I know that pollution increases the Evolution factor. Presumably it sums the pollution produced every tick, mutliplies it by the global constant, multiplies that by the current Evo factor Calculus magic formula (the one that sets 1.0 evo factor as a limit you can approach but never reach), and then applys that.
Does this apply to negative pollution? Like a mod that adds air scrubbers? Could this theoretically reduce evo factor if you had a ton of ambient pollution and set up enough that you produced negative pollution?
If pollution is produced via script, does it count towards the evo factor?
Just wondering mechanics here.
negative Pollution, Evo Factor
- Ranakastrasz
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negative Pollution, Evo Factor
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- bobingabout
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Re: negative Pollution, Evo Factor
I doubt it.
I'm fairly sure you have to have pollution to remove it, therefore it can never drop below zero, therefore won't reverse it.
I'm fairly sure you have to have pollution to remove it, therefore it can never drop below zero, therefore won't reverse it.
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Re: negative Pollution, Evo Factor
I know that part. Asking about if you had a ton of pollution, then stopped producing and started consuming. Doesnt matter if it is feasible. It isn't.bobingabout wrote:I doubt it.
I'm fairly sure you have to have pollution to remove it, therefore it can never drop below zero, therefore won't reverse it.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: negative Pollution, Evo Factor
Code: Select all
fns = {
function() game.surfaces.nauvis.pollute({0,0}, -1e7) end,
function() print(game.forces.enemy.evolution_factor) end,
function() game.surfaces.nauvis.pollute({0,0}, -1e7) end,
function() print(game.forces.enemy.evolution_factor) end,
function() game.surfaces.nauvis.pollute({0,0}, -1e7) end,
function() print(game.forces.enemy.evolution_factor) end,
function() game.surfaces.nauvis.pollute({0,0}, 1e7) end,
function() print(game.forces.enemy.evolution_factor) end,
function() game.surfaces.nauvis.pollute({0,0}, 1e7) end,
function() print(game.forces.enemy.evolution_factor) end,
function() game.surfaces.nauvis.pollute({0,0}, 1e7) end,
function() print(game.forces.enemy.evolution_factor) end,
}
script.on_event(defines.events.on_tick, function(event)
if next(fns) then
table.remove(fns)() --[[removes stuff starting from the back]]
else
script.on_event(defines.events.on_tick, nil)
end
end)
Code: Select all
0.029621231574143
0.17086648058547
0.27398584393694
0.35305033058992
0.35305033364851
0.3530503367071
Automatic Belt (and pipe) Planner—Automate yet another aspect of constructing your factory!
- Ranakastrasz
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Re: negative Pollution, Evo Factor
Huh, so using a command to produce pollution counts towards the evo factor?
And yea.
And yea.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16