Difference between revisions of "Bridge"
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| name = Bridge | | name = Bridge | ||
| description = A flat wooden surface on supportive beams which can be built over water. You can build light structures on bridges, but be careful - bridges are fragile. If a bridge falls, buildings on top of it fall as well. | | description = A flat wooden surface on supportive beams which can be built over water. You can build light structures on bridges, but be careful - bridges are fragile. If a bridge falls, buildings on top of it fall as well. |
Revision as of 03:46, 31 December 2022
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Bridge
A flat wooden surface on supportive beams which can be built over water. You can build light structures on bridges, but be careful - bridges are fragile. If a bridge falls, buildings on top of it fall as well.
Base Stats
- Type
- Structure
- Beauty
- 0
- HP
- 35
- Flammability
- 80%
Building
- Size
- 1 × 1
- Placeable
- True
- Terrain Affordance
- Bridgeable
- Move Speed Factor
- 100%
Creation
- Work To Make
- 1,500 ticks (25 secs)
- tags
- Floor
Bridges are structures that can be built on water, and allow light buildings on top of them.
Acquisition
Building a bridge requires 12 Wood and 1,500 ticks (25 secs) of work. They can only be constructed on the following terrain types:
- Marshy soil
- Mud
- Marsh
- Shallow water
- Shallow ocean water
- Shallow moving water
- Chest-deep moving water
Summary
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While structures, bridges act similar to a floor tile. Unlike the water its on, bridges don't penalize movement, making travel faster. They can also support structures that require a terrain affordance of "light", such as wooden walls and buildings, but not structures that require medium or heavy terrain affordance, like any other type of wall.
Bridges can be damaged or destroyed by fire or explosions.[Specificity] When destroyed, whatever is built on top will be destroyed alongside it.
Bridges can also be removed from the "Remove Bridge" gizmo under Architect/Structures.
Analysis
Bridges are essential if you need certain objects on water or marshy soil, such as wood walls. They can also hold moisture pumps, which can eventually remove the water. And due to the faster move speed, you can speed up colonists walking through. Raiders will also path through the bridge, allowing you to control their movement.
In practice, raiders will not attack any wall or door unless 1. they are sappers or breachers, or 2. they have no reasonable target to access to without breaking a wall. Therefore, surrounding your watermill generators with wooden walls over bridges is relatively safe.
Power conduits can be built on bridges, replacing the need for waterproof conduits. The latter costs 10 steel, which is 10x more than a regular conduit. However, the bridge has its own wood cost, and bridges are much more vulnerable to fire.
Path baiting
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Because bridges have a significantly lower pathcost compared to water and mud, raiders will naturally prefer to path over most bridges but will also not attract attacks from breachers like walls used to constrict passages. This can be exploited by placing traps on the bridges for raiders to trigger. While spike traps will work for this purpose, IED traps are particularly effective especially when paired with a large roof supported by a wooden wall that will be destroyed by the IED's detonation, dropping the roof on the enemies for additional damage.
This strategy works even if the bridge does not cross the entire span of the water, as even the small improvement in path cost is often enough to tempt raiders to use them.
Version history
- 1.2.2753 - Can now be auto-rebuilt.