Difference between revisions of "Toxic wastepack"
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== Analysis == | == Analysis == | ||
===Storage=== | ===Storage=== | ||
− | A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, | + | A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, and is effective up to an outside temperature of {{Temperature|41}}. 245 wastepacks are enough storage: |
*To constantly run 8 [[bandwidth]] worth of [[mechanoid creation|mechanoids]] for 1 entire year, 4 bandwidth of mechs for 2 years... | *To constantly run 8 [[bandwidth]] worth of [[mechanoid creation|mechanoids]] for 1 entire year, 4 bandwidth of mechs for 2 years... | ||
*To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]] is required to turn ground pollution into wastepacks. | *To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]] is required to turn ground pollution into wastepacks. |
Revision as of 20:05, 21 February 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all. |
Toxic wastepack
A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.
Base Stats
- Type
- [[]]
- Stack Limit
- 5
- Mass
- 6 kg
- Beauty
- -40
- HP
- 100
- Deterioration Rate
- 4
- Flammability
- 100%
- defName
- Wastepack
- thingCategories
- ItemsMisc
Toxic wastepacks are waste products created by mech-related buildings or the cleanup of polluted tiles.
Acquisition
Pollution pumps and pawns manually cleaning pollution on the ground will generate wastepacks, at a rate of 1 wastepack per 6 polluted tiles. Wastepacks may also be dropped into your colony as part of a quest.
Mechanoid Recharging and Gestation
Toxic wastepacks are produced when friendly mechanoids utilize mech rechargers or large mech rechargers, or whenever a mech gestator or large mech gestator finishes gestating one. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.
Mechanoid Type | Bandwidth | Wastepacks Per Recharge |
---|---|---|
1 | 5 | |
2 | 10 | |
3 | 15 | |
4 | 20 | |
5 | 25 |
Summary
Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on shelves.
Pollution
When a wastepack is destroyed in any fashion, they will pollute 6 ground tiles of a colony, per wastepack. A full stack of 5 wastepacks pollutes 30 tiles. This pollution can spread through constructed walls, but will not bypass natural walls.
When burned or damaged, they release tox gas, in addition to the pollution.[Detail Needed]
When dropped in a caravan or unmanned transport pod, they will lower goodwill of a nearby faction by some amount. In addition, factions may drop wastepacks back at you,and hostile factions can start a raid.[Mechanics unclear] Waste dropped this way immediately pollutes the world tile they're dropped on by 0.05% - it takes 2000 wastepacks to fill a hex. Dropping them on a water hex applies an 8x multiplier, meaning 250 wastepacks will fill it.
Dissolution
1 wastepack per stack will dissolve every 8 days, with the following factors:
- 0.5x if indoors.
- 2x if in rain and outdoors, even if roofed.
- 0x if 0 °C (32 °F) or lower. No decrease for any temperature above freezing point.
This is separate from the actual deterioration mechanic. Even if temperature is below freezing, a wastepack will slowly lose HP and eventually be destroyed, when left outside and unroofed.
Analysis
Storage
A 7x7 room holds 245 wastepacks, and can be cooled by a single cooler in a double-walled room, and is effective up to an outside temperature of 41 °C (105.8 °F). 245 wastepacks are enough storage:
- To constantly run 8 bandwidth worth of mechanoids for 1 entire year, 4 bandwidth of mechs for 2 years...
- To store the waste of 2 toxifier generators for 6 years. A pollution pump is required to turn ground pollution into wastepacks.
Depending on climate and freezer setup, you can get more storage with 1 cooler. And this is 1 cooler - worth 90 Steel, 3 Components and -200 W of power (plus the material for walls and doors). You can easily use multiple coolers to store your waste. This gives you enough time to get a form of waste disposal ready.
Disposal
Most means of destroying wastepacks have some sort of consequence:
- Letting it deteriorate naturally. Pollution is localized - wastepacks that deteriorate away from your base won't have an impact, at least for a while. Insectoids may come as wastepacks are destroyed, and acidic smog can happen at high enough pollution levels.
- Dumping it. Dumping near a faction base (up to 41 tiles?[Safe distance?]) will lower goodwill proportional to distance, wastepacks, and current goodwill. Wastepacks may also be dropped back at you, and if the faction is already hostile, you may start a raid. Dumping within 4 tiles of your colony will increase the chance for acidic smog.
- Caravans take time and food to set up, and have a limited carrying capacity - especially without pack animals or friendly mechanoids.
- Transport pods can dump wastepacks far away. You can choose which faction to anger, or possibly dump it away from anybody. 1 pod, which can store up to 25 wastepacks, costs 50, 1, and variable chemfuel.
- Shuttles store up to 166 wastepacks (1000kg) at a time, and simply transporting waste will not anger the Empire - dumping it has the usual penalties. This costs 1 permit slot, has a cooldown of 40 days, and requires a noble pawn of at least Knight rank. This permit can theoretically support up to 5 bandwidth (although the realistic value is slightly smaller).
- Wastepack atomizers have no direct consequences from their use. However, they require a precious nano structuring chip to create, a fair amount of power, and aren't fast. One atomizer can support 4.8 bandwidth of mechanoids - a mechanitor is very likely to have more.
- Polux trees, which are another clean form of pollution removal. These trees only grow naturally if there is plenty of pollution already, though seeds can be bought from traders. They clean only 20% as fast as a Wastepack atomizer, and can only clean if there is no artificial buildings in the area, but will erase pollution directly from the ground. This is also a downside for dealing with future pollution, as these trees do not stop wastepack infestations.
credit to /u/BenightedAlizar on r/rimworld
Gallery
Version history
- Biotech DLC Release - Added
- 1.4.3555 - Added more consequences for dumping near a faction base.