Hour glass design worked surprisingly well, under a mountain with a single pillar holding the roof up with IEDs around the pillar would make it hit even harder still
Don't floor your killbox. Don't build on stone terrain. Do build a roof over your killbox. The name of the game is to slow the swarms when they get inside your killbox so the turrets and the pawns get more time to shoot at them. You want to affect walk speed by way of terrain choice (ice, water, mud etc) and using lack of light to further slow them. Keep in mind, animals don't care about lack of light. They move at full speed regardless of light
@@Bobylein1337 that would be true in Alpha version something or other. Light level no longer affects accuracy. Only movement. The only outside conditions that affect accuracy now are particular weathers, ie fog etc. You only play to light (if you care) is only the place where your pawns shoot from, to avoid the in darkness mood debuff
Who would win Squad of 30 heavily padded trained men with military grade weapons, shields, smokepops, combat "medicine" and with reinforcements on the way OR 10 meters long halway filled with wooden spring traps, sand bags and few dry wood
Generally hallway. If it worked in our historical castle era it will work in Rimworld...honestly I hate insect infestations to the where I don’t play on mountain tiles and I’d rather have a huge wave of tribals then siege teams...ironically those drove me into the mountains before I realized that infestations were way worse.
In real situation those 30 trained men would saw the trap and disarm them in rimworld it is 30 high stats with state of the art equipment mindless zombie vs trap corridor.
@@XanderDraft you might already know this but add stone doors everywhere and in case of infestation close doors and burn room. When it happens to your storage or important room, bait them out and burn those suckers elsewhere.
one time i had sappers ignore my 3-4 block walls i can't remember and instead dig straight through a mountain, they actually uncovered an iron vein while they were at it
I like to keep a wooden door at the end of my killbox and have the rest of my base be walled off with stronger stuff. If Raiders can't path directly into your base they seem to like to go for the weakest point in the walls so it still draws them in. Not only do they still walk through the killbox but animals don't wander into my fields and manhunter packs are no problem at all. I also like to keep an armory and field hospital near my killbox. Armory so I can armor up my pawns without movespeed penalty making them slow to get to the action. Field hospital (aka a few nearby beds or sleeping spots in a pinch) because when stopping bleedout every second counts, and it's easy enough to un-designate medical beds to force a transfer to my main hospital. Also as someone who builds like a dwarf, I've never found infestations to be as threatening as they're hyped up to be.
Not entirely though. Gatehouse in castle were more than simply where to funnel every attacking people and kill them. Same goes for a kill box, it's rimworld. A game where there is no z level. But there is some truth to that. They used some similar concept to create something with some similar purpose.
@@AceDan-gc9po closer to it then you’d think, the options you had were, scale the walls (impossible for heavy armoured soldiers, and cavalry), build siege weapons (trebuchet, or if modernised mortars), and run straight through the kill gate Siege weapons are included in the siege raids and scaling the wall is possible due to the games lack of a Z-axis, though arguably sappers make a suitable replacement.
tip for mountain bases: Parkas and cooling the base to a minimum of -17c (-20c if heat waves are an issue) because infestation chance go down to 0% at -17c. Can also have condos outside. Another strategy I use (stolen from minecraft) is to light up every cave except one which is intentionally left dark giving it the highest chance of infestation then setting up a killbox for whenever randy decides to bless us with bugs. Then just live off insect meat and jelly for the rest of the game, they'll get over it. Also bugs can and should be weaponized.
I love mountain bases and really only exclusively play these. But I always lose and only recently discovered that bugs can be farmed and used as killboxes. I just hoping someone will do a more detailed video of how to farm and exploit infestations and not kill them.
Using the mod More Vanilla Turrets has really changed how I make 'killboxes' not because of any of the turrets it supplies but because of the mud moat flooring, a flooring that cut's movement speed to 25% so raiders take more time under fire while trying to advance. I also lace the box with spike traps, not so much to trap them but by forcing raiders to manoeuvre round them means they take longer to advance. I put a grow zone in growing grass so no trees will grow.
As a new player during fights I take control of my pawns and hide behind walls and have action filled shoot outs lmao kill boxes are cool but it does make it feel like you're playing a game lol
@@jacthing1 I guess that's what sparked the idea to players in game then, I had no idea, the reason why I feel this way tho is because you basically manipulated the A.I inability to think critical, not that it's a bad thing
"The Cooker" I think is what he settled on as the name lmao. I use FJ's killbox in all my playthrough's except I put a roof over it except for the one tile where the hallway opens up into the killbox and then I have several psycasters cast flashstorm on that open spot. Since it's the only spot open in the flashstorm ability's range, it only strikes there, striking the pawns as they come through> Get a lot of casters with flashstorm and it will instakill humans with heat damage or set them on fire to run around flailing. Ineffective against mechs. very fun to use although convoluted bc finding the pystrainers for flashstorm is RNG based.
Chinchillas are cute, but I have another nasty surprise for raiders that get through the killbox, one that restocks my freezer and corpse freezer. 2 dozen angry boars in close quarters combat. The surviving piggies eat well after that.
I got to admit, i have like 680 hours in rimworld and I barely get by when it comes fights..until i started watching your videos.. it has been enlightening for me, like creating killboxs and other things for pawns, and I have notice a increase rate of winning the fights with minimal losses of pawns and I'm enjoying the game more
For manhunter packs and scyther rushes, DO NOT use your main killbox. Instead, have a side-box where you have melee or animal blockers guarding the door, some shooters, and some grenadiers behind them, make sure to stagger their throws. Francis John technique.
its always those ones that seem to be overlooked, people like Rycon Roleplays, Kruggsmash, Andrew Colunga...plenty of top tier creators overshadowed, such a shame
I have the anesthetic turret mod. It lets me make standard mini turrets that fire tranquilizer darts instead of the standard bullets. I then can get loads of silver for the survivors at my comms console with a ransom mod.
I also have a mod that lets me build reinforced versions of walls and doors. At the expense of 15-30 steel, it lets me approximately triple the hitpoints of a granite wall.
For mountain bases I find that mining out a long shaft that has no light in it and filling it with traps and having turrets at the entrance works best for insects because they're most likely going to dig there than in the middle of the brightly lit dining room and as for defense against raiders I use a ventilation shaft for my massive underground freezer and line it with barbed wire, spike traps and have a few military turrets and flame turrets at the end I survived a 50 pawn raid and most of them died from the traps or heatstroke before making it to the turrets.
Put one firefoam where ur colonists are so if a molotov/inferno cannon hits, all the foam will prevent further fire dmg to the building (lots of cleaning however)
Don't stand your pawns next to each other to avoid collateral, especially from explosives. Better yet if you do the same to your defensive positions than you do with turrets - separate them with a piece of wall between them. This + firefoam makes inferno cannons _much_ less threatening.
Make a different killbox for the sappers without turrets. Do not leave the wall open or make door for that but keep it thin as much as you can. Sappers do not care about traps but they avoid turrets so they will attack where turrets wont see them. For the normal killbox make sure your turrets' reach are a bit far away from the entrance since they tend to meander around and avoid the turrets instead of going into the killbox.
i made a simple 1 block hallway. then i place a turret in a narrow hole. This bunches them up and allows the slow ones to catch up while the others are still fighting the turret. once htey destroy that turret, they continue along the narrow hallway. then riiiiiight at the end of the hallway, an explosive and incendiary landmine is laying in wait. if you rinse and repeat this, the raiders either all die/get downed by the second batch or the remainders flee. If you hide the turrets behind doors that you open once the raid gets going, even sappers tend to fall for this trick
If pawns take damage, you are still beholden to rng. Even low damage can kill or cripple when unlucky. The best designs take out raiders without that, though it's more challenging with drop raids and sappers.
i recommend making wood walls near the opening so that when they take cover and fire towards your colonist the wall is gonna break and they are exposed
the killbox ive found most effective is a zigzag with turrets behind a embrasure at the end, plus you can chuck colonists with smgs and other things behind the turrets or behind the walls separating the turrets, this singles them out and sure, only 4 max things are able to enter at a time, that's why you have a funneled big open area in which there are at least 3 turrets so you can hopefully kill all the raiders before it becomes more dragged out. my best way to describe it is the opposite of a conventional killbox of course, if sappers come you are basically dead so best bet with them is probably use run and gun and strafe the enemy
Turrets get priority targeting as if they are pawns, even if un powered. You can have a bunch of turrets act as dummies for radiers to hit while you shoot at them
11:13 only rimworld fans would understand this joke This was really funny to watch actually, the way you describe things good or bad was hilarious, and you allowed both vanilla and modded examples of how to handle it. It's good to see someone cover all bases.
Just 1 suggestion... don't use plasmaswords when using the 3man tank squad... setting enemies on fire causes them to enter panic and run through your front line, allowing the fights to get messy. Monosword much better for this.
On top of that you'll have the darkness debuff. While in itself it isn't a problem for pawn accuracy or everything, it's slightly easier to have a mental break. And a mental break during a raid is always desastrous.
The intro was my first experience with a kill box, as in i started construction, and THEN i got raided! Lucky me, im new and slow, so it wasn't a problem.
Another useful tip for those who do live under mountains is that insects prefer to infest rooms of average temperature, large size, and darkness before all others. Because of this it is possible to make a room that is much more likely to be infested and either burn everything in the trap room or collapse the ceiling whenever it becomes infested
If you intend the sandbags to slow people down you can’t have a continuous line of them anymore the pawns keep their movement speed once they “mount” the sandbags, there needs to be breaks to reset the action.
I play primarily nomadic, so I'll run away if facing an impossible situation, but your videos are hilarious. I may just play a giant base playthrogh next.
As someone with about 600 hours in the game, watched this out of curiosity, I feel like they were more focused on being entertaining rather than being informative when they wrote that vid. I don't think most newbies will get much out of it
3:45 area of your video : I need to make many doors from left to right going straight up. " other wise my people end up in hospital beds, from triggering the traps." They even trigger them when cleaning up the blood, or removing a animal from deep in the kill box system. :(
Best are plasteel I think, however they're expensive and also a major problem when your own pawns activate the traps accidentally, I had one actually die because of it, after that I only use steel like you mention or stone which is more cost effective to replace after a raid and if my own pawns activate it at leas since the damage is less it's harder for them to die.
@@Noobert also I hv been working hard in college so now my dad stopped acting cheap nd he let me use a really good cpu that was lying around nd now I can play rimworld with how many ever mods I want YESSSSSSSSS 🔥🔥
My map has a river that runs from under my mountain on the south side of the map to the north of the map. In the center is a large lake that touches the river on one end. Since deep water is completely impassable, but is clear to shoot over, I am running my killbox all around the edge of the lake. Shallow water is one of the slowest movement terrains, and I think they won't be able to stop and shoot if there are stone chunks in it. There are turrets that shoot across the water, and a spot for defenders to fire from as well. I'm using moisture pumps to turn the muddy banks into ground I can build granite walls on. Never underestimate the benefits of natural terrain.
There's like this game, I think its called Rimworld. You can show everything you describe. Maybe I'm a dipshit but I didnt understand half of the things you mentioned which you could have easily shown. Essentially I have to now go watch another video because this only gave me half the info I needed.
Roofs are surprisingly effective against snappers and manhunters too. Build a single wooden wall 5 tiles outside of your outer wall and build a roof 4 tiles around it (do not let it touch any other roof or wall). Then you place a he trap on the outside and repeat this 9 tiles further down. This is cheap, effective and works against big groups of enemies at once.
Melee blockers with a grenadier behind are really great at dealing with infestations. Toss in a psycaster with berserk pulse and you are golden. Have choke points throughout the base. This makes infestations really easy to deal with. Drawback is losing the rooms furniture. Like losing the whole hospital and cloning vats with 95% grown clone :(
If you’re confident enough in your ability to kill the insects you can just use a man hunter pulse psycast and they will ignore breaking your furniture at the cost of being unable to berserk pulse them
I use the Moat mod, makes a muddy patch that really slows them down. Like a rock chunk, if you have them in a row, it only seems to slow down when they enter so alternate instead.. So I put them in a wall tube: soil.mud.soil.mud.soil... make the tube about 30-40 walls long and now you have invaders lined up and slow like sitting ducks. Place turrets in strategic locations to prevent sappers, and leave the tube open. Now they always come that way, the biggest thing to deal with now are mortar raids. No need for a 'kill box'
Killboxes are fine I guess. Personally, I never use them cause I feel like it's cheesing the game a little too much. I also understand how frustrating the game is that these raider factions somehow have enough population to launch 40 Raiders at a time at you every couple of days while your colony struggles to even find one more person (buying slaves or captured). Oh well
Only attack Thrumbo's if you got traders visiting. You get Two dead thrumbos and maybe a couple of dead trader escorts which will make your cannibals happy :)
honestly, insects usually arent an issue i=so long as you have better areas for them to infest, a few melee fighters to block them off, and a decently strong colony. i usually make long tunnels to dig for ores and insects like infesting those, so i just position a melee fighter in front and have the rest of my guys with miniguns do the rest
I prefer a large open map, and an artillery battery. Enemies don't like a hail of explosions tearing them to bits as they cross the map. (I have a 900x900 specially modified map. It took 15 minutes just to First-Time-Generate. But is it fun to turn into the moon every few seasons when a raid comes in on the far side with the 'they will prepare for a while' modifier.)
Me: hehe my killbox is perfect Randy: Oh really?? Sends mechanoids, raid drops in the middle of base and infestation one after the other after a day of breathing. A horde of manhunter rabbit comes and wreck wounded pawns.
The main time I have ever stone trapped was on arid shrubland where my tree farm was for other stuff and deep drilling kept me swimming in stone. IEDs or ok outside the deaht hallways. Just a little minefield action before they get in line :O
I like to make the last few traps closes to the exit of the trap maze out of something higher DPS like steel and the rest wood. I feel like it gives me that last little punch in the face before the enemy can actually engage my colonists. I arrange my ranged colonists in my killbox behind embrasures shaped like a T. I put them on either side of the T with the flat cross part towards the enemy so there is a one block between them. Then, hopefully, any explosions will be blocked. Unless of course they go long... I also like to plant fields of stuff in the killbox with a path or paths to the open door in my killbox. The AI pathing will try to walk the raiders across the path in the fields hopefully making them stand in front of my turrets longer. And bonus, if you do something like Haygrass you might get an extra harvest sometimes. A good mod for that one is the one that adds Chokeme, which really slows the enemy down and can be grown in a zone.
As much as I dislike killboxes, I understand the people who use them especially when it comes to harder difficulties/storyteller (like void). This is a great guide! And your narration was very pleasing to listen to. Good video all around. Although chads will never use killboxes let alone traps to begin with :)
They practically become a necessity late-game on harder difficulties though sadly. Beating 50 centipedes is basically impossible without spamming psycasts or rocket launchers when you only have 10 pawns
Insect swarms are easy though... just need 3 Melee blocking pawns and 6-9 shotgun pawns... then you stand them at a doorway and shred the insects in a way that gives you huge volumes of Chemfuel to play with.
If you get the remote door mods you can always make the kill box a freezer with ease. You can always back door it by opening your main door so they default run to it then open the back door to close the freezer. If you have a mountain base you treat it like a far north base with apparel and ideas. You keep your base freezing AF and things sealed besides your kill box. Bugs also despise the cold which makes the base easy to deal with there.
It's not a cheat mod, it takes work to infinitely mine those resources out of a single location inside a ridiculously well defended base with gold walls >.>
me: builds killbox enemies: spawns on other side of map and uses grenade launcher to blow my wall up and pillage my settlement while my pawns are on the other side of the base
To slow mellees at killbox i dont floor bc birt slows down (if you have tiled soil mod you can use them bc tiled soil slows even more) and do roof, bc in dark pawns move slower (not sure about owls). And bear traps near embrasures and turrets for sure they dont start to break dat all.
I don't know the game much, only base mechanics and decided to play at Tundra because why not. Would a place that is designated to make them soak wet and get hypothermia so they get debuff + chance to get frostbite if long enough, would it be better than a killbox?
I always build my prisons in the mountains, I have a armory just outside the prison barracks so whenever those insects come I arm the slaves and go to war lmao
Question, does this need the Locks Mod? Because it conflicts with the animal pens mod. So my handler pawns will constantly be leading animals back to the pens because fences can't be closed to the animals.
spoken like someone who hasn't had hundreds of insectoids tunnel up and kill everyone...yeah its not the bugs themselves that are a threat ,its the numbers, close quarter combat, plus them overtaking pawns at least 3 to 1 spell doom to any colony
I put out turrets out side the base but back from the entry point so when they bunch up on the entry to the maze they get shot in the back. Getting the range right is the trick so they focus on the entry not the gun.
Me who uses some... funny turret mods... Raiders when they pull up to my base and get hit with the horrifying mix of DDay and 76mm Automatic naval cannons: Carmen - Overture intensifies
Explosive IED's are good if you want to kill your enemies using roof by placing roof around one block of wall and with ieds around. If enemy dont want to walk on ied use one of your colonists gun. Some attackers will be harmed and there might be even some dead ones
Hour glass design worked surprisingly well, under a mountain with a single pillar holding the roof up with IEDs around the pillar would make it hit even harder still
Favourite youtuber commenting on my second favourite youtuber. Great to see!
ohno side hustle future killbox
EYY wassupppppppp
HOLY SHIT ITS MR STREAMER?!
Dude I'm honored you watched this (I'm the writer)
love your work
Id bet man. I feel like collapsing ceilings as a form of defense is underutilized
Don't floor your killbox. Don't build on stone terrain. Do build a roof over your killbox. The name of the game is to slow the swarms when they get inside your killbox so the turrets and the pawns get more time to shoot at them. You want to affect walk speed by way of terrain choice (ice, water, mud etc) and using lack of light to further slow them. Keep in mind, animals don't care about lack of light. They move at full speed regardless of light
Though shots gonna be more precise with light, maybe install lights with a switch.
@@Bobylein1337 that would be true in Alpha version something or other. Light level no longer affects accuracy. Only movement. The only outside conditions that affect accuracy now are particular weathers, ie fog etc. You only play to light (if you care) is only the place where your pawns shoot from, to avoid the in darkness mood debuff
Concrete is good to stop fires in defenses
Do mechanoids and Bugs care about light?
@@elpozomierda5106 bugs live in caves so I think it doesn’t effect then
Who would win
Squad of 30 heavily padded trained men with military grade weapons, shields, smokepops, combat "medicine" and with reinforcements on the way
OR
10 meters long halway filled with wooden spring traps, sand bags and few dry wood
Hallway
Generally hallway. If it worked in our historical castle era it will work in Rimworld...honestly I hate insect infestations to the where I don’t play on mountain tiles and I’d rather have a huge wave of tribals then siege teams...ironically those drove me into the mountains before I realized that infestations were way worse.
This would be basically Vietnam, right? We saw how that went.
In real situation those 30 trained men would saw the trap and disarm them in rimworld it is 30 high stats with state of the art equipment mindless zombie vs trap corridor.
@@XanderDraft you might already know this but add stone doors everywhere and in case of infestation close doors and burn room. When it happens to your storage or important room, bait them out and burn those suckers elsewhere.
one time i had sappers ignore my 3-4 block walls i can't remember and instead dig straight through a mountain, they actually uncovered an iron vein while they were at it
You mean steel?
@@thecoldpinecone7287 yeah close enough
@@francegamer lmao
I like to keep a wooden door at the end of my killbox and have the rest of my base be walled off with stronger stuff. If Raiders can't path directly into your base they seem to like to go for the weakest point in the walls so it still draws them in. Not only do they still walk through the killbox but animals don't wander into my fields and manhunter packs are no problem at all. I also like to keep an armory and field hospital near my killbox. Armory so I can armor up my pawns without movespeed penalty making them slow to get to the action. Field hospital (aka a few nearby beds or sleeping spots in a pinch) because when stopping bleedout every second counts, and it's easy enough to un-designate medical beds to force a transfer to my main hospital.
Also as someone who builds like a dwarf, I've never found infestations to be as threatening as they're hyped up to be.
I use firefoam poppers and vented burn rooms to cook them out when they spawn in my base, works great.
Killboxes are historically based, like a gatehouse
Not entirely though. Gatehouse in castle were more than simply where to funnel every attacking people and kill them. Same goes for a kill box, it's rimworld. A game where there is no z level. But there is some truth to that. They used some similar concept to create something with some similar purpose.
Buuuut not the only thing that people ever attack
@@AceDan-gc9po closer to it then you’d think, the options you had were, scale the walls (impossible for heavy armoured soldiers, and cavalry), build siege weapons (trebuchet, or if modernised mortars), and run straight through the kill gate
Siege weapons are included in the siege raids and scaling the wall is possible due to the games lack of a Z-axis, though arguably sappers make a suitable replacement.
tip for mountain bases: Parkas and cooling the base to a minimum of -17c (-20c if heat waves are an issue) because infestation chance go down to 0% at -17c. Can also have condos outside.
Another strategy I use (stolen from minecraft) is to light up every cave except one which is intentionally left dark giving it the highest chance of infestation then setting up a killbox for whenever randy decides to bless us with bugs. Then just live off insect meat and jelly for the rest of the game, they'll get over it.
Also bugs can and should be weaponized.
I love mountain bases and really only exclusively play these. But I always lose and only recently discovered that bugs can be farmed and used as killboxes. I just hoping someone will do a more detailed video of how to farm and exploit infestations and not kill them.
×a
Oh no! Solar flare!
Oh no! An infestation!
@@ChinchillaBONK ah yes, the you got stick bugged lol: warcrime edition
Using the mod More Vanilla Turrets has really changed how I make 'killboxes' not because of any of the turrets it supplies but because of the mud moat flooring, a flooring that cut's movement speed to 25% so raiders take more time under fire while trying to advance. I also lace the box with spike traps, not so much to trap them but by forcing raiders to manoeuvre round them means they take longer to advance. I put a grow zone in growing grass so no trees will grow.
Just coming back to this comment to say this helped me a LOT.
Now im using this shit
I never liked to use killboxes because setting up defense of lines felt so much more cinematic to me
Yeah but I got tired of expending 10x the resources and losing important pawns lmao
As a new player during fights I take control of my pawns and hide behind walls and have action filled shoot outs lmao kill boxes are cool but it does make it feel like you're playing a game lol
@@michaelrichards5340 I mean we have used them before in history. Or something very similar to them, for example the beaches at D-Day.
@@jacthing1 I guess that's what sparked the idea to players in game then, I had no idea, the reason why I feel this way tho is because you basically manipulated the A.I inability to think critical, not that it's a bad thing
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Francis John has some very interesting designs, including a oven hallway to knock out invaders through heatstroke.
"The Cooker" I think is what he settled on as the name lmao. I use FJ's killbox in all my playthrough's except I put a roof over it except for the one tile where the hallway opens up into the killbox and then I have several psycasters cast flashstorm on that open spot. Since it's the only spot open in the flashstorm ability's range, it only strikes there, striking the pawns as they come through> Get a lot of casters with flashstorm and it will instakill humans with heat damage or set them on fire to run around flailing. Ineffective against mechs. very fun to use although convoluted bc finding the pystrainers for flashstorm is RNG based.
Chinchillas are cute, but I have another nasty surprise for raiders that get through the killbox, one that restocks my freezer and corpse freezer. 2 dozen angry boars in close quarters combat. The surviving piggies eat well after that.
Please explain do you build a fence with boars after the opening?
@@ilimitadouc That was before 1.3 where you didnt had Animal Pens. But i guess you make the pen directly behind the killbox
I got to admit, i have like 680 hours in rimworld and I barely get by when it comes fights..until i started watching your videos.. it has been enlightening for me, like creating killboxs and other things for pawns, and I have notice a increase rate of winning the fights with minimal losses of pawns and I'm enjoying the game more
hey glad we can do something to help ya ^_^
For manhunter packs and scyther rushes, DO NOT use your main killbox. Instead, have a side-box where you have melee or animal blockers guarding the door, some shooters, and some grenadiers behind them, make sure to stagger their throws. Francis John technique.
This technique alone is better than all that were shown in the video combined lmao.
Breaching raid: "And I took that personally."
This TH-cam channel is very underrated in terms of “viewers+subs/quality of videos”
its always those ones that seem to be overlooked, people like Rycon Roleplays, Kruggsmash, Andrew Colunga...plenty of top tier creators overshadowed, such a shame
Wait, so as video quality decreases, viewer + sub count increases? Just fucking with you, I know what you mean.
I have the anesthetic turret mod. It lets me make standard mini turrets that fire tranquilizer darts instead of the standard bullets. I then can get loads of silver for the survivors at my comms console with a ransom mod.
I also have a mod that lets me build reinforced versions of walls and doors. At the expense of 15-30 steel, it lets me approximately triple the hitpoints of a granite wall.
I need something like this, I only have one slave because if the raiders do survive they are pyros or something similar I won't keep around...
For mountain bases I find that mining out a long shaft that has no light in it and filling it with traps and having turrets at the entrance works best for insects because they're most likely going to dig there than in the middle of the brightly lit dining room and as for defense against raiders I use a ventilation shaft for my massive underground freezer and line it with barbed wire, spike traps and have a few military turrets and flame turrets at the end I survived a 50 pawn raid and most of them died from the traps or heatstroke before making it to the turrets.
the quality of these videos is insane! love this channel!
The Team works super hard. We are glad you enjoy them
Put one firefoam where ur colonists are so if a molotov/inferno cannon hits, all the foam will prevent further fire dmg to the building (lots of cleaning however)
oooh didn't think of that one, good idea
Don't stand your pawns next to each other to avoid collateral, especially from explosives. Better yet if you do the same to your defensive positions than you do with turrets - separate them with a piece of wall between them. This + firefoam makes inferno cannons _much_ less threatening.
Make a different killbox for the sappers without turrets. Do not leave the wall open or make door for that but keep it thin as much as you can. Sappers do not care about traps but they avoid turrets so they will attack where turrets wont see them.
For the normal killbox make sure your turrets' reach are a bit far away from the entrance since they tend to meander around and avoid the turrets instead of going into the killbox.
I appreciate the discussion of burritos from this channel
Ikr
i made a simple 1 block hallway. then i place a turret in a narrow hole. This bunches them up and allows the slow ones to catch up while the others are still fighting the turret. once htey destroy that turret, they continue along the narrow hallway. then riiiiiight at the end of the hallway, an explosive and incendiary landmine is laying in wait. if you rinse and repeat this, the raiders either all die/get downed by the second batch or the remainders flee. If you hide the turrets behind doors that you open once the raid gets going, even sappers tend to fall for this trick
If pawns take damage, you are still beholden to rng. Even low damage can kill or cripple when unlucky. The best designs take out raiders without that, though it's more challenging with drop raids and sappers.
L O V E the JJBA references in the videos.
thank you thank you, I am proud of writing that joke
Man I'm glad i downloaded those turret mods
i recommend making wood walls near the opening so that when they take cover and fire towards your colonist the wall is gonna break and they are exposed
the killbox ive found most effective is a zigzag with turrets behind a embrasure at the end, plus you can chuck colonists with smgs and other things behind the turrets or behind the walls separating the turrets, this singles them out and sure, only 4 max things are able to enter at a time, that's why you have a funneled big open area in which there are at least 3 turrets so you can hopefully kill all the raiders before it becomes more dragged out. my best way to describe it is the opposite of a conventional killbox
of course, if sappers come you are basically dead so best bet with them is probably use run and gun and strafe the enemy
Turrets get priority targeting as if they are pawns, even if un powered. You can have a bunch of turrets act as dummies for radiers to hit while you shoot at them
This guide is better than those long explanations by other bigger youtubers.
Great Job!
and thanks
Im glad it helped haha
@@Noobert It really did.
I always had problems trying to create a kill-box and when I fail I just quit since I wasted too much resources.
11:13 only rimworld fans would understand this joke
This was really funny to watch actually, the way you describe things good or bad was hilarious, and you allowed both vanilla and modded examples of how to handle it. It's good to see someone cover all bases.
Just 1 suggestion... don't use plasmaswords when using the 3man tank squad... setting enemies on fire causes them to enter panic and run through your front line, allowing the fights to get messy. Monosword much better for this.
Wonderful video quality... I am a video editor myself so can understand those layers of media you'd have put while editing this video...
This channel...
Information x Entertainment
Perfectly balanced as all things should be
Also as Roll1D2 explained, it's better to keep your colonists in dark place during fight so enemies get less chance to hit
That was specifically for combat extended. Basegame rimworld doesnt take lighting into account
@@TF2PNub Oh, didn't know it, thanks
On top of that you'll have the darkness debuff. While in itself it isn't a problem for pawn accuracy or everything, it's slightly easier to have a mental break. And a mental break during a raid is always desastrous.
Actually, in basegame, it's better to have colonists in light & raiders in dark. The raiders are slowed & colonists don't get the 'in darkness' debuff
Keep in mind that roofs can crush down if the walls were destroyed.
The intro was my first experience with a kill box, as in i started construction, and THEN i got raided!
Lucky me, im new and slow, so it wasn't a problem.
Another useful tip for those who do live under mountains is that insects prefer to infest rooms of average temperature, large size, and darkness before all others. Because of this it is possible to make a room that is much more likely to be infested and either burn everything in the trap room or collapse the ceiling whenever it becomes infested
If you intend the sandbags to slow people down you can’t have a continuous line of them anymore the pawns keep their movement speed once they “mount” the sandbags, there needs to be breaks to reset the action.
I play primarily nomadic, so I'll run away if facing an impossible situation, but your videos are hilarious. I may just play a giant base playthrogh next.
Me: I'm a new Rimsworld player and this is very useful information!
Also Me: I'm even more confused then I was before I watched this video.
😣
As someone with about 600 hours in the game, watched this out of curiosity, I feel like they were more focused on being entertaining rather than being informative when they wrote that vid. I don't think most newbies will get much out of it
3:45 area of your video : I need to make many doors from left to right going straight up. " other wise my people end up in hospital beds, from triggering the traps." They even trigger them when cleaning up the blood, or removing a animal from deep in the kill box system. :(
I use steel spiked traps as it has the strongest damage and in mid on building time to wood and stone.
Best are plasteel I think, however they're expensive and also a major problem when your own pawns activate the traps accidentally, I had one actually die because of it, after that I only use steel like you mention or stone which is more cost effective to replace after a raid and if my own pawns activate it at leas since the damage is less it's harder for them to die.
Your vids are just too good nd useful nd also your voice makes it more fun to watch. Keep up the bootiful content
Thank you so much 😁
@@Noobert also I hv been working hard in college so now my dad stopped acting cheap nd he let me use a really good cpu that was lying around nd now I can play rimworld with how many ever mods I want YESSSSSSSSS 🔥🔥
My map has a river that runs from under my mountain on the south side of the map to the north of the map. In the center is a large lake that touches the river on one end.
Since deep water is completely impassable, but is clear to shoot over, I am running my killbox all around the edge of the lake. Shallow water is one of the slowest movement terrains, and I think they won't be able to stop and shoot if there are stone chunks in it. There are turrets that shoot across the water, and a spot for defenders to fire from as well.
I'm using moisture pumps to turn the muddy banks into ground I can build granite walls on.
Never underestimate the benefits of natural terrain.
I have had vanilla security since it released and I did not know the rocket turret could shoot over walls I am so happy I watched this!
fun fact, I learned about that...when it went over the wall and blew up my favorite colonist ...yeah not a good day but hey learned something new
There's like this game, I think its called Rimworld. You can show everything you describe. Maybe I'm a dipshit but I didnt understand half of the things you mentioned which you could have easily shown. Essentially I have to now go watch another video because this only gave me half the info I needed.
I have made a new one for this very reason that i am uploading next friday
maybe the first time im first!
nice content noobert!
Thanks mate and congrats on first
Insect swarm tutorial?
Incredible intro man
Roofs are surprisingly effective against snappers and manhunters too.
Build a single wooden wall 5 tiles outside of your outer wall and build a roof 4 tiles around it (do not let it touch any other roof or wall).
Then you place a he trap on the outside and repeat this 9 tiles further down.
This is cheap, effective and works against big groups of enemies at once.
Melee blockers with a grenadier behind are really great at dealing with infestations. Toss in a psycaster with berserk pulse and you are golden. Have choke points throughout the base. This makes infestations really easy to deal with. Drawback is losing the rooms furniture. Like losing the whole hospital and cloning vats with 95% grown clone :(
If you’re confident enough in your ability to kill the insects you can just use a man hunter pulse psycast and they will ignore breaking your furniture at the cost of being unable to berserk pulse them
@@kayar8463 The more you know. That is a really cool use of game mechanics.
I really learned a lot thanks to your video! Mostly about really strange Australian historical information.
I already know how to make killboxs but I just like watching your videos
Good enough for me XD
I use the Moat mod, makes a muddy patch that really slows them down. Like a rock chunk, if you have them in a row, it only seems to slow down when they enter so alternate instead.. So I put them in a wall tube: soil.mud.soil.mud.soil...
make the tube about 30-40 walls long and now you have invaders lined up and slow like sitting ducks. Place turrets in strategic locations to prevent sappers, and leave the tube open. Now they always come that way, the biggest thing to deal with now are mortar raids. No need for a 'kill box'
Cool vid. Great.
Killboxes are fine I guess. Personally, I never use them cause I feel like it's cheesing the game a little too much. I also understand how frustrating the game is that these raider factions somehow have enough population to launch 40 Raiders at a time at you every couple of days while your colony struggles to even find one more person (buying slaves or captured). Oh well
I just got taken out by a pack of man hunting elephants, an rage quit. youtube thought it was best to suggest this vid....
TH-cam knows much
im jelly of how good you do this.. but i learned something so you get the like and comment ha
glad you enjoyed it XD
Only attack Thrumbo's if you got traders visiting. You get Two dead thrumbos and maybe a couple of dead trader escorts which will make your cannibals happy :)
4:14 hmmm explosive improvised explosive device
I'm a newbie and was just looking up this exact topic last night! Thank you so much for breaking this down
I recommend Francis John for top notch gameplay and tuts. He won a 500% double ending. Royalty and ship activation.
I like putting wood floors into the killbox and sneaking a pawn round the back when they get to one end then staring a fire and shutting the door...
I love your rimworld guides
GOD DAMN IT JOJO'S REFERENCE CRUSH THAT LIKE BUTTON
"Pillar Men" Strat OP
love the TTS reference.
My muscles actually remembered the San Andreas code before my brain
Love the Gta: SA ammo health cheat reference.
honestly, insects usually arent an issue i=so long as you have better areas for them to infest, a few melee fighters to block them off, and a decently strong colony. i usually make long tunnels to dig for ores and insects like infesting those, so i just position a melee fighter in front and have the rest of my guys with miniguns do the rest
You said quarry right.
Good job.
I prefer a large open map, and an artillery battery.
Enemies don't like a hail of explosions tearing them to bits as they cross the map. (I have a 900x900 specially modified map. It took 15 minutes just to First-Time-Generate. But is it fun to turn into the moon every few seasons when a raid comes in on the far side with the 'they will prepare for a while' modifier.)
Me: hehe my killbox is perfect
Randy: Oh really??
Sends mechanoids, raid drops in the middle of base and infestation one after the other after a day of breathing. A horde of manhunter rabbit comes and wreck wounded pawns.
The main time I have ever stone trapped was on arid shrubland where my tree farm was for other stuff and deep drilling kept me swimming in stone. IEDs or ok outside the deaht hallways. Just a little minefield action before they get in line :O
I like to make the last few traps closes to the exit of the trap maze out of something higher DPS like steel and the rest wood. I feel like it gives me that last little punch in the face before the enemy can actually engage my colonists. I arrange my ranged colonists in my killbox behind embrasures shaped like a T. I put them on either side of the T with the flat cross part towards the enemy so there is a one block between them. Then, hopefully, any explosions will be blocked. Unless of course they go long... I also like to plant fields of stuff in the killbox with a path or paths to the open door in my killbox. The AI pathing will try to walk the raiders across the path in the fields hopefully making them stand in front of my turrets longer. And bonus, if you do something like Haygrass you might get an extra harvest sometimes. A good mod for that one is the one that adds Chokeme, which really slows the enemy down and can be grown in a zone.
Here comes ideology to ruin all your killboxes
Yup
As much as I dislike killboxes, I understand the people who use them especially when it comes to harder difficulties/storyteller (like void). This is a great guide! And your narration was very pleasing to listen to. Good video all around.
Although chads will never use killboxes let alone traps to begin with :)
They practically become a necessity late-game on harder difficulties though sadly. Beating 50 centipedes is basically impossible without spamming psycasts or rocket launchers when you only have 10 pawns
good one
Good reference 👏
Insect swarms are easy though... just need 3 Melee blocking pawns and 6-9 shotgun pawns... then you stand them at a doorway and shred the insects in a way that gives you huge volumes of Chemfuel to play with.
I like how it’s 3k years in the future, laser weapons are a thing… but they can’t make windows in walls
Darrell "The Stone" Jackson is my favorite wrestler!
If you get the remote door mods you can always make the kill box a freezer with ease. You can always back door it by opening your main door so they default run to it then open the back door to close the freezer.
If you have a mountain base you treat it like a far north base with apparel and ideas. You keep your base freezing AF and things sealed besides your kill box. Bugs also despise the cold which makes the base easy to deal with there.
It's not a cheat mod, it takes work to infinitely mine those resources out of a single location inside a ridiculously well defended base with gold walls >.>
me: builds killbox
enemies: spawns on other side of map and uses grenade launcher to blow my wall up and pillage my settlement while my pawns are on the other side of the base
Good editor.
To slow mellees at killbox i dont floor bc birt slows down (if you have tiled soil mod you can use them bc tiled soil slows even more) and do roof, bc in dark pawns move slower (not sure about owls). And bear traps near embrasures and turrets for sure they dont start to break dat all.
For mountain bases, I just lower the temperature below the point that infestations can spawn, and have everyone use winter clothing…
I personally disable infestations but other than that I keep everything else as it is. (Aside from uping door opening speed)
I don't know the game much, only base mechanics and decided to play at Tundra because why not. Would a place that is designated to make them soak wet and get hypothermia so they get debuff + chance to get frostbite if long enough, would it be better than a killbox?
kill boxes working fine until the enemy decides to break the wall like in Germany 1989
I always build my prisons in the mountains, I have a armory just outside the prison barracks so whenever those insects come I arm the slaves and go to war lmao
Walls block turret explosions right? What about door? And open doors?
who will win?
Walled fort
or
drop pods
positive comment for the youtube algorithm.
Honestly Just land in a swamp always works
Question, does this need the Locks Mod? Because it conflicts with the animal pens mod. So my handler pawns will constantly be leading animals back to the pens because fences can't be closed to the animals.
i use heat based killboxs it perfect for insectoid and raiders but not very effective against mechanoids
Never understood the fear of infestation, I always dig right up into the mountains and deep drill like a boss
Come at me bugs !!!!!!!
spoken like someone who hasn't had hundreds of insectoids tunnel up and kill everyone...yeah its not the bugs themselves that are a threat ,its the numbers, close quarter combat, plus them overtaking pawns at least 3 to 1 spell doom to any colony
@@BrenTenkage haha 😄 its the name of the game my man, loss is part of the fun
I put out turrets out side the base but back from the entry point so when they bunch up on the entry to the maze they get shot in the back. Getting the range right is the trick so they focus on the entry not the gun.
Me who uses some... funny turret mods... Raiders when they pull up to my base and get hit with the horrifying mix of DDay and 76mm Automatic naval cannons: Carmen - Overture intensifies
Explosive IED's are good if you want to kill your enemies using roof by placing roof around one block of wall and with ieds around. If enemy dont want to walk on ied use one of your colonists gun. Some attackers will be harmed and there might be even some dead ones
hmm I actually didn't think of that one when I wrote this, thanks
Damn algorithm, stop hiding these videos from me.