Toxic wastepack
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: page is almost empty.. |
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 a byproduct that is created when using mech-related buildings.
Acquisition
Toxic wastepacks are a byproduct of using mech rechargers and mech large rechargers. The bigger your mechanoid, the more pollution it creates. When the recharger's waste meter fills up, mechs create pollution at a rate of 1 bandwidth cost = 5 wastepacks.
They are a more contained form of pollution, so are created by pollution pumps and pawns manually cleaning pollution on the ground.
They may also be dropped into your colony in a quest.
Summary
A toxic wastepack pollutes 6 ground tiles of a colony when they detoriate. A full stack of 5 wastepacks pollutes 30 tiles. When burned or damaged, they release tox gas. (What about natural walls / walls? Do they polute underneath?).
Releases tox gas when damaged, stack size is taken into account for the amount produced.[Detail Needed]
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.
Will disolve after 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.
- Dumping it via caravan. Dumping within 4 tiles of your colony will still cause some pollution to spread back.
- Dumping near a faction will lower goodwill proportional to distance, wastepacks, and current goodwill.
- If the wastepack is "unintentionally" lost due to all pawns in a caravan dying, there won't be any goodwill penalties. This comes at the cost of a colonist, any pack animals, and the respective mood penalty.
- Dumping with transport pods. This costs steel and chemfuel for each launch: to send 25 wastepacks takes 50, 1, and variable chemfuel. Pods allow you to easily drop waste to a faraway, hostile base, where goodwill simply doesn't matter.
- Wastepack atomizers have no explicit consequences. However, they are expensive to create, expensive in power, and aren't fast. One atomizer can support 4.6 bandwidth of mechanoids - a mechanitor is very likely to have more.
- Polux trees, another clean form of pollution removal. They can't be grown manually, and only appear if there's a lot of pollution, already.
- Shuttles. If the Royalty DLC is installed, you can load up visiting Empire shuttles with toxic wastepacks without consequences.
As shuttles have a carrying capacity of 1000kg, this trivialises wastepack management, provided you are on good terms with the empire and are still party to their quests.
credit to /u/BenightedAlizar on r/rimworld
Gallery
Version history
- Biotech DLC Release - Added