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== Radionadajnik - dwa rozdziały, których nie kapuję ==
* [[: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]]


== Maksymalna liczba radionadajników na budynek ==
Templatesy
https://wiki.factorio.com/index.php?title=Special:AllPages&namespace=10


Maksymalna liczba radionadajników działających na budynek zależna jest od wielkości budynku:
<!-- <!-- <!-- <!-- <!-- <!-- <!--  --> --> --> --> --> --> -->


* Budynki o wielkości od 2×2 do 4×4: '''12 radionadajników'''.
{{languages}}
:Jest to możliwe, ale bez użycia taśmociągów oraz podajników. Konieczne jest użycie robotów logistycznych.
[[File:Pollution.png|400px|thumb|Example of in-game pollution (red squares) in the map]]


* Budynki o wielkości 5×5: '''16 radionadajników'''.
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.
:Dotyczy to tylko [[oil refinery/pl|rafinerii]]. Zaletą jest fakt, że surowce i produkty są płynne (z wyjątkiem [[coal liquefaction/pl|upłynniania węgla]]). Dzięki temu mamy miejsce na postawienie radionadajników (brak podajników i taśmociągów), a podziemny rurociąg daje dużo miejsca (9 kratek).


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


Maksymalna liczba radionadajników, dla budynków postawionych w rzędzie:
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.
* Rząd budynków o rozmiarze 3×3: '''8 radionadajników'''.
:Każdy budynek może być w zasięgu 8 radionadajników (budynki na końcu rzędu - 11). Wokół rzędu budynków stawiamy dwa rzędy radionadajników


Pollution settings can be changed via [[map generator|map generation]] settings, or can be disabled entirely.


: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.
== Pollution spread ==
* 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).


== Opłacalność ==
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).


Radionadajniki mogą zwiększyć możliwości fabryki. Należy pamiętać, że zużywają dużo energii (480 kW), zajmują miejsce, komplikują logistykę, a także są drogie w produkcji. Dlatego, budując kompletną linię produkcyjną, znacznie lepiej jest stawiać radionadajniki w rzędzie, a nie wokół konkretnej maszyny. Znacznie upraszcza logistykę.  
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]].


Obniża to korzyści płynące z liczby radionadajników (dla budynków 3x3 zamiast 12 mamy 8 radionadajników), ale niwelujemy to przez dużą liczbę maszyn, na które działają radionadajniki.
== Pollution dissipation==
Liczbę potrzebnych radionadajników, postawionych w podwójnym rzędzie, przy rzędzie budynków produkcyjnych (o wielkości 3x3), można wyliczyć ze wzoru <code>2n + 6</code>, gdzie ''n'' to liczba budynków produkcyjnych.
Średnia liczba radionadajników na budynek obliczamy ze wzoru <code>2 + (6 ÷ n)</code>. Gdy ''n'' idzie w nieskończoność to wynik zbliża się do 2 (co oznacza 75% mniej radionadajników). Dla przykładu, przy liczbie maszyn ''n'' = 10, średnia liczba radionadajników na budynek wynosi 2.6, co daje redukcję o 67.5% liczby potrzebnych radionadajników.


=== Multi-row arrays ===
* 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.


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.
== 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.


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.
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.


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'').
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 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.
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;
|-
|}


=== Optimal arrays ===
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]].


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.
== 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.


{| class="wikitable"  
== Production/Absorption ==
!colspan="1" style="width: 75px;" |Structures
These tables contain information about the levels of pollution produced/absorbed by items in the game.
!colspan="1" style="width: 75px;" |Rows
=== Polluters ===
!colspan="1" style="width: 75px;" |Columns
{| class="wikitable"
!colspan="1" style="width: 150px;" |Beacons
| '''Object''' || '''Pollution per KW per game second (60 ticks)''' || '''Pollution per game second at full power'''
!colspan="1" style="width: 150px;" |Beacons per structure
|-
!colspan="1" style="width: 160px;" |Dimensions (tiles)*
| {{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
|-
|-
! | 3
| {{imagelink|Pumpjack}} || 0.1/KW || 9
| 1 || 3 || 12 || 4.00 || 18×11
|-
|-
! | 12
| {{Imagelink|Assembling machine 1}} || 0.03333/KW || 3
| 2 || 6 || 27 || 2.25 || 27×19
|-
|-
! | 27
| {{Imagelink|Assembling machine 2}} || 0.016/KW || 2.4
| 3 || 9 || 48 || 1.78 || 36×27
|-
|-
! | 48
| {{Imagelink|Assembling machine 3}} || 0.00857/KW || 1.8
| 4 || 12 || 75 || 1.56 || 45×35
|-
|-
! | 75
| {{Imagelink|Pump}} || 0.004/KW || 0.12
| 5 || 15 || 108 || 1.44 || 54×43
|-
|-
! | 108
| {{imagelink|Boiler}} || 0.01538/KW || 27.6923
| 6 || 18 || 147 || 1.36 || 63×51
|-
|-
! | 147
| {{Imagelink|Oil refinery}} || 0.00857/KW || 3.6
| 7 || 21 || 192 || 1.31 || 72×59
|-
|-
| ...
| {{Imagelink|Chemical plant}} || 0.00857/KW || 1.8
| ... || ... || ... || ... || ...
|-
|-
! | 3r^2
| {{Imagelink|Centrifuge}} || 0.016/KW || 5.6
| r || 3r || (r + 1) (3r + 3) || 1 + 2/r + 1/r^2 || (9r + 9) × (8r + 3)
|-
|-
|}
|}


Notes to table:
Fire on the ground and burning trees produce 0.005 pollution per tick.
*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.
 
*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.
=== 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.
{| 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
|-
|}
 
==== 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"
! 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
|-
|}
 
== Achievements ==
Pollution is directly connected to the following achievement:
{{Achievement|it-stinks-and-they-dont-like-it}}
 
== History ==
 
{{history|0.13.2|
* Optimized rendering of huge pollution clouds on the map.}}
 
{{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.
}}
 
{{history|0.12.0|
* [[Tree]]s degenerate slowly when exposed to pollution at high levels. }}
 
{{history|0.8.0|
* Added option to turn off pollution visibility even when detailed info is on. }}
 
{{history|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.
}}
 
{{history|0.7.0|
* Introduced concept of pollution.}}
 
== See also ==
* [[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

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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