Difference between revisions of "Toxic wastepack"
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**'''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]]. | **'''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]]. | ||
**'''[[Transport pod]]s''' 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 {{icon small|steel||50}}, {{icon small|component||1}}, and variable {{icon small|chemfuel}} [[chemfuel]]. | **'''[[Transport pod]]s''' 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 {{icon small|steel||50}}, {{icon small|component||1}}, and variable {{icon small|chemfuel}} [[chemfuel]]. | ||
− | + | **'''[[Shuttle]]s''' {{RoyaltyIcon}} 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). | |
− | **'''[[Shuttle]]s''' {{RoyaltyIcon}} 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). | + | **'''"Unintentional" loss.''' If all pawns in a caravan die, then wastepacks are lost without angering anyone. This costs a sacrificial pawn, any [[pack animal]]s brought along with them, and causes the usual [[mood]] penalties for a colonist death. A single human can only carry 35 kg, or 7 wastepacks, so animals are practically required.{{Check Tag|Does this still work?|Verify for 1.4.3541+}} |
*'''[[Wastepack atomizer]]s''' have no explicit consequences. However, they require a precious [[nano structuring chip]] to create, and aren't fast. One atomizer can support 4.8 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more. | *'''[[Wastepack atomizer]]s''' have no explicit consequences. However, they require a precious [[nano structuring chip]] to create, and aren't fast. One atomizer can support 4.8 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more. | ||
*'''[[Polux tree]]s''', 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. | *'''[[Polux tree]]s''', 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. |
Revision as of 05:10, 24 November 2022
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 |
---|---|---|
Agrihand, Cleansweeper, Constructoid, Fabricor, Lifter, Militor, Paramedic, Scorcher | 1 | 5 |
Legionary, Pikeman, Scyther | 2 | 10 |
Lancer, Tesseron, Tunneler | 3 | 15 |
Centipede blaster, Centipede burner, Centipede gunner | 4 | 20 |
Centurion, Diabolus, War queen | 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. When burned or damaged, they release tox gas, in addition to the pollution.[Detail Needed] (What about natural walls / walls? Do they polute underneath?).
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.
Deterioration
1 wastepack per stack will disolve every 8 days, with the following factors:
- 0.5x if indoors
- 2x if in Rain
- 0x if 0 °C (32 °F) or lower. No decrease for any temperature above freezing point.
Analysis
Disposal
Most means of destroying wastepacks have some sort of consequence:
- Letting it deteroriate naturally. Pollution is localized - wastepacks that deteroriate away from your base won't have an impact, at least for a while. Insectoids may come due to overall pollution, as does acidic smog.
- Dumping it. Dumping near a faction will lower goodwill proportional to distance, wastepacks, and current goodwill. Wastepacks may also be dropped 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).
- "Unintentional" loss. If all pawns in a caravan die, then wastepacks are lost without angering anyone. This costs a sacrificial pawn, any pack animals brought along with them, and causes the usual mood penalties for a colonist death. A single human can only carry 35 kg, or 7 wastepacks, so animals are practically required.[Does this still work?]
- Wastepack atomizers have no explicit consequences. However, they require a precious nano structuring chip to create, 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.
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.