Pollution Solutions Lite


This makes Factorio more fun by turning pollution and combat into an interconnected system you actively engage with, instead of just tossing down laser turrets and forgetting about both. This minimalist mod stays close to the vanilla experience, adding only what's necessary to accomplish these goals.

Content
2 years ago
1.1
1.87K
Combat Enemies Mining Fluids Manufacturing Power

g 2.0 Update

10 months ago

Hi, does this mod get an 2.0 (and DLC) update?

10 months ago

Hey Schuby,

Short answer: Definitely yes, but maybe also kinda no.

Long answer: I've been experimenting with rebuilding the mod for quite some time as it's not originally my code and there are better systems in the game now to handle certain things. For example, dropping xenomass is being done by a script that runs every. single. time a biter is killed, yet I could just let the game handle it by adding a loot table to every enemy.
I had set aside the release week to update NiceFill and rebuild this mod, but just as I has finished updating NiceFill life happened and unfortunately it's been a week and a half of non-stop trips to and from the hospital. So please bear with me as I get back on track again.

With all the changes I've got planned I'm kinda considering releasing it as a Pollution Solutions 2 instead of as an update to this mod.

10 months ago

Sounds good for me, also no rush. I am just happy its not dead :)

7 months ago
(updated 7 months ago)

That would be fantastic daniels1989 if you could rebuild it for 2.0 and Space Age :o)

I just this second posted inquiring about Auto Deconstruct Loot, Reconstructed ( https://mods.factorio.com/mod/auto_deconstruct_loot_reconstructed ) as I use it in conjunction with your mod to do very convoluted things, but if Auto Deconstruct doesn't get updated, would it be possible in a rewrite to add such a function? As in, on enemy death, have the creatures set Auto Deconstruct, so their bodies can be auto looted? Might be a bit much to ask, but these are a couple of the last mods to be updated for my play through (I'm keeping my save) and I don't know if Auto Deconstruct will ever be updated.

Either way, thanks for this mod. I've had a lot of fun with it.

7 months ago

@Avalanch That's easy enough to implement, I'll add it to the feature requests

7 months ago

@ daniels1989

Oh sweet :o) Thank you.

Sorry for calling you Schuby above (now edited). I always copy and paste usernames, so I get the spelling correct. Somehow managed to copy the wrong username.

5 months ago

any progress on updating this to 2.0/SA

4 months ago
(updated 4 months ago)

There is progress, but I'm having some difficulty implementing all the feature requests into the collector.

  • Electricity consumption
  • Animations
  • Ability to see the amount of pollution when building a collector.

The current collector is basically just a storage tank with different graphics, and storage tanks can't do much in game. Thus the original creator did everything using a script to make the collector work. To implement these features, a storage tank won't be good enough.

Electricity: Someone requested to let the collector have some energy consumption. Makes sense, it's a machine sucking in air and filtering out the pollution, it shouldn't do it for free. And although implementing electricity usage onto an entity is easy, it becomes problematic when trying to calculate how much pollution to remove from the air. For example, say the collector would suck 100 pollution out of the air every second. If it can maintain 100% energy usage for the entire second, then it's easy. Remove 100 pollution from the surface, add 100 polluted air into the tank, and done. But what if energy drops to 70% for 1 tick? (60 ticks per second btw) There's no way in the game to know how much energy was used in a certain amount of time by an entity. So to implement this I need an entity that can:

  • do a job and keep track of its progress;
  • has an energy source;
  • can be manipulated based on changing pollution levels.

There are only two entity types that fit these requirements: a mining drill (a pumpjack is also a mining drill internally) and a crafting machine. Luckily these two can also handle animations.
An alternative would have been an entity that outputs fluid every tick. An offshore pump can do that, but I can't change it's pumping speed during runtime.

Between using a mining drill and a crafting machine, the mining drill has the advantage of being able to see the resource amount as you move the cursor. Unfortunately, you need a resource entity in every chunk or else the mining drill can't be placed. I have been testing that approach, but that ultimately failed because updating the resource entities every 64 ticks in every chunk quickly slows down the game.

So I will probably have to go with the crafting machine approach, and will start testing with that.

4 months ago

@daniels1989

Ideally the crafting machine approach testing goes well and all is sorted out :o), but if that's not the case:

Would it be necessary for the collectors to have variable electricity outcomes? I think it would be nice to have the collectors use electricity, but would they have to follow the general reduced effectiveness principal? Could the collector just switch off? That may not be possible either. Also, that may not be what the suggester (not a word apparently) or players would expect, since diminished performance is standard. But I would have no problem if the collector just stopped working without electricity. As a detail, it wouldn't worry me if it didn't even need power at all.

The crafting machine approach though would also be needed for animations, so for that it's kinda all or nothing. But it wouldn't worry me if there were no animations.

As for the third inclusion, "Ability to see the amount of pollution when building a collector", is all of this from the thread by TheOddrGuy? There was something TheOddrGuy said at the end of that thread to have the function be split between different machines. Connect the collector (a machine for animation) to a a normal storage tank (for fluid level). For me, if there were more buildings to craft, or more involving chains, that would be good. Does it all have to be done in one building?

I have no idea :o)

Such a variety of "solutions" such as keeping the collector a storage tank with no animation, electricity as just an on/off or additional building(s) to complete the functionality, may be no solutions at all (as it still may not work), and also not what some people would want anyway, but just my thoughts.

I do hope crafting machine approach testing goes well though :o)

7 days ago
(updated 7 days ago)

A few thoughts on this:

1) I would love a release that is 2.0 capable even if we don't have the "Nice to Have" features yet
2) If you're going to offer electricity, maybe make it a mod option so we can choose once that feature is released?
3) Right now, yes, we can collect the pollution for free, but we've always had to use other things to process it which require power.

My preference is a free collector, then the usual processing energy cost. I basically always had pumps running, in my head-cannon, it was a suction pump system that was fed at the source. Also solves for most of the issues of power for the short-term.

New response