Type: Mod
Name: Air filtering
Description: Adds machines and extras to the game to reduce pollution
License: Beer-Ware License
Version: 0.8.2
Release: 2014-12-23
Tested-With-Factorio-Version: 0.18.34 (Steam)
Category: Item
Tags: air, filter, pollution, green
Download-Url: Download
License
"THE BEER-WARE LICENSE" (Revision 42):
Daniel "Schorty" Schlenger wrote this file. As long as you retain this notice you
can do whatever you want with this stuff. If we meet some day, and you think
this stuff is worth it, you can buy me a beer in return. Poul-Henning Kamp
Daniel "Schorty" Schlenger wrote this file. As long as you retain this notice you
can do whatever you want with this stuff. If we meet some day, and you think
this stuff is worth it, you can buy me a beer in return. Poul-Henning Kamp
Long description
Contents:
- Adds Machines to reduce pollution (now with its own graphics provided by y.petremann!)
- Adds Air filters, which are used by the air filter machine
- Adds Recipes for creating Air Filter Machine, Air filters and recycling used air filters
- Adds Technologies for researching air filtering and things
Pictures
Compatible Mod Versions with older Factorio Versions
Changelog
Changelog:
0.8.2 (current)
- Made it compatible to the latest modding api changes (Thanks to James_Reaver, for pointing me in the right direction!)
0.8.0
- Made it 0.18 compatible
- Tweeked the numbers a little (see FAQ)
0.7.2
- Made some grammar tweeks to the technology texts (Credits to the person who pointed it out to me via pm)
0.7.1
- Added technology descriptions
0.7.0
- Made it 0.17 compatible
0.6.0
- Made it 0.16 compatible
0.5.0
- Made it 0.15 compatible
- Changed requirements for researching "Air Filtering Machine Mk3" and "Air Filter Recycling". They are a bit more expensive now
0.4.3
- Removed old air filter machines to reduce cluttering of logisitics stuff
0.4.2
- Good news for people using angels mods: The recipe name conflict has been resolved! *wiping sweat off of his forehead*
- Renamed "air filters" to "unused air filters" (with migration, thanks to Optera!)
0.4.1
- Made it 0.14 compatible
0.4.0
- Updated to fit the modding changes made in Patch 0.13.0
- Tweaked the values pollution reduction and power usage to be less overpowered (hopefully)
- Added ukrainian locale (Thanks to user ukr)
- Updated russian locale (Thanks to user cxOne)
0.3.2
- Updated Graphics (Big thanks to Captain NeL for this one!)
- Added russian locale (Also done by Captain NeL)
0.3.1
- Rebalanced pollution reduction
0.3.0
- New Feature: Added 2 additional air filter machines and their respective (expensive) technologies
- Pretty expensive and energy-hungry, but more efficient in cleaning large amounts of pollution
0.2.1
- Bugfix: Fixed wrong order in filter selection menu of smart inserters (reported by Kryzeth here. Thank you Kryzeth!)
0.2.0
- Made it 0.12 compatible
0.1.1 (by y.petremann) [Factorio 0.11.22]
- Air filtering machine works like furnaces for recipes (no need to indicate the recipe, simply put air filters directly inside)
- Air filtering machine have more appropriate graphics and sounds
0.1.0:
- Added the contents to the mod[/size]
0.8.2 (current)
- Made it compatible to the latest modding api changes (Thanks to James_Reaver, for pointing me in the right direction!)
0.8.0
- Made it 0.18 compatible
- Tweeked the numbers a little (see FAQ)
0.7.2
- Made some grammar tweeks to the technology texts (Credits to the person who pointed it out to me via pm)
0.7.1
- Added technology descriptions
0.7.0
- Made it 0.17 compatible
0.6.0
- Made it 0.16 compatible
0.5.0
- Made it 0.15 compatible
- Changed requirements for researching "Air Filtering Machine Mk3" and "Air Filter Recycling". They are a bit more expensive now
0.4.3
- Removed old air filter machines to reduce cluttering of logisitics stuff
0.4.2
- Good news for people using angels mods: The recipe name conflict has been resolved! *wiping sweat off of his forehead*
- Renamed "air filters" to "unused air filters" (with migration, thanks to Optera!)
0.4.1
- Made it 0.14 compatible
0.4.0
- Updated to fit the modding changes made in Patch 0.13.0
- Tweaked the values pollution reduction and power usage to be less overpowered (hopefully)
- Added ukrainian locale (Thanks to user ukr)
- Updated russian locale (Thanks to user cxOne)
0.3.2
- Updated Graphics (Big thanks to Captain NeL for this one!)
- Added russian locale (Also done by Captain NeL)
0.3.1
- Rebalanced pollution reduction
0.3.0
- New Feature: Added 2 additional air filter machines and their respective (expensive) technologies
- Pretty expensive and energy-hungry, but more efficient in cleaning large amounts of pollution
0.2.1
- Bugfix: Fixed wrong order in filter selection menu of smart inserters (reported by Kryzeth here. Thank you Kryzeth!)
0.2.0
- Made it 0.12 compatible
0.1.1 (by y.petremann) [Factorio 0.11.22]
- Air filtering machine works like furnaces for recipes (no need to indicate the recipe, simply put air filters directly inside)
- Air filtering machine have more appropriate graphics and sounds
0.1.0:
- Added the contents to the mod[/size]
FAQ
P.S.: I want to give a shout-out to L0771, who helped me in my early stages of modding =)Q: How does it work?
A: The air filter machines (afm) reduce the pollution in the Chunk where they are build. You can see the chunk borders, by activating the "Tile grid" option in the debug menu (press F4 in game). Every Tick, they will reduce the pollution by 40. So, for your example, you would need 5 afm to equilize the pollution. As a rule of thumb, you should place the afms in a circle around your pollution producing factories, the avoid the spread of pollution.
To answer the "radius" question: Directly, the afms reduce the pollution only in their chunk. But you have to consider the way pollution works. Pollution will spread from chunk to chunk. It will "flatten" across the land. So if you have a chunk with many afms, this chunk will act like a "pollution sink". Not all pollution will get cleaned though. (Numbers are outdated, but you get the point)
Q: What are the correct numbers for pollution reduction?
A:
let p be number of pollution units produced
A: The air filter machines (afm) reduce the pollution in the Chunk where they are build. You can see the chunk borders, by activating the "Tile grid" option in the debug menu (press F4 in game). Every Tick, they will reduce the pollution by 40. So, for your example, you would need 5 afm to equilize the pollution. As a rule of thumb, you should place the afms in a circle around your pollution producing factories, the avoid the spread of pollution.
To answer the "radius" question: Directly, the afms reduce the pollution only in their chunk. But you have to consider the way pollution works. Pollution will spread from chunk to chunk. It will "flatten" across the land. So if you have a chunk with many afms, this chunk will act like a "pollution sink". Not all pollution will get cleaned though. (Numbers are outdated, but you get the point)
Q: What are the correct numbers for pollution reduction?
A:
let p be number of pollution units produced
- MK I: -3p/s (-180p/m)
- MK II: -8p/s (-480p/m)
- MK III: -40p/s (-2400p/m)