Holding spot

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Holding spot

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
BuildingAnomaly (Buildings)
HP
0
Rotatable
False
Path Cost
0 (100%)

Building

Size
3 × 3
Passability
standable
Cover Effectiveness
0%
Facility
Electroharvester, Electric inhibitor, Shard inhibitor, Bioferrite harvester
Room Role
Containment cell

Creation

Work To Make
ticks (0 secs)
Deconstruct yield
nothing

Containment

Containment Factor
×70%
Technical
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]

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]