RimWorld Defense Guide - The Insane Singularity Killbox [2024, 1.4] READ COMMENT!
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- Опубліковано 14 чер 2024
- RimWorld Defense / Killbox Guide & Tutorial - The Singularity Killbox is an insane, easy to make, compact defensive position that can take out hundreds of centipedes without a scratch. And it doesn't even use 'corner punch' exploits.
I will be releasing a bunch more defense guides that highlight tons of different defensive options - lots of killboxes, strategies, and more!
Pathing Guide (pertinent to this video): • RimWorld Guide: Pathin...
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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500% No Pause RimWorld Ideology TRANSHUMANIST Playthrough: • RimWorld Ideology TRAN...
500% No Pause RimWorld Fluid Ideology Playthrough - • RimWorld Fluid Ideolog...
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--------- TIMESTAMPS ---------
0:00 - Intro
0:07 - Should you use a killbox?
0:37 - What is this killbox?
1:22 - How do you build it?
3:05 - Blueprints
3:26 - How/Why does this killbox work?
5:17 - About those chairs..
5:37 - About the inlaid walls
5:52 - Which guns are best?
6:31 - Does it work in late game?
6:59 - Does it work early game?
7:15 - Does it work against pirates?
7:35 - Does it work against mechs?
7:52 - Does it work against manhunters?
8:03 - Does it work against sappers/breachers?
8:22 - Incredibly important tips!
10:16 - In conclusion
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Adam is LIVE on Twitch 5+ days a week! Come hang out, watch, participate, or quietly lurk! Everyone is welcome.
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."
--------- CREDITS ---------
Channel: AdamVsEverything on Twitch
Channel Mods: count_me_out, crazycaitycat, ivaxava, phoenixhinotori, raix1122
Editor: AdamVsEverything
Game: RimWorld
Developer: Ludeon Studios
--------- INFO ---------
This RimWorld guide / RimWorld tutorial teaches:
RimWorld Guide / Tutorial -
RimWorld Defense
RimWorld Defence
RimWorld Killbox
RimWorld Defense Guide
RimWorld Killbox Guide
RimWorld Defence Guide
RimWorld Best Defense
RimWorld Best Killbox
RimWorld 1.3
RimWorld 2022
RimWorld Console
RimWorld Defense Tactics
RimWorld Killbox Design
RimWorld Killbox Tutorial
RimWorld Killbox in Action
RimWorld Pirate Killbox
RimWorld Pirate Defense
RimWorld Mech Defense
RimWorld Mech Killbox
RimWorld Manhunter Defense
#RimWorld #RimWorldtutorial #RimWorldGuide - Ігри
EDIT FOR 1.5 - The Singularity is DEAD - The devs have specifically patched the singularity for patch 1.5 and Anomaly. I will leave the guide up for posterity, or those that want to revert to an old version and use this.
1.4 BIOTECH UPDATE: STILL WORKING! in every direction but South. (Proof: ua-cam.com/video/LgoS1vUW-MA/v-deo.html ) East/West still best. If it isn't working for you then you are doing something wrong. There are dozens of small things you can do wrong. Come post a screenshot of your not working one on my Discord (most common issue is not using my pathing guide information OR not having all doors actually opened (both set to hold open and manually opened ahead of time with a drafted pawn of yours) also, don't build the barricades/etc at the end out of flammable material such as wood if you can help it, lol)). - Discord: discord.gg/CaSDVp3
And no, it doesn't work with combat extended or other mods that change pathing, combat, line of sight, etc.
As mentioned in the video, here are the important links.
Guides & Still Images - adamvseverything.com/category/guides
Blueprint Download - adamvseverything.com/downloads
Video Guides Playlist - ua-cam.com/play/PLQWnHloPSfq4ajFkTBA8vZk2R43NaQeKO.html
Pathing Guide - ua-cam.com/video/eTJf0-pusxQ/v-deo.html
Feel free to join my Discord to hang out and discuss RimWorld (and other things) further! - discord.gg/CaSDVp3
Thanks for watching!
I look forward to seeing you try Project Zomboid. If you've already done it, and I've just missed it, please let me know.
Is this compatible with Combat Extended?
haha
Thank you so much
Wanna break it further? Put a chunk zone down the strip of doors in the killbox.
1) it slows them down even further
2) they cannot stop unless to repath
3) they cannot stop and shoot
Downside is, you destroy chunks. Use granite if available.
Does anyone know how to add this blueprint to my game on Mac?
Yeah Adam, don't let pawns wander into the killbox to pet the manhunting Rhinos and get shot in the back by friendly fire
Too soon lol
Hah, I tuned into the stream just as that was happening!
Hey, quick question ... is it worth killing 21 people to try to get a rez serum for 1 person? Asking for a friend...
@@AdamVsEverything totally worth it 😂
Any pawn entering the kill box while an attack is happening, is either stupid or wanting to join the enemy
Killing the latter is business. Killing the former is a favour to the universe.
Man between the corner punching cheese, the old infinite furnace/cooler trick, and now this line of sight denial thing it really seems like doors are the most OP structure in Rimworld.
sappers and breachers still hard counter this(especially the breachers since they ignore regular raid pathfinding and go on a decided path and will try to destroy any objects that blocked them.
yeah, doors are OP in general. Breachers also don't have a damage bonus against doors like they do walls...so they take 2-4 times longer to break doors than walls. Just make all of your walls out of doors! :P
Didn't know they got a bonus on walls but not doors, or any bonus at all. That's good to know. It almost feels like there ought to be a 'play efficiently' wiki for Rimworld that is just 'the guide' on the most effective things to know.
Drop pods against a non-mountain base, or infestations for mountain bases, are still valid threaths as well
I'm always a big fan of well explained cheese making videos. Also, sometimes I like Rimworld videos.
g'day curd nerds
Grommet we were supposed to go to the moon not this forsaken RimWorld just look at all the cowboy hats, oh dear oh dear "grumbles Wallace*
@@hiddencow3272 g'day curd nerd :)
Rimworld and cheese have one thing in common: they’re Gouda.
Was watching snippets of the stream and was bewildered by this killbox design when I saw it in action! So I appreciate the video detailing how it works here. Hearing what it actually does, gosh. It's op-ness is incredible
Yeah, it is nuts. Definitely makes Winston Waves more manageable at least.
Finally, after all these years I have found a Rimworld player who actually knows what he is doing
There are plenty of competent Rimworld players. Noobert is also a really good Rimworld player, although typically his videos are directed at new players. They still hold some really good content, like overpowered ideologies.
Thing about good rimworld players is most of us don't make videos or guides. And it's time-consuming to make lists and lists of tips and tricks.
@@armitageist Because it makes sense. Rimworld is a game about survival. Survival is about beating your enemies with as little risk as possible. If Tynan added more traditional forms of security like moat building, building on hills/mountains, actual elevated shooting platforms etc etc then killboxes wouldn't be as necessary but we don't have those options and Tynan literally said he develops his game around the idea that players will use killboxes so not using them is just unnecessarily gimping yourself.
Awesome guide! I started using this killbox after watching some of your WW attempts and my favorite part of it is how compact and easy to set up it is. Can get this strat running really early.
yeah, it is insane. You can even put the back end of it literally inside your barracks or whatever.
10/10 guide as always, never even thought of having a EMP grenade cross section. Amazing find
Thanks! It can be utilized for more 'traditional' killboxes as well.
Can't believe you're still checking out the comments and helping people out nearly a year later. Nice one dude :)
I try when I have some time! - Thanks for watching/commenting.
Eastern thinking meets a western game. It's been true since the dawn of gaming, and its still true now: Asian video game players are just wired differently.
Yeah, it is a weird phenomenon. I am guessing it is just cultural in general.
Asians tend to strive to be the best they can be and push the limits more often then western players because of their culture of linking their self worth to their skill and ability.
Speak as I asia. I finding fun in exploit any game mechanics I memorize those fun stuff I found. I was there when Rimworld still 0.9 or 1.0. I love to have 1 chair for 2 workshop/workstation then one day I show my base setup to official Rimworld. It is about 2 room large 14x14 with 1 full of workstation and 1 is bedroom. Since then they nerf that and no more chair for 2 workstation but I think I found other way for that. I wont spill any bean tho best kept it secret.
Im asian and while playing Oxygen Not Included when I first saw that duplicants can make infinite water by pissing and crying I wanted to capitalize on that lmao
Such baseless comments are what makes your statement true
Thanks for this guide! With the very great help of this killbox I was able to launch the ship for the first time! The colony ran very smooth since I didn’t have to keep repairing traps. Thanks so much for all the great fun using this killbox!
Congrats! And thanks for letting me know.
Indie game dev here. I think it's likely more effective from the east end because of some floating point math errors, or what happens with the math when you get to the next tile (6.9999999999 instead of 7). Love the video, can't wait to try it out
I said the last video was advanced rimming but I was wrong. THIS right here is true advanced rimming
Lol, glad you enjoyed!
RIP SINGULARITY KILLBOX you were too good to us!
rip singularity. you are the love of my life.
It's a no-go now?
@@markjenkins6424 No longer works in 1.5
@@bookle5829 yeah I just pulled up his stream from the other day.
RIP Chinese theorycraft exploit.
🙏🙏🙏
What happens now? How do AI bypass this exploit?
Absolutely incredible. I love it! Thanks for great video as always, Adam!
I saw this in your stream yesterday and was intrigued. Good find, great guide!
Thanks for watching!
If you are having trouble with enemies walking on the barricades instead of the doors try this. Draft a pawn and manually move them from door to door one after the other. Not in on big move.
Thx! Youre right! When you rebuild the doors it keeps closed... :D
But for me they are still walking on the barricades even if I open all the doors manually
@@rachanriggs5035 Did you manage to find a fix for this?
@@MitchieWee has to do with collision, if pawns bunch up then when they break out of the pile they can pop onto the barricades. best way to avoid this is making sure you have a tunnel of some sort with fences prior to the kill box, kind of like the one in the video, or anything that is going to properly stagger them. if your pawns are missing shots or you have tough enemies that keep getting knocked back things become problematic very fast. this kill box relies on the fact that you've kept up with weapons research and pawn shooting skills. without everything the kill box will get overwhelmed
This is a game changer. I watched this 7 hrs ago and I'm back to comment and share. Like omg it's amazing
Worth mentioning to anyone who plays with mods, this killbox loses some effectiveness of you're playing with run and gun because raiders can shoot and keep moving. But it's still a great meatgrinder
To anyone who plays with mods, they might not even need a killbox depending on what mods they have.
@@con3879 Some mods let you stack up so many aiming/reload buffs you can turn ultra-tech modded snipers into assault rifles and shit on anything lmao. Or those mods that have 100%+ armor penetration melee weapons that can cut through centipedes like nothing.
@@con3879 Or they might need it even more, lmao. I lost my last modded colony by accepting a quest to be raided by 70+ Revia 7 times in a row, and getting a regular Cassandra raid of another modded faction carrying guns that fire wall-destroying energy blasts in the middle of it. I didn't have any mods that add extra defensive options, and I was trying to hold them off with a regular style killbox... it obviously didn't really work, LMAO.
@@con3879 I try to play with minimal gameplay affecting stuff but run and gun makes the early game a little more action packed for me instead of just trap spam
On base settings, run and gun gives some sizable penalties for move and fire, and I'm sure crossing over area terrain like barricades also adds to the issues.
Cool design! Thank you for the guide. This is the first time I see someone actually make use of Fluffy's Blueprints to share something with a community! Neat!
I searched on bilibili, this kill box called 奇点阵 in Chinese,before 1.3 patch Chinese players use 打鸡阵,链式阵most,after 1.3 patch more and more Chinese players started to use open form bettalefield defence
Well Singularity is a good translation. Plus it sounds weebly cool.
Please continue guides, watched all and liked all.
Thank you for blueprints in the game! Very convinient!
Mine seems to work for the most part, but when (human) enemies start to die and they drop their weapons and such on the doors the other raiders just start going through the barricades, I have no idea why this could be happening
Nice showcase and information about this nasty box, Thanks Adam =)
Thanks for watching!
What a wounderful topic! Awesome vid, thx!
Thanks for watching!
Thanks for the tittle, I was wondering if this was still working in 1.4. Great Guide here.
Best rimworld channel on UA-cam
Very interesting killbox setup. Even better, it still works with weaponized bongs and morters. Although this also means there are no more sentryguns in your killbox.
Do you mean turrets or is that a mod? I generally don't use any kind of turrets in my setups other than to cause collision or to path sappers where I want them.
Was just looking for a decent kill box and this popped up. Nice.
Hope it helps. Thanks for watching!
Perfect - thanks for sharing Adam.
Thanks for watching!
This thing is nuts, and super easy to use once you understand the resetting stuff.
Thanks dude, I really needed that!
Thanks for watching!
Wow, just when I thought you couldn't find a more effective killbox, the rimworld community finds a way. Thanks for sharing this. If you find out how exactly this works would you mind making a vid on it?
Thanks! I will if I find out more specifics. The main thing I don't understand is the east-facing bit. The rest basically exploits RimWorlds peeking mechanic by allowing your pawns to peek and fire without allowing the enemy to do so.
@@AdamVsEverything it has to be east facing? My current map has two openings in the east that should be good for this.
@@NovaGirl8 it doesnt have to be east facing to work but if it is the enemies will be less likely to shoot at your pawns
Yep, just ran through a stellarch ending with two of these retrofitted in my old-style killbox, the only real problem I had was the twice daily 240 pawn raids ended up stacking so many corpses around the singularity that I started having to do a lot of door-clearing micro. I'm sort of torn on whether it's useful to have the enemies pop into combat or not - if you pop them far back and they get to re-stack by time they're in firing range, you get a lot of splash damage and grind through the raids faster, but you've got to be able to keep up the DPS or you'll have to reset when they overwhelm your defenders and get into the red zone.
Thanks for the guide. Nice one. A question. In the two open doorways next to the single wall piece where u stand and shoot, there seem to be darkness according to the thumbnail. Is there anyway around this or should I just eat the debuff?
I was looking for good defenses tips, i usually added too many layers of walls with traps and i think this is why i had many breaches/drop pods and termites raids, like 90% of them; this Singularity killbox looks like working to me but starting with tribes isn't easy to hold and raiders still passing through, bows do not inflict enough damages (Randy losing is fun + difficulty), but this killbox is very effectice on mid tech ;) i also traded some chainguns and the difference is very efficient!
Well explained, thanks!
Thanks for watching!
Awesome, favourite vid so far
Thanks!
Adam is a monster gamer and all should love him
Best damn guides on the Rim
Thanks!
Didn't know chairs added peeking.
Adding more chairs will benefit 'comfort' level for all fighting or standing pawns. I feel this is essential for kill boxes since you'll first send your pawns there to wait for the enemy, and then they'll be engaged for hours at a time. The comfort bonus is totally worth it. In some games, I've even put chairs next to hospital beds and at engagement areas for horse shoe pins.
Held open doors cause a serious movement penalty? I wonder how that compares to sand bags.
Sand bags in the middle screws it up for many reason. First, if the entire center is sandbags enemies aren't slowed at all. Second, if you alternate sandbags the enemies are only slowed until a body or item falls in the gap. Third, it gives the enemies 55% cover.
Also, they removed chairs giving a bonus when positioned on them unless they are performing a job or such a long time ago. So your shooters do not gain comfort while shooting from on top of a chair.
On my 2nd colony and trying this. Still only 5502(Vanilla 1.4) and Adventure Story with Cassandra though. The REAL fun is that it just lets in the curious animals too. Had a couple Thrumbos just mosey on in and visit my crops before wandering off. Now a Grizzly bear decides to visit as well. Just sleeping in my cotton field. Wondering if I should tame.
Can’t wait to try this out
If you have any trouble getting it to work just head over to my discord and let us know! - discord.gg/CaSDVp3
Super informative video! Such a cool set up, thanks for sharing
My pleasure, Thanks for watching!
Whoever engineered this has serious potential.
this is just the video series i was looking for! you mention there will be a series of vids on defensive options which is great!
Im assuming you have something planned for breachers and sappers , but just in case you dont then thats what i would love some help with. i see these screenshots and videos of people building these bases that only have a one tile thick walls with their entire base inside of it and i wonder how the hell they deal with breachers and crap like that. i feel like i need help with how pathing works for these units and how it relates to how i should build my base. any help would be great , and i look forward to the video , thanks!
Thanks! I do have plans for breacher/sapper videos. For now, you can always check out my Transhumanist series which was recorded back when breachers were a whopping 93% of all end game raids. It might give you some insights to use in the meantime! ua-cam.com/play/PLQWnHloPSfq6V_gf2M7mfHNNJ1WpcMkor.html
Let’s go the guide finally finished processing
Yeah, that was annoying. Not sure why YT does that sometimes lol
Absolute beast of a killbox
Yeah, it is nuts
this is kinda beautiful
Make sure your emp or repair pawn do not have any brain implants as well! EMPs will short them out and drop them.
Yeah, or nuclear stomachs (I think they still get sick/puke from them but it has been a while :P)
@@AdamVsEverything Think so.
this is dum. u cant play the game this way cuz ur supposed to play it any way u want!!!1!
J/k. :D You've talked about how this is full-time for you, and your professional level of support for the video content with additional content guide, reference image, and downloadable blueprint on your website is above and beyond what even a lot of other part/fulltime YTers do.
I love your stream replays, even if they're months behind where you're at now. I recently saw your good guy run and the urinal chicken story. Your wife dying with laughter in the background made a great stream even better. :D
Lol. Thanks for the super kind words! Glad the effort is showing through. And as always, thanks for watching!
I have a problem with it - a very specific one at that. Diabolouses from Biotech DLC - the ones you summons so that you would get their chips - are equipped with Inferno blasters. They are getting into killbox themselves - but if you have not enough firepower and adaptation to EMP will happen early on, then someone will fire a blast. Even a single one destroys killbox, as it's power is enough to blast through any material.
It happens only on the largest summoned mech clusters tho and even a single psycaster with stun can delay their shots enough for EMP to proc again. But still.
Works pretty well but I noticed when a raider gets downed the other raiders run up onto the walls, any fix for this?
Excited to put this into practice! Thanks
Thanks for watching!
This killbox is alsogreat for a mechanitor run as you can get a bunch of militors early game and use them
Hey, just wondering if there's a way to prevent the "skipping" issue that happens when anything dies/faints it causes the enemies to kinda push and then eventually slingshot past that body via the barricades. I have an unpowered turret on the outside so collision is on when they go through. Much appreciated thanks!
Thanks for the great video
It works for me fine the only thing is for some reason my shooters dont shoot on their own i have to tell them to attack each enemy that enters the box
I tried with fences instead of barricade and it still works.
This is cool! What's the reason for the door between the two barricades at the very left?
Great guide!
Thanks!
I am absolutely going to give this a go next game. Thanks Adam!
My pleasure - Thanks for watching!
Love that rimworld is so diverse, you can play it like animal crossing or as a warcrime simulator. Cheese or no cheese.
Funny enough that just by how human brain works, you will stick cheese to animal crossing gameplay, and no cheese as a war crime simulator, because you said it in that specific order.
Gonna have to give this a try for my Hardcore SK game.
Just a heads up that this was basically unmodded, so no idea how it will do with mods :P
@@AdamVsEverything Yeah I understood that. But if it works in SK thats an amazing boon. That mod setup is painful.
I have one of these at home. They work excellent. 😅
Why is your house being attacked by so many people :O
THIS.
This is VERY INSANE BUILD I EVER SEEN.
i tested out this build with dev mod.
8 COMPLETLY RANDOM FIGHTABLE COLONISTS CAN DEFEAT 10000 POINTS OF PIRATES RAID.
i will use this build for every single base i made. tysm.
How do you handle sappers
Dang this looks super efficient
Yea, it is crazy how small the footprint is
Hey Adam, maybe you or anyone reading this could give me some advice. The problem I am facing with a killbox of this style, is that when Allies show up to help me against a pirate raid, the allies seem to be going through the killbox themselves to reach the aggressors. This complicates things. Usually more bodies to throw at the enemy is great, but with a very specific killbox like this, it leads to chaos which often results in something going wrong. Such as a doomsday being launched at a melee ally, or the allies reaching the enemy before they start pathing into the killbox. Or somehow the collision turrets getting destroyed mid-fight (where a fight shouldn't be occurring).
Basically, how do I keep allies from running through this killbox to attack the enemy? Blocking it would also block the enemy, and I have tried installing doors nearby, but that gives an alternate route for the enemy to break in.
Maybe the simplest solution is to just not have allies? But they are useful for trading...
well if you are using killboxes why are you even bothering calling in allies lol. they are only useful for air strikes imo
Prob too late, but have you ever heard of the mod called LOCKS?
cuz it allows you to make some doors inaccsessible for visitors
I always come up with a plausible idea for exploits like the chair peeking making their range better. Just imagine if rimworld had Z levels, the pawn (fully loaded with armor 😅) will stand on the back of the chair, or maybe the chair colonists shoulders, to shoot farther. As long as I can think of something like this to envision outside of what the game can specifically display, I call it good to go!
Hi, Adam! Quick question: enemies often go through barricades rather than doors when there are fresh (just shot) corpses on their way in doors, closing the gap instantly (especially scythers), do you also have this issue?
maybe its new, I suddendly have that issue too since the update in december
I'm going to put a chunk strip down on the doors and see if they path over the barricades, or if it will make the corpses push out onto the barricades and keep the door path "clear."
Omg finally!!
Thanks for this amazing killbox!
Thanks for watching!
using this awesone killbox and it works perfectly...atm i'm trying to add 2 or 3 melee to this set up, any idea ?
Disgusting. Absolutely disgusting. I love it.
The efficiency tweaks done to make this monster is inspiring. Would love to shake the hand of the guy that designed this, even if he has covid. Thanks for sharing and explaining this insane design Adam; subbed.
Edit: This totally works. Thank you. I was wondering why you don't have a crematorium nearby for burning bodies... then you mentioned human leather, lol. personally, I am not sure if the mood offset is worth it
Would charge rifles be better than chain shotguns? Saw one of your play throughs where you easily kill centipedes, but im struggling hard with my colonist having chain shotguns
@AdamVsEverything another question if you don't mind; you mentioned a trick to make sappers go into this killbox, could you explain it?
Enemies will walk in a line through the doors but will leapfrog past stunned units (sometimes bodies) using the barricades. Any ideas on why? Could common sense have anything to do with it?
Wow this is awfully overpowered , I GONNA USE IT
Yeah, it it crazy
Should it be lit? Should it be roofed? Floor tiles matter?
I'm having this problem where Raiders walk over the barricades and close the gap without my pawns getting line of sight.
I don't like using killboxes but it's always so cool to see what people come up with either way
😂ok good luck in the end game. This game isn't fair like that bro. The raids become wayyy too overwhelming just because you build a base and crafting tables. There's no way to stop wealth accumulation unless you just sit around picking your nose every time you log in
@@agecali7893 idk on non-blood is dust or losing is fun you can very much go the entire game without rly needing a killbox in my experience
I guess I may not have seen your guide but how to prevent against drop ships landing in your base?
Nice guide, just a question, is the placement of the wall for the EMP is an error on the guide or we can place it at different place , in the how to part 2:52 you place it one barricade form the end and else where the is 2 barricade from the end 4:07
I should have mentioned, but you can make the inlay anywhere you want. I usually do either 1 or 2, but basicaly wherever you want to stun the enemy/break the lowshields at. In practice, I find 1 away to be better with lowshields as it seems to break them further down (though having multiple throwers solves it anyway), and 2 down makes it better to stun centipedes in the sweet dps spot. You can experiment and see which one you like best but both work.
Amazing killbox with one small flaw. When you get enough firepower everything that comes in will be obliterated, so nobody will stay alive to take as prisoner and recruit. So you need to find other means of recruiting. Personally I set 6 rituals in ideology with reward of a random guy joining my tribe, and if he sucks I just banish him.
i have less cheaty And better solution, psychic shock lances, you literally get to pick and choose the best of the best
Just have this kill box right after burn killbox (so I decide if I want prisoners I will have them burn in a burn box from Adam’s video, flame bow one, if there are mechs, just wait them in a singularity kill box, easy as that)
@@jerryzhang5032make a toxic box. Next to this singularity box. After the raid starts, analyze what kind of raid it is to determine which box you want to use. Have a zone-able animal at the door ways of each box and make the animal close the doors to the box you don't want to use and open the doors the box you choose to use.
Do you have any good designs for bases with only a single pawn (e.g. Rich Explorer start) or single pawn with mechanoids (Mechanitor start)?
Thank you for yet another Awesome vid Adam
Thanks for watching!
Hey, got an issue
mine is north-facing and door 1 and door 8 have the wrong direction (left and right, not up and down) and enemies go onto the barricades and rush forward, did i do something wrong? thx in advance
Amazing guide, I am going to try this one right now!
What do you recommend as pathing bait though? I was considering putting a powered turret in the gap between the right barricade of the hallway and the left door of shooting zone. But that would ruin the "reset" mechanic.
I usually just have an uninterupted path to a colonist or animal. Often times I will have a zoneable animal that just lives behind the opened killbox. Just be sure to give them food. If you haven't seen my guide on pathing yet, it might help more: ua-cam.com/video/eTJf0-pusxQ/v-deo.html
I just constructed this while playing the 1.4 unstable branch and the enemy pawns are able to just stop in the middle where my 8 doors are open and shoot at my pawns. I'm not sure if I did something wrong or if the 1.4 changed something
Still works in 1.4. I and others in the discord tested the setup including the corner EMPs.
When a cheese guide is made, Tynan will decent from heaven to punish and annihilate it in the next patch.
We'll see if he gets this one, lol
Do the combat mechs from Biotech that you can make as a mechanitor work well with this setup?
Adam, if you look at the build you start at ~1:30, you place the inlay wall at a different location than all the ones in your videos. It has to move to the right one square. Thanks!
It works in either spot, it only matters where you want your stuns to happen. There are advantages and disadvantages at stunning at different points. For instance, if your AOE is stunning them back at the entrance they can get adapted before getting into the rest of the tunnel. So I change it depending on playthrough or need etc.
@@AdamVsEverything Makes sense. Thank you. )
Amazing
I can't get the EMP grenades to throw over the inlaid wall or stun through it. Does anyone know what I'm doing wrong?
Unfortunately it doesn't work at all with Combat Extended. Enemies walk right up without anyone firing at them until they reach the last open door before the wall your colonists stand by, at which point it's too late.
They keep using the first barricade (after the 4 doors) as cover to fire into my pawns, not letting anyone move through... and my pawns can't fire at them as well. It's facing east and I'm using sandbags, idk what's wrong
Thanks
Does it matter if my doors are not left to right? when i place my barricades my doors go up and down
What if enemy comes to our base's farm area and attack to base? This means they won't trapped into the killbox. Are there any tips that we can prevent?
can some1 explain to me why my pawns always use the killbox to go in and out of my base instead of using nearby doors?