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--- D ---
W- H -W
--- W ---
W=Wood D=Door H=Heat source
It's been ages since I tried anything like this but let me know if you succeed.
That's from the Vanilla Factions Expanded: Vikings. Vanilla wise rely on molotovs, heaters, or mass campfires in a flammable area. Or batteries left outside in rain, the problem with that being the rain also putting the fire out.
build say a wood spike trap on each circle than open the pods. the spike will likely down or kill the occupant and even worst case if their up there going to be hurt a lot. its cheaper than an elaborate heater system and having a long pork BBQ and it leaves any guns or gear intact
From doing a tomb raider run and opening about 30 ancient dangers I’d say that until you attack/capture an ancient about 25% of the time the sleepers are all hostile, 25% all neutral, and 50% mixed.
Molotovs are a grenade. You need chemfuel for them.
Yes, spike traps are more efficient since you have plenty of time to prepare and the ancients have to get off the map. Place one in every interaction spot, then build a maze with more of them. Neutrals won’t trigger the traps except by accident.
https://www.rimworldwiki.com/wiki/Molotov_cocktails
If you want something to go down on fire you either craft a bottle with rubbing alcohol and a rag in a mechanical bench or get an EA game.
Now pass me that bottle.
They could have created a separate crafting station for molotovs, and had a technological prerequisite (because making molotovs is easy, but only after you know how), but it is what it is.
The machining table is used to make guns, mortar shells, and other throwables like frag- & EMP grenades. So having all of the throwables crafted in one place makes sense, and in the same way wooden clubs are made in a Smithy (with other basic melee weapons) even though you don't need a forge+anvil to make it IRL. :-)