
However they do add a challenge to the game, and if you want a hard play-through you shouldn't be disabling them, they can be dealt with. If i was wanting an easy play-through they would be the first thing to be disabled. Have your melee pawns stand side by side and block the doorway while your ranged pawns shoot over their shoulder, and throw in psycasts and congratulations, you've just ended any infestation no matter where it spawned at assuming you have good choke points laid out The main take away of the guide is to use 3 wide hallways with a lot of chokepoints. Guys the Bait Room is not even that important, it's just an easy way to focus the bugs to an area that doesn't have expensive stuff in it to break. Hopefully this helps people get over their EntomophobiaĮdit: I'm getting like 5 replies a minute all focusing on the bait room and getting mad at it "exploiting" the AI They are a key part of my tribal cave dweller runs and are absurdly easier to beat than Mechanoids (and are far more fun too imo). I'm shocked at how many people in the other thread turn off infestations and act as if they are some unbearably deadly encounter. If you prefer a video, this youtuber has a fantastic video showing it in action and it's the same exact concept. I keep crappy slaves near the choke point so I can dump the neural heat on them and use them to open the doors to the infestation area without risking a colonist I actually care about Berserk pulse if you have it, or just Vertigo Pulse, or even just Blinding Pulse are basically an auto win option against infestations. Psycasters make this TREMENDOUSLY more effective to the point of it basically making it cost free.


This lets your melee pawns all three melee one bug and instant kill it as the bugs are forced to slowly funnel 1 by 1 to their death Put 3+ heavily armored melee pawns in front of the choke point and all your ranged pawns behind them.Make a 3 wide corridor outside the bait room (your entire mountain base should have 3 wide corridors with doors every so often for choke points btw, that's just good base design).Place something cheap in the room like crappy stone stools that you don't care to sacrifice.So you can direct them where to go by just hollowing out a big open area specifically for your infestation room under the deepest part of the mountain you can find. Infestations spawn in a room that is the deepest under a mountain, that is also dark, and that has furniture in it.

Make a bait room deep under a mountain where you want the infestation to spawn.
Infestation rimworld how to#
They are just a free source of a gigantic delivery of meat and crafting materials.įor people who don't know how to deal with them, a pretty quick guide is as follows They are really really easy to deal with if you know how they work, and in 1.3 thanks to Tunneler ideology I don't know why you would ever even want to turn them off. Judging by the other thread rocketing to 2.5K upvotes in a few hours, I guess a LOT of people apparently really hate and over estimate infestations and don't know how to deal with them.
