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RimWorld Guide to Drop Pod Raid Defense [2024, 1.5+]
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- Опубліковано 17 сер 2024
- Turn RimWorld Drop Pod Raids from deadly to welcomed with this quick guide. No Mods required!
Having raiders in RimWorld drop pod through your roof (or "center drop" as I often call them) can be incredibly deadly. Luckily, with the tips in this short tutorial, you can turn drop pod raids into one of the easiest threats to deal with in RimWorld.
If you are interested in more RimWorld guides please let me know in the comments or by hitting the like and subscribe buttons. I really do appreciate it!
You can also check out more of my RimWorld Guides here: • RimWorld Guides
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TIMESTAMPS
0:00 - Intro
0:14 - What is a Center Drop Raid?
0:39 - The Turret Trick
1:26 - The Beacon Trick
1:55 - Frequently Asked Questions
1:57 - Does it work with mechs?
2:09 - Doors have to be open?
2:26 - Mountain Bases?
2:33 - Why do Center Drops happen?
2:54 - Turret has to be powered?
2:57 - Beacon has to be powered?
3:00 - What about before Turrets are ready?
3:24 - Tutorial Recap
3:45 - Help me out!
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For RimWorld content, Adam streams challenge modes of the game such as no-pause losing is fun difficulty.
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THE GAME
"A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more."
INFO
This RimWorld guide / RimWorld tutorial teaches:
RimWorld Guide / Tutorial -
RimWorld Drop Pod Raid
RimWorld Drop Pod Raiders
RimWorld Drop Pod Defense
RimWorld Drop Pod Defence
RimWorld Drop Pod Guide
RimWorld Drop Pod Tutorial
RimWorld Tips
RimWorld Drop Pods through roof
RimWorld Beginner Guide
RimWorld Beginner Tips
RimWorld How To
RimWorld Advanced Guide
#RimWorld #RimWorldtutorial #RimWorldGuide
( rimworld drop pod, rimworld drop pod raid, rimworld drop pod defense, rimworld drop pod raid defense, rimworld drop pods through roof, rimworld guide, rimworld tutorial, rimworld tips, rimworld defense guide, rimworld defence guide, rimworld, RimWorld Drop Pod Raid, RimWorld Drop Pod Raiders, RimWorld Drop Pod Defense, RimWorld Drop Pod Defence, RimWorld Tips, RimWorld Drop Pods through roof, RimWorld Beginner Guide, RimWorld Beginner Tips, RimWorld Advanced Guide )
EDIT: Still applicable in 1.5 / Anomaly - nothing changed with venter drop raids.
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Does this work with turrent packs the same as with powered turrets?
It remains baffling that you aren't wildly more popular and well known, despite the outstanding quality of... well, *everything* you put out. Another fantastic guide, Adam!
I guess it is because he mostly doesn’t do thematic rimworld (aside from zombieland and dwarfs playthrough).
Another fantastic Rimworld guide as usual! Thank you so much for these.
Thanks for watching!
the best rimworld guides, always! you've got thousands of us upping our game and dealing with things rather than modding them out, very thankful
Great guide. I’ve only been getting drop pod raids lately, so the turret trick is going to be utilized.
It's nice, especially since drop pod raids are lower raid points than standard
Adam. Obrigado pelo profissionalismo de seus vídeos e lives, espero ansioso pelos vídeos todos os dias
Adam. Thank you for the professionalism of your videos and lives, I look forward to your videos every day
Short but in depth! Thank you
Thanks for watching!
Awesome! These tips always help my game, appreciate the help!
My pleasure!
This has been very helpful! Thanks for the quick and easy guide!
My pleasure - hope it helps!
I've held open doors on ice sheet, even for a burn tunnel. The key is to have multiple doors in a row, because heat transfer between rooms isn't instant even if it's a line of 1x1 rooms with open doors. You can even have a closed door for colonists, with a side tunnel with alternating open doors and sandbags or fence to make raiders take a slower path, but still go where you want. If you use barricades instead of sandbags, you can easily take out manhunters that are blocked by fences.
And a tip for ice sheet, is using animal flaps for doors and even walls early game, since they can be made from leather, which is the only material that you can easily get plenty of on ice sheet until you trade or get smelters up smelting enemy gear. They don't need walls to support them (just imagine it as a large tent). I played ice sheet with raids every other day from scenario settings, and the second 11x11 room I made was entirely walled with animal flaps until raids started having enough metal gear to use as construction material.
That’s nuts, but awesome. I’ve yet to an ice sheet run yet, but I’ll be remembering this one.
Normally for ice sheet, you are dependent on trading and keeping population low until you get established. With raids happening frequently, resources come to you at a much higher rate, although mostly a few types. You'll still want to start with cannibals, and I used "forced trait" to make them more common for recruiting since I don't have Ideology DLC. Resources other than meat and leather were still slow until raid points went up, causing more enemies and more metal armor on those enemies to smelt.
By the time I launched the ship, there were a thousand steel slag chunks on the map from drop pods, and I had more steel and leather than I could get rid of.@@franciscosariles
@@Br3ttM Interestingly enough once you can grow rice you can make stupid money making human meat and rice packaged survival meals and selling them to traders. I found this out recently on my transhumanist run.
@@oceanbytez847 My only cannibal run was on sea ice, so I didn't have much rice. Once raids got big, I had more leather than I could sell, anyway. The human meat-> survival meal strategy is used on a Rimworld competition I've seen, where the goal is accumulating as much wealth as possible in a limited amount of (real) time.
Another great guide, as always! Thank you Adam, as always! 🙂🤝👍
The base designs in this video look so beautiful. I wish I had that level of creativity. I had to pause several times just to look more closely
I never would have realized any of this. Thanks for all the updates and guides.
Thanks for another handy guide, Adam and guide guides.
Thank you Adam! I've been working on pruning the op things from my modlist and I couldn't do it without first becoming a better player. Your guides are an amazing help!
I really liked how this video was done. Quick and concise no BS. I especially like how you answered my questions before I knew to ask them. Thanks!
Thanks so much for another great guide Adam!
As always...amazing work Adam! Great content!
Thanks!
Dammit, forgot about the beacon trick! Thanks Adam!
yesssss i'm a real rimworld noob so these guides are everything to me. thanks as always man!
No problem - hope it helps!
Great guide. Thank you. I'll be using this immediately in my own runs.
Hope it helps!
Center drop Scyther raids have ended quite a few of my runs in the past. I like the way center drop works in the current version, generally causes a heap of chaos and destruction but far more survivable than they used to be IMO. Playing with no pause would make them x1000 harder though.
I'm really enjoying the zombie run, I like your unedited long form videos (been watching them on and off for a few years now) so cheers for putting both versions up on the main channel. This is the best Rimworld channel around by far IMO.
scythers are basically one of the deadliest grunt enemies in the game. They are remarkably tough and very deadly at close range. If you have a dedicated melee pawn fully kitted out and trained they can handle them quite well, but you need minimum good quality hyperweave shirt/pants, flak vest, and thrumbo or hyperweave duster to provide the armor nessisary to tank the hits. You really need at minimum a monosword to counter the mechs armor. If you have those things plus 20 melee skill and at least one melee build trait like tough, nimble, brawler or hopefully 2 of those, then your pawn can go toe to toe with 2 or 3 scythers and still win alone or keep even more scythers distracted while gun pawns shoot the group down. Hopefully, if you go the distract route you'll also include a shield belt to account for friendly fire.
Hey Adam, just wanted to say thank you for continuing to provide quality content for this game. It's still one of my all-time favorites even though I have less time to play than I used to. Always happy to see a new guide drop - yours are the best on the platform IMO; informational, well-edited, and up-to-date.
Also, maybe you could look into VFE: Tribals whenever it drops for a potential playthrough? It's supposed to allow you to develop a colony from pre-neolithic tech to spacer - I think it'd be a super fun series. Anyways - thanks for what you do!
I’m obsessed with this beautiful base!
Thanks!
Brilliant guide, thanks Adam
Very helpful guide, thank you!
Good info and I love the test base used to film this lol
It's been fun to make a few to use as guide backgrounds (with dev mod, of course :P).
My man, I appreciate the info. I had a bunch of raiders drop in before I knew this. They killed 3 of my colonists because I had no idea what to do. Now I have an action plan.
Great tips, thank you!
Great Rimworld Guide thanks
Thanks for watching!
*Raider:* Look, boss! A legendary golden sculpture! We're rich! We can take this and escape.
*Boss:* Nonsense! **sniff** I smell a turret nearby. Quick, raiders! Assemble!
Wow, I didnt even realise they dropped mech drop raids! Thanks for another video, Adam.
JUST last night I was chatting with some buddies about drop pods, and made a mental note to come ask some questions in the next Adam stream I caught--and here we are! A video all about the topic! hahahaha what a coincidence. Cheers man, thank you for all your awesome hard work.
Great guide!
Blessed guide. I always thought these were one of the hardest raids.
Great guide as always. I never knew that they prioritized turrets until you said so on stream.
So good to know, thank you Adam!
I heard you talk about it on stream, but it’s great to have it all in one video. As always, a great guide, thank you!
I would love a guide on resetting between killboxes, ie. All the juggling you do to move enemies to different killboxes that suit them best or fall back when your fire chews through your own box
Great guide! Thank you!
Thanks for watching!
Thanks as always Adam!
Great timing! I just got my first ever center drop raid an hour before watching this (thankfully handled it just fine as it was just 5 saurids). But now I'll be better prepared for bigger ones!
THANK YOU !
Hope it helps!
thanks for the guide!
I can confirm that Adam does indeed Rimworld.
I have 2000+ hours and I didn't even know this.
Thanks Adam.
Fantastic guide, thumbs up.
quick and easy guides as always!
I love the colonist names 😂
They definitely just rolled with those names..
This is totally me when I watch RimWorld Guide to Drop Pod Raid Defense [2023, 1.4+]
Lol
I've encountered this type of problem with my beacons which causes the raiders to spawn right next to my base, so the guide helps me out to overcome this type of raid
You videos are very high quality 💯
I have 3200 hours and knew everything except for the beacon trick. Always something to learn in this game I guess! Ty for the guide
The humble steel mini-turret, a colonist's best friend!
Heya Adam, its been a while, apologies, life has gotten pretty hectic lately with a new gf and a lot of other stuff going on I havent had much time for youtube or rimworld but coming back to your recent runs has been amazing. Lots of content to catch up on! Glad to see a new guide these are always so amazing!
Im Narvre on twitch and other places usually. :)
No worries - life happens! Thanks for watching when you can!
Great guide. Short, sweet and very insightful. Hoping the insect/bait room guide is next!
This was such a good guide! Also, those bases you created for it genuinely look really nice.
Thanks for the guide!
Thanks adam!
Useful!
Nice! Thanks Adam
Great guide as always. Simple, concise, effective.
Thanks Adam!
Thanks for this nicely structured Tutorial. Great help for my next runs 😁
So helpful, thanks!
Great video! I'm a veteran on older versions, and yet I learned some really usefull stuff today. Do you have a guide on breachers? I heard you mention them in many other guides, but I never found a separate video about them...
Not yet. On the 'endless to do list', though.
late to this one, fantastic guide again (from wanderer).
Thank you, Adam! This is REALLY helpful! A drop raid ended my last playthrough :') Now I know how to prep better and get my most needed revenge on them!
PS. Loving the zombie series
oh center drops, my kryptonite
Not anymore!
So I take it there is no difference between the 'big single room' barracks, the 'small rooms everywhere' or village/town 'isolated rooms' layout for these strategies? Just throw a turret and a beacon down. (Or live under a mountain like a proper dwarf, uh, dirtmole until the world burns down.)
As long as there is an open path from where the pod opens to the turret, regardless if rooms or barracks, they will take the bait. Just remember to get all those doors held open before the pods open.
The downside is if you live in the mountain and your base doesn't have a back door or good internal defenses it is pretty easy to get overrun.Also insectoids replace drop pods and imo they cause way more havoc with their much less predictable AI.
thanks!
Thanks for watching!
Great video, subbed.
in one of my playthroughs i had 56 Thrumbo. drop pod raids were practically shut down instantly.
Hey guys, AdamVsEverything here with another Rimworld Guide for me to share with my friends
re: does anything make centre drop pod raids more likely - i know you focus mostly on vanilla or lightly modded on your channel, but i wanted to add that i think that the distance raiders have to travel to get to you might cause more centre drop raids.
i say this because after many many playthroughs going back to 1.0, this year i did a modded map that was 400x400, as well as having the north and western sides covered by continuous mountain. the map was also cold bog, with a huge amount of the map being slow walk speed tiles.
after i hit the relevant wealth threshold, i got no kidding, 30+ centre drop raids in a row. this was with randy on losing is fun at 175% difficulty. they just didnt stop. after playing for thousands of hours and dozens of completed saves, id never had this many. for comparison most other saves would have roughly 0-10 centre drop raids or so over 20ish years in game, as a very general recollection.
my starter base was about as far from the spawnable map edge as it could be, and as soon as i started building my main outer walls closer to the map edge, only then did the raid type begin to change up. even then, there was still a huge amount of centre drop raids. it turned out to be one of my more enjoyable saves, i mean it was constant. at one point randy did three in a row in the span of less than 2 days in game time.
so i think there may be a link between pathing costs to your base and if the game favours centre drop raids. the map in question, coupled with the terrain and my bases location on it would have been a really high pathing cost. i was about 300 tiles from map edge, also adding in the tendency for pawns to walk around mud and water, made it quite the hike.
again, a heavily modded playthrough with nothing except my observations as evidence, but i thought it was interesting and potentially relevant.
excellent video, thanks for your time
Yes, this is vanilla only. In vanilla RimWorld the game does not decide to send drop pod raiders for any specific reason other than that you have passed the 300 raid point threshold. It is possible to be right past this threshold but before another one, meaning that this arrival type is more common simply because you haven't 'unlocked' some bigger or more advanced events, but it doesn't choose those things based on distance and such in vanilla, at least. (Made sure we looked through coding and stuff before this and had it 'fact checked' before I put it out :P). Does make me wonder what mod impacts it though, or maybe just a weird occurrence mixed with confirmation bias.
Either way - thanks for watching!
aye yo u do be guiding tho fr fr
Woo!
Can you make a guide on how to deal with breachers?
Nice.
Hi adam! Thanks for the guide i was wondering if you have heard anything about rimworld multiplayer or news as me and ny friend's want to play but we have no idea how it currently resides
The only thing I know is that Ludeon said we'd know more about what's next for RW in late fall or early winter. They've been quiet since that.
@@AdamVsEverything ah thank you :D yeah they might need to remake the engien a bit or something rimworld has some deep code issues like not allowing any plants intro anything that is considered a building n stuff that would mess up wiht mutiplayer laywork if someone is trying to do plant stuff/making areas
its not a good example but mutiplayer would be awesome
Christ - I've been peppering the inside of my bases with turrets intending to counter drop pods and all I've been doing is making sure they stay inside and tear things up lol
Lol. Well, this should definitely help!
Giddy up
I didn't know that they have removed mech drop rade.
What also can be very hard are the tox raiders landing in your base. Polluting everything and you can not really run away.
👌
👌
please, guide for prison breaks. how distance affects joining the break? best prison architect ideas?
Drop Pod Raid happened over thru mountain, it go through the over head roof and they drop along with the roof of the mountain. 1.5 btw
nice
So you need a powered turret to deal with drop raids, but need to not have any powered turrets to ensure raiders get collision ;/ Is this 'pick your poision' kind of scenario? Is it sufficient to power up the turret while the pods are still dropping?
Yes, you can use a 'dead cable' that the turret is connected to, then when the drop happens just click it and click 'reconnect' to power it without a pawn coming over. The other option is to have the powered turret in it's own section/room that is not pathable from your kill area/entrance/whatever.
Wait! They removed mech drops? But why!?! They were some of the most interesting challenges!
i liked and commented
Just lost my first Losing is Fun run yesterday with a powerful drop pod raid. They had a doomsday inside my main room killing 9 of pawns at the same time. I rage quit.
👍🏻
Drop pod raiders it’s a crash crash crash.
I wanna cry but I gotta laugh
Rimworld mother its a laugh laugh laugh.
Is drop pod a wall?
I see, instead of dying to the raid, I should have killed them!
It is a pretty sound strategy.
generally well advised!
ok but what if you're tribal start and didnt even finis researching 3 things.
wait wait, they REMOVED mech center drops?? I just had my base destroyed by a super powerful mech center drop though, that's why I looked this up. The only mods I have that change mechs are alpha mechs and vanilla expanded mechs, so I'm guessing one of those adds them back in for some ungodly reason. I knew they added harder mech variants but having the new even more deadly even more tanky variants center drop you is just pure masochism...
Yep, removed from unmodded RimWorld.
I know to like and to sub, what the etc thing lest? XD
For the algoritam
Note, if you mod the game it’s a good chance it won’t work. I have quite a few mods on my game. I live in the mountains and they dropped straight on my ass.
for the algo