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− | {{Biotech}}{{Stub|reason= | + | {{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 | + | 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, | + | When burned or damaged, they release [[tox gas]], in addition to the pollution.{{Check Tag|Detail Needed|See CompProperties_GasOnDamage}} |
− | When | + | 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. |
− | + | ===Dissolution=== | |
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− | === | ||
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. | + | * 0x if {{Temperature|0}} or lower. No decrease for any temperature above freezing point. |
− | + | 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, | + | 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]] | + | *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=== | ||
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Most means of destroying wastepacks have some sort of consequence: | Most means of destroying wastepacks have some sort of consequence: | ||
− | *'''Letting it | + | *'''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 | + | *'''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, | + | **'''[[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 | + | **'''[[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. | + | *'''[[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. |
− | + | ||
− | + | [[File:urxiy5rm3nw91.jpg|400px]] | |
+ | <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 | ||
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* [[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]]. | ||
{{Biotech navbox}} | {{Biotech navbox}} |