The amount of times this has been reccommended to me and that theres 3 videos, i definately think this style of killbox should be called "(No mods, small & effective design)"
This is an effective use of space, but do you really have mortar shells laying out in the open on a carpeted surface? That's going to void your homeowner's insurance.
I am not judging you for the way you play. It just seems a bit weird that in 5506, your colony looks like that; for that time, the majority of bases are both visually end economically rich. But again, videogames are for having fun, so there is no point in arguing about things like these.
I think Noobert just made a video recently, but supposedly, Friendly Fire doesn't occur within 6 spaces. So if pawns are close enough they can't each other.
@@Flameo326 ya, saw the video earlier. Some people were saying that if you have the CE Mod that the friendly fire is an issue and there is no safe range.
Because colonists can shoot over the shoulders of allies up to 5 tiles away from them, but any further and they may be hit. (4th row will possibly hit the 1st row.)
@@lucasalvarani317 Those are barricades. To protect ranged rows when against some rare situation like 4:12. You can remove some of them when you have more ranged colonists anyway
@@sergiopang7837 LMGs is what I saw. Assault rifles also are sub par weapons for short ranges but at least they don't scutter as much as the poor miniguns attempts that LMGs are .
Yeah without mods there is no ammo in this game, all weapons including grenades can be fired indefinitely. Only exception are rocket launchers, these are single use
@@BargB I have no idea if these numbers are correct but wiki said 60 days per baby, and I gave him way more females than males. Having 2 thrumbos year one is extreme luck, 3 thrumbos year 2, 5 thrumbo year 3, 8 thrumos year 4, 13 (8 females-5 males) thrumbo year 5, 21 thrumbo year 6. He has 18+ and his oldest is 3 years and second oldest 2 years. (Parents died?) Normally your first two thrumbos are old farts. Also he has 16 at age 0. This is sus unless i'm missing something.
Knock out a couple of wild thrumbos then rescue them. Keep them unconscious and sleep in your sleeping spot. Repeat hitting and tending to them. There has a very little chance to form a bond When a colonist attempt tending to an animal. Your colonist also grant medical experience quickly during the process. After formed a bond, you will need a level 10 animal colonist to train them before they turns to wild again. If unable, you can still let them cryptosleep until you are ready.
Because path finding system will make sure everyone never walk through fire. Molotov is the ideal way to spread fire narrowing the entrance to fighting small amount of enemies from time to time.
At 3:35, "Seedling" with Incendiary launcher and "Dean" with Minigun go backwards because the fire messing up their routes. Forcing them to find another path to invade the base. So do later, more of them going back and forth because of the molotov.
Unnecessary. Nothing can squeeze through a corner block like that. They'd still have to break a block in any direction to get in. In simpler words, they can't move diagonally. They need space to be able to move diagonally. If you plan on building a perimeter wall, it definitely cuts down on the cost and time of building it.
@@tommi_xiaomi well yes but the game have a lot of depth into it, every pawn have their own relationships, memories and social interactions, each one is using several pieces of equipment at different % of durability and stats, also pathfinding is one of the hardest things on programming, specially on a dynamic environment, having simple graphics and ai dont mean the game is simple...
Should I make a video about how to catch your first thrumbo?
yes please
No
Mine ran through my traps and bled out in my grow zone lmao
We just gonna ignore that double bed surrounded by bodies?
Dude, don't kinkshame
its the ascetic psychopaths' bedroom
Sapper honeypot is my guess
That is raid bait, since most of the raids aim to the bedrooms
Necrophile's bedroom
Wow, that’s a pretty efficient design. I was always worried someone would blast open the wall and expose all our backs..
Raiders entering: why is this place covered in blood?
Are we just gonna ignore the Cow 94 and Thrumbo 17 freezer farm this guy is running in the middle of the dessert
Casually destroying several Miniguns in the Killbox
Wouldn't be fun if we didn't
The amount of times this has been reccommended to me and that theres 3 videos, i definately think this style of killbox should be called "(No mods, small & effective design)"
This is an effective use of space, but do you really have mortar shells laying out in the open on a carpeted surface? That's going to void your homeowner's insurance.
Your colony is the weirdest looking one I've seen
He has 38320 pieces of silver, but his bedrooms have no floors and his base is a mess. I like it
because there's a lot of things to do which worth more than floor laying and rearranging
I am not judging you for the way you play. It just seems a bit weird that in 5506, your colony looks like that; for that time, the majority of bases are both visually end economically rich.
But again, videogames are for having fun, so there is no point in arguing about things like these.
Also, the beauty of your base influence the mood of your colonists. Having beautiful and spacious rooms give a huge boost on the mood
You should look at the background of my colonist on the top of the screen, which represents the mood
@@sergiopang7837how do you get their mood so high with all those debuffs? Drugs?
Maybe leave a few cans of chemfuel in the killbox door?
Very brave of you to leave mortar shells just laying around in the open. That’s gonna be one hell of a mental break
Cool design!
cute husky at 2:14 :DD
Maybe I am missing something, but how do you get pawns to shoot over each other without them shooting the pawns on the front?
I think Noobert just made a video recently, but supposedly, Friendly Fire doesn't occur within 6 spaces. So if pawns are close enough they can't each other.
@@Flameo326 ya, saw the video earlier. Some people were saying that if you have the CE Mod that the friendly fire is an issue and there is no safe range.
@@KiraYamatoinX10A This is true, learned this the hard way (doomsday to the back)
Bruh those rooms...
13x13 (with walls) rooms gives very spacious to room status which is easy to scale the impressiveness of a room.
@@sergiopang7837 yeah but it looks hidious
What's exactly in between the rows of 3 shooters and on the entrance? grazie
Because colonists can shoot over the shoulders of allies up to 5 tiles away from them, but any further and they may be hit. (4th row will possibly hit the 1st row.)
@@sergiopang7837 Thanks for answering. Are there sandbags between rows of shooters? What did you build between them? grazie.
@@lucasalvarani317 Those are barricades. To protect ranged rows when against some rare situation like 4:12. You can remove some of them when you have more ranged colonists anyway
bro how much time did you spend on this save
Lyra: I love my wonderful bedroom! ;)
Efficient design man. PS why using inefficient LMG (in case it was in your earlier vid from 5506: same question)
you mean Assault rifle?
@@sergiopang7837 LMGs is what I saw. Assault rifles also are sub par weapons for short ranges but at least they don't scutter as much as the poor miniguns attempts that LMGs are .
Really like it not cheesy but very effective
What if an enemy has a doomsday? Won't it explode when the enemy is killed by a grenade?
It won't
so many people even a dudes pops showed up to kill em
I hoped my motar also had a such accuracy.
Can u do this but only 1 Box?
N2sure why 500 grenades are being wasted at the start ? or are they unlimited?
Yeah without mods there is no ammo in this game, all weapons including grenades can be fired indefinitely. Only exception are rocket launchers, these are single use
I didn't think my pc would live long enough to see so much shame.
toaster?
Are those thrumbos cheated in? Your oldest thrumbo is 3 years old.
Might be breeding them.
Thrumbos actually breeds fast...once my thrumbos got out of control
@@BargB I have no idea if these numbers are correct but wiki said 60 days per baby, and I gave him way more females than males.
Having 2 thrumbos year one is extreme luck, 3 thrumbos year 2, 5 thrumbo year 3, 8 thrumos year 4, 13 (8 females-5 males) thrumbo year 5, 21 thrumbo year 6.
He has 18+ and his oldest is 3 years and second oldest 2 years. (Parents died?) Normally your first two thrumbos are old farts. Also he has 16 at age 0. This is sus unless i'm missing something.
Knock out a couple of wild thrumbos then rescue them. Keep them unconscious and sleep in your sleeping spot. Repeat hitting and tending to them. There has a very little chance to form a bond When a colonist attempt tending to an animal. Your colonist also grant medical experience quickly during the process. After formed a bond, you will need a level 10 animal colonist to train them before they turns to wild again. If unable, you can still let them cryptosleep until you are ready.
So uh.. what's the deal with the fridge..
hideous but delicious
can u spill your pc spec?
CPU: AMD Ryzen 9 3950X 16-Core Processor 3.49 GHz
Main Board: ROG Crosshair VIII Hero
RAM: VENGEANCE® LPX 16GB (2 x 8GB) DDR4 (total 32GB)
GPU: NVIDIA GeForce RTX 2070 SUPER
SSD: WDS500G3X0C-00SJG0 (500GB)
WDS100T3X0C-00SJG0 (1TB)
just another question: why do fighters drop molotov so in advance?
Because path finding system will make sure everyone never walk through fire. Molotov is the ideal way to spread fire narrowing the entrance to fighting small amount of enemies from time to time.
@@sergiopang7837 Thanks for answering, grazie mille!
At 3:35, "Seedling" with Incendiary launcher and "Dean" with Minigun go backwards because the fire messing up their routes. Forcing them to find another path to invade the base. So do later, more of them going back and forth because of the molotov.
@@sergiopang7837 makes perfect sense, grazie
Why don’t you have corners on the kill box?
Unnecessary.
Nothing can squeeze through a corner block like that. They'd still have to break a block in any direction to get in.
In simpler words, they can't move diagonally. They need space to be able to move diagonally.
If you plan on building a perimeter wall, it definitely cuts down on the cost and time of building it.
1:30 bro wtf is that colony LMAO I've never seen that many animals. What difficulty you playing?
How to check the difficulty?
@@sergiopang7837 press esc > options > storyteller settings
Post more vids!!
Lyra whats wrong with u
how does your game not lag?
1:54
@@Guangatron lol my game would crash at mortar impact
@@Evan-ev9xv rimworld is really badly optimized for a game with so simple graphics and stupid AI
@@tommi_xiaomi yes, yes it is
@@tommi_xiaomi well yes but the game have a lot of depth into it, every pawn have their own relationships, memories and social interactions, each one is using several pieces of equipment at different % of durability and stats, also pathfinding is one of the hardest things on programming, specially on a dynamic environment, having simple graphics and ai dont mean the game is simple...
good killbox but needs 18 pawns sooo
you don't need a killbox at early game and actually 1 grenade + 1 melee already able to make the trick work sooo
bad kill box