Pollution: Difference between revisions
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[[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]] | [[File:Pollution.png|400px|thumb|Example of ingame pollution (red squares) in the map]] | ||
Pollution is represented as an abstract "cloud", calculated [[Chunk|per chunk]] and visible on the minimap and [[Map]], when [[Alternative view]] is on (default [[Game-Options/Keyboard-Defaults#Alt|Alt-Key]]). | |||
Pollution is represented as an abstract "cloud" visible on the minimap when | |||
[[ | [[Crafting network|It is produced by many buildings]] involved in processing items and spreads outwards at a steady rate. | ||
Pollution | == Native life == | ||
* Pollution attracts [[Biter]]s to your factory. [[Biter]]s who find themselves in a polluted area will attempt to reach the source of pollution and destroy it. | |||
* [[Enemies#Spawner]]s absorb pollution, but this rises their evolution-factor. | |||
== Pollution dissipation== | |||
* slowly (0.6 units per tick) at every [[Chunk]] (32x32) of map it covers. So the more the pollution spreads, the more is absorbed. | * slowly (0.6 units per tick) at every [[Chunk]] (32x32) of map it covers. So the more the pollution spreads, the more is absorbed. | ||
* [[Tree]]s also absorb some pollution. | * [[Tree]]s also absorb some pollution. | ||
* [[Enemies#Spawner]]s | * [[Enemies#Spawner]]s absorb some pollution, but this will increase [[Difficulty#In freeplay]], by rising the [[Lua/Game#evolutionfactor|evolutionfactor]]. | ||
* In [[Mods]] it is possible to build in also devices or trees, which reduce pollution. | * In [[Mods]] it is possible to build in also devices or trees, which reduce pollution. | ||
== 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. | [[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. | ||
== See also == | |||
* [[Crafting network]] | |||
* [[Module]]s | |||
* [[Enemies]] |
Revision as of 18:29, 5 January 2014
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.
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.
- Enemies#Spawners absorb pollution, but this rises their evolution-factor.
Pollution dissipation
- slowly (0.6 units per tick) at every Chunk (32x32) of map it covers. So the more the pollution spreads, the more is absorbed.
- Trees also absorb some pollution.
- Enemies#Spawners absorb some pollution, but this will increase Difficulty#In freeplay, by rising the evolutionfactor.
- In Mods it is possible to build in also devices or trees, which reduce pollution.
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.