Disable pollution generated chunks for a surface
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- Burner Inserter
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Disable pollution generated chunks for a surface
Is it possible to disable pollution generating chunks for a specific surface? It seems like MapGenSettings should be where something like this is controlled. Is there another way to control this setting? If not, can it be added?
Re: Disable pollution generated chunks for a surface
What's the use-case exactly? And what do you mean by "generated chunks" - do you mean that it spreads but doesn't request the chunks be generated (so they'd be empty until visited) or that it will never create new chunks as a result of pollution existing?
Something like pollution builds up, then if you go explore it starts to spread into the new chunks?
Something like pollution builds up, then if you go explore it starts to spread into the new chunks?
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- Burner Inserter
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- Joined: Sun Nov 03, 2024 8:32 am
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Re: Disable pollution generated chunks for a surface
I am toying around with the idea of a planet where it starts out polluted and the engineer would have to remove the pollution over time. It is pretty easy to have a script set the pollution really high when generating a new chunk (basically a "default" high pollution). The issue is that the pollution immediately spreads to nearby chunks, causes those to generate, and my script sets those chunks to have high pollution, causing a cascade of chunks to be generated and ballooning the save size.
As for implementation, I have to admit I am very unfamiliar with Factorio modding, so I don't know what the ideal would be. I don't want pollution spread disabled entirely (which I assume would also solve my issue), so that mod machines in one chunk can clean out a larger than chunk area. I think the ideal would be to have pollution just not spread into ungenerated chunks.
> Something like pollution builds up, then if you go explore it starts to spread into the new chunks?
I think that would be perfect for my use case.
One other thought I had was to handle my pollutant in an inverse manner. 0 pollutant is the "bad" state, and a positive number would be the "good" state. That seems better supported by the engine, but would require me to be able to mod the map display to invert the displayed range of pollution. When I looked through the docs, I saw that I could mod the color and the "max" display value, but I didn't see a way to control the gradient or invert it.
As for implementation, I have to admit I am very unfamiliar with Factorio modding, so I don't know what the ideal would be. I don't want pollution spread disabled entirely (which I assume would also solve my issue), so that mod machines in one chunk can clean out a larger than chunk area. I think the ideal would be to have pollution just not spread into ungenerated chunks.
> Something like pollution builds up, then if you go explore it starts to spread into the new chunks?
I think that would be perfect for my use case.
One other thought I had was to handle my pollutant in an inverse manner. 0 pollutant is the "bad" state, and a positive number would be the "good" state. That seems better supported by the engine, but would require me to be able to mod the map display to invert the displayed range of pollution. When I looked through the docs, I saw that I could mod the color and the "max" display value, but I didn't see a way to control the gradient or invert it.