Bio Industries


Provides useful buildings and items, like the Bio Farm for growing trees. Solar Farm and Large Accumulator to make your electric setup easier. Bio Fuel section to produce organic plastic and batteries. Lots of New Wood Products, like the big electric pole, wooden pipes, dart turret. Plant trees using seedlings. Change terrain from deserts to grasslands using Fertilizer - helps trees grow better. And a lot more… Please visit the homepage on the forums for more information and feedback.

Content
9 months ago
0.14 - 1.1
54.4K
Manufacturing

b BIo Garden air filtering bugs

3 years ago

Hello,

Just for fun I've placed BioGarden - to clean up polution - it show -45/min, when I inserted efectivity module, it slow down cleaning.

Also the Air clening efect is not working properly - when I place 1x Advanced seed bomb to map - air cleaning efect is visible. Efect by BioGarden (any fertilizer) is not visisble.

Factorio version 1.1

Pi-C
3 years ago
(updated 3 years ago)

Thanks for the report!

Just for fun I've placed BioGarden - to clean up polution - it show -45/min, when I inserted efectivity module, it slow down cleaning.

See what the wiki has to say about efficiency modules:

Modules that list "+x% pollution" increase pollution multiplier, not a flat pollution rate. Final pollution value is (pollution multiplier * energy usage multiplier * base pollution), meaning heavily boosted buildings are likely to account for most of the pollution produced in a factory.

Efficiency modules will apply a factor (0.5 for efficiency modules 3) to the base pollution. If the base pollution value is positive, everything will work as expected (the final pollution will be less than base pollution) -- but if the base pollution value is negative (-45/min for the bio gardens), the final pollution will be greater than the base pollution value (-45 < -22.5)! I don't think there's a simple way for mods to fix that. The only solution I can see is to forbid efficiency modules in the bio gardens.

Also the Air clening efect is not working properly - when I place 1x Advanced seed bomb to map - air cleaning efect is visible. Efect by BioGarden (any fertilizer) is not visisble.

Factorio version 1.1

I'll have to check this …

Pi-C
3 years ago

Please try 0.18.34/1.1.4! Bio Gardens don't allow modules (at least for the time being). I still need to do the other thing, though.

3 years ago

Hmm, I never used a productivity module for Bio Gardens. Rather, I would choose speed. This is especially useful given the tremendous (and possibly buggy) pollution effect of a productivity-3 module on electric miners. I might hold up on upgrading to 18.34 for a bit, given that caveat.

Pi-C
3 years ago
(updated 3 years ago)

No, neither production nor speed modules make any sense at all for the Bio Gardens: They produce "purified air", but that's not an item, so the recipe actually has no result (amount = 0).

Productivity modules give you a certain percentage of the result as bonus, but x percent of 0 still is 0, so you don't gain anything. However, using productivity modules will still reduce speed (which is good), and it will increase energy consumption and pollution.

Speed modules increase energy consumption and reduce the time needed to complete a crafting run. Less time per cycle usually is good, because you can produce more in the same time. But the gardens work in a completely different way!

Basically, the gardens produce nothing while they are running, but they require some ingredients (water + fertilizer) for each run, and they emit a negative amount of pollution while running. So, if you put some gardens and miners or furnaces in the same chunk, the negative amount of pollution from the gardens will be added to the positive amount of pollution from the other machines, and the overall pollution amount for that chunk will be decreased.

Look at the figures: If you supply a garden 1 normal fertilizer + 50 water (I think that's the number, can't check right now), it will run for 40 seconds (producing nothing, but emitting a negative amount of pollution). If you use 1 advanced fertilizer + 50 water, it will run for 100 seconds (still producing nothing, but emitting a negative amount of pollution for longer time). Now imagine you put a speed module into the garden: The garden will consume more energy, but it will also take less time to finish a crafting run, so you'll need to feed it more ingredients to reduce the amount of pollution for the same time.

So, the gardens don't benefit from speed boosts at all -- but they would benefit from a slow-down module! Likewise, efficiency modules that reduce the pollution don't work. If you have a level 3 efficiency module, it will reduce pollution by 50% (i.e. by a factor of 0.5). Now, -45 pollution units/minute * (1-0.5) equals -22.5 pollution units/minute, so you'd be better off without the module. To get any boost at all, you'd need a module that would give you -45 pollution units/minute * (1+0.5), so that you'd end up with -67.5 pollution units/minute.

So, the vanilla modules may shine with all normal machines that (1) produce >0 items/cycle, and (2) produce >0 pollution units/minute -- but to achieve the same effect with the gardens, you would need slow-down modules and inefficiency modules.

It certainly would be possible to make these -- modules are just prototypes like anything else in the game. However, I wonder if that would really make sense! There would only be one prototype where it would make sense to use them (the Bio gardens). So for each module prototype, you'd get one more item that takes up space in the crafting menu but is useless in all entities except the gardens (you'd probably also want higher tiers of these modules, so even more slots in the menu would be wasted).

But let's assume you'd really want to module the gardens, there would be two possible ways to approach this:

  • We could create a combined slow-down inefficiency module (possibly several tiers), and the gardens would only accept these. (We could base that on a setting that's off per default, based on the assumption that you know what you're doing if you activate that setting.) The modules would work only in our gardens (because we don't have any other prototype that works the same way, and it's unlikely that other mods would utilize our prototypes).

  • I could create a new mod that provides slow-down and inefficiency modules (and/or a combination of them, perhaps) that would be an optional dependency of BI. This way, the new modules would get some exposure and could be used by any other mod as well, if necessary.

Would either of these be OK with you? I kind of like the idea, but if I were to implement it, it would probably be in a later version, not right now.

Pi-C
3 years ago
(updated 3 years ago)

(Accidental duplicate removed)

3 years ago
(updated 3 years ago)

Speed modules definitely increase the pollution-removing effects of the Bio Garden. In my trial, I'm running 4 electric miners with a Bio Garden and no pollution is accumulated (shown with show-pollution-values debug). When I run 5, the Bio Garden is naturally overwhelmed by 50 pollution/m, and the pollution value slowly increases. If I put a speed-1 module in the Bio Garden with no other changes, the pollution immediately begins to rapidly decrease. I'm inclined to believe the display that now shows -67.5 pollution/m. That would mean the 50% energy increase directly influences the output. So, I'm using 20% more completely sustainable materials (83s vs 100s runtime) and a completely sustainable (hence, ignored) power increase to achieve a 50% increase in perceived productivity. Very nice!

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