnych do osiągnięcia jednego punktu badań ||
|}


Może się zdarzyć, że podajnik przepełni budynek. Może to się stać w przypadku, gdy mamy zbadane dużo bonusów do ładowności podajników lub w przypadku używania więcej niż jednego podajnika do zasilenia jednej maszyny.
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==


==Interakcja podajników z taśmociągami ==
* Every [[chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution#Chunks]]). So the more the pollution spreads, the more is absorbed.
{{L|Transport belts}} mają dwie linie przedmiotów. Podajnik zawsze podaje na jedną stronę taśmociągu. Poniżej przykłady:
* [[Tree]]s also absorb some pollution (See [[Pollution#Trees]]).
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to produce enemies.


<div><ul>
== Native life ==
<li style="display:inline-block;">
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.
{|
| style="width:300px;height:345px;" | [[File:PlaceOnFarSide.gif]]
|-
| Podajniki '''zawsze''' stawiają przedmiot na dalszą linię taśmociągu.
|} </li>
<li style="display: inline-block;">
{|
| style="width:300px;" | [[File:PlaceOnRightSide.gif]]
|-
| Jeżeli taśmociąg jest skierowany w tą samą stronę do podajnik, to przedmiot jest zawsze podawany na prawą linię (patrząc wprost na taśmociąg).
|}
</li><li style="display: inline-block;">
{|
| style="width:300px;" | [[File:PlaceOnInsideOfCorner.gif]]
|-
| Jeżeli kładziemy przedmiot na łuku, podajnik zawsze poda przedmiot na wewnętrzną stronę łuku.
|} </li><li style="display: inline-block;">
{|
| style="width:300px;" | [[File:TakeFromNearSide.gif]]
|-
| Podajnik '''preferuje''' pobieranie przedmiotów z bliższej linii taśmociągu. Jeżeli najbliższa linia jest pusta - podajnik pobierze przedmioty z drugiej linii..
|}
</li>
</ul></div>


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.


== Problemy z podajnikami ==
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.
Podajniki mogą mieć problem z odebraniem przedmiotów:


* Z {{L|Express transport belt}}, ponieważ przedmioty poruszają się za szybko.
Required pollution to add an additional biter/spitter to the attack wave:
* Z wejścia do {{L|Underground belt}}, ponieważ przedmiot jest krócej na 'powierzchni' niż w przypadku zwykłego taśmociągu.
{| class="wikitable" style="text-align:right;"
* Z łuków taśmociągów, jeżeli przedmioty są wewnątrz łuku.
! 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;
|-
|}


== Premia pojemności podajników ==
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]].


Jeżeli podajnik przenosi przedmioty z ekwipunku do ekwipunku (np.: z automatu montażowego do skrzyni) lub (od wersji v0.13) z ekwipunku do taśmociągu może przenieść więcej niż jeden przedmiot na raz. Aby to osiągnąć należy zbadać {{L|Inserter capacity bonus (research)}}.
== 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.
== Zużycie energii elektrycznej ==
* Jeżeli podajniki się nie poruszają nadal pobierają energię elektryczną (oprócz {{L|Burner inserter}}). Nazywa się to energią spoczynkową.
* Ilość zużywanej energii elektrycznej jest taka sama dla każdego ruchu.
* {{L|Burner inserter}} nie zużywa paliwa, jeśli się nie porusza, ale zużywa stosunkowo więcej energii w czasie ruchu. Ta właściwość może się przydać, jeżeli podajnik nie musi się poruszać zbyt często.
 
==Inserter Speed==


== Production/Absorption ==
These tables contain information about the levels of pollution produced/absorbed by items in the game.
=== Polluters ===
{| class="wikitable"
{| class="wikitable"
! Type
| '''Object''' || '''Pollution per KW per game second (60 ticks)''' || '''Pollution per game second at full power'''
! Rotation-speed (turns per [[Game-tick]])<br/>Extension-speed ([[Tile]]s per Tick)
|-
! Turns per [[Game-second]]<br/>Tiles per Game-second
| {{Imagelink|Stone furnace}} || 0.01/KW || 1.8
! Game-second per full turn<br/>Game-seconds per Tile
|-
! Ticks per full turn<br/>Ticks per Tile
| {{Imagelink|Steel furnace}} || 0.02/KW || 3.6
|- align="center"
|-
| align="left"| {{Imagelink|Burner inserter|Burner inserter}} || 0.01<br/>0.0214 || 0.6<br/>1.284 || 1.667<br/>0.833 || 102<br/>76
| {{Imagelink|Electric furnace}} || 0.005/KW || 0.9
|- align="center"
|-
| align="left"| {{Imagelink|Inserter|Inserter}} || 0.014<br/>0.03 || 0.84<br/>1.8 || 1.191<br/>0.56 || 72<br/>54
| {{Imagelink|Burner mining drill}} || 0.03333/KW || 10
|- align="center"
|-
| align="left"| {{Imagelink|Long handed inserter|Long handed inserter}} || 0.02<br/>0.0457 || 1.2<br/>2.742 || 0.833<br/>0.416 || 52<br/>36
| {{Imagelink|Electric mining drill}} || 0.1/KW || 9
|- align="center"
|-
| align="left"| {{Imagelink|Fast inserter|Fast inserter}}<br/>{{Imagelink|Stack inserter|Stack inserter}}<br/>{{imagelink|Stack_filter_inserter|Stack filter inserter}} || 0.04<br/>0.07 || 2.4<br/>4.2 || 0.417<br/>0.238 || 26<br/>24
| {{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
|-
|-
|}
|}


===Rotation Speed===
Fire on the ground and burning trees produce 0.005 pollution per tick.
Convention: 2π rad = 100% of a circle rotation = '''1 turn''' (or one full rotation).


Note: an Inserter doesn't always need to make full turns. When grabbing from a transport belt, it is slightly faster when grabbing items from the closest lane.
=== De-polluters ===


===Extension Speed===
==== Spawner ====
The extension-speed is normally not visible (only when compared to other inserters), but there are measurable speed differences when taking - for example - from the near or the far side of a belt. Also Some mods can alter the pickup and drop locations of inserters, making this stat more relevant.
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.


==Inserter Throughput==
==== Chunks ====
 
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.
The following is based on [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing experimental data] gathered in version 0.15.
 
Inserter throughput between chests and other [[stack|stacks]] is a simple function of stack size and arm speed:
 
<blockquote>
''n'' = Stack size
 
''t_arm'' = Time to move the arm back and forth
 
Time per item = ''t_arm'' / ''n''
 
Throughput (items/sec) = 1 / Time per item = ''n'' / ''t_arm''
</blockquote>
 
When moving items to or from belts, the time to pick up or put down items also becomes a factor:
 
<blockquote>
''t_item'' = Time to pick up or put down one item
 
''t_cycle'' = Time to complete an arm cycle = ''t_arm'' + ''n''*''t_item''
 
Time per item = ''t_cycle'' / ''n'' = ''t_item'' + ''t_arm'' / ''n''
 
Throughput (items/sec) = 1 / (''t_item'' + ''t_arm'' / ''n'')
</blockquote>
 
'''Note:''' [https://forums.factorio.com/viewtopic.php?t=9141#p280529 Before 0.15.14], inserters were 1-4% less efficient when moving items from south to north.
 
===Chest to chest===


Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.
{| class="wikitable"
{| class="wikitable"
! rowspan=2 | Type
! Tile !! Pollution per tick !! Pollution per second
! rowspan=2 | Arm cycles per second
|-
! colspan=6 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)
|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
|-
|-
! colspan=2 | No capacity bonus
|Special tiles (Lab tiles, out of map, tutorial grid) || -0.0006 || -0.036
! colspan=2 | Capacity bonus 2
! colspan=2 | Capacity bonus 7
|- align="center"
| align="left"| {{Imagelink|Burner inserter|Burner inserter}} || 0.59 || 0.59 || (1) || 1.18 || (2) || 1.76 || (3)
|- align="center"
| align="left"| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || (1) || 1.67 || (2) || 2.50 || (3)
|- align="center"
| align="left"| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.15 || 1.15 || (1) || 2.31 || (2) || 3.46 || (3)
|- align="center"
| align="left"| {{Imagelink|Fast inserter|Fast inserter}}<br/>{{Imagelink|Filter inserter|Filter inserter}} || 2.31 || 2.31 || (1) || 4.62 || (2) || 6.93 || (3)
|- align="center"
| align="left"| {{Imagelink|Stack inserter|Stack inserter}}<br/>{{imagelink|stack_filter_inserter|Stack filter inserter}} || 2.31 || 4.62 || (2) || 9.23 || (4) || 27.70 || (12)
|-
|-
|}
|}


===Chest to belt===
==== 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.
Throughput going from chest to belt depends on how full the belt is and how the items are spaced, i.e. if spaces are large enough to fill with items. Underground entrances and exits also makes it easier for the inserter to put down an item.
 
In these measurements inserters move items onto an empty perpendicular belt. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.


{| class="wikitable"
{| class="wikitable"
! rowspan=3 | Type
! Object !! Stage !! Pollution per tick !! Pollution per second
! colspan=12 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)
|-
| rowspan="4" | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001 || -0.06
|-
|-
! colspan=4 | No capacity bonus
| 1 || -0.00067 || -0.04
! colspan=4 | Capacity bonus 2
! colspan=4 | Capacity bonus 7
|-
|-
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||
| 2 || -0.00033 || -0.02
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]] ||
|- align="center"
| align="left"| {{Imagelink|Burner inserter|Burner inserter}} || 0.59 || 0.59 || 0.59 || (1) || 1.10 || 1.13 || 1.14 || (2) || 1.53 || 1.62 || 1.67 || (3)
|- align="center"
| align="left"| {{Imagelink|Inserter|Inserter}} || 0.83 || 0.83 || 0.83 || (1) || 1.52 || 1.58 || 1.60 || (2) || 2.05 || 2.22 || 2.31 || (3)
|- align="center"
| align="left"| {{Imagelink|Long handed inserter|Long handed inserter}} || 1.15 || 1.15 || 1.15 || (1) || 2.03 || 2.14 || 2.18 || (2) || 2.65 || 2.95 || 3.10 || (3)
|- align="center"
| align="left"| {{Imagelink|Fast inserter|Fast inserter}}<br/>{{Imagelink|Filter inserter|Filter inserter}} || 2.31 || 2.31 || 2.31 || (1) || 3.64 || 4.00 || 4.14 || (2) || 4.29 || 5.14 || 5.63 || (3)
|- align="center"
| align="left"| {{Imagelink|Stack inserter|Stack inserter}}<br/>{{imagelink|stack_filter_inserter|Stack filter inserter}} || 3.64 || 4.00 || 4.14 || (2) || 4.71 || 6.15 || 6.86 || (4) || 5.90 || 9.60 || 12.20 || (12)
|-
|-
|}
| 3 (Min leaf density) || 0 || 0
 
To calculate the throughput for [[Stack inserter]] and [[Stack filter inserter]] at any capacity level, you can use these linearly fitted factors with the belt/chest throughput formula above:
 
{| class="wikitable"
! rowspan=2 | Type
! colspan=2 | {{Imagelink|Transport belt|Transport belt}}
! colspan=2 | {{Imagelink|Fast transport belt|Fast transport belt}}
! colspan=2 | {{Imagelink|Express transport belt|Express transport belt}}
|-
|-
! ''t_item'' || ''t_arm''
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001 || -0.006
! ''t_item'' || ''t_arm''
! ''t_item'' || ''t_arm''
|- align="center"
| align="left"| {{Imagelink|Stack inserter|Stack inserter}}<br/>{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.142 || 0.292 || 0.073 || 0.360 || 0.049 || 0.384
|-
|-
|}
| [[File:Dead grey trunk.png|120px]] Dead grey trunk || No stages || -0.0001 || -0.006
 
See the [https://docs.google.com/spreadsheets/d/1OzlP2v6P1OGxK1xCFr77aqVfNNEaEKHlA89aSVmqBGw/edit?usp=sharing source spreadsheet] for the corresponding factors for the other inserter types. Their errors are generally well below 1%.
 
===Belt to chest===
 
When picking items from a belt, many more factors come into play besides belt fullness:
 
* How fast the items move (i.e. if they are queued up on the belt or move at belt speed).
* Whether the belt is perpendicular to the inserter or approaches it head on.
* Whether items are on the near or far lane of a perpendicular belt.
* Whether the belt turns or not, and whether the items are in the inner or outer side of the bend.
* If the belt is an underground entrance or exit. This shortens the time items are visible to the inserter for pickup.
* All sorts of intricate timing factors between the inserter and the items on the belt, since the game simulates the arm homing in on every item.
 
The test setup used below is with an inserter taking items from a perpendicular belt with items on the far lane only. The belt is fully compressed and timings are both for items that move at full speed and queued up as much as possible. Values are given for the stack sizes at three different [[inserter capacity bonus (research)|capacity bonus]] levels.
 
{| class="wikitable"
! rowspan=4 | Type
! colspan=15 | Items/second at [[inserter capacity bonus (research)|capacity bonus]] level (stack size)
|-
|-
! colspan=5 | No capacity bonus
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001 || -0.006
! colspan=5 | Capacity bonus 2
! colspan=5 | Capacity bonus 7
|-
|-
! colspan=3 | Items at<br/>belt speed
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001 || -0.006
! rowspan=2 | Items<br/>queued<br/>up
! rowspan=2 |
! colspan=3 | Items at<br/>belt speed
! rowspan=2 | Items<br/>queued<br/>up
! rowspan=2 |
! colspan=3 | Items at<br/>belt speed
! rowspan=2 | Items<br/>queued<br/>up
! rowspan=2 |
|-
|-
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001 || -0.006
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]
! [[File:Transport belt.png|link=Transport belt]] || [[File:Fast transport belt.png|link=Fast transport belt]] || [[File:Express transport belt.png|link=Express transport belt]]
|- align="center"
| align="left"| {{Imagelink|Burner inserter|Burner inserter}} || '''0.56''' || '''0.56''' || 0.51 || 0.65 || (1) || '''1.11''' || 1.07 || 0.98 || 1.18 || (2) || 1.43 || '''1.54''' || 1.43 || 1.75 || (3)
|- align="center"
| align="left"| {{Imagelink|Inserter|Inserter}} || '''0.83''' || 0.74 || 0.77 || 0.90 || (1) || '''1.57''' || 1.48 || 1.45 || 1.62 || (2) || 2.00 || '''2.11''' || 2.07 || 2.40 || (3)
|- align="center"
| align="left"| {{Imagelink|Long handed inserter|Long handed inserter}} || '''1.16''' || 1.11 || 1.11 || 1.22 || (1) || 2.22 || '''2.22''' || 2.11 || 2.31 || (2) || 3.08 || 3.08 || '''3.16''' || 3.33 || (3)
|- align="center"
| align="left"| {{Imagelink|Fast inserter|Fast inserter}}<br/>{{Imagelink|Filter inserter|Filter inserter}} || '''2.22''' || '''2.22''' || 2.14 || 2.40 || (1) || '''4.17''' || 3.81 || 4.00 || 4.29 || (2) || '''5.71''' || 5.45 || 5.46 || 6.21 || (3)
|- align="center"
| align="left"| {{Imagelink|Stack inserter|Stack inserter}}<br/>{{imagelink|stack_filter_inserter|Stack filter inserter}} || '''4.17''' || 3.81 || 4.00 || 4.29 || (2) || '''6.67''' || '''6.67''' || 6.15 || 6.67 /<br/>7.50 /<br/>7.74 * || (4) || 6.67 || 10.00 || '''12.00''' || 6.67 /<br/>11.61 /<br/>13.58 * || (12)
|-
|-
|}
|}


<nowiki>*)</nowiki> Throughput for basic/fast/express belt.
== Achievements ==
Pollution is directly connected to the following achievement:
{{Achievement|it-stinks-and-they-dont-like-it}}
 
== History ==


Since there are many more factors involved, these measurements exhibit a more complex pattern than chest-to-belt.
{{history|0.13.2|
* Optimized rendering of huge pollution clouds on the map.}}


* Boldface cells show for which belt each inserter has the best throughput on each bonus level when items move at belt speed. Higher speed belts mean that inserters have to work harder to catch the fast moving items. The effect is most noticeable for slower inserters and smaller stack sizes.
{{history|0.13.0|
* When items are queued up the belt type hardly matters, so there is only a single column for that. The exceptions are the stack inserters - for basic transport belts it's the belt that sets the limit for stack sizes above 4, and there is also a notable difference between fast and express belts.
* 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.
}}


Here are linearly fitted factors to get the [[Stack inserter]] and [[Stack filter inserter]] throughput at any capacity level, by using the belt/chest throughput formula above:
{{history|0.12.0|
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}


{| class="wikitable"
{{history|0.8.0|
! rowspan=2 | Type
* Added option to turn off pollution visibility even when detailed info is on. }}
! colspan=2 | {{Imagelink|Transport belt|Transport belt}}
! colspan=2 | {{Imagelink|Fast transport belt|Fast transport belt}}
! colspan=2 | {{Imagelink|Express transport belt|Express transport belt}}
|-
! ''t_item'' || ''t_arm''
! ''t_item'' || ''t_arm''
! ''t_item'' || ''t_arm''
|- align="center"
| align="left"| {{Imagelink|Stack inserter|Stack inserter}}<br/>{{imagelink|stack_filter_inserter|Stack filter inserter}} || 0.045* || 0.403* || 0.063 || 0.387 || 0.049 || 0.416
|-
|}


<nowiki>*)</nowiki> Since the belt is the limiting factor above stack size 4, these figures are only accurate up to that size. More than that and the throughput is fixed at 6.67 items per second.
{{history|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.
}}


==See Also==
{{history|0.7.0|
* [[Electric system]]
* Introduced concept of pollution.}}
* [[Belt transport system]]
* [[Inserter capacity bonus (research)]]: Inserter moves more than an item per turn.


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

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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