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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)


== Linki ==


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


== Sieć sterownicza ==
https://wiki.factorio.com/Factorio:Editor_noticeboard


{{Languages}}
https://wiki.factorio.com/Factorio:Wanted_pages/pl
'''Sieć sterownicza''' jest zbudowana z użyciem {{L|Red wire}} oraz {{L|Green wire}} i pozwala na kontrolę ''odbiorników'' w oparciu o informacje dostarczane do sieci sterowniczej z ''nadajników''. Przeważnie nadajnikami są {{L|Chests}} oraz {{L|Storage tank}}, które wysyłają do sieci informacje na temat ilości przechowywanych przedmiotów lub płynów. Każda z sieci dysponuje oddzielnym kanałem dla każdego przedmiotu lub cieczy. Sygnały można przesyłać równolegle czerwonym i zielonym przewodem - istotne jest ostateczne połączenie przewodu do odbiornika/nadajnika. Poza kanałami odpowiadającymi konkretnemu przedmiotowi, mamy do dyspozycji 45 dodatkowych kanałów - które są definiowane przez użytkownika. W niektórych urządzeniach są dostępne symbole wieloznaczne: "Wszystko", "Jakikolwiek", "Każdy".


[[File:InnerOfGreenCable.jpg|right|thumb|400px|Rysunek użytkownika wizualizujący przewód sterujący.]]
* [[:Category:Pages_with_broken_file_links|Pages with broken file links]]
* [[Special:BrokenRedirects|Broken redirects]]
* [[Special:DoubleRedirects|Double redirects]]
* [[Special:UnusedFiles|Unused files]]
* [[Factorio:Wanted pages|Wanted pages]]


== Jak się tym posługiwać ==
Templatesy
=== Wysyłanie informacji ===
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10
Nadajniki wysyłają ilość przedmiotów lub płynów, które zawierają. Każda wartość jest przekazywana na określonym kanale, który odpowiada danemu elementowi. Przykładowo, zbiornik zawierający 1000 jednostek ropy naftowej, będzie wysyłał informację na kanale z ikoną ropy naftowej: {{icon|Crude oil|1000}}


Kanały są oddzielone od siebie, więc każda sieć może jednocześnie wysyłać informacje na temat każdego przedmiotu oraz informacje zdefiniowane przez gracza (cyfry 0-9, litery A-Z i 9 różnych kolorów). Wszystkie nieużywane kanały mają wartość zero.
<!-- <!-- <!-- <!-- <!-- <!-- <!--  --> --> --> --> --> --> -->


Sygnały, w ramach jednej sieci się sumują. Oznacza to, że jeśli połączone są dwa zbiorniki po 1000 jedn. ropy naftowej każdy to sieć pokaże wartość kanału "ropa naftowa" 2000 jednostek.
{{languages}}
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]


Wszystkie przewody tego samego koloru, które są ze sobą połączone tworzą jedną, wspólną sieć. Oznacza to, że będą przekazywać przedmioty sobie nawzajem. Przykładowo, jeśli dwa czerwone przewody są podłączone do tego samego wejścia {{L|Arithmetic combinator}}, to każdy przewód odbiera zawartość od drugiego. Gdy nie jest to zamierzone może to spowodować sprzężenie zwrotne.
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.


Wartości kanałów znajdują się w 32-bitowym zakresie całkowitym z zawijaniem tj. od -2147483648 do 2147483647. Zawijanie przy przepełnieniu oznacza, że np. 2147483647 + 10 = -2147483639
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.


=== Odbiorniki ===
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.
Odbiorniki przyjmują informacje, w większości przypadków w celu włączenia/wyłączenia urządzeń. Ponadto mogą porównywać wartości różnych kanałów lub badać kanał o określonej wartości.  


Odbiorniki sumują wszystkie sygnały z każdego podłączonego do nich przewodu (nawet różnych kolorów). Przykładowo, jeśli podajnik jest połączony czerwonym przewodem zawierającym 20 płytek żelaznych i zielonym przewodem zawierającym 10 miedzianych płytek i 5 żelaznych płytek, to sygnał podany do podajnika będzie zawierał 25 żelaznych płytek i 10 miedzianych płytek.  
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.


== Devices ==
== Pollution spread ==


Each device that is able to be connected to a circuit network has a "circuit network" icon located in the top right corner of its info pane. Clicking this icon will display the available circuit network options for that device (note: a red or green wire must be connected, otherwise the message "not connected" will display instead). Clicking the icon next to it, the device can be connected to a logistic network if in range of one, which also allows conditions to be set.
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).


Conditions can be set for both circuit (signals of red and green wires are summed) and logistic network, which will together act as a logical AND.
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]].


The following devices can be connected to a circuit network:
== Pollution dissipation==


{| class="wikitable mw-collapsible"
* 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;
|-
|-
! Device !! Possible output signals !! Possible control options
| 200&nbsp; || Small biter&nbsp;
|-
|-
| {{Imagelink|Transport belt|Transport belts}} || Transport belts can send their content to the circuit network.
| 1,000&nbsp; || Medium biter&nbsp;
*''Pulse mode'': The signal is sent for only 1 tick when the item enters the belt.
*''Hold mode'': The signal is sent continuously as long as the items are on the belt.
|| Transport belts can be enabled on a condition.
|-
|-
| {{Imagelink|Inserter|Inserters}} || All inserters can send their held items to the circuit network.
| 4,000&nbsp; || Big biter&nbsp;
*''Pulse mode'': The signal is sent for only 1 tick when the item is picked up.
*''Hold mode'': The signal is sent continuously as long as the inserter is holding the item.
|| All inserters can be enabled on a condition. The inserter stack size can also be overridden from a control signal (configurable).
|-
|-
| {{imagelink|Filter inserter}} || Same as above. || The filter inserters can additionally set their filters from the circuit network.
| 20,000&nbsp; || Behemoth biter&nbsp;
|-
|-
| {{Imagelink|Wooden chest|Chests}} || All chests can send their contents to the circuit network. Logistic chests additionally send their contents to the [[logistic network]]. ||
| 200&nbsp; || Small spitter&nbsp;
|-
|-
| {{imagelink|Requester chest}} || Same as above. || Its requested items can be set by the circuit network.
| 600&nbsp; || Medium spitter&nbsp;
|-
|-
| {{imagelink|Storage tank}} || The storage tank can send its fluid content to the circuit network. ||
| 1,500&nbsp; || Big spitter&nbsp;
|-
|-
| {{imagelink|Gate}} || Gates can send a signal to the circuit network. || Gates can be opened on a condition.
| 10,000&nbsp; || Behemoth spitter&nbsp;
|-
|-
| {{imagelink|Rail signal}} || Rail signals can send their state to the circuit network. || Rail signals can be set to red on a condition.
|}
 
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|Train stop}} || Train stations can send the contents of a stopped train to the circuit network as well as read a unique train identifier code. || Train stations can send the contents of the circuit network to the train to use it for wait conditions, as well as enable/disable the stop itself.
| {{Imagelink|Burner mining drill}} || 0.03333/KW || 10
|-
|-
| {{imagelink|Accumulator}} || It can send its charge level in percent to the circuit network. ||
| {{Imagelink|Electric mining drill}} || 0.1/KW || 9
|-
|-
| {{imagelink|Roboport}} || It can send its logistic network contents or its robot statistics to the circuit network. The signals used for robot statistics are configurable. ||
| {{imagelink|Pumpjack}} || 0.1/KW || 9
|-
|-
| {{imagelink|Burner mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.
| {{Imagelink|Assembling machine 1}} || 0.03333/KW || 3
|-
|-
| {{imagelink|Electric mining drill}} || It can send the expected resources, either from the drill itself or from the whole ore patch the drill is on. || It can be enabled on a condition.
| {{Imagelink|Assembling machine 2}} || 0.016/KW || 2.4
|-
|-
| {{imagelink|Pumpjack}} || It can output the current oil mining rate. || It can be enabled on a condition.
| {{Imagelink|Assembling machine 3}} || 0.00857/KW || 1.8
|-
|-
| {{imagelink|Power switch}} || || Power switches can connect power networks on a condition.
| {{Imagelink|Pump}} || 0.004/KW || 0.12
|-
|-
| {{imagelink|Programmable speaker}} || || Shows alerts and plays sounds based on circuit network signals. It can be used to make simple tunes.
| {{imagelink|Boiler}} || 0.01538/KW || 27.6923
|-
|-
| {{imagelink|Lamp}} || || The lamp can be enabled on a condition. If it receives color signals, it can set the given color.
| {{Imagelink|Oil refinery}} || 0.00857/KW || 3.6
|-
|-
| {{imagelink|Offshore pump}} || || The offshore pump can be enabled on a condition.
| {{Imagelink|Chemical plant}} || 0.00857/KW || 1.8
|-
| {{Imagelink|Centrifuge}} || 0.016/KW || 5.6
|-
|-
| {{imagelink|Pump}} || || The pump can be enabled on a condition.
|}
|}


== Physical network structure ==
Fire on the ground and burning trees produce 0.005 pollution per tick.
A circuit network consists only of those devices connected together with the same color wire. Wire can be strung directly from device to device, or across any intervening power poles. Wire length is limited by its previous connection.


Note that each connected set of wires forms a separate network.  For example, it's entirely possible to have four red-wire networks and three green-wire networks. If red and green wires happen to touch the same power pole or device, the red and green networks will remain separate and will not link up. However, two red cables or two green cables will link if they touch. Use different colored cables to separate networks in close proximity.
=== De-polluters ===


* To connect wires or cables to a power pole, simply click on one entity, then on the base of the power pole.
==== Spawner ====
* To erase a wire or cable connection, place the same color wire over an existing connection. You don't get the wire/cable back.
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.
* To remove '''all''' connections from a power pole, shift-click on the pole.  The first shift-click will remove all electrical connections, and the second will remove all red and green wires. You don't get the wires back.
* When connecting to a [[arithmetic combinator]] or [[decider combinator]], take care to connect the wire to the correct input or output side. Use "Show details" mode to see the orientation of the combinator.
* Hovering the mouse cursor over an item will highlight all wires which connect to the item.
* Hovering the mouse cursor over a power pole which is part of a network will display the signals on its network. Some items like combinators will also display their input and output signals when hovered over.


== Combinators ==
==== Chunks ====
Combinators can function as both receiving and sending devices and allow more advanced functions to be used on a circuit network.
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.


*The [[constant combinator]] broadcasts up to 15 values on any of the channels for whatever networks it is connected to.  (You cannot currently specify whether a value should be on the red or green channel; if you need different values, use two combinators, one for each color wire.) You can use any item channel or any of the [[Automatic control/Virtual signals|virtual signal]] channels.
Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.
**Note that using two of the 15 slots to broadcast values on the '''same''' channel is the same as broadcasting the sum of the two values from one slot.
{| class="wikitable"
*The [[arithmetic combinator]] performs arithmetic operations on input values and broadcasts the result to the specified output channel. The input and output channels can be any item channel or any of the virtual signal channels.
! Tile !! Pollution per tick !! Pollution per second
** Connecting: The arithmetic combinator connects to a red or green network on its '''input''' side (the terminals are set into the main body and look like spark plugs) and performs an arithmetic calculation which is broadcast into the specified channel on its '''output''' side (the output wires appear to stretch out a bit from the body of the device).
|-
** Feedback: Note that the input network and the output network '''are not the same network'''. Connecting the output network back to the input network will result in a feedback loop. For example, adding 1 to the value for copper plates and broadcasting it as copper plates is an action that results in an infinite loop if output is connected back to input. The value for copper plates will rapidly (but not instantly) shoot upward. (The rate at which it climbs is determined by the current tick rate.) This technique can be combined with decider combinator logic to make electronic clocks, gates, and other systems; see [[Combinator Tutorial]] for advanced techniques.
|Grass 1-4 || -0.00045|| -0.027
** Each:  This combinator can use the 'Each' signal for both input and output, in which case '''all''' non-zero input channels will have the combinator's operation performed and broadcast on the output side. Having Each signals for input and output and using a non-changing operation (like adding zero) is equivalent to having a 'one-way' wire; all the information from the input network is copied to the output network, but the reverse is not true.
|-
**Multi-network: The arithmetic combinator can be joined to both red and green networks on the input side and will sum their inputs.
|Dirt 1|| -0.0004|| -0.024
*The [[decider combinator]] functions much like an arithmetic combinator, but is designed to compare values. Essentially, it is a conditional. In terms of connecting, feedback, and the Each signal it functions as specified above. In addition, it can handle the Everything and Anything signals, and performs more complex functions than summing when attached to multiple networks.  See the [[Decider combinator]] page for more details on how to use this.
|-
|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
|-
|}


== Virtual signals ==  
==== 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.


Virtual signals are special non-item signals. Other than the three logic signals, virtual signals do not behave differently from item signals.
{| class="wikitable"
 
! Object !! Stage !! Pollution per tick !! Pollution per second
45 virtual signals can be sent over a network. They include the digits zero through nine, the letters A through Z and the colors red, green, blue, yellow, magenta, cyan, white, gray and black.
|-
| 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
|-
|}


=== Logic signals ===
== Achievements ==
[[File:logic_signals.png|300px|thumb|The icons of the three logic signals]]
Pollution is directly connected to the following achievement:
Three of the virtual signals cannot be sent over a network but apply special logic to multiple signals.
{{Achievement|it-stinks-and-they-dont-like-it}}
 
==== Everything ====
''Everything'' can be used on the left side in conditionals. The condition will be true when the condition is true for each input signal. The condition is also true if there are no signals. This means that the ''everything'' signal behaves as [[:Wikipedia:universal quantification|universal quantification]].
 
The output of a [[decider combinator]] may also use ''everything''. When used the combinator will output all signals that pass the condition. The ''everything'' and ''anything'' signals are the only signals used in conditions that can make multiple signals pass a condition.
 
==== Anything ====
''Anything'' can be used on the left side of conditions. The condition will be true when the condition is true for at least one signal. This means the ''anything'' signal behaves as [[:Wikipedia:existential quantification|existential quantification]].
 
==== Each ====
''Each'' can only be used in left input side and output of [[decider combinator|decider]] and [[arithmetic combinator|arithmetic]] combinators. The signal can only be used as output when also used as input. When used in both the input and output it makes a combinator perform its action on each input signal individually. The combinator will output the sum of each of the actions if only used in the input.
 
== Tutorials ==
*'''[[Circuit-network Cookbook]]''' - ''Example-heavy tutorials; for beginners who want to get to know and use the benefits of the circuit network.''
*'''[[Combinator Tutorial]]''' - ''Mainly textual and detailed tutorials.''
 
== Logistic network ==
The logistic network used by [[logistic robot]]s is essentially a third network (a wireless one), along with the green and red wired networks. The logistic network is based on proximity to a central [[roboport]].
 
Some devices can also be connected to the logistic network. If a device has conditions set for circuit and for logistic network, it will become activated if both conditions are true.
 
See [[Logistic network]] and [[Roboport]] for more information.


== History ==
== History ==


{{history|0.15.0|
{{history|0.13.2|
* Significantly improved circuit network performance. Up to 25 times less CPU usage and 10% less memory usage.
* Optimized rendering of huge pollution clouds on the map.}}
* Added the Programmable Speaker: it shows alerts and plays sounds based on circuit network signals. It can be used to make simple songs.
* Train Stop can output the contents of the stopped train's cargo.
* Train Stop can be disabled using the circuit network. Trains will skip disabled Train Stops, allowing simple train control.
* Mining Drills can be turned on and off using the circuit network. They can also output the remaining expected resources.
* Pumpjacks can be turned on and off using the circuit network. They can also output the current oil mining rate.
* Added Modulo, Power, Left Bit Shift, Right Bit Shift, Bitwise AND, Bitwise OR and Bitwise XOR to the Arithmetic Combinator.
* Added additional operators to the Decider Combinator and Circuit Conditions.}}


{{history|0.13.0|
{{history|0.13.0|
* Many machines are now connectible to the circuit network.
* Large amounts of pollution is created when burning fires.
* Wire disconnecting is incorporated into the latency hiding.
* Pollution creation of the productivity module was reduced drastically.
* Wires are now highlighted on entity mouseover.
* Optimized pollution rendering on map and minimap.
* Reduced memory usage of circuit network.}}
}}


{{history|0.12.33|
{{history|0.12.0|
* Fluid values are rounded to the closest value instead of rounding down when transmitted to circuit network.}}
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}


{{history|0.12.1|
{{history|0.8.0|
* One can copy paste circuit network conditions between the [[Inserter]], [[Lamp]], [[Pump]] and [[Offshore pump]]. }}
* Added option to turn off pollution visibility even when detailed info is on. }}


{{history|0.12.0|
{{history|0.7.1|
* Improvements to circuit network connection, one can connect multiple wires of the same color to the same entity.
* Speed modules no longer produce extra pollution.
* The [[Lamp]], [[Storage tank]], [[Pump]] and [[Offshore pump]] can be connected to the circuit network.
* Added missing pollution descriptions.
* Pollution is only shown on the minimap with alt mode on.
}}
}}


{{history|0.10.0|
{{history|0.7.0|
* [[Blueprint]]s copy circuit network connections.}}
* Introduced concept of pollution.}}
 
{{history|0.8.3|
* Circuit network contents info has colored slots to specify the network it represents.}}
 
{{history|0.1.0|
* Introduced}}


== See also ==
== See also ==
* [[Circuit network (research)]]
* [[Crafting]]
* [http://www.factorioforums.com/forum/viewtopic.php?f=6&t=4728&p=37251#p37157 Logic gates revisited]
* [[Module]]s
 
* [[Enemies]]
[[Category: Circuit network]]

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.
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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