Rimworld DLC Rundown - Biotech

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welcome to the rim World DLC rundown we'll be taking a quick look at what you can expect to see from biotech hey folks this is a small series of videos dedicated to breaking down individual Rim World DLC as Rim world is a game that rarely goes on sale and the amount of DLC is ever growing not everyone will be in the position to buy everything in one go as such you'll likely want to make sure that any DLC you do pick up will give you the content that you're really excited about and add the most value to your game bio Tech was the third DLC released for rimor and includes pregnancy children genetic diversity and modding known as Xeno genes a vampire race known as sages the ability to control friendly mechanoids the mechan Ator roll pollution mechanics and a host of new supporting structures factions equipment entities and items to make these mechanics work for a tldr biotech is at the time of recording the rim World DLC it not only adds the widest range of content and mechanics it's also by far the most flexible with its integration woven throughout the game so well that many of its features will work seamlessly with any Colony idea it'll improve the diversity of threats that you'll face as well as massively broadening the scope of how you can decide to play a run it is easily the first DLC to recommend to new players that only own the base game this being said the amount of mechanics that biotech includes May be slightly overwhelming for a player that has only just started to play Rim world so as tempting as the starter bundle may be on the steam page you might want to do a few normal runs with biotech disabled to get a handle on mechanics like food temperature and combat before you throw in all the additional variables that biotech can add so off to a pretty good start one of biotech's biggest strengths is that the new content that it adds in isn't all tied together in just one system you can either enable or disable children choose to engage with the mechat content or not allow diverse Xeno human factions to spawn a world generation or limit what xenot types you're likely to see you can entirely ignore recruiting certain Xeno humans if they don't match your colony's play style or the overall Vision you could exclusively recruit One race because of how specifically you're building your colony and all of these options can be combined in various different ways to result in a dramatic different Colony I'd go as far as to say that this adds in more diversity of play style than ideology which is a DLC that was specifically designed to mix up how you play a colony we've got quite a few big involved mechanics to cover with this DLC so let's start with genetics as that has the furthest reach of interaction we're going to have to start with a terminology breakdown really quickly as much like ideology biotex genetics ICS can be a little overwhelming to look at initially because of the amount of new Concepts it's going to throw at you xenotype is a word used to define the genetic makeup of a human standard Rim World porns are known as a baseliner genes are what makes up a specific xenotype so baseliners only have genes for skin and hair color whereas something more involved like a pig skin will have genes that impact stats and gameplay mechanics this then leads into complexity which defines find how difficult and involved it will be to artificially construct a xenotype in game finally you've got metabolic efficiency the par for this is zero negative values in efficiency will increase a porn's hunger rate positive values will decrease It generally speaking genes that have a beneficial gameplay effect so in this instance something like strong immunity are going to cost metabolic efficiency because it's providing a bonus equally genes that are a negative like poor cooking will offset this metabolic efficiency cost so for most xenot types they will have to have both strengths and weaknesses to try and balance out this number the next part of this menu to notice is the difference between what is known as a germline gene and a Xeno Gene germline genes are in the top section these can't be modified and may be passed on to any children that the porn has xenogene genes are in the lower section these aren't passed on to children and can be edited through Gene modification if a Xeno Gene was Clash with a germline gene the Xeno Gene will then take priority such as applying great cooking to a pig skin applying a new Xeno Gene to a porn will completely overwrite their existing Xeno think of them like a USB with genetic data you have to remove the old one losing access to all of its files in order to install a new one there is also the small matter of massive metabolic swings when applying a new xenogene to a porn if you're turning a negative skill into a positive one for example not only will you be losing the helpful effect on metabolic efficiency from the poor skill you'll likely be applying a harmful effect onto it from the positive with positive skills typically costing more in metabolic efficiency than the negatives offset at the same level this usually means for an impactful positive Gene let's say great shooting you would have to take a negative of equal impact and another negative in this case awful melee and weak melee damage which balances out metabolic efficiency for a nice round zero what bro what are you talking about man why do you need to keep this number around zero anyway metabolic efficiency can go into the positives as much as you'd like with the bonus to hunger rate capping at plus 5 making it 50% but you're unable ble to go beyond minus5 in metabolic efficiency which is 225% hunger rate it's why you want to plan out what germline genes might be changed when applying a xenogene as hitting that minus5 is very easy to do if you aren't careful I hope that makes some sort of sense Xeno gentics are one of those mechanics that it's typically easier to understand when you actually get your own hands on it and you can have a quick mess around so let's cover the Xeno humans then we've already mentioned baseliners so what else is there I won't be breaking down every individual Gene that's included in biotech we'd be here all day if I did so hopefully a quick bit of back toback between the Xeno humans should give you an idea of what impacts you can expect to see in game you have dirt moles people that have adapted to live in the dark places of the earth boasting fast wound healing throwing hard-hitting blows with melee weapons and Mining picks alike these folk can happily live in the dark without penalty unfortunately they're a little slower than usual their eyes aren't well adjusted for longer distances and they absolutely hate the sunlight I say it's pretty good next up are Genies which you'll notice are a xenogene race this means if you apply a new Xeno Gene to a genie you essentially completely rewrite them as underneath they're a normal baseliner Genies are thinkers and Tinkers very capable with their hands when it comes to anything but violence as they'll fall apart faster than Ikea furniture that was built in a student flat they're at least smart enough to know their own limits though never starting violence in the colony if they have a mental break unfortunately they're bad at interacting with any other living thing especially humans they've spent so long at the research bench Doom scrolling memes that they don't actually interact with people anymore they say LOL out loud and answer questions with oh wait I've got the perfect gift for this the hassar is next and they're the jock to your genie nerd working on a Xeno Gene 2 they're a drug dependent super soldier they heal quickly can't be affected by psychic phenomena can withstand temperatures and even some toxins and they'll shrug off bullets as they charge into combat and have a proficiency with both ranged and melee weapons the downside to all of this they frequently get into fights around the base they're awful at most job types and they have a gene for a chemical dependency this is the first type of Gene we've counted for this a dependency can be great because it removes the risk of the associated Addiction on that porn so herar can use as much Go Juice as they want without risking the addiction malice this doesn't stop them from overdosing though so maybe don't inject 20 doses back to back the main drawback of a dependency is that you will always need some go juice on hand to keep these pawns happy after 5 days they start to develop a deficiency and see a pretty significant dent in their core sta so I've decided to go back on it I'm taking testosterone I'm also doing a growth hormone after 30 days without a hit they'll drop into a coma if you leave them for an entire year without a fix they'll simply perish so drug dependencies have good and bad parts good that you'll be able to use the associated drug with much less risk bad that you will have to use the drug on a semi-regular basis and produce or procure it to be able to keep the porns happy in your Colony now we've got the neanderthal when they aren't listening to a Joe Rogan podcast on the comm's console you'll typically find them cracking skulls and shrugging off all but the most serious damage with a strong immunity better temperature tolerance increased melee damage reduced incoming damage and pain neanderthals fit a more natural approach towards a smashy super soldier they're a little slow both mentally and physically which sees them solving problems with social fights more often than not but they can't be beat for a nice cheap meat Shield the pig skin despite its appearance isn't that far removed from a baseliner they have a good immune system and a decent tolerance for pain as well as an immunity to food poisoning and a bonus for eating raw food with it providing far more nutrition this is offset by their TR hands being absolutely awful for manipulation especially detrimental to their ranged combat ability as they're also nearsighted so they can't aim or see for [ __ ] as they're so used to eating raw food they make pretty bad cooks too next up is the impid and let's quickly talk Cosmetics with this race you'll notice that imps have multiple potential skin tones and hair colors with some of them being grayed out for races that feature jeans like this it's typically used to limit what colors they'll be generated with while still giving them a range of potential options to roll on imps will live up to their name blazing fast across the battlefield and spitting fire in combat a what I got to do unfortunately whilst they're impressive shock troopers they have a weak immunity they heal slowly and swing swords like P noodles as you'd expect from such a fiery race they are resistant to Flame very tolerant of hotter climates but they're a bit weak to cold and they're also just kind of miserable Millennials due to their propensity for burning things they lack some skills with plants and animals they make for good- ranged Fighters that can break attackers who approach them in melee by ulating them and then moving back to create a little more distance the waser my favorite little crackhead easily the xenotype I got the most fun out of with unmodded biotech they're totally immune to toxic have a really good immunity and absolutely Thrive living in a polluted area giving you access to all kinds of weird and wonderful New Colony approaches much like the H waster have drug inclinations with a dependency on psychite and an immunity to the negative effects of wake up so you'll want psychite tea flake or yo around to keep them at their most active set on a 5-day schedule most likely with a spare bump or two in their backpack for any combat encounters to make sure their Buffs are active their impervious to wake up allows them to take the drug gaining all of its stat benefits with no risk of an overdose or an addiction so a late game waster Carney will typically see them pounding pills and snorting lines before charging into combat absolutely bathed in pollution and filth [Music] [Applause] [Music] you'll need these Buffs to offset their negatives though as wasters are aggressive and unattractive spending most of their time on forchan or arguing about how good Stell blade is on Twitter they're bad cooks bad artists and awful with animals their poor cooking feeds into them producing harder psychite drugs as well as they're far less likely to have the skill requirements necessary to make psychite tea now you've got the yakin furry boys they're pretty Savage melee combatants with a unique animal War Call which sees them recruiting nearby Wildlife to fight alongside them temporarily this ability varies dramatically in its usefulness based on the biome that you're living in being able to throw bears at an enemy is awesome but sending lizards or tortoise at them is somewhat underwhelming you can exploit the crap out of this mechanic too as friendly Manhunter animals with the war cry effect don't retaliate if you attack them so when those thrumbo wander onto your tile pop this on them and beat them to death with clubs you'll get free horns leather and meat like most melee combatants yakin have stronger damage and take less damage whilst being a bit more aggressive they can also shrug off psychic effects somewhat unfortunately they'll heal slower than most so they're going to spend more time in bed after a scrap which they will enjoy given that they're sleepier than normal and love a good rest the other strange part of yakin is their naked speed they don't mind nudity because of their first skin and it gives them huge temperature tolerances so if they're undressed they'll move a bit faster not being constrained by clothing if they're wearing anything though they'll suffer a move speed penalty the question is do you value that 0.2 move speed buff over the ability to not be turned into a Red Mist while charging at an enemy as you'd expect with these guys they're good with animals they don't get along with mining though preferring Open Fields next up is the hmates another Xeno Gene race that was created to be a perfect companion sporting a range of Cosmetics like the Imp High mates will stand out when you see them the biggest thing of note with the high mate is that they are totally incapable of violence genetically being fragile if a firefight even breaks out around them they're far better suited to Duck and Cover to make up for this they're beautiful happy frisky kind and very good socialites other porns will fall over themselves trying to get the attention of a high mate and for good reason High mates flirting will always succeed and their first partner will gain a significant buff with a psychic bond this will work as long as the hmates and their other half aren't separated by distance or you know death as you'd expect this race is pretty useless with work they're terrible with Mining and plants but they are perfect social iers just don't expect them to put down a prison Uprising they're also psychically sensitive so make for good supporting casters if you're using royalty and finally we have the sangu AG or the rim World take on a vampire this Xeno Gene has something known as arite genes which cost arite capsules to use typically this means if you're making your own Xeno jees in game you'll have to use an item called an arite capsule to install these extremely powerful genes they're over powered by Design because of this cost so what do we got the gene implanter allows a sagage to overwrite the xenogen of another porn with a copy of their own now remember that some xenot types use germline genes and others use a xenotype this means that you can stack a sanage on top of other types like a yakin sanage which will massively offset some of the original germlines negatives while posing its own new set of risks because of the Sage's weaknesses ageless is the next arite Gene and it sees the porn simply stop aging once they've hit 18 years old deathless is almost invulnerability of sorts a sanage can still be killed if their brain is destroyed and what you'll find when facing sangra fages is that your own porns tend to destroy their brain far more often than with other enemies because the game is automatically splattering the sangu fages when they fall over so you don't have an easy time capturing them thanks to the death on down chance as long as a Sang's brain isn't destroyed they'll slowly regenerate missing essential parts and cannot die from blood loss nonsenescent plays alongside ageless if you have a porn that was already old when they became a sangr ag this Gene will stop them getting age related health problems like a bad back Dementia or suffering from heart attacks arite metabolism is a huge positive hit to metabolic efficiency used to further offset just how strong a sage is perfect immunity goes even further than just having a good immunity that other porns may have making a srage instead unable to be affected by any illnesses or infections scarless is useful if you turned a porn into a sage who may have already been a little bruised and battered removing old scars every one or two quadrum making sure that sages are always in Peak condition so that's all of the insanely benefit icial positives what else do they have as you'd likely expect from a vampiric type they have genes related to blood use hemogenic is the supporting Gene for this system as other genes that try and use the hemogen system will not function without it hemogenic porns need to consume blood on a semi-regular basis which is where the new item of a blood pack comes in it can be used to perform transfusions on porns that have blood loss after combat or can be used to feed hemogenic porns when their supply is getting a little low hemogenic drain is given to sages which is a large boost to metabolic efficiency at the cost of a higher hemogenic drain per day this means that a sanage will typically need to drink blood every 2 days to remain at an even level if they aren't using any abilities that is blood feeder is another Gene that allows sages to feed directly from other porns by biting them cutting out the middleman of needing to perform hemogen collections coagulate is the first real skill that sang fages will have access to with such a strong understanding and control over blood sages are able to tend others wounds simply by laying a hand upon them expending some of their own hemogen Supply in the process this is very useful to instantly stop dangerous bleeds or overwhelming amounts of small cuts on a porn next they're able to spend hemogen to LEAP extreme distances to get in or out of combat this is great for baiting enemies over slow terrain like rivers or marshes before hopping back over and forcing them to turn around and have to Traverse it again the piercing spine costs hogen to use but it's devastatingly effective sages grow a rack of keratin spines inside their upper chest which can be fired out for significant sharp damage at will allowing sages to reliably snipe important Targets in the middle of a braw finally sages have death rest which pumps even more metabolic efficiency into their body this creates the need for death rest which is a specific type of long uninterrupted sleep just five more minutes is it 1358 yet no then [ __ ] off sangra ages that are quote unquote killed are put into an involuntary death rest to recover and those that ignore the need for death rest will experience severe stat penalties death rest will typically need to be performed every 30 days or so and without any bonuses takes 4 days to complete if the death rest process is interrupted the POR will experience a Consciousness movement and manipulation debuff for around 5 days so that's all of the arite and hemogenic genes now we've got some normal ones too sang ages have super fast wound healing increased psychic sensitivity faster movement toxic immunity strong melee damage a low need for sleep they take less damage a beauty bonus the ability to see in the dark an increased melee social and intellectual skills so just a few Buffs to offset this they're a little sensitive to the sun although less so than a dirt mle they also not only fear fire and roam from the sight of it but take 400% more damage from it like any xenotype that seems to get a melee damage bonus they're aggressive too these weaknesses make imps a cheap an extremely impactful counter to sages they're able to bathe areas in flame with their breath attack causing sages to either turn tail and run or stand their ground and be cooked in a matter of seconds so ideally if you're using a sangu ag check what enemies you're about to clash with 400% extra damage is no joke so whilst we're here let's quickly cover the new structures associated with death rest as they're pretty relevant to the sangu AG specifically whilst any bed can can be used for death rest investing in death rest research and using the associated buildings will provide Buffs and benefits to the process a death rest casket requires a small amount of electricity while in use and will boost the death rest progress speed by 1.1 times allowing your sages to be back on their feet just that little bit faster the casket isn't the only structure you'll have unlocked with this research though you'll also have a wedge of additional buildings that can be connected to the casket to provide a boost to death r or a lasting buff for the porn upon death rest completion there's the death rest accelerator which uses a whacking 800 wats of power up to two accelerators can be connected to a casket and each increases the progress rate by 1.2 times so a normal bed will take around 4 days but a casket with two accelerators cuts it down to 2 and 1 half a good chunk of time saved the gluco pump is next and it costs less power to run but it needs to be fueled with hemogen packs whilst a porn is in the connected casket and death resting up to four of these can be connected with each applying a stack of the glucosides buff which will last until the porn's next death rest each stack of this buff adds an extra 12% movement speed so 24 36 and up to 48 at the cap it's a pretty solid buff to have for almost 30 days you just need to make sure you've got a few donors providing hemogen to keep multiples of these machines topped up next up is the hemogen amplifier which like the gluco pump doesn't use that much power but consumes hemogen whilst in use there's no limit on how many hemogen amplifiers you can connect the Restriction is more around floor space a hemogen amplifier increases the amount of hemog and gain by 25% stacking the buff too there's a sweet spot here of using two amplifiers as the cost of fueling the buildings to apply this buff during death rest will be offsetting how much hemogen you're saving while the Sage is awake going above two amplifiers starts to diminish these savings going above five amplifiers actually means you're consuming more hemogen to fuel the machines than you're saving on the sanage so maybe don't look at the No Limit thing and go too crazy Shut Up N now we've got the heema pump like the two before it this uses low power but consumes hemogen to apply its buff for every Hema pump connected the sang ages he and pool is increased by 25 units so they're able to store more for rapid fire use of abilities this does absolutely nothing to increase how much hemogen is restored from all sources though as they work on flat amounts not percentage restoration a psycho fluid pump is one of the more Niche buildings and also one of the more expensive working like hemo buildings this needs to be fueled with packs to support its buff this has a limit of four connected per death rest cast with each one applying a stack of the psycho fluid Rush buff that increases psychic sensitivity by 25% neural heat recovery by 0.05 and improves meditation SCI Focus gain by 5% if you've gone the route of making your sanage a SC cter through royalty this can make some of their casts astronomically powerful as the sanage itself is already a psychically gifted race it can make certain effects that scale in duration last foring entire encounters like berserk pull sticking on targets for long enough that the entire raid will defeat itself but if all of these buildings sound too powerful for you now's the time that I mentioned there's a limit to how many of these a sang AG can connect with oh man there's always a catch all fresh sages have something known as a death rest capacity and it'll be set to one you'll need something called a death rest capacity serum to increase this number with a bonus of one per serum this allows sages to connect more buildings to their death rest casket as a general rule you're going to want any sages in your colony to have two capacity minimum so that they can use two death rest accelerators these provide the biggest bonus next you're most likely wanting to prioritize the glucos oid pumps for the move speed bonus or if you have a potent castar and resources to burn psycho fluid pumps there is unfortunately very little argu to be made for using heemo pumps or amplifiers I guess if you've got one God tier sanage and you're not sharing their power you might as well use any serums you can find and keep adding the extra Buffs on but for non-c casters six is a solid Max with a side casting srage able to make use of 10 death rest capacity slots and that's all the xenot types that biotech includes but not all of the genes which opens up all kinds of possibilities for you to make your own custom xenot types When selecting porns before the start of the game or to play around with Gene modding whilst in game to make your own Xeno germs which will change people's xenot types A lot of the word Zeno in here all blurs into one so before we move into another section let's cover Gene moding researching Xeno gentics would unlock the gene assembler Gene extractor and Gene Bank as well as the ability to make Xeno germs in the assembler you'll want to use an extractor to get an item known as a gene pack then use a bank to store it and then the assembler can turn the information in those connected Banks into a Xeno GM of your own this can then be installed into a porn just a few steps there eh let's cover some housekeeping around this first extracting a porn's genes can be done on both friendly porns and prisoners so at times you may wish to capture enemies purely to borrow their genes for your own uses the procedure isn't exactly damaging but it does leave the target a little woozy for a couple of days afterwards it causes a small amount of pain it lowers their Consciousness and it impacts their blood filtration so be careful not to extract a porn's genes while they're ill you'll wreck their immunity gain rate a porn will also be hit with the health condition of genes regrowing after this procedure which by itself has no negative impact however if you try to extract genes from a porn with this condition it'll kill them yes even if they have the deathless gene because this process destroys the brain so it's best to wait for it to pass it takes around 20 days at most once a porn's genes are extracted you'll see that the genan pack item is dropped on the floor near the extractor machine it will have between one and four of the porns genes in a little bundle with the ideal outcome being a single isolated Gene these genan packs will deteriorate regardless of if they're in a roofed stockpile as long as they are outside of a gene bank they take 20 days to fully deteriorate but will have their condition restored once placed inside a gene Bank allowing you to safely transport them again if needed genan packs can also be found on Traders or earned as Quest rewards which will likely be a way that you find the more elusive genes like acid spray or never sleep as these aren't included in any of the default xenot types that the game has so they won't be harvested Gene banks will hold up to four of these Gene packs regardless of how many genes the pack has itself so four packs with one gene will take up as many slots as four packs with four genes so now that we've got some genes in the bank we can use the assembler to make our own Xeno germ you can see the complexity limit as well as the impact the gene modification will have on the target's metabolism remember that minus 5 is the biggest impact possible on metabolism so if a porn is already at min-2 with their germ line and you try to apply a xenogene that is-4 it won't be possible by that same token if they're at minus two and one of the gene overlaps somewhat so you're changing strong melee to Great melee it'll only actually cost the pawn minus two as they've already paid the minus one for the strong Gene you're just ramping it up a little I know this is a lot of math and none of us are here for that but I've made countless Xeno GMS over my play time and forgotten what the actual impact on the porn would be meaning I've had to make it again only a little bit less ambitiously you can also probably see from this why you want individual genes too with such a limited metabolic range and Gene complexity to play with you want to be able to craft genes exactly as you'd like them without needing to take potentially meaningless additional genes that are stuck in a pack together so all of this now leads to a Xeno germ the implant device that replaces the target Xeno genes with the ones included inside it once installed the POR will be in a brief coma while their body adjusts the genetic shock and they'll be given an extremely long lasting version of the gene regrowing effect meaning if you place them into an extractor machine they'll die this doesn't stop you installing another Xeno germ though so if you make a mistake with your creation you aren't locked into it for over a year you can make another and try again there are a few other parts around genetic modification you have the research of a gene processor which unlocks an additional building of the same name with each one connected increasing potential complexity by two which allows you to make more specialized Xeno the next bit of research is Arco gentics which allows you to make use of any of the arite genes you have in your banks by spending archite capsules when making a Xeno germ these rare items typically appear on Traders or as Quest rewards as captures are required to make Xeno germs that use these powerful genes you want to make really sure you've got everything right before hitting the start combining button and that is jeans just one part of Biotech let's go into what it plays into the most children you have a whole host of new items in biotech designed to help you raising kids there's a few new bits of research some medical procedures there's some new options to play with if you want to edit a custom Storyteller too if you've gotone to this part of the video and thought the kids you can disable them entirely in the Storyteller settings so you don't need to deal with them you've also got the option of changing how fast children grow up by default they age at a 400% increased rate all right some of the settings covered now on to the birds and the bees when a mommy porn and a daddy porn love each other very very much they won't have a kid because you don't get pregnant by doing it the way that they are porns that are in a relationship will have an option in the social tab as to how they'd like to go about bumping uglies they can stick with normal for a standard pregnancy chance actively try to get a baby with a 400% increase or test their pull out game and lower the chance to 25% bagsy no sleeping on the wet spot the parents germline jeans will be taken into consideration when having a child jeans shared by both parents will always be passed down genes only possessed by one parent may or may not be inherited Xeno genes as I mentioned earlier will never be passed down to a child fertility rates are also going to play into pregnancy chances too with older porns losing fertility as time goes on and some porns just straight up being sterilized on Al isn't the only option though with the research of fertility procedures you are able to make test tube babies turkey Bas do not included these procedures allow you to extract an over for IVF from a fertile female porn before having a male porn fertilize it to produce an embryo this embryo can then be implanted into a female porn for her to carry the pregnancy or used with another new research for biotech growth fats which Cong estate the embryo instead working twice as fast as a traditional pregnancy so why go the root of tech over good old-fashioned bun in the oven pregnancy takes its toll on a mother with stacking debuffs as they progress through trimesters at first trimester they're a little more hungry at second they move slower and lose some manipulation whilst getting hungry 30% faster in the third trimester they'll move at half speed struggle to work and have a 50% hunger rate offset spending most of their day eating or walking to get something to eat this isn't the only potential downside either expectant mothers can also have mood swings going anywhere from -4 to Plus 8 as well as occasionally being hit with M sickness which will see them baring all around the base whilst suffering lower movement manipulation and Consciousness and content warning for anyone who potentially has trauma around childbirth mothers can Mis carry in Rim world poor health always runs the risk of this happening such as malnutrition particularly Savage illnesses or if you've been a complete B end wounds from combat and the subsequent blood loss or injuries so let's say the mother made it all the way to the end of their third trimester hooray you're not out of the woods yet you want to make sure that you've got a good medical bed in place and a skilled doctor for the delivery of your child during labor the mother will go through three stages of dilation which gradually lowers movement and increases the pain they experience before progressing to the pushing stage whilst attending the child birth you have a few boxes to tick to ensure the birth quality is offset in your favor as much as possible the age of the mother is used to determine the initial bonus with between 20 and 30 years old offering the highest percentage of 50 the attending Doctor's Medical skill which increases percentage by 1.25 for every level they have there's the cleanliness of the room with a fully starile room giving an additional 10% chance a loved one being present increases the outcome by 5% the procedure being indoors increases the outcome by 5% the bed's birth quality offset improves the bonus by up to 5% with a hospital bed of even normal quality providing this a baby born in a grow fat has a birth quality of 70% so you've got an extra potential 30% to play with by going the old natural route this quality is determined when the baby is born not at the start of proceedings so if the room has grown dirty or if the doctor had a mental break and wandered off to go and punch a prisoner this is going to impact the outcome significantly there are three possible outcomes for the baby and there is almost always a risk for the mother the baby could be still born sick or perfectly healthy even at 100% birth quality there is always the risk of a bad outcome if this is something that's traumatic for you as a player to deal with there is an option in the custom Storyteller settings to make sure that children are always born healthy apologies if going through this section wasn't exactly the most enjoyable for you babies that are born sick can either have a mild common bad or grave severity to their illness the disease is resolved once the baby develops immunity or if you can successfully bring the severity down to 0% this cures it the baby will take 10 days to develop an immunity naturally to the illness and a 100% tend will slow the progression by 0.35 severity meaning this completely offsets mild common and bad illnesses this is why a grave illness is so risky even with a perfect normal medicine tend it isn't going to offset in severity instead it gains in 0.15 per day meaning it will hit completion before the immunity does you'll need a doctor to consistently hit 130% TS using glitter World meds to fight off a grave infant illness of course the baby might just be born healthy and it's all good now as for the mother she will always be safe if the quality was over 90% but there is a not insignificant chance that below that she may not make it with the biggest risk falling between 0 and 20% birth quality at 0% there is a 20% chance that the mother will die during child birth this Falls to a 6% chance of death if you can raise it to even 20 % quality so making a small effort with birth preparation will make a big difference so let's say Mom survived and so did the baby you get to name the little one and the mother gets a lovely dose of postpartum exhaustion given that she just pushed a watermelon out of her HOA she'll now be capable of breastfeeding her child but if you'd rather the whole Colony pitches in to look after the little one you can make some baby food at a stove by Smashing up some veggies or feed them directly with animal milk or insect jelly whilst the mother is lactating it dramatically lowers her chances of becoming pregnant again she will need to make sure she's eating enough food during this time though to make sure that enough milk is being produced for the baby mothers can wet nurse each other's children so if you have multiple births around the same time they can all help with any mothers that stop breastfeeding losing this lactation effect after 10 days of inactivity you got to use it or lose it sister the other option you now have is throwing this baby into a growth fat whilst it's still teeny tiny so whilst you have the option of putting an embryo directly into the vat and natural pregnancy will need to reach this stage before being put into the tank the growth fat will take care of all the baby's needs providing you put nutrition into the tank similarly to a biosculpture pod from ideology the main risk with these pods is if you have a power cut be it from a solar flare or someone breaking your power grid the porn inside will start the process of Bio starvation this bio starvation Rises by 50% per day when disconnected from power and will lower by 10% for each day that power has been resupplied so frequent intermittent power Cuts can be extremely harmful to a tank baby with only 2 days of interruption needed to prove fatal the biggest bonus of using a growth at is the massively accelerated speed that it progresses a baby to their next stage of life babies outside of Vats aren't there to just scream and demand food though you've got until they hit age three to enjoy the time spent with them as they daydream in their crib have playtime with their parents or child minders Giggle and cheer up any porns around them or scream and make their parents miss the old days walking around the base at 2: a.m. with a cup of coffee wondering how far they could drive before someone would notice they were missing to help with looking after a child you'll likely want a crib a toy box a baby decoration and a seat near to the parents bedroom if not inside of it this will give the parents somewhere to sit whilst playing with or feeding the baby as well as increasing the speed that the baby gains Recreation during playtime once babies grow up to Children either naturally or via pod accelerated growth they'll be ready to start learning and helping around the colony ideally you don't want kids working not just because they do a really bad job of it and make sub party shirts but because more time spent learning is going to make for better porns when they hit their teens you can have a Child Soldier Army if you really wanted to with them able to wield weapons as soon as they can walk just remember that their teeny tiny limbs only have teeny tiny Health PS so a shot to the arm from a revolver might hurt an adult but they'll live that same shot could straight up take off a child's arm and just wreck them going forwards check your [Music] shots children will develop between the ages of 3 and 13 but this doesn't mean that you have 10 in-game gears to try and make an impact by default it's 400% speed remember this means you've got 2 and a half years to try and not get this kid killed and it's life on the rim so that's next to Impossible between the ages of 13 and 18 porns will still have slightly weaker limbs as they are still growing so make sure to keep them safe during combat through those years so let's get these kids set up firstly you're going to want some clothes for them because nobody needs to see that running around the base kids have their own specific clothing pants shirts Parkers a romper tribal wear kid helmet but they can also wear the majority of adult helmets too as well as a shield belt which is surprisingly useful if you take your eye off the ball and somehow they end up running through the middle of an active war zone having a shield belt to prevent stray bullets is quite literally a lifesaver for them now that you've assigned them some clothes and hopefully remembered to put them on a different drug policy so you don't have kids getting wasted on beers or smoking joints around the base Stewie I told you there's alcohol in that it's not for kids y'all not for kids it's time for them to get learning to make sure that they're doing this as often as possible you want all of their waking hours to be scheduled to Recreation children can learn by drawing on the floor being taught lessons at a school desk by an adult with this learning type being boosted by placing up to three blackboards near the desk improving the impact by 60% at Max children could go running in nature or sit in Daydream looking at the sky they're able to interact with others by chatting on the radio they can read books and finally they can observe your other porns at work all of these activities will have a positive impact on their learning percentage the higher the child's learning percentage the more progress they make on their growth tier every day this is the part that matters for children they'll have what's known as growth moments at ages 7 10 and 13 so you're given a bit of a buffer before their first moment with it taking four years versus the three for the other two moments this is because all children will start off with 50 % learning at age three but they retain their learning percentage after hitting their growth moments so when you're going from 7 to 10 hopefully you're starting from a higher percentage meaning growth will be much faster from the outset these growth moments offer you choices the better you've done raising the child the more choices you're offered the best tier of growth you can hit is eight which requires an average learning percentage of around 90 or more for the child's entire upbringing this is no easy easy task to quickly break down these tiers at zero you get one trait with no option at tier one you can choose one trait from two options tier two offers one trait Choice from a potential three tier three is one tradeit choice from potential four tier four keeps the same one tradeit from four but now grants you a passion as well tier five is the same on traits with one passion from two choices tier six same on traits one passion three choices tier seven same on traits two passion from four choices and finally tier eight is one trait Choice from six options and three Passion choices from six options I'm pretty sure it's clear as to why you want to focus so heavily on hitting High Learning for these better growth tiers more passions better trade choices if you hit all three of these growth moments with the best possible outcome you've picked three traits from a possible 18 with nine potential passions depending if you wanted to split single passions over multiple skills or if you went for burning passions on specific instead as children grow they also unlock new work types at age three they'll only be able to take care of their own needs haul and Clean from age seven they can help with firefighting animal handling cooking hunting planting mining tailoring and crafting at age 10 they can start to learn medicine even be a warden they can build and they can do art finally at age 13 they can start working at the Smithy and researching all of these skills are also learnable from these ages even if they aren't actively working on them lessons taught in a classroom will grant them experience towards these skills as we're watching other porns work around the colony from age 13 onwards their children no more now able to wear adult clothing and functioning like a normal colonist now is the time to mention growth fats and their potential applications for children and teens whilst you can skip almost all of the time needed to raise a child by keeping them in a grow fat you typically end up with a bit of a drip they'll be lacking in passions stuck with whatever traits the game threw at them they're kind of useless they're all right for hauling and cleaning but not a lot else the default aging rate of a child being 400% means that a growth vat is instead 2,000% or if you're using ideology with a preset for growth fats it's actually 2600% so suddenly that 2 and 1/2 years in game is now half a year or less for a fully grown colon the more useful part of the growth fats is accelerating through dangerous parts so you'll likely want to raise your kids through the growth moments but then skip the stage where they're 13 to 18 whilst their body is still growing but they've done all their actual learning getting those Last 5 Years quickly finished to remove their weak body parts and bring their Global work speed up to cap is really useful and I think that's it for kids uh for all of you wondering yes they organs count exactly the same as adults you monster okay another section then the mechat not like this is a freaking massive topic to cover or anything uh quick side note I've always pronounced the word as mechor when I streamed the game I said mechor when I watched other people's streams they said mechor after recording all of this voice over I only noticed now that it's meanor my incorrect pronunciation of this word is so firmly embedded in my brain that at this point it's impossible to say it right without making a conscious effort if this video somehow embeds the incorrect way of saying it into your head too you're welcome if you've always said it the way that I do in this video congrats you're a brainlet too so what is a mechor they're a porn that has control over mechanoids allowing you to have friendly robots that help you work around your Colony or support you in combat and take the brunt of an assault keeping your squishy colonist safe and sound to get one yourself you have a few options there's a scenario included with biotch that sets you up with a mechat some starting mechs and the tech to build their supporting infrastructure if you'd rather play a different start but still get one in your Colony you'll need to search your map for a wreckage called the ancient exost Strider midsection destroying this will drop some steel scrap and an item called a mechanoid transponder the transponder can then be analyzed at a research B and it will unlock a quest accepting the quest will summon an orbiting mechanoid ship to crash land on your tile which will finally allow you to defeat the combat mechs that exit from the ship claim the mechat corpse yank the chip from its head jam it in one of your own colonists and boom you've got a mechor that's a lot of steps I also had no idea that colonist just had straight up chip sockets in the back of their heads for Tech like this this isn't the only way however occasionally you might be notified of a site on the world map called a mechor complex this will have a host of hostile mechanoids guarding it but it does contain a corpse with a chip to take for yourself a few things worth considering when designating the mechor in your colony is that they will be expected to perform maintenance and work on their own Creations so ideally you want someone with a passion in crafting to help support their smithing skill development whil psychic sensitivity doesn't have an impact necessarily on the mechat psychically death porns are unable to make use of an installed Mech link their brain just works differently or rather doesn't work porns that are also incapable of social will have to summon threats via a gizmo on their bar rather than from a comm's console but this is less of an issue and more of just a strange interaction they're fine talking just not over the phone same so what do you get with meanors you have four levels of tech which is spefic specific to them with each Progressive level locked behind an increasingly difficult to obtain Tech chip so once you get your first mechor you unlock basic Mech Tech this in turn unlocks you some new structures your first production line mechs and the supporting gear for your machinator to wear well worth saying up front meanors aren't cheap you'll be burning through steel plast steel components Advanced components power usage as well as having to generate new items items from this expansion waste packs subcores but we'll cover waste and pollution after this section ends and talk about Suba a little later for now let's focus on metal boys basic Mech gives you the foundation to work from with the buildings of a gator subcore encoder recharger and a band node your Gator is where you can build small sized Max what is my purpose you pass butter oh my God this building handles the difficult process of constructing the mechanoid for you after being fed the raw materials that it needs basic mechs will need steel and an item called a basic subcore which can be produced at the subcore encoder combining steel and components to make the basis of a persona for a mechanoid whilst all mechanoids do have the ability to recharge themselves by entering a dormant State this is a trickle charge at best so you'll likely want some rechargers around that your mechanoids can plug into this allows them to quickly top up their internal battery the final building the band node improves a mechan Ator band width so now that we know these basic structures what the heck are all the mechor buttons for a basic Mech Link in a porn's brain gives them six bandwidth and two control groups these are used to control your mechanoids it limits how many the mechat can simultaneously control before potentially losing influence over them all mechs cost an amount of bandwidth with larger mechs typically costing more the basic mechs are all really easy to handle so that six bandwidth will translate nice and easily over into handling six mechanoids which can then be split over two control groups so why use control groups simple you'll likely want some diversity to your mechanoid friends this allows you to easily structure how they act when acting autonomously for example you might want two Bots to all and four to help you in combat the four combat mechanoids are wasting their battery if they're walking around all day it isn't necessary they can be placed into group two and set to recharge Behavior they'll top themselves up to a full battery and then stay dormant until you tell them to escort you meanwhile the two Haller Bots have been left in control group one set to work and just left to it you have some finer control within this group too like telling the mechanoids in that group at what point they should go and try to recharge and just how much they should try and refill their battery too as with all entities in Rim world mechanoids can also be restricted to specific areas but this isn't group specific so feel free to knock yourself out making very exact work areas to stop them wandering halfway across the map to try and do the smallest of tasks the other point to mention with mechanoids is that whilst they can be drafted they are limited in their movement range they'll need to move to areas that are close to the mechan meor so for combat scenarios you'll want the mechor around the combat zone whilst not necessarily Waltzing into the thick of an engagement as the last thing you want is them getting straight out murdered and causing all of your mechanoids to eventually go feral because their Master died ideally they'll be took behind a solid wall that allows the mech to engage on the other side of it so now we know the buildings and what the mechat has access to mechanically what actual mechanoids do we have with basic you'll have the agrand clean sweeper constructo lifter and the milor all of these are pretty specific in what they do with it being kind of telegraphed in their naming conventions too going forward it's safe to assume that all mechanoids are immune to fire extreme temperatures and all forms of toxic they don't need to eat sleep or recreate the only thing they need is to charge their battery like hostile mechanoids friendlies can be stunned by EMP and will eventually adapt to it after repeated exposure this allows you to do some silly bollock Shenanigans like adapting them before they enter combat meaning that you can then throw EMP grenades repeatedly into the middle of the combat area potentially breaking enemy Shields or stunning enemy Mech whilst your own can shrug it off this adaptation effect does eventually wear off however so this may not be the most reliable tactic the agrand is a helpful farmer whilst their planting skill is Tech techically 10 they have penalties to plant work speed and Global work speed resulting in them working about 1/3 the speed of a porn with an equal skill this is obviously offset by the fact that they just keep working until their battery craps out the clean sweeper does the worst job in the colony for you much like the Agri hand they have a work speed debuff but let's face it they're cleaning all day that works speed penalty isn't exactly crippling them they're very handy for keeping all of your workstations and hospitals squeaky clean the constructo is a useful Builder bot much like the agrian they have a skill of 10 in their profession but they have an even worse work speed penalty with base construction speed and Global work speed suffering a hit resulting in the final work speed being only around 20% the speed of a human with equal proficiency they're still fantastic for large Walling projects however as with only a couple of construct toids working in tandem they'll rapidly get your defenses established letting you decommission them afterwards and repurpose their parts into a different mechanoid instead once you've got a few of your own Builders over the skill level of 10 you're unlikely to want these around anymore they're are great help for getting your early game Colony set up though the LIF art is the Little Helper that makes everything run buttery smooth whilst they aren't exactly Speedy they're insanely used useful to help with hauling mining yields back to the base or tidying up in workshops allowing your Crafters to drop produce on the floor and just keep working while the little hbot takes the produced items to the correct storage it's hard to State just how much easier everything flows when these fellas are doing all the heavy lifting for you quite literally finally at this tech level you have the milit your first step towards combat Mech not only will you be able to build and use these yourself you'll also find them arriving with Mech raids as a threat whilst using biotech outfitted with an extremely short-range shotgun these guys are great for stun locking individual targets their shooting skill is equal to a pornw level eight which combined with their extremely limited range means they're surprisingly effective at hitting their target reliably thanks to their immunities they're also fantastic to bait flame breaths from imps or try and encourage any Raiders that come in carrying explosives to perform a little bit of Friendly Fire don't be afraid to throw utters right into the thick of combat you can patch them up for free after an engagement is over and if they happen to get a little bit more blown up they're cheapest chips to restore in the gestation pod it's far better for your milit to soak and tank all of that damage rather than any of your colonists protocol three protect the pilot BT what are you doing trust me b the last few bits at this level of tech are the airwire headset and the control pack a piece of headgear and a utility item the headset increases the bandwidth of the mechan Ator by three and the control pack adds an additional control group nice little bonuses for the early game to help further expand your mechanical ranks so how do we advance to the next level of Mech Tech then you'll need a comm's console to be able to summon in a mechanoid threat called a diabolis which in turn will drop a chip that can unlock the next tier of mechanoid research this makes advancing with a mechanar more like a traditional video game Quest than your normal Rim World progression with research locked behind beating a boss summoning the diabolis isn't something you should take lightly it lands with a few supporting mechs and does have a few tricks of its own including an incendiary AOE a fairly heavily telegraphed hell spere Cannon shot that deals unique vaporized damage and the mech also features a charge Blaster turret that occasionally throws out single shots and can file while moving as with most mechs EMP and melee are highly effective but you're unlikely to want your mechan Ator themselves getting into a bra with this thing because of the risks that it poses if you're able to take it down you'll find that it drops a signal chip which can be analyzed at a research bench to unlock standard Mech Tech the next tier standard mechtech will unlock some additional buildings components equipment and mechs for you to play with with so what do we got for new buildings we have the large Mech Gator which works the same as a normal Gator but for larger mechs unlike the smaller version though some creations at this station will require multiple Cycles to create meaning longer creation times and more trips to the workshop for your mechat to make sure everything is working correctly before flicking the switch and starting the next cycle to go with the large Gator you've also got the large recharger large Max will use large Chargers because everything was designed with specific plugs in mind to push competitors out of the market and overcharge consumers for crappy charging cables that break constantly the subcore soft scanner is what you'll need to make the next step up in mechanoids creating a new component of a standard subcore which is more impressive than your basic version as larger mechs are more complex they require a more involved subcore and making more involved subcores is going to need more than components and St deal now you need to scan a porn's brain to make a subpersona that's capable of more complex thoughts E's the pudding e the pudding e the pudding eat the pudding eat the pudding eat the pudding eat the pudding eat the pudding okay whilst having your brain scan to help in producing a standard subcore isn't a harmful process it isn't exactly beneficial either leaving the porn that was scanned groggy for 4 days suffering lowered Consciousness manipulation movement mood and potentially causing them to B occasionally the porn that's scanned however can be anyone that you're able to get into the chair prisoners slaves your own colonists it doesn't matter if they're smart or if they invested in nfts the subcore will always come out with the same quality the final building included is the mech band antenna unlike someone in the diabos which only needed a comm's console you'll need to build this antenna every time you want to summon the standard meex boss as it'll burn out once it's used turning into a pile of scrap let's not cover that boss just yet though we've still got the gear and mechs first you'll have access to two new helmets and one extra utility item the bandwidth pack is the utility item living up to its name it increases bandwidth by nine so if you weren't getting much use out of your extra control group with the previous TI utility item this might be more your speed the two helmets are the array headset and the mech Commander headset with both increasing bandwidth by six but there's a pretty big difference in what purpose they serve and how expensive they are to make the array headset offers no defensive properties nor insulation but only cost steel and components to make a Mech Commander headset has defensive properties around the same level as a fla helmet making your mechan Ator far less likely to be utterly brained in combat however it uses plast steel components and needs a signal chip the same one that you analyze to get this tier of tech so to produce more than one item that requires these you're going to need to face another diabolis and yoink its chip now it's not only external gear that you unlock with this tier either you also gain access to make the standard control sublink and the mech gestation processor implants both of these go into the mechor brain and you're about to question exactly how much empty space your mechor had inside their head both of these implants are also using signal chips and components so again you you'll need to summon a lot of diabolis threats in to get the necessary materials the standard control sublink increases the mechan Ator control groups by one and improves all of their control Mech work speed by 6% which goes some way in explaining why mechanoids base work speed is so low they essentially progress in quality alongside the mechat up to three of these standard control sublinks can be installed the mech gestation processor boosts gestation speed by 33% for each one installed capping out at a 200% bonus with a Max of six installed whilst you're likely to want more efficient worker Bots before you go about speeding up how fast they're made this can be extremely handy after a particularly brutal fight when you need to reform your ranks both of these implants don't require doctors to install they Plug and Play a fully upgraded machinator shaking their head must sound like someone dropping a box of Lego down the stairs so the mechs for this tier you'll already know two from vanilla room world you're able to make your own Pikeman and cyers so you've got some solid choices for long range support and a melee wall if you want to run them alongside your militar so you've still got a short range option within your combat group that's up to you the militar may be outclassed by these mechs but the Stagger from their shotgun can still come in handy to stop your front line from being washed over by a horde of enemies but by the same token if you were to get rid of the milit you could just make a wider and deeper front line so being overrun was less likely anyway what you will notice with these mechs is that they're now taking more than one bandwidth per unit with both of them costing two to control next we have a new type of combat Mech the scorcher which you might also see appearing as a hostile mechanoid during raids only costing one bandwidth despite how they're being made at a large chest Ator the scorcher is somewhat more limited in its combat capabilities relying on burning enemies to death rather than traditional pew Q or stab stab against certain opponents this can be highly effective whereas for some xenot types like imps they're simply going to shrug this damage off fortunately if you're using a front line of Scyther it's very safe to have a scorcher helping them out as all of your Mex immune to fire this also opens up an opportunity of having an indoor kill box eventually become an indoor cook box as enough bodies begin to go up in Flames human Raiders won't want to hang around for long when breathing but Burns their [Music] lungs what the hell are you doing you bur this [ __ ] out of my finally at this tier you've got the tunneler your utility Mech for mining these mechs are quite expensive to run they take up three bandwidth and have a hefty part cost if you thought aha but they'll pay for themselves working at the Deep drill sadly not whilst they are miners they only interact with above ground resources the major upside of a tunnel of mechanoid is that they are perfectly made for purpose with an effective skill of 10 and a buff to Global work speed unlike most other Mech penalties these guys will absolutely fly through their tasks we all know the drill now then this time you're going to use the antenna to summon the quest threats and it's going to be a war Queen the queen fights with Less Direct damage than the diabos but it's still equipped with a blaster turret it's now also sporting a built in gestation chamber and shield rather than heavy Weaponry War Queens will plop out smaller mechs called War urchins small ball-shaped drones that use incredibly short range Spiner guns the queen arrives with 600 Steel in her belly to create these mechanoids with them only costing 25 and her being able to support up to three at a time meaning if you try and work your way through all of them you'll be fighting for a very long time fortunately if the war Queen is killed it also disables all of the urchins too so you need to run the fine balance between not being picked apart by her ads while still focusing the boss enough so that you aren't staying in combat for far too long whilst dealing with every Minor Threat that appears once defeated she will drop a power Focus chip now we're getting places High Mech Tech once again new buildings resources mechs and gear to play with the subcore rip scanner is a new building that you'll need to fabricate your new resource the high subcore as its appearance and name suggests this is a significantly more painful process than Simply Having your brain scann this instead drills probes into the porn's body and kind of makes them a bit dead oh no my brains as such you'll almost exclusively want to use this on prisoners unless one of your own pawns does something really stupid like has a tantrum and smashes a full stack of advanced components you get a new building that's a little bit different now the mech booster these buildings increase the global work speed and movement speed of mechs within their AOE this effect unfortunately doesn't stack whilst it may not exactly be cheap to completely cover your base with these and they consume 200 power each it can be highly beneficial to place them at busy locations or took them behind a wall near your defensive position as it'll allow your mechs to get in and out of combat just that little bit easier the next building at this tier is the mech band dish and as you may have guessed by how this section is formatted now this is the building that summons the next boss just like the antenna this will burn out after use this makes the higher tier bosses and their chips progressively more expensive as you go so whilst it's easy to keep calling in a diabolis for their signal chips you really want to consider what you're spending the bigger threats drops to build as it isn't a free summon now we've got new gear again the integrator headset increases bandwidth by nine whilst offering no protection whatsoever you don't have an armored alternative at this tier either so you'll need to decide if you want the extra bandwidth or the armor that the mech Commander helmet offers from standard mechtech on to the implants now you've got the high control sublink remote repairer and the remote shielder the high control sublink is what you'll install once you finished all three standard control sublink modules allowing you to stack The Works speed buff an additional three times making it six in total whilst this does also provide extra control groups at Max rank it will be eight which is serious Overkill the remote repairer allows the mechat to repair targets from a distance provided they have a line of sight to cast the ability this then allows the mechor to duck back behind cover and maintain the repair whilst disabling the mechanoid from doing anything other than moving until repairs are either cancelled or completed up to three of these can be installed which increases the range of the repair by six for each installed module whilst it is something very Niche it can be useful to ensure that a Target that took a particularly Savage blow in the first wave of an attack is brought back to fighting strength of the second or for quickly restoring a missing limb on a mechanoid that's near useless because of it as with all mechanoid upgrades just shove it in your brain box no need for a doctor next is the remote shielder which is a more preventative version of the remote repairer aiming to stop damage before it's even inflicted rather than fix it after it's already been done range and shield energy will increase with the more of these modules you have installed up to a Max of three these shields work exactly like a utility Shield belt so they'll stop ranged mechanoids from firing out meaning that for probably quite a large portion of your mechanoid army this is going to hamper rather than help however this is ideal to throw on the Scyther that's the tip of your spear baiting all of the enemy fire whilst charging in allowing it to mitigate some of the damage that would otherwise have potentially taken down a combatant or two before you manage to collide into the enemy you'll have noticed that we had no new gator size at this level so all of these mechs are made with the ones that you already have a few of the mechs you'll know from vanilla again again the centipede burner the centipede Gunner and the Lancer they're all pretty expensive to use and maintain with centipedes eating up four bandwidth and the Lancer using three obviously these offer a great degree of flexibility and in the case of centipedes durability to your combat Force so whilst yes you could have four milit for the bandwidth of one centipede that centipede is going to stand its ground far longer than all of those milers will the other combat mechanoid at this tier is the diabolis that's right the boss Mech it's all yours and you'll know from facing them and seeing them in action they are very slow and tanky it gives you access to its hell sphere Cannon and an incendiary burst which makes it a highly adaptable unit that can deal with any threat as you'd expect you're going to pay for this kind of power with it eating up five bandwidth needing a massive amount of Steel PL steel a high subcore and two signal chips to make so you'll need to kill at least two diabolis to create your own and now it's probably a good time to mention each time you summon a boss they turn up with more bodyguards so if you've been summoning diabo threats to upgrade your mechan Ator with new gear and implants you've likely already hit the highest Threat Level that they can land with making it a much greater risk to try and farm for all of these chips the last two mechs at this tier will round out your Workforce the fabricor gives you access to a mechanoid crafter costing only a single bandwidth these mechs are ideal candidates for the benefits of the mech booster as they'll be standing stationary to do smithing tailoring crafting and interestingly cooking [Applause] jobs as you'd expect for these workers they have a skill level of 10 and suffer a work speed penalty of 50% so they're unlikely to be turning out reliably high quality gear but they do a fantastic job to manage component assembly or smelting operations allowing you easier access to just continue vomiting out more mechanoids because of how happily these guys will just work come rain or shine it also opens up possibilities to start repurposing Raider gear into Steel by smelting all of it normally this can be a bit of a pain in the ass because it distracts Crafters away from important tasks where they could be putting their higher skill to use but for a fabric they'll get through most of the work that you give them so quickly you'll need to find something to occupy their time this is an ideal use then there's the paramedic if you're doing a solo mechor run unlocking this guy is going to be amazing finally no more self- tending and nearly dying because of illnesses like other worker Bots they only need one bandwidth they have a medical skill of 10 and a global work speed of 50% so whilst they may not patch up porns very quickly they do allow you to potentially Save The Colony doct when they take a particularly bad hit and can't patch themselves up again for a solo mechat run this is likely to be the only way that you'll be able to install more exotic modifications for your porn like giving them bionic limbs or even architect if you manage to pick some up unlike a lot of other Mech 2 The Paramedic comes with some abilities it has the ability to jump a short distance which is useful for crossing large areas of movement impac in terrain to help a casualty and they're also fitted with a small firefoam popper not quite sure where it is though this allows them to rescue Colonus from burning buildings with ease quickly taking care of two emergencies by putting out a fire and saving whoever was stupid or unlucky enough to be caught within it both of these abilities are just a simple cool down too they don't need refueling with any resources to work again really easy to keep one of these around on standby at all times in case of emergency eventually you're going to use the mech band deer and summon the final boss the ocon they use a toxic needle gun resurrect their fallen escorts try to cause mental breaks amongst your colonist with a psychic drone that gets more intense the closer you are and they can leap away from combat when engaged in melee they boast the highest armor and the largest Health pole as well as coming in equipped with a shield unlike other large mechanoid threats ocon are surprisingly average in size which makes them harder to hit for your ranged combatant as you won't have an accuracy buff like when fighting against the diabolis or a war Queen unlike facing the war Queen when you trying to get the boss down and ignoring the ads if you ignore the ads against an ocon they're likely to be far more dangerous unfortunately when you defeat the ads it'll try to resurrect them the fight is going to be a slog trying to burn through all of its Resurrection charges until it's the only thing left on the field as by itself it isn't a huge threat even even if it toxic weapon can be a little bit scary you'll need to be careful using a lot of your own mechanoid to defeat this boss too as upon death it'll explode with a huge EMP burst stunning both friendly and hostile mechanoids depending on the placement of this AOE going off it may take out all of your defensive forces while still leaving some attackers able to engage so make sure you're keeping your units back so they aren't all locked down once this fight is over you can claim your prize the Nano structuring chip used to unlock the final tier Ultra Mech Tech the final stage doesn't unlock any new structures but it does bring some amazing gear and the biggest and best mechanoids you can field for gear you have the mech Lord helmets and suit as well as the repair probe implant the implant works just like the others stacking up to six times and increasing repair speed by 33% for each one these implants are incredibly expensive to make how ever so whilst it might be useful to have Rapid Repairs available potentially at range too if you're combining it with the remote repairer there are much better things you could use the component parts on say for example the mech Lord armor set you won't have nearly enough chips after beating the ocran just once unfortunately with the helmet and armor each needing two Nano structuring chips so if you want this as early as possible you'll have to beat the thing four times without spending any of the chip on upgrades to your forces not an easy ask as you'd expect from the cost and the naming of this gear this is the tippy top of the potential mechor equipment providing a solid amount of armor insulation and offering the highest increases to your mechan Ator stats the helmet increases bandwidth by a whopping 12 as does the armor whilst they both come with debuffs to the wear's combat stats lowering range to melee accuracy I don't think you really need your mechor in combat when they're able to field 24 extra bandwidth worth of friendly mechanoids especially when you see what Mees you're able to use at the highest tech level the centipede Blaster is the last of the vanilla mechs that you unlock combining its Hefty durability with a more reliable weapon than the previous two iterations still taking four bandwidth so realistically you want to swap all of your Gunners over to these whilst you could maybe keep a burner for shits and giggles I'd personally use a blaster for its reliability over incendiary weapons next you have a Mech known as the Centurion it's extremely heavy using five bandwidth for good reason centurions are walking Shields projecting a protective Dome that stops any low-level hostile projectiles from entering with its Shield able to absorb up to 300 damage before breaking and regenerating at around 1 HP every 2 seconds this is very much here to stop that initial wave of damage from crashing against your forces it's not something that's going to remain for an entire fight and negate all damage entirely as with all Shields it's especially vulnerable to EMP so you want to make sure that any threats that Turn Up With Grenades are swiftly dealt with otherwise they'll strip away potentially hundreds of points of damage absorption once this Shield is removed it isn't harmless however it still packs a charge Blaster similar to a diabolis so it can fire whilst moving being able to pick off Target as it sluggishly crawls along the battlefield now comes the part where I tell you these mechs also turn up as enemies too so bringing EMP to later Mech encounters is definitely a recommendation rather than trying to get through 300 HP of Shield next is the legionary a smaller mechanoid in terms of bandwidth only costing two it still needs to be produced in a large Gator as it has quite a Nifty setup legionaries come with a small Shield not as large in coverage or as strong as the Centurion but operating under the same rules allowing friendly projectiles to pass through whilst blocking enemy attacks this allows you to reinforce your front line with legionaries overlapping their Shields with the melee whilst using their shter ranged weapons to provide supporting fire then when the legionary shields are broken a centurion can move down to provide their Shield as replacement cover whilst remaining further behind the front line again these are a mechanoid that you will see turning up as an enemy and their Shields are equally as vulnerable to EMP so if you're playing with biotech and even if you're not using a mechor you're likely going to want an EMP grenade launcher on a shelf in the base somewhere but anytime Mech raay land on your doorstep it's even more valuable than it was in base game Rim world now we have the tesseron using three bandwidth these mechanoids fill a similar role to a Lancer only they need to get a bit closer to the f and they have a sweeping beam Grazer weapon this has a chance to set any Target hit by it on fire and can be devastatingly effective against enemies like insects or tribals as they have very little burn protection a tesseron weakness however is melee as they have a minimum range that they can fire from and locking them down in close quarters we'll see them struggle to fight back you'll want to learn how to deal with them too as they're going to be turning up as enemies and they absolutely love to p punish players that keep their units formed up in a line making your pawns run around on fire whilst other mechs that came with them do the damage to finish the job lethal efficiency is what they do best and finally another boss you can build yourself the war Queen working just like the enemy that you'll have likely killed a dozen or so times to get here they're the most durable mechanoid that the player can make the main risk with using your own War Queen is the steel you're going to be churning through to produce the war urchins they're absolutely perfect fod to bait out large enemy attacks like rocket launchers or to try and pull attention away from your larger more dangerous mechs as they're trying to get into position and that is the mechat but that isn't everything that comes with them because if you're going to use all of these mechs and keep recharging them you'll quickly realize a problem that you'll have to deal with waste packs and pollution the final section of this video is going to go over all of the new mechanics around pollution and toxic which you likely said wait what does that do over an hour ago when I mentioned wasters that have pollution stimulus certain buildings and processes now produce waste packs or generate pollution this then Falls in with the final bits of Biotech research the tox fire generator tox gas waste pack atomizer and toxic filtration projects waste packs as an item will need to be kept Frozen and under a solid roof otherwise they slowly begin to deteriorate when a waste pack finally degrades they explode in a little toxic fart and pollute the tile that they're on if the tile that they're located on is already polluted they instead affect an unpolluted adjacent tile slowly spreading their impact across the land these waste packs are generated where mechs are gestated you're recharged you may also be able to accept quests where you'll be rewarded for letting another faction dump a bunch of waste packs on your tile making them your problem to deal with I think it's faler that's ridiculous the last tree held nine drums so what does pollution do impacted tiles will show up in red with the pollution overlay turned on it turns soil into polluted soil where you can only grow the new food of the toxy potato devil strand psychoid and some very dead looking trees the majority of xenot types will receive toxic buildup while existing in polluted tiles similarly to when you're caught out in a toxic rain wasters and insects on the other hand have pollution stimulus which means they see a movement speed buff and a Consciousness buff from spending time in a polluted area they absolutely love living in a base that's filled with it whilst most other xenot types will fall over and expire from continued exposure if you want to purposefully fill your base with pollution you don't need to rely on waste packs either you can use the toxify generator to produce your electricity and this will slowly pollute the land around it as it works impacting six tiles every 3 days eventually once the toxify generator has reached the very edge of its pollution range it'll shut down meaning you need to place new ones in an area that isn't polluted and start the process all over again so that's how we make pollution but how do we fix it you've got a few options your porns are able to manually clean polluted tiles bagging it up into a waste pack these waste packs can then be kept Frozen in a storage room which isn't exactly a great solution more of an out of sight out of mind kind of thing but it does make your map safe to Traverse again rather than cleaning it manually you could instead build a pollution pump which actually cleans the area around it despite sounding like it does the opposite as long as this device is powered it'll automate the process of cleaning pollution in the area of effect for your Colony saving you time and labor finally you might rarely come across something called a poock seed or even a poock tree these feed on nearby pollution and can clean the surrounding area allow you to place small stock piles of waste packs at the base of it so when they expire and release pollution it feeds the tree and removes the packs from your map permanently two of these processes I just mentioned make waste packs though can we seriously not do anything about that fortunately we can with a horrifically expensive piece of tech called the waste pack atomizer you'll need to have gotten to the stage of acquiring Nano structuring chips from mechat bosses to build these they are one of the only reliable ways you'll be able to permanently get rid of waste packs off your map however they're able to atomize two waste packs per day so it slowly allows you to clear your storage by safely destroying the waste packs without any consequences as I'm sure many of you have already thought I don't need to store these waste packs though I'll just throw them away well yes you can you can launch them in a transport pod or simply Caravan them off map and dump them into the Wilderness but much like guards in Bethesda games everyone in the world somehow knows that you're the one responsible for it it causes diplomatic penalties that scale in severity based on how much crap you decided to throw away for for a clean energy setup using these buildings the ratio is 631 you want six generators to three pumps to one atomizer this provides a net gain of 7,400 wats of power so whilst it's not cheap to set up pollution does have a way of making [Music] you finally worth noting about pollution is that its presence is going to increase the occurrence of the acidic smog weather effect it doesn't even have to be on your tile simply living near a polluted tile will occasionally see clouds of it floating over your settlement it lowers light levels really hampers plant growth and ruins the durability of any items that you left unroofed or Outdoors whilst it's in effect it'll also upset any colonists that aren't immune to toxic then you've got the items that don't necessarily play with this pollution but instead with the effect of toxic this can come in two forms toxic gas and toxic buildup toxic gas is a roided up pepper spray causing pain and inflicting sight and breathing debuffs on anyone caught inside it without an immunity to toxic toxic gas exposure will rise and fall quite rapidly between mild moderate and severe and whilst it's being applied the far more dangerous effect of toxic buildup will also be happening with this taking significantly longer to disperse toxic buildup is also the effect that occurs for most porns living on polluted tiles and typically takes a good amount of time to progress however toxic weapons and gases drastically accelerate this and can turn a healthy porn into a goopy corpse in less than a minute of exposure toxic buildup is a scaling debuff with 5% Consciousness loss at initial 10% at minor 15 at moderate with a small potential of vomiting carcinomas or dementia being applied at serus Consciousness is lowered by 25% with even more risk of those conditions at extreme severity a porn will fall unconscious with all of those conditions at the highest risk of occurring if toxic buildup ever hits 100% the porn dies and their body immediately becomes desiccated and not like the coconut as you might expect from this Raiders that use toxic weapons are extremely dangerous as having one of your own porns fall unconscious in these clouds likely means you won't be able to get them away in time to stop that toxic buildup hitting 100% equally if you're playing as wasters you don't need to look at human raids of I need to kill x amount to make these guys flee it's more a matter of I need to hold them in place for 30 seconds while this magic gas does its work overwhelming numbers don't matter when the gas hits everyone inside of it for Weaponry using toxic you'll have shells that can be fired from a mortar or used as an Ed grenades that can either be thrown from a belt or fired from a tox bomb launcher similar to an EMP grenade or an EMP launcher you typically get more range from the launcher with a faster windup cool down and accuracy on a handheld grenade there's also a utility belt option called a tox pack which releases a steady cloud of gas around the user and cost chem fuel to refill just a single one of these on a melee porn can be fantastic to choke attackers and ruin their accuracy y or whilst additionally lowering their Consciousness making it easier for you to just whale on them to counteract these kind of effects you do get a couple of new bits of equipment and some new modifications porns can wear either a face mask or a gas mask to increase their resistance to toxic environments because despite what people on the internet said a few years ago masks do work it's why certain professions have worned them for [ __ ] years you'll find that if you're living in a polluted tile Caravans and some raids will start to turn up where ing them as well knowing that they're going to have to fight you in an utter [ __ ] hole this can make it a little trickier to bring people down with your toxic Shenanigans as they're likely 50% more resistant to it now if you want to install some new parts you could install a detoxifier lung which provides a small bonus to breathing and increases toxic environment resistance by 60% so a full set will see a porn completely immune to toxic buildup toxic Fallout toxic gas pollution rot stink acidic smog asthma and lung rot which is a pretty solid chunk of risks to remove for a couple of implants next you have the option of detoxify kidneys these increase the user's blood filtration which will see a buff to immunity gain speed the kidneys also increase toxic resistance by 50% so a pair will provide immunity to toxic effects now is the big difference between toxic environment and straight toxic resistance a small thing but important the kidneys will be able to protect from direct toxic attacks as they offer flat resistance whereas the lungs are only protecting from environmental effects so porns with a pair of detoxifier lungs shot by an ocon toxic gun will still experience buildup a porn with a pair of kidneys however will not the kidneys also won't provide some of the same protections like lung rots but they can however prevent chemical damage from occurring if your porns are taking fat lines of yo with their morning coffee the last part to mention around pollution is that when living on a polluted tile you're also likely to see a new form of infestation event where insects push cocoons to the surface of some polluted land and spring to action if a porn wanders too close to them this can be beneficial in some locations as they're likely to trigger when a Raider passes by and thus thin their numbers for you or it can be really annoying when they spawn right next to where you were using your deep drill meaning you have to deal with a bunch of pollution stimulated bugs before you continue collecting your resources oh another final part to mention there's a waste rat and a toxal now if you live in a polluted area the rats become gross and their bite inflicts toxic damage with the boomes becoming walking sacks of miasma nothing too crazy but I knew that if I didn't mention it someone would comment and say and that is biotech pretty sure it's easy to tell why this is hands down the easiest recommendation for the first DLC to buy right all of your raids are now more interesting because of the xenot types you've got an entire path of questing that you can do with the mechat and you'll unlock yourself some cool new tech for the colony you can raise families splice jeans make vampires pollute the world clean the world do a solo run do a generational run try and collect every Gene try and recruit every xenotype this DLC adds a larger more interesting amount of variety to each run than ideology does and ideology is the mod that was made to diversify your runs oh on that topic with biotech you also get one New Meme for ideology blood feeding this lets you worship sang ages you'll also get supporting presets around blood feeders child labor and mechanoid labor so you can use them with other ideologies if you'd like this video's length compared to the other DLCs kind of speaks for itself it's just so much content but it never feels bloated it doesn't play like mechanics will put in place simply for the sake of having them or to try and artificially inflate the game's run time it comes across like there was a goal in mind with what they wanted to add and then they walked backwards to fill in the gaps between it so that everything still fits with the original game you wanted vampires well we should make other xenot types too how about a gene system even better how about porns that are able to pass on their genes to kids you want to control mechs okay well we shouldn't have it all available from the start though how about we make a progression they can get new gear and they can work through challenges H you're right that does sound like we're also adding quite a lot of industrialization to this we should add pollution to make it more thematic and instead of just making pollution a negative we should make it a potential positive as well you can almost see the Whiteboard of ideas with the red string and the circles tying everything together this is a complete package royalty might be a little bit too specific for some players ideology is a framework that you get to play with but not that much else anomaly is more of a standalone expansion pack than an integrated DLC biotech is just the best of Rim world you wouldn't want to go back to plain old Rim world after using it it's simp that good if you're enjoying content like this drop a like and don't forget to subscribe or comment all that algorithm stuff if you'd like to support me further a link to patreon is included in the description you can name your own price and the supporter tier starts from just1 a month it gets your name in the credits for videos like this thanks for watching folks if you have any mods you'd like to see a full breakdown for or suggestions of mods you'd like to see covered feel free to leave them in the comments I might get around to them I'll be back again soon with another Rim World more run down wherever you are in the world enjoy the rest of your morning afternoon or evening take care my voice is [ __ ] [Music]
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Channel: MysteriousFawx
Views: 3,597
Rating: undefined out of 5
Keywords: Rimworld, Rimworld Royalty, Rimworld Ideology, Rimworld Biotech, Rimworld Mod, Rimworld Modding, Modding, Steam Workshop, Vanilla Expanded, Vanilla Races Expanded, Rimworld Expanded, Rimworld Vanilla Mods, Rimworld Patch, Rimworld Anomaly, Rimworld Anomoly, Rimworld DLC, Rimworld Expansion, Rimworld Races, Rimworld Xenotypes, Rimworld Mechs, Rimworld Pollution, Rimworld Children
Id: uI2rZI67bnU
Channel Id: undefined
Length: 99min 17sec (5957 seconds)
Published: Thu May 02 2024
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