Instead of fencing in your donkey you can create a hitching spot and it will hang out there eating free grass. That way if you need an emergency supply of food it's chilling by the circle.
@@ambiguousamphibianvods in areas with low vegetation, you can create and delete hitching spots to essentially rotate pastures. However, chickens will not lay their eggs and animals will not mate.
Ah I finally have time to watch this video like intended. Straight without pauses and hungry without a table. And since I'm 6 hours late nobody will know it was me that set fire to the boomalope pen.
For the massive waves of small maddened animals, if you have a door at the front of your trap wall instead of just an open space, you can hold it open most of the time, but quickly close it when you see a wave like that coming. If the mad animals don't see a colonist open the door, they won't attack it and just stay outside. :)
I heard "No Pawns Challenge" while listening to this from the other room and for the life of me, could not figure out how that would even be possible. Edit: I really like any of your rimworld long form* videos. Fills me with determination.
Oh man what a treat, love these type of runs ...on the man hunters and traps .. place a door at the end of the trap corridor and close it when man hunters arrive, they will hang around outside and eventually leave, if you get raided they will attack the raiders and if you want to level up shooting then exit your compound at the opposite side and move around until you agro a few, shoot them and move on until you kill everything ... this type of run is my next challenge .. the no pause seems to be the most challenging ... oh i can not recommend enough the 25X25 rec room/dining/barracks/hospital/storage/hospital ... cuts down on travel and wealth, gives amazing bonuses with just a few statues ...
Oh AA. had you just closed the door at the end of your trap hallway all of those manhunter packs would have hung out there and eventually died. Loved the video tho, your playthroughs are my favourite, mostly because of your voice but I like the way you think too.
Not sure if anyone else mentioned it but the pawn at 1:07:19 had a mood break because you forced it to clean the barracks. Whenever you force tasks the pawn will *only* do that task until it's done, and will not tend to their needs whatsoever in the meantime.
Don't forget you can just shut out a manhunter pack (close your door, maybe repair it if it's nibbled), and they won't try to get in. They're good raid insurance for a while, until they leave.
Close up the kill box/hall when a lot of manhunters show up, just one wooden wall. The animals will hang around outside but who cares, if humanoids show up the man hunters will attack them. Once they all drop dead or die otherwise (Which they will from scaria) you remove the single wooden wall and reopen the kill hall. Saves all your traps, and you can research while you hide out from the manhunters.
I make choke points throughout my entire base. 3 or 5 tile wide walkways with one door in the middle and supporting wall. It allows 3 melee blockers against one of the enemies and to also have shooter support
AA i just wanted to point out that if rimworld follows a lot of real world concepts, refrigeration requires a place for the heat to go. Having your fridge unit exhaust into the rec room could be limiting its capacity simply because it is a heat pump and needs somewhere to exhaust
One day he will learn this sacred tactic of ignoring rabid animals instead of watching them destroy your stone traps that cost you years to build BUT NOT TODAY xd
@@paranoiia8 It takes like 2 days i think for scaria animals to fall asleep or go hungry and peace out so i personally wouldn't call it god knows how long period but someone would i guess, especially if they play on 1 speed so you do you bro
I also recommend RTGame's new Pikmin 3 run, where you can watch him both accidentally and "accidentally" drive a schoolbus full of pikmin straight into a river
I've been working on 500% and the level of wealth management necessary is crazy. I end up living in squalor forever while researching but still get too large of raids!
You rely too much of spike traps without leaving room for a proper killbox. Colonists hiding in cover is the way to go. I always use the recycling mod. Helps make tainted clothes and all those random weapons useful. In addition a fun challenge is to have no base and wander around the planet raiding. You will eventually find a way off so it does have an end. You can use custom colonists with this one and research unlocked at start.
I would really like to see more modded runs from you to avoid it becoming samey each time. There are amazing Tiberium mods, mods that add entire raid-able cities as locations on the world map, mods that add ruined outposts and stuff. Mods that add interesting new environmental bad events. There is so much quality out there, please try to vary each playthrough.
I don’t use killboxes play with no mods and can easily take out large raids, you just need good weapons and armor. Use smart tactics like uranium slug turrets for mechs and good cover choke points to fight battles.
One of my biggest gripes with Rimworld, is the fact there isnt like a general labor priority for work. I always end up with pawns that aren't good with plants but I need them to chop wood, or someone with low crafting, that could make stone blocks, but I really dont want crafting anything else. And it just turns into a micro managing mess.
You could've just lost one person in the end and continue, why didn't you just panic mode everyone inside and shut the door of the wall outside. If you have a door between the trap hallway and the outside and shut that too, you could use the time it takes for the manhunters to calm down to build up the traps again. So you have like a natural defense with the manhunters until you have the traps again.
I've been binging AA Rimworld VODs! Imagine my surprise when I close my last one and find a shiny new one! ❤️
Instead of fencing in your donkey you can create a hitching spot and it will hang out there eating free grass. That way if you need an emergency supply of food it's chilling by the circle.
also boars don't have revenge chance when killing them so he didn't need to worry about them fighting back at the start
Thanks - haven’t used hitching spots yet
* takes notes *
@@ambiguousamphibianvods in areas with low vegetation, you can create and delete hitching spots to essentially rotate pastures. However, chickens will not lay their eggs and animals will not mate.
@@ambiguousamphibianvods No, thank you for your excellent streams and turning me on to so many great games.
AA: "I want my people to be efficient"
Also AA: Builds absolutely giant bases, making them walk for 2 miles to grab anything
Ah I finally have time to watch this video like intended. Straight without pauses and hungry without a table.
And since I'm 6 hours late nobody will know it was me that set fire to the boomalope pen.
For the massive waves of small maddened animals, if you have a door at the front of your trap wall instead of just an open space, you can hold it open most of the time, but quickly close it when you see a wave like that coming. If the mad animals don't see a colonist open the door, they won't attack it and just stay outside. :)
"I am not particularly good at rimworld. But, I edit it to look like I am" -AA
We can't say he isn't honest with us :)
@BlazingCyclone1337 So true
1:21:21 I love how casual Rimworld gameplay decisions commentary makes you sound like an actual psychopath sometimes lol
I heard "No Pawns Challenge" while listening to this from the other room and for the life of me, could not figure out how that would even be possible. Edit: I really like any of your rimworld long form* videos. Fills me with determination.
I do not usually comment. But I just drank a lot of rum. I couldnt watch past the character selection part. CREEPY BREATHER had me dying 😂😂😊
"Pop Idol Pirate" I know what I want to have written on my tombstone now.
I liked Greedy Jogger, just hogging up the road, jogging
I would do "fast learner" and "too smart."" Then at the bottom hidden behind grass."Most probably not"
Its funny how in-detail he always plan it out and then it just goes to shit
Isn't that just called playing Rimworld?
I come to AA for the education. "Three is more than two."
Always nice to start from the basics. I'd love to hear AA's opinion on four.
Oh man what a treat, love these type of runs ...on the man hunters and traps .. place a door at the end of the trap corridor and close it when man hunters arrive, they will hang around outside and eventually leave, if you get raided they will attack the raiders and if you want to level up shooting then exit your compound at the opposite side and move around until you agro a few, shoot them and move on until you kill everything ... this type of run is my next challenge .. the no pause seems to be the most challenging ... oh i can not recommend enough the 25X25 rec room/dining/barracks/hospital/storage/hospital ... cuts down on travel and wealth, gives amazing bonuses with just a few statues ...
Oh AA. had you just closed the door at the end of your trap hallway all of those manhunter packs would have hung out there and eventually died. Loved the video tho, your playthroughs are my favourite, mostly because of your voice but I like the way you think too.
This makes me feel better about my rimworld skills
Amen
To be fair, trying to entertain brings another difficulty level.
AA, you beautiful wizard, you never fail to entertain me
Now play Rimworld but your colonists are allergic to sunlight.
I don't think you are bad at the game but watching you learn by trial and error is entertaining.
Not sure if anyone else mentioned it but the pawn at 1:07:19 had a mood break because you forced it to clean the barracks. Whenever you force tasks the pawn will *only* do that task until it's done, and will not tend to their needs whatsoever in the meantime.
Don't forget you can just shut out a manhunter pack (close your door, maybe repair it if it's nibbled), and they won't try to get in. They're good raid insurance for a while, until they leave.
Close up the kill box/hall when a lot of manhunters show up, just one wooden wall. The animals will hang around outside but who cares, if humanoids show up the man hunters will attack them. Once they all drop dead or die otherwise (Which they will from scaria) you remove the single wooden wall and reopen the kill hall. Saves all your traps, and you can research while you hide out from the manhunters.
I make choke points throughout my entire base. 3 or 5 tile wide walkways with one door in the middle and supporting wall. It allows 3 melee blockers against one of the enemies and to also have shooter support
"No-Pause challenge"
I'm supposed to be pausing? That explains why I've always such a hard time with the game.
After you tend to a wounded person you should clean the room.
Thank you for the 2 hours of dopamine
AA i just wanted to point out that if rimworld follows a lot of real world concepts, refrigeration requires a place for the heat to go. Having your fridge unit exhaust into the rec room could be limiting its capacity simply because it is a heat pump and needs somewhere to exhaust
Man just close your doors, you don’t even have to fight the animals
One day he will learn this sacred tactic of ignoring rabid animals instead of watching them destroy your stone traps that cost you years to build BUT NOT TODAY xd
Don't feel bad, I watch veeque playthroughs and he always finds a table but never places a chair...
But what if you need to go out? you will spend lots of time dodging them? Wait for god know how long?
@@paranoiia8 It takes like 2 days i think for scaria animals to fall asleep or go hungry and peace out so i personally wouldn't call it god knows how long period but someone would i guess, especially if they play on 1 speed so you do you bro
Oh my God, thank you Mr. Frog Man. I've needed something to get me out of this loop of politics in my feed.
I also recommend RTGame's new Pikmin 3 run, where you can watch him both accidentally and "accidentally" drive a schoolbus full of pikmin straight into a river
You miss out with not having P-Music mod!!!
I've been working on 500% and the level of wealth management necessary is crazy. I end up living in squalor forever while researching but still get too large of raids!
Would you ever do an article run but without a cannibal? Always love your content
How dare you kill donkey! You animal! 😅
You should do run where you dont build base, but ride others around the world map and see how long you last.
AA, you can unforbid all items on the map by right clicking the allow button and hitting "Unforbid all items" lol.
The beginning was so "boar"ing. 😂
Crazy you have so many hours in this game and still make noobie trap tunnels.
more suffering!
I'm always down for long-form rimworld playthroughs. Don't get it twisted.
You rely too much of spike traps without leaving room for a proper killbox. Colonists hiding in cover is the way to go.
I always use the recycling mod. Helps make tainted clothes and all those random weapons useful.
In addition a fun challenge is to have no base and wander around the planet raiding. You will eventually find a way off so it does have an end.
You can use custom colonists with this one and research unlocked at start.
now I'm wondering if a twitch chat interaction mod for Rimworld would make it even more random for you. 🤔
Instead of letting the mad animals go through your kill box block it off so they can’t get in.
YES!!!! love to see it
I think what happen was your wealth got too high from all the psychoid leaves you had laying around
RIMWOOOOORLDDDD
Your refrigerator room isn't cold enough b/c its way to big.
AA's exclamations during the skaven invasion really gave me the boost i needed today
rob i'm 99% sure that the third time's the charm hear me out
🆙️😢 = upset
do you stream this id love to watch the challenge
No paws
too much money = higher raids
Yo wіggа its pronounced "dice-kay" not "die-soo-ki"‼️‼️
🙂
I would really like to see more modded runs from you to avoid it becoming samey each time.
There are amazing Tiberium mods, mods that add entire raid-able cities as locations on the world map, mods that add ruined outposts and stuff. Mods that add interesting new environmental bad events. There is so much quality out there, please try to vary each playthrough.
Minute 1!
Roovs or Ruuffs?
Don't get it twisted
I don’t use killboxes play with no mods and can easily take out large raids, you just need good weapons and armor. Use smart tactics like uranium slug turrets for mechs and good cover choke points to fight battles.
I also play on 500%. You can do it man just play smart.
you can just shut out manhunter packs.
One of my biggest gripes with Rimworld, is the fact there isnt like a general labor priority for work. I always end up with pawns that aren't good with plants but I need them to chop wood, or someone with low crafting, that could make stone blocks, but I really dont want crafting anything else. And it just turns into a micro managing mess.
yay!😁
wow
You could've just lost one person in the end and continue, why didn't you just panic mode everyone inside and shut the door of the wall outside. If you have a door between the trap hallway and the outside and shut that too, you could use the time it takes for the manhunters to calm down to build up the traps again. So you have like a natural defense with the manhunters until you have the traps again.
Can you do a combat extended play through