Rimworld starter guide Pt2: Rimworld Tutorial Nuggets

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  • เผยแพร่เมื่อ 2 ส.ค. 2024
  • This is not exactly for beginners, it's more a rough outline of how to survive the most common events. While setting yourself up to be capable of surviving the more uncommon events.
    Save game file from end
    drive.google.com/file/d/10iuz...
    00:00 Intro
    04:17 Trap Corridor
    04:59 Social Fights
    05:55 Default end quest
    06:37 Herbal Medicine
    07:39 Early Traders
    08:05 Ancient Danger
    11:29 Prepared Raid
    12:09 Colonist choices
    17:34 Prisoner rooms
    17:59 Prison break
    19:33 Plagues and Illness
    21:29 Basic Research
    21:40 Individual bedrooms
    23:54 Your first Crafter
    26:18 Burning Corpses
    27:24 Expansion
    28:29 Early Tech
    29:42 Early Components
    30:17 Early Power
    34:09 Upgraded Science room
    35:08 Centre drop raid
    39:09 Rare Thrumbo
    41:03 Manhunter Packs
    43:08 Breacher Raids
    46:02 Mass Melee Tribal
    50:35 Grenade Hunting
    51:40 Helmets, Flak and Guns
    55:45 Manhunter pack again
    56:12 Hospital
    56:38 Inventory sorting
    57:09 Psychic Ship
    59:16 Summary
  • เกม

ความคิดเห็น • 167

  • @FrancisJohnYT
    @FrancisJohnYT  ปีที่แล้ว +91

    Happy new year all, be back with our power ranger space marine family on Monday.
    Don't drink too little!

    • @matthewbauerle7153
      @matthewbauerle7153 ปีที่แล้ว +4

      Thanks for uploading something over the holidays! Looking forward to seeing the continued adventures of the GMO kids.

    • @allyourgardeningneeds
      @allyourgardeningneeds ปีที่แล้ว +5

      Happy new year FJ!

    • @mr.unforgettable
      @mr.unforgettable ปีที่แล้ว +2

      Happy new year Francis, I hope this year will be amazing for everyone.

    • @alexeynezhdanov2362
      @alexeynezhdanov2362 ปีที่แล้ว +2

      Thank you Francis. These "plain Rimworld" mini-series, without all this modern quirks, spells and religions feels actually quite good!

    • @Revenant483
      @Revenant483 ปีที่แล้ว +1

      I appriciate you taking the time to teach new players how to get started playing our favorite colony management game! This will help get folks off to a good start. I wish this had been around when I first started out it would have saved me from rage quitting a few times =D 🎇ℍ𝕒𝕡𝕡𝕪 ℕ𝕖𝕨 𝕐𝕖𝕒𝕣 𝟚𝟘𝟚𝟛🎇🍻 👈 Guinness

  • @redunicorngaming
    @redunicorngaming ปีที่แล้ว +14

    23:36 That guinea pig taking down the trap on its way out ... after eating your rice. That's Rimworld for ya 😂

  • @toddbronaugh6382
    @toddbronaugh6382 ปีที่แล้ว +71

    Wow. 1400 hours in the game and I just now learn about being able to make a bill that makes clothing as they wear out. This is one of the reasons I still watch tutorials even in games I have a lot of experience in. There's always a chance of learning something new.

    • @matthewbauerle7153
      @matthewbauerle7153 ปีที่แล้ว +2

      I normally just eat the -3 ratty apparel and replace them when they decay to nothingness.

    • @toddbronaugh6382
      @toddbronaugh6382 ปีที่แล้ว +1

      I just make a bunch of pants and parkas/dusters and let my pawns replace their clothes when they feel like it. The old worn out apparel just gets thrown into the caravans with the clothes I made to sell. It means a bit of stockpiled wealth, but by the time I can dedicate people to just pump out clothing it's a relatively minor increase to the overall.

    • @rosmelylawliet3919
      @rosmelylawliet3919 ปีที่แล้ว +2

      I used to use the option of "count wear", which is quite nice, so you can keep everybody equiped + 1 extra. But the moment I made a caravan, it now stopped counting those and started crafting a ton xD
      So Francis' is actually a very good, fool-proof solution!

  • @justneb1995
    @justneb1995 ปีที่แล้ว +64

    I feel like this guide series was just FJ's excuse to start a new colony

    • @markjenkins6424
      @markjenkins6424 ปีที่แล้ว +13

      I think it may have been pre recorded so he could enjoy his holidays but keep us happy.
      With his upload tempo, he definitely deserves it.

    • @r3dp9
      @r3dp9 ปีที่แล้ว

      @@markjenkins6424 Ah, prerecorded would explain the upload frequency. I was wondering how he was managing to juggle two demanding projects during the holidays...

  • @wolfen210959
    @wolfen210959 ปีที่แล้ว +27

    You can make a 2 tile wide trap corridor that only needs one door, simply place your traps down one side, then place a single fence diagonally opposite each trap. Your pawns can slalom up and down the corridor without touching a trap, the enemies will still walk over the traps in a straight line because they will avoid the fences that would slow them down. I usually build a trap corridor just before my killbox, so any wounded enemies that make it through will face a hail of bullets. :)

    • @Spoonwood
      @Spoonwood ปีที่แล้ว

      This can be very useful, especially for naked brutality starts. Warren333 on Twitch, in fact, pretty much relies/has as backup on such a trap + fence scheme in his random naked brutality runs (which can be and often are quite brutal with starting pawns who have mood issues and go on mental breaks and then go punch a thrumbo or get food poisoning, then pass out, and starve or end up on a mental break due to starving).
      I'm of the opinion though that such a corridor, isn't exactly what got intended when traps got changed to needing to be 2 tiles apart. But, I enjoy using them.

  • @gryphon9507
    @gryphon9507 ปีที่แล้ว +5

    I mostly find out how I waste time an miss opportunities for advancement by watching your videos Francis. Mildly informative? Very informative.

  • @RaukGorth
    @RaukGorth ปีที่แล้ว +7

    Steam says I have 83 hours in Rimworld. I don't think I have played it for more than 10, but thanks to your tutorial I made my first caravan and traded!

  • @IainDoherty51
    @IainDoherty51 ปีที่แล้ว +8

    Burn rooms are useful on ice sheet bases, as you can use them to keep your colony nice and warm :D
    Just a gradual feed of corpses and other items that burn for a long time, and the raiders heat your base :P

  • @rcwills
    @rcwills ปีที่แล้ว +2

    53:24 You can hover over the button to see what apparel they are currently forced to wear. I've been playing for years and still learn things from your videos.

  • @Espersontheone
    @Espersontheone ปีที่แล้ว +3

    I learned about the bills and how to automate everything. Problem I had was I got a bit too into it and did not notice until everyone was naked. Less is more sometimes. Great tutorial! A lot of stuff veteran players take for granted are mentioned and some not so obvious stuff as well.
    I recently learned that you can set a default medicin option for pawns outside your own faction. Even tailor it for your friendly factions and dont waste medicin on random people dropping out of the sky. Very handy.
    Just click the Default button next to the tend options and set whatever you like.
    Cheers!

  • @guyincognito1406
    @guyincognito1406 ปีที่แล้ว +5

    These have been great even when I’ve got a ton of hours in this game - most were in beta and I’m too busy to keep up with all the details so I hadn’t played in a while. These work as a perfect reintroduction. Cheers.

  • @bezzaboyo
    @bezzaboyo ปีที่แล้ว +14

    Honestly Nytro (that crafter/intellect with very neurotic) is an INCREDIBLE pawn in my books. The mood debuff is actually likely to be pretty easy to keep on top of with the size of your colony + some easy improvements you can make to the barracks area to improve impressiveness, as well as the fact that they have two double passions in tasks that essentially are permanently active! It's a shame they had to die because of dodging all the traps though :(

    • @starlightbreaker561
      @starlightbreaker561 ปีที่แล้ว +2

      yeah, Neurotic crafters are awesome, especially if you can get hard worker and jogger on them as well

    • @DeepProbe
      @DeepProbe ปีที่แล้ว +2

      @@starlightbreaker561 if "neurotic" paired with "tortured artist" it could be even more interesting (but much less secure)...

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +6

      I do think they would have been excellent and outside of a tutorial it would have been a tough choice. They could have equipped the colony in no time at all.
      But for the tutorial I could not encourage a newer player to hire a neurotic.

    • @bezzaboyo
      @bezzaboyo ปีที่แล้ว +5

      @@FrancisJohnYT Of course, a completely reasonable stance to take.

  • @Elmekior
    @Elmekior ปีที่แล้ว +7

    I am trying ( and failing LOL ) to learn Rimworld. Thank you for taking the time on making a tutorial!

    • @r3dp9
      @r3dp9 ปีที่แล้ว +2

      90% of it is wealth management. Once you understand that, the rest is relatively easy. Easier said than done, though!

  • @danm468
    @danm468 ปีที่แล้ว +3

    This is going on the long finger till tomorrow, but what a gift it’ll be for the hangover!
    Happy new years guys!

  • @fgbae8220
    @fgbae8220 ปีที่แล้ว +1

    love this series, i finally made it to the later stages of the game after trying for so long. cant wait for the next one! thx!

  • @machematix
    @machematix 24 วันที่ผ่านมา

    That tribal pawn's name was "Bringa Cerveza".... "bring a beer" lol. Excellent tutorial again, don't know how I missed this one for so long... Like others commenting I have a lot of hours but you always teach me new stuff.

  • @chrisivan02
    @chrisivan02 ปีที่แล้ว +2

    Thank you for these videos! Keep them coming. Happy new year FJ!

  • @Guiladius
    @Guiladius ปีที่แล้ว +1

    Happy New year FJ. Thanks you for all your hard work, keep doing what you do best.

  • @polishedtoe
    @polishedtoe ปีที่แล้ว +1

    nice to see with the Steam sale is on. Thanks again for amazing content. Happy new year all

  • @alexandersupertramp151
    @alexandersupertramp151 4 หลายเดือนก่อน

    Excellent tutorials Francis, thank you!

  • @mogadeet6857
    @mogadeet6857 4 หลายเดือนก่อน

    Just starting out on Rimworld. So helpful.

  • @DyeSueKey
    @DyeSueKey ปีที่แล้ว +3

    Happy New Year everyone! May Randy be merciful to you all, and may your tables be readily available during all your meals!

  • @penwithoutasword9459
    @penwithoutasword9459 ปีที่แล้ว +1

    Hi Francis. I will watch later. For now I wish you a good 2023!

  • @MegaMacX
    @MegaMacX ปีที่แล้ว +4

    nice little nuggets. i kinda like that playthrough, but i've noticed some things:
    1. you can copy -> paste bills like the helmets and flak vests, if the requirements and settings should be the same so you dont have to repeat the 52% or higher, steel material etc. just use the copy and paste buttons around the suspend button.
    2. you can disable camera scrolling with the cursor in the options for easier handling of those nifty material-categories.

  • @bryguy0052
    @bryguy0052 ปีที่แล้ว +4

    Once you get to the point FJ was at in the end of the video (Flack vest, Helmets, Duster + skin layer), the way to deal with breachers are to meet them in the field. Get behind cover and their breechers will usually be quite a head of everyone else. Once you take out the beach leader, the enemy tends to regroup and this allows you to pick off 50% + 1 of them to get them to retreat.

    • @wolfen210959
      @wolfen210959 ปีที่แล้ว +1

      You actually need to kill or down 60%+ now.

  • @Reknaz.
    @Reknaz. 2 หลายเดือนก่อน +1

    Very fun and interesting to watch. Thanks

  • @tutompop
    @tutompop ปีที่แล้ว +4

    This man has a bajilllion hours in and he still makes time to put out a vanilla tutorial.
    Bless you potato man, bless you.

  • @MapexNJD
    @MapexNJD ปีที่แล้ว +1

    This has been extremely helpful. Cheers

  • @LvLdup
    @LvLdup หลายเดือนก่อน +1

    For someone just starting in the GAME it's wildly informative (and overwhelming) but it's been a very good experience. I wonder what will happen when I install the 1st DLC haahaha

  • @FerrybigGaming
    @FerrybigGaming ปีที่แล้ว +6

    17:00 Remember that trap material matters for the damage. Wood is the lowest damage, while uranium and plasteel are the highest damage (steel/jade is a close second) Since a steel tap deals 2.5 times the damage of a wooden one, 1 steel trap is needed per target

    • @wolfen210959
      @wolfen210959 ปีที่แล้ว +2

      Steel is not renewable, wood is. Yes, I know that eventually you can be rolling in steel, but early game you will need the steel far more than you will in late game. Steel traps also add far more wealth than wood.

    • @Spoonwood
      @Spoonwood ปีที่แล้ว

      @@wolfen210959 Don't trading settlements restock steel? Doesn't that make steel renewable, if you have something (food, cotton, psychoid and other crops are renewable int the case where you have hydroponics), to trade them?

  • @slMagnvox
    @slMagnvox ปีที่แล้ว +9

    As a vanilla player myself interesting to see you tackle the new raids without shield packs, psycasts, etc.. Always kinda thought the base game's balance got it kind of rough with raids getting buffed (breacher mechs in particular) while vanilla pawns didn't learn any new tricks.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +4

      Not having access to shield packs is going to be rough, I have been leaning on them a lot since they were introduced. We will have to put together a really good killbox if we want to have a chance of surviving with minimal losses.
      Though their is one loss I am thankful for, no more Tesseron, I hate them so much.

    • @slMagnvox
      @slMagnvox ปีที่แล้ว +2

      @@FrancisJohnYT No Tesserons and no mech mortars either, yeah so it def could be worse! Thanks for the vids and gl

    • @r3dp9
      @r3dp9 ปีที่แล้ว +3

      On the other hand, balance got skewed the other way with the DLC. The player gets psycasts and jumppacks that the AI never gets, there are hard to use tools like shieldpops that the AI doesn't understand, and overhaul mechanics like genes that the AI isn't allowed to fully exploit. After the initial wealth spike to reach flak armor + heavy smgs, the game gets exponentially easier with each technology unlocked.
      Sure, the types and variety of threats may have increased with DLC, but as long as you only face 1-2 raids at a time, that's 2 tools the AI bring to the table - meanwhile the player can freely use the entire DLC toolbox at once. The current FJ series really shows that.
      Whatever Ludeon is working on next, I hope it seriously increases the difficulty. Not just in quantity or quality, but in concept. I've recently played with "Careful Raiders" and am about to test "CAI 5000 - Advanced Combat AI Mod" (only on github, courtesy of the legendary rocketman team). It's amazing how much even rudimentary AI can make the same raid size so much more potent.

  • @nfapeng187
    @nfapeng187 3 หลายเดือนก่อน

    Im learning more and more, i only played alil bit myself. Had alot of power issues cause i believe I used the wind turbines and had to much electric going out. So this is helping me abit!

  • @OrioPrisco
    @OrioPrisco ปีที่แล้ว +3

    Manhunter chances depends on animals skill, shooting skill, and distance to the animal if i remember correctly. Also all animals can go manhunter, but some animals have a base 0% chance. However if you have a terrible hunter they can go manhunter. If you draft a pawn, choose their weapon and hover over the animal you can see the chance to hit and the chance to make the animal manhunter

  • @OrioPrisco
    @OrioPrisco ปีที่แล้ว +1

    Also something simple you can do, Build a shelf in the infirmiary to store the medicine. It meas your doctors don't have to run too far if they us all the meds they carry around.
    If you want your pawns to spend a little less time carrying stuff around and a little more time crafting, them storing crafting materials like steel, furs, wood, cloth and components near the crafting area is effective.
    You can also set either the crafting room floor or the storage space nearby to store unfinished items. This is unlikely to happen, but if you have lots of bills on one table, it's possible for several of them to end up in progress at the same time.

  • @edgarasruksenas4911
    @edgarasruksenas4911 ปีที่แล้ว +1

    Happy new year!!!

  • @mayorlagerbeer
    @mayorlagerbeer ปีที่แล้ว +1

    Happy new year Francis

  • @RichAFCW
    @RichAFCW ปีที่แล้ว +1

    Such a great vid 👏

  • @Spoonwood
    @Spoonwood ปีที่แล้ว +1

    I'm very much enjoying this series. I played for a while a long time ago (I started with Alpha 17) and started playing again about a month and a half ago. I had no idea how powerful it could be to trade with settlements by going to them! I thought they were like the bulk goods trader that comes to your settlement, but now I see that they have a lot more!
    Setting up with a maximum crowded map, and multiple trading partners close, it seems rather reasonable to trade for neutroamine or penoxycline early. I think the same idea could work for a jungle start, except you more emphasize buying penoxycline or if you can't get any, neutroamine. Hunting done predators on site might also be recommended, so your trader doesn't get eaten alive (and I guess later they can be armored and/or carry a strong melee weapon).
    Heck, seeing all the stuff one can get from a few outlander settlements, I'd recommend that even if one plays with a minimum population map, one sets up near some settlement and trade with them what one can early. That might make a different way of starting a map, since if the map has as little settlements as possible, it looks like there's something like 4-6 settlements on the entire map.
    I've also put the map on maximum cold settings, and unlike the normal settings where a settlement existing in an ice sheet location can be rare, there seem to exist multiple places with trading partners near an ice sheet start. Of course though, trading would happen slower, since there's not as many animals around or if one plays with an ideology where animal killing is opposed, possibly wood for trading. But, over time, such probably could help out, even if one could only trade during the month of Jugust.
    Also, it makes me wonder about how viable having luciferium addicts might be.

  • @titikma
    @titikma ปีที่แล้ว +3

    Happy new year

  • @wolog329
    @wolog329 ปีที่แล้ว +1

    Happy new year! :)

  • @FerrybigGaming
    @FerrybigGaming ปีที่แล้ว +3

    49:25 careful with sending your cook to the front line. If your cook is injured, the chance for food poisoning goes up

  • @Rustygiz
    @Rustygiz ปีที่แล้ว +1

    happy new year

  • @IainDoherty51
    @IainDoherty51 ปีที่แล้ว +2

    Barracks vs Bedrooms is actually a very interesting set of tradeoffs that depends on your difficulty settings.
    At lower difficulties Bedrooms are generally better, as they are able to get a lot more bonuses but cost more both in space and colony wealth than a barracks.
    At higher difficulties the wealth increase and risks associated with having multiple bedrooms and as such loss of control over pathing makes a Barracks much stronger and safer than the bedroom approach. The Barracks also bypasses issues with Jealousy and other traits.
    Both can still work in all but the most challenging of runs, but a Barracks is much simpler to manage than the multiple bedrooms.

    • @r3dp9
      @r3dp9 ปีที่แล้ว +1

      On high difficulties, wealth gets maxed out earlier. Once that happens, there's no reason not to build fancy bedrooms other than time (and space efficiency, and pathfinding...)

    • @IainDoherty51
      @IainDoherty51 ปีที่แล้ว

      @@r3dp9 Pathfinding is the biggest issue there, as it always helps to stabilise things.
      For instance the one I'm using in my current base even lets me force Breacher Raids through one of the killboxes I have set up since the direct path to the barracks is an open path that leads through there.
      If it was an open field base it would also help a lot with drop pod raids since more pawns would be in place when they happen, and it lets me use a single room for recreation, dining and sleeping to triple up on the bonuses.

  • @user-xf1ur3hu4z
    @user-xf1ur3hu4z 10 หลายเดือนก่อน +1

    because of ur vids i did some caravaning finally first ever 24 hours into game lol.

  • @moomanseven
    @moomanseven ปีที่แล้ว +1

    Love this!

  • @geraldp8022
    @geraldp8022 ปีที่แล้ว +1

    These condensed knowledge videos are super helpful Francis, Thanks and hope you had a happy new years Eve!

  • @jackandersen1262
    @jackandersen1262 ปีที่แล้ว +2

    On ancient dangers: large enough maps (max size is where I've seen it) three ancient dangers can spawn though I've been to dozens of tiles and only encountered that twice. Secondly, the potential danger of these seemed to have increased rather significantly with the 1.4 update, as it seems that the splitting of the centipedes into sub types (mini gun, inferno, charge) allows more than one to spawn (up to two is the worst I have seen). In addition, the pods can have a whole group of marine armored ancients who want you dead. For these I suggest you build a trap corridor coming out of the ancient danger and have one person hold the door (stand in it with the door set to close) and the other take the shot at one of the caskets with the pawn that held the door leaving just before the other pawn fired. This way the door closes right after the pawn fires at the caskets protecting them from anybody who would try to shoot them as they get stuck in the recovery period of the weapon. The same corridor technique can also be done when first destroying the wall to the ancient danger. If you want to be safe I highly recommend not taking on an ancient danger until you have at least some protection and decent guns, and not make the mistake of sending in pawns with nothing more than shirts, pants, and a revolver and being decapitated by a scyther. Lastly, neutral ancient seem to have changed their behavior after 1.3 because other neutral ancients will not turn hostile if you arrest one of them (maybe if you fail to arrest them, but I've never tested that, probably just the one that you failed to arrest goes agressive), so if you find a bunch of mobile but neutral ancients in one of these you should arrest them to at the very least relieve them of their gear. Then you could recruit them, kick them off the map, or do whatever you want with them.
    15:46 There is a case to be made for the firefoam pack as in addition to extinguishing pawns that are set on fire (which is going to be a rather common threat as the later game enemies have a lot of fire based weapons), it also makes pawns in the radius of the popped pack immune to being set on fire for some amount of time which is rather useful.
    18:00 On prison breaks: unlike berserk prisoners which can be easily stopped by walling in the prisoner before they break the door open, escaping prisoners that are walled in will run around randomly bashing on walls similar to if one of your pawns had a tantrum, and they will do this for days (they can also still have mental breaks, but even if they pass out from exhaustion they will immediately try to make a break for it if you remove the wall blocking the door. So basically don't try to be smart and just have to beat them down.
    19:34 On plague in particular: plague is a fast acting illness, meaning that you will not get that many times to tend it, in fact I have had pack animals die because I gave them a tend without medicine and the plague killed them before they could be tended again so for this particular above all others one I would recommend giving all the affected pawns good medicine and having them stay in bed as much as possible, gradually lowering their medicine quality and bedrest for the ones that significantly further ahead of the plague. For animals you can usually tell if they need medicine or even a tend without medicine as most of them will be ahead of the illness even before tending. Mechanites on the other hand don't waste good medicine, as they will have a set time that they will last, and you are only tending to reduce pain, with the difference being a maximum of a 5 point mood swing. I had a lone pawn on the ice sheet get mechanites and the only difference between their 0% self tend without medicine and one I gave a 113% glitter med tend to was a minus 5 mood.
    26:54 On minor annoyance to the burn pit is that your pawns and animals that are capable of hauling will often set themselves on fire as they pick a path to drop the corpse that initially avoids the fire, but it spreads to include their path and they unflinchingly walk into it and set themselves on fire. It's often just a minor annoyance as the pawn or animal is usually fully healed before the day ends, but I have gotten a few animals and pawns scarred that way. In addition, make sure that you don't throw the molotov near any walls in your home zone as it can miss by a little and damage a wall slightly which will cause a pawn to go and try to repair that wall and set themselves on fire.
    43:09 humanoid breacher raids can be delayed quite well if you can kill the breacher(s) early enough, as once that happens the raiders mill around waiting for some of their number to be the new breachers. In addition these and the mechanoid breachers prioritize the destruction of your base over your pawns, so it is easier to disengage from a fight if you are not in a good position and reengage them (but they also can't be led into defensive fighting positions like other raiders). The mechanoid breachers I found best dealt by out ranging them, picking off the lancers and scythers as they get ahead of the main force, and using an insanity lance on the termite and/or centipedes and killing the other mechs that attack the berserk mech (the later is much more easily done with Royalty as you can teleport centipedes into range of a bunch of melee people who beat the mech into a pulp, taking out a max size breacher raid with usually one or two insanity charges as long as you have a good melee team).

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      The only reason I breached that danger so early was because we had traders and two shock lances. I should have made that more obvious, even if their were centipedes the traders would fight it and even if it survived we would shock lance it and then kill it while it's down. Same with the caskets, even if it was 6 super soldiers we could knock 4 of them out instantly. The other two we could lure to the traders.
      Firefoam is actually weaker in vanilla Rimworld, their is only Centipede • Lancer • Pikeman • Scyther • Termite to worry about. Also no mech clusters, that is a royalty thing.
      Have not had any major issues with the burn pit style yet, but will keep an eye out.

    • @r3dp9
      @r3dp9 ปีที่แล้ว +1

      @@FrancisJohnYT I'd imagine the smaller the area of the burn pit, the less likely that pawns will path through flames to try to place something in the middle. You can also use roofs or unflammable floors to create firebreaks, that way fire won't spread to adjacent grass.

  • @bananaslamma35
    @bananaslamma35 3 หลายเดือนก่อน

    You know when you name it "tutorial nuggets" I half expected this to be a guide on how to use the exploit of making an armless, legless masochist nugget of a pawn with a psychic harmonizer, mindscrew and joywire as a mood beacon.
    Which, for those reading, yes it's absolutely a thing and yes, it works.

    • @FrancisJohnYT
      @FrancisJohnYT  3 หลายเดือนก่อน

      That is a different tutorial, "How to make a Simple Rick/Yunners"
      th-cam.com/video/alShZCbhgB4/w-d-xo.html

  • @seeess925
    @seeess925 ปีที่แล้ว +3

    This is informative. But more of a speedrun guide than a beginner guide. You do not need that much research desks I never have more than one. When starting as naked tribe group with nothing. I don't even get my research desk for quite awhile. And only use it when there is spare time. If I do Crashland start, it is even longer before I do anything with a desk. The progression of both vids so far is nuts. No short of a speedrun.
    Also, I play Strive difficulty but always with wealth independent 20. And both adaptation sliders to 0.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      This is most definitely not a beginners guide, it's more a guide of how to avoid the most common forms of death. Nothing having enough guns, armour, food and resilience to toxic fallout. Also not having enough colonists to eat a loss and still keep going.

  • @stevy9lives
    @stevy9lives ปีที่แล้ว +2

    Ah yes, my favourite game: CraftMine

  • @poni4389
    @poni4389 ปีที่แล้ว +2

    I'd love to see a guide about prison breaks. I'm sure that the chance of joining a prison break is affected by something like distance between two jails and wall sections. maybe something else?...

  • @TheLoyalOfficer
    @TheLoyalOfficer ปีที่แล้ว +1

    Wow I play this quite differently, especially the tech - I make a beeline for turrets and then mortars and refining to make shells.

  • @mockingbert3023
    @mockingbert3023 ปีที่แล้ว +2

    lower right of the thumbnail is covered by the lenght of the video, so i can only see "early to m..."
    edit: it's fixed or i was blind

  • @r3dp9
    @r3dp9 ปีที่แล้ว +1

    1.5k hours, and I still learned a thing or two from a "newbie" guide.

  • @John-uw2je
    @John-uw2je ปีที่แล้ว +2

    Hey Francis, you could use less materials if you put a fence next to the traps instead. It will take some more space since it has a wodth of two spaces.

    • @r3dp9
      @r3dp9 ปีที่แล้ว +1

      Ah, the AdamVsEverything design. Way more cost efficient since you don't need so many doors.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      I will have to put in some addendums at the end of this tutorial, that sounds way more resource efficient.

  • @sikic996
    @sikic996 ปีที่แล้ว +1

    Crashed ship chunks give 5 components?!?!? I’ve been playing this game for ages and thought they only gave steel holy crap

  • @telisjim5682
    @telisjim5682 ปีที่แล้ว +1

    I am playing on royalty dlc and even tho I have the effects of smelling bodies I don't get lung rot or something . So either my game is corrupted from 1 of the updates or if you don't have biotech it doesn't affect you . I am playing a run now so till I finish it I won't update . Happy new year Francis

  • @deatho0ne587
    @deatho0ne587 ปีที่แล้ว +1

    For clothing - Could make it 61% to 100% for clothing. Reason being is 60.1% is worth about 2x 50% and down. Not much but it does add up.

  • @aymanrojas9356
    @aymanrojas9356 ปีที่แล้ว +1

    Hello Francis, happy new year! Do you have any plans for oni this year? I hope to get more oni content out of you 😅

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      It's never off my list it's just my list keeps filling up with more stuff, I have to do a Dwarf Fortress run after this Rimworld run finishes.

  • @bilabohemia
    @bilabohemia 6 หลายเดือนก่อน

    Such amazing tutorial, Where part 3,4 ?

  • @user-xf1ur3hu4z
    @user-xf1ur3hu4z 10 หลายเดือนก่อน +1

    it amazes me how fast he grew the colony and how big the attacks got........ im going into 3rd year i yet to see attacks like this lol same starter settings. just basic normal whatever lol

  • @koffeemonsta
    @koffeemonsta ปีที่แล้ว

    If you rotate the acient danger once to the left you can see a spiderface with a bunch of eyes

  • @Drepiedre
    @Drepiedre ปีที่แล้ว +1

    Left me hanging there on that thrombo attack!!!???

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      Kited the Thrumbo to death but cut out the footage as it was not relevant to the tutorial. I have uploaded the clip to my google drive, drive is almost full so I'll be taking it down again in a few days to make space.
      drive.google.com/file/d/1ZPsIc44M-CvVjZxc7yZI7Xgf-eDiYDml/view?usp=sharing

  • @DeepProbe
    @DeepProbe ปีที่แล้ว +1

    36:20 ("Drop on top of you") Just toss molotov into that room if you can and lock the door! (Or breath fire - if some biotech's impids in range)
    Sure thing - this method almost require plasteel doors all around your base, and, deffinitely, stonemade walls...

    • @Saturas35142
      @Saturas35142 ปีที่แล้ว +3

      Or, if you feel Randylike, you can also do that with wooden walls and Floors... it *will* kill the raiders quickly and effective, you just need to have firefoam poppers in your hallways... or don't :D

  • @kiks12
    @kiks12 ปีที่แล้ว +1

    I love rimworld however it has a bit too much micromanagement for me to enjoy playing. Hence watching you and others are great.

  • @inybisinsulate
    @inybisinsulate ปีที่แล้ว +1

    Let loose the dogs!
    *foxes get unchained*

  • @justinsinke2088
    @justinsinke2088 ปีที่แล้ว +1

    Ah yes, good ol' Papersilli (I have no idea how it was spelled from memory, but good times).

  • @vineheart01
    @vineheart01 ปีที่แล้ว +2

    wow dont think ive ever seen an ancient danger with 4 dead pawns in it

    • @wolfen210959
      @wolfen210959 ปีที่แล้ว +1

      You havent watched the "Tribal Wizards" series then. lol

  • @Petq011
    @Petq011 ปีที่แล้ว +1

    To be honest, the wire trick should also be considered a glitch/exploit.
    To be playing "perfectly clear and as intended" you should just tell a pawn to go and turn it on/off. 😅😂

    • @Petq011
      @Petq011 ปีที่แล้ว +1

      And yes, the reconnect should also require a pawn to go and do it.

  • @rcwills
    @rcwills ปีที่แล้ว +1

    Early on you mentioned setting up a biphasic sleep schedule. It was my understanding that you need to maximize bed comfort to take advantage of biphasic. Are night stands and dressers worthwhile? I know they barely improve room quality, but I thought the 10% comfort was a big mood improvement.

    • @bahhumbug2072
      @bahhumbug2072 ปีที่แล้ว +2

      Biphasic is in almost every single situation the superior schedule. Night stands and Dressers are generally considered pointless at best. An excellent quality wooden bed will let your pawn achieve the Luxuriantly Comfortable buff by itself.

    • @r3dp9
      @r3dp9 ปีที่แล้ว +1

      Biphasic has certain advantages that apply no matter the quality of the bed. Higher quality just lets you get more benefit out of biphasic. Even with high quality beds, biphasic does have downsides.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      Comfort bonus is good, about excellent bed quality is enough. But getting dressers/night stands below that can help.
      Have never bothered myself as mood was usually pretty solid but if you had a problem pawn with a mood malice ever little bit helps.

    • @edersonnico
      @edersonnico ปีที่แล้ว +1

      I always use night stands and dresses because they make bedrooms look more like actual bedrooms and if I am not wrong the comfort bonus makes them rest faster or something like that.
      I have used the bi-phasic schedule and it is perceivable the pawns gets less things done through the day with it compared to a regular one. Though they are almost always well rested and recreated which gives them a better constant mood through the day(it makes a lot of difference when getting raided at sleeping time).

  • @danielsmullen3223
    @danielsmullen3223 ปีที่แล้ว +2

    You know, it would be so great if it were possible to tell the quality of different furniture (like beds in particular) by the way it looks. It would really beat clicking through all of them. Combined with the quality builder mod, life is so much easier.

    • @r3dp9
      @r3dp9 ปีที่แล้ว +1

      There's a "Quality Overlay" mod.

    • @danielsmullen3223
      @danielsmullen3223 ปีที่แล้ว

      @@r3dp9 Yeah, but it's ugly. It'd be nice if similar to the damage graphics, there was also quality graphics. It doesn't take a lot of imagination to think of how you might portray, for example, an awful quality bed versus a legendary one.

  • @nowherefool5869
    @nowherefool5869 ปีที่แล้ว +1

    btw, what's the reason for leaving out the corners of some rooms? i know they're not really necessary, but are there any other benefits to that other than resources saved?

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      Just resource saving early on when you are short on resources.

  • @commonsense-og1gz
    @commonsense-og1gz ปีที่แล้ว +1

    francis, when are you coming back to oni? also, do you by any chance know who made the oni calculator? someone needs to update it quite bad.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      Probably be a while longer, the last two updates were pretty small. Be awhile before their is a decent amount of new content. Have sort of committed to doing a Dwarf fortress run after this.

  • @Spoonwood
    @Spoonwood ปีที่แล้ว +1

    I think the corner deconstruction preview on ancient dangers no longer works.

  • @michaelrichards5340
    @michaelrichards5340 ปีที่แล้ว +1

    You said mildly? The amount of errors this has shown me in my own approach is crazy lol I'm running around with tight shared rooms and 6 colonist in 2yrs unable to even crack research 😅

  • @dmd733
    @dmd733 ปีที่แล้ว +2

    Got zzzt in my one of my Watermill generator rooms and had no path to extinguish the fire. Any Suggestions?

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว

      33:05 You should have an access door into the watermill so you can access it for repairs, the same door should allow you to put out the fire.

    • @dmd733
      @dmd733 ปีที่แล้ว +2

      ​@@FrancisJohnYT I had a door exactly like you had it setup, but the pawns couldn't walk over the watermill. I moved the walls out one to see if that helps next time. Thank You! It has been about 2 years since I have played Rimworld :)

  • @rogerguillem3696
    @rogerguillem3696 ปีที่แล้ว +2

    What is the order for legendaries?
    Weapons-armor-headarmor-beds???

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      One master/legendary bed for operations first. Then weapons all the way, masterwork weapons get a 25% bonus to damage and Legendary weapons get a 50% bonus to damage. Did a test on weapons before and the damage increase is huge as it all increases armour pierce so you can kill centipedes much faster.

  • @LoftyLazerus123
    @LoftyLazerus123 ปีที่แล้ว +1

    So, will we see you tackle Dwarf Fortress? I'm Thinking about buying it just to support the developers.

    • @r3dp9
      @r3dp9 ปีที่แล้ว +1

      FJ is very interested, but can't risk getting distracted until this series is finished.

  • @objsource
    @objsource ปีที่แล้ว +1

    Is this series considered finished? Just curious to know if any more of these are in the works...

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      None in the works right now, I used the free time over Christmas as they were pretty time intensive.

    • @objsource
      @objsource ปีที่แล้ว +1

      @@FrancisJohnYT Thanks so much for replying!

  • @hyvatystavat
    @hyvatystavat 11 หลายเดือนก่อน

    Why do you have bedrest to 2 or 3?

  • @deatho0ne587
    @deatho0ne587 ปีที่แล้ว +1

    Why not just use more watermills instead of solar power?
    Constant power: that does not have to worry about a sun blocker, fog, fallout, or less sun for any reason. Just have to worry about enemies that attack it, which you have to do with everything.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      It would take three Watermills to power one sunlamp. It only takes two solar and solar is cheaper.
      The amount of river is limited so it's best to keep your 24/7 power like water and GeoThermal around for powering coolers, production, science, cooking etc.

  • @borasraven7584
    @borasraven7584 ปีที่แล้ว

    With the social fights I had a husband and wife start a social fight over ideology… the wife punched the husbands leg off. They’re still at 100% towards each other. Lol

  • @Edcaseuk1985
    @Edcaseuk1985 ปีที่แล้ว +1

    I dont have water turbine, do you have to research it?

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      It's about 900 research points if I recall.

  • @JaRyCu
    @JaRyCu ปีที่แล้ว +2

    Hunting as God intended... with grenades. Does this apply to IRL or just the Rim? hahahahahahaha

  • @bash3997
    @bash3997 ปีที่แล้ว +1

    goddamn. nice zpend 1 hour

  • @TrueSTARbornFall
    @TrueSTARbornFall ปีที่แล้ว +1

    Is it true that rats cause disease or food poisoning?

    • @bahhumbug2072
      @bahhumbug2072 ปีที่แล้ว +1

      Animals including Rats cause filth which increases food poisoning and infection chance. Disease is not changed/effected by filth to my knowledge.

  • @thepeacefulnetch
    @thepeacefulnetch ปีที่แล้ว +2

    Caravan food question: if we use the food restrictions from the last video (restricts them from eating packaged survival meals), do we have to create and remember to switch to a caravan diet before they leave, one that would allow them to eat a wider variety of food on the road, including PSMeals? And then switch them back to the baseline Lavish meal when they return?
    When it comes to changing settings, I’m forgetful. What would happen if I leave them on your modified lavish meal when they leave on a caravan? Would they be unable to eat packaged survival meals I send with them? If I forget to change their diet before they leave, will I be able to change their diet on the road?
    What I’ve always done is that once I switch the colony to cooked meals I just go to wherever the PSM are stored, click on them, and turn that green check to a red X so pawns can’t interact with them anymore. It’s clunky, but they’ll still gather them for caravans and eat them on the road. I’d prefer to use your food restrictions method. I’m just concerned about forgetting to switch their diet and having them starve on a longer journey.

    • @wolfen210959
      @wolfen210959 ปีที่แล้ว +2

      I find it much better, and not clunky at all, to just use the same method you describe, simply make a crap-ton of PSM and then forbid the stacks. Changing the meal restrictions every time a caravan enters or leaves the map is far more clunky, and you are more likely to forget to change the restrictions.

    • @asureaskie
      @asureaskie ปีที่แล้ว +2

      You can change meal restrictions while on the road, in the pawn's Health tab. They'll obey the restrictions while on the road. It's worth noting that pawns also forage berries or agave when caravaning based on their plants skill and the time of year.

  • @Genesis8934
    @Genesis8934 ปีที่แล้ว +2

    27:07 Burning probably faster, but on *not* 500% difficulty, you can just chuck your corpses in shallow water and they'll decay faster than if you left them in a non-burning pile.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      Corpses in water decay at 4 per day, corpses in water while it's raining decay at 20 per day. So you can get rid of them in 5 days assuming constant rain. I prefer the burning personally now that lung rot is a thing.

  • @user-xf1ur3hu4z
    @user-xf1ur3hu4z 10 หลายเดือนก่อน

    i killed trumbos not realizing how op they were and that i should of tamed breed them..........

  • @emmettraymond8058
    @emmettraymond8058 ปีที่แล้ว +1

    Machining tables are ALSO innately dirty, like the butcher table. Don't put them in with your research tables.

  • @grandfremdling3841
    @grandfremdling3841 ปีที่แล้ว +1

    Ok

  • @ilairan8130
    @ilairan8130 ปีที่แล้ว +2

    are you going to continue to biotech playthrough?

    • @justneb1995
      @justneb1995 ปีที่แล้ว +8

      He mentioned that the holidays would screw with his schedule. He's only in "season" 2 of 3. There's plenty more coming

  • @Spoonwood
    @Spoonwood ปีที่แล้ว +1

    I'm surprised you're selling off steel knives and steel clubs on a flat map, instead of smelting them.

    • @wolfen210959
      @wolfen210959 ปีที่แล้ว +3

      He's only a short step away from deep drills, so he probably doesn't need the steel, or can't afford the 700w for the smelter.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      It's like Kiprith said we will get access to deep drills soon and steel will become a non issue. On top of that we still have 4 untouched steel nodes to mine out.

  • @MixR700
    @MixR700 ปีที่แล้ว +1

    Teetotalers are one of the worst traits in my book. The only way I will take them is if they have a mood boost built in (Iron Willed/Sanguine something like that).
    Oh you are miserable, all your friends are hurt, but you're gonna go on a mental break because drinking tea would be the death of you. It's just stupid. Just as bad as pyros and gormands imo.

  • @zbigniewhubicki1472
    @zbigniewhubicki1472 ปีที่แล้ว +1

    As much as I like most of your guides, this one seems like it's setting people up to lose their colonies.
    Let me explain - the number one reason for most of my failed runs is getting too many people too quickly. This has several faults:
    1. food - even if you're on temperate forest, there might be periods where you get very few animals to hunt. Sure you might have 20 or 30 wildlife, but of half of that is squirrels, rats or boomrats, you might run out of meat and plants take quite some time to grow. Then there is the problem of workload - your cook might not be able to cook fast enough, or your planter might need more time to service all the fields (even worse if you have both those roles on one person). And worse still you get hit by some event like heatwave or cold snap and animals run away or plants die or both.
    2. prisoners - not only do they consume food without contributing, they also take up a lot of your social pawns time: recruiting, delivering food for each, or with with ideology converting doesn't leave a lot of time for other things, especially on bi-phasic schedule.
    3. raid sizes - each recruited colonist increases the raid size by quite a lot, if you don't have the equipment for them, they don't contribute as much to the defense. It's ok if you manage to get a couple good guns for your team, but I've had runs where I couldn't find any good guns for ages in any of the towns and early on I find that most of the nicer guns (SMG chan shotguns, assault rifles, etc) come bio coded on raiders, so your new colonists are at best getting some hand me down revolvers or worse some bows, and now handling a raid gets way more difficult.
    The second most common reason why my runs failed was trying to make the base too nice without increases in defensive power. So building individual rooms with statues in each, individual prison cells, expanding the base too much, while still having only the starting equipment is a sure way to get overwhelmed.
    Same with animal population - while it's nice and easy to grab a couple alpacas for caravan carry weight, they do add quite a bit of wealth and that means bigger raids. It might be a better idea to get a single muffalo, especially that they cost less than a single alpaca, produce almost the same amount of wool as 2 alpacas for far less work, carry more than 2 alpacas while being only a bit more harder to tame.
    And finally - the basic trap tunnel is fine for the first 2-3 raids, but after that you want to start looking at some for of killbox or at least defensive positioning. Relying on the traps to kill 1-2 enemies when the raid has 5 is fine, but once you start getting 10 or more you're going to get overrun and since you're just standing in the middle of your day room you don't really have that much cover.
    I'm not talking full on recruitment sauna with a corridor over a 100 tile long, but at least a couple wall / barricade positions with a clear line of sight to the exit of trap tunnel would do wonders.

    • @r3dp9
      @r3dp9 ปีที่แล้ว +1

      1) If you hunt all the squirrels, there's a high chance that bigger animals will repopulate the map. I don't know the mechanics, but i'm pretty sure the fewer animals are on the map, the greater the chance new ones wander in. Still, valid point, and why I tend to rush pemmican/survival meals once I run out of more immediate concerns.
      2) Depends on difficulty, and mindset. In a permadeath mindset, it's best to grow slow and recruit 1-2 at a time. In a "get the early game over with" mindset, max recruitment all the way. If the colony dies

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      I see how food might be a problem for newer players, I instinctively keep an eye on my fridge and clear the map of decent animals to keep it full. I should have made that more clear.
      I push faster recruitment for a lot of reasons but you are right that if you don't have the guns to equip them it's a waste. It's why we pumped out SMG's first before getting flak vests. Damage is better than defence.
      Pawn value increase with stats, so levelling up a pawn in crops, farming, medical, construction is just making them more valuable increasing wealth. Better to hire another pawn and specialise them in single tasks or two at most. Hiring more pawns provides redundancy, we now have 2 cooks and 2 crafters plus multiple people who can plug gaps in everything else. While a lost pawn due to a large raid sucks and is more likely with larger raids, the loss of your only cook or crop person with a small team hurts far more. Having multiple pawns that can handle each job allows you to take each pawn of their primary task and get them hunting. This allows you to get everyone's shooting up to level 8 as a base level to make sure you can kill when the fighting comes.
      Give someone 11 pawns with mostly heavy SMGs, flak vests and heavy fur dusters all of good quality or better and you can wait around a corner and slaughter everything but Mechanoids and enemies with shield belts. So throw in some EMP grenades and some mortars and you can handle just about everything assuming you can eat some damage and know you can survive even if you lose a pawn or two. The game has a built in time in game factor that increase raid size, also Adaption factor has a sweet spot between 11 and 3 pawns.
      The plan is to shop for the early equipment to get guns and flak vests(if they ever appear) this equips the first few pawns. Then get build your own SMG's and Flak vest to equip a team of roughly 11 pawns. That gets you a solid team with build in redundancy with the smallest impact on raid size for the biggest gain in firepower. From there a solid killbox while gradually expanding the team to about 20 while making sure to build in some more redundancy and get some miners for the switch to deep drills.

    • @zbigniewhubicki1472
      @zbigniewhubicki1472 ปีที่แล้ว +1

      @@FrancisJohnYT I get what you're saying and I agree, but this is Rimworld. You say you want a second cook, but all you usually get is a 3rd planter and a 4th miner (all of which amazing, but with no idea how to peel a potato) before you get a decent second cook (or whatever profession you're missing).
      Also look at the moment the center drop happens - you have 9 pawns and only 2 decent guns (the LMG is horrible), if that happened while your colonists where more spread out, it would either cost you a couple seriously injured or dead colonists or you'd have to burn through all your consumables.
      What I'm trying to say is once you can make your own SMG's and flacks, then yeah go for expansion, as long as you have food, but before that point take it a little bit easier (especially if you're new).
      And to a bit more positive a couple hints for both new players and your power ranger playthrough:
      - assigned animal sleeping spots are a valid target for breachers, and attract them just like colonist beds so most of the time you really shouldn't use them, just make a couple medical ones in case of disease(I found this the hard way when I was using a mod that allows animals to eat nutrient paste [animals logic], which completely breaks the farming aspect of the game, as you can have an infinite amount of animals in a small space, as long as you have a butcher and cooling/ventilation and it's just a meat and leather generator)
      - Manhunter pulse (the psycast) works on Yttackin raid animals, and since it has obscene range it's really fun way to deal with those (just watch for friendly animals in range)

  • @vonkug
    @vonkug ปีที่แล้ว +1

    I think you can put a pen marker in your room and THEN zone the alpaca police into the door.

    • @wolfen210959
      @wolfen210959 ปีที่แล้ว +3

      Alpacas can no longer be controlled by zones, and do not fight even if you could, this was introduced in the 1.3 patch. The only animals which can be controlled with zones are dogs, cats, rats, bears, wolves, cougars, elephants, wargs and thrumbos.

  • @divergentlife493
    @divergentlife493 ปีที่แล้ว +1

    Cheating. Keeps saying rare Thurmbos are incredibly dangerous over and over. Yet attacks them. Then cuts off footage when the second one is about to kill everybody. And suddenly everybody is alive, and the thurmbo is dead in the refrigerator. How about tutorial nugget - yes they are dangerous, but not a problem if you leave them alone. And don't mess with them until you're higher. Also it makes no sense why units are stacked behind each other in combat. I'm pretty sure you need to spread them out to avoid friendly fire. Which is what I do.

    • @bahhumbug2072
      @bahhumbug2072 ปีที่แล้ว +2

      Spreading out actually causes friendly fire. I forget the exact distance but there is an area of safety around each pawn where they cannot friendly fire. It's something like 6 to 8 tiles around them.

    • @r3dp9
      @r3dp9 ปีที่แล้ว +1

      1) Yes, thrumbos are dangerous, so when you do fight them, you bring EVERYBODY. Keep in mind he had a shock lance in reserve.
      2) It would have killed, at most, one or two pawns. Probably down them instead. Once they get a critical number of injuries, Thrumbos can be safely kited indefinitely. Plus, shock lance. Plus plus, getting shot causes stagger, often letting pawns outrun thrumbo even when the move speed says otherwise.
      3) See a friendly fire guide. Adam vs Everything has some. TLDR: 3 deep firing line is always safe, 5 deep firing line is safe if no enemies breach the front line and you aren't firing at a weird angle. (ie, in a 5x5 grid, the guys in the corner can hit eachother if they are shooting allong a diagonal, but orthogonal shots will never friendly fire.)
      Bear in mind that this is a tutorial, and is very long as is, so a lot of jump cuts is normal. FJ has been very honest in the past when he's savescummed or made mistakes, so I wouldn't worry about the honesty angle. If there's a cut, odds are it's because the content was long and boring (such as kiting a thrumbo). If you want the uncut version of this guide... well, that's gonna be a reaaaally long video.

    • @FrancisJohnYT
      @FrancisJohnYT  ปีที่แล้ว +1

      Kited the Thrumbo to death but cut out the footage as it was not relevant to the tutorial. I have uploaded the clip to my google drive, drive is almost full so I'll be taking it down again in a few days to make space.
      File removed
      Friendly fire safe zone is 5 tiles in all directions from a pawn, 6 if you count the tile the pawn is standing on.

  • @krongusblung8305
    @krongusblung8305 ปีที่แล้ว +3

    Dude
    Do Dwarf Fort.

    • @r3dp9
      @r3dp9 ปีที่แล้ว

      Patience. You've already waited 20 years for the steam release.