He said to me last video he'll collect them eventually. I mean... if they have 1 hp left at least he can build with them! He's not going to sell them anyway but I agree these would be 100% my top priority to haul ASAP. Especially with a mere 6 in storage. Or well... a one tile roof would solve it.
I just realized what No-Pause Challenge at episode a million. I thought it was just you playing 24/7 without getting off the game, but it's literally just you not pressing the pause button.
A good way to stay on top of clothing needs is to add a bill for "Do until you have 1" and set the minimum hp up to 51%, then your tailor will automatically make new stuff as your old stuff becomes tattered (and there will automatically be an untattered thing in your stockpile whenever someone needs it, assuming your crafter keeps up with the demand). Also, Felipe left your base during that raid because there is a strip of area around your outer wall marked as "Home Area".
a little to do list :.1 train doggos to haul (even Zeke so he doesn't feel left out) and let them go anywhere 2. Priorize batteries 3. Make sculptures for decors and income 4. Priorize fine meals over simple meals (they take 5 vegies and 5 meant and are better then simple meals which take 10 of either also max stack of raw food is 75 where as if you make meals it saves some space) 5. Make a big stockpile somewhere distant where you place unwanted apparel and weapons for selling in future 6. have fun, love the series.
Northern Pursuit It definitely does. turrets and traps contribute much more, however. The creator insists that it doesn't make much of a difference so YMMV.
Xwynns your guys are going to sleep instead of working because your schedule explicitly dictates hours to sleep It's better to just mark where you want them to START sleeping and then they will wake up when their not tired anymore also will save you from fighting with them during those hours to do things
the forced sleep especially for the default amount is way overkill but basically what it comes down to is don't force the lil guys to do stuff via schedule unless you really really need them restricted to that during those hours Like for a night owl it's best to force him to sleep the entire 11am to 7pm ( I think I forget the actual "day" hours Or if you have 2 people who hate each other you can set 1 to sleep on an alternate schedule so they don't insult each other as much
Hiya Xavier, great content:) Creating a single point chunk zone and placing it in between all the traps will funnel the baddies onto you traps. just set one to prioritize chunks then copy/paste the rest. They really don't like walking on rocks....
If you ever lose some colonists bury them in sarcopfags you should get some positive mood buff for that countering that death for some time at least so it wont wreck your colony in time when your most vulnerable.
Hello, ahhh u defence perimer is just so inefficient, but it looks cool :). And put only one person to clean all other should be off, this way he will do the job done. Perfect is the cook after he cook like 2 meals per colonist per day he can clean. Also u colonist may also get killed in u traps. I lost so many in my plasteel traps. Greetings
Rimworld Colony Update: Not Dead Yet! No one died this episode, but not much happened either. Perhaps the most interesting thing was the story of Nadine, the cave kid. A few episodes ago, Nadine was captured in a raid. She was rescued and operated on by Lynn, losing a lung, kidney, and getting two peg legs. She came back for vengeance, but was gunned down and captured. She later died in the hospital of malnutrition. Her corpse was moved outside, where it was eaten by Sparrow. A pack of wild boars decided to attack the colony, and only Felipe was hurt because he decided to be a doofus and rearm a trap. The, alphabeavers came, but were quickly shot down. I would like to point out one thing about Felipe's hunting: he seems to shut down a revenge before anything bad really happens. Elk: one left to revenge; Beavers: also almost all dead; Muffalo: 1v1s them with a pistol, still wins! Felipe's like the anti-animal revenge. Also, 5 predators are on the map and coming for your limbs. Christine had a bad case on fox attack, and had to be saved, but that's really it. Mortars and turrets are being set up. Drugs are ready to grow and be made. The hi-tech research bench was built. The sculptor table is made. Nothing really bad happened either. This covers about everything that happened this episode, if I missed anything, feel free to correct me.
I'm not sure why you released the psychopath. There are some players that would argue that psychopaths are some of the best characters in the game. You should consider growing some pot and setting your colonists to smoke when their mood drops below a certain threshold. That should basically solve any problems associated with mental breaks and allow your psychopaths to start butchering people. Human leather sells for good money and the meat can be turned into kibble. Excess smokeleaf is also a fantastic cash-crop! The only real drawback is that eventually your colonists may develop lung cancer, so long term you'll want to phase out the pot in favour of sweet art and lavish meals
When it warms up, smokeleaf j's are quick and easy (crafting spot) and do bring in some serious loot. They don't go bad either, so you can just "stash" them and eventually someone will give you $3k for them.
Even if you use a psychopath to butcher people and make kibble, your other colonists will get a "Butchered humanlike" debuff. I prefer setting up a nice morgue for all those scumbags that came to my colony and tried to murder me, with a couple of fridges to keep them fresh, set up right next to some comfy animal beds for my dogs and boars. No more need to make kibble ever again OR dig stupid graves.
You should only really operate on prisoners if you can afford the medkits. Herbal meds + surgery usually equals death. So if the prisoner isn't still considered guilty it counts as killing an innocent prisoner. Since you have 1 medkit I've advise against surgery practice on hostiles. You should also put all your mortars together and put shells next to them in weapon cases. Otherwise... yeahhh not as effective and more effort to get to and use. I should also point out Neutroamine doesn't allow you to make herbal medicine. You can however make normal medicine with it if you have cloth, herbal medicine and neutroamine but this is much later game generally and you may have noticed neutroamine is very pricey. You can make antibiotics with it however but this is usually only necessary late game for disease security unless you live in a rain forest aka hellish disease central. The drug lab to create it is also rather expensive in terms of components so should be put off until much later.
Nadine! Been a while, how've you been girl? Bad, eh? Oh you're hungry? No worries, brb (goes to bed)... RIP (Wakes up) Oohhhhh, well... thanks for the lung
1. Ekhm... You do know those mined components deteriorate when unroofed, right? They have been rotting down there for 153 years or so, so they'll probably be gone before you get to them in like 20 episodes from now (which is also why you should probably record just one episode at a time and wait for some comments to appear in between ;) ). 2. Also, hate to break it to you but cutting those corners won't help, you need to cut more (a total of 5 tiles in each corner judging from the plants' growth level) - when you click on a sunlamp, it should give you its range, anything outside of that range will just keep dying. Given that it's spring already, you can just unroof the area for now, though, like Robert Newell suggested below. 3. Aaand you can chop down that tree in your northern trap field. 4. And maybe stop shooting your own people and animals in the back but I guess that's a little too much to expect. XD 5. (+just a reminder to raise that kibble limit) On a completely different note, I wonder how it's possible that there are no social justice warriors getting outraged at the effect of ugliness on likeability in this game yet. XD Man, that's brutal - you lose a nose and people will just keep insulting you forever until you break down, daze off straight into some raid and die a horrible death. Btw, two of your colonists can't even talk with those shattered jaws so no wonder they're not making friends with anyone at all. Guess nobody has the time to write notes or learn the sign language, they're all too busy painting the town red... :P
Well, I actually unsubscribed and stopped watching because I told him about that kibble long ago and he still ignored it and had another animal miscarriage some 6 episodes later because of that. It was driving me crazy that I can't help fix anything at all as he keeps ignoring all the good advice people give him.
I've started playing Rimworld since watching you play.... At one point I was attacked by Manhunting Chickens, I kid you not. They were delicious.
If your components are out in the wild they are deteriorating.
He said to me last video he'll collect them eventually. I mean... if they have 1 hp left at least he can build with them! He's not going to sell them anyway but I agree these would be 100% my top priority to haul ASAP. Especially with a mere 6 in storage. Or well... a one tile roof would solve it.
Sending a guy over there to build a roof over them instead of hauling them is quite the Soviet solution to the issue though!
I just realized what No-Pause Challenge at episode a million. I thought it was just you playing 24/7 without getting off the game, but it's literally just you not pressing the pause button.
A good way to stay on top of clothing needs is to add a bill for "Do until you have 1" and set the minimum hp up to 51%, then your tailor will automatically make new stuff as your old stuff becomes tattered (and there will automatically be an untattered thing in your stockpile whenever someone needs it, assuming your crafter keeps up with the demand).
Also, Felipe left your base during that raid because there is a strip of area around your outer wall marked as "Home Area".
Funny as always. I'd still do double steel doors in the western and eastern sides to shorten these ridiculously long haul ways.
Nadine was a blast :D
a little to do list :.1 train doggos to haul (even Zeke so he doesn't feel left out) and let them go anywhere 2. Priorize batteries 3. Make sculptures for decors and income 4. Priorize fine meals over simple meals (they take 5 vegies and 5 meant and are better then simple meals which take 10 of either also max stack of raw food is 75 where as if you make meals it saves some space) 5. Make a big stockpile somewhere distant where you place unwanted apparel and weapons for selling in future 6. have fun, love the series.
xwynns well then you don't have enough main battery's cause 2 isn't enough
xwynns dang does the amount of art and the impressiveness of rooms really effect raid difficulty?
Northern Pursuit It definitely does. turrets and traps contribute much more, however. The creator insists that it doesn't make much of a difference so YMMV.
Xwynns your guys are going to sleep instead of working because your schedule explicitly dictates hours to sleep
It's better to just mark where you want them to START sleeping and then they will wake up when their not tired anymore also will save you from fighting with them during those hours to do things
That's awesome.
the forced sleep especially for the default amount is way overkill but basically what it comes down to is don't force the lil guys to do stuff via schedule unless you really really need them restricted to that during those hours
Like for a night owl it's best to force him to sleep the entire 11am to 7pm ( I think I forget the actual "day" hours
Or if you have 2 people who hate each other you can set 1 to sleep on an alternate schedule so they don't insult each other as much
Hiya Xavier, great content:) Creating a single point chunk zone and placing it in between all the traps will funnel the baddies onto you traps. just set one to prioritize chunks then copy/paste the rest. They really don't like walking on rocks....
i think the neutro is still sitting out there. T.T
If you ever lose some colonists bury them in sarcopfags you should get some positive mood buff for that countering that death for some time at least so it wont wreck your colony in time when your most vulnerable.
you should recruit one person to only (prio;1) haul and clean thats it.
much of your logistical problems is simply hauling
Hello, ahhh u defence perimer is just so inefficient, but it looks cool :). And put only one person to clean all other should be off, this way he will do the job done. Perfect is the cook after he cook like 2 meals per colonist per day he can clean. Also u colonist may also get killed in u traps. I lost so many in my plasteel traps.
Greetings
Rimworld Colony Update: Not Dead Yet! No one died this episode, but not much happened either. Perhaps the most interesting thing was the story of Nadine, the cave kid. A few episodes ago, Nadine was captured in a raid. She was rescued and operated on by Lynn, losing a lung, kidney, and getting two peg legs. She came back for vengeance, but was gunned down and captured. She later died in the hospital of malnutrition. Her corpse was moved outside, where it was eaten by Sparrow. A pack of wild boars decided to attack the colony, and only Felipe was hurt because he decided to be a doofus and rearm a trap. The, alphabeavers came, but were quickly shot down. I would like to point out one thing about Felipe's hunting: he seems to shut down a revenge before anything bad really happens. Elk: one left to revenge; Beavers: also almost all dead; Muffalo: 1v1s them with a pistol, still wins! Felipe's like the anti-animal revenge. Also, 5 predators are on the map and coming for your limbs. Christine had a bad case on fox attack, and had to be saved, but that's really it. Mortars and turrets are being set up. Drugs are ready to grow and be made. The hi-tech research bench was built. The sculptor table is made. Nothing really bad happened either. This covers about everything that happened this episode, if I missed anything, feel free to correct me.
LUFYOJ thanks for doing this
*bedroom coverd in blood*
lets put a plant in there to make it pretty.
It was funny seeing Nadine come back after you cut off both of her legs, lung, and kidney.
Unroof your grow room and turn off the lamps
Erm... Everything will die due to cold then, it's impossible to heat an unroofed room...
Its Spring now. All of his outdoor plants seem to be doing fine
Oh, you're right. :) If he does that, I'll bet there will be a cold snap in an instant and he'll forget to roof it back, though. XD
He'd need to uninstall them surely? If it rains they'll blow up?
I'm not sure why you released the psychopath. There are some players that would argue that psychopaths are some of the best characters in the game.
You should consider growing some pot and setting your colonists to smoke when their mood drops below a certain threshold. That should basically solve any problems associated with mental breaks and allow your psychopaths to start butchering people. Human leather sells for good money and the meat can be turned into kibble.
Excess smokeleaf is also a fantastic cash-crop!
The only real drawback is that eventually your colonists may develop lung cancer, so long term you'll want to phase out the pot in favour of sweet art and lavish meals
xwynns Fair enough. Keep up the great work!
When it warms up, smokeleaf j's are quick and easy (crafting spot) and do bring in some serious loot. They don't go bad either, so you can just "stash" them and eventually someone will give you $3k for them.
Even if you use a psychopath to butcher people and make kibble, your other colonists will get a "Butchered humanlike" debuff. I prefer setting up a nice morgue for all those scumbags that came to my colony and tried to murder me, with a couple of fridges to keep them fresh, set up right next to some comfy animal beds for my dogs and boars. No more need to make kibble ever again OR dig stupid graves.
Psychopaths are great for hauling all the corpses after a raid so nobody gets the 'saw a corpse' debuff
Iwona Lenik Never piss off a pig farmer. #ThreadNecromancy
You should only really operate on prisoners if you can afford the medkits. Herbal meds + surgery usually equals death. So if the prisoner isn't still considered guilty it counts as killing an innocent prisoner. Since you have 1 medkit I've advise against surgery practice on hostiles. You should also put all your mortars together and put shells next to them in weapon cases. Otherwise... yeahhh not as effective and more effort to get to and use. I should also point out Neutroamine doesn't allow you to make herbal medicine. You can however make normal medicine with it if you have cloth, herbal medicine and neutroamine but this is much later game generally and you may have noticed neutroamine is very pricey. You can make antibiotics with it however but this is usually only necessary late game for disease security unless you live in a rain forest aka hellish disease central. The drug lab to create it is also rather expensive in terms of components so should be put off until much later.
Nadine! Been a while, how've you been girl? Bad, eh? Oh you're hungry? No worries, brb (goes to bed)... RIP
(Wakes up) Oohhhhh, well... thanks for the lung
1. Ekhm... You do know those mined components deteriorate when unroofed, right? They have been rotting down there for 153 years or so, so they'll probably be gone before you get to them in like 20 episodes from now (which is also why you should probably record just one episode at a time and wait for some comments to appear in between ;) ).
2. Also, hate to break it to you but cutting those corners won't help, you need to cut more (a total of 5 tiles in each corner judging from the plants' growth level) - when you click on a sunlamp, it should give you its range, anything outside of that range will just keep dying. Given that it's spring already, you can just unroof the area for now, though, like Robert Newell suggested below.
3. Aaand you can chop down that tree in your northern trap field.
4. And maybe stop shooting your own people and animals in the back but I guess that's a little too much to expect. XD
5. (+just a reminder to raise that kibble limit)
On a completely different note, I wonder how it's possible that there are no social justice warriors getting outraged at the effect of ugliness on likeability in this game yet. XD Man, that's brutal - you lose a nose and people will just keep insulting you forever until you break down, daze off straight into some raid and die a horrible death. Btw, two of your colonists can't even talk with those shattered jaws so no wonder they're not making friends with anyone at all. Guess nobody has the time to write notes or learn the sign language, they're all too busy painting the town red... :P
i like that you read and reply to comments regardless of their relevance to you as a time traveler.
Well, I actually unsubscribed and stopped watching because I told him about that kibble long ago and he still ignored it and had another animal miscarriage some 6 episodes later because of that. It was driving me crazy that I can't help fix anything at all as he keeps ignoring all the good advice people give him.
oh, aren't you nice. how awful of him indeed
Wait 13 episodes for floors and he ends up using wrong slate floors lol
You used the ugly ones that don't give buff to appearance