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{{Biotech}}
 
{{Biotech}}
[[File:Waster.png|frameless|right]]
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{{Stub}}
 
'''Wasters''' are a [[Xenotypes|xenotype]] perfectly suited for post-apocalyptic pollution worlds. Their adaptation comes with several drawbacks, and their aggression and ugliness makes it hard for them to coexist with other xenotypes.
 
'''Wasters''' are a [[Xenotypes|xenotype]] perfectly suited for post-apocalyptic pollution worlds. Their adaptation comes with several drawbacks, and their aggression and ugliness makes it hard for them to coexist with other xenotypes.
  
 
== Lore ==
 
== Lore ==
  
<blockquote><small>''Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo.<br>Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.<br>The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. They’ll always be a threat. '' - '''In Game Description'''</small>
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<blockquote><small>''Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo.<br>Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.<br>The faction of waster pirates are a diverse collection of violent xenohumans. They are mostly wasters, with a smattering of hussars, neanderthals, genies, dirtmoles, genies, yttakins, and pigskins. They have little interest in building, or farming, preferring to take their sustenance from others using violence. Their technology level depends mostly on who they've managed to steal from recently. Mostly they carry gunpowder weapons, though some prefer to stab victims at close range. They’ll always be a threat. '' - '''In Game Description'''</small>
 
</blockquote>
 
</blockquote>
 
== Occurrence ==
 
The table below describes the chance for a given pawn from each [[faction]] being a waster. Note that this value does not account for chances in xenotype chance from [[ideoligion]]{{IdeologyIcon}} or from pawn kind, it only shows the base value before those factors.
 
{{Xenotype Faction Table|waster}}
 
  
 
== Summary ==
 
== Summary ==
Wasters can thrive in polluted areas but sacrifice talents in other areas to do so. They are genetically dependent on psychite, with major consequences if their need is not met: they will start feeling mood effects after 5 days without it, will fall into a coma after 30 days without, and will die after 60 days of deprivation. Wasters are very noticeable, with gasmask-like gaunt gray faces.
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Wasters can thrive in polluted areas but sacrifice talents in other areas to do so. They are genetically dependent on psychite, with major consequences if their need is not met: they will start feeling mood effects after 5 days without it, will fall into a coma after 30 days without, and will die after 60 days of deprivation. Wasters are very noticeable, with gasmask-like gaunt gray faces. Their genetic complexity is 13, and metabolic efficiency is 0, so it has no effect on their hunger rates.
  
 
=== Genes ===
 
=== Genes ===
Wasters have a gene complexity of 13[[File:Complexity.png|20px|Complexity|link=Complexity]] [[complexity]].  With a '''0'''[[File:Metabolism.png|20px|Metabolic efficiency|link=Metabolic efficiency]] [[metabolic efficiency]], they have a hunger rate of '''×100%'''.
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Waster genes are germline, so all of their genes are inheritable:
 +
 
 +
<div><li style="display: inline-table;">
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Click to <div class="mw-collapsible">
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<div class="mw-collapsible-content">
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{| {{STDT| sortable c_17 }}
 +
! Name
 +
! Description
 +
! [[File:Metabolism.png|20px|Metabolism]]
 +
! [[File:Complexity.png|20px|Complexity]]
 +
! Exclude
 +
 
 +
|- id="Super immunity"
 +
! Super immunity<br>[[File:Gene_SuperStrongImmunity.png|64px]]
 +
| ''Carriers of this gene gain immunity to diseases considerably faster than normal.''  
 +
----
 +
* [[Immunity Gain Speed]] {{Good|x150%}}
 +
* Market value of [[genepack]]s containing this gene: ×125%
 +
| {{--|2}}
 +
| {{Bad|2}}
 +
| Immunity
  
All wasters have these [[germline gene]]s:
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|- id="Total antitoxic lungs"
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! Total antitoxic lungs<br>[[File:Gene_TotalPollutionResistance.png|64px]]
 +
| ''Carriers of this gene are immune to environmental toxins, but not from direct toxic attacks. They get no toxic buildup from tox gas, polluted terrain, or toxic fallout, and they are not bothered by acidic smog. They are still vulnerable to direct attacks like venom and injected poison. Additionally, they are immune to rot stink exposure.
 +
----
 +
* [[Toxic Environment Resistance]]: {{+|100%}}
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* [[Tox gas]] immunity
 +
* Removes mood: Toxic fallout: -5
 +
* Removes mood: Acidic smog: -5
 +
| {{--|3}}
 +
| {{Bad|2}}
 +
| ToxicEnvironmentResistance
  
'''Assorted:'''
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|- id="Aggressive"
{| class="wikitable" style="text-align: center;"
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! Aggressive<br>[[File:Gene_Aggressive.png|64px]]
|- align="center"  
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| Carriers of this gene are quick to anger. They are twice as likely to start social fights. When they have mental breaks, they are twice as likely to choose an aggressive kind of break.
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene SuperStrongImmunity.png|64|Super immunity|Genes#Super immunity}}
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----
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene TotalPollutionResistance.png|64|Total antitoxic lungs|Genes#Total antitoxic lungs}}
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*Effects:
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Aggressive.png|64|Aggressive|Genes#Aggressive}}
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** Social fight chance factor ×200%
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene Ugly.png|64|Unattractive|Genes#Unattractive}}
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** Chance mental break is violent ×200%
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PollutionRush.png|64|Pollution stimulus|Genes#Pollution stimulus}}
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** Prison break interval factor ×60%
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|ChemicalDependency Psychite.png|64|Psychite dependency|Genes#Psychite dependency}}
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| {{+|2}}
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|AddictionImmune Wake Up.png|64|Wake-up impervious|Genes#Wake-up impervious}}
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| {{Bad|1}}
|-
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| Aggression<br>Aggressive
| <small>[[Genes#Super immunity|Super immunity]]</small>
 
| <small>[[Genes#Total antitoxic lungs|Total antitoxic lungs]]</small>
 
| <small>[[Genes#Aggressive|Aggressive]]</small>
 
| <small>[[Genes#Unattractive|Unattractive]]</small>
 
| <small>[[Genes#Pollution stimulus|Pollution stimulus]]</small>
 
| <small>[[Genes#Psychite dependency|Psychite dependency]]</small>
 
| <small>[[Genes#Wake-up impervious|Wake-up impervious]]</small>
 
|} 
 
  
'''Cosmetic:'''
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|- id="Unattractive"
{| class="wikitable" style="text-align: center;"
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! Unattractive<br>[[File:Gene_Ugly.png|64px]]
|- align="center"
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| ''Carriers of this gene have exaggerated facial features and poor skin that are generally considered ugly.''  
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene GauntHead.png|64|Gaunt head|Genes#Gaunt head}}
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----
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Hair Grey.png|64|Gray hair|Genes#Gray hair}}
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* [[Beauty (Pawn)]]: {{--|1}}
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|FanGene SkinColor Gray.png|64|Slate gray skin|Genes#Slate gray skin}}
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* [[Market Value]]: {{bad|-350}}
|-  
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| {{+|1}}
| <small>[[Genes#Gaunt head|Gaunt head]]</small>
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|{{Bad|1}}
| <small>[[Genes#Gray hair|Gray hair]]</small>
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| Beauty
| <small>[[Genes#Slate gray skin|Slate gray skin]]</small>
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|}
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|- id="Pollution stimulus"
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! Pollution stimulus<br>[[File:Gene_PollutionRush.png|64px]]
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| ''Carriers of this gene get a chemical rush from being exposed to pollution. This makes them move faster and helps them think clearer. A similar gene is found in combat-engineered mega-insects.''
 +
----
 +
* Gain stat bonuses when exposed to pollution.
 +
** Increases move speed and consciousness. See [[Pollution stimulus]] for full details.
 +
| {{--|1}}
 +
| {{Bad|1}}
 +
|
 +
 
 +
|- id="Psychite dependency"
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! Psychite dependency<br>[[File:ChemicalDependency Psychite.png|64px]]
 +
| ''Carriers of this gene need to ingest psychite on a regular basis to survive. After 5 days without Psychite, carriers will suffer from psychite deficiency. After 30 days, they will fall into a coma. After 60 days, they will die.''
 +
----
 +
? <!--Still needs more obviously, but adding now so its not forgotten. -->
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* Teetotalers will take the required drug without penalties, but ideoligion can still block taking them.
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* After 5 days without the drug, pawn gets 70% max consciousness, 80% max moving, and 50% max manipulation, as well as -6 mood.
 +
* Grants immunity to the chance of instant major overdose upon consuming the drug in question. It does not prevent cumulative overdose from consuming multiple doses/drugs.
 +
* Specific drug addiction factor: x0%
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* Children under 13 do not get any of the ill effects from not using these drugs. The timer for penalties only starts on their 13th birthday.
 +
| {{+|4}}
 +
| {{Bad|1}}
 +
|
 +
 
 +
|- id="Wake-up impervious"
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! Wake-up impervious<br>[[File:AddictionImmune Wake Up.png|64px]]
 +
| ''Carriers of this gene never get addicted to Wake-up.''
 +
----
 +
* Wake-up addiction factor: x0%
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* Overdose chance: ×50% {{Check Tag|Only this drug?}} {{Check Tag|Random or All?|Random overdoses only or cumulative ODs?}}  
 +
| {{--|5}}
 +
| {{Bad|2}}
 +
|
 +
 
 +
|- id="Gaunt head"
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! Gaunt head<br>[[File:Gene_GauntHead.png|64px]]
 +
| Carriers of this gene have a pinched, gaunt appearance in their face and head.
 +
| '''0'''
 +
| '''0'''
 +
|
 +
 
 +
|- id="Gray hair"
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! Gray hair<br>[[File:Gene_HairStyleBaldOnly.png|64px]]
 +
| ''Carriers of this gene have a particular hair color. With multiple hair color genes, one is randomly selected.''
 +
----
 +
* Hair color override: (0.65, 0.65, 0.65)
 +
| '''0'''
 +
| '''0'''
 +
| HairColor
 +
 
 +
|- id="Slate gray skin"
 +
! Slate gray skin<br>[[File:FanGene_SkinColor_Gray.png|64px]]
 +
| ''Carriers of this gene produce a pigment that turns their skin slate gray.''
 +
----
 +
* Skin color override: (90, 90, 90)
 +
| '''0'''
 +
| '''0'''
 +
| SkinColorOverride
 +
 
 +
|- id="Poor cooking"
 +
! Poor Cooking<br>[[File:Gene_PoorCooking.png|64px]]
 +
| ''The carrier's aptitude in Cooking is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Cooking]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
|{{Bad|1}}
 +
|
 +
 
 +
|- id="Poor artistic"
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! Poor Artistic<br>[[File:Gene_PoorArtistic.png|64px]]
 +
| ''The carrier's aptitude in Artistic is reduced by 4. Aptitude acts like an offset on skill level.''
 +
----
 +
* [[Artistic]]: {{--|4}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
| {{+|1}}
 +
| {{Bad|1}}
 +
|
 +
 
 +
|- id="Awful animals"
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! Awful Animals<br>[[File:Gene_AwfulAnimals.png|64px]]
 +
| ''The carrier's aptitude in Animals is reduced by 8. Aptitude acts like an offset on skill level. Additionally, all passion is removed from Animals.''
 +
----
 +
* [[Skills#Animals|Animals]]: {{--|8}}. Note: Experience gain and decay applies as if this offset did not exist.
 +
* Removes all [[passion]]s for [[Skills#Animals|Animals]]
 +
| {{+|2}}
 +
| {{Bad|1}}
 +
|
  
'''Skills:'''
 
{| class="wikitable" style="text-align: center;"
 
|- align="center"
 
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorCooking.png|64|Poor cooking|Genes#Poor cooking}}
 
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene PoorArtistic.png|64|Poor artistic|Genes#Poor artistic}}
 
| width=100px height=50px | {{Stacked image|GeneBackground Endogene.png|Gene AwfulAnimals.png|64|Awful animals|Genes#Awful animals}}
 
|-
 
| <small>[[Genes#Poor cooking|Poor cooking]]</small>
 
| <small>[[Genes#Poor artistic|Poor artistic]]</small>
 
| <small>[[Genes#Awful animals|Awful animals]]</small>
 
 
|}
 
|}
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</div>
 +
</div>
 +
</li>
 +
</div>
  
 
== Origins ==
 
== Origins ==
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== Analysis ==
 
== Analysis ==
{{Stub|section=1|reason=[[Pollution stimulus]] analysis/strats/value etc}}
 
 
Besides their immunity to toxicity and need for [[psychite]], wasters are relatively plain. They don't get along with others, due to the combination of Unattractive and Aggressive. They thrive in polluted environments, and decent outside of one. [[Wake-up]] is useful when you need to get stuff done, now.
 
Besides their immunity to toxicity and need for [[psychite]], wasters are relatively plain. They don't get along with others, due to the combination of Unattractive and Aggressive. They thrive in polluted environments, and decent outside of one. [[Wake-up]] is useful when you need to get stuff done, now.
  
 
Psychite dependency is easily manageable, and can even be a positive, as covered below. For the [[gene extractor]], it's well worth to take Psychite Dependency for {{+|4}} [[metabolic efficiency]] and its own positives. Other noteworthy genes to extract are the negative Cooking / Animals / Artistic genes, which are free metabolic efficiency for colonists who don't use those skills.
 
Psychite dependency is easily manageable, and can even be a positive, as covered below. For the [[gene extractor]], it's well worth to take Psychite Dependency for {{+|4}} [[metabolic efficiency]] and its own positives. Other noteworthy genes to extract are the negative Cooking / Animals / Artistic genes, which are free metabolic efficiency for colonists who don't use those skills.
 
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=== Psychite ===
 
=== Psychite ===
A waster's psychite dependency is ''very'' affordable. Even in [[difficulty|Losing is Fun]], just 10 [[psychoid plant]]s (when converted into flake) are enough to sustain a waster for an ''entire year'', without deficiency. In a year-round growing season, this is a field of 3 psychoid plants. If you have a grower with the required Plants 6 skill and the [[Research#Psychite refining|Psychite refining]] research, this is trivial. In exchange, you can (almost) freely ingest yayo, flake, and wake-up. (See "Health effects with drug genes" for stipulations.)
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A waster's psychite dependency is ''very'' affordable. Even in [[difficulty|Losing is Fun]], just 10 [[psychoid plant]]s as [[flake]] are enough to sustain a waster without deficiency for an ''entire year''. In a year-round growing season, this is a field of 3 psychoid plants. If you have a grower with the required Plants 6 skill and the [[Research#Psychite refining|Psychite refining]] research, this is trivial. In exchange, you can (almost) freely ingest yayo, flake, and wake-up. (See "Health effects with drug genes")
  
* {{Icon Small|flake|24}} [[Flake]] is the cheapest way to handle the dependency. Compared to [[psychite tea]], flake restores more [[rest]], reduces [[Sleep Fall Rate]] significantly more, and gives a much higher [[mood]] for the same amount of [[Psychoid leaves|leaves]]. You can take flake once every 2.7 days without a net tolerance increase. While tea can be taken every 2 days, this is not sufficient to overcome the flake's statistical advantages even when [[Drug policies|scheduling]] flake to be taken every 3 days.
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[[Flake]] in particular is the cheapest way to handle the dependency. Compared to [[psychite tea]], flake restores more [[rest]], reduces [[Rest Fall Rate]] significantly more, and gives a much higher [[mood]] for the same amount of [[Psychoid leaves|leaves]]. You can take flake once every 2.7 days without a net tolerance increase. While tea can be taken every 2 days, this is not sufficient to overcome the flake's statistical advantages even when [[Drug policies|scheduling]] flake every for every 3 days.  
  
* {{Icon Small|yayo|24}} [[Yayo]] consumes twice as many leaves per dose, but is superior as a drug. Yayo shares the same {{+|35}} mood and '''x50%''' [[pain]] reduction as flake, but increases [[Moving]] too. In addition, yayo takes only {{Good|{{%|({{Q|Yayo|Ingestion Time}} / {{Q|Flake|Ingestion Time}}) round 2}}}} as much time to consume, and each dose lasts as long as 2 doses of flake. Thus, yayo makes your pawns more effective. So if leaf production is not a limiting factor, like when you have decent planters and can grow year-round, yayo is better overall.
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[[Yayo]] consumes twice as many leaves per dose but is more effective as an ersatz combat drug, increasing [[Moving]] with the same '''50%''' [[pain]] reduction as flake. In addition, yayo takes only {{Good|{{%|({{Q|Yayo|Ingestion Time}} / {{Q|Flake|Ingestion Time}}) round 2}}}} as much time to consume, and each dose lasts as long as 2 doses of flake. For casual use, yayo can be taken as often as flake while also providing more [[recreation]], more rest, doubled duration high, and the Moving buff. If leaf production is not a limiting factor, then yayo makes for more efficient workers as well as combatants.
  
And, if necessary, you can take yayo, flake, and [[psychite tea]] at the same time for {{+|82}} mood.
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And, if necessary, you can take yayo, flake, and psychite tea at the same time for {{+|82}} mood.
  
If you have ''other'' colonists with the [[chemical interest]] or [[chemical fascination]] traits, you should keep them away from any hard drugs produced. To counter these traits, set an [[allowed area]] to ''exclude'' areas where drugs are produced or stored. With a gene extractor and [[gene assembler|assembler]], you can give chemically interested pawns psychite dependency yourself, allowing them to indulge in chemical need all they want.
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If you have ''other'' colonists with the [[chemical interest]] or [[chemical fascination]] traits, you should keep them away from any hard drugs produced. To counter these traits, set an [[allowed area]] to ''not'' include areas where drugs are produced or stored. With a gene extractor and [[gene assembler|assembler]], you can give chemically interested pawns psychite dependency yourself, allowing them to indulge in chemical need all they want.
  
 
==== Health effects with drug genes ====  
 
==== Health effects with drug genes ====  
 
Psychite dependency and wake-up impervious prevent addiction and any sort of overdose upon taking the drug. There are some health effects they do not protect from.
 
Psychite dependency and wake-up impervious prevent addiction and any sort of overdose upon taking the drug. There are some health effects they do not protect from.
* Too high of a psychite tolerance can cause chemical damage to the [[kidney]]s. However, an adult can take up to 11 doses of flake/yayo in a row without reaching this tolerance threshold. If a pawn takes a drug every 5 days, they shouldn't ever have chemical damage, even if you take a few emergency doses every once in a while. Plus, kidneys can be replaced.
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*Too high of a psychite tolerance can cause chemical damage to the [[kidney]]s. However, an adult can take up to 11 doses of flake/yayo in a row without reaching this tolerance threshold. If a pawn takes a drug every 5 days, they shouldn't ever have chemical damage, even with a few emergency doses every once in a while. Plus, kidneys can be replaced.
* Wake-up has a rare chance to cause a [[heart attack]] during the high. A [[prosthetic heart]] or [[bionic heart]] prevents this entirely.
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*Wake-up has a rare chance to cause a [[heart attack]] during the high. A [[prosthetic heart]] or [[bionic heart]] prevents this entirely.
 
Basically, if a colonist is only taking psychite every 5 days, then health concerns are minimal.
 
Basically, if a colonist is only taking psychite every 5 days, then health concerns are minimal.
 
{{clear}}
 
{{clear}}
 
{{Biotech navbox}}
 
{{Biotech navbox}}
 
[[Category:Xenotypes]]
 
[[Category:Xenotypes]]
{{#set:Image = [[File:Waster.png]]}}
 

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