Factorio

Factorio

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TEDAX Nov 5, 2023 @ 4:40am
Eco Friend Build?
i know, i know, it must grow, but, could be done? grow without they get agresive (not pacifist mode), just plant more trees with your robots, make a natural shield with them, eolic turbine,
terraform a bit for make them not invade, move the water to other ways, make my energy clean, an try my trees eat the pollution.

try to answer without saying "mods" please, take it as a challenge mi engi friends.
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Showing 16-30 of 31 comments
Caramel_Clown Nov 6, 2023 @ 11:49am 
Are there mods that make pollution extra nasty? I want to see a layer of smog over my factory, terrain covered in ash. Make it look like space age Mordor :steammocking:
Vyndicu Nov 6, 2023 @ 5:16pm 
Originally posted by Caramel_Clown:
Are there mods that make pollution extra nasty? I want to see a layer of smog over my factory, terrain covered in ash. Make it look like space age Mordor :steammocking:

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.
Caramel_Clown Nov 6, 2023 @ 6:50pm 
Originally posted by Vyndicu:
Originally posted by Caramel_Clown:
Are there mods that make pollution extra nasty? I want to see a layer of smog over my factory, terrain covered in ash. Make it look like space age Mordor :steammocking:

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.
Wasn't really joking tbh. I'd like to see more gradients to pollution, and on the extreme end cause some severe ecological changes. I want to see smog, and ash, and acid rains, maybe machinery getting rusty over time. I know it would be crazy amount of work, and probably won't happen.
Vyndicu Nov 6, 2023 @ 7:53pm 
Originally posted by Caramel_Clown:
Wasn't really joking tbh. I'd like to see more gradients to pollution, and on the extreme end cause some severe ecological changes. I want to see smog, and ash, and acid rains, maybe machinery getting rusty over time. I know it would be crazy amount of work, and probably won't happen.

I couldn't tell with how you end the paragraph *shrug*.

That said, I don't mind having more gradient to pollution.
SiEgE Nov 7, 2023 @ 2:53am 
Originally posted by SimplementeAdolfo:
i know, i know, it must grow, but, could be done? grow without they get agresive (not pacifist mode), just plant more trees with your robots, make a natural shield with them, eolic turbine,
terraform a bit for make them not invade, move the water to other ways, make my energy clean, an try my trees eat the pollution.

try to answer without saying "mods" please, take it as a challenge mi engi friends.
Yep! I used to play "eco" mode because I was scared ♥♥♥♥♥♥♥♥ of biters. This was my approach:
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.
Last edited by SiEgE; Nov 7, 2023 @ 3:38am
SiEgE Nov 7, 2023 @ 3:03am 
Originally posted by rdbury:
It seems kind of a pity you can't plant trees. I guess the worry is that you'd break the game if you could absorb too much pollution, but I think you could allow for that. Start them as seeds you plant and make tree growth very slow. Perhaps growth should only be possible at all when pollution levels are low. Another idea is to only allow trees to be planted in certain soil types.
I do believe Factorio obeys a simple logic - it'll take years for a single tree to grow 1/5th of a regular tree's size, and since Factorio has actual day and night cycle - you'll be overrun by unbeatable hordes of behemoth biters before you'll see a first sprout. It doesn't want to follow Minecraft logic, where you can expect trees to grow in 3 days, or "powergrow" things with bonemeal.

Originally posted by NotReallyMyName:
So there are only two ways of being eco friendly. Not playing, or killing witnesses(bugs). Or craft everything by hand, which is impossible.
I use biters to absorb my pollution. #smartthoughts

Originally posted by RiO:
... Actually; yeah, the game should have an achievement like this, which allows only a maximum of N trees to die to pollution before launching the rocket. Could name it "Eco-nomical" as an in-joke, because it will require you to drastically ratchet down the scope at which you build things.
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.
Last edited by SiEgE; Nov 7, 2023 @ 3:31am
RiO Nov 7, 2023 @ 8:23am 
Originally posted by SiEgE:
Originally posted by RiO:
... Actually; yeah, the game should have an achievement like this, which allows only a maximum of N trees to die to pollution before launching the rocket. Could name it "Eco-nomical" as an in-joke, because it will require you to drastically ratchet down the scope at which you build things.
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.
Chindraba Nov 7, 2023 @ 12:30pm 
The map settings probably shouldn't be part of the achievement, other than the one condition which is already tied to some achievements. Enemy bases at 100% or better, and peaceful mode off. Nothing else explicitly disables any achievements.

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.
thethomasgeorge Nov 7, 2023 @ 11:49pm 
This is my default play style as bug attacks are very wasteful of resources. So there is a few steps to ensure you can play eco friendly.

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.
Pok Nov 9, 2023 @ 2:49am 
i would like to sow and growing trees in the basegame ^^ but yes its out of the narrative... and has no Meaning in the force of unstoppable Progress
psychotron Nov 9, 2023 @ 7:50pm 
One of the evolution factors for biters is Time , so i dont see a big incentive for an eco build. I feel like coming to terms with not being eco is one of the game's big challenges
thethomasgeorge Nov 9, 2023 @ 9:00pm 
Originally posted by psychotron:
One of the evolution factors for biters is Time , so i dont see a big incentive for an eco build. I feel like coming to terms with not being eco is one of the game's big challenges

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.
kevinshow Nov 11, 2023 @ 3:30am 
how about a small base, such as, 1 building to make each one item.

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
Z0MBE Nov 11, 2023 @ 12:58pm 
Do what I do, get mod for pollution scrubbing and polution detection - then make a device that turns pollution scrubbing on when pollution comes into the chunk - I've done this in builds that lasted hundreds of hours and it worked out completely fine aside from biter bases still evolving with time, they never destroyed my base unless my device failed, which it didnt.

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.
Last edited by Z0MBE; Nov 11, 2023 @ 1:05pm
Vyndicu Nov 11, 2023 @ 10:08pm 
That sounds interesting. Where would I find a pollution detector mod?
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Date Posted: Nov 5, 2023 @ 4:40am
Posts: 31