EDIT FOR 1.5 - The Singularity is DEAD - The devs have specifically patched the singularity for patch 1.5 and Anomaly. I will leave the guide up for posterity, or those that want to revert to an old version and use this. 1.4 BIOTECH UPDATE: STILL WORKING! in every direction but South. (Proof: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-LgoS1vUW-MA.html ) East/West still best. If it isn't working for you then you are doing something wrong. There are dozens of small things you can do wrong. Come post a screenshot of your not working one on my Discord (most common issue is not using my pathing guide information OR not having all doors actually opened (both set to hold open and manually opened ahead of time with a drafted pawn of yours) also, don't build the barricades/etc at the end out of flammable material such as wood if you can help it, lol)). - Discord: discord.gg/CaSDVp3 And no, it doesn't work with combat extended or other mods that change pathing, combat, line of sight, etc. As mentioned in the video, here are the important links. Guides & Still Images - adamvseverything.com/category/guides Blueprint Download - adamvseverything.com/downloads Video Guides Playlist - ru-vid.com/group/PLQWnHloPSfq4ajFkTBA8vZk2R43NaQeKO Pathing Guide - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-eTJf0-pusxQ.html Feel free to join my Discord to hang out and discuss RimWorld (and other things) further! - discord.gg/CaSDVp3 Thanks for watching!
Wanna break it further? Put a chunk zone down the strip of doors in the killbox. 1) it slows them down even further 2) they cannot stop unless to repath 3) they cannot stop and shoot Downside is, you destroy chunks. Use granite if available.
Any pawn entering the kill box while an attack is happening, is either stupid or wanting to join the enemy Killing the latter is business. Killing the former is a favour to the universe.
Man between the corner punching cheese, the old infinite furnace/cooler trick, and now this line of sight denial thing it really seems like doors are the most OP structure in Rimworld.
sappers and breachers still hard counter this(especially the breachers since they ignore regular raid pathfinding and go on a decided path and will try to destroy any objects that blocked them.
yeah, doors are OP in general. Breachers also don't have a damage bonus against doors like they do walls...so they take 2-4 times longer to break doors than walls. Just make all of your walls out of doors! :P
Didn't know they got a bonus on walls but not doors, or any bonus at all. That's good to know. It almost feels like there ought to be a 'play efficiently' wiki for Rimworld that is just 'the guide' on the most effective things to know.
Was watching snippets of the stream and was bewildered by this killbox design when I saw it in action! So I appreciate the video detailing how it works here. Hearing what it actually does, gosh. It's op-ness is incredible
Indie game dev here. I think it's likely more effective from the east end because of some floating point math errors, or what happens with the math when you get to the next tile (6.9999999999 instead of 7). Love the video, can't wait to try it out
Awesome guide! I started using this killbox after watching some of your WW attempts and my favorite part of it is how compact and easy to set up it is. Can get this strat running really early.
Wow, just when I thought you couldn't find a more effective killbox, the rimworld community finds a way. Thanks for sharing this. If you find out how exactly this works would you mind making a vid on it?
Thanks! I will if I find out more specifics. The main thing I don't understand is the east-facing bit. The rest basically exploits RimWorlds peeking mechanic by allowing your pawns to peek and fire without allowing the enemy to do so.
Eastern thinking meets a western game. It's been true since the dawn of gaming, and its still true now: Asian video game players are just wired differently.
Asians tend to strive to be the best they can be and push the limits more often then western players because of their culture of linking their self worth to their skill and ability.
Speak as I asia. I finding fun in exploit any game mechanics I memorize those fun stuff I found. I was there when Rimworld still 0.9 or 1.0. I love to have 1 chair for 2 workshop/workstation then one day I show my base setup to official Rimworld. It is about 2 room large 14x14 with 1 full of workstation and 1 is bedroom. Since then they nerf that and no more chair for 2 workstation but I think I found other way for that. I wont spill any bean tho best kept it secret.
Im asian and while playing Oxygen Not Included when I first saw that duplicants can make infinite water by pissing and crying I wanted to capitalize on that lmao
Worth mentioning to anyone who plays with mods, this killbox loses some effectiveness of you're playing with run and gun because raiders can shoot and keep moving. But it's still a great meatgrinder
@@con3879 Some mods let you stack up so many aiming/reload buffs you can turn ultra-tech modded snipers into assault rifles and shit on anything lmao. Or those mods that have 100%+ armor penetration melee weapons that can cut through centipedes like nothing.
@@con3879 Or they might need it even more, lmao. I lost my last modded colony by accepting a quest to be raided by 70+ Revia 7 times in a row, and getting a regular Cassandra raid of another modded faction carrying guns that fire wall-destroying energy blasts in the middle of it. I didn't have any mods that add extra defensive options, and I was trying to hold them off with a regular style killbox... it obviously didn't really work, LMAO.
@@con3879 I try to play with minimal gameplay affecting stuff but run and gun makes the early game a little more action packed for me instead of just trap spam
On base settings, run and gun gives some sizable penalties for move and fire, and I'm sure crossing over area terrain like barricades also adds to the issues.
Very interesting killbox setup. Even better, it still works with weaponized bongs and morters. Although this also means there are no more sentryguns in your killbox.
Do you mean turrets or is that a mod? I generally don't use any kind of turrets in my setups other than to cause collision or to path sappers where I want them.
Disgusting. Absolutely disgusting. I love it. The efficiency tweaks done to make this monster is inspiring. Would love to shake the hand of the guy that designed this, even if he has covid. Thanks for sharing and explaining this insane design Adam; subbed.
I searched on bilibili, this kill box called 奇点阵 in Chinese,before 1.3 patch Chinese players use 打鸡阵,链式阵most,after 1.3 patch more and more Chinese players started to use open form bettalefield defence
Mine seems to work for the most part, but when (human) enemies start to die and they drop their weapons and such on the doors the other raiders just start going through the barricades, I have no idea why this could be happening
I was looking for good defenses tips, i usually added too many layers of walls with traps and i think this is why i had many breaches/drop pods and termites raids, like 90% of them; this Singularity killbox looks like working to me but starting with tribes isn't easy to hold and raiders still passing through, bows do not inflict enough damages (Randy losing is fun + difficulty), but this killbox is very effectice on mid tech ;) i also traded some chainguns and the difference is very efficient!
Cool design! Thank you for the guide. This is the first time I see someone actually make use of Fluffy's Blueprints to share something with a community! Neat!
THIS. This is VERY INSANE BUILD I EVER SEEN. i tested out this build with dev mod. 8 COMPLETLY RANDOM FIGHTABLE COLONISTS CAN DEFEAT 10000 POINTS OF PIRATES RAID. i will use this build for every single base i made. tysm.
I just built this and it doesnt work - the pawns don't have range until enemy can return fire - which is kinda pointless. 3rd/4th tile from opening. Still works to some degree, but not insane OP.
this is dum. u cant play the game this way cuz ur supposed to play it any way u want!!!1! J/k. :D You've talked about how this is full-time for you, and your professional level of support for the video content with additional content guide, reference image, and downloadable blueprint on your website is above and beyond what even a lot of other part/fulltime YTers do. I love your stream replays, even if they're months behind where you're at now. I recently saw your good guy run and the urinal chicken story. Your wife dying with laughter in the background made a great stream even better. :D
Funny enough that just by how human brain works, you will stick cheese to animal crossing gameplay, and no cheese as a war crime simulator, because you said it in that specific order.
Didn't know chairs added peeking. Adding more chairs will benefit 'comfort' level for all fighting or standing pawns. I feel this is essential for kill boxes since you'll first send your pawns there to wait for the enemy, and then they'll be engaged for hours at a time. The comfort bonus is totally worth it. In some games, I've even put chairs next to hospital beds and at engagement areas for horse shoe pins. Held open doors cause a serious movement penalty? I wonder how that compares to sand bags.
Sand bags in the middle screws it up for many reason. First, if the entire center is sandbags enemies aren't slowed at all. Second, if you alternate sandbags the enemies are only slowed until a body or item falls in the gap. Third, it gives the enemies 55% cover. Also, they removed chairs giving a bonus when positioned on them unless they are performing a job or such a long time ago. So your shooters do not gain comfort while shooting from on top of a chair.
I always come up with a plausible idea for exploits like the chair peeking making their range better. Just imagine if rimworld had Z levels, the pawn (fully loaded with armor 😅) will stand on the back of the chair, or maybe the chair colonists shoulders, to shoot farther. As long as I can think of something like this to envision outside of what the game can specifically display, I call it good to go!
😂ok good luck in the end game. This game isn't fair like that bro. The raids become wayyy too overwhelming just because you build a base and crafting tables. There's no way to stop wealth accumulation unless you just sit around picking your nose every time you log in
Amazing killbox with one small flaw. When you get enough firepower everything that comes in will be obliterated, so nobody will stay alive to take as prisoner and recruit. So you need to find other means of recruiting. Personally I set 6 rituals in ideology with reward of a random guy joining my tribe, and if he sucks I just banish him.
Just have this kill box right after burn killbox (so I decide if I want prisoners I will have them burn in a burn box from Adam’s video, flame bow one, if there are mechs, just wait them in a singularity kill box, easy as that)
@@jerryzhang5032make a toxic box. Next to this singularity box. After the raid starts, analyze what kind of raid it is to determine which box you want to use. Have a zone-able animal at the door ways of each box and make the animal close the doors to the box you don't want to use and open the doors the box you choose to use.
Edit: This totally works. Thank you. I was wondering why you don't have a crematorium nearby for burning bodies... then you mentioned human leather, lol. personally, I am not sure if the mood offset is worth it
Hi, Adam! Quick question: enemies often go through barricades rather than doors when there are fresh (just shot) corpses on their way in doors, closing the gap instantly (especially scythers), do you also have this issue?
I'm going to put a chunk strip down on the doors and see if they path over the barricades, or if it will make the corpses push out onto the barricades and keep the door path "clear."
this is just the video series i was looking for! you mention there will be a series of vids on defensive options which is great! Im assuming you have something planned for breachers and sappers , but just in case you dont then thats what i would love some help with. i see these screenshots and videos of people building these bases that only have a one tile thick walls with their entire base inside of it and i wonder how the hell they deal with breachers and crap like that. i feel like i need help with how pathing works for these units and how it relates to how i should build my base. any help would be great , and i look forward to the video , thanks!
Thanks! I do have plans for breacher/sapper videos. For now, you can always check out my Transhumanist series which was recorded back when breachers were a whopping 93% of all end game raids. It might give you some insights to use in the meantime! ru-vid.com/group/PLQWnHloPSfq6V_gf2M7mfHNNJ1WpcMkor
I have a problem with it - a very specific one at that. Diabolouses from Biotech DLC - the ones you summons so that you would get their chips - are equipped with Inferno blasters. They are getting into killbox themselves - but if you have not enough firepower and adaptation to EMP will happen early on, then someone will fire a blast. Even a single one destroys killbox, as it's power is enough to blast through any material. It happens only on the largest summoned mech clusters tho and even a single psycaster with stun can delay their shots enough for EMP to proc again. But still.
On my 2nd colony and trying this. Still only 5502(Vanilla 1.4) and Adventure Story with Cassandra though. The REAL fun is that it just lets in the curious animals too. Had a couple Thrumbos just mosey on in and visit my crops before wandering off. Now a Grizzly bear decides to visit as well. Just sleeping in my cotton field. Wondering if I should tame.
Unfortunately it doesn't work at all with Combat Extended. Enemies walk right up without anyone firing at them until they reach the last open door before the wall your colonists stand by, at which point it's too late.
There are plenty of competent Rimworld players. Noobert is also a really good Rimworld player, although typically his videos are directed at new players. They still hold some really good content, like overpowered ideologies. Thing about good rimworld players is most of us don't make videos or guides. And it's time-consuming to make lists and lists of tips and tricks.
@@armitageist Because it makes sense. Rimworld is a game about survival. Survival is about beating your enemies with as little risk as possible. If Tynan added more traditional forms of security like moat building, building on hills/mountains, actual elevated shooting platforms etc etc then killboxes wouldn't be as necessary but we don't have those options and Tynan literally said he develops his game around the idea that players will use killboxes so not using them is just unnecessarily gimping yourself.
I'd love to see a RimWorld parody movie like Monty python where soldiers literally hop over the fence one by one into the corridor and get shot just like in the video, the conversations between the pawns would be content enough lol
I just finally, FINALLY, built this thing. Takes my colonists years to get anything constructed even though I have 2 mechanitors with multiple constructoids. Whatever. I built ONE. You absolutely need two or more. This thing gets tore up from the floor up.
I don't understand resetting but it looks pretty neato. never really used a kill box but with how small and simple this one appears maybe I can try it next time.
If the enemy gets to the final three squares they can shoot and kill you. Closing the doors and making the enemy run somewhere else then going back and opening the box again will reset the enemy positioning - making your pawns safe again.
@@archmagemc3561 the ones you can immediately access without going out. See 4:50 . They basically have an option of breaking the door or turn around and go through killbox with baits. Stupidly enough they prefer the latter
Hey Adam, maybe you or anyone reading this could give me some advice. The problem I am facing with a killbox of this style, is that when Allies show up to help me against a pirate raid, the allies seem to be going through the killbox themselves to reach the aggressors. This complicates things. Usually more bodies to throw at the enemy is great, but with a very specific killbox like this, it leads to chaos which often results in something going wrong. Such as a doomsday being launched at a melee ally, or the allies reaching the enemy before they start pathing into the killbox. Or somehow the collision turrets getting destroyed mid-fight (where a fight shouldn't be occurring). Basically, how do I keep allies from running through this killbox to attack the enemy? Blocking it would also block the enemy, and I have tried installing doors nearby, but that gives an alternate route for the enemy to break in. Maybe the simplest solution is to just not have allies? But they are useful for trading...
Yep, just ran through a stellarch ending with two of these retrofitted in my old-style killbox, the only real problem I had was the twice daily 240 pawn raids ended up stacking so many corpses around the singularity that I started having to do a lot of door-clearing micro. I'm sort of torn on whether it's useful to have the enemies pop into combat or not - if you pop them far back and they get to re-stack by time they're in firing range, you get a lot of splash damage and grind through the raids faster, but you've got to be able to keep up the DPS or you'll have to reset when they overwhelm your defenders and get into the red zone.
Thanks for the guide. Nice one. A question. In the two open doorways next to the single wall piece where u stand and shoot, there seem to be darkness according to the thumbnail. Is there anyway around this or should I just eat the debuff?
I always find it interesting how people love to cheese the crap out of this game. Very interesting killbox but seems straight up exploitative. But as everyone says, it’s a single player game so do as you please.
Hey Ed, thanks a ton for the 'super thanks'! This is only the second time I've ever had/seen one, so it through me off guard for a second. Glad the guide helped!
For whatever reason, none of my shooters can target anything until the enemy reaches the 2 doors closest to my colony. All the doors are open, and i used the blueprint you uploaded no less. Not sure what the issue is. Edit: Had a mod "fixing" the line of sight! Took that out and it worked a treat.
@@EricBorn Odd, I responded to this and the comment isnt here. Might be because i linked the mod. Anyway for me it was pretty self explanatory, it was Line of Sight Fix by Brrainz.
I just constructed this while playing the 1.4 unstable branch and the enemy pawns are able to just stop in the middle where my 8 doors are open and shoot at my pawns. I'm not sure if I did something wrong or if the 1.4 changed something
Obligatory comment and question, but regarding Biotech in particular, would applying this killbox with mechanator be advisable? I expect there may be some issue grabbing some mechanoids that are more efficient in close combat that aren't melee, but I can see this at least helping the early game solo mechanator runs where you're stuck with a militor and you got constructoids doing wall repairs.
This killbox is really nice for almost 99% of the enemies. I put a burn-killbox in front of the singularity kb to kill or incapitate all human and animal attackers before they even reach the singularity KB. I only have issues when my allies join the fight. They mess up the whole killbox due to close combat fights. A few mechs with AoE attacks will destroy the killbox while fighing the NPC allies. That really sucks.