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{{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.


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.


== Tłumaczenie czołg ==
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.
{{Languages}}
{{About|the armored combat vehicle|the liquid storage container|Storage tank}}
{{:Infobox:Tank}}
[[File:colored_tanks.png|thumb|right|250px|Tanks, like cars, match the color of the player driving them.]]


'''Czołg''' jest ciężkim uzbrojonym pojazdem. Wyposażony jest w trzy rodzaje broni: zintegrowany {{L|submachine gun}}, miotacz ognia krótkiego zasięgu oraz potężną armatę na {{L|cannon shell}}. Podobnie jak {{L|car}} zapewnia pełną swobodę poruszania się. W grze sieciowej jest możliwe, żeby inni gracze wsiedli do czołgu. Pasażerowie mogą przejąc kontrolę nad bronia (za pomocą GUI), ale nie mogą sterować ruchem pojazdu.
== Pollution spread ==


Czołg można wytworzyć "w ręku". Natomiast wymaga użycia {{L|engine unit}}, który można wykonać tylko w {{L|Assembling machine}}. Jeżeli czołg zostanie zniszczony z graczem w środku, to gracz zostanie wyrzucony z pociągu i nie ginie.
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).


== Osiągnięcia ==
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]].
{{Achievement|steamrolled}}
{{Achievement|run-forrest-run}}


== Walka ==
== Pollution dissipation==
Czołg jest bardzo wydajny w walce, ze względu na dużą wytrzymałość oraz siłę rażenia. Ponad to, karabin maszynowy ma bonus +100% do siły rażenia (w porównaniu do karabinu maszynowego gracza). Co więcej, można korzystać z Kapsuł (np.: {{L|Destroyer capsule}}) będąc w czołgu. Czołg dobrze sprawdza się w walce z {{L|Worms}}, gdyż ich atak jest mało skuteczny przeciwko silnym jednostkom.


Nie jest jednak tak mobilny i zwrotny jak {{L|car}}, czy gracz. Ma przez to trudności w unikaniu wrogów. W przypadku dostania się do potrzasku, czołg może zostać zniszczony - co sytuuje gracza w bardzo złej sytuacji.
* 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.


Gracz będący w pojeździe ma możliwość rzucania przedmiotami (granatami, kapsułami). Umożliwia to atak w trakcie jazdy na bazy wrogów. Taki sposób ekspansji jest możliwy ma początku gry, przed opracowaniem lepszych i wydajniejszych strategii.
== 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.


==Movement==
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.
The tank is very robust, and unlike the car can move through and destroy [[tree]]s without taking damage. Even when not moving, simply driving into an entity is enough to damage it. This can also be employed as a weapon against [[enemies]], although certain enemies and structures (nests in particular) will deal high damage to the tank in the process, requiring repair after skirmishes.


The tank is slower than the car and can be rotated in place while standing still, unlike the car.
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.


The speed and, in particular, responsiveness of the tank can be improved somewhat by burning better [[fuel]]: The tank, like all other vehicles, gains top speed and acceleration bonuses when running on solid fuel, rocket fuel and nuclear fuel, as opposed to wood or coal. The bonuses are +5% / +15% / +15% top speed and +20% / +80% / +150% acceleration for solid fuel, rocket fuel and nuclear fuel, respectively; wood (and wood products - see [[Fuel]]) and coal both yield the base level of top speed and acceleration.
Required pollution to add an additional biter/spitter to the attack wave:
{| class="wikitable" style="text-align:right;"
! style="width: 100px;" | Pollution&nbsp;
! style="width: 130px;" | Type&nbsp;
|-
| 200&nbsp; || Small biter&nbsp;
|-
| 1,000&nbsp; || Medium biter&nbsp;
|-
| 4,000&nbsp; || Big biter&nbsp;
|-
| 20,000&nbsp; || Behemoth biter&nbsp;
|-
| 200&nbsp; || Small spitter&nbsp;
|-
| 600&nbsp; || Medium spitter&nbsp;
|-
| 1,500&nbsp; || Big spitter&nbsp;
|-
| 10,000&nbsp; || Behemoth spitter&nbsp;
|-
|}


== Speeds ==
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]].


=== On grass, sand or dirt ===
== 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"
{| 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
|-
|-
!Fuel !! Max velocity !! Reverse
| {{Imagelink|Assembling machine 3}} || 0.00857/KW || 1.8
|-
|-
|Wood/coal || 40.8km/h || -28.9km/h
| {{Imagelink|Pump}} || 0.004/KW || 0.12
|-
|-
|Solid fuel || 44.8km/h || -31.7km/h
| {{imagelink|Boiler}} || 0.01538/KW || 27.6923
|-
|-
|Rocket fuel || 54.8km/h || -38.8km/h
| {{Imagelink|Oil refinery}} || 0.00857/KW || 3.6
|-
|-
|Nuclear fuel || 64.6km/h || -45.7km/h
| {{Imagelink|Chemical plant}} || 0.00857/KW || 1.8
|-
| {{Imagelink|Centrifuge}} || 0.016/KW || 5.6
|-
|-
|}
|}


=== On [[stone brick]] ===
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.
{| class="wikitable"
{| class="wikitable"
! Tile !! Pollution per tick !! Pollution per second
|-
|Grass 1-4 || -0.00045|| -0.027
|-
|Dirt 1|| -0.0004|| -0.024
|-
|Dirt 2-7 || -0.00045|| -0.027
|-
|Dry dirt || -0.00039|| -0.0234
|-
|Sand 1-3 || -0.00039|| -0.0234
|-
|-
!Fuel !! Max velocity !! Reverse
|Red desert 0 || -0.00045|| -0.027
|-
|-
|Wood/coal || 43.6km/h || -30.8km/h
|Red desert 1-3 || -0.0004|| -0.024
|-
|-
|Solid fuel || 47.7km/h || -33.8km/h
|Water, Green water, Deep water, Deep green water || -0.0003 || -0.018
|-
|-
|Rocket fuel || 58.5km/h || -41.4km/h
|Path tiles (Stone bricks, concrete etc) || 0.0 || 0.0
|-
|-
|Nuclear fuel || 68.9km/h || -48.7km/h
|Special tiles (Lab tiles, out of map, tutorial grid) || -0.0006 || -0.036
|-
|-
|}
|}


=== On [[concrete]], [[hazard concrete]], [[refined concrete]] and [[refined hazard concrete]] ===
==== 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.


{| class="wikitable"
{| 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
|-
|-
!Fuel !! Max velocity !! Reverse
| 3 (Min leaf density) || 0 || 0
|-
|-
|Wood/coal || 44.9km/h || -31.8km/h
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001 || -0.006
|-
|-
|Solid fuel || 49.2km/h || -34.8km/h
| [[File:Dead grey trunk.png|120px]] Dead grey trunk || No stages || -0.0001 || -0.006
|-
|-
|Rocket fuel || 60.3km/h || -42.6km/h
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001 || -0.006
|-
|-
|Nuclear fuel || 71.8km/h || -50.2km/h
| [[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
|-
|-
|}
|}


==Capsules and Bots integration==
== Achievements ==
 
Pollution is directly connected to the following achievement:
[[Capsules]] can be used while inside the tank, including combat robots. [[Construction robot]]s, including those from a [[personal roboport]] within range of the tank, will repair damage if [[repair pack]]s are available. Also, [[logistic robot]]s can still refill the player's inventory.
{{Achievement|it-stinks-and-they-dont-like-it}}


== History ==
== History ==


{{History|0.16.0|
{{history|0.13.2|
* In multiplayer players can now ride as passengers in cars/tanks.
* Optimized rendering of huge pollution clouds on the map.}}
* Tanks no longer take miniscule amounts of damage from hitting trees.}}
 
{{history|0.15.0|
* Added tank flamethrower.
* Buffed tank:
** Increased health from 1,000 to 2,000.
** Added a +100% damage bonus and a +5 tiles range increase to the tank machien gun.}}
 
{{history|0.13.18|
* Increased tank machine gun range to 20 tiles.}}


{{history|0.13.0|
{{history|0.13.0|
* New icon for tank.}}
* 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.
}}


{{history|0.12.26|
{{history|0.12.0|
* Running biters over in a tank in peaceful mode will now anger them.}}
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}


{{history|0.12.21|
{{history|0.8.0|
* When attacking a player in a tank, the tank will be attacked instead of the player directly.}}
* Added option to turn off pollution visibility even when detailed info is on. }}


{{history|0.12.2|
{{history|0.7.1|
* Tanks can now turn in place.
* Speed modules no longer produce extra pollution.
* Tank inventory can now be filtered.}}
* Added missing pollution descriptions.
 
* Pollution is only shown on the minimap with alt mode on.
{{history|0.12.0|
* Updated sounds
* Added muzzle flash for tanks
* Tank ammo inventory is refilled from the trunk and player inventory when exhausted.
}}
}}


{{history|0.11.6|
{{history|0.7.0|
* Added a small scorch mark when heavy weaponry like the tank cannon fires.}}
* Introduced concept of pollution.}}
 
{{history|0.11.0|
* Introduced}}
 
==Development data==
Weekly blogs concerning the Tank:
* https://www.factorio.com/blog/post/fff-56
* https://www.factorio.com/blog/post/fff-51
* https://www.factorio.com/blog/post/fff-48
* https://www.factorio.com/blog/post/fff-44


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

Latest revision as of 12:50, 14 March 2019

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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