RimWorld Wastepacks (1.6) | Disposal, Storage, and Dumping Tool
Wastepacks, Solved: Fast, Safe Fixes That Won’t Torpedo Your Colony
If you just need a fast answer for rimworld wastepacks how to get rid of them in 1.6, start with cold storage and build real throughput second. Freeze packs at or below 0C, size atomizers against mech bandwidth, and only launch dump pods beyond the settlement danger ring. The calculators below handle freezer size, pod math, goodwill risk, and clean-power loops in one place.
Use this if the base is already filling up
- Cold room first: best freezer size for rimworld wastepacks is the simple 7x7 interior because it stores 245 packs with clean hauling lanes and minimal pathing mess.
- Atomizer second: one atomizer deletes 24 packs every 12 days, so it cleanly offsets a little under five mech bandwidth.
- Dumping last: transport pods beat caravans when you must move packs fast because they keep the route clean and make goodwill damage predictable.
- Deliberate pollution: if you want the power, build the toxifier loop on purpose instead of letting random wastepacks decide your floor plan.
Allowed zone: Wastepack freezer Priority: Critical Room target: -2C Hauling order: freezer -> atomizer hopper -> launch lane Emergency rule: never leave wastepacks outdoors in rain or heat
Planning rule: atomizers needed ≈ ceil(bandwidth / 4.8). That line stays fast, conservative, and close enough for day-to-day mechanitor planning.
This is the fast answer for polux tree vs atomizer rimworld wastepacks too: atomizers win on throughput, while Polux cleaning wins on passive cleanup without making new packs.
Nearest settlement matters more than the dump tile looks
| Distance To Nearest Base | Penalty Factor | Example With 25 Packs |
|---|---|---|
| 0 tiles | 100% | -25 goodwill |
| 1 tile | 50% | -12 goodwill |
| 2 to 4 tiles | 20% | -5 goodwill |
| 5 to 7 tiles | 10% | -2 goodwill |
| 8 to 16 tiles | 6.67% | -1 goodwill |
Your selected band
| Option | Use It When | Why It Wins |
|---|---|---|
| Transport pods | You need one-way dumping, gifts, or fast wastepack removal now. | Fastest vanilla answer for targeted dumping. The local files also confirm the unroofed launch lane and 150 fuel launcher cap. |
| Passenger or quest shuttles | You are moving pawns and cargo together, or reusing the vehicle matters. | Lower rebuild cost per trip, better for mixed logistics than pure garbage export. |
| Gravships | You are already in late game, moving whole operations, and can afford the setup. | Large volume, but after the August 28, 2025 1.6.4566 patch, landing no longer clears pollution for free. |
When you do not want the packs on your home map anymore
- Pit Gate landfill: the cleanest off-site trick if Anomaly is on the table and you want your home tile quiet.
- Polux trees: slower than atomizers, but they erase map pollution without generating a second wastepack economy.
- Dedicated dirty edge: if you are farming toxifier power, keep the polluted zone outside traffic, bedrooms, and hospital routes.
- No surprise caravans: if the route is long enough to dissolve packs, it is a bad route for live wastepack travel.
WastepacksPerRecharge = 5 on the local BaseMechanoid stat base.
WastepackInfestation is wired through a dissolution-triggered storyteller component with thing = Wastepack and delayTicks = 120.
wastepackInfestationChanceFactor scales from 0 on peaceful to 2 on losing is fun.
50 steel + 1 component with fuelCapacity = 150. Transport pod cost is 60 steel + 1 component. Both need unroofed placement.
TransportPod research costs 1000, hides BiofuelRefining and Machining as prerequisites, and requires the hi-tech research bench.
- Destroyed or dissolving packs are the real infestation trigger. That is the modern rule that matters, not the old fear of a totally random major threat.
- Indoor pollution still counts. Roofs help with fallout, not with already polluted floor tiles.
- Tox gas is the punishment for careless storage. Keep packs away from flames, shell impacts, and traffic choke points.
- The outer dump ring is not optional. Distance is the main low-risk lever when you are exporting waste.
- Frame rate likes fewer piles. One cold room plus a short atomizer lane is cleaner than scattered stockpiles all over the map edge.
Relevant 1.6-era changes
| Date | Change | Why You Care |
|---|---|---|
| 2025-08-28 | 1.6.4566: gravships no longer clear pollution when landing. | Late-game logistics stopped doubling as accidental cleanup. |
| 2025-10-31 | 1.6.4630: shuttle and gravship reliability fixes. | Better late-game hauling consistency, especially on long operations. |
| 2026-01-15 | Current wiki note on the post-1.5 infestation rule. | Keeps the focus on destroyed and dissolving packs instead of phantom events. |
| 2026-02-01 | Current pollution math pass for distance penalties and retaliation notes. | This is the practical dump-run table you plan around today. |
Do wastepacks dissolve in caravans?
How many wastepacks fit in one pod?
What is the best freezer size for rimworld wastepacks 7x7?
Should I use Polux trees or atomizers?
What difficulty makes wastepack infestations nastier?
wastepackInfestationChanceFactor from 0, 0.25, 0.5, 1, 1.5, to 2 as difficulty climbs from peaceful to losing is fun.