- Видео 54
- Просмотров 275 914
Syrus
Добавлен 31 мар 2009
Yet another RUclips viewer.
Baldur's Gate 3 - Act 3 - Devilish Barrelmancy
Sadly, Korilla was killed as well. Oh well.
Просмотров: 782
Видео
OpenTTD JGRPP - Arctic - Trains. Lots of trains.
Просмотров 75Год назад
FIRS3 "Extreme", xUSSR set, and many other NewGRFs. Sorry about the noise. Should've closed the industry windows, wish there was an option to disable sound coming from those as vehicles leave in their views etc.
OpenTTD JGRPP - Arctic - FIRS3 "Extreme"
Просмотров 59Год назад
xUSSR train set. So don't blame me for Russian town names.
RimWorld: Simple Sidearms - Switch Weapons: Switching weapons
Просмотров 131Год назад
steamcommunity.com/sharedfiles/filedetails/?id=2652962609
OpenRCT2 - Black Rock Boredom - Custom Park
Просмотров 221Год назад
Low intensity, high density, extremely noisy park.
RimWorld - Yayo's Combat - Reloading multiple weapons (Simple Sidearms)
Просмотров 4,6 тыс.2 года назад
RimWorld - Yayo's Combat - Reloading multiple weapons (Simple Sidearms)
RimWorld - 45 colonists vs 1000 settlers
Просмотров 8 тыс.2 года назад
Moment of pause at 2:45 was me thinking and considering options. A time of severe lag starts after that, it ends at 7:35 - runs smoother after that, with some lag hiccups. Keep in mind, there are ~1200 pawns (~200 animals on my home map!) active on two maps! RimWar, raiding a 59'000 development point faction capital of the rough settler's faction using marine armor, ultratech guns and cyborg co...
RimWorld - Colony Time Lapse - "Fort Celeste"
Просмотров 91 тыс.2 года назад
1045 days, 52 colonists, 9.3 million wealth Build this colony over 3 months and 5 days (24.10.2021 to 29.01.2022). Used Progress Renderer to generate the screenshots. One screenshot each ingame day at 8:00 AM.
RimWorld - Colonist Bar Adjustment Mod
Просмотров 8912 года назад
Just a bit of modding around, I don't know. The standard colonist bar was annoying me with its tiny resizing instead of creating a second row, so I modded it...
RimWorld - 52 colonists vs mech cluster (very late game)
Просмотров 6 тыс.2 года назад
RimWorld - 52 colonists vs mech cluster (very late game)
RimWorld - Gallatrosses are totally well balanced.
Просмотров 12 тыс.2 года назад
177 tribals with bows, firebombs and other stuff vs 14 colonists plus a few caravan animals. The downside of using RimWar is how often you run into these impossible battles. My Gallatrosses are a "not going to deal with that" button for that case... (The weird graphic on top of the Gallatrosses is from my Customize Animals mod, I made them into pack animals, but the game requires a graphic for ...
RimWorld - Insanity Warhead taking out a Pirate raid
Просмотров 19 тыс.2 года назад
Never bring a dozen doomsday and several dozen other rocket launchers to an insanity warhead fight!
RimWorld - Cleaning Limbs Mod Preview
Просмотров 31 тыс.2 года назад
Cleaning Limbs on Steam Workshop: steamcommunity.com/sharedfiles/filedetails/?id=2673504697 Preview for the Cleaning Limbs mod! Row 1: two vaccuum hands Row 2: unmodified base human Row 3: two mop feet Row 4: two vaccuum hands & two mop feet
RimWorld - Simple Sidearms - Switch Weapons
Просмотров 3,3 тыс.2 года назад
RimWorld - Simple Sidearms - Switch Weapons
RimWorld - Alpaca breeding program goes slightly out of hand...
Просмотров 39 тыс.3 года назад
RimWorld - Alpaca breeding program goes slightly out of hand...
Europa Universalis 4 - Brandenburg / Prussia / Germany - [Europe]
Просмотров 327 лет назад
Europa Universalis 4 - Brandenburg / Prussia / Germany - [Europe]
Europa Universalis 4 - Brandenburg / Prussia / Germany
Просмотров 977 лет назад
Europa Universalis 4 - Brandenburg / Prussia / Germany
Europa Universalis 4 - Byzantium - Basileus
Просмотров 757 лет назад
Europa Universalis 4 - Byzantium - Basileus
Europa Universalis 4 - Cusco / Inca - A Sun God
Просмотров 2817 лет назад
Europa Universalis 4 - Cusco / Inca - A Sun God
Europa Universalis 4 - Castile / Spain
Просмотров 3347 лет назад
Europa Universalis 4 - Castile / Spain
Looking for just this. Thank you very much.
Twitch sub tier comparison
welp... *adds mod **#812*
You should add archotech variants or a psychaster ability that cleans all mess but renders them unconscious or something
Souls go to their dooms, in flames forevermore
"Hell, Hell, Hell has its laws Hell, Hell, the effects and the cau...." "Wait. What are you doi....."
But raphael is inmune to fire damage
Barrels Explode in Energy damage
thats energy damage
Except for the first, which I used to create an ignition surface, those are Smokepowder Barrels which inflict Force Damage upon exploding
can we all agree that the part of the colony we see is absolutely gorgeous
finally my brain damaged colonists can still be usefull
Can u share ur modlist please??😅
this is very good
nice video buddy
Can’t wait to hear these sounds in my next nightmare👍
Fr tho. Thats just cursed
i like this game
How was the slide show at the end?
Could this method be somehow turned into a weapon?
Very educational :D :D
Seems legit
Looks better balanced than VFE pirates cannons. Those things are busted.
Inspired taming: *The Unmodified*
Like amoebas on a petri dish.
Please Music in the video
can you spill your pc spec?
AMD Ryzen 7 3700X ASUS TUF Gaming X570 Plus ASUS GeForce Dual RTX 2080 Super O8G Evo V2 32GB G.Skill Trident Z Neo DDR4-3600 DIMM CL16 Handy to have the email receipts still around. Apparently it's a bit over 2 years old now...time flies.
They look impossible to maintain.
*smiles in Habsburg* Ah yes. The family circle.
Infected mushrooms - Guitarmess
I see these fancy bases and always wonder what difficulty it's on. I've made a habit of playing 500% with extra difficulty modifiers, and making grand stuff like this with so much wealth becomes impossible. Like litterally, game goes to 5 fps from having 500 pawns raiding.
at that point the "compressed raiders" mod becomes manditory
Custom difficulty Randy Random, pretty much between Strive to Survive and Blood and Dust. I vary the percentage depending on what I feel like during playing. Main problem has always been that on higher difficulty percentages the raid sizes would just become ridiculously large. (I'm not using "Compressed Raid" (yet).) I also don't enjoy playing on commitment mode for this game, I enjoy finding solutions, not seeing my base which I poured weeks of my time into burn down. So I save when a threat arrives and work out how to deal with them. The colony before this I had an Outlander or Pirate raid arrive while I was still running muskets (Yayo's Combat limits what I can use due to ammo). After several attempts I had to accept defeat, just could not beat them, especially because I had several threats shortly before. I also have sappers disabled because they give me an aneurism due to the way they destroy the map - really wish they'd not tunnel through every mountain to get to my base and make sense with their tunneling - and wish their tunneling speed was more realistic. Getting 500+ tribals isn't a challenge, just a nuissance. So I really wish the raids would focus on throwing more difficult factions or better equipped enemies at you in late game, instead of simply ever bigger cannonfodder. So I'm contemplating disabling pre-industrial factions or at least tribals for my next run. Long story short, in the beginning raids are usually hard, while in late game they offer little challenge anymore and I have yet to find a way to push the difficulty further to end game.
Yeah i get turning off sappers. they make settling without a long line of mountain walls around you impossible in the higher difficulties. My last base had the mountain and a 4 wall thick line of reinforced walls with 1500hp around the actual guts of the base in order to dissuade the sapper AI from going through them, I think only with ~40 cells worth of mountain walls + reinforcement walls did they actually go for my secondary entrance, which was an intentionally eazy to break long tunnel with the HE shell line type trap for sappers. That is the only way IMO to deal with them annoying fuckers. Making refrigerated mountain bases even more meta. turning off pre tribal raiders is actually a great idea, ill probably incorporate it in my next playthrough. I also don't know what compressed raiders are. but if they help raids performance, by god ill take it.
@@Videos553 Compressed Raiders is a mod that lets you set a maximum raid size but for every Raider that was "compressed" all other Raiders get a pre-determined set of Buffs. This includes stats, bionics, improved equipment, drugs, and I think a few other things that I can't remember right now. It's fully customizable to your liking as well. It's honestly one of the best mods for people that don't play on commitment mode.
The Alpaccapocylpse
le festin intensifies
Year 16 colony... jeessh
This is the sound that money makes
I would never dare force my pc to do this powerpoint presentation.. dayuum
How does the raider fireproof walking through a forest fire but my pawn catching fire walking BESIDE a single fire
I thought it would be free food since my colonist could outrun it
Imagine that but with boomalopes
Now you just need automatic butchering tables hooked up to a nutrient paste dispenser
so youre telling me this doesnt happen with every animal?
Weaponized this and you have an alpacalypse
Do you use a mod that can draft the gallatros?
I just use the vanilla trainable combat animal mechanics - as In, train for combat, assign to drafted pawn, set animals to attack.
Is this how manhunter pacts form? lol
btw, really cool base!
The unmodified one is clearly better at taming however
* Cue Ratatouille OST *
I love how it’s uneventful fist fighting then the second some of them manage to escape and use their weapons it goes insane. I really wish mass melee combat looked more interesting than pawns bumping into each other repeatedly.
i thought this mod was gonna be about cleaning up raider limbs that got blown off in ur killbox
I just imagine that one buff rat from Ratatouille carrying all my granite chunks one by one
I used Insanity Spear on a pirate with the Doomsday launcher.
Yo, how do you guys make these timelapses?!
There's a mod called "Progress Renderer" which can be set up to automatically take a screenshot at certain ingame time intervals. If I remember correctly I had it set to one screenshot per day at 08:00h. Once the colony was finished (after many weeks of playing), I used a command-line tool called "ffmpeg" to merge all those screenshots into a video.
@@SLD127YTThank yo so much for the info, that's actually really helpful :)
Love the base design. I'm a fan of avoiding straight lines when building anything not only because it looks organic but also because it adds a level of challenge in both construction and defense.
I love these too, but i'm a fcking retard who can't make a circle even if his life depends on it
It's just a constant animal orgy.. eugh! xd