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The mechanoids don't take damage from the heat and the tribals will get trough your entire killbox before you will be able to lock them inside because of the sheer amount of pawns. The infirmary can be replaced with cryptosleep caskets if that better suits your playstyle.Ĭons: Fire killeboxes is not suited for mechanoid raids and tribal raids. Herbal medicine is placed in the center for quick recovery and turrets are placed in case of riot. For that reason have I added 8 coolers to keep the temperature in check. The hot air from the killbox will quickly heat up the infirmary. All you would have to do is open the doors on the far right so they will walk outside again. If the raiders is able reach the end before you are able to close them inside you can filter them out again by having an emergency exit, as I've made on the right side of the maze. Note: Having many prisoners in one area makes it more likely for the prisoners to riot, so bear that in mind. What you want to do with them from this point on is up to you. When they are downed you can quickly get them into the prison hospital in the middle. Setting the stools on fire will quickly bring the temperature up, downing everyone inside. When they've all entered the maze simply closing off the doors in front of them and behind them trapping them inside. They will go trough the red area, trough the doors (marked blue), thinking they will end up in the colony. This fire killbox I've made lets the raiders into the killbox on the left side. Here is an examples of fire killboxes I've created. It's possible to abuse the "inside and outside" game mechanic by just destroying a wall so the temperature shifts from, say, ~300C to 23C in a second, but by doing so the downed pawns inside the killbox will wake up quickly and start retreating. It's also important to have many doors into the killbox so your pawns spend as little time as possible inside the killbox, as it will burn them quickly. You will have a short time frame to capture as many pawns as possible before they succumb to heatstroke. If you want to capture as many pawns as possible it's important to create short distances between the prison/cryptosleep casket and the killbox. If you don't want goodwill and are more of an "organ donor" kind of person, then I'm sure the pirates are happy to contribute to your good cause. This can not be done with the pirate faction, due to them always being hostile.
#Rimworld killbox Patch#
For each pawn you patch up and release you will get +15 goodwill toward that faction. If you want to befriend the outlander factions then this is a very efficient way to do so. This will easily down all the pawns in the killbox without killing them, making it possible to capture them. This killbox is best suited for outlanders and pirates. You let the enemy into narrow hallways and scorch them alive. Statues are MUCH better for the latter, but I can't make enough statues for that until later in the game.Effective against: Outlander and pirate raids (edge walk in). Tile floor is for areas where colonists will spend time, like a workshop or dining room, or bedrooms where the beauty and value improve bedroom value. Fortunately, the Rain God always sends rain if there's enough fire on the map, so exterior fires are a passing threat. Fire's generally only a serious threat if it's a large fire in the woods outside my base, and I just can't afford the time to build a stone firebreak around the outer wall. I've never had a serious problem with fire inside my colony. I don't care that stone flooring doesn't catch fire. My only goals are to increase walk speed and allow some colonists to spend the entire day without getting their feet dirty and tracking it indoors. Walkways around my base stay soil until it's large enough that colonists often spend the entire day inside the base while working. Why would I want to give hostiles a speed bump?
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