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Improved Wastepack Atomizer
   
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Mod, 1.4, 1.5
File Size
Posted
Updated
1.349 MB
22 Jan, 2023 @ 5:08pm
14 Jun @ 3:15pm
10 Change Notes ( view )
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Improved Wastepack Atomizer

Description
Overview

Increases the overall efficiency of the vanilla wastepack atomizer by 50% and now includes two new atomizer variants for mid and late game. All three variants are grouped as a dropdown selection when clicking the wastepack atomizer.



Description

For the standard atomizer, now 15 wastepacks are atomized every 5 days as opposed to the vanilla 10 wastepacks every 5 days, capacity is increased from 10 to 15 wastepacks, and power consumption has also increased from 400W to 600W. This should help make the atomizer a little more worthwhile without completely unbalancing things.

On top of this, I've now created a smaller and larger variant of the original wastepack atomizer in attempt to provide some viable pollution disposal options across the mid to late game stages. Credit goes to @Winterwolf for first suggesting the idea.

I thought very hard about balance with the now 3 wasterpack atomizer variants taking into account things such as:
  • How many mechanoids are sustainable with each atomizer variant
  • The amount of effort to research and build each variant gauged from what stage of the game a colony should be at when attained
  • Exploiting the toxifier generator for power
  • Ensuring each variant had pros and cons to influence the choice of building a better version, or using the construction resources elsewhere
  • Taking into account different starting scenarios, play styles, and goals

I tried to be logical with the reasoning behind my choices:

The smaller variant is more rudimentary and unrefined, leading to actually more power costs and less efficiency than the standard with the trade off of less technology and space required to construct. Letting you use those precious mech chips for other things while maintaining a small fleet of mechs.

The larger variant is a power hog and takes considerable resources and space to construct, but it can singlehandedly maintain 20 small mechs and still give a net negative on pollution generation.



The entire basis behind this mod is to maintain balance. I don't want to it to be a breeze for the player to get access to green sustainability. Choices and prioritization are still necessary.
Nonetheless, I always encourage feedback, suggestions, and criticism to help fine tune the mod.

For exact details on each variant's efficiency, be sure to look over the tables below.



Math for Nerds

Assuming 100% uptime, all mechs will work for 10 days, and recharge for 2, so 12 days total in a full cycle. The amount of wastepacks produced with a full recharge is proportional to a mech's bandwidth multiplied by 5. The below tables break down some different values for anyone interested in exactly how many atomizers they would need while using this mod.

Keep in mind, dormant and idle mechs consume less energy, thus they would produce less wastepacks. The below tables are based on 100% uptime, so combat mechs, for example, can likely be managed with even less atomizers than shown as you already should be shutting them down when not in combat.

A lot of this info can be compared with the RimWorld Wiki's Wastepack Atomizer[rimworldwiki.com] page.

Note: The wiki page shows values for vanilla RimWorld. The tables below represent values while using this mod.

* 60,000 ticks = 24hrs in RimWorld
Atomizer Size
Ticks to Atomize 1 Wastepack
Wastepacks Atomized Per Day
Wastepack Atomizer Capacity
Days to Atomize a Filled Atomizer
Wastepacks Atomized in 12 Days
Small
42400 ticks (17hrs in Rimworld)
1.42
5
5 capacity / 1.42 wastepacks per day = 3.52 days
1.42 wastepacks per day * 12 days = 17.04 wastepacks
Standard
20000 ticks (8hrs in Rimworld)
3
15
15 capacity / 3 wastepacks per day = 5 days
3 wastepacks per day * 12 days = 36 wastepacks
Large
7000 ticks (3hrs in Rimworld)
8.57
60
60 capacity / 8.57 wastepacks per day = 7 days
8.57 wastepacks per day * 12 days = 102.85 wastepacks

Mechanoids
Bandwidth
Wastepacks Produced per 12 day cycle
# Mechanoids per Atomizer (Sml)
# Mechanoids per Atomizer (Std)
# Mechanoids per Atomizer (Lrg)
Constructoid, Agrihand, Lifter, Cleansweeper, Fabricor, Paramedic, Militor, Scorcher
1
5
17.04 wastepacks atomized / 5 wastepacks produced = 3.4 mechs per atomizer
36 wastepacks atomized / 5 wastepacks produced = 7.2 mechs per atomizer
102.85 wastepacks atomized / 5 wastepacks produced = 20.57 mechs per atomizer
Legionary, Pikeman, Scyther
2
10
17.04 wastepacks atomized / 10 wastepacks produced =1.7 mechs per atomizer
36 wastepacks atomized / 10 wastepacks produced = 3.6 mechs per atomizer
102.85 wastepacks atomized / 10 wastepacks produced = 10.29 mechs per atomizer
Lancer, Tesseron, Tunneler
3
15
17.04 wastepacks atomized / 15 wastepacks produced = 1.14 mechs per atomizer
36 wastepacks atomized / 15 wastepacks produced = 2.4 mechs per atomizer
102.85 wastepacks atomized / 15 wastepacks produced = 6.86 mechs per atomizer
Centipede (all)
4
20
17.04 wastepacks atomized / 20 wastepacks produced = 0.85 mechs per atomizer
36 wastepacks atomized / 20 wastepacks produced = 1.8 mechs per atomizer
102.85 wastepacks atomized / 20 wastepacks produced = 5.14 mechs per atomizer
Centurion, Diabolus, War queen
5
25
17.04 wastepacks atomized / 25 wastepacks produced = 0.68 mechs per atomizer
36 wastepacks atomized / 25 wastepacks produced = 1.44 mechs per atomizer
102.85 wastepacks atomized / 25 wastepacks produced = 4.11 mechs per atomizer



Links & Credits

GitHub Link:
https://github.com/CyberSavvy531/ImprovedWastepackAtomizer
Popular Discussions View All (2)
3
23 May, 2023 @ 8:16pm
Art Suggestion
Cephalon Sithalo
3
8 Apr, 2023 @ 12:06pm
Suggestion? :D
Winterwolf
19 Comments
Cyber  [author] 14 Jun @ 3:19pm 
Just realized I never made a comment here after the update. Sorry it took so long to get it updated in the first place. As always, leave a comment if you come across any issues.

Enjoy!
Qatavin 16 Apr @ 6:58pm 
Thankfully, this mod appears to work perfectly fine in 1.5 as is.
thorman123456789 12 Apr @ 6:41pm 
1.5?
Cyber  [author] 1 Jun, 2023 @ 9:50pm 
Turns out the interaction spots may not be an issue for you guys after all. When I went back to my game, everything still looked correct just with the new textures. I hope that's the case with everyone else, and I just got mixed up while testing. Either way, you can still use the workarounds I mentioned below if needed.
Cephalon Sithalo 31 May, 2023 @ 4:16pm 
Well tbf, if they where not turned around before then they shouldnt be turned around? Maybe? Idk, Vanilla Rimworld issue, not the Art :sweat_smile:

I hope they look good in game!
Cyber  [author] 31 May, 2023 @ 4:10pm 
Update is out with the new textures from Cephalon Sithalo! Big thanks to them for providing these textures to me, and thus you, for free.

One downside is I found an issue with the standard atomizers textures when preparing this update which led to the interaction spots for the small and large variants to be backwards. So anyone who has already built a small or large wastepack atomizer will probably have rebuild it.

I do apologize for the inconvenience and would recommend a simple utilization of dev mode to remedy it. If dev mode is not an option, you can also use my other mod Cyber's Miniaturization which will allow you to minify/unintsall/reinstall multiple buildings, even if only temporarily.

As always, enjoy the update and let me know if you find any bugs or have trouble!
Cephalon Sithalo 14 May, 2023 @ 1:37pm 
Idk why I left a suggestion over a comment... I created art for the small and large variants if you would be interested in checking them out. If you got a discord or add me as a friend on steam or tell me a file sharing website you trust and I could send you them to take a look :LotusFlower:
Cyber  [author] 10 Apr, 2023 @ 3:48pm 
@Qatavin LOL you just taught me something. Over 1000 hours in RimWorld and I never knew that advanced lights actually reduced power cost for lighting. I always just thought that research was simply for changing the light color which I've never cared about enough to research. Unbelievable lol. Anyway, I think such a research tech could be justified, however, as you said, I would indeed make it expensive. It would be a pretty powerful upgrade, especially for the large atomizer. Good news is I think that's all still in the realm of XML, so I should be able to do something without diving into the C# side of things.
Aheee 9 Apr, 2023 @ 7:28am 
Just install vanilla expanded power sources and build a nuclear reactor, its not even that costy and you will be just using uranium, which i doubt people use it that much unless its for slug turrets or high tier armors.
Qatavin 8 Apr, 2023 @ 5:48pm 
Recently, I've been playing with the goal of cleaning up pollution on the world map. It's an extremely large scale project, needless to say, and this mod has been really helpful with it. It would be helpful, though, to have a tech (an expensive one) to reduce the power requirement of atomizers, like the Advanced Lights vanilla tech. Even cutting it down to 75% of normal would help a lot.