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{{Languages}}{{:Infobox:Beacon}}
Templatesy
A '''beacon''' is a device that transmits [[module]] effects to nearby machines, in a 9×9 square. The effects are transmitted at only half efficiency. However, a beacon allows transmitting the effect of a module to multiple machines and the effect of all beacons in range of a single machine stacks. Additionally, beacons can provide boosts beyond the normal limits of internal module slots, such as boosting a [[pumpjack]]'s output on a depleted well to 0.25 oil per cycle where, alone, it could only reach 0.2 yield.  
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10


== Usage ==
<!-- <!-- <!-- <!-- <!-- <!-- <!--  --> --> --> --> --> --> -->


Beacons are '''''best''''' in these scenarios:
{{languages}}
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]


* There are many compatible machines in a dense area
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.


This allows the beacon's effect to reach multiple machines, allowing the player to save materials from crafting modules.
It is produced by many buildings involved in processing items and spreads outwards at a steady rate.


* There is one machine that must have an extreme speed of operation
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.


Mining drills are the best example of this. When an ore patch is small but rich, more speed per drill is necessary to meet demand, since adding more drills isn't possible. So, multiple speed module beacons around a mining drill (with modules in the drill itself) can be used to increase the speed of the individual drill several times, to make up for the low quantity of drills.  
Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.


----
== Pollution spread ==


Beacons should '''''not''''' be used in these scenarios:
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).


* The machine(s) being boosted operate infrequently
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]].


This leads to power waste as beacons will always consume power, even when the machines they're boosting are halted. This however can be circumvented with some planning, and using a [[power switch]].
== Pollution dissipation==


* Attempting to boost non-module-compatible machines
* Every [[chunk]] (32x32) of map slowly reduces the pollution it covers (See [[Pollution#Chunks]]). So the more the pollution spreads, the more is absorbed.
* [[Tree]]s also absorb some pollution (See [[Pollution#Trees]]).
* [[Enemies#Spawner|Spawners]] absorb a great amount of pollution, and use this to produce enemies.


Only machines that have module slots will be affected by a beacon.
== Native life ==
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.


== Limitations ==
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.


* Only buildings with module slots can benefit from beacon effects (i.e. [[laser turret]] doesn't benefit). The only exceptions to this rule are [[burner mining drill]]s (which don't accept modules but ''are'' affected by beacons), and beacons themselves which ''don't'' benefit from the modules inserted in themselves (or other beacons), so their energy cost can't be reduced.
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.


* Currently, only [[Module#Speed_Module|speed]] and [[Module#Efficiency_Module|efficiency]] modules can be used in beacons, and [[Module#Productivity Module|productivity]] modules cannot.
Required pollution to add an additional biter/spitter to the attack wave:
{| class="wikitable" style="text-align:right;"
! 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;
|-
|}


* A beacon's effect transmitted is only half of the effect of the modules within. So, two of the same module = one module's worth transmitted. This limitation can be overcome with more beacons with overlapping areas.
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]].


== Maximum number per building ==
== 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.


The maximum number of beacons that can be built in range of a building depend on that building's footprint:
== Production/Absorption ==
* Buildings from 2×2 to 4×4 size: '''12 beacons'''.
These tables contain information about the levels of pollution produced/absorbed by items in the game.
:Note that this configuration may not be practically possible without using robots to supply the building, as there may not be enough room for belts and inserters.
=== Polluters ===
* 5×5 buildings: '''16 beacons'''.
{| class="wikitable"
:The only building of this size that can benefit from beacons is the [[oil refinery]]. These cannot be supplied by robot, but all their inputs and outputs are piped fluids (except with [[coal liquefaction]]), meaning inserters are not needed and also offering the more versatile 9-tile (without transitions) maximum length of the underground pipe.
| '''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
|-
|}


The maximum number of beacons that can be built in range of a row of buildings:
Fire on the ground and burning trees produce 0.005 pollution per tick.
* Row of 3×3 buidings: '''8 beacons'''.
:Every building in the row can be in range of 8 beacons (end-of-row buildings possibly more) if a double row of beacons (no spaces between) is built in parallel (may be up to 2 tiles distant). However, the center row of buildings to be boosted must be offset relative to the beacon row; i.e., the center tile of no building on the center row may lie on a line connecting the center tiles of any pair of facing beacons on the two beacon rows.
* Row of 5×5 buidings: '''10 beacons'''.
: The same rules apply as before, with the exception that now the center row must ''not'' be offset; i.e., centers of boosted buildings must align with the centers of some beacon pair. This requires leaving a gap of 1 tile between buildings on the center row (assuming the beacon rows are gapless). As the only beacon-eligible 5×5 buildings are oil refineries, the free tile is actually useful to make the row player-traversable (a gapless row of refineries is not).


== Beacon arrays ==
=== De-polluters ===


Beacons can boost the overall capabilities of a factory quite significantly. However, they consume a considerable amount of power (480 kW apiece), take up nontrivial space, complicate logistics, and also are relatively expensive to craft. Therefore, when building an entire production line with a high beacon boost, it is significantly more economical to build a row of production buildings surrounded by row(s) of beacons, rather than single buildings surrounded by the maximum number of beacons theoretically possible. This also simplifies logistics and makes the design more tiling-friendly.
==== 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.


The maximum possible benefits are reduced somewhat in row-array configuration (for 3×3 buildings, 8 beacons per building are possible instead of 12; for 5×5 buildings, 10 instead of 16), but the number of beacons required to achieve this boost level is considerably lower. For example, for a single row of 3×3 buildings surrounded by a double row of beacons so that each production building is in range of 8 beacons, the total number of beacons required is <code>2n + 6</code>, where ''n'' is the number of production buildings.
==== Chunks ====
Every chunk has a natural absorption rate per tick which is determined by the weighted average of its floor tiles.


The average number of beacons per building is then <code>2 + (6 ÷ n)</code>, which tends toward 2 (i.e., a 75% reduction in the number of beacons needed compared to isolated buildings with 8 distinct beacons each) when ''n'' goes to infinity. For e.g. ''n'' = 10 the formula evaluates to 2.6, which is still a reduction of 67.5% in beacons needed.
Following numbers are the pollution reduction for a full chunk (32x32 tiles) composed of the same floor tiles per tick.
 
{| class="wikitable"
=== Multi-row arrays ===
! Tile !! Pollution per tick !! Pollution per second
 
|-
For large numbers of buildings to be boosted, efficiency can be further improved by separating production buildings into multiple rows. In this case, the beacons in all but the edge rows of the array can be shared by the two rows of production buildings on either side. (Note that it does not matter if these are producing different recipes and / or are different buildings altogether.) The total number of beacons required, assuming 3×3 sized production buildings and rows of equal length, is <code>B(r,c) = (r + 1)(c + 3) = rc + 3r + c + 3</code>, where ''r'' is the number of rows of production buildings and ''c'' is the number of production buildings in a single row.
|Grass 1-4 || -0.00045|| -0.027
 
|-
The number of beacons per boosted building is then <code>(3 ÷ rc) + (1 ÷ r) + (3 ÷ c) + 1</code>, which tends to 1 as both ''r'' and ''c'' go to infinity. For finite arrays, the optimum number of rows is given by <code>r = -0.5 + sqrt[(n ÷ 3) + 0.25]</code>, where ''n'' is the total number of buildings to be boosted.
|Dirt 1|| -0.0004|| -0.024
 
|-
The formula above does not generally return integer results. If the ''r'' thus found is non-integer, iterate around it, i.e., calculate the number of beacons needed with ''floor(r)'' (the next lower integer) and ''ceiling(r)'' (the next higher integer) rows and compare the results. For each such integer ''r'', calculate ''c'' as ''floor(n ÷ r)'', then calculate the number of beacons as ''B(r,c)'' + ''mod(n,r)'' + 1, where ''B(r,c)'' is given above and ''mod(n,r)'' is ''n'' modulo ''r'', i.e., the remainder of (''n'' ÷ ''r''), equal to ''n'' - (''r'' × ''c'').
|Dirt 2-7 || -0.00045|| -0.027
 
|-
There will in either case be ''mod(n,r)'' buildings "left over"; these should be appended one per row to the ends of a contiguous block of neighboring rows for the total beacon count calculation above to be valid. Other configurations for the leftovers (e.g. all appended to the end of a single row, one each at the end of every second row, etc.) require a higher number of beacons to cover.
|Dry dirt || -0.00039|| -0.0234
 
|-
=== Optimal arrays ===
|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
|-
|}


For 3×3 structures, arrays satisfying <code>c = 3r</code> are optimal, in the sense that they minimize the number of beacons required to cover the total number of structures (''rc''), therefore allowing the most use out of an individual beacon. Since structures may only be built in integer amounts, there are, below a reasonable cutoff on total array size, only a finite number of integer structure counts ''rc'' with which an optimal array such that <code>c = 3r</code> and ''c'' and ''r'' are integer may be built. The first few counts, along with associated array sizes and beacons-to-structures ratios, are summarized in the table below.
==== 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.


{| class="wikitable"  
{| class="wikitable"
!colspan="1" style="width: 75px;" |Structures
! Object !! Stage !! Pollution per tick !! Pollution per second
!colspan="1" style="width: 75px;" |Rows
!colspan="1" style="width: 75px;" |Columns
!colspan="1" style="width: 150px;" |Beacons
!colspan="1" style="width: 150px;" |Beacons per structure
!colspan="1" style="width: 160px;" |Dimensions (tiles)*
|-
|-
! | 3
| rowspan="4" | [[File:Green tree.png|120px]] Tree, red tree, brown tree || 0 (Max leaf density) || -0.001 || -0.06
| 1 || 3 || 12 || 4.00 || 18×11
|-
|-
! | 12
| 1 || -0.00067 || -0.04
| 2 || 6 || 27 || 2.25 || 27×19
|-
|-
! | 27
| 2 || -0.00033 || -0.02
| 3 || 9 || 48 || 1.78 || 36×27
|-
|-
! | 48
| 3 (Min leaf density) || 0 || 0
| 4 || 12 || 75 || 1.56 || 45×35
|-
|-
! | 75
| [[File:Dead dry hairy tree.png|120px]] Dead dry hairy tree || No stages || -0.0001 || -0.006
| 5 || 15 || 108 || 1.44 || 54×43
|-
|-
! | 108
| [[File:Dead grey trunk.png|120px]] Dead grey trunk || No stages || -0.0001 || -0.006
| 6 || 18 || 147 || 1.36 || 63×51
|-
|-
! | 147
| [[File:Dead tree desert.png|120px]] Dead tree - desert|| No stages || -0.0001 || -0.006
| 7 || 21 || 192 || 1.31 || 72×59
|-
|-
| ...
| [[File:Dry hairy tree.png|120px]] Dry hairy tree || No stages || -0.0001 || -0.006
| ... || ... || ... || ... || ...
|-
|-
! | 3r^2
| [[File:Dry tree.png|120px]] Dry tree || No stages || -0.0001 || -0.006
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)
|-
|-
|}
|}


Notes to table:
== Achievements ==
*Array dimension in tiles (last table column) assumes 2 tiles' space (e.g. inserter + chest) is left either above or below each row of structures, while no extra space is left anywhere else.
Pollution is directly connected to the following achievement:
*The 5-row array (75 structures) is the largest that can be covered by a logistic network generated from roboports located outside its footprint. For larger arrays, at least a minimal number of roboports would need to be strategically placed in the interior to provide coverage, thereby worsening the beacons-to-structures proportion somewhat.
{{Achievement|it-stinks-and-they-dont-like-it}}


== History ==
== History ==
{{history|0.13.2|
* Optimized rendering of huge pollution clouds on the map.}}


{{history|0.13.0|
{{history|0.13.0|
* Renamed from Basic beacon to Beacon.}}
* Large amounts of pollution is created when burning fires.
 
* Pollution creation of the productivity module was reduced drastically.
{{history|0.12.17|
* Optimized pollution rendering on map and minimap.
* Update icon}}
}}


{{history|0.12.0|
{{history|0.12.0|
* Inserters can now extract from Beacons.}}
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}
 
{{history|0.10.1|
* New beacon graphics.}}
 
{{history|0.9.0|
* Area of effect can now be seen on hover.}}
 
{{history|0.7.5|
* Deactivated beacons will not give bonuses.}}


{{history|0.7.3|
{{history|0.8.0|
* Restricted use of productivity modules in beacons.}}
* Added option to turn off pollution visibility even when detailed info is on. }}


{{history|0.6.0|
{{history|0.7.1|
* Introduced}}
* Speed modules no longer produce extra pollution.
* Added missing pollution descriptions.
* Pollution is only shown on the minimap with alt mode on.
}}


==See also==
{{history|0.7.0|
*[[Crafting]]
* Introduced concept of pollution.}}
*[[Electric system]]
*[[Module|Modules]]


{{ProductionNav}}
== See also ==
{{C|Modules}}
* [[Crafting]]
* [[Module]]s
* [[Enemies]]

Latest revision as of 12:50, 14 March 2019

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Linki

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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