Difference between revisions of "Tox gas"

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** {{--|60%}} [[Breathing]]
 
** {{--|60%}} [[Breathing]]
  
At a density of 100% tox gas, toxic buildup takes about 45 seconds to reach 100%.
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 +
 
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An exploding [[IED tox trap]] in an open field fills a radius of 7 tiles with a severe dose of tox gas. The following table shows experimentally determined amounts of time for the density to fall below 50% at a given distance from the tox trap. General [[Gas|gas]] mechanics apply, meaning separate sources are additive as they "fill" the available volume to 100% and spread out to a larger distance. This makes it relatively easy/cheap to cover a wide area with enough gas to last throughout a raid at severe density.
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{| class="wikitable"
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|+ halftime by distance
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|-
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! distance [tiles] !! time [s]
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|-
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| 7|| 7
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|-
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| 6|| 17
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|-
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| 5|| 22
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|-
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| 4|| 30
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|-
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| 3|| 37
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|-
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| 2|| 43
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|}
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A severe dose of tox gas results in a ~40% reduction in [[Shooting Accuracy]], ~40% reduction in [[Melee Hit Chance]], and a ~25% reduction in [[Moving]]. Meaning an enemy raid subjected to a severe dose of tox gas will effectively only be half as dangerous to your colony (explosives nonwithstanding). This does not yet include the shortened combat capacity of pawns as they start any encounter with a ~20% reduced [[Consciousness]] and at medium [[Pain]].
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The following table shows the time to reach and the effects of toxic buildup under severe tox gas exposure, facilitated by detonating a tox trap (not keeping density at 100% throughout).
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{| class="wikitable"
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|+ toxic buildup effects under tox gas exposure
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|-
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! state!! time [s] !! Shooting Accuracy [%]
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|-
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| healthy || 0 || 60
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|-
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| tox gas (severe) + toxic buildup (initial)|| 3|| 34
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|-
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| tox gas (severe) + toxic buildup (minor)|| 10 || 32
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|-
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| tox gas (severe) + toxic buildup (moderate)|| 20 || 31
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|-
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| tox gas (severe) + toxic buildup (serious)|| 30 || 31
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|-
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| tox gas (severe) + toxic buildup (extreme)|| 37|| immobilized
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|-
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| tox gas (severe) + toxic buildup (extreme)|| 67|| immobilized
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|}
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As can be seen, the reduction in [[Shooting Accuracy]] due to [[toxic buildup]] is negligible. Under the test conditions (initial exposure to 100% and decreasing gas density over time), it took 37 seconds for a pawn to fall unconscious from extreme toxic buildup. Without additional source of gas, it can be assumed toxic buildup will not reach 100% under normal conditions. This is actually advantageous, as there is enough time to capture immobilzed pawns after the raid is over.
 +
 
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At a density of 100% tox gas, toxic buildup takes about 45 seconds to reach 100%, resulting in death.
  
 
The [[Genes#Tox immunity|Tox immunity]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]] genes render a pawn immune to tox gas.
 
The [[Genes#Tox immunity|Tox immunity]] and [[Genes#Total antitoxic lungs|Total antitoxic lungs]] genes render a pawn immune to tox gas.

Revision as of 07:19, 5 May 2023

Tox gas is a gas created by burning or damaged toxic wastepacks and tox weapons. It causes irritation and toxic buildup.

Causes

Tox gas can be created in multiple ways. The most easy way is to use one of the tox weapons.

Another way to create tox gas is by damaging toxic wastepacks, such as by burning them.

<what causes it and how much e.g. does 1 toxic wastepack create as much as a stack of 5>

Mechanics

Tox gas burns the lungs and eyes and induce tox buildup if surrounded by it long enough.

Tox gas exposure:

  • Tox gas (mild)
(Density: 0% - 19%):
(Density: 20% - 49%):
(Density: 50% - 100%):


An exploding IED tox trap in an open field fills a radius of 7 tiles with a severe dose of tox gas. The following table shows experimentally determined amounts of time for the density to fall below 50% at a given distance from the tox trap. General gas mechanics apply, meaning separate sources are additive as they "fill" the available volume to 100% and spread out to a larger distance. This makes it relatively easy/cheap to cover a wide area with enough gas to last throughout a raid at severe density.

halftime by distance
distance [tiles] time [s]
7 7
6 17
5 22
4 30
3 37
2 43

A severe dose of tox gas results in a ~40% reduction in Shooting Accuracy, ~40% reduction in Melee Hit Chance, and a ~25% reduction in Moving. Meaning an enemy raid subjected to a severe dose of tox gas will effectively only be half as dangerous to your colony (explosives nonwithstanding). This does not yet include the shortened combat capacity of pawns as they start any encounter with a ~20% reduced Consciousness and at medium Pain.

The following table shows the time to reach and the effects of toxic buildup under severe tox gas exposure, facilitated by detonating a tox trap (not keeping density at 100% throughout).

toxic buildup effects under tox gas exposure
state time [s] Shooting Accuracy [%]
healthy 0 60
tox gas (severe) + toxic buildup (initial) 3 34
tox gas (severe) + toxic buildup (minor) 10 32
tox gas (severe) + toxic buildup (moderate) 20 31
tox gas (severe) + toxic buildup (serious) 30 31
tox gas (severe) + toxic buildup (extreme) 37 immobilized
tox gas (severe) + toxic buildup (extreme) 67 immobilized

As can be seen, the reduction in Shooting Accuracy due to toxic buildup is negligible. Under the test conditions (initial exposure to 100% and decreasing gas density over time), it took 37 seconds for a pawn to fall unconscious from extreme toxic buildup. Without additional source of gas, it can be assumed toxic buildup will not reach 100% under normal conditions. This is actually advantageous, as there is enough time to capture immobilzed pawns after the raid is over.

At a density of 100% tox gas, toxic buildup takes about 45 seconds to reach 100%, resulting in death.

The Tox immunity and Total antitoxic lungs genes render a pawn immune to tox gas.

Tox gas follows general gas mechanics. A high density of the gas can easily be reached in smaller spaces (for example a small valley).

<Effects and gas mechanics here>

Analysis

Unless you do not care about pollution, creating tox gas by shooting or burning it is not recommended as the toxic wastepacks will eventually detoriate.

<Uses, risks, management, strategies, vent use? etc>

Version history

  • Biotech DLC Release - Added.
  • 1.4.3555 - All gasses, including tox gas, can now travel through vents.