Pollution: Difference between revisions

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[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]]
Pollution attracts [[Biter]]s to your factory.
Pollution attracts [[Biter]]s to your factory.
Pollution is represented as an abstract "cloud" visible on the minimap when Extended info is on (default Alt). It is produced by many buildings involved in processing items and spreads outwards at a steady rate.
Pollution is represented as an abstract "cloud" visible on the minimap when Extended info is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]). It is produced by many buildings involved in processing items and spreads outwards at a steady rate.


[[Biter]]s who find themselves in a polluted area will attempt to reach the source of pollution and destroy it. Pollution dissipates slowly (0.6 units) at every [[Chunk]] (32x32) of map it covers. [[Tree]]s also absorb some pollution.
[[Biter]]s who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.
 
Pollution dissipates:
* 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]]s also absorb some pollution.
* [[Enemies#Spawner]]s also absorb some pollution, but this will increase [[Difficulty#In freeplay]], by rising the [[Lua/Game#evolutionfactor|evolutionfactor]].
* In [[Mods]] it is possible to build in also devices or trees, which reduce pollution.


[[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.
[[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.
[[File:Pollution.png]] Example of ingame pollution (red squares) in the map

Revision as of 13:59, 5 January 2014

Example of ingame pollution (red squares) in the map

Pollution attracts Biters to your factory. Pollution is represented as an abstract "cloud" visible on the minimap when Extended info is on (default Alt-Key). It is produced by many buildings involved in processing items and spreads outwards at a steady rate.

Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.

Pollution dissipates:

  • 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.
  • Enemies#Spawners also absorb some pollution, but this will increase Difficulty#In freeplay, by rising the evolutionfactor.
  • In Mods it is possible to build in also devices or trees, which reduce pollution.

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.