Pollution producing mod: Why?
Moderator: bobingabout
Pollution producing mod: Why?
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?
- bobingabout
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Re: Pollution producing mod: Why?
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.
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?
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?
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
With Natural evolution deductions I'm not going to get above 40% or so.. so pollution module is required to go higher
Re: Pollution producing mod: Why?
well you do want something that can take a nuke to the face that is the way to go.
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Re: Pollution producing mod: Why?
You can turn artifacts on again in the mod settings menu.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!