The Pit Gate Opens - Rimworld Anomaly Ep. 20 [Rimworld Sea Ice Randy 500%]

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Pete Complete

Pete Complete

Күн бұрын

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@PeteComplete
@PeteComplete 19 күн бұрын
A Pit Gate opens and somehow solves more problems than it causes... let me know how we should proceed! Enjoy :) ► Visit shop.petecomplete.com for the official 'Live, Love, Provoke the Void' collection! ► Full Playlist: kzbin.info/aero/PL_lgEqY9K6UXUjXUQe5jP-d9iQ-yjrvhE ► The first chapter of this story in the cold bog: kzbin.info/aero/PL_lgEqY9K6UVooXatQRca5Rw-5meQhDHx ► The second chapter of this story in the tropical rainforest: kzbin.info/aero/PL_lgEqY9K6UVaIOTeE9PxK0Wrr1DJDsm4
@mr.xearro
@mr.xearro 19 күн бұрын
When it comes to the pit gate, I say to strip mine it then collapse it. With the ability to provoke more pit gates this will help bring an end to certain shortages.
@PerfectAlibi1
@PerfectAlibi1 19 күн бұрын
I know right? Although it might make the sea ice challenge too easy even if he just mines it out.
@davidmcgill1000
@davidmcgill1000 19 күн бұрын
It's also a game breaking method of disposing toxic waste. What is suppose to be a hard decision of how to deal with it now become trivial.
@randomguypi-uf2jc
@randomguypi-uf2jc 18 күн бұрын
​@@davidmcgill1000Yeah hopefully Pete doesn't forgot to gift the void all of his funny juice bags
@ahn0x
@ahn0x 18 күн бұрын
@@davidmcgill1000 This. I think a middle ground would be to dispose of *some* toxic waste, & to mine out *some* stone chunks, but it's too gamey to do both. Or just mining out stone chunks around the Entrance, so transportation is less of an issue. & there will always be more pit gates (with refreshed Archeotech loot), so setting self-imposed limits still makes sense. I want to see more Pit Gates, not gamey strip mining, lol.
@davidmcgill1000
@davidmcgill1000 18 күн бұрын
@@ahn0x Either way it's foolish to dump waste then continue to do anything while down there. The longer the waste lingers, the greater amount of death awaits at the entrance. Eventually the beasts will even die from exposure.
@pedropimenta896
@pedropimenta896 19 күн бұрын
Check corpses for ghoul material!
@supertraco
@supertraco 19 күн бұрын
you are a genius, didnt cross my mind
@ricardopompilio5390
@ricardopompilio5390 17 күн бұрын
Can you turn a corpse into a ghoul?
@starburst98
@starburst98 18 күн бұрын
You actually do have an induced time limit. The dread meld can suffer toxic buildup from polluted tiles. So as the wastepacks decay and spread pollution the dreadmeld will gain toxic buildup and at 100% will drop dead instantly.
@jamesharding8892
@jamesharding8892 16 күн бұрын
Yes, sealing the cave and summoning a new one would solve this problem and provide more resources.
@albertoverde7103
@albertoverde7103 16 күн бұрын
Could It be incapacitated by pollution? It would be cool to capture the dread meld, if possible
@christopherg2347
@christopherg2347 19 күн бұрын
My thoughts regarding the questions: - I would avoid the Impit quest. While you can probably beat them in melee, the fire is the issue. It will disable too many of your colonists. _Maybe_ if you could drop a Mechanitor on them? I read that Mechanoids are immune to fire. So they might be able to kill a group. It would be better if you could aim them, like the Sphere. - You can get the easy valuables from this cave, but it is poorly placed for a permanent fixture. Try to summon a hole closer to your base to make it your cellar/underground expansion.
@selenajohny5382
@selenajohny5382 16 күн бұрын
A permanent mine/cellar wirh a toxic waste bunker and a special Holding cell for the pit monster would be so cool and i think narratively it would fit nicely at this point
@thatotherguy27
@thatotherguy27 19 күн бұрын
Strip mining for stone chunks seems like tedium, but I did notice that the pit has some auto-generated stone walls and doors that could be disassembled for a few resources.
@charliedobbie8916
@charliedobbie8916 19 күн бұрын
Strip mining the pit seems a bit cheesy, but it does seem fair game to dismantle the constructed bits and possibly lug away a few loose chunks.
@GoodDerpyGamer
@GoodDerpyGamer 19 күн бұрын
I was rewatching the desert playthough but fine... I guess I'll pause that for another episode of this amazing series. I'm surprised how much I like the creepiness and narrative that anomaly adds. Really gives rimworld a new dimension.
@KujiArgisia
@KujiArgisia 19 күн бұрын
It is also by far the hardest DLC by the way. Spooky things are also tricky!
@caesarsalad77
@caesarsalad77 19 күн бұрын
I imagine the pit gate isn't literally under the sea ice. It's a connection to somewhere else entirely.
@ferrvida
@ferrvida 11 күн бұрын
Or it's just insanely deep
@stmgamesftw
@stmgamesftw 19 күн бұрын
I say use a shock lance or something on the dreadmeld and box him in. Then clear out everything else and extract all minerals and stone you can. You have a tunneler, so it will be quick work.
@Bubbabbread
@Bubbabbread 19 күн бұрын
dreadmeld may be immune to shocklance idk, its kind of like a boss entity and you cant capture it either way.
@t-w-n
@t-w-n 19 күн бұрын
It's resistant to that, unfortunately. It can be stunned with the psycast, though.
@Quinn_Dissglerio
@Quinn_Dissglerio 18 күн бұрын
This whole(s) is/ are a game changer - you get so much resources from it (steal, body parts and so on) that I think you should stay to rest of the game plan: build with materials you found on the "normal" way. I know it is now a normal part of the game, but it fits not to the way you like to play and me/ us like to see you play: as highest difficulty you can get - and with a stonefarme the game will become much easier - to much for me.
@iGleeson
@iGleeson 19 күн бұрын
Let's just call the Pit Gate a pocket dimension so that it makes sense under the ice...
@Punnikin1969
@Punnikin1969 18 күн бұрын
No need to call it something other than a Pit Gate. A hole that opens up housing other-worldly creatures kind of already lends itself to being another separate dimension.
@cattrucker8257
@cattrucker8257 19 күн бұрын
You definitely deserved a relatively "calmer" episode after the high-octane excitement of dealing with cube tensions and whatnot. And it's really saying something that a "calmer" episode by this series' measure includes the first pit gate and the final run of your nociosphere upon it, plus colonists at risk! The sea ice colony definitely feels more "endgame" level than the jungle cave fort. I do think the cave can be explored to the utmost, perhaps via stunning and walling in the dreadmeld, but no need to go overboard there - since you can summon new ones, you can use it as a waste dump instead, harvest enough stone using your miners and mechs, and move on. Sounds like the perfect balance of resources gained vs. time investment.
@bestfrombests
@bestfrombests 19 күн бұрын
Strip the corpses in pit gate, they sometimes have good stuff on them.
@Arrenyl
@Arrenyl 18 күн бұрын
I really like the idea of making a mining operation down below. Maybe make a large room to lure the fleshbeast into and keep it in there while everyone works. Could even build structures down there eventually.
@daikansanchez7674
@daikansanchez7674 18 күн бұрын
I personally find the idea of having an ungodly flesh monstrosity in the "basement" while you mine around it rather hilarious and on point with the theme of the series. Though, for lore purposes, you should only mine the steel, components, silver, and a bit of rock. Unless this particular sea ice sheet is like Antarctica's and you really don't know what lies beneath it.
@HayaBoopa
@HayaBoopa 18 күн бұрын
I think the disposing of toxic waste is fine, but the mining of resources should probably be kept to whatever is visible instead of strip mining seeing as Pete could always just summon a new pit gate for more resources and loot
@fiffotrello5132
@fiffotrello5132 19 күн бұрын
this series is a masterpiece
@KY-qy3kn
@KY-qy3kn 19 күн бұрын
Probably just mine out the pit for the valuable stuff and not bother with stone. I believe the drill can still mine stone chunks out on the sea ice anyways. For the dreadmeld, you could try shock lancing it if you want to keep the pit for whatever reason, otherwise I'd probably close it. You can always just summon another pit gate whenever you want filled with new goodies.
@stmgamesftw
@stmgamesftw 19 күн бұрын
Deep drills can't mine stone on sea ice. They can only mine materials found with the ground penetrating radar.
@KY-qy3kn
@KY-qy3kn 19 күн бұрын
@@stmgamesftw Oh I didn't know that, I never had a colony on the sea ice.
@aaronfrazier3357
@aaronfrazier3357 19 күн бұрын
Stone is hard to come by, so I say we stay, mining away!
@ARCEUS493ZELDA
@ARCEUS493ZELDA 19 күн бұрын
hi ho, hi ho!
@guillaumekaas6505
@guillaumekaas6505 19 күн бұрын
You're the first one I see exploiting the pit and I love it.
@RimRunner-2049
@RimRunner-2049 18 күн бұрын
Comments are spot on, and future Pit Gates could even have colonists live in it for an extended period of time as a shelter or even perhaps used as a research and prison area.
@Kedzie_
@Kedzie_ 14 күн бұрын
Pete correcting himself from 'prisoners' to 'test subjects' was very ....... German
@tereninsecundus6084
@tereninsecundus6084 19 күн бұрын
Stun the beast in the caves, wall it in. Strip-mine as much stone as you wish with the mechs, they won't care about the local ambiance. Then, close the hole and you can summon another whenever desired!
@UnicornPowerzez
@UnicornPowerzez 16 күн бұрын
this is such an interesting way to use the pit gate - glad to see a unique take on anomoly
@elemmak6878
@elemmak6878 19 күн бұрын
Every time I see your new video my day gets happier!! thankss!!
@timothybartlett5493
@timothybartlett5493 18 күн бұрын
Great episode as always, Pete! I think mining out the pit gate for steel/components/stone is a good idea-materials are very hard to come by on the sea ice, and it provides a convenient place for you to dump your toxic wastepacks too. I'd also not take the impid quest-I don’t think you have enough firepower to take them on, plus, a lot of your colonists are sanguophages with a fear of fire.
@AlexiDragomir
@AlexiDragomir 19 күн бұрын
The problem with attempting to mine the pit gate for stone is that the pit gate will periodically spawn more fleshbeasts surface side if not collapsed, which could be fatal depending on how colonists are split between surface and subsurface, or if it triggers at a bad time.
@Reeves776
@Reeves776 18 күн бұрын
True but I do believe there is a brief warning period, not much help if it triggers during a raid though.
@minorantagonist7090
@minorantagonist7090 18 күн бұрын
I'd really love to see you complete those silly monument quests on the sea ice, so maybe summon more pit gates. I would love to see you go all in on the mechs and have a fully automated strip mining operation with lifters and tunnelers and even charging stations in the pit, all so you can build silly monuments where they absolutely do not belong
@Thromash
@Thromash 18 күн бұрын
Great stuff as always mate, appreciate the content.
@DustinSeiger
@DustinSeiger 14 күн бұрын
Hi Pete. A much less stressful episode today.
@agreatsword9264
@agreatsword9264 19 күн бұрын
Definitely keep the pit gate open, at least for a little while longer. As for containing the dread meld you can probably just build some walls to keep it contained to an area. As for mining for chuncks i dont think that's necessary but I would strip mine for any other hidden veins in there. The pawns probably want to gather as many useful resources as possible while they can so they can build more bionic stuff with it.
@SuprJen
@SuprJen 19 күн бұрын
I think it's for the best to go for a bit of stone and ignore that scary quest.
@Punnikin1969
@Punnikin1969 18 күн бұрын
Perhaps the Dreadmeld can be trapped behind several layers of walls, since you have plenty of stone to make into walls, and mine it as much as you can. I don't know if you can capture and study it, though I'm sure you would have mentioned it if you could, but another possibility is to use the pit gate to build more containment for study instead of having it dangerously close to your main base. Heating and lighting a separate containment area should be a cakewalk considering the amount of power you can generate just from the captures you already have.
@aquam135
@aquam135 19 күн бұрын
Do the Ittacan quest. It will be hard but it's gonna make for good content. Take valuables out of the pit gave and theb close it. Before check the corpses for valuables, like bionic body parts. And check for potential ghoul candidates. And finally, spawn a new pit gate. Hopefully it will spawn close to base and you can incorporate it into your base. This could be fix all building material shortages and you can finalize your base.
@tomisabum
@tomisabum 19 күн бұрын
I never thought to use the cursed pit for equally cursed items, good idea! The meld doesn't actively dig, doesn't it? Could be possible to build around it and lock it in, functionally somehow.
@samueltrusik3251
@samueltrusik3251 19 күн бұрын
We must purge the flesh and shackle the void to our will! See how it destroys all it touches!
@TasareAlda
@TasareAlda 19 күн бұрын
Mine the gate for resources. Find a way to limit the dreadmeld's range and mine it until it becomes inconvenient. Then close it and summon another.
@General12th
@General12th 18 күн бұрын
Hi Pete! I think you should retrieve all the main resources from the pit and then collapse it, then open a second pit gate (where hopefully the dreadmeld will be farther away) for long-term operations.
@TheRealmsman
@TheRealmsman 18 күн бұрын
You should definitely imprison the flesh meld in a box, strip the area, and then build a new research facility in the pit!
@3thanguy7
@3thanguy7 18 күн бұрын
deeply unnerving to have a massive chasm of earth emerge on a sheet of pure ice
@CthulhuMasta
@CthulhuMasta 19 күн бұрын
If you do decide to take on that quest, I'd say do the normal thing and provoke the void and summon man hunters to create a 3-way war, then clean up the survivors. I'd say keep the resources we take from the pit gate to a reasonable minimum. As cool as it is, I think mining it for a bunch of stone breaks the immersion and the theme for the ice sheet survival.
@unknownmusicguy8637
@unknownmusicguy8637 19 күн бұрын
Hey Pete, i would recommend for you edit the brightness the next time you explore the caves or go to places that are dark for long periods of time. I'm on full brightness on my phone and it still difficult to see what is going on.
@lefterismplanas4977
@lefterismplanas4977 19 күн бұрын
I think that we should dig out the pit. We need the resources. Should be fun having them
@samueltrusik3251
@samueltrusik3251 19 күн бұрын
Keep exploiting the hole as long as you need. It is very proffitable.
@MomirViggwilv
@MomirViggwilv 19 күн бұрын
You should try building walls around the dreadmeld to keep it secure, and then use the rest of the caves for its resources.
@znxster
@znxster 19 күн бұрын
As you'll get the ability to get more pit gates on demand in future. I think strip for what you need (if that includes some stone ..then that too) and collaspe it.
@Tom-H1
@Tom-H1 19 күн бұрын
Shock lance the dreadmeld, use the local steel to build a wall around it, and then strip mine the underground using mechs. After all, mechs dont care about the smell, darkness, ugliness, or disease risk!
@Fragmaster01
@Fragmaster01 18 күн бұрын
I would grab a day's worth of stone before sealing the hole. This grants enough to build some expansion rooms with, and we can always provoke a new pit once researched. I'm not sure the Paragons would enjoy having a meat basement for too long, but they can be practical about their retreat.
@DerHuegel
@DerHuegel 13 күн бұрын
Oh wow, nice touch regarding the Thumbnails. I just noticed that you had the cube glow while it was relevant...
@CorneliusRex
@CorneliusRex 19 күн бұрын
I think you should absolutely take advantage of the resources the void has provided. Id set up a mini base down there with a stone cutters bench and maybe even some power and recharge stations for the bots and mine that place for all its worth and expand your base like mad. Its getting pretty cramped in there
@j.j.s.7083
@j.j.s.7083 18 күн бұрын
I think with this new influx of steel it'd be nice to see you build up the base! That's a looot of steel my goodness.
@Padsoldier
@Padsoldier 18 күн бұрын
That's a lot of space and stone underground. Taking a monument quest and building it in a Pit Gate might be an interesting project, the Dreadmeld will serve as its faithful guardian, that would be a great demonstration of trans-human superiority over the Anomalies. Right now it might be a bit early to do that, but with the provocation ritual you can just summon one whenever you're ready to begin.
@lxdnd
@lxdnd 18 күн бұрын
Not to be mistaken for Pete gate, which is simply the door of Pete's home.
@tite93
@tite93 19 күн бұрын
That pit really is interesting - I think it would make sense to get as much out of it as you can then collapse it. Seems like something a tech-based society would do
@the-letter_s
@the-letter_s 19 күн бұрын
if you plan to keep the pit gate, be aware that the Dreadmeld has no tox-resistance and will eventually die in polluted conditions.
@Manson1990
@Manson1990 18 күн бұрын
Try to punch the dreadmelt to down it and take it back to the base! Some people see cosmic horror, I see electricity and raw materials! ✨
@selenajohny5382
@selenajohny5382 16 күн бұрын
I would love to see a real long term mine down in the pit gate. Maybe with a bunker for the toxic waste and a special holding cell only for the monster. It would quite good narratively i think.
@propyne5460
@propyne5460 18 күн бұрын
I say make good use of it. It seems only right for a void-curious colony like this to use what it has to give.
@TwistedMe13
@TwistedMe13 18 күн бұрын
Strip mine the pit gate as far as you can and let the waste packs kill the DreadMeld this time. Next pit gate use a combination of flare pack, psycasts stun/burden/wallraise and builders to wall it in with steel. You'll want to expand your compound for endgame Anomaly DLC content, replace the outer steel curtain with granite, including the walling off the Monolith in the center of your base and making it a containment zone/bunker.
@altaccount9203
@altaccount9203 19 күн бұрын
Is it possible to capture the dreadmeld?
@GurraDesu
@GurraDesu 18 күн бұрын
My suggestion is to try to open a new pit gate that had a meld further from the entrance. This will make it easier I think in the long run.
@KougaJ7
@KougaJ7 17 күн бұрын
So much steel and stone! Please make a floor for your base. 😁
@conficturaincarnatus1034
@conficturaincarnatus1034 18 күн бұрын
I say summon a more closely placed pit with a more convenient layout for long term strip mining operations. Although might have to prepare more now that the nociosphere has left for the planet that needs it.
@NSGunslinger
@NSGunslinger 18 күн бұрын
Neutralize the boss with a psychic stun, box it in and strip mine it! Use a fleet of digger mechs to mine the whole thing and auto haul toxic waste in there.
@kazmiz01
@kazmiz01 18 күн бұрын
The psykers yearn for the mines.
@davidparker8920
@davidparker8920 13 күн бұрын
I would hope you go all in on the pit gate..
@Suntaile
@Suntaile 18 күн бұрын
I think you should try to make a cage for the dread to close it in a corridor somewhere while you mine as much as you can
@PracticeNine
@PracticeNine 18 күн бұрын
it would be hilarious to make it a permanent base and somehow wall the pit-guardian in. although it's a sea-ice challenge so I think stripping some resources out and dump all the toxic waste is enough for now
@LiamDennehy
@LiamDennehy 16 күн бұрын
Oh look, it's the Nether!
@jacobshaffer7700
@jacobshaffer7700 19 күн бұрын
I mean for completion sake you gotta mine it all obviously 😉
@nicholaslowry2366
@nicholaslowry2366 19 күн бұрын
I’ve always found monuments to be a lovely way to expand the map and add flavor to bases that are heavily focused on efficiency. But they often require stone, which you can’t really find in large quantities. I definitely wouldn’t mind you mining that pit for all it’s worth, but I understand if you want to restrict your colony wealth to something more valuable. The steel is probably good enough.
@DennisM168
@DennisM168 18 күн бұрын
Would be good to replace the flammable low hp steel walls with stone, so I'd agree with the shock lance and boxing the dreadmeld in approach from the comments. Also, the steel you'd get back from replacing your walls with stone is very useful.
@alexandertinyramsden57
@alexandertinyramsden57 19 күн бұрын
Defo keep the pit, its too much of a boon to get rid of. Walling in the dread-meld with a few layers of stone would keep it from wandering, and the adding a small compound around the entrance would keep it safe and allow storage for stone on the surface.
@Clerence999
@Clerence999 18 күн бұрын
you might get an infestation in the cave from all the toxic waste, so you need to get the steel back up to the surface fast
@HexilisArameus
@HexilisArameus 19 күн бұрын
Mine it all out. Wall in the "guardian". Maybe it will be useful leather.
@SkyboxMonster
@SkyboxMonster 19 күн бұрын
keep the mine open!
@Broly696
@Broly696 19 күн бұрын
Strip mining the pitgate does seem a bit cheesy altho if mineable resources are down there i guess it was intended by the Devs. Another thing u can do to potentially do to save on steel is to use bioferrite for walls and work stations starting with replacing the outer ones as they are twice as durable than steel and is easier to obtain than uranium or plasteel. Bioferrite also has bonuses for psycasting so somthing for elpis to take advantage of.
@commanderknight9314
@commanderknight9314 19 күн бұрын
All that steel will definitely be a massive boon for the paragons maybe some can be used to floor the rest of the base. Isn't there those two long range scanner deposits still to mine? Without the influence of the golden cube it should be much easier. If you think you can handle the regular fleshbeast raids, than sure mine as much stone as you want though since you are dumping waste packs in it and you can summon more with research there is an argument to be made. On the imp quest you could help deal with it like you have previously: summon something so that they will fight each other. I vote for a war queen.
@Xanman64-p6q
@Xanman64-p6q 19 күн бұрын
Keep the pit as long as needed for materials. If it is a caravan, can you send the muffalos in? That would help with extraction.
@paulf3228
@paulf3228 19 күн бұрын
Since you switched the long range scanner to plasteel I think you should upgrade the base to that instead of stone. It's stronger and much more thematic for a transhumanist playthrough
@cautiouscommenter9824
@cautiouscommenter9824 18 күн бұрын
Mining some stone blocks would allow you to build a less flammable base then you currently have.
@Jfk2Mr
@Jfk2Mr 19 күн бұрын
Extract what you want (including stone) and collapse it afterwards, unless you want use it for waste disposal (though it may be funny to kill dreadmeld by burning tox packs)
@franciasii2435
@franciasii2435 19 күн бұрын
It's a dark day when I'd rather be a prisoner than a 'test subject'.
@willcheat
@willcheat 19 күн бұрын
If Cthulu ever opened the gate connecting R'lyeh to our world, I feel this is pretty much what we'd do. Placate the elder god and just dump our ocean garbage island in there.
@Niskirin
@Niskirin 18 күн бұрын
Thank you for yet another amusing and interesting video, sorry I don't have anything interesting to say, but the algorithm demands a sacrifice of comment and like, and thus that is what the algorithm shall acquire.
@Doc_89
@Doc_89 18 күн бұрын
Mine it out for resources, as well as a dumping ground for the waste. Once that's all accomplished, close it, have Elpis call another one when needed, repeat.
@Phrenesis123
@Phrenesis123 19 күн бұрын
My thougts for a view episodes right know are; wouldn't be "revenant invisability" a very fitting research for this colony? Improving a Humen by implanting parts from an entity is exactly what ritualist transhumanists would try, isn't it?
@night4345
@night4345 18 күн бұрын
I say get the valuable ore out of the tunnel, throw as much waste as possible inside then collapse it. It seems too far away for strip mining it completely in a timely manner.
@kubajzzz
@kubajzzz 17 күн бұрын
Use the pit as a slave mining collony. If things get bad, you can always just collapse it :D
@TheKiwiKiwi
@TheKiwiKiwi 19 күн бұрын
I'm not sure if this is a bug or not, but at 6:32 it says your tech level is 'neolithic' which halves your research speed for the fertility procedures which is 'industrial'. You have microelectronics unlocked which I would assume is more advanced than neolithic at least
@Minecraftdelta4
@Minecraftdelta4 19 күн бұрын
You could summon another mech boss to deal with the quest raiders
@NovemberOrWhatever
@NovemberOrWhatever 19 күн бұрын
Seeing as you'll be able to get more pit gates later that will have more loot, maybe just go for the most valuable resources for now, especially because there's toxic waste in there. Later pit gates though, maybe not
@SpaghettiEnterprises
@SpaghettiEnterprises 18 күн бұрын
I don't have this DLC, but could the Dreadmeld be kept in a containment facility like the other anomalies? That would be awesome.
@white0devil0
@white0devil0 18 күн бұрын
As a challenge strip mine the entire cave. Like, litereally remove everything from it and then build something out of stone on the surface.
@pancaketree
@pancaketree 17 күн бұрын
With more pit gates in the future, maybe pick one material to mine (first one is steel) before moving on to next pit gate?
@rosmelylawliet
@rosmelylawliet 18 күн бұрын
The contamination will eventually kill the cave guardian, so it won't be forever there, although it will be there for a good while
@viciarcado4096
@viciarcado4096 18 күн бұрын
Mine, the blocks will be a boon in the ice sheet. :D
@arcsine6400
@arcsine6400 18 күн бұрын
Hi Pete! Just some questions; Does the toxic waste hurt/kill the dreadmeld? I saw the dreadmeld flash red as if taking damage at 19:05. 2nd question, what happens if you have colonists inside the pit and the dreadmeld got killed?
@MaxMustermann-vf6zm
@MaxMustermann-vf6zm 17 күн бұрын
Build the Dreadmold ha good homr and stay for mining
@atsernov
@atsernov 18 күн бұрын
Thematically, the whole pit encounter is broken. It should not be available on the sea ice. However, outside of it being local to your tile, it is no different than a caravan. So maybe treat it like you would a caravan and set a time limit before collapsing the pit and extract only what you would realistically haul back with a caravan.
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