Dumping zone

From RimWorld Wiki
Jump to: navigation, search


Dumping zone

Dumping zone

Used for dumping


Type
Zones
Placeable
y
Size
1 ˣ 1 +

Zone2b.png
Zone2a.png
Your colonists will dump debris, bodies and animal corpses in dumping zones.

A dumping zone can be emptied for continuous use or easily expanded, its unclear if the emptying of an area is relying on a bug or an intended feature (needs confirmation), but a dumping area can be used in even more ways than just an area to dump garbage at.

How to clear a dumping area

A dumping area can be cleared by using any form of damage such as explosions, gunfire or even regular fire (fire doesn't work on rocks).

  • The cheapest and fastest way is to have a soldier with frag grenades target and attack the dumping area.
  • Molotov cocktails can be used in the same way, but they can't destroy rocks (they can actually damage rocks with the explosion on impact, but not with the resulting fire), only dead bodies, and they will start a fire that can get out of control.
  • Blasting charges can be used like frag grenades, by first selling the dumping area and then build the charges and explode them so the bodies are caught in the explosion, 2 explosions are required to remove a body and several more for rocks (rocks need testing).

Used as defense

A dumping area easily be used for some free extra defense for your turrets.

  • Build a turret
  • Designate a dumping zone around the turret
  • Haul enough rocks to fill the dumping area (make sure they don't haul the rocks to some other dumping zone)


Used as "burial place"

Each separate dumping area can be assigned to be able to receive colonists' bodies, strangers' bodies and animal corpses or not. Each placed debris/body/corpse takes one space and will eventually fill it up. some elaborate ways of removing "waste" are available here.

Current version

Previous versions

Continue rewriting from this point downwards

0.0.254b As of this version a method of removal of debris (commonly generated from destroyed structures, orbital drops etc) exists similar to corpse removal from graves by the use of explosive charges (research option). Collecting dumpable material via Dumping area designation, then removing one of the middle debris to another dump (after selling the existing Dumping area designation) allows placing the explosive charges inside the former dumping area. Each time the explosive charge is detonated it will cause damage to surrounding material. When the dumped material reaches 0 HP it will be permanently removed from the game.

NOTE: non-organic dumpable material has a high HP count and requires multiple detonations to remove. See below section on pirate defense.


0.0.254b Using the Dumping zone designation one can build a row of refuse at a convenient location in your defensive line of fire. The current AI of incoming pirate raiders favors the use of refuse as a cover mechanism, thus allowing the player some limited control of the raider pathing. When a small wall of refuse is placed for this purpose it is also useful to plant an explosive charge next to it for use if/when the raiders are becoming problematic for your defenses. In this way, you can slowly wear down unwanted garbage refuse while still maintaining the defensive usefulness of the explosive charges during defense.


0.0.254b Refuse in a dumping area slows the movement speed of any creature or person moving across the tile. Using this mechanic it is possible to use refuse as a snare to slow the approach of hostiles before they reach firing range. Note that this tactic only works on those creatures not within firing range or line of sight to a valid target so is best used when your defense members are equipped with long range weapons. If the hostiles are equipped with the same long range guns this tactic is less useful - however since the number of hostiles with maximum range weapons (M-24 Sniper Rifle - range 45) is usually limited this tactic can be quite useful when employed between the 33 to 45 square radius of your defenses, allowing your snipers more time to shoot at incoming hostiles. It is unclear if the cover mechanic protects hostiles even when moving, or if only when stationary behind cover.