RimWorld

RimWorld

Flesh May 10, 2019 @ 1:27am
Heat trap room?
So i've been trying this out but I'm wondering what MOST lures raiders into rooms. Is it based on supply, value, or just nearest open entry point? I created a trap with 8 heaters and vents, can close it off and the room skyrockets to 200, but I'm trying to figure out the most effective way to lure em into it.
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Showing 1-6 of 6 comments
martindirt May 10, 2019 @ 1:35am 
Open entry point...
Raiders usually try to break in at the weakest point of your wall. They don't attack plasteel doors if you have a wooden door somewhere, or a fully opened gate.
You have to "hold open" the door to the heattrap, and send 1-1 colonists to both side to close those doors.

But I'm play nodded, so maybe vanilla acts other way? Need someone to agreed my expedient.
M.K. (Banned) May 10, 2019 @ 2:13am 
Raider pathing is simple to predict, what is difficult is raider motivation.

When they enter your map, they have a certain "goal" in mind. Basically a specific location in your base, and an objective to do there. Typically this is inside your warehouse with the valuables, sometimes in your larder, sometimes its simply to go to your power complex and burn down some solar cells.

Luring them away from this chosen destination is not easy. maybe not even really possible. The best you can do is either present them with a real danger/target of opportunity, or to guide their walk through your trap by ease-of-movement.

In short: Put your oven/trap room on the easiest path of entry, so that they will walk through it in any case, and just trigger the trap opportunistically.

A nice long passage is much easier to use like this than a square room.
You *must* close the outside doors to seal in the heat, otherwise it simply will not work.
Bullwinkle May 10, 2019 @ 2:32am 
Yeah, I don't think the raiders are going to open the door and walk in. They will either break the door down, defeating your trap, or you will have to leave the door open, then close it after they are inside. Try to make a bottleneck inside, so they can't all come out quickly as your pawn tries to close the door behind them.
TwoTonGamer May 10, 2019 @ 10:48am 
A heat trap room for raiders is an interesting idea. Let us know if they just smash through the doors or walls to escape.
I've heard of heat traps for insect spawns as their spawn location can be made somewhat predictable. Those traps involve wood floors (or any combustible material) and a molotov thrown into the room before the doors are closed.
Chaoslink May 10, 2019 @ 11:32am 
I tried the heater method and struggled as getting them in and keeping the room enclosed is hard. However, this method is generally better for mountain bases. The large amount of stone from the mountain makes them funnel to the entrances. I took to filling the room with wooden doors and such that stay perma open usually. When the raids come, you let them in and light the room on fire. Usually the heat builds up, if the fire doesn’t get them first. It isn’t easy as most of the time something breaks and the heat is let out.
Preechr May 10, 2019 @ 12:20pm 
I tried this once on a mountain base. To the left of the main entry door was another door to a fairly large carved out dining hall with wood floors and many wooden tables and chairs. This was usually where traders would go to eat instead of invading my base. There were multiple airlock doors on either end of the hall that could be marked as "hold open" when a raid came, and I'd make sure to have someone run through there and then stay a moment to light the room on fire. Someone else would be waiting behind the main entry door to pop out and close the doors to the dining all once most of the raiders were inside, and the fire-lighter would close his doors as escaped into the base from the other side.

The rest of the fighters would also come out the front door to finish off any raiders that were too slow to make it into the burning room. Just have to use fairly thick natural stone walls so they don't mine their way out. Since its not a normally important room, rebuilding wasn't a pressing issue. I don't remember what difficulty I was playing on, but it was also a LotR/Medieval playthrough, so ymmv.
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Date Posted: May 10, 2019 @ 1:27am
Posts: 6