In this episode of our Rimworld Royalty Extreme Desert run, we organize our hydroponics setup, train all of our dogs as haulers, open up the cryptosleep caskets in the nearby ancient danger and attempt to recruit another colonist. Enjoy :) ► Full Playlist: bit.ly/39ogWJb
Could you zoom out to your whole map sometimes, like if a colonist or dog is walking across the map? Just curious as to what the whole tile looks like.
Re: next room to add: definitely hospital. Even without high-tech stuff like hospital beds, or even sterile tiles, a small room with one or two beds, steel tiles, and a light or two goes a long way. It's quite literally life-saving when a colonist gets the plague and you only have one or two tending chances to save them, especially when you're still working with herbal meds.
I believe silver beds and silver floors are the next best thing to hospital beds and sterile floors, as silver has a cleanliness value of 0.2. It is also the reason why I always my butcher's table out of silver too. It's expensive as heck though.
Check the Count title bedroom and throne room requirements. To get the Royalty win, you need one throne room that meets the count requirements and two bedrooms that meet the same title's requirements. One is for your noble, the other is for the Stellarch. You can use the spare bedroom for other things until you are ready to host the Stellarch, but it wouldn't hurt to build it early. You'll need to build all three at some point, so why not start planning? You can also take advantage of Redhawk's inspiration. Get enough gold to build a royal bed, have Steak start working until there is 1 or 2 work left, and have Redhawk finish it.
Yeah, it's never too early to plan out a larger throne room and use it for storage or divide it up in the meantime. OTH, it might be worth waiting for a monument quest. In my last two runs I took monument quests then turned them into throne rooms. Since there isn't a pressing need I'd suggest stockpiling stone blocks.
Its not that galaxy brain considering most random events are scaled to colony wealth. Turns out that sitting on three exorbitantly luxurious rooms made out of precious metals does raise the colony wealth by quite a bit. EDIT: Didn't actually read the most galaxy brain part of the comment. Leaving this as my reminder that I need to read things better before I reply to them.
I think you should turn the current dining/throne room into a hospital and begin work on a larger multipurpose room which will be easier to upgrade when you do start promoting steak, the current throne room is pretty boxed in and it's central placement makes it an appealing hospital position
Redhawk with a skill of 3 in construction/crafting and her inspiration could create an item with quality approximately the same as someone with skill 16. I don't know the skills of your other colonists but it might be worth it, specially if it's not something that takes too much work since she'll be working rather slowly. If you can't find anything better, a bed is probably worth a shot.
If it does take too much work she could end up gaining a couple levels while working on it. I've made good grand sculptures with inspired pawns having (initially) zero skill in art.
Yeah, when you hover the mouse over a target with a colonists selected it show everything that influences the hit chance... but a lot of people just forget to read it
small heads-up for the minify-everything mod: Maybe it's already fixed, but when I used it to move wind turbines, the area that must remain unblocked did not move with it! So if you ever move one to then plant trees or build a room where it was, you may get a blocked turbine that doesn't look like it's blocked. It's a head-scratcher, but fix is easy, just deconstruct and reconstruct it.
If you have minify everything, then you should definitely move those ancient caskets somewhere inside. They can be used to store injured colonists until someone can heal them or even to store prisoners for the tribute trader without feeding them or dealing with mental or prison breaks. Edit: Also that megascarab should be on the animals tab if its still there.
Ahh, this series is aging finely and maturing excellently! It's wonderful to see you play RimWorld and have an entirely different play style but still wreck the game
17:21 You can see all animals currently on the map in the Wildlife tab next to the Animals tab. So you could also have found out if that fifth bug was still on the map.
I think your next construction project should be a batch of spare bedrooms. Any new colonists immediately have a decent room. When you need hospital or prison beds, it's just a quick toggle, and no-one needs to be displaced.
pete, for the turrets you could put a unconectes wire in the middle of both turrets, then if you want to unconect the turrets you just press to reconect they to the disconected wire and reconect it to the power source when you need it without needing a colonist to toggle power on and off
This game is so comfy. Your playthroughs are also an absolute blast to watch. I've watched the Ice Sheet series twice already and I'm planning on doing an Ice Sheet + Desert binge watch when you finish this series.
This is what I noticed right away. I always turn insect meat and human meat into kibble. And I do buy human meat when I can because it's really cheap out on the Rim.
As someone who runs 6 hydroponic basics in their actual house, I say you can never have to many. Like you, I have spent all my precious metal on them :P
With how close and short ranged everything in your base currently is, I would suggest equipping Jake with the chain shotgun. Short range, the chain shotty is the most powerful gun in the game (except vs. marine armor targets and probably centipedes), and with Jake being a trigger happy shooter, he will fire lots of bullets that thanks to the short range are still rather likely to find their target.
You made my afternoon, Pete. I've been watching a lot of bloody math videos because of high school and getting stressed af. When I saw your notification, I felt the biggest of reliefs in a lot of time :'D
The limited amount of room in your shooters' box of the killbox is going to cause trouble. Pawns will need to cross through each other when moving into firing position/moving out/rescuing. This will slow them down and may cause them to path over the sandbags, and you'll have nowhere to run to in the event of a grenade or fire. If you've got animals or friendlies in the space as well it'll be a mess. In addition you only have four shooting positions (behind each sandbag and behind two wall tiles), three if you plan to have a melee tank stand in front of the door. I'm not sure if pawns behind the walls will be able to lean into the spaces behind the sandbags if those are occupied, but in any case, you need more space. You might get a quest that includes support from the empire, so more space is better. I recommend that you move the walls, turrets, and sandbags down at least one tile to give you a bit more room to maneuver. Pawns in the back row can fire over the shoulders of those in the front. Also, floor a path to the killbox and the area where the pawns stand so that their movement isn't reduced. edit: if you have a pawn in the doorway that's five shooting positions -if that pawn can lean into a space occupied by the pawn in front of the sandbags. Also, you could add two-three doors to the south side of Edmo's room (sorry Edmo) for access and 2-4 additional shooting positions. This increases the risk of a breach into the base and fire, but my hunch is that you'd prefer that happen in Edmo's room rather than the expensive hydroponics and windmills (sorry Edmo).
For the hydroponics setup: As you have permanent summer, heating your crops wont ever be an issue. however, during a heatwave you will want to cool them down a little as to not let them stop growing. Also, you wont produce anything during either drawn-out eclipses, volcanic winters or toxic fallouts. I would recommend to have at least one sun lamp setup. you can leave it switched off for most of the time but once the time comes you wont have to construct it under time pressure. With one sun lamp you can power 24 hydroponics, which should be more than enough to get a colony of your size over a volcanic winter or fallout or whatever. Having a few hydros outside in addition to that sure cant hurt, especially if placed in the areas that are blocked by your turbines anyway and cant fit a solar panel
For more meat for more kibble In my playthroughs in areas with sparse wildlife, I usually just use my crops for it. I havent done the math but I am fairly certain that it is more efficient to just feed them rice, as you cant grow haygrass in a hydroponics and even chicken laying eggs is highly inefficient. Added in the additional time to collect the eggs and haul their feed (dogs would just eat the eggs, so humans have to do it) and the time to make kibble from it, it just isnt really worth it going for kibble. only advantage is no spoiling, but you will have to increase your freezers capacity anyway to store some crops for emergencies like prolongued solar flares, so this shouldnt be an issue. Hope my comments helped ^^ BTW under the last video in the series I compared huskies and labradors and explained why I feel like huskies are better. read if interested :;)
Ok i caugh up to the series, thank you very much @Pete complete, for the series. They are always enjoyable and thanks for listening and sharing tips for all of us.
Math nerd reporting in: It may be more beneficial to feed the dogs cooked meal than kibble. The advantages are it is more efficient and they can eat simple vegetarian meals. The disadvantage is you can't use the hay in this fashion, and simple meals spoil eventually. For 40 raw food, you can make 50 kibble which is 2.5 nutrition. The same amount of raw food makes 4 meals which is 3.6 nutrition. Dogs have a bigger 'stomach' than humans so they won't waste meals the way people do.
simple meal is 0.9 nutriton and husky has a nutrition need of 0.8 (labrador has 0.64 if i remember correctly), also they won't eat when they're on 0 so it would mean a bit of nutrition is being wasted, yet in case of kibble they will eat as much as they need and won't really waste much if anything at all
I am loving this series! Since you asked about some suggestions for your future construction projects I'd have to say you need a hospital with at least three beds and good lighting. Along with a hospital, I'd suggest a few individual jail cells that will give some mood bonuses. The happier a prisoner the easier it is to recruit them. Thanks for an amazing episode!
@Pete Complete - 17:30 - I am sure you checked the Wildlife tab :), it shows all the animals currently at the map and you can click their names to get their exact position as well as being able to issue hunting or taming commands.
Not sure if this is what you meant about rooms but perhaps the Kitchen & Freezer (22:02) could be altered for better access (workflow) & to make the freezer slightly larger. - Move oven & light to left side - Move kitchen-freezer wall 1 left (making freezer slightly larger) with a new door for direct freezer access - Move all other 3 doors next to dividing wall (not blocked by workbench etc)
I WOULD recommend detouring into gas operation for heavy SMG's. They make for outstanding base defense weapons, doing very nearly as much actual dps as assault rifles and charge rifles but for a lot lower investment of materials. The only real drawback is the shorter range, which is hardly an issue in your killzone. I can certainly point you to an in-depth testing video showing that if you'd like.
Hey Pete, instead of chickens, use cows, they re the most efficient animal at transforming veggies into meat as they eat less and produce slightly more nutrition than chickens or geese
With all this hydroponics, turrets and electronics, might be about time for a spare battery or two that can be disconnected when fully charged. A battery closet with the same setup as the turrets with a wall between each one could also be nice. If a battery shorts and catches fire, it won't endanger the base or colonist.
I meant to say that your hydroponics is pretty good, but I think I've found my favorite setup for vanilla - a 3x3 matrix of hydroponics right next to the freezer and animals area, with the butcher, kitchen, brewery and drug labs on the other side of the freezer. Hydroponic lights are on their own circuit with 16 solar panels and 4 batteries while the hydroponic beds are on the base main circuit, mostly powered by geothermal vents from all over the map. Even with 30 pawns and 2 scroll pages worth of animals, and only 5 out of 8 hydros producing food (one spot is growing devilstrand from about half fertile soil, will convert to hydro as I have devilstrand in 2x2 sunlamp room now, plus option for 3x3 sunlamp room I intended for hay/grazing). I'm even using the enclosed geothermal vents within the base to grow cocoa trees in the big corridor/animal area (they never survive winters otherwise, always a cold snap or two each year). No mods. Seed - gauntlet, coordinates 31.61N, 3.51 W
Pete, there is one important building you need that you forgot about. That building is a corpse freezer for the dogs. No need to even butcher for kibble as much and waste valuable meat, or burn bodies in the crematorium, this simple building takes care of both problems.
Fantastic episode as always, Pete! Thank you. I'd say it's time for a decent hospital. Spare beds with conveniently-accessible meds will be a nice improvement.
@Pete Complete - The room with the machining table have a few tiles of sand that increases the sand dirt output in the colony. A quick fix with wood floors or anything else can help a lot in the long run preventing dirt from forming in other and the current room.
I would definitely support an expansion up north and down south. There is that steam vent really close in the south, so you could move the walls and the farm down, which would also allow for an expansion of the kill zone. Up north there should be more bedrooms and an infirmary room, maybe with some extra defences as well.
A quick thought: Putting turrets in your killbox is not optimal. It is better to put turrets at every point you *don't* want enemies to enter. This avoids the issue of sappers completely (since the calculated cost of entering somewhere where there are no turrets its generally lower than the opposite) and ensures that enemies try to attack where you want them to. Great content as always though!
Lucky choice by Pete to rescue Harold "Jake" Tamdang from the cryptosleep pods, as we were already told back in episode 1 that "Jake" was going to be our colony heir after Synadenos gifted Steak his very first royal title!
Aside from a room for Jake I'd hold off expanding and instead just stockpile stone blocks and chunks (just keep the chunks outside). You'll probably get a monument quest soon and if you don't have to guard it for too long you can repurpose it as a throne room or something else later. But since you only have a single (and I believe not electric?) stone cutting bench it will be hard to complete the quest if you don't have them on hand. Blocks are good for making statues as well. I don't know what Edmo's artistic skill is but if it's above 10 you should have him do something regularly so his skill doesn't drop. You might consider planting cactus in that southern rice field. Having more furniture materials on hand allows you to upgrade beds, and other things that don't use stone and also trains your constructor. If you are min-maxy you can actually keep the growing area between the cactuses. I recommend something slow growing like corn as it's a bit far from the base. If there are other fertile zones not too far away I'd recommend farming them as well (just cactus). Yes, raiders might destroy them but 1) only if they're on that side of the map, 2) it might be a welcome distraction, and 3) it seems you've got enough time and skilled pawns for it not to be a huge investment.And yes, animals might eat them, but then you know where to go to shoot the animals.
1. Electric stonecutter is from a mod, i think it was "Vanilla furniture expanded - production module" 2. Afaik there are no fertile soils in the extreme desert 3.Getting stone blocks for the momuments wasn't really a hard task for me ever and i've never build more than one stonecutting table in the same base
I suggest making a large reorganization on your base as the next project. You currently have many small rooms that are difficult to upgrade. Merging, constructing and reorganizing it all into larger rooms (for example, one or two large workshops instead of many small ones) will give you a lot more space, also making it easier to upgrade
@Pete Complete To maximize the use of the growing areas, you can delete the growing areas between trees and put potatoes between them. All you need to do is respect the rule of leaving 1 tile away from each tree to do this. Its a bit labor intensive to create but will give pay dividends in the long run by having lots of potatoes in the zone that is pretty much wasted by the tree zoning spacing.
For the on and off switch. I usually use just a ground wire not connected to the network. Just tap reconnect on the turret, and they will connect to a powerless grid. If a raid comes, there is no need for a colonist to run to click the switch, just tap reconnect and they will reconnect to the powergrid. Saves me a lot of time particularly on surprise raids like drop off raids. Same goes for powered production modules, just make a ground wire not connected to the grid. If the colonists is done doing things, just click reconnect. No need to wake colonists up just to turn off production modules
I feel like growing rice in hydroponics creates a lot of work because of fast growing speed. Mb it is more convenient to grow corn or potatoes to not spend that much time harvesting. P.S. love the series!
Heads up, you can check the wildlife that are on the map in the wildlife tab at the bottom of the UI. Meaning you can always check if animals have wandered off the map or not :)
Hey Pete, long time viewer, first time commenter here. :) I would advise you not to go for drug production, rather devilstrand. It requires fewer research points, and devilstrand is the best heat insulator material in the game, it is also quite tough against attacks. Yes, it's slow growing, but you have permament growing season, so that would be some help. And slow growing crops also require less work to maintain. You could dedicate some of the food growing fields for them. My main reason for advising against flake though is that it can skyrocket your colony wealth, and I don't think you have strong enough deffenses for the raids that would follow. Also a tip with turrets. Place some wires that are not connected to power in their 4 tile vicinity, as well as wires that are. That way you can turn them on/off simply by hitting the reconnect button. Moreover, this setup doesn't require switches, and work to switch them on/off. I know, that this is an exploit, but it made my playthroughs much easier. Cheers! :)
I would suggest with all those bricks you could make a stockpile outside for them, not only do they not degrade but they also have negative beauty You should also consider making stockpiles for the raw materials next to the corresponding workbench, such as hay and meat next to the butcher table. This really makes your colonists twice as productive
I'm just waiting for the run where you play a colony that isolates every colonist so they never physically meet like some kind of sci fi movie. I can't describe it but the more messed up something is the more your voice makes me love watching you do it. It's like some kind of messed up 1930's German experimental program being narrated like a documentary.
For building projects I would suggest a kennel for the dogs to house both sleeping beds and a feeding area for kibble, and maybe even plan for a future barn where you can house livestock, with separate rooms for food storage (silo) and incubation for eggs (if you go that route).
In my opinion you should definetly consider making the throne room in a hospital & build a larger throne room. This will be needed in the future anyways when stake gets a promotion.
Mini-turrets were changed in a couple updates within the past few months. They need to be reloaded more often with more steel and fire 2-round bursts instead of 3, but their range and damage were buffed slightly. I also heard that they no longer benefit from cover, but I haven't been able to confirm that.
Flip the butcher table to the other wall and open up that hallway. Also, plant corn! Save your colony some time with super efficient corn. Last one, use the wildlife tab! Bugs also show up in it, and it's useful to intercept any wandering animals that don't stay on the map for long.
For the food, I would suggest separate hydroponics 3-4 tiles away to avoid spreading the blight. Also Have different crops, rice and corn separated. Also I'd suggest buying lots of neutroamine to use the herbal medicine to craft industrial-era medicines and maybe drugs for extra profit.
Thank God for another episode and thank you Pete 😊. Just something to keep in mind turrets have been nerfed since the ice sheet series so relying too much on them may be dangerous
Größerer Lagerhaus und ein Krankenhaus wären echt nicht schlecht, und ich wollte die Tür zum Vogelschuppen an der Südwand vorschlagen, aber das ist nach der Schlachtung echt nebensächlich geworden. Mir würde auch gefallen, wenn die Steinwände einheitlicher werden, also kein Salat aus verschiedenen Materialien mehr die Umgebung bestimmt. Außerdem wären Kacheln am Boden draußen nice und das würde der Sauberkeit zu gute kommen.
Deconstruct the Cyrosleep caskets! plenty of metal there, and find the "home mover" mod to more easily move stuff like the building the Cyro sleep caskets are in, somewhere else - I use it to move a wall and use direction key to build something else near base far quicker than manually moving each and every block of building.
Love the series! Would be good to have a dedicated jail/hospital. Seems like there is some room to the northwest and you’ve been juggling colonists rooms for a while.
It would feel satisfying if the game included more options for theming bases according to biome. In my imagination the brick walls are coated in stucco or adobe, and maybe the plentiful sand and sunlight lead to a clay and porcelain brick and tile industry
In this episode of our Rimworld Royalty Extreme Desert run, we organize our hydroponics setup, train all of our dogs as haulers, open up the cryptosleep caskets in the nearby ancient danger and attempt to recruit another colonist. Enjoy :) ► Full Playlist: bit.ly/39ogWJb
Pete! is your autoswitch mod updated to 1.2 yet? the one i found on steam workshop is not...
@@jadnanefertyth3155 Same problem here.
Pete could you add the mod names you add to the video description?
Has Randy ben changed lately? it seems events happen less frequently as of Sep/28/20
Plant drugs
Could you zoom out to your whole map sometimes, like if a colonist or dog is walking across the map? Just curious as to what the whole tile looks like.
Ducks: Thank you for serving us. Is is now our turn to serve you.
Serve you for dinner.
@@rcwills yes that was the joke.
@@Clayfacer nothing worse the a dude explaining the joke right... Right right funny ha ha get it now right funny...
"'To Serve Ducks,' it's a cookbook!" -The Twilight Quack
Re: next room to add: definitely hospital. Even without high-tech stuff like hospital beds, or even sterile tiles, a small room with one or two beds, steel tiles, and a light or two goes a long way. It's quite literally life-saving when a colonist gets the plague and you only have one or two tending chances to save them, especially when you're still working with herbal meds.
I believe silver beds and silver floors are the next best thing to hospital beds and sterile floors, as silver has a cleanliness value of 0.2.
It is also the reason why I always my butcher's table out of silver too.
It's expensive as heck though.
@@BigDrawManTheGoloid Oh, do silver beds help? I need to look at that!
Diogo Brás Boy, you most get the long range mineral scanner soon quick then, huh?
18:28 So he's Jake. A farmer.
Does this make him Jake, From SteakFarm?
underrated comment XD
I can't believe I missed this gem the first time I watched this series.
Meanwhile in the the next colony over they hear that like a good neighbor steak farm is there
Check the Count title bedroom and throne room requirements. To get the Royalty win, you need one throne room that meets the count requirements and two bedrooms that meet the same title's requirements. One is for your noble, the other is for the Stellarch. You can use the spare bedroom for other things until you are ready to host the Stellarch, but it wouldn't hurt to build it early. You'll need to build all three at some point, so why not start planning?
You can also take advantage of Redhawk's inspiration. Get enough gold to build a royal bed, have Steak start working until there is 1 or 2 work left, and have Redhawk finish it.
anon 234 galaxy brain plays right here
I'll add my name to this suggestion, also there is an unroofed tile by Troys bedroom.
Yeah, it's never too early to plan out a larger throne room and use it for storage or divide it up in the meantime. OTH, it might be worth waiting for a monument quest. In my last two runs I took monument quests then turned them into throne rooms.
Since there isn't a pressing need I'd suggest stockpiling stone blocks.
Its not that galaxy brain considering most random events are scaled to colony wealth.
Turns out that sitting on three exorbitantly luxurious rooms made out of precious metals does raise the colony wealth by quite a bit.
EDIT: Didn't actually read the most galaxy brain part of the comment. Leaving this as my reminder that I need to read things better before I reply to them.
I think you should turn the current dining/throne room into a hospital and begin work on a larger multipurpose room which will be easier to upgrade when you do start promoting steak, the current throne room is pretty boxed in and it's central placement makes it an appealing hospital position
I was about to comment the same thing, probably on the right side of the base, or in the direction of the nearest steam vent
Redhawk with a skill of 3 in construction/crafting and her inspiration could create an item with quality approximately the same as someone with skill 16. I don't know the skills of your other colonists but it might be worth it, specially if it's not something that takes too much work since she'll be working rather slowly. If you can't find anything better, a bed is probably worth a shot.
Yes!!! Never underestimate a good inspiration... it can help a crappy builder make a good or excellent item
If it does take too much work she could end up gaining a couple levels while working on it. I've made good grand sculptures with inspired pawns having (initially) zero skill in art.
I think it's weird to not even try, could just get a camelhide duster or something too.
*_Point of detail:_* Light level no longer affects shooting hit chance percentages.
Still gives mood debuff
That doesn’t make too much sense but hey I’m not complaining
@rob 998 It's been that way for a while now I think, I can't remember which build. Pre 1.0 though.
@rob 998 No worries my good man. Have a great afternoon and/or evening.
Yeah, when you hover the mouse over a target with a colonists selected it show everything that influences the hit chance... but a lot of people just forget to read it
small heads-up for the minify-everything mod: Maybe it's already fixed, but when I used it to move wind turbines, the area that must remain unblocked did not move with it! So if you ever move one to then plant trees or build a room where it was, you may get a blocked turbine that doesn't look like it's blocked. It's a head-scratcher, but fix is easy, just deconstruct and reconstruct it.
this happens with any minify mod. the easy fix is to just reload the game and the zone will update.
@@John-jc3ty Sounds like a better fix. :-)
You actually just need to reload the save
If you have minify everything, then you should definitely move those ancient caskets somewhere inside. They can be used to store injured colonists until someone can heal them or even to store prisoners for the tribute trader without feeding them or dealing with mental or prison breaks.
Edit: Also that megascarab should be on the animals tab if its still there.
Ahh, this series is aging finely and maturing excellently! It's wonderful to see you play RimWorld and have an entirely different play style but still wreck the game
My vote goes to a true hospital wing, for emergencies and... experimentation.
@BrackynMor Don't the royal tribute folks take owned pops as donations, too?
17:21 You can see all animals currently on the map in the Wildlife tab next to the Animals tab. So you could also have found out if that fifth bug was still on the map.
he a noob
I think your next construction project should be a batch of spare bedrooms. Any new colonists immediately have a decent room. When you need hospital or prison beds, it's just a quick toggle, and no-one needs to be displaced.
pete, for the turrets you could put a unconectes wire in the middle of both turrets, then if you want to unconect the turrets you just press to reconect they to the disconected wire and reconect it to the power source when you need it without needing a colonist to toggle power on and off
yes, switches are really not needed, they only make you use a pawn instead of being able to control them yourself directly
while this is true and its what i always do, pete likes to stay within the bounds of what the game intended. he would never do that i dont think
@@Dizzeke nah, remember when he used the stool activation food drop bug?
The word "connect" has two "n"s in it.
@@DejaimeNeto i mustve missed that, do you know which video he did that in
I never noticed before but our trading partners have a LOT of human meat for sale 😨
Don't ask what the pemmican is made off.
Just some "recycled" raiders ^^
There's gotta be at least some cannibalism in every Pete Rimworld series! This time it's just a bit more subtle lol
usually it’s the other way round, insect meats and human meats are really good makeshift animal feed in RimWorld
Almost as good as hospitality guests giving you "gifts" made of the same material as the colonist.
I always am happy like a little child when an other episode is online 😄
This game is so comfy. Your playthroughs are also an absolute blast to watch. I've watched the Ice Sheet series twice already and I'm planning on doing an Ice Sheet + Desert binge watch when you finish this series.
on 3:36 you could also have purchased human meat for half of the price to make more kibble with :D
The dogs were quick to snack on some while hauling, I think, on that poor dead survivor in the ancient danger. Unless the megascarabs did that.
This is what I noticed right away. I always turn insect meat and human meat into kibble. And I do buy human meat when I can because it's really cheap out on the Rim.
Nick Grosvenor I might need to do that. Randal keeps giving me animals to save, and just random animals, that are all natural herbivores....
And I’m in the icy mountians too :(
That raises some questions about the pemmican lol
This series is my after-work stress therapy.
Dude, same
As someone who runs 6 hydroponic basics in their actual house, I say you can never have to many. Like you, I have spent all my precious metal on them :P
With how close and short ranged everything in your base currently is, I would suggest equipping Jake with the chain shotgun. Short range, the chain shotty is the most powerful gun in the game (except vs. marine armor targets and probably centipedes), and with Jake being a trigger happy shooter, he will fire lots of bullets that thanks to the short range are still rather likely to find their target.
love your work. clean-cut, sleek, and satisfying to watch. your thoroughness shows through your media
You made my afternoon, Pete. I've been watching a lot of bloody math videos because of high school and getting stressed af. When I saw your notification, I felt the biggest of reliefs in a lot of time :'D
Edmo: Redhawk looked at me. time for a party! 9:28
The Party was dedicated for every fan art of Steak and I admit that the fan art is looking very awesome
In terms of rooms maybe somewhat rebuild the cooking area to have a bigger freezer. A dedicated rec room might also be fun to build!
The limited amount of room in your shooters' box of the killbox is going to cause trouble. Pawns will need to cross through each other when moving into firing position/moving out/rescuing. This will slow them down and may cause them to path over the sandbags, and you'll have nowhere to run to in the event of a grenade or fire. If you've got animals or friendlies in the space as well it'll be a mess.
In addition you only have four shooting positions (behind each sandbag and behind two wall tiles), three if you plan to have a melee tank stand in front of the door. I'm not sure if pawns behind the walls will be able to lean into the spaces behind the sandbags if those are occupied, but in any case, you need more space. You might get a quest that includes support from the empire, so more space is better.
I recommend that you move the walls, turrets, and sandbags down at least one tile to give you a bit more room to maneuver. Pawns in the back row can fire over the shoulders of those in the front.
Also, floor a path to the killbox and the area where the pawns stand so that their movement isn't reduced.
edit: if you have a pawn in the doorway that's five shooting positions -if that pawn can lean into a space occupied by the pawn in front of the sandbags.
Also, you could add two-three doors to the south side of Edmo's room (sorry Edmo) for access and 2-4 additional shooting positions. This increases the risk of a breach into the base and fire, but my hunch is that you'd prefer that happen in Edmo's room rather than the expensive hydroponics and windmills (sorry Edmo).
For the hydroponics setup:
As you have permanent summer, heating your crops wont ever be an issue. however, during a heatwave you will want to cool them down a little as to not let them stop growing. Also, you wont produce anything during either drawn-out eclipses, volcanic winters or toxic fallouts.
I would recommend to have at least one sun lamp setup. you can leave it switched off for most of the time but once the time comes you wont have to construct it under time pressure. With one sun lamp you can power 24 hydroponics, which should be more than enough to get a colony of your size over a volcanic winter or fallout or whatever. Having a few hydros outside in addition to that sure cant hurt, especially if placed in the areas that are blocked by your turbines anyway and cant fit a solar panel
Finally. I was starving for new content from steakhouse!
For more meat for more kibble
In my playthroughs in areas with sparse wildlife, I usually just use my crops for it. I havent done the math but I am fairly certain that it is more efficient to just feed them rice, as you cant grow haygrass in a hydroponics and even chicken laying eggs is highly inefficient. Added in the additional time to collect the eggs and haul their feed (dogs would just eat the eggs, so humans have to do it) and the time to make kibble from it, it just isnt really worth it going for kibble. only advantage is no spoiling, but you will have to increase your freezers capacity anyway to store some crops for emergencies like prolongued solar flares, so this shouldnt be an issue. Hope my comments helped ^^
BTW under the last video in the series I compared huskies and labradors and explained why I feel like huskies are better. read if interested :;)
I love this series, is like a brazilian novel
Your going to Brazil
Really makes me think of One Hundred Years of Solitude for some reason lol.
É nóis mano
@@theoutsider8745 i don't know how but it's ok
Ok i caugh up to the series, thank you very much @Pete complete, for the series. They are always enjoyable and thanks for listening and sharing tips for all of us.
What a treat! An excellent video from an excellent RUclipsr to end a fantastic day.
Haven't left a comment till now, but I adore this series! Feels like I'm watching the strangest documentary ever, it's great!
Without fail, the notification makes my day. Thanks for all the videos :)
Math nerd reporting in: It may be more beneficial to feed the dogs cooked meal than kibble. The advantages are it is more efficient and they can eat simple vegetarian meals. The disadvantage is you can't use the hay in this fashion, and simple meals spoil eventually. For 40 raw food, you can make 50 kibble which is 2.5 nutrition. The same amount of raw food makes 4 meals which is 3.6 nutrition. Dogs have a bigger 'stomach' than humans so they won't waste meals the way people do.
simple meal is 0.9 nutriton and husky has a nutrition need of 0.8 (labrador has 0.64 if i remember correctly), also they won't eat when they're on 0 so it would mean a bit of nutrition is being wasted, yet in case of kibble they will eat as much as they need and won't really waste much if anything at all
I am loving this series! Since you asked about some suggestions for your future construction projects I'd have to say you need a hospital with at least three beds and good lighting. Along with a hospital, I'd suggest a few individual jail cells that will give some mood bonuses. The happier a prisoner the easier it is to recruit them. Thanks for an amazing episode!
@Pete Complete - 17:30 - I am sure you checked the Wildlife tab :), it shows all the animals currently at the map and you can click their names to get their exact position as well as being able to issue hunting or taming commands.
Hey Pete, I always watch and like but never comment. Just wanted to let you know how much I enjoy this series. Thank you.
Not sure if this is what you meant about rooms but perhaps the Kitchen & Freezer (22:02) could be altered for better access (workflow) & to make the freezer slightly larger.
- Move oven & light to left side
- Move kitchen-freezer wall 1 left (making freezer slightly larger) with a new door for direct freezer access
- Move all other 3 doors next to dividing wall (not blocked by workbench etc)
alas, poor Sputnik, I knew him, quack.
Since I've been watching this great content, I can only go to sleep while Listening to this calming voice. Love you Pete :*
I WOULD recommend detouring into gas operation for heavy SMG's. They make for outstanding base defense weapons, doing very nearly as much actual dps as assault rifles and charge rifles but for a lot lower investment of materials. The only real drawback is the shorter range, which is hardly an issue in your killzone. I can certainly point you to an in-depth testing video showing that if you'd like.
Hey Pete, instead of chickens, use cows, they re the most efficient animal at transforming veggies into meat as they eat less and produce slightly more nutrition than chickens or geese
Always a pleasure when I see this pop up!
I would pay good money for an animated show adaption of this series. Such well fleshed out characters
With all this hydroponics, turrets and electronics, might be about time for a spare battery or two that can be disconnected when fully charged.
A battery closet with the same setup as the turrets with a wall between each one could also be nice. If a battery shorts and catches fire, it won't endanger the base or colonist.
I meant to say that your hydroponics is pretty good, but I think I've found my favorite setup for vanilla - a 3x3 matrix of hydroponics right next to the freezer and animals area, with the butcher, kitchen, brewery and drug labs on the other side of the freezer. Hydroponic lights are on their own circuit with 16 solar panels and 4 batteries while the hydroponic beds are on the base main circuit, mostly powered by geothermal vents from all over the map. Even with 30 pawns and 2 scroll pages worth of animals, and only 5 out of 8 hydros producing food (one spot is growing devilstrand from about half fertile soil, will convert to hydro as I have devilstrand in 2x2 sunlamp room now, plus option for 3x3 sunlamp room I intended for hay/grazing). I'm even using the enclosed geothermal vents within the base to grow cocoa trees in the big corridor/animal area (they never survive winters otherwise, always a cold snap or two each year). No mods. Seed - gauntlet, coordinates 31.61N, 3.51 W
Pete, there is one important building you need that you forgot about. That building is a corpse freezer for the dogs.
No need to even butcher for kibble as much and waste valuable meat, or burn bodies in the crematorium, this simple building takes care of both problems.
Fantastic episode as always, Pete! Thank you.
I'd say it's time for a decent hospital. Spare beds with conveniently-accessible meds will be a nice improvement.
Pete thisis great, the only thing I suggest is smoothing off those rough walls in your storage. Keep up the good work
@Pete Complete - The room with the machining table have a few tiles of sand that increases the sand dirt output in the colony. A quick fix with wood floors or anything else can help a lot in the long run preventing dirt from forming in other and the current room.
my favourite series on youtube never stop until that spaceship is ready for liftoff
Love this series Pete!
I would definitely support an expansion up north and down south. There is that steam vent really close in the south, so you could move the walls and the farm down, which would also allow for an expansion of the kill zone. Up north there should be more bedrooms and an infirmary room, maybe with some extra defences as well.
His exuberance is perplexing.
A quick thought: Putting turrets in your killbox is not optimal. It is better to put turrets at every point you *don't* want enemies to enter. This avoids the issue of sappers completely (since the calculated cost of entering somewhere where there are no turrets its generally lower than the opposite) and ensures that enemies try to attack where you want them to.
Great content as always though!
Lucky choice by Pete to rescue Harold "Jake" Tamdang from the cryptosleep pods, as we were already told back in episode 1 that "Jake" was going to be our colony heir after Synadenos gifted Steak his very first royal title!
Aside from a room for Jake I'd hold off expanding and instead just stockpile stone blocks and chunks (just keep the chunks outside). You'll probably get a monument quest soon and if you don't have to guard it for too long you can repurpose it as a throne room or something else later. But since you only have a single (and I believe not electric?) stone cutting bench it will be hard to complete the quest if you don't have them on hand.
Blocks are good for making statues as well. I don't know what Edmo's artistic skill is but if it's above 10 you should have him do something regularly so his skill doesn't drop.
You might consider planting cactus in that southern rice field. Having more furniture materials on hand allows you to upgrade beds, and other things that don't use stone and also trains your constructor. If you are min-maxy you can actually keep the growing area between the cactuses. I recommend something slow growing like corn as it's a bit far from the base. If there are other fertile zones not too far away I'd recommend farming them as well (just cactus). Yes, raiders might destroy them but 1) only if they're on that side of the map, 2) it might be a welcome distraction, and 3) it seems you've got enough time and skilled pawns for it not to be a huge investment.And yes, animals might eat them, but then you know where to go to shoot the animals.
1. Electric stonecutter is from a mod, i think it was "Vanilla furniture expanded - production module"
2. Afaik there are no fertile soils in the extreme desert
3.Getting stone blocks for the momuments wasn't really a hard task for me ever and i've never build more than one stonecutting table in the same base
Yaaay a new episode. Can't Wait for another one.
I suggest making a large reorganization on your base as the next project. You currently have many small rooms that are difficult to upgrade. Merging, constructing and reorganizing it all into larger rooms (for example, one or two large workshops instead of many small ones) will give you a lot more space, also making it easier to upgrade
Thanks as always, love your videos.
Jake with his epic Beehive Pompadour.
I haven't even started the vid yet but I know it's a thumbs up from me.
@Pete Complete
To maximize the use of the growing areas, you can delete the growing areas between trees and put potatoes between them. All you need to do is respect the rule of leaving 1 tile away from each tree to do this. Its a bit labor intensive to create but will give pay dividends in the long run by having lots of potatoes in the zone that is pretty much wasted by the tree zoning spacing.
For the on and off switch. I usually use just a ground wire not connected to the network. Just tap reconnect on the turret, and they will connect to a powerless grid. If a raid comes, there is no need for a colonist to run to click the switch, just tap reconnect and they will reconnect to the powergrid. Saves me a lot of time particularly on surprise raids like drop off raids.
Same goes for powered production modules, just make a ground wire not connected to the grid. If the colonists is done doing things, just click reconnect. No need to wake colonists up just to turn off production modules
Great video as always, Pete! Watching your gameplays always brighten up my day, so please keep it up! :)
I feel like growing rice in hydroponics creates a lot of work because of fast growing speed. Mb it is more convenient to grow corn or potatoes to not spend that much time harvesting. P.S. love the series!
Surprise upload! this always makes my morning
thank you!! can't wait for the next episode
Heads up, you can check the wildlife that are on the map in the wildlife tab at the bottom of the UI. Meaning you can always check if animals have wandered off the map or not :)
Hey Pete, long time viewer, first time commenter here. :)
I would advise you not to go for drug production, rather devilstrand. It requires fewer research points, and devilstrand is the best heat insulator material in the game, it is also quite tough against attacks. Yes, it's slow growing, but you have permament growing season, so that would be some help. And slow growing crops also require less work to maintain. You could dedicate some of the food growing fields for them.
My main reason for advising against flake though is that it can skyrocket your colony wealth, and I don't think you have strong enough deffenses for the raids that would follow.
Also a tip with turrets. Place some wires that are not connected to power in their 4 tile vicinity, as well as wires that are. That way you can turn them on/off simply by hitting the reconnect button. Moreover, this setup doesn't require switches, and work to switch them on/off. I know, that this is an exploit, but it made my playthroughs much easier.
Cheers! :)
I would suggest with all those bricks you could make a stockpile outside for them, not only do they not degrade but they also have negative beauty
You should also consider making stockpiles for the raw materials next to the corresponding workbench, such as hay and meat next to the butcher table. This really makes your colonists twice as productive
I'm just waiting for the run where you play a colony that isolates every colonist so they never physically meet like some kind of sci fi movie. I can't describe it but the more messed up something is the more your voice makes me love watching you do it. It's like some kind of messed up 1930's German experimental program being narrated like a documentary.
i was watching on fullscreen on my laptop and legit pressed the arrow keys to try and move the camera.
What room you ask? I say to you a poker room! A place to gamble and drink! Fun in the desert is a fun deserved.
For building projects I would suggest a kennel for the dogs to house both sleeping beds and a feeding area for kibble, and maybe even plan for a future barn where you can house livestock, with separate rooms for food storage (silo) and incubation for eggs (if you go that route).
Damn, is it Christmas? More then one episode a week. Great!
In my opinion you should definetly consider making the throne room in a hospital & build a larger throne room. This will be needed in the future anyways when stake gets a promotion.
Wonderful as usual, I very much enjoyed this episode despite it's low levels of violent drama
Mini-turrets were changed in a couple updates within the past few months. They need to be reloaded more often with more steel and fire 2-round bursts instead of 3, but their range and damage were buffed slightly. I also heard that they no longer benefit from cover, but I haven't been able to confirm that.
I'm really liking the idea of building a hospital, a small dedicated room with lighting would make a big difference when it comes to more raiding.
Flip the butcher table to the other wall and open up that hallway.
Also, plant corn! Save your colony some time with super efficient corn.
Last one, use the wildlife tab! Bugs also show up in it, and it's useful to intercept any wandering animals that don't stay on the map for long.
seeing Steak's mood bar full makes me happy
Love your vids Pete, thanks for producing
Thanks mate.
For the food, I would suggest separate hydroponics 3-4 tiles away to avoid spreading the blight. Also Have different crops, rice and corn separated. Also I'd suggest buying lots of neutroamine to use the herbal medicine to craft industrial-era medicines and maybe drugs for extra profit.
First thing i do is drop a thumbs up when a new video comes ... i know it's gonna be good
After a hellish few days i have to say this is what i needed to wind down
Always nice to see a new episode!
I love this series
Thank God for another episode and thank you Pete 😊.
Just something to keep in mind turrets have been nerfed since the ice sheet series so relying too much on them may be dangerous
Great episode as always Pete. This series inspired me to have another go at Rimworld and last night I launched my first ship!
Größerer Lagerhaus und ein Krankenhaus wären echt nicht schlecht, und ich wollte die Tür zum Vogelschuppen an der Südwand vorschlagen, aber das ist nach der Schlachtung echt nebensächlich geworden. Mir würde auch gefallen, wenn die Steinwände einheitlicher werden, also kein Salat aus verschiedenen Materialien mehr die Umgebung bestimmt. Außerdem wären Kacheln am Boden draußen nice und das würde der Sauberkeit zu gute kommen.
Deconstruct the Cyrosleep caskets! plenty of metal there, and find the "home mover" mod to more easily move stuff like the building the Cyro sleep caskets are in, somewhere else - I use it to move a wall and use direction key to build something else near base far quicker than manually moving each and every block of building.
I finished binge watching the previous videos earlier and thought I’d have to wait 😂
You legend 😂
Love these series keep it up!!
Love the series! Would be good to have a dedicated jail/hospital. Seems like there is some room to the northwest and you’ve been juggling colonists rooms for a while.
It would feel satisfying if the game included more options for theming bases according to biome. In my imagination the brick walls are coated in stucco or adobe, and maybe the plentiful sand and sunlight lead to a clay and porcelain brick and tile industry
* cough * * cough * Mods * cough *