That's what traps were made for! *Evil laugh* (https://www.youtube.com/watch?v=mzA-6OrLPas)
Funnily, this is almost the only way I use the incendiary traps. The IED bomb is sometimes used for sappers and the deadfall traps are the most frequently used.
But nothing is more satisfying then to use the incendiary trap as a trigger to cook up some mechs. 8)
Ha that's great. I'm totally using that next time.
Why Skissor?! Now Tynan will fix this in next Alpha!
Just joke :D
Tynan should fix these walls.
HAHAHA 470*C!!
how big does the area need to be? i have tried cooking the mechs alive several times, but they always seem to spawn outside any building i can manage to build
Unfortunately it will not work in the later game. When more than ~20 mechanoids come out of it, some also spawn 2 tiles away from the ship and get pushed outside of the "trap".
But it will still easily cook up dozens of mechs for a nice stew.
Have to be sure and leave open tiles for the mechs to spawn... and at times you will get unlucky and they will spawn at the attack point, right on top of your attacker.
Quote from: TLHeart on June 15, 2015, 11:09:00 AM
Have to be sure and leave open tiles for the mechs to spawn... and at times you will get unlucky and they will spawn at the attack point, right on top of your attacker.
Yes exactly! You could construct the walls farther away. But the attack point always has to be right beside it. And when more than 22 mechanoids spawn, it is inevitable that at least 1 will spawn outside.
Quote from: Skissor on June 15, 2015, 11:14:48 AM
Quote from: TLHeart on June 15, 2015, 11:09:00 AM
Have to be sure and leave open tiles for the mechs to spawn... and at times you will get unlucky and they will spawn at the attack point, right on top of your attacker.
Yes exactly! You could construct the walls farther away. But the attack point always has to be right beside it. And when more than 22 mechanoids spawn, it is inevitable that at least 1 will spawn outside.
I have had a centipede spawn right on top of my attacker, and that was with only 8 total spawning... It appears the mechs will not spawn on top of IED's, and I had surrounded the ship with explosives, except for the 1 incendiary, to light the beds. This forced them to spawn into the second tile out, and I had a wandering centipede to kill.... Did not work as I wanted it to, as the IED's did bring the ship down below 50%, and those trapped inside started attacking the walls....
colonists on outside doing repairs, mechs with heatstroke trying to break out...a great day.
Quote from: Skissor on June 15, 2015, 11:14:48 AM
Quote from: TLHeart on June 15, 2015, 11:09:00 AM
Have to be sure and leave open tiles for the mechs to spawn... and at times you will get unlucky and they will spawn at the attack point, right on top of your attacker.
Yes exactly! You could construct the walls farther away. But the attack point always has to be right beside it. And when more than 22 mechanoids spawn, it is inevitable that at least 1 will spawn outside.
OR...
sacrifice one colonist with a dead-man switch.
/evil
@TLHearth
Yes, one way to try to prevent that would be to place something under the colonist. Like a chair like in my video. :)
I imagine you could build a regular sized room around the ship and avoid having one of the wall corners be close enough to melee the ship. This could theoretically be accomplished with a well placed mortar strike from back in your base, which should go through the roof with the current implementation.
I wouldn't spend too much time, since I doubt this exploit will be around for very long. As we discussed during testing, I still feel the best way to handle this would be for mechanoids to come out of the ship when potential threats (like colonists) are detected in close proximity. This would thwart attempts to mine the area, build rooms around the ship, etc.
Quote from: Skissor on June 15, 2015, 11:43:01 AM
@TLHearth
Yes, one way to try to prevent that would be to place something under the colonist. Like a chair like in my video. :)
I never noticed the chair under your attacker... thanks
Quote from: TLHeart on June 15, 2015, 01:05:10 PM
Quote from: Skissor on June 15, 2015, 11:43:01 AM
@TLHearth
Yes, one way to try to prevent that would be to place something under the colonist. Like a chair like in my video. :)
I never noticed the chair under your attacker... thanks
I noticed, didn't realise the significance of it.
Good 2nd post!
*ahem*
Quote from: milon on April 21, 2015, 02:54:30 PM
I refer you to the Crashed Ship Part Destroyer (https://ludeon.com/forums/index.php?topic=9803.0). You're welcome.
Should be easily expandable to accommodate any number of mechs that will spawn.
Quote from: milon on June 15, 2015, 02:24:06 PM
*ahem*
Quote from: milon on April 21, 2015, 02:54:30 PM
I refer you to the Crashed Ship Part Destroyer (https://ludeon.com/forums/index.php?topic=9803.0). You're welcome.
Should be easily expandable to accommodate any number of mechs that will spawn.
How does this prevent mechanoids spawning outside of the walls? I'm pretty sure that the mechanics have changed and if I would try to reproduce this in A11, mechanoids would spawn outside of the wall.
Haven't tried it yet. I just assumed the "container" had to be big enough. Not the case anymore?
Quote from: milon on June 15, 2015, 05:44:31 PM
Haven't tried it yet. I just assumed the "container" had to be big enough. Not the case anymore?
I'm guessing it's not like this anymore. Even my construction spawns mechs outside sometimes. I'll test it later and report back.
Quote from: Skissor on June 15, 2015, 06:17:02 PM
Quote from: milon on June 15, 2015, 05:44:31 PM
Haven't tried it yet. I just assumed the "container" had to be big enough. Not the case anymore?
I'm guessing it's not like this anymore. Even my construction spawns mechs outside sometimes. I'll test it later and report back.
I guess there is no possibility for game to understand inside/outside with 100% chance. It's logic based on algorithm that can be cheated. If it is based on room/outside than you can use magical "no roof zone". If it is based on area enclosed with walls - you can make labirinth with 1 exit where you can quickly build a wall after spawn.
As for inititating I think it's better to use turret, so you can build walls far from ship.
Tynan can just solve this by adding sappers to the mechs.
don't have the wood for 4 beds which is 140 wood, just build 5 wooden wall sections, which is 25 wood... still heats the room up. Just enclose the outside of the wood wall with rock wall.
As funny as it looks it does kinda show how this game is still rather unbalanced and needs tweaking, but hey, that's what alpha is for!