I'm curious: to get more done in each video, I'd love to start right out with edits and go through significant things that happened since the last video - do you guys feel like you're missing out on the action when I narrate those bits, or would you like to see more of that, if it could make it seem like more significant progress were being made video-to-video? Thanks!
@ShortBluefrog5 жыл бұрын
I'd like to see more of that! I feel like you do a good job of showing all the action and it'd be cool to see more progress each video.
@adambunting31825 жыл бұрын
I love them as they are but it up to you
@EER00005 жыл бұрын
I like the edits because it allows you to progress much more in a single video vs youtubers who show everything :)
@ppmi-qu1oo5 жыл бұрын
Have you healed your animals?
@davidhulen6775 жыл бұрын
whichever is easier or funner for you because I'm fine with whatever as long you keep making videos
@MechanicWolf855 жыл бұрын
Monkey: *goes berserk* *beats the crap out of the alpaca* Monkey: I feel better now
@roosesjooces2104 Жыл бұрын
"Very Neurotic."
@JacobEllinger5 жыл бұрын
Make some spots around grass patches that animals can't go to and maybe it will stop them from over grazing or just try making two zones and alternate between the two. I haven't tested this but that is what real ranchers do.
@ambiguousamphibian5 жыл бұрын
Ah yeah I've been deliberating over something like this - I'm def interested in figuring out more about how the grass spreads, and it seems like everything is in place to manage this - might try that soon once we secure more land :)
@HappyGingerWolf5 жыл бұрын
@@ambiguousamphibian (sorry for kinda spamming you) If you end up with too much animal starvation you can plant daisies in the animals zone, they are basically the same as grass in terms of food, but obviously requires more work to get. Still, it's useful if you need a short term solution for grazing animals.
@SapioiT5 жыл бұрын
@@ambiguousamphibian I think you could have a few rows of grass-grazing sub-areas which are turned into a single area by connecting them with a road area which can lead the animals ot the barn (hay storage currently, possibly adding animal sleeping spots). The rows would mean that the separators would still have grass, which would mean the grass from the separators areas can expand to the animal grazing area.
@adambunting31825 жыл бұрын
If you let the animals eat the growing hay grass then they have an unlimited supply of food if your colonists continue to replant it
@HappyGingerWolf5 жыл бұрын
There's no negative to putting all your prisoners in one room, and if you put some nice furniture in there they all get the buff from it, so you really should just make one big room rather than a bunch of small ones
@ambiguousamphibian5 жыл бұрын
Ah nice - thanks! I never noticed them not getting the shared bedroom debuff - I've seen a few cool setups where people put them in separate cells as part of one large room and might soon ultimately move toward that or one large room - thanks!
@ThePEI5 жыл бұрын
though this is true and I "liked" your comment, though I would like to add this... if there is a prison break, separate cells help to limit how many try. one big room = all trying to break out
@BlueGamingRage5 жыл бұрын
@@ambiguousamphibian The only danger when you put them all together is larger prison breaks and they may fight each other when mental breaks happen
@5RndsFFE5 жыл бұрын
If you’re going to do a single large prison room, I’d suggest two things; 1) It’s separated from any area you store weapons. 2) You have an outer door and an inner door, so that in the event of a jail break you can have a strong melee character block the outer door and club some sense into them.
@FreezingHot5 жыл бұрын
@TomMe yea when they try to break out they all do but you can't feed them with nutrient paste if you have separate rooms. I personally keep my maximum prisoner limit at half of my colonists. for example I have 8 colonists in one of my games. their prison is for 4 people. that seems to work out well. at least it did for me so far.
@nicholassherburne88615 жыл бұрын
right now i would suggest researching micro electronics because the comms center will allow you to access orbital traders, which could allow you to buy things you cant make this early in the game.
@ambiguousamphibian5 жыл бұрын
Huh cool, I'm pretty inexperienced up the tech tree, so I'm grateful for the tip (plus your helpful ones before!) Might check this out soon - currently shooting for sterile tile and possibly geothermal power soon, though I don't have much planned afterward!
@nicholassherburne88615 жыл бұрын
@@ambiguousamphibian i play this game a little to much ngl, but i only have so many tips about vanilla. I play with a lot of mods and have some suggestions for mods for your next playthrough
@weneedmorefacemapsasprofil15935 жыл бұрын
Moreover microelectrics unlock a better research bench with like double the work speed once it's powered, rushing it ultimately saves a lot research time if you dont wanna spam benches and nerd slaves. You also need it for the geo generator, and the ever lovely pod launchers which you will want for completing world quests and befriending other nations so that the comms can be used for forcing raid assist or trade caravans.
@ftheestablishment4 жыл бұрын
Someone: So where'd you get your medical degree? Lee, probably: Uh...
@gandalf_thegrey3 жыл бұрын
@@ftheestablishment You know, I got my degree from... uhm... Med... School? Convincing!
@enclavenghtmae14755 жыл бұрын
For making sure your animals are fed I'd strongly recommend you plant dandelions fields, as they only take a couple of days to grow and help raise people's plants stat.
@Pr1vateLime5 жыл бұрын
Great video from what ive watched so far! I just hope Lee doesn't die any time soon so we can see him become an absolute monster. If you plan on doing another series you should consider adding Combat realism! It makes ranged and melee combat very high-risk high reward and adds a whole bunch of gameplay mechanics that flesh out the game!
@loganhonors41545 жыл бұрын
Your upload quantity and quality is insane! I just found you at the start of this series and you are my current favorite content creator. I just want you to know how much I appreciate what you do!
@ambiguousamphibian5 жыл бұрын
Haha, thanks Logan
@TJJIM5 жыл бұрын
Yeah 100% the same, found this series in ep 5 i think and watched them all back to back and now this is now my favorite series on youtube, i actually get excited when i see new vdeos for this series come up. I've never even played RimWorld before but I'm downloading it right now haha. I'll keep watching these as long as you keep uploading them my amphibious friend, although I'm blaming you when my wife gets angry for not seeing me for the next week haha
@nerd_nato5645 жыл бұрын
@@ambiguousamphibian Hey, you do KZbin full-time?
@hwatsitooyah8695 жыл бұрын
I have heard not too much about Rimworld but liked the concept. One of those games I forgot about before I had a chance to try it.. But heres ambi with a #8 running series I decided to hop right into instantly confused the hell outta me- but hey i asked for it. Point is ambi, you made it easy for me to understand fairly easily considering im slobberin up spaghetti and dont pay attention half the time xD great video as always
@ambiguousamphibian5 жыл бұрын
Haha, that image is now burned into my brain XD Reminds me of how I used to sit down to watch FrankieonPC :p And glad you enjoy Aimless!
@rojopantalones97915 жыл бұрын
I was also slobbering up spaghetti when I first started watching this series... What a weird world we live in lol
@enclavenghtmae14755 жыл бұрын
@@rojopantalones9791 were we all eating spaghetti when we found this channel!?
@dumitrumahu57915 жыл бұрын
Rimworld is just my alternative to Dwar Fortress, the GUI is so cancer as well as it's controls.
@TheDreadedJuggernaut5 жыл бұрын
Few tips for you: 1. Rice grows faster than corn and nutrition variety doesn't matter. Kill your extra bulls and male animals for meat when you need extra food. 2. Use single wide trap hallways with doors since they will often navigate around them. Add extras if they are breaking through the walls instead. 3. Prioritize contruction before getting more research or colonists. The difficulty is increasung with more technology and you don't have the buildings or mood buffs to keep up with it. 4. Grow the hay in the animal's grow pens so you dont have to haul them. Reducing hauling and walk times since it takes a lot of the colonist's time. 5. Lee has the most passion for any given category so give him the most time consuming tasks so they are completed faster. He should be on construction, researching, growing, and doctoring when the other colonists arent doing that. Shooting and cooking are pointless for him since they can be completed in almost the same amount of time as other colonists.
@doublem13545 жыл бұрын
You should grow devilstrand if you're planning to battle in desert enviroments as it provides great hot temperature isolation. I forget but if i temember correctly the pawn can get up to ~65° isolation with an entire suit made from it.
@JohnWings-g1s5 жыл бұрын
Button down shirts and dusters made out of this stuff is so OP
@Thanatos3853 жыл бұрын
after just finishing your ice world playthrough. watching these earlier videos is crazy the difference in your commentary and your playstyle
@mr.spleens78005 жыл бұрын
Name a alpaca ugly Christmas sweater in holiday spirit
@damnud5 жыл бұрын
I honestly have no idea what's going on in this game, but I found your let's plays really interesting. I find myself watching this very long into the night. Your PZ all negative traits walkthrough popped up in my recommended, I didn't know what this was all about, but you managed to keep me hooked up. keep it going, bud! one suggestion though, don't start many walkthroughs or challenges at the same time, it's kinda hard keeping track of everything.. I sometimes forget what Worm man was doing after I watch the floor is lava or rimworld. thanks for the content!
@kaballfs5 жыл бұрын
Since 1.0 came out, that trap layout doesn't work anymore. It used to be you'd put a trap in a grid like chess, with 1 sandbag tile and 1 trap, 1 sandbag tile and 1 trap and so on, but now traps cannot have another trap withing 1 tile radius of itself, so the long corridor like your "main base" entrance is the standard procedure, not the ones on the outter walls, as the grid form doesn't work anymore, it happens exactly what happened to you, enemies just avoid the traps. I play with mods, so I don't do a lot of traps nowadays, I mostly use overpowered turrets, but I used to make long snake like corridors, just like your base entrance but with more layers, it doesn't work on sappers, they just dig through the wall, but for everything else it decimates them right quick, even mechanoids! Just make layers of corridors and leave them open, put simple wood doors for your colonists (because wood opens faster than stone), since the corridor is technically open to your base, enemies will go through instead of blasting the doors down, and die in the process, if they start blasting the doors, put steel doors, avoid stone doors, they take too long to open and this may backfire in the future. Edit: so, prisons... A good prison doesn't need cells, you can make a barrack and it's fine, just give it a nice flooring, some real beds, a wardrobe to increase bed confort, a table, some chairs and some plant pots. It doesn't need to be separate cells, as long as it's spacious and decent, it's fine. Edit2: resistances to recruitment are simple, the more civilized, the easier; tribals have HUGE resistances, pirates have almost none;
@ambiguousamphibian5 жыл бұрын
Huh interesting - Thanks for the in-depth good info Lucas! Yeah, I'd had a lot of recommendations to try the outer wall pattern, though I think they definitely avoid the first and last few traps, so it def seems a bit less efficient - thinking I might double up on the walls and switch it back to the single wide corridors soon once we get a chance
@kaballfs5 жыл бұрын
@@ambiguousamphibian The grid layout used to be THE staple standard defence way back when, but 1.0 trampled that to dust, sadly, single corridors are better now, yes. About double walls: if you build doors on them, sappers will avoid the walls and go for doors instead, aside from that, it doesn't do much good, I have seen sappers dig through 7 layers of granite walls to avoid traps and turrets, so I don't recommend it unless you build doors on them.
@dakaodo5 жыл бұрын
@@ambiguousamphibian You can still repurpose your current 2x width outer corridors, by building a single wall tile next to each trap, thus turning the overall corridor into a sequence of 1-tile mini-hallways. Thus you still force attackers to pass through a series of 1-tile trapped chokepoints that are lined up 1 tile apart.
@xrosbeans5 жыл бұрын
Steel and stone blocks dont degrade when left outside, so it's more storage space if you put them outside oh and silver too
@JohnWings-g1s5 жыл бұрын
Honestly just create a new zone for your animals and mark the crop fields which they shouldn't eat then just invert the zone, as long as they aren't hauling or attack animals you can live with the risk of them falling as stoppers to raids rather than having them starve behind your walls.. Only hauling animals and wargs should be protected and fed at all costs imo.
@ambiguousamphibian5 жыл бұрын
Indeed - might try something like this, as it seems a bit of a waste to lose so much land and grass to the alpaca for instance :p eventually we'll have to raise them for eating it seems. Might be worthwhile to try it once we get our animal handler living in an outside shack or something similar
@5RndsFFE5 жыл бұрын
If you invert a zone tho, it’ll cover the entire map from memory.
@elle_gato5 жыл бұрын
The Transhumanism trait that HumanFriend has keeps increasing his mood for each non biological body part he has (it has a cap but im not sure what it is) right now he is just pleased, you can get it to overjoyed. (hover over the moodlet and it will tell you he wants more) Someone else said that prisoners can be put in the same room, but i think its important to mention that the room type will become a barrack. The moodlet from this is lower than a room and this also has a chance to lead to more disturbed sleep (more tending/wardening in the same room), which if you want to avoid if you want to recruit the prisoners. if you can afford the prisoner rooms id go for it as they are a great investment. Also if a prisoner goes berserk they wouldn't hurt anyone you're potentially trying to recruit. Reduce resistance is just a worse version of recruit (if you select recruit your warden will also lower resistance). Btw there is an unroofed area in one of the cells so one of them is still sleeping outside. For a dedicated researcher, it has to be either 2 in the work tab with not a lot of big jobs on 2 or 1 with other things coming after. I would really recommend going through your work tab and changing things around and don't be too afraid to use the 1 (especially doctoring, wardening, contruction and plants). As for the animals, i'd expand the pasture zone to go outside the base a little bit so they have more to eat, but only close to the entrances so they can get back fast.
@big_dumb14425 жыл бұрын
Animals can only haul in areas they are allowed. Penoxycyline is able to be researched after drug production. I’m not certain, but try creating one large animal area so the animals indiscriminately eat grass in all areas instead of rushing to the new one you have created/added to.
@TheWoodenBarbarian5 жыл бұрын
You could split the pasture into four different areas and set the animals to one, then change ever season, thus letting the grass grow in the others. It sounds a little micro managey but it might work. Also, there is a mod that does nothing to the game other than colour code the player icons depending on their stress level. Or how about one that shows the colonists interactions with each other, gives the player something to see.
@ambiguousamphibian5 жыл бұрын
Thanks Alex! Def considering this or something very similar for the animal feeding zones, and I'm open to possibly opening up the HUD a bit more to mods once I can get them to play nice together - Thanks for the suggestions!
@acethesupervillain3484 жыл бұрын
if you don't need prisoners you've captured, you can release them to avoid the negative moodlet if they die, and it increases relations with their faction
@prototypeCorruptor5 жыл бұрын
Loving the playthrough! I've been looking to start a new challenge run, and this sounds entertaining enough to be worthwhile. I've always loved the naked brutality start, so this is an interesting spin. However, I don't know how many mods you have or have not played with, but I would HIGHLY recommend picking up "While You're Up" if you're playing with only a couple survivors. It makes your pawns check if something nearby needs to be carried to near where they're going any time they go to perform a new job. Having your pawns running back and forth empty handed constantly can waste enough time to doom an early base on the harder difficulties.
@sirpersonguy19685 жыл бұрын
You should store your extra stone around the spike traps, this would make them prioritize the path with the spikes as they don't get speed debuffs for trying to walk over them
@lucasporter97525 жыл бұрын
Very interesting to watch, really enjoying this series bro
@gunman2929295 жыл бұрын
If you’re up for war crimes, removing spines is the cheapest way to render a prisoner immobile. If they’re immobile they can’t try to break out or fight back at all. Also they may be unable to suffer mental breaks since they can’t move.
@WandererTheLost2 жыл бұрын
4:29 "Floor smoothing. Grind." Nice
@Randomfelladisiur5 жыл бұрын
You deserve a lot more subs for the high quality vids you put out
@ambiguousamphibian5 жыл бұрын
Thanks! Glad you enjoy them, and I'm grateful for your kindness :)
@lexmann025 жыл бұрын
Started watching you a couple days ago and I gotta say I'm loving this series. Keep up the good work
@ambiguousamphibian5 жыл бұрын
Thanks Alex! I'm grateful for your kindness :) Glad you enjoy - and absolutely!
@kantielope5 жыл бұрын
loving this playthrough you defo need to focus on more bedrooms and a power source and an ac unit to get that fridge going. maybe put some passive coolers in the bedrooms if high temp is still an issue
@ambiguousamphibian5 жыл бұрын
Thanks Katie! Glad you enjoy and I'm grateful for your kindness :) And indeed - looks like we're getting fridges ASAP next time and bedrooms are def one of the next big this on the list, as it seems Randy's throwing quite a lot of pawns our way, haha
@wawa14745 жыл бұрын
Set your food restrictions so pawns can't eat raw food. Set up a new animal zone that allows them to graze the whole world, then when you're raided, set their zone back to inside the base to protect them, afterwards allow them to go back to grazing the whole world. You don't have to kill unwanted prisoners you can just set them free.
@ambiguousamphibian5 жыл бұрын
Good calls wawa - possibly! Now that Lee's a dedicated cook/hunter we're definitely going to get to be a bit better organized like this, and that could def work for the trained animals!
@wawa14745 жыл бұрын
@@ambiguousamphibian and if you aren't already you should use Lucie for trading as her high social will improve your buy/sell prices.
@enclavenghtmae14755 жыл бұрын
@@ambiguousamphibian if you want to free up a cook you could research and use the nutrient paste dispenser, it does come with a -4 mood penalty per meal but it has a 200% efficiency per meal so you use less food per meal overall.
@aelliixx5 жыл бұрын
Wonderful videos! I genuinely cannot sit down and watch a gameplay video this long of any game on any channel except this. Your narration is superb and the video format is brilliant. The only thing I really hate is Fahrenheit..
@ambiguousamphibian5 жыл бұрын
Thanks! That means the world for me to hear Donatas :) And haha, yeah, still working on getting this mod to work :p
@nyxxaos56735 жыл бұрын
TIPS: 1. Put down a marriage spot and decorate the area for a really heppy n purtty wedding 2. I'm pretty sure you can plant and grow grass/tall grass (might be a mod, cant remember) for the animals to graze on, but also looks like your doing great with hay which is more efficient 3. I have 500 hours in rimworld and I NEVER knew about sterile tiles having an effect on research so THANK YOU (but I would wait until you're richer, sterile tiles use a lot of steel and silver to make). 4. Animals hauling is good but kinda lame, they only do it sometimes when they feel like it...UNLESS you get a mod that makes them haul constantly like a colonist. The megasloth is a bad hauler cuz it is so slow and eats so much. Dogs are better. 5. When you are ready for mods, please reach out and I'll give you a list of "Must Have" quality of life mods (like cut all blighted plants, hauling urgently, cleaning zone, etc.) Keep up the great series!
@derkavondangerkill76285 жыл бұрын
In the work tab you can shift click a colonists name or the job name to increase or decrease everything in the row/column. Helps for quickly resorting jobs when you get more people, or when you finally add the work tab mod which is essential. :D
@potatolord67265 жыл бұрын
Be very careful with steel clubs because they can straight up tear off limbs.
@FreezingHot5 жыл бұрын
I have 2 areas for animals: Pasture and Graze. while grazing they can go pretty much anywhere except inside my buildings and some outside areas in my base that I want to keep clean. whenever there's a raid I change it back to pasture so they can come back to their area at base and stay unharmed. you should do something like that. and plant some flowers on the ground. they grow up quick and easy to plant. herbivores can eat it. sorry about that tip being late I learned it just yesterday :/
@RubberTag5 жыл бұрын
Wohoo, Lucie joined! Looking forward for the big animal farm that will be under your base in the future, hopefully! Btw, I would suggest you prioritizing the sterile floor in the hospitals and kitchens before doing it in the research place! But that is my opininon, gl and hf! :)
@cordyluscataphractus58635 жыл бұрын
for the grass fields, what about two fields in a checkerboard pattern, so that there is always grass close to grazed spots, therefor allowing for fast regrowth. It maybe takes some time to set u but it could increase the efficiency of the field.
@ambiguousamphibian5 жыл бұрын
I like this idea - thinking I might do something like it once we expand down in the south a bit more with our land too ^.^
@derkavondangerkill76285 жыл бұрын
make a dumping stockpile for certain things like stone chunks, stone blocks, steel, gold, plasteel, and other things that don't degrade from being unroofed outside. No point in filling your barns with things that could sit outside. Wood needs to be inside though for instance. You have an entire room full of chunks. You can also use them as shitty free sandbags and set up a linear dumping pile that only allows stone chunks so that they line up infront of your defenses.
@ambiguousamphibian5 жыл бұрын
Possibly! Mainly I've been keeping them in a room since I want to use them for the workshop and I don't want them to affect the mood of passersby, if that makes sense
@llamaduden33975 жыл бұрын
And they keep coming and they're still just as great! Nice vid Ambi!
@rojopantalones97915 жыл бұрын
Well, thanks to this series, I *really* want to get back into playing Rimworld. Too bad I'm terrible at it 😄
@ambiguousamphibian5 жыл бұрын
Haha, yes! Don't worry, I'm terrible too - we'll learn together :p
@AnotherNightOwl11275 жыл бұрын
If you make your entire base one giant room, you can actually more easily earn mood bonuses from having a pretty room if you work on smoothing it, and maybe put a statue or two in there. I believe you get bonuses from eating, sleeping, and doing recreational activities in a room that is at a certain level of impressiveness, which scales off of levels of wealth, beauty, space, and I think something else. Just some stuff to think about for late game planning, there are definitely downsides to one room bases.
@DrWhy-bp7id5 жыл бұрын
Regarding power, wind turbines are reliable (as in no disasters to affect them) but not very consistent. You could see about researching solar for a slightly more steady power source, backed by the turbines at night, of course. As for space management, you can put wind turbines facing eachother no problem, and push it even further by placing the solar panels between them (neither the panels nor crops block wind flow, and actually help in keeping the area clean).
@rhysfauvel80155 жыл бұрын
You have some wild animals eating your crops. One rabbit and a rat. It might pay to put in doors to stop them coming in, however it will require some micro to open them when raids come in to ensure path finding over the traps... Maybe just something to keep an eye on and hunt anything without a name in your fields. You're doing an awesome job though mate! love your work : )
@ambiguousamphibian5 жыл бұрын
Huh it seems they've wandered in through the trap maze XD - I didn't notice this - thanks for the good call! I think we'll be outsing the wild animals when we thin out the pathway next time either way - Glad you've enjoyed, and I'm grateful for your kindness Rhys! :)
@jsmit90633 жыл бұрын
Emergency Meal is sticking around and I am so here for it
@kelpi43625 жыл бұрын
Right when you said that your pawns were behaving well. Love Doctor went and grabbed raw meat to eat at the table. 2:56 :)
@M1ndstorms5 жыл бұрын
When you start building windmills, you can place them in your farm as crops don't obstruct them. It also keeps them unobstructed as the crops prevent the rest from growing
@TheNazgulArcher5 жыл бұрын
I love this play through! Would love to hear what your ultimate goal for the colony....rimworld is one of my favorite games....keep up the great work can't wait to see more
@janmiller64335 жыл бұрын
Cool video, keep it up
@ambiguousamphibian5 жыл бұрын
Thanks! Glad you enjoyed, and I'm grateful for your kindness!
@ryangarcia94465 жыл бұрын
Loving the series man... you have earned my sub
@Veiss75 жыл бұрын
I didn't even realize you could have them graze, I just always fed animals crops or kibble. I would kill the rhino/sloth/gazelle, and just use the others to survive easier. My policy was always to only keep hauling pets. But I can see the value of alpacca's and cows in a pinch.
@mystic_spider5 жыл бұрын
26:25 Silly Amphibian, don't you know that you should never _ever_ thank Randy for what he does?
@side-beeetaloniswolfwolfac41793 жыл бұрын
Randy doesn't like praise, and will punish you for it. Always.
@cameronvg28615 жыл бұрын
Just a tip of info, shadows effect growing time! Cool isn’t it? That much I detail? But yeah it isn’t really too much or a problem so you’re fine just a neat thing that it might take a day or somewhere around there more or less depending on how much sun/shadow is hitting each plant
@cameronvg28615 жыл бұрын
One other tip for when you get lots of colonists is that you can stack researchers and researching tables. Multiple people working on the same research will make it faster. (I should be posting these in the steam lol, I think I will now)
@dakaodo5 жыл бұрын
Now that you've got both meat and vegetables coming in, consider a wood stove soon to make fine meals a first priority, and simple meals as a second priority. takes the same amt of nutrients, but giives your colonists a small mood boost. Lavish meals are the ones that are nutrient-inefficient for a large mood boost.
@DruggiePlays5 жыл бұрын
nice work on thumbnails man, rly catch my atention
@Tanjaaraus5 жыл бұрын
for the future, If you get an attacker who have very bad traits/you do not want to recruit - it's still very valuable to capture them. If you heal them, and then just release them again, you will get a + rep boost with their faction since they leave the map healthy, and if you end up with a neutral rep you will not only get less attacks as they will stop attacking you - but also more traders, so win/win. Early in game I do a lot of "catch and release" as it's not sensible to keep and feed a prisoner with a huge resistance rate, when I can just release them instead as soon as they are healthy. You should be able to gain neutral/friendly rep with all but one faction, which would be the pirate/bandit ones who really just don't feel like being nice.
@ambiguousamphibian5 жыл бұрын
Thanks for the tip on this Morisith! Hadn't ever considered it, but that makes sense!
@SapioiT5 жыл бұрын
Have you thought about capturing the traders or visitors, so that they either die of starvation, or are used to fight invaders? Might be worth a try, in the future. At least by connecting the traps to a tunnel which leads to a room near the end of the map, room which would be enclosed from both sides at the same time (with micromanaging), in order to effectively trap them in a closed room. Might also be interesting to see if that affects your relationship with the faction they're in.
@cass60823 жыл бұрын
This is a year old comment, but yes it unfortunately does affect the relationships. I think they get upset with the kidnapping and then even more upset if the prisoner dies or something terrible happens to them, so it’s not really worth it unless you’re already enemies
@5sparks5 жыл бұрын
When I have colonies which are dependent on grazing cattle, I tend to create 4 grazing zones (N,E,S,W), and rotate between them clockwise, changing zones as soon as I get a pop up for animal starvation. In my experience, this gives enough time for the grass to regrow. Potentially gives too much time. Considering the current setup of your base this wouldn't be 100% safe from raiders or hunting animals, but you mostly have large animals so it is less likely they will be hunted and are more likely to be able to successfully fight off predators. Otherwise just sending them to a safe space (usually a storage room) as soon as a raid starts should keep them safe as long as that safe space is closer to them than they are to the raiders Additionally but unrelated, the AI automatically paths around slabs when they have the option (and cannot stand on slabs). you can use this in your trap hallway to funnel raiders onto the traps by placing dumping zones for rocks next to the traps, causing them to think it is the fastest path and driving them to sprint headfirst into traps willingly
@ambiguousamphibian5 жыл бұрын
Huh I really like this idea - sounds a lot like real ranchers' grazing management - Think I'm going to try this or something similar I've been working out once we expand our land!
@ValentineC1374 жыл бұрын
"and Aura is... good at beating prisoners"
@Dpyrt5 жыл бұрын
Put some sandbags (or stone chunks) between your traps to force them to walk into them or have it slow them down a bit. For animals, you could just let them graze wherever and exclude your fields.
@ausstuff67335 жыл бұрын
Tips for animal zoning: I typically put large herbivores (like cows and rhinos) into a zone that allows the entire map, with the exception of my growing zones and food stockpile. (You can do this quickly by only expanding the zone over those two places and then inverting the zone under “manage areas”.) The whole map grows a *lot* of vegetation, take advantage of it! Might seem dangerous at first since you’re exposing them to all the wildlife, but cows can defend themselves fairly well from most predators like wolves/lynxes/cougars that typically appear in temperate forests, or at least long enough for Lee to come to their rescue. And Born to be Wild is large enough that he’ll basically never be hunted by a wild animal. Otherwise, for larger wild carnivores like wargs and bears… hunt them before they hunt you. Herbivores will leave the map when they can't find food, but carnivores will hunt smaller animals first, then progressively larger ones until they're hunting you and your cows. This applies to any wild carnivore/omnivore- I had a wild man in my current playthrough attempt to punch a caravan’s grizzly bear since it was the only other animal on the map. Didn’t end well for him. OH, also- don’t smooth the floors of the room with the campfire. The floor there is currently rough stone, which can never get dirty, and smooth stone can. If that’s gonna be where you’re cooking meals for a while, you’re gonna dramatically increase your chances of food poisoning if you smooth the floors. Much better to keep the beauty score of that room low and keep the rest of your colony healthy.
@thewombat25585 жыл бұрын
Nice video!
@ambiguousamphibian5 жыл бұрын
Thanks Wombat!
@a.soulwrym14185 жыл бұрын
22:44 He hit Subscribe real hard
@GamiWorks695 жыл бұрын
Megasloth should be called "The Burger King"
@derkavondangerkill76285 жыл бұрын
my research priorities starting a tribal playthrough: stonecutting, furniture, clothing, electronics for cooler tech, micro-electronics. Getting to microelectronics asap is the most important early game goal of any playthrough. Getting consistent traders is infinitely more useful than even having a full synergized functional base. Making lots of money so you can buy 1k of whatever you need whether it's food/cloth/steel/plasteel/wood whatever it is you're low on. Sell extra stuff to recycle useless colony wealth like extra clothes, weapons, old furniture. Then I personally like to prioritize turrets to supplement defense. All research after the microelectronics is whatever you feel like doing or whatever you need at the time. Drug production is a nice way to make lots of free money. Psychite refining makes you rich and offers a really great cure for terrible moods. Just make sure you have psychite completely banned on your drug policy, then manually tell them to snort it if they need it. Also if you have psychite and you either have or get a chemically fascinated colonist, MAKE A ROOM TO STORE ALL PSYCHITE on critical and instead of a doorway build a wall to seal it after moving everything inside. This will make it so even if they break and want to run around to do ALL THE DRUGS, they wont be able to get to your cocaine and wont overdose. Either that or beat up your chemically fascinated guy every time he goes for it. Once somebody DOES get addicted you need to make a rehab drug policy for addicts that restricts them from doing any hardcore drug, but allows them to satiate their addiction on a schedule so they don't freak out every few days. Best way to get rid of addiction is to build a peg leg, install it on their left leg, then uninstall it, install it into their right leg and uninstall it. Now they have no legs and can't get out of bed. Leave them there and let nurses/doctors take care of their needs until the addiction is gone, then put 2 peg legs or bionics on them and they are good as new! :)
@WaylonFlinn5 жыл бұрын
You can add a few grazing zones outside the walls then rotate your animals between them when there are no raids.
@thegrandcommissar26225 жыл бұрын
You can sow/plant grass for the animals
@ambiguousamphibian5 жыл бұрын
Huh interesting! I remember I used to plant trees in grow zones though I've since lost how to - any advice on getting this started? Seems like it would be super useful!
@thegrandcommissar26225 жыл бұрын
@@ambiguousamphibian to plant trees you got to research the technology in the research tab
@enclavenghtmae14755 жыл бұрын
@@ambiguousamphibian you need a minimum plant skill of 6 for most trees and you need the "Tree Sowing" research. I would recommend starting with a 1x1 area and expanding the zone after the first tree is planted because the game doesn't like putting trees in the corners of grow zones and this trick forces the game to do that and increase your efficiency by letting you plant more trees.
@gabtechgamer68195 жыл бұрын
Rip baby cow but don’t worry here is a tip for you if you set up a grow zone with hay grass you can have it in animal zones and as it grows your animals can eat and your guys well replant if there tasked with it
@ThePEI5 жыл бұрын
-as long as one of your animals survives you are doing better then Peta would do- never-mind bad taste Tips - 1) when building bedrooms, just build a double bed.. that way if they get a lover the auto change rooms and you don't have to do anything 2) may be mod not vanilla, but right click on blight give the option to select all blight plants. saves you from clicking on EVERY plant 3) if you are worried about the bugs, just make a double thick wall around a room, set the temp at around -2/-10 and you will be good
@dakaodo5 жыл бұрын
@TheGamingGoblin PETA's modus operandi is in bad taste, so they deserve your comment. With animal care best practices widely available, the only reason for PETA's continued behavior is a willfully blind ideological commitment to their way of doing things. They don't want to face the cognitive dissonance and loss of face of conceding that they suck, so they deserve everything they get. I laughed, anyway. :D
@ThePEI5 жыл бұрын
@@dakaodo TY you got my intent
@ianmiller83995 жыл бұрын
I just trying lookup PETA and I accidentally went to their website and I clicked on the first thing and I found this www.peta.org/features/animal-friendly-idioms/ A lot of them don’t even have the same meaning as the idioms they are replacing
@MisterWonder Жыл бұрын
Dig ya videos but not as much as my cat. I play your RimWorld videos for my cat while I'm at work, he's so invested in watching you build colonies and following the mouse/ little UI elements.
@assassin111013 жыл бұрын
Duuude, those raiders didn't have guns, it was HumanFriend that shot Red Bull!
@n8kistner5 жыл бұрын
I'm not 100% sure but I think that you can have your spike traps zigzagged better. They don't need a whole row of space. The traps can be directly diagonal of each other.
@Bornkiller14635 жыл бұрын
Are you thinking about using mods in this play through or just staying vanilla
@AngelaTwerkel5 жыл бұрын
I use smokeleaf in exactly the same way, once every 2 days 1 smoke at max and only if the mood is below 25%. I personally never had any problems with addiction altough im not sure about pawns with chemical interest
@phlave5 жыл бұрын
@34.35: yeah, 17° below absolute 0 should be enough to freeze some food (and also the whole universe)
@crimsonlemures52955 жыл бұрын
f you dont want a prisoner you can release them (preferably after being healed as you get more points) which give you points to make the colony they come from more neutral, meaning they wont attack you
@abdurrahimaksoy98575 жыл бұрын
Try to put your traps towards the wall closer your base. Raiders pathfind closer to your base so they avoid some traps.
@ambiguousamphibian5 жыл бұрын
Indeed - It seems like they might be doing something like this - thinking we'll narrow it back down to one wide next time either way, so hopefully this will get figured out!
@HappyGingerWolf5 жыл бұрын
Reduce resistance and recruit do exactly the same thing, the only difference is that if it's set to recruit they will start trying to recruit immediately once resistance is broken, whereas if it's set to reduce resistance they'll just chat once in a while (still helps social tho)
@ambiguousamphibian5 жыл бұрын
Ah nice thanks Max - I've been told reduce resistance lowers resistance by a greater amount than recruit when there's high resistance - any chance you might be able to confirm this? Thanks for he good info as always :)
@justarandomcat39895 жыл бұрын
@@ambiguousamphibian Reduce resistance causes the prisoner to become friends with the recruiter over time, which causes more resistance to be removed per visit. It's better to use reduce resistance if you're able to keep track of the remaining resistance (basically recruit them when it's at 0 instead of leaving them for too long, happened to me before)
@HappyGingerWolf5 жыл бұрын
@@ambiguousamphibian I don't think I've ever seen any reliable source say that, I think it's just a myth
@enclavenghtmae14755 жыл бұрын
@@ambiguousamphibian reduce resistance and recruit decrease resistance by the same amount, some people didn't want trash colonists joining them as they only wanted to grind the social stat up. So the reduce resistance button was added to let people do this.
@xenoxaos15 жыл бұрын
Researching pemmican can be good for animal food as well as backup food.
@IHaveYourAttention5 жыл бұрын
So I wanted to try this myself, I have prepare careful, but I couldn't remove all of his skills because of his childhood, I got rid of his adulthood, but what do you do about childhood?
@ambiguousamphibian5 жыл бұрын
Ah yes, so I used only a childhood background, and then I remove the other points manually using the development mode (available thru options, then the menu at the top of the screen). Hope this helps!
@potatoheadpokemario19315 жыл бұрын
there's not an option to cut all blighted plants?
@christophejamoye83945 жыл бұрын
Sir, you made me want to spend endless hours on this game again. I do not thank you.
@ambiguousamphibian5 жыл бұрын
Haha, it def has that effect :p I couldn't stop playing after filming the vid either XD
@frankline97175 жыл бұрын
Also, grow rice!! It grows super fast and is great for your situation.
@mr.bibble74705 жыл бұрын
Usually if I have grazing animals I put them onto a hay growing zone, as I use hay as a backup animal
@yukonau11535 жыл бұрын
My colony Is in a desert so I allow animals anywhere on the map except indoors the crops, or sniper rifle range from when raiders spawn in at the edge of the map and just recall them during a raid People from a different tech level to you (like the tribes people) have a high resistance
@jdmking47765 жыл бұрын
Call me crazy but I would love to see a no points, no passions colony with only one dude. No other colonists are allowed. It would be very hard, but very intetertaining to see what happens. Especially with you're video editing style, it would allow for people to kind of skip some of the grind. Kind of like worm man, but in rimworld.
@ambiguousamphibian5 жыл бұрын
Haha, possibly! Thanks for the suggestion - mainly I feel like it would just be him struggling a lot, though I'm open to it if there could be some sort of mechanic to keep it interesting rather than just pure grind. Possibly could be interesting with no skill drops and some other sort of interesting traits?
@jdmking47765 жыл бұрын
@@ambiguousamphibian That's true. It really would be a struggle. I'd have to think about the traits though. I just find the one person colony fascinating, even if it is uh... REALLY grindy.
@TokenArma5 жыл бұрын
What mods are you using to customize the stats?
@ThyTrueNightmare5 жыл бұрын
The Hammer Icon on the bottom right will make anything into a new construction task should it be lost
@derkavondangerkill76285 жыл бұрын
You need bigger food stuff fields. It's also important to have rice, potatos, AND corn fields all at once. Things like blight and cold snaps can wipe out everything you have or things you are counting on in an instant. Rice gives you a steady income every couple days and keeps your trainers from decaying, potatos are more reslient and have a greater yield, corn has the best yield but takes forever and is delicate. You can't just replace rice with corn. They aren't there for diversity of flavor, they are 3 different food strategies. Only way you can go full corn is if you have temperature controlled grow rooms safely inside, and LOTS of them. You always want more colonists (in theory) and high value prisoners, which always require more food. So never just make enough food for the people you have, always make a surplus. Not to mention you can sell surplus food for a wonderful value to certain traders. Also increasing the food production potential of each cook is important. This means setting up stockpile zones smack dab against the bench so the cook doesn't have to walk anywhere to grab the ingredient. The bench is 3 spaces wide, put 3x2 stools on and around where the cook stands. The stools make your cook stay stationary and still grab the ingredients. Put critical stockpiles for each ingredient, including one for meat, ontop of all the stools. They don't need to be in the fridge because they will be used fast enough, even the meats. If you set your cooking recipes to drop on the floor the cook will stand in place and cook meal after meal w/o stopping and let your lesser important pawns take the food to the freezer. Good cooks will spit out meals super fast. X S S X is the cooking table. C is the chair where the cook stands. S is where you place the stools with food stockpiles so the cook doesn't have to travel to grab ingredients. X C S X S S You can also make small fridges next to the cooking stations in vanilla by making a 1x1 walled in square with a door facing the cooking station, freezer on the opposite side of the door with the hot side walled in and unroofed acting as a chimney or vent. i prefer using the rimfridges mod though. Diagram below, obviously the freezer has the cold side facing the meat stockpile being frozen, and the hot side facing the unroofed tile walled in by 3 diagonal squares since the corners aren't needed and the vent doesn't bleed temperature from the sides. wall wall door | food | freezer | unroofed | wall wall wall
@ambiguousamphibian5 жыл бұрын
Huh interesting! Thanks for the good information and the nice visualizations - this would definitely make the cooking a bit more efficient, which definitely starts to add up over time! I'd been advised in the past to switch over to corn since it's less labor intensive, though I suppose it makes sense to diversify crops based on the spread of blight and to mitigate risk overall, though I hadn't considered varying ingredients to increase meal quality - that def makes sense!
@alexmorgans56355 жыл бұрын
You’ve made me wanna do this challenge but with a couple of quality of life mods
@mochikitaaa5 жыл бұрын
i am doing it but added a survival pack mod and one for nature to be an asshole
@dist0rt3dhum0r5 жыл бұрын
At least it was just a cow that miscarriaged. My current colony has two Gallstross that self-tamed (thanks Randy!) And they just happened to be male and female. Their pregnancy period is 75 days though. Imagine my displeasure when she suddenly miscarriaged due to starvation because I forgot to re-add beans to the pemmican ingredient list, and I didn't realize that it wasnt being made. Oh well. Just another 75 days to go. :C Oh, and Recruit and Reduce Resistance both reduce prisoner Resistance at the same rate. Neither is better than the other. One just reduces it for practice while the other, well, recruits them. It's a common misconception that one is better than the other.
@samhansen97715 жыл бұрын
I definitely think you should try to expand down into the rocky cove
@Jay-vl4le5 жыл бұрын
If you surround the traps with sandbags you it forces raiders through the traps and slows their movement
@docm60605 жыл бұрын
3:00 ummmmmmm
@docm60605 жыл бұрын
also you had to administer things like weed in the operations tab for prisoners
@ambiguousamphibian5 жыл бұрын
Thanks! Good call - just got some good use of this in the next one :)
@inserisciunnome5 жыл бұрын
28:38 Europe Is that you?! (Look, there Is Italy, Spain, part of France..)
@SilvaaFabio5 жыл бұрын
I dont think you need sterile floors on research rooms
@Shlogan925 жыл бұрын
Name her Luci Lawless
@Rob-sf4xy5 жыл бұрын
not sure about this but dosent recruiting reduce resistance also?
@Jerry_Bean5 жыл бұрын
Kenshis a pretty cool game
@B27275 жыл бұрын
Bruh I binged your all negative traits series now I'm all caught up and sad that there's none to watch
@ambiguousamphibian5 жыл бұрын
Haha, thanks Brett ^.^ So glad you've enjoyed it! Still loads more to come - I'm always curious for feedback from you too, if there's any suggestions you have or any other series you might enjoy similarly - grateful again for your kindness :)
@rojopantalones97915 жыл бұрын
Same here! I was super excited as soon as I saw this was uploaded so I had something to watch from him. Got here a little late cause I was doing dishes cause my roommate won't touch them... Anyways, happy to be here and happy to see this series continue!