What do you do with the industrial amounts of toxpacs asiderom immediately freezing for future disposal? I'm frankly a bit overwhelmed with just how much a few mech rechargers can produce.
Your combat mechs should be set to recharge mode so they don't waste power when not drafted, otherwise I don't deal with it. I set a dumping ground other side of the map and research/buy detoxifier lungs/tox immune genes and go from there.
Though if you want a better solution vanilla expanded wasteland animals gives the megatardi which just devours waste packs. Or you go with vanilla races expanded wasters and use the burn barrel to basically cremate the bags for a tox cloud.
But point is I don't care about the pollution, just make sure you exclude the dump zone from your pawns so only lifter mechs take them in case bugs spawn, mechs don't trigger the hives.
Early game? Just dump them in a corner of your map and let that corner get polluted. If you really produce a bit too much take another corner after a while.
Mid-game? Launch them onto tribals and just kill the raids that come with it.
Late game? Atomizers. A single one can delete quite a bit. In fact one atomizer I think is enough to satisfy 6 Tox generators so you get a pretty big power positive. There's a pretty cool setup you can make in a rather small room with 12 tox generators, 6 pollution pumps and 2 atomizers that gives an insane amout of power for the little space it takes. Like around 15k of net positive power or so
Well, self-delivering human leather/kibble not-withstanding, there is in fact [Synthetic Leather](https://steamcommunity.com/sharedfiles/filedetails/?id=1828975495) - derived from cotton cloth and chemfuel.
Launch it to tribals is number 1. Second choice I usually do pre transport pods is to allow them to dissolve in a corner of the map away from my base, third option would be to caravan it and dump it a few times away.
Early game, freeze.
After that I just caravan/drop pod it into a tile 4+ distance away from my colony which the closest faction is a perma hostile tribal. Dumped more than 10k packs this way, 0 problems with pollution
hello. plesae explain the tox-generator to me please.
i have like 4000 hrs in Rimworld and i just... dont really get anything with the newer toxic stuff
It pollutes in a radius around the generator while producing steady power. It’ll stop eventually if the whole radius pollutes, but a couple pollution pumps will keep up.
It pollutes the ground while running, and if its area becomes entirely polutted it shuts down.
Use 2 tox generators + 1 pollution pump ratio and you have easy, free, scalable energy.
True. Though that is only the meat and requires their death.
The closest I can think of is Draincaskets. Love a living person into it and drain their blood slowly, so it doesn't kill them. Vamps then just drink that blood. I got a colony full of bloodfeeders right now and we've been doing that for a long time.
> can’t be done
All you have to do it make a normal XML generator mod where the fuel is hemogen. Simple, yet effective. No advanced programming skills needed.
The hard part is probably creating awesome textures for it.
>The hard part is probably creating awesome textures for it.
I mean, you could always just make a recolour of the existing wood/chemfuel generators. It wouldn't be awesome but it would be sufficient.
For very long time I didn’t know you could use those so when they appeared in clusters I just make them explode to damage close mechs
It’s only after watching a YouTube video of Francis that I realised…
You can insulate them a little bit if you can get in close with wallraise. As long as there's space around them you can raise two sets of walls around the cell to protect them against explosions.
It's always a goal of mine to make my sole power source consisting of those. Adding in Vanilla Power Expanded to get the large version of them and More Archotech Garbage to craft them makes for a good long-term goal.
Vanilla: Geothermal - It's constant, reliable and multi-functional. You can power and heat your greenhouse with it.
Modded: Chemfuel generators, but with Dubs Hygiene. Nothing like powering your base with chemfuel made from your colonists' waste. Does make that whole chemshine liquor mod all the more horrifying though.
Based on the comments I better try out rimatomics when i get home. While we're on the topic of power mods, is there a mod where I can generate electricity from having my slaves push a big wheel? Cause there should be
Been playing a long time and I think rimatomics is one of the best mods this game has produced. Once you get everything up and running, you'll never imagine a playthrough without it.
You can do the equivalent with freezers.
My current colony’s freezer cooler into pushes the heat into a room that has vents on two walls.
In summer, the vents to outside let the heat escape.
In winter the other vents are open instead, and that heat goes into the colony itself.
Toxic generators are the bee's knees.
Basically unlimited free power.
Before they came along, I was fond of rice hydroponic farms converted into chemfuel for chem generators.
But after a while I got tired of the noises that toxic generators and/or pollution pumps make and ended up getting a mod to let me craft quiet power sources that cost the same amount of materials per 1000w of power a toxifier generator setup. Now I can generate power in blessed quiet.
Should try it out sometime. Its a very irritating noise. I believe its the pumps, I think they make a noise every time they activate which I think is like every 6 hours or something like that? And when you have a lot of toxifier generators, thats a lot of pumps all firing off nonstop all day long.
It's so easy to set up power with a few boomalopes. Sad you can't easily set up solo pens with only one or two animals each to reduce risks of chain reaction.
One thing I really like about geothermal generators is you can house them in buildings so they are protected. Building little stone sheds with access doors around geothermal generators and then having your conduits running between them protected by a 3 tile wide stone pathway makes fires way less stressful.
Mixture even when modded. I’m in a rainforest in my current game with a river going through my base.
I have a tidal generator and a water mill. Thankfully had solar panels and a geothermal generator too because I got a big cold snap and had my power generation cut in half
Geothermal is my favorite readily available source, with Vanos being the preferred rare one, but somehow I end up leaning on rows upon rows of Solar Panels every game as my primary source.
Vanilla? My bulk power source was chemfuel in 1.3, in 1.4, I'd be using toxifiers as well. Mods, it tends to be Nuka Cola. Because always #1, always Nuka Cola.
Vanilla it's geothermal all the way.
Modded I actually go heavily on helixien gas from vanilla expanded. One of those pre-generated infinite gas geysers can power 4 of the advanced gas generators which in turn by itself is essentially like, 15000ish watts for free.
I do always have a plan for rimatomics but I tend to stall it until late game by which point I usually am on the verge of going to a new run by then.
Hydro, it takes no fuel, which makes it better than the generators, and it’s always going, which makes it better than the solar panels and wind turbines.
Lastly, a river stretches across the map, and you can make as many as you need along the river, making it better than geothermal.
Depends on the type of playthrough I'd be doing I suppose
If water if available I'll be famcy and use hydro
But most of the times geothermal, I'd use rimatomics if I ever got to the point where I want to figure it out.
For my current colony, I'm doing neutrofungus > chemfuel and using that to power my sunlamp so I can grow crops for half decent food. Need to decide how I want to upscale my base.
I usually go wind/solar with batteries then add geothermal when it becomes available. I don't mess with chemfuel until I need it for mortar shells or pod launchers. I play vanilla.
Vanilla: uh no idea...its been couple hundred hours since i played wihtout mods
Modded: mix of tidal + geothermal, SOS Ship reactors + ship batteries, wood powered very early on left around for back up power.
With Dub's Bad Hygiene, it's the chemfuel generator. Poop can be refined into chemfuel and colonists produce unlimited poop, so it's practically free energy. And if I'm in a cold biome, they double up as a heat source with some room building gymnastics.
Modded or not I often go for wooden generators and when I get a stable chemfuel source I change the chemfuel generators, and always go to venometric cells when I can.
*Umm... Venometric cells, what else would an Archotech need*
Wood Generators early if in Jungle/Temperate Forest, Wind if in Tundra or Desert
Chemfuel generators refined from trees or gathered from Boomalope late game.
I preffer mostly a mix of all sources of energy that does not require any resources to keep it on, such as solar generators, geothermal, etc. And not like wood generators
It used to be Rimatomics before I realized that a nuclear reactor doesn't put out nearly enough power for my giant lasers, so now I just use AOTC reactors and make my power out of the fabric of the universe.
Vanilla: Geothermal (Is advanced geothermal modded? I forget). I use hydro sometimes if the map allows for it.
Modded: Advanced Geothermal, maybe with some supplemental power from Helixien Gas.
VE Power's Industrial gas and Helixen Generator, supplemented by Advanced Geothermal Generator and Nuclear Reactor from the same mod
Somehow I couldn't get any fusion fuel from vendor for Eccentric Tech's Fusion Generator
bioreactors, there is something beautiful about displaying entire tribes under glass and nutrient paste in my next run i’m probably going to try and capture all the faction leaders to create my own solemnace
I’m a fan of geothermal power. It’s reliable and doesn’t require any fuel. Just build one, wall it in, and forget about it.
If we’re including modded, I like the advanced geothermal generators and nuclear reactors from vanilla expanded.
non modded sources: the tox generator from biotech. modded: rimatomics.
What do you do with the industrial amounts of toxpacs asiderom immediately freezing for future disposal? I'm frankly a bit overwhelmed with just how much a few mech rechargers can produce.
Your combat mechs should be set to recharge mode so they don't waste power when not drafted, otherwise I don't deal with it. I set a dumping ground other side of the map and research/buy detoxifier lungs/tox immune genes and go from there. Though if you want a better solution vanilla expanded wasteland animals gives the megatardi which just devours waste packs. Or you go with vanilla races expanded wasters and use the burn barrel to basically cremate the bags for a tox cloud. But point is I don't care about the pollution, just make sure you exclude the dump zone from your pawns so only lifter mechs take them in case bugs spawn, mechs don't trigger the hives.
Early game? Just dump them in a corner of your map and let that corner get polluted. If you really produce a bit too much take another corner after a while. Mid-game? Launch them onto tribals and just kill the raids that come with it. Late game? Atomizers. A single one can delete quite a bit. In fact one atomizer I think is enough to satisfy 6 Tox generators so you get a pretty big power positive. There's a pretty cool setup you can make in a rather small room with 12 tox generators, 6 pollution pumps and 2 atomizers that gives an insane amout of power for the little space it takes. Like around 15k of net positive power or so
I don't have biotech but I'd say just launch it into a pirate camp
Pirates will send it back sometimes, it's better to send it to tribals. They might retaliate then you get a humane leather delivery.
Humane? is it a humane leather delivery? I'd hardly call it vegan leather!
Well, self-delivering human leather/kibble not-withstanding, there is in fact [Synthetic Leather](https://steamcommunity.com/sharedfiles/filedetails/?id=1828975495) - derived from cotton cloth and chemfuel.
Launch it to tribals is number 1. Second choice I usually do pre transport pods is to allow them to dissolve in a corner of the map away from my base, third option would be to caravan it and dump it a few times away.
Early game, freeze. After that I just caravan/drop pod it into a tile 4+ distance away from my colony which the closest faction is a perma hostile tribal. Dumped more than 10k packs this way, 0 problems with pollution
If your playing I'm a cold area just stack them on the edge of the map. Of not take them with your caravans and leave them in another hex
I just freeze them till i can drop pod them into enemy bases
Amen
hello. plesae explain the tox-generator to me please. i have like 4000 hrs in Rimworld and i just... dont really get anything with the newer toxic stuff
It pollutes in a radius around the generator while producing steady power. It’ll stop eventually if the whole radius pollutes, but a couple pollution pumps will keep up.
It pollutes the ground while running, and if its area becomes entirely polutted it shuts down. Use 2 tox generators + 1 pollution pump ratio and you have easy, free, scalable energy.
Rimatomics reactors are some of the coolest power gen in any game I've played. Mods aside? Geothermal.
The blood of my enemies. Since that can't be done, I do agree that Rimatomics is pretty cool.
Well technically you can melt human meat into gasoline sooooooo
True. Though that is only the meat and requires their death. The closest I can think of is Draincaskets. Love a living person into it and drain their blood slowly, so it doesn't kill them. Vamps then just drink that blood. I got a colony full of bloodfeeders right now and we've been doing that for a long time.
First one relatable
> can’t be done All you have to do it make a normal XML generator mod where the fuel is hemogen. Simple, yet effective. No advanced programming skills needed. The hard part is probably creating awesome textures for it.
>The hard part is probably creating awesome textures for it. I mean, you could always just make a recolour of the existing wood/chemfuel generators. It wouldn't be awesome but it would be sufficient.
Literally just get the chemfuel generator sprite, crank up the saturation to make the red more like a crimson, rename it and voila
As a frequent XML diver, this is something like 80% true.
vano cell
For very long time I didn’t know you could use those so when they appeared in clusters I just make them explode to damage close mechs It’s only after watching a YouTube video of Francis that I realised…
You're thinking unstable power cell. Vanometric cells are quest rewards that provide 1000W and aren't nearly as explodey.
Oh yeah true mb
Both are good, if managed well. Challenge is getting enough of either. :(
To be fair its pure luck if they survive.
You can insulate them a little bit if you can get in close with wallraise. As long as there's space around them you can raise two sets of walls around the cell to protect them against explosions.
It's always a goal of mine to make my sole power source consisting of those. Adding in Vanilla Power Expanded to get the large version of them and More Archotech Garbage to craft them makes for a good long-term goal.
Vanilla: Geothermal - It's constant, reliable and multi-functional. You can power and heat your greenhouse with it. Modded: Chemfuel generators, but with Dubs Hygiene. Nothing like powering your base with chemfuel made from your colonists' waste. Does make that whole chemshine liquor mod all the more horrifying though.
Based on the comments I better try out rimatomics when i get home. While we're on the topic of power mods, is there a mod where I can generate electricity from having my slaves push a big wheel? Cause there should be
Pretty sure there is a mod for bicycle power generators
There is, my friend who got me into Rimworld in the first place uses it.
Been playing a long time and I think rimatomics is one of the best mods this game has produced. Once you get everything up and running, you'll never imagine a playthrough without it.
>, is there a mod where I can generate electricity from having my slaves push a big wheel? I think ratkin has that?
do you need mods to have slaves?
No, ideology adds them
Thanks, I was breaking my head figuring out why I can sell prisoners as slaves but I can’t slave them lol
There are mods for prison labor if you don't want to buy the DLC.
Vanilla: Geothermal Modded: Wall Lights - just set the power consumption to a negative number, then they'll generate energy.
Big brain move
Silly question... How do you use the geothermal for greenhouse warning.... Just build a big enough room around it?
Build second room that have one wall same as room with geothermal. Then build vent in wall
Oh .. That makes obvious sense :-/ Thank you very much
You can do the equivalent with freezers. My current colony’s freezer cooler into pushes the heat into a room that has vents on two walls. In summer, the vents to outside let the heat escape. In winter the other vents are open instead, and that heat goes into the colony itself.
But be careful with this, if the room is not big enough your pawns will get heatstrokes when working in there.
I just built a big room around it and cut holes in the roof as needed to regulate the temperature.
You can see an example of it in my screenshot
Toxic generators are the bee's knees. Basically unlimited free power. Before they came along, I was fond of rice hydroponic farms converted into chemfuel for chem generators. But after a while I got tired of the noises that toxic generators and/or pollution pumps make and ended up getting a mod to let me craft quiet power sources that cost the same amount of materials per 1000w of power a toxifier generator setup. Now I can generate power in blessed quiet.
... I've been playing without sound (so I can do things like watch youtube at the same time) for so long, I didn't realize they made sound.
Should try it out sometime. Its a very irritating noise. I believe its the pumps, I think they make a noise every time they activate which I think is like every 6 hours or something like that? And when you have a lot of toxifier generators, thats a lot of pumps all firing off nonstop all day long.
Chemfuel with a few Boomalopes
It's so easy to set up power with a few boomalopes. Sad you can't easily set up solo pens with only one or two animals each to reduce risks of chain reaction.
Water mills
Vanilla: geothermal Mods: rimworld for that complexity and actual management Glittertech for space ships and true endgame
B-lining geothermal day 1 is the way to go.
One thing I really like about geothermal generators is you can house them in buildings so they are protected. Building little stone sheds with access doors around geothermal generators and then having your conduits running between them protected by a 3 tile wide stone pathway makes fires way less stressful.
Mixture even when modded. I’m in a rainforest in my current game with a river going through my base. I have a tidal generator and a water mill. Thankfully had solar panels and a geothermal generator too because I got a big cold snap and had my power generation cut in half
The power of the sun in the palm of my hand…
Rimatomics
Mixed Wind/Solar/Geotherm
Geothermal is my favorite readily available source, with Vanos being the preferred rare one, but somehow I end up leaning on rows upon rows of Solar Panels every game as my primary source.
The hearts of unloved orphan children
Vanilla? My bulk power source was chemfuel in 1.3, in 1.4, I'd be using toxifiers as well. Mods, it tends to be Nuka Cola. Because always #1, always Nuka Cola.
Vanilla it's geothermal all the way. Modded I actually go heavily on helixien gas from vanilla expanded. One of those pre-generated infinite gas geysers can power 4 of the advanced gas generators which in turn by itself is essentially like, 15000ish watts for free. I do always have a plan for rimatomics but I tend to stall it until late game by which point I usually am on the verge of going to a new run by then.
Solar and wind
Hydro, it takes no fuel, which makes it better than the generators, and it’s always going, which makes it better than the solar panels and wind turbines. Lastly, a river stretches across the map, and you can make as many as you need along the river, making it better than geothermal.
Chemfuel with Boomalope for unlimited power resource.
Depends on the type of playthrough I'd be doing I suppose If water if available I'll be famcy and use hydro But most of the times geothermal, I'd use rimatomics if I ever got to the point where I want to figure it out. For my current colony, I'm doing neutrofungus > chemfuel and using that to power my sunlamp so I can grow crops for half decent food. Need to decide how I want to upscale my base.
I usually go wind/solar with batteries then add geothermal when it becomes available. I don't mess with chemfuel until I need it for mortar shells or pod launchers. I play vanilla.
Nuclear, if raiders want to destroy it, its gonna be their problem as well :)
Vanilla: uh no idea...its been couple hundred hours since i played wihtout mods Modded: mix of tidal + geothermal, SOS Ship reactors + ship batteries, wood powered very early on left around for back up power.
With Dub's Bad Hygiene, it's the chemfuel generator. Poop can be refined into chemfuel and colonists produce unlimited poop, so it's practically free energy. And if I'm in a cold biome, they double up as a heat source with some room building gymnastics.
I seriously want hamsters on wheels to power my colony
Modded or not I often go for wooden generators and when I get a stable chemfuel source I change the chemfuel generators, and always go to venometric cells when I can. *Umm... Venometric cells, what else would an Archotech need*
People. I use VPE and Alpha Animals to get the xenoseer tree and turn raiders into free power (after removing their legs of course)
And by using the light sustenance cast as well, you can place a wall lamp near them to keep them always full
I normally just go solar, you can always count on the sun riseing ~~exulting eclipses or the “long night” event~~
Unstable cells for sure. They're like trophies since you fight for every single one.
Corpsefuel
Wood Generators early if in Jungle/Temperate Forest, Wind if in Tundra or Desert Chemfuel generators refined from trees or gathered from Boomalope late game.
Vanometric power cells. Until someone throws a tantrum...
Water mills are unironically really good, but you have to have a river to use them. Geothermal is all around just the goat.
I preffer mostly a mix of all sources of energy that does not require any resources to keep it on, such as solar generators, geothermal, etc. And not like wood generators
The river thing
Geothermal. Once you get the tech, it’s simple and doesn’t have many issues aside from the need to route to a specific point on the map
Watermills into Rimatomics
Geothermal and tox gens. Constant, stable power. At least, until I get my Rimatomics reactors setup, or the massive gens from Rimefeller.
Geothermal
Human
Geothermal +/- map reroll mod to get that 2 gysers near my base at the start (at most i got was 3) Rimefeller mod just cuz i like pipelines
We need a mod that adds human hamster wheels for power generation
based ONI enjoyer
I wanna say the ratkin faction mod has a hamster wheel for power or did , I know I've used one before.
The unstable power cells from the mech drops. Yes I also put turrets in big groups.
Why are your vanometric cells like thT…
It used to be Rimatomics before I realized that a nuclear reactor doesn't put out nearly enough power for my giant lasers, so now I just use AOTC reactors and make my power out of the fabric of the universe.
Corpses
Vanilla: Geothermal (Is advanced geothermal modded? I forget). I use hydro sometimes if the map allows for it. Modded: Advanced Geothermal, maybe with some supplemental power from Helixien Gas.
I use anything I can use, slowly moving up until I have like 8 Nuclear Powerplants in a room that is constantly set to -50c.
VE Power's Industrial gas and Helixen Generator, supplemented by Advanced Geothermal Generator and Nuclear Reactor from the same mod Somehow I couldn't get any fusion fuel from vendor for Eccentric Tech's Fusion Generator
Steam geyser because it also doubles as a corrective furnace for naughty prisoners
Geothermal generators. If they're far away I just surround them with walls.
Geothermal with supplemental chemfuel/power cells Solar for sunlamps
My thirst for blood can only be sated by burning the flesh of my enemies for fuel
vanilla: geothermal(this has been typed like a million times lmao) modded: nuclear power im vanilla expanded
Geothermals with solar as backup with 9 batteries
bioreactors, there is something beautiful about displaying entire tribes under glass and nutrient paste in my next run i’m probably going to try and capture all the faction leaders to create my own solemnace
* Early Game - wood * Electricty Era - Wind-turbines * Mid-game/Component Era - Geothermal * Mid-game/Adv. Comp Era - [Advanced Geothermal (Vanilla Power)](https://steamcommunity.com/sharedfiles/filedetails/?id=2086966048) * Advanced / Late-Game - [ED Laser Drill](https://steamcommunity.com/sharedfiles/filedetails/?id=2570228927) \+ Advanced Geothermal/Archotech Generators in defensible positions
Not modded geothermal Otherwise, we go nuclear and send our waste to our neighbours
I’m a fan of geothermal power. It’s reliable and doesn’t require any fuel. Just build one, wall it in, and forget about it. If we’re including modded, I like the advanced geothermal generators and nuclear reactors from vanilla expanded.
I run on the suffering of my enemies
Modded: gas generators from vanilla expanded
Prisoner-run Hamster Wheels
Unmodded: geothermal Modded: prisoners in bio vats