Should've waited with angering the mechanoids until the tribals were in the maze. That way when the tribals break and run, they meet the mechanoids and you will have less trouble with either.
you should put a turret or zone-able animal at the entrance of your maze to force collision. then you wont have people stacking then unstacking causing problems like that centipede being pushed along. just surround the turret or animal in doors, and keep them closed. it works without line of sight or the turret being even powered
This. I saw the centipede being collision-pushed through the maze and thought just how badly things could have gone if there had been half a dozen centipedes that got collision-pushed out into the killbox all at once. Sure it drags out the fight since you're killing puny tribals one by one instead of a big group all at once, but it saves your bacon against real heavy hitting or fast moving threats. Also, could include some temperature warfare in your tunnel maze. So that by the time the horde reaches your killbox they've started to take consciousness or manipulation penalties from being heatstroke/hypothermia depending on your map. It took 5 hours for raiders to make it through your kill maze. If you link your kill maze via vents to a room that has both a roofed in geothermal generator and all the heat exhaust vents of your freezer, you'd be surprised what 5 hours of that will do to a human raid. The last few raiders that try to flee may pass out before they can escape. Great way to get free slaves to sell for honor to the empire.
You can prevent the organics from stacking by causing commissio collision early in the maze using an unpowered turret with 4 doors around it. Nonetheless, I'm really impressed with how well this worked.
Love this base design especially the barracks/rec room. So simple yet incredibly efficient. Do they get mood de-buffs from disturbed sleep? Or the whole spacious/beautiful room buff balances things out?
You dont have a propper way to force enemies in to combat mode,when they are off combat they dont have colisions but when they are, they do - that's why they pushed themself and the centepide to you. it can be dangerous if this happen a bit later. In that case they would just "spill" next to your feets. use some sort of trigger (a powered off turret for instance)
i noticed that.altho there is a little trick to force them into colision if timing properly which require psycasting , specifically Berserk or Berserk Pulse when casting on entry it forces them to lineup in hallway fighting each others while your pawns take care of the first group.
Being a noob player, I didn't understand the other explanations here, but yours I think I get. So they move faster through the fences because they haven't gone into combat mode, but there was a turret it would trigger it. Why powered off, so they don't destroy it?
@USNavyMC i explained the problem like a pig, so make it even more clear. Collisions appear only if they are in fight mode. Fight mode makes them fight obviously, and it's a stance when they have physics. Their positions are relevant because of that so one person can occupy one tile. in cases of caravans or just simply moving from one point to another, and to make it easier in-game calculations they just simply move, ignoring other bodies. the transition is clearly visible - that's the sponge effect. If 2 bodies occupy 1 tile, that means that 1 body has to be moved into the closest free tile. basically, nothing happened. for now. But imagine 100 bodies occupying 1 tile. . the first body is moved 1 tile in front of the original, and the second one, is pushed by the game 2 tiles away (for the simplicity of my example i am ignoring the possibility of being pushed backward). The third is pushed 3 tiles. And it's happening only if there is no fence, or sandbag. In the case of sandbags, they move even further, because the sandbag (or nathing rly) is a tile where you and the enemy can not stand.
i recommend a mod called: rocketman. also you need to reduce the amount of activities in your map for example making a farm of 100 chickens will slow you badly.
even with a good pc you can still lag i recommend you play with 25 pawns max and use this mod for better late game performance (Rocketman). Anyway here's my laptop details: processor(Intel(R) Core(TM) i7 CPU @ 2.00GHz 2.50 GHz) RAM (6Go) graphic card (intel(R) HD graphics 4000, NVIDIA GeForce GT 720M)
if u mabe you activated the collision before they entered your maze they nicely and orderly beeline toward your killbox and didnt the enemy pawns clip together on one title..
10:53 Pregnant. On drugs. Part of a raid.
Peak rimworld right there.
Double kill
Should've waited with angering the mechanoids until the tribals were in the maze. That way when the tribals break and run, they meet the mechanoids and you will have less trouble with either.
I Ruined the timing
@@scoutgames7491 I assumed it was deliberate to demonstrate how good your killbox was. Either way a good demonstration.
Cant even remember how many times my attempts with such timing have backfired. But the moment with tribals pushing centipede is still hilarious.
Even better, wake the mechs, close the doors. The tribals will path to the nearest hostile, aka the mechs
"after a battle anyone is a general"
Bro tip: Plasteel makes more effective cutting melee weapons than uranium. Uranium for your warhammers, plasteel for your longswords.
you should put a turret or zone-able animal at the entrance of your maze to force collision. then you wont have people stacking then unstacking causing problems like that centipede being pushed along. just surround the turret or animal in doors, and keep them closed. it works without line of sight or the turret being even powered
This. I saw the centipede being collision-pushed through the maze and thought just how badly things could have gone if there had been half a dozen centipedes that got collision-pushed out into the killbox all at once. Sure it drags out the fight since you're killing puny tribals one by one instead of a big group all at once, but it saves your bacon against real heavy hitting or fast moving threats.
Also, could include some temperature warfare in your tunnel maze. So that by the time the horde reaches your killbox they've started to take consciousness or manipulation penalties from being heatstroke/hypothermia depending on your map. It took 5 hours for raiders to make it through your kill maze. If you link your kill maze via vents to a room that has both a roofed in geothermal generator and all the heat exhaust vents of your freezer, you'd be surprised what 5 hours of that will do to a human raid. The last few raiders that try to flee may pass out before they can escape. Great way to get free slaves to sell for honor to the empire.
I love how they finish slaughtering all these people and then proceeded to eat delicious meal
You can prevent the organics from stacking by causing commissio collision early in the maze using an unpowered turret with 4 doors around it. Nonetheless, I'm really impressed with how well this worked.
My takeaway here is if your weapons and pawns are good enough you dont really need cover, just a long queue to force them to file in one at a time
I return to this video twice a month because I love the killbox design so much
Space for wall repair,workbenches for refining. Beautiful, It makes me smile lol
Now cleaning/ recycling/ repairing time:-P
it's gonna be a long day
I love how the meditate after they slaughter people
its so funny seeing tribals push that centipede through the maze
Everyone loves to watch the bad ass moments in this game, but no one has the patience to reach them for themselves 🤣
the video has really solidified for me my hatred of the late game
That's not really a tiny killbox, the only tiny part of it is the shooting gallery. It's actually a rather large killbox.
its only that big because of the huge amount of people going into it, you can replicate the same thing just with a smaller maze part
@@trashmix2184 And then cramming floods the tiny shooting gallery and everyone dies, hence why you need large killboxes. It's not a tiny killbox.
Ackthually
Love this base design especially the barracks/rec room. So simple yet incredibly efficient. Do they get mood de-buffs from disturbed sleep? Or the whole spacious/beautiful room buff balances things out?
unbelievably impressive rec room +7; unbelievably impressive dining room +7; unbelievably impressive barracks +3; spacious interior +5; disturbed sleep -3 (max)
How do you direct raiders into your killboxes? Block off every entrance with walls and doors except for the killbox?
long short answer watch this video it will really help you: th-cam.com/video/eTJf0-pusxQ/w-d-xo.html
Whats with the flowers? Purely decorative? I thought youre going to burn them or something
i don't want random tree to grow there, it can give enemies covers, better grow flowers or crops.
love the chain shotgun
they were so many bodies they just teleported away.
yeah, you can't have multiple items in the same tile that's why it teleport to the nearest one
@@scoutgames7491 neat
The flowers tho
You dont have a propper way to force enemies in to combat mode,when they are off combat they dont have colisions but when they are, they do - that's why they pushed themself and the centepide to you. it can be dangerous if this happen a bit later. In that case they would just "spill" next to your feets. use some sort of trigger (a powered off turret for instance)
i noticed that.altho there is a little trick to force them into colision if timing properly which require psycasting , specifically Berserk or Berserk Pulse when casting on entry it forces them to lineup in hallway fighting each others while your pawns take care of the first group.
Being a noob player, I didn't understand the other explanations here, but yours I think I get. So they move faster through the fences because they haven't gone into combat mode, but there was a turret it would trigger it. Why powered off, so they don't destroy it?
@USNavyMC i explained the problem like a pig, so make it even more clear. Collisions appear only if they are in fight mode.
Fight mode makes them fight obviously, and it's a stance when they have physics. Their positions are relevant because of that so one person can occupy one tile.
in cases of caravans or just simply moving from one point to another, and to make it easier in-game calculations they just simply move, ignoring other bodies.
the transition is clearly visible - that's the sponge effect. If 2 bodies occupy 1 tile, that means that 1 body has to be moved into the closest free tile. basically, nothing happened. for now.
But imagine 100 bodies occupying 1 tile. . the first body is moved 1 tile in front of the original, and the second one, is pushed by the game 2 tiles away (for the simplicity of my example i am ignoring the possibility of being pushed backward). The third is pushed 3 tiles. And it's happening only if there is no fence, or sandbag. In the case of sandbags, they move even further, because the sandbag (or nathing rly) is a tile where you and the enemy can not stand.
makes sense thank you!@@TheMiGFox
How do you keep your computer from slowing to a crawl? I have a hot machine and I still can't run it with that many pawns on screen.
i recommend a mod called: rocketman.
also you need to reduce the amount of activities in your map for example making a farm of 100 chickens will slow you badly.
How do you deal with the corpse cleanup?
i burn them with Electric crematorium as you can see in the video i have 2 of them ( the ones next shelf), or turn them into food if i need any 😆.
Did you tried with new Mechanoids form biotech dlc?
i'm playing on an old save i have the dlc but i didn't encounter them yet.
Question - why shotguns instead of smg or assault rifles?
high damage, good knock back, good when combined with short range psycasts.
did you break the high shield with mortars? wut? nice gameplay 👍
EMP shells can break the high shield for short period.
Mechanoid cluster??? That's more like a fucking city landed there
🤣
Shelves my guy, shelves
This video was before the shelve update.
Are you using some kind of music mod? i don't recognize some of those tracks!
the mod called: P-music
Thanks for asking this dude, first thing I wanted from this video was the mod! :D
Now what if CE was put in this...
Nice killbox!
Can i ask your PC config? i'm planning to change my CPU. Sometimes i can't even handle 40 population at same map
even with a good pc you can still lag i recommend you play with 25 pawns max and use this mod for better late game performance (Rocketman). Anyway here's my laptop details: processor(Intel(R) Core(TM) i7 CPU @ 2.00GHz 2.50 GHz) RAM (6Go) graphic card (intel(R) HD graphics 4000, NVIDIA GeForce GT 720M)
bro playing zuma
Nice. but where is the rest?
in the other videos i didn't recruit them yet in this stage of the game.
Кааааайф :)
Сколько потом убирать.... Трупы...
good base
Clean up on isle 5.
10:50 oh my god she's pregnant
typical rimworld war crime.
I dont know Why no one noticed but there is only 1 male and the rest are female colonists . . . Just How I Play MY GAME 😂😂😂
Harem enjoyer
ruthless
The flowers tho
xD
crikey
This did not have to be eleven minutes long
Second.
REPLACE YOUR POTATO PC
Picked Rimworld up again, glorious, like this vid:) have a sub and like! What mods/dlc are you using?
Camera+; P-music; Harmony; Character editor.
@@scoutgames7491 Thnx bro!
if u mabe you activated the collision before they entered your maze they nicely and orderly beeline toward your killbox and didnt the enemy pawns clip together on one title..