RimWorld

RimWorld

Toxic Buildup
Is there any way to cleanse out toxic buildup in any reasonable time frame? My most important colonist is trapped on a tile in a tiny box with -8 construction - 8 mining and -4 plants skill. Didn't realize just how fast toxic built up from traveling the world map and I couldn't say no to 2 revive serums in a polluted mountain range. It couldn't be someone less capable of surviving on their own and they have all the rideable animals for caravans with them and the animals guy has brain damage and is in a coma till his scarless genes deal with that.

Starvation is a low threat at the moment at least as are raids with the combat mechs along for the ride. In quite a pickle though.
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Showing 1-11 of 11 comments
Astasia Feb 4, 2024 @ 3:08pm 
I mean healer mech serum would do it, but that's clearly not ideal. Technically luciferium can cure it (apparently), but it probably wouldn't be faster. I'm pretty sure that's it, without mods. It's generally just a matter of keeping them in a safe area for a few days, it drops by like 8% per day.
hate that toxic buildup. made one of my warrior doctors have dementia, then one of my nudist lady cooks lol but with them i learned how healer mech serum picks the "worst" condition to cure. For Toni it ended up being one of his old scars from that ideology, which really sucks. but was able to use one to cure Velma's dementia with her 15 double passion cooking.
Laurie Feb 4, 2024 @ 5:33pm 
I know this isnt about cleansing, but ensure you wear gas masks to prevent it. It lowers it by 80% and if you can also get a mod where a marine helmet also includes protection and lowers it by 50%
MadArtillery Feb 4, 2024 @ 6:05pm 
Originally posted by Laurie:
I know this isnt about cleansing, but ensure you wear gas masks to prevent it. It lowers it by 80% and if you can also get a mod where a marine helmet also includes protection and lowers it by 50%
Hard to do on a mechanitor. I've got 3 colonists without brain damage and all 3 are mechanitors. going on a long trek without mechanitor head gear leaving mechs without bandwidth seemed too risky at the time. Really should have risked it apparently but I've never gone through quite so much pollution so slowly before.
Last edited by MadArtillery; Feb 4, 2024 @ 6:07pm
Laurie Feb 4, 2024 @ 7:17pm 
You could download a mod such as Pla Steel or another car mod and build vehicles so you can drive through the pollution instead of walk in it. Since you spend less time in it, the exposure to toxic buildup is about 80% lower
Legion Feb 4, 2024 @ 8:00pm 
Next time you'll just have to pass on it. Risk vs reward.
Veylox Feb 5, 2024 @ 6:52am 
Can't say I've ever had trouble with toxic build-up on caravans, does it even build up when the maps aren't loaded ? Either way you're just gonna have to travel back home and hope you don't get some massive illness

So many things can go wrong on extended trips that if things start going south, I'd rather pack my things and leave fast to deal with it at home rather than turtle in the middle of nowhere and hope it stabilizes there

Too many mood debuffs going on in caravans to afford waiting things out
Last edited by Veylox; Feb 5, 2024 @ 6:55am
Similar Feb 5, 2024 @ 7:13am 
Originally posted by MadArtillery:
Hard to do on a mechanitor. I've got 3 colonists without brain damage and all 3 are mechanitors. going on a long trek without mechanitor head gear leaving mechs without bandwidth seemed too risky at the time. Really should have risked it apparently but I've never gone through quite so much pollution so slowly before.
Maybe the detoxifier organs are actually a pretty good investment for mechanitors. I used to install them sometimes, but never ran into anything where I needed them, so I stopped doing it. But they might make certain situations a good bit less dangerous.
MadArtillery Feb 5, 2024 @ 8:14am 
Originally posted by Veylox:
Can't say I've ever had trouble with toxic build-up on caravans, does it even build up when the maps aren't loaded ? Either way you're just gonna have to travel back home and hope you don't get some massive illness

So many things can go wrong on extended trips that if things start going south, I'd rather pack my things and leave fast to deal with it at home rather than turtle in the middle of nowhere and hope it stabilizes there

Too many mood debuffs going on in caravans to afford waiting things out
They are completetly incapable of leaving because they are too high to get out. They'll simply pass out if I move another tile. Think I'll be playing 2 settlements for awhile at this point. The only way to survive was settling a 87% polluted tile and living in a tiny circle in the middle that wasn't polluted. Mining out a mountain base with scythers attacking a mountain side.

Originally posted by Similar:
Maybe the detoxifier organs are actually a pretty good investment for mechanitors. I used to install them sometimes, but never ran into anything where I needed them, so I stopped doing it. But they might make certain situations a good bit less dangerous.
I do think this is the route I'll have to go in the future. My main researcher and doctor is of course the one stuck out there so will be tough to slam out the researches but if I can get a paramedic out there and install some detoxifiers it's a decent way out of this mess.
Last edited by MadArtillery; Feb 5, 2024 @ 8:15am
Astasia Feb 5, 2024 @ 8:42am 
Originally posted by Veylox:
Can't say I've ever had trouble with toxic build-up on caravans, does it even build up when the maps aren't loaded ?

Toxic fallout doesn't cause buildup for caravans, but toxic spewers do, and caravaning over polluted world map tiles also causes buildup for caravan members depending on how polluted the tile is. Caravaning over highly polluted map tiles is like 40-50% build per day without protection, it can be pretty nasty.
MadArtillery Feb 5, 2024 @ 9:33am 
Originally posted by Astasia:
Originally posted by Veylox:
Can't say I've ever had trouble with toxic build-up on caravans, does it even build up when the maps aren't loaded ?

Toxic fallout doesn't cause buildup for caravans, but toxic spewers do, and caravaning over polluted world map tiles also causes buildup for caravan members depending on how polluted the tile is. Caravaning over highly polluted map tiles is like 40-50% build per day without protection, it can be pretty nasty.
Indeed disturbingly and terrifyingly so. Was not expecting it at all.
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Date Posted: Feb 4, 2024 @ 2:15pm
Posts: 11