negative Pollution, Evo Factor

Place to get help with not working mods / modding interface.
User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2179
Joined: Thu Jun 12, 2014 3:05 am
Contact:

negative Pollution, Evo Factor

Post by Ranakastrasz »

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.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
User avatar
bobingabout
Smart Inserter
Smart Inserter
Posts: 7352
Joined: Fri May 09, 2014 1:01 pm
Contact:

Re: negative Pollution, Evo Factor

Post by bobingabout »

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.
Creator of Bob's mods. Expanding your gameplay since version 0.9.8.
I also have a Patreon.
User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2179
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: negative Pollution, Evo Factor

Post by Ranakastrasz »

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.
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.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
User avatar
prg
Filter Inserter
Filter Inserter
Posts: 947
Joined: Mon Jan 19, 2015 12:39 am
Contact:

Re: negative Pollution, Evo Factor

Post by prg »

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
So... causing negative pollution does not reduce the evolution factor. Is this what you were looking for?
Automatic Belt (and pipe) Planner—Automate yet another aspect of constructing your factory!
User avatar
Ranakastrasz
Smart Inserter
Smart Inserter
Posts: 2179
Joined: Thu Jun 12, 2014 3:05 am
Contact:

Re: negative Pollution, Evo Factor

Post by Ranakastrasz »

Huh, so using a command to produce pollution counts towards the evo factor?

And yea.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Post Reply

Return to “Modding help”