[MOD 0.15.X] Wreckage Pollution

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sparr
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Re: [MOD 0.13.X] Wreckage Pollution

Post by sparr »

It might cause pollution, but I'd be confused if it's massive. I shall investigate.

Also, be nice to the biters.

Biffelbob
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Re: [MOD 0.13.X] Wreckage Pollution

Post by Biffelbob »

Yes, it causes massive pollution. I'm in the early stages of a new game and an array of turrets near a nest is producing vast pollution. I have made a push to destroy a small (3 spawners) camp using 5 turrets and lots of ammo. Afterwards, the area was flooded with pollution spreading up to 10 sectors wide, intensity was comparable to that of my main base with furnaces and steam engines.

After turning this mod off, I tried poking into another nest, destroyed two spawners and plenty of biters and there was no added pollution.

sparr
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Re: [MOD 0.13.X] Wreckage Pollution

Post by sparr »

Thanks for the update. I'll see about fixing that.

Bizobinator
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Re: [MOD 0.13.X] Wreckage Pollution

Post by Bizobinator »

Yeah, it's a really nasty, positive feedback loop. You get a few aliens that attack you --> little bit more pollution --> little bit more biters come --> that much more pollution.... until I barely had power, and I was already facing spitters :shock:

Wildejackson
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Re: [MOD 0.13.X] Wreckage Pollution

Post by Wildejackson »

I really want to use this mod, but the problem above is preventing me from using it. When combined with mods like natural evolution, it just gets out of hand. Killing bitters should not cause pollution. I believe that the problem lies prehaps in the fact that biters can be made with "nutrient" from the above mod and prehaps is registering as a spill?

sparr
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Re: [MOD 0.13.X] Wreckage Pollution

Post by sparr »

I think I fixed the problem. New version is committed to github. I would appreciate if someone could test it further before I make a release.

https://github.com/sparr/factorio-mod-w ... -pollution

sparr
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Re: [MOD 0.15.X] Wreckage Pollution

Post by sparr »

Published update for 0.15 to github and mod portal

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