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I've got one. A lot of people know this one, but if you place a basic stool on the left and right side of a work station (for anything) and then a single tile stockpile zone for food or crafting ingredients on top of those stools, (set to critical preference) your colonists don't have to spend time picking up materials for crafting, they get straight to work instantly. If they arent set as a hauler, it wont mess up their workflow either, you can set the the work order on the work station to drop on the floor next to the bench and if you have dedicated janitors and hauling animals then your crafter/cook/gunsmith/blunt roller can focus purely on completing the work numbers required to complete whatever item/food they are making. Combined with a high skill in the associated task, this can cause a massive light speed increase production speed. Archotech arms and advanced prosthetics could further increase speed, tool cabinets as well provide a work station buff for many things.
A good one, that is very cheesy, is that drop pop raids need an empty tile, so if you don't want a drop pod raid in your workshop fill all the walkable area that is not shelves or benches with caravan spots or ritual spots or anything that is just tape on the floor (party spot, marriage spot etc work but might get picked for use) that way nothing can drop on it from above. and yes you could fill your entire base with caravan spots to prevent them dropping inside the walls (AdamVsEverything did it in his cheese run a while ago)
One thing I learned recently is - Megaspiders are dope pets. They are pretty fast, eat 0.5 per day, produce very little filth and have advanced trainability meaning you can train them to haul stuff. On top of this they are immune to toxic fallout, actually benefit from pullution and can throw a punch at an u armored enemy like triabals. But taming them is a tad tricky. The best way in my opinion is deep drills. They spawn relatively small infestations and in a predictable area. So you drill for chunks. Get bugs. Whack bugs. And with any luck you have some downed Megaspiders with all limbs still attached. You can't resque them to a medical spot for treatment, but any drafted pawn can be ordered to perform tending without medicine in place. And if a pawn with decent medical is nearby, you can start patching them up so they don't bleed to death and eventually get up. Once they are up they would still be counted as hostile so any turrets and pawns on aggressive mode will try to kill them, but most likely they will not attack you directly, instead trying to get away from your base. A tamer can approach it and try to tame it. Though on 2 steps of taming process the spider will punch your tamer, so better give them some armor. Spiders only require 3 animal skill so they are really easy to tame. The only fundamental downside to them is - they don't reproduce organically. You can only get more by taming more...
Quests that ask you to accept toxic waste packs you can neutralize them by building a drop pod and just shipping them to your enemies. You get free glitter tech and you only have to keep the inconvenience until you can mail it off.
Make a nutrient paste dispenser in the hospital, then restrict nutrient paste from your pawns diet (or remove the interaction spot from their allowed zone, havent tried this one). When a colonist is expected to stay a long time in the hospital, change their diet to paste only and restrict their zone to the hospital grounds. That way the doctors doesnt have to walk all the way to the kitchen to feed them.
While on hospital topics, you can install television in front of hospital bed to increase recreation while they are healing. The last thing you want is pawn went mental break while having untreated infection
You can disable prison breaks entirely. Prisoners can be kept inside rooms without brison beds which makes them unable to stage a prison break. For example, in the kitchen, you can transfer them there with a sleeping spot and then deconstruct said sleeping spot. The prisoner will wander sround the room unable to leave, and since it is the kitchen, it will guarantee that it stays fed, since, prisoners without beds dont get food delivered to them. Wardens will still interact with them for recruiting and converting purposes though. The main advantage of this is having them not trying to break out. Its a glitch, if there is no prison to break out of, they simply stay put. Also an additional benefit may be having early social interactions with whoever walks into the room with them. And experiencing beautiful environment from your decoration. If you enclose them in another room, for example a dining/recreation room or workshop, make sure to have a stockpile with food in said room so that the prisoner doesnt starve. Also.... lastly, of course, they will always sleep on the floor but thats hardly an inconvenience lol.
An advice about raiders. Raiders do not target power cables. So if you have power generators outside you are safe as long as they are walled up. Just put 2 tiles of flooring around them so a random forest fire do not burn them. I recommend concrete as it is cheap, fast and effective. You don't care about the beauty anyway.
@@MeOwOgai Does not happen to me. But I also have a path open into the base so they have clear path to attack someone. It just leads the a ocean of turrents and snipers
7:06 Another way I've found to check for empty spots in a mountain is to use the construction tool to place furniture into it. If you try placing say a large table into solid stone it will place a blueprint and designate those squares to be mined. If there is an ancient danger there the mining squares don't appear. I've used this combined with the Blueprints mod to make a blueprint that's just a whole bunch of tables and furniture in a big square and place them throughout the mountain and look for any empty spots that appear. Just make sure to cancel out the mining tunnels and furniture blueprints once you've found what you need.
9:44 this totally saved me on my run, i havent researched mortars at all yet but i grabbed two from a siege and used them to save me against some mechanoids.
I discovered a new trick a few month ago: Check for predator animals in your current map once in a while with wildlife tab. Then check the log to see if that animal killed any prey. Then click on the log lines it'll jump to the left over. Great for easy meat for new colony. With royalty, try making a glorious throne room (160 impressiveness) ASAP. Then advance the royal title one at a time. Grandiose bestowing ritual can give up to 3 honor each. With ideology, you no longer need power-draining sun lamp to make food in winter. You only need indoor fungus farm. Making survival meal from cheap meat (insect/human meat) and fungus is a great way to make profit. Lots of trader willing to buy survival meal.
I like to use the 'allow everything' mod, which adds a button that just unchecks the red X on everything on the map like kills made by predator animals. Then my colonists will haul and butcher the carcasses like normal when assigned to the task. Also has some nice default settings like ignoring rotting corpses unless you hold shift while pressing it, so your colonists won't run around dragging every dead turtle and squirrel to your corpse storage area because you made them unforbidden.
Dont need the roof removed for the cooler trick! It even works under overhead mountain. The doors are their open separate room and disappear heat to the void
If you are careful about not leaving any opened up overhead mountains, you are pretty much safe from infestations. But you can do one better. Pick a patch with overhead mountain. Wall it off with double layer sturties walls you have, but do try to make it fully roof supported without internal columns. Please a couple incendiary IEDs. Add some fuel to burn (ideally 1-log piles but steel conduits are good too and will be rebuilt automatically). If bugs spawn - they will crawl out into that room, trigger IEDs and burn themselves. Just remember to forbid the entry door so your pawns don't run trying to beat out the fire. More likely than not everything there will burn and all your colonists have to do is renew the IEDs, patch up the walls and it is ready to repeat the cycle. Sure, you miss out on jelly and insect meat, or possible pets, but you get to pass an infestation threat with basically 0 damage to your colony. And such trap also works on quest-triggered infestations, so you can just accept and forget any quests that involve getting bugs.
Another good prisoner trick is to build the prison cells off of a common room that contains a paste dispenser. You can then hold the individual cell doors open and the prisoners will wander out to feed themselves as needed and then return to their cells to sleep. You just need to make sure you keep this common room secure or else everyone will try to escape.
90% sure that if you leave cell doors open they treat leaving as an escape attempt and become violent. This suggestion is great for modded play but I think this is just a human meat grinder in vanilla
If you’re using a fluid ideology and get an off-map sun blocker, add the darkness meme and you’ll get big bonuses to mood and combat stats- at the cost of needing sun lamps to grow plants.. The coolers and doors trick works with coolers on up to 3 sides, but not all four.
@@alamrasyidi4097 Eh, I'd argue fast track for geothermal power anyway. Solar is annoying since so many things can affect it, vs a flat high energy output no matter what the weather or night. If you rush it then it doesn't take much longer than solar to research.
@@jg2323 my favorite use case for solar is simply to complement sunlamps. geothermals are great at expanding your power use, but they need to be placed in specific spots on the map and sunlamps take all that expansion for itself. the only cheap way to counteract sunlamp is with solar panels
Don't stockpile valuables especially if you farm psychite and craft flake or yayo for sale. The value of the drugs is factored into raid caculations for scaling, and you can inadvertently bring in a late game raid by being worth too much.
Best way to get your melee fighting skill up is to capture an armored pawn as prisoner, then armor up your melee pawn, then have them fight unarmed. Heal them both, then repeat! Unconscious prisoners can not escape! lol
When you get the quest early game for refugees that will help you and then sometimes they turn on you, schedule medical procedures to put them to sleep and then it is super easy to arrest them all.
2:00 this is why i hit up every trader for ALL their components. It only takes one good flake or organ sale to buy up a few dozen so you can comfortably build all you need to and have parts to spare.
I usually keep raider prisoners in a terrible shape - when they are ready to join my group, I let them loose to run back naked to their factions. This raises the relations with the victims' clans, net resulting less raids.
@@FatBeeStudios thank you. I've did it while under the influence of modded substances - something which made armies, explorers and traders actually spawn from towns and move on the map with dwindling supplies and mood, while arranged the different factions into states or countries. I think the pack is up on steam, named something "Everything too"? Definitely something under my nick normal69. It had real crash landing, space travel between planets with pirates and zerg, but you had a medieval phase after tribal, tons of utilities and interfaces, complete fantasy and sci-fi stuff, a lot of ways to be friendly, and automatically uploaded and procedurally ruinified places to find on your map. A lot of survival likes, cleaniness-bathing, water needs, shit processing to fertilizer and sprinklers to grow crops. On the unreal side: vampires, mages, psi, highlanders, cosmic horrors and cults, genetical horrors and how to make them. All without DLCs - I haven't invested in that yet. So, thanks for asking, and have a good day, sentient!
If you have a sanguophage, have one prisoner with no legs and set them to bloodfeeding. No escape risk, constant 'free' blood, basically acts as a nutrient paste dispenser for the vampire and you don't have to worry about it ever again.
9:10 Another tip that I am pretty sure still works for Siege Raids. The EMP shell will trigger regular and fire shells to explode. So if you don't have any more explosive shells, you can still set off the raiders shells. Also, Noobert didn't mention that enemies with implants will be stunned by EMP shells.
Emp blast a pawn who has a implant in their stomach and they start to vomit. Emp blast a pawn who has a implant in their brain and they go down temporarily.
About corners: While it`s nice to save space, especialy if you play with shapes (You can construckts "Circle" remove coreners and get mroe wall to space value than a rectangle) the temperature insolation is somewhat worse, but most of the times it could be negligible About prisoner wellbeing: Idk if i have some mod issues, but any pawn that has x50% certanti factor is almost impossible to convert under nice conditions. They recover 3% per day and my 14 speech pawn only decreses 2! per use and another 2-3 from conversion ability. So, just try to adjust to situations
Always build a firefoam in the middle of your storage as soon as you can, just in case, *Always* And maybe try to create a small emergency storage for colony critical items such as medicine, survival meals etc..
I keep a panic room in my colony. Just 5-6 layer deep of walls with mutiple layers of doors to get inside. Enough room for beds for all colonists, some recreation stuff, medicine and non perishable food. If things ever get really bad I can grab my colonists and hide in there till things blow over. I've had a few tribal colonies get completely wiped by metal horrors simply because they don't have the weapons for dealing with late game advanced armor monsters. Some stuff will be destroyed or lost, but it'll be much more salvagable a situation than a colony wipe level threat. Just make sure to build foam pops in rooms with your most valuable stuff to keep it from burning. The rest can be replaced if needed.
One life-changing trick I learned is that if you enlist a colonist and he can treat bleeding without medication, even if the character is marked to use medicine, very useful in long fights where there is a risk of someone bleeding to death or falling becouse of blood loss
You can also make pawns carry some medicine around. In one of the tabs, I think it's the assign one where you pick policies for each char, you can tell individual pawns to carry up to 3 of a medicine in their inventory. Also good for emergency treatment in a fight or similar.
On the note of art... make it if you have a pawn even mildly artistically inclined. Put it everywhere. You can keep people in tiny, cramped bedrooms or barracks but a few good pieces of art in them negates that. +1 from impressive barracks vs -3 disturbed sleep from others entering and leaving isn't to be underestimated in high population colonies.
For the animals tip at 7:37 rats and squirrels make good fodder due to their fast gestation time. I must have 20 squirrel deaths per raid but everytime I look at my animals tab they're always right back up to where they were.
@@jg2323 They attack in self defense, and boy howdy do raiders love attacking them first. I had a raider run into a kill box just to chase down a single squirrel while the rest were going around back
I always keep a few legless prisoners for blood farming when I have a blood drinker in my colony. 0 risk of breaking out. Kept alive on basic meals or even raw food. They never have breakdowns and provide infinite blood.
Plus any true excess can be sold if needed. A related tip early game, while still on simple meals - have one bill that makes meals only with meat higher in the list than one that uses both. Your cook will use up all the faster spoiling meat before using the long-lasting veg.
@Noobert with the dlcs being released to console, can we please get some console gameplay? maybe some updated in depth guides for the royalty and ideology dlc? thanks big preesh thanks for the videos.
Do you know the Moyo Race mod? Their Blood was worth a lof of money I had a room of at least 20 0f them lying in their beds Rimworld is just letting the inner Psycho out haha
I learnt about the ancient bed feature when I started on an ice map in an ice world (my fav start) where I build a mountain base too cold for insects Point is during the first two days I usually build around geysers then into a wall, except I use sleeping spots to conserve wood, my pawn left the sleeping bed to sleep on the ancient bed at - 25c in starting clothes 😂
Yeah that's hilarious. I started the game with an infestation but in only a couple days temps dipped into -20C killing my pitiful attempt at farming but also freezing the bugs. While they were down due to cold i peacefully came in and killed them and took their jelly for food. Didn't last too long, but hey it bought me a week.
@@ehornbaker You can if you micromanage them. The trick is to control the level of consciousness of the people you wanted on your team , or to sell off to the Empire for prestige points.
Pretty new to the game so I might be missing something, but I feel like the corner wall thing isn't exactly right. I got shot by a shotgun through a corner, after multiple attempts by a raider. Not sure if a bug or intended, but it happened.
Combat can happen through corners - one way to get "free" hits in is to have the tunnel leading to your killbox/trap tunnel go around such a corner. Station a melee pawn with a fast attacking weapon (plasteel knife is best) on the inner side and they'll shank people as they pass. Fire will also travel through corners.
I have been trying out the prison labor mod. I think it's really cool, getting your prisoners to actually be useful instead of just walking around. But I'm having so many issues with prison breaks (i once had two at the same time with like 25 prisoners trying to escape at once) and I'm doing everything i can to try to not make them revolt... They have good beds, nice rooms, clean areas. A lot of my prisoners generally get better treatment than some of my colonists... But they still just keep revolting.. I've started trying to look to other mods like Locks just to disable their ability to disable the doors, but the mod feels like it's broken. I have been trying to use the remote doors, but either something isn't set up right, or they just ignore that rule when they revolt. If anyone has suggestions, I'm all ears
i usually make the only escape route a "kill box" but using a mod with non-lethal turrets to cripple them with pain, the odd one still makes it out and tbh i feel like if they make it beyond my colony walls, they earned their freedom, its not a perfect fix and theres a small chance of death still, but it feels abit more balanced, your paying in power for the turrets, they have a realistic chance to escape and the escape events become abit more fun.
Preferably, don't have too many prisoners at once, the more prisoners you have, the more likely they are to try and break out. As a general rule of thumb, I find that the best way is to only imprison twice the number of prisoners than wardens, so if you have one warden for every two prisoners, your wardens will be able to satisfy all their needs and recruitment goes much smoother. Nutrient paste machines are vital for large numbers of prisoners, less travel time for your wardens, but it can make for an easy target for enraged prisoners, just make sure that your prisons are clean and beautiful, and your recruitment will be much faster.
Honestly I struggle more with steel than with components, I basically always have components but as soon as I get steel it's beeing used. So ye if someone has a trick or tipp for how to get more steel or get it easier, I'm great full for any help.
Smelt mechs, smelt raider weapons, and trading for it all help lots. Mining takes a minute, so treat it more like a secondary, but consistent income, of steel unless you have a top tier miner.
The biggest disadvantage of turning acetics into nobility is that they can only uses walls for meditation , meaning you psychic powers would recharge at a much slower rate and you use them less.
Beds no longer lure raiders, zoneable animals no longer lure raiders. Raiders are lured primarily to your pawns, then "stuff" like chairs, tables, statues etc, that are available by virtue of them being "pathable", if you have no "stuff" that they can path to then they will pick random walls to attack. The instant that raiders appear on your map, they immediately select something to attack, if you have an open door leading to your pawns, they will path to your pawns, if no pawns are available to attack, then they will select "stuff" to attack, if no pawns or stuff is pathable, they will begin banging on your walls. Raider behaviour was changed some time ago, I can only think that some people didn't get the memo.
Cooking things where quality doesn't matter. Vanilla you can increase cooking by butchering bodies, making pychite tea, kibble or making simple meals and having their diet forbid simple meals. Just set the skill level so it's max 3-4 and only your worst cooks will work on the bill, directing all the xp gain from menial tasks exclusively to your lowest skilled pawns.
I refuse to use gold for components! You will have to take my golden sarcophagus out of my silver floored marbled wall mausoleums, from my pawns cold dead hands. . . It will be easy btw the enemy keep spawning with doomsday rockets
imagine min maxing Rimworld like thise :S I'm just trying to have a fun role playing experience, so I'll keep building corners and stay clear from freezer exploits thank you.
Дозатор огромная бандура которой уже давно пора поменять текстуру потому что он эстетически не вписывается, ещё и требует электроэнергию. Пусть лучше мои персонажи корчатся от боли и аутентично заблёвывают всё вокруг тем самым создавая историю, чем мне смотреть на эту холодную махину посреди уютных деревянных домиков.
I will say, don't waste gold! My game is 33 years in on vanilla, with all expansions, and despite my base being outrageously wealthy in every other resource, we just never got that much extra gold! I have about 55,000 gold, which sounds like a lot, but compared to hundreds of thousands of everything else. I have more than enough for what I need, being judicious, but I've never had enough to build the walls out of it or something. My relic holders are gold, and I use a lot for advanced parts, but little else.
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Zoneable animals don't pull raiders anymore without direct line of site
here's a tip for starters!
*shows game breaking exploit*
lmao true
I've got one.
A lot of people know this one, but if you place a basic stool on the left and right side of a work station (for anything) and then a single tile stockpile zone for food or crafting ingredients on top of those stools, (set to critical preference) your colonists don't have to spend time picking up materials for crafting, they get straight to work instantly. If they arent set as a hauler, it wont mess up their workflow either, you can set the the work order on the work station to drop on the floor next to the bench and if you have dedicated janitors and hauling animals then your crafter/cook/gunsmith/blunt roller can focus purely on completing the work numbers required to complete whatever item/food they are making.
Combined with a high skill in the associated task, this can cause a massive light speed increase production speed. Archotech arms and advanced prosthetics could further increase speed, tool cabinets as well provide a work station buff for many things.
A good one, that is very cheesy, is that drop pop raids need an empty tile, so if you don't want a drop pod raid in your workshop fill all the walkable area that is not shelves or benches with caravan spots or ritual spots or anything that is just tape on the floor (party spot, marriage spot etc work but might get picked for use) that way nothing can drop on it from above. and yes you could fill your entire base with caravan spots to prevent them dropping inside the walls (AdamVsEverything did it in his cheese run a while ago)
One thing I learned recently is - Megaspiders are dope pets.
They are pretty fast, eat 0.5 per day, produce very little filth and have advanced trainability meaning you can train them to haul stuff.
On top of this they are immune to toxic fallout, actually benefit from pullution and can throw a punch at an u armored enemy like triabals.
But taming them is a tad tricky.
The best way in my opinion is deep drills. They spawn relatively small infestations and in a predictable area. So you drill for chunks. Get bugs. Whack bugs. And with any luck you have some downed Megaspiders with all limbs still attached. You can't resque them to a medical spot for treatment, but any drafted pawn can be ordered to perform tending without medicine in place. And if a pawn with decent medical is nearby, you can start patching them up so they don't bleed to death and eventually get up.
Once they are up they would still be counted as hostile so any turrets and pawns on aggressive mode will try to kill them, but most likely they will not attack you directly, instead trying to get away from your base. A tamer can approach it and try to tame it. Though on 2 steps of taming process the spider will punch your tamer, so better give them some armor.
Spiders only require 3 animal skill so they are really easy to tame.
The only fundamental downside to them is - they don't reproduce organically. You can only get more by taming more...
Quests that ask you to accept toxic waste packs you can neutralize them by building a drop pod and just shipping them to your enemies. You get free glitter tech and you only have to keep the inconvenience until you can mail it off.
Make a nutrient paste dispenser in the hospital, then restrict nutrient paste from your pawns diet (or remove the interaction spot from their allowed zone, havent tried this one). When a colonist is expected to stay a long time in the hospital, change their diet to paste only and restrict their zone to the hospital grounds. That way the doctors doesnt have to walk all the way to the kitchen to feed them.
While on hospital topics, you can install television in front of hospital bed to increase recreation while they are healing. The last thing you want is pawn went mental break while having untreated infection
You can disable prison breaks entirely.
Prisoners can be kept inside rooms without brison beds which makes them unable to stage a prison break. For example, in the kitchen, you can transfer them there with a sleeping spot and then deconstruct said sleeping spot. The prisoner will wander sround the room unable to leave, and since it is the kitchen, it will guarantee that it stays fed, since, prisoners without beds dont get food delivered to them. Wardens will still interact with them for recruiting and converting purposes though.
The main advantage of this is having them not trying to break out. Its a glitch, if there is no prison to break out of, they simply stay put. Also an additional benefit may be having early social interactions with whoever walks into the room with them. And experiencing beautiful environment from your decoration.
If you enclose them in another room, for example a dining/recreation room or workshop, make sure to have a stockpile with food in said room so that the prisoner doesnt starve. Also.... lastly, of course, they will always sleep on the floor but thats hardly an inconvenience lol.
A perfect organ farm place
@@jogurcik13 if you dont mind manually managing the task of moving prisoners around then yes
Super easy too!
I actually noticed that myself, didn't know it was a glitch. Kitchen is the best place because your chiefs cook like 24/7 anyway
@@jogurcik13 Organ farming is so last year. The new rave on the block is hermogen and gene farming.
An advice about raiders. Raiders do not target power cables. So if you have power generators outside you are safe as long as they are walled up. Just put 2 tiles of flooring around them so a random forest fire do not burn them. I recommend concrete as it is cheap, fast and effective. You don't care about the beauty anyway.
On console raiders attack outside powerlanes ut just isn't super common
They absolutely do attack power cables, unless you have a mod changing raider behaviour.
The fucking power cable is the first thing they attack dude its literally hardcoded to remove power from your base
@@MeOwOgai Does not happen to me. But I also have a path open into the base so they have clear path to attack someone. It just leads the a ocean of turrents and snipers
No no no, they absolutely do attack conduits, had raiders lit fires on my power conduits outside of my walled base plenty of time
7:06 Another way I've found to check for empty spots in a mountain is to use the construction tool to place furniture into it. If you try placing say a large table into solid stone it will place a blueprint and designate those squares to be mined. If there is an ancient danger there the mining squares don't appear. I've used this combined with the Blueprints mod to make a blueprint that's just a whole bunch of tables and furniture in a big square and place them throughout the mountain and look for any empty spots that appear. Just make sure to cancel out the mining tunnels and furniture blueprints once you've found what you need.
Unfortunately UA-cam had reverted my name but I'm NanoScream and I'm ecstatic that you added my tip to the video. 🥳
W H Y ARE THERE DISCORD PINGS
9:44 this totally saved me on my run, i havent researched mortars at all yet but i grabbed two from a siege and used them to save me against some mechanoids.
Dude, do you put the discord pings in intentionally? I swear, every one of your videos I have to check my discord a couple of times because of it.
I discovered a new trick a few month ago: Check for predator animals in your current map once in a while with wildlife tab. Then check the log to see if that animal killed any prey. Then click on the log lines it'll jump to the left over. Great for easy meat for new colony.
With royalty, try making a glorious throne room (160 impressiveness) ASAP. Then advance the royal title one at a time. Grandiose bestowing ritual can give up to 3 honor each.
With ideology, you no longer need power-draining sun lamp to make food in winter. You only need indoor fungus farm.
Making survival meal from cheap meat (insect/human meat) and fungus is a great way to make profit. Lots of trader willing to buy survival meal.
I like to use the 'allow everything' mod, which adds a button that just unchecks the red X on everything on the map like kills made by predator animals. Then my colonists will haul and butcher the carcasses like normal when assigned to the task. Also has some nice default settings like ignoring rotting corpses unless you hold shift while pressing it, so your colonists won't run around dragging every dead turtle and squirrel to your corpse storage area because you made them unforbidden.
Dont need the roof removed for the cooler trick! It even works under overhead mountain. The doors are their open separate room and disappear heat to the void
If you are careful about not leaving any opened up overhead mountains, you are pretty much safe from infestations. But you can do one better.
Pick a patch with overhead mountain. Wall it off with double layer sturties walls you have, but do try to make it fully roof supported without internal columns.
Please a couple incendiary IEDs. Add some fuel to burn (ideally 1-log piles but steel conduits are good too and will be rebuilt automatically).
If bugs spawn - they will crawl out into that room, trigger IEDs and burn themselves. Just remember to forbid the entry door so your pawns don't run trying to beat out the fire.
More likely than not everything there will burn and all your colonists have to do is renew the IEDs, patch up the walls and it is ready to repeat the cycle.
Sure, you miss out on jelly and insect meat, or possible pets, but you get to pass an infestation threat with basically 0 damage to your colony. And such trap also works on quest-triggered infestations, so you can just accept and forget any quests that involve getting bugs.
Would wood/hay floors be burnable in this scenario?
@@jg2323 wood floors are burnable - know for sure. Hay is also probably burnable but didn't try them.
I hardly use hydroponics, so I make a green house outside by making a walled in grow zone with a heater and sun lamp
Another good prisoner trick is to build the prison cells off of a common room that contains a paste dispenser. You can then hold the individual cell doors open and the prisoners will wander out to feed themselves as needed and then return to their cells to sleep. You just need to make sure you keep this common room secure or else everyone will try to escape.
They can rage and destroy the dispenser
90% sure that if you leave cell doors open they treat leaving as an escape attempt and become violent. This suggestion is great for modded play but I think this is just a human meat grinder in vanilla
If you’re using a fluid ideology and get an off-map sun blocker, add the darkness meme and you’ll get big bonuses to mood and combat stats- at the cost of needing sun lamps to grow plants..
The coolers and doors trick works with coolers on up to 3 sides, but not all four.
youll miss out on solar power as well, which is a much bigger deal in my book
@@alamrasyidi4097 Eh, I'd argue fast track for geothermal power anyway. Solar is annoying since so many things can affect it, vs a flat high energy output no matter what the weather or night. If you rush it then it doesn't take much longer than solar to research.
@@jg2323 my favorite use case for solar is simply to complement sunlamps. geothermals are great at expanding your power use, but they need to be placed in specific spots on the map and sunlamps take all that expansion for itself. the only cheap way to counteract sunlamp is with solar panels
Wow, this is new. I randomly searched for a video like this and this video popped up 😅
21th I Wish I Knew Noobert Channel Before Playing Rimworld
Don't stockpile valuables especially if you farm psychite and craft flake or yayo for sale. The value of the drugs is factored into raid caculations for scaling, and you can inadvertently bring in a late game raid by being worth too much.
Best way to get your melee fighting skill up is to capture an armored pawn as prisoner, then armor up your melee pawn, then have them fight unarmed. Heal them both, then repeat! Unconscious prisoners can not escape! lol
I swear. Rimworld is what anarchy would look like lol. But I like where your head is at! 🤣🤣
When you get the quest early game for refugees that will help you and then sometimes they turn on you, schedule medical procedures to put them to sleep and then it is super easy to arrest them all.
2:00 this is why i hit up every trader for ALL their components. It only takes one good flake or organ sale to buy up a few dozen so you can comfortably build all you need to and have parts to spare.
I usually keep raider prisoners in a terrible shape - when they are ready to join my group, I let them loose to run back naked to their factions.
This raises the relations with the victims' clans, net resulting less raids.
net resulting less raids- not how it works
@@FatBeeStudios thank you.
I've did it while under the influence of modded substances - something which made armies, explorers and traders actually spawn from towns and move on the map with dwindling supplies and mood, while arranged the different factions into states or countries.
I think the pack is up on steam, named something "Everything too"?
Definitely something under my nick normal69.
It had real crash landing, space travel between planets with pirates and zerg, but you had a medieval phase after tribal, tons of utilities and interfaces, complete fantasy and sci-fi stuff, a lot of ways to be friendly, and automatically uploaded and procedurally ruinified places to find on your map.
A lot of survival likes, cleaniness-bathing, water needs, shit processing to fertilizer and sprinklers to grow crops.
On the unreal side: vampires, mages, psi, highlanders, cosmic horrors and cults, genetical horrors and how to make them.
All without DLCs - I haven't invested in that yet.
So, thanks for asking, and have a good day, sentient!
If you have a sanguophage, have one prisoner with no legs and set them to bloodfeeding. No escape risk, constant 'free' blood, basically acts as a nutrient paste dispenser for the vampire and you don't have to worry about it ever again.
9:10 Another tip that I am pretty sure still works for Siege Raids. The EMP shell will trigger regular and fire shells to explode. So if you don't have any more explosive shells, you can still set off the raiders shells. Also, Noobert didn't mention that enemies with implants will be stunned by EMP shells.
I believe that is only the royalty implants.
Emp blast a pawn who has a implant in their stomach and they start to vomit.
Emp blast a pawn who has a implant in their brain and they go down temporarily.
About corners: While it`s nice to save space, especialy if you play with shapes (You can construckts "Circle" remove coreners and get mroe wall to space value than a rectangle) the temperature insolation is somewhat worse, but most of the times it could be negligible
About prisoner wellbeing: Idk if i have some mod issues, but any pawn that has x50% certanti factor is almost impossible to convert under nice conditions. They recover 3% per day and my 14 speech pawn only decreses 2! per use and another 2-3 from conversion ability. So, just try to adjust to situations
Jade beds? Jade FENCES. Maximizes beauty per unit and beauty per wealth. Sprinkle them in the low traffic portions of high traffic areas.
2000 hours in and I'm still learning new things.
Always build a firefoam in the middle of your storage as soon as you can, just in case,
*Always*
And maybe try to create a small emergency storage for colony critical items such as medicine, survival meals etc..
I keep a panic room in my colony.
Just 5-6 layer deep of walls with mutiple layers of doors to get inside. Enough room for beds for all colonists, some recreation stuff, medicine and non perishable food. If things ever get really bad I can grab my colonists and hide in there till things blow over. I've had a few tribal colonies get completely wiped by metal horrors simply because they don't have the weapons for dealing with late game advanced armor monsters.
Some stuff will be destroyed or lost, but it'll be much more salvagable a situation than a colony wipe level threat. Just make sure to build foam pops in rooms with your most valuable stuff to keep it from burning. The rest can be replaced if needed.
One life-changing trick I learned is that if you enlist a colonist and he can treat bleeding without medication, even if the character is marked to use medicine, very useful in long fights where there is a risk of someone bleeding to death or falling becouse of blood loss
You can also make pawns carry some medicine around. In one of the tabs, I think it's the assign one where you pick policies for each char, you can tell individual pawns to carry up to 3 of a medicine in their inventory. Also good for emergency treatment in a fight or similar.
On the note of art... make it if you have a pawn even mildly artistically inclined. Put it everywhere. You can keep people in tiny, cramped bedrooms or barracks but a few good pieces of art in them negates that. +1 from impressive barracks vs -3 disturbed sleep from others entering and leaving isn't to be underestimated in high population colonies.
That was a f*cking jumpscare, I nearly died!
Holy shit, I know that Eragon guy!!
hehe
Thank you for the freezer tip! Excited to try it!
For the animals tip at 7:37 rats and squirrels make good fodder due to their fast gestation time. I must have 20 squirrel deaths per raid but everytime I look at my animals tab they're always right back up to where they were.
I don't think those are trainable without mods though. They can't be set to defend colonists or attack, they just kinda stand around don't they?
@@jg2323 They attack in self defense, and boy howdy do raiders love attacking them first. I had a raider run into a kill box just to chase down a single squirrel while the rest were going around back
Concrete. I don't know which mod menu gives you the concrete mixer, but it's insane, you won't find anything cheaper and more protective.
Concrete!!
Oh god, I just did the draft test on what I had planned out for a base…. 60% of what I planned is open…
I always keep a few legless prisoners for blood farming when I have a blood drinker in my colony. 0 risk of breaking out. Kept alive on basic meals or even raw food. They never have breakdowns and provide infinite blood.
7:06 for this trick only use melee weapons as ranged doesnt work with this. If you have no melee weapons, you can use a piece of wood and equip it
Marble is the best beauty to wealth ratio material, build all your art out of it.
Random events tend to decrease the amount of edible plants you have and increase your access to meat. Overproduce veg if you can.
Plus any true excess can be sold if needed. A related tip early game, while still on simple meals - have one bill that makes meals only with meat higher in the list than one that uses both. Your cook will use up all the faster spoiling meat before using the long-lasting veg.
Never gonna give you up, never gonna let you down
The cat got shot =( 5:45
@Noobert with the dlcs being released to console, can we please get some console gameplay? maybe some updated in depth guides for the royalty and ideology dlc? thanks big preesh thanks for the videos.
This god damn discord ping i was checking three times until i noticed
XD
Can you make a video on Rimthunder vehicles mods, i have no idea how to build their vehicles
My wall of a hundred Guinea pigs was a sight to see
Apparently chopping off Prisoners legs drives me crazy,I can't even spell my name correctly hahaha
But great video, learned something new
I have 6prisoners without legs for hemogen farm 😇
Do you know the Moyo Race mod?
Their Blood was worth a lof of money
I had a room of at least 20 0f them lying in their beds
Rimworld is just letting the inner Psycho out haha
I learnt about the ancient bed feature when I started on an ice map in an ice world (my fav start) where I build a mountain base too cold for insects
Point is during the first two days I usually build around geysers then into a wall, except I use sleeping spots to conserve wood, my pawn left the sleeping bed to sleep on the ancient bed at - 25c in starting clothes 😂
Yeah that's hilarious. I started the game with an infestation but in only a couple days temps dipped into -20C killing my pitiful attempt at farming but also freezing the bugs. While they were down due to cold i peacefully came in and killed them and took their jelly for food. Didn't last too long, but hey it bought me a week.
I think drop pods are targeting orbital trading beacons that are placed outdoors. Can someone confirm it works for them too?
Hey, can you make another modpack recomendation?
Trying the d de dousing thing and it doesn’t work. Any confirmation of it or known mod incompatibility?
rimworld is currently on sale on steam
bro recorded his discord notification
pissed me the f off
@@okd00d xdddd
The new way to sedate prisoner is to run a -blood- hemogen farm provided by the biotech DLC .
But you can't recruit/convert AND hemogen farm. It's one or the other sadly. Unless you manually set medical procedures for it
@@ehornbaker You can if you micromanage them. The trick is to control the level of consciousness of the people you wanted on your team , or to sell off to the Empire for prestige points.
Pretty new to the game so I might be missing something, but I feel like the corner wall thing isn't exactly right. I got shot by a shotgun through a corner, after multiple attempts by a raider. Not sure if a bug or intended, but it happened.
Combat can happen through corners - one way to get "free" hits in is to have the tunnel leading to your killbox/trap tunnel go around such a corner. Station a melee pawn with a fast attacking weapon (plasteel knife is best) on the inner side and they'll shank people as they pass. Fire will also travel through corners.
Wow, when I clicked that video I didn't expected such a advices as cuting your prisoners legs off to prevent their escape 😂
Absolutely quintessential Rimworld. Never be surprised by this game.
Lmao i was in the first second of the video but my tip wasnt :( nice vid tho
I have been trying out the prison labor mod.
I think it's really cool, getting your prisoners to actually be useful instead of just walking around.
But I'm having so many issues with prison breaks (i once had two at the same time with like 25 prisoners trying to escape at once) and I'm doing everything i can to try to not make them revolt... They have good beds, nice rooms, clean areas. A lot of my prisoners generally get better treatment than some of my colonists... But they still just keep revolting..
I've started trying to look to other mods like Locks just to disable their ability to disable the doors, but the mod feels like it's broken.
I have been trying to use the remote doors, but either something isn't set up right, or they just ignore that rule when they revolt.
If anyone has suggestions, I'm all ears
i usually make the only escape route a "kill box" but using a mod with non-lethal turrets to cripple them with pain, the odd one still makes it out and tbh i feel like if they make it beyond my colony walls, they earned their freedom, its not a perfect fix and theres a small chance of death still, but it feels abit more balanced, your paying in power for the turrets, they have a realistic chance to escape and the escape events become abit more fun.
Preferably, don't have too many prisoners at once, the more prisoners you have, the more likely they are to try and break out. As a general rule of thumb, I find that the best way is to only imprison twice the number of prisoners than wardens, so if you have one warden for every two prisoners, your wardens will be able to satisfy all their needs and recruitment goes much smoother. Nutrient paste machines are vital for large numbers of prisoners, less travel time for your wardens, but it can make for an easy target for enraged prisoners, just make sure that your prisons are clean and beautiful, and your recruitment will be much faster.
Honestly I struggle more with steel than with components, I basically always have components but as soon as I get steel it's beeing used.
So ye if someone has a trick or tipp for how to get more steel or get it easier, I'm great full for any help.
Smelt mechs, smelt raider weapons, and trading for it all help lots. Mining takes a minute, so treat it more like a secondary, but consistent income, of steel unless you have a top tier miner.
I only use the leg trick on sanguophage runs
The biggest disadvantage of turning acetics into nobility is that they can only uses walls for meditation , meaning you psychic powers would recharge at a much slower rate and you use them less.
They can also use thrones. Tribal pawns can meditate at the tree.
@@wolfen210959Oh I forgot to add that is your Ascetic pawn falls in love and founds a mate , you better hope that spouse is also an Ascetic .
9:17 what movie was this clip from?
me with gen mods having pawns immune to food poisoning and -20 to cooking
Yooo Eragon i know that guy
8:26 o thats me
WATUP NOOBERT
I had no idea marvle beds sucked. Ill switch to steel then!
Beds no longer lure raiders, zoneable animals no longer lure raiders. Raiders are lured primarily to your pawns, then "stuff" like chairs, tables, statues etc, that are available by virtue of them being "pathable", if you have no "stuff" that they can path to then they will pick random walls to attack. The instant that raiders appear on your map, they immediately select something to attack, if you have an open door leading to your pawns, they will path to your pawns, if no pawns are available to attack, then they will select "stuff" to attack, if no pawns or stuff is pathable, they will begin banging on your walls. Raider behaviour was changed some time ago, I can only think that some people didn't get the memo.
2k hours and i dident know that about stone beds
I didn't know it was possible for me to be this early
I bet she said that to you as well. She can't believe it.
@@Cloud_Seeker Yeah, im sorry i disappointed your mom like that, but tell her next time it'll be better lmao
@@jack4092 Oh you did her? I am so sorry for you. I offer you my sincerest condolences. That is a fate no one should have to suffer.
Is there a way to increase the Cooking skill without actually cooking?
make kibble, forbid the pawns from eating it. You're still cooking, but you don't have to worry about food poisoning.
@@ClockworkOuroborousNice, thanks for the tip!
Cook Psychite tea, it improves cooking skill and gives you something you can use for trade, or in your drug rotation.
Cooking things where quality doesn't matter. Vanilla you can increase cooking by butchering bodies, making pychite tea, kibble or making simple meals and having their diet forbid simple meals. Just set the skill level so it's max 3-4 and only your worst cooks will work on the bill, directing all the xp gain from menial tasks exclusively to your lowest skilled pawns.
I refuse to use gold for components! You will have to take my golden sarcophagus out of my silver floored marbled wall mausoleums, from my pawns cold dead hands. . . It will be easy btw the enemy keep spawning with doomsday rockets
2:18 But hear me out, it looks cool
imagine min maxing Rimworld like thise :S I'm just trying to have a fun role playing experience, so I'll keep building corners and stay clear from freezer exploits thank you.
The Ashencone freezer exploit doesn'T seem to work anymore...
20 tips plus tips in the comments a lot more. why not do a 100 tips + from the comments as well
Where's the wonder guide? 0:24
nicee
but power generator can break.
LETS GOOOO
54 sec lets goo
riBworld
That freezer is so ugly though!
Дозатор огромная бандура которой уже давно пора поменять текстуру потому что он эстетически не вписывается, ещё и требует электроэнергию. Пусть лучше мои персонажи корчатся от боли и аутентично заблёвывают всё вокруг тем самым создавая историю, чем мне смотреть на эту холодную махину посреди уютных деревянных домиков.
STONE BEDS ARE FOR PRISONERS! less sleep less thinking abojt uprising
Edit. Ok u just mentioned it few seconds after... Nvrmind
I will say, don't waste gold! My game is 33 years in on vanilla, with all expansions, and despite my base being outrageously wealthy in every other resource, we just never got that much extra gold! I have about 55,000 gold, which sounds like a lot, but compared to hundreds of thousands of everything else. I have more than enough for what I need, being judicious, but I've never had enough to build the walls out of it or something. My relic holders are gold, and I use a lot for advanced parts, but little else.
Weeeee
goofyahh
SLEEPING SPOTS can wake up mecanoids
No longer, that was removed some time ago, in one of the 1.4 updates.
FIRST
HELL FUCKING YEAHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
IM FIRST
You werent first
but you weren't...
seriously hate this type of editing with the memes and corny joke after every tip. Just relay the info man there doesnt need to be a joke everytime
First to comment!
Not even close bud
you are the one who truly is first
@@CharlieKellyEsq what do you mean?