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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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{{Biotech}}{{Stub|reason=1.4.3555 impacts for dumping. Analysis, inc. whenever they are worth disposing at all}}
 
{{infobox main|
 
{{infobox main|
 
| name = Toxic wastepack
 
| name = Toxic wastepack
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===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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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 walls.
  
When burned or damaged, wastepacks release [[tox gas]], in addition to the pollution.
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When burned or damaged, they release [[tox gas]], in addition to the pollution.{{Check Tag|Detail Needed|See CompProperties_GasOnDamage}}
  
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]].
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When dropped in a [[caravan]] or unmanned [[transport pod]], they will lower [[goodwill]] of a nearby faction by some amount. In addition, factions may drop wastepacks back at you,and hostile factions can start a [[raid]].{{Check Tag|Mechanics unclear|How does this work?}} 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.
  
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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===Dissolution===
 
 
===Dissolving===
 
 
1 wastepack per stack will dissolve every 8 days, with the following factors:
 
1 wastepack per stack will dissolve every 8 days, with the following factors:
 
* 0.5x if indoors.
 
* 0.5x if indoors.
 
* 2x if in [[Weather|rain]] and outdoors, even if [[roof]]ed.
 
* 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.
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* 0x if {{Temperature|0}} or lower. No decrease for any temperature above freezing point.
  
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.
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This is separate from the actual [[deterioration]] mechanic. Even if temperature is below freezing, a wastepack will slowly lose HP and eventually be destroyed, when left outside and unroofed.
  
 
== Analysis ==
 
== Analysis ==
 
===Storage===
 
===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:
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A 7x7 room holds 245 wastepacks, and can be cooled by a single [[cooler]] in a double-walled room, when the outside temperature reaches up to {{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 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.
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*To store the waste of 2 [[toxifier generator]]s for ''6 years''. A [[pollution pump]] 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.
 
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 deteriorate naturally.''' Pollution is localized - wastepacks that deteriorate 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.
*'''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.''' Dumping near a [[faction base]] (up to 41 tiles, ?unknown 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.
 
**'''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]].  
 
**'''[[Caravan]]s''' take time and food to set up, and have a limited carrying capacity - especially without [[pack animal]]s or [[friendly mechanoids]].  
**'''[[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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**'''[[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, costs {{icon small|steel||50}}, {{icon small|component||1}}, and variable {{icon small|chemfuel}} [[chemfuel]].
**'''[[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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**'''[[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 rank. This permit can theoretically support up to 5 bandwidth (although the realistic value is slightly smaller).
 
*'''[[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.
 
*'''[[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.
*'''[[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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*'''[[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.
*'''[[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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*'''[[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]].
 
* [[Version/1.4.3555|1.4.3555]] - Added more consequences for dumping near a [[faction base]].
  
 
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