Simple ruleset to make them happy just avoid doing unhappy things, like killing their mom in a raid or lover during siege. Number 1 is table and chairs. Number 2 is beds. Number 3 the rest. From three low social drugs, fermented weed, tea weed and smoking weed, because obviously beer, psychite tea and smokeleaf join all made from weed, tea has the lowest addiction chance saving you time to painfully quarantine your addict pawn, that is why people variety is necessary if you rotate this 3 weed product you will have less problem in the long run, beer once every 2 days, tea once every 2 days and smoke leaf once every 2 or 3 days, art of weed and sniffing is in that drugs tab. Have at least two type will save you a lot of trouble and possibly down time. Also a big reveal why I like mechanoid cluster beside that sweet loot and possible parts if you have proper mod installed, is they give colony wide +5 to mood. One easy way to raise a mood is by introducing a lot of kind pawn, as they will randomly compliment pawn for free giving bonus to mood during social interaction which make depressive pawn slightly less depressing, a kind and sanguine pawn also have bigger chance throwing a party giving every colonists that show up a further bonus to mood. So pairing stressful pawn to kind pawn during their work like smoothing walls in the dark even if the kind pawn is useless unskilled couch potato is really worth it the more time they spent together the more chance kind pawn will throw compliment and it is stackable mood boost, which make living in cramped ugly place in your sea ice challenge much more bearable. If you have 3 pawn all have kind trait the effect will be much bigger that you don't need to drink or smoke weed instead just outright sell them for that easy cha - ching.
Just recently one of the last catastrophic events, one of my colonists got violently angry and decided to vent his frustration on prisoners. It was actually super f***** up because he is a heavily armored killing machine and he just went into the prison cells and just started whaling on people that were completely defenseless
You can place telescope inside recreation room and remove one tile of roof above so colonist can use telescope and get good recreation room mood bonus as well
Some more tips on the minutia: Small sculptures and large sculptures are the same, size-wise(one tile). However, while large sculptures offer more base beauty, small sculptures take fewer resources, and are far lighter. Making them good training materials and easy to sell via caravan. Always build large sculptures for your own pawns or visitors if you can, and use small sculptures as place holders and training materials for low-skilled artists. Grand sculptures offer the most beauty, but are 2x2 and thus slightly more annoying to fit into rooms. Pemmican cannot cause food poisoning, so it actually does have a use even if you're not caravanning. Use it to train low-skill cooks either in the event of new colonists, or as a means to move away from nutrient paste. On the topic of nutrient paste: It's the most ingredient-efficient food in vanilla rimworld and similarly cannot cause food poisoning. If you do not start with a skilled cook(5+ is usually the cutoff for food poisoning if their kitchen is clean) and are not tribals, always go with a nutrient paste dispenser. Trust me, it will save so much time at the cost of having to manage moods a little earlier. Flower pots help. It was touched on a little in the video, but higher quality beds give more rest effectiveness, meaning your pawns have to sleep less in a well-made bed. However, stone and metal beds give lower rest effectiveness. There is actually a good use for them as prisoner beds since they can't plot escapes while sleeping, and the additional beauty a marble or silver bed offers will make recruitment easier. However it's always a good idea to replace beds as your constructor gets more highly skilled. You can always sell the old ones to bulk-goods traders. Pets also help a lot with mood which should go without saying. However I'm more referring to smaller pets that most people just slaughter when they self-tame. Hares in particular are quite helpful for boosting moods due to their 1.5 day nuzzle interval. They also breed quickly and are herbivorous(unlike cats), so it's easy to have a lot of them constantly nuzzling your colonists and keeping everyone's spirits high. Excess can also be easily slaughtered to feed your battle and hauling animals. Do keep tons of hay-grass for them or they'll clear-cut your map though. Pets are also natural heat generators, So they can be quite handy in colder climates as natural, albeit low-powered heaters. For those that are wishing to use drugs to manage moods; When you get an ambrosia sprout, set up a growing zone on it and forbid sowing. Your farmers will come over to harvest them when they're ready without having to micromanage. Additionally, smokeleaf, while easy to grow and abundance and make tons of very high mood-boosting drugs, do cause additional hunger and can cause lung issues at a surprisingly high rate without mods. For this reason, psychite tea is reccomended as it has no additional downsides for addiction like alcohol and smoke leaf. Plus it reduces tiredness gain, so your colonists have to sleep even less when paired with good or higher quality beds. You do have to research it like pemmican for a previous tip, but it's a pretty cheap research and well worth it if you're running a nutrient paste setup. For the love of god, do not use flake or yayo for mood. Flake is especially bad, and their benefits are quite substantial, but their addiction rates are quite high and they're some of the few drugs that always have an over-dose percentage. The benefits do not outweigh your colonists having a random chance to be hospitalized or worse for a few days at a time. Additionally, if you're running a drug colony, do not produce flake or yayo if you have people with chemical interests. They will tend to sneak drugs despite their drug policies.
Having unbelievably impressive bedroom's, rec room's and dining room's help a bunch that's already a plus 21 mood before getting down to the plus 12 lavish meals or plus 5 fine meals adding the plus 10 from luxuriantly comfortable and the plus 15 from the gorgeous environment and I've forgotten what mental breaks look like and that's from a colony with strict drug policies that routinely butchers humanlike to make kibble for prisoners.
I prefer stacking barracks with dining and recreation rooms. You save so much space time and work in the early game this way. Disturbed sleep aren't too bad as it got stacking limit of miserable 3. Bedrooms are for royalty.
One point. The room size affects its impressiveness, and adding a dresser and end table lowers it a lot. Its better to just add two large sculpturs and a light to a room. With marble walls and carpet floors, you can easily get a 4 or 5 mood buff with a rather small room. Just make sure to use excellent beds for sleeping. Their comfort does not move while sleeping so the tiny comfort you get from the table and dresser ends up being a waste of space and resources. Hope that's helpful.
6:16 just make large marble sculptures. I can't remember where I picked that tip up at but the more the dressers and crap you put in there the less space they will be in the room so you have to make the rooms larger the more stuff you put in there. All you really need is a royal bed and a large marble sculpture as well as marble floors and walls. The rooms will be sufficient for the basic colonists. Five-by-five a bed, a sculpture and a light with an air vent to keep the warm at a constant temperature. Have a beautiful eating area nearby but don't have chairs in the room or people will go in the rooms to eat and disturb their sleep. Also taken away those three floor spaces will make it a rather tight room which will really hinder the rooms overall impressiveness which is the only state that matters when it comes to rest. You have a royal bed made out of wood so it's going to be comfortable. Also I like to throw a TV by the tables so they can take care of some Recreation
I found that having a bed that is too good can reduce the time couples share the bed and less time for lovin so might have to keep the really good beds for singles.
@@anthonystone2089 Once a couple in a bed in one same time they will initiate it if you have legendary royal beds for example simply set sleep time of this couple at the same schedule will initiate the act, with safejobworld they can do it everywhere like quite literally saving you micromanagement.
For bedroom size, 5x4 is usually the most effective With a +1 to either side if you have a double bed. Gives enough space for a bed, end table, and dressed along a wall, with extra space for putting beauty items
Great content as always. But you didn't speak about the -30 debuf of eating without a table. A table is a number one priority of the colony. So many good colonists have died for this.
I didn't see this mentioned, but beds that aren't made out of wood are less comfortable and provide less sleep. So there's a trade off there if you make one out of stone or metal.
I would personally stick the tables and chairs outside the pawns' room as they reduce room space and they can eat perfectly fine outside the room. Putting a large sculpture in the room would work better for improving impressiveness of the room.
@@Noobert I dunno, as much as I love Rimworld, I've never gotten to the point where I've been able to afford or craft them. I feel like there's something inherently interesting/exciting about jetpacks that I've never gotten to experience.
I have an 11 x 7 Barracks with six single beds 4 marble statues two lights a heater and the people who sleep there say that my Barracks is so impressive that I don't even mind sharing it with other people with a green mood modifier. It's not impossible.
One of my colonists went on a fire starting spree or something. I'm not sure what 100% happened. I Got a notification that one of my colonists had detonated a warhead in my stockpile. IDK what happens most of the time. Another time somebody went in destroyed the chemfuel in a rage and it was scattered throughout the stockpile and it detonated in a chain reaction causing massive devastation. I had the chemfuel in its own special occasion along with the alcohol production. So that's one bunker. Now I had to create a different bunker to store my explosives and such but I still put the Warhead and its own special little location to prevent Mass devastation.
I appreciate the tips and have watched several videos. One request would be to stop having the music overpower your voice. It makes it hard understand your very helpful tips and trick. Thank you the knowledge.
Listening to more of your videos I wonder if it has to do with the mic quality. It’s might be part of the reason your voice is hard to understand. Your normal talking voice seems easy to listen to. It might be getting distorted afterwards.
Also you forgot the main (emergency) mood boosters - drugs. Beer, pcychite tea, ambrosia and smoke leaf (real emergency). Can use first two as fast recreation as well.
You could take all this into account, which is certainly true, no doubt... or run a colony with bloodlusted psychopaths and murder your way to happiness.
Or maybe you could take less risky hobby like smoothing wall, plant your little farm or maybe crafting drugs, bundling smokeleaf or cooking some weed tea with group of multiple pawn that has kind trait as they can compliment each other randomly and get stackable mood buff as they talk random topic about the rim saving your pawn from losing toenails and lost limbs and actually be productive making all sort of drugs being drug lord by just simple random social interaction to sell on next trader visit because lets face it used weapon obviously stripped from the dead worth dirt on the rim looting the dead is less lucrative after all.
Shit I remember when after lost raid my whole colony was downed and I had to run rounds on infirmary beds to tread all wounds and infections. One who got consciousness first had to drag others there, patch them, loose it, than ones patched up had to do same. Basically do what doctors do during pandemic now :( Determine patients which has most chance to survive infection on time and place them on infirmary bed(with all attachments). I think I lost 4/12 colonist. Things got so bad that I had to revert to cannibalism using paste machine and drugs were very handy.
Although I did find the tip about the sculptures Beauty modifiers to be helpful. I have to disagree with you though gold is not nearly as abundant as silver. I didn't realize that the money was silver for a little while. I said God damn it... I'm over here thinking I don't have any silver when it is quite literally my most abundant resource. I turned everything into a business focusing on the economic aspects of the games. Same thing with no man's sky. I looked unassuming enough but in reality I was kind of like Darth Plagueis. You see what you do is you get one of the more common resources that you can buy and sell from Traders for a hefty profit like for example chlorine and or chromatic metal. So what you do is sell it to them at a profitable margin and flood the market with hundreds of millions of dollars worth of the product so it becomes worthless and then you buy it back from this system at 80% the cost due to the massive influx of material in the system. If you need to acquire a lot of chromatic metal you can refine activated iridium and it breaks down into a bunch of chromatic metal. You can also use this materials to double your other metals by adding it to whatever you want more of in a larger refinery. You can take one chlorine and add an oxygen molecule to it and double your chlorine up to an infinite number. I have one cargo hauler completely filled with chlorine. I will sell it for 300 million and then buy it back for like 40 million. I then used that money to stockpile massive amounts of resources just about anything I could conceivably need to grow our farm across the Galaxy. Much like my Sith and Quicksilver forefathers, Our Roots Run deeper.
Absolutely not true about the bedrooms. I created a Barracks that is so beautiful that my colonists don't even mind sharing a room. The only thing they don't like is sharing a bed.
No matter if my colonist believe in eating paste and the machine is powered with food In the hopper my pawn with the lowest mood will ignore the fucking machine and just eat raw food causing them to get food poisoning and then have a mental breakdown and try to kill the pet that I have to watch for a quest in order to help these fuckers
Dude it's obvious u re using god mode... who doesn't right? 🐢 but there's cheat "clear all clutter" u could use that in future videos... like all those golden rooms are nice, but not with that rock rubble in it 😁
Oh yes rimworld is definitely known for its realism all right. Or is that just some trope that Tynan force fed a bunch of gullible people into believing after he realized he over developed an undermanaged his game and could no longer balance it. Because it sure seems to me or to anyone else that looks at the game logically and without sparkles in their eyes that it's just simply a beautiful disaster that a narcissistic developer refused to admit partial defeat on and instead started pretending it's a "story generator"... (If you buy that BS I have a yacht to sell you on the beautiful beaches in Colorado). It's a fun game that someone tried too hard in all the wrong spots and then ran out of time or money or both to properly instigate mechanics into the right spots and instead of back engineering the entire game and doing math that he simply and clearly does not have the capability of doing, he just pretends it's realistic and "not actually a game". Above and beyond a million other reasons that the statements are beyond debate, is the simple fact that the PC version (console version is just a nightmare trash heap let's be honest, and is most likely so for the following reason) downright requires mods for it to function in a bearable fashion. Hence why every player, every TH-camr every streamer every person commenting, and even the mothers and fathers they have that abandoned them who don't even play rimworld, all use a certain very large handful of mods typically. I'm sorry but if you need other people's work to make your game playable, then it is not a good game, at least it's not even close to being well-balanced or done. Still love the game, but I just find it hilarious how many people buy into this silly nonsense that tynan and sold us.
Simple ruleset to make them happy just avoid doing unhappy things, like killing their mom in a raid or lover during siege.
Number 1 is table and chairs.
Number 2 is beds.
Number 3 the rest.
From three low social drugs, fermented weed, tea weed and smoking weed, because obviously beer, psychite tea and smokeleaf join all made from weed, tea has the lowest addiction chance saving you time to painfully quarantine your addict pawn, that is why people variety is necessary if you rotate this 3 weed product you will have less problem in the long run, beer once every 2 days, tea once every 2 days and smoke leaf once every 2 or 3 days, art of weed and sniffing is in that drugs tab. Have at least two type will save you a lot of trouble and possibly down time.
Also a big reveal why I like mechanoid cluster beside that sweet loot and possible parts if you have proper mod installed, is they give colony wide +5 to mood.
One easy way to raise a mood is by introducing a lot of kind pawn, as they will randomly compliment pawn for free giving bonus to mood during social interaction which make depressive pawn slightly less depressing, a kind and sanguine pawn also have bigger chance throwing a party giving every colonists that show up a further bonus to mood.
So pairing stressful pawn to kind pawn during their work like smoothing walls in the dark even if the kind pawn is useless unskilled couch potato is really worth it the more time they spent together the more chance kind pawn will throw compliment and it is stackable mood boost, which make living in cramped ugly place in your sea ice challenge much more bearable.
If you have 3 pawn all have kind trait the effect will be much bigger that you don't need to drink or smoke weed instead just outright sell them for that easy cha - ching.
“High quality meals” *shows nutrient paste*
Lmao
Smiles in ascetic
Smiles in ascetic '-'
It is high quality, according to my budget, that is
That was my thought exactly 😆
Just recently one of the last catastrophic events, one of my colonists got violently angry and decided to vent his frustration on prisoners. It was actually super f***** up because he is a heavily armored killing machine and he just went into the prison cells and just started whaling on people that were completely defenseless
Don't you hate it when they wake you up just to tend your 5 life-threatening infections?
Ooof terrible
I am disturbed that your not letting me sleep through my bleeding out
Lmao
As a ln ER nurse, can confirm this is actually pretty realistic.
You can place telescope inside recreation room and remove one tile of roof above so colonist can use telescope and get good recreation room mood bonus as well
Interesting. I think this might go in the next things i wish i knew video
@@Noobert some people wash their rooms by rain. Hilarious.
Lmao ive seen that too hahah
Some more tips on the minutia:
Small sculptures and large sculptures are the same, size-wise(one tile). However, while large sculptures offer more base beauty, small sculptures take fewer resources, and are far lighter. Making them good training materials and easy to sell via caravan. Always build large sculptures for your own pawns or visitors if you can, and use small sculptures as place holders and training materials for low-skilled artists. Grand sculptures offer the most beauty, but are 2x2 and thus slightly more annoying to fit into rooms.
Pemmican cannot cause food poisoning, so it actually does have a use even if you're not caravanning. Use it to train low-skill cooks either in the event of new colonists, or as a means to move away from nutrient paste. On the topic of nutrient paste: It's the most ingredient-efficient food in vanilla rimworld and similarly cannot cause food poisoning. If you do not start with a skilled cook(5+ is usually the cutoff for food poisoning if their kitchen is clean) and are not tribals, always go with a nutrient paste dispenser. Trust me, it will save so much time at the cost of having to manage moods a little earlier. Flower pots help.
It was touched on a little in the video, but higher quality beds give more rest effectiveness, meaning your pawns have to sleep less in a well-made bed. However, stone and metal beds give lower rest effectiveness. There is actually a good use for them as prisoner beds since they can't plot escapes while sleeping, and the additional beauty a marble or silver bed offers will make recruitment easier. However it's always a good idea to replace beds as your constructor gets more highly skilled. You can always sell the old ones to bulk-goods traders.
Pets also help a lot with mood which should go without saying. However I'm more referring to smaller pets that most people just slaughter when they self-tame. Hares in particular are quite helpful for boosting moods due to their 1.5 day nuzzle interval. They also breed quickly and are herbivorous(unlike cats), so it's easy to have a lot of them constantly nuzzling your colonists and keeping everyone's spirits high. Excess can also be easily slaughtered to feed your battle and hauling animals. Do keep tons of hay-grass for them or they'll clear-cut your map though. Pets are also natural heat generators, So they can be quite handy in colder climates as natural, albeit low-powered heaters.
For those that are wishing to use drugs to manage moods; When you get an ambrosia sprout, set up a growing zone on it and forbid sowing. Your farmers will come over to harvest them when they're ready without having to micromanage. Additionally, smokeleaf, while easy to grow and abundance and make tons of very high mood-boosting drugs, do cause additional hunger and can cause lung issues at a surprisingly high rate without mods. For this reason, psychite tea is reccomended as it has no additional downsides for addiction like alcohol and smoke leaf. Plus it reduces tiredness gain, so your colonists have to sleep even less when paired with good or higher quality beds. You do have to research it like pemmican for a previous tip, but it's a pretty cheap research and well worth it if you're running a nutrient paste setup. For the love of god, do not use flake or yayo for mood. Flake is especially bad, and their benefits are quite substantial, but their addiction rates are quite high and they're some of the few drugs that always have an over-dose percentage. The benefits do not outweigh your colonists having a random chance to be hospitalized or worse for a few days at a time. Additionally, if you're running a drug colony, do not produce flake or yayo if you have people with chemical interests. They will tend to sneak drugs despite their drug policies.
pinned for being a great share
You blew my mind with the ambrosia sprouts
@@harperpitts3288 just remember to remove the zones after harvest or pawns will try to fight fires in them.
ascetic player's :
And that's why I give my kids edb prepare carefully
Lmao
If you use the war crimes mod you can Lobotomize colonists for a plus 500 mood buff the one down side being random fits of confusion
Lmao
-takes notes-
Having unbelievably impressive bedroom's, rec room's and dining room's help a bunch that's already a plus 21 mood before getting down to the plus 12 lavish meals or plus 5 fine meals adding the plus 10 from luxuriantly comfortable and the plus 15 from the gorgeous environment and I've forgotten what mental breaks look like and that's from a colony with strict drug policies that routinely butchers humanlike to make kibble for prisoners.
Lmao excellent micro managment my friend
insults someone Heavily [ the Person ends up having a mental breakdown hours Later ]
Gosh dangit. Thats why we best up the insulters
I prefer stacking barracks with dining and recreation rooms. You save so much space time and work in the early game this way. Disturbed sleep aren't too bad as it got stacking limit of miserable 3. Bedrooms are for royalty.
Lmao fair enough
@@Noobert You can instead give them bedrooms and save a cook by using food paste.
Very glad to have found this channel just as ive gotten into rimworld 🙏
Glad to be of help
Smack them with Smokeleafs
I also saw what the editor did at 4:39
A good meal and huh? Nutrient Paste.
Lmao heck ywah man. Smokeleaf smacks
One point. The room size affects its impressiveness, and adding a dresser and end table lowers it a lot. Its better to just add two large sculpturs and a light to a room. With marble walls and carpet floors, you can easily get a 4 or 5 mood buff with a rather small room. Just make sure to use excellent beds for sleeping. Their comfort does not move while sleeping so the tiny comfort you get from the table and dresser ends up being a waste of space and resources. Hope that's helpful.
6:16 just make large marble sculptures. I can't remember where I picked that tip up at but the more the dressers and crap you put in there the less space they will be in the room so you have to make the rooms larger the more stuff you put in there. All you really need is a royal bed and a large marble sculpture as well as marble floors and walls. The rooms will be sufficient for the basic colonists. Five-by-five a bed, a sculpture and a light with an air vent to keep the warm at a constant temperature. Have a beautiful eating area nearby but don't have chairs in the room or people will go in the rooms to eat and disturb their sleep. Also taken away those three floor spaces will make it a rather tight room which will really hinder the rooms overall impressiveness which is the only state that matters when it comes to rest. You have a royal bed made out of wood so it's going to be comfortable. Also I like to throw a TV by the tables so they can take care of some Recreation
Did he mention the got some lovin mood buff that is one of the best ones to help keep colonists in a good mood.
Lmao
Yeah thats a good buff
I found that having a bed that is too good can reduce the time couples share the bed and less time for lovin so might have to keep the really good beds for singles.
Fair fair
@@anthonystone2089 Once a couple in a bed in one same time they will initiate it if you have legendary royal beds for example simply set sleep time of this couple at the same schedule will initiate the act, with safejobworld they can do it everywhere like quite literally saving you micromanagement.
Love your videos! Very helpful and funny. Thank you for putting so much time into them. :)
Thanks a bunch. We appreciate the love.
For bedroom size, 5x4 is usually the most effective
With a +1 to either side if you have a double bed.
Gives enough space for a bed, end table, and dressed along a wall, with extra space for putting beauty items
Great content as always.
But you didn't speak about the -30 debuf of eating without a table. A table is a number one priority of the colony.
So many good colonists have died for this.
Lmao
Nice! Awesome video, great editing and good tips!
Thanks the team appreciates the compliment
Can't believe I hadn't come across this video before. Was really helpful.
I wish you can give the colonists a hug and tell them its gonna be okay when they are sad
with all these tips you're giving out you must be great at rimworld, please make a series
Im waiting for the right moment haha.
@@Noobert whens that moment gona be
Having a psycaster with the ability voice of love is op when making a happy colony
Colonist: stressed
Me: ok ok, jeez, here have some smokeleaf
Colonist: had addiction
Me: oh boy, its torture chamber time again!
Omg lmao
I didn't see this mentioned, but beds that aren't made out of wood are less comfortable and provide less sleep. So there's a trade off there if you make one out of stone or metal.
I would personally stick the tables and chairs outside the pawns' room as they reduce room space and they can eat perfectly fine outside the room. Putting a large sculpture in the room would work better for improving impressiveness of the room.
Hello, new subscriber here! Nice video, I like your comedic tone. Can you do a video about jet packs?
Just jetpacks?
@@Noobert I dunno, as much as I love Rimworld, I've never gotten to the point where I've been able to afford or craft them. I feel like there's something inherently interesting/exciting about jetpacks that I've never gotten to experience.
Jetpacks are like a tactical godsend
Pet the fox, that'll make me happy!
XD pet the fox
@@Noobert DO IT! Be nice, pet the fox!
Noooo
One of my colonists had a food binge and decided to eat some bug jelly right out of a mega spider's mouth 😂🤦
I have an 11 x 7 Barracks with six single beds 4 marble statues two lights a heater and the people who sleep there say that my Barracks is so impressive that I don't even mind sharing it with other people with a green mood modifier. It's not impossible.
SHARE THIS VIDEO!
I would but none of my friends like rimworld
That sucks mate
Join the discord and make somr
spam a bunch of really pretty statues thats what i did and i always have like 80+ overall colony mood
One of my colonists went on a fire starting spree or something. I'm not sure what 100% happened. I Got a notification that one of my colonists had detonated a warhead in my stockpile. IDK what happens most of the time. Another time somebody went in destroyed the chemfuel in a rage and it was scattered throughout the stockpile and it detonated in a chain reaction causing massive devastation. I had the chemfuel in its own special occasion along with the alcohol production. So that's one bunker. Now I had to create a different bunker to store my explosives and such but I still put the Warhead and its own special little location to prevent Mass devastation.
9:40 RIP those raiders they got shredded.
Super shredded
I appreciate the tips and have watched several videos. One request would be to stop having the music overpower your voice. It makes it hard understand your very helpful tips and trick. Thank you the knowledge.
Noted!
Listening to more of your videos I wonder if it has to do with the mic quality. It’s might be part of the reason your voice is hard to understand. Your normal talking voice seems easy to listen to. It might be getting distorted afterwards.
Ill look into it. I use a sure sm7b and an mg10xu mixer
Nice to see a new video
Your welcome
Bro, the production of your videos deserve more views.
I wish one day mate. Im working at it. The whole team is.
Really nice vids
Thanks a bunch
Also you forgot the main (emergency) mood boosters - drugs. Beer, pcychite tea, ambrosia and smoke leaf (real emergency). Can use first two as fast recreation as well.
Yeah true but this guide is more focused on keeping them happy via their environment and food
What is the stove at 3:05
I have so much food in my current colony but I’m playing a modded game from tribal. I have 7000 pemican cause I can’t store the food any other way.
I like these recent vida good for new players im a share this
Thank you
yes yes happy colony! !
Very happy
food poisoning? Laughs in superior food paste
doesn't marble also have a +3 beauty offset?
i think so yes
You could take all this into account, which is certainly true, no doubt... or run a colony with bloodlusted psychopaths and murder your way to happiness.
Lmao
Or maybe you could take less risky hobby like smoothing wall, plant your little farm or maybe crafting drugs, bundling smokeleaf or cooking some weed tea with group of multiple pawn that has kind trait as they can compliment each other randomly and get stackable mood buff as they talk random topic about the rim saving your pawn from losing toenails and lost limbs and actually be productive making all sort of drugs being drug lord by just simple random social interaction to sell on next trader visit because lets face it used weapon obviously stripped from the dead worth dirt on the rim looting the dead is less lucrative after all.
What mod did
You use for the fork lifts
Shit I remember when after lost raid my whole colony was downed and I had to run rounds on infirmary beds to tread all wounds and infections. One who got consciousness first had to drag others there, patch them, loose it, than ones patched up had to do same. Basically do what doctors do during pandemic now :( Determine patients which has most chance to survive infection on time and place them on infirmary bed(with all attachments).
I think I lost 4/12 colonist.
Things got so bad that I had to revert to cannibalism using paste machine and drugs were very handy.
Classic randy
All 3 are effective! 0:40
You smack them in the face and say bitch this is survival. Cook those raiders and enjoy that your not dead
Ooof
Although I did find the tip about the sculptures Beauty modifiers to be helpful. I have to disagree with you though gold is not nearly as abundant as silver. I didn't realize that the money was silver for a little while. I said God damn it... I'm over here thinking I don't have any silver when it is quite literally my most abundant resource. I turned everything into a business focusing on the economic aspects of the games. Same thing with no man's sky. I looked unassuming enough but in reality I was kind of like Darth Plagueis. You see what you do is you get one of the more common resources that you can buy and sell from Traders for a hefty profit like for example chlorine and or chromatic metal. So what you do is sell it to them at a profitable margin and flood the market with hundreds of millions of dollars worth of the product so it becomes worthless and then you buy it back from this system at 80% the cost due to the massive influx of material in the system. If you need to acquire a lot of chromatic metal you can refine activated iridium and it breaks down into a bunch of chromatic metal. You can also use this materials to double your other metals by adding it to whatever you want more of in a larger refinery. You can take one chlorine and add an oxygen molecule to it and double your chlorine up to an infinite number. I have one cargo hauler completely filled with chlorine. I will sell it for 300 million and then buy it back for like 40 million. I then used that money to stockpile massive amounts of resources just about anything I could conceivably need to grow our farm across the Galaxy. Much like my Sith and Quicksilver forefathers, Our Roots Run deeper.
Bingeing on ur vids lol (you said in one vid comments help)
As Bandit would say: *DRUGZ*
Is good bandit
Absolutely not true about the bedrooms. I created a Barracks that is so beautiful that my colonists don't even mind sharing a room. The only thing they don't like is sharing a bed.
No matter if my colonist believe in eating paste and the machine is powered with food In the hopper my pawn with the lowest mood will ignore the fucking machine and just eat raw food causing them to get food poisoning and then have a mental breakdown and try to kill the pet that I have to watch for a quest in order to help these fuckers
Wow a full video without him mentioning drugs
Wait i didnt. Let me fix it
Dude it's obvious u re using god mode... who doesn't right? 🐢
but there's cheat "clear all clutter"
u could use that in future videos...
like all those golden rooms are nice, but not with that rock rubble in it 😁
Lmao
Rambled on for 2 and half minutes...I'll go to good old faithful google....
DONT YOU WANT TO BE HAPPY?!
YeS
nooooooooo
sooooo 10002 times you said right? done...
How did drugs not come up.
Noice
OK, I'm the first to admit I'm impatient but you just couldn't get to the point fast enough. So I passed.
not first
is it opposite year?
What about drugs?
Yeah thats somthing for another video
Basicly smokeleaf
Yup
:-)
drugs
that's it
Oh yes rimworld is definitely known for its realism all right. Or is that just some trope that Tynan force fed a bunch of gullible people into believing after he realized he over developed an undermanaged his game and could no longer balance it. Because it sure seems to me or to anyone else that looks at the game logically and without sparkles in their eyes that it's just simply a beautiful disaster that a narcissistic developer refused to admit partial defeat on and instead started pretending it's a "story generator"... (If you buy that BS I have a yacht to sell you on the beautiful beaches in Colorado). It's a fun game that someone tried too hard in all the wrong spots and then ran out of time or money or both to properly instigate mechanics into the right spots and instead of back engineering the entire game and doing math that he simply and clearly does not have the capability of doing, he just pretends it's realistic and "not actually a game". Above and beyond a million other reasons that the statements are beyond debate, is the simple fact that the PC version (console version is just a nightmare trash heap let's be honest, and is most likely so for the following reason) downright requires mods for it to function in a bearable fashion. Hence why every player, every TH-camr every streamer every person commenting, and even the mothers and fathers they have that abandoned them who don't even play rimworld, all use a certain very large handful of mods typically. I'm sorry but if you need other people's work to make your game playable, then it is not a good game, at least it's not even close to being well-balanced or done. Still love the game, but I just find it hilarious how many people buy into this silly nonsense that tynan and sold us.
You ok buddy?