[FULFILLED] Mod to increase pollution spread

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MalcolmCooks
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[FULFILLED] Mod to increase pollution spread

Post by MalcolmCooks »

Since changing from .12 to .14 it seems to me like pollution does not spread as far... I think some people have mentioned that this is because tree density was increased, but the pollution absorption effect of trees was not changed. So I would like to have a mod that will re-balance it by decreasing the pollution absorption of trees, and maybe of the terrain tiles as well. I know that something so simple I could probably make myself, and I am actually looking into doing that, but I have never used lua or made a mod so I want to see what an accomplished modder can come up with
Last edited by MalcolmCooks on Mon Dec 12, 2016 11:51 pm, edited 1 time in total.

Bushdoctor
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Re: [REQUEST] Mod to increase pollution spread

Post by Bushdoctor »

Perhaps you can solve your issue from a different angle. Bob's mods include a Pollution Module that makes machines pollute more...
You would need the entire package of mods though, because of all the pre-required items..

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MalcolmCooks
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Re: [REQUEST] Mod to increase pollution spread

Post by MalcolmCooks »

Well, I don't want to increase the amount of pollution because I don't want to increase the rate at which the evolution factor increases, which as I understand is based on the total amount of pollution you have created, and not what has actually been absorbed by spawners. It would be pretty easy just to increase the emissions of all the polluting machines

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Ranakastrasz
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Re: [REQUEST] Mod to increase pollution spread

Post by Ranakastrasz »

Raw Code Responsible.

Code: Select all

\data\base\prototypes\map-settings.lua
Prototype changes to make

Code: Select all

data.raw["map-settings"]["map-settings"]["pollution"].diffusion_ratio=0.02
data.raw["map-settings"]["map-settings"]["pollution"].min_to_diffuse=15
Additionally, you will want to look at the Eco Trees mod, which increases how much pollution trees absorb, so you can reverse it.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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MalcolmCooks
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Re: [REQUEST] Mod to increase pollution spread

Post by MalcolmCooks »

That's very helpful thanks :D

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Re: [REQUEST] Mod to increase pollution spread

Post by Rseding91 »

Ranakastrasz wrote:Raw Code Responsible.

Code: Select all

\data\base\prototypes\map-settings.lua
Prototype changes to make

Code: Select all

data.raw["map-settings"]["map-settings"]["pollution"].diffusion_ratio=0.02
data.raw["map-settings"]["map-settings"]["pollution"].min_to_diffuse=15
Additionally, you will want to look at the Eco Trees mod, which increases how much pollution trees absorb, so you can reverse it.
You can change those runtime if you want. The prototype values just define the defaults.
If you want to get ahold of me I'm almost always on Discord.

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Ranakastrasz
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Re: [REQUEST] Mod to increase pollution spread

Post by Ranakastrasz »

What are the commands for that?
And that doesn't apply to the trees. You can't change prototypes after game load.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16

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Re: [REQUEST] Mod to increase pollution spread

Post by Rseding91 »

Ranakastrasz wrote:What are the commands for that?
And that doesn't apply to the trees. You can't change prototypes after game load.
http://lua-api.factorio.com/latest/Conc ... apSettings
If you want to get ahold of me I'm almost always on Discord.

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MalcolmCooks
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Re: [FULFILLED] Mod to increase pollution spread

Post by MalcolmCooks »

I've managed now to make this mod, and I'm pretty pleased with the results
Here's a comparison on two similar test maps, once the pollution cloud has reached a steady state:
test 1
test 2
Now that it is working, I will use it on real worlds to balance it properly towards my playstyle. I'll make it configurable but use my values as the default. Then onto the mod portal it goes :D

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