So I set up an experiment and measured pollution per item crafted, and put it all in a spreadsheet: https://docs.google.com/spreadsheets/d/ ... sp=sharing
The widest span of polluting setups appears to be:
- from assembler 3 with three level-1 efficiency modules
- to assembler 3 with four level-3 productivity modules
Setup:
First, disable pollution spread and absorption:
Code: Select all
/c game.map_settings.pollution.ageing = 0
/c game.map_settings.pollution.diffusion_ratio = 0
- set up some configuration of assemblers, beacons and modules
- craft one item
- check global pollution
Code: Select all
/c game.player.print(game.player.surface.get_total_pollution())
- reset global pollution
Code: Select all
/c local s = game.player.surface; for c in s.get_chunks() do s.pollute({c.x*32, c.y*32},-1000000) end
- GOTO 1
I then calculated pollution per barrel and energy per barrel, and also added columns for effective production rate, infrastructure cost, etc.
A few notes on reading the spreadsheet:
- "asm1" is an assembler 1
- Modules are in parenthesis, e.g. "(e3, e3)" is two efficiency module 3's
- Columns which are derived from other columns are indicated with a slight grey background
- The first three columns are in units of "% of assembler 1", which is an attempt to make the numbers easier to understand.
- There are some rounding errors due to the in-game HUD only using two decimal places
If you are chasing after lowest pollution, a relatively cheap upgrade sequence would be:
- asm1
- asm2 (e1, e1)
- asm3 (e1, e1, e1)
Note however that "asm3 (p3, p3, p3, p3) + 12 beacons (s3, s3)" costs over 78,000 ore to set up!
All of the above assumes your electricity is zero-pollution.