Best way to avoid work for another 31 minutes and 9 seconds on a rainy monday morning.
@Wanderlust07311 ай бұрын
I have some great news for you - it’s Friday
@matheusborges794411 ай бұрын
you just described me
@morphman868 ай бұрын
Oh, Ponder the Pig did come back years later. And it was to take revenge on the mechanoids too. His hatred for mechanoids is so deep, he doesn't even want his old friend, saviour and mentor Adam to use them. I told you Ponder was the main character!
@pendantblade636111 ай бұрын
Always a good day when Adam uploads solo robot overlord.
@rocker_kitty380711 ай бұрын
Wow map 2 really flew by. The power of fancy flooring! Good to see that speeding through the Archonexus isn't as terrible as it could be.
@AdamVsEverything11 ай бұрын
Lots of base 2 on the cutting room floor lol
@rocker_kitty380711 ай бұрын
Ah okay lol well the power of editing got me. I assume it was mostly cut due to being repetitive and/or long raid cleanup?@@AdamVsEverything
@RFC351411 ай бұрын
Took 5.5 in-game years.
@rocker_kitty380711 ай бұрын
Ah I see, that is a little longer than I assumed. Thank you for sharing.@@RFC3514
@e.o75211 ай бұрын
Oh man adam content what a gift.
@morgan06 ай бұрын
19:38 would be neat to have a dolphin race that liked being wet and had more stuff to build in water, with no water movement speed penalty
@rwbgill11 ай бұрын
Thanks for another fun episode.
@currypancake20811 ай бұрын
Justy a thought. Do we want a mod to change hurt wookies sound to Adam’s? I’d play with it
@r00kie3611 ай бұрын
Question: if you have multiple colonies above the wealth threshhold, can you choose which will be sold for the nexus map or will you lose all of them?
@AdamVsEverything11 ай бұрын
Lose all
@GelatinCoffee10 ай бұрын
adam: hey look an elephant self tamed me: cantaloupe is back 😃. no, wait. adam why 😭😭
@MOISECRIMI11 ай бұрын
👌
@OniNaito11 ай бұрын
👍
@LordLightborn11 ай бұрын
What's more lethal, a full frontal mech raid, or Adam staying on 4X speed too long?
@TsymeArtem11 ай бұрын
Hello! Thanks for the video. I'm new in this game and don't know how to fix annoying thing: When I start to caravan, my pawns start stealing the food that I put in animals. They do this while the animals are walking to the border of the map. They take almost everything. How can this be fixed? They have food in the iceroom) The only thing that I can do - it's a "Caravan" zone, where pawns can't go) ---------------- Thanks and good luck in ur journey!
@RFC351411 ай бұрын
One way to deal with unwanted joins is to arrest them and then "forget" to close the cell door. They escape and you don't get a mood hit.
@AdamVsEverything11 ай бұрын
That was changed in 1.3 - you do get a mood hit for 'escaped prisoner' ever since then. That is why I stopped doing it.
@RFC351411 ай бұрын
@@AdamVsEverything - Really? I'm pretty sure I don't get those (unless they're really short and I never noticed), and I can't find any mention on the Wiki, either. I know there's a penalty for releasing a prisoner if the game thinks they can't survive (ex., if it's too cold) and also for immediately _rejecting_ a colonist, but I assume you're not talking about those.
@AdamVsEverything11 ай бұрын
@@RFC3514 I am sure. It was changed. You can go test it and see. Make a game, arrest one of your colonist, hold door open, let them run off the map, check mood list. Like I said, it is why I stopped doing it. It is a -4 for 6 days, which is worse than just banishing.
@RFC351411 ай бұрын
@@AdamVsEverything - The mystery grows deeper: I just tested it on two different PCs (same version of Rimworld, though). On one (older install, upgraded over time), there's no negative debuff, regardless of who escapes (a former colonist or just a random prisoner). On the other (newer install, from scratch), there's *always* a negative debuff that says "Colonist prisoner escaped" even when the escaped prisoner was never actually a colonist. Is that supposed to happen? I assume that, if it was supposed to apply to _any_ prisoner, it would just say "Prisoner escaped", not *"Colonist* prisoner escaped", but apparently the game thinks a random Neanderthal that I captured (and then allowed to escape) was a "colonist". I think the difference between the two systems might be due to some INI files having been edited (I remember there was a bug related to escaped prisoners a couple of versions ago, and I never did a full reinstall on that PC after that), but it doesn't explain why _every_ prisoner is apparently considered a colonist on the newer install. Maybe it's somehow related to the "guilty" status? Maybe any pawn that doesn't have the guilty status is considered a colonist, and any pawn that does have the guilty status isn't (and doesn't give the debuff)?
@AdamVsEverything11 ай бұрын
@@RFC3514 All I know is that it was a base game change and has been that way for me ever since, vanilla and not. I don't really use mods, so mods could of course impact it. But vanilla without mods an escaped prisoner gives -4, guilty or not. This was specifically changed in a standalone patch that fixed a bunch of little exploits. I even joked about it because right after I was invited into the dev bug-testing/etc Discord I gave them a list of exploits like this that I used and then the next minor patch fixed almost all of them. Me telling the Devs about the prisoner escaping exploit and then it getting fixed the next week is why I remember this mechanic as well as I do and replied in the first place.