#Rimworld
2465 messages · Page 3 of 3 (latest)
Thanks for the translation. I don't see much benefit in this mod though, since there's plenty of existing dialogue mods.
oh dear, though did you mean to put this in the Wow thread?
Oops, yeah
Ur want translation? ok
With players also can through text set role's background, personality, characteristics. Also can support players directly with role dialogue.
Yeah, but RimDialogue already exists and does that:
https://steamcommunity.com/workshop/filedetails/?id=3365889763
cool I also added rimind. https://steamcommunity.com/sharedfiles/filedetails/?id=3562373405
This mod also supports adding and deleting memories — who knows what interesting dialogue will occur if implanting memories from a different world into an OC —
and—————— I using Rimmind + Rimtalk, utilizing some free APIs to play with.
Last night a pirate raid with assault rifles landed scattered in drop pods, preparing for a while before attacking my tribal-only-just-researched-miniturrets settlement
Then just as they were about to begin their assault another raid from a different faction landed in drop pods in the same place, attacking immediately
Except they immediately started fighting each other and only like 3 pawns survived to get mowed down by a hail of my colonists bolt action rifles
Also a friendly trading caravan also arrived in the middle of all that, but they were on the other side of the river so they couldn't help in time, not like i needed it by then
Wow, that's fantastic. I love it when that happens. 
that's so fun
I in the past also met with caravan by silver meteorite hit ———— in 2018
What is the most op rimworld mod you've played
there are legit cheat mods
theres one thats in a forgin language that lets you build walls and doors with 999999 hp, and make clothing that protects all of a pawns body with 9999% defence and give a bunch of stupid broken power generators, thermal things, weapons and turrets
ah
https://steamcommunity.com/sharedfiles/filedetails/?id=2937054043 Under equipping CEmod situation, this thing one shot can second kill a CEmod Centipede (semi-auto magazine ,This thing single shot damage far exceed 72 LAW.
)
I got rimworld
So where do I start this game?
Do I play the tutorial or do I watch yt?
have you played any other colony-builder game like dwarf fortress?
No
Dlc or just base game
Just base with royalty(Yeah IK you all said biotech better but that's a bit out of my price range)
(I'm already blowing 50 bucks even on sale)
(Also magic is cool)
(Please do not disrespect me for this)
Magic is cool and, well, Rimworld and Rimworld + Royalty was all that existed for quite a long while 🤷♂️
I've always started games by playing them over watching tutorials, not least because I struggle to actually watch videos as oppose to play them in the background while actually reading something completely different.
So what I would do (and in fact did do) was just start the game and play the tutorial, then keep going until I lost.
Thank you
Okay, question no 1: How does the bill system work?
Question no 2: How do I make people prioritize certain jobs
add a bill at a workbench to get a certain task accomplished by a pawn with the required skill to do it, as long as the pawn has the skill enabled in the work menu
Ah
the pawns will do workbench bills on their own when they have the time and priority
I would also play at a lower difficulty level, probably Community Builder or the one just above it if you want to get a bit more of the "full" experience with raids than on Peaceful.
Alright
or you can force them to prioritize working at the bench, in which case they will do the first available bill they can do
enable the Haul job type for them in the work menu, and set the priority high enough that someone will do it
that is, if everyone has higher priority jobs ahead of it, it won't get done
job priorities go from all the way left to all the way right, starting with all the 1's, then all the way left to all the way right for all the 2's, then so forth with 3's and etc
remember this important detail: losing is part of the game
you're gonna get into fights that are to tough to handle
you're gonna have colonists lose arms, legs, suffer perminant brain injury or die
the fun comes from dealing with and overcoming those challenges
recruiting a new colonist, training an existing one to be better at skills, finding a legendary acheotech arm...
Thank you
of course thres no shame in turning down the difficulty
its a singleplayer experience
you can turn raids to token invasions or off completely, its fine
plus thre are oodles of mods to make the game easier or harder, or outright cheat mods
And obviously with experience and skill things become easier as well (and knowledge of the game’s systems, like how colony wealth is calculated and how it affects the storyteller system).
And how to actually select colonists?
What stats to prioritize?
try to make sure your total colony can do a bit of everything
and avoid colonists that are incapble of tasks if you can
Thanks
Colonists who can move faster or learn faster are good, and colonists who have “special” mental breaks like Pyromaniac or Gluttonous (I forget the exact name, the description shows that they have a higher hunger rate and will break by eating food) are generally bad.
Pyromaniac is especially bad because fires can quickly become much bigger problems.
i cant sleep so if you wanted to stream i could give advice
be up for another hour or so
just a suggestion
nope thats the average starter base
Thought of planting healroot for some earlier medicine
eventually you're gonna wanna make separate rooms for various crafting spaces and bedrooms for colonists and a rec/dining room for them
work benches in improper rooms work slower or suffer other penalties
mainly you want a separate sterile room for research, a separate sterile room for kitchen and a workshop for everything else
but thats later on
oh, wood burns. replace with stone when you can.
Alright
healroot is a good idea if you have the skill to grow it
How do I obtain stone?
stonecutting table
turn stone chunks into blocks
Can I just mine the mountain
you can also pick up stone chunks that are lying round on the map
Ah I see
You can also go full dwarf and live inside the mountain, but that creates its own problems.
just designate them as haul, but make sure you have a stockpile for them to be brought to
higher mining skill means more l;ikely to drop chunks
yeah its a low chance for stone chunk as its technically a waste product
oh no that is not what i meant to type
fixt lol
I got stone walls
Raiders are one of the main ways to get new colonists btw
If you want more colonists that is
Any raiders that survive you can capture and put into a prison (bed, walls and a door, bed set to prisoners only, can be a sleeping spot) and you can change how you interact with them to recruit them
Also a way to train the social skill
Ooor you can turn prisoners into organ farms 
note, the rest of the colony gets a very bad mood for using people as organ farms
Oh its not an optimal way to play
But is is the funny way
I see
I think slavery is a thing you can do too in base+royalty but i forget what dlc added what
Highly recommend this playthrough, it's great for teaching you the basics:
https://youtube.com/playlist?list=PLs3acGYgI1-voTUgrG4Gb2aAph4f73XI5&si=b9hfAtdhg-LVGn_8
This is prior to the latest patch, so there's a few small things out of date, but it generally covers what you need to know.
Thanks
What to research first?
I got myself set up, stone walls, dedicated storage room, cooler, farms
That's all I have
I went for devilstrand but now thinking about it might have been a bad move
Since its soo expensive
Devilstrand requires a very high Plants skill, so yeah, unless you've got someone with a Plants at 8 or higher, it won't do you any good.
batteries probably
like 50 points
what i usually get
means you can use renewables like solar and wind reliably, and you dont need to burn wood
Ah
Yeah, Batteries is good, since you'll need to store power. Alternatively, you can start on various weapons or armor tech.
Smithing is useful if you've got a good source of Uranium around on the map. A Uranium Mace on a melee pawn will beat the crap out of things.
I should also say that a raider with a wooden club and nothing else attacked my base
Dealt with without any injuries
Oh yeah, the first raid is usually simple. The more wealth your colony has, the more dangerous the raids become.
I read a kiting guide and used that
What defenses should I invest in? Just give my pawns armor and hope for the best?
Since turrets are kinda out of my range...
Start with some traps on the ground, you can make them from wood to start with, stone later (don't waste metal at the beginning of the game).
Dusters make good coverings if they're using leather. After that, you're researching Flak jackets, but those require expensive materials.
I see
yeah raid strength is based on colony wealth
the more you build, higher quality equipment and furniture, more colonists with more skills and bionics, stuff in general... all adds up to more raid strength and numbers, and scales up other threats you may face
speaking of batteries
if you happen to get a quest with a Vanometric Power Cell as a reward, if you can get it, do it.
It's pretty much an infinite, portable power source with a constant 1000W of power.
vanometric power cells are great but limited, its ONLY 1k when you can get more power by doing a lot of other things
but it is a constant 1k without any input or maintenance on a 1x2 building
I see
i never felt the need for anything more than wooden spike traps as far as spike traps go
wood kills just as well as anything else
they need to be reset after each use anyway, regardless of material
There are ways to cheese ai pathing but personally I install mods that add embrasures which are a much more plausible and interesting for defence purposes
in my current playthrough i have a Death Bridge that's filled with spike traps across a major river with turrets covering the end and also one on a platform in the river covering the briidge itself. nothing lives that comes from the north side
Yes, I love doing that
but that's because i settled on a tile that was on a road crossing a major river
pretty much for that exact reason
Theres a mod that adds more types of terrain features, like islands and outcroppings
Great for defence lol
Do killboxes work still?
absolutely
I might need to set one up for later
My current game is taking place in a valley full of hot springs and completely surrounded by mountains with caves. Which sorts power at least...
Very defensible.
Nah they're chill
Most animals wont hurt you uless you attack first or are carnivores on a map with low wildlife
If you want to
Base game i think you need meat to make better quality meals, in ideology there are options for carnivore and vegetarian only diets
Animals provide milk, eggs, wool and leather along side meat tho
Hmmm
I personally rarely bother tbh
Plenty of meat on all the humans that vist
You know, traders
And raiders
hmm
(Canabalism is funny but you get massive debuffs without ideology)
Not always but they're annoying to come by otherwise
Chemfuel too!
i usually keep a herd of caravan animals, and set my auto-slaughter to keep 2 adult males and 2 adult females and infinite kids, and after a year or so you will have so much meat (assuming you let the males and females live together of course)
This was a response to this 🙁
You can make them but you need a fabrication bench which requires a lot of research and spacer components
I didn't see more posts had been posted...
I'm assuming I need to create a freezer?
I have a freezer
Oh if you want to deal with boomalopes sure
Freezer is very good.
yes you will want a freezer/fridge
Freezer is crucial to food storage
i usually keep a freezer for meals and meat, and a fridge for vegetables and anything else perishable
well, that's all lategame
not really
i haven't even researched batteries
The only time you don't want one is in the initial stages of a tribal game (since they literally can't)
at the very least put a passive cooler in a stone room to keep your meat in
my tribal start i had so much food go bad from not being able to refridgerate it properly
that's fine, keep a stone chunk stockpile nearby
i don't think i'd be able to get enough space otherwise
then have then go get/mine it when you can
oh, my freezer is also for small fresh corpses like small game that gets hunted. i have a different corpse stockpile outside for big ones like horses
and yet another for anything that is rotting or humanoid
then i set fire to the corpse pile every so often
i also have a mod that allows drafted pawn to ignite things
dead colonists go in coffins, not burned
The only way to learn these things is to fuck up
Youre gonna do it
A lot
Your next colony will go better, then the next one after that
this is a very "learn from your mistakes" game, embrace it. there's no fail state if you learn from it
I have a lot of muffalo on my map
maybe tame a mating pair, those can haul things in caravans
Theyre great animals
Caravans, fur i think you can milk them? Did they remove that? I forget
Good meat on them too
you can milk them i think
it's not like cows are a thing
megasloths can haul items on the map for you if you train them enough, and they also give fur and can attack raids, they have a ton of HP so they'll distract raiders for a bit while you set up your defense
Looks good to me
fill the whole space with shelves
I have a separate room on the bottom for all the non food stuff
believe me, the denser you can make your storage, the happier you will be later
hmmmm
Like sheep and a few other domestic animals you must buy them from the right sort of trader and can't find them in the wild, though.
Batteries acquired
Alright now how tf do I get steel
mine it, trade for it, drill for it
If you're out of surface deposits, you'll have to either trade for it, or research the ground penetrating scanner thing, find a steel deposit, and dig it up with a deep drill.
melt metal shit for it
Or that
Melt shit down
Also, look around the map, there may be ruins of old buildings. Sometimes those are made of steel. You can mark them to Deconstruct, you'll get a little bit of materials from doing so.
you can remove floors from them too but you get less yeild from that
sometimes no yield, depends on the flooring type
ah
Will there be any harm from charging batteries when they’re at max charge?
Nope, the excess just won't be used.
I got another colonist
you can have multiple pawns researching at once
huh
also put your lab bench in a proper separate room, and keep it clean, sterile floors give a small bonus too
unless you're really sure about your actions, just leave them alone
yeah figured
Thrumbos are really cool, but also really tough to domesticate or kill. And if you do domesticate them they're pretty mid--they eat a ton, they're big, they're messy, and they don't work as pack animals like horses or donkeys. They're decent meatshields in a fight, especially early on (when they can devastate raiders), they can haul a high weight (but only one stack at a time), and if you breed them you can get an ongoing supply of valuable thrumbofur and thrumbo horns with no risk.
After this playthrough, what mods would you recommend?
Once I get a hang of the basics
vanilla expanded
not all of that series, but pick and choose the ones that look interesting, like vanila psycasts expanded
hmmmm
Any vehicle mods?
Vanilla Vehicles Expanded looks interesting
But I have no idea where to get enough chemfuel
vanilla chemfuel expanded!
oh well, vanilla chemfuel expanded it is
i'm not risking rimefeller being incompatible with vve
oh its not incompatible at all
i have always been of the "more power" type of guy
which is why i also have beyond our reach on my wanted modlist
there are compatibility mods that even make them work better together, but otherwise they both work on separate systems if i recall, but they donnt conflict
basically do the same job in different ways
i think vanilla expanded is just simpler to understand tho
https://steamcommunity.com/sharedfiles/filedetails/?id=3562365100
https://steamcommunity.com/sharedfiles/filedetails/?id=2773943594
https://steamcommunity.com/sharedfiles/filedetails/?id=3223243284
https://steamcommunity.com/sharedfiles/filedetails/?id=872762753
https://steamcommunity.com/sharedfiles/filedetails/?id=949498803
https://steamcommunity.com/sharedfiles/filedetails/?id=2007163386 (kinda cheaty)
https://steamcommunity.com/sharedfiles/filedetails/?id=2302739121
https://steamcommunity.com/sharedfiles/filedetails/?id=2457232702
Thanks
in general tho i just recommend exploring the workshop
find somehtig that looks cool, add it, if it breaks oh no
No shame in that
How do I make money?
I got my base set up, I'm researching a beefy tech, and I need some ways to make some small cash to buy stuffs in the meantime
I was told by the wiki to grow corn
Sell things you don't need to traders. Eventually, you'll grow/craft stuff & do a caravan to nearby communities to sell stuff to them.
i see
DRUGZ
you can grow smokeleaf and turn it into.. i actually forgot the in game name but its joints, and sell them for a decent enough early profit
eventually psychoid can be turned into a lot of valuable narcotics, and hops turned into beer
all non perishable goods too
Rom has made a fortune on beer brewing and selling it to traders in his games.
ah
I also have a grand cocoa orchard, but that's a long-term gamble that my trees don't get fucked in cold snaps
I set my entire horse pen as a grow zone for cocoa
I've been experimenting with dev mode
How do I build a killbox?
My colonists can't shoot across walls
Ive never actually built one myself
For those who know how to improve killboxes, how do I improve this?
Traps
Okay I figured it out
https://rimworldwiki.com/wiki/Main_Page This will help out a lot.
got my first incompatibility
Congrats
Apparently CE causes major issues with VVE
So....rip
As in, no exotic goods traders can come
Combat extended is... a mod i dont touch. Its incompatable with everything
huh
Well thats a lie
But its one that overhauls a lot of key features, and any mod that adds anything remotely combat related needs to be compatable by default or get a patch
You will notice a lot of mods mention if theyre CE compatable or not

the description of Staggeringly Ugly
NAME is staggeringly ugly. Her/His face looks like a cross between a drawing by an untalented child, a malformed fetus in a jar of formaldehyde, and a piece of modern art. Others must exert conscious effort to look at her/him while conversing.
I mean, whatever the merits of modern art (and for the record I quite like it), having someone come up whose face looks like it could have been a model for Picasso's style would be rather...unsettling.
installing ce might not have been the best idea
mechanoids are coming
and i realized i don't have heavy weapons yet
boutta get jumped by centipedes
Yeah, CE is for pele who want a stronger challenge.
i didn't want my endgame power armor dudes to die from people with clubs
but turns out getting there is an issue
even on community builder
I tried to warn you away from it...
the incompatibility turned out was my own fault
There are other mods that adjust armour
i'm used to incompatibilities from paradox games
where?
i mean mechs aren't here yet
just a warning that they might show up down the line
it was a yellow notification
yeah but uninstalling CE now would likely break the game so...
imma work on a turret
i still got a bit of time
and i have the anti tank gun researched
and emp munitions
and i have a killbox set up too
i think what i'll also do is give everyone explosive launchers
screw the rifles i'm working on
https://steamcommunity.com/sharedfiles/filedetails/?id=2784937142&searchtext=percentage something like this is probably what you want
not compatable with CE naturally
oh
well, i'll see if i can beat them mechanoids
if i lose this run i'll see about that armor mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3498529070&searchtext=damage this one seems to work better? i unno
its not somehting ive looked into
ah vanilla psycasts expanded
yep
One day I'll try out some VE stuff.
if you're gonna start modding, its where id strongly recommend starting as the VE series feels like a proper vanilla experience, reasonably well balanced, textures share the same feel and so on
important note tho: you dont need and in fact are heavily encouraged to not install everything from the VE series
Yeah, I've got a few basic mods installed right now, but nothing that severely alters gameplay.
I have some QoL stuff and ponies of the rim
I have a fair bit of things, but you have to read and understand what you're getting and what works with other things. You just can't assume that things will be okay or similar to another product.
Petra is the VAMPIRE QUEEN -- or at least, she will be when she drains the Empire's Stellarch dry!
Mod list: https://quill18.com/mods/rimworld-blood-kin.html (Might be slightly different, but close.)
The INCREDIBLE thumbnail art is a sketch I made myself (in black and white) and then colorized with an AI filter.
Want to see more? Make sure t...
I love better pawn control
one moment, everyone's just spending their time, having fun and playing
the next, a raid shows up, you press the emergency button, and everyone loads up on yayo and puts on armor and weapons.
Screw chess lets get the DRUGS
https://rimworld.store/plush-collection
If anyone wants to own your very own boomrat, muffalo, megasloth, thrumbo, centipede, or hive queen, you can get them now on the Rimworld store!
Thrumbo are the best, so I got a thrumbo basically the moment I saw they were on sale 
I got a Boomrat plushie back when they were first announced, it's adorable.
tl;dr Eltex gear's bonus is addative, while Bioferrite's is multiplicative. So your psychic pawns get a better boost from bioferrite gear.
I don’t have Anomaly because it isn’t interesting for me, though, so bioferrite doesn’t exist.
Anomaly... exists
I dont know why they made it
The AIs are basically Lovecraftian entities already, adding horror elements seemed natural.
IIRC, specifically to give a more horror-like feel and run, plus give people something unique to do with pros and cons.
Yeah but who actually wanted horror?
It all feels like an island of content rather than a natural extenstion like ideology and biotech
Royalty felt the same
I think that's the risk with any expansion focused on a specific concept, rather than a broad one.
True
Let's not use the game channels for this.
Alright
kind funny A little pony pulling a big ox
I added Save Our Ship 2 mod, then planned to plant 3000 hay, and assembled a caravan. With food sufficient to walk to White Stone, Sharon AI's place, the ready-made mod spaceship could be directly obtained.
in the CEmod, used 400 rounds of 7.62x25 JHP, 200 rounds of 7.62x25, and finally slowly and forcibly took down the Thrumbo.

Played Rimworld for the first time, and despite the stress-induced anxiety, I thoroughly enjoyed it.
Let me know in the comments what you want to see next!
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nice.
vanilla expanded are the best mods for the game, and i heartily recommend using at least some of them in your playthroughs
not all tho as some themes conflict with others
I'm considering this one, as a bit more weapon variety would be nice.
Also there's one for books, and... I'm a bookhorse.

yeah the book one is pretty good, if i recall one of the pony mods has books compatable with that mod too
Nice
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Do not mess with Thrumbo
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Ooh neat
girl_dm is having the true Rimworld experience: spending the first hour of her stream just getting things to work & boot into a heavily modded game. 
https://www.youtube.com/live/RyHSIxcXle4?si=fPJSMNg2ce_f8ey4
Rimworld-a-thon InfoModlist: https://steamcommunity.com/sharedfiles/filedetails/?id=3683836593 (might have some outdated ones)Starting Event----------After c...
Amazing lol
Started a new playthrough recently, added a couple more mods. VE: Ideology and VE: Books. Has made for some fun changes.
Also using Randy, just to see how that goes. Most of the time he's not bothering me, but the other day he threw Shamblers at me, and then immediately had a Raid trigger, so that a couple raiders wound up fighting the zombies.
And after all that was done, he threw a Blood Rain at me. 
Currenly I have a mission to keep a royal visitor happy, which is fine... but the visitor took some drugs, even though her beliefs are anti-drug, so now she's unhappy.
Yeah, my default policy was "Social Drugs" and apparently she just... went along with it.
Thankfully I was able to throw enough parties/rituals to keep her happy until she left.
After that, I had 10 refugees show up, and I couldn't turn them away (Charity ideology). Was decent for the extra workers, but food got a little tight... then they betrayed me. However, they only had knives, so my pawns kicked all their asses & fed the bodies to the Harbinger tree I planted.
I'm running out of steel and low on Components, so I decided to break into the Ancient Danger on my map. Had to save scum, because the first time I got absolutely wiped out by mechs with lasers. Second time, I was more cautious and had some EMP grenades handy, was able to take out the mechs, and capture a few people from the cryptosleep caskets (a couple got away while I was fighting).
Aaaaand while I was taking the wounded back to base, Randy sent another raid of Imps. Thankfully they scattered enough I could pick them off & then put out the fires before they did too much damage. Still need to finish the wall around my base.
So next time I play, I need to gather all the stuff from the Danger, build a Mineral Scanner, and try to find more Steel & Plasteel. I did manage to build a shuttle though, so I can also go flying around to explore now.
whoa awesome
I should rimworld again
There us a "shoo" mod somewhere
Turns out, this person forgot to disallow Fertilized Eggs from a shelf in the bedroom. So they were all hatching in there. 
Ah lol
i had that problem with birds on my last colony, before i started storing eggs in the freezer
And it was ducks too.
I had many ducksplosions
A bunch of Shamblers wandered onto my map.
Guess where a visitor decided to show up? 
ah, shamble tourism
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So I decided to have Mechanitor upgrade to be able to make combat robots. Which requires summoning a Diabolus mech and defeating it. Which... rough, but doable with my current colony.
And of course as soon as I summon it, Randy throws a Mech Cluster with a tox spewer onto the map too. 
80% of my pawns wound up injured, and one dead, but I succeeded in taking out both groups.
damn thats rough
oof, randy being toxic
Okay, so the title is a bit clickbaity, because this is not the "ultimate" guide to farming. But, it's a very good primer on which crops to choose for your colony, depending on your situation:
https://youtu.be/euURK1Y3uJg?si=kMNoNKAbX_HXgQ1E
Thanks for watching!
Doing this video took me a lot of time, I hope you enjoyed it!
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00:00-00:32 What Crops are There?
00:32-01:09 Strawberry plants
01:09-01:51 This is not for Humans
01:51-02:51 Nutrifungus (DLC)
02:51-03:40 Toxipotatoes (DLC)
03:40-04:25 Rice x Potatoes x ...
OwO
Nice
Couple Rimworld-like games coming out:
https://youtu.be/RpZbdghVwIA?si=PqNZ5RJvCdVfeONo
https://youtu.be/HIzGmX5hF9k?si=7qHTCYVcLVCA_DKn
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Makes it so that if you have a Preferred xenotype, your pawns don't hate themselves (and each other) for not being that xenotype.
Oh good
Yeah is should really be preferred and disliked xenotypes
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TIL your pawns can get quills stuck in them while butchering a Porcupine.
I should post about my ponies..
It got an extra member later, didn't get a screenshot of that
Nice!
but y tho
can haggle in the chat box and request tasks, it seems.
RimWorld, but 100 meteorites a day and 1 raid a day.
In RimWorld, meteorites won't fall on rivers or Overhead Mountain Roof . So these two become positions that won't be hit by meteorites.
Rimworld can get pretty complicated with all the different drugs, buffs, debuffs, and other stuff. Today's video aims to break it all down for you!
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