Toxic wastepack

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Toxic wastepack

Toxic wastepack

A compacted package of toxic waste that will slowly dissolve if not frozen. The surface is heat-sealed for safe transport. Wastepacks will pollute the surrounding terrain if they dissolve, deteriorate, or are otherwise destroyed. Toxic wastepacks are flammable. If burned or damaged, they will release tox gas.

Base Stats

Market Value
Stack Limit
6 kg
Deterioration Rate

Toxic wastepacks are waste products created by mech-related buildings or the cleanup of polluted tiles.


Pollution pumps and pawns manually cleaning pollution on the ground will generate wastepacks, at a rate of 1 wastepack per 6 polluted tiles. Wastepacks may also be dropped into your colony as part of a quest.

Mechanoid Recharging and Gestation

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. The amount of wastepacks produced is proportional to the Bandwidth of the mech recharged or gestated.

Mechanoid Type Bandwidth Wastepacks Per Recharge
Agrihand, Cleansweeper, Fabricor, Militor, Paramedic 1 5
Lancer, Legionary, Pikeman, Scorcher, Scyther 2 10
Tesseron, Tunneler 3 15
Centipede (all) 4 20
Centurion, Diabolus, War queen 5 25


Up to 5 toxic wastepacks can fit into 1 tile, and they do not fit on shelves.


When a wastepack is destroyed in any fashion, they will pollute 6 ground tiles of a colony, per wastepack. A full stack of 5 wastepacks pollutes 30 tiles. When burned or damaged, they release tox gas, in addition to the pollution.[Detail Needed] (What about natural walls / walls? Do they polute underneath?).

When dropped in a caravan or unmanned transport pod, they will lower goodwill of a nearby faction by some amount. In addition, factions may drop wastepacks back at you,and hostile factions can start a raid.[Mechanics unclear] Waste dropped this way immediately pollutes the world tile they're dropped on by 0.05% - it takes 2000 wastepacks to fill a hex. Dropping them on a water hex applies an 8x multiplier, meaning 250 wastepacks will fill it.


1 wastepack per stack will disolve every 8 days, with the following factors:

  • 0.5x if indoors
  • 2x if in Rain
  • 0x if 0 °C (32 °F) or lower. No decrease for any temperature above freezing point.



Most means of destroying wastepacks have some sort of consequence:

  • Letting it deteroriate naturally. Pollution is localized - wastepacks that deteroriate away from your base won't have an impact, at least for a while. Insectoids may come due to overall pollution, as does acidic smog.
  • Dumping it. Dumping near a faction will lower goodwill proportional to distance, wastepacks, and current goodwill. Wastepacks may also be dropped at you, and if the faction is already hostile, you may start a raid. Dumping within 4 tiles of your colony will increase the chance for acidic smog.
    • Caravans take time and food to set up, and have a limited carrying capacity - especially without pack animals or friendly mechanoids.
    • Transport pods can dump wastepacks far away. You can choose which faction to anger, or possibly dump it away from anybody. 1 pod, which can store up to 25 wastepacks, costs Steel 50, Component 1, and variable Chemfuel chemfuel.
    • Shuttles Content added by the Royalty DLC store up to 166 wastepacks (1000kg) at a time, and simply transporting waste will not anger the Empire - dumping it has the usual penalties. This costs 1 permit slot, has a cooldown of 40 days, and requires a noble pawn of at least Knight rank. This permit can theoretically support up to 5 bandwidth (although the realistic value is slightly smaller).
    • "Unintentional" loss. If all pawns in a caravan die, then wastepacks are lost without angering anyone. This costs a sacrificial pawn, any pack animals brought along with them, and causes the usual mood penalties for a colonist death. A single human can only carry 35 kg, or 7 wastepacks, so animals are practically required.[Does this still work?]
  • Wastepack atomizers have no explicit consequences. However, they require a precious nano structuring chip to create, and aren't fast. One atomizer can support 4.8 bandwidth of mechanoids - a mechanitor is very likely to have more.
  • Polux trees, which are another clean form of pollution removal. These trees only grow naturally if there is plenty of pollution already, though seeds can be bought from traders. They clean only 20% as fast as a Wastepack atomizer, and can only clean if there is no artificial buildings in the area, but will erase pollution directly from the ground.

credit to /u/BenightedAlizar on r/rimworld


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