- Видео 135
- Просмотров 179 397
TheyKeepOnRising
Добавлен 28 авг 2016
Challenge runs, gameplay snippets, ranking videos, and opinion pieces. This is the same kind of content you've seen before, except I'm honest about being creatively bankrupt.
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 10 Optimized Room Layouts
Do you struggle making rooms? Do you spend too much time fixing mistakes when you should be planning ahead? Does snorting a bunch of yayo and blacking out in the freezer make me an addict? Then watch this video to maybe learn some new layouts for your current or future RimWorld base!
00:00 - Intro
00:20 - #1 Workshop
01:02 - #2 Freezer
01:30 - #3 Dining Room (Vanilla)
01:50 - #4 Dining Room (Royalty)
02:27 - #5 Dining Room (Ideology)
02:45 - #6 Greenhouse
03:08 - #7 Barracks
03:35 - #8 Bedroom
03:59 - #9 Hospital
04:23 - #10 Laboratory
04:37 - Outro
00:00 - Intro
00:20 - #1 Workshop
01:02 - #2 Freezer
01:30 - #3 Dining Room (Vanilla)
01:50 - #4 Dining Room (Royalty)
02:27 - #5 Dining Room (Ideology)
02:45 - #6 Greenhouse
03:08 - #7 Barracks
03:35 - #8 Bedroom
03:59 - #9 Hospital
04:23 - #10 Laboratory
04:37 - Outro
Просмотров: 19 816
Видео
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 10 Tips All Players Should Know
Просмотров 9 тыс.4 месяца назад
Look, I'll level with you. This video should probably be titled "8 Tips You Already Know, and 2 You Might Not Know" but people will stop reading half way through. At least it's only like 5 minutes long so you can watch it while on the toilet or something. I don't really know what I'm doing anymore. I'm trying to play the Elden Ring DLC but it's been like 2 years so I started a new character so ...
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] Specialist Tier List
Просмотров 9 тыс.4 месяца назад
In this video, you will have your opinions reaffirmed about which specialists are the best in RimWorld. Nod along in agreement as I explain things you already know. We both know what this is, so let's just make the best of it =) 00:00 - Intro 00:25 - #1 - Leader 02:14 - #2 - Moral Guide 04:23 - #3 - Shooting Specialist 05:52 - #4 - Melee Specialist 06:56 - #5 - Research Specialist 07:54 - #6 - ...
[𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱] 20 Tips for Intermediate Players
Просмотров 50 тыс.6 месяцев назад
20 tips for intermediate players! You might know some of these tricks, but you probably don't know them all. Or maybe do you know all of these and I'm just wasting your time and mine. I just really like RimWorld, okay? The game is just SO good. Music Used: "Elevator To Heaven" by Aaron Paul Low "It's Good to You" by Darockart 00:00 - Intro 00:30 - Tip #1: Making Money 00:55 - Tip #2: Butcher Sh...
Stellar Blade Demo: Spanking the Stalker boss
Просмотров 397 месяцев назад
I tried to hitless him but I kept fumbling inputs. Oh well.
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] The "Service Pistol Only" Run
Просмотров 3,8 тыс.11 месяцев назад
In this video, we'll be answering the age old question: "Does anyone actually read the video description?" I honestly don't know. I personally never do because the video title and thumbnail usually tell you everything you need to know about the video. You click on a video and it starts and THEN you have the option to read the description, but why even bother at that point? It would be like if s...
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | The One True King
Просмотров 61311 месяцев назад
The "Losing is Fun" challenge is a name I've given to a Remnant 2 run with the following requirements: Fresh Character Apocalypse Difficulty Daredevil's Charm Admiral's Ring Naked This gives you -220% damage reduction, meaning most attacks will either 1-shot or 2-shot you. Using a fresh character means you can't prepare an OP build. This is a snippet from an adventure mode run vs. The One True ...
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | Bruin: Blade of the King
Просмотров 1,6 тыс.11 месяцев назад
The "Losing is Fun" challenge is a name I've given to a Remnant 2 run with the following requirements: Fresh Character Apocalypse Difficulty Daredevil's Charm Admiral's Ring Naked This gives you -220% damage reduction, meaning most attacks will either 1-shot or 2-shot you. Using a fresh character means you can't prepare an OP build. This is a snippet from an adventure mode run vs. Sunken Witch....
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 5: Invader, Alchemist
Просмотров 3,5 тыс.11 месяцев назад
Archetypes in Remnant 2 are not created equally, and this is especially more apparently in NG, where each character starts with a completely different loadout. In this series, I will be testing each archetype with a brand new, fresh character on Apocalypse difficulty. You may be surprised to see the results. This third video focuses on the Invader and Alchemist. 00:00 - Intro 01:24 - Invader 06...
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] "Losing is Fun" Challenge | Sunken Witch
Просмотров 76011 месяцев назад
The "Losing is Fun" challenge is a name I've given to a Remnant 2 run with the following requirements: Fresh Character Apocalypse Difficulty Daredevil's Charm Admiral's Ring Naked This gives you -220% damage reduction, meaning most attacks will either 1-shot or 2-shot you. Using a fresh character means you can't prepare an OP build. This is a snippet from an adventure mode run vs. Sunken Witch....
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] I have 𝖒𝖎𝖝𝖊𝖉 𝖋𝖊𝖊𝖑𝖎𝖓𝖌𝖘 about the Awakened King
Просмотров 1,6 тыс.Год назад
In this video, a RUclipsr pretends someone asked his opinion on the new Remnant 2 Awakened King DLC.
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] How to get the Zealot armor set
Просмотров 293Год назад
A quick video showing how to get the Zealot armor in Remnant 2: The Awakened King.
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] When you are about to beat Bruin, Blade of the King
Просмотров 381Год назад
I don't think a game developer has ever dunked this hard on me.
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] The "Crossbow Only" Run
Просмотров 10 тыс.Год назад
In this video, we'll be answering the age old question: "Can RUclipsr beat game using bad weapon?" You will laugh, you will cry, you will wonder why I do this to myself. 00:00 - Intro 02:13 - Yaesha 04:10 - Kaeula 06:44 - Corruptor 08:34 - Labyrinth 10:19 - N'erud 12:18 - Abomination 13:51 - Tal'Ratha 16:26 - Losomn 19:04 - Huntress 20:40 - Bloat King 21:49 - Faerin 23:20 - Root Earth 24:58 - C...
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 4: Engineer, Gunslinger
Просмотров 3,4 тыс.Год назад
Archetypes in Remnant 2 are not created equally, and this is especially more apparently in NG, where each character starts with a completely different loadout. In this series, I will be testing each archetype with a brand new, fresh character on Apocalypse difficulty. You may be surprised to see the results. This third video focuses on the Engineer and Gunslinger. 00:00 - Intro 01:27 - Engineer...
So I beat 𝗗𝖆𝗿𝐤 𝗦𝖔𝘂𝐥ꜱ 𝟯 at 𝗟𝐞𝘃𝐞𝐥 𝟏 and I regret everything
Просмотров 144Год назад
So I beat 𝖆𝗿𝐤 𝗦𝖔𝘂𝐥ꜱ 𝟯 at 𝗟𝐞𝘃𝐞𝐥 𝟏 and I regret everything
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] Awakened King DLC | Predictions and Speculation
Просмотров 662Год назад
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] Awakened King DLC | Predictions and Speculation
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] Corrupted Weapons | Top Picks
Просмотров 8 тыс.Год назад
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] Corrupted Weapons | Top Picks
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 3: Summoner, Explorer
Просмотров 2,1 тыс.Год назад
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 3: Summoner, Explorer
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] Corrupted Weapons | How to get them fast
Просмотров 11 тыс.Год назад
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] Corrupted Weapons | How to get them fast
So I beat 𝗗𝖆𝗿𝐤 𝗦𝖔𝘂𝐥ꜱ at 𝗟𝐞𝘃𝐞𝐥 𝟏 and I'm not really sure why
Просмотров 726Год назад
So I beat 𝖆𝗿𝐤 𝗦𝖔𝘂𝐥ꜱ at 𝗟𝐞𝘃𝐞𝐥 𝟏 and I'm not really sure why
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 2: Challenger, Handler
Просмотров 2,5 тыс.Год назад
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Apocalypse Archetype Ranking | Part 2: Challenger, Handler
Is it possible to beat 𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮 at 𝗟𝐞𝘃𝐞𝐥 𝟏?
Просмотров 3,1 тыс.Год назад
Is it possible to beat 𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮 at 𝗟𝐞𝘃𝐞𝐥 𝟏?
[𝗖𝘆𝐛𝐞𝗿𝐩𝘂𝐧𝐤 𝟮𝟬𝟕𝟕] Chase Coley is fun and balanced
Просмотров 233Год назад
[𝗖𝘆𝐛𝐞𝗿𝐩𝘂𝐧𝐤 𝟮𝟬𝟕𝟕] Chase Coley is fun and balanced
[𝗖𝘆𝐛𝐞𝗿𝐩𝘂𝐧𝐤 𝟮𝟬𝟕𝟕] Everyday begins with a smile
Просмотров 69Год назад
[𝗖𝘆𝐛𝐞𝗿𝐩𝘂𝐧𝐤 𝟮𝟬𝟕𝟕] Everyday begins with a smile
[𝗖𝘆𝐛𝐞𝗿𝐩𝘂𝐧𝐤 𝟮𝟬𝟕𝟕] Invincible enemy who also shoots through walls
Просмотров 29Год назад
[𝗖𝘆𝐛𝐞𝗿𝐩𝘂𝐧𝐤 𝟮𝟬𝟕𝟕] Invincible enemy who also shoots through walls
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Hardcore Apocalypse, Highlights Only
Просмотров 231Год назад
[𝐑𝗲𝐦𝗻𝗮𝗻𝐭 𝟮] NG Hardcore Apocalypse, Highlights Only
[𝗖𝘆𝐛𝐞𝗿𝐩𝘂𝐧𝐤 𝟮𝟬𝟕𝟕] Something ain't right
Просмотров 1,1 тыс.Год назад
[𝗖𝘆𝐛𝐞𝗿𝐩𝘂𝐧𝐤 𝟮𝟬𝟕𝟕] Something ain't right
I do not appreciate you not giving any spoiler warning for anomaly content. I did enjoy the video though, so good work
Very useful! Love your designs
Terrible. I hated everything but the lab. Like and a comment from me for the RUclips algorithm. I like your other videos! Keep up the good content!
Hmmm interesting and went back doing 11x11 layout base XD
thanks.
bro you dont know what optimised means
thanks
can you showcase your colony layout and your killboxes?
Like everyone said, the breach axe tip is godly. Disagree with your takes on drugs though. Penicillin is great if you have other money makers and spare neutramine. As for smokeleaf and ambrosia, having safe consumption intervals, means you should have all of those on hand/ scheduled in the event of an impending mental break. I'll take getting high over a mental break anyday.
I have a bit to say on the drugs mentioned haha! Smokeleaf is actually really good! It's not very addictive and is great for improving recreation and mood, so it's helpful if someone is low on recreation, say if they've been in the hospital. The two drugs I always produce are psychite tea and smokeleaf. They're also quicker to produce than alcohol and you don't have to make your pawns consume the drug multiple times (if a pawn has one beer they only get a 5+ mood boost, compared to psychite and smokeleaf which I think is like around 10+; you can ofc make the pawn drink more to get drunk, but I cbf doing this tons when smokeleaf is sufficient). As mentioned, you do need to worry about pawn death due to smokeleaf, but I just check if someone's consciousness can take it (most of the time it can). Go-juice is also really good for crafting/ doctoring since it increases manipulation! So if you need someone to quickly make a bunch of tribalwear, or your pawn is at 90% manipulation but you want them to do surgery, you can have them drink some go-juice and they'll be quicker/ have a higher chance of success.
Love this! One of the things I find funnest about RimWorld is trying to build super efficient bases/ room layouts! My workshop is actually VERY similar to yours here haha! I have all the steel, plasteel, gold and components in one place so pawns don't have to walk a long ways to gather resources, and I do this with a lot of the rooms! Same with the hospitals! I usually have a shelf stocked with medicine, a shelf stocked with drugs (coz sick people are the ones that need it most -- usually psychite/ smokeleaf here for recreation plus mood), a shelf stocked with organs, and a shelf stocked with hemogen and/ or ovums/ embryos. I also have a lot of kids in my colonies (or try to) and they're a great source of hemogen since it doesn't matter if they lose blood, since they're not gonna be in a combat situation anyways. I also liked your idea of the greenhouse, but don't see how it would work, since hops (I'm pretty sure) needs sunlight/ a sunlamp. 13x13 room for growing drugs, medicine, and cotton, with a sunlamp in the middle and a drug production/ medicine making room adjacent would be good. If you have the neutrolope mod (neutrolopes produce neutroamine), you can also have a room with a neutrolope in it and grow nutrifungus in there (Ideology) to feed it, or if you have the plants/ crops expanded mod, grow cave moss (like hay) and thus the neutrolope can provide neutroamine while living in complete darkness. Also, it's a missed opportunity you didn't include bedroom layouts/ designs, or that your kitchen/ freezer didn't have a cooking stove. Ik nutrient paste is most efficient but a lot of people don't use it! [Side note, there's a really cool mod called Vanilla Nutrient Paste Expanded where you can set up pipe systems for nutrient paste, it's great]. For bedrooms, I always do a 6x5 design (for most people) or a 6x6 for couples. The 6x5 bedroom contains a bed and a statue (either 100 or 150 beauty) and this alone can boost the room to slightly impressive. I only ever add dressers or bedside tables for aesthetics and/ or to increase the room beauty, idc about the pawn's comfort needs since a lot of them do enough sitting throughout the day already. The 6x5 bedroom is also good for children/ siblings (who don't mind sharing rooms with each other) or parents/ children (also don't mind sharing rooms). 6x5 can also fit up to three beds plus the statue so you can have three people in a slightly impressive bedroom. You can ofc also place a double bed in a 6x5, but I feel like the 6x6 is just a bit roomier for couples. AND, if you don't have statues, you can place beside tables made out of good materials (i.e. jade, or limestone/ marble), you can tile the floors, you can have good/ excellent chairs in the room (also increases beauty), and ofc the classic flower pot as well (if you have planters to spare). You can also use like, I think it's like 5 jade to make a jade fence and it has a good amount of beauty.
The greenhouse has some unroofed tiles, I explain in the video. If you keep a percentage of a room roofed, it will be temperature controlled but still allow sunlight.
lol, how to complete it?
Melee specialist being poor is a hilarious thing honestly... BUT think of it this way. Ranged specialist is fantastic for an elite fighter or a battlefield commander kind of pawn. Melee specialist is a reverse of that - if you think of it as a way to give some throwaway melee goons a decent boost... It suddenly isn't that bad. As a persistent role - melee specialist is also hampered by a progression of the skill - melee skill soft-caps its accuracy at skill 10 and your dodge chance is both soft- (at about 35%) and hard-capped with a maximum of 50% Production specialist is simply the best specialist out there - period. That +1 quality is a game changer to the point I can't run colony without one. The problem with other non-essential (so any other than leader and moral guide) is that they usually do not provide anything truly unique. They can be easily substituted with other means. And many of the jobs do not take so much time to even require this kind of specialist. Research specialist massively falls off late game. Mining specialist - not only falls off late game but also can be substituted with mechanoid or bionics. Medical specialist - non-violence is just BAD... And it requires ideologies that come with some crippling downsides to begin with. Animal specialist is a special case... It is actually not bad. It is actually amazing for a themed run. If you intend to use animals in combat, this is the guy you want. A Plant specialist - you have agrihands and bionics - they make the whole role fairly redundant outside of very specifically themed runs. BUT the whole role is saved by one fact - it has an increased yield. You get more out of your fields, which is nice for compact builds.
Armour - substitute the helmet for ANY full face helmet as soon as you can. Flak helmet does not prevent headshots through face, unfortunately. The rest of the "flak'n'duster" loadout is good, but you may want bionic legs and arms with that to compensate for lacking defence there. Weapons - assault rifles are your go-to generalist weapon. All because it combines very good range Charge rifle is good BUT it has short range - in open combat it leaves you vulnerable, as decent amount of foes will outrange you and force you out of cover. 1 Charge lance per 3-4 charge rifles is usually sufficient to remedy that. Chain shotgun - best for corridor killbox and door fighting. No contest here. Minigun - easy to overlook, because of the persistent myth about "forced miss radius". This hasn't been the case since BETA. Anyway - minigun is great IF you have a high quality weapon and a very good, trigger happy shooter - from this point on, minigun becomes a true death-dealer. Charge lance - a king of underrated weapons. It is poor when used as a main weapon, but couple sprinkled among your colonists are amazing - they are good at dealing with heaviest of armour and have a very good one-shot potential. One bonus tip - Trigger-Happy vs Careful-Shooter - I did the testing and it turns out that Careful Shooter is not a detriment the popular opinion claims. Careful shooter is consistently more effective with until skill of about 16, where it starts to even out. BUT trigger-happy does not consistently overtake careful shooter until you factor in bionics and shooting specialist bonuses. Speaking of bonuses - do not disregard the Heavy Bandoleer - yes, it prevents you from wearing the outer coat, but the bonus it provides is unique. A trigger-happy shooting specialist with this on top... That is a pawn who can dish out stupid amounts of firepower.
A lot of these can be adapted to look better with only marginal loss in efficiency. That being said. Workshop layout is excessively compact, to be honest - an expandable design could be nice, in case you are adding mods. Freezer - now this is a toss up. Unless you are already completely underground/using hydroponics, you want your freezer bigger for the purpose of stockpiling food - in cases of toxic fallouts or if you live in unfriendly biome. If you are practising cannibalism, you may also want your butcher room completely separate - gear from butchered corpses tends to clog up massive amounts of space. Rec Room - you may want to throw in some more entertainment - with just chess and billard table your pawns will suffer from boredon sooner or later. Bedrooms - 5x5 design is better in my opinion for the simple reason of fitting nicely in an 11x11 universal room template, making it more conveniently expandable. Hospital - nice and compact - but it is a good idea to have enough beds for roughly half of your colonists at the time - spacing out the beds may not be most space efficient, but prevents the pawns crawling through the beds, if you have patients that require tending and decided to take the middle bed.
Little trick with the chess table. Put it in the corner of one of your dinning table and pawn can sit and eat or play chess at the same place.
These were insane!!! Never seen tips like this, amazing!
coiuld you elaborate on the barracks vs bedrooms thing please
Sure, a barracks is better than a bedroom in many ways. It's more space efficient, resource cost efficient, and wealth efficient (if you play with wealth difficulty enabled). A low quality barracks will cause a small mood hit to your pawns, but you can easily raise the room quality with a sculpture and decent furniture. Highest quality barracks will actually reward a +1 to mood. The "disturbed sleep" negative mood is temporary and can usually be ignored or negated with good scheduling. Bedrooms are only necessary with the Royalty DLC as it becomes a requirement for most titles.
excellent tutorial.10/10. never going to do these tips. maybe the throne room with dining room. glad i'm doing 4x4 houses with little bathrooms :) wondered if they will be big enough. thx.
I was trying to rewatch this video but couldn’t find it by searching because you wrote “𝗥𝖎𝖒𝗪𝛐𝗿𝐥𝗱” with weird characters instead of “RimWorld” 😬
Wait, ghoul can not regenerate limbs?
5000hrs in game I learnt from you thanks
I’m running a vanilla run and I have no idea what half of these items are😂
@@eddierand8882 save this video and come back when you buy the dlc
Another tip: consider using Gauranlen trees. A lot of players just neglect them, but if you dedicate one useless pawn to connect to tree and prune it from time to time, you can get 2 free dryads of your chosen cast. In my case i went with tanking dryads, which helps immensely when your colonists are mostly shooters. Just release them in fight and watch as your enemies are bogged down in melee as your colonsists shoot enemy for free. Dryads do not eat, and can self heal in a pod rather quickly from any wounds.
I just love your colony layout dude, its so unique and charming
Don't really get the idea of sunlamps, my pawns would rather eat the flesh of their enemies and wear cowboy hats made from their skin
Wow lol I didn’t know most of these
I'm definitely taking that drug lab layout and modified it for slaves.
That uranium breach axe was definitely a helper. Going to implement it next time I can because mechanoid clusters make me save scum faster than anything else I’ve seen in the game thus far.
Why would u post this lmao
how to solve it
good tip about Breach axes. thx bro
I always combine my hospital and my research space. I have my medical doctor also be my research pawn so they just research until a pawn needs medical assistance. Another benefit is that I can save resources on sterile flooring by making it all one space.
Another tipp for the Cannibal platter is that the junker meme gives you Deconstruct yield high allowing a 100% reclamation upon deconstruct
If your slaves escape, it's your fault they still have legs
Moral of the story kids: DO NOT SMOKE POT ! Take crack instead
Persona 5 music fire
Sorry, but I'm gonna keep my human leather for my hats and sofas thx
The medical specialist is a great role for any non-violent pawns that have an interest in medical. If you use animals to fight, they can train on the animals and rapidly gain exp. I had a colony that had elephants as their venerated animal. They kept about 40 fully trained elephants to fight. A single elephant is about as strong as a pawn in plate armor weilding a mace. So huge raids would come, get stampeded, and my medical pawn would get obscene amounts of exp afterwords. I had 2 pawns at 18+ medical within a year of them joining.
2:40 penoxicilyn can save a big colony. It's awful to fight malaria or the plage cripling your pawns when big raids come in.
nice Going Under soundtrack
What are the these adjacent rooms for? Why not put the heaters and coolers with the room itself?
@@asdbg It's usually better for temperature control if you use a central room for heating and cooling, like a hallway. In the case of the butcher room, we don't want too much heat to spill out into the freezer
Jokes on you, I edit the xml on smokejoints and make them give pawns 300x work and move speed. Don't have the time to play, so I just make supersonic schizo-stoner colonies.
These are well-considered. Nicely done!
Love your rimworld videos man
All of the tips apply to the DLC, not the basegame
Fun fact for building: bedrolls are better for room quality than beds in small rooms. ex: 2 by 3 wooden room with normal quality cloth bedroll is considered dull, which means 0 negative mood debuffs for the room (since they wont spend time in it outside of sleeping)
i always build my research labs in a 5 by 6, with 1 multianalyzer between 2 high tech research benches and 1 large bookshelf, chairs optional.
and finally: jade walls op.
what i mean by that is place them around bedrooms and rec rooms for easy super high quality rooms
Ngl smokeleaf is not that bad it an easy drug to make and giving depandency to it to colonist is a relatively low risk maneuver
The Paste for throne room and ideology room was cool will be stealing that!
Smoke in turrent and sun lamp for devil textile for cold bio nice
these arent ips, these are cheeses. go to hell