Proves that you always need to put turrets on your indoor farm area. By indoors, I mean, the one you enclosed within the kill boxes. But even so, I don't think that would stop those mechanoids.
Combat Extended explosives and mechanoid armor may have screwed you here. VFE Mechanoids, Vikings, CE, Advanced Power Plus (I think), and no LWM Deep Storage? Not even Vanilla Expanded Weapons? 😕
@@themanidentifiedasdinosaur8138 Killboxes are boring. Have better melee people who can respond to such incursions and survive a measly explosion from a detonating mech point blank. Also, store your explosives in a safe area, AWAY from the more dangerous parts. Sheesh.
You know, I was about to be a smartass cause I have all my explosives stockipiled safely underground and far away from the main stockpile, when I remembered that last raid I obtained two doomsday rocket launchers and I left themn in the stockpile, and a couple of days later I also acquired several IEDs, and guess where they ended up? I think I need to move them quickly now.
>drafts every colonist for a small mechanoid raid >stacks them all in the explosives storage room >the explosives storage room is also the main entrance
One time I was being raided and didn't even pay attention to what these kids were doing in the background. Turns out one of them went ALL the way outside perfectly towards the raiders that stationed up on the right of the map and just started sunbathing right in front of them during their recreation hour. Needless to say they ended up getting kidnapped and I still haven't heard anything about them since. I was PISSED.
That's a smart idea. I leave them in a bunker completely separated from my colony. sometimes I bury them in mountains. at least if an infestation spawns and they set it off, they blow themselves up and solve the issue for me. In those cases, I call that a win since I probably would have used them anyway. If there are no mountains then I generally do a stone structure with a double wall, an air gap, and one additional wall. This is to hopefully redirect the blast back inward if for whatever reason the first double wall fails. if all 3 walls were to fail then I can at least hope I slowed the blast down enough that it should just be a small poof out a tiny hole that I can patch later.
@@BandoDNC I tend to build a small 2x2 bunker for my big gun munitions near the front that only gets restocked after the battles from the main bunker somewhere far away from anything that even looks like a flame :P
Ammo Depots have been a feature of modern warfare since the inception of gunpowder for a reason. "Arsenals" in military bases aren't just a place to store weaponry, they are place to *safely* store weaponry, so it doesn't kill your troops if an unlucky artillery shell, missile or other exploding ordinance hits it and detonates the ammo storage. Modern military spend a lot of time and money figuring out new ways to solve this problem. What I am trying to say is... good on you, you have the right idea.
Well, that's a lesson to be learned, for some. I, for one, could completely foresee this, when I stocked up the 20+ launchers from an insane quest raid right next to my firing line (ease of access, you see). I wasn't smart enough to act on this foresight, but the explosions were very pretty. There were even a mech power cell thing around that blew up too, even though it was walled in. The whole thing ended up blowing through 2 layers of wall, completely leveled the area. Good fun!
“Yes, let’s teleport the walking bomb into the room filled with explosives we are all standing in, so we can beat it up. What could possibly go wrong?”
i was all like "okay, preparing for a last stand after the walls were cracked..." and then i noticed the triple launchers and other munitions in the last stand room. oops. but that should be fine... oh - that thing explodes on death? yikes
Yeah, if that thing did NOT explode on death, then that was a very solid strategy. Skipping a mech into melee, while a tight gun formation shoots it, is classic anti-mech tactics. Skipping the big guy who shoots fire is generally my first priority too. Even without the extra explosives, it seemed like the initial blast killed a few, and wounded more. They weren't coming back from that anyway.
as best i could understand the sequence of events: Mechanoid explodes in a 3x3 square radius around itself. This detonates the stack of 23 explosives on the ground The stack of 23 explosives lights up and blows up the 778 sabots (?) on the table, the doomsday launcher, the rocket launcher, the stack of 8 grenades at the corners of the entrance hall this subsequent chain of explosions downs all the colonists Something in that room explodes some seconds after the main explosion (i think it's the chemfuel puddles on the ground, i'm not sure) This explosion spreads a wide reaching fire which reaches the bulk items stockpile As the fire spreads, it begins burning away a stack of 3 explosives, periodically triggering circular 7x7 explosions in reach of a stack of 1500 chemfuel The chemfuel reaches its critical threshold and ignites, causing an explosion with a radius bigger than that of the camera's edges. This is the explosion which vaporizes the remains of the colonists The fire popper is triggered by the explosion of the chemfuel, but so is a second stack of chemfuel in the south end of the stockpile. It detonates immediately on contact. Because the reach of the chemfuel explosions goes off the edges of the map, I can only conclude that the only thing that would have made this funnier is if bananapie had a rimatomics reactor set up in the corner of the map that caught fire and then exploded irradiating the entire map for years to come thank you, i hope you had many more fun memories playing rimworld Lmao
Skipping powerful enemies into the middle of a horde of melee fighters is a favorite tactic of mine too. Which is why I immediately had a horrible premonition when I saw you getting everyone into formation right on top of the Grenade/Rocket pile.
It's a huge loss, but from the looks of things one guy survived so you can probably form a caravan, evacuate to the adjacent map tile and rebuild. I play to the bitter end.
Did the same thing happened to me once. Centipede broke into my stockpile room and i made a gunline in the room to stop it. It had an insinderary launcher and my pawns stood on tope of HE shells. I didnt even own a mortor, they where from a siege. If I hade made a mortor I'd have remembered to make a shell room. Fortunately this was just a vison the Mech hive's Persona sent to my psycaster to taunt him while he got psycic shock from destroying a cluster. It never *actually* happened haha.
I knew this was coming the second I saw the Doomsday sitting there... Those always go on a shelf somewhere well away from any likely chokepoints, because while it might cost a bit of time to go fetch them... at least they don't kill every single pawn in your colony at the same time XD
You know.. It's only recently that I got Rimworld less than week ago and last night I finally clocked 100hrs of play time. I'm still learning all the nicks and knacks and learning base building, but if this is what a end game base looks like? Then I'm proud with what I have rn.
If I see it correctly the one that wipe ur colony is the inferno centepide ammo.. never ever stockpile those thing anywhere near ur base.. that thing have insane explosion radius and dmg.. basically 1 shot anything on it's radius.. they sells really well tho
These are the sort of events that I hate, when everything is planned out and ONE colonist does something stupid and gets everyone killed. I had an invasion by mechs, had my colonists all lined up and had one trigger them… at that EXACT moment of firing the triggering start, my best fighter decided to go on a murderous rampage, and turn on the rest of the who where all facing the wrong way, so while they turned to face him the mechs woke up and shredded everyone.
The mech with a flamethrower has fuel tanks on its back... when they die they explode , and that explosion is stronger than some mortars I think , you sould always keep your distance from them
@@cristicdx nope, the explosion from the mech just triggered the ammonition piles roght next to it and the grenades to explode, so it was a big chain reaction of wxploding things that got triggered by the mech dying
this is what happens when you put your highly explosive rocket launchers next to base entrance instead of reinforced room. Single exploding mechanoid (
1:12 aw man I can tell the pain. That's why I always set a safe zone for each of my line of defense. It's annoying for pawns to wander off getting themselves kill instead of doing what you told them to.
"Men, we got mechs! You know what to do" "Go out there and kill them using overwhelming fire?" "What, no! Go into this small room, bunch up, sit on a box of explosives, and wait"
man when y'all gonna stop putting explosive items in your general stockpile? that shit goes in an underground, reinforced room. if i can't build that yet, i store it in a shed far away from my colony. think about it in real life. would you store your grenades and mortar shells on the floor with everything else you own?
Mistakes were made 1. Never melee attack the flamethrower mechs from Expanded Mechs mod cause they explode. Everybody that has fought them once knows that. 2. The mech explosion didnt kill anybody but it triggered the doomsday weapon in the shelve to explode and kill everybody. Then a second explosion from some other explosive munition killed the rest. Mechanoids didnt wipe out the colony as much as bad planning did (who stores explosive munition right next to their fighting corridor?)
The distance between the mech drop and the base was so small he had little choice but to go melee. There really was no easy way out of this situation. Darn mechs!
I haven't caught everything since this is a bit too end-game for me ^^' , but I have seen similar situations happening to other players, which were caused by two fatal flaws: gathering every colonist near each other, and having their gathering place be next to very explosive stuff. That's a good lesson to learn, and to be fair, I'm sure I would have made (or will make, probably) this kind of mistake. I hope you managed to get back up from this!
:-/ I've had this happen so many times, including early game bases where literally the whole thing exploded, but never lost all my colonists that quickly ever.
I feel like if you're using combat extended you should know the ammo is going to explode. Obviously you'd have been better off just fighting them outside its a good learning experience :D
>places rocket launchers right next to a vulnerable door instead of in a secure armoury >crowds every single colonist as close together as possible >"How could this happen?"
I hope mozis escaped up north and started a new colony. I also think that when this happens, there is a 90% chance the survivor generating a new trait related to surviving, or the mechs themselves, or the loss of his allies, or something. It would definitely add to the whole "losing is fun" and "this is a story generator" aspects.
Oh god.. the way you were placing those batteries first confused me then scared me. I always make a 'battery room' made of stone and wired to the grid through a switch. That way later on you can charge a room and then disconnect it from the grid so if a bzzzt happens you don't lose the charge on that room and can just flip the switch and start using the fresh set of batteries.
Plus they can explode in fire and are viewed as ugly by pawns and will ruin a rooms rating. Encase them in stone, i make a room 5 empty spaces wide so i can lay a battery on each wall with a walkway down the middle for repairs.
I have to say, you're the first person I see teleport mechs closer, I've seen a lot of videos and the only enemies that are advised to fight close range are insectoids
That's why I don't play with a ridiculously huge modlist or move very far at all from vanilla game mechanics. You have fewer if any learning resources and then things like this happen lol
this looks more like midgame colony. then again, i played too much glittertech + rimatomics + wh40k mod. fusion powered mountain fortress with gold + jade interior and alpha matter outward walls
Please subscribe if you enjoyed! Will be posting a video soon showing what happened to the emperor.
What happened to the emperor?
top 10 cliffhangers in history
Proves that you always need to put turrets on your indoor farm area. By indoors, I mean, the one you enclosed within the kill boxes. But even so, I don't think that would stop those mechanoids.
Combat Extended explosives and mechanoid armor may have screwed you here. VFE Mechanoids, Vikings, CE, Advanced Power Plus (I think), and no LWM Deep Storage? Not even Vanilla Expanded Weapons? 😕
@@themanidentifiedasdinosaur8138 Killboxes are boring. Have better melee people who can respond to such incursions and survive a measly explosion from a detonating mech point blank.
Also, store your explosives in a safe area, AWAY from the more dangerous parts. Sheesh.
Good news is the bodies were vaporized. No colonist unburied debuff!
lmao
It's something at least lol
Gotta look on the bright side I guess.
Cup is half full
My had bad mood cuz im new and didnt know you can make a stash for trash
The morale of the story 'Never put explodey things next to your doomsday launcher.'
never put explody things near your base entrance also you should counter attack in such case
also they have so much excess Materials/food . That wealth will kill you quicker then anything
You know, I was about to be a smartass cause I have all my explosives stockipiled safely underground and far away from the main stockpile, when I remembered that last raid I obtained two doomsday rocket launchers and I left themn in the stockpile, and a couple of days later I also acquired several IEDs, and guess where they ended up? I think I need to move them quickly now.
or just don’t leave everyone in the colony in one place
Moral of the story is just never have a doomsday launcher
>drafts every colonist for a small mechanoid raid
>stacks them all in the explosives storage room
>the explosives storage room is also the main entrance
>teleport enemy that explodes on death directly into your group of colonists
@@drewshell2124 🤣🤣🤣🤣
Staged... could have been easily defeated. I bet he reloaded
Hey I reconize your name. Do you play Upside Down Universe on Space Engineers?
only reason he's "end game" is because of mods. man doesnt have anything set up properly even the most basic shit is wrong
I think this is my favorite rimworld video. Every time I lose someone due to negative iq plays I come here to feel better.
Where did you get that inferno cannon ? Cos that burns..
Yeah holy shit there's hope for me
I just close the game without saving
@@ciranopunalesvigliarolo3788 tragic
One time I was being raided and didn't even pay attention to what these kids were doing in the background. Turns out one of them went ALL the way outside perfectly towards the raiders that stationed up on the right of the map and just started sunbathing right in front of them during their recreation hour. Needless to say they ended up getting kidnapped and I still haven't heard anything about them since. I was PISSED.
This is why explosive munitions go in their own double wall room with an airlock in my colonies lol
That's a smart idea. I leave them in a bunker completely separated from my colony. sometimes I bury them in mountains. at least if an infestation spawns and they set it off, they blow themselves up and solve the issue for me. In those cases, I call that a win since I probably would have used them anyway. If there are no mountains then I generally do a stone structure with a double wall, an air gap, and one additional wall. This is to hopefully redirect the blast back inward if for whatever reason the first double wall fails. if all 3 walls were to fail then I can at least hope I slowed the blast down enough that it should just be a small poof out a tiny hole that I can patch later.
yeah but it slow down reload speed for your big guns
@@kaleidoscope3234 stockpile zone it next to the guns for the duration of the fight
@@BandoDNC I tend to build a small 2x2 bunker for my big gun munitions near the front that only gets restocked after the battles from the main bunker somewhere far away from anything that even looks like a flame :P
Ammo Depots have been a feature of modern warfare since the inception of gunpowder for a reason. "Arsenals" in military bases aren't just a place to store weaponry, they are place to *safely* store weaponry, so it doesn't kill your troops if an unlucky artillery shell, missile or other exploding ordinance hits it and detonates the ammo storage. Modern military spend a lot of time and money figuring out new ways to solve this problem.
What I am trying to say is... good on you, you have the right idea.
Stockpile corridor seems like a good idea until you get the enemies that explode upon death right in front of you
its for ease of access! :D
goes to play chess alone to deal with the death of everyone he knows
Was going to flip the table shouting "Checkmate!.
At least the stellarch is alive!
I think the most tragic thing is now they'll have to eat without a table
Who stocks their EXPLOSIVES at the ENTRANCE of the BASE on WOODEN shelves lmao
to be fair if it's gonna explode, the flammability of the shelf is the least of your worries...
@@maxschmieder232 true true haha
I had a revolver right outside of my prison cells once, because apparently nobody wanted to move it.
Well, that's a lesson to be learned, for some. I, for one, could completely foresee this, when I stocked up the 20+ launchers from an insane quest raid right next to my firing line (ease of access, you see). I wasn't smart enough to act on this foresight, but the explosions were very pretty. There were even a mech power cell thing around that blew up too, even though it was walled in. The whole thing ended up blowing through 2 layers of wall, completely leveled the area. Good fun!
@@gumbus3876 ye I put a shelf in my cell and my colonists decided to put a revolver and a mace on ir
“Yes, let’s teleport the walking bomb into the room filled with explosives we are all standing in, so we can beat it up. What could possibly go wrong?”
🧠 Big Brain Time 🧠
I'm surprised this guy even got to end game with such brilliant tactics
Guy has the most advanced colony I've ever seen and still has the Learning helper on
Well, he's gotta teach the learning guide something
I’ve been playing for a few years and only realized recently that you could turn it off
@@carsonaswell2809 wait you can turn it off? I'm 650 hours in...
@@D_Hooker it’s one of the icons in the bottom left
@@carsonaswell2809 1350 hours in that helped me
Guess Randy had enough of those roof collapses, eh?
That might have been the funniest thing I’ve ever seen
i was all like "okay, preparing for a last stand after the walls were cracked..." and then i noticed the triple launchers and other munitions in the last stand room. oops. but that should be fine... oh - that thing explodes on death? yikes
At first I was expecting a drop pod raid where centipedes dropped next to everyone and instantly blew up half the base with inferno launchers.
Yeah, if that thing did NOT explode on death, then that was a very solid strategy. Skipping a mech into melee, while a tight gun formation shoots it, is classic anti-mech tactics. Skipping the big guy who shoots fire is generally my first priority too. Even without the extra explosives, it seemed like the initial blast killed a few, and wounded more. They weren't coming back from that anyway.
I can feel pain through screen.
Long story short: the mechanoid blew up most of the colony and the only survivor - a guy named Mezis went to play some chess.
You know what the most impressive thing out if all this is? Underwood survived that blast. 👏
Tragic backstory
Mods giveth, and mods taketh away
I really enjoyed how efficiently you micro'd the pawns when the raid drops. Nice.
When u are so op that the storyteller has to nerf u
The storyteller: go back to monkey
"Ooh this mod has cool new enemy units. Maybe I should read their description so I know what they do? Nah it'll be aight."
*Colony get destroyed*
The stellarch: On no! Anyway
This is the Rimworld equivalent of the HMS Hood's sinking.
as best i could understand the sequence of events:
Mechanoid explodes in a 3x3 square radius around itself. This detonates the stack of 23 explosives on the ground
The stack of 23 explosives lights up and blows up the 778 sabots (?) on the table, the doomsday launcher, the rocket launcher, the stack of 8 grenades at the corners of the entrance hall
this subsequent chain of explosions downs all the colonists
Something in that room explodes some seconds after the main explosion (i think it's the chemfuel puddles on the ground, i'm not sure)
This explosion spreads a wide reaching fire which reaches the bulk items stockpile
As the fire spreads, it begins burning away a stack of 3 explosives, periodically triggering circular 7x7 explosions in reach of a stack of 1500 chemfuel
The chemfuel reaches its critical threshold and ignites, causing an explosion with a radius bigger than that of the camera's edges. This is the explosion which vaporizes the remains of the colonists
The fire popper is triggered by the explosion of the chemfuel, but so is a second stack of chemfuel in the south end of the stockpile. It detonates immediately on contact.
Because the reach of the chemfuel explosions goes off the edges of the map, I can only conclude that the only thing that would have made this funnier is if bananapie had a rimatomics reactor set up in the corner of the map that caught fire and then exploded irradiating the entire map for years to come
thank you, i hope you had many more fun memories playing rimworld Lmao
The second I saw that inquisitor head to the door I had a feeling that would happen, those things are walking mini-nukes.
Skipping powerful enemies into the middle of a horde of melee fighters is a favorite tactic of mine too.
Which is why I immediately had a horrible premonition when I saw you getting everyone into formation right on top of the Grenade/Rocket pile.
It's a huge loss, but from the looks of things one guy survived so you can probably form a caravan, evacuate to the adjacent map tile and rebuild.
I play to the bitter end.
And that kids, is why we keep the explosive stuff in a different room entirely
Did the same thing happened to me once. Centipede broke into my stockpile room and i made a gunline in the room to stop it. It had an insinderary launcher and my pawns stood on tope of HE shells. I didnt even own a mortor, they where from a siege. If I hade made a mortor I'd have remembered to make a shell room. Fortunately this was just a vison the Mech hive's Persona sent to my psycaster to taunt him while he got psycic shock from destroying a cluster. It never *actually* happened haha.
That's a funny way to describe time travel.
This looks like how it feels to eat without a table
And now Mozis runs away to start anew, which would actually be a great way to continue playing
When i saw the first explosionI was like "OH NO" Looked at all the pawns saw they where all dead and felt the pain right there :(
Roof Collapse!
I knew this was coming the second I saw the Doomsday sitting there... Those always go on a shelf somewhere well away from any likely chokepoints, because while it might cost a bit of time to go fetch them... at least they don't kill every single pawn in your colony at the same time XD
You know.. It's only recently that I got Rimworld less than week ago and last night I finally clocked 100hrs of play time.
I'm still learning all the nicks and knacks and learning base building, but if this is what a end game base looks like? Then I'm proud with what I have rn.
You have god IQ to make an end game base. (+9000)
You Lost all of your IQ after putting explosives at the entrance. (-10000)
If I see it correctly the one that wipe ur colony is the inferno centepide ammo.. never ever stockpile those thing anywhere near ur base.. that thing have insane explosion radius and dmg.. basically 1 shot anything on it's radius.. they sells really well tho
I love keeping them around my drop pod bay to send as guided missiles
These are the sort of events that I hate, when everything is planned out and ONE colonist does something stupid and gets everyone killed.
I had an invasion by mechs, had my colonists all lined up and had one trigger them… at that EXACT moment of firing the triggering start, my best fighter decided to go on a murderous rampage, and turn on the rest of the who where all facing the wrong way, so while they turned to face him the mechs woke up and shredded everyone.
That one colonist was God himself.
One way to cut your wealth
AS a fairly new player, i am scared. What even happened there
The mech with a flamethrower has fuel tanks on its back... when they die they explode , and that explosion is stronger than some mortars I think , you sould always keep your distance from them
@@cristicdx nope, the explosion from the mech just triggered the ammonition piles roght next to it and the grenades to explode, so it was a big chain reaction of wxploding things that got triggered by the mech dying
this is what happens when you put your highly explosive rocket launchers next to base entrance instead of reinforced room.
Single exploding mechanoid (
@@xzardas541 Yea like, put the explosive stuff on shelves that are behind doors and locked away with walls around them.
@@pokemonfanmario7694 and never, NEVER put electric cables in the walls
lol, rip colonists, least what's left of them.
Entire colony: torn apart by massive explosion
Mexis: fuck yeah, those four people who insulted me once are dead! Time for some chess
1:12 aw man I can tell the pain. That's why I always set a safe zone for each of my line of defense. It's annoying for pawns to wander off getting themselves kill instead of doing what you told them to.
"Men, we got mechs! You know what to do"
"Go out there and kill them using overwhelming fire?"
"What, no! Go into this small room, bunch up, sit on a box of explosives, and wait"
Thats gotta suck 😭😭 that's why I save scum when I get attached to a colony
Meanwhile I'm just trying to figure out why he keeps getting 'roof collapse' notifications during all of this
From the drop pods punching through the cieling.
from ultratech to monke in 5 seconds
Smoothest brain gamer of the year so far
man when y'all gonna stop putting explosive items in your general stockpile? that shit goes in an underground, reinforced room. if i can't build that yet, i store it in a shed far away from my colony. think about it in real life. would you store your grenades and mortar shells on the floor with everything else you own?
Double wall that bitch too
Hey, I think your roof collapsed.
Mistakes were made
1. Never melee attack the flamethrower mechs from Expanded Mechs mod cause they explode. Everybody that has fought them once knows that.
2. The mech explosion didnt kill anybody but it triggered the doomsday weapon in the shelve to explode and kill everybody. Then a second explosion from some other explosive munition killed the rest.
Mechanoids didnt wipe out the colony as much as bad planning did (who stores explosive munition right next to their fighting corridor?)
The distance between the mech drop and the base was so small he had little choice but to go melee. There really was no easy way out of this situation. Darn mechs!
Ahh yes
I learned out the hard way as well that you need to keep those inquisitors way the fuck away from your colonists
The "I forgot that inquisitors explode if close" moment
Correction, ''dumbest psyker on the rim destroys entire endgame colony ''
Who puts all of their explosives near an entrance? My stockpile is atleast 3 doors from any entrance and is double walled with plasteel
@@SaddledGoose my armory with explosives and such are as deep into my mountain base as possible
@@TheLuumanUsually I just stick it on a shelf somewhere and hope for the best. You guys store explosives in secure areas?
@@kirbyis4ever they know nothing about bravery!
I haven't caught everything since this is a bit too end-game for me ^^' , but I have seen similar situations happening to other players, which were caused by two fatal flaws: gathering every colonist near each other, and having their gathering place be next to very explosive stuff. That's a good lesson to learn, and to be fair, I'm sure I would have made (or will make, probably) this kind of mistake. I hope you managed to get back up from this!
Yeah who groups pawns like that?
:-/ I've had this happen so many times, including early game bases where literally the whole thing exploded, but never lost all my colonists that quickly ever.
I feel like if you're using combat extended you should know the ammo is going to explode. Obviously you'd have been better off just fighting them outside its a good learning experience :D
It makes for a good story at least!
@@willrfrench idk if that is even a good story lol...
@@kiro253 ¯\_(ツ)_/¯
Emperor be like: Inser ("Fallen Kingdom" - A Minecraft Parody of Coldplay's Viva la Vida) while I wait my inevitable death playing ches
I swear, every time I watch a rimworld gameplay video, I have to stop myself from pushing 1, 2, 3, or space every few seconds.
Ikr rimworld gameplay is just too boring at times for my adhd brain yet i still love it
>places rocket launchers right next to a vulnerable door instead of in a secure armoury
>crowds every single colonist as close together as possible
>"How could this happen?"
With wooden doors no less. 😂
Edit: AND A COLONIST THAT EXPLODES ON DEATH!
as you were bunching them all up in the doorway I was starting to ask myself if you were doing that so they're easier to kill at once
Later the man in the black coat arrived and hes like: what the fuck am i doing here
Speaking about this, anybody knows why Vainilla Textures expanded stops working or what mods interfere with it?
I hope mozis escaped up north and started a new colony.
I also think that when this happens, there is a 90% chance the survivor generating a new trait related to surviving, or the mechs themselves, or the loss of his allies, or something.
It would definitely add to the whole "losing is fun" and "this is a story generator" aspects.
Я когда увидел что рейд принимается прямо рядом с ракетницей судного дня и тройкой на стелажах то сразу подумал что именно они станут причиной конца.
Рано или поздно это бы случилось.Если бы он пользовался раздельным хранением все было бы ок.
I immediately noticed the explosive stuff setup next to literally your entire colony... lol maybe not the best idea
"I will spend my final moments doing what I love....CHESS"
"My friend Gaca died" -2
"Ate without table" -3
Mozis really doesn't give a shit
Mountain base OP, long entrance hallway with every interior tile under a mountain is the only possible means of building a base that will last.
That's a "save and quit to OS" moment 😂 😂.
Welp, as i have to say here is “you’re always learning however sometimes it’s not obvious what you’re learning”
the notifications not cleared hurts more then the base being destroyed
2m preparing for the raid just to press the self destruct button loved it XD
I mean, kinda your fault since you put the explosives in the entrance lmao
dont stop the music
you still have a person and half
2:12 maybe c4 d6...
Yesh, some of them now exploding. And this is god damn nice
And this is why flam/explosive bunkers exist. It's a real thing IRL and it's definitely a sound strategy in Rimworld.
Oh god.. the way you were placing those batteries first confused me then scared me. I always make a 'battery room' made of stone and wired to the grid through a switch. That way later on you can charge a room and then disconnect it from the grid so if a bzzzt happens you don't lose the charge on that room and can just flip the switch and start using the fresh set of batteries.
Plus they can explode in fire and are viewed as ugly by pawns and will ruin a rooms rating. Encase them in stone, i make a room 5 empty spaces wide so i can lay a battery on each wall with a walkway down the middle for repairs.
Omg i remember watching this
you know the phrase, you win you actually lose.
I have to say, you're the first person I see teleport mechs closer, I've seen a lot of videos and the only enemies that are advised to fight close range are insectoids
Yeah, it might not be the best idea lol. It is a quick way to deal with mechs if you have multiple persona weapons, though.
when launchers exploded i felt that pain (btw good microcntr)
how exploded like this???
Mozis, Officer
[Healthy] [Happy]
And today we learned the importance of spacing!
Those Flamethower bots is recommended to be kill in a sort of distance, well rip, nice video tho, have my sub :D
A wise man once said: “explosives sometimes explode”
hmm yes the average CE cookoff
Very nice job saving Underwood!
Miracle this colony survived this long with this kinda layout
that hurts...
That's why I don't play with a ridiculously huge modlist or move very far at all from vanilla game mechanics. You have fewer if any learning resources and then things like this happen lol
Seems like a bad idea to group all your pawns in the exact same spot right near explosives
My rimworld luck be like
It's sad that the colonist with the Fire Extinguisher never had a chance
this looks more like midgame colony. then again, i played too much glittertech + rimatomics + wh40k mod. fusion powered mountain fortress with gold + jade interior and alpha matter outward walls
Good luck Mozis (and Underwood if he can be saved)!
Just imagine if it was a manhunter pack of guinea pigs. Now that would end the game as a whole.