RimWorld

RimWorld

Denguin Sep 18, 2022 @ 3:01pm
having trouble with killboxes
Im in dev mode trying to figure out a box that works but every time they wanna beat through the zigzag walls instead of just taking the open path. Also i thought they cant stop on sandbags? That must of been a early version i seen on youtube because they def do.
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Showing 1-15 of 19 comments
MagnusGrey Sep 18, 2022 @ 3:05pm 
They are digging through the walls because there is no path from the outside to your colonists.
whatamidoing Sep 18, 2022 @ 3:06pm 
Unsurprisingly, embrasures break the AI. You should probably learn the vanilla game before you install any mods.
Last edited by whatamidoing; Sep 18, 2022 @ 3:06pm
Denguin Sep 18, 2022 @ 3:11pm 
that makes sense. also it just looks better than a bunch of pillars so ill make it work.
Midnight_Toker247 Sep 18, 2022 @ 3:28pm 
Make a door where your people are and set the door to always open. If they breach and you want to shut it just keep someone standing there, set the door to be able to close, and when they get far enough through move your person back thereby shutting the door.

Also why are there no traps in your kill box? I get what you are going for trying to draw them in but the whole point of that maze part at the beginning is to line it with traps that will take out many or all if it is a small raid, no fighting even needed. The sandbags are kind of pointless unless you are just trying to slow them down, even then they should be in between the traps not a long line of them like that.
Denguin Sep 18, 2022 @ 3:31pm 
Originally posted by Midnight_Toker247:
Make a door where your people are and set the door to always open. If they breach and you want to shut it just keep someone standing there, set the door to be able to close, and when they get far enough through move your person back thereby shutting the door.

Also why are there no traps in your kill box? I get what you are going for trying to draw them in but the whole point of that maze part at the beginning is to line it with traps that will take out many or all if it is a small raid, no fighting even needed. The sandbags are kind of pointless unless you are just trying to slow them down, even then they should be in between the traps not a long line of them like that.

im just trying things in dev mode. Was trying to figure out the pathing first. I seen a youtube video saying that they cant stop on a line of sand bags but that must of been changed.
Hoki Sep 18, 2022 @ 3:40pm 
overall your design is not wrong per se. the thing missing that would make it viable is a bait - something they can walk to and attack.

a bait can either be something you put into the killbox (like furniture) or you give them a legit way into your base through the killbox.

given the hatred of some folks towards killboxes as being exploitative the first option tend to be frowned upon.

and not for the legit criticsm of the screenshot:
-[screenshot] post the link of the page of it and not your collection
-the first part of the killing box like good until the turn. spacing out the sandbags mean they have to climb up and down for each of them slowing them down. after the turn you have a solid line of sandbags which they can simply walk on. that sort will not slow them down past the first sandback.
Better: use a 2 block thick normal wall so only 1-3 raiders get line of sight before entering the killing field. this allows for focusing fire of your pawns and retaliating shots.

-as midnight mentioned traps already you can use the offset of the sandbags to put traps inbetween.
-turrets should be have some solid cover between each other. if they are destroyed they have a chance of exploding and this can easily cause a chain reaction.

-nitpicking: remove every single plant in the killing field and cover the area with the slowest floor you have or make it a field with greenery that doesnt provide cover (like flowers which could also bait in animals)

edit incoming
Originally posted by Denguin:
im just trying things in dev mode. Was trying to figure out the pathing first. I seen a youtube video saying that they cant stop on a line of sand bags but that must of been changed.
not wrong per se but more importantly as raids grow over time itll slow them down and delay the point at which they overwhelm in an attack. this can mean quite a difference the better your pawn are skill and equipwise
Last edited by Hoki; Sep 18, 2022 @ 3:42pm
Denguin Sep 18, 2022 @ 4:01pm 
Originally posted by Denguin:
im just trying things in dev mode. Was trying to figure out the pathing first. I seen a youtube video saying that they cant stop on a line of sand bags but that must of been changed.
not wrong per se but more importantly as raids grow over time itll slow them down and delay the point at which they overwhelm in an attack. this can mean quite a difference the better your pawn are skill and equipwise [/quote]

i basically got my wealth to 70k without preparing at all on my first playthrough now im trying to build up a defence in the most efficient way because im way out matched for any raids now.
brian_va Sep 18, 2022 @ 4:04pm 
Originally posted by Denguin:
Originally posted by Midnight_Toker247:
Make a door where your people are and set the door to always open. If they breach and you want to shut it just keep someone standing there, set the door to be able to close, and when they get far enough through move your person back thereby shutting the door.

Also why are there no traps in your kill box? I get what you are going for trying to draw them in but the whole point of that maze part at the beginning is to line it with traps that will take out many or all if it is a small raid, no fighting even needed. The sandbags are kind of pointless unless you are just trying to slow them down, even then they should be in between the traps not a long line of them like that.

im just trying things in dev mode. Was trying to figure out the pathing first. I seen a youtube video saying that they cant stop on a line of sand bags but that must of been changed.

at one point, maybe. currently they wont stop on barricades (im sure there are exceptions depending on the situation), so thats what you'll want to use. that should still be true on the length of bags you are using, but i generally only use them right at the entrance to the killbox and maybe a couple steps inside, just to keep them moving so my guys can shoot them.

the no path to the interior should likely be your overarching problem, although i'm assuming the mods you are using don't allow those walls to be a direct path inside. you can kinda cheat that by building something inside your killbox like a chair or something, but thats not a guarantee.

edit:
https://steamcommunity.com/sharedfiles/filedetails/?id=2864887313

my current one, there are obviously some mods but i really don't think they make a whole lot of difference, aside from planting chokevine in the interior for the hit to the movement speed of raiders, so they stay in the killbox longer. note the door at the top left that leads to the main interior that is generally kept open, so raiders have a direct path to the interior.
Last edited by brian_va; Sep 18, 2022 @ 4:19pm
ichifish Sep 18, 2022 @ 4:18pm 
Adam vs. Everything has a detailed guide about raid behavior and raid pathing.

As others wrote, you need a target for raiders. If they can’t get into your base, the walls become the target.

As others have written, the more mods you use the more difficult it is to learn the mechanics.
Denguin Sep 18, 2022 @ 4:22pm 
Originally posted by brian_va:
Originally posted by Denguin:

im just trying things in dev mode. Was trying to figure out the pathing first. I seen a youtube video saying that they cant stop on a line of sand bags but that must of been changed.

at one point, maybe. currently they wont stop on barricades (im sure there are exceptions depending on the situation), so thats what you'll want to use. that should still be true on the length of bags you are using, but i generally only use them right at the entrance to the killbox and maybe a couple steps inside, just to keep them moving so my guys can shoot them.

the no path to the interior should likely be your overarching problem, although i'm assuming the mods you are using don't allow those walls to be a direct path inside. you can kinda cheat that by building something inside your killbox like a chair or something, but thats not a guarantee.

edit:
https://steamcommunity.com/sharedfiles/filedetails/?id=2864887313

my current one, there are obviously some mods but i really don't think they make a whole lot of difference, aside from planting chokevine in the interior for the hit to the movement speed of raiders, so they stay in the killbox longer. note the door at the top left that leads to the main interior that is generally kept open, so raiders have a direct path to the interior.

iv seen that sort of setup a couple times now. Why the double hallway with traps and barricades instead of a single hallway with traps and bags?
whatamidoing Sep 18, 2022 @ 4:24pm 
Embrasures make killboxes pointless, since the AI doesn't know how to handle them and killboxes are made with the base game mechanics of there not being a way to attack an enemy without them being able to reach you (ignore the door bug) in mind. You can leave some bait furniture or valuables outside for the AI to attempt to smash or steal and just shoot them safely from behind the embrasures.
brian_va Sep 18, 2022 @ 4:27pm 
Originally posted by Denguin:
iv seen that sort of setup a couple times now. Why the double hallway with traps and barricades instead of a single hallway with traps and bags?

they aren't traps and barricades throughout, those are fences until the opening (barricades are plasteel, so blue in color). plays to the pathing. they prefer the traps over the fences, so they hit all the traps. Also your guys can move without hitting a trap

edit: as mentioned, adam vs. everything (youtube/twitch). you cant unlearn what he will teach you, so make that call before watching.
Last edited by brian_va; Sep 18, 2022 @ 4:41pm
Denguin Sep 18, 2022 @ 4:47pm 
Originally posted by brian_va:
Originally posted by Denguin:
iv seen that sort of setup a couple times now. Why the double hallway with traps and barricades instead of a single hallway with traps and bags?

they aren't traps and barricades throughout, those are fences until the opening (barricades are plasteel, so blue in color). plays to the pathing. they prefer the traps over the fences, so they hit all the traps.

edit: as mentioned, adam vs. everything (youtube/twitch). you cant unlearn what he will teach you, so make that call before watching.

iv seen his videos. Iv watched alot of rimworld youtube its just when i actually try to implement that stuff in my game the enemy would rather blow through walls half of the time instead of walking through my box. Im also assuming the ai has some sort of value on rivers because when i try forcing them through my river they will refuse and start blowing stuff up.
brian_va Sep 18, 2022 @ 5:04pm 
Originally posted by Denguin:
in my game the enemy would rather blow through walls half of the time instead of walking through my box.

i imagine you understand the differences, but there are "normal" raiders, and breachers; breachers won't go through the box but through the wall. not alot (i know this isn't 100% true) you can do to change that. i'm sure there is a pathing calculation going on as well, so terrain walk speed probably becomes a factor in that "killbox or blow the walls" scenario.

try giving them an "easy" way to walk in. the killbox picture i put up plays to that fairly well. whats missing is that 3/4 of the base is surrounded with an enclosed pen with a single layer thickness granite wall exterior wall, with a double thick granite wall inside, surrounding the main base.

as for it working, i kinda assume alot of his min/max stuff highly depends on game settings and how he takes full advantage of them.
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Date Posted: Sep 18, 2022 @ 3:01pm
Posts: 19