RimWorld

RimWorld

douglas0828 Nov 16, 2023 @ 3:39pm
Toxic waste is overwhelming
I have 3 atomizers going but still somehow averaging 1000 units of waste per year. Does the waste multiply if the bag bursts open and then cleaned up? I only have a few robots but holy hell it's like almost impossible to deal with. Also my factions have begun toxifying the world. Is there a reason the factions need to pollute the world on top of my trash? Kinda need an alternative to pollution cleanup rather than atomizers and the trees don't really help.
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Showing 1-12 of 12 comments
di eshor ribly Nov 16, 2023 @ 4:13pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2879363370

I run pretty heavily modded games, so I usually end up having 20-40 mechs per colony when I have a mechanitor. I use one atomizer and have no waste on my map.

Without using mods though, just pod the waste out into the ocean/ice sheet regions. If you ship the waste off to enemy factions they usually fire it right back at you.
douglas0828 Nov 16, 2023 @ 4:43pm 
Originally posted by di eshor ribly:
https://steamcommunity.com/sharedfiles/filedetails/?id=2879363370

I run pretty heavily modded games, so I usually end up having 20-40 mechs per colony when I have a mechanitor. I use one atomizer and have no waste on my map.

Without using mods though, just pod the waste out into the ocean/ice sheet regions. If you ship the waste off to enemy factions they usually fire it right back at you.
thanks for the mod but yeah im not freezing my trash but I think I am getting extra trash because I let the bag just burst open and I have like 5 mechs =/ . My raider factions have never fired my waste back at me but instead just pollute their neighboring tiles. I also use the extended combat mod which makes most encounters with mechs quite deadly.. for me not for them.
Wasted Nov 16, 2023 @ 5:11pm 
You can summon a hostile Apocriton with a mechanitor and a mechband dish, destroying the dish in the process. Therefore, summoning one requires the High Mechtech research. However, they are not exclusive to summoning, as strong enough mechanoid raids may feature one or even multiple.

Summoning:

1x Apocriton with heavy shield unit, 6x militor, 5x scyther
1x Apocriton with heavy shield unit, 6x militor, 4x scyther, 4x tesseron
1x Apocriton with heavy shield unit, 10x militor, 6x scyther, 1x diabolus
1x Apocriton with heavy shield unit, 10x militor, 2x tunneler, 2x diabolus
1x Apocriton with heavy shield unit, 10x militor, 1x tunneler, 2x centipede (blaster), 2x diabolus, 1x centurion
1x Apocriton with heavy shield unit, 10x militor, 5x scyther, 2x centipede (blaster), 3x diabolus, 1x centurion
1x Apocriton with heavy shield unit, 12x militor, 10x lancer, 5x tunneler, 4x centipede (blaster), 1x war queen
1x Apocriton with heavy shield unit, 15x militor, 10x scyther, 8x centipede (blaster), 2x diabolus, 1x war queen

Like the other mechanoid bosses, after being summoned 8 times, the next summon will be the same as wave 6. The wave count is per playthrough, not per colony or map. If the apocriton is summoned for the first time on one map, summoning another on a second map will bring the second wave. However, resetting your colony through the archonexus chain of quests will reset the wave count.
Wasted Nov 16, 2023 @ 5:13pm 
i was running like 6 atomizer last game before i got bored and made a new game. Make a bunch of connected pod launcher and launch like 450 waste packs at a time at an always hostile enemy. then they raid you or send em back and sometimes you have to do a few runs to get rid of em all

you have to stack the launchers on top of each other like 15 tall

or send a caravan and dump the packs

also your large mechs that you use only in battle make a safe area and have them auto charge when not being used in battle that really reduces wastepack output.

Eventually you can probably get enough atomizers, but the problem is you keep getting more mechinators and then you want to keep building more mechs etc.

pollux trees are mostly worthless and i had a bunch die/despawn after some weather event.

i usually try to keep the packs frozen always and if the enemy sends a lot of packs then i go get em all asap and put into freezer before I relaunch em.

also its great if walkin freezer is very close to pod launchers.
Last edited by Wasted; Nov 17, 2023 @ 5:11pm
Veylox Nov 16, 2023 @ 5:54pm 
You could also just embrace the waste and make your pawns genetically immune
Last edited by Veylox; Nov 16, 2023 @ 5:54pm
Astasia Nov 16, 2023 @ 9:45pm 
Originally posted by douglas0828:
I have 3 atomizers going but still somehow averaging 1000 units of waste per year. Does the waste multiply if the bag bursts open and then cleaned up?

One wastepack is 6 tiles of pollution if it deteriorates, if cleaning pollution a pawn will generally clear up 6 tiles of pollution at once and convert them into one wastepack. So there is no multiplication there.

A 325x325 map is 105,625 tiles, you are producing 6000 tiles of pollution per year essentially, so you are good to just dump the wastepacks in a corner and ignore it for like 17 years before it becomes an issue. A default sized 250x250 map is 62,500 tiles, so more like 10 years.

One Atomizer can destroy 2 wastepacks per day, or 120 per year.

Point being you have plenty of time to work toward getting a few more atomizers if you want. Don't be afraid to have some pollution on your map, it doesn't affect mechs and is easily countered in your humans by that point. You just need a few tiles clear for your farms, unless you don't need healroot/devilstrand anymore in which case you can just paint the map green and live off toxipotatoes.
Last edited by Astasia; Nov 16, 2023 @ 9:45pm
Half Phased Nov 16, 2023 @ 11:39pm 
Going of a hazy memory, one atomizer can handle the toxic waste of 4.8 controls worth of mechanoid charging. (This changes with combat, as repairing mechanoids needs more recharging, but combat mechs can spend a good chunk of their time powered off or self charging.)

Anyway, you can currently support 14.4 control of mechs worth of recharging with your atomizers. If you have more mechs than that, you’re going to need more atomizers.
The Blind One (Banned) Nov 16, 2023 @ 11:44pm 
Mech wastepack production is synched with their bandwidth usage according to the wiki.

So 1 bandwidth mechs, a constructoid for example, only produce half the pollution compared to a scyther mech which takes 2 bandwith.

One atomizer can support roughly ~4.8 bandwidth worth of mech pollution.

So calculate how much bandwidth you are using and divide / 5 and add 1 to the total and you will know how many atomizers you need. This calculation works for every 25 bandwidth.

For combat mechs, I highly recommend just putting them in their own control group and putting them on constant 'Recharge' mode until they are needed. Saves a tonne of wastepack production as they will go into dormant mode once fully charged.

i tend to keep 3 control groups and that's all you need most of the time.

Control group 1: Working
Control group 2: Not working (recharge)
Control group 3: Battle Mechs (recharge, except during combat)

If a mech is just wandering, it's using precious energy (and some insane CPU power as it idles lmao) and produces toxic wastepacks, set that sucker to recharge and go dormant until he is needed again.

I only activate the worker mechs when there is work for them to do, otherwise they go right back into their little charger house and take a little nap.

You can easily save up to 75% of your wastepack production this way.
Mr Conspicuous Nov 17, 2023 @ 7:02am 
Originally posted by di eshor ribly:
https://steamcommunity.com/sharedfiles/filedetails/?id=2879363370

I run pretty heavily modded games, so I usually end up having 20-40 mechs per colony when I have a mechanitor. I use one atomizer and have no waste on my map.

Without using mods though, just pod the waste out into the ocean/ice sheet regions. If you ship the waste off to enemy factions they usually fire it right back at you.

Sounds like easy mode.
ACS36 Nov 17, 2023 @ 8:42am 
The pollution mechanic is kind of boring but they needed a way to balance the power of mechinators. It's probably fine considering, but lacking in creativity.
Ixal Nov 18, 2023 @ 3:36am 
Also don't forget to utilize the Pollux trees that should have grown by now.
Nainara Nov 18, 2023 @ 5:35am 
Save the packs in a freezer and periodically load them up in drop pods or a shuttle to make it someone else's problem.
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Date Posted: Nov 16, 2023 @ 3:39pm
Posts: 12