Pollution: Difference between revisions

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[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]]
[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]]
Pollution is represented as an abstract "cloud", calculated [[Chunk|per chunk]] and visible on the minimap and [[Map]], when [[Alternative view]] is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]).
Pollution is represented as an abstract "cloud", calculated [[Chunk|per chunk]] every 60 ticks and visible on the minimap and [[Map]], when [[Alternative view]] is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]).


[[Crafting network|It is produced by many buildings]] involved in processing items and spreads outwards at a steady rate.
[[Crafting network|It is produced by many buildings]] involved in processing items and spreads outwards at a steady rate.


[[Pollution Production| Here are some charts to do with Pollution/De-Pollution.]]
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by your [[Pollution_Production#Polluters|machinery]] at every tick. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.
 
== 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).
 
e.g. 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 everyone of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + [[Pollution_Production#De-polluters|absorbed value]].
 
== Pollution dissipation==
* Every [[Chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution Production#Chunks]]). So the more the pollution spreads, the more is absorbed.
* [[Tree|Trees]] also absorb some pollution (See [[Pollution Production#Trees]]).
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution.
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.


== Native life ==
== Native life ==
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Each [[Biter#Spawners|spawner]] absorbs 20 + 0.01 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total pollution.
Each [[Biter#Spawners|spawner]] absorbs 20 + 0.01 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total pollution.


After a certain amount of pollution is absorbed the spawner adds one biter/spitter to the next attack wave. Every 1 to 10 minutes (random) the gathered 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.
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:
Required pollution to add an additional biter/spitter to the attack wave:
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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 [[Biter#Spawn_chances_by_evolution_factor|evolution factor]].
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 [[Biter#Spawn_chances_by_evolution_factor|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.
* [[Tree|Trees]] also absorb some pollution (See [[Pollution Production#De-polluters]]).
* [[Enemies#Spawner|Spawners]] absorb some pollution, but this will increase [[Difficulty#In freeplay|difficulty]] by raising the [[Lua/Game#evolutionfactor|Evolution factor]].
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.


== Modules ==
== Modules ==

Revision as of 20:26, 25 August 2015

Example of ingame pollution (red squares) in the map

Pollution is represented as an abstract "cloud", calculated per chunk every 60 ticks 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.

The evolution factor is not increased by the spreading/absorbed pollution, but by the pollution produced by your machinery at every tick. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.

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).

e.g. 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 everyone of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + absorbed value.

Pollution dissipation

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.

Each spawner absorbs 20 + 0.01 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total 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
1000 Medium biter
4000 Big biter
20000 Behemoth biter
200 Small spitter
600 Medium spitter
1500 Big apitter
10000 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.

See also