Pollution: Difference between revisions
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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.