by serving people that want to share, refine blueprint, i did a website/tool for player both download, upload, vote blueprints, 5 month ago, and its still a flop, search that on google, rimworld community blueprint reddit post sorry about the url, i dont have budget for that, and reuse one that i have, im zomboid modder too, Reifel, and use my backend + cloud enginner release this tool for rimworld community, hope that incentive refinements on existing blueprints
i honestly wish you played and made guides for every game i play, because you are f**ing awesome at doing guides, you would be a great teacher/professor
“Just make sure your front-liners have some kind of defense against the toxic fumes” You hear that battle droids!! You’ve already got the best defense!
Great, i was considering doing a shotgun-focused run now and i wasn't if the sorther range would translate well into half-circle killbox shooting ranges I had before
I really enjoy all of your guides. Simple, straightforward, the timestamps are amazing, and the captions and voice over are both clear and easy to understand
Not a big fan of kill boxes personally, I mean if I go for a mountain base then sure of course, but for open towns outside I feel like it takes away from the game unless I"m doing some "castle town" approach, especially when exploits are used that confuse the AI pathing, e.g. having a door for your pawns to walk through no problem meanwhile the raiders take the long windy path through traps to your base, sappers/tunnelers do help bring us back to sanity levels though so that's awesome. But as said you be you as far as having fun with the game, that's all that matters at the end of the day.
Because their gatekeeping morons. - It's a single player sandbox game, people should play however they find fun. Why anyone else would care I have no idea, but so many people do.
Now that singularity is dead, i would raelly like a video/guide on what you consider the BEST killbox is for 1.5, I doubt it's a burnbox as it doesn't work on a lot of raids
Hey Adam, I've been having issues with this setup recently. I have a playthrough where I just copied the set up roughly and it worked for the better part of the run, but something has changed in my playthrough and doesn't work anymore. Raiders get collision but don't get melee blocked and seem to lose collision somehow and balloon through. Was curious if you had any ideas. Thanks!
So, how do you keep the guys in the back from killing the ones in the front? I just used your blueprint and that's what happened... Is combat extended maybe different with friendly fire?
This helps a lot Adam. I’ve started playing the game religiously 2 weeks ago but purchased it 2 months ago. So this really does help because Ive always been looking for a strategy like this because during raids my colonist turn into Swiss cheese. Thank you.
Well I cant get this working, they funnel through nicely but stop 3 blocks from my melee pawns and shoot at me, I have copied Adams design to the letter as far as I can see, does anyone have any suggestions what I am doing wrong? thanks!
Hey, I love the killbox and am using it at the moment! I am having trouble with mech raids, when a mech dies and it leaves a mech chunk, my colonists cannot stand on that tile and with huge waves it really starts to become a problem. For added context, chunks push my blockers out of position and then leave my gunners vulnerable and What can i do? :c
You can also build a door in the spot the shooters stand on. While drafted, place them in the open door. This gives the pawns a bit more time when getting away since the door closes much sooner or might even capture a attacker between two doors. Also did they change the mechanic, that if you stand in the square behind a melee colonist, the colonist in the back cannot hit the melee-colonist in front of him? Otherwise you can add two additional pawns just behind the blockers.
i only started playing rimworld at the start of this month love the game its so fun already slapped over 200+ hours in and still finding out new stuff love the vids and the guides plan to watch more as i progress through the game will try and catch a stream as well next time your on
Watching your videos did a huge part in helping me have my longest successful run. It's on the adamvseverything seed with that juicy anima tree mountain base. Thanks a bunch Adam!
Wait the final wave shown has all the centipedes just balooning out, did they lose collision? What happened there? That is happening to me right now, I have a huge centipede raid that keeps ignoring collision despite my unpowered turret behind a door at the front...?
Is there even a good Turret Killbox out there? IAnd i dont mean a killbox were you have to rebuild all your turrets again after every raid. I find it a bit said that turrets are practically worthless in 90% of defence unless you use overpowered modded turrets.
Unfortunately, turrets have been nerfed like 10 times over the years. Unmodded turrets are just not great (plus they have collision-reversing bug issues). They can work on lower difficulties or as supplements, but can't be used in any sort of semi-auto defense without modding them.
It's in the video, but basically this (if all other things are equal and only using this KB) Chain Shotgun > Charge Rifle > SMG > Other But it depends a lot on quality, shooting skill, etc. If only using this setup and wanting to maximize damage output then chain shotguns are the 'best'. As you saw, though, it can work fine with AR's and such.
Does collision cause lag? I've noticed on my endgame colony that while using this strategy is very effective, my game tends to slow down before my pawns engage. The game will go under 10 frames a second as raiders slowly make their way past the fences.
dude rip ALL of my melee blocking setups with the new tri-thorn fleshbeasts in anomaly. I actually hate them, they're ranged and split all over the place
I feel like 1.5 nerfed ranged or something. Even with level 20 shooters on go juice with full bionics and legendary chain shotguns using this setup, the shots hits the walls and barricades so often even though the player accuracy is supposedly 100%. I don't get it.
I don't know why but I always have around 5-6 pawns in my colony and only half of them are good fighters so I would love to know a killbox which doesn't need a lot of pawns. I was thinking about turrets but they aren't really that great and traps take a lot of time rebuilding and are pretty costly
This shreds against melee and mechs, but against non mech ranged enemies, it feels like you need to micromanage your ranged shooters waaaaayyy too much. If a single bullet his a raider before they reach your melee, they usually stop and start shooting if a single raider stops behind someone you are meleeing for even a single frame, they stop forever and start shooting, which you then have to pull your melee out and back in to loose los, and if they don't die in time, more raiders get clogged up and start shooting. Very good for mechs, but feels like its one mistake away from disaster on ranged enemies
The developer hates kill boxes so he made some adjustments to the singularity and cover mechanics, and because of that singularity killbox does not work as it used to.
Would it not be possible to put one uraium slug or auto cannon turret at far side of the tunnel from the raiders, where you normal have walls? I know it would make it much stro ger but it wouldnt make it worse right?
I actually really like this killbox in particular, has a quick setup for most bases, and even at low investment its a great way to hold of *some* raiders especially since I also started taking off after your playstyle without killboxes using outer base walls, I have a small setup like this near the main rooms to bait raiders into if they break the outer wall, or drop pod raiders (that didnt fall past this room) and such things
Is there any way to have a uranium slug turret or two in the far back of the meatgrinder, that aligns their sweetspot with the barricades? Might be the only effective use of these turrets.
No it doesn't. If you set it up correctly and follow the 'friendly fire' section you are fine even in 1.4. No pawns can take friendly cover at all. In fact, this setup was BETTER in 1.4.
What is the best thing to build inside the tunnels? I see you mention fences/barricades etc at the entrance, but what about the end part that your pawns shoot into?
Thanks for watching, liking, and subscribing!
Links mentioned in the video:
Combat Basics Guide: th-cam.com/video/IDcAj87vZXU/w-d-xo.html
Friendly Fire Guide: th-cam.com/video/_yBBO3r55G0/w-d-xo.html
Pathing Guide: th-cam.com/video/eTJf0-pusxQ/w-d-xo.html
Dwarf Run: th-cam.com/play/PLQWnHloPSfq7NXecEKRDQFtNHXavWY_Y9.html
Blueprint Downloads: adamvseverything.com/download
"Incapable of violence is still capable of getting punched in the face." - Adam 2024 :D. That is a good one sir!
2:07 - Wanted to write the same comment. But you were first. :D
My non violent medic got punched so hard (with a mace) by another colonist, that he lost a leg.
They make for good training dummies in the prison.
Backpfeifengesicht
I chuckled at the Chadafract - great name.
Thank you for the detailed guide!
Thanks Adam! You make playing Rimworld a lot more fun.
adam plays the games with no killboxes usually. Still makes a guide for it, good sh*t
by serving people that want to share, refine blueprint, i did a website/tool for player both download, upload, vote blueprints, 5 month ago, and its still a flop, search that on google, rimworld community blueprint reddit post
sorry about the url, i dont have budget for that, and reuse one that i have, im zomboid modder too, Reifel, and use my backend + cloud enginner release this tool for rimworld community, hope that incentive refinements on existing blueprints
i honestly wish you played and made guides for every game i play, because you are f**ing awesome at doing guides, you would be a great teacher/professor
Boxed hurty-spot hitting, my favorite!
best explanation ever to short-range kill box setup
You're my favorite rimworld content creator! Thanks for the amazing guides.
For anyone checking out the Dwarf run, it's also great to see small improvements Adam makes as the raids progress!
Thanks Adam! I literally was trying to pause videos of yours to figure out how to make this lol
Thanks for making this video. Very useful information.
Thanks for making up to date guides!
Great stuff Adam, thanks for sharing the guide
Nice, gonna try this out right away!
the new void ghoul mechanic might be the best thing thats happened to rimworld defenses in a long time
Boosting viewers' attention by releasing guides before Anonaly, smart!
Great video as always Adam!
another killer upload wowza
“Just make sure your front-liners have some kind of defense against the toxic fumes”
You hear that battle droids!! You’ve already got the best defense!
Great, i was considering doing a shotgun-focused run now and i wasn't if the sorther range would translate well into half-circle killbox shooting ranges I had before
I really enjoy all of your guides. Simple, straightforward, the timestamps are amazing, and the captions and voice over are both clear and easy to understand
Thats definitely me when I look for killbox guides and find: RimWorld Defense Guide - Shotgun Tunnel Meatgrinder Killbox [2024, 1.5]
I also like AdamVsEverything rimworld shotgun tunnel kill box no mods required 1.5 anomaly DLC fortnite free Robux.
A
nice as always
vary satasfying, until you forget about tox gas and lose an entire colony..................
All the Anomaly shenanigans are gonna be freaking great with ghouls and zombies. Just imagine!
Already learned this from your vids but it's really nice to have a step-by-step guide, thank you for making it!
I love grinding meat on the rim! Definitely using this one in my next killbox run
Your ability to breakdown all this information is such an easy to understand format and detail is a gift. Extremely glad I found your channel
Not a big fan of kill boxes personally, I mean if I go for a mountain base then sure of course, but for open towns outside I feel like it takes away from the game unless I"m doing some "castle town" approach, especially when exploits are used that confuse the AI pathing, e.g. having a door for your pawns to walk through no problem meanwhile the raiders take the long windy path through traps to your base, sappers/tunnelers do help bring us back to sanity levels though so that's awesome. But as said you be you as far as having fun with the game, that's all that matters at the end of the day.
Lol, funny. Thx for the guide!
I'm using kill boxes as well but i place my mechanoids on front line, tunnelers are best to hold melee damages plus they have shields ;)
Thanks Adam i found another use for Sacrif... Timmy.
I'm not too fond of using rote killbox designs, but I could absolutely put this in a hallway somewhere. 🤔
We all dream of being "Chadafract"
Another great guide from a great Rim(world) Grinder 😂 Cheers Adam
We made kill boxes in the midevil era, so why are people angry of the idea of it in a game.
Because their gatekeeping morons. - It's a single player sandbox game, people should play however they find fun. Why anyone else would care I have no idea, but so many people do.
Now that singularity is dead, i would raelly like a video/guide on what you consider the BEST killbox is for 1.5, I doubt it's a burnbox as it doesn't work on a lot of raids
Hey Adam, I've been having issues with this setup recently. I have a playthrough where I just copied the set up roughly and it worked for the better part of the run, but something has changed in my playthrough and doesn't work anymore. Raiders get collision but don't get melee blocked and seem to lose collision somehow and balloon through. Was curious if you had any ideas. Thanks!
I think some patch nerfed this killbox, if you have the game updated thats the issue probbly
So, how do you keep the guys in the back from killing the ones in the front? I just used your blueprint and that's what happened... Is combat extended maybe different with friendly fire?
Noticed the same, this isn't viable with combat extended, except if you set friendly fire to 0% maybe.
Loved the video thank you for posting such amazing content for a veiwing!
Sincierly, Standing Cat42
This helps a lot Adam. I’ve started playing the game religiously 2 weeks ago but purchased it 2 months ago. So this really does help because Ive always been looking for a strategy like this because during raids my colonist turn into Swiss cheese. Thank you.
I love Adam Vs Everything and Killboxes, and I'm not afraid to say it anymore.
Great video, but i dont see how this helps protect me from my Ruben sandwich cravings.
Probably the best guide you've made imo. You and mortal murph are my goto for mechanics and gameplay tips. Keep it up!
In my current playthrough I've doing this except I am using Arctic Wolves as Melee Blockers and it works pretty well
Great guide as always! Also, I was wondering if the Sanguophage run is going to come to TH-cam in edited form?
Great guide i've always been interested in the shotgun tunnel from watching the streams, also chadafract, great name.
Well I cant get this working, they funnel through nicely but stop 3 blocks from my melee pawns and shoot at me, I have copied Adams design to the letter as far as I can see, does anyone have any suggestions what I am doing wrong?
thanks!
same here, need help too!
Classic Adam, release's a killbox guide to make sure we are ready for the new dlc
We need no killbox defense guide
Hey, I love the killbox and am using it at the moment! I am having trouble with mech raids, when a mech dies and it leaves a mech chunk, my colonists cannot stand on that tile and with huge waves it really starts to become a problem. For added context, chunks push my blockers out of position and then leave my gunners vulnerable and What can i do? :c
Love these guides! Very informative and helpful.
You can also build a door in the spot the shooters stand on. While drafted, place them in the open door. This gives the pawns a bit more time when getting away since the door closes much sooner or might even capture a attacker between two doors.
Also did they change the mechanic, that if you stand in the square behind a melee colonist, the colonist in the back cannot hit the melee-colonist in front of him? Otherwise you can add two additional pawns just behind the blockers.
i only started playing rimworld at the start of this month love the game its so fun already slapped over 200+ hours in and still finding out new stuff love the vids and the guides plan to watch more as i progress through the game will try and catch a stream as well next time your on
this is an extremely high quality video, thank you.
Watching your videos did a huge part in helping me have my longest successful run. It's on the adamvseverything seed with that juicy anima tree mountain base. Thanks a bunch Adam!
haha "weird rimworld mumbo jumbo magic!"
Yup, just trying to help the algorithm
After "the singularity" was broke I accidently made this design and the next most logical choice.
Wait the final wave shown has all the centipedes just balooning out, did they lose collision? What happened there? That is happening to me right now, I have a huge centipede raid that keeps ignoring collision despite my unpowered turret behind a door at the front...?
extremely useful and, like always, easily understandable with references to more detailed guides.
Hi I came here for optimized rim results while using grinder
Thanks for the guide, Adam.
Why don't the pawns at the back hit the melee pawns and the 1st row of shooters? Are they just at too hard of an angle?
I love this setup, I almost use it exclusively
top streamer! 👍👍👍
Is there even a good Turret Killbox out there? IAnd i dont mean a killbox were you have to rebuild all your turrets again after every raid. I find it a bit said that turrets are practically worthless in 90% of defence unless you use overpowered modded turrets.
Unfortunately, turrets have been nerfed like 10 times over the years. Unmodded turrets are just not great (plus they have collision-reversing bug issues). They can work on lower difficulties or as supplements, but can't be used in any sort of semi-auto defense without modding them.
Yo! What are the best weapons for this kill box? I’ve seen you often use ARs with this setup, are they better than Chain Shotgun?
It's in the video, but basically this (if all other things are equal and only using this KB)
Chain Shotgun > Charge Rifle > SMG > Other
But it depends a lot on quality, shooting skill, etc.
If only using this setup and wanting to maximize damage output then chain shotguns are the 'best'. As you saw, though, it can work fine with AR's and such.
Thanks for the great guide Adam!
Thank you for the guide! Love your advice on Rimwolrd!!
Thank you for another amazing guide!
Thanks for the information, excellent as usual! This should work for 1.4 aswell right?
Yes
comment for that mfing algorithm
Does collision cause lag? I've noticed on my endgame colony that while using this strategy is very effective, my game tends to slow down before my pawns engage. The game will go under 10 frames a second as raiders slowly make their way past the fences.
dude rip ALL of my melee blocking setups with the new tri-thorn fleshbeasts in anomaly. I actually hate them, they're ranged and split all over the place
i like how i can google shotgun tunnel and it pops up adams help guide for rimworld
imagine being that one medieval stinking peasant that tell's the knight:" noooo, don't build castles! it makes it too easy!"
I love this guide content.
Great video Adam
lol the rimworld grindr joke was spot on
feed the alorythohmmmmm
LMAO at rim grinder impacting search results
I feel like 1.5 nerfed ranged or something. Even with level 20 shooters on go juice with full bionics and legendary chain shotguns using this setup, the shots hits the walls and barricades so often even though the player accuracy is supposedly 100%. I don't get it.
9:21 I love how they are teleporting the downed and dead raiders directly into the prison and medbay. lol
such easy transport. lol
How is this killbox doing against 50+ Chimeras, 50+ exploding acid ghouls or the 50+ Devours?
I don't know why but I always have around 5-6 pawns in my colony and only half of them are good fighters so I would love to know a killbox which doesn't need a lot of pawns. I was thinking about turrets but they aren't really that great and traps take a lot of time rebuilding and are pretty costly
C h a d a f r a c t
Glad someone noticed those names I made lol
With the Anomaly DLC, seems like this setup might get destroyed by Devourers. Wonder what defenses can be done.
This shreds against melee and mechs, but against non mech ranged enemies, it feels like you need to micromanage your ranged shooters waaaaayyy too much.
If a single bullet his a raider before they reach your melee, they usually stop and start shooting
if a single raider stops behind someone you are meleeing for even a single frame, they stop forever and start shooting, which you then have to pull your melee out and back in to loose los, and if they don't die in time, more raiders get clogged up and start shooting. Very good for mechs, but feels like its one mistake away from disaster on ranged enemies
Works fine for me on ranged enemies as long as there are 4-5 tiles before the bend (as mentioned).
Meatgrinder is now the best shooting killbox in version 1.5? Singularity does not work in 1.5 ?
The developer hates kill boxes so he made some adjustments to the singularity and cover mechanics, and because of that singularity killbox does not work as it used to.
Amazing guide as always
Would it not be possible to put one uraium slug or auto cannon turret at far side of the tunnel from the raiders, where you normal have walls? I know it would make it much stro ger but it wouldnt make it worse right?
I actually really like this killbox in particular, has a quick setup for most bases, and even at low investment its a great way to hold of *some* raiders
especially since I also started taking off after your playstyle without killboxes using outer base walls, I have a small setup like this near the main rooms to bait raiders into if they break the outer wall, or drop pod raiders (that didnt fall past this room) and such things
Is there any way to have a uranium slug turret or two in the far back of the meatgrinder, that aligns their sweetspot with the barricades? Might be the only effective use of these turrets.
I tried this in version 1.4 and it was really problematic as the shot had a high chance of hitting a colony's pawn.
No it doesn't. If you set it up correctly and follow the 'friendly fire' section you are fine even in 1.4. No pawns can take friendly cover at all. In fact, this setup was BETTER in 1.4.
What is the best thing to build inside the tunnels? I see you mention fences/barricades etc at the entrance, but what about the end part that your pawns shoot into?
Great info sir
Applicable
Good stuff