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β£οΈ Toxic fallout: reduce exposure, then keep one indoor food chain working
1. First 60 seconds: pause, bring people in, do not rush to harvest
Toxic fallout is a persistent environmental event: exposed people and animals build up toxicity, and outdoor plants are affected. The first goal is not to finish today's work but to reduce unnecessary exposure immediately.
- Pause and find people: check who is outside, hauling far away, injured, or already dependent on treatment.
- Restrict areas: move ordinary activity into existing roofs, corridors, and indoor workspaces; stop remote outdoor jobs.
- Keep core work alive: cooking, treatment, firefighting, and critical power come first; mining, expansion, and long hauling come later.
2. Roofed safe area: a walkable route is not a reason to wander outside
| Area | Fallout job | Check now |
|---|---|---|
| Bedrooms, hospital, dining | Rest, treatment, and mood floor | Roof, beds, food, and a path for medical care |
| Kitchen and freezer | Turn stored food into meals | Fuel / power, ingredients, cook, and hauling distance |
| Roofed corridors | Connect critical rooms with less outdoor exposure | Continuous roof coverage, clear doors, and unblocked routes |
| Outdoor work | Only short, necessary operations | Who goes, for how long, and whether they can return to rest or treatment |
You do not need to roof the whole map during the event. Connect hospital, kitchen, freezer, sleep, and critical power first; extend to farming and storage afterward.
3. People, animals, and essential trips: exposure has a budget
| Target | First action | Do not do this |
|---|---|---|
| Pawn with toxicity | Return them to a roofed area, inspect the current health panel, and keep medical capacity available | Send the same pawn on repeated long trips for ordinary stock |
| Animals | Prioritize roof, feed, and safe paths; too many animals quickly consume indoor resources | Ignore animals until they collapse, then inherit a food and cleanup crisis at once |
| Necessary outdoor worker | Send only a required role with a defined job, then bring them straight back | Give the whole team separate long-range jobs while nobody can handle an injury |
Toxicity, equipment, and DLC resistance tools affect individual tolerance. This page does not treat any fixed threshold as safe; use the live health and event panels.
4. Food and farming: turn current stock into the next meal first
| Situation | Do first | Then |
|---|---|---|
| Ingredients but no meals | Bring kitchen, ingredients, cook, and hauling into one indoor chain | Use Food Emergency to inspect bills, fuel, and paths |
| Crops still outside | Save only what affects the near-term food floor | Do not expose several pawns; rely on stock, trade, or indoor growing plans |
| Longer food risk | Consider greenhouse, roofed growing, or trade as the next option | Use Farming and Trade & Economy after checking labor and power |
5. Recovery: do not re-enable every job at once
- Check health first: confirm people are recovering after exposure before sending the same core workers far away.
- Repair the food chain: restore freezer, power, kitchen, animal feed, and the next crop in priority order.
- Restore outdoors last: harvest, repair, and haul what immediately repairs survival; leave expansion, mining, and beauty later.
If recovery exposes an outage or freezer problem, use Power Emergency; if prolonged indoor life weakened your defenses, do a Defense Check.
π Version and source check
Scope: base game 1.6 series; last checked 2026-09-19. Fallout duration, pawn resistance, equipment, DLC abilities, and map conditions change the correct response. Use the active event, health, and area panels as final.
Sources: RimWorld Wiki: Events Guide, RimWorld Wiki: Ailments / Toxic buildup, and Ludeon: update 1.6 announcement.