Pollution: Difference between revisions
		
		
		
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 "Cloud To Butt"? Real mature.  | 
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== Native life ==  | == Native life ==  | ||
* Pollution attracts [[Biter|Biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.  | * Pollution attracts [[Biter|Biters]] to your factory. [[Biter|Biters]] who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.  | ||
* [[Enemies#Spawner|Spawners]] absorb pollution,   | * [[Enemies#Spawner|Spawners]] absorb pollution, and this increases their evolution-factor.  | ||
== Pollution dissipation==  | == Pollution dissipation==  | ||
Revision as of 20:15, 13 August 2014

Pollution is represented as an abstract "cloud", calculated per chunk and visible on the minimap and Map, when Alternative view is on (default Alt-Key).
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.
Here are some charts to do with Pollution/De-Pollution.
Native life
- Pollution attracts Biters to your factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.
 - Spawners absorb pollution, and this increases their evolution-factor.
 
Pollution dissipation
- slowly (0.6 units per tick) at every Chunk (32x32) of map it covers. So the more the pollution spreads, the more is absorbed.
 - Trees also absorb some pollution (See Pollution Production#De-polluters).
 - Spawners absorb some pollution, but this will increase difficulty by raising the Evolution factor.
 - In certain Mods it is possible to build devices or trees which reduce pollution.
 
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.