Difference between revisions of "Pollution"
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Pollution refers to ''toxic'' pollution - [[wood-fired generator]]s and [[chemfuel generator]]s won't create it, for instance. | Pollution refers to ''toxic'' pollution - [[wood-fired generator]]s and [[chemfuel generator]]s won't create it, for instance. | ||
− | == | + | ==Summary== |
− | + | Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50% and can only grow a limited number of plants: [[Toxipotato plant|Toxipotatoes]], deadbarrow cactus, [[devilstrand plant|devilstrand]], and [[psychoid plant|psychoid]]. | |
− | + | Pollution can be turned back into toxic wastepacks with a [[pollution pump]], or by ordering colonists to clean it up. | |
− | == | + | === Acidic Smog === |
− | + | If there is enough pollution present, a weather effect known as Acidic smog will occur. How often depends on the level of pollution. | |
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− | + | Acidic smog slows plant growth, makes colonists unhappy, and deteriorates items. | |
− | Giant insects love pollution. | + | ===Insectoids=== |
+ | Giant [[insectoid|insects]] love pollution. When polluted terrain is present, there's a chance for insectoid cocoons to arrive from the ground. These coccoons will hatch if a pawn comes within a small radius of it. | ||
+ | Originally engineered as anti-mechanoid bioweapons, these insects are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier. | ||
* Pollution stimulus (minor): | * Pollution stimulus (minor): | ||
** Moving x110% | ** Moving x110% | ||
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** Consciousness +5% | ** Consciousness +5% | ||
− | + | == Pollution Mitigation == | |
+ | There are several ways to deal with pollution wastepacks. | ||
+ | * [[Temperature|Freezing]]: Frozen wastepacks won’t dissolve, but they take up a lot of space. | ||
+ | * '''Export''': Use caravans or transport pods to dump your wastepacks on the world map. For extra fun, you can even leave them as a gift in your enemies’ bases. People may not love you doing this. | ||
+ | * [[Polux trees]]: Heavily polluted maps will eventually sprout special polux trees. These trees slowly purify polluted terrain around them. Their delicate root network prevents them from being replanted. | ||
+ | * [[Wastepack atomizer]]s: High-tech wastepack atomizers let you completely neutralize the threat of toxic wastepacks. The process is somewhat slow - and quite expensive. | ||
+ | * '''Ignorance''': Polluting the land does have some benefits. Polluted terrain can grow new crops, like the fast-growing [[toxipotato]]. (Just don’t eat it raw.) Pollution can also attract new animal variants, like [[toxalope]]s and [[waste rat]]s. | ||
− | + | There’s no shortage of tools to deal with (or even embrace) pollution. Wearing anti-pollution gear, like face masks and gas masks, reduces your colonists’ exposure to pollutants. Transplanting artificial detoxifier organs makes your colonists immune to pollution’s toxic effects. There’s even pollution-related genetic modifications. | |
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{{Biotech navbox}} | {{Biotech navbox}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
Revision as of 18:25, 29 October 2022
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
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Creation
Pollution is created when toxic wastepacks are destroyed, whenever by burning, dumped by a caravan near your tile, or natural deterioration. Defoliator ships will also pollute a small radius of tiles when landing, centered on the ship. This is in addition to the actual defoliation; pollution spreads much slower.
Pollution may also exist from world generation, where certain tiles will be heavily polluted. You can configure the pollution coverage, with 5% as a default. Pollution can also spread to nearby tiles.
Pollution refers to toxic pollution - wood-fired generators and chemfuel generators won't create it, for instance.
Summary
Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50% and can only grow a limited number of plants: Toxipotatoes, deadbarrow cactus, devilstrand, and psychoid.
Pollution can be turned back into toxic wastepacks with a pollution pump, or by ordering colonists to clean it up.
Acidic Smog
If there is enough pollution present, a weather effect known as Acidic smog will occur. How often depends on the level of pollution.
Acidic smog slows plant growth, makes colonists unhappy, and deteriorates items.
Insectoids
Giant insects love pollution. When polluted terrain is present, there's a chance for insectoid cocoons to arrive from the ground. These coccoons will hatch if a pawn comes within a small radius of it.
Originally engineered as anti-mechanoid bioweapons, these insects are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier.
- Pollution stimulus (minor):
- Moving x110%
- Consciousness +5%
- Pollution stimulus (moderate):
- Moving x115%
- Consciousness +5%
- Pollution stimulus (maximum):
- Moving x120%
- Consciousness +5%
Pollution Mitigation
There are several ways to deal with pollution wastepacks.
- Freezing: Frozen wastepacks won’t dissolve, but they take up a lot of space.
- Export: Use caravans or transport pods to dump your wastepacks on the world map. For extra fun, you can even leave them as a gift in your enemies’ bases. People may not love you doing this.
- Polux trees: Heavily polluted maps will eventually sprout special polux trees. These trees slowly purify polluted terrain around them. Their delicate root network prevents them from being replanted.
- Wastepack atomizers: High-tech wastepack atomizers let you completely neutralize the threat of toxic wastepacks. The process is somewhat slow - and quite expensive.
- Ignorance: Polluting the land does have some benefits. Polluted terrain can grow new crops, like the fast-growing toxipotato. (Just don’t eat it raw.) Pollution can also attract new animal variants, like toxalopes and waste rats.
There’s no shortage of tools to deal with (or even embrace) pollution. Wearing anti-pollution gear, like face masks and gas masks, reduces your colonists’ exposure to pollutants. Transplanting artificial detoxifier organs makes your colonists immune to pollution’s toxic effects. There’s even pollution-related genetic modifications.