New TriggerEffectItem for Creating Pollution
Posted: Sat Jan 10, 2026 12:57 pm
Hello,
I would like to request a new TriggerEffect - CreatePollutionEffectItem, a TriggerEffectItem with the "create-pollution" type.
Reasoning:
I'm working on a mod that allows item destruction by placing items in liquid tiles, similar to how lava works on Vulcanus (https://mods.factorio.com/mod/dispose-in-liquids). One feature I wanted to add - and which others have already started asking for - is generating pollution from item destruction.
From what I've observed so far, the most convenient way to introduce pollution would be through a tile's trigger effect. Currently, I use default_destroyed_dropped_item_trigger to create a visual effect (CreateParticleTriggerEffectItem), and my idea was to have a new TriggerEffect that would generate pollution.
Since it's safe to assume that item destruction will occur on a large scale, creating events for each item and subscribing to them would be wasteful and would significantly hurt performance. That's why I believe a TriggerEffect would be the appropriate solution here.
I would like to request a new TriggerEffect - CreatePollutionEffectItem, a TriggerEffectItem with the "create-pollution" type.
Reasoning:
I'm working on a mod that allows item destruction by placing items in liquid tiles, similar to how lava works on Vulcanus (https://mods.factorio.com/mod/dispose-in-liquids). One feature I wanted to add - and which others have already started asking for - is generating pollution from item destruction.
From what I've observed so far, the most convenient way to introduce pollution would be through a tile's trigger effect. Currently, I use default_destroyed_dropped_item_trigger to create a visual effect (CreateParticleTriggerEffectItem), and my idea was to have a new TriggerEffect that would generate pollution.
Since it's safe to assume that item destruction will occur on a large scale, creating events for each item and subscribing to them would be wasteful and would significantly hurt performance. That's why I believe a TriggerEffect would be the appropriate solution here.