EDIT: Burn boxes still work for killing biological enemies in 1.5/Anomaly. However, death on down now applies to enemies with heatstroke - meaning that this can't be used to get hundreds of prisoners anymore. Still great for defense though if you want to use it! Thank you for liking & commenting! Something not working for you? Don't fret, there's a lot of 'moving parts'. Come post your problem on our public Discord so we can get you roasting tribals in no time! - discord.gg/gKZh2XZzdK Collision Guide: ua-cam.com/video/eTJf0-pusxQ/v-deo.html Flamebow Guide: ua-cam.com/video/lPfY4gWipEg/v-deo.html All RW Guides: ua-cam.com/play/PLQWnHloPSfq4ajFkTBA8vZk2R43NaQeKO.html Website: adamvseverything.com Blueprints Download: adamvseverything.com/downloads Watch this: ua-cam.com/play/PLQWnHloPSfq6DOxezzmyJKwsm-ynXv-ao.html Let me know in your own comment what you'd like to see a RimWorld Guide about! As always, thanks for watching.
It was real fun watching all this stuff being tested on stream. I'm a person that's way too greedy to burn up all that loot, then I'm cursing myself trying to sort through 1000 bows spears and pilas
Alternatively you could set your zones up so the only person who can access the firewood chamber has their construction disabled, rather then disable everyone’s construction every time.
I found you while looking for help to stop dying in my games. This channel of yours is a miracle to me. Just watching your 500% no pause runs has given me a good idea of what I need to focus on first to stop starving and getting murdered lol. Many thanks for all the epic guides and playthroughs.
Thanks for this. I used the same idea to murder 80+ insects in a cave that were giving me a headache. I even had to sacrifice one of my pawns to thin them out before I used this.
2:05 The AI pathing drives me insane. Inefficient would be an improvement on what's happening there. That's just plan bad pathing. Sadly, even mods don't actually fix this. Thanks for guide vids like this, Adam. Always fun to try out ideas I haven't done before.
Great job Adam. I have seen you do these a bunch, but have never really got one working for myself... mainly because I thought you had to close doors. I may try it on my next run. I think the only thing about this one is that it may be a little too OP for me... I feel like actually having to shoot tells me where I am in terms of my colony... although I guess Mech raids are the actual litmus paper...
Oh, yeah I think I had seen a long while back a "beta" version, when adam was trying it out in a pre-bio or pre-ideo run, back then there was doors closing. No longer.
When I first started playing I did a lot of building with basically 0 difficulty for some fun and learning. I ended my colony in a single moment and learned to hate batteries. I had a LARGE mountain base with a hay floored animal room and only 1 exit outside the mountain reeeeeealy far away. (Impassable map marker) Bzzzt... I didn't know what that event did and I had a lot of batteries so.. Before I understood what had happened, I discovered it had happened in said barn when a pawn when to open the only closed door in the base and they insta died in the doorway, leading to the whole base being made into a super oven, cooking everyone inside before they could get to the exit because I had all my inside doors open to make renovation construction faster at that moment.
For a burning killbox like this one, isn't the no collision version better to get rid of the raid faster rather than the collision one ? I've watched the collision tutorial but i might have missed something about it. Or does the no collision version push the raiders forward the entrance like you showed with the huskies in the tutorial ? And huge thanks for the videos, i've spent countless hours in this game and you make me discover new ways of adapting and fighting for my colony's survival.
"It depends". I often like doing the collision one for two reasons. 1 - I have a door near the exit so that when the raid breaks I run out for shooting experience (one thing that you end up not getting by defeating raids this way). 2 - Often times I use the same tunnel going into a standard killbox area. I want collision on raids that I let make it all the way through (or that don't die to fire). You could have another break before the base and put collision there, but you have to make sure it is not set in a way for the turret to overheat and burn. Lots of ways to do it, for sure!
Thank you, this is very useful, but I have a few questions... 1. What's the downside of using chunks instead of fences? 2. Would it be possible to use doors as cooling vents so that I don't have to break the wall to let the heat out? AFAIK raiders don't destroy them unless it's a valid escape path, which it wouldn't be in this case since it would only lead to an unroofed area used for cooling. 3. Any issue with using 2-tile wide tunners if I can spare the space? Would make fewer bodies get teleported outside.
1 - Chunks are items so they displace if something dies or is dropped on that same spot. You then have to haul them back to the proper slowing spots. 2 - Doors don't vent heat in time, the room will stay hot for a crazy long time even with a whole 'wall' of doors held open. Destroying a wall on the other hand instantly stabilizes temperature because it becomes 'outdoors'.
with biotech, if you have a mechanitor you can make these burnboxes both automatic and (assuming infinite wood) infinitely burning. leaving a scorcher on dormant recharge inside the wood part of the burnbox means that anytime you want to start the fire, you can have it do that (without even needing the mechanitor nearby) automatically. additionally, you can set a lifter to be restricted to only the wood part of the burnbox and a nearby wood storage and, with a mod that lets you limit stack size in stockpile zones, have it continually add more and more wood as it burns.
"It depends". If you are using this as the entrance toa standard killbox, or having mechs go through, etc, you don't want them losing collision at the exit instead. It's going to kill all normal raiders with or without collision. You can use it either way depending on what it is emptying into etc.
My favorite trick was to make it longer, and do a little clever door management to trap them inside. Uhhhhh, for only the purest of reasons of course...
I know this video is some months old, but can someone answerme some stuff? Some questions: 1) (got the answer from another videos of yours) 2) Doesnt fire act like a block and force pawns to chose other path? I could swear this happened when I tried a few years ago. I did this by having two rooms adjecnt to each other, one being the "maze" and the other the burn chamber and. Btw, nto sure if this still works, but burnt wooden floor used to be the floor type with the biggest walk speed debuff and I used to use that. Anyway, best Rimworld content out there! Thank you so much.
No, enemies will walk straight into max heat/fire tiles without issue. They will begin running around at random when on fire, but after they are out will go straight back in. The burned wooden floor thing was changed back in either 1.1 or 1.2 (so has not been the case for many years, now).
@@AdamVsEverything Thanks so much for answering. Coming back to this game and your channel is just the best. Gonna share it on a Brazilian comunity in Facebook and other groups I'm in.
Adam, I put a shelf with wood on it in the burn box to refuel it more easily but the wood on the shelf caught on fire, what should I do? (I am kidding)
There are reasons for both. That is why I provide a blueprint for both. Use whichever you want with the situation you have. One example is that if the burn box is the intro to your standard kill area and mechs come through it you don't want them bunched up (or ballooning when they come out) and the heat could burn a normal turret deep in the maze.
are you aware of any burn box designs for the celsius mod? it simulates temperature per tile, so it would be pretty different to make a burn box for. i'm really curious if you have any ideas. my last play i made one and it worked great, but i got bored and started a new game with more mods, including celsius.
Make clone lab Make maze Make one hidden area inside the mountain where the labs are and ‘the real citizens’ with selected clones. “Some of you may die, but those fuckers are dying too.”
this video is a bit late lol... i built a "burnbox" assuming a geothermal vent would be enough to heat the place up... kinda skrewed my plans but ill bounce back :P
Does anyone know why bugs decide to attack the doors instead of pathing through the killbox? There is a clear path from the kill box entrance to the beds, all doors are open, but they decide it's easier to break the doors down?
Hi! Can someone explain to me the purpose / reason for 1) The 2 doors at each entrance instead of one 2) why there needs to be a small room with a turret? Why the turret etc?
it explains both of these things in the video. Double wall/double door is to insulate. Turret room is for collision. Re-watch for more details as well as check out the 'Pathing Guide' for more collision info.
EDIT: Burn boxes still work for killing biological enemies in 1.5/Anomaly. However, death on down now applies to enemies with heatstroke - meaning that this can't be used to get hundreds of prisoners anymore. Still great for defense though if you want to use it!
Thank you for liking & commenting!
Something not working for you? Don't fret, there's a lot of 'moving parts'. Come post your problem on our public Discord so we can get you roasting tribals in no time! - discord.gg/gKZh2XZzdK
Collision Guide: ua-cam.com/video/eTJf0-pusxQ/v-deo.html
Flamebow Guide: ua-cam.com/video/lPfY4gWipEg/v-deo.html
All RW Guides: ua-cam.com/play/PLQWnHloPSfq4ajFkTBA8vZk2R43NaQeKO.html
Website: adamvseverything.com
Blueprints Download: adamvseverything.com/downloads
Watch this: ua-cam.com/play/PLQWnHloPSfq6DOxezzmyJKwsm-ynXv-ao.html
Let me know in your own comment what you'd like to see a RimWorld Guide about!
As always, thanks for watching.
If this doesn't give you access to "hundreds" of prisoners, does it give access to like... two or three per raid or does nobody survive?
Any way to salvage the loot? I can’t put the fire out in time it all burns away
This guide is fire 🔥
I'm so engaged by these helpful guides he's making!
Get out!
I see what you did there!
@@parsa1372 Pogs are at grandmas place so we good.
Right? Lit AF
Your guides are the best Adam. Succinct. Informative. No BS. Appreciate you brother.
Thanks a ton, Matthew! Very much appreciated - and glad you like the guides.
Thanks for the guide, looking forward to more!
Thanks a ton, Wanderlust! Much appreciated. Glad you are enjoying the guides/content!
I don't even use most of these guides but every one has had at least one actionable point I didn't know so I want to promote them.
I have watched your content for years and never realised how good your guides are.
Love your guides, helpful and logical as always.
Thanks a ton, Alexandra! Very much appreciated, and am glad you enjoy the guides.
absolute excellent guide. I love how to address questions during, so I dont have to troll comments for answers never given. You earned a sub mon frere
When Adam puts up a new guide, you know it's the good stuff. Amazing, my dude!
These guides are what got me to start watching you, glad to get a better idea of how it works
Ahh, everyone’s favorite: raider popcorn
Butter or guns? Both?
good video, such a nice set of war crime knowledge!
Thanks for another helpful and well put together RimWorld guide!
It was real fun watching all this stuff being tested on stream. I'm a person that's way too greedy to burn up all that loot, then I'm cursing myself trying to sort through 1000 bows spears and pilas
Quick faq is a nice touch
Fellow Hoosier here! Love your content!
Alternatively you could set your zones up so the only person who can access the firewood chamber has their construction disabled, rather then disable everyone’s construction every time.
I love the sound of human popcorn popping in my burn box
Nice tutorial. Never really used burn boxes, maybe once, but I'll have to give his one a try.
This is revenge for burning all my crops and generators
I am niether on killboxes. I chalk them up to necessary evil, since somehow a village of 20 tribals can send 50 guys at you :P
This looks interesting
Thank you for teaching me nearly everything I know about Rimworld!
I found you while looking for help to stop dying in my games. This channel of yours is a miracle to me. Just watching your 500% no pause runs has given me a good idea of what I need to focus on first to stop starving and getting murdered lol. Many thanks for all the epic guides and playthroughs.
Awesome guide! Thank you Adam!!!
I have watched you do this many times, but have learned a few things I have been doing wrong! Thanks!! Great guide
Those scorchers took installing a firewall pretty literal.
God, I love burning with this building and a ton of loot
Perfect video, thanks Adam. MORE MELEE GODS
I like your guises a lot, very helpful. More please.
Thanks for this. I used the same idea to murder 80+ insects in a cave that were giving me a headache. I even had to sacrifice one of my pawns to thin them out before I used this.
Manhunter boomalopes.... Great guide. Interesting idea.
2:05 The AI pathing drives me insane. Inefficient would be an improvement on what's happening there. That's just plan bad pathing. Sadly, even mods don't actually fix this.
Thanks for guide vids like this, Adam. Always fun to try out ideas I haven't done before.
Great job Adam. I have seen you do these a bunch, but have never really got one working for myself... mainly because I thought you had to close doors. I may try it on my next run. I think the only thing about this one is that it may be a little too OP for me... I feel like actually having to shoot tells me where I am in terms of my colony... although I guess Mech raids are the actual litmus paper...
Oh, yeah I think I had seen a long while back a "beta" version, when adam was trying it out in a pre-bio or pre-ideo run, back then there was doors closing. No longer.
YESSSS A BURNBOX VIDEO!!!! YESSSSSS
Thanks for the guide Adam... Love them all
Instructions unclear. Now the baby has a Molotov and is holding me hostage.
Send help!
Great guide as always Adam
Love your mech names!
Thanks for the guide Adam, I've been hoping you'd explain this.
Can you do a guide on the morality of burn boxes
I'll do one right now.
Are you making one IRL? Morally wrong. Don't do it.
Are you making one in a game? Do all the things.
:P
@@AdamVsEverything your responsiveness on these guides really engages the audience! What a great algorithm we have here.
I was about to ask how this would work in real life then I remembered the holocaust. Yeah let's not go down that route.
Yay new guide!!! Keep em comin!!!
Always great content, thanks Adam!
Everything Adam does is magic
Adam is the best!!!!!!
We ain't making it out of the art school with this one🔥🔥
Great guide, I remember watching some of this on stream, was very interesting
Just in time, I'm on my second archonexus restart and was looking for a different defense
Crazy informative. Thanks for this.
I had this idea a while ago, I used dead bodies as the fuel and it works pretty well. Probably not as well as the wood though.
ooo i remember when you recorded this in twitch, such a good guide
Cheers for the tutorial!
Interesting idea. I had the idea in my game to use a geothermal vent but I didn't think it got hot enough.
great stuff 👍🏻 commenting to feed the algorithm
When I first started playing I did a lot of building with basically 0 difficulty for some fun and learning. I ended my colony in a single moment and learned to hate batteries.
I had a LARGE mountain base with a hay floored animal room and only 1 exit outside the mountain reeeeeealy far away. (Impassable map marker)
Bzzzt...
I didn't know what that event did and I had a lot of batteries so..
Before I understood what had happened, I discovered it had happened in said barn when a pawn when to open the only closed door in the base and they insta died in the doorway, leading to the whole base being made into a super oven, cooking everyone inside before they could get to the exit because I had all my inside doors open to make renovation construction faster at that moment.
Thanks as always
Great work, thank you for all the effort you put into these
Thanks for the video!
Thank you for yet another Awesome vid Adam
Thanks for watching!
This guide is lit.
For a burning killbox like this one, isn't the no collision version better to get rid of the raid faster rather than the collision one ? I've watched the collision tutorial but i might have missed something about it. Or does the no collision version push the raiders forward the entrance like you showed with the huskies in the tutorial ?
And huge thanks for the videos, i've spent countless hours in this game and you make me discover new ways of adapting and fighting for my colony's survival.
"It depends". I often like doing the collision one for two reasons.
1 - I have a door near the exit so that when the raid breaks I run out for shooting experience (one thing that you end up not getting by defeating raids this way).
2 - Often times I use the same tunnel going into a standard killbox area. I want collision on raids that I let make it all the way through (or that don't die to fire).
You could have another break before the base and put collision there, but you have to make sure it is not set in a way for the turret to overheat and burn.
Lots of ways to do it, for sure!
Very important to know whether burning children gives a mood debuff.
I love fire
Love these guides!
Dang adam you do be kinda 🔥 tho fr fr
Mmm.. human popcorn. Thank goodness for the cannibal trait.
10/10 quality as always
i usually build cheap wooden stools and hoop sticks in the 'engine room'. free construction xp when I replace them.
Another great video.
Snap, crackle, pop 🔥
Adam's motto, no pause no problem
Thank you, this is very useful, but I have a few questions...
1. What's the downside of using chunks instead of fences?
2. Would it be possible to use doors as cooling vents so that I don't have to break the wall to let the heat out? AFAIK raiders don't destroy them unless it's a valid escape path, which it wouldn't be in this case since it would only lead to an unroofed area used for cooling.
3. Any issue with using 2-tile wide tunners if I can spare the space? Would make fewer bodies get teleported outside.
1 - Chunks are items so they displace if something dies or is dropped on that same spot. You then have to haul them back to the proper slowing spots.
2 - Doors don't vent heat in time, the room will stay hot for a crazy long time even with a whole 'wall' of doors held open. Destroying a wall on the other hand instantly stabilizes temperature because it becomes 'outdoors'.
@@AdamVsEverything Thank
Finally 🎉🎉🎉
Thank you!
with biotech, if you have a mechanitor you can make these burnboxes both automatic and (assuming infinite wood) infinitely burning.
leaving a scorcher on dormant recharge inside the wood part of the burnbox means that anytime you want to start the fire, you can have it do that (without even needing the mechanitor nearby) automatically.
additionally, you can set a lifter to be restricted to only the wood part of the burnbox and a nearby wood storage and, with a mod that lets you limit stack size in stockpile zones, have it continually add more and more wood as it burns.
ua-cam.com/video/LHrw_SRSRm4/v-deo.html
🔥
I love human popcorn! Yum!
If you ... really resonate... with this video, I'd like to introduce you to Project Zomboid, wherein flames are the secret sauce to your beer soup.
I play on console and just tried this today… i feel like its almost, almost too evil but good lord does it feel good watching them drop and burn lmao
*cues up some classic Blue Öyster Cult* Well they're definitely burnin' for me O.o
Hot button topic, i see what you did there :)
Fucking diabolical! 😬 Very informative and easy to understand, the main pillars of a great guide video 👍
I like it. Im on a forested map with 5k wood in storage. Now it has a purpose
But why not just let them group on without collision. This kill box does not seem to care about that
"It depends". If you are using this as the entrance toa standard killbox, or having mechs go through, etc, you don't want them losing collision at the exit instead. It's going to kill all normal raiders with or without collision. You can use it either way depending on what it is emptying into etc.
Maximum hurty spot hitting
My favorite trick was to make it longer, and do a little clever door management to trap them inside. Uhhhhh, for only the purest of reasons of course...
I know this video is some months old, but can someone answerme some stuff? Some questions:
1) (got the answer from another videos of yours)
2) Doesnt fire act like a block and force pawns to chose other path? I could swear this happened when I tried a few years ago. I did this by having two rooms adjecnt to each other, one being the "maze" and the other the burn chamber and.
Btw, nto sure if this still works, but burnt wooden floor used to be the floor type with the biggest walk speed debuff and I used to use that.
Anyway, best Rimworld content out there! Thank you so much.
No, enemies will walk straight into max heat/fire tiles without issue. They will begin running around at random when on fire, but after they are out will go straight back in.
The burned wooden floor thing was changed back in either 1.1 or 1.2 (so has not been the case for many years, now).
@@AdamVsEverything Thanks so much for answering. Coming back to this game and your channel is just the best. Gonna share it on a Brazilian comunity in Facebook and other groups I'm in.
Adam, I put a shelf with wood on it in the burn box to refuel it more easily but the wood on the shelf caught on fire, what should I do? (I am kidding)
Why turn on collision for the hotbox thought? They cook evenly no matter the count, so it just makes the raid longer and leaves more survivors.
There are reasons for both. That is why I provide a blueprint for both. Use whichever you want with the situation you have.
One example is that if the burn box is the intro to your standard kill area and mechs come through it you don't want them bunched up (or ballooning when they come out) and the heat could burn a normal turret deep in the maze.
Hot 🔥🔥🔥
are you aware of any burn box designs for the celsius mod? it simulates temperature per tile, so it would be pretty different to make a burn box for. i'm really curious if you have any ideas. my last play i made one and it worked great, but i got bored and started a new game with more mods, including celsius.
I am against the idea of walls, any suggestions?
Unroofed room area? Just 4 walks with no roof? His example was just an open area next to the box
Make clone lab
Make maze
Make one hidden area inside the mountain where the labs are and ‘the real citizens’ with selected clones.
“Some of you may die, but those fuckers are dying too.”
this video is a bit late lol... i built a "burnbox" assuming a geothermal vent would be enough to heat the place up... kinda skrewed my plans but ill bounce back :P
cool
Does anyone know why bugs decide to attack the doors instead of pathing through the killbox? There is a clear path from the kill box entrance to the beds, all doors are open, but they decide it's easier to break the doors down?
Nice
Are there any options/patches against Breacher, sappers, sieges, etc? Or do I have to rely on other type of killbox?
Hi! Can someone explain to me the purpose / reason for 1) The 2 doors at each entrance instead of one 2) why there needs to be a small room with a turret? Why the turret etc?
it explains both of these things in the video. Double wall/double door is to insulate. Turret room is for collision. Re-watch for more details as well as check out the 'Pathing Guide' for more collision info.
I love me some humane leather
How does it work against breachers?
Curious what the exploit was to make it work on the sappers.