EDIT: Still applicable in 1.5 / Anomaly - nothing changed with venter drop raids. Thanks for commenting, liking, and subscribing! More guides: th-cam.com/play/PLQWnHloPSfq4ajFkTBA8vZk2R43NaQeKO.html Written versions: adamvseverything.com/guides Active Discord (for questions and more): discord.gg/gKZh2XZzdK No walls/doors/rooms run (edited version): th-cam.com/play/PLQWnHloPSfq6DOxezzmyJKwsm-ynXv-ao.html Full VODs: th-cam.com/play/PLQWnHloPSfq4y2ly3T_e7EitPFZHDw8Bj.html Support the edited content as a.. Channel Member: th-cam.com/channels/TGjAxNpKKoT9txCwnOnNbw.htmljoin Patron: patreon.com/adamvseverything
It remains baffling that you aren't wildly more popular and well known, despite the outstanding quality of... well, *everything* you put out. Another fantastic guide, Adam!
*Raider:* Look, boss! A legendary golden sculpture! We're rich! We can take this and escape. *Boss:* Nonsense! **sniff** I smell a turret nearby. Quick, raiders! Assemble!
Adam. Obrigado pelo profissionalismo de seus vídeos e lives, espero ansioso pelos vídeos todos os dias Adam. Thank you for the professionalism of your videos and lives, I look forward to your videos every day
Hey Adam, just wanted to say thank you for continuing to provide quality content for this game. It's still one of my all-time favorites even though I have less time to play than I used to. Always happy to see a new guide drop - yours are the best on the platform IMO; informational, well-edited, and up-to-date. Also, maybe you could look into VFE: Tribals whenever it drops for a potential playthrough? It's supposed to allow you to develop a colony from pre-neolithic tech to spacer - I think it'd be a super fun series. Anyways - thanks for what you do!
JUST last night I was chatting with some buddies about drop pods, and made a mental note to come ask some questions in the next Adam stream I caught--and here we are! A video all about the topic! hahahaha what a coincidence. Cheers man, thank you for all your awesome hard work.
Center drop Scyther raids have ended quite a few of my runs in the past. I like the way center drop works in the current version, generally causes a heap of chaos and destruction but far more survivable than they used to be IMO. Playing with no pause would make them x1000 harder though. I'm really enjoying the zombie run, I like your unedited long form videos (been watching them on and off for a few years now) so cheers for putting both versions up on the main channel. This is the best Rimworld channel around by far IMO.
scythers are basically one of the deadliest grunt enemies in the game. They are remarkably tough and very deadly at close range. If you have a dedicated melee pawn fully kitted out and trained they can handle them quite well, but you need minimum good quality hyperweave shirt/pants, flak vest, and thrumbo or hyperweave duster to provide the armor nessisary to tank the hits. You really need at minimum a monosword to counter the mechs armor. If you have those things plus 20 melee skill and at least one melee build trait like tough, nimble, brawler or hopefully 2 of those, then your pawn can go toe to toe with 2 or 3 scythers and still win alone or keep even more scythers distracted while gun pawns shoot the group down. Hopefully, if you go the distract route you'll also include a shield belt to account for friendly fire.
My man, I appreciate the info. I had a bunch of raiders drop in before I knew this. They killed 3 of my colonists because I had no idea what to do. Now I have an action plan.
Heya Adam, its been a while, apologies, life has gotten pretty hectic lately with a new gf and a lot of other stuff going on I havent had much time for youtube or rimworld but coming back to your recent runs has been amazing. Lots of content to catch up on! Glad to see a new guide these are always so amazing!
Thank you Adam! I've been working on pruning the op things from my modlist and I couldn't do it without first becoming a better player. Your guides are an amazing help!
Great timing! I just got my first ever center drop raid an hour before watching this (thankfully handled it just fine as it was just 5 saurids). But now I'll be better prepared for bigger ones!
I've encountered this type of problem with my beacons which causes the raiders to spawn right next to my base, so the guide helps me out to overcome this type of raid
I've held open doors on ice sheet, even for a burn tunnel. The key is to have multiple doors in a row, because heat transfer between rooms isn't instant even if it's a line of 1x1 rooms with open doors. You can even have a closed door for colonists, with a side tunnel with alternating open doors and sandbags or fence to make raiders take a slower path, but still go where you want. If you use barricades instead of sandbags, you can easily take out manhunters that are blocked by fences. And a tip for ice sheet, is using animal flaps for doors and even walls early game, since they can be made from leather, which is the only material that you can easily get plenty of on ice sheet until you trade or get smelters up smelting enemy gear. They don't need walls to support them (just imagine it as a large tent). I played ice sheet with raids every other day from scenario settings, and the second 11x11 room I made was entirely walled with animal flaps until raids started having enough metal gear to use as construction material.
Normally for ice sheet, you are dependent on trading and keeping population low until you get established. With raids happening frequently, resources come to you at a much higher rate, although mostly a few types. You'll still want to start with cannibals, and I used "forced trait" to make them more common for recruiting since I don't have Ideology DLC. Resources other than meat and leather were still slow until raid points went up, causing more enemies and more metal armor on those enemies to smelt. By the time I launched the ship, there were a thousand steel slag chunks on the map from drop pods, and I had more steel and leather than I could get rid of.@@franciscosariles
@@Br3ttM Interestingly enough once you can grow rice you can make stupid money making human meat and rice packaged survival meals and selling them to traders. I found this out recently on my transhumanist run.
@@oceanbytez847 My only cannibal run was on sea ice, so I didn't have much rice. Once raids got big, I had more leather than I could sell, anyway. The human meat-> survival meal strategy is used on a Rimworld competition I've seen, where the goal is accumulating as much wealth as possible in a limited amount of (real) time.
For the beacon drop trick. In my current run, i made a room the same exact size as an IED explosive trap radius. I unroofed it with the beacon inside but in the center placed the IED explosive and as soon as they landed every single enemy gets obliterated for 75 percent health lmao! Easy pickings after i open the door hahaha
Great video! I'm a veteran on older versions, and yet I learned some really usefull stuff today. Do you have a guide on breachers? I heard you mention them in many other guides, but I never found a separate video about them...
Thank you, Adam! This is REALLY helpful! A drop raid ended my last playthrough :') Now I know how to prep better and get my most needed revenge on them! PS. Loving the zombie series
So I take it there is no difference between the 'big single room' barracks, the 'small rooms everywhere' or village/town 'isolated rooms' layout for these strategies? Just throw a turret and a beacon down. (Or live under a mountain like a proper dwarf, uh, dirtmole until the world burns down.)
As long as there is an open path from where the pod opens to the turret, regardless if rooms or barracks, they will take the bait. Just remember to get all those doors held open before the pods open.
The downside is if you live in the mountain and your base doesn't have a back door or good internal defenses it is pretty easy to get overrun.Also insectoids replace drop pods and imo they cause way more havoc with their much less predictable AI.
Hi adam! Thanks for the guide i was wondering if you have heard anything about rimworld multiplayer or news as me and ny friend's want to play but we have no idea how it currently resides
@@AdamVsEverything ah thank you :D yeah they might need to remake the engien a bit or something rimworld has some deep code issues like not allowing any plants intro anything that is considered a building n stuff that would mess up wiht mutiplayer laywork if someone is trying to do plant stuff/making areas its not a good example but mutiplayer would be awesome
I didn't know that they have removed mech drop rade. What also can be very hard are the tox raiders landing in your base. Polluting everything and you can not really run away.
So you need a powered turret to deal with drop raids, but need to not have any powered turrets to ensure raiders get collision ;/ Is this 'pick your poision' kind of scenario? Is it sufficient to power up the turret while the pods are still dropping?
Yes, you can use a 'dead cable' that the turret is connected to, then when the drop happens just click it and click 'reconnect' to power it without a pawn coming over. The other option is to have the powered turret in it's own section/room that is not pathable from your kill area/entrance/whatever.
re: does anything make centre drop pod raids more likely - i know you focus mostly on vanilla or lightly modded on your channel, but i wanted to add that i think that the distance raiders have to travel to get to you might cause more centre drop raids. i say this because after many many playthroughs going back to 1.0, this year i did a modded map that was 400x400, as well as having the north and western sides covered by continuous mountain. the map was also cold bog, with a huge amount of the map being slow walk speed tiles. after i hit the relevant wealth threshold, i got no kidding, 30+ centre drop raids in a row. this was with randy on losing is fun at 175% difficulty. they just didnt stop. after playing for thousands of hours and dozens of completed saves, id never had this many. for comparison most other saves would have roughly 0-10 centre drop raids or so over 20ish years in game, as a very general recollection. my starter base was about as far from the spawnable map edge as it could be, and as soon as i started building my main outer walls closer to the map edge, only then did the raid type begin to change up. even then, there was still a huge amount of centre drop raids. it turned out to be one of my more enjoyable saves, i mean it was constant. at one point randy did three in a row in the span of less than 2 days in game time. so i think there may be a link between pathing costs to your base and if the game favours centre drop raids. the map in question, coupled with the terrain and my bases location on it would have been a really high pathing cost. i was about 300 tiles from map edge, also adding in the tendency for pawns to walk around mud and water, made it quite the hike. again, a heavily modded playthrough with nothing except my observations as evidence, but i thought it was interesting and potentially relevant. excellent video, thanks for your time
Yes, this is vanilla only. In vanilla RimWorld the game does not decide to send drop pod raiders for any specific reason other than that you have passed the 300 raid point threshold. It is possible to be right past this threshold but before another one, meaning that this arrival type is more common simply because you haven't 'unlocked' some bigger or more advanced events, but it doesn't choose those things based on distance and such in vanilla, at least. (Made sure we looked through coding and stuff before this and had it 'fact checked' before I put it out :P). Does make me wonder what mod impacts it though, or maybe just a weird occurrence mixed with confirmation bias. Either way - thanks for watching!
Christ - I've been peppering the inside of my bases with turrets intending to counter drop pods and all I've been doing is making sure they stay inside and tear things up lol
Just lost my first Losing is Fun run yesterday with a powerful drop pod raid. They had a doomsday inside my main room killing 9 of pawns at the same time. I rage quit.
I would love a guide on resetting between killboxes, ie. All the juggling you do to move enemies to different killboxes that suit them best or fall back when your fire chews through your own box
wait wait, they REMOVED mech center drops?? I just had my base destroyed by a super powerful mech center drop though, that's why I looked this up. The only mods I have that change mechs are alpha mechs and vanilla expanded mechs, so I'm guessing one of those adds them back in for some ungodly reason. I knew they added harder mech variants but having the new even more deadly even more tanky variants center drop you is just pure masochism...
Note, if you mod the game it’s a good chance it won’t work. I have quite a few mods on my game. I live in the mountains and they dropped straight on my ass.
EDIT: Still applicable in 1.5 / Anomaly - nothing changed with venter drop raids.
Thanks for commenting, liking, and subscribing!
More guides: th-cam.com/play/PLQWnHloPSfq4ajFkTBA8vZk2R43NaQeKO.html
Written versions: adamvseverything.com/guides
Active Discord (for questions and more): discord.gg/gKZh2XZzdK
No walls/doors/rooms run (edited version): th-cam.com/play/PLQWnHloPSfq6DOxezzmyJKwsm-ynXv-ao.html
Full VODs: th-cam.com/play/PLQWnHloPSfq4y2ly3T_e7EitPFZHDw8Bj.html
Support the edited content as a..
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Does this work with turrent packs the same as with powered turrets?
It remains baffling that you aren't wildly more popular and well known, despite the outstanding quality of... well, *everything* you put out. Another fantastic guide, Adam!
I guess it is because he mostly doesn’t do thematic rimworld (aside from zombieland and dwarfs playthrough).
Short but in depth! Thank you
Thanks for watching!
Another fantastic Rimworld guide as usual! Thank you so much for these.
Thanks for watching!
the best rimworld guides, always! you've got thousands of us upping our game and dealing with things rather than modding them out, very thankful
Great guide. I’ve only been getting drop pod raids lately, so the turret trick is going to be utilized.
It's nice, especially since drop pod raids are lower raid points than standard
*Raider:* Look, boss! A legendary golden sculpture! We're rich! We can take this and escape.
*Boss:* Nonsense! **sniff** I smell a turret nearby. Quick, raiders! Assemble!
Adam. Obrigado pelo profissionalismo de seus vídeos e lives, espero ansioso pelos vídeos todos os dias
Adam. Thank you for the professionalism of your videos and lives, I look forward to your videos every day
Awesome! These tips always help my game, appreciate the help!
My pleasure!
The base designs in this video look so beautiful. I wish I had that level of creativity. I had to pause several times just to look more closely
I never would have realized any of this. Thanks for all the updates and guides.
This has been very helpful! Thanks for the quick and easy guide!
My pleasure - hope it helps!
I’m obsessed with this beautiful base!
Thanks!
Hey Adam, just wanted to say thank you for continuing to provide quality content for this game. It's still one of my all-time favorites even though I have less time to play than I used to. Always happy to see a new guide drop - yours are the best on the platform IMO; informational, well-edited, and up-to-date.
Also, maybe you could look into VFE: Tribals whenever it drops for a potential playthrough? It's supposed to allow you to develop a colony from pre-neolithic tech to spacer - I think it'd be a super fun series. Anyways - thanks for what you do!
Thanks so much for another great guide Adam!
Dammit, forgot about the beacon trick! Thanks Adam!
Another great guide, as always! Thank you Adam, as always! 🙂🤝👍
As always...amazing work Adam! Great content!
Thanks!
JUST last night I was chatting with some buddies about drop pods, and made a mental note to come ask some questions in the next Adam stream I caught--and here we are! A video all about the topic! hahahaha what a coincidence. Cheers man, thank you for all your awesome hard work.
Center drop Scyther raids have ended quite a few of my runs in the past. I like the way center drop works in the current version, generally causes a heap of chaos and destruction but far more survivable than they used to be IMO. Playing with no pause would make them x1000 harder though.
I'm really enjoying the zombie run, I like your unedited long form videos (been watching them on and off for a few years now) so cheers for putting both versions up on the main channel. This is the best Rimworld channel around by far IMO.
scythers are basically one of the deadliest grunt enemies in the game. They are remarkably tough and very deadly at close range. If you have a dedicated melee pawn fully kitted out and trained they can handle them quite well, but you need minimum good quality hyperweave shirt/pants, flak vest, and thrumbo or hyperweave duster to provide the armor nessisary to tank the hits. You really need at minimum a monosword to counter the mechs armor. If you have those things plus 20 melee skill and at least one melee build trait like tough, nimble, brawler or hopefully 2 of those, then your pawn can go toe to toe with 2 or 3 scythers and still win alone or keep even more scythers distracted while gun pawns shoot the group down. Hopefully, if you go the distract route you'll also include a shield belt to account for friendly fire.
My man, I appreciate the info. I had a bunch of raiders drop in before I knew this. They killed 3 of my colonists because I had no idea what to do. Now I have an action plan.
yesssss i'm a real rimworld noob so these guides are everything to me. thanks as always man!
No problem - hope it helps!
Thanks for another handy guide, Adam and guide guides.
Great Rimworld Guide thanks
Thanks for watching!
I heard you talk about it on stream, but it’s great to have it all in one video. As always, a great guide, thank you!
Heya Adam, its been a while, apologies, life has gotten pretty hectic lately with a new gf and a lot of other stuff going on I havent had much time for youtube or rimworld but coming back to your recent runs has been amazing. Lots of content to catch up on! Glad to see a new guide these are always so amazing!
Im Narvre on twitch and other places usually. :)
No worries - life happens! Thanks for watching when you can!
Thank you Adam! I've been working on pruning the op things from my modlist and I couldn't do it without first becoming a better player. Your guides are an amazing help!
Great guide. Thank you. I'll be using this immediately in my own runs.
Hope it helps!
Great timing! I just got my first ever center drop raid an hour before watching this (thankfully handled it just fine as it was just 5 saurids). But now I'll be better prepared for bigger ones!
Thanks adam!
Great guide! Thank you!
Thanks for watching!
Great guide!
thanks for the guide!
I've encountered this type of problem with my beacons which causes the raiders to spawn right next to my base, so the guide helps me out to overcome this type of raid
Brilliant guide, thanks Adam
Good info and I love the test base used to film this lol
It's been fun to make a few to use as guide backgrounds (with dev mod, of course :P).
Great guide. Short, sweet and very insightful. Hoping the insect/bait room guide is next!
This was such a good guide! Also, those bases you created for it genuinely look really nice.
Blessed guide. I always thought these were one of the hardest raids.
Great guide as always. I never knew that they prioritized turrets until you said so on stream.
Great guide as always. Simple, concise, effective.
Wow, I didnt even realise they dropped mech drop raids! Thanks for another video, Adam.
I've held open doors on ice sheet, even for a burn tunnel. The key is to have multiple doors in a row, because heat transfer between rooms isn't instant even if it's a line of 1x1 rooms with open doors. You can even have a closed door for colonists, with a side tunnel with alternating open doors and sandbags or fence to make raiders take a slower path, but still go where you want. If you use barricades instead of sandbags, you can easily take out manhunters that are blocked by fences.
And a tip for ice sheet, is using animal flaps for doors and even walls early game, since they can be made from leather, which is the only material that you can easily get plenty of on ice sheet until you trade or get smelters up smelting enemy gear. They don't need walls to support them (just imagine it as a large tent). I played ice sheet with raids every other day from scenario settings, and the second 11x11 room I made was entirely walled with animal flaps until raids started having enough metal gear to use as construction material.
That’s nuts, but awesome. I’ve yet to an ice sheet run yet, but I’ll be remembering this one.
Normally for ice sheet, you are dependent on trading and keeping population low until you get established. With raids happening frequently, resources come to you at a much higher rate, although mostly a few types. You'll still want to start with cannibals, and I used "forced trait" to make them more common for recruiting since I don't have Ideology DLC. Resources other than meat and leather were still slow until raid points went up, causing more enemies and more metal armor on those enemies to smelt.
By the time I launched the ship, there were a thousand steel slag chunks on the map from drop pods, and I had more steel and leather than I could get rid of.@@franciscosariles
@@Br3ttM Interestingly enough once you can grow rice you can make stupid money making human meat and rice packaged survival meals and selling them to traders. I found this out recently on my transhumanist run.
@@oceanbytez847 My only cannibal run was on sea ice, so I didn't have much rice. Once raids got big, I had more leather than I could sell, anyway. The human meat-> survival meal strategy is used on a Rimworld competition I've seen, where the goal is accumulating as much wealth as possible in a limited amount of (real) time.
Thanks as always Adam!
So good to know, thank you Adam!
For the beacon drop trick. In my current run, i made a room the same exact size as an IED explosive trap radius. I unroofed it with the beacon inside but in the center placed the IED explosive and as soon as they landed every single enemy gets obliterated for 75 percent health lmao! Easy pickings after i open the door hahaha
Thanks for this nicely structured Tutorial. Great help for my next runs 😁
THANK YOU !
Hope it helps!
quick and easy guides as always!
I have 3200 hours and knew everything except for the beacon trick. Always something to learn in this game I guess! Ty for the guide
This is totally me when I watch RimWorld Guide to Drop Pod Raid Defense [2023, 1.4+]
Lol
The humble steel mini-turret, a colonist's best friend!
I really liked how this video was done. Quick and concise no BS. I especially like how you answered my questions before I knew to ask them. Thanks!
You videos are very high quality 💯
Nice! Thanks Adam
Great video! I'm a veteran on older versions, and yet I learned some really usefull stuff today. Do you have a guide on breachers? I heard you mention them in many other guides, but I never found a separate video about them...
Not yet. On the 'endless to do list', though.
So helpful, thanks!
Thanks Adam!
Useful!
Thank you, Adam! This is REALLY helpful! A drop raid ended my last playthrough :') Now I know how to prep better and get my most needed revenge on them!
PS. Loving the zombie series
I can confirm that Adam does indeed Rimworld.
I have 2000+ hours and I didn't even know this.
Thanks Adam.
I love the colonist names 😂
They definitely just rolled with those names..
Superb! Thank you
thanks!
Thanks for watching!
So I take it there is no difference between the 'big single room' barracks, the 'small rooms everywhere' or village/town 'isolated rooms' layout for these strategies? Just throw a turret and a beacon down. (Or live under a mountain like a proper dwarf, uh, dirtmole until the world burns down.)
As long as there is an open path from where the pod opens to the turret, regardless if rooms or barracks, they will take the bait. Just remember to get all those doors held open before the pods open.
The downside is if you live in the mountain and your base doesn't have a back door or good internal defenses it is pretty easy to get overrun.Also insectoids replace drop pods and imo they cause way more havoc with their much less predictable AI.
late to this one, fantastic guide again (from wanderer).
in one of my playthroughs i had 56 Thrumbo. drop pod raids were practically shut down instantly.
Hi adam! Thanks for the guide i was wondering if you have heard anything about rimworld multiplayer or news as me and ny friend's want to play but we have no idea how it currently resides
The only thing I know is that Ludeon said we'd know more about what's next for RW in late fall or early winter. They've been quiet since that.
@@AdamVsEverything ah thank you :D yeah they might need to remake the engien a bit or something rimworld has some deep code issues like not allowing any plants intro anything that is considered a building n stuff that would mess up wiht mutiplayer laywork if someone is trying to do plant stuff/making areas
its not a good example but mutiplayer would be awesome
👌
👌
I didn't know that they have removed mech drop rade.
What also can be very hard are the tox raiders landing in your base. Polluting everything and you can not really run away.
oh center drops, my kryptonite
Not anymore!
Can you make a guide on how to deal with breachers?
Is drop pod a wall?
Hey guys, AdamVsEverything here with another Rimworld Guide for me to share with my friends
I see, instead of dying to the raid, I should have killed them!
It is a pretty sound strategy.
generally well advised!
Fantastic guide, thumbs up.
So you need a powered turret to deal with drop raids, but need to not have any powered turrets to ensure raiders get collision ;/ Is this 'pick your poision' kind of scenario? Is it sufficient to power up the turret while the pods are still dropping?
Yes, you can use a 'dead cable' that the turret is connected to, then when the drop happens just click it and click 'reconnect' to power it without a pawn coming over. The other option is to have the powered turret in it's own section/room that is not pathable from your kill area/entrance/whatever.
Woo!
Does the turret need to be powered when the raid message pops up, or can you power them on just before the pods open?
aye yo u do be guiding tho fr fr
re: does anything make centre drop pod raids more likely - i know you focus mostly on vanilla or lightly modded on your channel, but i wanted to add that i think that the distance raiders have to travel to get to you might cause more centre drop raids.
i say this because after many many playthroughs going back to 1.0, this year i did a modded map that was 400x400, as well as having the north and western sides covered by continuous mountain. the map was also cold bog, with a huge amount of the map being slow walk speed tiles.
after i hit the relevant wealth threshold, i got no kidding, 30+ centre drop raids in a row. this was with randy on losing is fun at 175% difficulty. they just didnt stop. after playing for thousands of hours and dozens of completed saves, id never had this many. for comparison most other saves would have roughly 0-10 centre drop raids or so over 20ish years in game, as a very general recollection.
my starter base was about as far from the spawnable map edge as it could be, and as soon as i started building my main outer walls closer to the map edge, only then did the raid type begin to change up. even then, there was still a huge amount of centre drop raids. it turned out to be one of my more enjoyable saves, i mean it was constant. at one point randy did three in a row in the span of less than 2 days in game time.
so i think there may be a link between pathing costs to your base and if the game favours centre drop raids. the map in question, coupled with the terrain and my bases location on it would have been a really high pathing cost. i was about 300 tiles from map edge, also adding in the tendency for pawns to walk around mud and water, made it quite the hike.
again, a heavily modded playthrough with nothing except my observations as evidence, but i thought it was interesting and potentially relevant.
excellent video, thanks for your time
Yes, this is vanilla only. In vanilla RimWorld the game does not decide to send drop pod raiders for any specific reason other than that you have passed the 300 raid point threshold. It is possible to be right past this threshold but before another one, meaning that this arrival type is more common simply because you haven't 'unlocked' some bigger or more advanced events, but it doesn't choose those things based on distance and such in vanilla, at least. (Made sure we looked through coding and stuff before this and had it 'fact checked' before I put it out :P). Does make me wonder what mod impacts it though, or maybe just a weird occurrence mixed with confirmation bias.
Either way - thanks for watching!
please, guide for prison breaks. how distance affects joining the break? best prison architect ideas?
Christ - I've been peppering the inside of my bases with turrets intending to counter drop pods and all I've been doing is making sure they stay inside and tear things up lol
Lol. Well, this should definitely help!
What thevhell is the deal with the enemies in this game and powered turrets?
Giddy up
Great video, subbed.
is there any graphical mods used in this video? it looks so crisp
No, just recorded/posted in 4k.
nice
Wait! They removed mech drops? But why!?! They were some of the most interesting challenges!
Just lost my first Losing is Fun run yesterday with a powerful drop pod raid. They had a doomsday inside my main room killing 9 of pawns at the same time. I rage quit.
ok but what if you're tribal start and didnt even finis researching 3 things.
👍🏻
I would love a guide on resetting between killboxes, ie. All the juggling you do to move enemies to different killboxes that suit them best or fall back when your fire chews through your own box
"mech center drops were removed in 1.4" cries in VFE mechanoids
i liked and commented
wait wait, they REMOVED mech center drops?? I just had my base destroyed by a super powerful mech center drop though, that's why I looked this up. The only mods I have that change mechs are alpha mechs and vanilla expanded mechs, so I'm guessing one of those adds them back in for some ungodly reason. I knew they added harder mech variants but having the new even more deadly even more tanky variants center drop you is just pure masochism...
Yep, removed from unmodded RimWorld.
Drop pod raiders it’s a crash crash crash.
I wanna cry but I gotta laugh
Rimworld mother its a laugh laugh laugh.
Note, if you mod the game it’s a good chance it won’t work. I have quite a few mods on my game. I live in the mountains and they dropped straight on my ass.
I know to like and to sub, what the etc thing lest? XD
Nice.