|Created:||2 years ago|
|Latest Version:||0.8.0 (1 year, 4 months ago)|
|Factorio version:||0.14 - 0.16|
A new threat to deal with as you create a massive factory is now rising sea levels! Build dykes (walls) to protect your base from rising tides.
Every 5 minutes, the game checks how much pollution exists and will generate about 1 water tile and 1 desert tile for every 4000 units of pollution it finds. It'll add up so be sure to get walls up or build landfill to protect your factory. Desertification speeds up the water process as it prevents pollution from being absorbed!
Check out these before and after pics with massive pollution.
Updated for Factorio 0.16
Updated for Factorio 0.15
Fixed: Added extra check for potential edge of map scenarios.
Fixed: Prevented possible crash if the candidate table is empty
Changed: Warming is 25% more aggressive now.
Changed: Areas of water added should maybe be slightly less square.
Fixed: Desertification no longer converts concrete tiles
Fixed: Now uses a spiral method. Should prevent rare cases where water could jump walls.
Added: Desert can now appear spontaneously in heavily polluted regions.
Changed: Significantly reworked the background logic. Should be faster.
Changed: New desert tiles should blend in with the kind they spawn next to.
Fixed: Water could jump behind walls in specific cases. There may still be weird incidents around corners.
Fixed: Pollution was only checked near spawn.
Fixed: Scaling was off. Water/desert should spawn in smaller chunks at very high levels of pollution.
Fixed a typo leading to a crash. Oops.
Fixed a bug with dedicated servers
Added desertification. Now deserts grow too!
Spread out the water and desert to happen over several ticks. Should be much more responsive now.