Difference between revisions of "Wasters"

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(Previous edit was excellent, just adding some detail re effects and adding explicit confirmation that differences in tolerance gain doesn't take away flakes superiority. Also noting Yayo is better if you don't care about how much more it takes.)
 
(31 intermediate revisions by 6 users not shown)
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{{Biotech}}
 
{{Biotech}}
{{Stub}}
+
{{Infobox main|xenotype
 +
| name = Waster
 +
| image = Waster.png
 +
| description = Wasters are aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite - usually flake or yayo.<br/>Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.
 +
| short description = Wasters are aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite - usually flake or yayo.
 +
<!-- Base Stats -->
 +
| type = Human
 +
| type2 = Xenotypes
 +
<!-- Xenotypes -->
 +
| can generate as combatant = true
 +
| factionless generation weight = 1
 +
| inheritable = true
 +
| combat power factor = 1
 +
| name maker = NamerPersonWaster
 +
| chance to use name maker = 0.75
 +
| genes = Slate gray skin, Gray hair, Gaunt head, Wake-up impervious, Total antitoxic lungs, Aggressive, Poor Artistic, Awful Animals, Poor Cooking, Psychite dependency, Unattractive, Super immunity, Pollution stimulus
 +
<!-- Technical -->
 +
| defName = Waster
 +
| label = waster
 +
| iconPath = UI/Icons/Xenotypes/Waster
 +
}}
 
'''Wasters''' are a [[Xenotypes|xenotype]] perfectly suited for post-apocalyptic pollution worlds. Their adaptation comes with several drawbacks, and their aggression and ugliness makes it hard for them to coexist with other xenotypes.
 
'''Wasters''' are a [[Xenotypes|xenotype]] perfectly suited for post-apocalyptic pollution worlds. Their adaptation comes with several drawbacks, and their aggression and ugliness makes it hard for them to coexist with other xenotypes.
  
 
== Lore ==
 
== Lore ==
  
<blockquote><small>''Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo.<br>Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.<br>The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, genies, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. They’ll always be a threat. '' - '''In Game Description'''</small>
+
<blockquote><small>''Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo.<br>Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.<br>The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. They’ll always be a threat. '' - '''In Game Description'''</small>
 
</blockquote>
 
</blockquote>
 +
 +
== Occurrence ==
 +
The table below describes the chance for a given pawn from each [[faction]] being a waster. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.
 +
{{Xenotype Faction Table|waster}}
  
 
== Summary ==
 
== Summary ==
Wasters can thrive in polluted areas but sacrifice talents in other areas to do so. They are genetically dependent on psychite, with major consequences if their need is not met: they will start feeling mood effects after 5 days without it, will fall into a coma after 30 days without, and will die after 60 days of deprivation. Wasters are very noticeable, with gasmask-like gaunt gray faces. Their genetic complexity is 13, and metabolic efficiency is 0, so it has no effect on their hunger rates.
+
Wasters can thrive in polluted areas but sacrifice talents in other areas to do so. They are genetically dependent on psychite, with major consequences if their need is not met: they will start feeling mood effects after 5 days without it, will fall into a coma after 30 days without, and will die after 60 days of deprivation. Wasters are very noticeable, with gasmask-like gaunt gray faces.
  
 
=== Genes ===
 
=== Genes ===
Waster genes are germline, so all of their genes are inheritable:
+
Wasters have a gene complexity of 13[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''.
  
<div><li style="display: inline-table;">
+
All wasters have these [[germline gene]]s:
Click to <div class="mw-collapsible">
 
<div class="mw-collapsible-content">
 
{| {{STDT| sortable c_17 }}
 
! Name
 
! Description
 
! [[File:Metabolism.png|20px|Metabolism]]
 
! [[File:Complexity.png|20px|Complexity]]
 
! Exclude
 
  
|- id="Super immunity"
+
'''Assorted:'''
! Super immunity<br>[[File:Gene_SuperStrongImmunity.png|64px]]
+
{| class="wikitable" style="text-align: center;"
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.''
+
|- align="center"
----
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene SuperStrongImmunity.png|64|Super immunity|Genes#Super immunity}}
* [[Immunity Gain Speed]] {{Good|x150%}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene TotalPollutionResistance.png|64|Total antitoxic lungs|Genes#Total antitoxic lungs}}
* Market value of [[genepack]]s containing this gene: ×125%
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Aggressive.png|64|Aggressive|Genes#Aggressive}}
| {{--|2}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Ugly.png|64|Unattractive|Genes#Unattractive}}
| {{Bad|2}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PollutionRush.png|64|Pollution stimulus|Genes#Pollution stimulus}}
| Immunity
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|ChemicalDependency Psychite.png|64|Psychite dependency|Genes#Psychite dependency}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|AddictionImmune Wake Up.png|64|Wake-up impervious|Genes#Wake-up impervious}}
 +
|-  
 +
| <small>[[Genes#Super immunity|Super immunity]]</small>
 +
| <small>[[Genes#Total antitoxic lungs|Total antitoxic lungs]]</small>
 +
| <small>[[Genes#Aggressive|Aggressive]]</small>
 +
| <small>[[Genes#Unattractive|Unattractive]]</small>
 +
| <small>[[Genes#Pollution stimulus|Pollution stimulus]]</small>
 +
| <small>[[Genes#Psychite dependency|Psychite dependency]]</small>
 +
| <small>[[Genes#Wake-up impervious|Wake-up impervious]]</small>
 +
|
  
|- id="Total antitoxic lungs"
+
'''Cosmetic:'''
! Total antitoxic lungs<br>[[File:Gene_TotalPollutionResistance.png|64px]]
+
{| class="wikitable" style="text-align: center;"
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.
+
|- align="center"  
----
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene GauntHead.png|64|Gaunt head|Genes#Gaunt head}}
* [[Toxic Environment Resistance]]: {{+|100%}}
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Hair Grey.png|64|Gray hair|Genes#Gray hair}}
* [[Tox gas]] immunity
+
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Gray.png|64|Slate gray skin|Genes#Slate gray skin}}
* Removes mood: Toxic fallout: -5
+
|-  
* Removes mood: Acidic smog: -5
+
| <small>[[Genes#Gaunt head|Gaunt head]]</small>
| {{--|3}}
+
| <small>[[Genes#Gray hair|Gray hair]]</small>
| {{Bad|2}}
+
| <small>[[Genes#Slate gray skin|Slate gray skin]]</small>
| ToxicEnvironmentResistance
+
|}
 
 
|- id="Aggressive"
 
! Aggressive<br>[[File:Gene_Aggressive.png|64px]]
 
| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
 
----
 
*Effects:
 
** Social fight chance factor ×200%
 
** Chance mental break is violent ×200%
 
** Prison break interval factor ×60%
 
| {{+|2}}
 
| {{Bad|1}}
 
| Aggression<br>Aggressive
 
 
 
|- id="Unattractive"
 
! Unattractive<br>[[File:Gene_Ugly.png|64px]]
 
| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.''
 
----
 
* [[Beauty (Pawn)]]: {{--|1}}
 
* [[Market Value]]: {{bad|-350}}
 
| {{+|1}}
 
|{{Bad|1}}
 
| Beauty
 
 
 
|- id="Pollution stimulus"
 
! Pollution stimulus<br>[[File:Gene_PollutionRush.png|64px]]
 
| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.''
 
----
 
* Gain stat bonuses when exposed to pollution.
 
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.
 
| {{--|1}}
 
| {{Bad|1}}
 
|
 
 
 
|- id="Psychite dependency"
 
! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]]
 
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 
----
 
? <!--Still needs more obviously, but adding now so its not forgotten. -->
 
* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
 
* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
 
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
 
* Specific drug addiction factor: x0%
 
* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 
| {{+|4}}
 
| {{Bad|1}}
 
|
 
 
 
|- id="Wake-up impervious"
 
! Wake-up impervious<br>[[File:AddictionImmune Wake Up.png|64px]]
 
| ''Carriers of this gene never get addicted to Wake-up.''
 
----
 
* Wake-up addiction factor: x0%
 
* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}  
 
| {{--|5}}
 
| {{Bad|2}}
 
|
 
 
 
|- id="Gaunt head"
 
! Gaunt head<br>[[File:Gene_GauntHead.png|64px]]
 
| Carriers of this gene have a pinched, gaunt appearance in their face and head.
 
| '''0'''
 
| '''0'''
 
|
 
 
 
|- id="Gray hair"
 
! Gray hair<br>[[File:Gene_HairStyleBaldOnly.png|64px]]
 
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 
----
 
* Hair color override: (0.65, 0.65, 0.65)
 
| '''0'''
 
| '''0'''
 
| HairColor
 
 
 
|- id="Slate gray skin"
 
! Slate gray skin<br>[[File:FanGene_SkinColor_Gray.png|64px]]
 
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''
 
----
 
* Skin color override: (90, 90, 90)
 
| '''0'''
 
| '''0'''
 
| SkinColorOverride
 
 
 
|- id="Poor cooking"
 
! Poor Cooking<br>[[File:Gene_PoorCooking.png|64px]]
 
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
|{{Bad|1}}
 
|
 
 
 
|- id="Poor artistic"
 
! Poor Artistic<br>[[File:Gene_PoorArtistic.png|64px]]
 
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.''
 
----
 
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 
| {{+|1}}
 
| {{Bad|1}}
 
|
 
 
 
|- id="Awful animals"
 
! Awful Animals<br>[[File:Gene_AwfulAnimals.png|64px]]
 
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.''
 
----
 
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 
* Removes all [[passion]]s for [[Skills#Animals|Animals]]
 
| {{+|2}}
 
| {{Bad|1}}
 
|
 
  
 +
'''Skills:'''
 +
{| class="wikitable" style="text-align: center;"
 +
|- align="center"
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorCooking.png|64|Poor cooking|Genes#Poor cooking}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorArtistic.png|64|Poor artistic|Genes#Poor artistic}}
 +
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene AwfulAnimals.png|64|Awful animals|Genes#Awful animals}}
 +
|-
 +
| <small>[[Genes#Poor cooking|Poor cooking]]</small>
 +
| <small>[[Genes#Poor artistic|Poor artistic]]</small>
 +
| <small>[[Genes#Awful animals|Awful animals]]</small>
 
|}
 
|}
</div>
 
</div>
 
</li>
 
</div>
 
  
 
== Origins ==
 
== Origins ==
Line 165: Line 88:
  
 
== Analysis ==
 
== Analysis ==
 +
{{Stub|section=1|reason=[[Pollution stimulus]] analysis/strats/value etc}}
 
Besides their immunity to toxicity and need for [[psychite]], wasters are relatively plain. They don't get along with others, due to the combination of Unattractive and Aggressive. They thrive in polluted environments, and decent outside of one. [[Wake-up]] is useful when you need to get stuff done, now.
 
Besides their immunity to toxicity and need for [[psychite]], wasters are relatively plain. They don't get along with others, due to the combination of Unattractive and Aggressive. They thrive in polluted environments, and decent outside of one. [[Wake-up]] is useful when you need to get stuff done, now.
  
 
Psychite dependency is easily manageable, and can even be a positive, as covered below. For the [[gene extractor]], it's well worth to take Psychite Dependency for {{+|4}} [[metabolic efficiency]] and its own positives. Other noteworthy genes to extract are the negative Cooking / Animals / Artistic genes, which are free metabolic efficiency for colonists who don't use those skills.
 
Psychite dependency is easily manageable, and can even be a positive, as covered below. For the [[gene extractor]], it's well worth to take Psychite Dependency for {{+|4}} [[metabolic efficiency]] and its own positives. Other noteworthy genes to extract are the negative Cooking / Animals / Artistic genes, which are free metabolic efficiency for colonists who don't use those skills.
+
 
 
=== Psychite ===
 
=== Psychite ===
A waster's psychite dependency is ''very'' affordable. Even in [[difficulty|Losing is Fun]], just 10 [[psychoid plant]]s as [[flake]] are enough to sustain a waster without deficiency for an ''entire year''. In a year-round growing season, this is a field of 3 psychoid plants. If you have a grower with the required Plants 6 skill and the [[Research#Psychite refining|Psychite refining]] research, this is trivial. In exchange, you can (almost) freely ingest yayo, flake, and wake-up. (See "Health effects with drug genes")
+
A waster's psychite dependency is ''very'' affordable. Even in [[difficulty|Losing is Fun]], just 10 [[psychoid plant]]s converted into flake are enough to sustain a waster for an ''entire year'', without deficiency. In a year-round growing season, this is a field of 3 psychoid plants. If you have a grower with the required Plants 6 skill and the [[Research#Psychite refining|Psychite refining]] research, this is trivial. In exchange, you can (almost) freely ingest yayo, flake, and wake-up. (See "Health effects with drug genes" for stipulations.)
 +
 
 +
* {{Icon Small|flake|24}} [[Flake]] is the cheapest way to handle the dependency. Compared to [[psychite tea]], flake restores more [[rest]], reduces [[Sleep Fall Rate]] significantly more, and gives a much higher [[mood]] for the same amount of [[Psychoid leaves|leaves]]. You can take flake once every 2.7 days without a net tolerance increase. While tea can be taken every 2 days, this is not sufficient to overcome the flake's statistical advantages even when [[Drug policies|scheduling]] flake to be taken every 3 days.
 +
 
 +
* {{Icon Small|yayo|24}} [[Yayo]] consumes twice as many leaves per dose, but is superior as a drug.
 +
 
  
Flake in particular the most efficient way to handle the dependency. Compared to [[psychite tea]] it restores more [[rest]], reduces [[Rest Fall Rate]] significantly more, and gives a higher [[mood]] for the same amount of [[Psychoid leaves|leaves]]. You can take flake once every 2.7 days without a net tolerance increase. While tea can be taken every 2 days, this is not sufficient to overcome the flake's statistical advantages even when [[Drug policies|scheduling]] flake every for every 3 days. [[Yayo]] consumes twice as many leaves per dose but can be used as a ersatz combat drug, increasing mood and [[Moving]] while reducing [[pain]]. If leaf production is not a limiting factor, yayo can be taken as often as flake while also providing more [[recreation]], the moving buff, and more rest making for more efficient workers as well as combatants.
+
Yayo shares the same {{+|35}} mood, '''x50%''' [[pain]] reduction, and {{Good|×33%}} [[Sleep Fall Rate]] as flake, but also gives {{+|15%}} [[Moving]], lasts twice as long per dose, and restores twice as much rest. In addition, yayo takes only {{Good|{{%|({{Q|Yayo|Ingestion Time}} / {{Q|Flake|Ingestion Time}}) round 2}}}} as much time to consume. This makes yayo effective as an ersatz combat drug and, if take at the same cadence as the cheaper flake, generally makes for more efficient workers as well. So if leaf production is not a limiting factor, such as with decent planters and a year-round growing season, yayo is better overall.
  
And, if necessary, you can take yayo, flake, and psychite tea at the same time for {{+|82}} mood.
+
And, if necessary, you can take yayo, flake, and [[psychite tea]] at the same time for {{+|82}} mood.
  
If you have ''other'' colonists with the [[chemical interest]] or [[chemical fascination]] traits, you should keep them away from any hard drugs produced. To counter these traits, set an [[allowed area]] to ''not'' include areas where drugs are produced or stored. With a gene extractor and [[gene assembler|assembler]], you can give chemically interested pawns psychite dependency yourself, allowing them to indulge in chemical need all they want.
+
If you have ''other'' colonists with the [[chemical interest]] or [[chemical fascination]] traits, you should keep them away from any hard drugs produced. To counter these traits, set an [[allowed area]] to ''exclude'' areas where drugs are produced or stored. With a gene extractor and [[gene assembler|assembler]], you can give chemically interested pawns psychite dependency yourself, allowing them to indulge in chemical need all they want.
  
*'''Health effects with drug genes'''
+
==== Health effects with drug genes ====
Psychite dependency and wake-up impervious prevent addiction and random, major overdoses upon taking the drug. There are some health effects they do not protect from.
+
Psychite dependency and wake-up impervious prevent addiction and any sort of overdose upon taking the drug. There are some health effects they do not protect from.
*Taking 2 [[hard drugs]] - flake, yayo, wake-up, or go-juice - in quick succession has a chance to give a minor [[overdose]]. Minor overdoses do not cause permanent damage, but lower Consciousness, making your pawn less effective.
+
* Too high of a psychite tolerance can cause chemical damage to the [[kidney]]s. However, an adult can take up to 11 doses of flake/yayo in a row without reaching this tolerance threshold. If a pawn takes a drug every 5 days, they shouldn't ever have chemical damage, even if they take a few emergency doses every once in a while. Plus, kidneys can be replaced with either an organic or [[Detoxifier kidney|artificial]] replacement.  
*Too high of a psychite tolerance can cause chemical damage to the [[kidney]]s. However, an adult can take up to 11 doses of flake/yayo in a row without reaching the tolerance threshold. If a pawn takes a drug every 5 days, they shouldn't ever have chemical damage, even with a few emergency doses every once in a while. Plus, kidneys can be replaced.
+
* Wake-up has a rare chance to cause a [[heart attack]] during the high. A [[prosthetic heart]] or [[bionic heart]] prevents this entirely.
*Wake-up has a rare chance to cause a [[heart attack]] during the high. A [[prosthetic heart]] or [[bionic heart]] prevents this entirely.
 
 
Basically, if a colonist is only taking psychite every 5 days, then health concerns are minimal.
 
Basically, if a colonist is only taking psychite every 5 days, then health concerns are minimal.
 
+
{{clear}}
 
{{Biotech navbox}}
 
{{Biotech navbox}}
 
[[Category:Xenotypes]]
 
[[Category:Xenotypes]]
 +
{{#set:Image = [[File:Waster.png]]}}

Latest revision as of 06:42, 23 October 2024

Waster

Waster

Wasters are aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite - usually flake or yayo.
Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.

Base Stats

Type
HumanXenotypes
Technical
defName
Waster


Wasters are a xenotype perfectly suited for post-apocalyptic pollution worlds. Their adaptation comes with several drawbacks, and their aggression and ugliness makes it hard for them to coexist with other xenotypes.

Lore[edit]

Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo.
Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.
The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. They’ll always be a threat.
- In Game Description

Occurrence[edit]

The table below describes the chance for a given pawn from each faction being a waster. Note that this value does not account for chances in xenotype chance from ideoligionContent added by the Ideology DLC or from pawn kind, it only shows the base value before those factors.

Faction Chance
GentleTribe.png Gentle tribe 0%
FierceTribe.png Fierce tribe 0%
SavageTribe.png Savage tribe 0%
CannibalTribe.png Cannibal tribeContent added by the Ideology DLC 0%
NudistTribe.png Nudist tribeContent added by the Ideology DLC 0%
FierceNeanderthalTribe.png Fierce neanderthal tribe 0%
SavageImpidTribe.png Savage impid tribe 0%
Civil outlander.png Civil outlander union 0%
Rough outlander.png Rough outlander union 0%
RoughPigUnion.png Rough pig union 0%
Pirate.png Pirate gang 2.5%
CannibalPirate.png Cannibal pirate gangContent added by the Ideology DLC 2.5%
YttakinPirates.png Yttakin pirates 0%
WasterPirates.png Waster pirates 72.5%
Empire map marker.png Shattered empire Content added by the Royalty DLC 0%

Summary[edit]

Wasters can thrive in polluted areas but sacrifice talents in other areas to do so. They are genetically dependent on psychite, with major consequences if their need is not met: they will start feeling mood effects after 5 days without it, will fall into a coma after 30 days without, and will die after 60 days of deprivation. Wasters are very noticeable, with gasmask-like gaunt gray faces.

Genes[edit]

Wasters have a gene complexity of 13Complexity complexity. With a 0Metabolic efficiency metabolic efficiency, they have a hunger rate of ×100%.

All wasters have these germline genes:

Assorted:

Super immunity
Super immunity
Total antitoxic lungs
Total antitoxic lungs
Aggressive
Aggressive
Unattractive
Unattractive
Pollution stimulus
Pollution stimulus
Psychite dependency
Psychite dependency
Wake-up impervious
Wake-up impervious
Super immunity Total antitoxic lungs Aggressive Unattractive Pollution stimulus Psychite dependency Wake-up impervious

Cosmetic:

Gaunt head
Gaunt head
Gray hair
Gray hair
Slate gray skin
Slate gray skin
Gaunt head Gray hair Slate gray skin

Skills:

Poor cooking
Poor cooking
Poor artistic
Poor artistic
Awful animals
Awful animals
Poor cooking Poor artistic Awful animals

Origins[edit]

Many wasters found homes in the Waster pirate bands of the Rim. If you have this band of pirates enabled you will be attacked by wasters sooner or later. There is also a slight chance for them to show up with other pirate gangs, or with scattered groups as parts of quests.

Analysis[edit]

Besides their immunity to toxicity and need for psychite, wasters are relatively plain. They don't get along with others, due to the combination of Unattractive and Aggressive. They thrive in polluted environments, and decent outside of one. Wake-up is useful when you need to get stuff done, now.

Psychite dependency is easily manageable, and can even be a positive, as covered below. For the gene extractor, it's well worth to take Psychite Dependency for +4 metabolic efficiency and its own positives. Other noteworthy genes to extract are the negative Cooking / Animals / Artistic genes, which are free metabolic efficiency for colonists who don't use those skills.

Psychite[edit]

A waster's psychite dependency is very affordable. Even in Losing is Fun, just 10 psychoid plants converted into flake are enough to sustain a waster for an entire year, without deficiency. In a year-round growing season, this is a field of 3 psychoid plants. If you have a grower with the required Plants 6 skill and the Psychite refining research, this is trivial. In exchange, you can (almost) freely ingest yayo, flake, and wake-up. (See "Health effects with drug genes" for stipulations.)

  • Flake Flake is the cheapest way to handle the dependency. Compared to psychite tea, flake restores more rest, reduces Sleep Fall Rate significantly more, and gives a much higher mood for the same amount of leaves. You can take flake once every 2.7 days without a net tolerance increase. While tea can be taken every 2 days, this is not sufficient to overcome the flake's statistical advantages even when scheduling flake to be taken every 3 days.
  • Yayo Yayo consumes twice as many leaves per dose, but is superior as a drug.


Yayo shares the same +35 mood, x50% pain reduction, and ×33% Sleep Fall Rate as flake, but also gives +15% Moving, lasts twice as long per dose, and restores twice as much rest. In addition, yayo takes only 23% as much time to consume. This makes yayo effective as an ersatz combat drug and, if take at the same cadence as the cheaper flake, generally makes for more efficient workers as well. So if leaf production is not a limiting factor, such as with decent planters and a year-round growing season, yayo is better overall.

And, if necessary, you can take yayo, flake, and psychite tea at the same time for +82 mood.

If you have other colonists with the chemical interest or chemical fascination traits, you should keep them away from any hard drugs produced. To counter these traits, set an allowed area to exclude areas where drugs are produced or stored. With a gene extractor and assembler, you can give chemically interested pawns psychite dependency yourself, allowing them to indulge in chemical need all they want.

Health effects with drug genes[edit]

Psychite dependency and wake-up impervious prevent addiction and any sort of overdose upon taking the drug. There are some health effects they do not protect from.

  • Too high of a psychite tolerance can cause chemical damage to the kidneys. However, an adult can take up to 11 doses of flake/yayo in a row without reaching this tolerance threshold. If a pawn takes a drug every 5 days, they shouldn't ever have chemical damage, even if they take a few emergency doses every once in a while. Plus, kidneys can be replaced with either an organic or artificial replacement.
  • Wake-up has a rare chance to cause a heart attack during the high. A prosthetic heart or bionic heart prevents this entirely.

Basically, if a colonist is only taking psychite every 5 days, then health concerns are minimal.