RimWorld Defense Guide - Shotgun Tunnel Meatgrinder Killbox [2024, 1.5]
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- čas přidán 7. 06. 2024
- RimWorld Defense / Killbox Guide & Tutorial - The Shotgun Tunnel Killbox (or sometimes called 'The Meatgrinder') is a versatile, easy to make, compact defensive position that can take out most threats in the game if used correctly. And it doesn't use any actual exploits (unless you call having raiders have collision an 'exploit')
I will be releasing a bunch more defense guides that highlight tons of different defensive options - lots of killboxes, strategies, and more!
Combat Basics Guide: • RimWorld Guide to Comb...
Friendly Fire Guide: • RimWorld Guide: Friend...
Pathing Guide: • RimWorld Guide: Pathin...
Guides working in 1.5 / Anomaly: • RimWorld Guides | All ...
If you are interested in more RimWorld guides please let me know in the comments or by hitting the like and subscribe buttons. I really do appreciate it!
You can also check out more of my RimWorld Guides here: • RimWorld Guides
In addition, I have a ton of crazy, max difficulty, no-pause allowed challenges on the channel (both with and without mods). Here are two of my favorites:
500% No Pause RimWorld No Killbox - • RimWorld, NO KILLBOX, ...
500% No Pause RimWorld No Walls, No Doors, No Rooms - • RimWorld Impossible Ch...
I am also LIVE on Twitch 5+ days a week! Come hang out, watch, participate, or quietly lurk! Everyone is welcome.
TIMESTAMPS
0:00 - Intro
0:45 - What is this Killbox?
1:03 - How to build?
1:34 - Mirror Setup
1:40 - Melee Blockers
2:11 - Serums and Go-Juice
2:24 - The Meat Shields
2:38 - Your Shooters
3:07 - Tribal Design
3:15 - The 5-Tile Rule
3:28 - EMP Throwers
3:48 - Important: Collision
4:11 - Blueprints
4:22 - How Does it Work?
5:09 - Side Doors?
5:18 - No Walls?
5:26 - Early Game or Late Game?
5:42 - Max Raid Points?
5:54 - Minimum Colonists
6:00 - Work Against Mechs?
6:10 - Breachers or Sappers?
6:21 - Against Animals?
6:40 - Wasters and Toxin?
6:51 - Repair the Walls
7:22 - Raiders aren't entering?
7:37 - Enemies not blocker?
7:54 - Mood Problems?
8:16 - Mountain Bases?
8:27 - Orientation?
8:42 - Best Killbox?
8:57 - Barricades?
9:23 - Centipedes and Big Enemies?
9:45 - Turrets?
9:54 - Recap
WATCH LIVE
Adam is usually LIVE 5+ days a week! Come hang out, watch, participate, or quietly lurk! Everyone is welcome.
For RimWorld content, Adam streams challenge modes of the game such as no-pause losing is fun difficulty.
CONNECT
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--------- THE GAME ---------
"A sci-fi colony sim driven by an intelligent AI storyteller. Generates stories by simulating psychology, ecology, gunplay, melee combat, climate, biomes, diplomacy, interpersonal relationships, art, medicine, trade, and more."
INFO
This RimWorld guide / RimWorld tutorial teaches:
RimWorld Guide / Tutorial -
RimWorld Defense
RimWorld Defence
RimWorld Killbox
RimWorld Defense Guide
RimWorld Killbox Guide
RimWorld Defence Guide
RimWorld Best Defense
RimWorld Best Killbox
RimWorld 1.5
RimWorld 2024
RimWorld Console
RimWorld Defense Tactics
RimWorld Killbox Design
RimWorld Killbox Tutorial
RimWorld Killbox in Action
RimWorld Pirate Killbox
RimWorld Pirate Defense
RimWorld Mech Defense
RimWorld Mech Killbox
RimWorld Manhunter Defense
#RimWorld #RimWorldtutorial #RimWorldGuide - Hry
Thanks for watching, liking, and subscribing!
Links mentioned in the video:
Combat Basics Guide: czcams.com/video/IDcAj87vZXU/video.html
Friendly Fire Guide: czcams.com/video/_yBBO3r55G0/video.html
Pathing Guide: czcams.com/video/eTJf0-pusxQ/video.html
Dwarf Run: czcams.com/play/PLQWnHloPSfq7NXecEKRDQFtNHXavWY_Y9.html
Blueprint Downloads: adamvseverything.com/download
"Incapable of violence is still capable of getting punched in the face." - Adam 2024 :D. That is a good one sir!
2:07 - Wanted to write the same comment. But you were first. :D
My non violent medic got punched so hard (with a mace) by another colonist, that he lost a leg.
adam plays the games with no killboxes usually. Still makes a guide for it, good sh*t
by serving people that want to share, refine blueprint, i did a website/tool for player both download, upload, vote blueprints, 5 month ago, and its still a flop, search that on google, rimworld community blueprint reddit post
sorry about the url, i dont have budget for that, and reuse one that i have, im zomboid modder too, Reifel, and use my backend + cloud enginner release this tool for rimworld community, hope that incentive refinements on existing blueprints
I chuckled at the Chadafract - great name.
Thank you for the detailed guide!
i honestly wish you played and made guides for every game i play, because you are f**ing awesome at doing guides, you would be a great teacher/professor
Thanks Adam! You make playing Rimworld a lot more fun.
I really enjoy all of your guides. Simple, straightforward, the timestamps are amazing, and the captions and voice over are both clear and easy to understand
Already learned this from your vids but it's really nice to have a step-by-step guide, thank you for making it!
Your ability to breakdown all this information is such an easy to understand format and detail is a gift. Extremely glad I found your channel
I love grinding meat on the rim! Definitely using this one in my next killbox run
Probably the best guide you've made imo. You and mortal murph are my goto for mechanics and gameplay tips. Keep it up!
This helps a lot Adam. I’ve started playing the game religiously 2 weeks ago but purchased it 2 months ago. So this really does help because Ive always been looking for a strategy like this because during raids my colonist turn into Swiss cheese. Thank you.
All the Anomaly shenanigans are gonna be freaking great with ghouls and zombies. Just imagine!
Thats definitely me when I look for killbox guides and find: RimWorld Defense Guide - Shotgun Tunnel Meatgrinder Killbox [2024, 1.5]
I also like AdamVsEverything rimworld shotgun tunnel kill box no mods required 1.5 anomaly DLC fortnite free Robux.
A
Watching your videos did a huge part in helping me have my longest successful run. It's on the adamvseverything seed with that juicy anima tree mountain base. Thanks a bunch Adam!
Another great guide from a great Rim(world) Grinder 😂 Cheers Adam
Thanks for making up to date guides!
Boxed hurty-spot hitting, my favorite!
extremely useful and, like always, easily understandable with references to more detailed guides.
Thanks Adam i found another use for Sacrif... Timmy.
the new void ghoul mechanic might be the best thing thats happened to rimworld defenses in a long time
Thank you for the guide! Love your advice on Rimwolrd!!
Great stuff Adam, thanks for sharing the guide
Love these guides! Very informative and helpful.
Thanks for the great guide Adam!
Thank you for another amazing guide!
best explanation ever to short-range kill box setup
Thanks for making this video. Very useful information.
this is an extremely high quality video, thank you.
Great video as always Adam!
Thanks for the guide, Adam.
Thanks Adam! I literally was trying to pause videos of yours to figure out how to make this lol
Amazing guide as always
Great video Adam
I'm using kill boxes as well but i place my mechanoids on front line, tunnelers are best to hold melee damages plus they have shields ;)
Neat!! I was waiting for a guide on the shotgun tunnel I was seeing on the runs I watched recently. I love how low cost it is to setup and how versatile it is, but merely observing the setup in a run made me do mistakes (blocking with 3 pawns, powered turret somewhere behind, not having 5 tiles for the enemy...). Thanks a ton for another invaluable tool to use in harder Rimworld, cheers!
Nice, gonna try this out right away!
lol the rimworld grindr joke was spot on
Great guide i've always been interested in the shotgun tunnel from watching the streams, also chadafract, great name.
Good stuff as always.
In my current playthrough I've doing this except I am using Arctic Wolves as Melee Blockers and it works pretty well
Super helpful! Thanks Adamn
Classic Adam, release's a killbox guide to make sure we are ready for the new dlc
I love this guide content.
For anyone checking out the Dwarf run, it's also great to see small improvements Adam makes as the raids progress!
I love Adam Vs Everything and Killboxes, and I'm not afraid to say it anymore.
Loved the video thank you for posting such amazing content for a veiwing!
Sincierly, Standing Cat42
Great info sir
These are awesome, thank you
nice as always
Boosting viewers' attention by releasing guides before Anonaly, smart!
Very nice guide
Great guide as always! Also, I was wondering if the Sanguophage run is going to come to CZcams in edited form?
I love this setup, I almost use it exclusively
another killer upload wowza
Great, i was considering doing a shotgun-focused run now and i wasn't if the sorther range would translate well into half-circle killbox shooting ranges I had before
Good stuff
Amazing.
We all dream of being "Chadafract"
Lol, funny. Thx for the guide!
Thanks for the information, excellent as usual! This should work for 1.4 aswell right?
Yes
You can also build a door in the spot the shooters stand on. While drafted, place them in the open door. This gives the pawns a bit more time when getting away since the door closes much sooner or might even capture a attacker between two doors.
Also did they change the mechanic, that if you stand in the square behind a melee colonist, the colonist in the back cannot hit the melee-colonist in front of him? Otherwise you can add two additional pawns just behind the blockers.
I actually really like this killbox in particular, has a quick setup for most bases, and even at low investment its a great way to hold of *some* raiders
especially since I also started taking off after your playstyle without killboxes using outer base walls, I have a small setup like this near the main rooms to bait raiders into if they break the outer wall, or drop pod raiders (that didnt fall past this room) and such things
Not a big fan of kill boxes personally, I mean if I go for a mountain base then sure of course, but for open towns outside I feel like it takes away from the game unless I"m doing some "castle town" approach, especially when exploits are used that confuse the AI pathing, e.g. having a door for your pawns to walk through no problem meanwhile the raiders take the long windy path through traps to your base, sappers/tunnelers do help bring us back to sanity levels though so that's awesome. But as said you be you as far as having fun with the game, that's all that matters at the end of the day.
Hey, I love the killbox and am using it at the moment! I am having trouble with mech raids, when a mech dies and it leaves a mech chunk, my colonists cannot stand on that tile and with huge waves it really starts to become a problem. For added context, chunks push my blockers out of position and then leave my gunners vulnerable and What can i do? :c
What is the best thing to build inside the tunnels? I see you mention fences/barricades etc at the entrance, but what about the end part that your pawns shoot into?
Great video as always. How does the peeking work for friendly fire prevention exactly? I was wondering if replacing the 2 melee with 2 more shooters and putting enough auto and slug turrets in the back would allow to have enough firepower to kill everything before it manages to get through. But it's not clear whether it would work due to the turrets being 2x2 and whether it would be friendly fire safe.
Honestly it is really weird. For some reason peeking seems to get rid of most friendly fire but only to this length. If you've checked out my friendly fire guide you'll notice that the real friendly fire cutoff is way smaller. Because of the 'fuzziness' with the FF mechanics in this setup, I'd just caution to test with turrets in dev mode or a spare save file first before trying to implement it in a real run. Also, cross your fingers they never take enough damage to explode lol.
Chadafract. Nice.
Would it not be possible to put one uraium slug or auto cannon turret at far side of the tunnel from the raiders, where you normal have walls? I know it would make it much stro ger but it wouldnt make it worse right?
Is there any way to have a uranium slug turret or two in the far back of the meatgrinder, that aligns their sweetspot with the barricades? Might be the only effective use of these turrets.
Now that singularity is dead, i would raelly like a video/guide on what you consider the BEST killbox is for 1.5, I doubt it's a burnbox as it doesn't work on a lot of raids
Yo! What are the best weapons for this kill box? I’ve seen you often use ARs with this setup, are they better than Chain Shotgun?
It's in the video, but basically this (if all other things are equal and only using this KB)
Chain Shotgun > Charge Rifle > SMG > Other
But it depends a lot on quality, shooting skill, etc.
If only using this setup and wanting to maximize damage output then chain shotguns are the 'best'. As you saw, though, it can work fine with AR's and such.
Does collision cause lag? I've noticed on my endgame colony that while using this strategy is very effective, my game tends to slow down before my pawns engage. The game will go under 10 frames a second as raiders slowly make their way past the fences.
So, how do you keep the guys in the back from killing the ones in the front? I just used your blueprint and that's what happened... Is combat extended maybe different with friendly fire?
How is this killbox doing against 50+ Chimeras, 50+ exploding acid ghouls or the 50+ Devours?
9:21 I love how they are teleporting the downed and dead raiders directly into the prison and medbay. lol
such easy transport. lol
Applicable
Go-juice plus regow limbs FTW
🎉🎉🎉
I don't know why but I always have around 5-6 pawns in my colony and only half of them are good fighters so I would love to know a killbox which doesn't need a lot of pawns. I was thinking about turrets but they aren't really that great and traps take a lot of time rebuilding and are pretty costly
Yup, just trying to help the algorithm
Well I cant get this working, they funnel through nicely but stop 3 blocks from my melee pawns and shoot at me, I have copied Adams design to the letter as far as I can see, does anyone have any suggestions what I am doing wrong?
thanks!
same here, need help too!
With the Anomaly DLC, seems like this setup might get destroyed by Devourers. Wonder what defenses can be done.
Has anyone tried this design with mechanitors? Is it effective or a big waste of resources?
C h a d a f r a c t
Glad someone noticed those names I made lol
Adam I loveu
can you make an armor and weapon tierlist?
I recommend checking out his "Rimworld Guide to Combat | Combat Basics for beginners & veterans" video.
It has a weapons and armor selection section near the end that is pretty good run down of the general idea of what to use.
comment for that mfing algorithm
At 1 minute 30 seconds, what is the name of the thing you build between two walls at a right angle in the game?
Barricades
can you make an animal/hunting guide ?
Is there even a good Turret Killbox out there? IAnd i dont mean a killbox were you have to rebuild all your turrets again after every raid. I find it a bit said that turrets are practically worthless in 90% of defence unless you use overpowered modded turrets.
Unfortunately, turrets have been nerfed like 10 times over the years. Unmodded turrets are just not great (plus they have collision-reversing bug issues). They can work on lower difficulties or as supplements, but can't be used in any sort of semi-auto defense without modding them.
Can you update the singularity Killbox Adam. I am not sure it supports 1.5.
It's not updatable, it got patched out. Check the pinned comment on its guide.
i like how i can google shotgun tunnel and it pops up adams help guide for rimworld
are miningbots better as melee shields in this setup? i mean they can be stunned by your own emp but they still are a fucking hulk of metal thats immune to toxic and scarlettrot, also do they get immung after the first stun for a while?
Yes, if going mechanitor miners can be great blockers. Similarly on Anomaly, Tough ghouls with defensive upgrades are great for your meatshields.
@@AdamVsEverything i had bad experiences with the ghoul i had so far. he was squishy as hell and hitet nearly nothing which was no suprise since his melee stat was disabled like every other stat exept range. do these guys really have any staying power if you implant them well when they dont deal damage?
@@thanquolrattenherz9665 You were having a bug from a mod. Allow Tool, Achtung, and a ton of other mods bug out Gouls right now. That's why yours didn't have melee.
I rolled my Ghoul to be Tough on my first playthrough and he melee blocked dozens of raiders. Then later got the other implant for another 50% damage reduction on top of the Tough damage reduction. Tough ghouls are incredible blockers.
@@AdamVsEverything thanks for this information. allow tool is probably the cause of this bug for me then.
I feel like 1.5 nerfed ranged or something. Even with level 20 shooters on go juice with full bionics and legendary chain shotguns using this setup, the shots hits the walls and barricades so often even though the player accuracy is supposedly 100%. I don't get it.
my current issue is it seems all the enemies rush passed my melee blockers and down through the halls when the enemy horde is vast.
Post a screenshot of your base (and mod list if applicable) in the discord and we can see why. There are tons of reasons it can happen. But this does still work fine. I used a version of it today.
@@AdamVsEverything is there a list of known mods that effect collision? ive got a lot going and its a bit deep into the run to figure it out at the moment, but they seem to collide normally outside of the tunnel before the barricades, where they line up one by one to enter, then when they hit the barricades they start stacking and ballooning and rushing down the hallway rather than slowly waiting their turns to take a step forward again.
imagine being that one medieval stinking peasant that tell's the knight:" noooo, don't build castles! it makes it too easy!"
Why cant you make more than 5 rows of pawns? Couldn't you make like 15 if you give the ones further behind sniper rifles?
And could you make the walkway for the enemies from left to right a little wider? Just so you have more time to shoot them?
The next row causes friendly fire in this setup. So you can do it, but you will be sniping some of your other pawns in the back of the head. DO you mean longer instead of wider? Yuu can make it longer, but if a barricade breaks they may attack from there and outrange you. I don't see any reason to make the entrance wider - that would give even more spots that barricades could break (they are lower HP than walls in general).
Thanks for the answer! :D
We need no killbox defense guide
😂 Grinder comment at 0:37 🤣