Difference between revisions of "Toxic wastepack"
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− | {{Biotech}}{{Stub}} | + | {{Biotech}}{{Stub|reason=1.4.3555 impacts for dumping}} |
{{infobox main| | {{infobox main| | ||
| name = Toxic wastepack | | name = Toxic wastepack | ||
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Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on [[shelf|shelves]]. | Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on [[shelf|shelves]]. | ||
+ | ===Pollution=== | ||
+ | Wastepacks pollute 6 ground tiles of a colony, per wastepack, when they deteoriate. A full stack of 5 wastepacks pollutes 30 tiles. When burned or damaged, they release [[tox gas]], in addition to the pollution.{{Check Tag|Detail Needed|See CompProperties_GasOnDamage}} (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. There's no extra effect on an already hostile faction. 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: | 1 wastepack per stack will disolve every 8 days, with the following factors: | ||
* 0.5x if indoors | * 0.5x if indoors | ||
* 2x if in [[Weather|Rain]] | * 2x if in [[Weather|Rain]] | ||
* 0x if {{Temperature|0}} or lower. No decrease for any temperature above freezing point. | * 0x if {{Temperature|0}} or lower. No decrease for any temperature above freezing point. | ||
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== Analysis == | == Analysis == | ||
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*'''Letting it deteroriate naturally.''' Pollution is localized - wastepacks that deteroriate away from your base won't have an impact, at least for a while. [[Insectoid]]s may come due to overall pollution, as does acidic smog. | *'''Letting it deteroriate naturally.''' Pollution is localized - wastepacks that deteroriate away from your base won't have an impact, at least for a while. [[Insectoid]]s may come due to overall pollution, as does acidic smog. | ||
− | *'''Dumping it''' | + | *'''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. |
− | + | **[[Caravan]]s take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoid]]s. | |
− | ** | + | **[[Transport pod]]s can dump wastepacks far away. 1 pod can store up to 25 wastepacks, and costs {{icon small|steel||50}}, {{icon small|component||1}}, and variable {{icon small|chemfuel}} [[chemfuel]]. |
− | * | + | **[[Shuttle]]s{{RoyaltyIcon}} store up to 166 wastepacks (1000kg), and simply transporting waste will not anger the [[Empire]]. You'll need a [[noble]] pawn of at least Knight rank and be on good terms with the empire. This costs 1 permit slot, and has a cooldown of 40 days. This permit can theoretically support up to 5 bandwidth (although the realistic value is slightly smaller). |
− | * | ||
*'''[[Wastepack atomizer]]s''' have no explicit consequences. However, they are expensive to create, expensive in [[power]], and aren't fast. One atomizer can support 2.4 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more. | *'''[[Wastepack atomizer]]s''' have no explicit consequences. However, they are expensive to create, expensive in [[power]], and aren't fast. One atomizer can support 2.4 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more. | ||
− | *'''[[Polux tree]]s''', which are another clean form of pollution removal. | + | *'''[[Polux tree]]s''', which are another clean form of pollution removal. Pollux trees naturally grow only 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. However, these trees can clean [[pollution]] directly from the ground. |
[[File:urxiy5rm3nw91.jpg|400px]] | [[File:urxiy5rm3nw91.jpg|400px]] |
Revision as of 04:40, 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. |
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 |
---|---|---|
1 | 5 | |
2 | 10 | |
3 | 15 | |
4 | 20 | |
5 | 25 |
Summary
Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on shelves.
Pollution
Wastepacks pollute 6 ground tiles of a colony, per wastepack, when they deteoriate. 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. There's no extra effect on an already hostile faction. 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. 1 pod can store up to 25 wastepacks, and costs 50, 1, and variable chemfuel.
- Shuttles store up to 166 wastepacks (1000kg), and simply transporting waste will not anger the Empire. You'll need a noble pawn of at least Knight rank and be on good terms with the empire. This costs 1 permit slot, and has a cooldown of 40 days. This permit can theoretically support up to 5 bandwidth (although the realistic value is slightly smaller).
- Wastepack atomizers have no explicit consequences. However, they are expensive to create, expensive in power, and aren't fast. One atomizer can support 2.4 bandwidth of mechanoids - a mechanitor is very likely to have more.
- Polux trees, which are another clean form of pollution removal. Pollux trees naturally grow only 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. However, these trees can clean pollution directly from the ground.
credit to /u/BenightedAlizar on r/rimworld
Gallery
Version history
- Biotech DLC Release - Added