Enjoy another episode and let me know what you think about 1) attacking traders and wanderers from other factions and 2) building a wood-fueled stove! ► Full Playlist: bit.ly/31c5iBQ ► Link to fan fiction by Daniel Farkas: rimworldsnovels.wordpress.com/jingz/
Pete, I love the gentle way you say "In your head, hunting thrumbo [using the traders] might seem like a cheap tactic" to mean "don't be THAT guy." The most important thing is the rp. If it fits with your rp (it usually doesn't in mine, but it certainly does for the cult of Jinx), then do it! Speaking of rp, attacking traders and many other things depend a lot on how you want to rp it. From watching other RW streamers I'd say outsourcing all the decisions can lead to bad rping, as the loudest voices always advocate for the same things (cannibals, etc.). While I love the fan contributions, I'm here to hear you. Whatever story you create will be unique and the fanbase will adapt to that. As for the woodstove in particular, I see the main issue being that vanilla doesn't offer an appropriate art asset, not the stove itself. I actually think the feast mechanic in Vikings is a good balancing mechanic. When I used the mod it always happened at the wrong time. Watch out for the ravager armor's lack of neck protection!
(1) I would find a RP reasons to attack, such as ideology incompatibility. For example, find out a trader is part of a religion that loves cutting down trees... then wipe them out for heresy. (2) Its not a stove, it's an alter of sacrificial timber. Burning the bodies of the trees to provide for the tribe. The forest gives warmth and nourishment. Hail Jinx.
So you want to make a more heavily modded campaign? Fine by me! The idea seems cool too. Maybe you could also balance it better than the average youtuber. (Would love to see what you would do with a relatively large modlist)
I am super hooked on the Rimworld series, Pete. Stellar job. Side Q, is there anywhere you store the artwork submitted for these episodes so we can check them out in higher res?
I think a wood-fired stove still makes sense lore-wise. Referencing the way Primitive Technology works with fire frequently and builds many stove-like structures out of clay and mud.
Shame the aesthetics don't particularly reflect that. I still find it weird that a freshly neolithic tribe can build something akin to a modern wood stove without any prior research.
@@breadcrumb37 but then following that logic, wouldn't the more important technologies also drift to the tribes? Basic furniture, clothing for extreme weather? A few guns? But none of that is reflected ingame
@@SpaghettiEnterprises I agree with what you mean, but the issue is that the game doesn't differentiate. A freshly neolithic tribe that doesn't even make beds yet can somehow build a stove that looks a lot like a modern, white countertop stove and is also the same efficiency wise as a modern stove.
Maybe you could pick the faction most ideologically different from the Cult of Jingz and start only attacking them first and then grow more aggressive as the colony grows in strength
I think the most thematic way to attack other groups is to aggressively attack all logging camps for cutting down trees, then get more extreme from there.
Love me some Pete Complete. Anytime, anywhere. Can't wait for the more heavily modded series too! 🤔 As far as the stove goes, I think it makes sense. They need to use wood to fuel the campfire anyway, so it's not big deal where/how it gets used. On the topic of attacking travelers... Maybe we could pick a faction to bully?
Seeing you in Pete's comment section made me consider a Stardew-themed Rimworld Colony. You've created a monster. I hope you're happy with this fresh heck you've unleashed upon my save files. (I'm only half teasing ;p)
I am fine with attacking other factions but the Cult needs power before that. And power comes from number. We need to recruit a whole gaggle of cannon fodd.... willing adepts for that.
I'm mostly opposed. I mean, it's just making enemies for the sake of making enemies. If you want enemies, Randy will supply them. Without losing trading partners.
Cult of Jingz are tribal, death loving, tree loving, opportunists. All visitors whether hostile or not, are measured up for value to the tribe. Sometimes they will trade with them, or decide to bring them into the tribe (willing or not), and other times those visitors just might "go missing".
I think the stove is fine, I’d be happy with anything up to early medieval times. Regarding aggressiveness, probably better to pick a few factions (maybe based on their believe) and take them on, attacking on site, keep other at acceptable relations with a attack here and there and a relationship mending if needed
Pete, I love the gentle way you say "In your head, hunting thrumbo [using the traders] might seem like a cheap tactic" to mean "don't be THAT guy." The most important thing is the rp. If it fits with your rp (it usually doesn't in mine, but it certainly does for the cult of Jinx), then do it! Speaking of rp, attacking traders and many other things depend a lot on how you want to rp it. From watching other RW streamers I'd say outsourcing all the decisions can lead to bad rping, as the loudest voices always advocate for the same things (cannibals, etc.). While I love the fan contributions, I'm here to hear you. Whatever story you create will be unique and the fanbase will adapt to that. As for the woodstove in particular, I see the main issue being that vanilla doesn't offer an appropriate art asset, not the stove itself. I actually think the feast mechanic in Vikings is a good balancing mechanic. When I used the mod it always happened at the wrong time. Watch out for the ravager armor's lack of neck protection!
it's both curse and a blessing. Being slower at crafting allow you to wast less resources while training your crafter since you gain crafting experience during working on stuff, meaning slower work (from having bad vision in this case) allow you to get more exp for the same amount of materials.
The wood-fired stove is completly fine. However being aggressive to everyone you meet doesn't sound like a great idea. It's nice to see random traders come by.
Hey Pete, if you're interested in a heavily modded series, might I suggest Save Our Ship for the next series? I think that would be fun to watch and a totally different way to play the game. Something I think you can appreciate.
As someone that played the game for a while without mods, once I started using some mods (mostly quality of life) I can't see myself going back to vanilla anymore.
first, i love the vibe of this series so far. you have a way of making each rimworld playthrough feel completely fresh, and this is my favorite so far. I think it would fit the Cult of Jingz to greet visitors more aggressively too. Second, I had a crap day and your video let me crack a beer, relax, and unwind a bit. So thanks for the amazing content
About "greeting" travelers... I'm personally all for it! But it's important to keep in mind the value of a close ally, so perhaps don't make enemies with the closest tribe, trade is really an incredibly useful tool to have :-)
A wood fired stove would make sense to me. Most primitive/aboriginal groups do make some type of oven or stove. I realize yours won't be made of mud or clay, but it still belongs. As for attacking people wandering through, I think you're not ready for that yet. A lot of the colonists have somewhat low skills, and with the primitive tech, making enemies of too many factions could be a severe detriment. Stick with fighting the other hostile tribespeople for now, and recruiting whoever is a decent pawn. Also, I'd LOVE to see you play a more heavily modded playthrough! A Star Wars, Lord of the Rings, or Warhammer styled game would be just a few of the great options to pick from, though I can see you doing a full on Viking game as well. "Did you ever hear the Tragedy of Darth Pete Complete the Wise?"
A wood-fuelled stove absolutely makes sense to me. We've had that technology for literally thousands of years; the Romans certainly knew of it, and I think it probably extends beyond that. Attacking traders? Yes. It will cause multiple problems, but we haven't had that sort of playthrough yet, and I'm all for it!
This might be a bit more on the cheesy side, but a really good option for beauty when on high threat scale is to make fence posts out of jade in your colonists bedrooms. Theyre the same beauty as if you made a wall out of it, but only take one unit of jade, plus having jade used in structure actually adds less wealth than just having jade sit in your storage
The Trees Speak to me! They say "Wood Stove is probably a good idea, you already got wood working and wood buildings, it's not a stretch that they could figure that out thematically. As for Traders, I'd say let's hold of a little longer, not sure the colony is quite ready for that, at the bare minimum not until a larger storage zone is prepared.". THE TREES HAVE SPOKEN!
Pete please add anything that makes you enjoy playing rim, I absolutely love the series and would like to see anything rimworld related coming from your channel in the future.
Pete I fell in love with your channel the moment I came across one of your videos. Can't stop binge watching every episode. Thanks for the top tier content.
Not sure if anyone mentioned this yet, but the Vanilla Expanded: Cooking has several Neolithic/medieval cooking styles. Stews and soups, cheesemaking, and grilling - all things done by both types of people. I really think the soups and stews would add the most flavor (pun intended), especially considering it was the base food for almost every culture during neolithic and medieval times.
Woodfired stoves are extremely ancient inventions. Just imagine it's a pile of clay or a whole pig draped in leaves and buried with burning ashes. Or just say they got it from one of the dozens of wrecked space ship bits all around the map.
If you're aiming for the Ideology ending, it would be interesting to have the cult move to a tundra beach tile (getting that viking vibe) and then on a mountain tile where Specs can build her evil lair. Then again, Ideology is a hard quest, so if you don't want to, it's understandable.
Yeah, it's also a LONG quest, with some... lulls... while you grind up wealth in the second and third colonies. If he wants to stay with tribal tech it will be hard to defend 350K-level raids as well. Having a bunch of psycasters helps, but it's hard to imagine doing it without bionics and good gear or a tower-defense killbox. When I did it my first colony was arid, second was frozen mountains, and third was desert seacoast. The locations you suggest are definitely cool for his theme. Restarting on desolate tiles was fun, but I really didn't enjoy the overall mechanics of quest, which are pretty sociopathic.
Nah, don't need more agression in the world, be merciful. Also a wooden stove sounds like luxury. Thanks for your lovely content, keep up the great work.
Pete, I'm in a wonderful cycle of falling asleep to your videos only to wake up and finish them before productivity. great videos, keep it up my friend. hope you are doing well
Hi Pete! I think a wood stove is fine lore-wise. As for attacking travelers, I'd hold off until the village is a bit more populated/built up. Remember, this is a 500% run! Those civil outlanders might bring the smoke, and its a bit early for that imo.
I think it would be fun to make a sort of "question for the spirits of the trees" wether to attack the trades or not. Like a coin flip for those who tress pass on the territory
I think a wood fueled stove would still fit in with the tribalist aesthetic, and it results in a more efficient use of wood, food, and time when used for cooking. I also think in terms of the faction relationships that you should keep on good terms with an ideologically similar faction, but to declare war on an ideologically different faction, and to keep the rest (including the empire) on neutral terms. I feel like that's what our bloodlusty psychopath would want to do anyway, to satisfy her bloodlust on an ideologically and technologically inferior group of heathens (and who the Cult would want to rally against anyway), yet to bring rewards to those whos ideologies please us, but no one else matters to our bloodlusty psychopath unless she can extract some value out of them. Makes sense if Specs is viewed as the leader of the faction, and of the Cult of Jingz, like all good religious leaders saying "Our religion tells you to do what I wanted you to do anyway."
Wow I cannot wait for the new biotech series. This series is soooo good. The fan art really brings this story to life too. Idk how you play this so cleanly either my colonies always wind up in starvation and chaos
Go for the stove! It'd be cool if there was a mod that retextured it. Although you really do need to fix the storage and expand the common area first. Would a storage mod be acceptable? Not the infinite one, but the idea of nailing a box together isn't exactly complicated. And resource crates are pretty nifty.
There's a good mod which name escapes me, but it has almost exactly what you describe. Double shelves, food basket, cloth hamper, weapons cabinet... That last one looks a bit too modern IMO for this series, but it's super nice. It makes no sense to me that three hats take up the same space as three big chunks of rock. A
There's a good mod which name escapes me, but it has almost exactly what you describe. Double shelves, food basket, cloth hamper, weapons cabinet... That last one looks a bit too modern IMO for this series, but it's super nice. It makes no sense to me that three hats take up the same space as three big chunks of rock. A
Nice! Always a splendid job Pete! Please keep up the good work :) As for the questions, 1. Yes, let's make this party started! Let our enemies know our name and tremble on it's sound! 2. Sadly i don't have an opinion ;)
I would say wait a bit longer on picking fights. The Outland factions outgun you and the tribals have a numbers advantage. I'd say work on getting proper armor first
I think holding off on wooden stoves is a good idea, at least until after you've expanded your far too small storage and living space for your new recruits.
I love the idea of a heavily-modded playthrough in the future 😃! You could pick a theme and add a whole bunch of flavour/gameplay stuff (e.g. decide on a tropical resort-themed colony and use Hospitality, Biomes! Islands, Vanilla Ideology Expanded - Memes and Structures, etc.) and then some difficulty-increasing mods to balance it out, it'd be mad
1. Wood Stove is fine, although I'm curious if there are any mods that add something a bit more thematic to the primitive play style, like a clay oven or something. 2. I think a cool option for attacking neutral/friendlies would be to look at the various factions ideologies, and perhaps attack the factions whos ideaology clashes most with the cult of Jingz.
I think that either solution in fighting our neighbours would work on a narrative level - but ask a few clariyng questions: How would traders respond if you used the conversion skills on them? Is that considered a hostile action? Because we still need to spread the word of Jingz? Maybe once the Horn of Jingz is safely back home a much more aggressive spreading of the cult might be in order? For the Stove part - I suggest you just do what you prefer - The campfire of course serve both heat and cooking needs, I do not know how if the stove does as well - but that might early on, prevent any spatial difficulties. I hope we get to see more Cult of Jingz significant culture building too - as I believe only one piece of art sits indoors, and only one monument is placed next to the anima tree. Defining a little more what makes the Cult of Jingz, besides Masks, Robes and so on.
I like the fact there are people who we are friends with, and the triggering wildlife to fight them while they are visiting. I also think there is like a new stove/permanent campfire in Vikings(defo in villina expanded, might be medievil) that is made of stone
11:15 I think you should consider the middle reward. Glitterworld medicine could save someones life, _especially_ without a good doctor. Just call it "magic medicine". And uranium can make some _damn fine_ melee weapons and primitive metal armors. 19:02 "Foolish Took" - Gandalf to a Hobbit. A Race known to be inherently sanguine and gourmets. That name fits so well, I am sure you were waiting for such a combination of traits to use it 😁 # Extra fuelled Stove. Pretty sure Tribals understand cooking so well they could make fuelled stoves. You would need one latest when you make bread, which should be in the "sedentary tribe" side of the techtree. But I have to admit, I never considered using a campfires slower working speed to train cooking. And for the same space you csn throw 3 times the manpower at the problem.
Wood Stoves seem fine. And instead of aggressively attacking, perhaps aggressively converting is a better approach. You can even have multiple colonies on the map started up at once with key figures leading each area if you want to change up playstyle, though I'm unsure how sending them to different tiles actually works. Good Luck, Pete!
I definitely think you should go for a wood- stove. Rimworld doesn't do a good job of distinguishing different tech-levels of cooking stations, but it isn't "lore-breaking" to let the tribe have access to a dedicated cooking platform. The kitchen is the centre of the hut after all. While I am interested in seeing the cult ramp up its aggression, I do think they ought to pick one singular faction that they are okay with, apart from the empire.
I love this show and didn't want this to end. I'm also looking forward to a crazy modded session in the future. Specifically...can you make and run a restaurant? I tried once and couldn't pull it off successfully.
Hiya Pete I got through your Mass Effect 2 series, caught up with your Mass Effect 3 series, and re-blasted your Xcom series while awaiting your next (this) upload. (got to be honest - the last was just so I could hear you crack your usually perfect composure in "Sectopod Shenanigans"; I was right there with you, mate) Hope you are doing good, thanks once again for doing these, they are appreciated. With regards to Modding your play-thru: sure, yeah, do whatever you think is right for you. After all, it's your game, and you allowing us to give input and feedback is a step up from those who pre-record 10 episodes and then start making comments about the comments. If you [/i]are[i] (I _so_ want bb-codes for u-tub) going to go the mod path, though - LWM's Deep Storage is the one and only I would advocate; You are v.short on room, and this will help SO much, and it all costs resources so it's not like it's free. Just tossing it in there. All the best to you and yours Russ
Maniac is too old to be tardy, lol get it dude! Nice episode, Pete, I did wonder if there wasn't a brainy person in the attack group, like the one bleeding out on the south edge of the base. I personally think that making all enemies will be a bad idea, since you almost always need some trading to happen, and without a trading beacon that means at least one friendly faction. I'm in favour of the Viking stove, it fits the theme. Thanks again, also I would love a "real" modded playthrough at some point. Vanilla expanded is a great springboard, I feel those are always well balanced and very stable in performance. On the other hand I also wouldn't mind your nature documentary style of editing and voiceover on a silly run like a zombie run for example. Whatever you choose next, I'm sure it will be very entertaining and I'll be here for it.
It's always such a pleasant surprise whenever a new episode comes out. Also just use the dang woodfired stove. You think privatives didn't use stoves come on now. They would make that stuff out of clay and just use it. I do appreciate your apprehension for electricity though. Maybe hold off on it until a scientist joins who can bring in the electricity. Anyways thank you for the quality content.
I think the stove would be on theme. I think you should save the killing of the travelers until there is some kind of secret village aesthetic, like trees are blocking everything and you've got traps and totems everything.
The two viewers in my household vote- Aggression - split. One Says more attacks on traders, the other says to stay friendly. Stove - both vote yes in favor of stove.
Stove is a must and has been around forever so no need to worry on that front. As far as attacking visitors, I think the tribe is smart so maybe only opportunistic attacks when you see a worthwhile person or group
I am all for going aggro on all the other factions, save the empire as the final boss. But Liviana is not currently equipped to handle that kind of aggressiveness. I think for now you should focus on getting quality pawns or rather develop the ones you got. A strategic suggestion would be to convert the prison area into a slavecamp, turn them into a frontline melee wall during raids. Since we are still in the wood era. That way you stay true to the neolithic psychopath. It would also help develop the village further. I'm not sure what the Cult of Jingz standing is about slaves. As for the stove. A wood powered stove is definitely not out of the roleplay path. So by all means go for it. SInce the Cult is growing, we need to find that balance between tribe and efficiency.
The stove is fine by me and tribal being aggressive would fit and would be a new Play style and interesting while continue to being neutral will be very similar to your last rim world playthrough
As Liviena is becoming a proper colony with different structures, a wood-fueled stove is definitely a good option and still well within the tribal age. As far as attacking other factions - I would attack them based on their ideology. If it is somewhat compatible to The Cult of Jingz, I would leave them alone, but if they are very industrial in their ways... destroy the heathens!
as far as the campfire vs wood stove debate, id use both. id set up a "hangout/party" spot with the campfire that could be a backup cooking area and have the stove in a more proper area to function as my main food production. the campfire fits the aesthetic for the cult, but it doesnt need to be inside a building. the stove could be inside. nothing says the cult has to be pure primitive. seeing as most members of the cult will come from foreign factions, it is reasonable that some would teach others how to build a stove. but thats just my thoughts. speaking of foreign factions, i think its ok to have some allies. after all if you are building an empire then youd want allies. but i also think that the cult would target a faction whose ideals are opposed to the way of jingz.
I feel like it is the duty of the Cult of Jingz to immediately captu-, I mean, take in stray lone wanderers and show them the err of their beliefs. Then you may send them on their merry way to spread the good word if you don't want to grow your colony too fast.
I'd say it's fine to use wood-fueled stoves and handcraft workbenches. Real tribes are usually at about that level. And it makes sense for this particular tribe to have decent structures, being that they live in fairly harsh conditions - that'd lead them to knowing a thing or two about crafting and building things, just not technologically sophisticated ones. As for factions, I'd say it's not a good idea to attack everyone indiscriminately. If anything, you're not ready for that yet. But do check out the list of ideologies and see if any of the neutral factions are very different from the colony's beliefs and perhaps fight them in particular.
Agressive: Yes Stove: No I believe the campfire has so much feeling of tribal and given pretty much all of the other aspects in the colony are currently tribal as well, I would stick with it. Given you've got yourself a new cook now, I think that's reasonable for the moment. It is also more wood conservative than a stove. I do realize that it takes 50% more time to prepare on a campfire and also that pemmican generally produces less nutrition per work time than other meals. Given that they now have a dining table & chairs, maybe you could also start making simple meals for daily consumption with the pemmican serving as your winter reserve. This would cut down some of the time spent cooking while not necessarily going away from tribalism too much.
Maybe a bit more hostile, since you kinda already are with leaving hunting to the visitors, but not against all factions. To the stove: I would wait a bit longer, or look for a mod, witch offerce a low tech kitchen. But this also isn't that pressing, since you need to expand beforehand
Finding a nemesis might be a fun innovation. Perhaps a fraction that has beliefs or ideology opposite to the one held by the Cult of Jinx, just as gareth wyndham said in one of the top comments.
I think a wood stove is fine. maybe find something that retextures it to look like an old clay stove or something since it would fit the aesthetic quiet well. as for the hostility i think it would be interesting to see you attack one specific faction who’s ideology goes against yours the most and eventually the empire
Cooking -> Yes to the wood-fueled stove Aggression -> As others mentioned in the comments it would be cool to check out the other existing factions and pick 1-2 of them that run counter to the Cult of Jingz as the arch enemies to attack on sight :D
Enjoy another episode and let me know what you think about 1) attacking traders and wanderers from other factions and 2) building a wood-fueled stove!
► Full Playlist: bit.ly/31c5iBQ
► Link to fan fiction by Daniel Farkas: rimworldsnovels.wordpress.com/jingz/
Pete, I love the gentle way you say "In your head, hunting thrumbo [using the traders] might seem like a cheap tactic" to mean "don't be THAT guy." The most important thing is the rp. If it fits with your rp (it usually doesn't in mine, but it certainly does for the cult of Jinx), then do it!
Speaking of rp, attacking traders and many other things depend a lot on how you want to rp it. From watching other RW streamers I'd say outsourcing all the decisions can lead to bad rping, as the loudest voices always advocate for the same things (cannibals, etc.). While I love the fan contributions, I'm here to hear you. Whatever story you create will be unique and the fanbase will adapt to that. As for the woodstove in particular, I see the main issue being that vanilla doesn't offer an appropriate art asset, not the stove itself.
I actually think the feast mechanic in Vikings is a good balancing mechanic. When I used the mod it always happened at the wrong time. Watch out for the ravager armor's lack of neck protection!
(1) I would find a RP reasons to attack, such as ideology incompatibility. For example, find out a trader is part of a religion that loves cutting down trees... then wipe them out for heresy. (2) Its not a stove, it's an alter of sacrificial timber. Burning the bodies of the trees to provide for the tribe. The forest gives warmth and nourishment. Hail Jinx.
Attack all non tribal factions. Reject modernity
So you want to make a more heavily modded campaign?
Fine by me!
The idea seems cool too.
Maybe you could also balance it better than the average youtuber.
(Would love to see what you would do with a relatively large modlist)
I am super hooked on the Rimworld series, Pete. Stellar job. Side Q, is there anywhere you store the artwork submitted for these episodes so we can check them out in higher res?
I think it would be fun to pick a faction that is ideologically incompatible and beat up on them. A holy war of sorts.
I think this is a great idea
I agree this would be very fun
Best compromise.
Yes pls
This
I think a wood-fired stove still makes sense lore-wise. Referencing the way Primitive Technology works with fire frequently and builds many stove-like structures out of clay and mud.
Shame the aesthetics don't particularly reflect that. I still find it weird that a freshly neolithic tribe can build something akin to a modern wood stove without any prior research.
@@joelfilho2625 that knowledge couldve drifted from any of the technologically advanced groups on the rim
@@joelfilho2625 Nah, it could just be a bunch of carefully piled stones held together with mud. Any kind of box around a fire counts a stove imho
@@breadcrumb37 but then following that logic, wouldn't the more important technologies also drift to the tribes? Basic furniture, clothing for extreme weather? A few guns? But none of that is reflected ingame
@@SpaghettiEnterprises I agree with what you mean, but the issue is that the game doesn't differentiate. A freshly neolithic tribe that doesn't even make beds yet can somehow build a stove that looks a lot like a modern, white countertop stove and is also the same efficiency wise as a modern stove.
Maybe you could pick the faction most ideologically different from the Cult of Jingz and start only attacking them first and then grow more aggressive as the colony grows in strength
I really love the notion that if outsiders ever see Thoraya in clothes, it's because she's about to run them through with a sword.
I think the most thematic way to attack other groups is to aggressively attack all logging camps for cutting down trees, then get more extreme from there.
The classic eco-terrorist route. I love it!
Those savage hurting poor innocent trees! They deserve to be raided I tell you!!!
@@chrisjames8979 I honestly feel the empire feels like a super thematic villain.
more aggressive? I mean, you could would make things interesting.
But you might want to keep atleast one friendly faction to trade with.
friendly outlander is best for trade i guess
Love me some Pete Complete. Anytime, anywhere. Can't wait for the more heavily modded series too! 🤔
As far as the stove goes, I think it makes sense. They need to use wood to fuel the campfire anyway, so it's not big deal where/how it gets used.
On the topic of attacking travelers... Maybe we could pick a faction to bully?
Seeing you in Pete's comment section made me consider a Stardew-themed Rimworld Colony.
You've created a monster. I hope you're happy with this fresh heck you've unleashed upon my save files.
(I'm only half teasing ;p)
I like the idea of a specific enemy a lot more than just flailing at anyone who shows up to trade until, VERY quickly, no one comes to trade.
Worlds colliding!!!
10:10 "... as Reddini goes into a daze in her prison cell, which could last for quite some time, a few *daze* even ..." :D
Ha! That went right over my head until I read your comment.
I am fine with attacking other factions but the Cult needs power before that.
And power comes from number.
We need to recruit a whole gaggle of cannon fodd.... willing adepts for that.
I'm mostly opposed. I mean, it's just making enemies for the sake of making enemies.
If you want enemies, Randy will supply them. Without losing trading partners.
In Rimworld you mostly get recruits by imprisoning survivors of battles anyway.
@@mcblaggart8565 that's fair. But still, an army of fanatics can't hurt. And it's thematic.
Actually they could switch to tanking dryads.
Cult of Jingz are tribal, death loving, tree loving, opportunists. All visitors whether hostile or not, are measured up for value to the tribe. Sometimes they will trade with them, or decide to bring them into the tribe (willing or not), and other times those visitors just might "go missing".
Selling the weapons from the fallen traders to the second caravan was legendary haha, master play
I love that during the conversation at 10:00, where you're talking about how to attack other factions, Maniac walks by with a dead body. Perfect.
I think the stove is fine, I’d be happy with anything up to early medieval times.
Regarding aggressiveness, probably better to pick a few factions (maybe based on their believe) and take them on, attacking on site, keep other at acceptable relations with a attack here and there and a relationship mending if needed
A wood fueled stove is fine I think. Even in medieval times they had those so it isn't the worst
Damn autocorrect back at it again xD
Lol I would love to see a documentary on that Medical times.
@@LordGingerBerry frick
Pete, I love the gentle way you say "In your head, hunting thrumbo [using the traders] might seem like a cheap tactic" to mean "don't be THAT guy." The most important thing is the rp. If it fits with your rp (it usually doesn't in mine, but it certainly does for the cult of Jinx), then do it!
Speaking of rp, attacking traders and many other things depend a lot on how you want to rp it. From watching other RW streamers I'd say outsourcing all the decisions can lead to bad rping, as the loudest voices always advocate for the same things (cannibals, etc.). While I love the fan contributions, I'm here to hear you. Whatever story you create will be unique and the fanbase will adapt to that. As for the woodstove in particular, I see the main issue being that vanilla doesn't offer an appropriate art asset, not the stove itself.
I actually think the feast mechanic in Vikings is a good balancing mechanic. When I used the mod it always happened at the wrong time. Watch out for the ravager armor's lack of neck protection!
Even though Reddini is the most skilled crafter, having her do the crafting probably isn't a good idea since she's half blind.
it's both curse and a blessing. Being slower at crafting allow you to wast less resources while training your crafter since you gain crafting experience during working on stuff, meaning slower work (from having bad vision in this case) allow you to get more exp for the same amount of materials.
@@hghchaito3972 more xp doesn't matter when she'll still be a shitty crafter even at lvl 20 since she can't see.
@@Greeev quality is only affected by skill level plus when you hit higher lvls like 15 to 20 you just replace her eyes with bionic ones
Have you seen what blind sculptors can do?
@@Greeev Blindness literally doesn't affect quality. It's just slower than normal.
The wood-fired stove is completly fine. However being aggressive to everyone you meet doesn't sound like a great idea. It's nice to see random traders come by.
These episodes last to little. A testament to your narrative skills that you make 22 minutes seem like nothing.
You, my good sir, are legendary.
Liked the shuttle landing as a cliff hanger!
I'm a simple man, I see Pete, I watch Pete.
Hey Pete, if you're interested in a heavily modded series, might I suggest Save Our Ship for the next series? I think that would be fun to watch and a totally different way to play the game. Something I think you can appreciate.
I'm more vanilla myself.
There are two things I want to see:
Feralisk Infested Jungle from Alpha Biomes/Alpha Animals
A space ship/derelict station run from SOS2
As someone that played the game for a while without mods, once I started using some mods (mostly quality of life) I can't see myself going back to vanilla anymore.
first, i love the vibe of this series so far. you have a way of making each rimworld playthrough feel completely fresh, and this is my favorite so far. I think it would fit the Cult of Jingz to greet visitors more aggressively too.
Second, I had a crap day and your video let me crack a beer, relax, and unwind a bit. So thanks for the amazing content
About "greeting" travelers... I'm personally all for it! But it's important to keep in mind the value of a close ally, so perhaps don't make enemies with the closest tribe, trade is really an incredibly useful tool to have :-)
A wood fired stove would make sense to me. Most primitive/aboriginal groups do make some type of oven or stove. I realize yours won't be made of mud or clay, but it still belongs. As for attacking people wandering through, I think you're not ready for that yet. A lot of the colonists have somewhat low skills, and with the primitive tech, making enemies of too many factions could be a severe detriment. Stick with fighting the other hostile tribespeople for now, and recruiting whoever is a decent pawn.
Also, I'd LOVE to see you play a more heavily modded playthrough! A Star Wars, Lord of the Rings, or Warhammer styled game would be just a few of the great options to pick from, though I can see you doing a full on Viking game as well.
"Did you ever hear the Tragedy of Darth Pete Complete the Wise?"
A wood-fuelled stove absolutely makes sense to me. We've had that technology for literally thousands of years; the Romans certainly knew of it, and I think it probably extends beyond that.
Attacking traders? Yes. It will cause multiple problems, but we haven't had that sort of playthrough yet, and I'm all for it!
This might be a bit more on the cheesy side, but a really good option for beauty when on high threat scale is to make fence posts out of jade in your colonists bedrooms. Theyre the same beauty as if you made a wall out of it, but only take one unit of jade, plus having jade used in structure actually adds less wealth than just having jade sit in your storage
The Trees Speak to me! They say "Wood Stove is probably a good idea, you already got wood working and wood buildings, it's not a stretch that they could figure that out thematically. As for Traders, I'd say let's hold of a little longer, not sure the colony is quite ready for that, at the bare minimum not until a larger storage zone is prepared.".
THE TREES HAVE SPOKEN!
Pete please add anything that makes you enjoy playing rim, I absolutely love the series and would like to see anything rimworld related coming from your channel in the future.
Pete I fell in love with your channel the moment I came across one of your videos. Can't stop binge watching every episode.
Thanks for the top tier content.
Uh oh, boys. He's dipped his toes into mods. Only a matter of time before railguns, nuclear weapons, and roombas!
I'm here for any and all of them!
Not sure if anyone mentioned this yet, but the Vanilla Expanded: Cooking has several Neolithic/medieval cooking styles. Stews and soups, cheesemaking, and grilling - all things done by both types of people. I really think the soups and stews would add the most flavor (pun intended), especially considering it was the base food for almost every culture during neolithic and medieval times.
Woodfired stoves are extremely ancient inventions. Just imagine it's a pile of clay or a whole pig draped in leaves and buried with burning ashes. Or just say they got it from one of the dozens of wrecked space ship bits all around the map.
If you're aiming for the Ideology ending, it would be interesting to have the cult move to a tundra beach tile (getting that viking vibe) and then on a mountain tile where Specs can build her evil lair.
Then again, Ideology is a hard quest, so if you don't want to, it's understandable.
Yeah, it's also a LONG quest, with some... lulls... while you grind up wealth in the second and third colonies. If he wants to stay with tribal tech it will be hard to defend 350K-level raids as well. Having a bunch of psycasters helps, but it's hard to imagine doing it without bionics and good gear or a tower-defense killbox. When I did it my first colony was arid, second was frozen mountains, and third was desert seacoast. The locations you suggest are definitely cool for his theme. Restarting on desolate tiles was fun, but I really didn't enjoy the overall mechanics of quest, which are pretty sociopathic.
man watching this is so satisfying you dont miss anything, id love to be a pawn in the little bog village you have, wouldn't be half bad
This is probably my most favorite content on RUclips!
Nah, don't need more agression in the world, be merciful. Also a wooden stove sounds like luxury.
Thanks for your lovely content, keep up the great work.
Pete, I'm in a wonderful cycle of falling asleep to your videos only to wake up and finish them before productivity. great videos, keep it up my friend. hope you are doing well
Hi Pete!
I think a wood stove is fine lore-wise. As for attacking travelers, I'd hold off until the village is a bit more populated/built up. Remember, this is a 500% run! Those civil outlanders might bring the smoke, and its a bit early for that imo.
I think it would be fun to make a sort of "question for the spirits of the trees" wether to attack the trades or not. Like a coin flip for those who tress pass on the territory
I think a wood fueled stove would still fit in with the tribalist aesthetic, and it results in a more efficient use of wood, food, and time when used for cooking. I also think in terms of the faction relationships that you should keep on good terms with an ideologically similar faction, but to declare war on an ideologically different faction, and to keep the rest (including the empire) on neutral terms. I feel like that's what our bloodlusty psychopath would want to do anyway, to satisfy her bloodlust on an ideologically and technologically inferior group of heathens (and who the Cult would want to rally against anyway), yet to bring rewards to those whos ideologies please us, but no one else matters to our bloodlusty psychopath unless she can extract some value out of them.
Makes sense if Specs is viewed as the leader of the faction, and of the Cult of Jingz, like all good religious leaders saying "Our religion tells you to do what I wanted you to do anyway."
Beekeeping sounds like it would really fit in the cold bog aesthetic
Love the new outro layup. Glad that the overlays, no longer block any of the Patrion names. :)
The picture of Edmo's horn was perfect. I love the big E
Wow I cannot wait for the new biotech series. This series is soooo good. The fan art really brings this story to life too. Idk how you play this so cleanly either my colonies always wind up in starvation and chaos
I love the campfire, it seemed like a symbol of this cult. I don't like attacking friendly traders, at least not all of them.
-Khorne- I mean Jingz dosn't care how the blood flows, just that it flows!
Cheers pete thank you for continuing the series your videos help me rewind after a long day keep up the great work
Go for the stove! It'd be cool if there was a mod that retextured it. Although you really do need to fix the storage and expand the common area first. Would a storage mod be acceptable? Not the infinite one, but the idea of nailing a box together isn't exactly complicated. And resource crates are pretty nifty.
There's a good mod which name escapes me, but it has almost exactly what you describe. Double shelves, food basket, cloth hamper, weapons cabinet... That last one looks a bit too modern IMO for this series, but it's super nice. It makes no sense to me that three hats take up the same space as three big chunks of rock. A
There's a good mod which name escapes me, but it has almost exactly what you describe. Double shelves, food basket, cloth hamper, weapons cabinet... That last one looks a bit too modern IMO for this series, but it's super nice. It makes no sense to me that three hats take up the same space as three big chunks of rock. A
I vote yes on the stove and smart on the aggression. Pick which factions to attack, which ones to ally, which ones to be neutral.
Hello Pete, in my opinion cooking stove is just a metal plate above campfire so you should definitely go for it
Man this day keeps getting better!
Nice! Always a splendid job Pete! Please keep up the good work :) As for the questions,
1. Yes, let's make this party started! Let our enemies know our name and tremble on it's sound!
2. Sadly i don't have an opinion ;)
I would say wait a bit longer on picking fights. The Outland factions outgun you and the tribals have a numbers advantage. I'd say work on getting proper armor first
I think holding off on wooden stoves is a good idea, at least until after you've expanded your far too small storage and living space for your new recruits.
I love the idea of a heavily-modded playthrough in the future 😃! You could pick a theme and add a whole bunch of flavour/gameplay stuff (e.g. decide on a tropical resort-themed colony and use Hospitality, Biomes! Islands, Vanilla Ideology Expanded - Memes and Structures, etc.) and then some difficulty-increasing mods to balance it out, it'd be mad
I really appreciate your pacing on this series.
1. Wood Stove is fine, although I'm curious if there are any mods that add something a bit more thematic to the primitive play style, like a clay oven or something.
2. I think a cool option for attacking neutral/friendlies would be to look at the various factions ideologies, and perhaps attack the factions whos ideaology clashes most with the cult of Jingz.
I think that either solution in fighting our neighbours would work on a narrative level - but ask a few clariyng questions: How would traders respond if you used the conversion skills on them? Is that considered a hostile action? Because we still need to spread the word of Jingz? Maybe once the Horn of Jingz is safely back home a much more aggressive spreading of the cult might be in order?
For the Stove part - I suggest you just do what you prefer - The campfire of course serve both heat and cooking needs, I do not know how if the stove does as well - but that might early on, prevent any spatial difficulties.
I hope we get to see more Cult of Jingz significant culture building too - as I believe only one piece of art sits indoors, and only one monument is placed next to the anima tree. Defining a little more what makes the Cult of Jingz, besides Masks, Robes and so on.
I like the fact there are people who we are friends with, and the triggering wildlife to fight them while they are visiting.
I also think there is like a new stove/permanent campfire in Vikings(defo in villina expanded, might be medievil) that is made of stone
11:15 I think you should consider the middle reward. Glitterworld medicine could save someones life, _especially_ without a good doctor. Just call it "magic medicine". And uranium can make some _damn fine_ melee weapons and primitive metal armors.
19:02 "Foolish Took" - Gandalf to a Hobbit. A Race known to be inherently sanguine and gourmets. That name fits so well, I am sure you were waiting for such a combination of traits to use it 😁
# Extra fuelled Stove. Pretty sure Tribals understand cooking so well they could make fuelled stoves. You would need one latest when you make bread, which should be in the "sedentary tribe" side of the techtree.
But I have to admit, I never considered using a campfires slower working speed to train cooking. And for the same space you csn throw 3 times the manpower at the problem.
Great content as always Pete! Keep it up mate!
Wood Stoves seem fine. And instead of aggressively attacking, perhaps aggressively converting is a better approach. You can even have multiple colonies on the map started up at once with key figures leading each area if you want to change up playstyle, though I'm unsure how sending them to different tiles actually works. Good Luck, Pete!
I bloody love these episodes. Thanks Pete. Alos Wood fuel stove ASAP 😁
I like ur vids man, hope this one will be as perfect as last ones ^^
For myself, I will eagerly await a heavy modded game, and enjoy this series in the meantime.
I definitely think you should go for a wood- stove. Rimworld doesn't do a good job of distinguishing different tech-levels of cooking stations, but it isn't "lore-breaking" to let the tribe have access to a dedicated cooking platform. The kitchen is the centre of the hut after all.
While I am interested in seeing the cult ramp up its aggression, I do think they ought to pick one singular faction that they are okay with, apart from the empire.
I love this show and didn't want this to end. I'm also looking forward to a crazy modded session in the future. Specifically...can you make and run a restaurant? I tried once and couldn't pull it off successfully.
Hiya Pete
I got through your Mass Effect 2 series, caught up with your Mass Effect 3 series, and re-blasted your Xcom series while awaiting your next (this) upload. (got to be honest - the last was just so I could hear you crack your usually perfect composure in "Sectopod Shenanigans"; I was right there with you, mate)
Hope you are doing good, thanks once again for doing these, they are appreciated.
With regards to Modding your play-thru: sure, yeah, do whatever you think is right for you. After all, it's your game, and you allowing us to give input and feedback is a step up from those who pre-record 10 episodes and then start making comments about the comments. If you [/i]are[i] (I _so_ want bb-codes for u-tub) going to go the mod path, though - LWM's Deep Storage is the one and only I would advocate; You are v.short on room, and this will help SO much, and it all costs resources so it's not like it's free. Just tossing it in there.
All the best to you and yours
Russ
Very excited to see the mods you've added in and how it will broaden play!!
The zen intro puts me into the mood everytime
The fact that the Lamma got named Tina was so good.
We can get both. The stove and the camp fire. Why not?
Thanks pete for the amazing series.
Maniac is too old to be tardy, lol get it dude! Nice episode, Pete, I did wonder if there wasn't a brainy person in the attack group, like the one bleeding out on the south edge of the base.
I personally think that making all enemies will be a bad idea, since you almost always need some trading to happen, and without a trading beacon that means at least one friendly faction. I'm in favour of the Viking stove, it fits the theme.
Thanks again, also I would love a "real" modded playthrough at some point. Vanilla expanded is a great springboard, I feel those are always well balanced and very stable in performance. On the other hand I also wouldn't mind your nature documentary style of editing and voiceover on a silly run like a zombie run for example. Whatever you choose next, I'm sure it will be very entertaining and I'll be here for it.
It's always such a pleasant surprise whenever a new episode comes out. Also just use the dang woodfired stove. You think privatives didn't use stoves come on now. They would make that stuff out of clay and just use it. I do appreciate your apprehension for electricity though. Maybe hold off on it until a scientist joins who can bring in the electricity. Anyways thank you for the quality content.
Beekeeping??? I'm intrigued, you should definitely check that one out.
I bet it's for mead. Can't have Vikings without mead!
I think the stove would be on theme. I think you should save the killing of the travelers until there is some kind of secret village aesthetic, like trees are blocking everything and you've got traps and totems everything.
Pete complete + MODDED rimworld = heaven
i think all technology before electricity is fair game, so get those smithing and cooking going
The two viewers in my household vote-
Aggression - split. One Says more attacks on traders, the other says to stay friendly.
Stove - both vote yes in favor of stove.
Build the wood fuelled stove and pick a faction that is ideologically incompatible and have fun. I like the crochet version of specs too!
Babe wake up Pete just posted
Finally! Been waiting for this
I'd like for us to be friendly with other colonies and start using a wood-fueled stove.
Stove is a must and has been around forever so no need to worry on that front. As far as attacking visitors, I think the tribe is smart so maybe only opportunistic attacks when you see a worthwhile person or group
I am all for going aggro on all the other factions, save the empire as the final boss. But Liviana is not currently equipped to handle that kind of aggressiveness. I think for now you should focus on getting quality pawns or rather develop the ones you got.
A strategic suggestion would be to convert the prison area into a slavecamp, turn them into a frontline melee wall during raids. Since we are still in the wood era. That way you stay true to the neolithic psychopath. It would also help develop the village further. I'm not sure what the Cult of Jingz standing is about slaves.
As for the stove. A wood powered stove is definitely not out of the roleplay path. So by all means go for it. SInce the Cult is growing, we need to find that balance between tribe and efficiency.
The stove is fine by me and tribal being aggressive would fit and would be a new Play style and interesting while continue to being neutral will be very similar to your last rim world playthrough
As Liviena is becoming a proper colony with different structures, a wood-fueled stove is definitely a good option and still well within the tribal age. As far as attacking other factions - I would attack them based on their ideology. If it is somewhat compatible to The Cult of Jingz, I would leave them alone, but if they are very industrial in their ways... destroy the heathens!
as far as the campfire vs wood stove debate, id use both. id set up a "hangout/party" spot with the campfire that could be a backup cooking area and have the stove in a more proper area to function as my main food production. the campfire fits the aesthetic for the cult, but it doesnt need to be inside a building. the stove could be inside. nothing says the cult has to be pure primitive. seeing as most members of the cult will come from foreign factions, it is reasonable that some would teach others how to build a stove. but thats just my thoughts.
speaking of foreign factions, i think its ok to have some allies. after all if you are building an empire then youd want allies. but i also think that the cult would target a faction whose ideals are opposed to the way of jingz.
I think, you shouldn't be hostile against everyone. Friendly factions should stay your friends...
...all others aren't friends, are they? 😈
Now you got us all excited for a modded series 🙂
I feel like it is the duty of the Cult of Jingz to immediately captu-, I mean, take in stray lone wanderers and show them the err of their beliefs. Then you may send them on their merry way to spread the good word if you don't want to grow your colony too fast.
Definitely don't want to start attacking factions without more protection and medicine
I'd say it's fine to use wood-fueled stoves and handcraft workbenches. Real tribes are usually at about that level. And it makes sense for this particular tribe to have decent structures, being that they live in fairly harsh conditions - that'd lead them to knowing a thing or two about crafting and building things, just not technologically sophisticated ones.
As for factions, I'd say it's not a good idea to attack everyone indiscriminately. If anything, you're not ready for that yet. But do check out the list of ideologies and see if any of the neutral factions are very different from the colony's beliefs and perhaps fight them in particular.
Agressive: Yes
Stove: No
I believe the campfire has so much feeling of tribal and given pretty much all of the other aspects in the colony are currently tribal as well, I would stick with it. Given you've got yourself a new cook now, I think that's reasonable for the moment. It is also more wood conservative than a stove. I do realize that it takes 50% more time to prepare on a campfire and also that pemmican generally produces less nutrition per work time than other meals. Given that they now have a dining table & chairs, maybe you could also start making simple meals for daily consumption with the pemmican serving as your winter reserve. This would cut down some of the time spent cooking while not necessarily going away from tribalism too much.
Maybe a bit more hostile, since you kinda already are with leaving hunting to the visitors, but not against all factions.
To the stove: I would wait a bit longer, or look for a mod, witch offerce a low tech kitchen. But this also isn't that pressing, since you need to expand beforehand
Finding a nemesis might be a fun innovation. Perhaps a fraction that has beliefs or ideology opposite to the one held by the Cult of Jinx, just as gareth wyndham said in one of the top comments.
How fitting is it that Took's childhood is "Cult Child"
I think a wood stove is fine. maybe find something that retextures it to look like an old clay stove or something since it would fit the aesthetic quiet well. as for the hostility i think it would be interesting to see you attack one specific faction who’s ideology goes against yours the most and eventually the empire
Cooking -> Yes to the wood-fueled stove
Aggression -> As others mentioned in the comments it would be cool to check out the other existing factions and pick 1-2 of them that run counter to the Cult of Jingz as the arch enemies to attack on sight :D