Holding spot
| This article relates to content added by Anomaly (DLC). Please note that it will not be present without the DLC enabled. |
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Holding spot
A spot for holding dangerous entities. Not as good as a steel holding platform, but a lot better than nothing.
Downed entities can be secured at a holding spot where they can be studied. Increase containment strength by building strong walls and doors, and other special containment devices.
Base Stats
- Type
- Building – Anomaly (Buildings)
- HP
- 0
- Rotatable
- False
- Path Cost
- 0 (100%)
Building
- Size
- 3 × 3
- Passability
- standable
- Cover Effectiveness
- 0%
- Room Role
- Containment cell
Creation
- Work To Make
- 0 ticks (0 secs)
- Deconstruct yield
- nothing
Containment
- Containment Factor
- ×70%
- defName
- HoldingSpot
- sowTag
- SupportPlantsOnly
- buildingTags
- Anomaly
Holding spots are spots added by the Anomaly DLC that allow for the containment of some entities.
They can be considered the basic counterpart to the more advanced holding platform.
Acquisition[edit]
Holding spots do not require a colonist to construct or deconstruct, nor is there a cost, build time, or skill requirements for placing them. Instead, they are simply selected from the menu and placed directly by the player.
Summary[edit]
| This section is a stub. You can help RimWorld Wiki by expanding it. Reason: Void focus mediation. |
| This section has been suggested for recoding. Reason: #Ask for what entities can be held here vs must be held on a platform. You can help RimWorld Wiki by improving it. |
Holding spots can be used to contain entities. To do this, an entity must be downed or otherwise capturable, then brought into the spot. A holding spot provides ×70% containment when compared to a holding platform.
Each additional holding spot or platform in a room inflicts a roughly −10% exponential cumulative penalty to all holding platforms in the same room.
Analysis[edit]
Holding spots can be useful as temporary entity containment before a holding platform can be built. They can also be suitable for entities that are permanently downed or unable to break out, such as a toughspike with both legs destroyed, as extra containment score for them is not required, although containment will still improve study rate.
Since holding spots can be deconstructed instantly, a potential strategy is to build holding spots in combat locations, then deconstruct them to unleash entities on raiders. Due to the difficulty of capturing and containing entities in large numbers, do not expect them to handle raiders on their own. Using deadlife dust to ressurect dead entities is a safer, less tedious, and more effective way of using entities to the colony's advantage.
Version history[edit]
- Anomaly DLC Release - Added