Thank you once again for all the amazing artwork! Let me know what to do with Brandon's psychic sensitivity, the Empire quest and our next research projects! Enjoy :) ► Full Playlist: bit.ly/3F07o8p ► The first chapter of this story in the cold bog: bit.ly/3ZY1C0Q
Please do make a video or documentation of what you did with the save, it would be very useful for other players introducing DLCs mid-save, including myself who have a pre-Ideology colony I would like to continue with a re-generated world map, but have not a clue how to begin.
According to the wiki "Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained. " Do you already have 10 points? That may be why you're not getting anymore points.
Next research: watermill. You won't need battery or solar panel, the power output is constant (except for solar flares), and building one or two should do you well for quite some time.
Good point. It is even an option to fortify/embed them to a degree on this map, which solves the problem of not having geothermal vents under the mountain to install generators.
Watermill -> Xeno stuff would be ideal, I'd like to see Biotech stuff ASAP, but that's just me. Battery for Redundancy, but that's only if we want to be extra cautious.
I think it makes sense to ignore the waste packs since you are not ready to store them yet. Some charitable people would not just ruin the environment around them causing lasting trouble for them and others
Consider the tunner meme if you haven't got it already, it removes the cramped penalty and adds the option to start growing nutrifungus which can be grown indoors without the need for hydroponics. Great video as always.
I do want to see Xenogenetics, but I think there's not that much point researching it until you have stable power. So I think getting battaries or generation of some sort first would be sensible.
Some advice, if you don't mind it: -Because you don't have an animal hospital, Lorus has been a bit more than sterilized I should say. Something like circumcision is quite complex compared to healing, presumably because it's similar to surgery which requires sterile environments. -It might also help to consider a secondary loadout for light so that he doesn't spend most of his time smoking the place up in case it really becomes a problem. - I personally would have built doorways to all unused cave entrances with logs to burn at the front. That way you can make an oven that clears out infestations quite effectively. It only requires one person! -Since this playthrough is built on the latest build of the Rimworld saga, I think it would almost be a service to jump straight in to the content it offers. Considering how effective your base defences usually are, as well as the power of your heroes, offensive tech could take a backseat for the benefit of the colony's potential for a bit. BTW, I'm really enjoying the series, once again. I've been a thorough fan since the days of Cambiar. Watching how you build bases has helped my own designs in games, and other titles you've done have been impressive to watch. I can't wait to see the future. One day I'm sure you'll pick up other titles like Phoenix Point, Mechanicus and many others and I for one am here for it.
From a min-max standpoint, I would definitely suggest getting human primacy for the next meme, as turning Wyatt into a a production specialist would help him whip out so many masterwork guns and elephant leather clothing with its high protection against sharp and blunt damage, which would definitely drive home the idea of "wealth that can defend itself". As for the next technology research, I would suggest researching watermill. However, I would also highly suggest to use the planning tool to maximize the number of watermills you can place on the north side of the map. Building a bridge and constructing a wooden wall over it to seal the caverns should also be prioritized, as raiders will definitely try to destroy those, and as you would say a "hefty" cost of 280 units of wood is nothing to be sneezed at :) As for the toxic wastepack quest, I would most certainly decline it - they would dissolve as you don't have a fridge set up yet, and that would provoke wastepack infestations which could be troublesome. As for who gets to be the psycaster - I stand by the point I made in the previous video, which was to give it to Kevin to make up for his combat-incapableness. Now, on to more general suggestions: 1) I believe getting a shield belt for the brawler Wyatt could be a objective at this stage. Since it can only be acquired after the research of microelectronics is completed, this could take a while - however, trading for it or, even easier, stripping a melee pirate-outlander who wears one even after he's dead could also be an option, being a utility item, it will not get tainted anyway. 2) Having a go-juice in each colonist's inventory, as a last-ditch effort, could also be a good idea, especially for the psycasters. (Although I am not sure how this would tune in with the "guilty" theme of the run :)) 3) "Down the line", if you choose to pick the human primacy as the meme, researching machining -> gunsmithing and whipping out excellent/masterwork bolt-action rifles could make life a whole lot easier. If you prefer, you could go a bit further and research precision rifling to do the same for assault rifles, but I have to say, bolt-action rifles are a personal favourite of mine. If you've made it this far, I would like to thank you for making me fall in love with this game, I started to actually figure things out thanks to your Ice Sheet series and learned a whole lot. You'd make my day if any of my humble suggestions make sense to you, and make it into this series. Cheers!
There's a lot of tempting new tech available now, but most of them are going to need power to use anyway, so the colony ought to invent better ways to generate it. We've already seen how solar batteries work, but I don't remember seeing watermills in use yet, and that mountain river looks perfect for one or two of them! Besides that, I don't know much at all about the Biotech expansion, so seeing more of that tech being brought into the series would be welcome - whenever you think the time is right for it.
I think after getting watermill or some other type of power generation you should totally do xenogenics. You can take genes and other positive traits from people who attack the colony and give them away or strengthen your own pawns.
Too bad it was a shorter episode, but still very enjoyable! The fan art was amazing this time, well done to all the artists. As far as research goes, i think the colony would appreciate a water mill, taking advantage of the land its resources, including the water.
Even a wooden stool in her room will do for Skwiggs. Its just a matter of saving the time she's wasting. Great video as always, the guilty meme can get so brutal as your wealth goes up. Can't wait to see a proper mountain base as well.
I would definitely be interested in seeing the potential video on how you fixed the save file, I would love to learn more about troubleshooting in Rimworld! Thanks again for the quality video!
I have a feeling for your timing recently! Lately, walking home from my gf's I have a tingle-like "Pete should have posted tonight" feel, I check YT and "SURPRISE! a brand new video for you to watch on the way!" Keep it up Pete!
I cant help but picture the donkey knowing what is going on and at the last moment twisting or jumping at the last second to keep his "pride" intact. lol They are as smart as they stubborn, but most people only know about the latter.
@PeteComplete i think the next research should be watermill as it suits this map and the playstyle also i think you should pass on the tox waste packs quest the rewards are not worth the polution with your current gear. Keep up the great videos and I wish you a wonderful day.
I would like to pitch the nutrient paste as an unlock. Something about charity, and eating modest/unimpressive food seem to go hand in hand when it comes to ideology. The act of cooking then is reserved to provisioning kibble to animals, and to serve fine meals to visitors/guests.
That would combine well with this tech ideology which lets you no longer hate it. And with the demands that come with it, it also sets up a steep development path for the colony.
For next research I suggest Watermill Generator. You've never been in a biome where you can use them before and it's not something that everyone has seen or used themselves. In my generational archonexus run I waited for a child to grow up with the right skill set to be an Xenogeneticist, with passions and high scores in medicine and intellectual. Thematically it made sense to me. Same with mechanitor with crafting and intellectual. But that took me time and over 6 kids, we do enjoy the series but I don't know if you want to spend that long on this second part of the archonexus run. Also great fan art as usual. the animated bears were so good and Kevin wiping tears with money made me laugh for the whole outro.
It feels like Wyatt is shaping up to be the new "protagonist" figure with how gigachad that art made him look. Entirely deserved this episode for how he cleaned up the entire hive cave remnant. Kevin's incredibly faulty attempts to sterilize animals make him look like he's just indulging his psycho side more than actually operating, fittingly enough. That was one very well animated bear by Stickfigure, I must say. As for technology picks, watermill for sure. Let's get some power going fast and easy.
So, I was reading the wiki on ideoligions, and according to that, development points are granted by the following: Successful rituals. Converting someone (without ritual). Executing a guilty pawn with the Execution ritual if using the Respected if Guilty or Required execution precepts. Finding an ideoligion's relic. Successfully completing a Animal Hospitality questContent added by the Royalty DLC with the Rancher precept. Engaging in Charity quests are *not* listed, and engaging in random acts of charity that are not part of a quest are also *not* listed. I do not believe you're supposed to be getting ideology development points from being charitable, as you seem to expect. You should continue to be charitable regardless, but it's not something to do for development points, as it does not grant them, and is apparently not supposed to.
Because this playthrough is based on biotech I would love to see the Transhumanist meme added. Our colony wants to use technology to help those in need.
Watermill is the go-to choice here. It's the closest you can get at the moment to the power output of a geothermal generator, and will save the need to research batteries straight away, allowing you to research machining right after and use that power to get some serious upgrades going.
I agree with other comments on the watermill (consistent power using nature) and nutrient paste (depriving themselves of tasty meals, reserved for guests and such) researches. And to protect nature, absolutely not on the toxic quest.
Hi Pete, long time viewer, love your narration and world building. Please build an animal hospital soon, it was tough watching Kevin fail all those surgeries. Thank you for the video :)
I think the Believers of Boyo should absolutely go for the Pain is Virtue Meme. And then perhaps sprinkle in some Transhumanism to make full use of Biotech stuff. As for Research, 100% it should be Watermills, definitely the most convenient way of generating power at the moment.
i think watermill is the next logical step for research as it will allow you to generate a steady output of power for all the other research projects that require power
Pete, are you going to beautify the caves? Smooth walls and floors? Might help with the mood of those to go crazy quite often, and it costs nothing except some time. As always, keep up the good work, I'm re-watching desert survival. 👍
My list of replies: - I would like a video on how you fixed the savegame. Just to see if you might have "missed a spot" with a shortcut, that might explain the broken quests. 3:00 I picture him trying and failing to cut the spermatic duct _over and over_ and over. And then he just grabs the medicine and gives him the single "Baby-B-Gone" pill - you do not currently have any way to savely store or dispose of Toxic Waste. Hard Pass - I would like to see Xenogenetics. The new stuff is always the most interesting stuff!
You should probably start to light up the place as soon as possible. Go for watermills and build them, then smooth the walls and pass conduits through it to install lamps on every corridor/room, except the bedrooms which will get nothing from the light. Not only the colonists will walk faster and have more work speed, the mood around the colony is terrible as of now and the darkness debuff can be kinda hefty.
That mixture of sterilization and butchering attempts bothered me more than my last "recalls of moving privileges" I executed on misbehaving prisoners in my own playthrough. There are few things more flexible than ethics in the Rim.
Every day, our faith is tested, from the barbarity of Humans outside, to the brutality of Nature inside. Our foundations are built on guilt... and insects.
4:34 there is no gain for rescuing people. Only penalty for not with that meme. Rescuing people isnt considered charity its the bare minimum. It's not the same as giving beggars silver or medicine. Your people just get upset if you don't save them.
I think battery and air conditioning would be your best research for the immediate future. Heatstroke and rotten food are a great way of making things far harder than they need to be.
I think you shouldn't take the wastepack quest, the Belivers obviously have high respect for nature, based on the amount of animals they have. And it's them who are guilty, not the innocent animals and plants. In line with this, maybe the next development should be Undergrounder? Building a perfect safe shelter for anyone in need, deep in the mountain where no raiders can drop on their heads, and most threats will never reach them. It would also be an interesting development of their previous ideology, where once nature was to be untouched, but now it is considered more as a tool to help people in need and protect them.
I would be very much against accepting the toxic waste. 387 packs a MASSIVE amount, with each pack polluting six tiles and thus making a large part of the map uninhabitable. That would make the terrain hazardous to any guests as well. While taking on the pain of the Empire is thematic, I'd say that is self caused pain.
Thank you once again for all the amazing artwork! Let me know what to do with Brandon's psychic sensitivity, the Empire quest and our next research projects! Enjoy :)
► Full Playlist: bit.ly/3F07o8p
► The first chapter of this story in the cold bog: bit.ly/3ZY1C0Q
Please do make a video or documentation of what you did with the save, it would be very useful for other players introducing DLCs mid-save, including myself who have a pre-Ideology colony I would like to continue with a re-generated world map, but have not a clue how to begin.
According to the wiki "Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained. " Do you already have 10 points? That may be why you're not getting anymore points.
Next research: watermill. You won't need battery or solar panel, the power output is constant (except for solar flares), and building one or two should do you well for quite some time.
Good point. It is even an option to fortify/embed them to a degree on this map, which solves the problem of not having geothermal vents under the mountain to install generators.
Ooh, I like that idea. I've used it before when I didn't want to be too high tech, it's nice and putting it under a mountain is fun to imagine 😊
Watermill -> Xeno stuff would be ideal, I'd like to see Biotech stuff ASAP, but that's just me. Battery for Redundancy, but that's only if we want to be extra cautious.
Until it goes up in smoke due to infestation. Firefoam 1st or right after Watermill, I beg you.
@@ahn0xBattery for Zzztt
Jesus Christ Kevin, you'd think the guy was trying to geld the animals with a rusty saw.
I have never seen so many failed operations before from a mid-high skill level! I wonder if something is broken...
Nah but I wanna know how he's aiming for... and hits his front paw. Like...
@@joelmaynard7161 I see it frequently when playing with prisoners in the barracks. The environment has a huge impact.
Beleive me, i have had bad rolls on better odds more times in a row. At least these ones didnt kill a colony.
@@TheCobraCom wait so how do you deal with that? set the animals to sleep in the operating room?
I think it makes sense to ignore the waste packs since you are not ready to store them yet. Some charitable people would not just ruin the environment around them causing lasting trouble for them and others
Do we have any Polux trees on the map? If so, this might actually be a fairly easy quest to take on.
Charity does not mean allowing assholes to exploit you
Stop everything, Pete just dropped a new episode of RimWorld
RibWorld
Omg, those videos from Daniel are too awesome, the humour is just too much! 🤣🤣
Glad you like them. :)
@@stickfigurehistory You drew and painted all the backgrounds too?
@@sadhuom5232 No, I used AI to generate them.
Consider the tunner meme if you haven't got it already, it removes the cramped penalty and adds the option to start growing nutrifungus which can be grown indoors without the need for hydroponics. Great video as always.
Yes. If you're living in a mountain, definitely get Tunneler. Darkness would also be nice, but Tunneler to start with.
Tunneller & Darkness are the obvious choices, but idk if that's *too* stereotypical...
I do want to see Xenogenetics, but I think there's not that much point researching it until you have stable power. So I think getting battaries or generation of some sort first would be sensible.
True, that requires some dedicated investment to get a total package.
"I gotta go eat something" so true lmao
I don't know how charitable it would be, but you could take the toxic waste packs and farskip them to an enemy base, and just leave them there.
It's a gift! Of sorts...
I don’t think Farskip works that way.
Love that Ellie started giggling right after pete mentioned her upcoming birthday at 19:12
Some advice, if you don't mind it:
-Because you don't have an animal hospital, Lorus has been a bit more than sterilized I should say. Something like circumcision is quite complex compared to healing, presumably because it's similar to surgery which requires sterile environments.
-It might also help to consider a secondary loadout for light so that he doesn't spend most of his time smoking the place up in case it really becomes a problem.
- I personally would have built doorways to all unused cave entrances with logs to burn at the front. That way you can make an oven that clears out infestations quite effectively. It only requires one person!
-Since this playthrough is built on the latest build of the Rimworld saga, I think it would almost be a service to jump straight in to the content it offers. Considering how effective your base defences usually are, as well as the power of your heroes, offensive tech could take a backseat for the benefit of the colony's potential for a bit.
BTW, I'm really enjoying the series, once again. I've been a thorough fan since the days of Cambiar. Watching how you build bases has helped my own designs in games, and other titles you've done have been impressive to watch.
I can't wait to see the future. One day I'm sure you'll pick up other titles like Phoenix Point, Mechanicus and many others and I for one am here for it.
@Alvsyn I think you mean "sterilization" in your first point. The word you used is incorrect.
From a min-max standpoint, I would definitely suggest getting human primacy for the next meme, as turning Wyatt into a a production specialist would help him whip out so many masterwork guns and elephant leather clothing with its high protection against sharp and blunt damage, which would definitely drive home the idea of "wealth that can defend itself".
As for the next technology research, I would suggest researching watermill. However, I would also highly suggest to use the planning tool to maximize the number of watermills you can place on the north side of the map. Building a bridge and constructing a wooden wall over it to seal the caverns should also be prioritized, as raiders will definitely try to destroy those, and as you would say a "hefty" cost of 280 units of wood is nothing to be sneezed at :)
As for the toxic wastepack quest, I would most certainly decline it - they would dissolve as you don't have a fridge set up yet, and that would provoke wastepack infestations which could be troublesome.
As for who gets to be the psycaster - I stand by the point I made in the previous video, which was to give it to Kevin to make up for his combat-incapableness.
Now, on to more general suggestions:
1) I believe getting a shield belt for the brawler Wyatt could be a objective at this stage. Since it can only be acquired after the research of microelectronics is completed, this could take a while - however, trading for it or, even easier, stripping a melee pirate-outlander who wears one even after he's dead could also be an option, being a utility item, it will not get tainted anyway.
2) Having a go-juice in each colonist's inventory, as a last-ditch effort, could also be a good idea, especially for the psycasters. (Although I am not sure how this would tune in with the "guilty" theme of the run :))
3) "Down the line", if you choose to pick the human primacy as the meme, researching machining -> gunsmithing and whipping out excellent/masterwork bolt-action rifles could make life a whole lot easier. If you prefer, you could go a bit further and research precision rifling to do the same for assault rifles, but I have to say, bolt-action rifles are a personal favourite of mine.
If you've made it this far, I would like to thank you for making me fall in love with this game, I started to actually figure things out thanks to your Ice Sheet series and learned a whole lot. You'd make my day if any of my humble suggestions make sense to you, and make it into this series. Cheers!
Kevin trying to 360 no-scope those troublepuffs, he's doin' too much
There's a lot of tempting new tech available now, but most of them are going to need power to use anyway, so the colony ought to invent better ways to generate it. We've already seen how solar batteries work, but I don't remember seeing watermills in use yet, and that mountain river looks perfect for one or two of them! Besides that, I don't know much at all about the Biotech expansion, so seeing more of that tech being brought into the series would be welcome - whenever you think the time is right for it.
Man, all of those artworks were great, but I really love that last one! The inclusion of a Ghostly Redhawk is artistically delicious.
The art just keeps getting better!!!
Water wheel! The bears would have wanted it that way.
Always makes my day watching these videos, heers Pete!!
Looking forward to hopefully seeing artwork of the Bugs vs Colonists, Elephant and Bears!
I think after getting watermill or some other type of power generation you should totally do xenogenics. You can take genes and other positive traits from people who attack the colony and give them away or strengthen your own pawns.
The people are killing it with fan art. It’s awesome :)
OMG that art is so tragic. Reminds me of last season, one fanart showed the death of a llama, it broke my heart.
Too bad it was a shorter episode, but still very enjoyable!
The fan art was amazing this time, well done to all the artists.
As far as research goes, i think the colony would appreciate a water mill, taking advantage of the land its resources, including the water.
Even a wooden stool in her room will do for Skwiggs. Its just a matter of saving the time she's wasting.
Great video as always, the guilty meme can get so brutal as your wealth goes up. Can't wait to see a proper mountain base as well.
Wonderful video Pete! I think doing the watermill tech first is best.
love these series! I'd like to see a water mill here, seems fitting for that little river and is a peaceful thing to have
I would definitely be interested in seeing the potential video on how you fixed the save file, I would love to learn more about troubleshooting in Rimworld! Thanks again for the quality video!
I have a feeling for your timing recently! Lately, walking home from my gf's I have a tingle-like "Pete should have posted tonight" feel, I check YT and "SURPRISE! a brand new video for you to watch on the way!"
Keep it up Pete!
The lore building from Wyatt and Redhawk is just amazing.
I cant help but picture the donkey knowing what is going on and at the last moment twisting or jumping at the last second to keep his "pride" intact. lol They are as smart as they stubborn, but most people only know about the latter.
12:34 no injury he can't fix... or cause himself!
@PeteComplete i think the next research should be watermill as it suits this map and the playstyle also i think you should pass on the tox waste packs quest the rewards are not worth the polution with your current gear. Keep up the great videos and I wish you a wonderful day.
I would like to pitch the nutrient paste as an unlock. Something about charity, and eating modest/unimpressive food seem to go hand in hand when it comes to ideology. The act of cooking then is reserved to provisioning kibble to animals, and to serve fine meals to visitors/guests.
That would combine well with this tech ideology which lets you no longer hate it. And with the demands that come with it, it also sets up a steep development path for the colony.
For next research I suggest Watermill Generator. You've never been in a biome where you can use them before and it's not something that everyone has seen or used themselves.
In my generational archonexus run I waited for a child to grow up with the right skill set to be an Xenogeneticist, with passions and high scores in medicine and intellectual. Thematically it made sense to me. Same with mechanitor with crafting and intellectual. But that took me time and over 6 kids, we do enjoy the series but I don't know if you want to spend that long on this second part of the archonexus run.
Also great fan art as usual. the animated bears were so good and Kevin wiping tears with money made me laugh for the whole outro.
Watching Kevin fail over and over on the donkey reminds me of the scene in Kingpin where Woody Harrelson doesn't know how to change a horse shoe 😅
It feels like Wyatt is shaping up to be the new "protagonist" figure with how gigachad that art made him look. Entirely deserved this episode for how he cleaned up the entire hive cave remnant.
Kevin's incredibly faulty attempts to sterilize animals make him look like he's just indulging his psycho side more than actually operating, fittingly enough.
That was one very well animated bear by Stickfigure, I must say.
As for technology picks, watermill for sure. Let's get some power going fast and easy.
So, I was reading the wiki on ideoligions, and according to that, development points are granted by the following:
Successful rituals.
Converting someone (without ritual).
Executing a guilty pawn with the Execution ritual if using the Respected if Guilty or Required execution precepts.
Finding an ideoligion's relic.
Successfully completing a Animal Hospitality questContent added by the Royalty DLC with the Rancher precept.
Engaging in Charity quests are *not* listed, and engaging in random acts of charity that are not part of a quest are also *not* listed. I do not believe you're supposed to be getting ideology development points from being charitable, as you seem to expect.
You should continue to be charitable regardless, but it's not something to do for development points, as it does not grant them, and is apparently not supposed to.
If he's got more than 10 points already, you won't get more until you reform. It's a little early to have 10 points, but who knows.
The idea of the colony helping people by using bio genetics sounds cool
good episode. its great to see all the fan art, so amazing!
Because this playthrough is based on biotech I would love to see the Transhumanist meme added. Our colony wants to use technology to help those in need.
I love catching these episodes early. I think 24 minutes is the 2nd earliest i've been in.
Watermill is the go-to choice here. It's the closest you can get at the moment to the power output of a geothermal generator, and will save the need to research batteries straight away, allowing you to research machining right after and use that power to get some serious upgrades going.
Kevin must have been really hitting the smokeleaf to mess up that bad with poor Lorus lol
I binge watch your Rimworld videos keep up the good work man
Wyatt, Edmo and Cobra are best boys
earliest i've ever been to a Pete video
The insect battle would've been the perfect time for Wyatt to throw down his sword and declare he would embrace the violence no more.
That's the wrong leg kevin, go for the one in the middle
Just in time for dinner
Same here, perfect timing by Pete.
I agree with other comments on the watermill (consistent power using nature) and nutrient paste (depriving themselves of tasty meals, reserved for guests and such) researches. And to protect nature, absolutely not on the toxic quest.
Really loving all the fanart! :D
18:45 Dear goodness, his brain is getting scrambled.
Hi Pete, long time viewer, love your narration and world building. Please build an animal hospital soon, it was tough watching Kevin fail all those surgeries. Thank you for the video :)
Wow, that last picture of Wyatt and Redhawk
Took really has no chill when it comes to eating 🤣
Kevin REALLY sucks at spay and neuter operations. I think he's like, 1/5 success rate in this series so far.
And managed to injure it's front Hoof somehow!. Needs an anatomy lesson before his next Surgeon job.
@@gonzo3915 Possibly the donkey objected to the procedure and brought said hoof in sharp contact with Kevin?
I think the Believers of Boyo should absolutely go for the Pain is Virtue Meme. And then perhaps sprinkle in some Transhumanism to make full use of Biotech stuff.
As for Research, 100% it should be Watermills, definitely the most convenient way of generating power at the moment.
Hey there, Pete!
A perfect video to watch while sick
i think watermill is the next logical step for research as it will allow you to generate a steady output of power for all the other research projects that require power
The lore creation is crazy
Pete, are you going to beautify the caves? Smooth walls and floors? Might help with the mood of those to go crazy quite often, and it costs nothing except some time.
As always, keep up the good work, I'm re-watching desert survival. 👍
What a great time to open RUclips.
I think there is a piece of furniture up for grabs in the cave where the infection occurred.
I LOVE mountain bases.
That animation was great
best thing on youtube hands fown
underground hydro sounds awesome
I think xenogenetics would be cool. Them trying to overcome their guilt from the cult of Jingz by genetic ascension would be interesting.
My list of replies:
- I would like a video on how you fixed the savegame. Just to see if you might have "missed a spot" with a shortcut, that might explain the broken quests.
3:00 I picture him trying and failing to cut the spermatic duct _over and over_ and over.
And then he just grabs the medicine and gives him the single "Baby-B-Gone" pill
- you do not currently have any way to savely store or dispose of Toxic Waste. Hard Pass
- I would like to see Xenogenetics. The new stuff is always the most interesting stuff!
Pete, go with a/c first :) you need a freezer :D
Ellie should be given the neuroformer, it would go to waste on Brandon since it's so difficult to acquire more without the natural meditation type
You should probably start to light up the place as soon as possible. Go for watermills and build them, then smooth the walls and pass conduits through it to install lamps on every corridor/room, except the bedrooms which will get nothing from the light.
Not only the colonists will walk faster and have more work speed, the mood around the colony is terrible as of now and the darkness debuff can be kinda hefty.
Thanks for the new content pete
Embrace the pollution, changing the ideology to be accepting of all and harnessing the power of pollution to benefit them
Watermills will keep you powered without the need for batteries.
Which will let you start the genetic researching
That mixture of sterilization and butchering attempts bothered me more than my last "recalls of moving privileges" I executed on misbehaving prisoners in my own playthrough.
There are few things more flexible than ethics in the Rim.
Every day, our faith is tested, from the barbarity of Humans outside, to the brutality of Nature inside.
Our foundations are built on guilt... and insects.
Comment for the algorithm!
Sterilize? Kevin misheard you, he thought you said stumble-ize!
I always sell all my animals but keep every tortoise I can find until my colony implodes with tortoise noises.
4:34 there is no gain for rescuing people. Only penalty for not with that meme. Rescuing people isnt considered charity its the bare minimum. It's not the same as giving beggars silver or medicine. Your people just get upset if you don't save them.
So Pete is just completely wrong and there is no glitch then huh
We toxify ourselves so others dont have to and can live clean ... id say keep the waste and become a Wastedepot. 😂
Jesus, that poor donkey lmao
I think battery and air conditioning would be your best research for the immediate future. Heatstroke and rotten food are a great way of making things far harder than they need to be.
wow!! brilliant!
Always grab Air Conditioner first. Coolers are key
I'd say go with water mill first; it's a a moderate stable source of power. Then go with xenogenetics.
I think you shouldn't take the wastepack quest, the Belivers obviously have high respect for nature, based on the amount of animals they have. And it's them who are guilty, not the innocent animals and plants.
In line with this, maybe the next development should be Undergrounder? Building a perfect safe shelter for anyone in need, deep in the mountain where no raiders can drop on their heads, and most threats will never reach them. It would also be an interesting development of their previous ideology, where once nature was to be untouched, but now it is considered more as a tool to help people in need and protect them.
I was deploying a new feature to Prod environment when the notification kicked in 😂😂😂
I would like to see you engaging with the new mechanics of polution for example.
If Wyatt does not become a sanguophage by the end of this playthrough, I shall be a very sad man :(
Think that would probably go against the guilty meme that this colony has going.
next research should be xenogenetics, try to get the gene calm thoughts or violence disabled and implant it in every downed enemy :D
Hi Pete!
I'm all for Xenogenetics, but let's get the power supply in place first. Go with Watermills and Batteries. As for the wastepacks, pass for now.
I would be very much against accepting the toxic waste. 387 packs a MASSIVE amount, with each pack polluting six tiles and thus making a large part of the map uninhabitable. That would make the terrain hazardous to any guests as well. While taking on the pain of the Empire is thematic, I'd say that is self caused pain.
Research Air Conditioning so you can avoid bug infestations by controlling temperature
I don't know if they changed it, but I think the end tables need to be placed directly next to the head of the bed for the comfort bonus!
Awesome as always. If i am allowed to suggest a new series. Jagged Alliance 3. Maybe after XCom
Watermill will serve you well i believe, as for meme im a fan of tunneler.