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venting vacuum should not create pollution
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notnotmelon committed Jan 17, 2024
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2 changes: 1 addition & 1 deletion changelog.txt
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Expand Up @@ -15,7 +15,7 @@ Date: 2024-1-??
- Fixed constant redraws of the tailings pond fluid sprite
- To give that nice authentic oil spill experience: Tailings pond pollution tiles will now burn for way longer (hours)
- Added way more info to the pycodex about tailings ponds
- Added purest-nitrogen-gas, hot air, pressurized air, and neon to the non polluting gasses list.
- Added purest-nitrogen-gas, hot air, pressurized air, vacuum, and neon to the non polluting gasses list.
- Fixed graphical error when polluted tiles were placed next to burnt polluted tiles
- Tailings pond ALT-mode icons are now scaled to the building size instead of being microscopic
- Improved UPS of tailings ponds
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2 changes: 1 addition & 1 deletion locale/en/tips.cfg
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Expand Up @@ -17,7 +17,7 @@ big-mines=[item=ore-lead] Big mines
[pywiki-descriptions]
ash=Most inorganic fuels such as [item=coal] now produce [item=ash] when burnt, much like how [item=uranium-fuel-cell] produces [item=used-up-uranium-fuel-cell] on consumption.\n\nAsh management is a central part of the early game, as it will eventually jam machines if not removed from the output slot. [item=burner-inserter] can have a filter set to automatically remove ash. [entity=solid-separator] can help to repurpose some of the ash into ores.
mechanical-inserter=The burner inserter is now an [item=burner-inserter]. Unlike in the base game, it does not need to be fueled.\nFilter inserters and filter stack inserters do not exist in Pyanodons. All inserters have been given filter slots.\n\nRequired fuel:\n [entity=burner-inserter]: Free\n [entity=inserter]: 16.9 kW\n [entity=long-handed-inserter]: 20.11 kW\n [entity=fast-inserter]: 46.7 kW\n [entity=stack-inserter]: 133 kW\n\nInserter speeds: (chest-to-chest)\n [entity=burner-inserter]: 0.6 arm cycles/s\n [entity=inserter]: 1.2 arm cycles/s\n [entity=long-handed-inserter]: 1.2 arm cycles/s\n [entity=fast-inserter]: 2.31 arm cycles/s\n [entity=stack-inserter]: 2.31 arm cycles/s\n\nFilter slot counts:\n [entity=burner-inserter]: 1\n [entity=inserter]: 2\n [entity=long-handed-inserter]: 3\n [entity=fast-inserter]: 4\n [entity=stack-inserter]: 5\n\nSpecial:\n [entity=long-handed-inserter]: Reaches two tiles instead of one.\n [entity=stack-inserter]: Benefits from [technology=inserter-capacity-bonus-1].
tailings-pond=The [entity=tailings-pond] is a huge open-air fluid storage solution that can hold up to 1,000,000 fluid units. It has different mechanisms depending on whether you put a gas or a liquid into it.\n\nGasses such as [fluid=coal-gas] are vented into the atmosphere. This destroys the gas and creates tons of pollution. 100 units of any gas will create 15 units of pollution.\n\nCertian gasses do not create pollution:\n [fluid=oxygen]\n [fluid=hydrogen]\n [fluid=nitrogen]\n [fluid=purest-nitrogen-gas]\n [fluid=pressured-air]\n [fluid=hot-air]\n [fluid=neon]\n\nLiquids such as [fluid=tar] are stored in the pond until the tailings pond is 99% full (990,000 fluid units). Once the pond reaches this threshold the pond overflows, destroying the fluid and creating rings of highly flammable pollution tiles in the effected area.\n\nAny fluid with "water" in the name will instead seep into the groundwater and not create pollution tiles. [fluid=dirty-water-heavy] and [fluid=dirty-water-light] will also not create pollution tiles. The conversion factor is 300 units of fluid per every pollution tile. The pollution tiles can be used to fill lakes.\n\nYou can remove fluids from the pond by connecting [entity=pump] directly to one of the outputs. [item=red-wire] and [item=green-wire] can be used to read the contents of the pond.
tailings-pond=The [entity=tailings-pond] is a huge open-air fluid storage solution that can hold up to 1,000,000 fluid units. It has different mechanisms depending on whether you put a gas or a liquid into it.\n\nGasses such as [fluid=coal-gas] are vented into the atmosphere. This destroys the gas and creates tons of pollution. 100 units of any gas will create 15 units of pollution.\n\nCertian gasses do not create pollution:\n [fluid=oxygen]\n [fluid=hydrogen]\n [fluid=nitrogen]\n [fluid=purest-nitrogen-gas]\n [fluid=pressured-air]\n [fluid=hot-air]\n [fluid=vacuum]\n [fluid=neon]\n\nLiquids such as [fluid=tar] are stored in the pond until the tailings pond is 99% full (990,000 fluid units). Once the pond reaches this threshold the pond overflows, destroying the fluid and creating rings of highly flammable pollution tiles in the effected area.\n\nAny fluid with "water" in the name will instead seep into the groundwater and not create pollution tiles. [fluid=dirty-water-heavy] and [fluid=dirty-water-light] will also not create pollution tiles. The conversion factor is 300 units of fluid per every pollution tile. The pollution tiles can be used to fill lakes.\n\nYou can remove fluids from the pond by connecting [entity=pump] directly to one of the outputs. [item=red-wire] and [item=green-wire] can be used to read the contents of the pond.
beacon=The [entity=beacon-AM1-FM1] and [entity=diet-beacon-AM1-FM1] use radio signals to trasmit module effects into nearby assembling machines. Each beacon has both an AM and an FM frequency that determines the effect radius, trasmission efficiency, and power usage.\nThe AM and FM frequency sliders range from 1-5.\n\n[entity=diet-beacon-AM1-FM1]\nEffect radius:\n - AM1: 32\n - AM2: 24\n - AM3: 16\n - AM4: 8\n - AM5: 2\nTrasmission efficiency: 0.1 * AM * FM\nPower consumption: AM * (FM ^ 3) / 2 MW\n\n[entity=beacon-AM1-FM1]\nEffect radius:\n - AM1: 64\n - AM2: 48\n - AM3: 32\n - AM4: 16\n - AM5: 2\nTrasmission efficiency: 0.2 * AM * FM\nPower consumption: AM * (FM ^ 3) MW\n\nThe default 1AM 1FM beacon is wide area low power.\nIf a machine recives conflicting signals on either the AM or FM frequencies then the wavelengths will interfere and overload the machine.\nBeacons do not accept productivity modules such as [item=productivity-module-3].
combustion-mixture=You can burn [fluid=combustion-mixture1] in [entity=gasturbinemk01] for electricity. Higher temperatures of the fluid mean that the turbine works at a higher efficiency, thus generating more power. [entity=gasturbinemk01] has a limit to the temperature it can accept: if you give it a higher temperature input than this limit, it will be capped to that temperature, so you will be wasting the input. Higher level turbines have higher limits.

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1 change: 1 addition & 0 deletions scripts/tailings-pond.lua
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Expand Up @@ -23,6 +23,7 @@ local gasses = {
['purest-nitrogen-gas'] = false,
['pressured-air'] = false,
['hot-air'] = false,
['vacuum'] = false,
['neon'] = false,
}

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