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negative Pollution, Evo Factor

Posted: Thu Jun 08, 2017 3:40 pm
by Ranakastrasz
I know that pollution increases the Evolution factor. Presumably it sums the pollution produced every tick, mutliplies it by the global constant, multiplies that by the current Evo factor Calculus magic formula (the one that sets 1.0 evo factor as a limit you can approach but never reach), and then applys that.


Does this apply to negative pollution? Like a mod that adds air scrubbers? Could this theoretically reduce evo factor if you had a ton of ambient pollution and set up enough that you produced negative pollution?


If pollution is produced via script, does it count towards the evo factor?


Just wondering mechanics here.

Re: negative Pollution, Evo Factor

Posted: Fri Jun 09, 2017 7:46 am
by bobingabout
I doubt it.

I'm fairly sure you have to have pollution to remove it, therefore it can never drop below zero, therefore won't reverse it.

Re: negative Pollution, Evo Factor

Posted: Fri Jun 09, 2017 12:58 pm
by Ranakastrasz
bobingabout wrote:I doubt it.

I'm fairly sure you have to have pollution to remove it, therefore it can never drop below zero, therefore won't reverse it.
I know that part. Asking about if you had a ton of pollution, then stopped producing and started consuming. Doesnt matter if it is feasible. It isn't.

Re: negative Pollution, Evo Factor

Posted: Fri Jun 09, 2017 4:45 pm
by prg

Code: Select all

fns = {
    function() game.surfaces.nauvis.pollute({0,0}, -1e7) end,
    function() print(game.forces.enemy.evolution_factor) end,
    function() game.surfaces.nauvis.pollute({0,0}, -1e7) end,
    function() print(game.forces.enemy.evolution_factor) end,
    function() game.surfaces.nauvis.pollute({0,0}, -1e7) end,
    function() print(game.forces.enemy.evolution_factor) end,
    function() game.surfaces.nauvis.pollute({0,0}, 1e7) end,
    function() print(game.forces.enemy.evolution_factor) end,
    function() game.surfaces.nauvis.pollute({0,0}, 1e7) end,
    function() print(game.forces.enemy.evolution_factor) end,
    function() game.surfaces.nauvis.pollute({0,0}, 1e7) end,
    function() print(game.forces.enemy.evolution_factor) end,
}

script.on_event(defines.events.on_tick, function(event)
    if next(fns) then
        table.remove(fns)() --[[removes stuff starting from the back]]
    else
        script.on_event(defines.events.on_tick, nil)
    end
end)

Code: Select all

0.029621231574143
0.17086648058547
0.27398584393694
0.35305033058992
0.35305033364851
0.3530503367071
So... causing negative pollution does not reduce the evolution factor. Is this what you were looking for?

Re: negative Pollution, Evo Factor

Posted: Fri Jun 09, 2017 5:24 pm
by Ranakastrasz
Huh, so using a command to produce pollution counts towards the evo factor?

And yea.