Also: Kids from natural methods, implantation, or growth vats; and as well, you can buy colonists from orbital traders (and caravans, thanks bran cir).
The first time I met the men in black, he came into my colony, ran past the rampaging mechs, got high on flake, went on a berserk rage and punched the chemfuel reserves. Fun times.
I will never forget the MAN(intended and deserved) in black that just walked in from the map edge, oneshot the guy trying to kidnapp my colonist(he had almost escaped), gunned down the guy carrying the other one end then successfully tended both before they bled out. This was was the first time I had seen this event in person.
Let's get a thread, how did your first man in black appear, and how was your experience with him/her? My first man in black wasn't all that great, but what was memorable about him was that he was the father to one of the colonists. It left an impact, seeing a young woman's father come out of nowhere to save her Luckily, it was something silly. My first time playing, a heat wave come over before I could get any decent source of cooling. Everyone of my colonists had almost died of heat stroke xD
I did a modded race (Saurid), and was taking care of my four lizard babies. Got betrayed by the very people I entrusted my children to. As a caring mom, I leapt in the burning house, ignoring their fists, and managed to take all of the babies out before nearly burning alive. Man in Black came in just as I died and managed to even imprison one of the refugees! Obviously, I married him and we made another egg after :p
@@mushroomsrcool1449 heh, it was in a temperate forest, in the middle of summer. We got a Heat Wave event, and it was before I knew how to set up power and A/C xD
One thing about Man in Black is, specifically with the Mechanitor start, having a Paramedic do any kind of surgery on your only colonist will force-spawn him, as them being incapacitated due to anesthetics counts as being downed. ...may or may not have had this happen a dozen times in the same playthrough, feeding them to my Ripscanner.
My waster mechinator Filth would like to remind the friendly people of the rim that another great use of Unwaveringly Loyal enemies is to stick them into the Subcore Ripscanners to grant High Subcores for those crucial endgame mechanoids. It's not like they were going to be much use if you picked them off the floor and had your medic droids healed them anyway, so the least they could do is offer you their minds to be used for your army of centipedes and diabolis.
You can get free a Vampire from Sanguophages meetings quest, I think this is very rare since it only happened to me once. Basically after they're done with the meeting, there's a small chance a pop up notification will appear that this Sanguophage would like to join the colony.
I think biotech may have added some variants on MIB appears events. I got a master researcher from a "legendary pawn joins... will they be able to turn things around in these parts?" event. He was a chill L20 researcher out of the box in an ancients mod vault start run, so his hacking skills were very much welcome. That said, it could be that another mod I am not aware of added this MIB variation instead.
I helped a pawn that was being chased by a manhunter pack like three four days ago, he is now my count and most important pawn in the game. He is my best doctor and researcher, and his biggest weakness is that. He's incapable of violence.
Instead of taking a prisoner back to be tended, you can now right click on downed pawns while drafted and just tend to their wounds then and there. I always have my colonists carrying medicine and it's a lot easier to make sure the prisoner doesn't bleed out and THEN capture them.
Once all my colonists were unconscious from heatstroke and I got a Man in Black. He then helped recruit the captive I had. My colony went from 3 to 5 in really short order and my productivity sky-rocketed
@@VictorStumm Well, if you wanted them death you could have killed them instead of capture them long ago. I usually send them to don't shoot and bully them down again if they flee.
@@molybdaen11 The Problem isnt that i want them to die, but they pick always the worst time and location to break out. Sometimes they break out when my best melee pawn is in the room or they just run straight into the turrets
while you're ahead and dealing with only tribals and crappy raiders, use all machine pistols in your killbox since it deals the lowest damage per bullet of any gun and has the highest chance of a raider surviving being downed. high damage weapons reduce that chance
Yeah, one time I got a social skill focused xenotype pawn from it... but they had trait that disabled social skills and dumb labor so they were almost entirely useless
A cool strategy for transhumanists is to install a peg leg onto a prisoner then remove it, effectivly destroying the prisoner's leg. This slows the prisoner down, severly discincentivising them towards making an escape and therefore increasing the average number of days that will pass before the prisoner attempts to get away. Lowering their mobility makes them easier to knock them out and confine them again if they do mount such an escape attempt. Once the prisoner is converted and ready to join the colony, you can give them a prosthetic or bionic limb to recover thier lost mobility and gain a mood buff for them. Another factor that determines how often prisoners attempt a prison break is the structure of their prison: if prisoners are in the same room together, they will cooperate (whetherthis makes sense based on alliance, ideoligion etc. The more doors their prison room has, the more perceived avenues of escape are avalible. So ideally you want to keep prisoners in seperate cells with only one door in or out.)
MIB Story: On one of my first colonies, I had about 12 colonists. Suddenly, a big raid came. My troops were all far away from eachother, due to work. A couple were mining, a couple were logging and a few were chilling at base. First came the bombardment from mortars, blowing up my main base and killing a few of my pawns. My other pawns came and ambushed the raiders, but were swiftly shot down. My last miner went in to try and fight, but was shot down. I thought it was the end when suddenly... A man in black joined. Armed with a revolver, he shot 2 of the raiders. He went into my base and managed to arm a mortar, all while under fire. He managed to load the mortar and fire it into the horde of raiders. After blowing all of them to bits, he went out and finished off the downed raiders, then he went and tended to my remaining colonists. 4 were left, the other 8 bled out during the battle.
The last type it's really rarely worth it cuz it also scales. I remember when a colonist asked for help she was chased by 128 human armed raiders and i was like WHAT?! And then come to think what she could have done if an army wants her dead? :D
when you take refugees for a time if one of they is happy he/she offers to join your colony, also, in the bloodfeeders reunion event, there is a chance that one of the sangophages wants to join your colony
What would Ancient Danger scenarios fall into though? Often they have cryosleep pods inside that sometimes have hostile pawns, pawns that simply flee, or badly hurt pawns which you can capture.
Note: Prisoners break out less/berserk less if they are happy, but if i remember correctly they are harder to break/recruit/convert. So basically, its a tradeoff. If youre okay with dealing with prison breaks and the like, then keep them on low mood to do what you want to them faster. But if you arent, then prepare for the long haul.
Atm, a lot of the genome stuff kinda hard to get for me since they keep dying all the time due to pain resistance. Anyone got suggestions on that ? Using vanilla weapons expanded, if that helps.
Are refugee quests not part of the base game? They have a chance to join you. Also some quests have a straight up pawn as a reward. Also, you can always arrest random pawns that are in your map for whatever reason, as part of a quest a caravan, as passerby, as reinforcements from allies Of course nowadays with biotech you can grow your own pawn.
Actually.......... there is a way to trigger men in black join, you know that mechanoid formation? Just disturbed them if they are inactive then start blowing up things and leave 1 mechanoid that's not really threatening alive get some brawls maybe getting shot a little then let it roam around its formation area, this way game will treat your colony as under attack and as hours tick there is certain chance that men in black events will trigger however keep in mind if you have allies then allied reinforcement will have higher chance to be triggered, that's how you normally get man in black. If you're mod lover using Giddy up can work with raider as well, how to trigger? Raider when giddy up is used will sometimes spawn with animal, now all you need to do is trigger rout (deal enough damage to raider to send them fleeing) but before that just incapacitate one of the rider without killing their mount, this way the mount still in enemy faction but they roam like normal animal in your Biome, this also make the game think your colony is under siege without being actually under siege, this can trigger man in black event per tick hour, keep in mind just like vanilla mechanoid formation exploit if your faction have alliance with other faction this could also trigger reinforcement event. Final note: insect infestation will not trigger men in black, if allied reinforcement event triggered then man in black won't appear and you need to redo all over again since reinforcement event pawn will attack enemy in the map that being used as exploit, be it lone mechanoid/event mechanoid building or animal from mod like giddy up.
Don’t even need many colonists with mechs nowadays. Blood and Dust I’ve only got 4 colonists 2 mechanator each with 50 bandwidth each who make most raids light and I even go raid other places myself.
Literally had a prisoner go berserk and stab my dog... Also had my dog go berserk and maul a prisoner... Rimworld is such a beautiful game if you like morbid chaos.
I've never had any problems with food, workload and such, but to get more people is the biggest pain in the *ss, random events that give people are rare for me and prisoners never join me, so either I just have terrible luck with Rimworld, is doing something wrong or the game just hate me.
Hmm I imprisoned a wild person, because they ate the colonist's cat😢 and since I don't have high enough handling it looks like I cannot recruit them. 😅
yeah you know since 1.4 ive had a single wildman on my map now mind you this was the beginning of 1.4 just being released i was looking at the pawn and i noticed he had red eyes and im just like cool went to go and bring him to my side forcefully and well to my better judgement he was 54 years old said pawn was also a hussar needless to say said armorless hussar proceeded to open a can of ill show you what i can do on this poor pawn listening to the noob player going after a weapon of war with a baseliner completely utterly Rimworld first colony in 1.4 oh the other 2 pawns did catch him tho he died in jail cause i was ignoring the message 🙃 trust no one not even the helper is always right
I've been getting a lot of beggars coming thru lately and there seems to be no consequences for betraying them. I arrest the best one and the rest just leave. If I want more I can attack them. Also there seems to be no positive to helping them. I've given away hundreds in resources but nothing...
It depends on you ideoligion, there are some that consider charity sacred. So betraying beggars or refusing a charity quest causes major negative mood debufs. Worse even than eating without a table...
Its only important if you have the "guilty" trait in ideology and have to help people. Other then that you can do with them whatever your heart can take.
Offset your carbon footprint on Wren: www.wren.co/start/noobert/ The first 100 people who sign up will have 10 extra trees planted in their name!
Il be sure to use a gas powered phone
Also: Kids from natural methods, implantation, or growth vats; and as well, you can buy colonists from orbital traders (and caravans, thanks bran cir).
Kid slavery 🤝
I bought a colonist once from another faction on the map
but you have that in base game?
You can also have refugees joining your colony
@@kruk69 yes it is
The first time I met the men in black, he came into my colony, ran past the rampaging mechs, got high on flake, went on a berserk rage and punched the chemfuel reserves.
Fun times.
LMFAOOO
I will never forget the MAN(intended and deserved) in black that just walked in from the map edge, oneshot the guy trying to kidnapp my colonist(he had almost escaped), gunned down the guy carrying the other one end then successfully tended both before they bled out.
This was was the first time I had seen this event in person.
Let's get a thread, how did your first man in black appear, and how was your experience with him/her?
My first man in black wasn't all that great, but what was memorable about him was that he was the father to one of the colonists. It left an impact, seeing a young woman's father come out of nowhere to save her
Luckily, it was something silly. My first time playing, a heat wave come over before I could get any decent source of cooling. Everyone of my colonists had almost died of heat stroke xD
I did a modded race (Saurid), and was taking care of my four lizard babies. Got betrayed by the very people I entrusted my children to. As a caring mom, I leapt in the burning house, ignoring their fists, and managed to take all of the babies out before nearly burning alive. Man in Black came in just as I died and managed to even imprison one of the refugees!
Obviously, I married him and we made another egg after :p
Meanwhile my Man in Black: Shooting 1, incabable of Medical
@@jybil178 try not to live in Deserts. Avoid a maximum temperature of 30 degrees. Your colony may die of it.
@@mushroomsrcool1449 heh, it was in a temperate forest, in the middle of summer. We got a Heat Wave event, and it was before I knew how to set up power and A/C xD
One thing about Man in Black is, specifically with the Mechanitor start, having a Paramedic do any kind of surgery on your only colonist will force-spawn him, as them being incapacitated due to anesthetics counts as being downed.
...may or may not have had this happen a dozen times in the same playthrough, feeding them to my Ripscanner.
I believe I used mine to make a child (not on the natural way) get them to trade some organs and then make a fabricator out of him.
Had it happen at least once when my mechanator fell over due to sickness too.
My waster mechinator Filth would like to remind the friendly people of the rim that another great use of Unwaveringly Loyal enemies is to stick them into the Subcore Ripscanners to grant High Subcores for those crucial endgame mechanoids. It's not like they were going to be much use if you picked them off the floor and had your medic droids healed them anyway, so the least they could do is offer you their minds to be used for your army of centipedes and diabolis.
Ore use them as a blood souce or just enslave them.
You can get free a Vampire from Sanguophages meetings quest, I think this is very rare since it only happened to me once.
Basically after they're done with the meeting, there's a small chance a pop up notification will appear that this Sanguophage would like to join the colony.
I think biotech may have added some variants on MIB appears events. I got a master researcher from a "legendary pawn joins... will they be able to turn things around in these parts?" event. He was a chill L20 researcher out of the box in an ancients mod vault start run, so his hacking skills were very much welcome. That said, it could be that another mod I am not aware of added this MIB variation instead.
I helped a pawn that was being chased by a manhunter pack like three four days ago, he is now my count and most important pawn in the game. He is my best doctor and researcher, and his biggest weakness is that. He's incapable of violence.
Instead of taking a prisoner back to be tended, you can now right click on downed pawns while drafted and just tend to their wounds then and there. I always have my colonists carrying medicine and it's a lot easier to make sure the prisoner doesn't bleed out and THEN capture them.
Tend without medicine!! You can do an emergency tend with drafted colonists. Medicines shouldn’t be wasted on prisoners 😂
@@gdg1326 The tending time is a lot longer if you don't use medicine and they'll bleed out
You forgot about buying them. Some factions do have pawns for sale after all.
you mean slaves
Love the Spiffing Britt reference lol
You beat me to it. :)
There are also quests that reward you with a new pawn, and you can even check out their stats before you accept them (or not ...)
0:59 sniffing brit reference lol
Unwaveringly Loyal prisoners become Hemogen donors for a year or so before I figure out their fate.
Once all my colonists were unconscious from heatstroke and I got a Man in Black. He then helped recruit the captive I had. My colony went from 3 to 5 in really short order and my productivity sky-rocketed
best person ever
Agreed
Prisoneers without legs wont break out :)
So you use the 4 breakout rule?
First breakout you lose your tasty meals.
Second breakout Your clothes.
Third your left leg.
Fourth your right leg :)
@@molybdaen11 yes but they often dont have a chance to break out for more than one time
@@VictorStumm Well, if you wanted them death you could have killed them instead of capture them long ago.
I usually send them to don't shoot and bully them down again if they flee.
@@molybdaen11 The Problem isnt that i want them to die, but they pick always the worst time and location to break out.
Sometimes they break out when my best melee pawn is in the room or they just run straight into the turrets
@@VictorStumm I see, I see.
Some unfortunate accidents in a remote rimworld prison :)
Man I love the new dlc. It enables the zap brannigen master method of war. Send more units till they run out of bullets. Just amazing.
Tynan nerfed ritual's random recruit bonus. Now it's only 15% chance to active or something
not true at all lmao
No it’s still 50.
You might be dyslexic
while you're ahead and dealing with only tribals and crappy raiders, use all machine pistols in your killbox since it deals the lowest damage per bullet of any gun and has the highest chance of a raider surviving being downed. high damage weapons reduce that chance
Who needs pawns when u have immortal machines
The pawns that are running away from something are almost always non-violent or have something else radically wrong with them.
Yeah, one time I got a social skill focused xenotype pawn from it... but they had trait that disabled social skills and dumb labor so they were almost entirely useless
Of all the prisoners I realeased, I've yet to meet one who could outrun bullet
A cool strategy for transhumanists is to install a peg leg onto a prisoner then remove it, effectivly destroying the prisoner's leg.
This slows the prisoner down, severly discincentivising them towards making an escape and therefore increasing the average number of days that will pass before the prisoner attempts to get away. Lowering their mobility makes them easier to knock them out and confine them again if they do mount such an escape attempt.
Once the prisoner is converted and ready to join the colony, you can give them a prosthetic or bionic limb to recover thier lost mobility and gain a mood buff for them.
Another factor that determines how often prisoners attempt a prison break is the structure of their prison: if prisoners are in the same room together, they will cooperate (whetherthis makes sense based on alliance, ideoligion etc. The more doors their prison room has, the more perceived avenues of escape are avalible. So ideally you want to keep prisoners in seperate cells with only one door in or out.)
MIB Story: On one of my first colonies, I had about 12 colonists. Suddenly, a big raid came. My troops were all far away from eachother, due to work. A couple were mining, a couple were logging and a few were chilling at base. First came the bombardment from mortars, blowing up my main base and killing a few of my pawns. My other pawns came and ambushed the raiders, but were swiftly shot down. My last miner went in to try and fight, but was shot down. I thought it was the end when suddenly...
A man in black joined. Armed with a revolver, he shot 2 of the raiders. He went into my base and managed to arm a mortar, all while under fire. He managed to load the mortar and fire it into the horde of raiders. After blowing all of them to bits, he went out and finished off the downed raiders, then he went and tended to my remaining colonists. 4 were left, the other 8 bled out during the battle.
The last type it's really rarely worth it cuz it also scales. I remember when a colonist asked for help she was chased by 128 human armed raiders and i was like WHAT?! And then come to think what she could have done if an army wants her dead? :D
One of my pawns mental break was "return to wild life". He became a wildman and, off course, i had no taming ability to re-recruit it.
Im new to rimworld and one of my first games the man in Black showed up and I was so confused who he is or where he came from
I had a quest once about taking a refugee that was chased by 124 snipers lmao
Lol,
"Message seen at 11:34" 😂👋🏻
when you take refugees for a time if one of they is happy he/she offers to join your colony, also, in the bloodfeeders reunion event, there is a chance that one of the sangophages wants to join your colony
lmao I can't even count how many times ive done that "letting useless prisoners go then shooting them" trick
yeah that certain brit, with his amazon colony with jeff bezos as supreme leader. legendary
What would Ancient Danger scenarios fall into though? Often they have cryosleep pods inside that sometimes have hostile pawns, pawns that simply flee, or badly hurt pawns which you can capture.
Note: Prisoners break out less/berserk less if they are happy, but if i remember correctly they are harder to break/recruit/convert. So basically, its a tradeoff. If youre okay with dealing with prison breaks and the like, then keep them on low mood to do what you want to them faster. But if you arent, then prepare for the long haul.
The man in black only spawns if you take the mysterious stranger perk.
Wrong game. 🤭
Love the the British ytuber you mentioned
Sorry it took so long but you got another patreon.
I may sound dumb here...
But I love that you gave the SpiffingBrit a shout out xD
Lmao
Weve had him on for videos in yhe past so it only feels right
Dude I was looking on my phone and your intro tricked me into thinking my screen flipped the wrong way.
In ideology DLC, you can just make every ritual's reward have a 50% chance to give a recruit.
Need More Noobert Content, IM FIENDING!
Our first animated show will air in december aside from that you guys will get 3 more videos this year
@@Noobert Honestly i forgot to thank you for responding man, I love your content. Cant Wait :D
@@lildruid7162 :)
@@Noobert nice!
Atm, a lot of the genome stuff kinda hard to get for me since they keep dying all the time due to pain resistance. Anyone got suggestions on that ? Using vanilla weapons expanded, if that helps.
still waitting for the medieval overhaul so that i can finally have my death kingdom going
meanwhile my massive colony mass producing android soldiers
Are refugee quests not part of the base game? They have a chance to join you. Also some quests have a straight up pawn as a reward. Also, you can always arrest random pawns that are in your map for whatever reason, as part of a quest a caravan, as passerby, as reinforcements from allies Of course nowadays with biotech you can grow your own pawn.
Actually.......... there is a way to trigger men in black join, you know that mechanoid formation? Just disturbed them if they are inactive then start blowing up things and leave 1 mechanoid that's not really threatening alive get some brawls maybe getting shot a little then let it roam around its formation area, this way game will treat your colony as under attack and as hours tick there is certain chance that men in black events will trigger however keep in mind if you have allies then allied reinforcement will have higher chance to be triggered, that's how you normally get man in black.
If you're mod lover using Giddy up can work with raider as well, how to trigger? Raider when giddy up is used will sometimes spawn with animal, now all you need to do is trigger rout (deal enough damage to raider to send them fleeing) but before that just incapacitate one of the rider without killing their mount, this way the mount still in enemy faction but they roam like normal animal in your Biome, this also make the game think your colony is under siege without being actually under siege, this can trigger man in black event per tick hour, keep in mind just like vanilla mechanoid formation exploit if your faction have alliance with other faction this could also trigger reinforcement event.
Final note: insect infestation will not trigger men in black, if allied reinforcement event triggered then man in black won't appear and you need to redo all over again since reinforcement event pawn will attack enemy in the map that being used as exploit, be it lone mechanoid/event mechanoid building or animal from mod like giddy up.
YAY YOU USED THE FATE SERIES
Don’t even need many colonists with mechs nowadays. Blood and Dust I’ve only got 4 colonists 2 mechanator each with 50 bandwidth each who make most raids light and I even go raid other places myself.
excited for the new video while i play rimworld
why let them go? when you can turn them in too hemogen farm.
Wait Thats Actually So Cool to advertise something like that.
More pawns? My colonies have never been bigger since 1.4.
I once saw a wild kid, but I didn't know how to tame her.😢
I'm gonna try the smokeleaf. Never heard of that one before 🙂
its pretty easy to get colonists now
"certain brits" lmao
Literally had a prisoner go berserk and stab my dog... Also had my dog go berserk and maul a prisoner... Rimworld is such a beautiful game if you like morbid chaos.
I've never had any problems with food, workload and such, but to get more people is the biggest pain in the *ss, random events that give people are rare for me and prisoners never join me, so either I just have terrible luck with Rimworld, is doing something wrong or the game just hate me.
Yo, noobert, the audio in this is super crunchy, what's up?
A certain Brit? Gaming the system?
Now, who could he possibly mean?
I love ritual spam
Spiff shout out haha
Hmm I imprisoned a wild person, because they ate the colonist's cat😢 and since I don't have high enough handling it looks like I cannot recruit them. 😅
Don't worry they will come around. Take a look at my prisoners guide.
@@Noobert even if it is a wild person?
1 answer:
Machine pistols
lol 5 minutes after watching this a slaver shows up with 4 slaves to sell, could only buy 1
-^- now I want a owl house mod.
yeah you know since 1.4 ive had a single wildman on my map now mind you this was the beginning of 1.4 just being released i was looking at the pawn and i noticed he had red eyes and im just like cool went to go and bring him to my side forcefully and well to my better judgement he was 54 years old said pawn was also a hussar needless to say said armorless hussar proceeded to open a can of ill show you what i can do on this poor pawn listening to the noob player going after a weapon of war with a baseliner completely utterly Rimworld first colony in 1.4 oh the other 2 pawns did catch him tho he died in jail cause i was ignoring the message 🙃 trust no one not even the helper is always right
I had a man in black appear when none of my sla... I mean colonists were just working.
Why does your voice chance completely in every video that I click?
one thing, unyielding loyalty pawns actually cant be turned into slaves either
They can, I have 2 in one of my saves both enslaved.
RH2 brainwashing mod for unwavering loyalty if anyone is curious
So.... Never cared about talking about the more biological way that comes with Biotech? You know. The birds, the bees and the vat chamber?
Nedo
fvckin lowr the music
I've been getting a lot of beggars coming thru lately and there seems to be no consequences for betraying them. I arrest the best one and the rest just leave. If I want more I can attack them. Also there seems to be no positive to helping them. I've given away hundreds in resources but nothing...
It depends on you ideoligion, there are some that consider charity sacred. So betraying beggars or refusing a charity quest causes major negative mood debufs. Worse even than eating without a table...
Its only important if you have the "guilty" trait in ideology and have to help people.
Other then that you can do with them whatever your heart can take.
You know what would actually stop most of the forest first letting foresters and loggers do their job
Adds and money grab lol
1st of the worst
First comment