Discovered on modded game when game went nuts on me after i put in a couple hundred productivity modules on all my mining drills, so i went to a vanilla save with no mods and it is doing it there also.
For example mining drill is 9 pollution,
add 1 productivity 3 module it jumps to 17.82 pollution
add 2 jumps to 28.08
add 3 jumps to 39.78
I spot checked assembly machine and is doing same thing.
Bob's mk2s were putting out 150 pollution each on my modded game, my evolution went from 50% to 85% in less than 2 hours before i figured out what was going on. (playing with natural evolution where u get punished for pollution) and rampart, lets just say things were "quite hectic" and out of control with biters, lol
Playing on steam version 15.34 experimental branch
Productivity Modules doubling pollution instead of 10%
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Re: Productivity Modules doubling pollution instead of 10%
I'm pretty sure thats working as intended.
Productivity increases energy usage and polution is directly related to it so it's increased too. And thats multiplicative with listed 10% direct increase to pollution.
Productivity increases energy usage and polution is directly related to it so it's increased too. And thats multiplicative with listed 10% direct increase to pollution.
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Re: Productivity Modules doubling pollution instead of 10%
correct to a certain extent, the the increase is supposed to be 10% per module, not 99%orzelek wrote:I'm pretty sure thats working as intended.
Productivity increases energy usage and polution is directly related to it so it's increased too. And thats multiplicative with listed 10% direct increase to pollution.
Re: Productivity Modules doubling pollution instead of 10%
If you have bob's modules then it depends on which ones you are using. And on current mod config.OrlandoKev wrote:correct to a certain extent, the the increase is supposed to be 10% per module, not 99%orzelek wrote:I'm pretty sure thats working as intended.
Productivity increases energy usage and polution is directly related to it so it's increased too. And thats multiplicative with listed 10% direct increase to pollution.
If you have merged modules enabled and using raw productivity ones then change to pollution would be a bug.
Lvl 3 productivity module with bob's mods on defaults has +30% energy and +45% pollution. Overall pollution increase would be 89%. Thats still a bit off from your observed values but not that much.
Lvl 3 vanilla one would be 80% energy and 10% pollution which nets 98% overall value - which matches your observed values.
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Re: Productivity Modules doubling pollution instead of 10%
I understand you are trying to be helpful, but i clearly stated ( even bold printed and changed color as i assumed that my mention of mods would distract from the problem ) that this is happening in vanilla, its clearly a bug, there is a long way from the intended 10% per module to basically 100% per module, and i have no idea why you are adding energy and pollution increases together to try and match my posted #'s, my post is pretty straight forward, not sure how to make it any clearer and easy to confirm ingame, certainly no reason for my game to behave differently than anyone elses if it is happening in vanilla with NO mods.
Last edited by OrlandoKev on Tue Aug 29, 2017 7:34 am, edited 1 time in total.
Re: Productivity Modules doubling pollution instead of 10%
It seems I'm not doing the best in explaining this one
Pollution formula is:
pollution = emissions*energy consumed
Pollution modifier modifies entity emissions directly. Productivity modules modifies both sides at the same time since they affect both pollution and energy consumption. Therfore in vanilla it almost doubles pollution generation.
Pollution formula is:
pollution = emissions*energy consumed
Pollution modifier modifies entity emissions directly. Productivity modules modifies both sides at the same time since they affect both pollution and energy consumption. Therfore in vanilla it almost doubles pollution generation.
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Re: Productivity Modules doubling pollution instead of 10%
Food for thought, kind of seeing the logic there, will take a look at it after getting some sleep. I do have 970 hours of playing factorio and always use productivity modules and never noticed any huge consequences before, but if it is correct as is, maybe i just never noticed due to not using some of the mods i am using now.orzelek wrote:It seems I'm not doing the best in explaining this one
Pollution formula is:
pollution = emissions*energy consumed
Pollution modifier modifies entity emissions directly. Productivity modules modifies both sides at the same time since they affect both pollution and energy consumption. Therfore in vanilla it almost doubles pollution generation.
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Re: Productivity Modules doubling pollution instead of 10%
Found this, its a couple years old so values have probably changed, but it it does make your point.
kovarex wrote:The pollution is calculated this way (base pollution) * (1 + energy consumption) * (1 + pollution bonus)
One production module has 80% penalty of consumption and 50% for pollution additionaly.
so 9 * (1 + 0.8) * (1 + 0.5) = 24.3
With 2 modules it is
9 * (1 + 1.6) * (1 + 1) = 46.8
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Re: Productivity Modules doubling pollution instead of 10%
If you are using solar it is quite possible that prod modules don't have a huge effect on total factory pollution.OrlandoKev wrote: Food for thought, kind of seeing the logic there, will take a look at it after getting some sleep. I do have 970 hours of playing factorio and always use productivity modules and never noticed any huge consequences before, but if it is correct as is, maybe i just never noticed due to not using some of the mods i am using now.
Suppose you want to make 1k gears per minute (marathon prices). This would take about 7 yellow assemblers, for 7x1.8=12.6 pollution. Now you switch to speed-boosted productivity plants, and these plants have a whopping 25 pollution. However, you only need a single plant to achieve this speedup, so pollution per plant is multiplied 15-fold, but per-product pollution is 'only' doubled. However, instead of requiring 127 mines to get enough iron ore, you now only need 90, reducing pollution by 37*9, easily offsetting the increased pollution of the plant itself.
So, even though prod modules vastly increase pollution per plant, you will need fewer plants, but especially need fewer resources, so total per-product pollution might go down, especially if you have a carbon-neutral energy source...