RimWorld

RimWorld

Similar Nov 14, 2024 @ 10:44pm
Preventing wild animals from entering your base?
I tend to make a small trap corridor in the early game to take care of raids, and of course, that only works if it's open (even just a fence at one end prevents raiders from using it, even though they normally don't have problems climbing fences. I think it might block 'sight' to the rest of the base).

This causes the problem of wild animals wandering in, and they can usually avoid the traps, so suddenly there's a bear or wolf in my safe space and they're getting more and more hungry, which I do not like (and other animals might go mad; my last game ended when a mad horse gave my solo colonist 14 different injuries).

Has anybody found a way to avoid that?

Current early base setup:
https://steamcommunity.com/sharedfiles/filedetails/?id=3366001165
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Showing 1-15 of 20 comments
Pong Nov 14, 2024 @ 11:43pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1957158779

Vanilla Furniture Expanded - Farming features a scarecrow building that causes animals muffalo-sized and smaller to flee. Fleeing is random directions, but can get the job done.
Last edited by Pong; Nov 14, 2024 @ 11:43pm
Similar Nov 15, 2024 @ 12:06am 
Originally posted by Pong:
https://steamcommunity.com/sharedfiles/filedetails/?id=1957158779

Vanilla Furniture Expanded - Farming features a scarecrow building that causes animals muffalo-sized and smaller to flee. Fleeing is random directions, but can get the job done.
oh, that's an interesting approach. Thanks.
Triple G Nov 15, 2024 @ 12:11am 
What also works is to build no wall in the early game, so the wildlife can move freely. Usually the predators provide You with animal corpses for free food and leather.

I usually only build a wall around the farm and the pen, so the plants and animals are safe. Fences are crap.
Last edited by Triple G; Nov 15, 2024 @ 12:12am
Similar Nov 15, 2024 @ 10:51am 
Originally posted by Pong:
Vanilla Furniture Expanded - Farming features a scarecrow building that causes animals muffalo-sized and smaller to flee. Fleeing is random directions, but can get the job done.
I suddenly had horse, two rats, a boomalope and a megasloth all head for my base, apparently due to hunger and there were a couple of bushes in my area.
The horse mostly ignored the scarecrow, probably the hunger overrode it, and the megasloth completely ignored it, as expected, but the rest were kept away, so I think it works.
Haven't had anything inside in the past 50 days or so either.

It's a very pleasant solution. Thanks again.
lumina Nov 15, 2024 @ 10:55am 
Can put a door at the end and close it. Prop it open when raids come.
Similar Nov 15, 2024 @ 11:00am 
Originally posted by lumina:
Can put a door at the end and close it. Prop it open when raids come.
I've done that sometimes, but I feel like I have mixed results, as if the door still sometimes registers as closed to raiders, or something.
Triple G Nov 15, 2024 @ 11:15am 
Originally posted by Similar:
I've done that sometimes, but I feel like I have mixed results, as if the door still sometimes registers as closed to raiders, or something.
I mean with that setup in the mountain You have - it should work. It would be different on an open map with the base in the center and all four sides could be attacked, as You can´t be everywhere - but You only have one direction to go. Even more so with the double layer wall, while it´s for some odd reason only a single layer next to the doors, which is also the part which gets the shots if it´s some kind of killbox, so it´s probably more a candidate for triple layer uranium walls or something, as marble is like the weakest wall. (also i would set the second door either one tile more outwards or inwards. If they´re next to each other the one door wouldn´t close in time as the other needs to open first - that´s not so well to retreat through it, as You most likely get hit in the process - and die, which You could avoid if You had an empty tile in between them.)
Similar Nov 15, 2024 @ 11:51am 
Originally posted by Triple G:
Originally posted by Similar:
I've done that sometimes, but I feel like I have mixed results, as if the door still sometimes registers as closed to raiders, or something.
I mean with that setup in the mountain You have - it should work. It would be different on an open map with the base in the center and all four sides could be attacked, as You can´t be everywhere - but You only have one direction to go. Even more so with the double layer wall, while it´s for some odd reason only a single layer next to the doors, which is also the part which gets the shots if it´s some kind of killbox, so it´s probably more a candidate for triple layer uranium walls or something, as marble is like the weakest wall. (also i would set the second door either one tile more outwards or inwards. If they´re next to each other the one door wouldn´t close in time as the other needs to open first - that´s not so well to retreat through it, as You most likely get hit in the process - and die, which You could avoid if You had an empty tile in between them.)
This map only has limestone and slate, so it's limestone. But yeah, it's a work in progress. I'd already made most of the changes you mentioned after the screenshot was taken, but I've just finished researching autocannons, so now the work on a real killbox starts.

I do tend to use triple doors, and they do tend to be way too slow (unless I make them autodoors), but the idea is to make them unappealing to the raiders. But you may be right that two with a space between them would be better, and with an open path to the inner base elsewhere, the raiders shouldn't try for the doors. Hopefully.

It's not always I can make sense of how raiders path. In my last game I had a trap corridor with traps on the right and fences on the left and the raiders didn't like it. Then I switched the traps to the left and fences to right and then they suddenly had no problems entering.
There was no meaningful difference; neither layout blocked anything.
brian_va Nov 15, 2024 @ 1:05pm 
Originally posted by Similar:
Originally posted by lumina:
Can put a door at the end and close it. Prop it open when raids come.
I've done that sometimes, but I feel like I have mixed results, as if the door still sometimes registers as closed to raiders, or something.
If the door is open before you get the message they are attacking, they'll come on in. If it's closed, they will smash a wall, then recalculate if they didn't get inside. If the door is opened before that recalculating then they'll come in. That's been my experience anyways.
Viscount Danku Nov 15, 2024 @ 1:18pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=1671814939

Throw these babies into corridor, free meat delivery. (don't forget to enable animals hitting traps in the options)
Similar Nov 15, 2024 @ 2:48pm 
Originally posted by Viscount Danku:
https://steamcommunity.com/sharedfiles/filedetails/?id=1671814939

Throw these babies into corridor, free meat delivery. (don't forget to enable animals hitting traps in the options)
Weird. If you add this mod in the middle of a game, your mechs stop being able to deconstruct things (they can still build and other things). That's a bizarre side-effect.
Removing the mod again made things work.

I'll try to add it when I start a new game.
SGT. D Nov 15, 2024 @ 4:13pm 
Animals wandering into the compound sounds like free meat and hide.

It is annoying when I don't notice it until the bear has already torn the cat to pieces and now someone's gonna have a mood defuff for the next few days.
Last edited by SGT. D; Nov 15, 2024 @ 4:15pm
Narrowmind Nov 15, 2024 @ 4:26pm 
I'm more concerned with the boomrats.. The bears are fine.
Thanatos Nov 15, 2024 @ 4:28pm 
For your next playthrough you could try use the electric garage doors of vanilla vehicles expanded where you can prevent wild animals and open the door when raids happen. I think there are 4 tile and 5 tile garage doors. You can control the door yourself without a pawn nearby.
Narrowmind Nov 15, 2024 @ 4:30pm 
As said, if the raid begins an immediate attack, it won't help the situation if the doors are opened after the fact.
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Date Posted: Nov 14, 2024 @ 10:44pm
Posts: 20