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Unironically, yes. I am aware you meant it as a joke.
There is a modpack where a player tries to remove a fluid storage filled with processed intermediate. It will immediately raise the current pollution level in that chunk.
I couldn't tell with how you end the paragraph *shrug*.
That said, I don't mind having more gradient to pollution.
1. Play slow, but not too slow. If you go too fast, they'll bulk up into big waves. If you play too slow - their natural evolution will just squash you.
2. Prefer having more ore patches under control, with few mining drills. Cover the entire area, but do not cross the mining area between drills.
3. Don't overproduce.
4. Retire those coal engines asap. Go nuclear or solar(additional bonus points for not using batteries to store solar energy).
5. Double lvl2 green module for every pumpjack, mining drill, electric forge and assembly machine. It greatly scales efficiency of your energy production system. Even your coal engines would stop polluting as much.
6. NEVER use blue or red modules.
7. Do NOT upgrade the "Mining productivity" technology. I do believe it also increases pollution, despite what wiki says.
8. In addition to point 3 - do NOT "overresearch". Do not research stuff you don't need.
9. Either place all your pollution production at one spot, or spread it across big area.
10. Prefer coal burner inserters to regular inserters where it is possible. I use them to feed my turret lines, and to insert coal into forges and trains.
I do believe that is as eco friendly as you can make it in Factorio. Vanilla Factorio does not allow you to plant trees, or terraform(in a way that isn't allowing biters to have even more nests and have better access to your base's defenses)
P.S. As a bonus challenge, I play with no grass and no trees. That means you cannot have proper electricity until you research steel. If you let biters destroy the 2 poles you have from the start - you'll have to reboot your run.
I use biters to absorb my pollution. #smartthoughts
How about this:
1. The map should be all grass.
2. The map should have the tree spawn rate maxed out, so there is literally no open areas without trees.
3. Limit to trees dying to a pollution.
4. Limit to the amount of trees chopped.
Oh. That's evil.
The third point is partially out of the players control, both for better and for worse. Of course if the pollution never exceeds 60 in a chunk then none will die to pollution. If the pollution does go over 60, then there is a chance of a tree changing it's stage or it's grayness. Only the change in stages, if it reaches zero, results in a tree dying. The can loose color more than leaves, and end up never dying. Better for the statistics. Or, they could loose stages rather than color and die really fast. Worse for the statistics. Some, about 50%, will stop taking damage one stage earlier, and not die. Again, better for the statistics.
It might be better to track the number of trees affected by pollution over 60, which places all trees at risk no matter what the results of the RNG are. Of course, to be fair, there also has to be some way of tracking it, similar to the LB where the total and the limit are displayed, and, of course, the achievement gets grayed out if the limit is exceeded.
1. Scout around, see where the biters are, you're footprint will be fairly big before you can do any effective reduction.
2. Look for clumps of trees and build small smelting/crafting bases near them. Trees will suck up vast amounts of pollution, but you've got to manage it as too much and they will start to die.
3. Take out any biter nests nearby before pollution reaches them.
4. Once you get oil refining going, switch to solar with batteries
5. As you move out further to clear biters, load yourself with ingredients to craft while clearing. The biggest reduction in pollution is by hand crafting long and tedious items while busy doing other things.
So far, im about to build the rocket and no trees have died near me, water is blue.
That's true, but unless the pollution from your base touches them, they will leave you alone. They will still expand, but waaaaaay more slowly. I have a huge buffer zone from where their larger nests are and where my pollution ends, and I usually have to go and cull their expansions.
1 miner each for iron, copper, stone
1 assembly building each for iron gear, iron plates, etc
1 research building
The list goes on and on but just 1 building for each one type of product..and you can even use 1 building but change up products if you want to. Eg something that is made from iron gear only, there would be one assembly building that takes it in, and you just change the output when you need to
Other things I tried - to limit production based on pollution - ofcourse I still used pollution scrubbing so it was more efficient - but you can do that if you are ok with the time wasted.
One time I used a reset latch operation to regulate it and it worked out - so say 50k pollution is created, stops production until 20k pollution less - turns back on - you can scale it.