Difference between revisions of "Wastepack atomizer"

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(→‎Mechanoids: "11.5 day cycle" is simply incorrect. If you recharge at 5%, then you'd be recharging for 45.6 hours, which means the wastepack math is wrong. Using 12 day cycles averages out because mechs would have the same work (minus travel, which is minor))
(→‎Acquisition: schematic loophole)
 
(27 intermediate revisions by 7 users not shown)
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{{Biotech}}{{infobox main|building|
+
{{Biotech}}
 +
{{Infobox main|building
 
| name = Wastepack atomizer
 
| name = Wastepack atomizer
 
| image = WastepackAtomizer south.png
 
| image = WastepackAtomizer south.png
| description = A glittertech device that deconstructs toxic wastepacks into inert gases using advanced moecular proccesses.<br>The process requires considerable amounts of power.
+
| description = A glittertech device that deconstructs toxic wastepacks into inert gases using advanced molecular processes.<br/>The process requires considerable amounts of power.
 
| type = Building
 
| type = Building
| type2 = ?
+
| type2 = Biotech (Buildings)
 
| placeable =  
 
| placeable =  
 
| path cost = 42
 
| path cost = 42
| passability = PassThroughOnly
+
| passability = pass through only
| blockswind =  
+
| blockswind = true
 
| cover = 0.5
 
| cover = 0.5
| minifiable =  
+
| minifiable = false
 
| size = 3 * 2
 
| size = 3 * 2
 
| flammability = 0.5
 
| flammability = 0.5
 
| hp = 500
 
| hp = 500
 
| beauty =  
 
| beauty =  
| power = -800
+
| power = -400
 
| mass base = 80
 
| mass base = 80
 
| glowradius =
 
| glowradius =
 
| glowcolor =  
 
| glowcolor =  
 
| heatpersecond =  
 
| heatpersecond =  
| terrain affordance =  
+
| terrain affordance = light
 
| research = Wastepack atomizer
 
| research = Wastepack atomizer
 
| skill 1 = Construction
 
| skill 1 = Construction
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The '''wastepack atomizer''' cleanly destroys [[toxic wastepack]]s, preventing the spread of [[pollution]].
 
The '''wastepack atomizer''' cleanly destroys [[toxic wastepack]]s, preventing the spread of [[pollution]].
 
== Acquisition ==
 
== Acquisition ==
Wastepack atomizers can be constructed after studying a [[nano structuring chip]], obtained from defeating a [[Apocriton]], and completing the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project. Each requires {{Required Resources}}s, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}.
+
Wastepack atomizers can be constructed after studying a [[nano structuring chip]], obtained from defeating a [[Apocriton]], and completing the [[Research#{{P|Required Research}}|{{P|Required Research}}]] research project. Each requires {{Required Resources}}, {{Ticks|{{P|Work To Make}}}} of work, and a [[{{P|Skill 1}}]] skill of {{P|Skill 1 Level}}. Alternatively, the research can be completed by reading a Wastepack atomizer [[Schematic]], entirely bypassing every boss mech and the need to have a mechanitor at all, although it would take a very long time do to so.
  
 
== Summary ==
 
== Summary ==
Wastepack atomizers use 800 W of [[power]]. Atomizers hold up to 10 [[toxic wastepack]]s, equivalent to two stacks. A single wastepack is destroyed every {{ticks/gametime|30000}} inside a powered atomizer. Pawns only reload the atomizer with full stacks of wastepacks, or once every 2.5 days. Wastepacks do not deteriorate in the atomizer.
+
Wastepack atomizers use 400 W of [[power]]. Atomizers hold up to 10 [[toxic wastepack]]s, equivalent to two stacks. A single wastepack is destroyed every {{Ticks/gametime|30000}} inside a powered atomizer. Pawns only reload the atomizer with full stacks of wastepacks (5 units/stack), or once every 2.5 days. Wastepacks do not deteriorate in the atomizer.
 +
 
 +
{| class="wikitable"
 +
|+ Values Reference Table
 +
| Ticks to Atomize 1 Wastepack || {{Ticks/gametime|30000}}
 +
|-
 +
| Wastepacks Per Stack || 5 Wastepacks
 +
|-
 +
| Wastepacks Atomized Per Day || 2 Wastepacks
 +
|-
 +
| Wastepack Atomizer Capacity || 10 Wastepacks
 +
|-
 +
| Days to Atomize a Filled Atomizer || 5 Days
 +
|}
  
 
== Analysis ==
 
== Analysis ==
Atomizers are the primary, consequence-free means of dealing with [[pollution]]. [[Transport pod]]s consume [[steel]] and [[chemfuel]]. [[Caravan]] dumping takes a pawn's time, food, a large carrying capacity, and risks the caravan being ambushed. [[Empire]] [[titles#Call transport shuttle|shuttles]] {{RoyaltyIcon}} are limited by the 40 day cooldown. Dumping wastepacks near faction settlements incurs [[goodwill]] penalties, regardless of delivery method.
+
Atomizers are the primary, consequence-free means of dealing with [[pollution]], along with [[polux tree]]s. Pollution can cause negative effects over time, and you will run out of space by simply freezing wastepacks. Dumping, whenever by [[caravan]], [[transport pod]], or [[shuttle]]{{RoyaltyIcon}}, has their own cost. Dumping anywhere near a faction causes [[goodwill]] hits, and potentially cause other diplomatic consequences.
  
However, ''each'' atomizer a player wishes to build requires defeating an [[apocriton]] for its [[nano structuring chip]], which coupled with their very high power consumption, makes building multiple atomizers an expensive proposition. Players will have to decide between using their nano structuring chips for atomizers, advanced Mechanitor gear, or gestating advanced mechanoids.
+
However, ''each'' atomizer a player wishes to build requires defeating an [[apocriton]] for its [[nano structuring chip]], which makes building multiple atomizers quite prohibitive. These chips can also be used for advanced [[mechanitor]] gear or gestating your own [[war queen]], creating an opportunity cost.
  
 
=== Sustainability ===
 
=== Sustainability ===
====Toxifier generators====
+
==== Toxifier generators ====
A [[toxifier generator]] produces 6 tiles of ''[[pollution]]'' every 3 days, which is converted into 1 wastepack by a [[pollution pump]]. An atomizer can destroy 6 wastepacks in 3 days, and a pump can convert 2 generators of pollution. Therefore, 1 atomizer (-800 W) can support 6 generators (+1400 W) and 3 pumps (-200 W), for a total net [[power]] gain of {{#expr:{{Q|Toxifier generator|Power Consumption #}}*(6)+{{Q|Pollution pump|Power Consumption #}}*(3) + {{Q|wastepack atomizer|Power Consumption #}}*(1)}} W.
+
A [[toxifier generator]] produces 6 tiles of ''[[pollution]]'' every 3 days, which is converted into 1 wastepack by a [[pollution pump]]. An atomizer can destroy 6 wastepacks in 3 days, and a pump can convert 2 generators of pollution. Therefore, 1 atomizer ({{P|Power Consumption #}} W) can support 6 generators (+{{Q|Toxifier generator|Power Consumption #}} W) and 3 pumps (-200 W), for a total net [[power]] gain of {{#expr:{{Q|Toxifier generator|Power Consumption #}}*(6)+{{Q|Pollution pump|Power Consumption #}}*(3) + {{P|Power Consumption #}}*(1)}} W.  
  
====Mechanoids====
+
This is entirely clean power, though a small area around each generator will be polluted before the pump extracts it. The only work required is hauling the wastepacks to the atomizer.
Mechanoids will produce wastepacks proportional to their bandwidth every 12 days - working for 10 days and recharging for 2 days. An atomizer will destroy 24 wastepacks in 12 days. The table below shows how many mechanoids a single building will support per 12 day cycle, assuming 100% work uptime. Mechanoids that are idle or dormant wil produce less waste.
+
 
 +
==== Mechanoids ====
 +
Mechanoids will produce wastepacks proportional to their bandwidth every 12 days - working for 10 days and recharging for 2 days. An atomizer will destroy 24 wastepacks in 12 days. The table below shows how many mechanoids a single building will support per 12 day cycle, assuming 100% work uptime. Mechanoids that are idle or dormant will produce less waste.
  
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Mechanoids !! Bandwidth!! Wastepacks Produced<br/>(per 12 day Cycle) !! # Mechanoids<br/>(per atomizer)
 
|-
 
|-
! Mechanoids !! Bandwidth!! Wastepacks Produced<br>(per 12 day Cycle) !! # Mechanoids <br>(per atomizer)
+
| [[Constructoid]], [[Agrihand]], [[Lifter]], [[Cleansweeper]], [[Militor]], [[Fabricor]], [[Paramedic]], [[Scorcher]] || 1 || 5 || 4.8
 
|-
 
|-
| [[Agrihand]], [[Cleansweeper]], [[Fabricor]], [[Militor]], [[Paramedic]] || 1 || 5 || 4.8
+
| [[Legionary]], [[Pikeman]], [[Scyther]] || 2 || 10 || 2.4
 
|-
 
|-
| [[Lancer]], [[Legionary]], [[Pikeman]], [[Scorcher]], [[Scyther]] || 2 || 10 || 2.4
+
| [[Lancer]], [[Tesseron]], [[Tunneler (Mechanoid)|Tunneler]]  || 3 || 15 || 1.6
|-
 
| [[Tesseron]], [[Tunneler_(Mechanoid)|Tunneler]]  || 3 || 15 || 1.6
 
 
|-
 
|-
 
| [[Centipede]] (all) || 4 || 20 || 1.2
 
| [[Centipede]] (all) || 4 || 20 || 1.2
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|}
 
|}
  
By the time most players have finished the 8000 research points [[Research#{{P|Required Research}}|{{P|Required Research}}]] project, they are highly likely to already have more mechs producing wastepacks than a single atomizer is capable of processing.
+
By the time most players have finished the 8000 research points [[Research#{{P|Required Research}}|{{P|Required Research}}]] project, they are highly likely to already have more mechs producing wastepacks than a single atomizer is capable of processing. However, if most of your mechs are dormant - combat mechs dormant outside of combat, for instance - then you will be producing much less pollution.
 +
 
 +
== Version history ==
 +
* [[Biotech DLC]] Release - introduced.
 +
* [[Version/1.4.3531|1.4.3531]] - Fix: Pawns won't haul wastepacks to an atomizer unless there's 10 wastepacks on the map. Fix: Atomizer is backwards by default.
 +
* [[Version/1.4.3555|1.4.3555]] - Reduced the power needed for the wastepack atomizer to 400 W, from 800 W. Fix: Atomizer looks like it's rotated wrong by default.
  
==Version history==
+
{{Nav|biotech|wide}}
*[[Biotech DLC]] Release - introduced.
+
[[Category:Biotech (Buildings)]]
*[[Version/1.4.3531|1.4.3531]] - Fix: Pawns won't haul wastepacks to an atomizer unless there's 10 wastepacks on the map.
 

Latest revision as of 05:07, 4 July 2024

Wastepack atomizer

Wastepack atomizer

A glittertech device that deconstructs toxic wastepacks into inert gases using advanced molecular processes.
The process requires considerable amounts of power.

Base Stats

Type
BuildingBiotech (Buildings)
Market Value
2440 Silver [Note]
Mass
80 kg
HP
500
Flammability
50%
Path Cost
42 (24%)

Building

Size
3 × 2
Minifiable
False
Passability
pass through only
Cover Effectiveness
50%
Blocks Wind
True
Terrain Affordance
Light
Power
-400 W

Creation

Required Research
Wastepack atomizer
Skill Required
Construction 8
Work To Make
30,000 ticks (8.33 mins)
Resources to make
Steel 200 + Plasteel 50 + Nano structuring chip 1
Deconstruct yield
Steel 100 + Plasteel 25 + Nano structuring chip 0 - 1
Destroy yield
Steel 50 + Plasteel 12 - 13 + Nano structuring chip 0 - 1
Technical
buildingTags
Biotech


The wastepack atomizer cleanly destroys toxic wastepacks, preventing the spread of pollution.

Acquisition[edit]

Wastepack atomizers can be constructed after studying a nano structuring chip, obtained from defeating a Apocriton, and completing the Wastepack atomizer research project. Each requires Steel 200 Steel, Plasteel 50 Plasteel, Nano structuring chip 1 Nano structuring chip, 30,000 ticks (8.33 mins) of work, and a Construction skill of 8. Alternatively, the research can be completed by reading a Wastepack atomizer Schematic, entirely bypassing every boss mech and the need to have a mechanitor at all, although it would take a very long time do to so.

Summary[edit]

Wastepack atomizers use 400 W of power. Atomizers hold up to 10 toxic wastepacks, equivalent to two stacks. A single wastepack is destroyed every 30,000 ticks (12 in-game hours) inside a powered atomizer. Pawns only reload the atomizer with full stacks of wastepacks (5 units/stack), or once every 2.5 days. Wastepacks do not deteriorate in the atomizer.

Values Reference Table
Ticks to Atomize 1 Wastepack 30,000 ticks (12 in-game hours)
Wastepacks Per Stack 5 Wastepacks
Wastepacks Atomized Per Day 2 Wastepacks
Wastepack Atomizer Capacity 10 Wastepacks
Days to Atomize a Filled Atomizer 5 Days

Analysis[edit]

Atomizers are the primary, consequence-free means of dealing with pollution, along with polux trees. Pollution can cause negative effects over time, and you will run out of space by simply freezing wastepacks. Dumping, whenever by caravan, transport pod, or shuttleContent added by the Royalty DLC, has their own cost. Dumping anywhere near a faction causes goodwill hits, and potentially cause other diplomatic consequences.

However, each atomizer a player wishes to build requires defeating an apocriton for its nano structuring chip, which makes building multiple atomizers quite prohibitive. These chips can also be used for advanced mechanitor gear or gestating your own war queen, creating an opportunity cost.

Sustainability[edit]

Toxifier generators[edit]

A toxifier generator produces 6 tiles of pollution every 3 days, which is converted into 1 wastepack by a pollution pump. An atomizer can destroy 6 wastepacks in 3 days, and a pump can convert 2 generators of pollution. Therefore, 1 atomizer (-400 W) can support 6 generators (+1400 W) and 3 pumps (-200 W), for a total net power gain of 7400 W.

This is entirely clean power, though a small area around each generator will be polluted before the pump extracts it. The only work required is hauling the wastepacks to the atomizer.

Mechanoids[edit]

Mechanoids will produce wastepacks proportional to their bandwidth every 12 days - working for 10 days and recharging for 2 days. An atomizer will destroy 24 wastepacks in 12 days. The table below shows how many mechanoids a single building will support per 12 day cycle, assuming 100% work uptime. Mechanoids that are idle or dormant will produce less waste.

Mechanoids Bandwidth Wastepacks Produced
(per 12 day Cycle)
# Mechanoids
(per atomizer)
Constructoid, Agrihand, Lifter, Cleansweeper, Militor, Fabricor, Paramedic, Scorcher 1 5 4.8
Legionary, Pikeman, Scyther 2 10 2.4
Lancer, Tesseron, Tunneler 3 15 1.6
Centipede (all) 4 20 1.2
Centurion, Diabolus, War queen 5 25 0.96

By the time most players have finished the 8000 research points Wastepack atomizer project, they are highly likely to already have more mechs producing wastepacks than a single atomizer is capable of processing. However, if most of your mechs are dormant - combat mechs dormant outside of combat, for instance - then you will be producing much less pollution.

Version history[edit]

  • Biotech DLC Release - introduced.
  • 1.4.3531 - Fix: Pawns won't haul wastepacks to an atomizer unless there's 10 wastepacks on the map. Fix: Atomizer is backwards by default.
  • 1.4.3555 - Reduced the power needed for the wastepack atomizer to 400 W, from 800 W. Fix: Atomizer looks like it's rotated wrong by default.