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Pollution: Difference between revisions

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== Modules ==
== Modules ==
[[Module|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.
[[Module|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 ==
{{Languages}}
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|Stone furnace}} || 0.01/KW || 1.8
|-
| {{imagelink|steel-furnace|Steel furnace}} || 0.02/KW || 3.6
|-
| {{imagelink|electric-furnace|Electric furnace}} || 0.005/KW || 0.9
|-
| {{imagelink|burner-mining-drill|Burner mining drill}} || 0.03333/KW || 9.999
|-
| {{imagelink|electric-mining-drill|Electric mining drill}} || 0.1/KW || 9
|-
| {{imagelink|pumpjack|Pumpjack}} || 0.1/KW || 9
|-
| {{imagelink|assembling-machine-1|Assembling machine}} || 0.03333/KW || 2.9997
|-
| {{imagelink|assembling-machine-2|Assembling machine 2}} || 0.016/KW || 2.4
|-
| {{imagelink|assembling-machine-3|Assembling machine 3}} || 0.00857/KW || 1.7997
|-
| {{imagelink|small-pump|Small pump}} || 0.004/KW || 0.12
|-
| {{imagelink|boiler|Boiler}} || 0.01538/KW || 5.9982
|-
| {{imagelink|oil-refinery|Oil refinery}} || 0.00857/KW || 3.5994
|-
| {{imagelink|chemical-plant|Chemical plant}} || 0.00857/KW || 1.7997
|-
|}
=== De-polluters ===
==== Spawner ====
If a chunk's pollution is greater than 20, each [[Pollution#Native_Life|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 absorbtion 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
|-
|Dark sand || -0.0033 || -0.2
|-
|Sand || -0.0042 || -0.25
|-
|dry grass || -0.0066 || -0.4
|-
|medium dry grass || -0.0075 || -0.45
|-
|grass || -0.0075 || -0.45
|-
|dirt || -0.0075 || -0.45
|-
|dry dirt || -0.0075 || -0.45
|-
|Green water || -0.0083 || -0.5
|-
|Deep green water || -0.0083 || -0.5
|-
|Water || -0.0100 || -0.6
|-
|Deep water || -0.0100 || -0.6
|-
|Stone floor || 0.0 || 0.0
|-
|Concrete || 0.0 || 0.0
|-
|}
Pollution per tick resembles the third number in the pollution debug information (which is missing the 5th digit)
==== Trees ====
Every single tree absorbs a small amount of pollution in its chunk per tick.
{| class="wikitable"
! Object !! Pollution per tick !! Pollution per second
|-
| {{icon|dead-tree}} || -0.0001 || -0.006
|-
| {{icon|dark-thin-tree}} || -0.0001 || -0.006
|-
| {{icon|dry-tree}} || -0.0001 || -0.006
|-
| {{icon|root-tree}} || -0.0001 || -0.006
|-
| {{icon|green-thin-tree}} || -0.0005 || -0.03
|-
| {{icon|dark-green-thin-tree}} || -0.0005 || -0.03
|-
| {{icon|red-thin-tree}} || -0.0005 || -0.03
|-
| {{icon|green-tree}} || -0.0005 || -0.03
|-
| {{icon|dark-green-tree}} || -0.0005 || -0.03
|-
| {{icon|red-tree}} || -0.0005 || -0.03
|-
| {{icon|green-coral}} || 0 || 0
|-
|}


== See also ==
== See also ==

Revision as of 21:39, 5 December 2016

Example of ingame 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 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.

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. The pollution cloud is used to trigger biter attacks and determines the size of the attacks.

Achievements

Main article: Achievements

Pollution is directly connected to the following achievement:

It stinks and they don't like it
Trigger an alien attack by pollution.

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% game second (60 ticks).

e.g. 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 everyone of the 4 surrounding spreads 2.0 pollution "back" to the center chunk, so it only loses 24.0 + absorbed value.

Pollution dissipation

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 * [chunks pollution] every game second (60 ticks), if the chunks pollution is greater than 20 otherwise it absorbs the total 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
1000 Medium biter
4000 Big biter
20000 Behemoth biter
200 Small spitter
600 Medium spitter
1500 Big spitter
10000 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

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 0.01/KW 1.8
Steel furnace 0.02/KW 3.6
Electric furnace 0.005/KW 0.9
Burner mining drill 0.03333/KW 9.999
Electric mining drill 0.1/KW 9
Pumpjack.png
Pumpjack
0.1/KW 9
Assembling machine 0.03333/KW 2.9997
Assembling machine 2 0.016/KW 2.4
Assembling machine 3 0.00857/KW 1.7997
Small pump 0.004/KW 0.12
Boiler.png
Boiler
0.01538/KW 5.9982
Oil refinery 0.00857/KW 3.5994
Chemical plant 0.00857/KW 1.7997

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 absorbtion 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
Dark sand -0.0033 -0.2
Sand -0.0042 -0.25
dry grass -0.0066 -0.4
medium dry grass -0.0075 -0.45
grass -0.0075 -0.45
dirt -0.0075 -0.45
dry dirt -0.0075 -0.45
Green water -0.0083 -0.5
Deep green water -0.0083 -0.5
Water -0.0100 -0.6
Deep water -0.0100 -0.6
Stone floor 0.0 0.0
Concrete 0.0 0.0

Pollution per tick resembles the third number in the pollution debug information (which is missing the 5th digit)

Trees

Every single tree absorbs a small amount of pollution in its chunk per tick.

Object Pollution per tick Pollution per second
Dead-tree.png
-0.0001 -0.006
Dark-thin-tree.png
-0.0001 -0.006
Dry-tree.png
-0.0001 -0.006
Root-tree.png
-0.0001 -0.006
Green-thin-tree.png
-0.0005 -0.03
Dark-green-thin-tree.png
-0.0005 -0.03
Red-thin-tree.png
-0.0005 -0.03
Green-tree.png
-0.0005 -0.03
Dark-green-tree.png
-0.0005 -0.03
Red-tree.png
-0.0005 -0.03
Green-coral.png
0 0


See also