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Again, welcome, we hope you contribute as much high quality information as you can. :) [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 10:58, 6 February 2018 (UTC)
Again, welcome, we hope you contribute as much high quality information as you can. :) [[User:Bilka|Bilka]] ([[User talk:Bilka|talk]]) - <span style="color:#FF0000">Admin</span> 10:58, 6 February 2018 (UTC)


== Sieć logistyczna ==
== Linki ==


{{Languages}}
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10
[[File:RoboTrainStation.gif|thumb|700x560px|right|Animacja pokazuje, jak roboty ładują lub rozładowują skrzynie na stacji kolejowej. Pociąg dostarcza przedmioty, które są rozładowywane do {{L|Active provider chest}}, a następnie przenoszone robotami do {{L|Requester chest}}, a stamtąd ładowane na taśmociągi. Roboty są idealne na stacjach kolejowych, ponieważ mają dużą wydajność na małych dystansach.]]


{{L|Logistic network}} to zestawienie różnych skrzyń logistycznych będących w zasięgu jednego lub więcej {{L|Roboport|Roboportów}}, które są obsługiwane przez {{L|Logistic robot|roboty logistyczne}}.
https://wiki.factorio.com/Factorio:Editor_noticeboard


W zależności od rodzaju i konfiguracji skrzyń oraz obszaru {{L|Robotic network|sieci robotów}}, roboty będą transportować przedmioty pomiędzy skrzyniami. Jest to mocno wymagająca energii alternatywa przenoszenia przedmiotów. Jednakże roboty mogą przenosić przedmioty w linii prostej - nie zważając na przeszkody.  
https://wiki.factorio.com/Factorio:Wanted_pages/pl


Gracz również może pełnić funkcję {{L|Requester chest|skrzyni żądającej}} w sieci logistycznej. Dzięki temu gracz może sobie zapewnić konkretną ilość przedmiotów w ekwipunku. Aby móc 'zamawiać' przedmioty z systemu logistycznego należy zbadać {{L|Character logistic slots (research)}} oraz być w zasięgu sieci logistycznej.
* [[:Category:Pages_with_broken_file_links|Pages with broken file links]]
* [[Special:BrokenRedirects|Broken redirects]]
* [[Special:DoubleRedirects|Double redirects]]
* [[Special:UnusedFiles|Unused files]]
* [[Factorio:Wanted pages|Wanted pages]]


Nie można mylić {{L|Logistic network|sieci logistycznej}} z {{L|Circuit network|siecią sterowniczą}}. Mają wspólne komponenty, ale są rozdzielone ze sobą i nie wymieniają ze sobą informacji. Nie należy również mylić sieci logistycznej z siecią konstrukcyjną (nazywane łącznie: {{L|Robotic network}})
Templatesy
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10


== Osiągnięcia ==
<!-- <!-- <!-- <!-- <!-- <!-- <!--  --> --> --> --> --> --> -->
{{Achievement|you-have-got-a-package}}
{{Achievement|delivery-service}}
{{Achievement|logistic-network-embargo}}


== Składniki sieci logistycznej ==
{{languages}}
{| class="wikitable"
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]
!style="width: 220px;" |Składnik
 
!Opis
Pollution is represented as an abstract "cloud", updated [[Chunk|per chunk]] every game second (60 ticks) and visible on the map, when "alt-view" is on (default [[Keyboard bindings|Alt-Key]]). It appears as a red colored blocky cloud.
|-
 
| {{imagelink|roboport}} || Centralny punkt sieci robotów, przechowywane są tam niepotrzebne aktualnie {{L|Robots|Roboty}}, są w nim również ładowane. Roboport określa zasięg sieci logistycznej oraz sieci konstrukcyjnej.
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.
|-
| {{Imagelink|Logistic robot}} || Przenosi przedmioty pomiędzy skrzyniami logistycznymi.<sup>1</sup>
|-
| {{Imagelink|Active provider chest}} || Skrzynia logistyczna: 'Wypycha' przedmioty do innych skrzyń w sieci logistycznej.<sup>2</sup>
|-
| {{Imagelink|Passive provider chest}} || Skrzynia logistyczna: Umieszczone w niej przedmioty są do dyspozycji w sieci logistycznej.<sup>2</sup>
|-
| {{Imagelink|Storage chest}} || Skrzynia logistyczna: Przechowuje aktualnie niepotrzebne przedmioty. Są dostępne dla innych skrzyń w sieci.<sup>2</sup>
|-
| {{Imagelink|Requester chest}} || Skrzynia logistyczna: Dąży do posiadania określonej liczby przedmiotów, które dostarczane są przez roboty logistyczne. Przedmioty są dostarczane do momentu osiągnięcia określonej ich liczby w skrzyni. Skrzynia żądająca może żądać różnych przedmiotów jednocześnie.<sup>2</sup>
|-
| {{Imagelink|Buffer chest}} || Skrzynia logistyczna: Skrzynia łącząca funkcjonalności {{L|requester chest}} oraz {{L|passive provider chest}}.<sup>2</sup>
|}


(1) Początkowa pojemność robotów to 1 przedmiot. Ta liczba może być zwiększona, badając {{L|Worker robot cargo size (research)}}.
The [[Enemies#Evolution|evolution factor]] is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player's [[Pollution#Polluters|machinery]] at every tick. This means that no matter how hard the player tries to contain the pollution, [[enemies]] will still evolve at the same rate. They just won't attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.


(2) Skrzynie logistyczne mogą być podłączone do {{L|Circuit network}} za pomocą {{L|Red wire}} lub {{L|Green wire}}.
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.


== Korzystanie z sieci ==
== Pollution spread ==
Aby rozpocząć korzystanie z sieci logistycznej wystarczy użyć pasywnej i żądającej skrzyni logistycznej. Umieść skrzynię pasywną na wyjściu {{Inserters|podajnika}} pobierającego przedmioty z {{L|Assembling machine}} oraz skrzynię żądającą na wejściu podajnika podającego przedmioty do automatu montażowego. Ustaw skrzynię żądającą, aby żądała przedmiotów będących składnikami ustawionej w automacie montażowym receptury. Umieść {{L|Roboport}}, musi obejmować te skrzynie pomarańczowym obszarem. Umieść trochę robotów logistycznych w roboporcie. Pamiętaj, aby robot mógł wziąć jakiś przedmiot - musi on się znajdować w skrzyni logistycznej będącej w zasięgu danej sieci logistycznej.


Sieć logistyczna jest wygodna w wytwarzaniu złożonych przedmiotów na niewielkim obszarze. W przypadku małej złożoności produkcji jak również produkcji na długich dystansach (np. wytapianie) należy obsługiwać za pomocą taśmociągów lub sieci kolejowej.  
As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per [[game-second]] (60 ticks).


Sieć logistyczna jest bardzo zdolna do tworzenia coraz bardziej złożonych elementów w stosunkowo niewielkim obszarze fabrycznym. Niska złożoność i duża aktywność na dłuższych dystansach (np. Wytapianie) można (i należy) pozostawić za pomocą pasów lub sieci kolejowej.
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]].


Logistic network is very capable for creating more and more complex items in a relatively small factory-area. Low complexity and high volume activities over longer distances (like smelting) can (and should) be left using belts or railway network.
== Pollution dissipation==


[[File:Roboport_network_gui.png|thumb|right|200px|Supply area 50x50 tiles (orange); Construction area 110x110 tiles (green)]]
* Every [[chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution#Chunks]]). So the more the pollution spreads, the more is absorbed.
The basic thing needed for item transportation are [[Roboport]]s. When placing the port and hover over it, notice an orange and a larger green area.
* [[Tree]]s also absorb some pollution (See [[Pollution#Trees]]).
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to produce enemies.


* The orange zone is the Logistic Network area. This is also the maximum distance for connecting two roboports.
== Native life ==
* The green zone is the Construction area.
Pollution attracts [[Enemies|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.


''For more info on the specifics of how [[roboport]]s work, check the page dedicated to them.''
Each [[Enemies|spawner]] absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks) if the chunk's pollution is greater than 20.  If there is 20 or less pollution in the chunk, the spawner absorbs all the pollution.


=== Expand the logistic zone ===
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.


There can be many separate logistic networks. Two roboports are in the same network only if they are connected, as described above.
Required pollution to add an additional biter/spitter to the attack wave:
Visually this is represented by a dashed yellow line connecting them.
{| class="wikitable" style="text-align:right;"
To prevent roboports from linking, the Player needs to build them far enough away from each other so that the orange zones don't touch.
! style="width: 100px;" | Pollution&nbsp;
! style="width: 130px;" | Type&nbsp;
|-
| 200&nbsp; || Small biter&nbsp;
|-
| 1,000&nbsp; || Medium biter&nbsp;
|-
| 4,000&nbsp; || Big biter&nbsp;
|-
| 20,000&nbsp; || Behemoth biter&nbsp;
|-
| 200&nbsp; || Small spitter&nbsp;
|-
| 600&nbsp; || Medium spitter&nbsp;
|-
| 1,500&nbsp; || Big spitter&nbsp;
|-
| 10,000&nbsp; || Behemoth spitter&nbsp;
|-
|}


Bots do not fly from one network into another, unless requiring a recharge. Robots will never "nest" in a different network.
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 [[Enemies#Spawn_chances_by_evolution_factor|evolution factor]].


=== Losing bots ===
== 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.


Logistics robots are a priority target of biters, and will prioritize attacking them over many objects in the vicinity of the robots. Destroyed robots will not be replaced, unless automatic control of the robot creation system is used.
== Production/Absorption ==
These tables contain information about the levels of pollution produced/absorbed by items in the game.
=== Polluters ===
{| class="wikitable"
| '''Object''' || '''Pollution per KW per game second (60 ticks)''' || '''Pollution per game second at full power'''
|-
| {{Imagelink|Stone furnace}} || 0.01/KW || 1.8
|-
| {{Imagelink|Steel furnace}} || 0.02/KW || 3.6
|-
| {{Imagelink|Electric furnace}} || 0.005/KW || 0.9
|-
| {{Imagelink|Burner mining drill}} || 0.03333/KW || 10
|-
| {{Imagelink|Electric mining drill}} || 0.1/KW || 9
|-
| {{imagelink|Pumpjack}} || 0.1/KW || 9
|-
| {{Imagelink|Assembling machine 1}} || 0.03333/KW || 3
|-
| {{Imagelink|Assembling machine 2}} || 0.016/KW || 2.4
|-
| {{Imagelink|Assembling machine 3}} || 0.00857/KW || 1.8
|-
| {{Imagelink|Pump}} || 0.004/KW || 0.12
|-
| {{imagelink|Boiler}} || 0.01538/KW || 27.6923
|-
| {{Imagelink|Oil refinery}} || 0.00857/KW || 3.6
|-
| {{Imagelink|Chemical plant}} || 0.00857/KW || 1.8
|-
| {{Imagelink|Centrifuge}} || 0.016/KW || 5.6
|-
|}


Bots are not destroyed when running out of energy, but will be reduced to 20% of their speed, which gives them the chance to recharge eventually and a chance for the player to notice the problem.
Fire on the ground and burning trees produce 0.005 pollution per tick.


Pay attention to robotic networks which form some kind of U-shape (where the shortest way between two chests goes over an uncovered area): if a bot runs out of charge in this area, and cannot return fast enough to a roboport, the bot will be significantly slowed and as a result the logistics network will frequently slow down, with large groups of bots slowly flying over the uncovered area.
=== De-polluters ===


Robots may run out of charge on longer journeys. When the charging-queue for the bots gets too long, the bots (and their loads) will slow down. Generally, a roboport can charge between 50 and 70 bots per min, 4 at a time, but are not very efficient at charging large queues of bots and can quickly become overworked. Place more roboports near the first one to share the load.
==== 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 the chunk's total pollution.


=== Negative numbers ===
==== Chunks ====
It is possible to notice negative numbers on the 'Logistic Network'-Screen when looking at network storage. Contrary to common belief, this is intended.
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.


The logistic network numbers report items in provider and storage chests, ''minus the amount of items scheduled to be picked up by robots.'' When negative numbers are shown, it means that more items are being requested than are available in the network. There is a deficit. This can be a problem, or intended, depending on the player's choice. The negative value is just to explain why items aren't being delivered. For example, a deficit of 20 iron plates would look like this:
Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.
{| class="wikitable"
! Tile !! Pollution per tick !! Pollution per second
|-
|Grass 1-4 || -0.00045|| -0.027
|-
|Dirt 1|| -0.0004|| -0.024
|-
|Dirt 2-7 || -0.00045|| -0.027
|-
|Dry dirt || -0.00039|| -0.0234
|-
|Sand 1-3 || -0.00039|| -0.0234
|-
|Red desert 0 || -0.00045|| -0.027
|-
|Red desert 1-3 || -0.0004|| -0.024
|-
|Water, Green water, Deep water, Deep green water || -0.0003 || -0.018
|-
|Path tiles (Stone bricks, concrete etc) || 0.0 || 0.0
|-
|Special tiles (Lab tiles, out of map, tutorial grid) || -0.0006 || -0.036
|-
|}


{{icon|iron plate|-20}}
==== Trees ====
Every single tree absorbs a small amount of pollution in its chunk per tick if the total pollution in that chunk is above 3500 units. By absorbing pollution, trees lose their leaves for every 500 pollution absorbed. The less dense the leaves, the slower the tree absorbs pollution.


=== Receiving more items than requested ===
{| class="wikitable"
! Object !! Stage !! Pollution per tick !! Pollution per second
|-
| rowspan="4" | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001 || -0.06
|-
| 1 || -0.00067 || -0.04
|-
| 2 || -0.00033 || -0.02
|-
| 3 (Min leaf density) || 0 || 0
|-
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001 || -0.006
|-
| [[File:Dead grey trunk.png|120px]] Dead grey trunk || No stages || -0.0001 || -0.006
|-
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001 || -0.006
|-
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001 || -0.006
|-
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001 || -0.006
|-
|}


The delivered number of items in the requester chest can be higher than requested. This depends on the researched [[Worker robot cargo size (research)|Worker robot cargo size]]-bonus, since bots will always take as much as they can carry if an unlimited amount is available.
== Achievements ==
Pollution is directly connected to the following achievement:
{{Achievement|it-stinks-and-they-dont-like-it}}


== Priorities of robots ==
== History ==


This overview reflects the priorities in which order the chests are filled/emptied.
{{history|0.13.2|
* Optimized rendering of huge pollution clouds on the map.}}


Logistic robots on the logistic network looks for orders by the chests in this order:
{{history|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.
}}


* A ''requested'' item is first looked up in the active provider chests, then in the storage chests, then the passive provider chests. So, the active provider chests are emptied first, then the storage chests, then the passive provider chests.
{{history|0.12.0|
* If robots are free and there is space left in storage chests, and there are unrequested items in an active provider chests, the items are moved from active provider to a storage chest.
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}
* For the storage chests, the bots search for one storage which has the same item already. If that can't be found, they choose the first storage chest with a free slot from the list, which is sorted by the order they were built in. [https://www.reddit.com/r/factorio/comments/5udwkd/hey_devs_this_is_the_one_thing_that_really_bugs/ddwbr94/] This is to avoid having storage chests with different items inside, allowing greater organisation.


Storage chests will be filled with items from active provider chests, and from construction robots that have had their orders cancelled while they were carrying items.
{{history|0.8.0|
* Added option to turn off pollution visibility even when detailed info is on. }}


=== Order of movement ===
{{history|0.7.1|
The bots fulfill '''all requests with the same priority'''. The algorithm looks for the next free robot, then the next request in the queue and after giving orders to the robot, this request is put at the end of the queue, so that first all other requests are done.
* Speed modules no longer produce extra pollution.
* Added missing pollution descriptions.
* Pollution is only shown on the minimap with alt mode on.
}}


=== Distance ===
{{history|0.7.0|
When looking to pick up requested items from multiple chests of equal priority, bots will always choose the closest one. [https://forums.factorio.com/viewtopic.php?f=6&t=40329&p=238918#p238901] This is however only true when an item is being requested, not when an item is sent away. [https://gfycat.com/HatefulUnlawfulErmine] In the case of items being sent into the logistics network distance does not matter, and the rules laid out above matter instead.
* Introduced concept of pollution.}}


== See also ==
== See also ==
* [[Robotic network]]
* [[Crafting]]
* [[Roboport]]
* [[Module]]s
* [[Logistic robot]]
* [[Enemies]]
* [[Construction robot]]
 
[[Category:Logistic network]]

Latest revision as of 12:50, 14 March 2019

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Again, welcome, we hope you contribute as much high quality information as you can. :) Bilka (talk) - Admin 10:58, 6 February 2018 (UTC)

Linki

https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10

https://wiki.factorio.com/Factorio:Editor_noticeboard

https://wiki.factorio.com/Factorio:Wanted_pages/pl

Templatesy https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10

--> --> --> --> --> -->
Example of in-game pollution (red squares) in the map

Pollution is represented as an abstract "cloud", updated per chunk every game second (60 ticks) and visible on the map, when "alt-view" is on (default Alt-Key). It appears as a red colored blocky cloud.

It is produced by many buildings involved in processing items and spreads outwards at a steady rate.

The evolution factor is not increased by the spreading/absorbed pollution, but by the pollution produced by all the player's machinery at every tick. This means that no matter how hard the player tries to contain the pollution, enemies will still evolve at the same rate. They just won't attack the player as frequently. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.

Pollution settings can be changed via map generation settings, or can be disabled entirely.

Pollution spread

As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per game-second (60 ticks).

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 + 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 produce enemies.

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.

Each spawner absorbs 20 + 0.01 * [chunk's pollution] every game second (60 ticks) if the chunk's pollution is greater than 20. If there is 20 or less pollution in the chunk, the spawner absorbs all the pollution.

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 
200  Small biter 
1,000  Medium biter 
4,000  Big biter 
20,000  Behemoth biter 
200  Small spitter 
600  Medium spitter 
1,500  Big spitter 
10,000  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.

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

Object Pollution per KW per game second (60 ticks) Pollution per game second at full power
Stone furnace.png
Stone furnace
0.01/KW 1.8
Steel furnace.png
Steel furnace
0.02/KW 3.6
Electric furnace.png
Electric furnace
0.005/KW 0.9
Burner mining drill.png
Burner mining drill
0.03333/KW 10
Electric mining drill.png
Electric mining drill
0.1/KW 9
Pumpjack.png
Pumpjack
0.1/KW 9
Assembling machine 1.png
Assembling machine 1
0.03333/KW 3
Assembling machine 2.png
Assembling machine 2
0.016/KW 2.4
Assembling machine 3.png
Assembling machine 3
0.00857/KW 1.8
Pump.png
Pump
0.004/KW 0.12
Boiler.png
Boiler
0.01538/KW 27.6923
Oil refinery.png
Oil refinery
0.00857/KW 3.6
Chemical plant.png
Chemical plant
0.00857/KW 1.8
Centrifuge.png
Centrifuge
0.016/KW 5.6

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

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 the chunk's total pollution.

Chunks

Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.

Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.

Tile Pollution per tick Pollution per second
Grass 1-4 -0.00045 -0.027
Dirt 1 -0.0004 -0.024
Dirt 2-7 -0.00045 -0.027
Dry dirt -0.00039 -0.0234
Sand 1-3 -0.00039 -0.0234
Red desert 0 -0.00045 -0.027
Red desert 1-3 -0.0004 -0.024
Water, Green water, Deep water, Deep green water -0.0003 -0.018
Path tiles (Stone bricks, concrete etc) 0.0 0.0
Special tiles (Lab tiles, out of map, tutorial grid) -0.0006 -0.036

Trees

Every single tree absorbs a small amount of pollution in its chunk per tick if the total pollution in that chunk is above 3500 units. By absorbing pollution, trees lose their leaves for every 500 pollution absorbed. The less dense the leaves, the slower the tree absorbs pollution.

Object Stage Pollution per tick Pollution per second
Green tree.png Tree, red tree, brown tree 0 (Max leaf density) -0.001 -0.06
1 -0.00067 -0.04
2 -0.00033 -0.02
3 (Min leaf density) 0 0
Dead dry hairy tree.png Dead dry hairy tree No stages -0.0001 -0.006
Dead grey trunk.png Dead grey trunk No stages -0.0001 -0.006
Dead tree desert.png Dead tree - desert No stages -0.0001 -0.006
Dry hairy tree.png Dry hairy tree No stages -0.0001 -0.006
Dry tree.png Dry tree No stages -0.0001 -0.006

Achievements

Pollution is directly connected to the following achievement:

It-stinks-and-they-dont-like-it-achievement.png It stinks and they dont like it

Trigger an alien attack by pollution.

History

  • 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