RimWorld

RimWorld

Jyggalad Oct 29, 2022 @ 10:13pm
What to do with toxic waste packs?
Title. Do I just pack them up in a caravan and throw them somewhere on the map? Will they cause pollution on the map tiles I set them on? Or do they just despawn?
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Showing 1-15 of 34 comments
Narrowmind Oct 29, 2022 @ 10:18pm 
The best I've heard of is throwing them at hostile camps. Yes, you can pollute other tiles if you just dump them. If you throw them at a place that isn't hostile, then it will hurt your reputation with other nearby factions.

Sorry if I've missed something.
Goldtooth™ Oct 29, 2022 @ 10:21pm 
You can also freeze them indefinetely and just horde them on your map
Hykal Oct 29, 2022 @ 10:22pm 
If you have the highest level of Mechanitor research, you can use an Atomizer to fully dispose of them safely.
Jyggalad Oct 29, 2022 @ 10:46pm 
Ah cool, thanks for the info guys
AmesNFire Oct 29, 2022 @ 11:05pm 
Another idea for when SOS is functional for 1.4, is to just dump the toxic materials somewhere in space.
dande48 Oct 29, 2022 @ 11:28pm 
If you have royalty, you can get the shuttle permit and once every 40 days load up ~165 and shoot them someplace far away. Or you can do the same with pods, at a higher price.

I don't know if anyone else felt this way, but the de-atomizer station was really underwhelming for the cost, research, power consumption, and time it takes to get rid of toxic waste.
Dervish Oct 30, 2022 @ 12:36am 
I put them in drop pods and dump them on an island at max range where nobody is close enough to complain about it

be aware that the pollution will spread to neighboring tiles so don't dump them too close to your home
Last edited by Dervish; Oct 30, 2022 @ 12:37am
saucisson sauvage Nov 13, 2022 @ 1:20pm 
I actualy place them in my jail >:)
Feyda Nov 13, 2022 @ 1:23pm 
Power cost for atomizer is getting cut in half. Pollution cleaning tree seeds coming in update.
Goldtooth™ Nov 13, 2022 @ 1:31pm 
gift them to orbital ships
ShadowTani Nov 13, 2022 @ 2:02pm 
On the current version of Rimworld on the unstable branch you can now acquire Polux tree seeds that you can plant without having to massively pollute your map first. This'll come to the stable version soon, stay tuned~ :3
Last edited by ShadowTani; Nov 13, 2022 @ 2:03pm
maerchen Nov 13, 2022 @ 2:31pm 
I rather have a mod that removes that game feature than another feature (tree) that handles this.
Goldtooth™ Nov 14, 2022 @ 7:00am 
Originally posted by maerchen:
I rather have a mod that removes that game feature than another feature (tree) that handles this.

Unfortunately this is common in modern gaming. A feature has difficulty or mild opposition to the player? just mod it out, CookieAlliance has a mod for that.
The Blind One Nov 14, 2022 @ 7:10am 
Originally posted by Camp Tyrant™:
Originally posted by maerchen:
I rather have a mod that removes that game feature than another feature (tree) that handles this.

Unfortunately this is common in modern gaming. A feature has difficulty or mild opposition to the player? just mod it out, CookieAlliance has a mod for that.

I don't mind challenges, I mind frustrating game mechanics for the sake of 'balance'.

In fact, I'd be happy to see a more intelligent raider AI that properly seeks cover, positions pawns as a group, actively uses strategy to take down defenses and has a game plan in how it wants to steal your wealth.

The way the game does it right now is just throw ever bigger waves of suicidal idiots at you that will by sheer attrition and wave tactics attempt to disable all your IEDs, turrets and defenses.

If the AI was at least mildly competent, then wave tactics and insanely large raids wouldn't be necessary and tactics and strategy would become more important. I'd rather have smaller more realistic waves with lots of strategy and tactics involved than suicidal penal battalions.
Goldtooth™ Nov 14, 2022 @ 7:13am 
You speak like the Human Player is not capable of knowing their exact pathfinding and resulting their "breach" into another killbox.
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Date Posted: Oct 29, 2022 @ 10:13pm
Posts: 34