Improved Wastepack Atomizer
Increases the overall efficiency of the vanilla wastepack atomizer and now includes two new atomizer variants. All three variants are grouped as a dropdown selection when clicking the wastepack atomizer.
For the standard atomizer, more wastepacks are atomized per day, capacity was increased from 10 to 15 wastepacks, and power consumption has also increased from 400W to 700W. This should help make the atomizer a little more worthwhile without completely unbalancing things. See the below tables for more details.
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.
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
GitHub Link:
https://github.com/CyberSavvy531/ImprovedWastepackAtomizer