RimWorld

RimWorld

Contain Toxic Waste
56 Comments
TurtleShroom 16 Jul @ 10:07am 
Done!

You can view the continuation Mod here!

https://www.steamcommunity.com/sharedfiles/filedetails/?id=3274707367
TurtleShroom 15 Jul @ 9:23am 
This is one of my all-time favorite Mods. I will be assuming direct control of this Mod and folding it into my work, with massive improvements and overhauls therein.
TurtleShroom 27 May @ 8:54am 
@Paladin Dawnheart

To my knowledge,. yes, although that is not intended behavior.
Paladin Dawnheart 27 May @ 6:30am 
Looks like a nice idea, however 5 per containers seems a bit low. Especially in large/long playthroughs.

Can the containers be loaded onto a transport pod and sent out without any consequence?
Mlie 12 Aug, 2024 @ 12:35pm 
Since this mod has been reported working in 1.5 I added it to the No Version Warning-mod
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2599504692
Ashardalon 8 Jun, 2024 @ 2:16am 
@PunkyRoo update pls TY <3
@Torres vanilla recycling expanded ;-)
Siddyn 3 Apr, 2023 @ 5:27pm 
@torres what do you mean what you do, son? Dump it next door lolololololol
Torres 4 Mar, 2023 @ 4:40am 
Damn I just installed it and yeah the idea is a cool idea but almost 600 years to decay with no option for recycling, dude that's fucked up I mean great mod effort of course always glad to have more mods around but what do I do with all these sealed canisters? damn son 600 years hahahahaha
Torres 4 Mar, 2023 @ 4:23am 
yeah but what do we do with this? can we safely store waste in this but then atomize it? does it at least naturally albeit slowly degrade so I can store it somewhere in a safe inside my base and forget about it?
PunkyRoo  [author] 5 Feb, 2023 @ 9:13am 
@RowanSkie DEFINITELY. Let me explore adding this.
Rowan Skye 1 Feb, 2023 @ 4:39am 
Ever thought about letting the wastepack atomizer also atomize this?
PunkyRoo  [author] 23 Jan, 2023 @ 5:48pm 
@volpol @Kitty Of Pathos Great ideas! I will look into adding something of this....
PunkyRoo  [author] 23 Jan, 2023 @ 5:47pm 
@Icecold Heart weird about the tech. I am going to get back to this mod soon to make some adjustments so I will sleuth out this issue.
Icecold Heart 19 Dec, 2022 @ 2:28pm 
Noticed i can contain Wastepacks without having the Tech researched. Not sure if that's intended.
Eventually need to lock the Contain Waste Recipe behind the Tech else that Tech is somewhat pointless in it's current state.
Icecold Heart 12 Dec, 2022 @ 10:56pm 
An idea of utilizing the toxic waste was to weaponize it. Why not simply shoot that bag of toxic waste right into the face of some raider that was dumb enough to attack your colony?
Biotech already comes with Toxic Gas and such. How about a artillery that can shoot a toxic payload over a long distance, creating a toxic cloud or a turret similar to a flamethrower but shooting toot gas instead. That way toxic waste could be turned into something somewhat useful by creating a new type of ammo made of toxic waste. Or Toxic Grenades. Similar to a Smoke Pop Grenade but filled with deadly toxic gas.
jcewazhere 10 Dec, 2022 @ 12:39pm 
Nice mod PunkyRoo, thanks for making it :)
Egalexandr 17 Nov, 2022 @ 3:30am 
guys, use 'make anything craftable', to 'invent' a way to dispose wastepacks. Yes you can do it by yourself
Lady Sorcia 14 Nov, 2022 @ 8:06pm 
Steel should increase the time it takes to leek by 5x and plasteel should be 10x, taking one of each and putting it in a centrifuge (just taking like 600 work at a machining table) and have it create 5 uranium and 1 waste (bag).

The idea is that you /could/ build a factory for processing it but it would take a lot of setup and pawns/mechs or you could burn it, like vanilla.
volpol 8 Nov, 2022 @ 3:47am 
Thanks for the mod. It does take the pressure off on handling the waste packs. The atomizer cannot unfortunately atomize the waste containers (It can only accept one ThingDef). My "keep it simple" solution was to add another recipe to the machining table to unseal the container and recover the waste packs contained within (and some of the steel).
Apo77o 4 Nov, 2022 @ 12:25am 
crafting waste packs into some acid type weapons similar to the acid spit gene
Apo77o 4 Nov, 2022 @ 12:22am 
Combine waste pack with neutromine and yayo in a drug lab to make like 20+ discount go-juice that gives some tox build-up and high addiction chance but plays nice with the tox-immune/resist traits and is buffed/triggers the tox stim genes.

converting waste to chemfuel or uranium is probably too op not really a fan

animal or mech that eats waste packs is interesting

I would be happy with just bigger atomizers 20x waste processing for 10x the power in the same footprint that has a recipe that doesn't require the chip to build at the same would be nice would have to do the math on how that would all balance though
Apo77o 4 Nov, 2022 @ 12:22am 
Storage buildings: 3x3 5x5 7x7 9x9 steel and plasteel variants, decent hp, storage scales with size, needs power to keep cool and stop decay

(could also work like a sarcophagus keep the contents cool when built in a fridge)

(could use the shelf or genebank code, using genebank code might create conflicts with stack
size mods depending on how you set up pulling waste out of building)

(could auto-link to the waste cannons mentioned above)

also an endgame version that takes advanced components and uranium that doesn't require power ideally that could auto-link and direct feed into the atomizer and being able to have waste input by a lifter.
Apo77o 4 Nov, 2022 @ 12:21am 
Dedicated bench craft container at smithy, machine table, and fab benches then combine with waste packs in new waste sealer bench
Steel and plasteel containers

Wastepack trader (orbital garbage man buys waste packs) not sure if you can set an item to have a negative price so you would have to pay them to take it
Apo77o 4 Nov, 2022 @ 12:20am 
An Early-ish (like post machine table pre-advanced component) waste launcher that works like a transport pod for waste only would be nice. Having 3 versions one early, mid, and end game.
Example:
Mk 1: Range 60 tiles, 60 chemfuel, 150 kg
Mk 2: (maybe more range), 700 chemfuel, 2k-3k kg
Mk 3: just launch it into the sun, 1k chemfuel per launch, could do like 1k kg since it wont cause pollution or harm relations or scale to like 5k -10k kg for massive cheap throughput
Apo77o 4 Nov, 2022 @ 12:20am 
Giving this mod a shot

It doesn't say in the info or in the comments if the waste canisters can be put in the waste pack atomizer?

My current problem is generating waste faster than the atomizer can keep up and at the moment building the atomizer needs a chip (tons of boss farming). The only work around I have found so far is adding a mod that adds a recipe for the chips and just build a ton of atomizers. A high throughput waste destruction method for mid and late game would be great.
CTH2004 3 Nov, 2022 @ 1:00pm 
here's another idea: Waste barrels. These are like shelfs, only they slow leakage, and can store up to 100 waste. Then, you can take from these containers, and put them in the more permanent waste-containers, which now stack to 75! That means they can store 75*5 waste, much more effiecient! Just an idea though!
Xsile 2 Nov, 2022 @ 2:55pm 
@PunkyRoo This mod is great another solution aside from just launching toxic waste to my enemies. Was looking for something like this. I was hoping to find a mod that added maybe a new creature that ate toxic waste but sounds like i might be using it for fuel in the future. (:
Bazkur 2 Nov, 2022 @ 10:22am 
Giving this a try, fantastic idea that is gated behind some research. Love the idea of turning into uranium or fuel
Player1 1 Nov, 2022 @ 1:07pm 
@PunkyRoo You're welcome! I'm glad I could help.
PunkyRoo  [author] 1 Nov, 2022 @ 1:02pm 
@Player1 Thank you so much! I just made the changes to the Def and will be pushing the update soon! I will be sure to give you some credit in the description. :)
Player1 1 Nov, 2022 @ 12:59am 
@PunkyRoo did some testing this morning. There was an additional problem. Counterintuitively, dissolutinFactorIndoors and dissolutionFactorRain have to be set to 1 and not 0.

The amount of ticks is divided by the factor, so setting it to 0 causes a division by 0 error.

With those three changes in the def the containers work as intended for me.
Player1 31 Oct, 2022 @ 3:45pm 
@PunkyRoo I did some debugging making a quick and dirty Harmony patch for some log output. I think the issue that the time to dissolve you set in the XML is too large and causes an overflow.

TriggerDissolutionEvent called. amountToDissolve: 1 dissolveTicks: 1 DissolutionIntervalTicks: -2147483648

Once amountToDissolve is larger than DissolutionIntervalTicks the container dissolves.

It's too late now for me to try and set a smaller time and see if that fixes it, but it definitely looks like it. The dissolutionAfterDays is internally multiplied by 60000 to convert it to ticks. With a maximum integer of 2147483647 the maximum amount of days you can use without overflow should be 35791. If you change the Def to 35791 instead of 99999 it probably will work.
Rosalie 31 Oct, 2022 @ 10:41am 
Funny thing just happened. I had a bunch in a freezer with wastebags that weren't converted yet, and wanted to see what would happen if I stopped freezing them. Turns out, they all exploded and covered a large swathe of land in pollution lol
Silver Wolf 00 30 Oct, 2022 @ 11:56am 
Toxic ammunition: Mortar. Enemies. Induced vomiting and strong toxicity, maybe even lung rot.

Made with A LOT of waste, like, 1k for one shot. Fucks up the environment.
PunkyRoo  [author] 30 Oct, 2022 @ 9:54am 
If is looking like this mod may require some custom C# work which will take a while to update...
PunkyRoo  [author] 30 Oct, 2022 @ 9:53am 
@Player1 It seems that even normal ones, when in dev mode, don't produce pollution upon crafting. So it's dev mode itself that prevents it.. which explains why I never saw the issue.
PunkyRoo  [author] 30 Oct, 2022 @ 8:42am 
@Player1 Aw www. .. that would be the difference. Okay, I will figure out what the problem is with the actual in-game waste.
Player1 30 Oct, 2022 @ 6:03am 
My waste containers also pop while crafting. Ones spawned through dev mode seem to work as intended though.

Here is my HigsLib-log: https://gist.github.com/0bb4c568b9b5798348fd56b7badd43c2
I use a lot of mods, but there shouldn't be anything relating to waste.
[DKS] Killaim 30 Oct, 2022 @ 4:26am 
@Sounlee @PunkyRoo I got the same thing.

Instantly pops after finished building one.
Draqvaus 29 Oct, 2022 @ 10:55pm 
Dutch toxic doesnt mean radioactive even though this lad has slapped a radioactive warning label on the item
PunkyRoo  [author] 29 Oct, 2022 @ 10:31am 
@DemonX3 @SounLee Weird. I cannot replicate this with only this mod installed. Are you using any other mods that could be effecting things?
SounLee 29 Oct, 2022 @ 8:31am 
after the crafting of a container, it just instantly releases the toxins, no container, no error, just toxins
The Dutchman 29 Oct, 2022 @ 5:50am 
This is nice. A mod that lets any of the Nuclear Reactor mods to use this as fuel would be nice too
TheRealRws 29 Oct, 2022 @ 4:23am 
Would love the ability to use mortars to chuck it towards raiders. Maybe similar to tox shells?
gusgody 28 Oct, 2022 @ 3:02pm 
esta poronga no hace mas que contaminar la zona de la mesa de trabajo. se destruye la bolsa contaminada y el crafteo nunca se hace
DemonX3 28 Oct, 2022 @ 1:31pm 
I have an issue where the moment "Contain toxic waste" craft is finished, wastepacks just release pollution and nothing else happens. No error either.
DrownProofed 28 Oct, 2022 @ 1:28pm 
You should make this compatible with the workbenches that are powered by gas mod, would be awesome to use the containers as some sort of fuel for a generator.

A lot of practical applications could be applied with this mod.
jcewazhere 28 Oct, 2022 @ 1:24pm 
It's fine as it is, thanks for making it.
However building barrels and filling them is already a vanilla thing: brewing.
How bout making a new barrel that uses metal that gets filled with sludge instead of wort.
Phool 28 Oct, 2022 @ 1:12pm 
finally. now i can drop a nuke on my enemies
ProfileName 28 Oct, 2022 @ 1:00pm 
Honestly, I'd say make the canisters empty at first, and a haul-based job to "contain toxic waste."
I'd also like to ask: Will these be used in an atomizer to remove the waste, leaving emptied canisters afterwards? I'd love my colonists to contain all this damn waste easy peasy.
...
Oh, and I'd think the capacity of an empty (or to be fully filled) canister should be displayed, too... before becoming the full variant.

Even though that might be a complicated mess.