Pollution: Difference between revisions
		
		
		
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== Native life ==  | == Native life ==  | ||
* Pollution attracts [[Biter]]  | * 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]]  | * [[Enemies#Spawner|Spawners]] absorb pollution, but this increases their evolution-factor.  | ||
== Pollution dissipation==  | == 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.  | * 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]]  | * [[Tree|Trees]] also absorb some pollution.  | ||
* [[Enemies#Spawner]]  | * [[Enemies#Spawner|Spawners]] absorb some pollution, but this will increase [[Difficulty#In freeplay|Difficulty]] by rising the [[Lua/Game#evolutionfactor|Evolution factor]].  | ||
* In [[Mods]] it is possible to build   | * In certain [[Mods]] it is possible to build devices or trees which reduce pollution.  | ||
== Modules ==  | == Modules ==  | ||
[[Module]]  | [[Module|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 ==  | == See also ==  | ||
* [[Crafting network]]  | * [[Crafting network]]  | ||
* [[Module]]  | * [[Module|Modules]]  | ||
* [[Enemies]]  | * [[Enemies]]  | ||
Revision as of 20:20, 12 May 2014

Pollution is represented as an abstract "butt", 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.
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, but 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.
 - Spawners absorb some pollution, but this will increase Difficulty by rising 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.