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[0.14.5][posila] Pollution by Fire when pollution disabled
Posted: Tue Sep 13, 2016 8:04 pm
by Kevin94
I'm currently working on an own scenario. It will be a PvE scenario and I wanted only the destruction of spawners to influence evolution factor. When testing the map I found that fire produces Pollution even if Pollution is disabled in the MapSettings.
Steps to reproduce:
Start new Map, execute
Code: Select all
/c game.map_settings.pollution.enabled = false
in the console, cheat yourself a flame-thrower or flame-thrower-turret, make a little fire and look for the pollution in the map view.
It's a minor issue as this little bit of pollution won't change anything, just wanted you to know.
Re: [0.14.5][posila] Pollution by Fire when pollution disabled
Posted: Wed Sep 14, 2016 9:46 am
by posila
Thanks for the report.
It is kind of fixed for 0.14.6.
Kind of, because fire generates pollution through entity property emissions_per_tick. Chunk consolidates all emissions_per_tick to single value. Problem is that trees also use emissions_per_tick to reduce pollution, and I made it so if pollution is disabled and chunk's emissions_per_tick is positive, it is not added to pollution on chunk. That means if you disable pollution, fire will basically prevent pollution reduction by trees on the same chunk (because fire generates 5 times more pollution than single trees removes). It won't matter in your case ... but it might matter to somebody else.
Or maybe pollution simulation should be completely stopped when pollution is disabled.
Re: [0.14.5][posila] Pollution by Fire when pollution disabled
Posted: Wed Sep 14, 2016 10:31 am
by Kevin94
posila wrote:Or maybe pollution simulation should be completely stopped when pollution is disabled.
This is what I would have expected. It doesn't make sense, to calculate the distribution and removal of something that should not exist.
Re: [0.14.5][posila] Pollution by Fire when pollution disabled
Posted: Wed Sep 14, 2016 10:47 am
by posila
Well, that's the thing. Currently, it is used in a way, that it prevents generating pollution. But someone can build a factory, generate huge amount of pollution and run the command or install mod dat will run it. So there could still be huge cloud of pollution in the game.