playing without the mod that makes it so pawns add stuff to their gathering inventory when hauling sounds like a nightmare, but also stuff like Lynxs technically being braindead and untrainable due to not having an intelligence level for training, and other weird animal related problems, make me outright need them to play normally
@@fusrosandvich3738 I think you mean the "Pick up and haul" mod in the workshop. Yeah, that mod is certainly a must have. It makes hauling much more efficient and realistic.
I adore these fully edited runs! Cheers to the editor and to you, Adam, for the high quality Rimworld content. I know it probably feels like a grind at times, but us lesser mortals really appreciate it.
I've been watching this when im in bed about to sleep so end up skipping entire episodes by mistake. finally a way for me to binge it all in one workday! thank you adam and editor!
Quotes which made me laugh in order of when seen: Hey, want me to strip that child? Chat - Are you using children to counter devourers? Adam - ... Maybe? 96 years old, This guys collecting health Issues like pokemon We need to start making more drugs Tough and like drugs? Do WE have the place for you! Anyway great editing great commentary great vid, good work!
@@thespunkman8 He's mentioned it a few times how someone/something immediately down-votes his videos as soon as they go up. I don't know if it is still the case. I hope not. I just noticed I was viewer Number 1 or 2 and it hadn't down-voted him yet.
@@Cacemomarerona That's true, a view and a downvote is better than nothing at all, a dislike counts as an interaction, and only a few dislikes won't do damage
Rewatching this immediately after the no walls run and realising just how ridiculous a no-walls anomaly run would be. You have inhumanisation but also devourers and shamblers… and you said if you did it again you'd do it with Cassandra too. Seems so much more impossible with the anomaly ending.
I've lurked on your streams a couple times because I love your content. But these movie edits are beautiful so imma grab a kid cuisine and enjoy. Can't wait for the movie edit of the OG melee series since it was your favorite!! (Secretly hope you consider it!) Keep bein' you and playing the games you love!
Great edit, Funny asf moments and some questionable actions but nonetheless I'm happy to watch another amazing Rimworld playthrough! Adam Great job and as for V.Editor well let the human bean know we appreciate this video and their work!!
Commenting again since I commented last time.Again, should be fun. Also I am glad they added ambient horror, or I may not use anomaly again if they had not. Was a fun playthrough, but takes over too much. But now that it can be sprinkled into a playthrough by an amount you set? Good stuff
Anyone looking to make true super-ghouls, know that for arm upgrades, a power claw on one arm and a flesh tentacle (NOT flesh whip) on the other is optimal, due to the way melee actions work. The more options the pawn has to do a different weapon attack (including things like blades or even the simple punch action), the less likely it is to use whichever attack is strongest. So, since a power claw is the strongest attack a ghoul can do, a flesh tentacle eliminates the option for the ghoul to do a simple, weak punch-and unlike having two power claws (which would also guarantee the power claw attack is used), there's less movement speed penalty AND the tentacle adds extra manipulation. A wooden hand is also a potential substitute for the flesh tentacle, but it doesn't get the manipulation bonus. This is all from a guide about min-maxing ghouls that was put on Reddit. Instead of spending two power claws on one ghoul and reducing the ghoul's speed by 16%, you can give two ghouls a power claw and only slow each by 8%!
9:16 so i've yet to watch the whole run but yeah i agree with that. While hard at first glance, i do feel it would make raids overall better because that means you'll have half of the raid points pounding your base with mortars and the other half knocking at your base's wall. And, divide and conquer, that's the best and easiest to win raids so it would at the same time make raids easier and harder.
For future melee runs you might want to consider the Search & Destroy mod (It's now merged into "Tacticowl Continued") -- It's basically doing what you're doing with setting pawns to fight back against threats, only you won't need to constantly micro them in and out of being drafted to keep them attacking different targets (eg against shamblers or cultist hoardes in the open map). I know you're mod-averse but it's at least one small QoL mod for managing melee pawns en-masse.
Better description of kiting: Think of it like keeping them on a string. You run to keep the kite in the air and away from you. More maintaining distance than get close and back off if possible. Though most games have made it sort of a stutter step. The ones you could do it in before allowed attack and movement at the same time.
id love to see some kind of pacifist/ghoul melee god run, where actual pawns are weak and cant fight but you have a swarm of jogger and fast walker ghouls with adrenal heart just sprint and rip apart raids
I really wish they'd make the Search & Destroy mod part of the base game, it feels really dumb that you have to micromanage everything melee pawns do or they just stand there Imagine a hardcore Viking warrior with a big axe out on the battlefield But instead of going on a rampage...he just stands there Ranged pawns shoot targets independently so it'd be really cool if melee pawns could do their own thing too I know that technically you can sorta do this by undrafting them if they're set to fight threats but as soon as an enemy isn't in their immediate area they'll head back to base or whatever, so that's not really super reliable It's just like melee pawns are ONLY expected to block doorways or whatever, which is certainly useful but it's a bit boring how that's all they're optimized for
These are the animals I've settled on, depending on priorities: Food only: Cows Food, fast caravans: Horses Food, wool and caravans: Muffalo (or Bison) Hauling outdoors (if not using lifters) and combat: (Polar) Bears Hauling indoors (if not using lifters): Huskies (or Labradors) Combat and caravans, expensive: Elephants Combat only (can't carry cargo), very expensive: Thrumbos I wouldn't bother with chickens (and other small animals); they pretty much raise themselves but slaughtering / butchering them wastes too much time for the amount of meat they produce.
I'm new to the game and was just wondering, what makes you decide to make your base walls into 2 big circles? I think it looks nice but just curious if there's a strategic reason you design it that way?
When picking your food source, you have to consider the soil and the growth time. Rice is very sensitive to fertile soil, so it will grow extremely quickly compared to potatoes if you have fertile soil. If you have bad soil, potatoes are probably the better option. As for corn, it takes so long to grow that you might not have that option until you have a different food source, plus you need to defend it against blight and raiders for much longer. Imagine waiting 28 days for your corn to grow only for blight to take out the majority of it.
It shouldn't be particularly complicated to add Z levels to Rimworld (the game already stores 3 coordinates for every object, Z is just always set to zero). At most, the pathfinding algorithm would have to be changed slightly to look for connections between levels (the same way that it looks for doors between separate areas). But if the performance is this bad with a single level, it would probably get unplayable very quickly with more.
adam: trauma savant was common there for awhile because thumpers were just poppin people in the brain me: no 😭😭😭😭 thumpers should be thumpin peoples brain, this is deeply unsatisfying. basically video ruining 🙃
5:39:10 pawns with juggernaut serum, masterwork bioferrite longsword, and strong melee gene can do easily over 120 dmg. with 9 pawns instantly hitting sphere, that's way more than it can take. so yeah it was instakill, dont forget sphere has insane amount of hp so all hits do full dmg, and it dies to dmg threshold mechanic.
Mentioning it here as well Adam.24:30 to 24:55 has a repeated clip of "Alright SUS... you just need to survive for... perhaps several years". Love the video so far, still working my way through it!