TheyKeepOnRising
TheyKeepOnRising
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[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 10 Optimized Room Layouts[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 10 Optimized Room Layouts
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 10 Optimized Room Layouts
มุมมอง 4.8K26 วันที่ผ่านมา
Do you struggle making rooms? Do you spend too much time fixing mistakes when you should be planning ahead? Does snorting a bunch of yayo and blacking out in the freezer make me an addict? Then watch this video to maybe learn some new layouts for your current or future RimWorld base! 00:00 - Intro 00:20 - #1 Workshop 01:02 - #2 Freezer 01:30 - #3 Dining Room (Vanilla) 01:50 - #4 Dining Room (Ro...
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 10 Tips All Players Should Know[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 10 Tips All Players Should Know
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 10 Tips All Players Should Know
มุมมอง 2.2Kหลายเดือนก่อน
Look, I'll level with you. This video should probably be titled "8 Tips You Already Know, and 2 You Might Not Know" but people will stop reading half way through. At least it's only like 5 minutes long so you can watch it while on the toilet or something. I don't really know what I'm doing anymore. I'm trying to play the Elden Ring DLC but it's been like 2 years so I started a new character so ...
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] Specialist Tier List[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] Specialist Tier List
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] Specialist Tier List
มุมมอง 4.5Kหลายเดือนก่อน
In this video, you will have your opinions reaffirmed about which specialists are the best in RimWorld. Nod along in agreement as I explain things you already know. We both know what this is, so let's just make the best of it =) 00:00 - Intro 00:25 - #1 - Leader 02:14 - #2 - Moral Guide 04:23 - #3 - Shooting Specialist 05:52 - #4 - Melee Specialist 06:56 - #5 - Research Specialist 07:54 - #6 - ...
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 20 Tips for Intermediate Players[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 20 Tips for Intermediate Players
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 20 Tips for Intermediate Players
มุมมอง 32K2 หลายเดือนก่อน
20 tips for intermediate players! You might know some of these tricks, but you probably don't know them all. Or maybe do you know all of these and I'm just wasting your time and mine. I just really like RimWorld, okay? The game is just SO good. Music Used: "Elevator To Heaven" by Aaron Paul Low "It's Good to You" by Darockart 00:00 - Intro 00:30 - Tip #1: Making Money 00:55 - Tip #2: Butcher Sh...
Stellar Blade Demo: Spanking the Stalker bossStellar Blade Demo: Spanking the Stalker boss
Stellar Blade Demo: Spanking the Stalker boss
มุมมอง 304 หลายเดือนก่อน
I tried to hitless him but I kept fumbling inputs. Oh well.
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] The "Service Pistol Only" Run[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] The "Service Pistol Only" Run
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] The "Service Pistol Only" Run
มุมมอง 3.7K7 หลายเดือนก่อน
In this video, we'll be answering the age old question: "Does anyone actually read the video description?" I honestly don't know. I personally never do because the video title and thumbnail usually tell you everything you need to know about the video. You click on a video and it starts and THEN you have the option to read the description, but why even bother at that point? It would be like if s...
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | The One True King[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | The One True King
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | The One True King
มุมมอง 6088 หลายเดือนก่อน
The "Losing is Fun" challenge is a name I've given to a Remnant 2 run with the following requirements: Fresh Character Apocalypse Difficulty Daredevil's Charm Admiral's Ring Naked This gives you -220% damage reduction, meaning most attacks will either 1-shot or 2-shot you. Using a fresh character means you can't prepare an OP build. This is a snippet from an adventure mode run vs. The One True ...
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | Bruin: Blade of the King[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | Bruin: Blade of the King
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | Bruin: Blade of the King
มุมมอง 1.6K8 หลายเดือนก่อน
The "Losing is Fun" challenge is a name I've given to a Remnant 2 run with the following requirements: Fresh Character Apocalypse Difficulty Daredevil's Charm Admiral's Ring Naked This gives you -220% damage reduction, meaning most attacks will either 1-shot or 2-shot you. Using a fresh character means you can't prepare an OP build. This is a snippet from an adventure mode run vs. Sunken Witch....
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 5: Invader, Alchemist[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 5: Invader, Alchemist
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 5: Invader, Alchemist
มุมมอง 3.5K8 หลายเดือนก่อน
Archetypes in Remnant 2 are not created equally, and this is especially more apparently in NG, where each character starts with a completely different loadout. In this series, I will be testing each archetype with a brand new, fresh character on Apocalypse difficulty. You may be surprised to see the results. This third video focuses on the Invader and Alchemist. 00:00 - Intro 01:24 - Invader 06...
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | Sunken Witch[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | Sunken Witch
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | Sunken Witch
มุมมอง 7578 หลายเดือนก่อน
The "Losing is Fun" challenge is a name I've given to a Remnant 2 run with the following requirements: Fresh Character Apocalypse Difficulty Daredevil's Charm Admiral's Ring Naked This gives you -220% damage reduction, meaning most attacks will either 1-shot or 2-shot you. Using a fresh character means you can't prepare an OP build. This is a snippet from an adventure mode run vs. Sunken Witch....
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] I have 𝖒𝖎𝖝𝖊𝖉 𝖋𝖊𝖊𝖑𝖎𝖓𝖌𝖘 about the Awakened King[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] I have 𝖒𝖎𝖝𝖊𝖉 𝖋𝖊𝖊𝖑𝖎𝖓𝖌𝖘 about the Awakened King
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] I have 𝖒𝖎𝖝𝖊𝖉 𝖋𝖊𝖊𝖑𝖎𝖓𝖌𝖘 about the Awakened King
มุมมอง 1.6K8 หลายเดือนก่อน
In this video, a TH-camr pretends someone asked his opinion on the new Remnant 2 Awakened King DLC.
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] How to get the Zealot armor set[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] How to get the Zealot armor set
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] How to get the Zealot armor set
มุมมอง 2858 หลายเดือนก่อน
A quick video showing how to get the Zealot armor in Remnant 2: The Awakened King.
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] When you are about to beat Bruin, Blade of the King[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] When you are about to beat Bruin, Blade of the King
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] When you are about to beat Bruin, Blade of the King
มุมมอง 3478 หลายเดือนก่อน
I don't think a game developer has ever dunked this hard on me.
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] The "Crossbow Only" Run[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] The "Crossbow Only" Run
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] The "Crossbow Only" Run
มุมมอง 10K8 หลายเดือนก่อน
In this video, we'll be answering the age old question: "Can TH-camr beat game using bad weapon?" You will laugh, you will cry, you will wonder why I do this to myself. 00:00 - Intro 02:13 - Yaesha 04:10 - Kaeula 06:44 - Corruptor 08:34 - Labyrinth 10:19 - N'erud 12:18 - Abomination 13:51 - Tal'Ratha 16:26 - Losomn 19:04 - Huntress 20:40 - Bloat King 21:49 - Faerin 23:20 - Root Earth 24:58 - Ca...
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 4: Engineer, Gunslinger[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 4: Engineer, Gunslinger
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 4: Engineer, Gunslinger
มุมมอง 3.4K8 หลายเดือนก่อน
Archetypes in Remnant 2 are not created equally, and this is especially more apparently in NG, where each character starts with a completely different loadout. In this series, I will be testing each archetype with a brand new, fresh character on Apocalypse difficulty. You may be surprised to see the results. This third video focuses on the Engineer and Gunslinger. 00:00 - Intro 01:27 - Engineer...

ความคิดเห็น

  • @snakehead7529
    @snakehead7529 3 วันที่ผ่านมา

    You can make a indoor greenhouse, you need sunlamps and a heater set to around 10c and use the base game dirt if you don’t want to use hydroponics, granted I’m running my base off 4 solar panels and a wood generator

  • @unbearablysmug2437
    @unbearablysmug2437 4 วันที่ผ่านมา

    or you could make a 23x23 box where all your colonists live together with workstations placed haphazardly while also destroying all and everything that could marginally raise wealth

  • @qd5683
    @qd5683 4 วันที่ผ่านมา

    A very special guide. Appreciate it TY

  • @slegarrr
    @slegarrr 5 วันที่ผ่านมา

    4:48 You can fully build the Cannibal platter and break it with attacks. It will also drop 120 meat.

  • @rippon93
    @rippon93 16 วันที่ผ่านมา

    Soo tips for one dlc, got it

  • @sexhaverhassex165
    @sexhaverhassex165 17 วันที่ผ่านมา

    Whats the background music? It sounds so familliar but I can't pinpoint what it is. It sounds like its from LoTD Edit: persona 5 maybe?

  • @Doctor_Sex
    @Doctor_Sex 19 วันที่ผ่านมา

    I love it

  • @bobnewkirk7003
    @bobnewkirk7003 20 วันที่ผ่านมา

    As showcased in your layout 2 the butcher room should be slightly larger. furs and leather tend to pile up in the doorway and cause temperature issues. In general the bonus from a barracks outweighs the "disturbed sleep" moodlet so combining Sleeping, Dining, and Rec gives the most ROI. I would argue that optimal is not individual bedrooms. Personally I migrated to an 11x11 internal dimension grid layout (walls are 12x12) as it accommodates every activity in the game and is narrow enough to not need center support. it looks a little sterile to have everything on a grid, but as its modular it can scale through the entire game. Being 11x11 the layout is the same radius as the Sunlamp so one module can easily be converted to a grow room at any time, and as Fabrication is the largest crafting bench at 2x5 you can comfortably fit 4 per module. additionally, by having sequential smaller rooms, should a conflict come up within your perimeter, you always have another doorway to fall back to to create a defensive choke point and minimal losses in the sacrificial room. Play how you like, but there are absolutely different things you can optimize for. I like your layouts but in the context of how they fit together I think there is just an easier way.

  • @andrewdegarmo5565
    @andrewdegarmo5565 21 วันที่ผ่านมา

    Alright, but what if I don't wanna use nutrient paste for the dining/freezer rooms? You can avoid mental breaks by just making sure you have some lavish meals on hand.

    • @theykeeponrising
      @theykeeponrising 21 วันที่ผ่านมา

      I don't recommend using cooked meals. Yes, they provide better mood, but they are a huge hit to productivity. You are using considerably more raw food to produce the meals, which means you'll need to produce and store more raw food. You'll need to have a pawn with cooking skill to spend time making the meals, and there's a chance you'll get food poisoning even with ideal conditions. The bonus you get from an impressive rec room + dining room already provide more than enough mood to offset eating nutrient paste.

  • @michaelrichards5340
    @michaelrichards5340 22 วันที่ผ่านมา

    Honestly... This is inspiring lol thanks

  • @mihnea_corso
    @mihnea_corso 22 วันที่ผ่านมา

    solid advice

  • @kuderedev9108
    @kuderedev9108 23 วันที่ผ่านมา

    About your research room setup, i don't think multi analyser working this way, it only connects to 1 high tech research bench, so if you have research with analyser needed only 1 research bench would be working, i can suggest to put 2 modules near walls because you have free 8 tile space and it would really boost research bench effectiveness. Altar from ideology would be marked as disrespected if you don't place 4 columns in room, yeah it don't tell you that right away, but it will strike you when colony will have high+ expectations. 2x2 airlock for hot air is too much, 2x1 would work just fine giving you 2 extra tiles of space in the freezer. 2 tiles is 1 shelf so +6 stacks of food or other items. Other then this good video

    • @theykeeponrising
      @theykeeponrising 23 วันที่ผ่านมา

      Multi analyzers can connect to multiple benches. You are thinking of the inverse, which is that benches cannot benefit from more than 1 analyzer. Altars have randomized requirements! The next time you are making an ideology, click on your altar and click "regenerate". You'll see the requirements change. Their requirements can include needing columns, but not always. The most efficient requirement is "All Floored", which I recommend.

  • @Laireso
    @Laireso 24 วันที่ผ่านมา

    I always leave a space between beds in hospital. I don't care what is most efficient. I will rather drop difficulty so I can make an organic looking colony than resort to this barbarism.

  • @deusvult8687
    @deusvult8687 24 วันที่ผ่านมา

    Penoxcylin is useless? what about preventing plagues and flus the pointless medical needed ?

    • @theykeeponrising
      @theykeeponrising 22 วันที่ผ่านมา

      Penoxycyline only prevents 3 diseases: Malaria, Plague, and Sleeping sickness. The drug must be taken before infection occurs, and these specific diseases happening is entirely random. If one of these disease events does occur, they infect usually around 20% of your colony at random. All of your pawns would need to take 1 dose every 5 days to stay immune. Penoxycyline cost neutroamine to craft, which can only be purchased from traders and is also used in crafting industrial medicine. So in order to effectively use penoxycyline you would need to craft it in huge quantities and feed it to your entire colony every 5 days. You are spending a lot of money either purchasing the neutroamine or drugs directly, and wasting your pawns time having them craft the drug and walk over to your stockpile to consume one. And this will only prevent those 3 specific diseases that may or may not happen. Alternatively, you can make a clean hospital, have a decent doctor, and craft some industrial medicine. This will easily handle the 3 diseases as well as practically any other health issue in the game. It will also be considerably cheaper because your entire colony isn't consuming penoxycyline every 5 days.

  • @anthonyryan1548
    @anthonyryan1548 24 วันที่ผ่านมา

    How do the hops grow without sunlight?

    • @theykeeponrising
      @theykeeponrising 24 วันที่ผ่านมา

      They have sunlight. It's unroofed over the hydroponic farms.

    • @anthonyryan1548
      @anthonyryan1548 24 วันที่ผ่านมา

      @@theykeeponrising does the heater work if the room is unheated?

    • @theykeeponrising
      @theykeeponrising 24 วันที่ผ่านมา

      So heaters and AC will work if the room has only a few unroofed spots. I think it's like 80/20 roof coverage. If too much is unroofed then it's just considered outdoors and temperature will match the weather

  • @Thatseasnail
    @Thatseasnail 24 วันที่ผ่านมา

    What is the music player mod at the top right?

    • @theykeeponrising
      @theykeeponrising 24 วันที่ผ่านมา

      That's called Music Manager!

    • @Thatseasnail
      @Thatseasnail 23 วันที่ผ่านมา

      @@theykeeponrisingthank you!

  • @Trilla2517
    @Trilla2517 24 วันที่ผ่านมา

    what are the building inside the unroofed freezer

    • @theykeeponrising
      @theykeeponrising 24 วันที่ผ่านมา

      Those are marble barricades to prevent raider drop pods from landing there.

  • @valentinvelikov3459
    @valentinvelikov3459 24 วันที่ผ่านมา

    Looks > Efficiency. Upside down bed is just a criminal felony. :)

    • @Moros311
      @Moros311 24 วันที่ผ่านมา

      It's a meme at this point about it being 'more efficient.' It's a few tiles. They won't kill a colony. All the other rooms look great, but that barracks just took me right out of it.

  • @EnlonWhite
    @EnlonWhite 25 วันที่ผ่านมา

    This does feel more like an opinion list, and a detail description of specialists. I do like the attention to detail. However, You appear to be an animal hater (just saying to teasing) Animal specialist is B Tier by your own listing rules of usefulness at the very least. Animal specialist basically doubles animal effectiveness in a colony. Also I think you have a secret hate for doctors, Doctors of the Rim dont bill you....if your useful to the colony that is. ;-) (One specialist of Medical wouldnt be bad for emergency immunity gain...if the meme's to get it where not so damming bad. Also an already non-violent pawn would be perfect pick for one.) Melee specialists outside of their very limited ability are actually really really good, but you only need 2-3 of them at most to see results like I am thinking of. (seriously good front-line tactics with them.) Leader specialist can use some love sure, but its not a terrible pick overall but B Tier is fine for it as it is. Though you could easily live without having one, which is very sad. --Main fix (easy fix) IF you removed the Shared CD to have each ability a different CD (still 10 days) it would make this specialist far more considered. --Basic plan leader type, NO work penalties, seriously good leaders are not afraid of work, they just usually should be able to do more without needing too. --Add in not a debuff to mood or expectations, but I feel responsible mood Boost/or mechanic might be more interactive and rewarding to have one. (that is a whole video conversation, not for this text). overall different types of leaders would be nice (each with its own effects based on pawn, and ideo) Moral guide, and shooting specialists are definitely the best hands down. Production specialist is just behind those but very nice to have. Feels good. Miner and Research specialist are the most lacking but at least Research specialist is good til you max research, then you only really need one for the other stuff it can help with that use intellect/research stuff. How ever you can always use a few miner specialist at ANY point you can afford too. its more a General ok to spam until you run out of extra pawns. It is mainly the issue of the Memes needed to have one are not as desired in every colony. Plant specialist is based on colony size, need, and overall maximum food growth area size. So its good, but you may not need many. Overall I feel this is video is more a guide and less about actual strength comparison. Still useful to many I bet.

  • @avila382
    @avila382 25 วันที่ผ่านมา

    Amazing video :) I hope to see a ritual video if you decide on making one!

  • @The13thRonin
    @The13thRonin 25 วันที่ผ่านมา

    1:19 The pure optimization of the door being jammed open by leather as it leaks warmth out into the freezer.

    • @theykeeponrising
      @theykeeponrising 25 วันที่ผ่านมา

      I forgot to add leather to the shelf, that's why. I got lazy and should have fixed the recording

  • @Randomorph
    @Randomorph 25 วันที่ผ่านมา

    Great video and great rankings (mostly). A few quick comments: - Shooting specialist is really great on researchers, doctors, and animal handlers, since their work isn't affected. - Research specialist is pretty meh, since you can get a similar bonus early game by just plopping down more research benches and having all pawns on priority 4 research. That being said, it's useful, like you said, for rushing techs early game when combined with everyone researching at once. Overall, because of it's limited use cases, I'd put it in C tier with miner. - You say that production specialist makes Flak Armour equivalent to Marine armour. Flak Vests are already nearly equal to marine armour at the same quality level, at least for chest, neck, and shoulder protection. The benefit of production specialist is you can churn out high quality flak vests for much cheaper than even average quality marine armour. You can also produce high quality dusters and clothes which also have great protection when made of good materials, which thanks to the layering mechanics increase the protection beyond the equivalent marine armour. - When you start your conclusion / summary of a tier list, I'd recommend showing the completed tier list for about 10-15 seconds. # A longer rant on Animal Specialists Animal specialist is certainly better than a D tier. Double training and taming chance is already good, but it's also only available on memes that improve taming or training chance. Rancher is the best since it improves training chance and yield. Why does this matter? It significantly reduces the amount of time you need to spend on training animals, meaning you can have a massive herd of nearly anything. Animals being worse than colonists doesn't matter when you're at raid cap and are throwing 80 elephants at the problem. Animals are better than Gauranlen Dryads in almost all circumstances (except extreme resource limited zones), many of which are able to haul, fight, produce resources, and be pack animals and mounts. In terms of combat power to effectiveness, they beat out most mechs by a longshot as well, since melee locking or blocking tends to work wonders on the most dangerous threats. Mech workers are obviously better, but you can have both pretty easily. - Bears can haul and fight, and produce lots of meat and valuable leather with good temperature and defenses if you need to put them down or they die in combat. - Elephants are absolutely cracked when you can let them graze, being able to haul, being the tied for second best combat animal, are pack animals, AND mounts, and again, provide metric tons of meat and valuable reasonable defenses leather if they die. - Big cats/wolves can haul, are decent in combat, and are some of the fastest animals, being able to chase down fleeing raiders, or quickly lock enemies in melee. They do die faster than bears or elephants though, so you need more of them to compensate. Their leathers also tend to be quite good for the biomes they frequently spawn in - Cows, chickens and horses are some of the most nutrient efficient sources of meat in the game while being easy to use. Combat animals can be zoned to be melee blockers, can meet breachers in an open field and win when at critical mass, and losses only provide you with resources to make allies, feed/clothe your colonists, or sell for profit. An animal specialist can keep way more animals trained than a non-specialist, and is way better at getting those elusive thrumbos or megasloths, and can quickly tame even a whole herd of elephants. Farm animals are also pretty good, provided you get the right ones. They produce a lot of resources, and many are also mounts or provide passive food. That being said, you don't really need animal specialist for them, although the rancher meme does provide better yields. I ran a rancher colony with animal specialists back when 1.3 was new and breachers were 70-90% of raids, and I barely even needed to fight, I could just sic my elephants on the mechs and watch the carnage. They outbred their losses, and the rest could be healed up. I barely needed to haul anything, and whenever I needed to caravan, the elephants served as mounts, pack animals, AND caravan defense. I started taming and training without the specialist at first, since I needed the other work types. When I switched to specialists, the number of trained animals doubles The sheer audacity of putting animals specialist on the same tier as the nearly useless melee specialist is offensive (I'm not actually angry lol). I'd personally put it right next to plants specialist in A tier, or at least B tier. It doesn't out compete either production specialist or shooting specialist (neither does plants), but it can be a good alternative to either since animals can give combat effectiveness, reduce labour needed, and provide often valuable materials for making alliances or equipment and keeping your colonists fed on fine meals.

  • @Randomorph
    @Randomorph 25 วันที่ผ่านมา

    Overall these are some really aesthetic designs, and pretty functional too. I'm going to say that hyper-barracks that have rooming, recreation, dining, and workbenches tend to be the most efficient space-wise, wealth-wise, and impressiveness-wise overall, and can still be made to look decent with some work, but for people who like to play with dedicated rooms these are all great. I do have a few comments, ignoring the "just build one big room". # Workshop Unless you're building a lot of melee weapons, the tailoring bench is likely a better bench for this room. All the defensive gear except plate armour can be made at the machining table or fabrication bench, and the things you do need are mostly one offs. Some runs I don't even build a smithy. Tailoring is done basically all game long to replace tattered clothing, takes a relatively long time per item, and benefits from tool cabinets. Since it takes a while you don't need a lot of material stored nearby at once, or, tbh, not even store any material nearby since the walking time is minimal compared to the work per item. If you do have a couple good melee characters, you'd be better served by increasing the size of the room and including the tailoring bench. Other benches also benefit from tool cabinets: the art bench, stonecutter, drug lab, butcher's table, and serum lab. The serum lab doesn't see a ton of use, and the butcher's table is better in your storage or freezer anyways, but drugs and art can be powerful mid-late game money makers and in most of my playthroughs the drug lab is almost always in use. # Freezer The transport pod is a neat trick, I also believe things in a transport pod also do not rot as quickly/at all, which is useful during solar flares. The butcher table should be as close to either the leather storage, or meat storage as possible, and also be as close to the corpses as possible. The workspeed penalty is not that big, compared the the time spent walking back and forth and opening and closing doors for each corpse. Note also that putting your butcher table there, with a nearby door will frequently drop items on the door, holding it open. This will cause the temperature in your fridge to go up and can potentially spoil food over time. If I have enough cooks to butcher every animal or raider fast enough before they spoil, I put both my corpse storage and butcher table in my general storage, so the leather and clothing drops in a "safe" area if doors get held open. If not, I stuff it in my freezer, and make my freezer a bit bigger to compensate for the door opening risks. # Dining Rooms The billiards table is pretty bad over all. Takes 4x8 of usable space (2x6 physical), costs a lot more in wealth and resources, only serves two pawns at once, and due to weird quirks of how it works, is only better for recreation than a throwing pin at good or better. The poker table on the other hand is a straight upgrade to a chess table in terms of recreation gain (an excellent poker table even beats a megascreen television), and can serve up to 4 pawns at once. It does take a bit more space than two chess tables would, but a throwing pin and poker table is way more space, wealth, and recreation efficient than a billiards table and chess table are. Also as a side note, build your recreation tables, dining tables, and chairs out of wood, since they're a lot less wealth and the flammability is way less of a risk in an otherwise non-flammable room. For ideology specifically, kneel pillows are actually pretty good as general seating if you have a good constructor. Basically a kneel pillow is equivalent in comfort to a dining chair of one lower quality, while offering double the beauty of that chair. Most furniture is not worth building for beauty, but the kneel pillow is an exception. Kneel pillows are also worth a lot less than armchairs, but getting max comfort requires legendary, instead of masterwork (dining chairs), or excellent (armchairs). # Greenhouse You're missing a sunlamp, and the inclusion of one would make the 5 hydroponic setup pretty inefficient power-wise, while unroofing would make the temperature be uncontrolled. It is a good idea to put your hydroponics close to your processing areas, but some well positioned shelves can do 90% of the work for you, and allows you to have more efficient farming setups. Based on the small scaled setup, you're presumably just making beer and psychite tea for recreation for your own pawns. Since the amount of work will be small, you lose a lot of the value of keeping things close, when you could instead have a single stove near your dining area instead, and just haul the small number of leaves to a shelf nearby instead. If you are doing a bigger scale grow operation for profit, using a drug lab and making flake is a much better use of the space nearby. # Barracks Even if you want perfect walkability and decent aesthetics, you can increase the number of beds to 32. If you don't care about walkability/aesthetics (pawns can crawl over beds), you can fit about 50. See below for the 32 pattern: (~ = walking space, B = bed, S = Shelf/Light/Art/Heater/Etc, D = Dresser) ~~~~~~~~~~ BBBBBBBBBB~ BBBBBBBBBB~ BBB~~~~BBB~ BBB~SS~BBB~ ~~~~DD~~~~ BBB~SS~BBB~ BBB~~~~BBB~ BBBBBBBBBB~ BBBBBBBBBB~ ~~~~~~~~~~ Of course this isn't a complaint or anything, since most people won't even hit 20 colonists in their runs, let alone 32 or 50. # Bedroom Using an end table will save 1 tile of space (which matters a lot for room impressiveness at smaller sizes), and provides the same comfort bonus at any quality. You can also throw another sculpture in there for more impressiveness if necessary. Lights are also highly unnecessary in a bedroom, unless your bedrooms also double as their hospital beds. Sleeping pawns don't care about darkness, and sleeping pawns have their mood locked in place while they're asleep anyways. # Hospital You already mentioned using 8 beds yourself, otherwise the same thing I use. # Laboratory It's good to have more research benches IMO, and just have even unskilled pawns on research priority 4 so they research if they have nothing better to do, although this depends really heavily on how many ground penetrating scanners you have as well. If you aren't doing a combined throne/dining or altar/dining, it's also really good to have the research in the common areas. Research is a long term activity, and it gets more social interactions for your pawns, and lets the books being read gain the benefit of your rec room bonuses. Pawns will take books out of the room if there is no seating available in the room the books are though, so you could also just put research adjacent to your rec room. If you're using sterile tile in both, there's also a potential benefit of combining Research and the Hospital, making the room more impressive and reducing the impact one spot of filth has due to the larger room.

    • @theykeeponrising
      @theykeeponrising 25 วันที่ผ่านมา

      Good feedback! I read it all I personally hate the min/max warehouse so that's why I still make rooms like these. The reason why I left out the tailoring bench is because it needs many supporting shelves for the textiles and output clothing. It would inflate the workshop too much and it should have its own room for this reason. Unless you skip on both the smithy and anomaly bench (I forget it's name) then it would work... Probably better actually. I do use the smithy a lot as creating harps is one of my main cash products alongside corsets, but I forgot to stockpile wood so yeah still not the best layout. The hydroponics are very efficient. I hate using sunlaps because their massive 2900 energy consumption. Using straight up sunlight is always better unless you are a tunneler or something. If I do a second video, I'll do a food farm greenhouse layout.

    • @Randomorph
      @Randomorph 25 วันที่ผ่านมา

      @@theykeeponrising Yep the hyper-barracks is a playstyle thing. It's quite optimal, but many people don't like it. There's nothing really wrong with playing with individual rooms for most things, although bedrooms vs barracks is still heavily tilted in favour of barracks even when using dedicated rooms, especially on higher difficulties. Regarding the tailoring bench, I used to think the same thing, but honestly, you don't even need shelves next to it at all as long as your storage is reasonably close. Tailoring is very time intensive, so reducing walk time from 10 seconds to 0 seconds doesn't add much value, compared to say, when cooking meals or making drugs. I just plop a tailoring bench down near enough my storage and other work benches, maybe 1 small shelf for high quality textiles (eg devilstrand, thrumbofur, or region specific leathers like bearskin or panthera fur), and maybe one for cotton if it's also close to the machining table (flak), and just let them do the hauling as a two step thing. First they finish the clothing, then haul the item to my clothing shelves in the storehouse. Once they drop it off, they grab materials from nearby and run to the tailoring bench for the next piece of clothing. It's more efficient than it probably looks when planning out shelves and stuff. Clothing is one of those constant but intermittent crafting things when set up right, so you don't really need to min-max it as much as say your fab benches which can see nearly 100% up-time in the later game. If you're crafting constantly for profit, then you only need materials nearby and drop on floor, since quantity counting doesn't matter in that case, let the haulers, animals, mechs, or whoever isn't busy do the hauling instead of your valuable crafters. The haulers will also regularly bring fresh materials, so again you don't need to overstock it. Regarding harps, are those even work or wood efficient to make? I think you'd likely get much better bang for your buck crafting wood small sculptures. Wood small sculptures turn 50 wood into 105 base value (before quality), multiplied by x1.1 because its art, in 3.5 mins of work. Harps take 5 minutes to make 150 wood into 245 base value. I'm not actually sure if Harps count as furniture items or not, but if they do they'd have a x0.7 sell price multiplier. If work is more of a concern than wood, wood large sculptures take 5.83 minutes to make 100 wood into 196 base value, again multiplied by x1.1. Note quality doesn't matter since the quality multiplier is the same for both items, so if you're able to produce an excellent harp or excellent piece of art, the multiplier is the same for both. - Small Sculptures: 2.31 value / material and 0.55 value / second of x1 work - Large Sculptures: 2.156 value / material and 0.62 value / second of x1 work - Harps: (assuming x1 sale price) 1.63 value / material and 0.82 value / second of x1 work So harps look like they make sense when you have a massive surplus of wood, and need to churn through it quickly, rather than make the most of it. They're a lot more work efficient than I thought, but I usually would prefer to create more value/material. I guess harps also have a small advantage if you don't have any artists, but since art also benefits from production specialist it's pretty easy to find a pawn with both construction and art, or crafting and art with passions and train them up. Otherwise there's no reason to specifically grow wood for crafting, since it's way less efficient than cotton and tailoring is more lucrative. If I recall, even chopping wild wood isn't particularly work efficient compared to growing cotton and tailoring still uses crafting skill. There's also a lot of less savoury means to get your hands on massive amounts of textiles, and the new dread leather added in anomaly is another means of having more textiles than you can usually get through. Regarding sunlamps / hydroponics. Yeah hydroponics are efficient. Having them in a room with 20 open roof tiles and a heater/AC in the same room isn't, as the temperature will leak out. Having hydroponics in a room with a roof and no sun lamp isn't efficient either. Like I said, separating the two rooms makes more sense. Hydroponics don't even need to be indoors, but can be placed right outside the door of your brewing / cooking / drug setups. I definitely agree though that sunlight is best if you have it and aren't a tunneler or darkness meme. Keep in mind though, that there are many events that can reduce or remove sunlight, especially now in anomaly, so having the grid ready to handle sun lamps is crucial.

  • @samuelmiles4020
    @samuelmiles4020 25 วันที่ผ่านมา

    How is it an optimised workshop if it doesn't contain all the work benches that benefit from the two tool cabinets? How are the hops growing without a sunlamp, do they have a lower light requirement? Would it not be more 'optimised' to combine the lab and hospital into one room?

    • @theykeeponrising
      @theykeeponrising 25 วันที่ผ่านมา

      So my idea of optimized is reducing travel time. The biggest waste of time is having to get resources and bring them to the bench, and then deliver the finished product. You could try to cram a tailoring bench and all the required shelves in there, but that would be a ton of space required and reduce overall efficiency. I mention the greenhouse is unroofed over the farms. They are using sunlight. Hospital combined with lab can be efficient if your researchers are also doctors. Having larger rooms in general means larger travel time for anyone using the room, so not a good idea otherwise.

  • @regjoao
    @regjoao 25 วันที่ผ่านมา

    nice ideas bro!

  • @amine-wx9mk
    @amine-wx9mk 25 วันที่ผ่านมา

    ty

  • @SidewaysLlama
    @SidewaysLlama 25 วันที่ผ่านมา

    Great video!

  • @pmqtpqbtmz3956
    @pmqtpqbtmz3956 26 วันที่ผ่านมา

    These videos are the best rimworld videos on all of TH-cam. Please keep these up. Maybe go into some common mods like Dubs or Vanilla vehicles expanded

  • @mrbrigaming
    @mrbrigaming 26 วันที่ผ่านมา

    Did you make a types of kill boxes video?

    • @theykeeponrising
      @theykeeponrising 26 วันที่ผ่านมา

      I have not! If this video does well enough, I'll consider possibly covering killbox setups as well

    • @mrbrigaming
      @mrbrigaming 26 วันที่ผ่านมา

      @@theykeeponrising thank you

  • @lordheadass8310
    @lordheadass8310 26 วันที่ผ่านมา

    TH-cam keep deleting my reply so idk if you see it but I'll just make another comment here. Sorry 'bout that. But yeah, this is what I'm talking about the bell curve situation. When you first play the game, you make a room based on how you think a room would look irl. That's the left most low end side. When you played the game enough and start optimizing, you're playing the game more efficiently/being better at the game. The high mid point. I'm on the deep low right end of the bell curve. My colonist don't just have bedroom, they have a house, with "fridge" dinning room, work space, studies, living room. They don't have work shop, they have factory or actual shop. Throne room is a palace, with living quaters and office space. Alter room is a chruch/cathedral. Lab even have animal enclosure for "testing subject". Because I realized there is no "correct way" to play the game. I'm not competing with anyone so there's no point in optimizing. So I just turns it into a sim game and not stress about what is the right set up for whag.

  • @lordheadass8310
    @lordheadass8310 26 วันที่ผ่านมา

    I just focus on making the room pretty/realistic rather than optimize. The realization of optimizing late game doesn't matter as much as your immersion is like reaching the other end of the bell curve for me.

    • @theykeeponrising
      @theykeeponrising 26 วันที่ผ่านมา

      This is why I "optimize" rooms and not "min/max" them. Min/max sacrifices everything for efficiency. I just want rooms that keep their identity while being efficient.

    • @lordheadass8310
      @lordheadass8310 26 วันที่ผ่านมา

      ​@@theykeeponrisingyeah i know, but I'm not just talking about functional purpose, I'm talking about aesthetic purpose as well. For example, my current save don't have bed room, colonist have their own house. If they're married, the house have multiple bedrooms. They have their own fridge, dinning area, if they have non inductrial job they can have a small work space in the house. All tailored made for their story My alter room is a cathedral, the biggest structure in the map. My dinning room is a town hall. I even have them put away the tables and put up decorations for celebrations or rituals. My work shop is a factory. With office spaces. My lab even have animal pen to serve aa testing subject. I even made a zoo. It is supper unoptimize, because it takes up alot of space and colonist basically commune to work. But its really fun figgering out how to optimize the game that way. Modding helps too :'D

  • @tobbenjees941
    @tobbenjees941 27 วันที่ผ่านมา

    I think mining specialists are B+ atleast, a single mining specialist can clear out a component chunk in just a couple hours, and since there will always be something to mine, a mining specialist will never sit idle unlike plant, shooting, melee or animal specialists might

    • @theykeeponrising
      @theykeeponrising 26 วันที่ผ่านมา

      Mining specialist is useful definitely, but it definitely needs a buff to be a realistic option. I think it should have a 30% yield increase and decreased chance to spawn infestations or something.

  • @thezblah
    @thezblah 27 วันที่ผ่านมา

    oh dang, I completely overlooked the breach axe as a weapon. this is a gamechanger.

  • @dukephantan1227
    @dukephantan1227 29 วันที่ผ่านมา

    It doesn't say, but production specialist also make better art

  • @Belchspawn1
    @Belchspawn1 หลายเดือนก่อน

    Great video, great tips 😊

  • @The13thRonin
    @The13thRonin หลายเดือนก่อน

    "Specialist Tier List." Does not provide a tier list. Provides basic mum information about each specialist that anyone watching this video already knows. Thanks for wasting my time. Never again.

    • @Sus_pumpkin
      @Sus_pumpkin หลายเดือนก่อน

      Pause at 13:17

    • @The13thRonin
      @The13thRonin หลายเดือนก่อน

      @@Sus_pumpkin Thank you, I stand corrected. Why the heck does this spend only like 3 seconds on the screen?

    • @Sus_pumpkin
      @Sus_pumpkin หลายเดือนก่อน

      @@The13thRonin Ohio baby gronk im egding Ohio rizz I have not slepped yet

  • @t_gabiuel6058
    @t_gabiuel6058 หลายเดือนก่อน

    I agree with everything besides animal specialist. Although you made great points, I don't think It's completely useless. It allows to tame basically any creatures without any risks that you can either use them as meat shields in battle or sell them to traiders. The food situation can be solved by just taming herbivores and having them grase outside your base. Your content is really good and I would love to see more of your videos.

  • @mateuszslawinski1990
    @mateuszslawinski1990 หลายเดือนก่อน

    Psychic sensivity is not that important. Sure, it's helpful in early rituals, but: 1. 100% sensivity (average pawn) already grants 12% bonus, but you can get only 25% max and only if you boost pawn's sensivity by over 180% 2. Once you can make void sculptures and shard beacons, you can easily increase quality, so psychic sensivity becomes irrelevant

  • @jarnMod
    @jarnMod หลายเดือนก่อน

    I don't play Remnant. I play RimWorld. So, I appreciate RimWorld content much more.

  • @aoflhs3885
    @aoflhs3885 หลายเดือนก่อน

    if only animals and mining specialists can boost yield, they would be worth having. Do research sp boost the underground scanning speed? For melee sp, they just got so overshadowed by the new ghoul frenzy. a ghoul with all the melee implant is as strong as a fully kitted melee sp, and can be revived dirt cheap.

    • @theykeeponrising
      @theykeeponrising หลายเดือนก่อน

      Research specialists do get increased scan speed as well!

  • @JoshSweetvale
    @JoshSweetvale หลายเดือนก่อน

    I find trials to be incredibly useful in the lategame, when you start raising/recruiting supermen but you don't want to bloat your colony size. Shooting specialist/animal handler is a great template for mass-produced soldiers.

  • @atazare2356
    @atazare2356 หลายเดือนก่อน

    Omg that smoke tips, why I ignored it always

  • @atazare2356
    @atazare2356 หลายเดือนก่อน

    Keep doing that pls

  • @eUGHUGHUEU
    @eUGHUGHUEU หลายเดือนก่อน

    How's penoxyciline useless?

    • @theykeeponrising
      @theykeeponrising หลายเดือนก่อน

      Penoxycyline protects against only 3 diseases: malaria, plague, and sleeping sickness. You need to have every pawn take 1 dose every 5 days to stay immune. Those diseases are RNG so you have no idea if you'll even see them. And if you do, they are treatable with medicine and a decent doctor.

    • @eUGHUGHUEU
      @eUGHUGHUEU หลายเดือนก่อน

      @@theykeeponrising well and? Suppose I don't want to have 5 of my pawns get constant pain and consciousness debuff for days, I think it's worth the neurotamine - It's not like it's hard to get

    • @thezblah
      @thezblah 27 วันที่ผ่านมา

      @@eUGHUGHUEU penoxyciline is only useful when administered before the illness is contracted, it does nothing when your pawns already have it. So you have to waste neutroamine constantly to feed it to all of your pawns every 5 days. If you've got the setup to waste that much neutro, then you've likely got a good enough hospital setup and enough glitterworld medicine (and possibly psycasts, as well as the moral guide health preach) to have your pawn develop immunity ridiculously fast. The only time I'd say its remotely useful is to have sickly pawns upkeep it or, if you live in the jungle and keep your colony filthy, feed it to your doctors so they're at 100% during an outbreak. It'd be more useful if it did something like prevent infections, then you could give it to pawns that took bad injuries or had to have an emergency patch up out in the field. But no, it only applies to 3, rare, letter event diseases while wasting a ton of resources and work.

    • @lancerbrix
      @lancerbrix 15 วันที่ผ่านมา

      In a min-maxing setup, Penoxyciline isn't ideal for the amount of resources it needs. But I always have it in my playthroughs as it can save me a lot of time especially when I don't have a proper infirmary setup just yet. It isn't useless but it's also not a necessity but more of a player preference type of drug.

    • @theprettypetard2524
      @theprettypetard2524 11 วันที่ผ่านมา

      @@theykeeponrising if you live in an area where disease are infrequent you could skip using it but it you are somewhere like a rainforest where those are frequent or if you have sickly pawn it can be a worthwhile investment.

  • @michaelrichards5340
    @michaelrichards5340 หลายเดือนก่อน

    Bro... I didn't know any of these except the smoke thing which I personally use

  • @creepyfishman6858
    @creepyfishman6858 หลายเดือนก่อน

    I feel like youre focusing on the ability a bit too much on the melee specialist. I use a melee specialist almost every run and on a sanguiphage with glucosoid pumps, go juice, luciferum, longjumps, modified arms and legs and a legendary ideo artifact persona zueshammer literally nothing can stop them. Even midgame a sanguiphage with a plasteel longsword and good armor can change the tide of a battle.

    • @theykeeponrising
      @theykeeponrising หลายเดือนก่อน

      Sure but you don't really need a melee specialist if your pawn has all that!

    • @creepyfishman6858
      @creepyfishman6858 หลายเดือนก่อน

      @theykeeponrising all that is what makes the pawn a God pawn. Even without "all that" a melee specialist can absolutely turn the tide of a battle. Enemies have guns. They can't use guns when tied up in melee. A pawn who can kill fast and move fast can kill an enemy without them being able to fight back then leave before being hurt.

  • @DSlyde
    @DSlyde หลายเดือนก่อน

    I think theres an argument to be made that the phoenix armor is better than cataphract at high qualities anyway. The higher the values the smaller the difference in sharp and blunt and the heat armor and flammability buffs from phoenix are amazing Get it up to legendary and it caps sharp same as cataphract too

    • @theykeeponrising
      @theykeeponrising หลายเดือนก่อน

      NGL I forgot about Phoenix armor

    • @DSlyde
      @DSlyde หลายเดือนก่อน

      @@theykeeponrising yeah being added after the DLC's release and being generally considered a side grade makes forgetting it pretty common. But I still think it's worth pointing out how good it is. Plus it's an easy comment for the algorithm 😉

    • @crow1crow1crow
      @crow1crow1crow หลายเดือนก่อน

      @@DSlyde When Phoenix armor was released - in Royalty - it was not really worth to use. That is when most analysis of armor concluded and since there were no changes to item itself nor any new armor introduced, those analysis are not revisited a lot. However, what changed a lot is the environment. With Impid raids, Tesserons (and to some degree other mechs) and the fact that you actually want to use fire against some Anomaly opponents, the relative value of phoenix armor grew a lot - to a degree that indeed a solid argument can be made to use Pheonix over Cataphract. Note that not getting set on fire is massive.

    • @thezblah
      @thezblah 27 วันที่ผ่านมา

      honestly I'm a personal believer in locust armor as well. Same thing with phoenix vs cataphract, if your colony is at the point to start pumping out that kind of armor you probably have some way to consistently get legendary quality goods (crafting specialist, tortured artist, etc) so the stats even out and having a jump pack while keeping the utility slot otherwise free is nice. I will admit its way more niche than phoenix armor though. I wouldn't use it on a melee (with a shield belt obv) unless they were like, super traited and gene-modded for melee and damage resist. Jump packs are nice on shooter pawns - though if you're using the cheesy 0.0s aim time sniper or minigun (trigger happy+shooting spec), you want them wearing a bandolier not locust armor. Best use case would probably be on mechanitor pawns that don't have any other good movement options (psycasts, sanguophage jump). You know when I spell it out like that maybe it's not great. When was the last time anyone with a lategame colony cared about recon armor or it's sidegrades?

  • @Tamizushi
    @Tamizushi หลายเดือนก่อน

    Medical specially is definitely a D specialist imho. Other than the mood buff and arguably the boost to immunity gain, everything they do can be done just fine with a pawn with high medical and high manipulation. Fighting are the most important skills in this game, so they have the worst work restriction. What's more, the boost to surgery speed can arguable be a bad thing. Surgeries give huge amounts of experience proportional to their duration. So performing surgeries too quickly can make it harder to maintain high medical levels. As for animal specialists, I would have put it on B tier. They make Thrumbo ranching much more realistic, giving you a scalable source of the most protective textile in the game. They also make taming otherwise dangerous animals much safer. Corpses with any live wound get a 66% multiplier to their butcher yield, which means taming animals instead of hunting them is much more profitable. A high level animal specialist can do this with very little risk. The ability to tame megasloths and rhinoceroses early in the game can provide a lot of food and reasonably protective textile. Bears are also very good haulers and attack animals and they are among the most nutrition efficient animals that can haul, but their high revenge chance usually makes them difficult to tame. Finally, the various bonuses from the animal specialist, along with the great animal gene, can help compensate for the animal penalty from inhumanized pawns. What I will say about animal specialists though is that they might not be worth taking with your main ideoligion. Animal work is one of the few work types not prevented by bliss lobotomy. This means you have a good way to take advantage of the specialists from a secondary ideoligion without needing to worry about their mood too much.

    • @theykeeponrising
      @theykeeponrising หลายเดือนก่อน

      You make a very good case for the Animal Specialist!

  • @dtkedtyjrtyj
    @dtkedtyjrtyj หลายเดือนก่อน

    Correct me if I'm wrong, but isn't + harvest yield pretty much worthless? Each plant has a yield and on success that is what you get. The only thing harvest yield gives is less of a penalty for failure.

    • @theykeeponrising
      @theykeeponrising หลายเดือนก่อน

      Harvest yield above 100% does increase the amount of items produced per plant. Yield below 100% increases the chance of a failed attempt. You can check the RimWorld wiki for more info

  • @BrotherLeandros
    @BrotherLeandros หลายเดือนก่อน

    Nice