RimWorld

RimWorld

Typhorus Sep 6, 2019 @ 1:47am
Making mud?
Title. So I know you can get rid of mud by using devmode or the moisture pumps(but let's be honest, who's gonna seriously use that?), but my question is, is there any legit way to make mud? I had the idea, if its even possible, to use mud in a killbox to slow down raiders.
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Showing 1-11 of 11 comments
SoULLeSs (Banned) Sep 6, 2019 @ 2:24am 
You can, there is mud moat in security section, that is mud floor. At least I got it, but I also use plenty of mods so im not sure if it's a vanilla feature, let me know if you have it
Last edited by SoULLeSs; Sep 6, 2019 @ 2:29am
flu007 Sep 6, 2019 @ 3:00am 
Mud moat not vanilla.

SoULLeSs (Banned) Sep 6, 2019 @ 3:01am 
Originally posted by flu007:
Mud moat not vanilla.

Yeah I was guessing that, I haven't played vanilla for ages so I wasn't sure

After 500 hours only mods will keep you interested enough in the game
Last edited by SoULLeSs; Sep 6, 2019 @ 3:02am
SoULLeSs (Banned) Sep 6, 2019 @ 3:04am 
Though, one thing that works in vanilla is making a field full of stone chunks working like a mud moat, they also slow down the movement rate when a pawn is stepping on them
Last edited by SoULLeSs; Sep 6, 2019 @ 3:05am
M.K. (Banned) Sep 6, 2019 @ 4:57am 
Originally posted by SoULLeSs:
Though, one thing that works in vanilla is making a field full of stone chunks working like a mud moat, they also slow down the movement rate when a pawn is stepping on them

Problem with a stone-chunk field it that although it causes a nice slowdown, it ALSO provides quite excellent cover. About the same as having your enemy hide behind sandbags.

Yes, I often use a convenient swamp, soft sand, or shallow-but-flowing water as part of my base defense layout.
But, as one cannot create any of these terrain types, *I* have to adapt to whatever is given by the map.

P.S.
A deep-water pond is ***great*** for incorporation with your defenses.
It presents a hard barrier to the enemy, but still allows your snipers to shoot across it with no hindrance. Just place your own sandbags or pillars at carefully measured distance, and force the enemy to slog through the muddy shore to bypass the pond.
Last edited by M.K.; Sep 6, 2019 @ 4:59am
SoULLeSs (Banned) Sep 6, 2019 @ 4:58am 
Originally posted by M.K.:
Originally posted by SoULLeSs:
Though, one thing that works in vanilla is making a field full of stone chunks working like a mud moat, they also slow down the movement rate when a pawn is stepping on them

Problem with a stone-chunk field it that although it causes a nice slowdown, it ALSO provides quite excellent cover. About the same as having your enemy hide behind sandbags.

Yes, I often use a convenient swamp, soft sand, or shallow-but-flowing water as part of my base defense layout.
But, as one cannot create any of these terrain types, *I* have to adapt to whatever is given by the map.

True, but maybe just a reduced amount of them and farer then the range to be able to shoot, so you can get some time advantage, but I guess that anyway it woulnd't be much difference
Typhorus Sep 6, 2019 @ 5:04am 
Originally posted by M.K.:
Originally posted by SoULLeSs:
Though, one thing that works in vanilla is making a field full of stone chunks working like a mud moat, they also slow down the movement rate when a pawn is stepping on them

Problem with a stone-chunk field it that although it causes a nice slowdown, it ALSO provides quite excellent cover. About the same as having your enemy hide behind sandbags.

Yes, I often use a convenient swamp, soft sand, or shallow-but-flowing water as part of my base defense layout.
But, as one cannot create any of these terrain types, *I* have to adapt to whatever is given by the map.

P.S.
A deep-water pond is ***great*** for incorporation with your defenses.
It presents a hard barrier to the enemy, but still allows your snipers to shoot across it with no hindrance. Just place your own sandbags or pillars at carefully measured distance, and force the enemy to slog through the muddy shore to bypass the pond.

I never thought about using a deep water pond. Unfortunately, there aren't any close enough or large enough to be "deep water" near my base. I effectively have two entrances at the top and bottom. The top, next to a river, I have covered with a couple miniturrets, and since its farther away, my autocannons have more time to pummel raiders. As for the bottom one, that's where I'm using my killbox since it's much closer.
corisai Sep 6, 2019 @ 6:35am 
Originally posted by M.K.:
Problem with a stone-chunk field it that although it causes a nice slowdown, it ALSO provides quite excellent cover. About the same as having your enemy hide behind sandbags.

+ constant loses of chunks as they aren't invulnerable

to OP : tons of mods allow you to create some kind of slowdown for enemies. Just pick what you like more (some allow to create mud/water too).
Last edited by corisai; Sep 6, 2019 @ 6:35am
Preechr Sep 6, 2019 @ 7:22am 
https://steamcommunity.com/sharedfiles/filedetails/?id=1499236003

Allows you to research terraforming and you can adjust the resource cost for balance.

Just don't research all the way out to the end or you'll get a replicator that can make literally anything and we will make fun of you for being cheesy.
M.K. (Banned) Sep 6, 2019 @ 12:39pm 
Originally posted by corisai:

+ constant loses of chunks as they aren't invulnerable
I haven't noticed this in anything less than a doomsday explosion, but then Its not as if I've been paying attention, as stone chunks is not a limited resource.
Using deep drill away from an ore pocket supplies a literally infinite stream of stone chunks.
Last edited by M.K.; Sep 6, 2019 @ 12:40pm
crgzero (Banned) Sep 6, 2019 @ 1:57pm 
Well,,, if you just want to slow enemies down, put down a wood floor, burn it, but don't repair/replace it. It won't slow them down a lot, but it's an old tried but true trick.
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Date Posted: Sep 6, 2019 @ 1:47am
Posts: 11