RimWorld Pollution Cleanup (1.6.4633) | 6:3:1 Calculator + Disposal Guide

Local Build Anchored | Biotech Core | Anomaly Optional

RimWorld Pollution Cleanup
Tool & Guide

Size a clean toxifier loop, freeze wastepacks before they turn into a bug problem, and decide when pods or pit gates beat hauling forever. This page is tuned to a local 1.6.4633 rev1266 install and current 2026 wiki values for Biotech and Anomaly systems.

Wastepack: 6 kg each Pod: 150 kg / 25 packs Pump: 4 tiles / day Atomizer: 2 packs / day
rimworld pollution cleanup hero panel with 1.6 pollution cleanup guide banner
Clean Ratio
6 : 3 : 1
Net Power
7400 W
Freezer Rule
0°C or lower
Infestation Trigger
Destroyed or rotted packs
The 6:3:1 Power-Clean Calculator
Planning proxy only. Treat 1 support unit as about 400 W of steady backup headroom.
Required pumps
3
Each pump clears 4 pollution tiles per day.
Required atomizers
1
One atomizer destroys 2 wastepacks per day.
Wastepacks per day
2.0
Based on 1 wastepack every 3 days per toxifier.
Net clean power
7400 W
Toxifiers minus pumps and atomizers, before batteries.
Buffered grid
9800 W
Adds your planning support units on top of the clean loop.
Battery suggestion
2
Keeps the atomizer running through brownouts and storm swings.

Six toxifiers, three pumps, and one atomizer is the exact fully clean block. Smaller loops round the atomizer up so the system stays ahead instead of stalling on reload windows.

rimworld pollution cleanup 6 to 3 to 1 calculator panel reference
Exact wiki math: each toxifier makes 2 pollution tiles per day, each pump clears 4, and each atomizer destroys 2 wastepacks or 12 pollution tiles per day.
Safe Storage & Infestation Prevention
Stored wastepacks
245
Wastepacks stack to 5 and do not fit on shelves.
Stored mass
1470 kg
Useful when you stage pod launches beside the freezer.
Time before full
122.5 days
Uses your toxifier count from the left calculator.
Infestation risk
Negligible
Frozen, roofed, and sealed is the safest default.

Local rule of thumb: a clean, roofed freezer at or below 0°C keeps wastepacks from dissolving. A 7x7 room stores 245 packs, enough for about six years of waste from two toxifier generators.

rimworld pollution cleanup frozen wastepack stockpile layout panel
Keep the waste freezer out of normal pathing. Frozen packs are stable, but unroofed or above-freezing storage eventually turns into rot, pollution, and cocoon checks.
Disposal Method Analyzer
Method Speed Cost / power Main risk Best use DLC
Wastepack atomizer 2 packs per day 400 W, nano chip, Construction 8 Slow ramp and rare chip bottleneck Permanent deletion with no diplomatic blowback Biotech
Pollution pump 4 tiles per day 200 W, 75 steel, 1 component Creates wastepacks instead of ending the problem Reclaim paths, farm edges, killboxes, and generator pads Biotech
Polux tree Very slow passive cleanup No power, but growth time and placement limits Cannot work near artificial buildings and does not solve wastepacks Background cleanup for low-traffic buffer zones Biotech
Pit gate undercave Instant hauling disposal No power, but active pit management Fleshbeasts, repeated waves, and collapse timer Home-map isolation if Anomaly is active and you accept the danger Anomaly
Transport pods Instant launch Single-use steel, components, and chemfuel Goodwill loss and possible retaliation Emergency overflow or one-way dumping far from home Vanilla
rimworld pollution cleanup disposal method analyzer panel
Keep the bottom line simple: atomize when you can, freeze when you must, pod when you need distance, and only use pit gates if you are already managing Anomaly pressure.

Transport pod planner

Pods needed
1
Each pod carries 25 wastepacks.
Total mass
150 kg
One wastepack weighs 6 kg.
Fuel per launcher
45 chemfuel
Vanilla pods burn 2.25 chemfuel per tile.
Launch status
In range
150 fuel caps a vanilla launcher at 66 tiles.

Any unmanned wastepack dump can anger the nearest faction and may trigger raids or wastepacks sent back, so pods solve map clutter only when the diplomatic cost is acceptable.

Code Anchors

Local Build Notes

These are the local files that anchor the page to the build installed in /game. They confirm the current version, infestation scaling, storyteller hooks, and the presence of atomizer, pump, toxifier, retaliation, and pit gate systems.

/game/Version.txt
1.6.4633 rev1266
/game/Data/Core/Defs/Misc/DifficultyDefs/Difficulties.xml
Wastepack infestation chance factor
Peaceful ............ 0
Community builder ... 0.25
Adventure story ..... 0.5
Strive to survive ... 1
Blood and dust ...... 1.5
Losing is fun ....... 2
/game/Data/Core/Defs/Storyteller/Storytellers.xml
Dissolution triggered:
incident = WastepackInfestation
thing    = Wastepack
delay    = 120 ticks

Polux tree cycle:
onDays   = 15
offDays  = 15
Assembly-CSharp.dll strings
Building_WastepackAtomizer
CompPollutionPump
CompToxifier
IncidentWorker_WastepackInfestation
QuestNode_Root_PollutionRetaliation
GoodwillPollutionEvent
WorldPollutionEvent
PitGate
JobDriver_HaulToAtomizer
WorkGiver_ClearPollution
Risk Control

Event Window And Safety Rules

The fastest way to make pollution manageable is to stop wastepacks from ever rotting in the first place. Frozen, roofed storage and steady hauling remove most of the random feeling from the system.

Wastepack infestations

Current behavior is much narrower than older forum memory suggests.

  • They trigger when a wastepack deteriorates or is destroyed, not from the storyteller out of nowhere.
  • The wiki lists the base chance as 1.2% times the wastepack cocoon infestation difficulty option.
  • The local game XML scales that factor from 0 on Peaceful to 2 on Losing is Fun.
  • Freezing at 0°C or lower and keeping the room roofed is the most reliable prevention habit.

Acidic smog

High nearby world pollution can start hurting your outdoor economy.

  • Acidic smog checks the pollution around your world tile, with tiles 2 to 4 spaces away counting at half value.
  • The effect drops outdoor light by 28%, cuts plant growth to half speed, applies a -5 mood penalty to non-immune pawns, and makes outdoor items deteriorate at 300% speed.
  • Indoor pawns and items are unaffected, which is why sealed stockpiles and roofed emergency farming matter.
  • If you are already near the smog threshold, do not solve waste by dumping close to home.

Quick priority order

Priority What to do Why it wins
1. Haul wastepacks Feed the atomizer and fill the freezer before pawns clean tiles by hand. Loose packs are the real timer. Pollution on the ground is ugly, but rotting packs are how you get surprise cocoons and tox gas.
2. Keep pumps powered Use pumps on travel lanes, killbox fronts, and generator pads first. Reclaim the tiles your colony actually uses instead of trying to repaint the whole map.
3. Dump only with intent Pods and pit gates are tools, not defaults. Pods trade clutter for diplomacy problems. Pit gates trade clutter for fleshbeast management.
4. Hand-clean last Manual clearing is a labor sink unless you are fixing a tiny choke point. Ground pollution becomes more wastepacks, so you still need storage or deletion capacity behind it.
Verified Sources

Current External References

These links are the current pages used for the exact cleanup numbers on this tool page. They were checked against the live sites on 2026-03-26.

Toxic wastepack

Mass 6 kg, stack size 5, freezing rule at 0°C, storage math, world-map dumping penalties, and retaliation notes.

Wastepack atomizer

400 W draw, 10-pack internal capacity, one wastepack every 30,000 ticks, and the clean 6 : 3 : 1 toxifier loop.

Toxifier generator

1400 W output, 1 wastepack every 3 days, 2 pollution tiles per day, and the net-positive clean block math.

Pollution pump

200 W draw, radius 10.9 tiles, 4 cleaned tiles per day, and one wastepack every 1.5 days when fully occupied.

Wastepack infestation

Current infestation trigger and the note that storyteller-fired random infestations were removed in patch 1.5.

Transport pod

150 kg capacity, 66-tile range, launch behavior, and wastepack dumping consequences for unmanned pods.

Pollution

Acidic smog trigger window and the exact outdoor penalties that make nearby dumping a bad habit.

Pit gate

Undercave behavior, collapse timing, periodic fleshbeast waves, and current notes about leaving pollution below.