CORRECTIONS! Tip #12: Ritual Sensitivity bonus from ANY bioferrite armor or melee weapon, not just Ritual Mask (thanks @donthiebautable) Tip #17: Juggernaut Serum doesn't impact Infant Illness (thanks @MortalSmurph also check out their channel) Bonus Tip: You can send a "caravan" into the hole by selecting the hole itself. Caravan works but its not necessary (thanks @user-qj9zt4ci5u)
Additional correction: Bioferrite doors open as fast as other non-uranium metal doors, at 100%, but nothing opens as quickly as wooden doors, at 120%. Stone doors open at 45%, Jade opens at 100%, and Uranium open at 75%. Autodoors have a x4 multiplier on these values, and base opening speed 100% or higher autodoors do not slow the pawn down at all, so Bioferrite and Wood autodoors would be equivalent in practice.
My fav tip I have is using pyschic shock lances on thrumbo, putting them in cryo untill a pawn gets taming inspiration to tame them. Really easy to get a breeding pair of thrumbo and can be done early game if you clear the ancient hidden danger. My second fav one is leaving an unguarded maze entrance to my base and covering it with chemfuel or mortar shells, send a single boomrat in when you get a big raid to instantly take them all out. Boomrats eat corpses too and they are great for raiding enemy bases.
the thing that took me from a rookie to a pro was always being ready to flee the colony and start again. get the drop pods ready near your warehouse if you have them, get survival meals or pemmican in a separate fridge that no one eats from, get those bedrolls ready to go. Because in my experience, there will usually come a time where a mech raid or infestation spawns that will absolutely wipe you, but abandoning the colony preserves your pawns exp, preserves your research, and voids that death scenario.
i like this a lot, i have an idea for my playthrough where i wanna continuously go through multiple generations of colonists, through multiple planets (using sos2) through multiple bases, and maybe ill put it on a harder difficulty than i can usually handle and when things get rough ill just flee to reset the map wealth, sounds very fun, thanks for the idea!!
This is one of those rare videos that undersells its own value. It's not much production-wise, but you clearly put effort in to the visual side of things to keep us engaged while you dropped a barrage of incredibly useful and clever hints. Absolutely outstanding work on this video, and I can't wait to see what you have for us next!
Always have your new arrivals prove themselves by fighting the strongest wildlife alone and naked. If they survive they will return as a hero and lead the people to glory.
another pit gate related tip, if you bring all your toxic wastepacks down there, thats a permanent way of dumping them when it collapses. doesnt pollute your base and no reputation loss.
Another tip for pit gate - you could simply lock up big beast and LIVE in the pit. It never gets raid and as long as big beast is alive (and captive) - pit will never collapse. And it also always has 15 degrees temperature. Had myself a huge bunker down here for research and moments when main colony falls to raiders. My personal beast was sitting in 5x5 box with one golden chair, going in circles clueless.
- It takes room to have -2 cleanliness or less to get food poison from dirty cooking. So you can put butcher table and stove next to each other. A large room takes a lot of dirt to get to -2 cleanliness, small room can get dirty easily. - You can do closet alters by putting the alter in a 1x1 room. That way you can put another alter for rituals with workshops and your pawns won't feel bad. If you choose an alter and it has a requirement that doesn't let you put it in a 1x1 room, like you need room impressiveness of 60, delete the alter and choose it again. - You can install nuclear stomach into your ghoul so they won't eat a lot. Nuclear stomach gives you cancer but they can't get it.
Tip: Capture unstable power cells for yourself If a mech cluster spawns with power cells, consider adjusting your tactics so that the power cells survive. If there are nearby constructs that will explode when damaged (like the automortar), use the Wallraise psy ability to create a temporary shield for the vulnerable power cells to avoid a chain reaction.
Also use a quality Uranium Breach Axe against mech turrets. If you have a decent melee fighter, you can 2-tap turrets and stop them from exploding, and therefore keeping unstable power cells in-tact.
To be honest I'm not sure if this is from a mod, but if you select the entrance to the flesh pit, you can pull up a screen to select items to send down. That way you can skip the making a caravan part. Also, you can do the same from inside the pit, so you can mine whatever is down there and send it to the surface. As long as you clear the pit without killing the boss, you'll have as much time as you need for it if you don't mind the occasional flesh beast emergence.
Excellent video. I love it when a content creator actually plays and loves the game before making a video like this, because otherwise you get the same 10 regurgitated tips everyone gives. Top tier 10/10 would watch again.
Finally a rimworld tip video where I'm actually learning more than one new thing. Loved this so much❤ please make more rimworld content, I really like the aesthetic of your base!
don't ghouls normally regenerate limbs anyway? mine do, it just takes a long time and the genes deathrest, all hemogen, all dependency and mood ones dont effect ghouls so are free picks.(i didnt see it in your ghouls that why i mention it) also you can make a caravan like expedition directly into the pit gate when you click on the pit and use the "enter pit gate" button
@@theykeeponrising i missed it the first 2 times too so dont worry ^^ ah yes the ghoul get benefit from the nuclear stomach but is immun to cancer but he will puke when he get hit by emp edit: i forgot to warn that the ghoul seems to be undead but he still can die from toxic built up like toxic gas
I have over 1k hours in RimWorld and all your tips where new to me. Which says a lot, especially the ones not related to the new DLC. Very good job sir. Can't wait to see more content.
I'm surprised you dont have more subs considering the video is higher quality than most stuff in the platform. Loved your content and I will certainly watch more of your RimWorld videos.
Using rituals / fleshbeasts to attack raider outposts is genius. I never realized the value of bioferrite, I don't see myself using it as armour as it's so ugly, but I definitely consider it for sharp weapons and as a substitute for fast doors till I got auto doors. Corsets! I had completely forgotten that corsets were the way to go, I've been crafting devilstrand dusters to sell all this time.
Electroharvesters on contained entities occasionally burns them which provides a lucrative source of medical skill training that doesn't risk botched surgeries or require pawns being wounded.
Great video man! Just for the last one, pits have an option to "throw items" in the pit. Functions similarly to forming a caravan just click on the hole
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.
They can also help you to get wood in desserts or herbal medicine in hot climate. Also berys csn grow the whole jear without any building. That's worth one colonist for sure.
Bioferrite also has a lower value than wood, so items like doors or shelves that you're going to build a lot of can be built out of it if you're being wealth conscious.
This was such a well crafted and informative video. You have a like in a subscriber from me, I only have ideology in biotech right now and this is still helpful.
Bioferrite swords being stronger than plasteel or monoswords is a bit of a trap, actually. They have a higher raw dps due to higher damage, but usually by the late game when the difference might matter, your strong-melee-gene 18 skill melee specialist is one-shotting enemies anyway. Bioferrite has a slower attack speed than plasteel, and much slower than a monosword, meaning your guy will spend a lot of precious time in between swings getting shot at rather than rushing the next closest gunman. For this reason, I'd consider bioferrite swords only marginally better than steel. Bioferrite's real best use is in armor, especially for psycasters. It's armor stats are comparable to uranium and plasteel, and it's much cheaper and more farmable, making it okay to churn out helmets
I wanted to do some testing before replying to your comment. Your use case for melee fighters sounds different than mine, as for me they are typically used as blockers. Faster attack speed is more beneficial in an open setting (which is why plasteel knife is highly regarded) but for melee blockers I prefer high damage armor penetration. Steel has terrible armor penetration, making it a poor option vs pirates and mechs (which are the most important threats to prepare for). Although I use Bioferrite armor, I didn't realize that it provided psychic sensitivity. Bioferrite melee weapons do as well.
I put my kitchen on one side, the butcher room on the other and the walls in between are doorways into my freezer. Saving space and allowing me to use less coolers.
Great video! Your production quality deserves more engagement, to be honest. However, one bit of feedback I do have is to maybe separate the vanilla related tips and DLC related tips? Maybe you could section the video off so the first few tips are vanilla, next few tips are for Anomaly DLC, and so far so on? These are exactly the caliber of tips I am looking for right now however I only have the base game for now. I can't imagine I am the only player in this boat. Either way, great work!
Juggernaut Serum has no effect on Infant Illness. Healing Factor doesn't affect the disease % nor the immunity gain speed. Nor does it affect what tier of Infant Illness the baby will randomly switch to every few days.
Hey Smurf, I've enjoyed some of your Rimworld vids so pretty cool to see you pop up on mine! After reading this, I went back and tested again and you are correct. I SWEAR Juggernaut worked on Major infant illness, or at least it did for me. I have no idea if it was unintended and was patched out, or I had a mod impacting it or something. EDIT: I did what I could to try to correct the misinformation. If I do another tips video, I'll add the correction there as well.
@@theykeeponrising All good! Diseases have RNG to them. I suspect what happened is that you made 2 babies, gave 1 jug serum, and the one you gave the serum to happened to RNG a weaker version of the disease. Every disease can be 20% easier / harder completely randomly and with no info displayed in game.
Psychic sensivity is not that important. Sure, it's helpful in early rituals, but: 1. 100% sensivity (average pawn) already grants 12% bonus, but you can get only 25% max and only if you boost pawn's sensivity by over 180% 2. Once you can make void sculptures and shard beacons, you can easily increase quality, so psychic sensivity becomes irrelevant
Well I had 150 hours before I stopped playing for a few years having upwards to 300 hours over this year and a half my knowledge was rusty and partially based off of old information so this was a nice refresh
Ghouls can't get cancer, so if you have any nuclear stomachs, it is a game changer. I found it worth it to make a couple (had a bunch of advanced components because I'd been buying them each and every time a trader had them, well before i could use them, and my usual habit of frankly over-ranching was mitigated by having two hungry ghouls eating all the meat/wealth)
@kuno3336 Maybe the Kijin mod is for you since it enables you to create salted meat which lasts a whole jear without cooling. In Vanilla you have not much choice. Either you build a freezer or you create a farm for fresh meat.
@molybdaen11 Pemmican works fine. The bigger issue with Ghouls is the appetite and the meat requirement specifically. On that run I had my colonists adapt a mostly vegetarian diet so that all the meat could be kept for ghouls, bolstered of course by the bodies of our enemies. But thank you for the mod recommendation!
This is a good question. If you look, the serum does not increase the "immunity" rate, but it does decrease the illness progression. It doesn't help your baby recover faster, but it prevents the illness from being lethal.
For tip #1, if you butcher entities, prioritize using Dread Leather over Human Leather to make corsets. I believe most, if not all traders refuse to buy Dread Leather, but they will happily buy unprocessed Human Leather!
You do not need any technology to build a greenhouse. A Geysir is beneficial but not needed either. Just leave 2 tiles between the growing spots empty and remove the roof over the spots. A nearby Geysir can reduce wood cost by connecting it with a door to control temperature. Otherwise you use torches to heat up the room enough to grow whatever you want. Trees, chocolate, wheat, all year.
They are, if they lost them while being ghoul, but not before that. Not without such rebooting, or just amputation in an operation (instal wood leg, remove implant).
Truthfully there is no easy way to handle it. As soon as you get a new suspicious pawn, remove them from cooking and doctoring, and if you arrest them don't put them in a cell with other pawns. The game drip feeds you Anomaly events gradually, so if you notice you're around the middle of the Anomaly events list and haven't seen one yet, prepare for one. Sightstealers can also infect your pawns, so be mindful of any pawns that take damage from one. When the flesh is found, use interrogate on any pawns that were near where it was revealed. Don't bother with surgery until you know for sure, and again don't imprison pawns together. High social impact can discover the metal horror through interrogation or even regular chit chat.
@@theykeeponrising >Sightstealers can also infect your pawns It is kinda a myth. People tested it, locked immortal pawns with different enemies and let them attack for a long time. No infections without the event. But if you start the event from dev tools, it scans colony for those who were attacked recently. If found, the game can use them as first infected and make those wounds a source of infection. If not, source of the infection will be "infected before arriving" even if they were in colony for years without any signs of infection. So the game lies a little just to make you suspect your wounded powns, while it is not really a mechanic to make them infected, and the event will do it anyway. Some creep joiners has infection too without extra event. People even researched what problem they are with, so having some problems guarantees they are not infected type. But I don't remember details. Plus feeding in the hospital is a way to infect and sharing a bed is the most reliable way to be infected. With medical robot (temporary ban for humans to operate and feed patients) and no sex allowed (at least no double beds), almost no chances to spread infection, so most times it can be researched before half a colony is infected.
Can't you order to deliver goodis into the pit by just clicking on it? I think I've dumped toxic waste in it (yes, it despawns with the pit), serum should not be any different.
CORRECTIONS!
Tip #12: Ritual Sensitivity bonus from ANY bioferrite armor or melee weapon, not just Ritual Mask (thanks @donthiebautable)
Tip #17: Juggernaut Serum doesn't impact Infant Illness (thanks @MortalSmurph also check out their channel)
Bonus Tip: You can send a "caravan" into the hole by selecting the hole itself. Caravan works but its not necessary (thanks @user-qj9zt4ci5u)
Additional correction: Bioferrite doors open as fast as other non-uranium metal doors, at 100%, but nothing opens as quickly as wooden doors, at 120%. Stone doors open at 45%, Jade opens at 100%, and Uranium open at 75%. Autodoors have a x4 multiplier on these values, and base opening speed 100% or higher autodoors do not slow the pawn down at all, so Bioferrite and Wood autodoors would be equivalent in practice.
This was the first "tips for intermediates" video I've ever seen in my life that has actual next level tips. Please make another.
same!
My fav tip I have is using pyschic shock lances on thrumbo, putting them in cryo untill a pawn gets taming inspiration to tame them. Really easy to get a breeding pair of thrumbo and can be done early game if you clear the ancient hidden danger.
My second fav one is leaving an unguarded maze entrance to my base and covering it with chemfuel or mortar shells, send a single boomrat in when you get a big raid to instantly take them all out. Boomrats eat corpses too and they are great for raiding enemy bases.
@@hammertime9183 omg you're like a beastmaster, dude. I only get horses for trading but that's it. I should do a animalist play next time
Agreed. This is on par with Noobert. Well done
@@joeg8304 I just watched noobert and laughed at how poor his "advanced" tips were. This guy blows noobert out of the water
the thing that took me from a rookie to a pro was always being ready to flee the colony and start again. get the drop pods ready near your warehouse if you have them, get survival meals or pemmican in a separate fridge that no one eats from, get those bedrolls ready to go. Because in my experience, there will usually come a time where a mech raid or infestation spawns that will absolutely wipe you, but abandoning the colony preserves your pawns exp, preserves your research, and voids that death scenario.
That seems a bit pessimistict
@@THE_TRAPPYMAN maybe. But I survive
@@bobowon5450 fair enough
i like this a lot, i have an idea for my playthrough where i wanna continuously go through multiple generations of colonists, through multiple planets (using sos2) through multiple bases, and maybe ill put it on a harder difficulty than i can usually handle and when things get rough ill just flee to reset the map wealth, sounds very fun, thanks for the idea!!
@@nexusless especially nice if you get the vehicle framework mod and can get cars or trucks ready for your escape. or even boats!
This is one of those rare videos that undersells its own value. It's not much production-wise, but you clearly put effort in to the visual side of things to keep us engaged while you dropped a barrage of incredibly useful and clever hints. Absolutely outstanding work on this video, and I can't wait to see what you have for us next!
The anti-zzt feature of hidden conduits is such a gane changer, holy cow.
It's been months since i had an issue with that, this explained why lol
Yeah it was the only bit of info in this video worth hearing but it's a huge bit of info.
Wait how so, that's the one causing a random fire on a conduit right? That can be very easily managed
Always have your new arrivals prove themselves by fighting the strongest wildlife alone and naked. If they survive they will return as a hero and lead the people to glory.
your name is so fitting to this commentary
another pit gate related tip, if you bring all your toxic wastepacks down there, thats a permanent way of dumping them when it collapses. doesnt pollute your base and no reputation loss.
And also, the tox will kill those beasts.
Another tip for pit gate - you could simply lock up big beast and LIVE in the pit. It never gets raid and as long as big beast is alive (and captive) - pit will never collapse. And it also always has 15 degrees temperature.
Had myself a huge bunker down here for research and moments when main colony falls to raiders. My personal beast was sitting in 5x5 box with one golden chair, going in circles clueless.
- It takes room to have -2 cleanliness or less to get food poison from dirty cooking. So you can put butcher table and stove next to each other. A large room takes a lot of dirt to get to -2 cleanliness, small room can get dirty easily.
- You can do closet alters by putting the alter in a 1x1 room. That way you can put another alter for rituals with workshops and your pawns won't feel bad. If you choose an alter and it has a requirement that doesn't let you put it in a 1x1 room, like you need room impressiveness of 60, delete the alter and choose it again.
- You can install nuclear stomach into your ghoul so they won't eat a lot. Nuclear stomach gives you cancer but they can't get it.
Tip: Capture unstable power cells for yourself
If a mech cluster spawns with power cells, consider adjusting your tactics so that the power cells survive.
If there are nearby constructs that will explode when damaged (like the automortar), use the Wallraise psy ability to create a temporary shield for the vulnerable power cells to avoid a chain reaction.
Also use a quality Uranium Breach Axe against mech turrets. If you have a decent melee fighter, you can 2-tap turrets and stop them from exploding, and therefore keeping unstable power cells in-tact.
@@theykeeponrising Wait! Overkill stops mech turrets from exploding? I could have save a lot of melee pawns....
To be honest I'm not sure if this is from a mod, but if you select the entrance to the flesh pit, you can pull up a screen to select items to send down. That way you can skip the making a caravan part.
Also, you can do the same from inside the pit, so you can mine whatever is down there and send it to the surface. As long as you clear the pit without killing the boss, you'll have as much time as you need for it if you don't mind the occasional flesh beast emergence.
Ya someone else commented this tip too. I feel like a dumb dumb for not seeing it but hey at least I get to learn something new
i didn't even know you could go down there 😵💫
This is vanilla caravan mechanic.
But if you have a somewhat healthy pawn anyway, just let him grab the corpse and leave.
Excellent video. I love it when a content creator actually plays and loves the game before making a video like this, because otherwise you get the same 10 regurgitated tips everyone gives. Top tier 10/10 would watch again.
I really appreciated that you included so many anomaly tips, this was great.
These were insane!!! Never seen tips like this, amazing!
Finally a rimworld tip video where I'm actually learning more than one new thing.
Loved this so much❤ please make more rimworld content, I really like the aesthetic of your base!
Great tips, although the idea of giving a baby juggernaut serum is way too funny to me 😂
don't ghouls normally regenerate limbs anyway? mine do, it just takes a long time and the genes deathrest, all hemogen, all dependency and mood ones dont effect ghouls so are free picks.(i didnt see it in your ghouls that why i mention it)
also you can make a caravan like expedition directly into the pit gate when you click on the pit and use the "enter pit gate" button
Wow I can't believe I missed that button on the pit gate! I've always just right-clicked to send people down.
@@theykeeponrising i missed it the first 2 times too so dont worry ^^ ah yes the ghoul get benefit from the nuclear stomach but is immun to cancer but he will puke when he get hit by emp
edit: i forgot to warn that the ghoul seems to be undead but he still can die from toxic built up like toxic gas
I hack the legs off my bloodbag prisoners. later I decided to turn one into a ghoul and it grew its legs back in a couple days time.
@@theykeeponrising Rimworld is the type of game where even the video guide can learn something new, lol. Thanks for the tips!
I have over 1k hours in RimWorld and all your tips where new to me. Which says a lot, especially the ones not related to the new DLC. Very good job sir. Can't wait to see more content.
I'm surprised you dont have more subs considering the video is higher quality than most stuff in the platform. Loved your content and I will certainly watch more of your RimWorld videos.
Using rituals / fleshbeasts to attack raider outposts is genius.
I never realized the value of bioferrite, I don't see myself using it as armour as it's so ugly, but I definitely consider it for sharp weapons and as a substitute for fast doors till I got auto doors.
Corsets! I had completely forgotten that corsets were the way to go, I've been crafting devilstrand dusters to sell all this time.
First time every tip was actually useful, wow
Electroharvesters on contained entities occasionally burns them which provides a lucrative source of medical skill training that doesn't risk botched surgeries or require pawns being wounded.
Great video man! Just for the last one, pits have an option to "throw items" in the pit. Functions similarly to forming a caravan just click on the hole
great tips. Even with 1800 hours I still learned a couple things!
You did good man, you did good. This has been my main game since 2013 and I learned some things.
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.
They can also help you to get wood in desserts or herbal medicine in hot climate.
Also berys csn grow the whole jear without any building.
That's worth one colonist for sure.
Bioferrite also has a lower value than wood, so items like doors or shelves that you're going to build a lot of can be built out of it if you're being wealth conscious.
5000hrs in game I learnt from you thanks
Great video man! Keep up the amazing tips, maybe do a video on farming or to maximize food benefits?
Kneel pillows over chairs is interesting, ty
This was such a well crafted and informative video. You have a like in a subscriber from me, I only have ideology in biotech right now and this is still helpful.
usually when i see a video like this i already know all the tips but this time i didnt know most of them
I do not appreciate you not giving any spoiler warning for anomaly content.
I did enjoy the video though, so good work
Damn, also been playing for a long while and didnt really know many of these, thank you
2:48 wooden doors have 120% open speed, bioferrite has 100% open speed alongside plasteel/steel/silver/gold
Oops, you are right! My bad for the wrong info
Bioferrite swords being stronger than plasteel or monoswords is a bit of a trap, actually. They have a higher raw dps due to higher damage, but usually by the late game when the difference might matter, your strong-melee-gene 18 skill melee specialist is one-shotting enemies anyway. Bioferrite has a slower attack speed than plasteel, and much slower than a monosword, meaning your guy will spend a lot of precious time in between swings getting shot at rather than rushing the next closest gunman. For this reason, I'd consider bioferrite swords only marginally better than steel. Bioferrite's real best use is in armor, especially for psycasters. It's armor stats are comparable to uranium and plasteel, and it's much cheaper and more farmable, making it okay to churn out helmets
I wanted to do some testing before replying to your comment. Your use case for melee fighters sounds different than mine, as for me they are typically used as blockers. Faster attack speed is more beneficial in an open setting (which is why plasteel knife is highly regarded) but for melee blockers I prefer high damage armor penetration. Steel has terrible armor penetration, making it a poor option vs pirates and mechs (which are the most important threats to prepare for).
Although I use Bioferrite armor, I didn't realize that it provided psychic sensitivity. Bioferrite melee weapons do as well.
I was trying 6lto figure out what to tailor so i could make money while my psychoid leaves were being sowed this saved me. Thanks man
I put my kitchen on one side, the butcher room on the other and the walls in between are doorways into my freezer. Saving space and allowing me to use less coolers.
Great video, would love to see more Rimworld content
Great video! Your production quality deserves more engagement, to be honest. However, one bit of feedback I do have is to maybe separate the vanilla related tips and DLC related tips? Maybe you could section the video off so the first few tips are vanilla, next few tips are for Anomaly DLC, and so far so on? These are exactly the caliber of tips I am looking for right now however I only have the base game for now. I can't imagine I am the only player in this boat. Either way, great work!
Thank you, this is valuable feedback and I will take this into consideration if I do a future tips video.
Juggernaut Serum has no effect on Infant Illness. Healing Factor doesn't affect the disease % nor the immunity gain speed. Nor does it affect what tier of Infant Illness the baby will randomly switch to every few days.
Hey Smurf, I've enjoyed some of your Rimworld vids so pretty cool to see you pop up on mine!
After reading this, I went back and tested again and you are correct. I SWEAR Juggernaut worked on Major infant illness, or at least it did for me. I have no idea if it was unintended and was patched out, or I had a mod impacting it or something.
EDIT: I did what I could to try to correct the misinformation. If I do another tips video, I'll add the correction there as well.
@@theykeeponrising All good! Diseases have RNG to them. I suspect what happened is that you made 2 babies, gave 1 jug serum, and the one you gave the serum to happened to RNG a weaker version of the disease. Every disease can be 20% easier / harder completely randomly and with no info displayed in game.
Got some usefull info out of it mainly the lungs adding a bit of speed
Psychic sensivity is not that important. Sure, it's helpful in early rituals, but:
1. 100% sensivity (average pawn) already grants 12% bonus, but you can get only 25% max and only if you boost pawn's sensivity by over 180%
2. Once you can make void sculptures and shard beacons, you can easily increase quality, so psychic sensivity becomes irrelevant
Well I had 150 hours before I stopped playing for a few years having upwards to 300 hours over this year and a half my knowledge was rusty and partially based off of old information so this was a nice refresh
Ghouls can't get cancer, so if you have any nuclear stomachs, it is a game changer. I found it worth it to make a couple (had a bunch of advanced components because I'd been buying them each and every time a trader had them, well before i could use them, and my usual habit of frankly over-ranching was mitigated by having two hungry ghouls eating all the meat/wealth)
I just feed mine frozen corpses and meat.
@molybdaen11 and that does work, but I wanted to prevent a food shortage especially as I was becoming more ghoul-centric when it came to home defense
@kuno3336 Maybe the Kijin mod is for you since it enables you to create salted meat which lasts a whole jear without cooling.
In Vanilla you have not much choice.
Either you build a freezer or you create a farm for fresh meat.
@molybdaen11 Pemmican works fine. The bigger issue with Ghouls is the appetite and the meat requirement specifically. On that run I had my colonists adapt a mostly vegetarian diet so that all the meat could be kept for ghouls, bolstered of course by the bodies of our enemies. But thank you for the mod recommendation!
Bzzst isn't an issue if your wire isn't going through items or flammable material/crops though
Why is juggernaut serum helping with Infant sickness? Shouldn't it be affected by immunity gain speed rather than injury healing factor?
This is a good question. If you look, the serum does not increase the "immunity" rate, but it does decrease the illness progression. It doesn't help your baby recover faster, but it prevents the illness from being lethal.
Lots of love in the video, I have 1k+ hrs and actually learned some tips.
Wtf...I have 8000 hours. And these tips were brilliant.
Loved this!! Thank you so much.
Cool video , I will be waiting for the advance tips hahah , I wants to beat rimworld in max difficulty but I am not good enough I think 😭
Have a dedicated artist making grand sculptures as soon as possible. Every trader buys sculptures.
Beer costs no materials and sells for a lot too.
For tip #1, if you butcher entities, prioritize using Dread Leather over Human Leather to make corsets. I believe most, if not all traders refuse to buy Dread Leather, but they will happily buy unprocessed Human Leather!
This is what I do as well!
I have over 5k hours played......of course I subscribed for more Rimworld content.
You do not need any technology to build a greenhouse.
A Geysir is beneficial but not needed either.
Just leave 2 tiles between the growing spots empty and remove the roof over the spots.
A nearby Geysir can reduce wood cost by connecting it with a door to control temperature.
Otherwise you use torches to heat up the room enough to grow whatever you want.
Trees, chocolate, wheat, all year.
Very impressive, thanks and subbed!
Very useful some of these, but ghouls do regenerate lost limbs passively. Not sure about organs though.
They are, if they lost them while being ghoul, but not before that. Not without such rebooting, or just amputation in an operation (instal wood leg, remove implant).
Ghuls can regenerate from anything - except if they burn down or get desintegrated.
great tips!
what about metal horror? the gray flesh parasites are really annoying to deal with.
Truthfully there is no easy way to handle it. As soon as you get a new suspicious pawn, remove them from cooking and doctoring, and if you arrest them don't put them in a cell with other pawns. The game drip feeds you Anomaly events gradually, so if you notice you're around the middle of the Anomaly events list and haven't seen one yet, prepare for one. Sightstealers can also infect your pawns, so be mindful of any pawns that take damage from one.
When the flesh is found, use interrogate on any pawns that were near where it was revealed. Don't bother with surgery until you know for sure, and again don't imprison pawns together. High social impact can discover the metal horror through interrogation or even regular chit chat.
@@theykeeponrising
>Sightstealers can also infect your pawns
It is kinda a myth. People tested it, locked immortal pawns with different enemies and let them attack for a long time. No infections without the event.
But if you start the event from dev tools, it scans colony for those who were attacked recently. If found, the game can use them as first infected and make those wounds a source of infection. If not, source of the infection will be "infected before arriving" even if they were in colony for years without any signs of infection. So the game lies a little just to make you suspect your wounded powns, while it is not really a mechanic to make them infected, and the event will do it anyway.
Some creep joiners has infection too without extra event. People even researched what problem they are with, so having some problems guarantees they are not infected type. But I don't remember details.
Plus feeding in the hospital is a way to infect and sharing a bed is the most reliable way to be infected.
With medical robot (temporary ban for humans to operate and feed patients) and no sex allowed (at least no double beds), almost no chances to spread infection, so most times it can be researched before half a colony is infected.
WAIT HIDDEN CONDUITS PREVENT POWER SURGES!?
It reduces the risk.
You can still get the Zzzz event even when you use no circuits at all.
Wait, ghoul can not regenerate limbs?
That bullet casings mod looks amazing, where can i find it?
Search "Gunplay" on the steam workshop. It does a few more things besides just casings, but you can toggle them in the mod settings.
@@theykeeponrising tnx but it doesnt seem to add casings in my case, are you sure its not some other mod?
Oops you are right! I thought it was Gunplay, but its actually "Blood Animations".
@@theykeeponrising thank u sir🙂
Excellent tips video and choice of channel name.
Dude, you gotta work on your Navy.
Adding dlc's to tips would be huge for those without them Anything anomaly got me scratching my head
Rimworld is so fun. I love rimming, like this comment if your a true rimmer💯💯
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So true
Soo tips for one dlc, got it
A bunch of them is based on the anomaly dlc i only have the royaltie ideologie biotech
Can't you order to deliver goodis into the pit by just clicking on it? I think I've dumped toxic waste in it (yes, it despawns with the pit), serum should not be any different.
just subbed great video bud
thanks
You should mention you need DLCs to follow this.
All of the tips apply to the DLC, not the basegame
I admit something: I play the game with *Door Opening Speed= 1000%* since 2022.
One day I got so annoyed Ever since I play like this
Please make another without Anomaly tips! I didn’t like Anomaly so I didn’t download it.
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
At 3000 hours trying to gleam
New info
Sorry, but I'm gonna keep my human leather for my hats and sofas thx
Sadly most of those tips where for DLC Content :(
So buy the dlc lmao
You should divide the video into segments
Done
Sure do another video guy I've never watched. hi
This was more tips for Anomaly rather than intermediate tips for RimWorld overall.
i played 2000 hours myself and i still suck .
Most of these tips are for anomaly - would be good to have a note about that in the title.
Unless you have all those dlc and mods, this video is useless.
This is for what Mod or DLC? Couldn't find any of this stuff. Where is the harp? What a waste of time.
What do you mean? Harps and other instruments are in the base game, or maybe royalty? It's been many years so unsure.
*LOUD ELEVATOR MUSIC*
Good tips but they are very anomaly focused sadly