Nice Tipps but Tipp 20 isnt perfect: at the current state of the game its better to build a sleeping spot into the mech cluster. it counts as a objekt of your colony and the mech cluster gets activated
I think the best tip I've seen/read in recent weeks was imprisoning a pawn that auto-joins and leaving the doors open. If your pawns like charity, but you dont like the pawn, you can get the charity buff without keeping them. Great way of getting rid of bad "wanderer joins" event pawns without a week of -3.
That's an interesting idea! I used to use a method with making an unwanted pawn throw an emp grenade at one of my colonists and then banishing them as guilty
Wait wait wait...so arrest the random wanderer that joins and send them to an open room somewhere? I guess they would use the default prisoner AI at that point. That's brilliant!
Explosions are actually known to extinguish fire because they use up all the oxygen in the area starving the fire out. A cool bit of realism they added
If you imprison a pawn you can just simply release them and they will once again become a colonist, you will not have to reduce their resistance again!
The biggest thing for pawn management is having an extremely impressive dining/rec room. The mood bonuses you get from this are so good that you can run a colony solely on nutrient paste with no mental breaks. If you've got a decent fridge setup, tell all your pawns to hunt or draft hunt every medium or large animal on the map. You can easily avoid planting crops by having a refrigerator and hunting regularly so long as you don't butcher all the animals as soon as you've got them frozen. Set a bill to butcher until you have 500 and you will never run out of food unless you run out of animals. For defense, I find that Heavy SMGs with flak vests and Devistrand apparel IE. Dusters works best well into the late game until you're fabricating charge rifles to deal with centipedes. Marine and recon armor aren't worth it except for head and eye protection from helmets. As for pawn improvement, Bionic Spines, legs, and one eye per pawn are all you need. A lot of information hastily thrown together but I hope it helps any new players.
@Nothing Burger You're right, the single piece armor has a niche, however most enemies aren't equipped with such weapons, and the single piece armor preforms worse than comparable quality flak vest/duster combos until masterwork and legendary quality is taken into account. not to mention marine armor having a -0.40c/s movement penalty. There are always situations where one is better than the other, but flak vest and duster w/recon helmet+ generally works better in my experience.
I have an impressive rec and dining room with two masterwork grand sculpture. Im feeding all colonist with both fine and lavish meals so the mood bonuses stack. Yet they still have mental breakdowns. Theres really something im doing wrong.
@@azulablue6988 You might wanna look into getting some better schedules set up, sounds like you've got enough stuff to boost the morale but your colonists might not spend their time actually improving it.
@Dylan LaFountain I have been thinking about trying this, and I'm glad to see that's it's viable. Cuz seriously, what's the point of having a colony of individuals if you're just going to dress them all the exact same and optimize the fun out of the game? These folks care more about stats than enjoying the game, sadly. Get some style and flair in there
One amazing habit is to bait raiders with a worthless pawn. It seems bad, but you can lead them into traps and ambushes, and with enough practice no one will get hurt (aside from the raiders). I’ve used this for a long time, and I would even go as far as to call myself a master baiter.
I have a pawn with the "Jogger" trait so I just gave him a sniper rifle and I have him permanently on the go juice. He's the ultimate enemy kiting machine
One good tip is to check the dead bodies of pirates and rough union raiders for utility items to be stripped off. Sometimes they have shields and smoke packs, these items won't have the tainted debuff and you can reuse or resell them.
I never liked beating up pawns that had a mental break. I've had a few times where even unarmed some pawns has just outright destroyed limbs. Sucks when you just want them to stop and they decide the best course of action is to punch their leg off.
happened a lot to me too, even killed someone with fist once... I mostly beat up my slaves now thats safer, and let the people go on their mental breaks... unless its something nasty like berserk or murder...
For point 11, NO, rather blow up all anti grain/incendiary in my base than surrender my base to the enemy, dem pirates will take away nothing but ashes *Motherland intensifies*
When the Imperial collector comes by and you want to sell your "unpaid laborers" for honor, have multiple pawns sell one or two prisoners each instead of selling all of them in one bulk sell. This will split the honor reward between multiple pawns so you can have multiple psycasters much faster. Especially useful with vanilla psycasters expanded, as you don't need another neuroformer to level up w/ that mod
FYI, explosives can be used to put out fires. During Katrina a food storage place with a lot of propane tanks caught fire and the army blew it up before it could spread. Also, placing a sleeping spot near a mechanoid cluster will also wake them up.
@@scarred_wulf246 That is actually why they can do it. The force used to fling the shrapnel is what will put the fire out. Same way you can blow a lighter or other small fire out with a quick huff, just scaled way up. Granted, a grenade would only put out a fairly small fire. Too big and it wouldn't be able to remove enough air to stop it, same way you can only blow out so big of a flame with your breath.
"Lots of players will probably rely on their regular weapons... or horde them (special weapons) forever afraid to use them up." I feel personally attacked. Was literally thinking earlier in the video because I use combat extended and get stingy with ammo I often forget grenades can put out fires.
Combine Rooms. Most people combine the Dining and Rec rooms, but you can go further than that. Add a Barricks and your throne room to the same super room so you have 4 rooms that will give your colonists the 'spacious x room/wonderful x room" buffs. You can use a Temple instead of a throne room if you want as well, but not both at the same time. It'll also keep all those rooms much cleaner, improving mood. Use Barricks over individual rooms. Barricks can get the same bonus as a decent room even with the -3 disturbed sleep penalty (Which goes away when you have the best barricks possible, alongside the 'slept in a barricks' penalty which goes away around good/great) at a fraction of the cost, space, and they can be made much faster thanks to the super room above.
Dining/rec/throne works the best for me, I use a design with a 3 wide central alley with pillars and braziers on either side for the requirements, then rec on one side and dining on the other. Gives a cool “grand hall” feel and makes one incredibly impressive and beautiful (and pretty good looking on screen) room to place at the center or near the front of your colony
Going to chime in with some additional advice here for room combining. First of all, you can make super work rooms that are Dining, Rec, Barracks, and work room all at once. Specifically, you want to at least do cooking and research in this room to take advantage of Sterile Tiles. The reason for this is Cleanliness has a huge impact on impressiveness and reduces the need to spam art all over the room to increase impressiveness (I recommend > 170 impressiveness, but *never* go for 240). My personal favorite "happy room" design is 17x12 (or 15x10 of space), which equates to a very even 150 Sterile tiles that can be built in lots of 25. Also, since the room will need to be beautiful to reach such high impressiveness, pawns get +15 mood from beauty alone when working long enough in the room. Add +10 for being very comfortable, +5 for spaciousness, and +14 for eating and playing in an unbelievably impressive room and it starts to get very hard for some pawns to even get close to mentally breaking. For the Temple/Dining/Rec room combination, it is worth mentioning kneel pillows are incredible for them. They provide abnormally high beauty, are cheap to make, and can actually serve as dining chairs. In fact, just use kneel pillows in general - they're great.
For no.1, it was a whole lot easier back then, you could've just set them for imprisonment and once your pawns get a hold of that pawn the mental breakdown goes away, its the same now, but they get imprisoned the moment you hold them..
I like to use Character Editor to anesthetize them. That instantly stops the mental break. Then remove the anesthetized hediff from their Health tab, and they are right as rain again! Except that they're still miserable. Better get on that.
@@mirceazaharia2094 except thats also cheating, but you do what you want to your own game, I use dev mode to remove random relations that "doesnt fit" with my logic of the colony's history... like one of my starter colonist crashed from space who would get random mother and father from the local tribes :/
Subsidize your war beasts’ diet by freezing all the raider corpses too! Also insect meat is amazing, as long as you put it in fine or better meals you still get a positive mood even if your colony doesn’t have the insect meat precept!
I started butchering raiders to make kibble with their flesh for my animals, little bit of a food shortage in my colony during winter so Im trying to save where I can
A tip that greatly aided me in the past : burning bodies ! After a raid, there are usually TONS of corpses around the place that absolutely tanks your colonist's morale. Cremating or burrying them all takes a metric crap ton of time and/or manpower. Instead, build a fireproof room in the middle of nowhere and tag it to host corpses... With a molotov or flamethrower handy... You can guess the rest ;7
That's such a waste, though! I WANT that meat for chemfuel, kibble, specialised androids, I WANT that leather for crafting, I WANT those bones (Rim of Madness - Bones mod) for making plasteel and chemfuel. If I have the Mechalit mod in my load order, I NEED that humanoid leather for making multi-cloth, which is used to make synthread, hyperweave, thermothread and mechaweave. It also helps that I almost always run colonies of people that don't care about human butchering. Also, the tainted apparel can be repaired and cleared of the dead man's apparel flag with the Mend and Recycle mod. Mending and selling raider gear is a good source of profit for me. The prisoners can be harvested completely using the Death Rattle and Harvest Everything mods. Raids are an economic blessing for me, rather than a curse. That's how I financed 20 level 5 Empire mod settlements. And if you want to use the hyper-materials from Archotech Expanded en masse, you're gonna need a LOT OF SILVER. And components.
All this is good, but can be made better with certain mods. An example of this is putting down a dozen or so plans for bedrolls, growing a bunch of cotton while setting that as the material for the bedrolls, and using the Quality Builder mod to set the required quality for them as legendary. This will cause a good portion of your top builder's time to be taken up with building those unrealistically amazing bedrolls, then deconstructing the ones that don't measure up, building up construction skill the whole time for that one builder. I'd also suggest adding the Endless Rim mod, ending the regular game-over scenario when your last pawn dies, replacing it with a random wanderer joining, and picking up where the fallen left off. I'd also look into the What the Hack mod, letting you hack into the computer systems of mechanoids you take down, overriding their original programming for telling friend from foe, making them fight for you, just so long as you can keep the internal correction systems for that programming.
Granades can technically be used for fire control, because the concussive shock can put out fires. You can use a milsurp flash bang to kill an engine fire. I cannot disclose how I know this.
Pro tip: Seperate colonies get their own wealth scale for raids. So raids scale with the wealth of that individual colony seperately. But "not always" as sometimes I see no difference. Also the newest colony will recieve most of the raids and events. Making the game ease up on raids against your main colony. I do run 500 mods so this could be incorrect for vanilla. However I use smaller colonies to offset the mega raids of my main colony. My main colony has two million silver on hand and a total wealth of millions more. My raids are giant cubes of hundreds of ai at 2 fps even with compressed raiders. Without my three kill zones of turrents I wouldnt last. The raids on my outposts are like a tiny group of five or ten in comparsion and are much preferred. I discovered this after keeping a second vfe ancient vault as a cheap indoor farm.
There are a few mods that make enemy factions leave a bit earlier while also stopping them from attacking for a delay scaled to their casualties. Ping me later and I will be able to share the one I use of ya like
You can train construction pretty easily by building something cheap that takes a while to build like a double bed, stele, altar, etc. Then you cancel the construction at the end, and get a large portion of the materials refunded. Granite, slate and limestone works the best for this. The longer it takes the less you have to micromanage it. I don't think you get points for completing the construction, only from the actual construction. Bonus points if you lock them in a room. Edit: You can train crafting this way as well. Plasteel works the best for this.
Veteran player with 1500 hrs. Good stuff. Kick out any non colonist taking up a medical bed as soon as they can walk to exit the map. You can change the bed ownership to force them to get up.
Alliances are extremely useful, I try and ally all factions quickly, this lessens the amount of raids you will get while also giving you an ally you can call in for backup, which can save your colony in big attacks. The quickest way to become allies with a faction is to capture their pawns when they raid you and then to release them. A big mistake a lot of new players make is recruiting all of the pawns they capture. A pawn with bad traits will cause more problems then good.
Simple habit of mine - combine throne room and rec room and dining room. This is an easy way to get massive, stacking mood bonuses, because throne room has impressiveness requirements anyway and you can use it to your advantage. If you are using nutrient paste, just put a wall between a dining room and it, and simply keep the doors open - this way you can still utilise it with this setup. Abuse 11x11 rooms. It is a convenient, modular setup for a base. Such square can be a basis for 4 good quality bedrooms, a decent storage, fairly large hospital, a workshop with just about all the available vanilla work benches. It is a good ratio to remember for the purposes of building roofed areas. Mind your cable placement. Zzzt events are pretty much unavoidable, and explosions caused by them can be surprisingly deadly. Now, you may think they are unlikely to hit ever moving pawns, and you'd be right... But it becomes a problem when you have toddlers in a crib. Bionics - love them, use them. Especially legs, arms and eyes. Leg and arm replacement bionics are treated as singular body parts - they can no longer lose individual fingers or toes. This is also incredibly helpful if you are running a flak vest as your main armour. Legs should take priority - because speed is always useful - hauling material for work, responding to threats, countering armour debuffs, you name it. Second, go for arms - work speed bonus is amazing. Just remember that once you replace entire arm, you can't use "field hand" any longer. You can still use drill arms, and they are absolutely worth it for your diggers. Eyes are third, because for the most part, bonuses from various skills are capped at 100%. BUT, good eyesight is important for doctors, cooks and everyone who fights. A set of bionic eyes nicely counters trigger-happy accuracy penalty. A bit about combat - killboxes are obviously the universal solution to every problem, but if you want to live without them... Range is king. For the most part, your colony will likely not be able to sustain a full cataphract or marine armour setup. Your best basic and affordable option is flak vest and flak helmet. This is a wonderful option especially if you have bionic limbs. BUT it leaves you pawns' heads a bit vulnerable. This means, in open combat, cover is necessary. Some of the most dangerous weapons are about the range of 30 or below. These are mostly charge lances of mechanoid lancers. But also more unassuming weapons such as tribal greatbows. How to counter this? Assault rifles, minigus, sniper rifles, bolt action rifles. All good weapons that let you sit in cover and outrange most of the truly dangerous enemies. I know that this sweet charge rifle may be tempting, but unless it is paired with very good armour, it may be risky in open combat.
I stockpile special weapons to sell them. Not intentionally, but I always forget about them when a raid happens, so they don't get used. ....until the merchant rolls through.
as far as i can tell. building the whole ship actually decreases wealth due to the amouhnt of resources it takes, but only for large to medium sized ships.
I don’t like traditional kill boxes, so I’m a big fan of a defense in depth approach… basically I leave the door open, but use it as a choke point that’s as painful as possible to go through, and turn my entire base into a death trap. Usually outside of the base’s walls I’ll set up a couple of forward fighting positions with auto-doors nearby so everyone can quickly fall back to the base entry defense. I have a strong preference for forcing water crossings at the opening to maximize the amount of time my pawns and turrets have to take shots at enemies that can’t be behind cover. The last line is the base itself… I create avenues of travel between buildings to be three tiles wide and every building ideally has multiple entrances and exits on each side of the building (I use larger buildings). The idea is that my pawns can stand in a doorway for the high cover bonus and when the enemies get too close they can step inside the building and close the door behind them, while pawns further along the avenue in the direction of travel are still shooting as the enemy advances. Effectively I’m doing a constant fighting withdrawal around my base, filtering through my buildings to minimize individual pawn exposure to fire while ensuring the enemy is always taking fire. Breach raids or pirate raids are always easy to deal with as every pawn in your base always has fast access to a prepared fighting position as well as the ability to maneuver and reposition safely. Not only is it super effective, but it’s a lot of fun too. The best weapons for this tend to be the ones with fast warm-up and cool-down, so by mid game my standard issue carry is a heavy SMG, transitioning to charge rifles late in the game. But it’s good to have a minigun handy and the stagger effect of shotguns (I prefer pump for range and accuracy) and LMGs are super useful as well.
2 things I always do to streamline work flow is set up a dead cable in the center of my workshops thats in range of the tables and just use auto reconnect to make them turn off. And setting all work orders except cooking to drop on floor.
that would indeed be fitting if my colonist would spend the afterlife in the freezer... I keep finding children floordrawing in there and getting hypotermia all the time. So they would be cold in death as much as theyve been in their youth.
How uncivilized, you need only to take their legs and they merely become an upset potato. The smart ones get their legs back or maybe mecha legs. The bad ones, well. They join our humble farm to begin a new existence. Yes yesss. The bad ones get no limbs and lose their entire jaw as these parts are no longer necessary. The robots shall feed tube them human nutriet/slurry paste and attend to all their future needs. Eventually they accept their new lives on a compfy stone slab bed in a dark room. Colony happiness is always high.
And our best candiates are blessed with a remote control chip. Where they very willingly accept to take a back seat in their body and let ai consciousnesses use this new found vessel. The body is then limp and unmoving. We take this new vessel and completely replace all fleshy parts with mecha improvements creating a new sleeve.The sleeve then awaits in bed for someone to control them. Or they can be inserted into a warcasket for "on demand" defense. The volenteers love seeing more of the world as they watch from the back of their minds. We have never had a single complaint after conversion!
Tame insects. Low food consumption + Very powerful. Easy to do, just have a pawn wear plate armor and ignore combat. Recommended: Tame Megaspiders and Speliopedes. Advanced trainability makes them useful. Main con is that they live a max of 6 years and dont breed without a hive, meaning that all new insects must be from a hive.
On my first ever playthrough, a pair of Thrumbo’s waltzed on into my little town in the first few weeks, and through sheer luck I had someone with a huge animal handling and managed to take one. His name was Bob and he was our entire military for the first month or so
18. Was following a twitch streaming who i coerced into playing RimWorld. Normally i play vanilla but also managed to coerce her into trying the multiplayer mod. This meant importing her mod list. Interesting discovery was that school mod and common sense mods interacting will ensure that work and cleaning actually gets done by expanding the school zone over work areas.
I don't do mutiple base because I believe it is not really in favor of making the game run faster. But apart from that , the rest of the tips are really helpful.
For indoor growing without open roofs or hydroponics use dubs skylights (if I'm remembering correctly). As it allow you to craft glass panels at a smelter costing a little steel and then you can place them into your built roofs to create skylights letting in daylight (and heat if you turn the option on).
I love how revolutionizing Biotech was, "Attack animals can replace themselves through breeding unlike colonists" Biotech - "I would like to introduce to you, cloning and growth vats" XD Great video though, lots of juicy tips
Surprised you didn't mention a really neat feature of drop pods and drop pod raids. You can mostly control where they land. As they prioritize getting close to beacons and to a lesser extent the comms terminal. I am uncertain on the exact priority of which one, but an old out side beacon or just the only beacon not under solid mountain can potentially get them to drop right in a kill box instead of you stokpiles.
Couple more raid tip: Sapper raids target beds and infestations look for darkly lit places with player built furniture. With a little preparing by digging out somewhere else you can divert most of these raids.
@@daral9217 yeah I can confirm I have not seen this drop on a beacon directly. the drop pods aim for built roof sections. I have a mountain base with roof tiles cut out for drop pod raids. they land there every time.
Events will be split between multiple colonies, so if you want to be raided less, set up a colony and then just leave it empty. Now half of the events will occur in that colony and the other half at your home colony.
I love your videos Noobert, actually informative without being boring 20+ mins tutorials of talking with no soul. (Also praise your editor, give him some chocolate once in a while ;) ) Since you mentioned it during this guide, have you ever considered a video about how to manage multiple colonies? I've tried a few times but I end up failing to keep track of what's going on in each and always end up defaulting back to a single colony that's easier to defend.
I think the best habit is to build some steel spike traps at your base entrance, even better if you have firing positions behind them. They basically "die" so your pawns don't. Imagine having to partially melee a nasty neanderthal raid or a manhunter pack of wargs because some fool left the door open (the player). The 45x steel price for one is much less than the price of a colonist or its recovery in the $$$ terms, not to mention your colony's well-being or emotional attachment. (my naming scheme screams in attachment: Melee 1, Hauler 2, Construct 1...) The only drawback is the 0.4% chance your pawn triggers the trap which happened to me twice recently even though they were supposed to go around them. I'm thinking either the trap tiles were dirty or they had some items needed to be hauled because one time it was my cleaner/hauler who lost both of his legs. That's why now, hoping that it doesn't happen again, I don't add the trap tiles to my home area to prevent cleaning and have the rearm feature off because you need to do all the hauling of dead bodies and loot before the traps are set again
"Hey steve, gather all 50 of us we are going on a raid on MrButtington!" "Why bother Bob? They have wooden huts and not a silver nugget to their name." "Yeah, but they hatched like 60 chickens in the last minute." "I will gather the clubs. It's clubbing time!"
I play with a lot of mods, so I often wind up with a lot of raiders attacking and thus get a lot of tainted apparel or low-quality weapons that can't be scrapped down into base components. To solve this, place a storage area of considerable size in the middle of nowhere, away from the colony to accept said junk and tainted apparel. You can also use this to store humanoid non-colonist corpses. Leaving the junk out like this will allow them to decay over time. However, if the space fills up, you can always resort to using molotovs in order to incinerate all of it rapidly. You'd want to roof the area and use pillars made of fireproof material so rain doesn't douse the flames. I find this strategy better overall than cremating corpses or destroying stuff as it means you're taking up less time from your pawns so they can do more important tasks. Be sure to also remove any "colony area" from said site in order to prevent your colonists from wandering around it or spending lengths of time traveling to clean up dirt and debris, plus to prevent them from putting out any fires currently burning stuff. It's a junkyard, cleanliness is low priority.
Dubs bad hygiene has washing machines that allows you to wash tainted clothing and remove the tainted debuff :) good if you want to reuse or resell tainted clothing and armour. I smelt down most sub-par metal weapons and armour for steel and other materials. A good burning pit comes in handy though as well, cheers.
@@chrisgopher1439 The problem with things like that is that it kinda breaks the game since you'll now have an infinite amount of money by untainting enemy equipment. Also free armor for your pawns. Then again, I'm one to talk when I'm using the Empire mod which is a money printer alongside Glitter Tech.
@@Pizzarugi bad hygiene adds a lot more difficulty especially early game to be fair and it takes a while to find time to make washing machines a priority research project. By the time you have it, you can probably already arm your pawns with half decent gear. Fun fact, I've been using the androids expanded mod and androids can wear tainted clothes with no debuff :)
@@Pizzarugi oh bummer :( I have smaller colonies and play for the games win conditions on higher difficulty modes so I don't get to the point where the game slows down, maybe at the end game raids a bit. I feel for you though, slowdown is painful.
watching this in sections while i do my uni work- youre keeping me sane rn xD Im on my longest run and i love having these videos to come back to when im not actually playing
1 - An armor from corpses has lower cost like a hundred times 2 - Surviving on sea ice is very powerful for defenders because enemies has no shelters 3 - kill box have very big cost for your colony’s and you don’t learn how to fight it almost kills you when enemy’s mass drops on your hat 4 - pcy casters don’t cost anything 5 - Drags use them and you don’t have mental break at all
Real world, how to extinguish a fire 101. Introduce an explosive that does not produce a flammable gas or substance. Big flaming gas leak + explosion = no more flame. Though If the substance you are trying to extinguish is highly flammable (extremely low temperature where exposure to oxygen will produce a chemical reaction resulting in out of control heat increase resulting in a chain reaction). you need to cover it in a substance to reduce oxygen exposure to cool it below the reactive threshold.
Extra tip for the first one, make sure the pawn carrying out the beating doesn't have a power claw or any other sharp parts. I had a doctor get his fingers snapped off by an angry cyborg that way.
Playing with the Rimwar mod I get raided a lot. It's lots of fun to build walls to purposefully funnel the enemy raiders into Mech Clusters that have spawned. I have yet to see a Mech Cluster survive but perhaps one day....
4:28 I find this works better for creating quick firebreaks to save your base. Say you have a mountain base loaded with carpet and flammable benches and lightning strikes outside, toss a few nades at your front door and then your base is saved
In the fire trap for raids you dont need to close the door. Even with the open door the temp goes up with the fire as the traproom/labyrinth is regarded as indoors. Only when you break a door or a wall segment is it regarded as outdoors.
To keep colony wealth low combine room for example hospital with drug lab plus science lab, rec room with dining room, storage with freezer and workshops in one big room, save you the effort to beautify the room and in overall better and more efficient.
Man, I wish Rimworld finally had stopped with the scripted events and finally went down the Dwarf Portress's path of “cause & reason”. Instead of getting regular underground swarm infestations in the middle of your one man base on the arctic ice sheet every Monday just because Cassandra says “Babe wake up, it's 4am”, you may receive a permanent mega quest about a massive mega hive infestation in the region that gives you periodic swarm infestations as downside if you don't complete it. Instead of getting your tribal colony randomly deleted out of existence by steamrolling mechanoids who have nothing better to do, you can receive a mega quest on how one of the locals gas chamber weapons faction is fooling around with a mechanoid beacon artefact that will incidentally call upon mechanoid swarm to wipe out everything if you don't stop them in time. Instead of getting random mental breakdowns when everyone is happy and properly taken care of in a glittering colony just cuz mental breakdown time, this can be completely spared for the moments where your colony gets struck by a massive disaster and tensions are high. Partially why Random Randi is the best storyteller even for high immersion players and high efficiency players is because ironically enough he makes the most sense our of everyone. You come to him intentionally expecting to receive all kinds of unpredictable BS, but when he finally stucks you down with a man hunting party of beavers it feels genuinely as something that's up with the rest of the world you live in and not just some predictable scripted events.
Very nice con bro ! Appriciate it ! Though i havent seen this tip in your videos and its about playing with pathfinding using walls deconstruction ! Make a safe passage for daily errends and make a trap maze and block its colony side with a wall ! When enemy comes construct a wall in the normal way and unblockade the trap way ! Its a sweaty and cheesy way maybe but thats how i survive for a couple of weeks with void faction mod on ! Hope this was ibsightful and thanks again !
I figured out Number One once when I had a pawn who was cooking snapped and went beserk and left the kitchen, before he stepped completely out of the door he got lit up by some caravan group that shot at him. No wounds or death but they definitely checked him.
fyi the best usage for shock lances are thrumbos downing thrumbos safely and then butchering them for their fur instantly guarantees return of investment just from the raw ressources alone, nevermind refining them into clothes
I did the first one, and the mental break guys arm got smashed off. My meleeist dropped his weapon. He smashed my CRAFTERS ARM. BARE HANDED. ON PERMA DEATH.
0:45 i had to have a melee colonist run another colonist through who had a mental break, since he was the only colonist nearby, but he was armed with a sword. I had intended to use someone with guns, since the blunt damage isnt as deadly, but i got pretty lucky, although that colonist was having a tantrum, and insisted on breaking chemfuel cans and setting the base on fire. At least he didnt go for the antimatter mortar shells, since that wouldve been worse
The grenades at fires does have a certain level of IRL troll logic sense-making to it. Fires require fuel, oxygen, and heat to burn, and the explosive force of a grenade is going to scatter fuel and push away air via the shockwave, cutting off a lot of what makes fires work. Of course it's still quite firmly in the 'don't try this at home' camp but.
about the firepart and using bombs to clear them i think this way is now old fashioned when the big wind tank got invented to fight big fires in certain areas of the world.
Colonie wealth also increases with strucutures and floors counts as well. So use different floors for your buildings. Don't make expensive flooring for storage or prisons. Also smoothed walls and floors also count as structures and are expensive. So if you have a mountain base, don't smooth all the floors, build cheaper ones over the stone and don't smooth all your walls. The average colonist has a worth of 1000. If they're injured the wealth shrinks and for upgrades it increases. Also traits and age affects their wealth aswell.(Ugly pawns are cheaper then beautiful ones, likewise pyromaniacs are cheaper than though pawns). Have some crappy pawns to do field labor and don't give them good gear. Also try to fight with them as much as possible. Try to get them killed if they become a liability and burry them to farm burial events. Corpses also count for colonie wealth - so burn the raiders, esspecially highly geared ones. Last note - keep your stockpiles small. In my tribal playthroughs i often have stronger raids in the winter, because my pemmican stockpile was too large. Prepared foods are relativly expensive, so is medicine, so try to sell some - or get more people to eat your food. TL,DR: Wealth is really min/maxy and takes out a major part of the core gameplay. So try to avoid it if you want to have fun.
Wargs are great, if you have a regular supply of raiders to feed them with. Wargs are a bad idea for Randy though, he can just flat out refuse to give you any raiders, for season after season, meaning you have to trust them outside your walls to feed themselves, or hunt animals to feed them with. Dogs, on the other hand, are grrreat, unless you forget to deny them access to your crop fields or fridge, or drug storage. Either way, like you, I prefer dogs, plus, they "nuzzle". lol
lemme introduce you to the concept of recruiting every pawn and sending the crap pawns to a sacrifical labor camp its kinda fun to have a throw away base next door .
Just do it. I was sceptical too until I saw how every decision you do affects the game. Everyone has his own health, skills and gear. You can upgrade your colonists with bionic, become a royal psycaster or create a cult which require they members to run around naked. And if that's not enough for you - there are tons of mods to adjust the game to your liking. Become a robodaddy who build a army of merciless terminators? Become a orassan cat monarch which only eat cooked mices but has incredible technology? Be a mad scientist and breed dinosaurs for war? Everything is possible.
My #1 Space bar, new popup message? space bar. New map event? space bar. Heard a beep? space bar. in a menu? space bar. when in doubt? space bar. Flatulence? space bar.
i cannot be the only one who likes seeing my pawns get fked up during raids. through typical rimworld means i have a large stockpile of spare body parts, and i like seeing how many injuries a colonist can sustain. instead of looking at the list of injuries and saying “phew. better get on that” i say “phew. better get on that, but first i want to see the severity, exact cause out of curiosity, and take note of who they are (to get an idea of who’s the toughest colonist(s))”
Yeah, I think grenades can actually put out fires in specific situations, the concussion would blow it out for lack of knowledge of a better term 😆 there's not actually fire in grenades unless it's incendiary
Seeing as I'm always running Real Ruins and always have plenty of ruins on my map, I just send inexperienced builders to deconstruct that stuff. No expenditure of resources needed, and they get A LOT of experience, especially for things with lots of hitpoints.
Huh, actually, I THINK that makes sense, for the grenades I mean - it’s not the explosion that’s putting out the fires, it’s the conclusive blast that’s forcing all the available oxygen to vacate that spot. It’s the same reason why blowing to hard on a weak ember will actually blow it out
I think the best way to recruit/convert an iron willed or steadfast pawn is to remove their legs and then strip them naked in a freezer room with no beds feeding them only kibble to annihilate their beliefs and then to move them to a luxury room and only give them bionic legs once they've been recruiting. Don't use a mind screw seeing as it can't be removed later.
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Oi, boyo, am I banned from commenting on your channel, or is the great and wise UA-cam wisely mucking about full of wisdom 'n sh*t?
Nice Tipps but Tipp 20 isnt perfect: at the current state of the game its better to build a sleeping spot into the mech cluster.
it counts as a objekt of your colony and the mech cluster gets activated
I think the best tip I've seen/read in recent weeks was imprisoning a pawn that auto-joins and leaving the doors open. If your pawns like charity, but you dont like the pawn, you can get the charity buff without keeping them. Great way of getting rid of bad "wanderer joins" event pawns without a week of -3.
That's an interesting idea! I used to use a method with making an unwanted pawn throw an emp grenade at one of my colonists and then banishing them as guilty
Wait wait wait...so arrest the random wanderer that joins and send them to an open room somewhere? I guess they would use the default prisoner AI at that point.
That's brilliant!
I just sell them in the black market
And this is why I have 1500+ genius thanks!
That’s a great idea!
Explosions are actually known to extinguish fire because they use up all the oxygen in the area starving the fire out. A cool bit of realism they added
Also, they „blow out“ fires like you would blow out a candle. Oil well fires can be sometimes put out by bombs.
@@mathiasv3673 nuclear bombs : )
maybe the explosion just destroys the grass thats burning... nothing to do with oxygen
In rimworld maybe thats the only reason, but I was talking about real life explosions. Which can rob fires of oxygen to use@@gd7663
I had a fox kill a boom-animal which destroyed a complete caravan - lots of free loot.
If you imprison a pawn you can just simply release them and they will once again become a colonist, you will not have to reduce their resistance again!
YOOOO THANK YOU
@@mr_simp2374but, they’ll inevitably just break again as they get a mood debuff from being imprisoned.
@@jacob8858 Counter it with drugs and booze when you're ready to release them.
@@Elrohof lol
Thanks ❤
The biggest thing for pawn management is having an extremely impressive dining/rec room. The mood bonuses you get from this are so good that you can run a colony solely on nutrient paste with no mental breaks. If you've got a decent fridge setup, tell all your pawns to hunt or draft hunt every medium or large animal on the map. You can easily avoid planting crops by having a refrigerator and hunting regularly so long as you don't butcher all the animals as soon as you've got them frozen. Set a bill to butcher until you have 500 and you will never run out of food unless you run out of animals. For defense, I find that Heavy SMGs with flak vests and Devistrand apparel IE. Dusters works best well into the late game until you're fabricating charge rifles to deal with centipedes. Marine and recon armor aren't worth it except for head and eye protection from helmets. As for pawn improvement, Bionic Spines, legs, and one eye per pawn are all you need. A lot of information hastily thrown together but I hope it helps any new players.
@Nothing Burger You're right, the single piece armor has a niche, however most enemies aren't equipped with such weapons, and the single piece armor preforms worse than comparable quality flak vest/duster combos until masterwork and legendary quality is taken into account. not to mention marine armor having a -0.40c/s movement penalty. There are always situations where one is better than the other, but flak vest and duster w/recon helmet+ generally works better in my experience.
I have an impressive rec and dining room with two masterwork grand sculpture. Im feeding all colonist with both fine and lavish meals so the mood bonuses stack. Yet they still have mental breakdowns. Theres really something im doing wrong.
@@azulablue6988 You might wanna look into getting some better schedules set up, sounds like you've got enough stuff to boost the morale but your colonists might not spend their time actually improving it.
@@azulablue6988 impressive is not that impressive.... not too hard to get very or extremely impressive
@Dylan LaFountain I have been thinking about trying this, and I'm glad to see that's it's viable.
Cuz seriously, what's the point of having a colony of individuals if you're just going to dress them all the exact same and optimize the fun out of the game? These folks care more about stats than enjoying the game, sadly. Get some style and flair in there
One amazing habit is to bait raiders with a worthless pawn. It seems bad, but you can lead them into traps and ambushes, and with enough practice no one will get hurt (aside from the raiders). I’ve used this for a long time, and I would even go as far as to call myself a master baiter.
A masturbator? Gotcha
Similar to the gent who keeps winning all the fishing tournaments…
Can do it with animals and beds too, just put them on the other side of your kill room and it will lure them right into it
you what… O_O
I have a pawn with the "Jogger" trait so I just gave him a sniper rifle and I have him permanently on the go juice. He's the ultimate enemy kiting machine
One good tip is to check the dead bodies of pirates and rough union raiders for utility items to be stripped off. Sometimes they have shields and smoke packs, these items won't have the tainted debuff and you can reuse or resell them.
I never liked beating up pawns that had a mental break. I've had a few times where even unarmed some pawns has just outright destroyed limbs. Sucks when you just want them to stop and they decide the best course of action is to punch their leg off.
"Sorry man, didnt mean to punch your leg off, here is a piece of wood to replace it"
happened a lot to me too, even killed someone with fist once... I mostly beat up my slaves now thats safer, and let the people go on their mental breaks... unless its something nasty like berserk or murder...
For point 11, NO, rather blow up all anti grain/incendiary in my base than surrender my base to the enemy, dem pirates will take away nothing but ashes *Motherland intensifies*
Based and Motherlandpilled.
General Order 27 is in effect, NOT ONE STEP BACK!
When the Imperial collector comes by and you want to sell your "unpaid laborers" for honor, have multiple pawns sell one or two prisoners each instead of selling all of them in one bulk sell. This will split the honor reward between multiple pawns so you can have multiple psycasters much faster.
Especially useful with vanilla psycasters expanded, as you don't need another neuroformer to level up w/ that mod
it would also give a bonus with slavery honourable for social, pawns will have better opinion of each other if they all sell a slave
The best way to wake the mechs up is by spaming sleeping spots, works instantly and free
I think bug this just got patched
@@royce9018 yup , patched in 1.4
FYI, explosives can be used to put out fires. During Katrina a food storage place with a lot of propane tanks caught fire and the army blew it up before it could spread. Also, placing a sleeping spot near a mechanoid cluster will also wake them up.
@@otlan2724 Granted, a grenade isn't going to do much to a fire considering they're designed to fling shrapnel.
@@otlan2724 bruh i think the grenade thing is on due to splashing dust or ash on the fire to put it out IMO
Fun fact when oil pumps are on fire explosives are used the shock wave pushes the air away thus cutting the oxygen
@@otlan2724 It goes out for basically the same reason you can put a lighter out by blowing on it. Just scaled up.
@@scarred_wulf246 That is actually why they can do it. The force used to fling the shrapnel is what will put the fire out. Same way you can blow a lighter or other small fire out with a quick huff, just scaled way up. Granted, a grenade would only put out a fairly small fire. Too big and it wouldn't be able to remove enough air to stop it, same way you can only blow out so big of a flame with your breath.
"Lots of players will probably rely on their regular weapons... or horde them (special weapons) forever afraid to use them up."
I feel personally attacked.
Was literally thinking earlier in the video because I use combat extended and get stingy with ammo I often forget grenades can put out fires.
Combine Rooms. Most people combine the Dining and Rec rooms, but you can go further than that. Add a Barricks and your throne room to the same super room so you have 4 rooms that will give your colonists the 'spacious x room/wonderful x room" buffs. You can use a Temple instead of a throne room if you want as well, but not both at the same time. It'll also keep all those rooms much cleaner, improving mood.
Use Barricks over individual rooms. Barricks can get the same bonus as a decent room even with the -3 disturbed sleep penalty (Which goes away when you have the best barricks possible, alongside the 'slept in a barricks' penalty which goes away around good/great) at a fraction of the cost, space, and they can be made much faster thanks to the super room above.
Nah dude tiny rooms ftw
Dining/rec/throne works the best for me, I use a design with a 3 wide central alley with pillars and braziers on either side for the requirements, then rec on one side and dining on the other. Gives a cool “grand hall” feel and makes one incredibly impressive and beautiful (and pretty good looking on screen) room to place at the center or near the front of your colony
Going to chime in with some additional advice here for room combining.
First of all, you can make super work rooms that are Dining, Rec, Barracks, and work room all at once. Specifically, you want to at least do cooking and research in this room to take advantage of Sterile Tiles. The reason for this is Cleanliness has a huge impact on impressiveness and reduces the need to spam art all over the room to increase impressiveness (I recommend > 170 impressiveness, but *never* go for 240).
My personal favorite "happy room" design is 17x12 (or 15x10 of space), which equates to a very even 150 Sterile tiles that can be built in lots of 25. Also, since the room will need to be beautiful to reach such high impressiveness, pawns get +15 mood from beauty alone when working long enough in the room. Add +10 for being very comfortable, +5 for spaciousness, and +14 for eating and playing in an unbelievably impressive room and it starts to get very hard for some pawns to even get close to mentally breaking.
For the Temple/Dining/Rec room combination, it is worth mentioning kneel pillows are incredible for them. They provide abnormally high beauty, are cheap to make, and can actually serve as dining chairs. In fact, just use kneel pillows in general - they're great.
@@InterestEPC Don't lab tables get penalties for having anything but other lab stuff in the same room though?
Beds in a throneroom will not fullfill the royal requirements.
For no.1, it was a whole lot easier back then, you could've just set them for imprisonment and once your pawns get a hold of that pawn the mental breakdown goes away, its the same now, but they get imprisoned the moment you hold them..
I like to use Character Editor to anesthetize them. That instantly stops the mental break. Then remove the anesthetized hediff from their Health tab, and they are right as rain again!
Except that they're still miserable. Better get on that.
@@mirceazaharia2094 except thats also cheating, but you do what you want to your own game, I use dev mode to remove random relations that "doesnt fit" with my logic of the colony's history... like one of my starter colonist crashed from space who would get random mother and father from the local tribes :/
Subsidize your war beasts’ diet by freezing all the raider corpses too! Also insect meat is amazing, as long as you put it in fine or better meals you still get a positive mood even if your colony doesn’t have the insect meat precept!
I started butchering raiders to make kibble with their flesh for my animals, little bit of a food shortage in my colony during winter so Im trying to save where I can
A tip that greatly aided me in the past : burning bodies !
After a raid, there are usually TONS of corpses around the place that absolutely tanks your colonist's morale. Cremating or burrying them all takes a metric crap ton of time and/or manpower.
Instead, build a fireproof room in the middle of nowhere and tag it to host corpses... With a molotov or flamethrower handy... You can guess the rest ;7
That's such a waste, though! I WANT that meat for chemfuel, kibble, specialised androids, I WANT that leather for crafting, I WANT those bones (Rim of Madness - Bones mod) for making plasteel and chemfuel. If I have the Mechalit mod in my load order, I NEED that humanoid leather for making multi-cloth, which is used to make synthread, hyperweave, thermothread and mechaweave.
It also helps that I almost always run colonies of people that don't care about human butchering.
Also, the tainted apparel can be repaired and cleared of the dead man's apparel flag with the Mend and Recycle mod. Mending and selling raider gear is a good source of profit for me.
The prisoners can be harvested completely using the Death Rattle and Harvest Everything mods.
Raids are an economic blessing for me, rather than a curse. That's how I financed 20 level 5 Empire mod settlements. And if you want to use the hyper-materials from Archotech Expanded en masse, you're gonna need a LOT OF SILVER. And components.
Install wall mounted flame thrower turrets and your corpse days are long gone. Do so in an indoor room and they all cook fast.
Or you could let your animals throw them in the swamp.
Any water works, but swamps have increased decaying time.
Just feed your animals with the deadies
Have an army of wolf's and they will kill and eat the deadies
Dig out fruit trees from all over the map to make a nice orchard.
There are no fruit trees that spawn like that in base game tho.
@@manikchris3638 true, there are mods that add fruit trees.
Vanilla Plants Expanded and VGP add those fruit trees.
All this is good, but can be made better with certain mods. An example of this is putting down a dozen or so plans for bedrolls, growing a bunch of cotton while setting that as the material for the bedrolls, and using the Quality Builder mod to set the required quality for them as legendary. This will cause a good portion of your top builder's time to be taken up with building those unrealistically amazing bedrolls, then deconstructing the ones that don't measure up, building up construction skill the whole time for that one builder. I'd also suggest adding the Endless Rim mod, ending the regular game-over scenario when your last pawn dies, replacing it with a random wanderer joining, and picking up where the fallen left off. I'd also look into the What the Hack mod, letting you hack into the computer systems of mechanoids you take down, overriding their original programming for telling friend from foe, making them fight for you, just so long as you can keep the internal correction systems for that programming.
Granades can technically be used for fire control, because the concussive shock can put out fires.
You can use a milsurp flash bang to kill an engine fire.
I cannot disclose how I know this.
Pro tip: Seperate colonies get their own wealth scale for raids. So raids scale with the wealth of that individual colony seperately. But "not always" as sometimes I see no difference.
Also the newest colony will recieve most of the raids and events. Making the game ease up on raids against your main colony.
I do run 500 mods so this could be incorrect for vanilla. However I use smaller colonies to offset the mega raids of my main colony. My main colony has two million silver on hand and a total wealth of millions more. My raids are giant cubes of hundreds of ai at 2 fps even with compressed raiders. Without my three kill zones of turrents I wouldnt last. The raids on my outposts are like a tiny group of five or ten in comparsion and are much preferred. I discovered this after keeping a second vfe ancient vault as a cheap indoor farm.
There should be a mod like Winston Wave, so one huge raid splits into several large raids.
You should post a raid on that base on here or reddit :)
@@misty3578 I'm actually planning on an entire youtube series using it.
@@geronimo5537 I’ll keep your channel on my radar! would love to see this too
There are a few mods that make enemy factions leave a bit earlier while also stopping them from attacking for a delay scaled to their casualties.
Ping me later and I will be able to share the one I use of ya like
You can train construction pretty easily by building something cheap that takes a while to build like a double bed, stele, altar, etc. Then you cancel the construction at the end, and get a large portion of the materials refunded. Granite, slate and limestone works the best for this. The longer it takes the less you have to micromanage it. I don't think you get points for completing the construction, only from the actual construction. Bonus points if you lock them in a room.
Edit: You can train crafting this way as well. Plasteel works the best for this.
Veteran player with 1500 hrs. Good stuff.
Kick out any non colonist taking up a medical bed as soon as they can walk to exit the map. You can change the bed ownership to force them to get up.
Alliances are extremely useful, I try and ally all factions quickly, this lessens the amount of raids you will get while also giving you an ally you can call in for backup, which can save your colony in big attacks. The quickest way to become allies with a faction is to capture their pawns when they raid you and then to release them. A big mistake a lot of new players make is recruiting all of the pawns they capture. A pawn with bad traits will cause more problems then good.
Simple habit of mine - combine throne room and rec room and dining room. This is an easy way to get massive, stacking mood bonuses, because throne room has impressiveness requirements anyway and you can use it to your advantage.
If you are using nutrient paste, just put a wall between a dining room and it, and simply keep the doors open - this way you can still utilise it with this setup.
Abuse 11x11 rooms. It is a convenient, modular setup for a base. Such square can be a basis for 4 good quality bedrooms, a decent storage, fairly large hospital, a workshop with just about all the available vanilla work benches. It is a good ratio to remember for the purposes of building roofed areas.
Mind your cable placement. Zzzt events are pretty much unavoidable, and explosions caused by them can be surprisingly deadly. Now, you may think they are unlikely to hit ever moving pawns, and you'd be right... But it becomes a problem when you have toddlers in a crib.
Bionics - love them, use them. Especially legs, arms and eyes.
Leg and arm replacement bionics are treated as singular body parts - they can no longer lose individual fingers or toes. This is also incredibly helpful if you are running a flak vest as your main armour.
Legs should take priority - because speed is always useful - hauling material for work, responding to threats, countering armour debuffs, you name it.
Second, go for arms - work speed bonus is amazing. Just remember that once you replace entire arm, you can't use "field hand" any longer. You can still use drill arms, and they are absolutely worth it for your diggers.
Eyes are third, because for the most part, bonuses from various skills are capped at 100%. BUT, good eyesight is important for doctors, cooks and everyone who fights. A set of bionic eyes nicely counters trigger-happy accuracy penalty.
A bit about combat - killboxes are obviously the universal solution to every problem, but if you want to live without them... Range is king.
For the most part, your colony will likely not be able to sustain a full cataphract or marine armour setup. Your best basic and affordable option is flak vest and flak helmet. This is a wonderful option especially if you have bionic limbs. BUT it leaves you pawns' heads a bit vulnerable.
This means, in open combat, cover is necessary.
Some of the most dangerous weapons are about the range of 30 or below. These are mostly charge lances of mechanoid lancers. But also more unassuming weapons such as tribal greatbows.
How to counter this? Assault rifles, minigus, sniper rifles, bolt action rifles. All good weapons that let you sit in cover and outrange most of the truly dangerous enemies.
I know that this sweet charge rifle may be tempting, but unless it is paired with very good armour, it may be risky in open combat.
I stockpile special weapons to sell them. Not intentionally, but I always forget about them when a raid happens, so they don't get used. ....until the merchant rolls through.
as far as i can tell. building the whole ship actually decreases wealth due to the amouhnt of resources it takes, but only for large to medium sized ships.
I don’t like traditional kill boxes, so I’m a big fan of a defense in depth approach… basically I leave the door open, but use it as a choke point that’s as painful as possible to go through, and turn my entire base into a death trap.
Usually outside of the base’s walls I’ll set up a couple of forward fighting positions with auto-doors nearby so everyone can quickly fall back to the base entry defense. I have a strong preference for forcing water crossings at the opening to maximize the amount of time my pawns and turrets have to take shots at enemies that can’t be behind cover. The last line is the base itself… I create avenues of travel between buildings to be three tiles wide and every building ideally has multiple entrances and exits on each side of the building (I use larger buildings). The idea is that my pawns can stand in a doorway for the high cover bonus and when the enemies get too close they can step inside the building and close the door behind them, while pawns further along the avenue in the direction of travel are still shooting as the enemy advances. Effectively I’m doing a constant fighting withdrawal around my base, filtering through my buildings to minimize individual pawn exposure to fire while ensuring the enemy is always taking fire.
Breach raids or pirate raids are always easy to deal with as every pawn in your base always has fast access to a prepared fighting position as well as the ability to maneuver and reposition safely.
Not only is it super effective, but it’s a lot of fun too. The best weapons for this tend to be the ones with fast warm-up and cool-down, so by mid game my standard issue carry is a heavy SMG, transitioning to charge rifles late in the game. But it’s good to have a minigun handy and the stagger effect of shotguns (I prefer pump for range and accuracy) and LMGs are super useful as well.
2 things I always do to streamline work flow is set up a dead cable in the center of my workshops thats in range of the tables and just use auto reconnect to make them turn off.
And setting all work orders except cooking to drop on floor.
The tips about colony-corpse popsicles for reviving and heat for capturing enemies are really interesting...
that would indeed be fitting if my colonist would spend the afterlife in the freezer... I keep finding children floordrawing in there and getting hypotermia all the time. So they would be cold in death as much as theyve been in their youth.
Sometimes people just need sense knocked into them.....with a bat.....and an army of chinchillas
How uncivilized, you need only to take their legs and they merely become an upset potato.
The smart ones get their legs back or maybe mecha legs. The bad ones, well. They join our humble farm to begin a new existence. Yes yesss. The bad ones get no limbs and lose their entire jaw as these parts are no longer necessary. The robots shall feed tube them human nutriet/slurry paste and attend to all their future needs. Eventually they accept their new lives on a compfy stone slab bed in a dark room. Colony happiness is always high.
And our best candiates are blessed with a remote control chip. Where they very willingly accept to take a back seat in their body and let ai consciousnesses use this new found vessel. The body is then limp and unmoving. We take this new vessel and completely replace all fleshy parts with mecha improvements creating a new sleeve.The sleeve then awaits in bed for someone to control them. Or they can be inserted into a warcasket for "on demand" defense. The volenteers love seeing more of the world as they watch from the back of their minds. We have never had a single complaint after conversion!
Tame insects. Low food consumption + Very powerful. Easy to do, just have a pawn wear plate armor and ignore combat. Recommended: Tame Megaspiders and Speliopedes. Advanced trainability makes them useful. Main con is that they live a max of 6 years and dont breed without a hive, meaning that all new insects must be from a hive.
On my first ever playthrough, a pair of Thrumbo’s waltzed on into my little town in the first few weeks, and through sheer luck I had someone with a huge animal handling and managed to take one. His name was Bob and he was our entire military for the first month or so
18. Was following a twitch streaming who i coerced into playing RimWorld. Normally i play vanilla but also managed to coerce her into trying the multiplayer mod. This meant importing her mod list. Interesting discovery was that school mod and common sense mods interacting will ensure that work and cleaning actually gets done by expanding the school zone over work areas.
How do you encourage only tribal guests?
I don't do mutiple base because I believe it is not really in favor of making the game run faster. But apart from that , the rest of the tips are really helpful.
I'm always in awe whenever i see the bases in noobert's videos, they're so... archaic
For indoor growing without open roofs or hydroponics use dubs skylights (if I'm remembering correctly). As it allow you to craft glass panels at a smelter costing a little steel and then you can place them into your built roofs to create skylights letting in daylight (and heat if you turn the option on).
this is a mod not a tip
I love how revolutionizing Biotech was, "Attack animals can replace themselves through breeding unlike colonists"
Biotech - "I would like to introduce to you, cloning and growth vats" XD
Great video though, lots of juicy tips
Surprised you didn't mention a really neat feature of drop pods and drop pod raids. You can mostly control where they land. As they prioritize getting close to beacons and to a lesser extent the comms terminal. I am uncertain on the exact priority of which one, but an old out side beacon or just the only beacon not under solid mountain can potentially get them to drop right in a kill box instead of you stokpiles.
Couple more raid tip: Sapper raids target beds and infestations look for darkly lit places with player built furniture. With a little preparing by digging out somewhere else you can divert most of these raids.
This is very much untrue. Even Tynan during a charity stream said that this is not the case.
@@phoebejl Odd, did not know that. And did not match my experiences with them, but if the dev is on record say otherwise I will go with that.
@@daral9217 yeah I can confirm I have not seen this drop on a beacon directly. the drop pods aim for built roof sections. I have a mountain base with roof tiles cut out for drop pod raids. they land there every time.
@@daral9217 Its just cause they target the closest open area in your base.m
The animation, humour and informativeness of your videos make a great combo!
Thankya
Events will be split between multiple colonies, so if you want to be raided less, set up a colony and then just leave it empty. Now half of the events will occur in that colony and the other half at your home colony.
Throwing grenades at fires irl works the same, the sudden consumption of oxygen by the grenade leaves none for the fire
I love your videos Noobert, actually informative without being boring 20+ mins tutorials of talking with no soul. (Also praise your editor, give him some chocolate once in a while ;) )
Since you mentioned it during this guide, have you ever considered a video about how to manage multiple colonies? I've tried a few times but I end up failing to keep track of what's going on in each and always end up defaulting back to a single colony that's easier to defend.
No, don't waste chocolate on the editor; give him raider meat nutrient paste instead.
oil well fires are often extinguished using explosives. the pressure wave displaces a lot of what makes the fire burn.
I think the best habit is to build some steel spike traps at your base entrance, even better if you have firing positions behind them.
They basically "die" so your pawns don't. Imagine having to partially melee a nasty neanderthal raid or a manhunter pack of wargs because some fool left the door open (the player). The 45x steel price for one is much less than the price of a colonist or its recovery in the $$$ terms, not to mention your colony's well-being or emotional attachment.
(my naming scheme screams in attachment: Melee 1, Hauler 2, Construct 1...)
The only drawback is the 0.4% chance your pawn triggers the trap which happened to me twice recently even though they were supposed to go around them. I'm thinking either the trap tiles were dirty or they had some items needed to be hauled because one time it was my cleaner/hauler who lost both of his legs. That's why now, hoping that it doesn't happen again, I don't add the trap tiles to my home area to prevent cleaning and have the rearm feature off because you need to do all the hauling of dead bodies and loot before the traps are set again
"Hey steve, gather all 50 of us we are going on a raid on MrButtington!"
"Why bother Bob? They have wooden huts and not a silver nugget to their name."
"Yeah, but they hatched like 60 chickens in the last minute."
"I will gather the clubs. It's clubbing time!"
I've been taking advantage of a mech cluster's turrets to deal with raids
i would have never thought to schedule tribal guests to meditate. thanks, noobert!
I play with a lot of mods, so I often wind up with a lot of raiders attacking and thus get a lot of tainted apparel or low-quality weapons that can't be scrapped down into base components. To solve this, place a storage area of considerable size in the middle of nowhere, away from the colony to accept said junk and tainted apparel. You can also use this to store humanoid non-colonist corpses. Leaving the junk out like this will allow them to decay over time. However, if the space fills up, you can always resort to using molotovs in order to incinerate all of it rapidly. You'd want to roof the area and use pillars made of fireproof material so rain doesn't douse the flames. I find this strategy better overall than cremating corpses or destroying stuff as it means you're taking up less time from your pawns so they can do more important tasks.
Be sure to also remove any "colony area" from said site in order to prevent your colonists from wandering around it or spending lengths of time traveling to clean up dirt and debris, plus to prevent them from putting out any fires currently burning stuff. It's a junkyard, cleanliness is low priority.
Dubs bad hygiene has washing machines that allows you to wash tainted clothing and remove the tainted debuff :) good if you want to reuse or resell tainted clothing and armour. I smelt down most sub-par metal weapons and armour for steel and other materials. A good burning pit comes in handy though as well, cheers.
@@chrisgopher1439 The problem with things like that is that it kinda breaks the game since you'll now have an infinite amount of money by untainting enemy equipment. Also free armor for your pawns.
Then again, I'm one to talk when I'm using the Empire mod which is a money printer alongside Glitter Tech.
@@Pizzarugi bad hygiene adds a lot more difficulty especially early game to be fair and it takes a while to find time to make washing machines a priority research project. By the time you have it, you can probably already arm your pawns with half decent gear. Fun fact, I've been using the androids expanded mod and androids can wear tainted clothes with no debuff :)
@@Pizzarugi also with great wealth comes great responsibility ;) in the form of larger raids so a double edged sword.
@@Pizzarugi oh bummer :( I have smaller colonies and play for the games win conditions on higher difficulty modes so I don't get to the point where the game slows down, maybe at the end game raids a bit. I feel for you though, slowdown is painful.
watching this in sections while i do my uni work- youre keeping me sane rn xD Im on my longest run and i love having these videos to come back to when im not actually playing
1 - An armor from corpses has lower cost like a hundred times
2 - Surviving on sea ice is very powerful for defenders because enemies has no shelters
3 - kill box have very big cost for your colony’s and you don’t learn how to fight it almost kills you when enemy’s mass drops on your hat
4 - pcy casters don’t cost anything
5 - Drags use them and you don’t have mental break at all
Real world, how to extinguish a fire 101.
Introduce an explosive that does not produce a flammable gas or substance.
Big flaming gas leak + explosion = no more flame.
Though If the substance you are trying to extinguish is highly flammable (extremely low temperature where exposure to oxygen will produce a chemical reaction resulting in out of control heat increase resulting in a chain reaction). you need to cover it in a substance to reduce oxygen exposure to cool it below the reactive threshold.
The fire knockout tip was super helpful thank you!
Extra tip for the first one, make sure the pawn carrying out the beating doesn't have a power claw or any other sharp parts. I had a doctor get his fingers snapped off by an angry cyborg that way.
If knew to use lances, my mad scientist colony would have been more successful.
Playing with the Rimwar mod I get raided a lot. It's lots of fun to build walls to purposefully funnel the enemy raiders into Mech Clusters that have spawned. I have yet to see a Mech Cluster survive but perhaps one day....
I like how that one base of eragon’s is always the subject of “unfortunate events”
4:28 I find this works better for creating quick firebreaks to save your base. Say you have a mountain base loaded with carpet and flammable benches and lightning strikes outside, toss a few nades at your front door and then your base is saved
well if your entire base is inside the mountain... why bother with the fire at all? did you build carpets all the way to the front door and outside?
@@gd7663 yea I may or may not have had an entire base burnt out by a raider with a rocket launcher because I made a grand entrance hall with concrete
In the fire trap for raids you dont need to close the door. Even with the open door the temp goes up with the fire as the traproom/labyrinth is regarded as indoors. Only when you break a door or a wall segment is it regarded as outdoors.
To keep colony wealth low combine room for example hospital with drug lab plus science lab, rec room with dining room, storage with freezer and workshops in one big room, save you the effort to beautify the room and in overall better and more efficient.
it's amazing how casually you describe horrific war crimes
At this point it's just business for me...
Man, I wish Rimworld finally had stopped with the scripted events and finally went down the Dwarf Portress's path of “cause & reason”.
Instead of getting regular underground swarm infestations in the middle of your one man base on the arctic ice sheet every Monday just because Cassandra says “Babe wake up, it's 4am”, you may receive a permanent mega quest about a massive mega hive infestation in the region that gives you periodic swarm infestations as downside if you don't complete it.
Instead of getting your tribal colony randomly deleted out of existence by steamrolling mechanoids who have nothing better to do, you can receive a mega quest on how one of the locals gas chamber weapons faction is fooling around with a mechanoid beacon artefact that will incidentally call upon mechanoid swarm to wipe out everything if you don't stop them in time.
Instead of getting random mental breakdowns when everyone is happy and properly taken care of in a glittering colony just cuz mental breakdown time, this can be completely spared for the moments where your colony gets struck by a massive disaster and tensions are high.
Partially why Random Randi is the best storyteller even for high immersion players and high efficiency players is because ironically enough he makes the most sense our of everyone. You come to him intentionally expecting to receive all kinds of unpredictable BS, but when he finally stucks you down with a man hunting party of beavers it feels genuinely as something that's up with the rest of the world you live in and not just some predictable scripted events.
Solid. I feel the exact same way. This would be somthing to pitch to oskar potoki sometime
Very nice con bro ! Appriciate it ! Though i havent seen this tip in your videos and its about playing with pathfinding using walls deconstruction ! Make a safe passage for daily errends and make a trap maze and block its colony side with a wall ! When enemy comes construct a wall in the normal way and unblockade the trap way ! Its a sweaty and cheesy way maybe but thats how i survive for a couple of weeks with void faction mod on ! Hope this was ibsightful and thanks again !
I figured out Number One once when I had a pawn who was cooking snapped and went beserk and left the kitchen, before he stepped completely out of the door he got lit up by some caravan group that shot at him. No wounds or death but they definitely checked him.
fyi
the best usage for shock lances are thrumbos
downing thrumbos safely and then butchering them for their fur instantly guarantees return of investment just from the raw ressources alone, nevermind refining them into clothes
I did the first one, and the mental break guys arm got smashed off. My meleeist dropped his weapon. He smashed my CRAFTERS ARM. BARE HANDED. ON PERMA DEATH.
Thank you for all the videos. I was intimidated by this game since the console edition is about to drop and always wanted to try.
I learned early on that 30 tamed boars are the perfect meat shield against man hunters and raiders alike. The only problem was feeding them
Dagnabbit. Another useful vid. The anti fire grenades one is interesting. Thanks!
0:45 i had to have a melee colonist run another colonist through who had a mental break, since he was the only colonist nearby, but he was armed with a sword. I had intended to use someone with guns, since the blunt damage isnt as deadly, but i got pretty lucky, although that colonist was having a tantrum, and insisted on breaking chemfuel cans and setting the base on fire. At least he didnt go for the antimatter mortar shells, since that wouldve been worse
The grenades at fires does have a certain level of IRL troll logic sense-making to it. Fires require fuel, oxygen, and heat to burn, and the explosive force of a grenade is going to scatter fuel and push away air via the shockwave, cutting off a lot of what makes fires work. Of course it's still quite firmly in the 'don't try this at home' camp but.
about the firepart and using bombs to clear them i think this way is now old fashioned when the big wind tank got invented to fight big fires in certain areas of the world.
Colonie wealth also increases with strucutures and floors counts as well. So use different floors for your buildings. Don't make expensive flooring for storage or prisons. Also smoothed walls and floors also count as structures and are expensive. So if you have a mountain base, don't smooth all the floors, build cheaper ones over the stone and don't smooth all your walls.
The average colonist has a worth of 1000. If they're injured the wealth shrinks and for upgrades it increases. Also traits and age affects their wealth aswell.(Ugly pawns are cheaper then beautiful ones, likewise pyromaniacs are cheaper than though pawns). Have some crappy pawns to do field labor and don't give them good gear. Also try to fight with them as much as possible. Try to get them killed if they become a liability and burry them to farm burial events.
Corpses also count for colonie wealth - so burn the raiders, esspecially highly geared ones.
Last note - keep your stockpiles small. In my tribal playthroughs i often have stronger raids in the winter, because my pemmican stockpile was too large. Prepared foods are relativly expensive, so is medicine, so try to sell some - or get more people to eat your food.
TL,DR: Wealth is really min/maxy and takes out a major part of the core gameplay. So try to avoid it if you want to have fun.
Storage zone in killbox location hooked up to an industrial roller that pulls everything into the base for further sorting
Im not big on wargs. Keeping them tame is a full time job for your trainer. Its sad but go with dogs instead
I prefer elephants. Great haulers and great offense.
@@scottsiefker Don’t forget good bullet sponges.
There is a mod called Auto Tamer. It's this psychic device that automatically trains your tame animals in its radius, just keep them around it.
Wargs are great, if you have a regular supply of raiders to feed them with. Wargs are a bad idea for Randy though, he can just flat out refuse to give you any raiders, for season after season, meaning you have to trust them outside your walls to feed themselves, or hunt animals to feed them with. Dogs, on the other hand, are grrreat, unless you forget to deny them access to your crop fields or fridge, or drug storage. Either way, like you, I prefer dogs, plus, they "nuzzle". lol
As a noobie (two weeks) I deal with mental breaks with a good whipping but sometimes my ppl got killed lol they're soft
Thanks for tips👍
Miss mod reviews, those were informative.
I've never thought of having a second colony. I've never seen the benefit. But I guess if you set everything up it's possible.
lemme introduce you to the concept of recruiting every pawn and sending the crap pawns to a sacrifical labor camp its kinda fun to have a throw away base next door .
I maybe havent play the game but might as well do alot research good tip
Just do it.
I was sceptical too until I saw how every decision you do affects the game.
Everyone has his own health, skills and gear.
You can upgrade your colonists with bionic, become a royal psycaster or create a cult which require they members to run around naked.
And if that's not enough for you - there are tons of mods to adjust the game to your liking.
Become a robodaddy who build a army of merciless terminators?
Become a orassan cat monarch which only eat cooked mices but has incredible technology?
Be a mad scientist and breed dinosaurs for war?
Everything is possible.
My #1
Space bar, new popup message? space bar. New map event? space bar. Heard a beep? space bar.
in a menu? space bar. when in doubt? space bar.
Flatulence? space bar.
i cannot be the only one who likes seeing my pawns get fked up during raids. through typical rimworld means i have a large stockpile of spare body parts, and i like seeing how many injuries a colonist can sustain. instead of looking at the list of injuries and saying “phew. better get on that” i say “phew. better get on that, but first i want to see the severity, exact cause out of curiosity, and take note of who they are (to get an idea of who’s the toughest colonist(s))”
you know you fucked up when insect jelly overwhelmed your map
Excellent tips, thank you !
14:34 Well, if you can control your pawn, that building granite door and canceling it right before end look better way for me.
Yeah, I think grenades can actually put out fires in specific situations, the concussion would blow it out for lack of knowledge of a better term 😆 there's not actually fire in grenades unless it's incendiary
For the mech it's a kind of double edge sword especially if it cools the map down
Instead of using floors to boost construction skill, just place/remove roofs. Completely free
Didn’t think that gave experience though
Seeing as I'm always running Real Ruins and always have plenty of ruins on my map, I just send inexperienced builders to deconstruct that stuff. No expenditure of resources needed, and they get A LOT of experience, especially for things with lots of hitpoints.
Huh, actually, I THINK that makes sense, for the grenades I mean - it’s not the explosion that’s putting out the fires, it’s the conclusive blast that’s forcing all the available oxygen to vacate that spot. It’s the same reason why blowing to hard on a weak ember will actually blow it out
as for things like lances, I often forget I have them.
This is random but do fire breaks between anything flammable. You don't have to do this to often.
Candle stick thumb nail got me
I just discovered your channel.
I here forever now.
Yes sell us your soul
Great videos. Can we reduce the shaking RimWorld toon? It's really distracting 😉
Notification gang...
Most of these I have learned through the hard way....
Ah yes the best way
Noobert: Throw grenades at fires to extinguish them.
Me: *uses molotovs*
Also me: "I've been lied to."
I think the best way to recruit/convert an iron willed or steadfast pawn is to remove their legs and then strip them naked in a freezer room with no beds feeding them only kibble to annihilate their beliefs and then to move them to a luxury room and only give them bionic legs once they've been recruiting. Don't use a mind screw seeing as it can't be removed later.
I needed this. Ty. Plz do videos of how-to on consoles....
Thanks for posting!