Fluid Ideologies are BROKEN (and OUTPOSTS too)

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Rituals in Rimworld have always been on the questionable side of functioning, but when we add fluid ideologies into the mix, things get a whole lot more broken. Tack on the Vanilla Expanded Outposts mod as well, and you get infinite basically everything!

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"a human fist hit his brain, and now he is downed"
only in rimworld would severe brain damage be a thing to laugh at lmfao

Kotsugi_
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I like how at 3:33 your religion centers around dancing with heart titles like Begin Foo, Foo Fighters, Anime Intro. all the way down to the last one on the right which is Begin Public Execution

ducanhluong
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Everything in Rimworld is broken, even the mod file

ExtremeMan
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The body blocking is a great way to get enemy pawns ^^
Shoot the guy a bit without going past the pain shock threshold (cuz then he dies like 8 outa 10 times) and when he flees just stand in his way until he passes out from blood loss :P
You can even make a line of pawns and the poor guy has to go all the way around them

maesta
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All those tea leaves.
*Spiffing Britt wants to know your location*

marekbykowy
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Another serving of sum delicious delicious Geneva violations from the good Reaper himself. My day is going to be great.

sakib
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Slaves can be used in outposts as well. If you remove them from an outpost, they from a caravan just like a colonist would. I don't know whether their intellect and social skills count towards the respective outposts, since they are disabled, but all other skills do. You have to escort them to the outpost.

whtzon
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with mods like hospitality you can just set up a decent room with a few beds and can recruit travelers, and the immediately send them to work camps. its great.

ripleyandweeds
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That mining outpost tho. It works totally differently from the other gathering outposts. You get a fixed amount of "stuff, " the only thing that changes with skill level is the type of stuff you can ask for. 750 plasteel and/or gold seems like a good deal given how hard those things are to acquire normally. It also opens up some strange workflows, like making jade statues for trading, as regular things rather than one-offs. If you just want stone for building, you can actually specify the stone type. The quarry's stone output is random, and limited to the types available on the map.

Hmm. Plugging these things into my spreadsheet reveals something interesting, though. If you calculate them as working an 8-hour shift for the whole quadrum, this is still the least work-efficient mining method by a wide margin, though gold/plasteel/jade are not as bad as most. You might actually *need* to use the exploit in the video if you want anything like the productivity pawns in your settlement would have. This does depend on some assumptions, though; if pawns in your settlement are extremely unproductive for some reason, or the pawns you're using in the outposts would be constant troublemakers you'd otherwise turn into hats, it could still be a good option. I've been comparing this to deep drilling, at least; the quarry is generally much less work-intensive and will be a better option if you have that mod.

As is always the case for Vanilla Expanded mods, since they insist on using images on their workshop page, the values on their page are suspect. They're definitely wrong for the crafting outpost. As far as I can tell from the source, the fishing outpost works completely differently from advertised, and from what I can tell by watching this video, so does the hunting outpost. (The fishing outpost actually gives 15 random fishing results per pawn, with the base fishing yield at an [animals] skill of 6, one yield removed per point below and one added per two points above. If you have more than one pawn at a fishing outpost, you're likely going to get a mix of fish which includes every type of fish possible to catch at that location.)

From the looks of it, the mining outpost seems very moddable, by simply pasting some XML entries and/or changing some values. I think I'll change mine to work on a yield-per-skill basis like everything else.

matthewgladback
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Glad you finally got around to covering this, been waiting to see what shenanigans you'd cause with the Outposts

DMphobia
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14:02 these smokepack pops are very useful indeed

rato_yes
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I'm so glad you get to exploit, I mean test so many different playstyles and mods so that we don't have to. I think you could commit so much um, fun stuff, with the pawnmorpher mod, as long as you can do it so without it breaking your game.

fgvictorhugobr
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Outposts are really broken, it seems like it was put together very quickly without any balancing

Devit
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only kleaper could make slavery, cult activity and brain damage in a videogame something that would genuinely shake a laugh out of me

Tobias_Klein
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About the same way I played in my penultimate settlement. Hello from Kazakhstan)

gluk
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i really like your videos ... its different from anything else
keep the good work

mohamedahmed
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" Yo, we've been partying for Six Days straight. Best time of my life. What's the catch anyways."

"𝗬𝗼𝘂'𝗹𝗹 𝗯𝗲 𝗴𝗿𝗼𝘄𝗶𝗻𝗴 𝘄𝗲𝗲𝗱 𝗳𝗼𝗿 𝘁𝗵𝗲 𝗿𝗲𝘀𝘁 𝗼𝗳 𝘆𝗼𝘂𝗿 𝗹𝗶𝗳𝗲"

"Sounds fair"

idkputsomerandomname
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It's content like this that made me subscribe to your channel, keep up the great work Mr Kleaper 🤟🏼

cameronbenaziza
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Royal: Lands in your colony.
Kleaper: "No recall or intervention can work in this place. There is no escape."

Dracas
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I'm gonna buy rim world because of you

matthewpechan
visit shbcf.ru