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I like to think our mining drills are similar to the massive mining machines you can see in the big outdoor coal mines in germany for example.
Those things utterly ravage the land to collect the mineral they need.
You can also see it as a balance element to make mining outposts a bit less safe if you don't defend them.
On the plus side you should be able to get to the first tier of green modules fairly quickly and adding those to your mining drills drastically reduces the pollution they output.
Exactly. Surface-level strip-mining is very, very polluting.
https://www.youtube.com/shorts/o2tmTkx53V4
Most copper deposits are only about 1% copper ore. The rest of the material is waste rock and other compounds. The waste products are removed at the mine and only the ore is shipped to smelters.
That's true of most types of ore deposits except for coal deposits, which are from 50-70% carbon. Coal is shipped in chunks and the waste products like cinder, fly ash, bottom ash, and boiler slag are produced where its burned rather than where it is mined.
If you want to use electric miners and slightly reduce pollution simultaneously, there are two methods. This is, of course, assuming that you are playing vanilla Factorio. There are fun mods that let you consume pollution through a tree nursery or a building that scrubs the pollution from the chunk it is on.
Productivity modules and mining productivity researches let you mine the same amount of ore for less pollution.
IE: An electric miner without a mining productivity bonus will produce X products in exchange for Y pollution per minute. The same electric miner with Z mining productivity will reduce the ore-to-pollution ratio by Z value.
It is feasible to raise the mining productivity value so high that a single electric miner can quickly fill a train cargo while producing the same pollution value at the beginning of the game minus the mining productivity bonus.
The efficiency module lets you mine more ore while reducing power demand. The electric miner's pollution value is tied to how much power it consumes, and lowering the power demand also reduces the pollution value.
I would be okay with Factorio's game mechanic being an abstraction of how mining causes pollution in real life.
Noise pollution is a thing.
Enjoy your peaceful, spacious factory builder
some may enjoy the game without biters, pollution and cliffs. you might even go as far as to say some wouldn't play if you couldn't.
sometimes figuring out why you were running a X science per minute, and are now only running at X - Y per minute, when you intended to run at X + Z a minute, is more important than sending artillery at some bugs that are largely meaningless since the devs removed the token they dropped as a requirement for a science pack.
you play how you want, others will play how they want.
Part of the game is deciding how to adjust the myriad of settings the devs made available. I might want, this time, cliffs at 600%/600%, water at 600%/17%, and tress at 6005%/300% with a starting area of 400% on seed 478352425. Lucky for me the devs made that possible.
I might even turn pollution up, enemies down and evolution off. Who can guess what's in my mind when I have so many sliders to play with. I've spend single sessions of over 2 hours just playing with sliders and picking numbers for seeds out of my head. (Mush less random than the button is, of course.)
It's all "part of the game" for me.