Wastepack atomizer

From RimWorld Wiki
Revision as of 10:20, 22 November 2022 by Hordes (talk | contribs) (→‎Analysis)
Jump to navigation Jump to search

Wastepack atomizer

Wastepack atomizer

A glittertech device that deconstructs toxic wastepacks into inert gases using advanced moecular proccesses.
The process requires considerable amounts of power.

Base Stats

Type
Building?
Market Value
2440 Silver [Note]
Mass
80 kg
HP
500
Flammability
50%
Path Cost
42

Building

Size
3 × 2
"PassThroughOnly" is not in the list (impassable, pass through only, standable) of allowed values for the "Passability" property.
Passability
PassThroughOnly
Cover Effectiveness
50%
Power
-400 W

Creation

Required Research
Wastepack atomizer
Skill Required
Construction 8
Work To Make
30,000 ticks (8.33 mins)
Resources to make
Steel 200 + Plasteel 50 + Nano structuring chip 1
Deconstruct yield
Steel 100 + Plasteel 25 + Nano structuring chip 0 - 1
Destroy yield
Steel 50 + Plasteel 12 - 13 + Nano structuring chip 0 - 1
Technical
buildingTags
Biotech


The wastepack atomizer cleanly destroys toxic wastepacks, preventing the spread of pollution.

Acquisition

Wastepack atomizers can be constructed after studying a nano structuring chip, obtained from defeating a Apocriton, and completing the Wastepack atomizer research project. Each requires Steel 200 Steel, Plasteel 50 Plasteel, Nano structuring chip 1 Nano structuring chips, 30,000 ticks (8.33 mins) of work, and a Construction skill of 8.

Summary

Wastepack atomizers use 400 W of power. Atomizers hold up to 10 toxic wastepacks, equivalent to two stacks. A single wastepack is destroyed every 30,000 ticks (12 in-game hours) inside a powered atomizer. Pawns only reload the atomizer with full stacks of wastepacks, or once every 2.5 days. Wastepacks do not deteriorate in the atomizer.

Analysis

Atomizers are the primary, consequence-free means of dealing with pollution. Transport pods consume steel and chemfuel. Caravan dumping takes a pawn's time, food, a large carrying capacity, and risks the caravan being ambushed. Empire shuttles Content added by the Royalty DLC are limited by the 40 day cooldown. Dumping wastepacks near faction settlements incurs goodwill penalties, regardless of delivery method.

However, each atomizer a player wishes to build requires defeating an apocriton for its nano structuring chip, which makes building multiple atomizers quite expensive. There exists an opportunity cost; nano structuring chips can also be used for advanced mechanitor gear, or gestating your own war queen.

Sustainability

Toxifier generators

A toxifier generator produces 6 tiles of pollution every 3 days, which is converted into 1 wastepack by a pollution pump. An atomizer can destroy 6 wastepacks in 3 days, and a pump can convert 2 generators of pollution. Therefore, 1 atomizer (-400 W) can support 6 generators (+1400 W) and 3 pumps (-200 W), for a total net power gain of 7400 W.

Mechanoids

Mechanoids will produce wastepacks proportional to their bandwidth every 12 days - working for 10 days and recharging for 2 days. An atomizer will destroy 24 wastepacks in 12 days. The table below shows how many mechanoids a single building will support per 12 day cycle, assuming 100% work uptime. Mechanoids that are idle or dormant wil produce less waste.

Mechanoids Bandwidth Wastepacks Produced
(per 12 day Cycle)
# Mechanoids
(per atomizer)
Agrihand, Cleansweeper, Fabricor, Militor, Paramedic 1 5 4.8
Lancer, Legionary, Pikeman, Scorcher, Scyther 2 10 2.4
Tesseron, Tunneler 3 15 1.6
Centipede (all) 4 20 1.2
Centurion, Diabolus, War queen 5 25 0.96

By the time most players have finished the 8000 research points Wastepack atomizer project, they are highly likely to already have more mechs producing wastepacks than a single atomizer is capable of processing.

Version history

  • Biotech DLC Release - introduced.
  • 1.4.3531 - Fix: Pawns won't haul wastepacks to an atomizer unless there's 10 wastepacks on the map.
  • 1.4.3555 - Reduced the power needed for the wastepack atomizer to 400 W from 800W