Search found 7 matches

by OrlandoKev
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 * ...
by OrlandoKev
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...
by OrlandoKev
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...
by OrlandoKev
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...
by OrlandoKev
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%...
by OrlandoKev
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...
by OrlandoKev
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...

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