Our defenses are getting thoroughly tested today! Do you think we need to make any changes? And what about that rescue mission? Let me know in the comments and enjoy the episode :) ► Full Playlist: bit.ly/39ogWJb Attention Patrons: Patreon wouldn't let me log in today, so the list of Executive Producers at the end is not yet updated from the last episode. Sorry about that.
With regards to the inspiration keep in mind even if you finish the research in the next day you still have to account for the time to actually finish crafting the heavy smg to use the inspiration. In testing it took 6 hours for my lvl 13 crafter to make a heavy smg from scratch. Admittedly this was without any tool benches but I don't think Steak would be any faster since he probably has lower crafting. Might have to settle on something like a bolt-action rifle instead, which while not as good in a kill box is arguably better for open-field engagements Otherwise, consider using it on some furniture like beds for the extra rest effectiveness without increasing too much of your wealth. You can also make a poker/billiard table to give everyone mood buffs from having a better rec room. Also it's too late to undo this now but by selling off his bonded animal you just gave Troy a -10 mood debuff for a year.
If you do decide to go complete the rescue quest, make sure to take a donkey with the caravan, pack animals really come in handy if you need to carry someone.
I wouldn't recommend going after Orion. She is 62 years old, and is thus likely to have some chronic debuffs related to her age. Furthermore, she is a paramedic - that means that her primary skill is medicine, which Redhawk has covered, and that she is incapable of violence. Overall not worth it, in my opinion.
Summed it up pretty well with that. Plenty of other ways to get a roll for more folks. Though you can always imprison people to trade away for tribute. If you like the idea, that'd be one path, but that only gets you royal favor which you already passed on in this episode. Better off air launching free drugs at the groups you want to like you!
Well spotted! Also we just saw how the killbox is lacking a bit of firepower for the severity of threats the colony's getting with its current wealth, so maybe Pete should consider buffing up the defenses a bit before getting another colonist.
100% this another medic would be nice even if she can't fight. Which with a medic you don't want them in combat anyways. 68 is way way too old. More than likely is frail with bad back, and prolly either dementia or asthma on top of it.
Was muttering “no, no, no...” as you sold the bonded animal. That’s a brutal debuff that lasts for an entire year, I believe. One of your rare missteps.
@@gabriellebakotich7561 Yeah, getting rid of bonded animals is a tricky business. Who would think that Selling is worse than Killing which is worse than banishment. The next 60 days is going to be rough on Troy.
Pete: "We have some fanart of our new colonist." Me: "No way, they didn't actually..." *Shows picture of Alistair lying in his cryptocasket.* Me: "The mad lad! They did!"
I’m Froooom! I’m a donkey! Thanks for the correct amount of o’s lol. Loving everything you do - keep it up, going into lockdown again on Thursday so might binge a series of yours. Probably all of them.
@@leadelephante imho yes. he plays some crazy mods. great way to fill out the waiting time for Pete's new episode. if there was a proper multiplayer for rim world i'd like to see these 2 in a co-op.
While waiting for new episodes I watched the previous Rimworld series and I have to say I like the new one much more. There is a story, the colonists have much more personality, the fact that this colony try to be "good" is much more entertaining, you're not rushing to leave the planet, you put much more attention to the layout of the base, etc.
That fanart is excellent! They chose a very difficult composition and nailed it. Well done! It's a shame so many cougars could not be slaughtered but rotted. Thank you for another good episode, Pete.
Sometimes I use your video to make me calm enough to sleep in this hard time. I'm grateful for your soothing voice & thank you for not putting any sudden-spiky noises.
How do manhunter animals ALWAYS know EXACTLY when to start wandering away from readying-to-explode turrets? ...love the (bb?) bullet dings in the crypto casket display!
I like what they did with the royalty update. If I were Tynan or a modder I would change one thing. The royal tribute collectors would act as tax collectors. It would add an additional layer of a certain upkeep each season or something along those lines, at least with no mine or quarry mods.
Ithhink I would like that too. Maybe x amount of value in silver, gold or slaves per colonist. Would be a nice balance for the "more colonists is better" strategy.
4 роки тому
@@barchenbox5393 Well, you already have more raiders, with increasing colony wealth.
Awesome video as always, Pete! What an eventful episode, let's see if Randy will give you some peace now (not counting on it though). Also beautiful work there by Tony, lighting and perspective are on point!
Curing a colonist of paralysis will cost 10 glitterworld medicine. You have 6 already. Might not take too much longer to get some depending on circumstances. Probably most reliable way would be to rush to the comms console and see if the friendly outlander faction will send you an exotic goods caravan.
that was a lotm of vistors and traders , good job agiast those raids and manhunters maybe build a internal door from the barn to the base in case you cant leave the base and move the crematorium to make a bigger freezer ?
Pete! If you ever get the Crashlanded Quest...the raiders always come from the nearest map edge! so you can focus a bit on protecting that site if it happens again.
The rescuee Orion is a 67 year old paramedic (if I remember correctly). Probably means likely to have health issues, but on the flip side likely to have high skills, specifically in medical. Could be a good surgeon. Could be she has hearing loss and asthma... I vote you go for it because, if nothing else, it's content that would intrigue our curiosity. :)
Some suggestions: more lights. Dark rooms have a walking speed penalty. One or two lights in the storage room and some in the roofed courtyard spaces. Switch entirely to donkeys and get rid of the dogs. Smooth out all walls and floors possible - can't tell if the kitchen, butcher room and freezer are already done. Space in front of them as well.
The change for tainted meat of wild animals seemed a bit harsh but after that man-hunting pack of 10 cougars... got to admit, it was a needed one. BTW loving the large and diverse pack of animals going. Really is feeling like a desert farming/trading hub now. Like the way this desert playthrough is headed. Great contrast from the lonely ice sheet playthrough.
Pete, you have to place critical stockpiles right under crafting tables like drug labs, tailoring tables etc. they make the process of manufacturing is so much faster
I have never played rimworld before but i love your content. I always look for your new videos and i even rewatch the previous episode to remind me the details. Keep up your good work Pete we are waiting more frequent videos if its possible
This comment is for the UA-cam algorithm. Keep it up, Pete! I've been loving your Rimworld series since you started the Naked Brutality Ice Sheet one and keep coming back for more videos.
I like a lot how you started as literal nobody and now you are an important trade city with the imperials and the outlander union and some natives/tribals. And your base now looks like akin to Fire Emblem Fates style of desert base
So while there was frantic fixing of doors in between running to turn on and off turrets with the constant screams and growls of cougars hurling themselves against walls, and the stink of blood and unnaturally fast rotting flesh, Troy runs out to shriek excitedly: “Guys, guess what! I have figured out how to make flak armour!” If you trying to be civilised go rescue the old lady. You can always toss her in the other cryptosleep casket if she is useless.
In between the last 2 episodes I decided I was gonna binge his icesheet survival and it was amazing!!!!! But man is this desert so much harder looking haha
4 things - If you get in position to, a dedicated planter/harvester colonist with 2 field hands is a MAJOR boost to productivity. A colonist with 2 field hands can plant and harvest VERY fast - my main harvester can even chop down 10K wood worth of trees per day, distance, mood, needs permitting. She takes a lot more time moving between trees than she takes to chop them down. Field hands also slow them down some though, and are equivalent to normal hands/arms for manipulation but raise pawn value by less than a bionic arm. At this stage though, it might still be better to shore up defenses, because I do notice a definite mid-game jump in difficulty, but then I usually have too many materials lying about and don't have the building or crafting skill to use them, and traders generally don't show up until I can start calling them on the comms consol. As far as combat resources for trade - outlander factions - bulk goods for components and adv components, combat supplier in hopes of a decent weapon or power armor, and exotic goods trader for plasteel, gold (royal beds, prestige armor?), occasional bionics, artifacts and psycasts. Be aware - exotic trader doesn't buy flake. EDIT - got cut off - I found an especially helpful use for empire psycaster - returning a caravan home quickly from the world map. If you have a deep drill with Alistair having 2 drill arms, you basically have infinite steel, fair enough for basic defenses - turrets, traps etc. With hydroponics, you can make as much chemfuel as you'll want. In your case, since it seems like you want to keep your colony relatively small, and if you're not intending to do much worldmap mining (or even if you are), what I'd recommend is drop-pod him to the plasteel deposit, mine it out (5-6 hours max), drop-pod your ranked empire psycaster in. There's 2 options - the shuttle permit with 2000 Kg limit every 45 days, and the farskip psycast, but the farskip seems rare even with constant caravan trading and calling exotic merchants. - EDIT - It looks like farskip needs the caravan to be under the maximum weight threshold, so those donkeys may end up being useful after all. It may actually be worth it to develop Steak in empire rank and psycasts - I used to think they were useless, but the truth is they are for very specific scenarios and purposes, and having one can change hopeless situations into your favor in combat - berserk pulse on humanoid (and mechs at 50% effectiveness), berserk-pulse their sapper, vertigo-pulse (larger radius) case all human and animals hit to vomit for a while (PUKE TSUNAMI WARNING!!!), spamming waterskip really is great for stopping fires that would otherwise take 10 pawns to beat out. The tradeoff is, you can't treat them like a normal pawn, they take a while to recharge their psyfocus, and you need to keep them well-protected in any combat situation. Also, Steak need the knight rank or higher to trade with the empire - and they usually have some charge rifles, charge lances and power armor in every caravan.
Hey there! Still watching the Ice sheet challenge, I'm greatly inspired by your channel and have made a Rimworld video myself as well this week. However if I compare it to yours, I need a lot more practise! Still, great work and once I finish the Ice sheet I will definitely watch this series. I might even catch up before you finish! If you have any tips, let me know!
This is a great episode and that is an amazing piece of artwork! For once I don't have an opinion on the mission but have you considered putting shelves near your work areas? If you set the shelves to only hold relevant materials for their work area such as psychoid leaves near the drug production bench it will greatly increase production and it will free up space in the main storage area.
hi pete, i noticed that in my new playtrough the game generated savage tribe faction that is named "cambiar nation" which is nice reference to your ice sheet playtrough giving the fact that cambiar also were savage cannibal tribesman and maybe after he let everyone fly to the stars he stayed and built his own faction
Use some psychoid to brew some tea. Scheduled to be used every two days, it carries no risk of addiction, and it's an essentially free, powerful mood- and stat buff, increasing colony productivity.
Great episode! The nice art at the end got me thinking, for you people with more Rimworld experience than me (and particularly in medical stuff, managing to keep their colonists alive...), do you have any idea what sort of means it would take to get Alistair back to operational? A bunch of glitterworld medicine maybe?
Are there any mods that let you put colonists into wheelchairs? Trying to get Alistair cyber legs but having a disabled colonists would be quite nice to see, keeps us more on the theme of the oasis of kindness in the desert :)
I just wanted to say I look forward this series each week, and thank you for the content, i recently restarted this series and only question is, i think there was a ancient evil on the SE corner of the map? have you sent any out there to confirm it is an actual thing? might be some interesting goodies there. Any i stop back seat gaming and thanks again
For the defenses i would recomend adding some sandbags next to the wood walls so that enemies dont get too close and yoir turrets dont missfire at the walls
With regards to the quest, seeing how much the colony has grown and the size of raids growing, you don't want to put all your eggs in one basket with Redhawk. You need another medical person there to patch her up if she goes down, or if you end up having multiple injuries across your colonists. Even if the paramedic is frail and/or has a bad back, they won't need to move all that much if you put some medical supplies on a shelf in the hospital.
Our defenses are getting thoroughly tested today! Do you think we need to make any changes? And what about that rescue mission? Let me know in the comments and enjoy the episode :) ► Full Playlist: bit.ly/39ogWJb
Attention Patrons: Patreon wouldn't let me log in today, so the list of Executive Producers at the end is not yet updated from the last episode. Sorry about that.
Y u no feed human corpses to the dogs??
With regards to the inspiration keep in mind even if you finish the research in the next day you still have to account for the time to actually finish crafting the heavy smg to use the inspiration. In testing it took 6 hours for my lvl 13 crafter to make a heavy smg from scratch. Admittedly this was without any tool benches but I don't think Steak would be any faster since he probably has lower crafting. Might have to settle on something like a bolt-action rifle instead, which while not as good in a kill box is arguably better for open-field engagements
Otherwise, consider using it on some furniture like beds for the extra rest effectiveness without increasing too much of your wealth. You can also make a poker/billiard table to give everyone mood buffs from having a better rec room.
Also it's too late to undo this now but by selling off his bonded animal you just gave Troy a -10 mood debuff for a year.
Orion (the would-be rescuee) is in his 60's. I am not sure if this is a problem, but it may be a factor in your decision.
Isn't there still another ancient danger on the map? And if there is, do you plan on opening it?
If you do decide to go complete the rescue quest, make sure to take a donkey with the caravan, pack animals really come in handy if you need to carry someone.
Nobody else going to comment of the pack of "Manhunting Cougars". Edmo now's your chance!!
Hahahaha xD
Woah-oh, here she comes
watch out boy, she'll chew you out
Woah-oh, here she comes
she's a manhunter
*cue the PH Community jingle*
You'd need a mod allowing human reproduction to take full advantage of that. Giggidy!
Nothing like a pack of man hunting cougars to boost the spirits.
I wouldn't recommend going after Orion. She is 62 years old, and is thus likely to have some chronic debuffs related to her age. Furthermore, she is a paramedic - that means that her primary skill is medicine, which Redhawk has covered, and that she is incapable of violence. Overall not worth it, in my opinion.
Summed it up pretty well with that. Plenty of other ways to get a roll for more folks. Though you can always imprison people to trade away for tribute. If you like the idea, that'd be one path, but that only gets you royal favor which you already passed on in this episode. Better off air launching free drugs at the groups you want to like you!
Well spotted! Also we just saw how the killbox is lacking a bit of firepower for the severity of threats the colony's getting with its current wealth, so maybe Pete should consider buffing up the defenses a bit before getting another colonist.
To add to that, said debuffs are likely to make her rather slow, so the return trip will take longer, increasing the time you are away from the base.
100% this another medic would be nice even if she can't fight. Which with a medic you don't want them in combat anyways. 68 is way way too old. More than likely is frail with bad back, and prolly either dementia or asthma on top of it.
Rodrik speaks facts. But you could take her, make her prisoner, And then sell her for a few bucks. If the threat is not to great!
Was muttering “no, no, no...” as you sold the bonded animal. That’s a brutal debuff that lasts for an entire year, I believe. One of your rare missteps.
Yea, selling them is worse then just butchering them surprisingly. The best is just abandoning them on the road apparently.
Didn't think about that. My biggest worry was the roof over the crashed shuttle collapsing.
@@gabriellebakotich7561 Yeah, getting rid of bonded animals is a tricky business. Who would think that Selling is worse than Killing which is worse than banishment. The next 60 days is going to be rough on Troy.
At least he has his JoyWire
@@ernestbarrientos9129 isn't that Edmo who has the joywire?
Pete: "We have some fanart of our new colonist."
Me: "No way, they didn't actually..."
*Shows picture of Alistair lying in his cryptocasket.*
Me: "The mad lad! They did!"
So detailed, too!
This is seriously good. Excellent content for the Rimworld community.
I appreciate the compliment!
@Tony Murchison thank YOU for sharing your art :D
Edit: typo...
@@TonyMurchisonArt
The details on the casket were really well done. Was that a crack on the visor too?
I’m Froooom! I’m a donkey! Thanks for the correct amount of o’s lol. Loving everything you do - keep it up, going into lockdown again on Thursday so might binge a series of yours. Probably all of them.
My hometown is called Frome pronounced the same.
@@wockydouglas do you mind if i call my next d&d village/town that? Would make me chuckle.... :)
& i was bradley the donkey. I panicked when he sold me off for a few seconds aha
Man, the fanart is getting on another level.
5:59 "I don't like sand, it's coarse and rough and it gets everywhere"
Pete: makes prequel reference Me: 'A surprise to be sure, but a welcome one'
@@runningruski2232 it's an older quote, but it checks out.
@@benwillems8584
Quote what you have learned
Hell yes! best part of my Sunday: Sitting down for lunch, drinking tea, and enjoying Rimworld content from Pete.
just my jam! I love watching your videos as a daily ritual
I can relate, but with cereal.
Yep thats bout it!
I follow this series like my grandma follows soap operas
Do you by any chance watch decoherent?
@@itsakorgi5874 No, worth checking out?
@@leadelephante imho yes. he plays some crazy mods. great way to fill out the waiting time for Pete's new episode. if there was a proper multiplayer for rim world i'd like to see these 2 in a co-op.
the art is absolutely amazing and really adds to the story, we've got some truly talented people in the rimworld community
YES MY (around) WEEKLY enjoy the heavenly voice expirience continue my guy we love it.
The fanart just blows me away. I love every part of that picture of Alistair, the artist even made a background!
The fan art was my favourite yet! Good work Tony. Awesome as always Pete x
The temporary defense structure still has a roof! Don't forget to remove that first or you'll be missing some noses or ears.
4:00 Jake: "Mr. Steak, I don't feel so good."
Dead raiders=dog food, you'll just have to build them separate freezer area for corpses to avoid spoiling of the precious meat :)
Nusa has given birth to three puppies... Back on the icesheet this would have been called "lunchtime"!😈
Excellent. Best morning vid for my breakfast kibble goodness
Thanks for the upload Pete, always helps me get my mind off the stresses and suffering of the week.
That really is an excellent depiction of both Alister and a cryopod. Props to the artist, that's good stuff.
Imagine only making one other rimworld series, but being the best rimworld youtuber. Pete complete, you are criminally under-rated
Finally more Romworld! I was so waiting for that
Holy cougar, three battles in a single episode!
Tony's art is really good. and you are a amzing. thank you Pete
The fan art in this episode is fantastic.
While waiting for new episodes I watched the previous Rimworld series and I have to say I like the new one much more. There is a story, the colonists have much more personality, the fact that this colony try to be "good" is much more entertaining, you're not rushing to leave the planet, you put much more attention to the layout of the base, etc.
That fanart is excellent! They chose a very difficult composition and nailed it. Well done!
It's a shame so many cougars could not be slaughtered but rotted. Thank you for another good episode, Pete.
Sometimes I use your video to make me calm enough to sleep in this hard time.
I'm grateful for your soothing voice & thank you for not putting any sudden-spiky noises.
68 year old, no info on skills. That would be a hard pass from me if I was playing this.
Loving the fan art!
Caught up in the series. And now the waiting begins.
Cheers Pete! Thanks for making isolation beautiful. Your rimworld playthroughs are always wonderful.
How do manhunter animals ALWAYS know EXACTLY when to start wandering away from readying-to-explode turrets?
...love the (bb?) bullet dings in the crypto casket display!
I like what they did with the royalty update. If I were Tynan or a modder I would change one thing. The royal tribute collectors would act as tax collectors. It would add an additional layer of a certain upkeep each season or something along those lines, at least with no mine or quarry mods.
Ithhink I would like that too. Maybe x amount of value in silver, gold or slaves per colonist. Would be a nice balance for the "more colonists is better" strategy.
@@barchenbox5393 Well, you already have more raiders, with increasing colony wealth.
The Fanart has really brought the characters to life I am really enjoying it!
Loving the series but the artwork is absolutely amazing!!!!!!
Awesome video as always, Pete! What an eventful episode, let's see if Randy will give you some peace now (not counting on it though). Also beautiful work there by Tony, lighting and perspective are on point!
Amazing video as always Pete, love it when you bless us with your work in these trying times.
Curing a colonist of paralysis will cost 10 glitterworld medicine. You have 6 already. Might not take too much longer to get some depending on circumstances. Probably most reliable way would be to rush to the comms console and see if the friendly outlander faction will send you an exotic goods caravan.
They are not allied for now.
that was a lotm of vistors and traders , good job agiast those raids and manhunters
maybe build a internal door from the barn to the base in case you cant leave the base and move the crematorium to make a bigger freezer ?
Pete! If you ever get the Crashlanded Quest...the raiders always come from the nearest map edge! so you can focus a bit on protecting that site if it happens again.
Amazign fan-art! Also, go on the mission! Its a risk but also potentially a fun adventure for whoever goes on it.
The rescuee Orion is a 67 year old paramedic (if I remember correctly). Probably means likely to have health issues, but on the flip side likely to have high skills, specifically in medical. Could be a good surgeon. Could be she has hearing loss and asthma... I vote you go for it because, if nothing else, it's content that would intrigue our curiosity. :)
Voting a definite no on rescuing that colonist. Dealing with old ones is always more trouble than its worth
I bet Bradley and modified were like "hold up!" When you sold them
I wish you posted more often bro. :-D I'm always waiting for your next installment :-D
>a rather large pack of man-hunting cougars
Ara-ara Steak-kun
Some suggestions: more lights. Dark rooms have a walking speed penalty. One or two lights in the storage room and some in the roofed courtyard spaces. Switch entirely to donkeys and get rid of the dogs. Smooth out all walls and floors possible - can't tell if the kitchen, butcher room and freezer are already done. Space in front of them as well.
Thanx, Pete! Great stuff as always!
The change for tainted meat of wild animals seemed a bit harsh but after that man-hunting pack of 10 cougars... got to admit, it was a needed one.
BTW loving the large and diverse pack of animals going. Really is feeling like a desert farming/trading hub now. Like the way this desert playthrough is headed.
Great contrast from the lonely ice sheet playthrough.
Before the addition of scaria, my reaction to manhunter packs was: "Awesome! Meal delivery!"
Thanks for the video. Awesome art of the sleep casket.
Did you just make a prequel reference. Proud I am
Its funny to think that the devilstrand will take literally a few real life months to grow
Ah yes, finally.
Excellent episode. Cheers.
Pete, you have to place critical stockpiles right under crafting tables like drug labs, tailoring tables etc. they make the process of manufacturing is so much faster
Yeah, it's probably time for Pete to organize the stockpile a bit. He did it on the Icesheet survival series, so he is probably just ignoring it.
I have never played rimworld before but i love your content. I always look for your new videos and i even rewatch the previous episode to remind me the details. Keep up your good work Pete we are waiting more frequent videos if its possible
This comment is for the UA-cam algorithm. Keep it up, Pete! I've been loving your Rimworld series since you started the Naked Brutality Ice Sheet one and keep coming back for more videos.
Finally, been waiting for this!
Just found your playthrough, really enjoying it. Just wanted to say thanks.
I like a lot how you started as literal nobody and now you are an important trade city with the imperials and the outlander union and some natives/tribals. And your base now looks like akin to Fire Emblem Fates style of desert base
Amazing episode as always, thank u Pete
That is some stellar artwork wow
You have some very talented fan artists. I wonder if your attention to quality and detail attracts similar people to draw fan art.
This is just what I needed!
A great and action packed episode! Kudos to that excellent artist for bringing the stories to life
1.2k likes, 1 dislike, youre amazing pete
Love the vids Pete! Keep it up!
That fanart was amazing!
So while there was frantic fixing of doors in between running to turn on and off turrets with the constant screams and growls of cougars hurling themselves against walls, and the stink of blood and unnaturally fast rotting flesh, Troy runs out to shriek excitedly: “Guys, guess what! I have figured out how to make flak armour!”
If you trying to be civilised go rescue the old lady. You can always toss her in the other cryptosleep casket if she is useless.
In between the last 2 episodes I decided I was gonna binge his icesheet survival and it was amazing!!!!! But man is this desert so much harder looking haha
Nice a bit of action
4 things - If you get in position to, a dedicated planter/harvester colonist with 2 field hands is a MAJOR boost to productivity. A colonist with 2 field hands can plant and harvest VERY fast - my main harvester can even chop down 10K wood worth of trees per day, distance, mood, needs permitting. She takes a lot more time moving between trees than she takes to chop them down. Field hands also slow them down some though, and are equivalent to normal hands/arms for manipulation but raise pawn value by less than a bionic arm.
At this stage though, it might still be better to shore up defenses, because I do notice a definite mid-game jump in difficulty, but then I usually have too many materials lying about and don't have the building or crafting skill to use them, and traders generally don't show up until I can start calling them on the comms consol. As far as combat resources for trade - outlander factions - bulk goods for components and adv components, combat supplier in hopes of a decent weapon or power armor, and exotic goods trader for plasteel, gold (royal beds, prestige armor?), occasional bionics, artifacts and psycasts. Be aware - exotic trader doesn't buy flake.
EDIT - got cut off -
I found an especially helpful use for empire psycaster - returning a caravan home quickly from the world map. If you have a deep drill with Alistair having 2 drill arms, you basically have infinite steel, fair enough for basic defenses - turrets, traps etc. With hydroponics, you can make as much chemfuel as you'll want. In your case, since it seems like you want to keep your colony relatively small, and if you're not intending to do much worldmap mining (or even if you are), what I'd recommend is drop-pod him to the plasteel deposit, mine it out (5-6 hours max), drop-pod your ranked empire psycaster in. There's 2 options - the shuttle permit with 2000 Kg limit every 45 days, and the farskip psycast, but the farskip seems rare even with constant caravan trading and calling exotic merchants. - EDIT - It looks like farskip needs the caravan to be under the maximum weight threshold, so those donkeys may end up being useful after all.
It may actually be worth it to develop Steak in empire rank and psycasts - I used to think they were useless, but the truth is they are for very specific scenarios and purposes, and having one can change hopeless situations into your favor in combat - berserk pulse on humanoid (and mechs at 50% effectiveness), berserk-pulse their sapper, vertigo-pulse (larger radius) case all human and animals hit to vomit for a while (PUKE TSUNAMI WARNING!!!), spamming waterskip really is great for stopping fires that would otherwise take 10 pawns to beat out. The tradeoff is, you can't treat them like a normal pawn, they take a while to recharge their psyfocus, and you need to keep them well-protected in any combat situation. Also, Steak need the knight rank or higher to trade with the empire - and they usually have some charge rifles, charge lances and power armor in every caravan.
thanks for the new video, pete!
Hey there! Still watching the Ice sheet challenge, I'm greatly inspired by your channel and have made a Rimworld video myself as well this week. However if I compare it to yours, I need a lot more practise! Still, great work and once I finish the Ice sheet I will definitely watch this series. I might even catch up before you finish! If you have any tips, let me know!
"LOOKS LIKE MEAT IS BACK ON THE MENU BOYS!" - lord of the rings
This is a great episode and that is an amazing piece of artwork! For once I don't have an opinion on the mission but have you considered putting shelves near your work areas? If you set the shelves to only hold relevant materials for their work area such as psychoid leaves near the drug production bench it will greatly increase production and it will free up space in the main storage area.
Donkeys also make good attack animals if trained in 'release' if you ever need melee fighters to keep enemy from shooting back.
Donkeys and alpacas both can mean the difference between surviving and losing the whole colony to a scyther rush.
Yes take the mission and install additional turrets for extra defense
hi pete, i noticed that in my new playtrough the game generated savage tribe faction that is named "cambiar nation" which is nice reference to your ice sheet playtrough giving the fact that cambiar also were savage cannibal tribesman and maybe after he let everyone fly to the stars he stayed and built his own faction
YES! MORE PETE COMPLETE RIMWORLD!
Sick fan art!!
Woah forgot to check on this 6 months ago. Just got reminded of it because we learned about cannibalism at school.
My condolences, Bradley and Modified... spoke too soon! Regarding the quest, we all know that you'll take it, come on!
that is an amazing artwork!
Use some psychoid to brew some tea. Scheduled to be used every two days, it carries no risk of addiction, and it's an essentially free, powerful mood- and stat buff, increasing colony productivity.
Finally a new episode is out. Let me light up the spliff and let's go!
Great episode! The nice art at the end got me thinking, for you people with more Rimworld experience than me (and particularly in medical stuff, managing to keep their colonists alive...), do you have any idea what sort of means it would take to get Alistair back to operational? A bunch of glitterworld medicine maybe?
Great series, did you ever consider doing something like a subnautica or something similar, sounds like fun series. Keep the good work :)
6:00 A surprise to be sure *licks lip* but a welcome one
Are there any mods that let you put colonists into wheelchairs? Trying to get Alistair cyber legs but having a disabled colonists would be quite nice to see, keeps us more on the theme of the oasis of kindness in the desert :)
peg legs... yarrr
That like to dislike ratio is one of the best I have seen
Ahhh another glorious day!
love the vid as always
I just wanted to say I look forward this series each week, and thank you for the content, i recently restarted this series and only question is, i think there was a ancient evil on the SE corner of the map? have you sent any out there to confirm it is an actual thing? might be some interesting goodies there. Any i stop back seat gaming and thanks again
I hope when you finally beat this we get a quick Timelaps video just showing the base grow.
Cheers
For the defenses i would recomend adding some sandbags next to the wood walls so that enemies dont get too close and yoir turrets dont missfire at the walls
With regards to the quest, seeing how much the colony has grown and the size of raids growing, you don't want to put all your eggs in one basket with Redhawk. You need another medical person there to patch her up if she goes down, or if you end up having multiple injuries across your colonists. Even if the paramedic is frail and/or has a bad back, they won't need to move all that much if you put some medical supplies on a shelf in the hospital.