I'm talking about crafting machines here.
(Can't actually see any code right now for code quotes)
Basically, as it is now, Pollution on entities such as an assembling machine, or furnace, is defined as how much pollution is generated per unit of energy consumed. (as listed here https://wiki.factorio.com/index.php?tit ... #Polluters)
Instead of this, I would like to suggest that, like the energy consumption tag, Pollution should have it's own tag, along side the pollution per energy tag, so for example, on burner powered things, you can have pollution specified on energy usage, as the effect of burning the fuel, then another one for the factory, in theory pollution caused by processing the materials. The pollution produced should stop when the factory isn't producing.
So on the electric furnace for example (Looking at the wiki list here) instead of specifying 0.005 pollution per kilowatt, you'd just specify 0.6 pollution per second, or 0.015 pollution per tick. Alongside that change, you'd split the pollution half and half on the stone furnace, so 0.005 pollution per kilowatt AND 0.015 pollution per tick produced as part of the processing.
This would have 2 main effects:
1. It would separate pollution from energy in modules, so a factory will still produce the same amount of pollution when the energy is reduced.
2. Okay, I forgot point 2, but point 1 is the main one.
Moving along, Phase 2 Add a Pollution tag to the recipe also.
Being able to specify how much pollution is generated on a recipe by recipe basis would have so many benefits I can't list them all... But as an example here, My gas venting pump, when venting harmless gasses like Oxygen the pollution could be zero, or even negative, where toxic gasses like Sulfur Dioxide, or Chlorine could have a very high pollution level.
The value would probably be pollution for the whole recipe, not per second, So the value per tick would likely be something like the total pollution, divided by the recipe time in ticks, multiplied by production speed, so would produce pollution faster if the recipe runs faster.
This value would also be effected by the pollution modifier of modules.
So... the total pollution created by an entity would be:
Pollution per kW multiplied by energy consumption (Affected by effectivity modules), plus pollution per tick of the entity, plus the result of the pollution from the recipe, and the whole thing modified by module pollution modifier.
Add pollution tags to machines and recipes.
- bobingabout
- Smart Inserter
- Posts: 7352
- Joined: Fri May 09, 2014 1:01 pm
- Contact:
Re: Add pollution tags to machines and recipes.
The main problem with this is now each entity has a bunch of extra work it has to do to enable/disable the pollution and or create it each tick it's working above what it's already doing for very little gain.
You can define in any entity: emissions_per_tick which will cause that entity when in the world to either absorb or produce that pollution per tick.
You can define in any entity: emissions_per_tick which will cause that entity when in the world to either absorb or produce that pollution per tick.
If you want to get ahold of me I'm almost always on Discord.