Factorio's Pollution: Fade Or Fight?

does pollution fade factorio

In the game Factorio, pollution is a key mechanic that is produced by buildings involved in the processing and manufacturing of goods. It is represented as an abstract cloud and has consequences for both the game world and the player. The pollution cloud is used to trigger attacks by biters who will attempt to reach and destroy the source of pollution. While the pollution will fade if nothing is polluting, the biters will not despawn. Each tick, normal ground, water, trees, and biter nests will absorb a small amount of pollution. Additionally, modifications can be made in the game to construct devices or plant trees that reduce pollution artificially. This unique feature of Factorio has sparked discussions on its environmental impact and its presentation of humanity's interaction with nature.

Characteristics Values
Pollution representation Abstract "cloud"
Pollution calculation Per chunk
Pollution visibility On the minimap and map with an alternate mode enabled
Pollution sources Buildings involved in processing and manufacturing of goods
Pollution spread In all four cardinal directions at a rate of 2% per 64 ticks
Absorbers of pollution Trees, grass, water, native nests, spawners
Impact of pollution on trees Degeneration and loss of leaves
Impact of pollution on spawners Increase in evolutionary factor
Impact of pollution on biters Attraction to the source of pollution with the intent to destroy it
Impact of pollution on the player Attacks from biters and increased enemy evolution
Pollution reduction methods Planting trees, using efficiency modules, employing modifications or engines that generate negative pollution

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Pollution is represented as an abstract cloud

In the game Factorio, pollution is a key gameplay mechanic that has a significant impact on the player's experience and strategies. Pollution is visually represented as an abstract "cloud", with each chunk of pollution being calculated and updated every 64 ticks, which is equivalent to 4 ticks more than a game-second. This cloud is not just a cosmetic feature but also serves a practical purpose in the game's mechanics.

The pollution cloud is produced by buildings involved in processing and manufacturing items, and it spreads outwards at a steady rate. The evolution factor of enemies is not directly influenced by the amount of pollution that is spreading or being absorbed. Instead, it is determined by the total pollution produced by the player's machinery at each tick. As a result, enemies will continue to evolve at a constant rate, regardless of the player's efforts to manage pollution.

The pollution cloud has two significant effects on the gameplay. Firstly, it triggers attacks from enemies known as "biters" who are attracted to the source of pollution and attempt to destroy it. Secondly, the size of the biter attacks is influenced by the pollution cloud, with larger clouds potentially leading to more significant attacks. This mechanic encourages players to consider their pollution output and find ways to manage or reduce it to avoid frequent and intense attacks.

While the game does not feature a complete removal of pollution, it is possible for it to fade over time. This gradual reduction occurs because each chunk of the map slowly absorbs a small amount of pollution, leading to a natural decrease in pollution levels over time. Additionally, certain elements within the game world, such as trees, water, and biter nests, also contribute to pollution absorption. However, prolonged exposure to high levels of pollution will cause trees to degenerate and eventually die.

The inclusion of pollution as a gameplay mechanic in Factorio is notable because it sets the game apart from many of its peers in the simulation, management, strategy, and puzzle genres. Factorio's depiction of pollution and its consequences is a step towards accurately portraying the environmental impact of human industrial development. This feature adds a layer of complexity and realism to the game, encouraging players to consider their actions' ecological implications and make strategic decisions to mitigate negative effects.

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Pollution attracts enemies

In Factorio, pollution is a core concept and an inevitable consequence of production. It is represented as a red cloud that spreads steadily outwards from buildings involved in processing items. While trees and grass absorb pollution, they eventually wither and die when exposed to high levels of pollution, and pollution also spreads to water, turning it green.

Pollution has consequences in the game, and one of the most significant is that it attracts enemies. The pollution cloud is used to trigger attacks from biters and spitters, who are hostile creatures native to the planet. These enemies are drawn to the source of pollution and attempt to destroy it, posing a threat to the player's factory. The more pollution spreads, the greater the spawn rate and strength of these enemies.

The evolution factor, which determines the types of enemies spawned, is influenced by three factors: time, global pollution production, and the destruction of enemy nests. Higher levels of pollution contribute to an increase in the evolution factor, leading to the spawning of more advanced enemies.

To mitigate the threat of enemies attracted by pollution, players can attempt to contain or reduce pollution levels. While it is challenging to entirely prevent the spread of pollution, strategies such as upgrading to solar energy and using efficiency modules can help lower pollution levels. Additionally, players can focus on defensive measures, such as building walls and turrets, to protect their factories from enemy attacks.

While Factorio does not explicitly state that pollution fades, it does gradually spread and get absorbed by the environment, including trees, grass, water, and even enemy nests. As pollution spreads, it becomes more diluted, and the absorption by the environment can lead to a decrease in pollution levels over time. However, as long as pollution-generating activities continue, the overall pollution level in the game world will persist and accumulate.

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Trees absorb pollution

In the game Factorio, trees absorb pollution. Every single tree absorbs a small amount of pollution in its chunk per second. If the total pollution in a chunk is above 60 units, once per second, some of the trees in that chunk each have a chance to either lose one stage of leaves or have their leaves become one stage grayer. Regardless of whether the tree loses leaves or gets grayer, 10 units of pollution are absorbed by the tree. A tree stops losing leaves/becoming more gray once the sum of its grayness and its leaves lost percentage is above 120%.

Trees in the game also degenerate slowly when exposed to high levels of pollution and will eventually wither and die. However, trees are not the only absorbers of pollution in the game. Normal ground, water, and biter nests also absorb a tiny amount of pollution.

In the real world, trees also absorb pollution and play a critical role in improving air quality. They can absorb carbon dioxide from the atmosphere and use it to build their leaves, branches, trunks, roots, and soil. They also produce oxygen through photosynthesis, which is released into the atmosphere. Urban forests can remove multiple tons of ozone, gaseous air pollution, and particulate matter each year through direct uptake of gases or by temporarily intercepting airborne particles.

Trees can also reduce air temperature, thereby altering pollution concentrations, and reduce energy consumption in buildings, which reduces air pollutant emissions from power sources. The UERLA i-Tree analysis calculated that urban forests in 11 National Capital Area parks in the United States remove over 1.1 million metric tons of air pollution annually.

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Pollution is reduced by chunk size

In Factorio, pollution is a key aspect of the game, with consequences for both the world and the player. It is produced by many buildings involved in processing items and spreads steadily outwards. Notably, pollution is represented as an abstract "cloud" that is updated per chunk every 64 ticks, with each chunk measuring 32x32.

Crucially, chunk size plays a significant role in reducing pollution in Factorio. Each chunk of the map inherently reduces the pollution it covers over time. This means that as pollution spreads more widely across multiple chunks, it becomes increasingly diluted and is absorbed more effectively. This dynamic is further influenced by the presence of trees and other natural features.

Trees, in particular, act as natural pollution absorbers. They absorb a small amount of pollution per second, with each tree absorbing 10 pollution units when the total pollution in a chunk exceeds 60 units. However, prolonged exposure to high pollution levels can cause trees to degenerate and lose their leaves.

While trees play a vital role in reducing pollution, other factors come into play as well. Native biter nests are also significant absorbers of pollution, preventing its spread. Additionally, normal ground, water, and even biter nests contribute to absorbing small amounts of pollution with each tick.

The impact of chunk size on pollution reduction highlights the game's unique approach to environmentalism. Factorio stands out from other games in its accurate depiction of the environmental impact of human industrial development. The game mechanics surrounding pollution showcase the complexities of resource management and the challenges of balancing development with environmental preservation.

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Pollution can be minimised

In Factorio, pollution is represented as a red cloud that spreads steadily outwards from buildings involved in processing items. While it is not possible to completely stop pollution from spreading, there are several ways to minimise it.

Firstly, it is important to note that pollution is tied to power consumption. Therefore, using efficiency modules can help to significantly reduce pollution, as they decrease power consumption. These modules can be placed in buildings such as electric mining drills and oil rigs to reduce the pollution they generate. Additionally, switching from burner boiler-based power to solar or nuclear power can also help, as burner boilers are extremely polluting.

Another way to minimise pollution is to focus on the biggest sources of pollution, which are typically steam burner boilers, resource extraction, and raw material processing. By reducing pollution from these sources, you can make a substantial difference. For example, using a low-density mining pattern can help to keep pollution levels manageable.

Trees also play a crucial role in absorbing pollution. Each tree absorbs a small amount of pollution per second, helping to slow down its spread. However, trees will eventually wither and die when exposed to high levels of pollution. Therefore, it is important to manage pollution levels to prevent tree loss.

Lastly, alien nests are also known to absorb pollution. By allowing pollution to reach these nests, you can reduce its spread and minimise its impact on the environment.

Frequently asked questions

No, it does not. Each tick, normal ground, water, trees, and biter nests will absorb a tiny amount of pollution.

Pollution attracts enemies called "biters" that will attempt to reach the source of pollution and destroy it.

Pollution is represented as an abstract "cloud" that spreads outwards at a steady rate. It is produced by buildings involved in processing items.

Yes, you can reduce pollution generation by up to 5x. You can also use certain modifications to construct devices or plant trees that reduce pollution artificially.

Pollution has consequences for both the world and the player in Factorio. It can lead to attacks from enemies and impact the local fauna. Additionally, it contributes to the game's depiction of environmental themes, such as resource scarcity and the impact of human industrial development.

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