RimWorld

RimWorld

fractalgem May 12, 2024 @ 3:06pm
I love trap spam
What's the most aggressive trap spam you've ever used?



My current colony is a giant spiral of growing zones packed with traps and a few scattered turrets, plus a "proper" turret-based killbox at the main entrance (MOSTLY to deal with CENTIPEDES and the ocasional marine-armor pirate, which otherwise eat a truly staggering number of traps before going down). And then even MORE traps on the outside. Why yes, colonists frequently drop the harvest on traps which DOES mean that triggering a trap is a pretty frequent occurrance. It's just more doctoring exp at this point, and i've got bionics and even some resurrection mechanites in case something goes REALLY wrong like taking a hit to the eye or brain...plus the odds of something going THAT wrong are lower with a trap than with having to actually fight raiders myself.


There IS an automated killbox with uranium slug turrets and mini turrets at the primary entrance, which is, of course, going to also be filled with traps.


I'm not sure i could get away with this outside of a tropical swamp though, those biomes have a truly staggering tree density...
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Showing 1-15 of 22 comments
VitaKaninen May 12, 2024 @ 3:15pm 
I have not seen an automated kill box that could handle a full sized raid with no colonist help. Do you know how many raid points you are generating typically?
MadArtillery May 12, 2024 @ 3:41pm 
I've actually stopped using traps, my last 5 colonies haven't built them.
Veylox May 12, 2024 @ 3:42pm 
The most agressive trap spam I've ever used are a corridor with about 5 traps in it in the first quadrum of a save, and a single deadlife IED in a corpse room.

Basically never used traps outside of these two situations, and I'm fairly sure they're inefficient

Deadlife IED is a gamechanger though, easily the strongest vanilla security device
Last edited by Veylox; May 12, 2024 @ 3:43pm
VitaKaninen May 12, 2024 @ 3:45pm 
Originally posted by Veylox:
\Deadlife IED is a gamechanger though, easily the strongest vanilla security device

How exactly is it used in an effective manner?
Veylox May 12, 2024 @ 3:47pm 
It's pretty straightforward, you build a room the size of its range, you roof it, make it a corpse disposal, and make sure the room is on the way to your base/box

Whenever you don't want to deal with a raid yourself, you send a colonist to pop the IED and the raid will be stopped and murdered when passing through the corpse room

It doubles its own size whenever a raid is coming since you add the raiders corpses to your own, and soon enough you have armies of 100+ shamblers that can take care of anything non max-size easily, and most max-size raids too, the strength depends on which type of corpses you're using.

It's 40 bioferrite to negate a raid. You have to do some hauling, you have to find ways around lung rot, and the occasional fire during a raid may reduce your corpse army, but apart from that it's ridiculously stronger than anything else for a cheap price
Last edited by Veylox; May 12, 2024 @ 3:57pm
fractalgem May 12, 2024 @ 5:24pm 
Originally posted by VitaKaninen:
I have not seen an automated kill box that could handle a full sized raid with no colonist help. Do you know how many raid points you are generating typically?
The raids aren't QUITE full sized yet, probably about half to two thirds of full sized? and to clarify it's only 90% auto. There's a spot for colonists to come help clean up, say, a needlegunner that came in late to the party after the last walls in the chute get blown up (which always happens even if i splurge and use plasteel just because of how many turrets are firing at the general location), thus giving it a spot to shoot at the little turrets that is out of range of the uranium slug turrets.

It's also RIDICULOUSLY heavy on the uranium consumption. I don't know if i've EVER seen anyone else use more than maybe 3 uranium slug turrets in their killbox. This currently has 9, and it USED to have 10 or 11 but the last two were placed wrong and got sniped by needlegunners after running out of ammo.

https://steamcommunity.com/profiles/76561198177830815/screenshot/2483249507260432411/
I MIGHT even strip the limited anti-bunchup stuff that's currently in front of it, having more enemies at once is almost a benefit because more of the turret shots will actually hit an enemy.
Last edited by fractalgem; May 12, 2024 @ 5:26pm
fractalgem May 12, 2024 @ 5:43pm 
Originally posted by Veylox:
It's pretty straightforward, you build a room the size of its range, you roof it, make it a corpse disposal, and make sure the room is on the way to your base/box

Whenever you don't want to deal with a raid yourself, you send a colonist to pop the IED and the raid will be stopped and murdered when passing through the corpse room

It doubles its own size whenever a raid is coming since you add the raiders corpses to your own, and soon enough you have armies of 100+ shamblers that can take care of anything non max-size easily, and most max-size raids too, the strength depends on which type of corpses you're using.

It's 40 bioferrite to negate a raid. You have to do some hauling, you have to find ways around lung rot, and the occasional fire during a raid may reduce your corpse army, but apart from that it's ridiculously stronger than anything else for a cheap price
i don't have any of the dlcs.
MadArtillery May 12, 2024 @ 6:15pm 
That does make sense actually. Without any dlc the defence options are very much more limited so Traps are way more valuable because of it.
Hykal May 12, 2024 @ 7:13pm 
Well base game has
- spike traps
- IEDs
- turrets (mini, uranium slug, auto, rocket swarm, foam)

Honestly, the DLCs don't add much more, save for low-shield packs.
MadArtillery May 12, 2024 @ 7:18pm 
Originally posted by Hykal:
Well base game has
- spike traps
- IEDs
- turrets (mini, uranium slug, auto, rocket swarm, foam)

Honestly, the DLCs don't add much more, save for low-shield packs.
But what dlc does do is increasingly turn colonists into death gods and leaping vampire space wizards who regenerate and gain fat combat bonuses in the dark. Often not all at once but even a simple Neanderthal or impid really changes how you look at combat. And flesh beast rituals are actually one of my primary defense options these days. Honestly anomoly in general really changed colony defense with it's additions. A spike trap isn't worth my time, atleast on blood and dust anyway.
Last edited by MadArtillery; May 12, 2024 @ 7:24pm
Hykal May 12, 2024 @ 7:30pm 
Well I consider those offensive options, the same way I don't consider mortars defensive options. I suppose the best defense is offense.

And I do love my flesh beast summons.
MadArtillery May 12, 2024 @ 7:32pm 
Originally posted by Hykal:
Well I consider those offensive options, the same way I don't consider mortars defensive options. I suppose the best defense is offense.

And I do love my flesh beast summons.
Well I do consider them offense when I go to an enemy base and summon flesh beasts on them I suppose. I generally consider anything that murders hostiles on my map defense.
I like building clusters of spike-trapped 2x2 stone walls on the outer edge of my tribal colonies. The walls act as pathing blockers to direct targets to the traps. I don't build them dense enough to deny safe paths, just enough to encourage dangerous shortcuts and block direct line of fire to my base. Raiders don't generally care about free standing walls so long as they don't form rooms, don't completely obstruct pathing, and aren't valuable, so my tribals can make little stone wall gardens for atmosphere and also defense.
A5G_Reaper May 13, 2024 @ 12:34am 
I only use trap corridor in very early days where the raiders are too evenly matched with my colonists for me to risk their ass, like having 5 raiders with ♥♥♥♥♥♥ knives vs 4 people odds are it'll maul everyone even if I win the battle. Instead with a thousand or so wood investment and a day of work for the builder it'll trivialize those early raids without injuring anyone.

Doesn't generally last long though, once I can craft a single molotov I'd have a perimeter wall and a firebox ready. That takes care of most of the human raids, only having to replace the straw matting after every raid so it's not that much of a work. I build two different internal firing position, one for the longer range weapon and another for EMP and chain shotgun. Much later there'd be uranium slug turrets primed to shoot at the firebox exit, ready to blast centipedes whenever they come around the corner. Just gotta make sure to hold fire while the faster mechs are coming.

Never really use traps after my first run. A bit too unreliable for my taste, and both the work and resources taken to replace them are absolutely craycray. I did put some aggressive spike trap corridors for early opening of ancient dangers, but more often than not I keep pushing it off until I suddenly realized that I got enough guns to trivialize even the hardest of the potential foe.
Tam May 13, 2024 @ 12:35am 
how do you prevent your traps being disarmed by army of raged bunnies
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Date Posted: May 12, 2024 @ 3:06pm
Posts: 22