How about the wealth? I heard the infestations are drawn to the rooms with higher value and anecdotal evidence from my own observations seems to support this somewhat. This is not hard evidence by any means, but my mountain bases had, quite consistently, infestations happen in the throne room, main storage area and bedroom clusters - all areas with concentration of either high quality furniture or expensive parts. Fungus fields, workshops and other facilities suffered infestations comparatively rarely. Now, this might have been my bad luck, but at least it caused me too give every store room, not only food storage a freezer treatment. Especially with biotech shelves, I find it to be vital - shelves are cheap to rebuild, yes, but rebuilt shelves do not maintain the settings of the original, which makes replacing them a monstrous chore.
When I play a mountain base, I usually build entirely lit 11x11 rooms and strip mine the entire mountain, and I don't know the exact chances, but I've never had an infestation spawn inside the base (and I've had a lot of infestations). Draw infestation chance seems to corroborate this, my actual base doesn't seem to change color at all, but I really don't know if I've just gotten lucky or if all the strip mining makes THAT much of a difference. And I don't mess with the temperature aside from my valuables storage and freezer, either. Thanks for the vid!
If you were to do the snake but have it double back upon itself so the longest distance was closest to the entrance to the room then you could save time when dealing with the infestations and shorten hauling distances. If the room you used in your run was horizontally long as opposed to vertically and the "deepest" part of the maze was by the entrance you could save a lot of travel time and get the infestations taken care of quicker. You could have the end of the snake conveniently entering into a kill box that was fairly central to your base.
Direct distance to non-overhead mountain roof *does* matter, as does the type of non-overhead mountain roof. This *severely* reduces spawn chances, up to around 10 blocks away.
Also important to note, the chance of a square goes up if there are more mountain blocks surrounding it. The less mountain blocks within the radius(I can’t remember the radius max), the lower the chances. No mountain blocks, no chance
hi love your videos since every once in a while randy decides to throw a random infestation my way i'm now used to putting down a full wooden luxury room(wooden statues,table,columns,etc) with some incendiary IEDS beneath an overhead mountain near my base with one exit (one steel door) and whenever bugs show up they get cooked to death and i'll just have to put a colonist near the door to repair it
I would think- unless you're going to be eating the bugs, you would want to build it out of wood. That way once you get an infestation you can light the corrodor, build a stone wall then let the bugs burn
Pretty sure it has a big problem. They start rapidly digging into walls when on fire . You will have to rebuild a lot of your trap each time with major risk they dig open another entrance for raiders
We are totally eating the bugs, they also make great survival meals to sell. You can burn them down but it is a bit of a risk, our bait room is deep in our base and their is no heat venting possible we could potentially cook more than the bugs.
Could You make similar tutorial about gene farming please? I watched "Team of misfits" playthrough closely, so You seem the most competent person to do that. Highly appreciated. 🙂
The fact that infestation mechanics are so well understood that they can be easily made non-threatening made me download Better Infestations mod. I love it. Makes you fear infestations again in a way that is not an immediate colony killer. You have to prepare and deal with them immediately. They appear on the map and they go to hunt for food and grow without you noticing
The problem is that infestations suck, even with "better" infestations via mod. They aren't all that interesting, and they're intended solely as a "fuck you player" mechanic to punish you for being smart and building safely.
@@KainYusanagi Infestations don’t suck more than any other raid tbh. I really like the mod because it brings excitement back to something that is a non issue late game. Just like Powerful faction bases mod. Once you reach a supersoldier level colony you could wipe out all the other factions with no difficulty unless you have that mod. Then it’s a challenge again
Now I am really curious about how the last 25% gets calculated. I wonder if it first rolls to pick based on RIC or randomly within RIC with a 75/25 split. It means that mountain bases can never be fully bug-proof.
Technically you can cool the down your base below 20 C iirc and it'll stop the infestation from spawning. A holy pot like in the video will have further increased chances for it to spawn there.
If you built the bait box's walls out of fence posts, instead of walls would that change the chance? If they still act as walls, going all fences would allow you to short cut the wall deconstruction when cleaning the infestations. Probably still slow the bugs enough to let you get there in time as well. (Could maybe leave a corridor or two of walls if you were finding you didn't have enough time to get there.)
I tested with fence post, it allows pathing which shortens the distance and lowers the infestation chances. It's like replacing the walls with doors, it still allows passage so it's less of a walk to the door so the infestation chances go down.
With the way that wastepack infestations were going to the centre of the map, would it help your bait room to have a large open space after the snake corridor, such to give it space to spawn?
Someone did some testing and you need a 8*8 tiles area free around the wastepacks to spawn an infestation. So we could do that. But for now the central location is pretty handy and it feeds right into out killbox.
Dude, please tell me, how do you maintain such colony at acceptable framerate? When i grow >8 people and 200k welth i get more fps (and game ticks ofc) on 2nd speedm hten on 3d. Do i need some fancy mods (rocketman does nothing or just crashes my game) or my CPU is too old for this game?
The three wall pattern was the best before the intro of fence posts from what I can see. The fence posts count as walls for spawn chances but still allow pathing. This maximizes the distance you can get from the exit while still having every tile in the snake no more than three tiles away from a fence post.
@@FrancisJohnYT Excellent audience engagement! Looking forward to what you do with Dwarf Fortress, as I've only had Ambiguous Amphibian to gawk at for hours so far... Not that I mind, but you tend to break things very differently than the Spiffing Brit!
I was hoping to see if the zig zag hallway design would work better than straight hallways. Ah, well, I guess I have to do some testing myself. WWWOOWOOWWW WWOOWOOWWWW WWWOOWOOWWW WWOOWOOWWWW WWWOOWOOWWW Where W is Wall and O is Open, with possibly a fencepost.
I tried the zig zag wall approach but it took up to much space, the snake with fence posts was just more space efficent. Think of it this way 2 our of every five tiles are surrounded on three sides. 2 out of every five tiles are surrounded on two sides and within 1 tile of a third wall. The fifth tile is surrounded on two sides and within 2 tile of a third wall in both directions. As far as I can tell this maximizes the chances but maybe having four tiles instead of five between fence posts might be slightly better. wfw wow wow wow wow wow wfw
Maybe with wall light sun light, it needs less power and if you have a lot of mods or get lucky with solar and wind you can have alot of wall sun lights
The counterintuitive nature of placing valuable rooms close to exits is interesting.
That was actually a quick nugget. I think I much prefer watching you expertly play the game rather than me playing it.
How about the wealth? I heard the infestations are drawn to the rooms with higher value and anecdotal evidence from my own observations seems to support this somewhat.
This is not hard evidence by any means, but my mountain bases had, quite consistently, infestations happen in the throne room, main storage area and bedroom clusters - all areas with concentration of either high quality furniture or expensive parts.
Fungus fields, workshops and other facilities suffered infestations comparatively rarely.
Now, this might have been my bad luck, but at least it caused me too give every store room, not only food storage a freezer treatment.
Especially with biotech shelves, I find it to be vital - shelves are cheap to rebuild, yes, but rebuilt shelves do not maintain the settings of the original, which makes replacing them a monstrous chore.
You can also rotate the maze of the bait room 90 degrees so that you don't need to break all the walls between the insects and you.
I do love a lesson from Prof Francis.
When I play a mountain base, I usually build entirely lit 11x11 rooms and strip mine the entire mountain, and I don't know the exact chances, but I've never had an infestation spawn inside the base (and I've had a lot of infestations). Draw infestation chance seems to corroborate this, my actual base doesn't seem to change color at all, but I really don't know if I've just gotten lucky or if all the strip mining makes THAT much of a difference. And I don't mess with the temperature aside from my valuables storage and freezer, either.
Thanks for the vid!
You make the absolute best content for RW. Thank you.
If you were to do the snake but have it double back upon itself so the longest distance was closest to the entrance to the room then you could save time when dealing with the infestations and shorten hauling distances. If the room you used in your run was horizontally long as opposed to vertically and the "deepest" part of the maze was by the entrance you could save a lot of travel time and get the infestations taken care of quicker. You could have the end of the snake conveniently entering into a kill box that was fairly central to your base.
Very interesting. I didn't know infestations worked like that; this is going to be incredibly helpful!
Dang. I got excited for another Francis John installment.
Direct distance to non-overhead mountain roof *does* matter, as does the type of non-overhead mountain roof. This *severely* reduces spawn chances, up to around 10 blocks away.
Also important to note, the chance of a square goes up if there are more mountain blocks surrounding it. The less mountain blocks within the radius(I can’t remember the radius max), the lower the chances. No mountain blocks, no chance
hi love your videos
since every once in a while randy decides to throw a random infestation my way i'm now used to putting down a full wooden luxury room(wooden statues,table,columns,etc) with some incendiary IEDS beneath an overhead mountain near my base with one exit (one steel door) and whenever bugs show up they get cooked to death and i'll just have to put a colonist near the door to repair it
Use a plasteel or even a stone door and you won't have that problem of the door melting.
I would think- unless you're going to be eating the bugs, you would want to build it out of wood. That way once you get an infestation you can light the corrodor, build a stone wall then let the bugs burn
Pretty sure it has a big problem. They start rapidly digging into walls when on fire . You will have to rebuild a lot of your trap each time with major risk they dig open another entrance for raiders
@@shadowkhan422 Give them a couple big rooms with only columns holding up the ceiling, so they collapse them and crush themselves, lol.
@@KainYusanagi Well yeah but his idea was making a maze from woden walls(which you set on fire) . Those dont burn down that fast for your idea to work
We are totally eating the bugs, they also make great survival meals to sell. You can burn them down but it is a bit of a risk, our bait room is deep in our base and their is no heat venting possible we could potentially cook more than the bugs.
Daily Log of JaRyCu, Dame of the Murder Rangers
Today I slept. All day. That's it.
Could You make similar tutorial about gene farming please? I watched "Team of misfits" playthrough closely, so You seem the most competent person to do that. Highly appreciated. 🙂
Use wooden traps to agro the insects, so you don't have to send pawns in to do it.
The fact that infestation mechanics are so well understood that they can be easily made non-threatening made me download Better Infestations mod. I love it. Makes you fear infestations again in a way that is not an immediate colony killer. You have to prepare and deal with them immediately. They appear on the map and they go to hunt for food and grow without you noticing
The problem is that infestations suck, even with "better" infestations via mod. They aren't all that interesting, and they're intended solely as a "fuck you player" mechanic to punish you for being smart and building safely.
@@KainYusanagi Infestations don’t suck more than any other raid tbh. I really like the mod because it brings excitement back to something that is a non issue late game. Just like Powerful faction bases mod. Once you reach a supersoldier level colony you could wipe out all the other factions with no difficulty unless you have that mod. Then it’s a challenge again
Now I am really curious about how the last 25% gets calculated. I wonder if it first rolls to pick based on RIC or randomly within RIC with a 75/25 split. It means that mountain bases can never be fully bug-proof.
Technically you can cool the down your base below 20 C iirc and it'll stop the infestation from spawning. A holy pot like in the video will have further increased chances for it to spawn there.
Aaaaaaaaand we're back!
Cool, good to know, thanx
If you built the bait box's walls out of fence posts, instead of walls would that change the chance?
If they still act as walls, going all fences would allow you to short cut the wall deconstruction when cleaning the infestations. Probably still slow the bugs enough to let you get there in time as well. (Could maybe leave a corridor or two of walls if you were finding you didn't have enough time to get there.)
I tested with fence post, it allows pathing which shortens the distance and lowers the infestation chances.
It's like replacing the walls with doors, it still allows passage so it's less of a walk to the door so the infestation chances go down.
With the way that wastepack infestations were going to the centre of the map, would it help your bait room to have a large open space after the snake corridor, such to give it space to spawn?
Someone did some testing and you need a 8*8 tiles area free around the wastepacks to spawn an infestation. So we could do that.
But for now the central location is pretty handy and it feeds right into out killbox.
Dude, please tell me, how do you maintain such colony at acceptable framerate? When i grow >8 people and 200k welth i get more fps (and game ticks ofc) on 2nd speedm hten on 3d. Do i need some fancy mods (rocketman does nothing or just crashes my game) or my CPU is too old for this game?
Does it make any difference if the walls are build or if you keep the natural rocks?
I love your videos a lot i meam a lot
Before this video, I was awful at baiting. Now, I’m a master baiter.
Sorry…
Well, at least you apologised
Does the risk of infestations not increase if you make a three wall pattern? Instead of the straight walls?
The three wall pattern was the best before the intro of fence posts from what I can see.
The fence posts count as walls for spawn chances but still allow pathing. This maximizes the distance you can get from the exit while still having every tile in the snake no more than three tiles away from a fence post.
@@FrancisJohnYT Thanks for the answer and love the biotech series!
This video is the answer to the question: How many times can one man say "infestations" in 9 minutes?
What if instead of the snake of walls you used a snake of fence? Would that keep the chance location the same and allow the pawns to walk over them?
Fences allow pathing like doors do so it would not give you the massive infestation bonus of being really far walk distance from the exit.
So the question is: Open base or mountain base?
Depends on your playstyle. Both have their advantages and disadvantages
early asf
love ur vids btw
Lol he's Irish right?
@Jim M What makes you think I'm Irish?
@@FrancisJohnYT Now I'm embarrassed - are you not famous for growing potatoes in Rimworld?
@@jimm9776 Yeah you got me, just wondering what gave me away :)
@@FrancisJohnYT Excellent audience engagement! Looking forward to what you do with Dwarf Fortress, as I've only had Ambiguous Amphibian to gawk at for hours so far... Not that I mind, but you tend to break things very differently than the Spiffing Brit!
I was hoping to see if the zig zag hallway design would work better than straight hallways. Ah, well, I guess I have to do some testing myself.
WWWOOWOOWWW
WWOOWOOWWWW
WWWOOWOOWWW
WWOOWOOWWWW
WWWOOWOOWWW
Where W is Wall and O is Open, with possibly a fencepost.
I tried the zig zag wall approach but it took up to much space, the snake with fence posts was just more space efficent.
Think of it this way
2 our of every five tiles are surrounded on three sides.
2 out of every five tiles are surrounded on two sides and within 1 tile of a third wall.
The fifth tile is surrounded on two sides and within 2 tile of a third wall in both directions.
As far as I can tell this maximizes the chances but maybe having four tiles instead of five between fence posts might be slightly better.
wfw
wow
wow
wow
wow
wow
wfw
Thank you!! Been dieing for info on this.. my bait room isnt spawning squat...
Also 69th like. Awesome
Yup slapped a table in the bait room and got an insect raid. Nice one ta
51% light level stops infestation completely IIRC, but it's not really practical.
Maybe with wall light sun light, it needs less power and if you have a lot of mods or get lucky with solar and wind you can have alot of wall sun lights
Meow or something