How Long Does Toxic Fallout Last in RimWorld (1.6)? | Timer + Survival Toolkit

How Long Toxic Fallout Lasts in RimWorld and How to Survive It

A RimWorld colony under a yellow-green toxic fallout sky: colonists inside roofed rooms, a corn field outside and muffalo in a roofed barn

Ordinary toxic fallout lasts 2.5 to 10.5 in-game days. Anything alive under the open sky slowly builds up toxins, while anything under a roof is safe from it. Roof your routes, move food and animals inside, plan meals for the full 10.5 days, and if the green sky outlasts that, look for whatever is causing it.

RimWorld 1.6.4871Includes DLC-specific protection and hazards.

  • Face mask: 50% less buildup
  • Gas mask: 80% less (Biotech)
  • Indoor crops keep growing
  • Feed inside the barn
The short answer

2.5 to 10.5 days, and the game picks the number when it starts

When the letter arrives, the game rolls a random duration between 2.5 and 10.5 days (150,000 to 630,000 ticks) and keeps it hidden. The middle of that range is 6.5 days, but that is only a planning average. Your colony could get a short 3-day dusting or the full week and a half, so plan for the long end.

2.5–10.5days of fallout
Day 60earliest it can happen
90 daysbefore it can fire again
0.40 / daybuildup with no roof or gear
RuleValueWhat it means for you
Duration2.5–10.5 daysHidden random roll; the mean is 6.5 days
Earliest dayDay 60Counted from when you settled, so a new colony is spared for its whole first year (four quadrums)
Cooldown90 daysCounted from when the last one fired, not from when it ended. It is a minimum gap, not a schedule
WherePlayer home mapsAny biome, any temperature, any colony size
Turn it offStoryteller settingDisabling extreme weather events removes it from the random pool

Fallout timer

Enter how many days ago the letter arrived. You get the window in which ordinary fallout can end.

Shelter

What a roof stops, and what it does not

About every 1.4 in-game hours, the game checks every pawn on the map: colonists, guests, raiders and animals. If the cell they stand on has no roof, they gain toxic buildup. If it has any roof at all, they gain nothing from the fallout. Walls do not matter for this check; a roofed porch, a roofed walkway between two buildings or a roof over a pen counts the same as a sealed room.

RimWorld roof overlay during toxic fallout: bedrooms, kitchen and a roofed walkway shaded as roofed, a colonist outside on bare soil gaining toxic buildup
The roof overlay shows the safe area. A roofed walkway between the bedrooms and the kitchen keeps daily trips clean; the colonist hauling outside is the one getting poisoned.

Roof stops

  • New toxic buildup from the fallout itself
  • Crops and trees dying from fallout
  • Extra rot on food lying on that cell
  • Faster deterioration of items left outside

Roof does not stop

  • Polluted ground under the roof (Biotech)
  • Toxic water (Odyssey)
  • A crop dying from darkness if it has no light
  • Buildup a pawn already has; that has to fade on its own
Use an allowed area. Open the Areas tab, draw a "Fallout" area over every roofed cell, and assign it to colonists and trained animals. Turn on the roof overlay first so you can see the gaps. Leave a few pawns on Unrestricted for jobs that must go outside, and give them the best masks.

Rain can fall during fallout and does not wash it away or shorten it. If you use the compact hub layout, most daily trips already stay under one roof.

Toxic buildup

How fast toxic buildup grows, and how fast it fades

An unprotected colonist standing outside all day gains about 40% toxic buildup per day. Each pawn has a fixed personal factor between 0.85 and 1.15, so the same exposure gives one colonist about 34% a day and another about 46%. Buildup fades by 8% per day once the pawn is out of the fallout.

Toxic buildup stages in RimWorld from initial at 4% to lethal at 100%, with consciousness penalties and the protection from a face mask and a gas mask
Each stage lowers consciousness more. From moderate (40%) on, dementia and carcinoma can start rolling.
BuildupStageConsciousnessVomitingDementiaCarcinoma
4–19%Initial−5%———
20–39%Minor−10%———
40–59%Moderate−15%about every 5 days~0.7% a day~0.2% a day
60–79%Serious−25%about daily~2.7% a day~0.9% a day
80–99%Extreme−25%, capped at 10%about twice a day~7.4% a day~2.5% a day
100%DeathToxic buildup is lethal at 100%

The daily chances are averages for a pawn who stays in that stage the whole day. Dementia and carcinoma do not go away when the buildup does, so the real goal is to keep everyone under 40%. A pawn at 40% needs about 5 clean days to reach zero.

With Biotech, buildup does not fade outdoors during fallout. A pawn under the open sky recovers nothing unless their toxic resistance is 100%, and a pawn standing on polluted ground, roofed or not, recovers nothing unless their toxic environment resistance is 100%. Even a pawn wearing a gas mask should come back under a roof to recover.

Exposure calculator

Average pawn, ordinary fallout, no polluted ground. Resistances come from the pawn's stats in the info card.

020 minor40 moderate60 serious80 extreme100
Protection

Masks, genes and implants that cut fallout buildup

Two stats protect a pawn. Toxic environment resistance protects against toxins in the air and on polluted ground. Toxic resistance is the general stat that also works against direct toxic damage. Fallout checks both, and the leftovers multiply: 80% environment resistance plus 50% toxic resistance lets through only 10% of the normal dose, about 4% buildup a day outdoors.

SourceProtectionNotes
Face mask+50% environmentCore. Cheap cloth headgear, the first thing to make
Veil+35% environmentCore
Prestige robe+20% environmentRoyalty
Gas mask+80% environmentBiotech
Vacsuit helmet+80% environmentOdyssey
Detoxifier lung+60% environment eachBiotech. Two lungs reach 100%
Detoxifier kidney+50% toxic eachBiotech. Two kidneys reach 100%
Fleshmass lung+30% environmentAnomaly
Partial / total antitoxic lungs gene+50% / +100% environmentBiotech
Tox resistance / tox immunity gene+50% / +100% toxicBiotech
Breathless gene+100% environmentOdyssey

Bonuses inside one stat add up to a 100% cap, so a face mask plus one detoxifier lung already blocks all fallout buildup. Mechanoids have 100% in both stats and can do outdoor work for the whole event. Most animals have 50% toxic resistance, so they build up about half as fast as people; insects have more.

Environment immunity is not full immunity. With Biotech, recovery outdoors during fallout needs 100% toxic resistance. A pawn with two detoxifier lungs gains nothing outside, but buildup from earlier will only fade once they are back under a roof.
Crops and food

What happens to crops, trees and stored food

Fallout kills plants under the open sky at random. Each time the game checks a plant's cell, there is a 0.65% chance it dies on the spot, which works out to roughly a 1 in 5 chance per day for every outdoor crop and tree. After 2.5 days a little under half of an open field is gone; after 10.5 days almost all of it (around 90%). Growth itself is not slowed, so a crop that is close to ready is worth harvesting now.

A RimWorld corn field thinned out by toxic fallout next to a roofed grow room with hydroponics basins under a sun lamp and a freezer stocked with meals
Outside, the field thins out a little every day. Inside, the sun lamp room and the freezer carry the colony until the sky clears.

Grow indoors

A roofed room with a sun lamp keeps crops alive. Soil works; hydroponics basins (280% fertility, 70 W each) grow faster but kill their plants if the power fails. A sun lamp draws 2,900 W while it is on. Plants left in the dark start to die after about 7.5 days without light.

Protect what you have

Food left outside under fallout rots much faster, and items outdoors deteriorate three times as fast. Haul meals, raw food and fresh carcasses under a roof, ideally into the freezer. Nutrient paste stretches raw food further than fine meals.

Food math for the worst case: add up the edible nutrition in your stockpiles and divide it by what your colonists and animals eat per day. If that is less than about 11 days, plus the time a new indoor crop needs to grow, start a grow room, buy food from traders, or cut extra mouths now while you still have a choice.

Some special plants ignore fallout entirely: the anima tree and anima grass, the Gauranlen tree and its pods, the polux tree, the harbinger tree and the archean tree.

Animals

Keeping animals alive through fallout

A RimWorld animal pen with a roofed barn corner: muffalo and cows sheltering under the roof next to stacked hay, the open part of the pen empty
Penned animals walk to the roofed part of their pen on their own. Put the hay in there too, or they will keep wandering out to eat.
  • Penned animals look for roofed cells inside their own pen during fallout. That only works if the pen has a roofed section they can reach, so build a barn roof over one end.
  • Food inside the shelter. Grazing grass outside will die and animals walking out to eat take the full dose. Stack hay or kibble under the barn roof. The animal feeding planner shows how much each species eats.
  • Trained and free-roaming animals follow allowed areas, so add them to the same roofed area as your colonists.
  • Wild animals stay out in it. Their numbers do not refill while fallout lasts.
  • Poisoned corpses. When anything dies with toxic buildup, the chance its body rots instantly equals its buildup. A muffalo at 40% has a 40% chance to leave a rotten carcass, so butcher or cull sick animals before they reach that point.
Fallout that will not end

Toxic fallout still going after 10.5 days?

Ordinary fallout never runs longer than 10.5 days. If yours does, something else is holding the condition in place, and waiting will not help.

CauseHow to tellHow it ends
Toxic spewer (Royalty)A quest or mech cluster mentions it; a 6×5 machine sits on a map within 3 world tilesDestroy it (1,500 HP, does not burn). The fallout fades within a couple of in-game hours. See beating a mech cluster
Quest or scenarioThe condition was set up by a quest or your starting scenarioMay have its own duration or be permanent; read the quest or scenario text
Ancient toxic vent (Odyssey)A vent on your map switches fallout on and offCycles at random, averaging about 12 days on and 4 days off. Pawns close to an active vent take buildup even under a roof, far faster than from fallout
Ancient reactor (Odyssey)An ancient reactor structure on the mapHack it successfully to shut the fallout off
A modNone of the aboveCheck the mod's settings or description

Things that look like fallout but are not

HazardDifferenceDoes a roof help?
Polluted ground (Biotech)Builds up about 40% a day for an unprotected pawn standing on it. Wastepacks and toxifier generators spread itNo
Acidic smog (Biotech)Lasts 1–2 days, halves plant growth, −5 mood outside. No toxic buildup. Triggered by world pollution nearbyOnly in rooms that count as indoors
Tox rain (Odyssey)A weather type with toxic buildup and no fixed fallout timerYes
Toxic water (Odyssey)Three times the fallout rate while standing in itNo

Fallout and polluted ground stack: an unprotected pawn outside on polluted soil gains about 80% a day. If colonists keep gaining buildup indoors, look for roof gaps, polluted floor tiles or a toxic water tile on their path. The Scarlands survival page covers polluted maps in depth.

Caravans

Ordinary fallout only poisons pawns on the affected map. A caravan that leaves is out of it, though it still takes buildup on moderately or heavily polluted world tiles and when it is less than 3 tiles from a toxic spewer. Evacuating is a real option when food runs out, as long as the route avoids those.

When the letter arrives

Toxic fallout survival checklist

  1. Pause and read the condition. If it came from a quest, a spewer or a vent, skip to the source table.
  2. Draw a roofed allowed area over bedrooms, kitchen, freezer, hospital and the routes between them. Fill any roof gaps.
  3. Give the pawns who must go outside face masks or gas masks, and keep their trips short.
  4. Harvest crops that are close to ready. Haul food and fresh carcasses under a roof.
  5. Roof one end of each pen and move feed into it.
  6. Count food against 10.5 days. Start a sun lamp or hydroponics room if you are short.
  7. Check toxic buildup in the Health tab every day. Anyone near 40% stays inside until it drops.
  8. After the sky clears, replant. Wild plants and animals return over time.