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{{Biotech}}{{Stub|reason=1) 1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all 2) Type }}
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{{infobox main|
 
{{infobox main|
 
| name = Toxic wastepack
 
| name = Toxic wastepack
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'''Toxic wastepacks''' are waste products created by mech-related buildings or the cleanup of [[polluted]] tiles.
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'''Toxic wastepacks''' are a byproduct created by mech-related buildings, the cleanup of [[Pollution]], .
  
 
== Acquisition ==
 
== Acquisition ==
[[Pollution pump]]s 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 [[Quests#Wastepack_Dumping|quest]].
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[[Pollution pump]]s and pawns manually cleaning [[pollution]] on the ground generate Wastepacks. Wastepacks may also be dropped into your colony as part of a [[Quests#Wastepack_Dumping|quest]].
  
 
===Mechanoid Recharging and Gestation===
 
===Mechanoid Recharging and Gestation===
Toxic wastepacks are produced when [[friendly mechanoids]] utilize [[mech recharger]]s or [[large mech recharger]]s, 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.
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Toxic wastepacks are produced when Mechs utilize [[mech recharger]]s or [[large mech recharger]]s, and whenever a [[mech gestator]] or [[large mech gestator]] finishes gestating. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.
 
{{Mech Bandwidth}}
 
{{Mech Bandwidth}}
  
 
== Summary ==
 
== Summary ==
 
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]].  
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1 wastepack per stack will disolve every 8 days, with the following factors:
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* 0.5x if indoors
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* 2x if in [[Weather|Rain]]
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* 0x if {{Temperature|0}} or lower. No decrease for any temperature above freezing point.
  
 
===Pollution===
 
===Pollution===
When a wastepack is destroyed in any fashion, they will pollute 6 ground tiles of a colony, per wastepack. A full stack of 5 wastepacks pollutes 30 tiles. This pollution can spread through constructed [[wall]]s, but will not bypass natural stone walls.
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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 burned or damaged, wastepacks release [[tox gas]], in addition to the pollution.
 
 
 
When dumped from a [[caravan]] or sent via unmanned [[transport pod]], wastepacks will lower the [[goodwill]] of a nearby faction or the faction base that you polluted. The goodwill loss is proportional to the amount of waste dumped: −1 goodwill for just a few  packs nearby, −60 or more for multiple pods filled with wastepacks dumped directly on a base. Factions (except tribes) may retaliate by dropping wastepacks back at you, and hostile factions may send an additional [[raid]].
 
  
Wastepacks dumped on the world map immediately pollute the world tile by 0.05%, requiring 2000 wastepacks to completely pollute a hex from 0% to 100%.
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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.
 
 
===Dissolving===
 
1 wastepack per stack will dissolve every 8 days, with the following factors:
 
* 0.5x if indoors.
 
* 2x if in [[Weather|rain]] and outdoors, even if [[roof]]ed.
 
* 0x if {{Temperature|0}} or lower. Any temperature above freezing point will not slow the dissolving of the wastepack.
 
 
 
The packs also deteriorate in the same way as all other items. As an example, 5 Toxic wastepacks left out in the rain will dissolve 1 wastepack after 4 days and deteriorate the rest over the course of the next day or so as they lose HP at a rate of 20 per day outside in the rain. This means that even if temperature is below freezing when left outside or unroofed, a wastepack will slowly lose HP and eventually be destroyed, releasing the pollution inside. Unlike most other items, deterioration leaves behind the pollution inside rather than deleting the item altogether.
 
  
 
== Analysis ==
 
== Analysis ==
===Storage===
 
A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, and is effective up to an outside temperature of {{Temperature|41}}. 245 wastepacks are enough storage:
 
*To constantly run 8 [[bandwidth]] worth of [[mechanoid creation|mechanoids]] for 1 entire year, 4 bandwidth of mechs for 2 years...
 
*To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]], or a pawn cleaning the pollution by hand, is required to turn ground pollution into wastepacks.
 
Depending on [[biome|climate]] and freezer setup, you can get more storage with 1 cooler. And this is 1 cooler - worth {{Required Resources|Cooler}} and {{Q|Cooler|Power Consumption}} W of [[power]] (plus the material for [[wall]]s and [[door]]s). You can easily use multiple coolers to store your waste. This gives you enough time to get a form of waste disposal ready.
 
 
 
===Disposal===
 
===Disposal===
{{Stub|section=1|reason=Pit gate disposal, [https://www.reddit.com/r/RimWorld/s/37oXn4gCJP ludeon approved] (External link)}}
 
[[File:urxiy5rm3nw91.jpg|thumb|400px|right|<small>credit to /u/BenightedAlizar on r/rimworld</small>]]
 
 
Most means of destroying wastepacks have some sort of consequence:
 
Most means of destroying wastepacks have some sort of consequence:
  
*'''Letting it pollute.''' Pollution is localized - wastepacks that deteriorate or dissolve away from your base won't have an impact, at least for a while. [[Insectoid]]s may come as wastepacks are destroyed, and [[acidic smog]] can happen at high enough pollution levels.
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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.
*'''Dumping it offsite.''' Dumping near a [[faction base]] (up to 41 tiles?{{Check Tag|Safe distance?}}) will lower [[goodwill]] proportional to distance, wastepacks, and current goodwill. Wastepacks may also be dropped back 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.
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*'''Dumping it''' via [[caravan]]. Dumping within 4 tiles of your colony will still cause some pollution to spread back.
**'''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]].  
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**Dumping near a faction will lower [[goodwill]] proportional to distance, wastepacks, and current goodwill.
**'''[[Transport pod]]s''' can dump wastepacks far away. You can choose which faction to anger, or possibly dump it away from anybody. 1 pod, which can store up to 25 wastepacks, and per launch costs {{Required Resources|Transport pod}}, and a variable amount of {{icon small|chemfuel}} [[chemfuel]] depending on how far you launch it.
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**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 animal]]s, and the respective [[mood]] penalty.
**'''[[Shuttle]]s''' {{RoyaltyIcon}} store up to 166 wastepacks (1000kg) at a time, and simply transporting waste will not anger the [[Empire]] - dumping it has the usual penalties. This costs 1 permit slot, has a cooldown of 40 days, and requires a [[noble]] pawn of at least Knight/Dame rank. This permit can theoretically support up to 5 bandwidth without honor costs (although the realistic value is slightly smaller).
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*'''Dumping via [[transport pod]]s'''. This costs [[steel]] and [[chemfuel]] for each launch: to send 25 wastepacks takes {{icon small|steel||50}}, {{icon small|component||1}}, and variable {{icon small|chemfuel}} [[chemfuel]]. Pods allow you to easily drop waste to a hostile, faraway base, where goodwill simply doesn't matter.
*'''[[Wastepack atomizer]]s''' have no direct consequences from their use. However, they require a precious [[nano structuring chip]] to create, a fair amount of [[power]], and aren't fast. One atomizer can support 4.8 [[bandwidth]] of mechanoids - a [[mechanitor]] is very likely to have more.
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*'''Dumping via [[shuttle]]s'''.{{RoyaltyIcon}} You can load [[Empire]] [[titles#Call transport shuttle|shuttles]] with toxic wastepacks. As shuttles have a carrying capacity of 1000kg, this allows the movement of 166 wastepacks at a time, provided you are on good terms with the empire. Normal goodwill penalties will apply if wastepacks are delivered within 15 tiles of another faction's settlement, but there is no goodwill hit from the Empire for merely using the shuttle for the delivery.
*'''[[Polux tree]]s''', which are another clean form of pollution removal. These trees only grow naturally if there is plenty of pollution already, though [[polux seed|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, but will erase [[pollution]] directly from the ground. This is also a downside for dealing with future pollution, as these trees do not stop wastepack infestations.
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*'''[[Wastepack atomizer]]s''' 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.
*'''[[Death acidifier]]s''', which exploitatively deletes wastepacks carried on a pawn with the implant on death. A pawn can carry in its inventory up to the total colony carrying capacity of wastepacks by exploitatively forming caravans. This does not cause pollution.
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*'''[[Polux tree]]s''', which are another clean form of pollution removal. They can't be grown manually, and only appear if there's a lot of pollution, already.
*'''[[Subcore ripscanner]]s''', which exploitatively locks wastepacks carried on a pawn on death. The pawn's corpse can then be destroyed along with any wastepacks in its inventory. This does not cause pollution.
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[[File:urxiy5rm3nw91.jpg|400px]]
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<br><small>credit to /u/BenightedAlizar on r/rimworld</small>
  
 
== Gallery ==
 
== Gallery ==
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== Version history ==
 
== Version history ==
 
* [[Biotech DLC]] Release - Added
 
* [[Biotech DLC]] Release - Added
* [[Version/1.4.3542|1.4.3542]] - Fix: Can destroy wastepacks on temp tiles to avoid relationship penalty loss.
 
* [[Version/1.4.3555|1.4.3555]] - Added more consequences for dumping near a [[faction base]].
 
  
 
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