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'''Pollution''' refers to ''toxic'' pollution, largely as the byproduct of recharging [[allied mechanoid|friendly mechanoid]]s. Even using a [[wood-fired generator]] or [[chemfuel generator]] won't create it, for instance. | '''Pollution''' refers to ''toxic'' pollution, largely as the byproduct of recharging [[allied mechanoid|friendly mechanoid]]s. Even using a [[wood-fired generator]] or [[chemfuel generator]] won't create it, for instance. | ||
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− | [[ | + | ==Creation and Spread== |
+ | ====Within Colonies==== | ||
+ | [[File:pollution_spread.png|400px|thumb|right|Ground pollution generated by a toxifier generator, visualized by the pollution overlay.]] | ||
+ | 6 tiles of pollution are created every 3 days from a [[toxifier generator]]. Also, 6 tiles are polluted for each destroyed [[toxic wastepack]]. Any means of destroying wastepacks creates pollution, except for the [[wastepack atomizer]]. | ||
− | Pollution | + | Pollution spreads in an expanding circle. Natural rock walls block pollution spread, but player-made walls and structures do not. |
− | + | [[Defoliator ship]]s will also pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the additional pollution spreads much slower. | |
− | ==== On the World Map ==== | + | ====On the World Map==== |
− | Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 8 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. | + | Dumping wastepacks on a hex utilizing [[caravan]]s or [[transport pod]]s will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 8 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful. Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty scaling up with the number of wastepacks dumped and proximity to the settlement. This has no extra effect on already hostile factions. |
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− | Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty | ||
Pollution may also exist from world generation, where certain tiles will be heavily polluted. You can configure the pollution coverage, with 5% as a default. | Pollution may also exist from world generation, where certain tiles will be heavily polluted. You can configure the pollution coverage, with 5% as a default. | ||
− | == Summary == | + | ==Summary== |
{{Stub|section=1|reason = numbers and world tile and map tile effects}} | {{Stub|section=1|reason = numbers and world tile and map tile effects}} | ||
− | Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, | + | Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, regardless of the soil's original quality, and can only grow a limited number of plants: [[Toxipotato plant|Toxipotatoes]], grey pine, deadbarrow cactus, [[devilstrand]], and [[psychoid plant|psychoid]]. Colonists will also recieve [[toxic buildup]] from these tiles.{{Check Tag|Detail Needed|How fast (with numbers) and exactly what conditions}} Having polluted tiles increases the map's overall pollution, which causes a number of effects. |
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− | Colonists will | ||
Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up. | Pollution on the ground can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up. | ||
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If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution. | If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution. | ||
− | Acidic smog | + | Acidic smog slows plant growth, makes colonists unhappy, and deteriorates items. |
− | + | ===Insectoids=== | |
+ | Originally engineered as anti-mechanoid bioweapons, Giant [[insectoid|insects]] are drawn to pollution. When polluted terrain is present, there's a chance for insectoid cocoons to emerge from the ground. These coccoons will hatch if a pawn comes within a small radius of it. | ||
− | + | ===Pollution Stimulus=== | |
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− | === Pollution | ||
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Insects and humans with the [[Genes#Pollution_stimulus|Pollution Stimulus gene]] are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier. | Insects and humans with the [[Genes#Pollution_stimulus|Pollution Stimulus gene]] are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier. | ||
* Pollution stimulus (minor): | * Pollution stimulus (minor): | ||
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== Pollution Mitigation == | == Pollution Mitigation == | ||
{{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}} | {{For|dealing with [[wastepack]]s themselves|Toxic wastepack#Disposal}} | ||
+ | ===Cleaning polluted tiles=== | ||
+ | *Having colonists manually clean pollution via the Zoning tab. This exposes them to toxic buildup. | ||
+ | *[[Pollution pump]]s automatically pick up pollution in the area when [[power]]ed. | ||
+ | *Letting [[polux tree]]s cleanly consume pollution. However, they only grow in sufficiently polluted areas. | ||
+ | Note that the former two ways of cleaning pollution up only turn it into [[toxic wastepack]]s. They need to be [[Toxic_wastepack#Disposal|dealt with]] somehow. | ||
− | + | ===Living with pollution=== | |
− | + | *'''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%) and [[gas mask]]s ({{+|80}}%) give toxic resistance. This protects the user from the [[toxic buildup]], but not acidic smog. | |
− | + | *'''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] and [[detoxifier lung]] give {{+|50}}% toxic resistance, each. | |
− | + | *'''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic resistance. Tox immunity renders full immunity to pollution and acidic smog. | |
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− | === Living with pollution === | ||
− | * '''[[Apparel]] items'''. [[Face mask]]s ({{+|50}}%) | ||
− | * '''[[Artificial body parts|Artificial parts]]'''. The [[detoxifier kidney]] | ||
− | * '''[[Gene]]s'''. Tox resistance gives {{+|50}}% toxic | ||
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{{Biotech navbox}} | {{Biotech navbox}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |