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Vervuilingsinstellingen kunnen aangepast worden via [[World_generator/nl|map generatie]] instellingen, of kunnen helemaal uitgezet worden.  
Vervuilingsinstellingen kunnen aangepast worden via [[World_generator/nl|map generatie]] instellingen, of kunnen helemaal uitgezet worden.  


== Pollution spread ==
== Verspreiding vervuiling ==


As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per [[Time#Seconds|game-second]] (60 ticks). Pollution can generate new chunks if it needs to spread to them.
Zodra een brok 15.0 vervuiling heeft bereikt, begint het in alle richtingen te verspreiden met een snelheid van 2% per [[Time#Seconds/nl|spel-seconde]] (60 tikken). Vervuiling genereerde nieuwe brokken om de vervuiling te verspreiden.  


For example, a chunk with 400.0 pollution and 4 adjacent chunks with 100.0 pollution each, raises the pollution in all adjacent chunks by 8.0 while reducing its own pollution by 32.0. But every one of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + [[Pollution#De-polluters|absorbed value]].
Bijvoorbeeld: a brok met 400.0 vervuiling en 4 aangrenzende brokken met elk 100.0 vervuiling, verhoogt de vervuiling in alle aangrenzende brokken met 8.0 terwijl zijn eigen vervuiling verminderd met 32.0. Maar elke aangrenzende blok verspreid 2.0 vervuiling terug naar de centrale brok, zodoende verliest het slechts 24.0 + [[Pollution#De-polluters|absorbed value]].


== Pollution dissipation==
== Pollution dissipation==

Revision as of 11:03, 15 March 2020

Example of in-game pollution (red squares) in the map
Pollution tab in the production GUI.

Vervuiling wordt gepresenteerd als een abstracte "wolk". Dit wordt elke spelseconde (60 tikken) en zichtbaar gemaakt op de plattegrond wanneer "alt-view" aan is (default Alt-Key). Het wordt zichtbaar als een rood gekleurde vierkante wolk.

Vervuiling wordt door vele verschillende gebouwen geproduceerd en het verspreidt zich met een constante snelheid.

De evolutie factor wordt niet verhoogd bij het verspreiden of geabsorbeerd vervuiling, maar alle geproduceerde vervuiling van alle spelers bij elke tik. Dit betekend dat ondanks alle moeite van de speler om de vervuiling te verminderen, vijanden evolueren met dezelfde snelheid. Zij zullen de speler niet vaker aanvallen. De vervuilingswolk is er om de biter aanvallen te activeren en de grote van de aanval te bepalen.

Vervuilingsinstellingen kunnen aangepast worden via map generatie instellingen, of kunnen helemaal uitgezet worden.

Verspreiding vervuiling

Zodra een brok 15.0 vervuiling heeft bereikt, begint het in alle richtingen te verspreiden met een snelheid van 2% per spel-seconde (60 tikken). Vervuiling genereerde nieuwe brokken om de vervuiling te verspreiden.

Bijvoorbeeld: a brok met 400.0 vervuiling en 4 aangrenzende brokken met elk 100.0 vervuiling, verhoogt de vervuiling in alle aangrenzende brokken met 8.0 terwijl zijn eigen vervuiling verminderd met 32.0. Maar elke aangrenzende blok verspreid 2.0 vervuiling terug naar de centrale brok, zodoende verliest het slechts 24.0 + absorbed value.

Pollution dissipation

  • Every chunk (32x32) of map slowly reduces the pollution it covers (See Pollution#Chunks). So the more the pollution spreads, the more is absorbed.
  • Trees also absorb some pollution (See Pollution#Trees).
  • Spawners absorb a great amount of pollution, and use this to assign enemies to attacks.

Native life

Pollution attracts biters to the Player's factory. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it.

If a chunk's pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks), otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor.

Higher pollution values decrease the time it takes for biters to join the attack force. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Every 1 to 10 minutes (random) the mustered 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 
Small biter 
20  Medium biter 
80  Big biter 
400  Behemoth biter 
Small spitter 
12  Medium spitter 
30  Big spitter 
200  Behemoth spitter 

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.

Production/Absorption

These tables contain information about the levels of pollution produced/absorbed by items in the game.

Polluters

Structure Pollution per minute at full power
Stone furnace.png
Stenen oven
2
Steel furnace.png
Stalen oven
4
Electric furnace.png
Elektrische oven
1
Burner mining drill.png
Verbrandingsmijnboor
12
Electric mining drill.png
Elektrische mijnboor
10
Pumpjack.png
Jaknikker
10
Assembling machine 1.png
Montagemachine 1
4
Assembling machine 2.png
Montagemachine 2
3
Assembling machine 3.png
Montagemachine 3
2
Boiler.png
Ketel
30
Oil refinery.png
Olieraffinaderij
6
Chemical plant.png
Chemicaliënfabriek
4
Centrifuge.png
Centrifuge
4

Fire on the ground and burning trees produce 0.005 pollution per second.

De-polluters

Spawner

If a chunk's pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks), otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor.

Chunks

Every chunk has a natural absorption rate per second which is determined by the sum of the pollution absorption of its floor tiles.

Following numbers are the pollution reduction for a single tile per second.

Tile Pollution per second
Grass 1-4 -0.0000075
Dirt 1-7, dry dirt -0.0000066
Sand 1-3 -0.0000058
Red desert 0-3 -0.0000066
Water, green water, deep water, deep green water, shallow water, mud water -0.000005
Path tiles (Stone bricks, concrete etc), landfill 0
Out of map -0.00001
Special tiles (Lab tiles, tutorial grid) 0

Trees

Every single tree absorbs a small amount of pollution in its chunk per second. If the total pollution in a chunk is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves or have their leaves become one stage more gray. Regardless of whether the tree loses leaves or gets grayer, 10 pollution are absorbed by the tree.
A tree stops losing leaves/becoming more gray once the sum of its gray percentage and its leaves lost percentage is above 120%. As the grayness and leave stage are then locked for that tree forever, it is possible for trees to keep some leaves in heavily polluted chunks but in turn be very gray, or the other way around.
The less dense the leaves, the slower the tree absorbs pollution, however tree grayness does not affect pollution absorption.

Object Stage Pollution per second
Green tree.png Tree, red tree, brown tree 0 (Max leaf density) -0.001
1 -0.00067
2 -0.00033
3 (Min leaf density) 0
Dead dry hairy tree.png Dead dry hairy tree No stages -0.0001
Dead grey trunk.png Dead gray trunk No stages -0.0001
Dead tree desert.png Dead tree - desert No stages -0.0001
Dry hairy tree.png Dry hairy tree No stages -0.0001
Dry tree.png Dry tree No stages -0.0001

Achievements

Pollution is directly connected to the following achievement:

It-stinks-and-they-dont-like-it-achievement.png Het stinkt en dat bevalt ze niet

Start een buitenaardse aanval door vervuiling.

History

  • 0.17.12:
    • Added pollution tab to the production statistics.
    • Spawner tooltip (including the pollution statistics), shows distribution of biters spawn for the current evolution factor with the pollution costs.
    • Pollution generation is now shown in the x/s format both on the entity and in the item/crafting slot.
    • Internal pollution values have been normalized, and they are now roughly 60 times less compared to what they were.
  • 0.17.0:
    • Rebalanced assembling machine 1,2 and 3 power consumption and pollution - higher tiers eat more power, but produce less pollution.
    • Changed spawner pollution absorption logic so that all the pollution on a chunk doesn't build up un-spent in a single spawner.
  • 0.13.2:
    • Optimized rendering of huge pollution clouds on the map.
  • 0.13.0:
    • Large amounts of pollution is created when burning fires.
    • Pollution creation of the productivity module was reduced drastically.
    • Optimized pollution rendering on map and minimap.
  • 0.12.0:
    • Trees degenerate slowly when exposed to pollution at high levels.
  • 0.8.0:
    • Added option to turn off pollution visibility even when detailed info is on.
  • 0.7.1:
    • Speed modules no longer produce extra pollution.
    • Added missing pollution descriptions.
    • Pollution is only shown on the minimap with alt mode on.
  • 0.7.0:
    • Introduced concept of pollution.

See also