User:Cauterite/Sandbox

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Pollution refers specifically to map pollution caused by the spread of toxic pollution, which generally results from the use of toxifier generators or the decay of toxic wastepacks, which are generally produced via the recharging of friendly mechanoids. Using wood-fired generators or chemfuel generators does not produce pollution.

Creation and spread[edit]

Within colonies[edit]

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.

Each toxic wastepack that is destroyed or disintegrates creates 6 tiles of pollution. Any means of destroying wastepacks creates pollution, except for the wastepack atomizer.

A toxifier generator creates 6 tiles of pollution every 3 days.

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

Pollution created again in the same area will spread in an expanding circle. Natural rock walls block the pollution spread, but player-made walls and other structures do not (including smoothed walls).

Pawns lingering in polluted tiles will accumulate Toxic buildup at a rate of 40% per day, assuming no Toxic Environment Resistance or Toxic Resistance. Unlike Toxic fallout or other map conditions, this is not mitigated by roofing the tile.

On the World Map[edit]

Hexes on the world map can be polluted on world generation or by player action.

Initial pollution coverage can be configured on world generation, with 5% as a default. Pollution will be distributed in splotches around the world map, with heavily polluted hexes surrounded by less polluted hexes.

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 6 possible neighboring tiles- this can spread pollution to the player's colony if one is not careful.

Caravans walking through polluted terrain will accumulate Toxic buildup based on their Toxic Environment Resistance and Toxic Resistance stats. The unmitigated rate will be at 20%/day for Moderately Polluted tiles (50-75% pollution) and 40% per day for Extremely Polluted tiles (75~100% pollution).

Goodwill Effect[edit]

Pollution can lower goodwill of other factions if the player is deemed responsible:

  • When dumping wastepacks onto an inactive world tile, such as via a caravan or transport pod.
  • When abandoning a settlement or exiting a site containing wastepacks (including campsites, caravan ambush sites, mission sites).
  • When abandoning a settlement or exiting a site where the pollution level is higher than it was when the world tile was initially settled on or entered.
  • When a wastepack dissolves in any world tile which is not player-controlled.

The affected faction is determined by the closest non-player settlement to the polluted world tile. If there are multiple factions located the same distance from the tile, a random faction is chosen among them.

The goodwill penalty is calculated based on the distance to the faction settlement and the number of wastepacks worth of pollution created. If intact wastepacks are left behind, or a wastepack dissolves on a non player-controlled site, the number of wastepacks is simply counted. If polluted tiles are left behind, the number of polluted tiles initially generated on the map is subtracted from the current number of polluted tiles, then divided by 6 to get the equivalent number of wastepacks. The result is rounded down, so 5 extra tiles or less is equivalent to zero wastepacks - however, the penalty will only be skipped if the number of extra tiles is zero. Wastepacks and polluted tiles are penalised independently - even if the net result is a reduction in pollution, leaving behind any wastepacks will still incur a penalty.

If a wastepack dissolves on a non player-controlled site, and the pollution isn't cleaned up, the goodwill penalty is applied twice: once immediately when the wastepack dissolves, and again after exiting the site.


Distance Goodwill
Multiplier
Graph
0 1
1 0.5
2 0.2
5 0.1
8 0.066
>16 0.05

Summary[edit]

Pollution takes the form of polluted tiles. Polluted soil has a fertility of 50%, as long as the soil's original fertility is greater than 0%. Polluted soil can only grow a limited number of plants, namely:

Having polluted tiles increases the map's overall pollution, which causes a number of effects.

Colonists will receive toxic buildup while standing or walking on these tiles at a rate of 40% severity per day.

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[edit]

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 outdoor area with a greenish haze, reduces light levels by −28%, slows plant growth by ×50% (stacking with reduced light for a total of 22% growth), gives non-immune colonists the −5 Acidic Smog moodlet, and deteriorates items at 300% speed. Items and pawns indoors are not affected by acidic smog in any way. Having the Total antitoxic lungs, Tox immunity or BreathlessContent added by the Odyssey DLC genes, having any installed Detoxifier or Fleshmass lungs or having 100% Toxic Environment Resistance / Toxic Resistance renders immunity to the acidic smog moodlet. Partial antitoxic lungs / Tox resistance genes do not resist the acidic smog moodlet.

Despite what players may expect, acidic smog itself does not have any negative health effects. The smog will affect pollution-friendly plants such as toxipotatoes the same as it does other plants. It does not provide or maintain Pollution stimulus's effects.

Insectoids[edit]

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 cocoons will hatch if a pawn comes within a small radius of them.

Pollution stimulus[edit]

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[edit]

Cleaning polluted tiles[edit]

  • Having colonists manually clean pollution using a Pollution removal area.
  • 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[edit]

Toxic resistance stacks additively with other sources of Toxic Resistance, but stacks multiplicatively with Toxic Environment resistance. For example, a face mask and detoxifier lung, or face mask and partial antitoxic lungs, offers 100% resistance to pollution. A face mask and detoxifier kidney only provides 75% resistance to pollution.

Version history[edit]

  • Biotech DLC Release - Introduced.
  • 1.4.3682 - Fix: Pollution overlay grid not updating after cell-filling buildings are destroyed.
  • 1.5.4062 - Fix: Several issues with pollution clearing.
  • 1.6.4566 - Gravships no longer clear pollution when landing.