RimWorld

RimWorld

Zales Dec 16, 2017 @ 12:15pm
Is there any way to prevent infestations?
I have a mountain base and every so often I get an infestation. Is there any way to prevent this?
< >
Showing 1-15 of 16 comments
Astasia Dec 16, 2017 @ 12:19pm 
They wont spawn in extreme cold. I don't remember the number. If you chill your entire base down enough they wont be able to spawn. Keep in mind they only need a single valid spawn tile and then can spawn anywhere within like 15 blocks of that tile, so if you have a warm hallway next to a cold room they can spawn inside that cold room.

Or the easier method is to disable the infestation event in the scenario.
Zales Dec 16, 2017 @ 12:49pm 
Originally posted by Astasia:
They wont spawn in extreme cold. I don't remember the number. If you chill your entire base down enough they wont be able to spawn. Keep in mind they only need a single valid spawn tile and then can spawn anywhere within like 15 blocks of that tile, so if you have a warm hallway next to a cold room they can spawn inside that cold room.

Or the easier method is to disable the infestation event in the scenario.
That would explain why I had an infestation in my freezer room (I had all of the hot air vented into my work room, then to the hallway, then outside).
BlackSmokeDMax Dec 16, 2017 @ 12:59pm 
Originally posted by Zales:
Originally posted by Astasia:
They wont spawn in extreme cold. I don't remember the number. If you chill your entire base down enough they wont be able to spawn. Keep in mind they only need a single valid spawn tile and then can spawn anywhere within like 15 blocks of that tile, so if you have a warm hallway next to a cold room they can spawn inside that cold room.

Or the easier method is to disable the infestation event in the scenario.
That would explain why I had an infestation in my freezer room (I had all of the hot air vented into my work room, then to the hallway, then outside).

You probably don't have your freezer cold enough to prevent infestations anyway. It has to be pretty cold, forget the number, to actually prevent them.
Zales Dec 16, 2017 @ 1:25pm 
Originally posted by BlackSmokeDMax:
Originally posted by Zales:
That would explain why I had an infestation in my freezer room (I had all of the hot air vented into my work room, then to the hallway, then outside).

You probably don't have your freezer cold enough to prevent infestations anyway. It has to be pretty cold, forget the number, to actually prevent them.
It's at like 22F right now.
Zales Dec 16, 2017 @ 1:29pm 
Originally posted by Dizzy The Lucario:
Originally posted by Zales:
It's at like 22F right now.

Ahh, Fahrenheit. A value that makes no sense to me. You're gonna need it way below 0.
0 in Celcius or 0 in Fahrenheit?
Radiosity Dec 16, 2017 @ 2:21pm 
Is it still a case that light keeps them away? Or was that changed in B18? I disable infestations because they're annoying, so I haven't had to deal with them in a while, but I remember it being a case that you were less likely to get them if your base was well-lit.
Astasia Dec 16, 2017 @ 3:18pm 
They do prefer dark areas over light areas still AFAIK. If you make dark rooms around the map that can reduce the chances of them spawning in a brightly lit room, but it's still very RNG. If you don't make dark rooms then making your base brightly lit wont help, the game has already decided to spawn them at that point and it just picks an area at random.
BlackSmokeDMax Dec 16, 2017 @ 4:42pm 
Originally posted by Dizzy The Lucario:
Originally posted by Zales:
It's at like 22F right now.

Ahh, Fahrenheit. A value that makes no sense to me. You're gonna need it way below 0.


22F is about -5C, and yeah that is not nearly low enough. It may be enough to start lowering chances, but I think it needs to be -15C to -20C (+5F to -4F) to prevent it, except of course in the cases of nearby warm areas Astasia mentioned in first reply.
Last edited by BlackSmokeDMax; Dec 16, 2017 @ 7:13pm
Rockon Dec 16, 2017 @ 6:57pm 
This is what I do to deal with Infestations (though my primary colony has small hills instead of mountainous; may not work effectively for you):
  1. Hollow out a very large section inside a mountain.
  2. Make sure critical rooms are not close to this section.
  3. Make sure the section is marked as 'Indoors'.
  4. For safety reasons, put at least a 3-4 layer thick Plasteel wall between it and anything outside of that section.
  5. Sprinkly Incindiary IDE Traps throughout the section.
  6. Make sure the entrance to the section requires moving through at least two plasteel autodoors to access.
  7. Once all colonists/animals leave the section, and all IDE traps are built, Forbid the autodoors.
  8. Wait for the next Infestation.
This trick is supposed to make an irresistable spawn location for the Hives. Most of the Hives should be contained within this section, if RNG smiles your way. After the Insects spawn, they will start setting off the IDE traps, then start melee attacking your containing wall, which is far slower than mining it. Fire from the IDE traps will drastically increase the temperature inside the section, inflicting burns and rapid Heat Stroke upon the Infestation.

You may get one or two Hives outside of the section, but they should be much more managable than 20+ Hives inside critical portions of your base.

After all insects are dead, you will need to deconstruct the containing wall; do not use the doors until after you vent all the heat from the section. If you can open up the section toward the outdoors, your colonists will be safe to enter the area to extinguish lingering fires. Destroy the remaining Hives manually, clean up the corpses for Kibble, repeat from Step 5.
anarcher Dec 16, 2017 @ 9:25pm 
Originally posted by Rockon:
  • Sprinkly Incindiary IDE Traps throughout the section.

Or just a bunch of chemfuel and wooden floors and maybe even power lines everywhere for good measure. Set it off with a molotov, then quickly build the wall shut.
minetime43 Dec 16, 2017 @ 10:01pm 
if i rember floors and walls can help prevent them and if everything goes down hill theres nothing a shotgun cant fix
Astasia Dec 17, 2017 @ 2:35am 
Originally posted by minetime43:
if i rember floors and walls can help prevent them and if everything goes down hill theres nothing a shotgun cant fix

Floors and walls increase their chances now (since A17 I think). Just mining out random sections of cave was too easy in previous versions so now they prefer to spawn near player built structures. That's what I meant when I said making dark rooms, you have to actually make rooms with walls and such if you want dummy locations for them to spawn.
corisai Dec 17, 2017 @ 3:37am 
+1 for disable incident as long as our ground-penetrating scanner unable to determine someone digging directly under our base*.

Say "no" to teleporting xenos, we already have droppod filled with robots (at least this is reasonable).

This event and solar flare IMHO mandatory to be disable, they are simply beyound any logic. Solar flame able to bypass protected electronics will be quite deadly for human beings so without additional radiation damage is extremly stupid event.

IMHO both of this event made by Tylan directly because he don't like his game to be seen as "Dwarf Fortress in space", so they both ended completely unbalanced and without any ways to counter/negate them in late game.

Again - say "no" to Tylan complexes :) And thank him for being generous enough to allow us do it ^_^

*Cmon guys. In MEDIEVAL fortress there were some ways to detect someone digging under your feets. And pawns able to make hand-held plasma blasters but not seismic sensor? Hilarious.
Last edited by corisai; Dec 17, 2017 @ 3:39am
Zales Dec 17, 2017 @ 10:18am 
Originally posted by Festive Dizzy The Lucario:
Originally posted by corisai:
+1 for disable incident as long as our ground-penetrating scanner unable to determine someone digging directly under our base*.

Say "no" to teleporting xenos, we already have droppod filled with robots (at least this is reasonable).

This event and solar flare IMHO mandatory to be disable, they are simply beyound any logic. Solar flame able to bypass protected electronics will be quite deadly for human beings so without additional radiation damage is extremly stupid event.

IMHO both of this event made by Tylan directly because he don't like his game to be seen as "Dwarf Fortress in space", so they both ended completely unbalanced and without any ways to counter/negate them in late game.

Again - say "no" to Tylan complexes :) And thank him for being generous enough to allow us do it ^_^

*Cmon guys. In MEDIEVAL fortress there were some ways to detect someone digging under your feets. And pawns able to make hand-held plasma blasters but not seismic sensor? Hilarious.

Nobody in RimWorld wears shoes.
And underwear.
Astasia Dec 17, 2017 @ 10:38am 
Most pawns don't have feet after a certain point in the game. Bionic legs have no foot attachment or slot, so they couldn't wear shoes if they wanted to. >_>
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Dec 16, 2017 @ 12:15pm
Posts: 16