Some are missing: – Double walls will keep temps more stable which is awesome for fridges, especially not underground. – switches near the bats are fine, as well as encasing them in 2×1 brick walls and door so the flames won't touch anything else, with the switch outside the door. If you want to do it good: one battery per mini-room. – split the power grid but keep them "connected" to the rest using switches so when something goes down due low energy, you can use the other compartment energy. – if you've spare ore, split the map sections with 4 wide concrete lines, the random fires won't spread thru all the map. – the best place to lay corpses is in long dark corridors in a killbox. They'll decompose, give lung rot to the enemies so it's a win-win – make random little lunch rooms thru the map, maybe encased in mountains. They will have multiple effects: A- distract attackers; especially mortars. B- eliminate that mood debuff for eating not on a table when running around. C- they're easy bunkers if you get caught flatfooted by an attack of wild animals. – make a dedicated fireproof chemfuel storage. 4 blocks of bricks or else detached from the base. It catches fire for whatever reason? just block the door and lay it burn. It will eventually stop burning on it's own.
Quoting handsome jack: "I could go on but I won't… …but I can!"
I have to say that your choice of music here is subtle and is so perfect for vids like this.. way better than the energetic too much energetic music of previous vids.
for the first rule you should keep abraise and disturbing pawns in a different schedule at least till you feel like you can make everyone happy regardless of a few annoying fellas. Also i thanks for these vids man.
Random thing about how batteries and electricity I've learnt over time: They won't explode randomly if your giving enough out put, meaning DO NOT HOARD POWER: It WILL cause it to go off at worse time. Instead if you have a massive input with little output, start building turrets randomly, they are a effective method of draining power besides they can help in raider emergencies
Also keep it roofed if you have your batteries out doors otherwise it can explode in the rain, though that Bzzt event will directly tell you on the event log it self, but I doubt that many players read them.
My first 15 or so colonies were all ended by fire in some way, even when I was absolutely sure that I'd built my whole base out of things that don't typically burn.
8:39 You can do the reverse of this strategy. Build buffer structures like simple stone walls, trees, or grass-sowing zones far outside the base to occupy raiders, buying you precious to prepare for defense. Because the worst raid is always the ones in the middle of a mental break or recovering colonists.
I suppose I knew the "cook right before expiration" thing, because that's how video games work, but that's still god-tier advice that I never would have thought of.
Highmates make great traders, if you send a fighter with them on caravans thanks to their social buff. In early game, that might be costly, but my late game caravans are so big I need two people collecting items and animals anyway.
current game used up my last components building an Assembly table, at least now I can make components. Highest crafting skill pawn is at 5… Components take 8.. well F me.. time to go hunting and make hats for a while..
Thanks Noobert! I’m 250 hours in (stick a noob) and I picked up a lot from this video – I can’t believe I’ve been making stone beds and interior doors!
When hunting animals that will retaliate if hurt, but won't attack when being tamed (like muffalo) set your colonists to tame them instead, and set auto slaughter for that animal to 0 (or however many you actually want to keep) that way your colonists won't get hurt, you can give your pacifist colonists something to do, and you don't have to waste time hauling corpses from the middle of nowhere
Actually as long as the filth is not over 2 on a kitchen you will not get sick because of filth so It doesn't make sense to use sterile tiles as well as taking out the butchers table, when my pawn get sick is always because of incompetent skill and not because of dirty kitchen
Use climate control to lower the temperature in that room with the pigs just below zero. Turn raiders to pork meat in an efficient way with that. Also, use an intersection and stack the dead out of sight so not every pawn gets the maximum corpse debuff when entering the area.
Antigrain warheads are best kept in your pyromaniac's wood-floored or carpeted bedroom; along with the rest of your ammo and chemfuel supplies. Tempting Randy never goes wrong.
Noobert the time has come
Some are missing:
– Double walls will keep temps more stable which is awesome for fridges, especially not underground.
– switches near the bats are fine, as well as encasing them in 2×1 brick walls and door so the flames won't touch anything else, with the switch outside the door. If you want to do it good: one battery per mini-room.
– split the power grid but keep them "connected" to the rest using switches so when something goes down due low energy, you can use the other compartment energy.
– if you've spare ore, split the map sections with 4 wide concrete lines, the random fires won't spread thru all the map.
– the best place to lay corpses is in long dark corridors in a killbox. They'll decompose, give lung rot to the enemies so it's a win-win
– make random little lunch rooms thru the map, maybe encased in mountains. They will have multiple effects: A- distract attackers; especially mortars. B- eliminate that mood debuff for eating not on a table when running around. C- they're easy bunkers if you get caught flatfooted by an attack of wild animals.
– make a dedicated fireproof chemfuel storage. 4 blocks of bricks or else detached from the base. It catches fire for whatever reason? just block the door and lay it burn. It will eventually stop burning on it's own.
Quoting handsome jack:
"I could go on but I won't…
…but I can!"
I have to say that your choice of music here is subtle and is so perfect for vids like this.. way better than the
energetictoo much energetic music of previous vids.Your work is much appreciated!
for the first rule you should keep abraise and disturbing pawns in a different schedule at least till you feel like you can make everyone happy regardless of a few annoying fellas. Also i thanks for these vids man.
5:11 the dirt under the main door is painful on so many levels
save our ships 2.7 is out and up to date im sooooooo happy
Random thing about how batteries and electricity I've learnt over time: They won't explode randomly if your giving enough out put, meaning DO NOT HOARD POWER: It WILL cause it to go off at worse time. Instead if you have a massive input with little output, start building turrets randomly, they are a effective method of draining power besides they can help in raider emergencies
Also keep it roofed if you have your batteries out doors otherwise it can explode in the rain, though that Bzzt event will directly tell you on the event log it self, but I doubt that many players read them.
ARE YOU DRUNK
why does it sound like he's turned into an AI, something about his voice sounds weird
My first 15 or so colonies were all ended by fire in some way, even when I was absolutely sure that I'd built my whole base out of things that don't typically burn.
8:39 You can do the reverse of this strategy.
Build buffer structures like simple stone walls, trees, or grass-sowing zones far outside the base to occupy raiders, buying you precious to prepare for defense.
Because the worst raid is always the ones in the middle of a mental break or recovering colonists.
Ive watched your content, for some reason your voice sounds ai generated tho-
I suppose I knew the "cook right before expiration" thing, because that's how video games work, but that's still god-tier advice that I never would have thought of.
bro's using an ai clone of his voice for some reason
Highmates make great traders, if you send a fighter with them on caravans thanks to their social buff. In early game, that might be costly, but my late game caravans are so big I need two people collecting items and animals anyway.
>Fire jumps up to 4 tiles
REALLY? I thought it was three for the longest time
current game used up my last components building an Assembly table, at least now I can make components. Highest crafting skill pawn is at 5… Components take 8.. well F me.. time to go hunting and make hats for a while..
Thanks Noobert! I’m 250 hours in (stick a noob) and I picked up a lot from this video – I can’t believe I’ve been making stone beds and interior doors!
Tiene tiempo que no juego Rimworld, ojala pueda este fin de semana.
When hunting animals that will retaliate if hurt, but won't attack when being tamed (like muffalo) set your colonists to tame them instead, and set auto slaughter for that animal to 0 (or however many you actually want to keep) that way your colonists won't get hurt, you can give your pacifist colonists something to do, and you don't have to waste time hauling corpses from the middle of nowhere
Always check, which enemy pawn is carrying a doomrocket….always…..
26:00 The bigger the pack, the more likely they are to go manhunter.
Muffalo just have big packs compared to their size and agression.
Actually as long as the filth is not over 2 on a kitchen you will not get sick because of filth so It doesn't make sense to use sterile tiles as well as taking out the butchers table, when my pawn get sick is always because of incompetent skill and not because of dirty kitchen
1000+ hours, will still always watch a Noobert hints video!
I need a break from rimworld. Got 40 pawns and its overwhelming keeping up with multiple colonies. Norland releases next week
Use climate control to lower the temperature in that room with the pigs just below zero. Turn raiders to pork meat in an efficient way with that.
Also, use an intersection and stack the dead out of sight so not every pawn gets the maximum corpse debuff when entering the area.
Antigrain warheads are best kept in your pyromaniac's wood-floored or carpeted bedroom; along with the rest of your ammo and chemfuel supplies. Tempting Randy never goes wrong.