Difference between revisions of "Pollution"

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(→‎Acidic Smog: Split likely misconceptions to a third paragraph and elaborate on them. Kinda strange it doesn't do anything for pollution stimulus...)
(→‎Acidic Smog: pretty colours)
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If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.
 
If there is enough pollution present within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.
  
Acidic smog covers the area with a greenish haze, reduces light levels (28% reduction), slows plant growth (50% growth speed reduction, stacks with the reduced light levels for a total of 22% growth speed), makes colonists unhappy (-5 mood from "Acidic smog - 'The smog makes my eyes water and it smells awful. I wish I could just have a few fresh breaths.'"), and deteriorates items at 300% speed. The [[Genes#Total_antitoxic_lungs|Total antitoxic lungs]] gene will negate the mood penalty{{Check Tag|Lungs?|Do other sources of total environmental toxproofing, such as the artificial lungs, affect the penalty? What about partial immunity?}}, and anything indoors is completely immune to all effects (beyond the cosmetic green haze)
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Acidic smog covers the area with a greenish haze, reduces light levels by {{--|28%}}, slows plant growth ({{Bad|x50%}} (stacking with reduced light for a total of {{bad|22%}} growth), gives non-immune colonists the {{--|5}} ''Acidic Smog'' [[mood]]let, and [[deteroriate]]s items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the [[Genes#Total_antitoxic_lungs|Total antitoxic lungs]] or [[Genes#Tox immunity|Tox immunity]] [[gene]]s renders immunity to the acidic smog moodlet.{{Check Tag|Other immunities?|Do other sources of total environmental toxproofing, such as detox lungs, affect the penalty? What about partial immunity?}}
  
 
Despite what players may expect, it does not have any direct health effects, such as toxic buildup, nor is it affected by gas masks. It affects pollution-friendly plants such as [[Toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Genes#Pollution_stimulus|Pollution stimulus]]'s effects.
 
Despite what players may expect, it does not have any direct health effects, such as toxic buildup, nor is it affected by gas masks. It affects pollution-friendly plants such as [[Toxipotatoes]] the same as it does other plants. It does not provide or maintain [[Genes#Pollution_stimulus|Pollution stimulus]]'s effects.

Revision as of 12:22, 18 December 2022

Pollution refers to toxic pollution, largely as the byproduct of recharging friendly mechanoids. Even using a wood-fired generator or chemfuel generator won't create it, for instance.

Creation and Spread

Within Colonies

Ground pollution generated by a toxifier generator, visualized by the pollution overlay. The tiles under the player-built walls are polluted, though this does not show on the overlay.

A toxifier generator creates 6 tiles of pollution every 3 days. Each toxic wastepack that is destroyed also creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the wastepack atomizer.

Pollution spreads in an expanding circle. Natural rock walls block pollution spread, but player-made walls and structures do not.

Defoliator ships will also pollute an expanding circle of tiles when landing, centered on the ship. This is in addition to the actual defoliation; the additional pollution spreads much slower.

On the World Map

Dumping wastepacks on a hex utilizing caravans or transport pods will increase the pollution percentage of the hex by 0.05% per Wastepack dumped, or 1.3% per full transport pod. Once a world map hex reaches 100% pollution, any additional pollution gain will instead happen to one of its 8 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful.

Dumping wastepacks within 15 tiles of another faction settlement will cause the player to take a relationship penalty, scaling up with the number of wastepacks dumped and proximity to the settlement. Outlander and pirate factions may send a drop pod of waste back at you, while hostile factions can raid you.

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.

Summary

Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, regardless of the soil's original quality, and can only grow a limited number of plants: Toxipotatoes, devilstrand, psychoid, and a few types of trees (grey pine, deadbarrow cactus, etc.). Colonists will also recieve toxic buildup from these tiles.[Detail Needed] Having polluted tiles increases the map's overall pollution, which causes a number of effects.

Pollution on the ground 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 within 4 tiles of your world tile, a weather effect known as Acidic smog will occur. How often depends on the level of pollution present. Tiles 2-4 spaces away have a 0.5x multiplier to pollution.

Acidic smog covers the area with a greenish haze, reduces light levels by −28%, slows plant growth (×50% (stacking with reduced light for a total of 22% growth), gives non-immune colonists the −5 Acidic Smog moodlet, and deteroriates items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the Total antitoxic lungs or Tox immunity genes renders immunity to the acidic smog moodlet.[Other immunities?]

Despite what players may expect, it does not have any direct health effects, such as toxic buildup, nor is it affected by gas masks. It affects pollution-friendly plants such as Toxipotatoes the same as it does other plants. It does not provide or maintain Pollution stimulus's effects.

Insectoids

Originally engineered as anti-mechanoid bioweapons, Giant insects are drawn to pollution. When a toxic wastepack is destroyed, there's a chance for insectoid cocoons to emerge from the ground. These coccoons will hatch if a pawn comes within a small radius of it.

Pollution Stimulus

Insects and humans with the Pollution Stimulus gene 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

Cleaning polluted tiles

  • Having colonists manually clean pollution via the Zoning tab. This exposes them to toxic buildup.
  • Pollution pumps automatically pick up pollution in the area when powered.
  • Letting polux trees cleanly consume pollution. However, they only grow in sufficiently polluted areas, and seeds are difficult to come across.

Note that the former two ways of cleaning pollution up only turn it into toxic wastepacks, which then need to be dealt with somehow.

Living with pollution