In Depth Tutorials: The Double-Threat Killbox | RimWorld (BioTech, 1.4)



How to beat a 10,000 point raid. Cheap.

Francis John’s famous killbox: https://www.youtube.com/watch?v=K8fsjNjbz8Y&t
Adam Versus Everything’s turret trick: https://www.youtube.com/watch?v=eTJf0-pusxQ

source

25 thoughts on “In Depth Tutorials: The Double-Threat Killbox | RimWorld (BioTech, 1.4)”

  1. Been playing since 0.16 and I can tell everyone just this: DO NOT BUILD KILLBOXES
    The game is not made for it and it will ruin it for you. I did it once and I tell you, I rather burn my base down and have the survivors settle down somewhere else than build one again

    Reply
  2. That's why I play with AI mods so raiders will just laugh at these killboxes and deconstruct the walls near it (as it would be logic to do), especially in big raids the moment raiders "realize" there is a killbox they will avoid going there and trying to dig their way in (raiders don't need sappers to dig walls or mountain, which again is logic), you can only imagine that they don't even care about front door when they have sappers. Is even scarier with CE because any humans/mechs having explosives will just use them to blow up any killbox.

    Reply
  3. I would add a side room(s) for EMP grenades' thrower(s) in case mechanoids show up (especially since fire and toxic gas won't do anything to them) and a side corridor leading to it (like in the killbox in the video's intro). It shouldn't get in the way of making two corridors leading in (like at about 8:59), you would just need to make the leading-in corridor(s) a little longer and to the side (to account for the EMP one).

    Reply
  4. I love the idea of putting this behind the Francis John killbox as a second line of defense. It's compact enough to work. The only thing I'd add is that if this killbox is going to be your first line, it might be good to have a secondary or tertiary maze that doesn't have the fire traps. That way when a mech raid rolls up you don't have to waste all of those traps for nothing.

    Reply
  5. Great video, I like your alternative to the already well known kill box methods. Seems like the compact design and multiple doors makes it a lot easier to repair and reset without your pawns having to run the slow path through it themselves to fix walls from doomsdays and grenades setting off when burning.

    I have also found burn boxes to be super effective at controlling late game human raids. If the path you construct is long enough, you only need one pawn, a molotov, and 25-30 logs of wood to decimate 70-200+ raids with ease and a killbox setup at the end for mechs.

    The last burnbox made i used the natural caverns in the mountainside on the map to save on marterials, also defends against infestations nicely.

    Anyways, cheers and thanks for the RimWorld content!

    Reply
  6. A cheaper alternative that I discovered in one of my medieval playthroughs i made a simple killbox in which the outer frame is made of steel but the inner maze is made out of wood walls. The raiders then go in the maze and set the walls on fire. The door can be held open while still keeping all of the heat in for some reason. Then put some barricades and such to slow them down. What I found interesting is that most raiders didnt even come for my pawns at the exit of the killbox. They just sat there setting all the wood walls on fire and cooking themselves alive. Then all you do is rebuild the wood walls and you good.

    Reply
  7. I love this but unfortunately in the Combat Extended mod, friendly fire is a bigger killer than the raiders if you're not careful sometimes so this won't work in my game hahah. As someone that's never really used IED's though, I actually really like the idea of stacking multiple types to ruin peoples day.

    Reply
  8. Most underrated rimtuber in existence.

    Just tested this in a modded game with armored walls made of steel and all I can say is: aaaaahaahahahaha, look at them burn. Next thing I will try is to combine it with the singularity killbox. Make losing is fun fun again.

    It s pretty costly, though.

    Reply
  9. Always love seeing new compact defense stuff. Even just learning I could set up a spike trap maze with a corridor running through the center completely elevated my RimWorld experience when I learned about it, and now I have this to try when I get a more established colony

    Reply
  10. to me honest, after fire maze, a room that traps heat as well would be nice, if its long enough you make sure you down most of the raid with heatstrokes. I feel like only problem is antigrain. you have no nice way to prioritize kills.
    I would add mele steplader somewhere, maybe in corners of the maze, to give it even more power.

    Reply
  11. adding an active zone with auto-retaliation on near your killbox will not cause collision, letting you stuff as many colonists into a shooting spot as you so please. just assign them to stay within the zone and they'll attack raiders without needing to be drafted (you may also want to be made aware that a Singularity killbox is cheaper – and probably even safer than having melee-blockers at all).

    Reply
  12. I had never considered using the tox traps on the raiders clumped up at the entrance due to collision. I immediately tried it out and… My current save is in endgame, making final prep for ship launch and wealth management is no longer REALLY that much of a concern. Any raid that comes our way gets decimated in the killbox. But just two or three those tox traps can end raids before they ever really begin. I had 2 raids of over 200 raiders each just… break as they stood outside the killbox. Plenty of survivors, including some VERY useful pawns and even some very generous organ donors.

    Reply
  13. This is definitely not the best killbox out there. There is a kill box made by a Chinese that is currently the best one. It uses some weird mechanics that your pawns can shoot whilst the intruder cannot shoot at your pawns.

    Reply
  14. Pairing 2 of these with 2 Singularity kill boxes from AdamVSeverything would be a good way to always have something up. The Singularity just takes time and space because it doesn't use mines or other expendables.

    Reply

Leave a Comment