Constructed roofs are created by pawns; they require no resources to create or destroy and take ?[How much work] of work to construct. A build roof area designates an area where pawns assigned to Construct will build a roof, and constructors will also automatically enclose newly constructed rooms below a certain size[What size?] with a roof. If there is inadequate support on a particular tile, a roof won't be built there until there is, but the designated area will remain. A remove roof area does the opposite, designating an area where existing roofs, including thin rock roofs, will be removed and new roofs won't be constructed when a room is enclosed. Removing roofs required and gives no resource's and takes ?[How much work?] of work. Ignore roof area removes the effects of both build roof area and remove roof area - existing roofs won't be removed but new roofs are not designated for construction. If a room is constructed, it will have its roof constructed as normal however.
Natural roofs (e.g. rock roof (thin) and overhead mountain) cannot be created by the player, and only appear in natural rock formations. Thin rock roof can be removed as usual, but overhead mountain cannot be destroyed by any means short of development mode.
A roof can extend up to 6 tiles from a wall, column, rock wall, or any other fully impassible structure. This means that building with interior dimensions 12x(#) or smaller will always be able to be fully roofed. Areas built larger than this will remain partially unroofed without the use of additional support. In addition, a roof must be adjacent to either a roof-bearing structure, or another roof.
Roof put over areas when ordered using a construct roof zone. This roof will make a room considered roofed, however things like mortars or drop pods will break through it if landing on it, causing a small amount of damage from roof collapsing along with any other damage the falling objects would otherwise cause. You can also remove constructed roofs by replacing the construct roof zone with a deconstruct roof zone
Near the edge of mountains, Rock Roof (thin) is functionally the same as constructed roof, and unlike thick rock roofs can be removed in the same way as constructed roofs. It cannot be rebuilt if removed or destroyed.
A roof will collapse if the last supporting structure within 6 tiles is removed, whether by mining, deconstruction, or destruction. Removing the last tile of roof supporting another section of roof by deconstruction will delete the now-unsupported section but will not cause a collapse nor cause any damage. The player receives an event notification when a roof tile collapses and the game is paused.
Roof collapses cause damage to to everything and everyone underneath them, dealing injuries to pawns and damage to items. All roof collapses deal Crush damage. Thick mountain roof deals 99,999 damage with 999% AP, obliterating anything underneath it. Collapsed overhead mountain will leave collapsed rocks. Pawns and objects caught under collapsed rocks will be utterly destroyed; their bodies, gear, and inventory are unrecoverable. Destroyed items leave no scrap parts. Thick mountain roof is not removed by collapse - if the collapsed rock is mined out and a collapse is triggered again, more collapsed rock will be created indefinitely.
Normal collapsed roof remove the roof tiles in question and leaves filth in the form of building and rock rubble on the ground. Constructed and thin mountain roof deal between 15 and 30 damage with 0% AP, targeted at the "outside" and "top" of a pawn i.e. the neck of a human pawn and all its external children parts including the head.
Roof collapse can also be manipulated into a weapon to damage entire rooms of enemies at once. Use frag grenades or any ranged weapon to destroy a pillar that was supporting roof over a killbox. Alternatively, IED traps can be placed behind cheap, low HP walls or columns supporting roofs and enemies shot at when they come near it. They will take cover behind the structure, triggering the IED, detonating it, and dropping the roof on them for two sources of damage. Pathing hacks that exploit pawn preferences to avoid walking over slower terrain can also be used, such as placing IED roof drop traps on bridges over water.
The damage from thin roof drops is not enormous, but targeting the head and neck make it deadlier that it would otherwise be. Assuming the random damage range is linear between the two points,[Verify] approximately 33.3̅3% of roof collapses will do enough damage to outright destroy the head or neck and instantly kill the pawn. The 0% AP of the thin roof collapses means that helmets, and to a lesser extent, armor pieces that protect the neck, are very effective at protecting pawns however. This means that heavily armored pawns have little to fear from thin roof collapses except when extremely unlucky, while wearing legendary cataphract armor and cataphract helmet will make you completely immune to them. This also makes Tribal raiders much more susceptible to roof drop traps than the usually better armored outlander and pirate factions.
Drawing a "Remove roof area" will cause colonists to remove a constructed roof. Constructors will automatically go and safely remove the roofs without risk of collapse. Overhead Mountains cannot be removed this way, only by triggering a collapse.
Because of the collapse protection mentioned above when removing the roof, it can be expeditious to direct pawns to only remove the outside ring of roofing to allow the inner roof area to become unsupported and vanish safely.
This is a screenshot of my current base. I would like to surround it with a wall, so animals and Raiders cannot just enter. I thought about using Sandbags, but they are not very sturdy. So how can I surround my base with Walls correctly, while no roof get's added but still retaining the roofs of the existing buildings?
If you go into the zoning tools (the topmost menu on the right of the Architect menu, where the stockpile and growing zones are), you will find buttons to add/remove "no roof" zones.
These work exactly like zoning tools that you use for the home zone and any custom zone you've created.
The "build roof" zoning can make it possible for you to build roofs where your colonists wouldn't automatically build one.
By default, colonists only build roofs over enclosed spaces (rooms). But by explicitly marking a zone as a "build roof" zone, your colonists will always construct a roof there.
Note Regardless what the "build roof" zoning says, you can only build roofs a certain distance (IIRC 6 tile) from a wall/mountain. Changing the zoning does not change that rule.
Similarly, your colonists cannot remove overhead mountain roof, regardless of what the "no roof" zone says.
RimWorld is a harsh colony simulator that is loved for its attention to detail and punishing mechanics. Between the harsh climates, lack of food, wild animals, and raids, keeping a colony alive and flourishing can sometimes feel impossible. Raids, in particular, can be annoying, especially once you've conquered all the other problems in your colony. Turrets, traps, and sandbags are helpful, but it's easy for hordes of raiders to overrun them.
That's where 'killboxes' come in. These are rooms or areas designed to entice the invaders to run through when raiding, where they are attacked by heavily fortified defenses. By taking advantage of the finer mechanics in the game, you can optimize the chances of keeping your colony going until they can finally escape on their ship.
Unit collision is a game mechanic that isn't immediately obvious. When pawns move around the map, you can often see them overlapping one another, and this is even true when hordes of tribals enter the edge of the map. A dozen enemies can be bunched up on top of one another, running at your colonists, and the next thing you know, they're spread out, swarming your base.
The game's collision system forces individual units to separate from one another once they engage in combat. This is why you sometimes see a stack of enemies enter through your single-tile killbox entrance, before suddenly spreading out everywhere across the entire room. To counter this, have a pawn close to the entryway of your defensive area so that the enemies are forced to separate before they're inside your base.
Enemies in RimWorld aren't always the brightest. With the exception of sappers and drop pod raids, enemies will generally try to enter your base through the path of least resistance. In RimWorld, that means an open door.
By keeping the front door of your base open, enemies will naturally funnel into whatever defenses you have set up between your outer walls and the bait door. This is the essence of a killbox; without it, enemies will just start bashing into random parts of your walls to break in.
The first part of a good killbox is the entrance. Having a single-tile entryway is obvious; what's even more important is the pathway to the entrance. The goal is to get your enemies as spread out and lined up as possible so that instead of several enemies bursting through your entryway, you can pick them off one by one as they enter.
The easiest way to accomplish this is by creating long snaking corridors one tile in width. Assuming the enemies are not bunched up from lack of collision, this forces them to travel in a single-file line to you and right into your turrets and guards.
Traps are a great way to defend your base, and it is common sense to spread them out around the entrance to your base. What's even better, though, is placing those traps in the snaking corridor you made at the entrance of your base.
Once in place, the first line of attackers will either die or be severely weakened as they make their way in an organized single-file line into your killbox. If you're lucky, the enemy will even retreat before they reach your pawns. And if they don't, it won't take killing many to break their morale. Cheap wooden and steel traps are the best for this setup, as they are easy to produce and won't damage your walls.
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