Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They only produce waste when they are charging and they only need charging depending on how long you use them during a day. You can often shut down mechs when they aren't necessary such as shutting down agrihands when there's nothing to plant or constructoids when there's nothing to build, etc. This will save you in a lot of waste down the road.
For ease I just keep 2 control groups for this purpose alone, 1 = work, 2 = recharge. If they are working they will cost energy and thus produce waste over the long term, if they are recharging they will shut down if they can't charge any further, hence no further pollution.
I think it's something like 1 waste per day for a day's worth of a mech's labor, at least for the labor mechs. I personally keep all the military mechs on recharge/idle and only activate them when needed so they vastly produce less waste than the labor mechs.
Build a small (3x3 to 5x5) sized freezer is what I'd recommend initially. It doesn't need to be that big at the start. They don't produce that much waste initially anyway.
I think the atomizer are balanced around this idea of 1 waste per mech per day. They need recharging around every 5th day if I'm not mistaken and that produces about 5 waste in a recharge cycle which one atomizer will destroy in 2.5 days time.
So about one atomizer per two fully active mechs
That's a good tip for the combat mechs though, I'll keep all of my centurions and centipedes on charge mode until there's a fight.
Thanks!
Personally for mechanitor start I'll get;
2 lifters, 2 constructoids, 2 agrihands, and the rest militors, but you could realistically do with 1 of each and go full militors to stay safe.
My primary goal is making all of this self sustaining and then using excess atomizing ability for some power generation, just because I can never have enough power.
How many of those do you have (colonists that is)?
You sure your guys aren't 'wandering' and being lazy with that many lifters and cleaners? Optimizing your base layout may also save you a lot of needless worktime. Especially workbench layouts can be highly optimized nowadays using the shelves.
16 isn't small, it's about average to largish. A small colony is about 6 to max 12 colonists I'd say. The storytellers will try to kill off pops once you reach 18 as they'll consider that ''too many'' lol.
I could maintain my entire base of 12 (vanilla) with just 1 cleaner. Make sure you have everything tiled between workstations and ensure that pawns that walk over dirt don't drag it into the rest of the base. You should be able to cut down on sweepers but hey idk how you organized your base lol.
Also having a little swarm to help me clean up after raids is a huge boon.
I just don't want to have to trade one mess for another any overproduce toxic waste.
Every 1% energy = 1% waste production
So effectively you just divide their toxic waste production by 10 and you get their average waste output.
Then atomizers destroy 1 toxic waste per 12 hours
Finally base waste output is 5/Recharge for every unit, multiplied by their Bandwidth.
Therefore the waste output per day for each mechanoid is:
Millitor 0.5 / Day
Lifter 0.5 / Day
Constructoid 0.5 / Day
Agrihand 0.5 / Day
Cleansweeper 0.5 / Day
Fabricor 0.5 / Day
Paramedic 0.5 / Day
Pikeman 1 / Day
Scorcher 1 / Day
Scyther 1 / Day
Tunneler 1.5 / Day
Lancer 1 / Day
Tesseron 1.5 / Day
Legionary 1 / Day
Centipede 2 / Day
Diabolus 2.5 / Day
Centurion 2.5 / Day
War Queen 2.5 / Day
But realistically for combat mechs, the real cost is for repairs.
Interestingly, larger mechs such as Centipedes are actually cheaper to repair in terms of toxic waste / energy than smaller mechs. Lifters cost a whopping 66% energy to go from 0 to 100% HP, meanwhile Legionary are 33% energy, and Centipedes are 20% energy.