Thanks! I really appreciate any feedback on the editing, as I love to hear what is most enjoyable, and I'm starting to get more proficient with edits/speed of my editing
@@tree427 but isn't the point of cutting out parts of content to remove the stuff no-one is interested in? I mean I like both cutting and fast forwarding, but I feel like some parts are just so uninteresting and boring that it is best just to delete it entirely... to each their own I guess!
@@CursedSigma those two are connected within the game. nobody would care how he feels about learning. the passion results in much faster learning of the skills
Something else that I think would also be fun: 12 colonists, all of them start with 0 skills. Everyone has their own unique burning passion. So basically, 1 man for every job.
For most things you could get away with just one but but good luck with one crop farmer and one cook for 12 people, lol. Might have to go with nutrient paste to make it doable. Even then, I have my doubts. Could always give them double field hands I guess
I made a Rimworld character who had a single flame and mediocre-low skill across the board, but also had traits boosting their learning rate and reducing the rate at which unused skills decay. This was a mid-sized starting colony (4 people), and that character was the "whatever the frick we need right now" guy.
This video series actually convince me to buy the game. Unfortunately Randy didn't favor me as much and made a decimating heatwave for my first pawns that they didn't survive through.
Haha, glad you enjoyed it that much! And I'm grateful for your kindness - no worries, I've got vid series from 2017 and 2018 where I was learning the game and some people got so mad about my play that I actually stopped playing Rimworld for awhile :p You're in good company XD
When I first played randy blessed me with a tamed warg. Managed to get 2 and they became my answer to all threats breed wargs feed them my enemies (I made a freezer to keep slain foes inside for easy dog feed) and just survived because of that
i never bother with making a wooden house or anything like that, i just find an ancient ruin around the map and keep that for my own. usually have a hole or two in the walls i can turn into doors and the beauty from the floors increases my colonists mood quite a bit.
I Al do that if their close to the middle of their not I'll make a wooden house then move the ruin over and just make the wooden thing a storage room can never have enough storage
@@goreobsessed2308 Technically almost any storage is too much storage. Everything you have contributes to wealth which adds to raid strength. Anything more than one nakid pawn and a steel trap is basically harmful to your survivability. That's no fun of course, but you definitely can have too much storage.
@@entelin you can have too many items But Not too much storage. Because if I mine out a entire mountain and set it as storage it doesn’t increase wealth
@@kowhaifan1249 Zones obviously don't increase wealth. You could paint zones all over the map if you wanted, but that's not what is being talked about. In the OP's context he was talking about building a house to store things in, the house contributes to wealth as well as anything extra he might stick in there. Wealth almost universally makes the game harder, not easier. What storage you do have should be close at hand to minimize travel times.
@@goreobsessed2308 Yup surprisingly, I run my Grandma's garden quite well, build fences, do jewelry making and blacksmith, am a student, and am writing a book. I think that's most of the passions right there, apart from Animals, but let's face it. Most people love animals
I just wanted to say thank you for having such positive energy because I'm going through a loss of a friend, your videos always make me laugh or feel happy
I feel it's a missed oppertunity to not have made Lee an Pyro. Making his burning passions burn thing. Then again, the onlycolonist being a pyro is... bad
Based on my own observations, animals will actually feed themselves with whatever food is in their zone - including crops. If you set up an area specifically for the cows and set it to grow hay, then you should be able to keep the cows relatively healthy with minimal time usage. According to the numbers provided by the wiki (and assuming that I understood them correctly), 24 tiles of hay planted in rich soil will keep both cows fed. Mark a 6x4 zone in the fertile soil, set the cows to stay in that zone, and set the same area as a haygrass planting zone and the cows should do just fine. If you're willing to take more time in exchange for not using fertile soil on hay, then 29 tiles should do the trick. 7x5 animal area, with 7x4 and an extra tile as growing zone along with (if you're really worried about making sure they eat) the remaining 6 tiles within the animal area as a storage area for hay.
Watched a random rimworld playthrough, liked it, found you and love the video and your personality. Not to mention you interact with many of the comments. Keep it up you've got a bright prospect going here
Thanks Devin! Grateful for your feedback and kindness! :) I'm always trying to improve here, so any feedback like this helps - critiques welcome as well - glad you enjoy!
I've often thought this would be a fun idea, take someone who is bad at everything and make them good. I would recommend the mad skillz mod if you're going to do this though because once you get your skills over 10 they will decay if you don't keep up on them which is going to be hard to do with just one pawn. The mad skillz mod lets you drastically reduce or completely turn off skill decay which will allow you to hit 20 in all skills and not have to worry about them decaying back to 10
Really happy to see you playing Rimworld, one of my favorite games. If you want tips then I've got a couple below. Looking forward to this series. The daily limit is a 20% modifier not a 120%, it limits how much you can learn each day of a certain skill. The burning passion for work buff is a positive mood boost while they are doing work the are passionate about. So whenever Lee does work he'll get the mood boost. Spike traps tend to not instakill pawns unless they are made of strong materials. If you want to use more traps, you'll want to funnel them into multiple traps. When an enemy pawn is down but not dead you can strip him to get the clothing without the tainted debuff on them. Pawns don't like wearing tainted stuff. For cooking you'll want to make cleaning a hier priority so when he finishes making food or butchering he will clean up to help minimize food poisoning.
I had to come back in time to watch and learn how to play rimworld and I do not regret it. I love all of your videos man. Literally cannot get enough. I even watch all the VODs😂
So I just discovered this and I'm getting major Ice Sheet Survival vibes. I really like the fastforward and all the thinking-out-loud planning. I'm betting nutripaste will be your friend. Anything to take up less of his day.
Thanks! Good tip and great feedback on the edits. Really appreciate anything of this nature. I'll def keep that part up, and perhaps, if we get the resources soon ^.^
Man, Therainman got me hooked on these kinds of videos and you scratch that itch in more than one game and talk similarly to sseth. Its like 2 other channels I enjoy in one.
@@ambiguousamphibian no rush, I was just trying to stay awake and I find 'building yourself up from the ground' gameplay pretty fun to watch. I was just trying to pull a 30 hour day off because I was going to try and hang out with friends and not oversleep like I normally do, but fell asleep anyways.
Not sure if you know this trick for berries and other plants. set a grow zone over the berries or area and set it to “dont allow planting”. This way, anything that grows in that spot naturally gets harvested. Also works for trees. if you want a stable wood income set a large area like 100x100 with a stockpile shed in the middle.
I've heard this one and might use it once we get more colonists, though for right now when it's just Lee I personally prefer issuing the orders, even if it means a bit more micromanaging tbh. Good call tho!
I love that people still play this game. I recently installed a bunch of new mods (transport planes!), and went "let's check these out", then continued to fail 6-10 "let's start naked with 1 randomly selected guy" and got side tracked :D 11:20 - if you leave your door open, he'll come. Otherwise, mad animals disregard you, unlike raiders, who try to break down stuff. You could also leave doors open inside, so your colonist can get around quicker
7:55 Absolutely valid strat; it's one of the primary reasons beyond just safety that I keep tabs on the logs of any predators on the map. If they hunt something and I can find it before it spoils, it's our dinner now. We've gotten free muffalo that way before. Once came across 2 dead wargs and started freaking out over what on the map could have taken down 2 of them in the same area, then checked their logs and found they attacked each other. They both made some lovely dinner
Nice new series. You need to make an animals area for the cows and make it outside only, so that they don't eat your meager food and actually make food for you. Also start training the cows soon. They're one of the few animals that need 0 skill to start training so, use them while you have them to get it up to levels where you can train whatever you need. Also might be a good idea to have the bull, once it's trained up, follow you wherever you go, so that you have a protector.
Yeah your thinking was pretty on point when it comes to things that take longer to build. The more work it takes the longer it takes and the more EXP you’ll get from it. This applies to everything so if you’re crafting something you can craft things that have a lot of work needed and you can level it better with them doing it more at once.
Nice - yeah, thanks for confirming this - I had no idea til I saw that happen, though it seemed really gameable which might lead to some good improvements in the future. Might use it again for future skills if we get basic needs locked in!
@@ambiguousamphibian Always a pleasure to help! I'm an old player that decided to test a whole bunch of things in my own time along with playing the game normally...then modding it with 270 mods+. ill be sure to continue watching this and helping out when needed or just throwing some useful hints, my specialty is pawn AI, Routing and base defense. and also food management with crops in general and pawn work priorities.
ambiguousamphibian xD. Hey man I just discovered your channel like a day ago. basically when I left that comment and I’ve watched a couple of your videos and I’m liking what I see. Definitely dropping a sub!
For building under mountains and not risking infestations: at the bottom right of the screen there are two rows of view options, the upper row on the far right shows roofed areas. Mountains have two types; rock roof thin, and overhead mountain. Infestations only spawn under over head mountains. As long as the roof is thin rock you are clear.
Also don't be scared to go 2-3 blocks into thick roof infestations never happen close to the outside it's when you dig deeper in that you can have probls
First, I'd like to say that as someone who plays Rimworld, it will be interesting to see how you handle the game. I have about 550 hours in vanilla Rimworld so I have a few tips that I'd like to share with you after watching this episode. If you click on the Wildlife tab on your bottom row of buttons, you'll see a big list of wild animals currently alive within your tile of the world map. It's very useful to check it out every in-game day to see what might have wandered onto the map or if the animals on the list might be good targets for hunting. There is a % chance that an animal will retaliate after being hunted, luckily, you have a lot of animals on your map that you can freely hunt with Lee. This is also the only way to safely level up his shooting without him being put into danger during a real raid. You should review the % chances for each of the animals on your tile and choose which ones you want to hunt. I'm pretty confident that those gazelles have a 0% chance of retaliation, even in herds. I'd suggest that you craft a short bow at the crafting area that you put down, I'm not sure if that's the best way to grind your crafting skill or if you would even want to do that for this character. If your goal is to get him to level 20 in every skill then you would want to level up your crafting somehow. I've read that the best way is to put your crafter in a cold room and have them make cloth dusters at a manually powered hand tailor bench to maximize the amount of time they can spend grinding. The best tribalware that you could make for where you are in the game is if let's say, a megasloth was attacked by a bear or something and you finished off the winner by kiting it around with a short bow, you'd probably have access to some pretty good material for making tribalware. Material that I would rate just below thrumbofur and hyperweave. As others have mentioned, once you've gotten to a certain amount of XP within a day, you reach a point of diminishing returns and you should probably have your colonist work on a different skill after that. Rinse repeat, etc. That's the most efficient way to train up a colonist. Your most readily available means of grinding plants is to chop down tree's and harvest berry bushes. I'd harvest all of them right away so that you can get the maximum number of harvests from your map tile before winter time. If you zoom all the way out and double click a berry bush, you will select all berry bushes in your line of sight and you can harvesting them en masse this way. The gate to civilization in Rimworld really is freezers, you can't store any meaningful amount of food without them unless you plan on strictly creating pemmican and packaged survival meals. You should probably focus on 4 main skills for Lee, since he can't possibly do everything in just a single day. The most important skills for a starting colony I would say are in this order and this would also be the order I would train Lee in them: Construction: Being the first colonist, nearly every task and objective in the game is locked behind a production table you construct with this skill. All of the furniture which makes your colony look palatable, and makes your colonists comfortable comes from your constructor. Every meaningful thing is locked behind construction, in order to truly build and grow your colony or do anything you need to have a good constructor. A lot of progress is locked behind construction, generally speaking all research does is expand construction projects. To research in the first place you need to construct a research bench and then later, a better research bench. To supply your refrigerator with power, you must have a certain level in construction. This skill dictates your progress and growth. Cooking: Really, having at least level 8 or 10 in cooking is fundamental to your colonies survival because having food poisoning in the middle of combat, in the middle of the formative stages of your colony is incredibly crippling. You want to do your best to avoid having to deal with food poisoning on whatever Randy decides to throw at you, which could be anything and everything. Food poisoning at the wrong time could put you into an unwinnable situation. Mining: Mining determines the speed at which you can gather resources necessary for machines, weapons, armor and electricity. It opens the door to electricity and you'll need to mine to build some critical things. The mining skill also influences mining yield as well. Grinding mining is very simple and straightforward. Farming: Farming will determine yield and harvesting/sowing speed. It's important at the beginning because you want to get the most out of your starting crops for feeding your colony. I would focus on these skills in this order.
Butterkin Thanks for this really thorough analysis and overview! Fortunately a lot of it I'm pretty familiar with, though there's def some new stuff in there, and this really well organizes everything and crystallizes it - especially that wild animal workflow, and I was especially curious about gazelle chances of retaliation. Thanks for the confirmation on the freezers as well! I've frequently wondered if there was a faster way to get stability, though this is great confirmation. I think I'm going to grind construction on traps for added security, focus food for stability and aim at 8-10 cooking, then use either pemmican (researched) or start working toward freezers without giving up much stability, all the while having Lee intermittently seek out animals and other things as they become convenient. Love the idea of grinding plants with berries an trees for a sort of nomadic experience gain - wonder if this would be possible for an ascetic type of character who would be okay without much of a great bedroom...
Thanks Connor - There were definitely a few things I missed in here and could use help on - do you remember what this was in reference to so I can figure it out. Any other tips/corrections are super welcome too!
@@ambiguousamphibian 12:30 about the construction skill, he's done too much of one task so further learning before he sleeps is 20% as fast. Also being passionate means they get a mood buff for doing that job, not the industrious perk. Love your stuff.
@@ambiguousamphibian Right, sorry. So, when you saw that training skills results in the pawn eventually receiving a %20 modifier on future XP gained for the day, you assumed that it was a bonus %20 XP. The real point of the mechanic is to mitigate earning too much XP in a single skill in a given day, which incentivizes training multiple skills in a day.
To put it another way, when he does too much of one thing in a day, he maxes out his ability to learn that skill that day, and his experience gain on that skill slows down to 1/5 of normal for the rest of the day.
For whatever reason, your voice is the best I've found so far for watching/listening while I play in Rimworld. Other videos are good as well but for whatever reason I just like your voice better. It's not sleepy and it's not annoyingly cheery. It's just fun to listen to. Also your videos are fun. The meteor one, the island one (I subbed on that one as well as getting Z-levels and islands biomes) Keep putting out Rimworld videos. For those wondering, the easiest way to to do zero skills with Prepare Carefully is: Childhood: Punk Adult: Gave Developer That gives you zero in everything with no jobs limited. You can also do any setup using Dev Mode to zero all the skills.
12:50 No, this means the exact opposite. Once you have reached your daily max, you only get 20% of what you would normally get, meaning you lose 4/5 of your productivity
Here's a challenge idea that builds off of another one I read down below: 6 colonists with 2 burning passions each! It's not going to be messy if you had 12 colonists with 1 each and it'll be easier to manage! Anyways, this video made me subscribe! I'm looking forward to watching more of your videos!
I tried this run way back except with the standard amount of passions. Really slow buildup, had to focus on build order. Love seeing it adapted to the big screen!
Ah interesting - I'm hearing that the standard passions are much less effective, though it's a really interesting experiment as I rel-learn the game. Great to hear your experience Cubba!
@@ambiguousamphibian of course they are less effective. I think i had 3 normal passions, 2 high passions, and the rest were no passions. It was meant to slow the mid game down, the early game was much the same. Days spent just making myself a small shelter, clubbing enough small critters for some patchwork tribal-wear, could only chop down a few trees a day, don't forget the dead-fall trap as otherwise you WILL lose against the 13 melee guy it will throw at you. :D
Don't know you but was in my recommended and I love that you edited the video not many rimworld youtubers edit videos so it's nice not watching the boring waiting game you would usually see
It's the most basic of survival strategies and one that works exceptionally well. A corridor with traps, a turn at the end, and a (sturdy) door that allows you to bypass it. Walk thru the door, and close it. Stand in the corridor and wait for the attacker to come at you. Once the attacker is dead, open the door and carry on. The corridor insures they track over the trap. The turn means range attackers have to walk down it to get line of sight on you. The door allows you to avoid walking over the traps, which could trip. You standing at the end of the corridor acts as bait. Of course, in the long run there are far more complexities to that due to the AI... but in the beginning, even the most basic setup is golden.
Great video, looking forward to more! If I could make one suggestion, it would be to limit the amount of extra camera shifts while you are talking. The sudden lurching and the spinning cursor got a bit dizzying.
It’s not a bonus to learning past the XP cap it’s a penalty. He doesn’t learn at 120% speed he learns at 20% speed. Mad skills is a mod that allows you to modify both the cap and the percentage modifier if you want.
if youre worried about food you should start eating the people you slay! I believe over time the negative buff of eating a human goes away the more you do it, would be pretty entertaining to see you do a cannibal play through
Gore Obsessed well dang! sorry I haven’t played in a while, I forgot, that sucks though xD woulda been fun to see just a man in a cave eating everyone in sight
Hia, Enjoying the series. I do wish to mention, if you get to really enjoying it and getting all 10's isn't quite as far as you wana take it. You can make a list of paragon esc achievements - Win Shootout solo versus a skill level 19+ shooter with decent gun alone - Do a challenging surgery successfully - Tame a sectopeed(?)
You should use the restrict tab to setup a proper schedule. I usually go with 8 hours of sleep, 6 hours of joy, and the rest as work. It'll help keep them from wandering off when they should be doing other things. Also, when you start to get extra colonists I find it useful to make each person go to bed one hour later (and wake up an hour later) than the person before them. Then eventually when you have enough colonists at least 1 person will be awake at all times, and you won't have such large periods of 0 production.
@@zamorak6789 According to a friend of mine, while there's no direct "well rested" bonus you can pre-empt some issues caused by things messing with their sleep - i.e. a nighttime raid - by giving them more designated sleep time.
he will make for a great clone also i find that sanguine is a better trait because at 45% mood and below the pawns get a work speed penalty. So sanguine pretty much prevents mental breaks by raising mood, so you achive the same thing almost as with iron willed, except you keep above 45% mood for the most part and also avoid the work speed penalty
Oh that's incredibly awesome! Thanks sjow! I had no clue about sanguine but I'll def be checking it out for the future - just wrote this down in my series notes.
Fuck yeah, I love all your content. You got some great challenges, I'd love to see some more new games for you. I saw your comments on the poll of what new game you should play, and you said something in the comments about not being a good level for Dwarf Fortress. I'd love to see you stumble around in a game, I think it'd be some more rad learning like in your Worm-Man playthrough. Love the content nonetheless, glad I found this channel!
Miloeyes Thanks you so much! I'm really glad you're enjoying it, and it means the world to me that you'd be so kind ^.^ I'm just grateful for a nice audience to work for. And I definitely want to keep looking at games like this, as I think it helps this community as it attracts smart people interested in involved, high level thinking about games, systems, etc. I'm looking at Starsector, the Paradox strategy suite, and trying to learn a couple others right now, though I'd totally be open to DF or CDDA or something with that high level of involvement once I tackle these ones. More chat on this in the Discord if you're ever up for it, though I'm always open to suggestions.
At the beginning of a new play through, I often check every 1-2 days to see if any predators have killed animals. Then I unforbid those corpses and bring them in to get butchered for meat for the colony.
A good strategy for spike traps is to have a 2-tile wide hallway, with spike traps on one side and a rock next to the spike trap on the other. kinda like: ======== = O O O O = X X X X = ========D= = is walls O is rocks X is traps D is a door Your pawns will automatically avoid the spike traps and path over the rocks or use the door, but enemies will avoid the rocks because they are slower to travel across and hit every single spike trap in the hallway. if you leave an actual opening into the base they will be drawn to it, but if its a closed door they will just randomly try to break walls and set things on fire.
I’ve only seen your challenge videos for rimworld starting with the underground on then the space skyblock one and I love the game now I’m planning on getting it because of you thx for the great content keep it going.
Hope you do Nicholas! I'd be curious as to your variants if you'd be interested in sharing - I'm always looking for interesting new challenge ideas ^.^
- If im not mistaken, smoothed walls have a higher wealth value then a built wall of the same resource. - Mad animals need to know youre there to attack. (learning helper also tells you they dont attack doors unless they see u use it, look up ;p )
Man I quit rimworld when every time I start a new world the map is devoid of grass and trees. And I have no idea what the hell I did to mess that up and gave up. Now UA-cam recommendation. And the fact he's Rock Lee is worth strapping in.
I love how you fast forward time instead of just skipping the progress. Makes me more feel like you’re actually doing it or something like that
Thanks! I really appreciate any feedback on the editing, as I love to hear what is most enjoyable, and I'm starting to get more proficient with edits/speed of my editing
also means that the viewer doesn't miss out of anything as I often feel with a lot of YT videos and start to become disinterested with them
That and also not having to watch the tedious parts and be afraid that you miss any commentary if you skip around a bit
@@tree427 but isn't the point of cutting out parts of content to remove the stuff no-one is interested in? I mean I like both cutting and fast forwarding, but I feel like some parts are just so uninteresting and boring that it is best just to delete it entirely... to each their own I guess!
I'm interested in all the stuff
Interviewer: what are you good at?
Lee: nothing, but I’m a quick learner.
So he is good in quick learning...
im a master learner. come check on me next week
@@yo64yo "quick learning' is a skill that hes good at. could look at it that way. or just say hes good at learning, because learning quickly is good.
@@DeuceGenius He's not good at learning, he's just passionate about learning.
@@CursedSigma those two are connected within the game. nobody would care how he feels about learning. the passion results in much faster learning of the skills
12:30 actually you get less XP if you train too much of the same skill in a day. Multiplying by 20% means basically dividing by 5 (20% = 0.2 = 1/5)
ye lol imagine if he went the entire playthrough not realising that
Thanks for this! Just figured this out - glad you called this!
Thanks i didn't knew that either
damn, thanks :D
Came to say the same thing lol, good think he noticed!
Something else that I think would also be fun: 12 colonists, all of them start with 0 skills. Everyone has their own unique burning passion. So basically, 1 man for every job.
Thanks Bob! That sounds like an interesting idea! I'm brainstorming potential future challenges now that you mention it too
WHAT HAVE YOU DONE
the colonists you pick up with more passions would be way stronger
Then your cook dies. Oh well.
For most things you could get away with just one but but good luck with one crop farmer and one cook for 12 people, lol. Might have to go with nutrient paste to make it doable. Even then, I have my doubts. Could always give them double field hands I guess
With the burning passion of YOUTH, anything is possible.
Ah another acolyte of Guy - I have the most profound respect for you Eidolon
@@ambiguousamphibian can you respect me too? plz
@@SwagGslash Wtf lol
People are weird
Thank you for this
imagine being completely useless at everything, but at the same time you want to know everything.
haha who would be like tha.... oh
I made a Rimworld character who had a single flame and mediocre-low skill across the board, but also had traits boosting their learning rate and reducing the rate at which unused skills decay. This was a mid-sized starting colony (4 people), and that character was the "whatever the frick we need right now" guy.
Its better to be that than permanently decent at a few things
Nice profile pic, mate
a lot of people would probably find it really easy to imagine that
I'm loving all of the rim world and zomboid content from you, and I can't wait to see your channel get bigger and prosper.
He deserves more
He better prosper in current UA-cam, hes a real charismatic guy
Aged well like fine cheese or wine
look at him now!
This video series actually convince me to buy the game. Unfortunately Randy didn't favor me as much and made a decimating heatwave for my first pawns that they didn't survive through.
Haha, glad you enjoyed it that much! And I'm grateful for your kindness - no worries, I've got vid series from 2017 and 2018 where I was learning the game and some people got so mad about my play that I actually stopped playing Rimworld for awhile :p You're in good company XD
Oscar doesn't like me either.
My brother has discovered the cycle. Build. God strikes you down. You rebuild. Annihilation. You build again. The only purpose of life.
When I first played randy blessed me with a tamed warg. Managed to get 2 and they became my answer to all threats breed wargs feed them my enemies (I made a freezer to keep slain foes inside for easy dog feed) and just survived because of that
So tempted to start a cannibal Warg farm.
12:30 multiplying by 20% = *_dividing_* by 5...
Yeah alot of people don't get that
Thanks - just figured this one out now that you said ^.^
@@IchigoMait reduce base to 20% might be better wording
"He's gonna botch everything that he tries, better at deconstruction than construction." The postmodern let's play.
i never bother with making a wooden house or anything like that, i just find an ancient ruin around the map and keep that for my own. usually have a hole or two in the walls i can turn into doors and the beauty from the floors increases my colonists mood quite a bit.
I Al do that if their close to the middle of their not I'll make a wooden house then move the ruin over and just make the wooden thing a storage room can never have enough storage
@@goreobsessed2308 Technically almost any storage is too much storage. Everything you have contributes to wealth which adds to raid strength. Anything more than one nakid pawn and a steel trap is basically harmful to your survivability. That's no fun of course, but you definitely can have too much storage.
Entelin Malthusian RimWorld
@@entelin you can have too many items But Not too much storage.
Because if I mine out a entire mountain and set it as storage it doesn’t increase wealth
@@kowhaifan1249 Zones obviously don't increase wealth. You could paint zones all over the map if you wanted, but that's not what is being talked about. In the OP's context he was talking about building a house to store things in, the house contributes to wealth as well as anything extra he might stick in there. Wealth almost universally makes the game harder, not easier. What storage you do have should be close at hand to minimize travel times.
This is like me IRL, except I don't gain XP
Haha, I hope you end up like Lee (a genius of effort!)
You have a burning passion for farming?
@@goreobsessed2308 Yup surprisingly, I run my Grandma's garden quite well, build fences, do jewelry making and blacksmith, am a student, and am writing a book. I think that's most of the passions right there, apart from Animals, but let's face it. Most people love animals
@@Cribbo daam
@@Cribbo haha sick man I just got depression
I just wanted to say thank you for having such positive energy because I'm going through a loss of a friend, your videos always make me laugh or feel happy
No more heores I'm so sorry for your loss. Glad that the videos help you in some way 😊👍 I used to watch the Yogscast when I was feeling down
Vibe = killed
@@kowhaifan1249 Dude
@@anxiousearth680 yes?
if you make the spike trap out of stronger materials, it will decapitate enemies instead of just lightly injuring them, its extremely useful!
That's crazy! I'm hearing plasteel is really powerful - seems like you could largely rely on a lot of these traps until well into late game!
Sometimes it says that they are attacking immediately you really gotta read those attack warnings ;)
I feel it's a missed oppertunity to not have made Lee an Pyro. Making his burning passions burn thing.
Then again, the onlycolonist being a pyro is... bad
Haha! Well I'm always trying to think up interesting challenge builds and something like this might be fun ^.^
Considering pyros won’t fight fire yeah... even when his spree is over he’ll refuse to do anything about the inferno lol
Having your only conolist being a pyromaniac isn't bad. It's just hot. :^)
@@WaterZer0 and deadly
Based on my own observations, animals will actually feed themselves with whatever food is in their zone - including crops. If you set up an area specifically for the cows and set it to grow hay, then you should be able to keep the cows relatively healthy with minimal time usage. According to the numbers provided by the wiki (and assuming that I understood them correctly), 24 tiles of hay planted in rich soil will keep both cows fed. Mark a 6x4 zone in the fertile soil, set the cows to stay in that zone, and set the same area as a haygrass planting zone and the cows should do just fine. If you're willing to take more time in exchange for not using fertile soil on hay, then 29 tiles should do the trick. 7x5 animal area, with 7x4 and an extra tile as growing zone along with (if you're really worried about making sure they eat) the remaining 6 tiles within the animal area as a storage area for hay.
I've tried this so many times and never lasted a year. I've learned a lot about the game by doing this but this is really freaking hard.
The hardest part is you need construction level 3 for traps and crafting level 2 for bows. It's really hard when both are at 0 to start out.
Hey, when the game says multiplied by 20% on 12:50, it means divided by 5, not increased by 20%. I recommend doing 2 skills at a time.
ya it's multiplied by 20% not 120%.... lolz.
Watched a random rimworld playthrough, liked it, found you and love the video and your personality. Not to mention you interact with many of the comments. Keep it up you've got a bright prospect going here
Thanks Devin! Grateful for your feedback and kindness! :) I'm always trying to improve here, so any feedback like this helps - critiques welcome as well - glad you enjoy!
"they are attacking immediately."
"yeah we got t- IS HE GETTING CLOSER?"
big brain moment right there
I've often thought this would be a fun idea, take someone who is bad at everything and make them good. I would recommend the mad skillz mod if you're going to do this though because once you get your skills over 10 they will decay if you don't keep up on them which is going to be hard to do with just one pawn. The mad skillz mod lets you drastically reduce or completely turn off skill decay which will allow you to hit 20 in all skills and not have to worry about them decaying back to 10
Didn’t know about this kid I’ll have to definitely get this thank you
Really happy to see you playing Rimworld, one of my favorite games. If you want tips then I've got a couple below. Looking forward to this series.
The daily limit is a 20% modifier not a 120%, it limits how much you can learn each day of a certain skill. The burning passion for work buff is a positive mood boost while they are doing work the are passionate about. So whenever Lee does work he'll get the mood boost. Spike traps tend to not instakill pawns unless they are made of strong materials. If you want to use more traps, you'll want to funnel them into multiple traps. When an enemy pawn is down but not dead you can strip him to get the clothing without the tainted debuff on them. Pawns don't like wearing tainted stuff. For cooking you'll want to make cleaning a hier priority so when he finishes making food or butchering he will clean up to help minimize food poisoning.
I had to come back in time to watch and learn how to play rimworld and I do not regret it. I love all of your videos man. Literally cannot get enough. I even watch all the VODs😂
Make zones for the cows for grazing and when for when a raid comes, it really comes in handy
So I just discovered this and I'm getting major Ice Sheet Survival vibes. I really like the fastforward and all the thinking-out-loud planning.
I'm betting nutripaste will be your friend. Anything to take up less of his day.
Thanks! Good tip and great feedback on the edits. Really appreciate anything of this nature. I'll def keep that part up, and perhaps, if we get the resources soon ^.^
Day one: Plant a small patch of rice, build a small hut & stockpile
Day two: A poison ship has crashlanded on your garden. RANDOM RANDY!
AA "It's ironic because he's going to be eaten." Me "Freed from it's mortal coil."
4 years later; how much your rimworld knowledge has changed from here till now.
Tbh not really interested in rimworld but your content is really enjoyable, hope to see more in the future
Thanks! I'm glad you like it even though it's not the game you most like to see - that means a lot to me!
“All right i just slaughtered Fred” caught me so off guard
Getting a like just for the Rock Lee. Merry 2020
Not merry
Very not merry
Man, Therainman got me hooked on these kinds of videos and you scratch that itch in more than one game and talk similarly to sseth.
Its like 2 other channels I enjoy in one.
I haven't watched rim world in over a year.
I have never heard of this man.
I like this.
I subscribe now.
Haha, thanks Carson - grateful for your kindness and gals you enjoy :)
I kind of wish I found these after they were finished, that way I could just binge watch.
Haha, glad you enjoy the vids enough to watch the series ^.^ More on the way soon too!
@@ambiguousamphibian no rush, I was just trying to stay awake and I find 'building yourself up from the ground' gameplay pretty fun to watch. I was just trying to pull a 30 hour day off because I was going to try and hang out with friends and not oversleep like I normally do, but fell asleep anyways.
Not sure if you know this trick for berries and other plants. set a grow zone over the berries or area and set it to “dont allow planting”. This way, anything that grows in that spot naturally gets harvested. Also works for trees. if you want a stable wood income set a large area like 100x100 with a stockpile shed in the middle.
I've heard this one and might use it once we get more colonists, though for right now when it's just Lee I personally prefer issuing the orders, even if it means a bit more micromanaging tbh. Good call tho!
I love that people still play this game.
I recently installed a bunch of new mods (transport planes!), and went "let's check these out", then continued to fail 6-10 "let's start naked with 1 randomly selected guy" and got side tracked :D
11:20 - if you leave your door open, he'll come. Otherwise, mad animals disregard you, unlike raiders, who try to break down stuff.
You could also leave doors open inside, so your colonist can get around quicker
This has inspired me to do my own run of all passion, naked brutality and it’s honestly some of the most fun I’ve had with rimworld in a while.
Wow your style changed drastically either way the video was great as always
7:55 Absolutely valid strat; it's one of the primary reasons beyond just safety that I keep tabs on the logs of any predators on the map. If they hunt something and I can find it before it spoils, it's our dinner now. We've gotten free muffalo that way before. Once came across 2 dead wargs and started freaking out over what on the map could have taken down 2 of them in the same area, then checked their logs and found they attacked each other. They both made some lovely dinner
"All passions, no skills"
Hey why are we talking about me?
and me 2 years laterer
22:45 "Oh wait why are you eating that!?"
I felt that as a parent so much
No views, no likes, no comments, nothing to be seen. A wasteland, just like the talents of this character.
Haha, that is indeed accurate and fitting
Good potential though.
Yayyy!! I’m so proud of you for making a separate room for your stockpiles!
Haha, thanks! Yeah, I think the learning from your guys' help is starting to show from the first series, bit by bit ^.^
Nice new series.
You need to make an animals area for the cows and make it outside only, so that they don't eat your meager food and actually make food for you.
Also start training the cows soon. They're one of the few animals that need 0 skill to start training so, use them while you have them to get it up to levels where you can train whatever you need.
Also might be a good idea to have the bull, once it's trained up, follow you wherever you go, so that you have a protector.
Yeah your thinking was pretty on point when it comes to things that take longer to build. The more work it takes the longer it takes and the more EXP you’ll get from it. This applies to everything so if you’re crafting something you can craft things that have a lot of work needed and you can level it better with them doing it more at once.
Nice - yeah, thanks for confirming this - I had no idea til I saw that happen, though it seemed really gameable which might lead to some good improvements in the future. Might use it again for future skills if we get basic needs locked in!
@@ambiguousamphibian Always a pleasure to help! I'm an old player that decided to test a whole bunch of things in my own time along with playing the game normally...then modding it with 270 mods+. ill be sure to continue watching this and helping out when needed or just throwing some useful hints, my specialty is pawn AI, Routing and base defense. and also food management with crops in general and pawn work priorities.
When your antidepressants aren’t strong enough: makes a All passion, no skills run in rim world.
Haha, I suppose ardor in one's industry cures all woes :p
ambiguousamphibian xD. Hey man I just discovered your channel like a day ago. basically when I left that comment and I’ve watched a couple of your videos and I’m liking what I see. Definitely dropping a sub!
For building under mountains and not risking infestations: at the bottom right of the screen there are two rows of view options, the upper row on the far right shows roofed areas. Mountains have two types; rock roof thin, and overhead mountain. Infestations only spawn under over head mountains. As long as the roof is thin rock you are clear.
Also don't be scared to go 2-3 blocks into thick roof infestations never happen close to the outside it's when you dig deeper in that you can have probls
Awwwh damn I’m caught up to your current upload schedule oh well something great to look forward to!
Haha, thanks! So glad you're enjoying the vids ^.^
2 5x5 or 6x6 growing zones of potatoes will feed 3 colonists with a constant growing season. Even on regular soil.
Thanks! Possibly I'll switch over from rice when we start getting more refrigeration going!
Crazy to see how much your channel has grown man! Glad you still upload and I'm digging the rimworld stuff :)
First, I'd like to say that as someone who plays Rimworld, it will be interesting to see how you handle the game. I have about 550 hours in vanilla Rimworld so I have a few tips that I'd like to share with you after watching this episode.
If you click on the Wildlife tab on your bottom row of buttons, you'll see a big list of wild animals currently alive within your tile of the world map. It's very useful to check it out every in-game day to see what might have wandered onto the map or if the animals on the list might be good targets for hunting. There is a % chance that an animal will retaliate after being hunted, luckily, you have a lot of animals on your map that you can freely hunt with Lee. This is also the only way to safely level up his shooting without him being put into danger during a real raid. You should review the % chances for each of the animals on your tile and choose which ones you want to hunt. I'm pretty confident that those gazelles have a 0% chance of retaliation, even in herds.
I'd suggest that you craft a short bow at the crafting area that you put down, I'm not sure if that's the best way to grind your crafting skill or if you would even want to do that for this character. If your goal is to get him to level 20 in every skill then you would want to level up your crafting somehow. I've read that the best way is to put your crafter in a cold room and have them make cloth dusters at a manually powered hand tailor bench to maximize the amount of time they can spend grinding. The best tribalware that you could make for where you are in the game is if let's say, a megasloth was attacked by a bear or something and you finished off the winner by kiting it around with a short bow, you'd probably have access to some pretty good material for making tribalware. Material that I would rate just below thrumbofur and hyperweave.
As others have mentioned, once you've gotten to a certain amount of XP within a day, you reach a point of diminishing returns and you should probably have your colonist work on a different skill after that. Rinse repeat, etc. That's the most efficient way to train up a colonist. Your most readily available means of grinding plants is to chop down tree's and harvest berry bushes. I'd harvest all of them right away so that you can get the maximum number of harvests from your map tile before winter time. If you zoom all the way out and double click a berry bush, you will select all berry bushes in your line of sight and you can harvesting them en masse this way.
The gate to civilization in Rimworld really is freezers, you can't store any meaningful amount of food without them unless you plan on strictly creating pemmican and packaged survival meals. You should probably focus on 4 main skills for Lee, since he can't possibly do everything in just a single day. The most important skills for a starting colony I would say are in this order and this would also be the order I would train Lee in them:
Construction: Being the first colonist, nearly every task and objective in the game is locked behind a production table you construct with this skill. All of the furniture which makes your colony look palatable, and makes your colonists comfortable comes from your constructor. Every meaningful thing is locked behind construction, in order to truly build and grow your colony or do anything you need to have a good constructor. A lot of progress is locked behind construction, generally speaking all research does is expand construction projects. To research in the first place you need to construct a research bench and then later, a better research bench. To supply your refrigerator with power, you must have a certain level in construction. This skill dictates your progress and growth.
Cooking: Really, having at least level 8 or 10 in cooking is fundamental to your colonies survival because having food poisoning in the middle of combat, in the middle of the formative stages of your colony is incredibly crippling. You want to do your best to avoid having to deal with food poisoning on whatever Randy decides to throw at you, which could be anything and everything. Food poisoning at the wrong time could put you into an unwinnable situation.
Mining: Mining determines the speed at which you can gather resources necessary for machines, weapons, armor and electricity. It opens the door to electricity and you'll need to mine to build some critical things. The mining skill also influences mining yield as well. Grinding mining is very simple and straightforward.
Farming: Farming will determine yield and harvesting/sowing speed. It's important at the beginning because you want to get the most out of your starting crops for feeding your colony.
I would focus on these skills in this order.
Butterkin Thanks for this really thorough analysis and overview! Fortunately a lot of it I'm pretty familiar with, though there's def some new stuff in there, and this really well organizes everything and crystallizes it - especially that wild animal workflow, and I was especially curious about gazelle chances of retaliation. Thanks for the confirmation on the freezers as well! I've frequently wondered if there was a faster way to get stability, though this is great confirmation. I think I'm going to grind construction on traps for added security, focus food for stability and aim at 8-10 cooking, then use either pemmican (researched) or start working toward freezers without giving up much stability, all the while having Lee intermittently seek out animals and other things as they become convenient. Love the idea of grinding plants with berries an trees for a sort of nomadic experience gain - wonder if this would be possible for an ascetic type of character who would be okay without much of a great bedroom...
Bro... Rock Lee is like, the perfect character for this challenge.
*YOSH! I'm full of youthful energy!*
ambi, remember that a multiplier of %20 means that it is only %20 of the original value, not %120
Thanks Connor - There were definitely a few things I missed in here and could use help on - do you remember what this was in reference to so I can figure it out. Any other tips/corrections are super welcome too!
@@ambiguousamphibian 12:30 about the construction skill, he's done too much of one task so further learning before he sleeps is 20% as fast. Also being passionate means they get a mood buff for doing that job, not the industrious perk. Love your stuff.
@@ambiguousamphibian Right, sorry. So, when you saw that training skills results in the pawn eventually receiving a %20 modifier on future XP gained for the day, you assumed that it was a bonus %20 XP. The real point of the mechanic is to mitigate earning too much XP in a single skill in a given day, which incentivizes training multiple skills in a day.
To put it another way, when he does too much of one thing in a day, he maxes out his ability to learn that skill that day, and his experience gain on that skill slows down to 1/5 of normal for the rest of the day.
For whatever reason, your voice is the best I've found so far for watching/listening while I play in Rimworld. Other videos are good as well but for whatever reason I just like your voice better. It's not sleepy and it's not annoyingly cheery. It's just fun to listen to.
Also your videos are fun. The meteor one, the island one (I subbed on that one as well as getting Z-levels and islands biomes)
Keep putting out Rimworld videos.
For those wondering, the easiest way to to do zero skills with Prepare Carefully is:
Childhood: Punk
Adult: Gave Developer
That gives you zero in everything with no jobs limited.
You can also do any setup using Dev Mode to zero all the skills.
Dude your tip about puting a spiked trap in front of a door just saved me from a feral cat, hahah!
Anyway, I love your vids, keep up the good work :)
William Haha, so glad it helped you! I'm def still learning a lot - just nice to see it's rubbing off a bit ^.^
12:50
No, this means the exact opposite.
Once you have reached your daily max, you only get 20% of what you would normally get, meaning you lose 4/5 of your productivity
Thanks for the correction on this David! I'll make a note of it for the future
"We didn't even name it"
That's because you don't name it if your you're gonna eat it. Don't get attatched to your food.
I always name any animal I have to eat ^^
Mostly I name them Kasper or John for some reason.
Minus Pigs, they are always named Kevin
I love the challenge videos you do and they are more entertaining then most Rimworld challenges
The algorithm wants me to see this again, and i gave up on resisting.
My god this man uses Fahrenheit unites
Yeff Jeffrey that is the most valid defense I’ve ever seen
He’s American, he was taught it so he uses it
@@ocloud7389 I'm American, and they thought me it as well
This is great, I love Rimworld.
Here's a challenge idea that builds off of another one I read down below: 6 colonists with 2 burning passions each! It's not going to be messy if you had 12 colonists with 1 each and it'll be easier to manage!
Anyways, this video made me subscribe! I'm looking forward to watching more of your videos!
Lee: God wishes he were me
That is just the absolute perfect name for such a passionate character!
I tried this run way back except with the standard amount of passions. Really slow buildup, had to focus on build order. Love seeing it adapted to the big screen!
Ah interesting - I'm hearing that the standard passions are much less effective, though it's a really interesting experiment as I rel-learn the game. Great to hear your experience Cubba!
@@ambiguousamphibian of course they are less effective. I think i had 3 normal passions, 2 high passions, and the rest were no passions. It was meant to slow the mid game down, the early game was much the same. Days spent just making myself a small shelter, clubbing enough small critters for some patchwork tribal-wear, could only chop down a few trees a day, don't forget the dead-fall trap as otherwise you WILL lose against the 13 melee guy it will throw at you. :D
Don't know you but was in my recommended and I love that you edited the video not many rimworld youtubers edit videos so it's nice not watching the boring waiting game you would usually see
It's the most basic of survival strategies and one that works exceptionally well. A corridor with traps, a turn at the end, and a (sturdy) door that allows you to bypass it.
Walk thru the door, and close it. Stand in the corridor and wait for the attacker to come at you. Once the attacker is dead, open the door and carry on.
The corridor insures they track over the trap. The turn means range attackers have to walk down it to get line of sight on you. The door allows you to avoid walking over the traps, which could trip. You standing at the end of the corridor acts as bait.
Of course, in the long run there are far more complexities to that due to the AI... but in the beginning, even the most basic setup is golden.
I kinda like your style of rimworld gameplay
It feels really exciting.
Usually rimworld videos are kinda boring
FINALLY SOMEONE WHO REALIZES THAT ROCK LEE WAS THE BEST CHARACTER IN NARUTO FFS I THOUGHT I WAS THE ONLY ONE
Great video, looking forward to more!
If I could make one suggestion, it would be to limit the amount of extra camera shifts while you are talking. The sudden lurching and the spinning cursor got a bit dizzying.
Got to love the randomness of randy random can give you gifts from the stars or can send you terminators from the stars lol
Haha, indeed - I was between him and Cassandra and just wanted a change. Thanks for your advice before too, man! ^.^ I appreciate the good counsel
He gave me like 12 cobras once in the Boreal forest poor cold snakey boys
It’s not a bonus to learning past the XP cap it’s a penalty. He doesn’t learn at 120% speed he learns at 20% speed. Mad skills is a mod that allows you to modify both the cap and the percentage modifier if you want.
Sort of.
He learns at 20% of 150% (30%), not just 20%.
if youre worried about food you should start eating the people you slay! I believe over time the negative buff of eating a human goes away the more you do it, would be pretty entertaining to see you do a cannibal play through
Sadly no one does not become a canibal unless they start with the trait
Gore Obsessed well dang! sorry I haven’t played in a while, I forgot, that sucks though xD woulda been fun to see just a man in a cave eating everyone in sight
Just came across this channel and all I can say is, you've gained a loyal sub. Keep up the great work.
Hia, Enjoying the series. I do wish to mention, if you get to really enjoying it and getting all 10's isn't quite as far as you wana take it. You can make a list of paragon esc achievements
- Win Shootout solo versus a skill level 19+ shooter with decent gun alone
- Do a challenging surgery successfully
- Tame a sectopeed(?)
This is such a cool concept 11:25 where im at
Thanks! I'd love to keep carrying over these challenge types of playthroughs on with RImworld and other games you might recommend
Hey man, just a quick tip, smooth out the stone floor and walls in his bedroom and it will give him a really nice mood buff, love the content.
Your first video i’ve watched and really enjoyed it. Keep up the good work. Love Rimworld content!! Subbed :)
Man, you are so patient with this especially the part where you have to wait for that raider to die.
Passionate with everything, skilled with nothig?
Lol that's literally me.
You should use the restrict tab to setup a proper schedule. I usually go with 8 hours of sleep, 6 hours of joy, and the rest as work. It'll help keep them from wandering off when they should be doing other things.
Also, when you start to get extra colonists I find it useful to make each person go to bed one hour later (and wake up an hour later) than the person before them. Then eventually when you have enough colonists at least 1 person will be awake at all times, and you won't have such large periods of 0 production.
Although I give them each an extra hour of sleep.
@@SaberTask I've never tried giving them extra, does that help them?
@@zamorak6789 According to a friend of mine, while there's no direct "well rested" bonus you can pre-empt some issues caused by things messing with their sleep - i.e. a nighttime raid - by giving them more designated sleep time.
@@rickyroughton8098 Makes more sense, thanks for clarifying.
@@zamorak6789 Takes time for them to get to bed when their schedule demands it as well.
he will make for a great clone
also i find that sanguine is a better trait because at 45% mood and below the pawns get a work speed penalty. So sanguine pretty much prevents mental breaks by raising mood, so you achive the same thing almost as with iron willed, except you keep above 45% mood for the most part and also avoid the work speed penalty
Oh that's incredibly awesome! Thanks sjow! I had no clue about sanguine but I'll def be checking it out for the future - just wrote this down in my series notes.
They do? I've been playing this game for over 1,000 hours and did not know that, somehow.
*'bleeding - death in 5 hours'*
"Why didn't the trap kill him?!?!"
Lol your rust was showing there
Fuck yeah, I love all your content. You got some great challenges, I'd love to see some more new games for you. I saw your comments on the poll of what new game you should play, and you said something in the comments about not being a good level for Dwarf Fortress. I'd love to see you stumble around in a game, I think it'd be some more rad learning like in your Worm-Man playthrough. Love the content nonetheless, glad I found this channel!
Miloeyes Thanks you so much! I'm really glad you're enjoying it, and it means the world to me that you'd be so kind ^.^ I'm just grateful for a nice audience to work for. And I definitely want to keep looking at games like this, as I think it helps this community as it attracts smart people interested in involved, high level thinking about games, systems, etc. I'm looking at Starsector, the Paradox strategy suite, and trying to learn a couple others right now, though I'd totally be open to DF or CDDA or something with that high level of involvement once I tackle these ones. More chat on this in the Discord if you're ever up for it, though I'm always open to suggestions.
I love that rock lee is just universally loved. His hard work was worth it
At the beginning of a new play through, I often check every 1-2 days to see if any predators have killed animals. Then I unforbid those corpses and bring them in to get butchered for meat for the colony.
A good strategy for spike traps is to have a 2-tile wide hallway, with spike traps on one side and a rock next to the spike trap on the other. kinda like:
======== =
O O O O =
X X X X =
========D=
= is walls
O is rocks
X is traps
D is a door
Your pawns will automatically avoid the spike traps and path over the rocks or use the door, but enemies will avoid the rocks because they are slower to travel across and hit every single spike trap in the hallway. if you leave an actual opening into the base they will be drawn to it, but if its a closed door they will just randomly try to break walls and set things on fire.
I’ve only seen your challenge videos for rimworld starting with the underground on then the space skyblock one and I love the game now I’m planning on getting it because of you thx for the great content keep it going.
im glad i found this,interesting idea,subscribed/liked! Cant's wait for next ones :)
This is content that i really like, thanks for providing me content for me!
Thanks! Glad you enjoy User!
I do a variant of this challenge myself, except I didn't have the idea of having all passions. I should definitely try that, it would be easier.
Hope you do Nicholas! I'd be curious as to your variants if you'd be interested in sharing - I'm always looking for interesting new challenge ideas ^.^
So you decided to play Kenshi in Rimworld, amazing :D
Basically
I kinda knew the difference between walking and running! Im sure they run when they are drafted and walk most of the time
Nice to see your video. It make me try to learn to play Rimworld again.
- If im not mistaken, smoothed walls have a higher wealth value then a built wall of the same resource.
- Mad animals need to know youre there to attack. (learning helper also tells you they dont attack doors unless they see u use it, look up ;p )
Saw the title and immediately thought of Eggman
ALL passions, NO skills, it looks like TWO BALLS AND A BONG
Use a torch when you're smoothing the walls. It will go much quicker, which should improve the rate you gain exp.
Thanks - ah forgot about light - good call!
Man I quit rimworld when every time I start a new world the map is devoid of grass and trees. And I have no idea what the hell I did to mess that up and gave up. Now UA-cam recommendation. And the fact he's Rock Lee is worth strapping in.
Very great video and i'm extremely glad that I found your channel
Thanks Daniel! I appreciate it and I'm grateful for your kindness! ^.^