![]() ![]() If the total pollution in a chunk is above 60 units, once per second some of the trees in that chunk each have a chance to either lose one stage of leaves or have their leaves become one stage more gray. Special tiles (Lab tiles, tutorial grid, Water Wube)Įvery single tree absorbs a small amount of pollution in its chunk per second. ![]() Path tiles (Stone bricks, concrete etc), landfill Water, green water, deep water, deep green water, shallow water, mud water Spawners will spawn enemies regardless of pollution absorption until they reach their spawn limit.Įvery chunk has a natural absorption rate per second which is determined by the sum of the pollution absorption of its floor tiles.įollowing numbers are the pollution reduction for a single tile per second. Note that absorbing pollution is not for spawning biters, but for sending biters to an attack group. If they have not absorbed more than that threshold, they will absorb 20 + 0.01 * and check the threshold again. These tables contain information about the levels of pollution produced/absorbed by items in the game.įire on the ground and burning trees produce 0.3 pollution per minute.Įvery 64 ticks, spawners absorb pollution until they have absorbed more than 3 times the amount needed to send the most expensive unit at the current evolution level. 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. Modules that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Required pollution to add an additional biter/spitter to the attack wave: If not all biters have arrived at the rendezvous point by that time, they will wait up to an additional 2 minutes for stragglers. Every 1 to 10 minutes (random) the mustered biters launch an attack. After a certain amount of pollution is absorbed the spawner sends one of its biters/spitters to a rendezvous point. Higher pollution values decrease the time it takes for biters to join the attack force. If a chunk's pollution is greater than 20, each enemy spawner absorbs 20 + 0.01 * every 64 ticks, otherwise it absorbs 3 times the amount of pollution needed for the most expensive unit it can spawn for the current evolution factor. The effect can be turned off by disabling animated water in the graphics settings. Any water near the source of pollution will turn green, which is a visual-only effect. Biters who find themselves in a polluted area will attempt to reach the source of pollution and destroy it. Pollution attracts biters to the Player's factory. Spawners absorb a great amount of pollution, and use this to assign enemies to attacks.Trees also absorb some pollution (See #Trees).So the more the pollution spreads, the more is absorbed. Every chunk (32x32) of map slowly reduces the pollution it covers (See #Chunks).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 can generate new chunks if it needs to spread to them.įor 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. As soon as a chunk has reached 15.0 pollution it starts spreading in all four cardinal directions at a rate of 2% per 64 ticks. ![]()
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