Search found 37 matches

by Lighthouse
Wed Jan 01, 2025 1:57 pm
Forum: General discussion
Topic: Is active pollution sinking worth it?
Replies: 27
Views: 3601

Re: Is active pollution sinking worth it?



The statement is outdated, yes.


I would say wrong, as it has never been true in the past. Since you learned a bit better about the pollution on the other thread i found it surprising that you seemingly contradict your findings on this one.

Compare the time stamps of the post. You will find ...
by Lighthouse
Wed Jan 01, 2025 1:43 pm
Forum: Gameplay Help
Topic: Interpretation of graph of pollution consumption by trees
Replies: 16
Views: 1891

Re: Interpretation of graph of pollution consumption by trees

I see you did not fully understand. But let's drop that dispute for now. I will discuss the details in the Wiki section of the forum with others.
by Lighthouse
Wed Jan 01, 2025 1:22 pm
Forum: Gameplay Help
Topic: Interpretation of graph of pollution consumption by trees
Replies: 16
Views: 1891

Re: Interpretation of graph of pollution consumption by trees

Neither is your assumption correct of what I want to write. Nor is your statement correct that it would not be more precise. You can compare the wiki to the details in this thread yourself, but let me state one example:

current quote from the wiki:
Regardless of whether the tree loses leaves or ...
by Lighthouse
Wed Jan 01, 2025 10:46 am
Forum: General discussion
Topic: Is active pollution sinking worth it?
Replies: 27
Views: 3601

Re: Is active pollution sinking worth it?



A tree is 213% as effective as the biochamber.


But does a biochamber merely remove pollution, like trees (or indeed land surface) do? I read the description as saying that it actually emits negative pollution. That would reduce the global pollution emissions (and hence the rate of evolution ...
by Lighthouse
Wed Jan 01, 2025 10:24 am
Forum: General discussion
Topic: Is active pollution sinking worth it?
Replies: 27
Views: 3601

Re: Is active pollution sinking worth it?


This conclusion feels so wrong, it's hard to disregards the facts so much, when the numbers were given already , continuing to ignore them seem ridiculous : https://forums.factorio.com/125246

Saying that the optimal way to remove pollution is to use the negative pollution value from biochamber ...
by Lighthouse
Wed Jan 01, 2025 9:46 am
Forum: Gameplay Help
Topic: Interpretation of graph of pollution consumption by trees
Replies: 16
Views: 1891

Re: Interpretation of graph of pollution consumption by trees

mmmPI wrote: Tue Dec 31, 2024 4:20 pm I believe none of this is necessary to understand the average of "9-11" stages and the wiki information that you truncated explain it well.
Actually the wiki is incomplete/misleading/wrong in some aspects about trees@pollution in several aspects and precise info helps to fix it.
by Lighthouse
Mon Dec 30, 2024 3:33 pm
Forum: General discussion
Topic: I had to flee Gleba!
Replies: 25
Views: 3783

Re: I had to flee Gleba!


an HE rocket will bring a special kind of pain to a pendapod's multi-segmented body.

I would advise to only use HE Rockets (i.e. Explosive Rockets, the one with the red tip) in offense, not with rocket turrets.

I had a defensive fortification with 4+ lines laser turrets and 3 lines rocket ...
by Lighthouse
Mon Dec 30, 2024 12:13 pm
Forum: Gameplay Help
Topic: Interpretation of graph of pollution consumption by trees
Replies: 16
Views: 1891

Re: Interpretation of graph of pollution consumption by trees

I try to get more info on the 'grey progression' and 'trunk progression', particularly how many stages there are for each. I found this page in the documentation:
https://lua-api.factorio.com/latest/types/TreeVariation.html

Tree has number of "dying" stages, which is deduced from frame count of ...
by Lighthouse
Sun Dec 29, 2024 7:23 pm
Forum: Gameplay Help
Topic: How to get the number of active construction bots of a certain quality?
Replies: 13
Views: 1415

Re: How to get the number of active construction bots of a certain quality?




This can be done with a single Selector Combinator (Quality Transfer) + connect 1 Constant Combinator (set with Signal of bot in scope, Q1, strengh 1).


How does that prioritize taking the lowest quality items first?

Aww, should have tested before posting - sry, that one only gives the ...
by Lighthouse
Sun Dec 29, 2024 5:49 pm
Forum: Gameplay Help
Topic: How to get the number of active construction bots of a certain quality?
Replies: 13
Views: 1415

Re: How to get the number of active construction bots of a certain quality?

mooklepticon wrote: Sun Dec 29, 2024 3:24 pm it grabs the lowest quality one (calculated by a series of decider combinators and set filters) into another chest,
This can be done with a single Selector Combinator (Quality Transfer) + connect 1 Constant Combinator (set with Signal of bot in scope, Q1, strengh 1).
by Lighthouse
Sun Dec 29, 2024 2:30 pm
Forum: General discussion
Topic: Is active pollution sinking worth it?
Replies: 27
Views: 3601

Re: Is active pollution sinking worth it?


I don't know the numbers (and many people probably don't). Can you produce enough trees to keep attacks down with a 25k SPM megabase? How hard is that to do?

With good old fashioned turrets you have damage upgrades that make biters basically incapable of breaking through in late game (especially ...
by Lighthouse
Sun Dec 29, 2024 12:00 pm
Forum: Gameplay Help
Topic: Interpretation of graph of pollution consumption by trees
Replies: 16
Views: 1891

Re: Interpretation of graph of pollution consumption by trees



-> I don't understand the deviations from 10k. Otherwise I would say "If a tree 'dies' ( = trunk or grey progression reach max value) 10 pollution units are removed".


"if a tree dies 10 pollution unit are removed" => this appear incorrect, or with 100 trees the maximum pollution absorbed ...
by Lighthouse
Sun Dec 29, 2024 2:33 am
Forum: General discussion
Topic: What's your interplanetary logistics and Space Platform strategy?
Replies: 22
Views: 7839

Re: What's your interplanetary logistics and Space Platform strategy?

And how about importing Bioflux for Nauvis' captured biter nests or biochambers (fish breeding, wood processing, ...): Is that a thing? Are you doing that?
Do you do it with on a regular schedule or manually on demand? Did you setup your biochambers or biter nests very close to the cargo landing pad ...
by Lighthouse
Sun Dec 29, 2024 1:24 am
Forum: Gameplay Help
Topic: Interpretation of graph of pollution consumption by trees
Replies: 16
Views: 1891

Re: Interpretation of graph of pollution consumption by trees

Thanks boskid for the insights and your time! I really appreciate it. :)

In your code analysis there was no mentioning of anything related to "0,001 per second". Neither was there a mentioning of "10 per tree". Then again the sample was about "above 60 pollution units in chunk", so those aspects ...
by Lighthouse
Sat Dec 28, 2024 1:37 pm
Forum: Gameplay Help
Topic: Interpretation of graph of pollution consumption by trees
Replies: 16
Views: 1891

Re: Interpretation of graph of pollution consumption by trees


i'm curious : How did you set the pollution on the chunk to the value for the test ?


/c game.player.surface.pollute(game.player.position, 1000000)

btw this is the permanent state of the 100 trees (picture taken after 20 minutes):
12-28-2024, 14-35-48.png

The trees with leaves left seem to ...
by Lighthouse
Sat Dec 28, 2024 11:53 am
Forum: Gameplay Help
Topic: Space platform Interrupt trigger based on planet requests?
Replies: 1
Views: 547

Re: Space platform Interrupt trigger based on planet requests?

Only interface between space and planets is via rockets. No signals or other kind of information can be transferred. Meaning: No, you cannot have an interrupt that waits for a signal or anything "from the planet".

What you could possibly do: Keep a platform in orbit, satisfying planetary requests ...
by Lighthouse
Sat Dec 28, 2024 11:48 am
Forum: Gameplay Help
Topic: Dynamic Storage Chest Logistic Filters
Replies: 3
Views: 629

Re: Dynamic Storage Chest Logistic Filters

My solution to that problem is not dynamic but looks like this:
A buffer chest requests a full chests (I just set 1 mio for everything) - this will be filled after requestor chests but before storage chests and is still available for logistic requests of other entities (except other buffer chests ...
by Lighthouse
Sat Dec 28, 2024 10:33 am
Forum: Gameplay Help
Topic: Interpretation of graph of pollution consumption by trees
Replies: 16
Views: 1891

Interpretation of graph of pollution consumption by trees

I am testing pollution absorption by trees and get results that I cannot easily interpret:

Wiki states:
Every single tree absorbs a small amount of pollution in its chunk per second. If the total pollution in a chunk is above 60 units, once per second some of the trees in that chunk each have a ...
by Lighthouse
Thu Dec 26, 2024 5:53 pm
Forum: General discussion
Topic: Is active pollution sinking worth it?
Replies: 27
Views: 3601

Re: Is active pollution sinking worth it?

Each healthy trees reduce pollution by -0.001/s = -0.06 per minute. It requires 98 trees to amount to the same pollution sinking of a running biochamber with 4 Productivity Modules Lvl3.

So in the setup of the active pollution sink with biter egg processing (including captive biter spawner and ...
by Lighthouse
Thu Dec 26, 2024 5:30 pm
Forum: General discussion
Topic: Is active pollution sinking worth it?
Replies: 27
Views: 3601

Re: Is active pollution sinking worth it?


nutrients from biter eggs is not necessary for tree farms though !
...
You don't need the extra 50% productivity from biochamber here, you want to make the more trees ! so just use regular assembly machine and you will use more trees for the same amount of seed, thus eating more pollution !

A ...

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