RimWorld

RimWorld

Are mechanoids worth the pollution?
Hello,

I have a colony of five relatively healthy baseline human pawns with no pollution nearby. Our tech is almost getting into Star-Tech.

Is it worth investing mechanoids and making a pawn a dedicated mechanist even though mechs produce pollution? (I believe when recharging)

Thanks
Originally posted by HunterSilver:
So the tl;dr is 'Yes'

The longer answer is that mechanoid getation, mechanoid charging, and toxifier generators produce a relatively small amount of toxic waste that is very manageable and can be kept frozen safely

So assuming 100% up time on your mechanoids, which isn't realistic, here's how much toxic waste each would produce a day:
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

Each mechanoid consumes 10% charge per full in-game day of work, but only 3% when on idle, and passively recharges when set to 'recharge' mode. Each mechanoid also uses charge for repairs. A lifter uses 66% of its charge to go from 0% hp to 100% hp, while a centipede uses 20% charge to go from 0% hp to 100% hp. You only receive toxic waste when they charge at a station.

So lifters and sweepers are likely at near 100% uptime, so expect an average of 0.5 toxic waste per day from them. Combat mechs will produce nothing until they get into a fight, and then you'll get toxic waste based on how badly damaged they were. It's Way more efficient to send combat mechs into battles than non-combat mechs, as it costs less charge to repair them and they'll take less damage on average.

The toxifier generator is also a great help to alleviate power constraints. It produces 6 tiles of pollution every 3 days. 6 tiles of pollution translate to 1 toxic waste, so 0.33 toxic waste per day on average. That's 1400w produced for 0.33 toxic waste with no fuel input. It's an amazing value proposition. 1 Pollution Pump will also clean up 0.66 toxic waste per day, so 1 pump can safely clean up 2 toxifier generators for you, so your colonists aren't exposed to the pollution.

Once you have the tech, an atomizer destroyed 2 toxic waste per day for 800w, or roughly 400w per 1 toxic waste. This means that for every 4 lifters/sweepers/constructoids/etc that you have, you'll want 1 atomizier to automatically handle the toxic waste for you. This also means that for every 3 toxifiers you have, you need 1 atomizer.

The value proposition is insane.
< >
Showing 1-11 of 11 comments
Dah Big Bird! Nov 3, 2022 @ 4:28pm 
Yes. The mechanoids are very good free manual labor and some (like the diabolus) are very strong defenders.
The author of this thread has indicated that this post answers the original topic.
HunterSilver Nov 3, 2022 @ 4:29pm 
So the tl;dr is 'Yes'

The longer answer is that mechanoid getation, mechanoid charging, and toxifier generators produce a relatively small amount of toxic waste that is very manageable and can be kept frozen safely

So assuming 100% up time on your mechanoids, which isn't realistic, here's how much toxic waste each would produce a day:
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

Each mechanoid consumes 10% charge per full in-game day of work, but only 3% when on idle, and passively recharges when set to 'recharge' mode. Each mechanoid also uses charge for repairs. A lifter uses 66% of its charge to go from 0% hp to 100% hp, while a centipede uses 20% charge to go from 0% hp to 100% hp. You only receive toxic waste when they charge at a station.

So lifters and sweepers are likely at near 100% uptime, so expect an average of 0.5 toxic waste per day from them. Combat mechs will produce nothing until they get into a fight, and then you'll get toxic waste based on how badly damaged they were. It's Way more efficient to send combat mechs into battles than non-combat mechs, as it costs less charge to repair them and they'll take less damage on average.

The toxifier generator is also a great help to alleviate power constraints. It produces 6 tiles of pollution every 3 days. 6 tiles of pollution translate to 1 toxic waste, so 0.33 toxic waste per day on average. That's 1400w produced for 0.33 toxic waste with no fuel input. It's an amazing value proposition. 1 Pollution Pump will also clean up 0.66 toxic waste per day, so 1 pump can safely clean up 2 toxifier generators for you, so your colonists aren't exposed to the pollution.

Once you have the tech, an atomizer destroyed 2 toxic waste per day for 800w, or roughly 400w per 1 toxic waste. This means that for every 4 lifters/sweepers/constructoids/etc that you have, you'll want 1 atomizier to automatically handle the toxic waste for you. This also means that for every 3 toxifiers you have, you need 1 atomizer.

The value proposition is insane.
Hagakure Nov 3, 2022 @ 4:51pm 
Store it in a freezer and when you have enough you can just drop pod it to a hostile area on the map far away, making it no longer a you problem.

that's what I do..
Helios Nov 3, 2022 @ 5:03pm 
Originally posted by Paul Allen's Card:
Hello,

I have a colony of five relatively healthy baseline human pawns with no pollution nearby. Our tech is almost getting into Star-Tech.

Is it worth investing mechanoids and making a pawn a dedicated mechanist even though mechs produce pollution? (I believe when recharging)

Thanks
if you can afford the power there is a building (wastepack atomizizer 8k research)that destroys wastepacks every few days but need 800w each i have 5 of them for 12 normal and 10 large mechs.
Rithirin Nov 3, 2022 @ 5:04pm 
Originally posted by Hagakure:
Store it in a freezer and when you have enough you can just drop pod it to a hostile area on the map far away, making it no longer a you problem.

that's what I do..
This is the way.
Chibi Life Nov 3, 2022 @ 5:24pm 
Originally posted by Hagakure:
Store it in a freezer and when you have enough you can just drop pod it to a hostile area on the map far away, making it no longer a you problem.

that's what I do..

Sounds familiar. Throwing biological weapons at your enemies. Wonder where I've heard this strategy before.
MagnusGrey Nov 3, 2022 @ 5:35pm 
Originally posted by Neko Time:
Originally posted by Hagakure:
Store it in a freezer and when you have enough you can just drop pod it to a hostile area on the map far away, making it no longer a you problem.

that's what I do..

Sounds familiar. Throwing biological weapons at your enemies. Wonder where I've heard this strategy before.

Toxic waste is not a biological weapon :P
Steelfleece Nov 3, 2022 @ 5:57pm 
Originally posted by MagnusGrey:
Originally posted by Neko Time:

Sounds familiar. Throwing biological weapons at your enemies. Wonder where I've heard this strategy before.

Toxic waste is not a biological weapon :P

Absolutely! It's a chemical weapon.
Chibi Life Nov 3, 2022 @ 5:58pm 
Originally posted by Steelfleece:
Originally posted by MagnusGrey:

Toxic waste is not a biological weapon :P

Absolutely! It's a chemical weapon.
Oh true, it is technically a chemical weapon that can also lead to illness with the population exposed.
You could keep some military mechanoids on self-charge mode then wake them up when there's a raid instead of keeping them active (idling) and using the charging stations.
What Zitt Tooya Nov 4, 2022 @ 3:43pm 
Thank you all for the help, especially HunterSilver. Breaking it down into numbers really makes it a clear choice if I have the resources.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Nov 3, 2022 @ 4:14pm
Posts: 11