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Productivity Module MK 1 gives too much pollution 0.11.22

Posted: Tue Aug 11, 2015 8:13 pm
by Naomi
So.. Installed a Productivity Module into an electric miner (pollution 9) so 9+30% = 16.38 According to the game. When according to maths its 11.7
In game pollution scale up
9+30% = 16.38
9+60% = 25.92
9+90% = 37.62

True Pollution values.
9+30% = 11.7
9+60% = 14.4
9+90% = 17.1

Re: Productivity Module MK 1 gives too much pollution 0.11.22

Posted: Tue Aug 11, 2015 8:30 pm
by orzelek
Productivity module modifies more things then pollution.
Since pollution is function of power used then increase of power will also cause pollution amount to increase.

Re: Productivity Module MK 1 gives too much pollution 0.11.22

Posted: Tue Aug 11, 2015 10:15 pm
by Naomi
Yeah but my power is Green (100% solar). Also the power caused pollution should stem directly from the power source.

Re: Productivity Module MK 1 gives too much pollution 0.11.22

Posted: Wed Aug 12, 2015 6:33 am
by Rseding91
Naomi wrote:Yeah but my power is Green (100% solar). Also the power caused pollution should stem directly from the power source.
Pollution isn't just a power source. Pollution isn't a "chemicals from burning fuel for power" it's all pollution - heat, noise, chemical, debris and so on.

Almost every entity that uses power generates pollution scaled by how much power it uses.

Re: Productivity Module MK 1 gives too much pollution 0.11.22

Posted: Wed Aug 12, 2015 10:27 am
by LotA
I believe Naomi's right : others module alter pollution accordingly to the said stat :
speed module 3, +70% pollution : 9 -> 15.3
efficiency module 1, -30% energy : 9 -> 6.3

it feels strange that a +30% pollution actually gives +82%.

I understand the problem is the +40% energy not being taken into account, but i guess the pollution stat should show the real increased pollution and not just another var of the calculation so you have no idea of the real impact of it. If not the module itself at least the entity it's in.