Pollution

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Example of ingame pollution (red squares) in the map

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.

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.

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.

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.

Pollution dissipation

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