That moment when you sailed through space, surviving with minor wounds, just to land next to a base of psychopaths and be called a girl when you're getting your organs taken out.. shame
Quick notes: Make 2 wide hallway to get a mood buff from spacious interior. You will get maximum 3 organ before death. Liver/stomach and heart are guaranteed death. So do them last. Liver and heart are top price! Use a bed for the prisoner for better success. If you have access to prosthetic, put 2 bionic arms on your doctor. Better manipulation makes operation a guaranteed success! In my colony my doctor has a bionic spine and 2 bionic arms and never miss any operations ! When trading, still with prosthetic, install bionic ears and a bionic jaw for better price. I know right lol. Prices are based on hearing and talking faculty! Nice video man, not missing any of them ! Keep it up !
Also, if your doctor fails at a surgery, it removes it from the list of surgeries to perform. So, if you have multiple queued up, the next surgery attempt will be for the next item in queue, not the one that just failed. That's why Dmitri removed the heart rather than the liver.
You can also get more people parts if you replace the prisoner's limbs with wood. You can replace prisoner's jaw also because it's annoying hearing your prisoners scream if they wake up.
Frank needs a station where he can do statue carving or something. Art can be EXTREMELY profitable, and the beauty they add to a room is nuts. They're so expensive that you don't want them laying around in stockpiles, they'll cause raids that you can't handle. You should probably redo your doors so that people don't walk through your freezer to get to the dining room. Getting animals trained in hauling is gonna be extremely important, because you're never gonna have enough... ORGANizers.
Removing the heart, liver, both kidneys, or both lungs will result in death in vanilla. The most organs gained per pawn I think is 3. Maybe 4 with prosthetic heart. I haven't used prosthetic limbs yet.
You can get more people parts by replacing them with crude facsimiles for instance if you replace a leg with a peg leg you still keep the leg afterwards.
Man, I was randomly recommended your channel recently when I was sick and let me say, you are my favorite channel by far. You speak so concisely about your actions... why you're doing them, what you think is going to happen, and what actually happens. You've got such a natural and casual way of explaining everything, I want to watch you just learn new shit every day and talk about it in weird detail. Thanks for the entertainment and education, and keep learning/ being cool! P.S. if you have a PO box I want to send you beer from California if you don't live here.
Thanks Alex! This is really great feedback and exactly what I was wondering about tbh! - I really appreciate it! Currently no PO box to speak of yet, but maybe someday - you're super kind :D
Hey Amphibian, a tip about the freezer: In my experience it's a better idea to set the coolers a bit lower like -10C, because people will be walking in and out of the freezer pretty often (grabbing ingredients, delivering meals, and getting meals during lunchtime) and every time a door opens the temperature between those two rooms will equalize. That goes pretty quick so if the temperature in the freezer is just under 0C it really easily goes above freezing with people walking in and out, even if for a moment that does damage your food and causes it to lose some nutritional value. If you set the coolers to around -10C they'll have a bit of a buffer zone. You might also want to make sure folks don't walk through the freezer on the way to other places and letting the cold out.
@@ambiguousamphibian That was how it was in A10-A15 They may have changed the priority's I wouldn't know since it is a habit I developed. But when I was playing they targeted them at the same rate as burning down your crops either way its just good to keep them protected.
You should try a playthrough where you have a colonist for every different task. And have the be incapable of everything else. Maybe 2 shooters and 2 melee but other than that, 1
Actually now that you mention this, I was really considering giving this a shot - something like "power rangers/passion rangers" with mad skillz to keep off the experience boost missing out - sounds like a fun kind of playthrough!
In the words of a very very pragmatic man, you should really only be looking for those who can "adapt to corporate culture", and if any wanderers get ideas.... Well, willing meat struggles the least.
One time at a paintball match, one of my freinds decided to "test his gun" by shooting at the ground in front of him... except he shot my achellies tendon. Never been more pissed in my life.
unless you have the death rattle mod removing a liver/heart will instantly kill a pawn. i usually go for hearts, keep a few livers around just in case someone gets a few holes in theirs.
Theres a mod to disable skill losing if you find it frustrating, and theres another to remove the base chance of pawns that arent yours dying when they collapse.
@Tetsuo Takashi The 5th Pillar Man steamcommunity.com/sharedfiles/filedetails/?id=1464742390 Goto to mod settings and turn it to 0. AndIf you want more pawns there are mods to remove retreating.
You can also just give them a trait to reduce the rate at which skills degrade and/or give them the trait to increase the amount of exp they get. Those two combined should make a huge difference without totally getting rid of the effect. Pawns can have up to 5 traits just by editing them in. to not be too 'cheaty' you can add the traits once their skills are already high, so you arnt using it to level them up faster.
@@creeperizak8971 every organ is transplantable after death, it’s how a transplant happens. once you sever the connection to the body, the organ is effectively dead. organ donors are just kept alive after brain death because being alive is nature’s way of preserving tissue - much cheaper than having to keep the organs refrigerated, and much less of a chance of them getting damaged in the process. about the only organ you can’t transplant is the brain, and that’s more because even in the original body brain tissue doesn’t really heal very well than anything else (ditto to the spinal cord - both systems are too complex to reconnect to someone else, and they don’t heal very well if at all even if we could)
Frank wore the flak jacket because colonists will prioritize wearing certain clothes if they aren't being forced to wear certain types or have a custom policy. Generally, anything that could be classified as armor has the highest priority, with better armor having more priority. From there, the material the apparel is made out of is taken into consideration, with better materials being opted for. Finally, the quality and current durability of the apparel is looked at. This is also why you'll sometimes see colonists wear ratty apparel even if there are replacements available, because they will prefer armor or better materials.
I 100% recommend the "RimHUD" mod, it makes looking at a colonist so much easier. Also assign Frank to research since he has a minor passion & incapable of dumb labor. And plz keep up with these video ideas, absolutely love'em
5:00 A bow is not a good weapon for taking people alive. 11 Is the same damage as most Full-Automatic weapons. The only "advantage" it has, is that it only fires single shoots. But it still does enough damage to take out an eye or the brain with a single shoot. You need to do enough damage to actually take them down with pain, but not so much to any single body parts that something important (and thus the colonist useage) is destroyed by a shot/salvo/burst. The ideal ranged weapon for taking people alive in vanilla is the Machine Pistol. I know, it does not really make sense in reality. But in the game, it works. rimworldwiki.com/wiki/Machine_pistol It has decent overall damage per salvo (18). But each single shot is only 6, so there is not a *single* body part it can one-shoot. Even without armor or any other mitigating factor, it can not take out a brain or eye.
You can speed up them grabbing meals, by putting a shelf into the Dining Room and set it to Meals. The high turnver should prevent any relevant losses to spoiling. There also is a mod for shelf-type freezers to block any spoiling while you got power: steamcommunity.com/sharedfiles/filedetails/?id=1180721235
If you are scaling this up, do not forget to make a ORGANigram. You could even rename characters to have the "Organ" surname: en.wikipedia.org/wiki/Organ_(surname)
Was listening to a new song by a band named AJJ called "Normalization Blues". This line came up just as I got the notification for your video, fucking perfect timing. xD "The ones who melt down human beings into money like a cruel Sorcerer's Stone"
In my last colony someones husband randomly joined us and I allowed it for the mood boost and...while he became an amazing doctor which we needed at the time he could literally ONLY do medical, animal, art and research... And the only one of those he had a minor passion for was medical, this colony lasted 15 years before we launched the ship and he only got up to like 14 Art despite him making sculptures for literal years. On the bright side colonists that are incapable of violence make great combat medics, nobody in my colony ever died because Earl was always ready to just grab them. Earl also broke up with his wife...and then remarried...twice! Useless legend of a man.
The Harvest Organs Post Mortem Mod would be useful for this run. You'll be able to harvest organs from dead pawns. (Within a time limit) edit: (and would need to research autopsy before you could harvest from the dead bodies.)
Real gem this channel is! Just found it. I like your style, good mix between goofy and skill. And no worries about mistakes, makes it just more interesting imho
Honestly look forward to your vids more than any other yt out there rn, dont tell them that though ;) dude thanks for the 24h upload schedule you rock!
with the roof view mode, you can remove any roof (the light green) as long as it isn't under mountain (which is dark green) but you can remove stone roofs.
Small tip: make an area inside the base for your animals during raids. also wood fueled generators exist uwu ps: if u want, u can connect the bedrooms, rec room and dining room with no doors separating them. This will give them the mood boosts Impressive barrack/dining room/rec room, which are +2-6 each. Disturbed sleep debuff is only -2, I think
I think there's two mods that you would benefit a LOT. Harvest Organs Post Morten, allowing you to well, harvest organs from recently killed pawns (The first research allows like, butcher for organs with really low recovery chance) And Acthung! for better management during fights!
Smoke leaf is very non addictive, so you can afford for colonists to take it twice a day or more :) I had one colony where the environment was so shit that they were almost constantly high, but no one seemed to get addicted
Psychoid Tea is much much much better than smoke leaf, smoke leaf has decent withdraw effects and reduces consciousness by 10% which consciousness effects everything including shooting. While Psychoid Tea has a mood boost with -5 due to withdrawal and no other effect.
Fun Fact: Infestations can't spawn from mountain tiles if the tiles are below -17 C or 1.4 F, and they get gradually reduced spawn rates from under -8 C or 17.6 F Lights also reduce the spawn rates by a bit, but won't eliminate it unless the temperature is below -17 C
Hey thanks for putting out videos so fast. I really enjoy your content and it's always exciting to see you've posted more. You're entertaining to watch and I hope you enjoy your work. Don't burn yourself out!
you can leave stone block and steel outside and it won't degrade so you can save some room for your indoors storage, also most furniture like butcher tables get a work speed debuff when placed unroofed outside but batteries explode if unroofed and full as a zzzt event.
@@water2205 why not make them your dependent addicts and slave buyers? It's supply and demand, your missing out on their money if you just sell them, it's like selling a stock to soon, you know it will get you more money later, but you wanted the money now, even if it was less. It's net loss, which is rather wasteful. Remember war criminals have standards man.
Some mods you might like are coloured mod bars, vanilla security expanded as it adds barb wire and death rattle which makes it that removing major organs doesn't instantly kill people.
Uranium Maces are best for taking prisoners due to them having the best blunt damage. Jade clubs are slightly better for taking prisoners but much more expensive. Enjoying the content and I am glad we are able to help
you could take an arm so you can get rid of the franks scar. The human leather mood boost can stack with more human leather apparel. Seperate your freezer from the hallway or you will always have to clean it and you will lose cold air. Btw the more squares in the room, the more cooling capacity you need. thats why with smaller freezers you only need 1 but others require more. Also i saw your freezer stockpile isnt including meat.
Prolly late to the party, but tips are tips. The better the bed, the better the operation odds. lighting also helps, as well as cleanliness, but you already know that.
One minor note: you should move the entrance to the dining area as the only way to access it now is through the freezer. Make sure the freezer has as few doors as possible and ideally they should be automatic doors.
if I recall correctly, blunt weapons do a better job at leaving people alive and without serious internal wounds so you can capture them alive. on a side note I always try to strip people who are downed immediately since it keeps the clothing from being tainted if they die, allowing you to use them or alternative giving better prices of sold
It's worth setting freezer temperatures for at least -20 C or even colder. In case of power outages the room warms back slower, especially if you forbid the door. Also I don't know the proper treshhold but at -20 you are guaranteed to not have any infestations
Here's some traits besides psychopath that you can use in your colony to help you: Iron-Willed+Sanguine, these 2 almost completely remove the mood debuffs from organ harvesting, Cannibal+Bloodlust, not only do they provide great mood buffs, but they also have some of the same trait affects as psychopaths do, Nudist+Night Owl, Generally traits that help counter mood debuffs, that is, if your willing to go through with the side effects.
It's a pretty minor point I guess, but it's a good idea to try and have corridors that are at least two wide. Pawns do slow each other down when they're trying to pass through the same square, and when you've got loads more colonists, that will actually slow things down quite a bit
You might want to consider giving high melee skill pawns a uranium club (best melee weapon in the game) and a shield belt. Having a melee pawn to engage enemies and prevent them from getting to your ranged soldiers, or engaging enemies in kill-box choke points is extremely valuable. Enjoying the series a lot so far :)
Uranium mace is better than the club, and it's only better for downing armored enemies, or just downing in general. The plasteel longsword still beats it in raw DPS.
I'm digging this series. I like the way you format your videos. You put me onto project zomboid, but this game is looking like something I may invest in as well.
Rule of thumb for Rimworld survival. Temperature control is vital for colonists and guests. I landed on a max heat max rainfall rainforest planet naked and alone. Night time lowers temp slightly so you're better off working then if you can't manage daytime temps yet. Any clothes that give temp resilience is vital to function. A good rule of thumb was the fact I landed in spring, and had to deal with 60C daytime. A summer heatwave brought this up to 90s. Granted I have megafauna and dinosaurs, so the materials I worked with had high resilience. But yeah, securing power and cooling is vital for living/work spaces. A further note is minor heatstroke/hypothermia won't affect much, but major conditions will reduce stat effectiveness. So pushing work as long as you can before taking a break will minimize wasted time/resources from botched construction.
I remember using human meat for kibble to feed the various animals in my colony including a mountain lion I tamed and a grizzly bear I bought from a trader.
Clothing priority is defence over insulation; they WILL wear dusters over flak jackets if the duster is made out of very sturdy material, synthread is not the most resilient, so flak jacked takes priority over that, most leathers and furs will also, same applies to every piece of armour, so, unless you force them to, they will hardly ever wear something like plate armour or flak jackets as long as there is hyperweave duster or even a devilstrand to that matter (for the record, I've only seen they wear plate armour out of their own will when it's made out of plasteel, also, I've seen them wear leather and cloth dusters over flak jackets when their quality is really high, like excelent, masterwork or legendary, even if the flak jacket is ALSO excelent, masterwork or legendary, also also, they don't know how to measure modded materials, so a material that would give a plate armour 200% of all defences will be neglected most of the times, even if no vanilla material can ever go beyond 100%). Hope this helps.
Not seeing a mod list linked so I don’t know if it’s installed or not, but if you really want an organized storage room the deep storage mod is great for this. It adds a lot of different props that store multiple items compactly, and it even includes meat hooks for the cooler lol
There is a mod on the workshop called "Pawns are Capable" which instead of having your colonists simply unable to do a certain worktype, just makes them worse/assigns a negative moodlet for having to do said work. It's pretty good, and makes things make a little more sense, imo. No more pawns hauling things to the structure they're building but refusing to haul materials to a stockpile.
Psychopaths are my favourite types of colonists; get them decked out in human leather and they'll be on top of the RimWorld. An idea to use (in the future) would be to have your enemies filter into a freezer kill box that is piled to the brim with human corpses. Since you have a psychopath colony they won't care at all, but if the battle is long, the enemies will eventually go nuts
Put the guest rooms in that under mountain section. Best case scenario if an infestation happens you have a first line of defense. Also a plus. Any of the guest's that either go down or decease can yield free loot.
with the guest mod, you can open the guest tab on visitors and allow your warden colonists to sway them (either to get relations with the faction or recruit them) I recommend when you next get a visitor that you set your people to entertain them and set it to default, a good social colonist can get the guest experience to 100 even if you have them sleep on the floor in your dining room and Dimitri is a pretty good warden.
i just stumbled upon this and i have to say it's interesting and completely different from what i've been doing. the mod i used let me harvest organs from corpses so i had to keep them frozen until the operation. it may be a bit easier yes but it's still fun.
Probably this was already suggested, use steel clubs to knock enemies and capture them. They have great chance of downing people without killing. Uranium is the best but steel works great
You can take out the legs and arms first then the eyes then the spine then the liver and 1 lung then the jaw and if you are fast enough before he dies of hunger you can take out the other lung/heart
things like smokeleaf you should just make forever. the leaves decay but the joints dont, with hospitality you can sell them automatically to visitors. and it's not addictive and will just generally keep your colonists happy. and having a random stack of 200 joints is nice when you get traders. i never let my colonists use yayo though, only in emergencies lol.
"How's it going, Dmitri. Ya, we're planning on making this area into a sorta.. walk in freezer. So if you could just go ahead and move your desk again, just as far back against that corner as you can... That'd be great." - Rimworld Lumbergh
"Human resources" now has a whole new meaning
😞 I'd not know how to feel that is both amazing and horrible
I used to work in human resources management, pretty accurate
All phrases have several dimensions of meaning, even "meaning" itself.
Oh my God your right.....
Lol
"are any of them a psychopath?"
"ok none of them are a psychopath, so we have to feel no guilt."
think on that one
the only guilt that exists is resource based regret
Irony. Hahaha
It’s simple, psychopaths like psychopaths.
@@whydoesmeexiss2883 apes together, strong
@@whydoesmeexiss2883 ok mkm o know how i’m is it oi
That moment when you sailed through space, surviving with minor wounds, just to land next to a base of psychopaths and be called a girl when you're getting your organs taken out.. shame
_Just when you thought your shitty day couldn't get worse...._
Remember it can *always* be worse ladies and gentleman
hHA
SirThrive while getting vomited on, and then vomiting on yourself.
Tom Meakin that phase has a whole new meaning this year...
yeah because being called a girl is so terrible lmao
Quick notes:
Make 2 wide hallway to get a mood buff from spacious interior.
You will get maximum 3 organ before death. Liver/stomach and heart are guaranteed death. So do them last. Liver and heart are top price!
Use a bed for the prisoner for better success.
If you have access to prosthetic, put 2 bionic arms on your doctor. Better manipulation makes operation a guaranteed success! In my colony my doctor has a bionic spine and 2 bionic arms and never miss any operations !
When trading, still with prosthetic, install bionic ears and a bionic jaw for better price. I know right lol. Prices are based on hearing and talking faculty!
Nice video man, not missing any of them ! Keep it up !
Also, if your doctor fails at a surgery, it removes it from the list of surgeries to perform. So, if you have multiple queued up, the next surgery attempt will be for the next item in queue, not the one that just failed. That's why Dmitri removed the heart rather than the liver.
You can also get more people parts if you replace the prisoner's limbs with wood. You can replace prisoner's jaw also because it's annoying hearing your prisoners scream if they wake up.
@@murrelmclaughlin7088 I'm sure they'll scream without a jaw)
Also you can use bows and fire weapons as they are more likely to down rather than kill, I did a slave colony which was great fun.
I'm going to use these for my Android colony. I need the silver and Randy likes throwing one man raids at me.
Use tamed rats to remove bodies and distract raids
How odd that the Queen herself would know to do such a thing.
Political enemy's don't "have accidents" by themselves after all
Shhhhhhhh my war crimes need to be secret
@@thequeenoflondon5112 0_0
@@azu9405she said shut up about it.
Thanks for the good tips on psychopath clothing!
Dude I love your content so much! I was waiting for a new Rimworld series and here it is! Can't wait to see your channel eventually blow up.
Frank needs a station where he can do statue carving or something. Art can be EXTREMELY profitable, and the beauty they add to a room is nuts.
They're so expensive that you don't want them laying around in stockpiles, they'll cause raids that you can't handle.
You should probably redo your doors so that people don't walk through your freezer to get to the dining room.
Getting animals trained in hauling is gonna be extremely important, because you're never gonna have enough... ORGANizers.
Removing the heart, liver, both kidneys, or both lungs will result in death in vanilla. The most organs gained per pawn I think is 3. Maybe 4 with prosthetic heart. I haven't used prosthetic limbs yet.
@@rustyspurs771 hell yes murder art for the world's best raider camp
You can get more people parts by replacing them with crude facsimiles for instance if you replace a leg with a peg leg you still keep the leg afterwards.
Man, I was randomly recommended your channel recently when I was sick and let me say, you are my favorite channel by far. You speak so concisely about your actions... why you're doing them, what you think is going to happen, and what actually happens. You've got such a natural and casual way of explaining everything, I want to watch you just learn new shit every day and talk about it in weird detail. Thanks for the entertainment and education, and keep learning/ being cool!
P.S. if you have a PO box I want to send you beer from California if you don't live here.
Thanks Alex! This is really great feedback and exactly what I was wondering about tbh! - I really appreciate it! Currently no PO box to speak of yet, but maybe someday - you're super kind :D
I'm literally sick and found this channel aswell lmao
@@Mari-qi7et You're in for a treat then!
Wait a mintue this is 2 years old? When the hell did that happen?
@@Mari-qi7et same man
Hey Amphibian, a tip about the freezer:
In my experience it's a better idea to set the coolers a bit lower like -10C, because people will be walking in and out of the freezer pretty often (grabbing ingredients, delivering meals, and getting meals during lunchtime) and every time a door opens the temperature between those two rooms will equalize. That goes pretty quick so if the temperature in the freezer is just under 0C it really easily goes above freezing with people walking in and out, even if for a moment that does damage your food and causes it to lose some nutritional value. If you set the coolers to around -10C they'll have a bit of a buffer zone.
You might also want to make sure folks don't walk through the freezer on the way to other places and letting the cold out.
Kravity set your freezer at --40 so you can trap people inside if they attack you
Have a chilled airlock.
Game: this guy seems like he really needs humans for something. I'll send him human leather and see if this is what he wanted.
MrPeanut173 okay but also send some D-class alive
Make sure you put a wall around the backside of the coolers with an open roof zone otherwise raiders will light them on fire and destroy them
This never happened me
Huh I didn't realize they target them as high priority - a chimney seems like a good idea now that you mention it!
@@ambiguousamphibian That was how it was in A10-A15 They may have changed the priority's I wouldn't know since it is a habit I developed. But when I was playing they targeted them at the same rate as burning down your crops either way its just good to keep them protected.
"Oh! He looks Sataney!"
Satan is a good dude
Satan is a great dude. We should petition to get him verified on Twitter.
Apocalypse fun fact: Cerberus might mean Spot
Satan loves you for who you are
Skulls for the skull throne! I know there's a mod that allows bone furniture. Might be good for this colony, visually.
Rim of madness: Bones
Kill, maim, burn!!
You should try a playthrough where you have a colonist for every different task. And have the be incapable of everything else. Maybe 2 shooters and 2 melee but other than that, 1
And then theres somebody who cannot do anything.
Was about to suggest that, basically a colony of one-trick ponies
@@water2205 He's the president and the objective is to keep him alive as long as possible.
Actually now that you mention this, I was really considering giving this a shot - something like "power rangers/passion rangers" with mad skillz to keep off the experience boost missing out - sounds like a fun kind of playthrough!
@@TJJIM yes.
In the words of a very very pragmatic man, you should really only be looking for those who can "adapt to corporate culture", and if any wanderers get ideas.... Well, willing meat struggles the least.
Hey hey people
I can attest that being shot by a friendly bullet hurts more than by an enemy bullet.
The pain of betrayal.
One time at a paintball match, one of my freinds decided to "test his gun" by shooting at the ground in front of him... except he shot my achellies tendon.
Never been more pissed in my life.
The worst thing about betrayal is that it can only come from a friend ;((((((
unless you have the death rattle mod removing a liver/heart will instantly kill a pawn. i usually go for hearts, keep a few livers around just in case someone gets a few holes in theirs.
Theres a mod to disable skill losing if you find it frustrating, and theres another to remove the base chance of pawns that arent yours dying when they collapse.
Orange the skill losing drives me mad
@@gillso9840 mad skills mod
Wait. You can remove the chance of pawns dying, when they aren't yours yet??
@Tetsuo Takashi The 5th Pillar Man
steamcommunity.com/sharedfiles/filedetails/?id=1464742390
Goto to mod settings and turn it to 0. AndIf you want more pawns there are mods to remove retreating.
You can also just give them a trait to reduce the rate at which skills degrade and/or give them the trait to increase the amount of exp they get. Those two combined should make a huge difference without totally getting rid of the effect. Pawns can have up to 5 traits just by editing them in. to not be too 'cheaty' you can add the traits once their skills are already high, so you arnt using it to level them up faster.
You should get the post mortem organ harvesting mod, because I don't see why someone who's just died doesn't have viable organs.
I love taking this comment out of context
I believe there are a few organs that become unusable immediately, like the heart.
@@creeperizak8971p sure transplant hearts aren't taken from living people ❤ hope this helps
@@creeperizak8971 every organ is transplantable after death, it’s how a transplant happens. once you sever the connection to the body, the organ is effectively dead. organ donors are just kept alive after brain death because being alive is nature’s way of preserving tissue - much cheaper than having to keep the organs refrigerated, and much less of a chance of them getting damaged in the process. about the only organ you can’t transplant is the brain, and that’s more because even in the original body brain tissue doesn’t really heal very well than anything else (ditto to the spinal cord - both systems are too complex to reconnect to someone else, and they don’t heal very well if at all even if we could)
Frank wore the flak jacket because colonists will prioritize wearing certain clothes if they aren't being forced to wear certain types or have a custom policy. Generally, anything that could be classified as armor has the highest priority, with better armor having more priority. From there, the material the apparel is made out of is taken into consideration, with better materials being opted for. Finally, the quality and current durability of the apparel is looked at. This is also why you'll sometimes see colonists wear ratty apparel even if there are replacements available, because they will prefer armor or better materials.
“I’ll convert later on. I’m a boomer”
Thanks for freeing Jim from slavery and letting him join the ORGANisation! He "sucks at shooting" but still gets some power armor, cool.
I 100% recommend the "RimHUD" mod, it makes looking at a colonist so much easier. Also assign Frank to research since he has a minor passion & incapable of dumb labor. And plz keep up with these video ideas, absolutely love'em
1:50 13 Mining and 13 Artist? So he is the kind of Sculptor that only works in Stone?
5:00 A bow is not a good weapon for taking people alive. 11 Is the same damage as most Full-Automatic weapons. The only "advantage" it has, is that it only fires single shoots. But it still does enough damage to take out an eye or the brain with a single shoot.
You need to do enough damage to actually take them down with pain, but not so much to any single body parts that something important (and thus the colonist useage) is destroyed by a shot/salvo/burst.
The ideal ranged weapon for taking people alive in vanilla is the Machine Pistol. I know, it does not really make sense in reality. But in the game, it works. rimworldwiki.com/wiki/Machine_pistol
It has decent overall damage per salvo (18). But each single shot is only 6, so there is not a *single* body part it can one-shoot. Even without armor or any other mitigating factor, it can not take out a brain or eye.
You can speed up them grabbing meals, by putting a shelf into the Dining Room and set it to Meals. The high turnver should prevent any relevant losses to spoiling.
There also is a mod for shelf-type freezers to block any spoiling while you got power: steamcommunity.com/sharedfiles/filedetails/?id=1180721235
32:00 Why bother about the dirt while patching them up? You are going to Organ Harvest them anyway - not enough time for them to die of Infection!
If you are scaling this up, do not forget to make a ORGANigram.
You could even rename characters to have the "Organ" surname:
en.wikipedia.org/wiki/Organ_(surname)
By far my favorite playthrough I've watched so far. Very excited for more!
Was listening to a new song by a band named AJJ called "Normalization Blues". This line came up just as I got the notification for your video, fucking perfect timing. xD
"The ones who melt down human beings into money like a cruel Sorcerer's Stone"
In my last colony someones husband randomly joined us and I allowed it for the mood boost and...while he became an amazing doctor which we needed at the time he could literally ONLY do medical, animal, art and research...
And the only one of those he had a minor passion for was medical, this colony lasted 15 years before we launched the ship and he only got up to like 14 Art despite him making sculptures for literal years.
On the bright side colonists that are incapable of violence make great combat medics, nobody in my colony ever died because Earl was always ready to just grab them.
Earl also broke up with his wife...and then remarried...twice!
Useless legend of a man.
My man earl
@@lindadespain9387 Ah, I miss Earl. I hope he's living on a drugged up paradise Glitterworld now.
It took me way longer then it should have to get the pun "welcome to the organization"
The Harvest Organs Post Mortem Mod would be useful for this run. You'll be able to harvest organs from dead pawns. (Within a time limit)
edit: (and would need to research autopsy before you could harvest from the dead bodies.)
I'm liking how the base is turning out, and this style of editing has kept things interesting. Hope to see more videos soon
I'm pretty sure you can select all by dragging the "selection box" that the cursor makes over the icons of the colonists at the top
Real gem this channel is! Just found it. I like your style, good mix between goofy and skill. And no worries about mistakes, makes it just more interesting imho
"We are gonna buy his guy off this trader... I mean slaver..."
- ambiguousamphibian 2020
Honestly look forward to your vids more than any other yt out there rn, dont tell them that though ;) dude thanks for the 24h upload schedule you rock!
You have officially created the equivalent of an interesting side location in Fallout NV or Outer Worlds 😂
What a wonderful day in Goodneighbor :)
Holy moly, I've been watching Ambiguous over 2 years now? Wtf
@@EpicGamerSetzuna I replied to you after 3 weeks
@@TheGeneralB I replied to your reply after an hour
@@EpicGamerSetzuna I replied to you after 31 minutes
with the roof view mode, you can remove any roof (the light green) as long as it isn't under mountain (which is dark green) but you can remove stone roofs.
Small tip: make an area inside the base for your animals during raids.
also wood fueled generators exist uwu
ps: if u want, u can connect the bedrooms, rec room and dining room with no doors separating them. This will give them the mood boosts Impressive barrack/dining room/rec room, which are +2-6 each. Disturbed sleep debuff is only -2, I think
I think there's two mods that you would benefit a LOT.
Harvest Organs Post Morten, allowing you to well, harvest organs from recently killed pawns (The first research allows like, butcher for organs with really low recovery chance)
And Acthung! for better management during fights!
i just watch some your recent videos, the progress of your speaking and humor skill is clearly improving rapidly. love your rimworld content
Merchant: :)
Dimitri: do you want to buy some organs?
Merchant: :(
I keep coming back to this series. 3rd run. So funny
0:45
that faint Nooo~ in background
Lol 🤣
Smoke leaf is very non addictive, so you can afford for colonists to take it twice a day or more :)
I had one colony where the environment was so shit that they were almost constantly high, but no one seemed to get addicted
The constant high
Psychoid Tea is much much much better than smoke leaf, smoke leaf has decent withdraw effects and reduces consciousness by 10% which consciousness effects everything including shooting. While Psychoid Tea has a mood boost with -5 due to withdrawal and no other effect.
you could later on down the line keep your "patients" barely alive then sell them into slavery though im not sure if that would net profit or not
Congrats man you’re the first person to make me enjoy watching RimWorld gameplay
Fun Fact: Infestations can't spawn from mountain tiles if the tiles are below -17 C or 1.4 F, and they get gradually reduced spawn rates from under -8 C or 17.6 F
Lights also reduce the spawn rates by a bit, but won't eliminate it unless the temperature is below -17 C
Hey thanks for putting out videos so fast. I really enjoy your content and it's always exciting to see you've posted more. You're entertaining to watch and I hope you enjoy your work. Don't burn yourself out!
made me sleep on the floor. 2/5
"Its not like we asked you to sleep here, you just wandered in and said 'this is a shit hotel, but this spot will do'"
Got this randomly reccomend, I never enjoyed watching this game before but your just so fun to watch, keep it up man!
Thanks Puppet! I'm grateful for your kindness, and I'm glad you're enjoying the series :)
The faces aren't smiling.
But they make *me* happy.
-Butch
you can leave stone block and steel outside and it won't degrade so you can save some room for your indoors storage, also most furniture like butcher tables get a work speed debuff when placed unroofed outside but batteries explode if unroofed and full as a zzzt event.
frank is like a maffia don, he feels above basic labour and is somewhat intellectual whilst having some shootin experience and other things
"blod for the blood god as they say in Warhammer 40k"
me - "SKULLS FOR THE SKULL THRONE"
You should do a play through after this where you have a colonist for each passion with a burning passion
Childs play, you sell parts of humans, i sell them whole.
What a peasant, only slaves? I sell slaves, organs, human byproduct and narcotics in my colony.
@@Pyrotic_Napalm aha, you fool, you have fallen into my trap! I sell colonies!
@@water2205 why not make them your dependent addicts and slave buyers? It's supply and demand, your missing out on their money if you just sell them, it's like selling a stock to soon, you know it will get you more money later, but you wanted the money now, even if it was less. It's net loss, which is rather wasteful. Remember war criminals have standards man.
@@Pyrotic_Napalm i am fucking technoblade when it comes to rimworld, i can get more.
@@water2205 peasants I don't sell colonys I make them produce more resources so I can sell them just the Great Capitalist I am
Some mods you might like are coloured mod bars, vanilla security expanded as it adds barb wire and death rattle which makes it that removing major organs doesn't instantly kill people.
I never knew harvesting organs was so profitable in Rimworld. You have taught me something very valuable ;)
Remember to insulate the fridge with double walls
Uranium Maces are best for taking prisoners due to them having the best blunt damage. Jade clubs are slightly better for taking prisoners but much more expensive. Enjoying the content and I am glad we are able to help
Blood for the blood -god war hammer 30k -t̶e̶c̶h̶n̶o̶b̶l̶a̶d̶e̶
I like the adeptly worded descriptions of how one of your characters shot another in the chest on accident.
The fact that Dmitri looks like a Russian soldier makes him have more personality
you could take an arm so you can get rid of the franks scar. The human leather mood boost can stack with more human leather apparel. Seperate your freezer from the hallway or you will always have to clean it and you will lose cold air. Btw the more squares in the room, the more cooling capacity you need. thats why with smaller freezers you only need 1 but others require more. Also i saw your freezer stockpile isnt including meat.
Prolly late to the party, but tips are tips. The better the bed, the better the operation odds. lighting also helps, as well as cleanliness, but you already know that.
One minor note: you should move the entrance to the dining area as the only way to access it now is through the freezer.
Make sure the freezer has as few doors as possible and ideally they should be automatic doors.
Really looking forward to the next episode of project zomboid
if I recall correctly, blunt weapons do a better job at leaving people alive and without serious internal wounds so you can capture them alive.
on a side note I always try to strip people who are downed immediately since it keeps the clothing from being tainted if they die, allowing you to use them or alternative giving better prices of sold
The human leather mood boost is a hot tip, that's cool ty
It's worth setting freezer temperatures for at least -20 C or even colder. In case of power outages the room warms back slower, especially if you forbid the door. Also I don't know the proper treshhold but at -20 you are guaranteed to not have any infestations
Here's some traits besides psychopath that you can use in your colony to help you: Iron-Willed+Sanguine, these 2 almost completely remove the mood debuffs from organ harvesting, Cannibal+Bloodlust, not only do they provide great mood buffs, but they also have some of the same trait affects as psychopaths do, Nudist+Night Owl, Generally traits that help counter mood debuffs, that is, if your willing to go through with the side effects.
i think you need a good kill box with some sand bags and a trap hallway so that enemies have to come in one at a time
Ambiguousamphibian: idk im not that creative
Me: two words, gerald williams
It's a pretty minor point I guess, but it's a good idea to try and have corridors that are at least two wide. Pawns do slow each other down when they're trying to pass through the same square, and when you've got loads more colonists, that will actually slow things down quite a bit
Been really loving these last two series
You might want to consider giving high melee skill pawns a uranium club (best melee weapon in the game) and a shield belt. Having a melee pawn to engage enemies and prevent them from getting to your ranged soldiers, or engaging enemies in kill-box choke points is extremely valuable. Enjoying the series a lot so far :)
Cytokine Storm rip my plasteel sword :(
Uranium mace is better than the club, and it's only better for downing armored enemies, or just downing in general. The plasteel longsword still beats it in raw DPS.
This is one of my favorite rimworld series
The warg just solo 3 ppl 1 with gun... And even got shot by 1 of his own ally who is "really helping" him by shooting the wall
I'm digging this series. I like the way you format your videos. You put me onto project zomboid, but this game is looking like something I may invest in as well.
Rule of thumb for Rimworld survival. Temperature control is vital for colonists and guests. I landed on a max heat max rainfall rainforest planet naked and alone. Night time lowers temp slightly so you're better off working then if you can't manage daytime temps yet. Any clothes that give temp resilience is vital to function. A good rule of thumb was the fact I landed in spring, and had to deal with 60C daytime. A summer heatwave brought this up to 90s. Granted I have megafauna and dinosaurs, so the materials I worked with had high resilience. But yeah, securing power and cooling is vital for living/work spaces. A further note is minor heatstroke/hypothermia won't affect much, but major conditions will reduce stat effectiveness. So pushing work as long as you can before taking a break will minimize wasted time/resources from botched construction.
I remember using human meat for kibble to feed the various animals in my colony including a mountain lion I tamed and a grizzly bear I bought from a trader.
keeping a clean kitching (the dirtiness of the kitchen, and not the laying of items on the floor) will help prevent food poisoning.
Clothing priority is defence over insulation; they WILL wear dusters over flak jackets if the duster is made out of very sturdy material, synthread is not the most resilient, so flak jacked takes priority over that, most leathers and furs will also, same applies to every piece of armour, so, unless you force them to, they will hardly ever wear something like plate armour or flak jackets as long as there is hyperweave duster or even a devilstrand to that matter (for the record, I've only seen they wear plate armour out of their own will when it's made out of plasteel, also, I've seen them wear leather and cloth dusters over flak jackets when their quality is really high, like excelent, masterwork or legendary, even if the flak jacket is ALSO excelent, masterwork or legendary, also also, they don't know how to measure modded materials, so a material that would give a plate armour 200% of all defences will be neglected most of the times, even if no vanilla material can ever go beyond 100%). Hope this helps.
Not seeing a mod list linked so I don’t know if it’s installed or not, but if you really want an organized storage room the deep storage mod is great for this. It adds a lot of different props that store multiple items compactly, and it even includes meat hooks for the cooler lol
Ah! The fluent, quick info in the vid! No wierd "hmmm", "yeeeeeeeerm"s too! 😂
There is a mod on the workshop called "Pawns are Capable" which instead of having your colonists simply unable to do a certain worktype, just makes them worse/assigns a negative moodlet for having to do said work. It's pretty good, and makes things make a little more sense, imo. No more pawns hauling things to the structure they're building but refusing to haul materials to a stockpile.
2 years later and still educational.
Psychopaths are my favourite types of colonists; get them decked out in human leather and they'll be on top of the RimWorld. An idea to use (in the future) would be to have your enemies filter into a freezer kill box that is piled to the brim with human corpses. Since you have a psychopath colony they won't care at all, but if the battle is long, the enemies will eventually go nuts
I've recently found your rimworld series and I think your editing style is amazing, keep up the good work!
Just started watching and I’m really enjoying this
Put the guest rooms in that under mountain section. Best case scenario if an infestation happens you have a first line of defense. Also a plus. Any of the guest's that either go down or decease can yield free loot.
It's pronounced "yay-yoh" a spanish word for cocaine.
Like Mayo but with two Y's.
Don't ask me how I know.
Love your vids
How do you know?
@@thelastcoolguyonearth4858 He probably watched Scarface at some point in his life... :D
with the guest mod, you can open the guest tab on visitors and allow your warden colonists to sway them (either to get relations with the faction or recruit them) I recommend when you next get a visitor that you set your people to entertain them and set it to default, a good social colonist can get the guest experience to 100 even if you have them sleep on the floor in your dining room and Dimitri is a pretty good warden.
i just stumbled upon this and i have to say it's interesting and completely different from what i've been doing.
the mod i used let me harvest organs from corpses so i had to keep them frozen until the operation. it may be a bit easier yes but it's still fun.
Probably this was already suggested, use steel clubs to knock enemies and capture them. They have great chance of downing people without killing.
Uranium is the best but steel works great
You can take out the legs and arms first then the eyes then the spine then the liver and 1 lung then the jaw and if you are fast enough before he dies of hunger you can take out the other lung/heart
Bro loving this series so far
This series has convinced me to buy rimworld when I get payed. From the reviews I’m about to be sucked in for days
This channel deserves more subscribers
I love your vids and the series keep up the good work and thank you for your dedication :) hope you have a great day/night :3
things like smokeleaf you should just make forever. the leaves decay but the joints dont, with hospitality you can sell them automatically to visitors. and it's not addictive and will just generally keep your colonists happy. and having a random stack of 200 joints is nice when you get traders. i never let my colonists use yayo though, only in emergencies lol.
"How's it going, Dmitri. Ya, we're planning on making this area into a sorta.. walk in freezer. So if you could just go ahead and move your desk again, just as far back against that corner as you can... That'd be great."
- Rimworld Lumbergh