Rimworld Biotech Complete Guide!

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man how time flies Feels Like Only Yesterday When ideologian hit the scene in 2021 but little over a year later we got the next DLC biotech so in today's video we talk about what you get in this DLC and whether it's worth getting first up we have children and babies that's right now you can stop families in rimworld and I don't know why you'd want to bring a child in a world where organ harvesting is a common trade but hey you do you so with the DLC a colonists can get pregnant through natural means or perhaps artificial Meats wait a bit and you get a future new colonists in the form of a baby babies of course need a lot of work you need a safe place for them some toys for them to enjoy a safe warm crib and of course milk lots and lots of milk now the good news is in rimworld the speed of a baby growing up is improved so you won't have to wait literally 20 in-game years for an adult more so if you use a growth fast so why let them grow up naturally if you can growth at them well a child who has a good upbringing and more education given into them will gain better opportunities see every few years you get to pick out traits and passions for them to obtain and the better education and attention you get well more choices you get to pick with a growth fat you are only just making a Future Soldier which isn't bad per se but it's all on you do you want to take the time to let a child grow or speed it up and be limited we will go over more details on the nuances of raising a kid on the rim in a future video also before you ask no I'm not testing if you can organ Harvest them or other horrible things so I've done many horrible things in my life that might be a line I won't cross now my writer meanwhile alrighty now let's talk about what is a big deal the machiniter now you can grow your own mechanoids in pods and it's not just your basic centipedes or scythers though you can use those no you can make newer ones just for this DLC stuff like the military which while small and weak with just a shotgun you can easily maintain and create a lot of them so goes Eric Rush your opponents the scorcher as the name implied is a flamethrower wielding bot that's perfect for killing with fire legionaries are Bubble Shield wielding Bots that also come with a long range needle gun perfect for supporting the troops tesserans are on with a powerful gamma ray that can Pierce through Shields just know they aren't good for close range fighting finally the Centurion a mobile arms platform with a bubble shield and a turret that operates while it moves perfect for allowing your units to make their way into Enemy Lines of course there are more mechs like all the LaborMax where you could literally run a colony with one person while we won't go over each individual one you know you got a bot to fulfill fill any role you'll need out on the rim though do note this uses up a lot of space and resources but I think it will be worth it in the end especially when you gain super powerful boss units well I got you mind hitting that subscribe button really helps us out most of you aren't subscribed while you're at it check out the patreon a dollar a month goes a long way for us on the team so we can keep doing what we love now what do we mean by super boss units well rimworld isn't just gonna let you have the power to control machines just like that there are a few caveats to this for starters these aren't normal moocs from a nameless Mac comic these are the equivalent of Commander units such powerful bosses who each have their own strengths and well I say weaknesses but I'm fighting them on top of the forces they will bring you might as well assume you can't take advantage of them the super mechs are as followed first the diabolous this Ultra heavy machine is on with what I know as a Hellfire Cannon it takes a bit to charge but if you get hit by it say goodbye to your colonists to quote of Shaman King its Flames can consume everything flesh bones even soul don't think getting behind it will help it can release gouts of flames around it as a defense the only saving grace to fighting it is its speed it won't move very quickly so you can try to outmaneuver it next the war Queen this one is possibly the weakest of the mechs but it doesn't need strength it has its own built-in Army it can create more swarms of its own mechs so you best show the queen some respect or she might overwhelm your forces her weakness is the time to build up her little forces but work fast she doesn't like to wait finally the epocrion would might be the most dangerous of the three this is a powerful psychic machine it hates all of humanity that would make Skynet or am look like human allies it poisons the minds of colonists and apparently its main weapon is hatred yeah details are sparse but when it comes to okay there's one other issue with doing all this Machinery you have to contend with pollution when you make Mega noise you will create little packages of toxicity freeze them ASAP because if you don't they will deteriorate and then pop into little clouds of pollution same if you burn them by the way this isn't the only way to create pollution there is a toxifier generator which is a good source of power in exchange for putting out so much pollution you might as well be called Captain Planet villain yeah too much build up the toxins will change the landscape it'll be like a toxic Fallout normal plants won't grow animals die out in the rotting carcasses oh yeah and you may or may not awaken a bunch of pollution loving insects this only will affect colonists like a toxic Fallout leading to cancer vomiting and of course death though there are some benefits to pollution if you can believe it you can wear anti-toxic gear like gas masks or transplanting artificial detoxifying organs in your colonists plus most of your Raiders won't be doing the same for the most part so you can take advantage of that plus now you can attract new animals like the toxic glue or waste rats or even grow the fast growing toxic potato though do not eat it raw trust me there are ways to mitigate pollution going out of your way to clean up toxic areas sending the toxic packs away via drop pause funnier if you do it to an enemy base obviously or just avoid doing anything that causes more pollution and try to stay green though if you want to make your enemies green try the new tox gas IEDs and grenades this gas is basically the equivalent of a tear gas weapon mixed with some toxic Fallout very useful for weakening opponents who are preparing to attack you so the last part of the mechanics in this DLC is the gene mods now with mods you could get new types of alien counters but with this your human pawns can become the genetic freaks they always wanted to be I'm actually impressed by all the ways you can alter your pawns first to actually do this you need Gene packs you get them from Quest Traders or buy high-tech Gene extractors or pawns that makes them uncomfortable once you get a bunch of these packs you can combine them into a gene assembler to make a gene organ to implant and while you are at it put your Pawns in some nice jeans to go with it so what could you get with these Jean packs well you got everything from the breathing to not having to sleep a smooth tail that lets pawns have a third arm and therefore more manipulation maybe some first gonna survive out in the cold a stomach that never gets food poisoning and can eat rotten food you get the idea there are apparently over 200 different genes so we could obviously can't go over all of them here now you might think you can make the perfect pawn and I suppose you could but there is a catch the good genes that make you like Superman will make your pawns hungry like Snorlax at an all-you-can-eat buffet hungry so the trick here is to set up a pawn with good genes and a few drawbacks like say the Super Genius who hates the sun perhaps a sniper with Eagle Eye Vision who needs smoke Leaf to survive you get the idea and it will make your pawns more and more unique by the way jeans can be passed down through generations see genes come in two varieties the gem line jeans which is stuff like skin color hair color and other normal traits we humans have then there are the Xeno genes those cool modified locations those ones can't be passed out keep this in mind when setting up families or gene splicing oh and finally there are super powerful genes that require finding an archived capsule think of this as Argo Tech genes like with architect body parts keep on the lookout for these and you might have a pawn that could be effectively Immortal and yet still addicted to that smoke Leaf I gotta say this might be the best DLC rimworld put out so far looking back it's clear the devs looked at how mods were being made and their quality and in turn stepped up their game I for one am excited for these new playthroughs and stories that will come out of the DLC let me know in the comments what you plan to do first pretty sure it's not going to be good for the poor people of the rim now if you excuse me we have a robot invasion in program
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Channel: Noobert
Views: 205,294
Rating: undefined out of 5
Keywords: Noobert, Rimworld Biotech, Biotech Review, Rimworld Guide, Biotech Guide, Rimworld Biotech How To
Id: 6hz7eLv-OPA
Channel Id: undefined
Length: 8min 19sec (499 seconds)
Published: Sat Oct 22 2022
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