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RimWorld

Multi-layered Walls - With or Without Gaps?
Hi folks,

I came across this advice in the Rimworld Wiki:

"If raising additional walls, instead of putting the second layer right next to the first, consider leaving a gap between both. Wide gaps give long-range shooters enough distance to pick off targets, while 1-tile gaps allow repairs without being exposed to enemy fire.
Double layer walls may seem more resistant protection but are discouraged as colonists cannot go out to repair the side that is being attacked, placing themselves in harm's way."

I guess I can understand this if you're talking about tribals pounding on your walls with clubs, but this seems irrelevant now that I'd dealing with 10-12 unit sapper attacks with grenades which take down walls much faster than I can repair them (or even reach them sometimes). Would you agree?
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Showing 1-6 of 6 comments
Bryan=0101 May 17, 2019 @ 6:57pm 
Honestly

I would say this is god awful advice. You can rebuild the outerlayer as needed. The inner layer can be fixed from inside if that is what stops them then so be it. However if they'll come through the walls anyways it's like a sapper.

In that case I would recommend having a "gutter" of sorts with traps/ turrets to discourage them(they'll dig around defenses) which can allow you to funnel them into a secondary kill box.

burningmime May 17, 2019 @ 7:21pm 
I think they're suggesting this setup, which works very well in no-turret/no-trap runs:

============================ S|C | S | S|C | | | ----> S|C | YOUR INCOMING S BASE BAD S|C | HERE DUDES | | -----> S|C | S | S|C | =========================== C = your colonist S = sandbag

They peek around the walls and shoot out. You probably want doors in the gaps and set them to "held open" when a colonist is in there, and shut otherwise.

Repairing the walls isn't the reason you do this; you do it to have cover while shooting. Double walls are good everywhere else (where the colonists won't be shooting from).

If you rely on turrets and traps for defense, though; it's often better to base your defenses around those.
Last edited by burningmime; May 17, 2019 @ 7:28pm
Astasia May 17, 2019 @ 8:16pm 
It is bad advice. The thicker your walls the less likely random raiders will decide to attack them in the first place. With double or triple thick walls you rarely have to worry about repairing damage, other than from a few stray shots hitting them, or sappers.
Bar0th May 18, 2019 @ 1:13am 
Also, double walls without a gap provide the best insulation as well:

https://www.youtube.com/watch?v=QUNAs5aTww0

I have double checked this in 1.0, and even tested alternate setups like: What about 2 heaters? With no gap: 2 inside, with gap: 1 inside, one between the walls. It doesn't matter... without the gap wins every time. Sure, both can provide comfortable temperatures (21°C / 70°F) in most conditions, however when the outdoor temp becomes extremely low, it will be really noticeable.
NecessaryWeevil May 18, 2019 @ 11:59am 
Thanks all. Sounds like most people share my dubious initial reaction to this advice.

Given that I'm trying an underground base with an exterior ringwall guarding my crops and leading into a killbox, and that I can't seem to recruit half-decent shooters, I'm going to go ahead and ignore it.
Red May 18, 2019 @ 8:42pm 
I use double walls filled with spike traps leaving an opening for raiders to enter. They logically enter as it leads to my open door base.
Putting a door on the outer wall opposite my base entrance allows my survivors to enter an exit without walking over spike traps.

It's very effective.
Last edited by Red; May 18, 2019 @ 8:43pm
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Date Posted: May 17, 2019 @ 5:49pm
Posts: 6