I like how at 3:33 your religion centers around dancing with heart titles like Begin Foo, Foo Fighters, Anime Intro. all the way down to the last one on the right which is Begin Public Execution
The body blocking is a great way to get enemy pawns ^^ Shoot the guy a bit without going past the pain shock threshold (cuz then he dies like 8 outa 10 times) and when he flees just stand in his way until he passes out from blood loss :P You can even make a line of pawns and the poor guy has to go all the way around them
@@axious9613 Along with recruitment chances for them as well. Rimworld really doesn't like you getting new pawns for obvious reasons... however ideologies really really breaks the game due to how versatile and unique any one ideology you can make in it is.
Slaves can be used in outposts as well. If you remove them from an outpost, they from a caravan just like a colonist would. I don't know whether their intellect and social skills count towards the respective outposts, since they are disabled, but all other skills do. You have to escort them to the outpost.
That mining outpost tho. It works totally differently from the other gathering outposts. You get a fixed amount of "stuff," the only thing that changes with skill level is the type of stuff you can ask for. 750 plasteel and/or gold seems like a good deal given how hard those things are to acquire normally. It also opens up some strange workflows, like making jade statues for trading, as regular things rather than one-offs. If you just want stone for building, you can actually specify the stone type. The quarry's stone output is random, and limited to the types available on the map. Hmm. Plugging these things into my spreadsheet reveals something interesting, though. If you calculate them as working an 8-hour shift for the whole quadrum, this is still the least work-efficient mining method by a wide margin, though gold/plasteel/jade are not as bad as most. You might actually *need* to use the exploit in the video if you want anything like the productivity pawns in your settlement would have. This does depend on some assumptions, though; if pawns in your settlement are extremely unproductive for some reason, or the pawns you're using in the outposts would be constant troublemakers you'd otherwise turn into hats, it could still be a good option. I've been comparing this to deep drilling, at least; the quarry is generally much less work-intensive and will be a better option if you have that mod. As is always the case for Vanilla Expanded mods, since they insist on using images on their workshop page, the values on their page are suspect. They're definitely wrong for the crafting outpost. As far as I can tell from the source, the fishing outpost works completely differently from advertised, and from what I can tell by watching this video, so does the hunting outpost. (The fishing outpost actually gives 15 random fishing results per pawn, with the base fishing yield at an [animals] skill of 6, one yield removed per point below and one added per two points above. If you have more than one pawn at a fishing outpost, you're likely going to get a mix of fish which includes every type of fish possible to catch at that location.) From the looks of it, the mining outpost seems very moddable, by simply pasting some XML entries and/or changing some values. I think I'll change mine to work on a yield-per-skill basis like everything else.
It's been said that the outposts are intended as a place for you to send colonists that you otherwise don't want or have no use for, so they're intended to be less productive than normal methods. They're clearly not all equal, though! Btw can you make and upload a little patch mod for that mining outpost change? I'd like that on my game. With 140-something colonists and building a rather large SoS2 ship, getting enough materials is a pain.
@@MGSLurmey Another thing about them is while they are less productive, you don't have to worry about those pawns seemingly *at all*. Food, medical care, housing, none of it is an issue you need to care about like it normally is.
Makes sense honestly. They're probably spending a lot of time doing things other than [insert job] just so the outpost can function, and aren't necessarily sending you everything they produce from the worktype they're sent for ("No, Lemmy, we don't send them all the gold. It's called tax evasion and it's based").
with mods like hospitality you can just set up a decent room with a few beds and can recruit travelers, and the immediately send them to work camps. its great.
I'm so glad you get to exploit, I mean test so many different playstyles and mods so that we don't have to. I think you could commit so much um, fun stuff, with the pawnmorpher mod, as long as you can do it so without it breaking your game.
" Yo, we've been partying for Six Days straight. Best time of my life. What's the catch anyways." "𝗬𝗼𝘂'𝗹𝗹 𝗯𝗲 𝗴𝗿𝗼𝘄𝗶𝗻𝗴 𝘄𝗲𝗲𝗱 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗿𝗲𝘀𝘁 𝗼𝗳 𝘆𝗼𝘂𝗿 𝗹𝗶𝗳𝗲" "Sounds fair"
I thought Donovan was pretty good as well. 10 medical skill with a double passion would EACH have made him an automatic need to patch up the other pawns.
I'm fairly sure the outposts aren't as broken anymore. I messed with them in a colony a while back (didn't have Ideology at the time) and for it to work the combined pawn skill needed to reach a certain number threshhold. You still get a lot of good stuff from it, but the expectations become more tempered.
These outpost seem broken. Keeping a mortar team up is usually very labour intensive. Being able to just send guys off and have infinite mortar shells is awful from a balance POV.
@@Lord_Mantis I don't use most of their otherwise fine work because their factions don't work with Faction Control, which is a MUST HAVE for me (still playing 1.2 because I can't risk the authors of my favorite mods not having successfully updated to 1.3 yet.
@@Lord_Mantis Some of the VXE mods are fine balance-wise, but Outposts is specifically broken as hell. I have also noticed a lot of balance discrepancies even between VXE mods and features. Vanilla Armour Expanded's advanced vest made of plasteel is about 115% sharp armour at normal quality, while the much more expensive and advanced Trooper Armour is only 65%??? Sure it covers the arms and legs, but that sheer drop in protection is NOT worth it.
Don't worry they fixed it with another great feature. Once you send you pawns and make an outpost and they get raided even if you win it will delete you outpost and delet all the pawns on it.
I've decided to just make 20 or so T1 androids from tiered androids, send them to make a bunch of different outposts, and here I am with my storage full of plasteel, gold, silver and components
I don’t know why but the mining outposts don’t give me the option to mine 750 plasters anymore, but rather 189. Not to mention, they keep sending the resources to my 2nd colony.
If you play without mods, caravans are also very much busted. Pregnant female animals will give babies and babies will grow up. They only thing they can't do is mate which they can do on temporary tiles, where grass is gonna be abundant anyway. Beside, bringing lots of caravan animals on temporary tiles is something you probably want to do anyway. You can haul every single things on the map if you want to. They will just grow exponentially. The only down side is that it increase your caravan's wealth which means if it gets raided it will get bigger raids. But then again, caravan's never get raided when they are sitting on another faction's base, so you can completely avoid that risk if you only use farskip and drop pods to travel.
BTW. Defensive outpost are bugged right now. Intercepting rainds leads to a lot of different issues. If you need a quick reinforcements use fastpack camping with farskip caster. Works well enough.
You should try doing something nice for once. For example,try to find a way to maximise the potential of the "hospital" meme,which boosts your colonist's mood with the size of the medical center.
I never understand why people get a mod and try to find a way to break and abuse it when you can literally just dev mode or get mods that cheat instead of micromanaging so much. Is the point here to shit on the mod developer?
It isn't the end result that matters, the act of finding out how to break something is fun in itself. It is like taking apart a toy to see how it works. Sure, in the end it is broken and the original intended fun isn't there, but a different sort of fun was had and there was learning along the way.
People love exploiting things. It’s fun to take things apart and break them in a meaningful way. Its fun to exploit people and their emotions to your advantage. However just using devmode isnt satisfying
"a human fist hit his brain, and now he is downed"
only in rimworld would severe brain damage be a thing to laugh at lmfao
I like how at 3:33 your religion centers around dancing with heart titles like Begin Foo, Foo Fighters, Anime Intro. all the way down to the last one on the right which is Begin Public Execution
Everything in Rimworld is broken, even the mod file
Even the save files
@@mamamia1159 Even the crash file
@@ExtremeMan10 technically, they goddamn are
Even you are
@@idkputsomerandomname9657 sad but true
All those tea leaves.
*Spiffing Britt wants to know your location*
WHERE IS THE TEA!!!
OH MY LORD, HE ACTUALLY ARRIVED.
Spiff does in fact want to know your location
The body blocking is a great way to get enemy pawns ^^
Shoot the guy a bit without going past the pain shock threshold (cuz then he dies like 8 outa 10 times) and when he flees just stand in his way until he passes out from blood loss :P
You can even make a line of pawns and the poor guy has to go all the way around them
Game has a flat chance of an enemy raider dying instantly without being downed, likely to limit the amount of prisoners and harvestable organs you get
@@axious9613 Along with recruitment chances for them as well. Rimworld really doesn't like you getting new pawns for obvious reasons... however ideologies really really breaks the game due to how versatile and unique any one ideology you can make in it is.
Slaves can be used in outposts as well. If you remove them from an outpost, they from a caravan just like a colonist would. I don't know whether their intellect and social skills count towards the respective outposts, since they are disabled, but all other skills do. You have to escort them to the outpost.
Roman Empire here we come
Another serving of sum delicious delicious Geneva violations from the good Reaper himself. My day is going to be great.
You're god damn right!
That mining outpost tho. It works totally differently from the other gathering outposts. You get a fixed amount of "stuff," the only thing that changes with skill level is the type of stuff you can ask for. 750 plasteel and/or gold seems like a good deal given how hard those things are to acquire normally. It also opens up some strange workflows, like making jade statues for trading, as regular things rather than one-offs. If you just want stone for building, you can actually specify the stone type. The quarry's stone output is random, and limited to the types available on the map.
Hmm. Plugging these things into my spreadsheet reveals something interesting, though. If you calculate them as working an 8-hour shift for the whole quadrum, this is still the least work-efficient mining method by a wide margin, though gold/plasteel/jade are not as bad as most. You might actually *need* to use the exploit in the video if you want anything like the productivity pawns in your settlement would have. This does depend on some assumptions, though; if pawns in your settlement are extremely unproductive for some reason, or the pawns you're using in the outposts would be constant troublemakers you'd otherwise turn into hats, it could still be a good option. I've been comparing this to deep drilling, at least; the quarry is generally much less work-intensive and will be a better option if you have that mod.
As is always the case for Vanilla Expanded mods, since they insist on using images on their workshop page, the values on their page are suspect. They're definitely wrong for the crafting outpost. As far as I can tell from the source, the fishing outpost works completely differently from advertised, and from what I can tell by watching this video, so does the hunting outpost. (The fishing outpost actually gives 15 random fishing results per pawn, with the base fishing yield at an [animals] skill of 6, one yield removed per point below and one added per two points above. If you have more than one pawn at a fishing outpost, you're likely going to get a mix of fish which includes every type of fish possible to catch at that location.)
From the looks of it, the mining outpost seems very moddable, by simply pasting some XML entries and/or changing some values. I think I'll change mine to work on a yield-per-skill basis like everything else.
Modding the Mods. Welcome to Rimworld
It's been said that the outposts are intended as a place for you to send colonists that you otherwise don't want or have no use for, so they're intended to be less productive than normal methods. They're clearly not all equal, though!
Btw can you make and upload a little patch mod for that mining outpost change? I'd like that on my game. With 140-something colonists and building a rather large SoS2 ship, getting enough materials is a pain.
Huh?
@@MGSLurmey Another thing about them is while they are less productive, you don't have to worry about those pawns seemingly *at all*. Food, medical care, housing, none of it is an issue you need to care about like it normally is.
Makes sense honestly. They're probably spending a lot of time doing things other than [insert job] just so the outpost can function, and aren't necessarily sending you everything they produce from the worktype they're sent for ("No, Lemmy, we don't send them all the gold. It's called tax evasion and it's based").
with mods like hospitality you can just set up a decent room with a few beds and can recruit travelers, and the immediately send them to work camps. its great.
Glad you finally got around to covering this, been waiting to see what shenanigans you'd cause with the Outposts
I'm so glad you get to exploit, I mean test so many different playstyles and mods so that we don't have to. I think you could commit so much um, fun stuff, with the pawnmorpher mod, as long as you can do it so without it breaking your game.
" Yo, we've been partying for Six Days straight. Best time of my life. What's the catch anyways."
"𝗬𝗼𝘂'𝗹𝗹 𝗯𝗲 𝗴𝗿𝗼𝘄𝗶𝗻𝗴 𝘄𝗲𝗲𝗱 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗿𝗲𝘀𝘁 𝗼𝗳 𝘆𝗼𝘂𝗿 𝗹𝗶𝗳𝗲"
"Sounds fair"
Sounds like a win to me
Outposts are really broken, it seems like it was put together very quickly without any balancing
About the same way I played in my penultimate settlement. Hello from Kazakhstan)
i really like your videos ... its different from anything else
keep the good work
only kleaper could make slavery, cult activity and brain damage in a videogame something that would genuinely shake a laugh out of me
I'm gonna buy rim world because of you
At the beginning I'm curious what the anime intro ritual is about, honestly seems kinda fun
I thought Donovan was pretty good as well. 10 medical skill with a double passion would EACH have made him an automatic need to patch up the other pawns.
Royal: Lands in your colony.
Kleaper: "No recall or intervention can work in this place. There is no escape."
It's content like this that made me subscribe to your channel, keep up the great work Mr Kleaper 🤟🏼
I'm fairly sure the outposts aren't as broken anymore. I messed with them in a colony a while back (didn't have Ideology at the time) and for it to work the combined pawn skill needed to reach a certain number threshhold. You still get a lot of good stuff from it, but the expectations become more tempered.
These outpost seem broken. Keeping a mortar team up is usually very labour intensive. Being able to just send guys off and have infinite mortar shells is awful from a balance POV.
Vanilla Expanded mods receive a ton of praise, but I personally really hate how imbalanced or unnecessary a lot of their ideas are.
Even without the bugs or "features" this mod seems to be way unbalanced
@@Lord_Mantis I don't use most of their otherwise fine work because their factions don't work with Faction Control, which is a MUST HAVE for me (still playing 1.2 because I can't risk the authors of my favorite mods not having successfully updated to 1.3 yet.
@@Lord_Mantis Some of the VXE mods are fine balance-wise, but Outposts is specifically broken as hell.
I have also noticed a lot of balance discrepancies even between VXE mods and features. Vanilla Armour Expanded's advanced vest made of plasteel is about 115% sharp armour at normal quality, while the much more expensive and advanced Trooper Armour is only 65%??? Sure it covers the arms and legs, but that sheer drop in protection is NOT worth it.
Don't worry they fixed it with another great feature. Once you send you pawns and make an outpost and they get raided even if you win it will delete you outpost and delet all the pawns on it.
Cool stuff, but I hope Outposts/idealogy fixes these kind of exploits lol
He didn't show gold hoarding and component hoarding.
I've decided to just make 20 or so T1 androids from tiered androids, send them to make a bunch of different outposts, and here I am with my storage full of plasteel, gold, silver and components
bro science speed at the end was like combination of all my playing rim world science in 1 sec like it was flash
that dude who you sent is a capable medic
Rhythm is a Dancer…… now I got the techno song stuck in my head
I don’t know why but the mining outposts don’t give me the option to mine 750 plasters anymore, but rather 189. Not to mention, they keep sending the resources to my 2nd colony.
Now i want a dagoth-wave ritual music replacer.
Well well well...
steamcommunity.com/sharedfiles/filedetails/?id=2632092467
Changing religion ideas is powerful, it makes a thing change infinitely
If you play without mods, caravans are also very much busted. Pregnant female animals will give babies and babies will grow up. They only thing they can't do is mate which they can do on temporary tiles, where grass is gonna be abundant anyway. Beside, bringing lots of caravan animals on temporary tiles is something you probably want to do anyway. You can haul every single things on the map if you want to. They will just grow exponentially. The only down side is that it increase your caravan's wealth which means if it gets raided it will get bigger raids. But then again, caravan's never get raided when they are sitting on another faction's base, so you can completely avoid that risk if you only use farskip and drop pods to travel.
Certified Krim Greapler moment
Grim Kleaper discovers the Corveé system
…i now know what i must do in my next rimworld session, science outpost here i come!
I remember managing to recruit the starter quest royal in 1.2 rimworld years lol
So this is why Rimworld was banned in Australia
"Basically INFINITE EVERYTHING"
- Grim Kleaper 2022
3:42 he didnt even notice when he said "and then we get to put another meme up here" i like it
You literally created a Slaanesh cult. Constant rituals via non-stop dancing powered by slaves.
13:33 The Sniffing Brit entered the Chat.
Joe Joe Joe JOE REILLY’S AUTO PARTS OWWWWW
THAT'S EXACTLY WHAT I THOUGHT OF AT FIRST TOO wtf
@@TheGrimKleaper holy shit I got a reply!!!
Kleaper pronunciation skills be like: DUH ASS
They shot that skaven in the dang pelvis no hesitation 💀
Perfectly balanced as all games should be.
good guide on what mods are op and just break the game
thx lol
VE Outposts on its own is fine and maybe the exploit was patched, its a nice mod for when you want those useless pawns off your main colony
Holy hell didnt know you could do that with fluid ideology. Dammmmnnnn
wait, what if you make an outpost with hired pirates??
When you realize the shape of the starting mountain formation…
REFORMATION!
That's a nice head you have on your shoulders!
Poor ludeon studios, the war of ukraine is afecting rimworld develpment and of course the patch for the steam deck :(
You can break this mod even more with the tier androids mod...
Dang 200k plus sub count increase. That’s impressive
0:24 1 mil sub goal confirmed?
You always manage to find a way to break the game
Do pawns in outposts count for pawns for colony wealth ? What about raid value?
Nope, they don't count which is what makes them so strong. Send useless pawns to the granite gulags
Ah yes, the classic this strategy is broken (if you use these specific mods)
HMMMMMN YES TIME FOR EXPLOITS. Also, fantastic video.
7:12 the Wanderer joins was made for the party? is a Mod you have?
Man just cheese the game for sand box mode
i did not realize they was that broken. ok then.
Memes jack the DNA of the soul
nice
Has this been rebalanced? Did it for my colonies, but with 4 miners at a level combined 50, I can only get max 20 components
Just a question what are the coordinates and what is the seed
Could you do a Dance party (extra person) to Human Sacrifice combo?
What mod are you using to have access to so many memes?
Hear me out.... Fluid Ideology, Vanilla outposts, and Empire
Disco Gulagisium
8:38 clearly the btd6 DUH
2:29
JOE MAMA! 😎
😮😮😫😮😮😫😲
Did they nerf it? Whenever I create a hunting outpost I cant select muffalo.
for a sec i thought i heard Popcorn... 09:32
of course it's broken if you put the reward that each outpost produce to maximum in the options
Where's the organ harvesting?
What was the seed for that world?
I think ur ideology symbol is in stellaris..
My outposts always are completely empty I don’t know why
What's the seed for this map please?
BTW. Defensive outpost are bugged right now. Intercepting rainds leads to a lot of different issues. If you need a quick reinforcements use fastpack camping with farskip caster. Works well enough.
100 power 2 when
DAGOTHWAVE
JOEEEE WHOOO ??? JOE MAMA
Rimworld is a perfectly balanced game. Even more balanced with the mods
Mods are broken. More news at 11.
You should try doing something nice for once.
For example,try to find a way to maximise the potential of the "hospital" meme,which boosts your colonist's mood with the size of the medical center.
What's the seed?
what is quadrom?
A quadrum is 15 days in RimWorld.
American spiffing brit?
goodwill?
Math isn't adding up with that outpost mod
You should do a stream but your viewers are animal and can talk
Video 30k subs
At time of watch 300k...
I think i might be late
Rimworld comedy: he was fighting right? them he had brain damage HAHAHAHAHAHAHAHHAHAHAHH
Rimworld players: HHAHAHAHAHAHAHAHAHHAHAAHAHAH
Make part 2
I never understand why people get a mod and try to find a way to break and abuse it when you can literally just dev mode or get mods that cheat instead of micromanaging so much. Is the point here to shit on the mod developer?
It isn't the end result that matters, the act of finding out how to break something is fun in itself. It is like taking apart a toy to see how it works. Sure, in the end it is broken and the original intended fun isn't there, but a different sort of fun was had and there was learning along the way.
People love exploiting things. It’s fun to take things apart and break them in a meaningful way. Its fun to exploit people and their emotions to your advantage. However just using devmode isnt satisfying
micromanagment begone
This needs some rebalancing
Sir, what location and seed did you use???