RimWorld Pollution Cleanup (1.6.4633) | 6:3:1 Calculator + Disposal Guide
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.
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.
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.
| 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 |
Transport pod planner
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.
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.
1.6.4633 rev1266
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
Dissolution triggered: incident = WastepackInfestation thing = Wastepack delay = 120 ticks Polux tree cycle: onDays = 15 offDays = 15
Building_WastepackAtomizer CompPollutionPump CompToxifier IncidentWorker_WastepackInfestation QuestNode_Root_PollutionRetaliation GoodwillPollutionEvent WorldPollutionEvent PitGate JobDriver_HaulToAtomizer WorkGiver_ClearPollution
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. |
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.