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Reddit rimworld toxic fallout2/19/2024 ![]() This pollution can spread through constructed walls, but will not bypass natural stone walls. A full stack of 5 wastepacks pollutes 30 tiles. When a wastepack is destroyed in any fashion, they will pollute 6 ground tiles of a colony, per wastepack. Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on shelves. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.Īgrihand, Cleansweeper, Constructoid, Fabricor, Lifter, Militor, Paramedic, ScorcherĬentipede blaster, Centipede burner, Centipede gunner Toxic wastepacks are produced when friendly mechanoids utilize mech rechargers or large mech rechargers, or whenever a mech gestator or large mech gestator finishes gestating one. Wastepacks may also be dropped into your colony as part of a quest. But then again, I also typically go for extreme climates and AI.Pollution pumps and pawns manually cleaning pollution on the ground will generate wastepacks, at a rate of 1 wastepack per 6 polluted tiles. The one down side is that it's not as aesthetically pleasing.Ĭall it bad advice - I call it convenience. If there's a heat wave or cold snap, I don't have to put the extra power into more heaters/AC units just because people are moving in and out of the buildings (letting in outside temps) or attempt to keep all of those buildings at a moderate temp - I just fill the one building with 2-3 each and have vents. If someone attacks, I have bottlenecks instead of having multiple buildings to worry about (especially since they can now run off with valuables, apparently). If an animal goes berserk, I don't have to pause to hunt everyone down to try to avoid injuries. If a raid drops in from drop pods, I'm not likely to have my people as scattered. ![]() ![]() I've always kept everything centralized, regardless of scenario. No need to build a base around fallout scenarios, that's bad gameplay. then you just have to unassign the area they are restricted to. They can move from building to building and may get a bit sick after a while but will recover easily and carry on during the fallout until it's over. Make the area called "fallout shelter" (lol) etc and assign colonists to the area. Originally posted by Storm:You sure don't have to make your base as one building that is quite lame and bad advice.Ĭolonists only get severly sick after some time from exposure, you need to assign restricted areas. Raiders wont attack during this time right? Originally posted by Scream:Try to keep your base as one building instead of multiple (if you're not doing that already).Īlso, what about the AI? I mean, do I need to manually controll my people to go under roofs or they will do it by themselves? Get that taken care of and minimize time outside, and you're fine. ![]() That's your biggest issue - maintaining food. Plants won't grow either, so your main source of building materials and food need to come from somewhere else (the random animals that spawn from events and hydroponics, specifically). Toxicity goes away on it's own slowly, without need for medicine, as long as your pawn isn't constantly in it. Yes, animals will die of the toxic fallout too, if they're not under shelter (so I'd recommend building a barn and setting your animals' area to there, so that they're under a roof). Your pawns can go out for a moderate period of time, but the fallout will gradually make them sick if they're not under a roof (again - they don't need to be INSIDE, they just need to be under a roof - so, if you've dug into a mountain but haven't closed it off, that's okay). I actually started a scenario with toxic fallout being permanent - so it IS doable. It can last from a day to a month (according to the description, but I know that at one point in the past, it lasted someone a LONG time). Try to keep your base as one building instead of multiple (if you're not doing that already).
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