Hey Folks, Hope you Enjoy this. Sorry I made you look at Shakira's nutrient paste dispenser like that. I'm just putting together the mod-list now and will pop it in the description when I'm done.
Joy fuzz with the other implants will make them avoid most mental breaks. And along as you keep the manipulation up with other implants it loses the negatives.
There are mods that combine RimBees with VFE: Mechanoids to let the bees grow Automatic Combs, which yield Mechanoid Components if you're interested in more of them. Also Project Rimfactory provides better performing and more versatile machinery than VFE if you truly want a fully automated corpse-powered industry.
I just had this float into my recommendations from no where without much context and I'm surprised that something that feels akin to a Ambiguousamphibian video but specifically appealing to rimworld appeared. It also slams me in the face how very modular and architectural you are with your base designs and I give you praise for that. I would think you'd enjoy poking at a proper psycaster run with the new psychics VE mod that came out. Very good at making thematic runs and makes tribal playthroughs very entertaining. I recommend as well Helixien's mods if you're interested as he made a huge amount of very vanilla friendly biomes and biome additions along with, some new mechanoid themed contents to keep things fresh. He's also working on expanding said mechanoid contents by a lot, so just recommending things for you if you'd like.
AA is a huge inspiration so that's a very flattering comparison for me. Thanks for the reccomendations too, I never got very into royalty so I'll have to give it a go.
I just discovered Ambiguousamphibian today and it actually drove me to come back to Hazzor! AA’s multi-part Rimworld series were too intimidating, I like Hazzor’s shorter challenges :)
You could keep playing until "Splits and Schisms" kicks in from having enough colonists of your primary ideology, and then keep rerolling until it rolls a ideology that lacks "Citybuilders".
Hazzor just (ahem... a year ago) made a colony of his most faithful followers. They "don't go outside. It's not safe." Great stuff. Going to chapter 2 now. Thx so much for your dry wit en soothing voice. Im staying in.
I seen a few videos on halo rimworld challenges, but the least coverd is a forerunner colony challenge, basically starting the colony by being the reclaimer of a forerunner facility, allowing you to produce stuff such as sentinels and Prometheans
If you’re looking for something fun to spice a run, i recommend attempting to run a “dual Ideology” colony, by customizing one of the npc faction ideologies to that of your own. You can “take” one of that factions pawns, recruit them, and use them as a warden until you get two indentured servants of that religion, enough to get a moral guide, and keep kind of two colonies in one that sustain eachother!
i recently recalled that From the Depths video of yours i watched and i went "hey ill check in on that guy again" now that ive actually looked at your uploads ill just have to watch them all in a marathon to rival that one time i left youtube running while i went to work. Loving everything ive seen so far. Keep grinding at it, youre good at this
@@HazzorPlaysGames thank you even more for the content, by the by if you want to find a silly game like from the depths that plays somewhat similarly check out starsector. im sure theres a free key floating about somewhere. i know seth tzeentach has his key floating about
@@Thanatos_Morti oh I've played it quite a bit, was thinking about making some videos but there's quite a lot else to get through first. Found it through sseth's video too
hah, I always feel like whenever I include an hour count I need to say something like "I know you wierdos have played for thousands but this is a lot for most people"
@@HazzorPlaysGames Over 1200 hours, but most of my colonies played with lower difficulty level. When i come home from work i just want to enjoy a few hours without heavy mechanoid raids.
250 hours is rooky numbers. It's nice seeing people still enjoying this game. I tend to put it down for a year or more between updates lamenting my broken mod list.
Erhm acktually sir. in a manufactorum machines dont do the work. That would generally be servators. Also thanks for the playlist imma play it while i sleep.
I really enjoyed the video. As for challenge run ideas - I think maybe a "typical" challenge run but with all of VE mods, plus couple of more (such as bad hygiene and/or windows), could work. Most challenge runs I see (ice sheet, desert at 500%, etc.) are mostly vanilla (granted, I may have missed some, but some of the bigger creators such as Pete and Francis tend to go mostly vanilla). Actually, if you add ReGrowth to the mod list it adds a Wasteland biome, or More Vanilla Biomes adds a a Badlands biome. Either of those might be a fun candidate for a 500% challenge run. Oh and by the way, the reason I brought up BH and Windows is because I find those two mods really change how you approach base design and layout, and haven't seen many creators use those, especially on challenge runs. (P.S. but really, ~250 hours are amateur numbers :P )
I read your descriptions, and I love the videos. I really want to try to make content like you do someday, but my lifes currently busy as hell. And I have much trouble figuring out audio in recordings lol. Anyways love your vids keep it up
Well I know this is 2 years late but what I do to get around sending colonists on combat missions is I use the mod dead man’s switch, lets you have a mechinator and then build bots like sergants which act as a mobile relay beacon so you make some solders (beginner combat units, there’s much better) and then send them out on a caravan, as long as they are powered and the sergant is alive you can control them around to do your combat (from what I remember)
Just found your channel and love your editing style, really great video. For this colony, I'd recommend just using dev mode to switch off the travel precept - I don't think it really does anything for the storytelling and doesn't particularly connect to the overall theme. Moving forward for other challenges, I'd recommend the Combat Extended Melee Only challenge... that can be quite tough. Another I'd recommend is trying to make a colony that hosts all the ideologies on the planet, each with their own section of the base and (if their ideology permits), each group being specialized in one aspect of colony management (i.e., raiding ideology are the fighters, peaceful monks are the researchers, etc.). Great content and keep it up :)
Quick question love the vid by the way, how do you stop yourself from making your pawns super op when using prepare carefully? whenever i use it i give everyone all 20s double fires and all the best traits.
I'm probably pretty generous but I usually try to stay close to the default point limit, if I'm trying to do something very specific then I'll give myself some help just to save time on failed attempts but it usually doesn't make that much difference, rimworld gonna rimworld either way.
please dont worry about the genres being done to death on youtube. you have a nice voice and so long as you narrate your content instead of commentate over it, you should have plenty to talk about since the story tellers exist and so does your imagination. Play out a stroy and take us for the ride :) here's a sub.
With the new Biotech expansion, I have started doing race specific playthroughs, with each race occupying its "native" biome and carrying the ideology that seems most appropriate. That's something you might try.
"Chasing the dragon" is in reference to chasing the smoke off the foil when you freebase as the smoke flows similar in the air to a dragon flying.... Not saying it wasn't used correctly, just hoping it wasn't.
I wish there was another endibg to Rimworld where you dominate the planet (or at least establish a country) and elevate it to an industrialized society on par with a mid-level colony rather than a backwater Rim planet.
Juat crazy how fast you progress. I know you up the pawns a but more, but still just your general flow. How do you get the pawns to be more generally happy in the start? Do you just build stuff luke bedrooms and dining rooms for the buffs, or is there a secret I am missing?
6:05 Is that cannon a vanilla + thing also? Just trying to get back into Rimworld and I always been searching for manned guns like those. Vanilla Expanded Security does not list anything like that, but I also can't imagine any other mod having it by title.
You know i actually don't know, it's called the field gun, i assumed it's from VE security but you're right it's not on the mod page. Pretty sure thats it anyway.
@@HazzorPlaysGames Thanks! Okay, since than, I ran a few laps and turns out it was in VE Pirates. Which is kind of a bummer since it has so many other stuff which I don't need... whatever happened to the good ol' manned defence mods...
How do you fight with colonists lined up in front of each other like that? They don't just shoot each other every time they get into an engagement? I always use Combat Extended, but I swear that they would do that in vanilla? Maybe I need to play without CE for once.
There's no chance of friendly fire if the shooting pawn is directly behind the one in front, I believe that's also true in CE. Supposed to be like shooting over their shoulder i guess. Unless you meant some other time where they were further apart in which case i suppose i was just risking it o.o
@@HazzorPlaysGames directly behind yes but my understanding was that was one space. You had people constantly waaay behind each other and for me I swear if you do that once they immediately shoot the colonist. I'll have to jump back in and try.
I will say that the hit is noticable, but less than expected, if that makes sense. when I get a big raid things get pretty chunky for a while, and when the colony is busy with a load of drones and stuff, you can tell the game's engine is struggling a bit with all the pathfinding and decision making if you run it at 3x speed.
@@HazzorPlaysGames Do you have something that shows you the amount of TPS you’re getting late-game with the factory? I remember an old issue w/ Vanilla Expanded Mechanoids specifically was that the automated pseudo-pawns (like the little roombas) had hilariously unoptimised scripts and tanked TPS like crazy when you had a base bigger than a couple rooms, did you have that issue?
I wasn't monitoring it no, but I had about 15 drones max I think, mostly autominers, my performance was worst when I had a large group of visitors though so I don't think the drones were causing problems on their own.
I've yet to find a solution to colonists or robots picking up resources out of hoppers for factory automation. I want one machine to mine stone, the next machine to turn it into metal, and the next machine to make components. What ends up happening is drones/pawns will pick up the various parts being made before the next machine in line will be able to use it ... OR they will bring resources from my base to place in the hopper making it pointless to have a machine mining it!
what I was sort of doing by the end was having the factory off limits to humans, and a resource drop just outside, so that the humans would make sure the factory was always stocked but wouldn't have to be constantly running between machines. I think you could actually go really overboard and have tiny very specific zones for each hauler just between a set of machines, it's probably not ultimately efficient but it does satisfy the goal. would be nice to just have inserters and conveyors at a certain point lol.
@@HazzorPlaysGames Chances are you're going to get your shit pushed in the first couple of times. Armor REALLY matters, as does penetration and having your soldiers carry enough ammo. Mechs are tanks and you're not gonna be able to kill say, power armor guys without using explosives, anti-tank rifles or something similar.
I figured I'd do a low tech storyteller to learn the systems first so in that case there wouldn't be a whole lot if power armour in the world. Reckon that's a terrible idea? I've already started the colony so if it's a terrible idea it's too late anyway but still.
@@HazzorPlaysGames Going to depend on your exact mod setup. If you still have stuff like mechs in the world at all, you'd better start stocking up on grenades and making a lot of peek-a-boo corners. If it's tribal, plate armor with solid coverage (eyes, neck, etc) will be your best friend when combined with a chokepoint of some sort and guys with clubs.
Next Challenge.... install the forbidden mod, and then an HR department mod so you can have workplace sexual harassment claim hearings and firings in Rimworld. You can make your faction sexist too, one way or the other. That'd be a unique challenge.
okay i understand planning in advance aka if this happens then i have this as a backup but you took a cook into a NP colony thats ... then again nevermind the mood boost during a drone from a fine meal and lavish meal is pretty good and it cost 0 neutramine plus that i have seen on the rim its bad cooks that get the colony killed more often than not thanks to food poison and recovery thereof not to mention gutworms and thinking about it energy gonna go down every single flare and anytime you extend beyond your current energy needs better to have marshmallows for camp fires rather than someone screaming about that last mech raid would of killed em if it wasnt for that persons best shooting skill 🙃
yeah the next thing that'll come out makes good use of CE, someone recommended it a while ago and I just hadn't activated it before I started this colony.
if you ever get into the android tier mod the t1 and 2's dont follow an ideology... or have any opinions for that matter. add in their cheapness and you can have a swarm of kill bots
Not really my voice, there's a little bit of learning to speak better, but it's mainly changes to my setup and how I process the audio. Sound treating my space has made a big difference since it lets me speak louder without introducing a load of reverb from the walls, and I just have a nicer microphone and pre-amp pairing that's more suited to my voice now too. I assume (hope) this is a compliment in any case, so thanks, and I hope you're at least a little bit interested in the response
@@HazzorPlaysGames woah what a response, yes ofc it was a compliment my man, love seeing the progress (or hearing in this case) Keep it up, you are a legend
Hey Folks, Hope you Enjoy this.
Sorry I made you look at Shakira's nutrient paste dispenser like that.
I'm just putting together the mod-list now and will pop it in the description when I'm done.
I WAS EATING.
Joy fuzz with the other implants will make them avoid most mental breaks. And along as you keep the manipulation up with other implants it loses the negatives.
There are mods that combine RimBees with VFE: Mechanoids to let the bees grow Automatic Combs, which yield Mechanoid Components if you're interested in more of them.
Also Project Rimfactory provides better performing and more versatile machinery than VFE if you truly want a fully automated corpse-powered industry.
"Having played so much rimworld at this point (~250 hours)" really makes me feel awkward about my 2,400 hours LOL
I played like 70 hours in 4 days. Help.
@@Korum211 rookie numbers
I only have ~500, but I instantly thought, bro, that's low...
@@wirbelchen5379 I've gotten my numbers up to 2,800 hours since I made the original comment
Fr, I haven’t played rimworld much lately but I’m still in quadruple digits too
Bro please never stop making Rimworld content, Im addicted and want more
I have a whole lot more planned for the future.
He never stopped!
@@sneakyflamingo thats whatim saying
"Having played so much Rimworld at this point"
251 hours
heh...
he is 1/4 the way through the tutorial
that made me kinda feel bad as I looked at my steam and saw 1000 hours
Right lol add another digit before you say that.
Yep~ lol
251 is barely the tip of the foreskin that is my 5567hours
If you don’t wan’t to suffer I recommend rimpy for mod management.
Will look into it
I just had this float into my recommendations from no where without much context and I'm surprised that something that feels akin to a Ambiguousamphibian video but specifically appealing to rimworld appeared. It also slams me in the face how very modular and architectural you are with your base designs and I give you praise for that. I would think you'd enjoy poking at a proper psycaster run with the new psychics VE mod that came out. Very good at making thematic runs and makes tribal playthroughs very entertaining.
I recommend as well Helixien's mods if you're interested as he made a huge amount of very vanilla friendly biomes and biome additions along with, some new mechanoid themed contents to keep things fresh. He's also working on expanding said mechanoid contents by a lot, so just recommending things for you if you'd like.
AA is a huge inspiration so that's a very flattering comparison for me.
Thanks for the reccomendations too, I never got very into royalty so I'll have to give it a go.
I just discovered Ambiguousamphibian today and it actually drove me to come back to Hazzor! AA’s multi-part Rimworld series were too intimidating, I like Hazzor’s shorter challenges :)
You could keep playing until "Splits and Schisms" kicks in from having enough colonists of your primary ideology, and then keep rerolling until it rolls a ideology that lacks "Citybuilders".
or just don't use VE
Counterpoint: Fluid Ideoligion.
i have only watched like 40 seconds of this but it has a very relaxing ASMR-like quality to it; very nice :)
That “bit” was probably the funniest thing I’ve seen in a while due to how unexpected this was for a first time viewer like me.
Just instantly clicked the like and subscribe button after the "nutrient paste" bit.
It was unholy, but good lord that was perfect.
WHAT THE HELL WAS THAT FROM?!
Hazzor just (ahem... a year ago) made a colony of his most faithful followers. They "don't go outside. It's not safe." Great stuff. Going to chapter 2 now. Thx so much for your dry wit en soothing voice. Im staying in.
Congratulations on making it 1/4th the way through the tutorial! Looking forward to you making the 1k club 🥳
*having played SO MUCH Rimworld at this point* 250hrs are rookie numbers you gotta pump that far up !
Lol I have like 600 and know I’ve barely touched the surface
I seen a few videos on halo rimworld challenges, but the least coverd is a forerunner colony challenge, basically starting the colony by being the reclaimer of a forerunner facility, allowing you to produce stuff such as sentinels and Prometheans
I'm heavily hungover and this made me feel less Corpsey, good stuff as always bud :)
Recovered yet there bro ? I know how this feels lol. Water water water, that's the cure
my god, that subscribe/paste part was horribly amazing. you earned a sub
Factory is the best way to go.
Well you would certainly know 👀
you're incredibly under rated and after watching a lot of your older content i realized we are way too similar for me to not say anything
If you’re looking for something fun to spice a run, i recommend attempting to run a “dual Ideology” colony, by customizing one of the npc faction ideologies to that of your own.
You can “take” one of that factions pawns, recruit them, and use them as a warden until you get two indentured servants of that religion, enough to get a moral guide, and keep kind of two colonies in one that sustain eachother!
Aaaand you've earned yourself a sub. I await part 2 soon!
really love the narration voice, very soothing while video game carnage is being played
i recently recalled that From the Depths video of yours i watched and i went "hey ill check in on that guy again" now that ive actually looked at your uploads ill just have to watch them all in a marathon to rival that one time i left youtube running while i went to work. Loving everything ive seen so far. Keep grinding at it, youre good at this
Thanks so much, not much to marathon yet though unfortunately but I plan to keep at it.
@@HazzorPlaysGames thank you even more for the content, by the by if you want to find a silly game like from the depths that plays somewhat similarly check out starsector. im sure theres a free key floating about somewhere. i know seth tzeentach has his key floating about
@@Thanatos_Morti oh I've played it quite a bit, was thinking about making some videos but there's quite a lot else to get through first.
Found it through sseth's video too
@@HazzorPlaysGames do make sure not to work yourself into the ground tho
Slightly over 200 hours?
You're only just getting started.
hah, I always feel like whenever I include an hour count I need to say something like "I know you wierdos have played for thousands but this is a lot for most people"
500 hrs and i don't play that much hahaha
@@HazzorPlaysGames Lol I know, but I couldn't pass up the opportunity to give ya a hard time.
@@Hello-ro9il Wow, I only have 1300 more hours than you!
🤣
This game can consume you. Sometimes weeks at a time.
@@HazzorPlaysGames Over 1200 hours, but most of my colonies played with lower difficulty level. When i come home from work i just want to enjoy a few hours without heavy mechanoid raids.
250 hours is rooky numbers.
It's nice seeing people still enjoying this game. I tend to put it down for a year or more between updates lamenting my broken mod list.
That nutrient paste edit was fucking revolting, holy shit wtf man. 11/10 Applause for you my freind.
Dude cannibalism is so awesome!
Erhm acktually sir. in a manufactorum machines dont do the work. That would generally be servators. Also thanks for the playlist imma play it while i sleep.
I love your channel and content so much probably in the top of rimworld/df chanels
where the hell did you get that disgusting clip lmao what am I seeing
That's shakira twerking out a whole canned chicken, ancient gif I remember seeing yeaaaars ago now.
Figured it could do with some nutrient paste.
@@HazzorPlaysGamesI will go was my eyes with bleach
I really enjoyed the video. As for challenge run ideas - I think maybe a "typical" challenge run but with all of VE mods, plus couple of more (such as bad hygiene and/or windows), could work. Most challenge runs I see (ice sheet, desert at 500%, etc.) are mostly vanilla (granted, I may have missed some, but some of the bigger creators such as Pete and Francis tend to go mostly vanilla). Actually, if you add ReGrowth to the mod list it adds a Wasteland biome, or More Vanilla Biomes adds a a Badlands biome. Either of those might be a fun candidate for a 500% challenge run.
Oh and by the way, the reason I brought up BH and Windows is because I find those two mods really change how you approach base design and layout, and haven't seen many creators use those, especially on challenge runs.
(P.S. but really, ~250 hours are amateur numbers :P )
I read your descriptions, and I love the videos. I really want to try to make content like you do someday, but my lifes currently busy as hell. And I have much trouble figuring out audio in recordings lol. Anyways love your vids keep it up
Well I know this is 2 years late but what I do to get around sending colonists on combat missions is I use the mod dead man’s switch, lets you have a mechinator and then build bots like sergants which act as a mobile relay beacon so you make some solders (beginner combat units, there’s much better) and then send them out on a caravan, as long as they are powered and the sergant is alive you can control them around to do your combat (from what I remember)
Ahhh RimWorld... am now over 2600 Hours in the Game and can't still get enoth of it ^^
So much to do, so much to see, so many colonies to build ^^
LOL that nutrient paste bit was iconic
i was about to swallow my food when that nutrient paste thing came up
Just found your channel and love your editing style, really great video. For this colony, I'd recommend just using dev mode to switch off the travel precept - I don't think it really does anything for the storytelling and doesn't particularly connect to the overall theme.
Moving forward for other challenges, I'd recommend the Combat Extended Melee Only challenge... that can be quite tough. Another I'd recommend is trying to make a colony that hosts all the ideologies on the planet, each with their own section of the base and (if their ideology permits), each group being specialized in one aspect of colony management (i.e., raiding ideology are the fighters, peaceful monks are the researchers, etc.).
Great content and keep it up :)
Cool suggestions, thanks. I found a solution to the travel issue for the next video so no need for dev mode
Melee only in CE sounds brutal.
Really nice and charming video. Keep it up
Awesome rimworld ideology video dude 👍
I have over a 1,000 hours of playing rimworld all of it is me modding the game and falling asleep with the game on.
seriously you need to voice over nature documentaries, you would do so well
just waiting for an E-mail from David Attenborough naming me his successor...
any day now...
love your work! Subscribed
Damn, I always get my 1st production line and other technologies like that ≈3years, but not in 1,ur pro
hah, honestly I was pretty lucky with some of it, having an orbital trader sell me an AMR as early as they did was pretty outrageous.
Still, thanks!
254 hours?
*That's rookie numbers.*
Quick question love the vid by the way, how do you stop yourself from making your pawns super op when using prepare carefully? whenever i use it i give everyone all 20s double fires and all the best traits.
I'm probably pretty generous but I usually try to stay close to the default point limit, if I'm trying to do something very specific then I'll give myself some help just to save time on failed attempts but it usually doesn't make that much difference, rimworld gonna rimworld either way.
please dont worry about the genres being done to death on youtube. you have a nice voice and so long as you narrate your content instead of commentate over it, you should have plenty to talk about since the story tellers exist and so does your imagination. Play out a stroy and take us for the ride :) here's a sub.
A year later this video is still great
love it, subbed
I mean yes It's *made* for you to make a factory with the mechanoid components (though I understand the reason of the vid)
sorry to state the obvious, but you gotta do what you gotta do when it comes to youtube titles, the algorithm wants what it wants... :p
@@HazzorPlaysGames yep, very true ngl, nice vid thought 👍😄
I have over 8000 hours in rimworld. Its always fun. Its always hard. Over 500 mods installed. It always runs.
"Mobile Strike Force"
'Me, an SCP fan'
*MOBILE TASK FORCE*
I was gonna subscribe, but the nutrient paste bit actually made me throw up my beer bro lmao
With the new Biotech expansion, I have started doing race specific playthroughs, with each race occupying its "native" biome and carrying the ideology that seems most appropriate. That's something you might try.
great vid
"Surviving Rimworld with other streamers" play with veequeue and ambiguousamphibian.
Yeah, yellow Rimsenal equiptment is OP against mechanoids, AFAIK.
Nice video
"Chasing the dragon" is in reference to chasing the smoke off the foil when you freebase as the smoke flows similar in the air to a dragon flying.... Not saying it wasn't used correctly, just hoping it wasn't.
I believe it actually goes considerably further back into history than that, referring to chasing the opium dragon.
@HazzorPlaysGames yeah for sure, same same lol
thanks for the video, helped me plan ahead on building mine.
I wish there was another endibg to Rimworld where you dominate the planet (or at least establish a country) and elevate it to an industrialized society on par with a mid-level colony rather than a backwater Rim planet.
Automatically commenting to boost the algorithm mechanistically.
"Having played so much Rimword at this point ..." and the screen shows a measly 251 hours ;)
Praise be the omnissia I found you
Juat crazy how fast you progress. I know you up the pawns a but more, but still just your general flow.
How do you get the pawns to be more generally happy in the start? Do you just build stuff luke bedrooms and dining rooms for the buffs, or is there a secret I am missing?
2:50 thanks. I’m going to stare at the sun now
6:05 Is that cannon a vanilla + thing also? Just trying to get back into Rimworld and I always been searching for manned guns like those. Vanilla Expanded Security does not list anything like that, but I also can't imagine any other mod having it by title.
You know i actually don't know, it's called the field gun, i assumed it's from VE security but you're right it's not on the mod page. Pretty sure thats it anyway.
@@HazzorPlaysGames Thanks! Okay, since than, I ran a few laps and turns out it was in VE Pirates. Which is kind of a bummer since it has so many other stuff which I don't need... whatever happened to the good ol' manned defence mods...
I don’t understand how everything I watch nowadays circles back to warhammer
the omnissiah knows all...
Man's PC is probably on fire rn
I am surprissed you didn't use combat extended mod. I assumed you always use it, but it makes sense that it could change the focus and story.
How do you fight with colonists lined up in front of each other like that? They don't just shoot each other every time they get into an engagement? I always use Combat Extended, but I swear that they would do that in vanilla? Maybe I need to play without CE for once.
There's no chance of friendly fire if the shooting pawn is directly behind the one in front, I believe that's also true in CE.
Supposed to be like shooting over their shoulder i guess.
Unless you meant some other time where they were further apart in which case i suppose i was just risking it o.o
@@HazzorPlaysGames directly behind yes but my understanding was that was one space. You had people constantly waaay behind each other and for me I swear if you do that once they immediately shoot the colonist. I'll have to jump back in and try.
Are the Vanilla Expanded mods still huge performance hogs or are they better about it now?
I will say that the hit is noticable, but less than expected, if that makes sense. when I get a big raid things get pretty chunky for a while, and when the colony is busy with a load of drones and stuff, you can tell the game's engine is struggling a bit with all the pathfinding and decision making if you run it at 3x speed.
@@HazzorPlaysGames Do you have something that shows you the amount of TPS you’re getting late-game with the factory? I remember an old issue w/ Vanilla Expanded Mechanoids specifically was that the automated pseudo-pawns (like the little roombas) had hilariously unoptimised scripts and tanked TPS like crazy when you had a base bigger than a couple rooms, did you have that issue?
I wasn't monitoring it no, but I had about 15 drones max I think, mostly autominers, my performance was worst when I had a large group of visitors though so I don't think the drones were causing problems on their own.
I've yet to find a solution to colonists or robots picking up resources out of hoppers for factory automation. I want one machine to mine stone, the next machine to turn it into metal, and the next machine to make components.
What ends up happening is drones/pawns will pick up the various parts being made before the next machine in line will be able to use it ... OR they will bring resources from my base to place in the hopper making it pointless to have a machine mining it!
what I was sort of doing by the end was having the factory off limits to humans, and a resource drop just outside, so that the humans would make sure the factory was always stocked but wouldn't have to be constantly running between machines.
I think you could actually go really overboard and have tiny very specific zones for each hauler just between a set of machines, it's probably not ultimately efficient but it does satisfy the goal.
would be nice to just have inserters and conveyors at a certain point lol.
2:44 ayo what kinda psysorcery is that
Where did you get the aquaponics basin from? My vanilla expanded factory doesn’t have that
I can't believe you're using all of these mods but not Combat Extended.
Yeah that one looks good actually... Thanks.
@@HazzorPlaysGames Chances are you're going to get your shit pushed in the first couple of times. Armor REALLY matters, as does penetration and having your soldiers carry enough ammo.
Mechs are tanks and you're not gonna be able to kill say, power armor guys without using explosives, anti-tank rifles or something similar.
I figured I'd do a low tech storyteller to learn the systems first so in that case there wouldn't be a whole lot if power armour in the world.
Reckon that's a terrible idea? I've already started the colony so if it's a terrible idea it's too late anyway but still.
@@HazzorPlaysGames Going to depend on your exact mod setup. If you still have stuff like mechs in the world at all, you'd better start stocking up on grenades and making a lot of peek-a-boo corners.
If it's tribal, plate armor with solid coverage (eyes, neck, etc) will be your best friend when combined with a chokepoint of some sort and guys with clubs.
Should be that the whole world is medieval or below, no mechanoids. But there's a lot of mods so something is bound to slip through
Nice
Next Challenge.... install the forbidden mod, and then an HR department mod so you can have workplace sexual harassment claim hearings and firings in Rimworld. You can make your faction sexist too, one way or the other. That'd be a unique challenge.
What the hell was that nutrient paste bit!? What was the original?
What mod adds all the new overlays in the bottom right corner?
шутка про пасту отличная)
1:50 WARHAMMER 40k REFERENCE!
Bro has 2 hours more than me on this game 😅
this would help cuz when they retreat i just chase them and kill on the spot:D
run or die
they picked die first so they will get chased
you should do an android/robot colony but play them as Men of Iron from 40k and be hostile to all organic factions.
been subbed for a bit going back through the videos i havent seen yet that sub request almost ended me bro i was eating
okay i understand planning in advance aka if this happens then i have this as a backup but you took a cook into a NP colony thats ... then again nevermind the mood boost during a drone from a fine meal and lavish meal is pretty good and it cost 0 neutramine plus that i have seen on the rim its bad cooks that get the colony killed more often than not thanks to food poison and recovery thereof not to mention gutworms and thinking about it energy gonna go down every single flare and anytime you extend beyond your current energy needs better to have marshmallows for camp fires rather than someone screaming about that last mech raid would of killed em if it wasnt for that persons best shooting skill 🙃
cool
Blind cultists.
I've never had the patience for it.
recommend combat extended
yeah the next thing that'll come out makes good use of CE, someone recommended it a while ago and I just hadn't activated it before I started this colony.
"Currently 1/4 of the way through the tutorial at this point..."
What is the thumbnail art from?
Save our Ship 2 I think, it's the spacer storyteller, can't remember the name I'm afraid.
@@HazzorPlaysGames ok that's where I was thinking it was from thank you
Save our Ship 2 breaks right-clicking for me :/
Yeah buddy
Solo mechinator rimfactory run.
if you ever get into the android tier mod the t1 and 2's dont follow an ideology... or have any opinions for that matter. add in their cheapness and you can have a swarm of kill bots
... so you made the brotherhood of steel.....
Where hello again? I can’t watch a rimworld video without the hello again intro
man your voice changed so much over the last year
Not really my voice, there's a little bit of learning to speak better, but it's mainly changes to my setup and how I process the audio.
Sound treating my space has made a big difference since it lets me speak louder without introducing a load of reverb from the walls, and I just have a nicer microphone and pre-amp pairing that's more suited to my voice now too.
I assume (hope) this is a compliment in any case, so thanks, and I hope you're at least a little bit interested in the response
@@HazzorPlaysGames woah what a response, yes ofc it was a compliment my man, love seeing the progress (or hearing in this case) Keep it up, you are a legend
+1 for Rat People in future!
Annabell Point
2:55 -10 Disgust
Yuck! that part was disgusting as heck!
:D