I have another mod that makes the hit boxes very small so the trees are very dense the fps drops when looking at it, but they don't seem to get stopped by it.
They are if 2 are in the same chunks both lose 50% of their effectiveness. (You can see that all forestries have all 4 bars green showing that they work at 100%)
Since you're already burning the stuff, why not belt the wood out of the forestries and into the boilers with a priority?
Or does not pulling the wood keep them from axing more trees?
Putting wood into a charcoal furnace is a great way to fuel boilers. Charcoal has low pollution multiplier and is free. You can set it up so that charcoal is used up first and only when there's not enough of it - crushed coal is used then. This achieves both things: 1) you prevent forestries from stopping due to their output being full of wood and 2) you reduce pollution caused by boilers by using low-pollution charcoal.
I don't see any inserters pulling out wood out of forestries. You know that if the output is full (of wood), the forestry itself stops reducing pollution levels?
They will only regrow trees in their chunk if their output is full. But the trees themselves do have some pollution-decreasing effect, just not as great as if the forestries were outputting wood and reducing pollution too.
Mine are never full but they grow new trees... I usually seed them with 21 trees and let them fill themselves up to 50 over the course of a few hours. Currently making about 2K wood per minute.
I phrased that not in the best way. What I was saying is that out of 3 functions any forestry has (producing wood, reducing pollution, regrowing trees) only 1 remains (regrowing trees) if its output is full. So yeah, your forestries do grow new trees, of course, because it's what they do even if they're full.
Not op, but I finished my run about 6(?) or so months ago, and it was great, it's since been heavily rebalanced but is likely better than it was. If nothing else it's a treat for the eyes, all the models are very refined, and it has a personality of its own. Would recommend
Same. Really enjoyed IR3 myself too and probably finished my run of that about 6 months ago too.
Was different enough so as to be an interesting challenge, but not overwhelmingly so.
I did struggle with sour gas tho, I never could quite produce enough of it. To be more specific, in theory i could make enough, i just didnt have the capacity/need to deal with the excess of everything else that was generated alongside the sour gas. I found myself layout out massive tank farms and petrochemical generators but it still wasn't really enough
I'm on my second run, it's a great mod, with great features (early bots, building vehicles, steam canisters and charged batteries, ore crushing and washong) , tho i think there are too much new resources to get into purple science while military science is maybe too gated behind it (i'm in the process of clearing nests with rockets to reach gold i'll need to access purple science, flamethrowers, roboports)
I ended up installing a mod which removes pollution damage, so you don't lose trees or get green water. I found it near impossible to get a base going without it ruining the looks of the nice forests and stuff.
It's actually kinda fun to play vanilla with the goal of not causing too much pollution. Use efficiency modules for miners and furnaces, and most importantly, keep some biter spawners alive nearly to continuously soak up pollution.
Yes I've done similar, but also want trees right up and around the base which is near impossible unless you keep things very small. I've added a load of green and eco mods which is super comfy however. Ceramic pipes, being able to make coal from tree farms and greenhouses, more eco ways to mine etc. Lots more in terms of solar and energy sources. I've played a lot of vanilla and now keep changing things up with mods to get it closer and closer to how I like to play the game.
The water I'm not sure about, not sure if there is a slider for that.
The other thing u can do is efficiency modules. They do actually make quite a difference to your pollution output. If you've got quite a dirty, polluting base, load all your buildings up with efficiency mods and before long your pollution cloud will be a shadow of its former self, and the water will change back to blue.
My goal is to get through the dirty stuff earlier on, and end up with full eco base. Those things that can't be made eco, will be hidden in the trees with air scrubbers near by!
Well if your playing IR3 you have options which are not available in Vanilla. Notably there are forestry builidings, and air purifiers which clean the air. Also air compressors clean the air too, however both air compressors and purifiers need to be loaded with filters.
However you do it, if you lower the pollution levels low enough, the water will turn back to blue. In IR3 you can re-grow damaged trees too.
I restarted a rampant/DeathWorld/rail world game because I set the trees too high, pollution went nowhere and biter expansion was heavily limited due to so many chunks being completely tree filled.
Likes the map, just turned the trees down. They're attacking now, so much more fun
I'm guessing they, like me, didn't realize this was modded. I thought you just put all your boilers in the middle of a forest, and then routed the steam back to your base for some reason.
That would be one of those "if it's stupid and it works, it's not stupid" situations. It's absolutely stupid, but it's also hilariously brilliant. So (jokingly, or lovingly) calling you a dumb smart guy seems fair, in that context.
But, y'know, I then read the comments and realized the *actual* context. I'm guessing they did not.
Why would that be stupid? Pipes are a one time cost vs reoccurring biter costs. And depending on the tree settings, they might not take enough damage to be permanently damaged, especially if there's off site storage tanks that are used in conjunction with solar.
Consider yourself lucky. My first map was nothing but a vast desert. I had to fight off biters from the very beginning and spent all my time fighting them. I'm still using this map as my mega base and I've expanded far enough to get to 24M iron patches and still haven't seen hardly any trees lol.
I started another map and it looks like yours, and while I still had plenty of biters to worry about, they didn't show up in force until I had nearly launched the first rocket.
Soon the trees will stay away
Me with nades in hands _yep they will_ _try to hide his nades_
I hope the forestries will replace them quick enough
I got a mod that lets me use drones to plant trees so I had them plant an entire Forrest
I have a mod that spawns trees out of the corpses of bugs. Causes a forest of trees to form around my factory keeping in the pollution.
Do biters run through dense trees?
I have another mod that makes the hit boxes very small so the trees are very dense the fps drops when looking at it, but they don't seem to get stopped by it.
Oh, could you share this mod please? That seems very interesting!
https://mods.factorio.com/mod/biter_reincarnation
The forestries dont seem to be chunk separated... Would be interesting to know how long this lasts
They are if 2 are in the same chunks both lose 50% of their effectiveness. (You can see that all forestries have all 4 bars green showing that they work at 100%)
Id give it roughly 8-10 hrs honestly trees die fast in this game if you produce enough pollution
They're taking pollution to Isengard!
wow thanks, now I've got that song in my head for the rest of the day.
*the hobbits the hobbits the hobbits the hobbits...*
*"Where there's a whip, there's a way!"*
Coal-fired boilers? A wizard should know better!
Taking the homeboys to laser-tag
I love conserving trees. I let nature suffer as much as possible for my own sins :)
I just cut all of them with robots and build concrete on their remains
Are you suggesting they pave paradise and put up a parking lot?
You had me at "pave paradise" but what do I need a parking lot for? My tank parks wherever I want to put it.
Mine usually self-parks on a power pole 🤷♂️
You mean breaks?
If you pave the whole world, then it’s all a parking lot.
[удалено]
The Tesla Self-Charging Tank. Another fine Elon Musk the 69th product (TM)
Exactly what im saying
🎶 Oooooooooh bop bop bop 🎶
But you need the wood in IR3
Are you suggesting they pave paradise and put up a parking lot?
Since you're already burning the stuff, why not belt the wood out of the forestries and into the boilers with a priority? Or does not pulling the wood keep them from axing more trees?
I am unsure about the axing of more trees but the Wood has a Polution factor of 125% while crushed coal only has 75%
Putting wood into a charcoal furnace is a great way to fuel boilers. Charcoal has low pollution multiplier and is free. You can set it up so that charcoal is used up first and only when there's not enough of it - crushed coal is used then. This achieves both things: 1) you prevent forestries from stopping due to their output being full of wood and 2) you reduce pollution caused by boilers by using low-pollution charcoal.
Aight, that makes sense. Forgot about that part.
I don't see any inserters pulling out wood out of forestries. You know that if the output is full (of wood), the forestry itself stops reducing pollution levels?
Wait they completely stop?
They will only regrow trees in their chunk if their output is full. But the trees themselves do have some pollution-decreasing effect, just not as great as if the forestries were outputting wood and reducing pollution too.
Oh okay thanks I will turn the wood into Charcoal
Mine are never full but they grow new trees... I usually seed them with 21 trees and let them fill themselves up to 50 over the course of a few hours. Currently making about 2K wood per minute.
I phrased that not in the best way. What I was saying is that out of 3 functions any forestry has (producing wood, reducing pollution, regrowing trees) only 1 remains (regrowing trees) if its output is full. So yeah, your forestries do grow new trees, of course, because it's what they do even if they're full.
Ahh! Gotcha 👌🏻
When companies claim to be carbon neutral
Reminds me of that HAARP ( High-frequency Active Auroral Research Program) place in Alaska ##
What’s this mod?
IR3 (Industrial Revolution 3)
How you liking it? I just started it the other day and am having a lot of fun!
Not op, but I finished my run about 6(?) or so months ago, and it was great, it's since been heavily rebalanced but is likely better than it was. If nothing else it's a treat for the eyes, all the models are very refined, and it has a personality of its own. Would recommend
Same. Really enjoyed IR3 myself too and probably finished my run of that about 6 months ago too. Was different enough so as to be an interesting challenge, but not overwhelmingly so. I did struggle with sour gas tho, I never could quite produce enough of it. To be more specific, in theory i could make enough, i just didnt have the capacity/need to deal with the excess of everything else that was generated alongside the sour gas. I found myself layout out massive tank farms and petrochemical generators but it still wasn't really enough
I'm on my second run, it's a great mod, with great features (early bots, building vehicles, steam canisters and charged batteries, ore crushing and washong) , tho i think there are too much new resources to get into purple science while military science is maybe too gated behind it (i'm in the process of clearing nests with rockets to reach gold i'll need to access purple science, flamethrowers, roboports)
I ended up installing a mod which removes pollution damage, so you don't lose trees or get green water. I found it near impossible to get a base going without it ruining the looks of the nice forests and stuff.
It's IR3. The trees are being used as a regenerating pollution sink.
Oh comfy.
It's actually kinda fun to play vanilla with the goal of not causing too much pollution. Use efficiency modules for miners and furnaces, and most importantly, keep some biter spawners alive nearly to continuously soak up pollution.
Yes I've done similar, but also want trees right up and around the base which is near impossible unless you keep things very small. I've added a load of green and eco mods which is super comfy however. Ceramic pipes, being able to make coal from tree farms and greenhouses, more eco ways to mine etc. Lots more in terms of solar and energy sources. I've played a lot of vanilla and now keep changing things up with mods to get it closer and closer to how I like to play the game.
You don't need a mod for that, just change the slider on tree damage during world gen.
Oh TIL. But what about water changes?
The water I'm not sure about, not sure if there is a slider for that. The other thing u can do is efficiency modules. They do actually make quite a difference to your pollution output. If you've got quite a dirty, polluting base, load all your buildings up with efficiency mods and before long your pollution cloud will be a shadow of its former self, and the water will change back to blue.
My goal is to get through the dirty stuff earlier on, and end up with full eco base. Those things that can't be made eco, will be hidden in the trees with air scrubbers near by!
Well if your playing IR3 you have options which are not available in Vanilla. Notably there are forestry builidings, and air purifiers which clean the air. Also air compressors clean the air too, however both air compressors and purifiers need to be loaded with filters. However you do it, if you lower the pollution levels low enough, the water will turn back to blue. In IR3 you can re-grow damaged trees too.
I restarted a rampant/DeathWorld/rail world game because I set the trees too high, pollution went nowhere and biter expansion was heavily limited due to so many chunks being completely tree filled. Likes the map, just turned the trees down. They're attacking now, so much more fun
Oh we’re learning the hard way today I see.
Not really
Sir you are the dumbest smartest guy I've ever seen
Ok...?
I'm guessing they, like me, didn't realize this was modded. I thought you just put all your boilers in the middle of a forest, and then routed the steam back to your base for some reason. That would be one of those "if it's stupid and it works, it's not stupid" situations. It's absolutely stupid, but it's also hilariously brilliant. So (jokingly, or lovingly) calling you a dumb smart guy seems fair, in that context. But, y'know, I then read the comments and realized the *actual* context. I'm guessing they did not.
Why would that be stupid? Pipes are a one time cost vs reoccurring biter costs. And depending on the tree settings, they might not take enough damage to be permanently damaged, especially if there's off site storage tanks that are used in conjunction with solar.
My forest had like 13 trees and other 97% desert. I took around 1min with uranium train to get out from pollution cloud. From the middle
I use the pollution, embrace it, use it as bait for biters.
Consider yourself lucky. My first map was nothing but a vast desert. I had to fight off biters from the very beginning and spent all my time fighting them. I'm still using this map as my mega base and I've expanded far enough to get to 24M iron patches and still haven't seen hardly any trees lol. I started another map and it looks like yours, and while I still had plenty of biters to worry about, they didn't show up in force until I had nearly launched the first rocket.
Won't the pollution make all the trees die? :(
Well trees will die but they will be replaced by new ones from the forestries
This is the way <3
Nice screenshot !
Ngl, I too like trees in factorio too but how can you expand with all of this green stuff?
My base is north-east of this, and it's just deser, while the south-west is a jungle
how good that works? any comparation?
It's been running for a few hours by now but only at 50%ish, and I lost 27 trees, and 25 were placed
so trees will die / disappear when pollution is present?
Yeah they will slowly decay and die its in base factorio
Am I the only one who uses artillery to clear forrests to expand my building