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− | == Creation | + | ==Creation== |
− | + | Pollution is created when [[toxic wastepack]]s are destroyed, whenever by burning, dumped by a [[caravan]] near your tile, or natural deterioration. [[Defoliator ship]]s 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. | |
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− | + | 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 generator]]s and [[chemfuel generator]]s won't create it, for instance. |
− | Pollution | + | == Pollution == |
+ | 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. | ||
− | + | Order colonists to manually clean up polluted terrain and they’ll package it back into toxic wastepacks. However, the safer option is to use automated pollution pumps to keep vulnerable colonists away from the pollution. | |
− | == | + | == Pollution Mitigation == |
− | + | There are several ways to deal with 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. | |
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− | + | == Pollution and insects == | |
− | + | Giant insects love pollution. Originally engineered as anti-mechanoid bioweapons, these insects are stimulated by the toxic fumes of polluted terrain, making them faster and deadlier. | |
− | Originally engineered as anti-mechanoid bioweapons, | ||
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* Pollution stimulus (minor): | * Pollution stimulus (minor): | ||
** Moving x110% | ** Moving x110% | ||
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** Consciousness +5% | ** Consciousness +5% | ||
− | + | When conditions are inhospitable, insects form stasis cocoons and burrow underground. These cocoons keep insects safe from fire, extreme temperatures, and other threats for decades. Many planets are littered with these cocoons, lying just below the surface. The scent of a dissolving wastepack can trigger the cocoons to resurface in a dormant state, until they’re disturbed… causing a mass eruption of insects. | |
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− | + | Cocoon infestations are threatening, but have their uses. They can be intentionally triggered to farm insect meat or be set up defensively in strategic locations. (Stop raiders in their tracks with a horde of angry insects!) You can also avoid cocoons altogether with strict wastepack management. | |
− | == | + | == Acidic Smog == |
− | + | When settling near a site with pollution, or through polluting your map, a weather effect known as Acidic smog will occur every few days (depending on the level of pollution). | |
− | + | Acidic smog slows plant growth, makes colonists unhappy, and deteriorates items. | |
{{Biotech navbox}} | {{Biotech navbox}} | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |