Rimworld Factory #2 - Warcasket Gang

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in my last video you saw the beginning of this colony factory one of the fourth world cult and the ascension of six colonists towards mechanical purity if you didn't see that or suffer from a very short memory click that thing in the top right to go and watch it before this if you're still here then you'll remember that we ended the video at a point where the base was perfectly functioning and largely defensible but there were two issues firstly the factory was a little bit small and rather sad secondly we weren't all that great at enforcing the will of the machine across the planet thanks to the negative side effect of the city builder precept that's a part of the forge world cult ideal engine thankfully i found a solution to that problem hidden inside of save our ship too which i'll talk about a bit later after releasing the first video i played around with a few other colonies before deciding that i should finish what i started and get this colony to a point where i feel good calling it done i want to take the colony to one of the game's various victory conditions but i don't want to do that until i've built a factory that will allow me to feel like i've fully explored the content of vanilla faction's expanded mechanoids which is the particular mod that all of this stuff comes from so for some reason i changed the storyteller from cassandra over to randy sound strive to survive just to get some more interesting stuff happening i guess randy doesn't really hit that hard to be honest until he decides to combine some truly awful events but it's usually only a problem in a new colony not something as well established as this the goals i had in my head at this point around day 260 or so where we left off from last time were to expand the base outwards quite a bit partly to extend the space available for factory stuff of course but also to accommodate more people both colonists and guests since i was looking for quite specific types of colonists to make up a raiding force selectively recruiting guests from other factions seemed like a solid idea at this point by the way i've finished off every single bit of research so having guests over was also a way to give stomp a new job since he's got a double passion on social he can spend every waking moment schmoozing all the weirdos that decide to stay here for some reason around day 280 i started to get some absolutely hilarious raids one tribal raid just crashed the game when they all spawned in i think it would have been quite fun to watch since i had just installed flamethrower turrets but it wasn't meant to be when i reloaded the game i got a different event some pirates set up a psychic suppressor nearby capping all the male coloniets to 50 consciousness woof that sucks i'd have chosen the tribals given the choice but i sent trump in church along with danielle and a couple of turrets for backup and it was quite a cool fight very close too trumpet and danielle were both using the extremely close range dual shard pistols which are absolutely insane are high quality but require a lot of micromanaging since they have a very short range i'm going to play a colony of vault dwelling super people sometime soon a character with the assassin power wielding those would be completely broken and i want to see it anyway the pirates were relatively well armed too but at this point there's not much worth stealing in terms of equipment i can make anything i want anyway so i just dealt with the problem and left the three of them got really annoyed by this whole leaving the base thing so it was at this point that i learned that with the help of the shuttle from save our ship 2 i could send colonists and stuff all over the world without them realizing they'd left the colony perfect quick travel and high carrying capacity no debuff problem solved forge world cultists would conquer the planet after all that mission was a pretty close-run affair though and after seeing that these guys are actually capable of pain and suffering in combat situations like that and with the threat of another game-crashingly large tribal raid looming i decided to do something about that trumpet got interred into a war casket but for now only trumpet i suppose it's kind of sad to take the pair of super soldiers i created and only elevate one of them to godhood the problem is just that church is really good at making advanced components and doing doctor things neither of which can be done by someone in a war casket but one guy in a war casket a raiding force does not make i wanted a pair of melee fighters to stand in front of trumpet whilst he shot at things and as luck would have it i got what i wanted in a group of visitors from the central republic alba and horatius they had high melee skills and burning passions to boot so i set stomp to work entertaining them so that they could join the colony willingly and then be converted to the forge world cult which luckily is exactly what happened otherwise i'd have had to betray the central republic slaughter the whole group of visitors in the nice clean hallways and keep those two in cages until they bent to my will but just to clarify that isn't what happened they joined willingly and the central republic don't your suddenly immediately so anyway a little while later albus and horatius also went into war caskets horatius went into a brute set which is the one purely focused on standing in one place and hitting things alba was in a controller set which gave him a spider mine and a set of shooting drones i probably would have gone with something else in retrospect because these aren't that useful a jump pack would probably have been much better trumpet was in barrage armor by the way which allows him to enter siege mode extending his range and buffing his rate of fire at the cost of being able to move their chariot would be a super heavy drop ship since after all war caskets are super heavy and since the colony had near infinite resources right now why not just make the best before even putting the astartes i mean war casket strike force to work though enough mechanoid components had accumulated through trade and mech clusters landing on my base to do a little bit of factory expansion helped by the fact that i had a mission to go and beat up some pirates that were seeing on an abandoned factory the perfect opportunity to test both the warriors and their steed yep they're quite effective watch them being effective look at it watch them being effective against tribal people they're shooting arrows at my war caskets a clear act of aggression against the colony that definitely warrants such a response so anyway now the factory could make plastil very convenient that particular production line involves steel and stone blocks which we've already been doing for a while now but also chem fuel and while i could just rely on the two chem fuel pumps i had on the map already it only made sense to build a chem fuel clarifier a machine that lets you put tribals in one end and get chem fuel out the other given the previous scene i just think it makes sense to have this machine around this stuff's absolutely peak rimworld tribals go in chem fuel comes out you can't explain that speaking of humanitarian atrocities if you've been enjoying mine then go ahead and commit some of your own down below by absolutely stripping the like and subscribe buttons of their basic human rights by clicking them i don't know just do it it probably won't do much for you but it helps me out thanks back to it one of my goals was to extend out the usable space part of that happened over on the left of the colony the factory wing which just got progressively bigger whenever required at this point that side of the base was three layers of armored wall thick as well just because i can but over here on the other side next to the ridiculous combo throne room and vagrant hostel which is a decent representation of modern housing in the uk here's your shared kitchen and living space and here's where you'll sleep that'll be two thousand pounds a month please that's where i was planning to expand out the base to accommodate more bedrooms and a more efficient flow from recreation to food to work honestly it doesn't really matter all that much almost no one here sleeps anymore and they barely eat i just had a load of stuff lying around and felt like i had to put it somewhere by this point we're 375 days into the colony so just over an actual real world year which is about five rimworld years it almost all went tits up when a mechanoid attack dropped straight into the base right into the room that houses the helixian gas pump that got destroyed in the cleanup but i didn't think much of it in the moment everything in the home area gets automatically rebuilt so no big deal right but actually as it would happen it's a little bit of a big deal i had built a nuclear reactor into the guts of the base at this point to help use up all of this dam uranium that was just kicking around and naturally i cooled it with gas-powered coolers so yeah there was a small nuclear disaster i sent mitsuya in with some components real quick to repair it but at this point i still hadn't clocked that the cause of the problem was a lack of cooling figuring instead it was just a random event so she went in got a healthy dose of radiation and then went back to building that massive bridge monstrosity i had going on over there and a few minutes later meltdown again oh right this time i fixed the gas pump first then the reactor so a second dose of radiation later problem solved it didn't even occur to me at the time that sending someone into a nuclear meltdown wearing a toga and a hood might not be great for their health a while later i happened to notice that mitsuya had 25 toxic buildup and i couldn't figure out where it came from only realizing in hindsight while i write this that it came from that particular nuclear incident so i have no idea how close she actually came to a toxic death oh well never mind radiation isn't actually bad for you long term anyway back to work everybody shows over as far as i can tell at this point the only things i need a constant supply of that can't be produced internally are gold and uranium i'm getting them in decent quantities with the ground penetrating scanner and a small gang of auto miners manning the deep drills and since stomp is exceptionally clever he can just sit there for an hour and scan up another five deposits whenever we need so the supply is essentially endless but it's still busy work to move the drills around and deal with the infestations they cause every now and then everything else was being made internally now the factory could make an excess of steel stone blocks advanced components regular components plastil actual medicine fun powdery white medicine and just about anything else provided i was willing to go and grab a few mechanoid components from the nearest landed ship hey so maybe radiation is bad for you long term because mitsuya developed a tumor but when you have a nuclear stomach cancer isn't an if but rather a when church is a good doctor though and out comes the tumor back to work we should probably try and bring things to a close now before church something up and kills someone he's failed a few surgeries before but miraculously never killed anyone it's even more miraculous that stomp the secondary and much less skilled doctor never killed church whilst attaching all of the bionic pieces to his brain i have a few options for how to close this game out the colony's wealth is more than high enough to go for the architect ending which i've never done before but i think it will be quite fitting to run to the nearest usable ship and off in it we're trying to ascend to the ranks of mars after all however with save our ship too it's one thing to get into the ship and take off but another thing entirely then to actually leave the system in it to be honest i'd completely forgotten this i got ready for the vanilla version the exciting last stand before you leave the planet and see an ending screen so i deconstructed the factory put everyone but mitsuya maya and oscar who joined recently into war caskets and loaded up the drop ship with turrets and materials then i flew to the landed ship to set up defensive positions only to realize that i'd actually be starting the in-orbit portion of the game now i've never actually played any of save our ship and i don't think i'm feeling particularly ready to get into it so i decided that since i got all of these guys ready to some stuff up i just go back onto the planet and attack some imperials which was fun if a little unnecessary everyone else on the planet seemed to like it anyway so that's good to know back in orbit i decided to attack an exotic goods trader discovering both the basics and the consequences of space combat simultaneously the enemy ship was fairly large and i assume fairly well armed with two shield zones so i instructed the ship's ai to approach the target my ship only has a single long-range weapon after all so to actually do anything we had to stay in close proximity a little bit of shooting back and forth later we'd both suffered damage with them having destroyed all my engines so they could have just shot me to death but in a monolithically stupid decision they decided to send a boarding party over which was predictably annihilated by the war casket gang which thankfully a vacuum safe while that was ongoing i had the others rebuilding the engines to allow us to keep range and destroy the enemy's ship in the process of doing so mitsuya was killed more specifically mitsuya's torso was obliterated painfully by a laser beam just moments before we destroyed the enemy's ship so i salvaged some bits from the wreckage and then decided it was probably best to just let the ship crash into the planet with everybody still on board these people weren't built for long-term space travel they weren't handling it very well and i have no idea what i'm doing up here i'd rather learn these systems with a gang more set up for space from the get-go so this has been my exploration of vanilla factions expanded mechanoids i built a factory that i'm happy with destroyed countless mechanoid ships and created a squad of ruthless killing machines i'm a little bit upset that i missed out on an actual ending but having seen what these war caskets are capable of defending and launching the ship really wasn't going to be an issue anyway so we can just imagine that's what happened and be satisfied with the journey instead of focusing on the destination i hope you've enjoyed this as much as i did the colony lasted just over 420 days in game and probably close to 50 hours of gameplay of course i could have just kept playing it basically eternally but you know how it is i have other stuff i want to do which you'll hopefully see quite soon please remember to stay indoors and cover your windows if possible their vision is based on movement if they detect something inside they will try and make a way in thanks for watching until next time goodbye you
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Channel: Hazzor
Views: 50,223
Rating: undefined out of 5
Keywords: rimworld, vanilla expanded, rimworld vfe, modded rimworld, vanilla factions expanded, mechanoids, rimworld factory, rimworld gameplay, rimworld game, rimworld royalty, rimworld mods, rimworld let's play, rimworld challenge, rimworld ep 1, rimworld ideology, let's play rimworld, rimworld mod, rimworld tips, rimworld review, rimworld 2021, rimworld 1.3, rimworld playthrough, rimworld guide, rimworld toxic fallout, rimworld combat guide, rimworld modded
Id: QqzNhgjHPAc
Channel Id: undefined
Length: 15min 32sec (932 seconds)
Published: Thu Sep 08 2022
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