Pollution: Difference between revisions

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== Native life ==
== Native life ==
* Pollution attracts [[Biter]]s to your factory. [[Biter]]s 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]]s absorb pollution, but this increases their evolution-factor.
* [[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]]s also absorb some pollution.
* [[Tree|Trees]] also absorb some pollution.
* [[Enemies#Spawner]]s absorb some pollution, but this will increase [[Difficulty#In freeplay]], by rising the [[Lua/Game#evolutionfactor|evolutionfactor]].
* [[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 also devices or trees, which reduce pollution.
* In certain [[Mods]] it is possible to build devices or trees which reduce pollution.


== Modules ==
== Modules ==
[[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|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]]s
* [[Module|Modules]]
* [[Enemies]]
* [[Enemies]]

Revision as of 20:20, 12 May 2014

Example of ingame pollution (red squares) in the map

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.

See also