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Pollution producing mod: Why?

Posted: Tue Jun 13, 2017 6:59 am
by Aeternus
I have to ask since this has been bothering me for a bit now. Why is the "Pollution producing mod" a thing? What is the point of it? To produce pollution, obviously but... why would you -want- to increase that?

Re: Pollution producing mod: Why?

Posted: Tue Jun 13, 2017 8:26 am
by bobingabout
biter bait.

Biters are actually attracted to pollution sources, and when you start bellowing out 2000% pollution from a specific entity, it will draw the biters to it like a magnet. It's useful for farming artifacts.

Re: Pollution producing mod: Why?

Posted: Tue Jun 13, 2017 2:16 pm
by Aeternus
Ah. But you probably mean "was" useful, seeing as artifacts have been removed, even in your mod. Well, if it's just for bugbait, I can skip on that module chain next time!

Re: Pollution producing mod: Why?

Posted: Tue Jun 13, 2017 4:56 pm
by orzelek
Tbh I'm using green modules with prod so my base poluttion is very low.
With Natural evolution deductions I'm not going to get above 40% or so.. so pollution module is required to go higher :D

Re: Pollution producing mod: Why?

Posted: Tue Jun 13, 2017 6:43 pm
by ukezi
well you do want something that can take a nuke to the face that is the way to go.

Re: Pollution producing mod: Why?

Posted: Wed Jun 14, 2017 7:58 am
by bobingabout
Aeternus wrote:Ah. But you probably mean "was" useful, seeing as artifacts have been removed, even in your mod. Well, if it's just for bugbait, I can skip on that module chain next time!
You can turn artifacts on again in the mod settings menu.