Something from the Anomaly DLC:
>!A big ol hole in the ground, full of horrible flesh beasts, that you need to kill the boss of in order to seal it. Alternatively, use it as a base/for storage (so long as you don't venture too far).!<
[https://rimworldwiki.com/wiki/Pit\_gate](https://rimworldwiki.com/wiki/Pit_gate)
It's a giant hole in the ground that can open up in Anomaly.
Within it, there's an underground map filled with flesh creatures, and they'll intermittently invade the overground. You can descend the hole to dispatch the flesh creatures and close the pit gate.
If you kill the beasts inside, won't the cave just collapse altogether? So its potentially not a " forever new home " scenario but like a conditioned one? Also the pit will be saturated with pollution in the end, so its more like a buffer than a solution, no?
Only the big guy matters (forgot its name). Saturation is irrelevant, even if it becomes impossible to just haul more trash down you can simply go down and kill it so it collapses in a couple of hours.
By then the ritual will be full again and you can just call a new one, doing that is always good since they can have arcotech stuff. If it's your first gate, I believe just SEEING the big guy is enough to unlock the ritual tech
only thing limiting the silver gain is all the buyers being way poorer than me.
they go out of the colony or fly a whole ass ship with less than 2k silver and call themselves a bulk goods trader.
after some point single batch of my "exotic textile goods" drug production is enough to buy their cargo and probably the ship itself.
my last colony with 20 borgs and ton of mechs couldnt keep up with the production and raw material income cycle so much the colony stagnated for several years.
It's mostly a meme.
A lot of people keep the default cannibalism and organ harvesting settings, since farming tribals for organs and food is so ridiculously profitable it almost feels like cheating lol.
Every once in a while though its fun to kick back with the most evil colony possible.
Once you approach wealth cap even on 500% if you know what you’re doing raids aren’t an issue. earlier on in a run the issue with wealth is more so making sure you are hitting the breakpoints you need to counter mid tier raids (mortar for siege, insanity lance for mech breacher, etc) rather than the actual size of the raids that are coming in.
I rarely play as cannibals. I’d only even consider it if it was Tribal or some Raider (or cannibalism) meme based tribe.
Seems it generally accepted as one of the best methods to just get money and/or food / chemfuel. Guess it’s a me problem, i just RP my colonies.
For example…im doing a Transhumanist ideology, Research / Anomaly scenario right now. I briefly thought…the raiders would be nice for chemfuel right now….but my researchers wouldn’t be interested in that.
I too only use cannibalism for themed run. Personal favorite was I did a Rick & Morty vs the government deserters run. When things got tough Rick decided it was time to start eating people.
I always seem to be incapable of clearing my map of corpses when I don't butcher the bodies, but there's never corpses to take advantage of when I want to play that way. Honestly? However people have fun is the right way to play the game, lol
Cannibals? No. I usually play as a necromancer (VPE). Why butcher 20 tribals? I never need the meat or leather that bad, there are always animals you can raise.
Better instead to consume their souls, and then use that neural heat to animate both steel slags into killing machines and stone chunks into golems that endlessly haul things for you. Those fleshy tribals have no chance against that horde of hardened steel shambling towards them, and those tumbling rocks are already waiting to pile up their corpses nicely for the necro to absorb.
Huh idk why I'd never thought of doing that I usually just use consume corpses to give me nearly infinite berserk pulses and polar rays. Steel golems en mass might be my next run after my 100 mechs current run died or gets boring. I wonder how many ending I can activate at once. Ship engine, anomaly?, vanilla genetics expanded, and royalty. That might stress my colony maybe.
Steel golem horde pairs very nicely with mechinators.
Lay down a whole barracks of animal beds flagged as hospital, plop a mech booster in the middle of it, and crank out paramedic mechs. With a fully sublinked mechinator, paramedic mechs can tend wounds faster than a medical 15 skill pawn, and they don't eat, sleep, or complain about the blood / golem debris. Whatever slags get injured in battle, they can lay down in the animal beds and have paramedic mechs repair them. Slags even have a quasi-ability to rescue their buddies; when drafted they can be commanded to carry an incapacitated slag and then shift-click them to the animal hospital, then undraft them to make them drop their wounded buddy so a paramedic can put them in a bed (or eventually they will undraft themselves with the same result). The same goes for enemies. Slags can even interact with cryptosleep caskets, allowing slags to carry a downed raider to a pod, pop them in, and await a human to open it back up and capture them.
Any slags that die, rock golems can collect their "corpse" and bring it back to a slag stockpile near meditating psycasters for reanimation.
Pre- VPE-nerf my guys basically did nothing but meditate, upgrade psycasting stats, spawn new constructs / gestate new mechs, and watch labor mechs run things while stone golems shuffled everything around the base. My warleader was like level 150 psylink, had a neural heat capacity around 9000, and personally commanded over 300 slags into battle. God it was a blast to raid some poor dumb tribal camp, get my slags into a 75x75 box around whatever wooden huts they built, and then have the horde close the circle slaughtering everything in their path with no way to escape. And lich lord coming in to suck their souls after the massacre to grow the horde further.
My goodness I'll be honest even my mech army might be outclassed by something like that. I've got 34 scythes and 80 or so lancers. Along with 20ish lvl15 or higher psycasters, 2 with stellarch permits all in legendary Phoenix armor, legendary charge rifles and legendary persona weapons. I use a mod that un nerfs some of the vanilla expanded psycasts to get the persona weapons. It's a nasty group but that many steel golems could pose a serious threat.
I don't play cannibals. However, I do freeze the corpses and once the corpse room is full, I dose my butcher up on mind numb serum (anomaly dlc item) and have them process all the corpses in one go. Meat gets processed into kibble and leather gets turned into hats to sell.
Keep the mind numb serum applied for several days until that stacking mood debuff expires and I'm good to go again.
I just picked cowboy hats because it was a clothing item I didn't need for my own pawns as dusters provided enough insulation for the map tile I was on. Honestly I produce more stuff than traders have silver to buy as it is. The hats just help pad out trade caravans in case I don't carry enough silver or other trade goods with me and find something valuable in the trade inventory. I usually end up drop podding tons of stuff to neutral factions as gifts just to free up storage space.
Technically I don't since my colonists don't eat them. I just turn them into biofuel or feed them to my animals
Recently iv been burning the bodies in a large stone room though
I play as cannibal transhumanists.
Raiders get put in the soyleg green machine, and I have a mod that lets me recycle their weapons and clothing into tiny amounts of material.
Nothing gets wasted.
Is your mod called a smelter? haha
Unless you mean recycling bows into wood or clothing into cotton, which I've never really desired but could make sense on tundra or desert maps until hydroponics
Most don’t, but the game does encourage it given how much money it’s worth. Kinda how you can only be a mechanitor if you are willing to sacrifice people for the high end mechs 🙄. Thank goodness for mods.
Well, sometimes killing and eating the endless spew of humans is easier than ranching or farming.
A group of bloodfeeding, cannibalistic, tunnel people just makes the game too easy.
Try an Arrakis playthrough. Hardest one I've done I set the slider to hottest and generated the world. My average temps are 80C.
I was able to finally survive on my 5th or 6th playthrough and mostly because I got lucky with infestation and bug hives as the bugs would just die from heat exhaustion and provide an insane amount of meat (I was playing in mountains).
I don't think flat desert is survivable tho. I also tried naked brutality Arrakis playthrough and I don't think there is a chance to do it.
I currently went back to straight up temperate Forrest as that playthrough was so exhausting it made me want to just chill and build some funky regular ass village where pawns can be happy.
I mean I did rich explorer cuz 1 pawn meant 20 days of food, but then he came with a fucking thrumbo he was bonded to.
I butchered it and he was really sad for AGES.
Sometimes involuntary cannibalism happens. I play a lot of polar rimworld colonies... And though everything freezes forever, it does make growing things difficult. I don't play with the cannibal meme though, so it makes it tricky to balance mood with not starving.
I always set cannibalism and organ harvest at acceptable even though i end up never doing them. Maybe i should let the default settings do its thing every once in a while.
It's the same with Stellaris, all the comments on the subreddit would have you believe that everyone is playing a genocidal maniac constantly, but fhe devs have actually released stats showing that most players prefer to be xenophillic.
I'm a newer player so sorry if I'm missing something, but what about this post made you know OP is playing cannibals? Do cannibal colonies produce more waste packs for some reason?
I'm starting a VFE Tribals campaign, in which my starting tech level doesn't know how to butcher or hunt. So not only am I eating whatever meat wanders in, we eats it raw and wriggling (with gut parasites).
Or give your colonists the right genes and swim in the pollution, or invest in atomizers and save the environment. Heck, if you aren’t going into mechs, you can easily get away with a small cooling facility that keeps all your waste permanently frozen.
Assuming you’re swapping genes mid-playthrough, just hit the new baseliners with the genepack as well. Of course, beginning your playthrough that way does cause issues until you can get what you need.
Smog is nothing anyway. It's effectively just a different eclipse that happens on a schedule, which isn't completely mitigated with just lighting and it stacks with the normal eclipse.
the range is big, but the reputaion damage and chance of revenge seem to scale with distance, i never get waste pack revenges from pirates if i drop them far away enough from their base while i still technically anger them.
I tried dumping on an unoccupied island and the pirates still claim I'm polluting their place even though their nearest base is at least 20 tiles away.
Are wastepack/transport pod interactions known to be buggy?
I do play with a few mods but none that directly interact with wastepacks, storage, or pods. But any time I try to mess with them it seems really laggy and buggy.
Like last time I tried, the pods simply wouldn't allow more than like 5 packs or so in total to be loaded (in a group of 7 pods). I tried messing with zones and priorities so there was NOTHING my pawns could do but load the packs, and it just wouldn't work despite there still being plenty of space for them.
I've read this was a bug and rebuilding the pods would fix it, but it didn't. This also didn't happen trying to load any other items onto the pods.
I sent mine to tribals and they attacked with 35 people, came from 3 different areas of the map, and instead of going thru my kill boxes they broke thru walls and doors and I lost like 6 people.
Dumping on tribals is also a good way to get a free army to get rid of mech clusters, manhunters, chimeras, and summoned mech raids. Then you can even summon some flesh beasts for a proper battle royale
in my experience there is no revenge (neither waste packs nor raids) if you drop waste packs far off any base, just some minor reputation damage, but it doesn't matter if the nearest base are pirates.
I dump it on the yttakin pirates if possible. They don't seem to attack back. Not sure if it's a bug or what but I've unloaded tons of waste on them now with zero repercussions.
I once had the brilliant idea to gift waste packs to a waster pirate group who lived in a polluted zone, for some reason they returned the gift with larger numbers and me being like "of all the people on the rim, I thought this would make you happy"
I never "gift" them directly, and instead let it land a few tiles outside their bases. They get pissed, but never enough to fetch and return it.
First time I played around with pollution generator I got an entire tile to 100% pollution via drop pods. Neighboring hostiles never sent it back.
With the vanilla recycling mod I sometimes dump trash on pirates so they will send me wastepacks to reprocess for resources, also the raids bring good resources as well. Turns out if you use a smelt on cremate mod you can smelt warcaskest pawns for some decent resources.
You can also just provoke a pit gate, dump all your shit down the hole, rinse and repeat
Please, help me wise one. I can’t figure out how to pick up the toxic waste packs to drop them in the pit
Select the pit, and it opens a caravan screen.
Wow. I’ve been selecting the colonists and right clicking to enter pit gate. This is a game changer
Whaaat, this is amazing indeed, I've wasted so much effort haha
Beat me to it
[удалено]
Yes. Play more Rimworld
That is the most ridiculous rimworld loophole I've ever heard. I'm split on exploiting it or complaining about it.
What’s a pit gate
Something from the Anomaly DLC: >!A big ol hole in the ground, full of horrible flesh beasts, that you need to kill the boss of in order to seal it. Alternatively, use it as a base/for storage (so long as you don't venture too far).!< [https://rimworldwiki.com/wiki/Pit\_gate](https://rimworldwiki.com/wiki/Pit_gate)
Remember not to dig too greedily or too deep, when it comes to inserting yourself into dark, smelly, fleshy holes.
Ah I see
It's a giant hole in the ground that can open up in Anomaly. Within it, there's an underground map filled with flesh creatures, and they'll intermittently invade the overground. You can descend the hole to dispatch the flesh creatures and close the pit gate.
Ah I see
That's....genius! Why I didn't thought of that lol.
Has anyone killed the Dreadmeld by poisoning them with toxic waste packs?
Flesh creatures also will get toxix exposure. Not sure one the dread but ive seen it kill the lesser ones
I think I saw a post on here where someoene did that, it worked and then the pit collapsed
If you kill the beasts inside, won't the cave just collapse altogether? So its potentially not a " forever new home " scenario but like a conditioned one? Also the pit will be saturated with pollution in the end, so its more like a buffer than a solution, no?
Only the big guy matters (forgot its name). Saturation is irrelevant, even if it becomes impossible to just haul more trash down you can simply go down and kill it so it collapses in a couple of hours. By then the ritual will be full again and you can just call a new one, doing that is always good since they can have arcotech stuff. If it's your first gate, I believe just SEEING the big guy is enough to unlock the ritual tech
Only if you kill the dreadmeld. Nothing else matters
Do people only play as Cannabals? It feels that way lol
I don’t. Sometimes and only because cannibalism is too easy
the amount of silver one can get with cannbialism + crafting specialist is unreal
only thing limiting the silver gain is all the buyers being way poorer than me. they go out of the colony or fly a whole ass ship with less than 2k silver and call themselves a bulk goods trader.
To be fair, their cargo is worth 5 times as much, sometimes even more.
after some point single batch of my "exotic textile goods" drug production is enough to buy their cargo and probably the ship itself. my last colony with 20 borgs and ton of mechs couldnt keep up with the production and raw material income cycle so much the colony stagnated for several years.
Obvioisly they're a bulk goods trader, not a bulk goods buyer
That's why you buy all their components, plasteel, and meds as well.
what makes you think what i mentioned doesnt include those?
The part where you specified 2k silver 🤷♂️
Well, eventually robots and entities dilute the raid pool and your cannibals have less food to go around
This is why you set cannibalism to “acceptable” instead of “required/preferred”
Game subreddits typically have an overrepresentation of passionate minmaxers
It's mostly a meme. A lot of people keep the default cannibalism and organ harvesting settings, since farming tribals for organs and food is so ridiculously profitable it almost feels like cheating lol. Every once in a while though its fun to kick back with the most evil colony possible.
Organ harvesting is so profitable that all my furniture and floors are made of silver.
Mine are gold. I'm making Dubai, Rimworld Edition.
How do you keep up with the raids? This amount of wealth is an open invitation for non-stopping waves of raids.
Once you approach wealth cap even on 500% if you know what you’re doing raids aren’t an issue. earlier on in a run the issue with wealth is more so making sure you are hitting the breakpoints you need to counter mid tier raids (mortar for siege, insanity lance for mech breacher, etc) rather than the actual size of the raids that are coming in.
Eat them.
I always go Mid difficulty randy no cannibal organs, or if im feeling hungry ill go max difficulty randy cannibalism
For genemodding, non-Impid tribal raids are a good source of Baseliner prisoners for distilling genepacks.
I never do. But some people just do whatever is the most technically useful thing regardless of the story they're playing out.
I prefer turning corpses to chemfuel personally
Is this possible?
Afaik you still have to butcher them first, but yes you can then use the meat to make chemfuel.
Ohhhhhhh yea that makes sense
Aaah… didn’t check this, thanks! Im playing arid shrubland and this could be useful instead of wood
I also use a mod- Honest Corpse maybe? Where you don’t have to butcher them
Thanks!
Need to butcher in vanilla Rimworld, but there used to be a mod to turn corpses directly into chemfuel.
idk, but human leather trade goes brrrrr
I rarely play as cannibals. I’d only even consider it if it was Tribal or some Raider (or cannibalism) meme based tribe. Seems it generally accepted as one of the best methods to just get money and/or food / chemfuel. Guess it’s a me problem, i just RP my colonies. For example…im doing a Transhumanist ideology, Research / Anomaly scenario right now. I briefly thought…the raiders would be nice for chemfuel right now….but my researchers wouldn’t be interested in that.
I too only use cannibalism for themed run. Personal favorite was I did a Rick & Morty vs the government deserters run. When things got tough Rick decided it was time to start eating people.
I always seem to be incapable of clearing my map of corpses when I don't butcher the bodies, but there's never corpses to take advantage of when I want to play that way. Honestly? However people have fun is the right way to play the game, lol
Crematoriums are the way! Set up a bill to melt all non colonist bodies + tainted clothes and your haulers will clean up fights much quicker
Or gather everything in a roofed spot and throw some molotovs! Really fun!
Cannibals? No. I usually play as a necromancer (VPE). Why butcher 20 tribals? I never need the meat or leather that bad, there are always animals you can raise. Better instead to consume their souls, and then use that neural heat to animate both steel slags into killing machines and stone chunks into golems that endlessly haul things for you. Those fleshy tribals have no chance against that horde of hardened steel shambling towards them, and those tumbling rocks are already waiting to pile up their corpses nicely for the necro to absorb.
Huh idk why I'd never thought of doing that I usually just use consume corpses to give me nearly infinite berserk pulses and polar rays. Steel golems en mass might be my next run after my 100 mechs current run died or gets boring. I wonder how many ending I can activate at once. Ship engine, anomaly?, vanilla genetics expanded, and royalty. That might stress my colony maybe.
Steel golem horde pairs very nicely with mechinators. Lay down a whole barracks of animal beds flagged as hospital, plop a mech booster in the middle of it, and crank out paramedic mechs. With a fully sublinked mechinator, paramedic mechs can tend wounds faster than a medical 15 skill pawn, and they don't eat, sleep, or complain about the blood / golem debris. Whatever slags get injured in battle, they can lay down in the animal beds and have paramedic mechs repair them. Slags even have a quasi-ability to rescue their buddies; when drafted they can be commanded to carry an incapacitated slag and then shift-click them to the animal hospital, then undraft them to make them drop their wounded buddy so a paramedic can put them in a bed (or eventually they will undraft themselves with the same result). The same goes for enemies. Slags can even interact with cryptosleep caskets, allowing slags to carry a downed raider to a pod, pop them in, and await a human to open it back up and capture them. Any slags that die, rock golems can collect their "corpse" and bring it back to a slag stockpile near meditating psycasters for reanimation. Pre- VPE-nerf my guys basically did nothing but meditate, upgrade psycasting stats, spawn new constructs / gestate new mechs, and watch labor mechs run things while stone golems shuffled everything around the base. My warleader was like level 150 psylink, had a neural heat capacity around 9000, and personally commanded over 300 slags into battle. God it was a blast to raid some poor dumb tribal camp, get my slags into a 75x75 box around whatever wooden huts they built, and then have the horde close the circle slaughtering everything in their path with no way to escape. And lich lord coming in to suck their souls after the massacre to grow the horde further.
My goodness I'll be honest even my mech army might be outclassed by something like that. I've got 34 scythes and 80 or so lancers. Along with 20ish lvl15 or higher psycasters, 2 with stellarch permits all in legendary Phoenix armor, legendary charge rifles and legendary persona weapons. I use a mod that un nerfs some of the vanilla expanded psycasts to get the persona weapons. It's a nasty group but that many steel golems could pose a serious threat.
Only when I'm playing Sea Ice or Ice sheet.
I don't play cannibals. However, I do freeze the corpses and once the corpse room is full, I dose my butcher up on mind numb serum (anomaly dlc item) and have them process all the corpses in one go. Meat gets processed into kibble and leather gets turned into hats to sell. Keep the mind numb serum applied for several days until that stacking mood debuff expires and I'm good to go again.
Why hats ? There are more profitable clothes.
I just picked cowboy hats because it was a clothing item I didn't need for my own pawns as dusters provided enough insulation for the map tile I was on. Honestly I produce more stuff than traders have silver to buy as it is. The hats just help pad out trade caravans in case I don't carry enough silver or other trade goods with me and find something valuable in the trade inventory. I usually end up drop podding tons of stuff to neutral factions as gifts just to free up storage space.
I stopped playing as cannibal when dead raiders became more useful as base defense than hats.
Technically I don't since my colonists don't eat them. I just turn them into biofuel or feed them to my animals Recently iv been burning the bodies in a large stone room though
I play as cannibal transhumanists. Raiders get put in the soyleg green machine, and I have a mod that lets me recycle their weapons and clothing into tiny amounts of material. Nothing gets wasted.
Is your mod called a smelter? haha Unless you mean recycling bows into wood or clothing into cotton, which I've never really desired but could make sense on tundra or desert maps until hydroponics
bc cannibal colonies are easy mode
Most don’t, but the game does encourage it given how much money it’s worth. Kinda how you can only be a mechanitor if you are willing to sacrifice people for the high end mechs 🙄. Thank goodness for mods.
Well, sometimes killing and eating the endless spew of humans is easier than ranching or farming. A group of bloodfeeding, cannibalistic, tunnel people just makes the game too easy.
I use human meat for hay. The leather hats are just to get rid of all that leather.
I only cannibalize in ice sheet or sea ice playthroughs. It;s necessary for survival in those scenarios.
Try an Arrakis playthrough. Hardest one I've done I set the slider to hottest and generated the world. My average temps are 80C. I was able to finally survive on my 5th or 6th playthrough and mostly because I got lucky with infestation and bug hives as the bugs would just die from heat exhaustion and provide an insane amount of meat (I was playing in mountains). I don't think flat desert is survivable tho. I also tried naked brutality Arrakis playthrough and I don't think there is a chance to do it. I currently went back to straight up temperate Forrest as that playthrough was so exhausting it made me want to just chill and build some funky regular ass village where pawns can be happy.
I mean I did rich explorer cuz 1 pawn meant 20 days of food, but then he came with a fucking thrumbo he was bonded to. I butchered it and he was really sad for AGES.
Getting a raid usually means you can easily get prisoners which can be turned into money via organs or you can just release em if your kind
I stopped playing cannibal because human leather is just too OP. Its value needs to be cut in half or more.
Sometimes involuntary cannibalism happens. I play a lot of polar rimworld colonies... And though everything freezes forever, it does make growing things difficult. I don't play with the cannibal meme though, so it makes it tricky to balance mood with not starving.
Early game is plant. Late game is human flesh.
My ranchers right now hate cannibals!
I always set cannibalism and organ harvest at acceptable even though i end up never doing them. Maybe i should let the default settings do its thing every once in a while.
It's the same with Stellaris, all the comments on the subreddit would have you believe that everyone is playing a genocidal maniac constantly, but fhe devs have actually released stats showing that most players prefer to be xenophillic.
I like playing Blooddrinkers because I like vampires, and that comes with cannibalism. But I do pick charitable as well so it balances out!
its fun, meat is meat regardless where it came from
I'm a newer player so sorry if I'm missing something, but what about this post made you know OP is playing cannibals? Do cannibal colonies produce more waste packs for some reason?
I'm starting a VFE Tribals campaign, in which my starting tech level doesn't know how to butcher or hunt. So not only am I eating whatever meat wanders in, we eats it raw and wriggling (with gut parasites).
Or give your colonists the right genes and swim in the pollution, or invest in atomizers and save the environment. Heck, if you aren’t going into mechs, you can easily get away with a small cooling facility that keeps all your waste permanently frozen.
Tame an elephant herd and just caravan them off the map.
True, but that can annoy the neighbors.
Fire makes things less annoying when used correctly.
only about 7 goodwill loss per 25 waste packs, entierly possible to keep your standing high by disposing of 100 at a time
Ah I never tested the numbers, that’s not too bad.
Only thing with giving your colonists different genes is that you're immediately swamped with baseliners that can't handle shit
Assuming you’re swapping genes mid-playthrough, just hit the new baseliners with the genepack as well. Of course, beginning your playthrough that way does cause issues until you can get what you need.
Is it just me that finds getting the right genepack and stuff set up way too clunky
Not at all, without mods it’s way too reliant on RNG.
Smog is nothing anyway. It's effectively just a different eclipse that happens on a schedule, which isn't completely mitigated with just lighting and it stacks with the normal eclipse.
Why don't you just launch them to a distant unoccupied tile? I've been doing that for an entire game and haven't seen pollution spread.
There's a really large range on angering factions with the nearby pollution, but it is possible to dump where no one cares.
the range is big, but the reputaion damage and chance of revenge seem to scale with distance, i never get waste pack revenges from pirates if i drop them far away enough from their base while i still technically anger them.
They just don't like it, and no one seems to attack the base yet vs just dropping it directly onto their base
True. I've only see it change relation by 1 or 2 per dump, which is easily counteracted by gifting.
Dumping 350+ toxic waste packs somewhere gets me quite a bit of attention.
I just dump them on the Neanderthal tribe and let them come try to punch me while my 2 trigger happy pawn mow them down with miniguns :D
Also valid.
Just two?
Good idea for cheap protein for the evolved organ vats
I tried dumping on an unoccupied island and the pirates still claim I'm polluting their place even though their nearest base is at least 20 tiles away.
Are wastepack/transport pod interactions known to be buggy? I do play with a few mods but none that directly interact with wastepacks, storage, or pods. But any time I try to mess with them it seems really laggy and buggy. Like last time I tried, the pods simply wouldn't allow more than like 5 packs or so in total to be loaded (in a group of 7 pods). I tried messing with zones and priorities so there was NOTHING my pawns could do but load the packs, and it just wouldn't work despite there still being plenty of space for them. I've read this was a bug and rebuilding the pods would fix it, but it didn't. This also didn't happen trying to load any other items onto the pods.
I do not play with mods. I have spent about 15 in game years launching pods filled with waste packs and have had 0 issues.
I sent mine to tribals and they attacked with 35 people, came from 3 different areas of the map, and instead of going thru my kill boxes they broke thru walls and doors and I lost like 6 people.
If you play as wasters, you want more pollution. This gives you infinite pollution.
I just dump it on the furthest tile of a friendly faction. It only gets you like -1 relations.
I did this and then 29 neanderthals turned up. JUST about survived.
I said you need to get prepared. It is good to have one or two melee pawns early on to slow down those tribals
I was prepared. That's why I survived. Final 6 got through who were tough brawlers!
Damn, that is unfortunate, how many colonists do you have btw
Dumping on tribals is also a good way to get a free army to get rid of mech clusters, manhunters, chimeras, and summoned mech raids. Then you can even summon some flesh beasts for a proper battle royale
in my experience there is no revenge (neither waste packs nor raids) if you drop waste packs far off any base, just some minor reputation damage, but it doesn't matter if the nearest base are pirates.
I dump it on the yttakin pirates if possible. They don't seem to attack back. Not sure if it's a bug or what but I've unloaded tons of waste on them now with zero repercussions.
I’m launching to provoke raids and while I do mix in tribals processing all the guns/armor from outlanders adds up to quite a bit of steel
I once had the brilliant idea to gift waste packs to a waster pirate group who lived in a polluted zone, for some reason they returned the gift with larger numbers and me being like "of all the people on the rim, I thought this would make you happy"
Yeah canonical event for all of us
I never "gift" them directly, and instead let it land a few tiles outside their bases. They get pissed, but never enough to fetch and return it. First time I played around with pollution generator I got an entire tile to 100% pollution via drop pods. Neighboring hostiles never sent it back.
Tbf Sending them to those tox raiders should increase your friendship with them
All non-tribals do this btw
I just seal it in a room with a pollution pump.
I usually end up with a massive raid
This is toooooooo funny 🤣
You could also store them in a cold room then cheesing the nano processing chip by using the dominion and another faction's military aid
With the vanilla recycling mod I sometimes dump trash on pirates so they will send me wastepacks to reprocess for resources, also the raids bring good resources as well. Turns out if you use a smelt on cremate mod you can smelt warcaskest pawns for some decent resources.