Search found 7 matches
- Tue Aug 29, 2017 7:51 am
- Forum: Not a bug
- Topic: Productivity Modules doubling pollution instead of 10%
- Replies: 8
- Views: 3201
Re: Productivity Modules doubling pollution instead of 10%
Found this, its a couple years old so values have probably changed, but it it does make your point. The pollution is calculated this way (base pollution) * (1 + energy consumption) * (1 + pollution bonus) One production module has 80% penalty of consumption and 50% for pollution additionaly. so 9 * ...
- Tue Aug 29, 2017 7:40 am
- Forum: Not a bug
- Topic: Productivity Modules doubling pollution instead of 10%
- Replies: 8
- Views: 3201
Re: Productivity Modules doubling pollution instead of 10%
It seems I'm not doing the best in explaining this one :D Pollution formula is: pollution = emissions*energy consumed Pollution modifier modifies entity emissions directly. Productivity modules modifies both sides at the same time since they affect both pollution and energy consumption. Therfore in...
- Tue Aug 29, 2017 7:25 am
- Forum: Not a bug
- Topic: Productivity Modules doubling pollution instead of 10%
- Replies: 8
- Views: 3201
Re: Productivity Modules doubling pollution instead of 10%
I understand you are trying to be helpful, but i clearly stated ( even bold printed and changed color as i assumed that my mention of mods would distract from the problem ) that this is happening in vanilla, its clearly a bug, there is a long way from the intended 10% per module to basically 100% pe...
- Tue Aug 29, 2017 7:19 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 459515
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Gotta say i am really enjoying a new game with the increased difficulty from your mod, bobs enemies and rampart. Really appreciate your great mod. However there is one thing that i wanted to bring up, i tried out a couple of your mind control stations because it seemed like it would be fun to have f...
- Tue Aug 29, 2017 6:55 am
- Forum: Not a bug
- Topic: Productivity Modules doubling pollution instead of 10%
- Replies: 8
- Views: 3201
Re: Productivity Modules doubling pollution instead of 10%
I'm pretty sure thats working as intended. Productivity increases energy usage and polution is directly related to it so it's increased too. And thats multiplicative with listed 10% direct increase to pollution. correct to a certain extent, the the increase is supposed to be 10% per module, not 99%...
- Tue Aug 29, 2017 6:44 am
- Forum: Not a bug
- Topic: Productivity Modules doubling pollution instead of 10%
- Replies: 8
- Views: 3201
Productivity Modules doubling pollution instead of 10%
Discovered on modded game when game went nuts on me after i put in a couple hundred productivity modules on all my mining drills, so i went to a vanilla save with no mods and it is doing it there also. For example mining drill is 9 pollution, add 1 productivity 3 module it jumps to 17.82 pollution a...
- Sun Aug 27, 2017 11:14 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 339004
Re: MOD [ 0.15.x] Bio-Industries 1.8.7
My question is about the bio garden, we have 2 recipes available, it appears the basic recipe of 1 fert has craft time of 40, and the advanced recipe using 1 advanced fertilzer has a craft time of 100, but both have the same effect of -35 pu, shouldnt the advanced recipe that takes longer "do m...