Rimworld Factory #1 - Using VFE to make an automated Factory base.

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[Music] all right what's next on the rimworld list it says here to build a factory i'm sure i can find a way to do that in room world it's been a long time since i've played a rimworld colony to the real late game stages the part of the game where you get to watch your base defenses turn a raid of hundreds of tribal folk into a pink mist on a large field of concrete and see your colony's power extended outwards onto the world map all the while churning out valuable goods through a number of production lines to fund the extravagant needs of a late game colony so for the last week i've been chasing that particular dragon in many ways rimworld straddles the line between colony manager and rpg of course you have to manage everybody's needs for the colony to be ultimately successful but you can focus on improving certain characters to fulfill very specific needs usually giving them a very individual story in the process and whilst some colonies lend themselves to the characterization of your colonists more than others no matter what kind of colony you're playing rimworld has a way of forcing this characterization upon you through its storytellers having played so much rimworld at this point like many others i've turned to heavily modding the game to give a little bit more life to some of the systems that i've otherwise explored basically to exhaustion now so i installed the entire vanilla expanded collection as well as a couple of other mods in order to massively expand the variety of stories i can tell through rimworld on the channel one of the many parts of vanilla expanded is the mechanoids module which includes a whole load of large and expensive machines that allow various tasks to be automated as well as a whole load of drones that perform specific tasks it also adds significantly to the mechanoids events on the map but i'll talk about that a bit later since we're going to be making a factory the ideal legend i created is a forge world cult the followers of which slavishly work to leave behind the flesh ascending to the machine and creating vast manufacturums in the hopes of ascending to the stars and joining the ranks of the mechanicum which may or may not exist in rimworld the precepts are pretty obvious you know flesh is weak menial labor is for mindless machines mechanicum stuff since this is the kind of colony that starts off pretty slow i gave myself five relatively alright starting colonists just to kick things into motion from the beginning mitsuya stomp trumpet maya and church none of them are overly specialized aside from stomp who's the colony's token researcher every colony has one guy destined to sit at the research table for the next few years and around here that's stomp trumpet and church have decent shooting skills alongside their regular professions church is an okay doctor and trumpet works well with plans mitsuya and maya are very general maya is decent at cooking but this is a nutrient-paced colony so that won't be used very often speaking of nutrient paste if you find my content to be like that sweet life-sustaining goop subscribe to the channel so that youtube may or may not let you know when i upload next and while you're down there join the discord too thanks back to it i won't get too deep into the early game of this colony because like i said it's pretty slow and not that interesting the machines i want to make require special parts called mechanoid components which can either be gained by deconstructing mechanoid objects or through trade for quite a long time all of mine would come from trade so the focus in the early mid game aside from surviving is to make plenty of money the initial setup took place in a small divot on the southern cliffs of the area next to a large patch of rich soil i quickly researched the tech for gas extraction and hooked up a few generators and a sizeable refrigerator to the nearby helixian gas outlet we were building right on top of an ancient danger but i didn't open that until much later it had a useful tech print in it and three angry spaces none of whom were worth capturing for recruitment but i did steal all of their clothes early raids were simple enough to deal with but we got a wall with a simple trap hallway put in place quite quickly just to add a layer of safety a lot of the wildlife around these parts are considerably faster than people so when you get mad at cheetahs or lions it can go really bad real fast the traps helped with that an alright colonist named danielle dropped from the sky a competent planter and crafter her chemical interest might be a problem and she's a little bit old but i figured she was worth the trouble and captured her for conversion and recruitment before the end of the colony's first year everybody had a nice individual bedroom with a sleep accelerator the forged altar was tucked away in the corner very rarely used but it helped everybody just to know that it was there apparently the fields were productive and i was starting to build a large workshop room onto the north of the colony for a few factory machines as well as most of the other production ventures this is the point that i felt set up enough to pivot towards making cash now i got quite lucky early on and had a meteor shower deposit a nice collection of minerals for me two chunks of silver one of plastiel and best of all a huge piece of ltx that fancy material that the empire doesn't want you to have it's extremely valuable but you lose good will with the empire if you sell it to anyone which is fine that's just the cost of doing business i didn't sell it all at once but rather in bits so that i could make the goodwill back between sales and that was a nice boost of silver but the majority came from selling various farmed products some basic food plants whenever i had a large excess but most of the cash came from selling sugar tobacco and good old cycoid i still wasn't getting many mechanoid components though just enough to have made a small production line that drilled up chunks of stone and ground them up for a little steel i'd also built a few drones to help out with the menial tasks like mining and cleaning the traders just weren't stocking the components often enough and they'd usually sell two at most i'd have to go out and get them for myself eventually but there were other concerns for now i didn't build the usual kind of kill box on this colony with such a variety of threat types in the game now many of which either land in your base or attack in a way that can't be solved by hiding on the other side of a kill box i prefer to have options of course i still had base defenses i wanted to build all the various turret types added by my mods so the defensive line was a bit weird but it mostly worked when stuff came running at the doors i bought an excellent weapon from an orbital arms trader an amr which is from the rimsonal mod i didn't realize that it would be quite as incredibly overpowered as it was outranging pretty much everything else in the game and firing highly damaging explosive ordnance that single gun sort of trivialized a lot of the earlier mech clusters i had to deal with ultimately i decided to turn trumpet and church into a pair of super soldiers piece by piece they were improved the whole colony got enhancements a bionic arm or leg here and there but trumpet and church were far more machine than man they never slept barely ate they could see better they ran faster you get the point every combat improvement you can give a pawn they got many times trumpets sallied out alone to defend the colony from packs of manhunting hippos with his jump pack and various high-tech weapons it's impossible for me not to see him as a grizzled maverick type character performing combat actions with a rye grin despite the reality of his combat effectiveness being entirely reliant on me watching from above and micromanaging every single move he makes in a fight but they had a greater purpose right well i mentioned that mechanoids world map events had been added to in vanilla expanded mechanoid ships land fairly regularly around the planet usually conveniently not too far from your base they add to the strength of mechanoid raids and clusters for each ship left active when there's enough of them they get an upgrade presumably arming all the mechanoids with stronger weapons and other bad stuff like that luckily for us those mechanoid ships also contain a fair few of those components i need to make my factory so at 200 days into the colony things were going well pretty much any raid or event could be dealt with just fine through a combination of static defenses and the actions of trumpet and church we had some horrible genetic experiments wandering around just because we could and everybody was perfectly happy but we still didn't have a massive factory so it was time to take a more active approach to acquiring mechanoid components unfortunately the moment trumpet and church left the colony to go attack a destroyer a floor in the colony's ideology was revealed to me they absolutely despise leaving the base anyone who does gets a long lasting negative 30 mood buff that's a big oof and puts a bit of a damper on this whole plan regardless they've left now so they might as well go on this mission and then we'll figure that out later we arrive at the destroyer after a two-day walk with a pair of friendly mechanoids in tow one to carry stuff and the other is a little bit of fire support it's fairly well defended but nothing crazy besides we have the amr i could have even made a second one at this point but it does have its drawbacks it's very slow firing and it leaves the shooter vulnerable for quite some time after each shot so i had trumpet carry the amr and church with a slightly more normal rifle it didn't matter what church had though since shortly after stepping onto the map he went into a daze leaving trumpet to do the work pretty much completely alone there was that one friendly raider mechanoid but yeah it's not particularly helpful on its own it turns out using the amr trumpet blew the ship's core weakening most of the defenders from the outset and then picked them off at range in a fairly mundane firefight taking minor damage in return thanks to multiple layers of armor including his own skin once everything was cleaned up the raid was worth a grand total of four mecanoid components as well as some other bits not really great considering the level of risk involved but okay i'll take it and since i had learned in the process that raider mechanoids weren't really worth it for now i got to reclaim one or two more components by dismantling it as well as a few of the other servant mechs that were cluttering up the base by this point so i had 12 mechanoid components sitting around enough to start to make the factory look a little bit more respectable i could automate the neutral amine production with the help of an aquaponics basin so that i wouldn't have to occasionally hunt to feed me into that particular production line the aquaponics basin needs to be fed with vegetable matter but that's simple enough and more importantly it can be done without going outside this colony can go much further it's disappointing though to discover that i've kind of hamstrung myself with that particular precept that causes my colonists to have mental breaks upon leaving the colony what i need is a group of combat focused colonists to make a separate more general idea legend to serve as the faction's mobile strike force i haven't been given many people by the storyteller so far there have been large hordes of human raiders but sadly no combat prodigies have been left wounded on the battlefield for me yet of course it doesn't help that i'll ideally need three of the same idea legend so that i can keep them happy i'll find them eventually though and when i do the second chapter of this particular colony can be written for now though that's all so 25 hours and 220 in-game days later that's what i've got to show for it i lost a part of my mind to this game in the last two weeks there are a couple of failed colonies that came before this one i won't go too deep into them because they'll probably come back for a second attempt later on but i can really go forever with the ideology system especially with the extra variety added to it by vanilla expanded one of the failures was rap people i'll definitely do that again but let me know if there's anything you'd like to see on the channel i'm up for some fun challenge runs but i fear most of the good ones have been covered to death already on youtube still i'm open to any suggestions and will try to put my own little spin on them to make a good story out of them you will see this colony again probably fairly soon but i make no guarantees so thanks for watching don't go outside there's mechanoids out there i'll see you next time until then goodbye
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Channel: Hazzor
Views: 281,430
Rating: undefined out of 5
Keywords: rimworld, vanilla expanded, rimworld vfe, modded rimworld, rimworld mod, rimworld gameplay, let's play rimworld, rimworld let's play, rimworld ep 1, rimworld mods, rimworld ideology, rimworld royalty, rimworld challenge, rimworld review, rimworld guide, rimworld 1.3, rimworld tips, rimworld modded, rimworld playthrough, rimworld how to, rimworld hard sk, rimworld ideology let's play, rimworld best mods, ambiguousamphibian, rimworld factory, rimworld vanilla expanded
Id: TLnWLCQ7F84
Channel Id: undefined
Length: 12min 19sec (739 seconds)
Published: Fri Aug 26 2022
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