Dont like ads? Consider supporting us for 1$ a month. This channel loses 63% of its revenue for failure to monetize (adblock) Costing nearly 20,000usd for this channel last year alone. now i do this full time and its been getting hard to pay for the simplest of things. So consider supporting us so we can keep bringing awesome videos to you! www.patreon.com/noobert
One of the writer for noobert: Love your work dude, didn't know you were a fan, keep up the warcrimes, also try redoing the wasters playthrough given the new VE Waster's mod
Regards the ‘ratty apparel’ debuff. Set your pawns to only wear normal+ quality clothing above 50% hit points. Set your crafter to create enough clothing at the same, or greater, quality to cover all your colonists, plus one (ie if you have ten colonists, make 11 items. If you are recruiting prisoners, make clothes to preempt them joining too). Include equipped. Set the minimum hit points at 51%. This way, whenever a colonist even approaches ratty apparel, there’s a spare kit standing by, AND your crafter will get busy creating another spare.
As someone who went into Rimworld completely blind, this knowledge would've been pretty useful for poor old Sasha, Soldier. *That Elk really gave her a hard time...*
4:32 Even better flooring for the job is hay. 2 hay per tile, goes down in 2 seconds, 7x more flammable than wooden floors. If you line the maze leading to your killbox with hay, you can chuck an incendiary at it from your end, and watch as it quickly burns back to the entry where the raiders came in. Just make sure your pawns wear ear protection; the wailing screams as tribals burn alive can get quite loud.
This. The ancient cryptopods are an excellent source of honor banking, holding prisoners that you've healed up until the empire caravan comes into town to collect. You can toggle a prisoner for release, then as soon as your pawn picks them up to bring them out, draft them and click to put the prisoner into cryptosleep pod (just make sure to toggle the prisoner back to no interaction before they get inside). When the caravan arrives to collect slaves, open up all the caskets and reap the joys of nobility & psychic powers for your tribe. These pods help keep prisoner feeding costs down, and eliminate prison break chance while you wait for the caravan.
My biggest tip for Rimworld is USE THE NUTRIENT PASTE DISPENSER, particularly in the early game. 40% food savings, no food poisoning, and no time spent cooking and it can even save you other colonists time as its back end can be part of your freezer while the front end services your dining room.
@@luketurner1825 You can really almost 100% on the Nutrient Paste Dispenser through the early to mid game. If you plan to build a kitchen for pemmican for caravans anyways, it can be good to keep some fine or lavish meals on hand for offset occasional bad moods, but the NPD is still your staple. Once you start getting into the late game, your pawns expectations rise and there's less grace for mood modifiers. It can be worth getting a full cooking setup requiring several good cooks and stoves to provide all your pawns with fine meals without food poisoning. It's still usually good to keep the NPD as a backup in case your cook gets injured, because if their Manipulation is low, they're very likely to cause food poisoning. Because contaminated meals will spoil the entire stack of meals in which they are stored, cooking mishaps can severely cripple your colony. Not only are the pawns largely useless for a protracted period, pawns will get debuffs for sickness, pain, and often hunger because of how slow they eat, causing mental breaks. This is even worse than if the cooks get food poisoning since it'll drop their manipulation and cause them to puke regularly, making your kitchen dirty. Both of these lead to more contaminated meals. So yes, there are use cases for better meals, but the NPD is by far the most reliable and efficient food source in the game so long as you can manage the mood debuff. It's good enough that I'll generally go through all the other methods of adding mood buffs before I turn to better meals for regular consumption.
If I have a big group of berries/ambrosia/wild healroot/anima tree with nature focus pawns, I will expand the crop zone to several squares around - maybe add a home zone to it too so my firefighting pawns protect it from fire. no one wants to lose an anima tree when you realize that bow a raider has is a flamebow
The cryptosleep casket ancient danger provides are pretty useful. Wgen you don't have the resources or tech for a freezer you can have Animals bleed out instead of killing them directly and before they die of blood loss, stick them into the casket to preserve them that way. If you dream of having your own thrumbo without needing to rely on the luck factor of getting inspired taming and thrumbo wandering in the same time, you can just down one and carry it into an (ancient) cryptosleep casket. Once your handler gets an Inspiration you can reopen the casket, wait for it to heal and then tame it... Or you you can choose the hard way and keep punching and tendig it while it's down and hope it bonds with your doctor.
4:48 This joywire tip should've been accompanied by a fair warning: "The joywire provides a permanent +30 mood buff at the cost of a −20% Consciousness malus, which is subtractive. The Consciousness penalty causes a decrease in most stats, directly impacting all of: Eating, Manipulation, Moving, Talking, which each affect many other stats."
regarding dirt/filth; lay down two cells wide straw in front of any entry doors to your living quarters/colony. this way you'll drop down the need for cleaning to almost zero. helps with bigger bases or in colonies with a lot of pets (not animals, those are mostly locked up in pens).
On the topic of multipurpose rooms: one thing that I really like when planning out my mountain base is to use a grid pattern with 11x11 rooms, with 3 wide hallways between them. You can combine two of them together and form a 11x23 room, which is absolutely huge. What I like to do is make this my barracks/rec room/dining room, and with only a very small investment you can have a whole bunch of very impressive mood buffs, essentially permanently. Have an 11x23 fridge next to it and plop a nutrient paste dispenser in the middle, and you have the start of an incredibly efficient base which is probably going to have a very easy time managing mood. Part of that is because this helps keep colony wealth (and thus expectations and raid sizes) manageable. And it being a mountain base with 3 wide hallways also makes it a very defensible base.
This one is specifically for mechanator runs, but if you have an infestation happen outside of your base, enemy mechanoids may attempt to target insectoids on raid events over your precious pawns. This can actually be a good way to make the first Mechanator boss that little bit easier but loses a bit of work if the bugs are spawned from a trigger event like an infested ship chunk (VFE:Insects) or the distance between their spawn point and yours are not as vast.
Over 5000 hours in Rimworld, and I never considered putting grow zones under wild healroot. I like to manage long standing colonies, so hadn't had a need for this often, but that'll come in handy; thanks for the video!
Just got rimworld was doing great with a huge surplus of food and metals in my storage/freezer when my entire stock and base was burned down from a space battle stray round....I actually fucking love this game!
rimworld:make a huge faction that sells drugs and human skin hats and burkas to get on the local tribes good side cause trade brings fair weather and good friends over a beer and a good meal Also Rimworld:Make a single colonist into a super soldier that doesnt sleep hardly eats stays so high that s/he makes a meth head screaming about "shadowmen and they are watching him/her!" seem sane and only does 1 thing uses his double scyther blades and archotech eyes and legs to destroy everything and everyone in his drug fueled rage as for attacking it back goodluck they also have a stone skin gland (Skin thats been augmented by mechanites to have resistance to stabbing and blunt force like a perna-flak-vest) and psycast powers and all that single soldier wants is 1 thing "more of the devils bargain" (Luciferium) can confirm Rimworld welcome to your first colony and by Randy its good to see you here
Combine that clothing over 51% tip with some tailoring bills for all your usual gear set to always have up to one (later game adjust this number for a biggger buffer) and only count unequipped items in storage with high enough durability. That way, when someone changes out their clothing your tailor automatically makes a new piece for the next pawn who needs it.
Things i wanted to know before i started playing rimworld : that rimworld is such a amazing game. I joined 2 years after release. I was stunned when i saw it on a yt channel somewhere.
my favourite kill box is a room literally the exact size of the archotech eraser, i lured a bunch of raiders in there, locked them in, then made a slave go in there and use the eraser, it was really inefficient but was cool
I've been playing since watching Etalyx first showcasing it on his channel and I've got to say, in the break of playing I took around Wanderlust from Royalty to now the game has become supremely complex and at times moreso than I can digest. I hope I'll be able to fully adjust but returning has been difficult as there is an inordinate amount of new mechanics for me to learn as I'm finding. This game has come super far in depth though, as I can tell.
Pretty much every colony I make eventually bases its economy around cocaine (yayo). Works especially well if you have the relevant mods to allow prison labour (unless that's in the base game now? can't remember), as you can set up enclosed fields that only the prisoners work and a drug lab for them to churn out yayo. Huge amounts of profit for very little effort and zero resource input beyond your pawns' time. Also, I assume most people set up a separate dumping zone for corpses near their butchery table for easy access, but I've recently started having it in its own enclosed freezer room to store animal corpses indefinitely (or human if you're cannibals). Either forbid the corpses or suspend the butchery task when you have excess meat, then turn it on again when supplies are low. This allows you to hunt ALL of the better/tastier animals when they're on the map, rather than just what you need to stock up at the time, and give you excess supplies for harsh winters, toxic fallout or any other time when the animal pickings on the map are slim.
I also have 2 freezers, one for raw resources + meals, and the other for corpses. Although for the current run I just started I will try and separate the first freezer in two, one for raw and the other for cooked, and I also added the freezer mod to have freezers in dining rooms. Also a great tip is that you should have a big stockpile of survival meals, which you dont even need a freezer for since they dont rot, and use them for caravans.
2:22 This bit makes no sense to me. Pretty sure something is missing from the tip here. Why would simply having a conduit under a turret or solar lamp "quickly turn them all off". The pawns aren't flipping any switches, so what gives? Is this a obscure way of saying "if you have a conduit under the thing needing power, (turret or lamp) it will always connect to that, instead of wiring to nearest powered,"? Looking at 2:32, you'd need to either deconstruct a connecting conduit, or use a switch to turn them on and off, or am I missing something? Is this saying 'deconstruct a connecting conduit = quickly toggle power without using a switch"?
Love yours videos. Was binge watching thru them them. Could you please post names of songs used in videos in description? Love this style of music but some of them are difficult to find when they don't have lyrics.... Big thanks!
Also hilly terrain is very very beneficial for defensive positions. Anything more than that could be difficult to have wildlife and places to farm efficiently. Also the darker the soil the faster the grow speed.
Nah don't bother with food, make a nutrient paste dispenser and you are done for the whole game. It does not worth the time and effort to cook decent food.
aint nothin wrong with kill boxes, they are a legit strat, players and content creators should ignore snowflakes complaining about kill boxes, rim world is about playing your way and having fun.
Dont like ads? Consider supporting us for 1$ a month. This channel loses 63% of its revenue for failure to monetize (adblock) Costing nearly 20,000usd for this channel last year alone. now i do this full time and its been getting hard to pay for the simplest of things. So consider supporting us so we can keep bringing awesome videos to you! www.patreon.com/noobert
Peace and blessings be upon you. My best wishes for your funding!
Adblocker is free and installed in 5 sec!
No need to pay anyone.
@@Aggravath hey, he lost 20k out of about 35k to adblocker.
@@cewla3348 and why should I care?
You're lucky I don't have an adblocker on my phone
I can feel my brain rapidly and painfully expanding from the acquisition of this arcane knowledge. Great video Noobert
Thanks XD appreciate it bro
reggie!!!!
One of the writer for noobert: Love your work dude, didn't know you were a fan, keep up the warcrimes, also try redoing the wasters playthrough given the new VE Waster's mod
"Crap it blew up"
Regards the ‘ratty apparel’ debuff.
Set your pawns to only wear normal+ quality clothing above 50% hit points.
Set your crafter to create enough clothing at the same, or greater, quality to cover all your colonists, plus one (ie if you have ten colonists, make 11 items. If you are recruiting prisoners, make clothes to preempt them joining too). Include equipped. Set the minimum hit points at 51%.
This way, whenever a colonist even approaches ratty apparel, there’s a spare kit standing by, AND your crafter will get busy creating another spare.
or just say create 2 and don't count clothes that are currently worn. only problem if multiple need new clothes in short time
As someone who went into Rimworld completely blind, this knowledge would've been pretty useful for poor old Sasha, Soldier. *That Elk really gave her a hard time...*
The tip about putting a single grow zone over the plant and disabling cutting blew my mind lol that's really clever
Same. No longer do I have to play the game of "No no no, don't waste it on that, it's only a bruise!"
4:32 Even better flooring for the job is hay. 2 hay per tile, goes down in 2 seconds, 7x more flammable than wooden floors. If you line the maze leading to your killbox with hay, you can chuck an incendiary at it from your end, and watch as it quickly burns back to the entry where the raiders came in. Just make sure your pawns wear ear protection; the wailing screams as tribals burn alive can get quite loud.
yes I also do it with hay
Growing zones under wild berries with sowing set off is such a next level tip
fr i never would have thought of this
After all those hours I am still learning...
Trade caravans can help clearing Ancient Dangers. And you can use Cryopods inside to store pawns/corpses for future use.
This. The ancient cryptopods are an excellent source of honor banking, holding prisoners that you've healed up until the empire caravan comes into town to collect. You can toggle a prisoner for release, then as soon as your pawn picks them up to bring them out, draft them and click to put the prisoner into cryptosleep pod (just make sure to toggle the prisoner back to no interaction before they get inside). When the caravan arrives to collect slaves, open up all the caskets and reap the joys of nobility & psychic powers for your tribe. These pods help keep prisoner feeding costs down, and eliminate prison break chance while you wait for the caravan.
The moment the fire hit the fine carpet my soul left my body… so many resources
Recently became hooked on Rimworld. My colony is still in the tribal stage but I’m so excited to see the advanced possibilities this game offers
My biggest tip for Rimworld is USE THE NUTRIENT PASTE DISPENSER, particularly in the early game. 40% food savings, no food poisoning, and no time spent cooking and it can even save you other colonists time as its back end can be part of your freezer while the front end services your dining room.
But doesn’t that lead to a unsatisfacton with food variety
@@luketurner1825 Meh who cares it's like -2 or something. Just make everything else in the game that increases mood using the time you gain.
@@EpicMiniMeatwad hmm yeah I suppose, should I stop spending recourses making lavish meals and such?
@@luketurner1825 You can really almost 100% on the Nutrient Paste Dispenser through the early to mid game. If you plan to build a kitchen for pemmican for caravans anyways, it can be good to keep some fine or lavish meals on hand for offset occasional bad moods, but the NPD is still your staple.
Once you start getting into the late game, your pawns expectations rise and there's less grace for mood modifiers. It can be worth getting a full cooking setup requiring several good cooks and stoves to provide all your pawns with fine meals without food poisoning. It's still usually good to keep the NPD as a backup in case your cook gets injured, because if their Manipulation is low, they're very likely to cause food poisoning.
Because contaminated meals will spoil the entire stack of meals in which they are stored, cooking mishaps can severely cripple your colony. Not only are the pawns largely useless for a protracted period, pawns will get debuffs for sickness, pain, and often hunger because of how slow they eat, causing mental breaks. This is even worse than if the cooks get food poisoning since it'll drop their manipulation and cause them to puke regularly, making your kitchen dirty. Both of these lead to more contaminated meals.
So yes, there are use cases for better meals, but the NPD is by far the most reliable and efficient food source in the game so long as you can manage the mood debuff. It's good enough that I'll generally go through all the other methods of adding mood buffs before I turn to better meals for regular consumption.
@@luketurner1825 if i have a surplus of meat i usually feed them a fine meal which gives their mood +5 bonus. Otherwise, i feed them simple meals.
Setting up a indoors zone is extremely useful. Especially for getting everyone back to base during a raid or toxic fallout.
Meanwhile me: manually disallowing each and every of 20 doors that lead to the outside
If I have a big group of berries/ambrosia/wild healroot/anima tree with nature focus pawns, I will expand the crop zone to several squares around - maybe add a home zone to it too so my firefighting pawns protect it from fire. no one wants to lose an anima tree when you realize that bow a raider has is a flamebow
450 hours in and here I am again getting more Noobert wisdom that is seemingly “basic”
Hey its helpful to someone XD if you want super advancex stuff id suggest francis john
Revive - just build a sarcophagus in your fridge and keep the corpse there until you will get a serum.
Cryptosleep caskets work better.
The cryptosleep casket ancient danger provides are pretty useful. Wgen you don't have the resources or tech for a freezer you can have Animals bleed out instead of killing them directly and before they die of blood loss, stick them into the casket to preserve them that way. If you dream of having your own thrumbo without needing to rely on the luck factor of getting inspired taming and thrumbo wandering in the same time, you can just down one and carry it into an (ancient) cryptosleep casket. Once your handler gets an Inspiration you can reopen the casket, wait for it to heal and then tame it... Or you you can choose the hard way and keep punching and tendig it while it's down and hope it bonds with your doctor.
4:48 This joywire tip should've been accompanied by a fair warning: "The joywire provides a permanent +30 mood buff at the cost of a −20% Consciousness malus, which is subtractive. The Consciousness penalty causes a decrease in most stats, directly impacting all of: Eating, Manipulation, Moving, Talking, which each affect many other stats."
regarding dirt/filth; lay down two cells wide straw in front of any entry doors to your living quarters/colony. this way you'll drop down the need for cleaning to almost zero. helps with bigger bases or in colonies with a lot of pets (not animals, those are mostly locked up in pens).
On the topic of multipurpose rooms: one thing that I really like when planning out my mountain base is to use a grid pattern with 11x11 rooms, with 3 wide hallways between them. You can combine two of them together and form a 11x23 room, which is absolutely huge. What I like to do is make this my barracks/rec room/dining room, and with only a very small investment you can have a whole bunch of very impressive mood buffs, essentially permanently. Have an 11x23 fridge next to it and plop a nutrient paste dispenser in the middle, and you have the start of an incredibly efficient base which is probably going to have a very easy time managing mood. Part of that is because this helps keep colony wealth (and thus expectations and raid sizes) manageable. And it being a mountain base with 3 wide hallways also makes it a very defensible base.
I love how these tips lists always include a healthy dose of war crimes.
It's not a war crime if you won. Or had fun
Shelf increases stack size and remove beauty penalty; it might also offer protection to the things inside (please verify this one)
It prevents the item from degrading, but doesnt stop food from spoiling.
This one is specifically for mechanator runs, but if you have an infestation happen outside of your base, enemy mechanoids may attempt to target insectoids on raid events over your precious pawns. This can actually be a good way to make the first Mechanator boss that little bit easier but loses a bit of work if the bugs are spawned from a trigger event like an infested ship chunk (VFE:Insects) or the distance between their spawn point and yours are not as vast.
i give you a hug *hugs you*
you matter, may your future be fortune and happiness friend
Over 5000 hours in Rimworld, and I never considered putting grow zones under wild healroot. I like to manage long standing colonies, so hadn't had a need for this often, but that'll come in handy; thanks for the video!
Instead of removing the legs off of withdrawing pawns you can just have them constantly anestethized. Costs less than building them bionics
I'm going to assume Noobert meant that thronerooms require "braziers" and not "brassieres," unless he's playing with mods I'm not...
Just got rimworld was doing great with a huge surplus of food and metals in my storage/freezer when my entire stock and base was burned down from a space battle stray round....I actually fucking love this game!
rimworld:make a huge faction that sells drugs and human skin hats and burkas to get on the local tribes good side cause trade brings fair weather and good friends over a beer and a good meal
Also Rimworld:Make a single colonist into a super soldier that doesnt sleep hardly eats stays so high that s/he makes a meth head screaming about "shadowmen and they are watching him/her!" seem sane and only does 1 thing uses his double scyther blades and archotech eyes and legs to destroy everything and everyone in his drug fueled rage as for attacking it back goodluck they also have a stone skin gland (Skin thats been augmented by mechanites to have resistance to stabbing and blunt force like a perna-flak-vest) and psycast powers and all that single soldier wants is 1 thing "more of the devils bargain" (Luciferium) can confirm Rimworld welcome to your first colony and by Randy its good to see you here
Combine that clothing over 51% tip with some tailoring bills for all your usual gear set to always have up to one (later game adjust this number for a biggger buffer) and only count unequipped items in storage with high enough durability. That way, when someone changes out their clothing your tailor automatically makes a new piece for the next pawn who needs it.
I've got over 2k hours on this game and never thought of putting one doc on a night shift.
That’s crazy
6:47 Brasiers? 😂
Things i wanted to know before i started playing rimworld : that rimworld is such a amazing game. I joined 2 years after release. I was stunned when i saw it on a yt channel somewhere.
580 hours and I still watch this tipe of videos because you always learn something
my favourite kill box is a room literally the exact size of the archotech eraser, i lured a bunch of raiders in there, locked them in, then made a slave go in there and use the eraser, it was really inefficient but was cool
7:28. Double tap R on sleeping pawn to wake him up. He will tend first before going to sleep again
Same thing with fires
>Killbox is a contentious subject within Rimworld... Yeah, I figured that out the hard way on the Steam Discussion boards...
I'm a long time rimworld player but I still learned a few things from this! Really good tips!
I've been playing since watching Etalyx first showcasing it on his channel and I've got to say, in the break of playing I took around Wanderlust from Royalty to now the game has become supremely complex and at times moreso than I can digest. I hope I'll be able to fully adjust but returning has been difficult as there is an inordinate amount of new mechanics for me to learn as I'm finding. This game has come super far in depth though, as I can tell.
Thank you for telling me what tips required the DLC. Appreciate it!
One more note about resurrector serum, it cannot regrow an entire head. Careful with elephants
One thing alot of people dont know is that "releasing" prisoners is a good way to distract manhunters or mechs
Pretty much every colony I make eventually bases its economy around cocaine (yayo). Works especially well if you have the relevant mods to allow prison labour (unless that's in the base game now? can't remember), as you can set up enclosed fields that only the prisoners work and a drug lab for them to churn out yayo. Huge amounts of profit for very little effort and zero resource input beyond your pawns' time.
Also, I assume most people set up a separate dumping zone for corpses near their butchery table for easy access, but I've recently started having it in its own enclosed freezer room to store animal corpses indefinitely (or human if you're cannibals). Either forbid the corpses or suspend the butchery task when you have excess meat, then turn it on again when supplies are low. This allows you to hunt ALL of the better/tastier animals when they're on the map, rather than just what you need to stock up at the time, and give you excess supplies for harsh winters, toxic fallout or any other time when the animal pickings on the map are slim.
I also have 2 freezers, one for raw resources + meals, and the other for corpses. Although for the current run I just started I will try and separate the first freezer in two, one for raw and the other for cooked, and I also added the freezer mod to have freezers in dining rooms. Also a great tip is that you should have a big stockpile of survival meals, which you dont even need a freezer for since they dont rot, and use them for caravans.
You’re my favorite Rimworld channel on UA-cam!
Thanks bro!
I really wish you added the image and the name when you say the items/products you're talking about, i can't properly understand what they are.
2:22 This bit makes no sense to me. Pretty sure something is missing from the tip here. Why would simply having a conduit under a turret or solar lamp "quickly turn them all off". The pawns aren't flipping any switches, so what gives? Is this a obscure way of saying "if you have a conduit under the thing needing power, (turret or lamp) it will always connect to that, instead of wiring to nearest powered,"? Looking at 2:32, you'd need to either deconstruct a connecting conduit, or use a switch to turn them on and off, or am I missing something? Is this saying 'deconstruct a connecting conduit = quickly toggle power without using a switch"?
Came to see if this comment had been answered; I thought my brain was melting on that point in the video.
He has one set of wires connected to a power source, the other wire is not, so when you hit reconnect, it switches wires, turning them off/on
Circumvent needing a day and night shift doctor by installing a robotics mod and automating the hospital
"[...] 2 spaces apart along the x and y axes." *makes them 3 apart himself*
Don't forget to add this video to the RimWorld Guide playlist
Informative! Even after playing since beta there were some good tips
Enemy pawns : I'm dying! Heal me and put me in prison and i might consider joining you!
Me : hehe... *strips them
If i had this info, my prisoner pawn which is a recruit now and also converted to my ideology won't be in comma as i neglacted its psyche addiction
Omg i just had a big infestation and the one tip about insect meat and chemfuel just blew my mind!
As a veteran player i know all of these things except the corset selling price since i ussually sell organs, human flesh, and smokeleafs/flakes
Man i really wish i knew that my pawns needed to eat in a simulation game!
well, most of these are pretty well known as for me started playing Rimworld back in 2017. Some items never been introduced until now.
I have been playing since A16 and I learned something new. How about that.
I'm getting proper into the game now, but one thing has caused me trouble over and over...ROOF COLLAPSES 😭🤬 I mean i know now, but damn.
This is such a Backend developer game.
Oh man, I've been playing for awhile and I've learned things already!
4:02 these are the small things that make such a difference.
I wish I had learned Rimworld from you originally instead of the Yogscast, lol.
🤣
'Rice grows the fastest' *shows Shin Chan not eating rice*
Love yours videos. Was binge watching thru them them.
Could you please post names of songs used in videos in description? Love this style of music but some of them are difficult to find when they don't have lyrics.... Big thanks!
Dude, I must be the worst Rimworld player, 700 hs in , and never thought of a night doctor
Ahhh the Shin Chan gif. I thought I was the only one who appreciated art.
So usefull! Thank you a lot :)
i avoid kill boxes i mean they're great but they just feel wrong ahha (i will use them if im playing on harder difficulties)
I keep hearing Pawns as Porns "Watch your porns"
I have bought and downloaded Rimworld but have yet to boot it up. Hopefully these tips are good…
Focus on getting rice planted ASAP especially for tribal runs and shelter.
Also hilly terrain is very very beneficial for defensive positions. Anything more than that could be difficult to have wildlife and places to farm efficiently. Also the darker the soil the faster the grow speed.
@@RandomLombax37 yeah I think it would be cool if you could hollow out a mountain and then build machine gun nests for intruders
Let's see if as a 2k hours player i'll learn something new
Finally now i can stop wasting these pile of corpses
What is the music playing from 2:03?
30 things I wish I could memorize at once
Damn I Love this Game!
i dont think im smart enough for this
I am going to funnel every kill box user into a kill box of my own design in real life
1:15 that looks like 3 spaces apart not 2.
Avoid the abrasive trait at any cost since this could piss off your people
Thanks!
Thanks a bunch friend
@@Noobert your guides helped me alot, im just returning the favor ;)
sound like something like a couple years ago
Teach us how to fix modded rimworld
PURE GOLD OR JADEIT
Muy buen video ❤
wait does rimworld have a sort of creative mode?
Im playing on console, anyone know if the game the same as on pc?
I have installed mod to make killboxs not a thing, ai will avoid them, its to cheese
Cai is a good mod yeah
braziers, lol, bray zee uhs or braysure, not brah-zeers
Why would i sell my delicious corpses
i wish i wasnt a idiot and did the tutorial bc trust you wanna do it
Nah don't bother with food, make a nutrient paste dispenser and you are done for the whole game. It does not worth the time and effort to cook decent food.
It Rimcrime time
aint nothin wrong with kill boxes, they are a legit strat, players and content creators should ignore snowflakes complaining about kill boxes, rim world is about playing your way and having fun.
I agree the way that is most fun to the player is the correct way
@@Noobert perfectly said. this is the way
Addicted to drugs? Remove their legs.
nice
1 think I wish I knew before playing Rimworld.
It's not about rimming.
Most disappointing product I ever bought.
😊
Braziers? 😂 That's not how you pronounce that word...
WITERAWY
SLOW DOWN RAP GOD, JESUS CHRIST.
big
hmmmmmmm....