Rimworld starter guide Pt2: Rimworld Tutorial Nuggets

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and we're back with another Memorial tutorial on this part two we're going to cut over something I missed in the last one and that is to do with Caravans and health tending this person was injured during an ambush and as you can see they have not bothered to apply a 10 to themselves this is because the self-tanned tick box has not been ticked once that has been ticked and we unpause the game they will start tending themselves which means now they've actually got the tent quality done which means they've started to heal up and they've stopped bleeding otherwise they would have bled out on the road if we hadn't have done that I do tend though to untick this box afterwards and only ticket when necessary you don't want people say attending themselves because it gets a reduced tent quality another thing as well to notice if they do not have doctoring set up down here before they leave the tile then they won't have doctoring on them while they're traveling so always make sure that your person you're trading with has doctoring enabled before they leave once their Caravan comes back and has a quick rest we are immediately going to send them out again we need more guns we need more armor we need everything we're going to be we push it up a whole bunch more animals we garbage ourselves a whole bunch more camel hides and things and we also included a plain leather bedroll so that have something to sleep in namely because they're going to be going a longer distance than before in fact let's make that six meals we'll confirm that it's going to take a real-time travel of 0.8 days to reach this settlement the reason we're going to that settlement these two are both due to restock uh that one in 22 days that one in 28 days we put down a caravan hitching's post right here the reason we want to put it there as opposed to where it was over here this is where the animals get left while the Caravan is being loaded and putting them nearest in the loading area where all of the resources are going to be drastically speeds up the process don't worry too much about running out of animals the wildlife on the map actually one second there you go the wildlife on the map replenishes rather rapidly so be more than happy to just kill everything that shows up still do stay away from things that can attack you back that will make things very uncomfortable while our Caravan is out on the world map doing its dirty it's time to upgrade our beds these beds here were made initially well our built art person was very weak at construction and you'll notice here that these poor quality beds give a rest effectiveness of 92 percent whereas a normal bed which is quite easy to obtain gives a rest effectiveness of 100 so what we want to do is add in new beds and then replace the old ones preferably with something better in fact if we could get a good bed that would increase rest Effectiveness by eight percent saving them eight percent of their sleep time which means they're more productive generally as your Builder gets better you're going to want to upgrade your beds and preferably get excellent or even Masterwork beds as time goes by when it comes to shopping the main thing you're looking for this early on heavy SMGs heavy SMGs have good damage decent range and they work well with weak Shooters things like assault rifles bolt actions they don't work so so well with weak Shooters however if you can't get a heavy SMG other cost efficient options are the assault rifle followed by the lmg the charge rifle and the minigun are too expensive and while they are good weapons the minigun does slow you down and the charge rifle is just well really expensive while we're here we're also able to pick up another shotguns that's two two shot glasses is incredibly useful it we would also settle for an insanity Lance with two shot glasses we can now open up the ancient Danger on our map going to the top you will notice there is a pawn here when you have very low population levels early on the Storyteller will give you slaves the option to buy slaves in a lot of places this will dry up as your population expands once you get about eight people I don't think they show up anymore looking at this one they are lazy and have chemical interest we are not interested in them plus we have two shock Lancers now we'll definitely be able to recruit more people soon every time you complete a trade with someone you occasionally get good will with them so for example our relations with them have gone up by five the more you trade with someone the more they will be your friend it's all based on the amount and quantity of resources traded once they become our allies that will give us additional advantages which is another advantage of trade and another advantage of having three of the same trade Partners nearby however for the next 21 turns there will be no new places to shop at however this place has grenades in a doomsday I would like to get my hands on if we can acquire enough money in the interim now that all the trade locations are tapped out it's time to get into research so we're going straight into microelectronics at the same time our Trader is now going to be spending most of their time at home where they can use their intellectual skills for that we're going to go into work and we're going to change the research to number two and the way this works is everything on the left that is number two who takes priority so firefighting patient doctoring basic Warden and handle will be done first but after that they will do research the only real things that are going to be interfering here is the wording and the handling and those two are quite important to keep the animals tame and the prisoners recruited of course this is also a good time to start reinforcing our defenses so we're going to go a little trap Corridor this is a very traditional method the plan here is quite simple we're gonna put down five spike traps inside this Corridor if the enemies are coming in well we're going to leave these doors open but if the enemies are coming in there's too many of them for us to deal with or we want to soften them up first we will simply lock this door the enemies will be forced to come across the traps and we'll kill two of them maybe injure one the reason for the doors is so that the pawns don't have to walk across the traps of social flights this way they can walk in here and replace those traps when the time comes without having to walk across them if a pawn walks across a trap they have a percentage chance of actually setting it off there are traits that mitigate this but your best bet is just don't walk across them ever now social fights are a thing that will happen under social here you can see how much Everyone likes or hates each other for example artier hates Muffet and Muffet hates art uh you could actually look for the reason why harmed me insulted me all sorts of stuff there's not really much you can do about it arresting them as in you could arrest one of these pawns and put them in prison for a while and that would allow you to break up the fight personally I just sort of let them beat each other hopefully they don't rip off each other's legs that can and has happened yeah this is rimworld for you people will absolutely beat the snot out of each other for nothing good thing to do is force the winner to pick up the loser they don't always beat to each other unconscious but when they do they seem to really make a mess the reason we forced the winner to rescue the other one is it gives them a plus 15 moodlet towards each other or plus 15 social towards each other because they actually rescue them it's just helps counteract us they've also got this cathartic fight thing going on so if you check under Muppet they don't hate them quite so much anymore they've got plus 38 for the cathartic flight you will get this Quest that shows up it's called ship to the Stars if you jump to it it's basically this location over here it's one of those end game things you can do it will require you to Trek all the way across the map we are located way over here somewhere so no I would not advise you to do it in the early game you need to be much later in the game when you're going to build a caravan all the way there next up we've also got a heat wave this will increase the amount of temperature around the place this is not going to be great for us because we do not have access to good clothing to insulators against heat so you're going to want to go into temperature and passive coolers are your best way of keeping the place cooled and then what we'll close one of the doors at least but then make sure that you keep one or even two of these in here and keep the temperature below about 30 degrees and that should keep everyone happy the first crop of herbal medicine has come in once that hits what you want to do is go under assignments and change everyone's medicines assignment to herbal or worse you don't be wasting your good medicine on bruises and injuries you want to save that good medicine for things that might potentially kill you like plagues diseases infections we do have a heat stroke warning on build art because they had been outside all day this has driven up their heat stroke but the moment they come back inside where we have a couple of coolers it's all going down again so it's 27 degrees inside 34 outside and it goes to about 45 during the day so when you get a heat wave just keep people inside a reasonable amount a little bit of heat stroke is fine but if they start getting too much bring them inside or Zone them inside so that they can't actually leave just to make sure that they don't overheat you're going to want to acquire as many people as you can as quickly as you can so right now we are planning on expanding our population so we're building in a few rooms here so that we can imprison people feed them convert them however we've got a little bit of a Slowdown because we're waiting for two of our pawns to recover actually Muppets fully recovered build art is still recovering slightly this uh those social fights can put a horrible kink in your plans it's just the way the game works Traders have shown up now this is good normally when Traders show up you have a couple of options available to you what we have here is we're going to use them to take care of the ancient danger problem we've got see there's an ancient danger located on just about every map not all of them but most of them have one some have two but that is very rare now what we're going to do is we're going to come down here and we're going to open up this ancient danger while they are on the map so we can use them as basically fodder to protect us now we don't want to get too close to the ancient danger so we're going to stay back here and shoot out the walls another option you can do is you can deconstruct a corner piece to see what's in there though that is considered an exploit by some people so once that wall is just about done come on here we go we will start running away a little bit uh shoot it just one more time done now what you can face in here is a whole variety of things you can face centipedes as in the mechanoid versions lots of nasty stuff so my advice always have at least one shot glass preferably two on you we have one on this guy and one on medical social we left them behind because they moved the slowest all three of these pawns can move at 4.6 which means it should be outrun just about anything in here except for sighters and we should be able to get back to here before the scikers would catch up with us if they were in here what we're really seeing though is a couple of mega spiders they move pretty slow as well we could probably kite these enemies all right uh let's start annoying them after drawing their attention we are now going to run back towards the uh the Traders back here and the Traders will have to fight them as well this is just a quick and easy way to take care of these ancient dangers but you can get in here varies quite substantially you might get a ranged weapon you might get a close combat weapon you might get no weapons at all and just get components and things but usually they're at least valued enough that you can trade them for things at a tradestation we're going to let them fight it out this takes care of the danger for us oh and uh we'll let everyone back to work one of the other reasons we were doing this was we were going to tackle this ancient danger before the trader showed up at some point we did have the two shot glasses there is six ancient cryptosleep caskets in just about all of them they usually contain ancients and there's usually several of them alive and kicking that we would like to recruit and they're very quick to recruit this is an easy source of recruits around this level assuming you've got a few shot glasses and or in Santa's lances to go with it we're going to seal up this room though because we're probably going to turn this into a quick default prisoner area and you can deconstruct that table so people can get out a little bit quicker the heat wave is over the trade Caravan is still here and we're going to open up these ancient crypto steep caskets now you can't walk up to them and actually open them manually that is a bad idea several of these will be hostile and try and kill you they can be era have marine armor in Sentry launchers all sorts of nasty Weaponry opening these up is a little bit of a risk however we have two shot glasses so we can knock four of them unconscious and take other weapons and armor which would be very good for us so the fastest way and easiest way to open them is just to shoot them use the weapon that's single shot using automatics is pointless you're just wasting time and it's going to take you longer to recover you want to shoot them quick and then see what you're dealing with and then you can it quickly allows you to retrieve Missouri all right we shot that and nothing happened that means whatever's in there is there's either nothing in there or it's not a person or it's dead okay this is slightly more Uncommon but what we've got here is we've got four human corpses as in the people put in we're dead we do have two live ones let's hope some of them are good at crafting we have decided we are going to recruit both of these pawns namely because they've actually got half decent shooting and we can find uses for them in the colony honestly you want to recruit everyone unless they have absolutely terrible traits you pretty much want to recruit everyone this one's going to be taken back immediately and then we'll heal them up when we get them back and what we're doing here is we are rescuing them one unique thing about all of the corpses that will be in here they actually contain gear on them normally corpses drop everything off them when they die but the people that come out of these crypto sleep caskets don't you are going to want to strip all of them they will provide you with a whole bunch of nice tasty goodies namely good a gold and advanced components pawns that you rescue have a percentage chance of joining you you usually only get offered rescue pawns from those crypto sleep caskets and sometimes they fall out of the sky assuming they join you that great if they don't well we'll see what Juno does and we can demonstrate before we can demonstrate would you know we've got ourselves a raid group of Outlanders prepare for a while and then attack Terror attacks are the largest and we're dealing with eight humans that's actually a reasonable size demand though we do have five people even if one of them is rather badly injured and suffering from an infection right now uh you can double click to see what's going on and we can see that quite a few of them have guns uh there's at least three revolvers in there some knives a fire foam popper for some reason and one Molotov the molotov will be useful for disposing of their bodies we're going to wait until they spread out a bit and decide which ones we want to recruit so you think is we have two shot glasses meaning we could knock four of them unconscious so let's see we're basically what we want to do at this point is start cherry picking colonists for our Colony this is a hard one to tutorial because your needs will always be different depending on what colony you're running and what colonists you find simplest thing to explain though is this is our newest colonist and they are very strong in animals we already have someone who's doing our art we always have someone who's doing our social so the only thing they're going to be doing is animals and that's it currently cook plants animals is actually our animal Handler and they actually have better animal handling skills however we're going to take them entirely out of animal handling we're going to let our animals guy take care of all of that on their own and that frees them up to do other things mainly specialize in plants and cooking which means they're spending less time wasted on animals you want to effectively have specialized poems for most things about two or three pawns doing construction but the thing is construction is sort of cyclical it happens and then it stops and then you're not doing any for ages and then when you need something built it usually needs to be done quite quickly so having three to four people who've got decent construction always good and one who's really good so that you can do high quality beds and items finding also cyclical you're going to need a few people who are good at it then cooking you usually need one or two good cooks and you're done plants one or two animals one or two crafting early on you're only gonna need one but later on you're gonna want three or four art all is only one more than one artist is kind of pointless medical as many people who can get it as a secondary is great but usually one or two really good ones at least two really good ones so you can do surgeries social you only need one good one but having a few is handy so that you can send them off the map to trade and still have someone left behind to do Recruitment and wardening and then finally intellectual the more the better but you're gonna need at least a couple of Specialists so you can go through the detectory in a reasonable time frame looking through these colonists pyromaniac no pyromaniac no pyromaniac no the reason pyromaniacs are an automatic no is they can and will start fires randomly no matter how high their needs are they could be having a perfect day and then they'll just go on a fire starting spree nine out of ten times or even 99 times out of 100 you might be able to manage that but if it happens at a bad time it can cause huge problems or they'll get themselves killed by going on a fire starting spree in the middle of a raid and get shut down because they leave cover then you've got your very neurotics they are possible to handle but early game not so much it's mental brake threshold plus 14 so if you look underneath here they have a minor break threshold of 49 meaning if they go below that they're going to go to mental break threshold a normal Pawn has a mental break threshold of 35 yes you do not want to get adipawns that are very neurotic early on and then we've got another very neurotic Pawn over here as well so we've got two very neurotics and three pyromaniacs in fact this one here is even worse because they've got a nexcar which watch it for nextcars they reduce Consciousness moving manipulation blood for also testing it's terrible also this one has Alzheimer's that needs these three poems as potential recruitment people and this is not unusual to have to exclude so many for problem traits body modder is fine psychically presentative is actually a negative in the base game there is no positives to being psychically hypersensitive three things that can affect it are psychic drones or psychic suits psychic drones are the things that give you negative mood and they're more psychically sensitive you are the worse it's going to be it's not a game Ender but it's definitely considered a negative and then we've got a nudist which will get about a minus three if they're forced to wear clothing they will be wearing clothing so just think of it as a flat minus three mood penalty we are going to hire these well at least two of these preferably Lewis because they've got crafting which is the one thing we're missing from our lineup if we brain damage them though we can do it with a shotguns we might just have to hire Nitro uh they've got crafting 11 and they're very neurotic does give them a global workspeed bonus so they would be a great crafter it's just I'd prefer not to if we could avoid it right they're going to prepare for a while in an attack until then we're going to get our people prepared enemies are beginning the result we're going to go outside with some shot glasses and prep them as the enemies come closer you want to bring out the pawn that's got the psychic shock lengths equipped this shows up under their equipment section and each Pawn Can Only Hold one belt item the only two that really matter in the base game are the psychic shock Lance and the insanity land now what we're going to do is just select it which shows up down here when the pawn is drafted and Target the pawn we want to knock unconscious which is ezzy uh there are nudists who's good at animals medical intellectual they make an excellent scientist and there we go they're unconscious now one thing to check immediately is yeah they got psychic shocked to the brain but they didn't actually cause damage sometimes when you shock someone their brain gets set on fire um well their head gets it on fire they get set on fire then what we want to do is make sure we slow down the rest you see we're looking for one other Pawn we'd like to grab which I believe is Lewis so we need to wait until Lewis is in range uh they will be a second so I think we'll just stall these for a moment until we're ready uh perfect now we'll zap Lewis oh Muppet get back into cover okay so Lewis is Zapped as well and they have psychic shock to the brain perfect now we'll bring everyone back inside that's two down and only a few to go we'll just come back inside and get ready in here yeah because we've closed all the doors here they should immediately come down here and go through these uh traps which allows us to kill them all we have put Muppet into bed so that the tent can be of the highest quality possible now as you'll notice one two okay it usually takes two traps but sometimes it takes more we'll grab that in a minute and uh that person's pounding on the door a little bit but shouldn't cause too issues wow they must be nimble yeah Nimble people have very little chance of setting off traps that means they're able to get by without setting it off nicely done and we are now going to unleash your animal that sets the dog loose and yeah that's too dead once that guy goes down I'm pretty sure they'll Retreat Now Yep there you go when it comes to enemies once they start running they have a huge thirst to pound through your doors it's just the way they're programmed so even though these ones were down here and could have just went this way together they've decided to come up here and pound on this door but that's fine it just gives us more time to shoot a few more of them one thing we like to do with prisoners is we put in tables and chairs this allows them to avoid the eight without table debuff which keeps them happier which means they're more likely to be converted quickly we also stick in a light reason being they don't like being in the dark so you give them light you give them a table they're sorted also this Pawn is a nudist so leaving the nude is fine normally though you would stick in something like some tribal wear to keep them clothed but bearing that that's pretty much about all you can do unless you can get enough statues to throw in there as well which we might get around to in a little bit Ah Prison Break excellent example uh let's grab everyone and let's line them up everyone think we don't want them to be attacking just yet using our guns would more than likely kill them so then we're gonna get our zones I'm not sure which ones breaking this one seems to be wandering interest during slowed and this one appears to be wandering so I'm going to assume the one without the restraints is the one that's doing the prison break we're going to try and stick an animal in front of them to slow them down it used to be I would keep my animals in the area but unfortunately alpacas can no longer be zoned into a section uh when people prison break they certainly get keys for everything I don't know why that is looks like we'll just have to attack diagonally because they have focused in on the dog you'll see that we've actually kicked dirt in their eyes to steal them down the reason you want to use your fist and you don't use guns you're less likely to kill them if you used your fists once prisoners are captured though they kind of their chances of getting killed from getting shot and stuff goes way down we're all people that are attacking you they're far more likely to die right we didn't do any major damage that can't be fixed while we're here we're going to capture Juno Juno has decided not to stay with us unfortunately so we're just gonna make that a prisoner bed and then we're going to try to arrest them our chances are 100 your chances of arrest are determined by your social skill when you're trying to arrest people you can also arrest strangers who are wondering why that will anger their faction so we're just gonna grab them immediately Chuck them in bed and then take the resources uh one thing food that's left in the room automatically becomes the prisoner's property so any food that's in a room or if you decide to make say a storage room for food a prisoner room temporarily you can't access that food because it's classified as being four prisoners plagues illnesses stuff like that they're a reasonably common occurrence when they happen what you want to do is find the affected pawns and change them to your best quality medicine and it'll give you it'll tell you the names of which ones are affected and also give you arrows leading towards them so we'll just grab them both and set them to use industrial Tech medicine which is the best we have for now you will start to run out of that stuff though so we will have to trade for some when the time comes when you tend to plague or any disease they have the plagues severity which is the 31 at the top and the immunity which is just about to hit 40 there than the bottom if the plagues hits 100 before your immunity hits 100 the pawn will die the higher the 10 quality the better your immunity boost you will give to your Pawn some pawns have weaker immunity due to traits and the older Pawn gets the weaker their immunity gets the older you are the less likely you are to survive illnesses this is why we avoid hiring pawns who are over 50 60ish they can have huge problems especially with surviving illnesses and getting unwanted birthday presents like Alzheimer's bad backs that type of stuff cook plant is just about to come up on immunity 100 and when they do they get that little Shield symbol meaning they're completely safe so the play got as far as 74 so they were quite safe because we had good medicine at the same time this will stay here and slowly go down until they're completely free of it in the meantime it does gives them a negative with serious pain and sick this is why we try to have as much mood as possible because on top of the serious pain and sick they could get injured they could get shut up people could die they could see corpses you want to crank up mood as high as you can or you will end up with more mental breaks a war Merchant has come by these are actually quite handy not for the weapons you can buy off of them but for the track as you can sell all of the spears bows and arrows and stuff to get left behind by your enemies you can just sell them off this allows us to sell off all those trash revolvers and melee weapons we picked up along the way we'll keep some of the better ones because we are about to get three new recruits shortly as he has now joined us her specialty is going to be intellectual with the secondary in animals and actually medicine and intellectual are going to be her primaries we need more researchers we're already 30 days in and we have only have about 30 days left to get all of our research done and we're not even finished microelectronics yet you can have two researchers or even three or five all working at different research benches and all of them contribute to the progress this allows you to massively speed up research so the more researchers you have the better when it comes to keeping your people happy now what we've started doing is giving them individual rooms for example if someone here is sleeping in let's just say Muppet we'll put here is sleeping in a slightly impressive bedroom this is giving them plus three mood if we check someone say like cooked plants animals they are sleeping in a mediocre Barracks which is giving them a minus four and they're getting a minus three from Disturbed sleep the place is too busy and people keep walking by this is a minus seven mood points around having just a mediocre room this Muffet is getting three a plus three as opposed to a minor seven so individual rooms are quite powerful what you can do though is pile Bunches of statues in here and drive this place up into really Pleasant territory that's a little bit more difficult but it depends what you're trying to do and to demonstrate everything I'm trying to go with these single room approaches this is usually the preferred one by most people now that we have a few moments we're going to replace these wooden walls with marble walls we just basically double line it so we don't lose the room bonus while we're doing it otherwise it may lead to awkward moments not completely essential but uh it is nicer to do it that way then we get another raid which is just another recruitment opportunity then here we have weasel quick sleeper bloodless jogger but mainly there could be a decent air test for us so we are going to short glance them and we are going to check and brain damage oh well there goes half their brim trauma savant huh that's actually pretty rare what that means is they get a 50 bonus to their manipulation we might actually keep those uh normally if someone gets brain damage you're done with them it's namely because they're just terrible at anything after that point but trauma Savant actually increases their manipulation it just makes them worse at all the social stuff which we don't really care about yeah we're gonna close that door behind us and go back to doing what we were doing uh you can go there yes so two wooden traps will just about Nimble again how is that person getting there uh we need to get our dog in okay lobov is going to start eating into them right and we're gonna bring a few more people forward to make this a little bit easier and come on perfect Which tribes people are fleeing they're my god there was not there was actually a fair few of them uh there's two groups that actually arrived in this raid we've already wiped out one the other one is coming in here now though I think they'll break pretty quick as well our next recruit is Lewis and this is a situation you will find yourself in repeatedly their crafting skill is absolutely terrible we want to train their crafting skill up to be something better so for training purposes we're going to give them a terrible job first thing we're going to do is we're going to make an electric crafting bench outside and we'll have a work speed penalty because it's outside also we're going to not power it also we're going to move Lewis to the end because they're our most recent recruit you can drag select all Pawns in default mode by holding down the right click and just dragging them somewhere so you can rearrange your characters as you see fit Outdoors this is going to get a penalty and it's only going to be active at 90 of its normal work speed because it's outdoors then we're going to reconnect it so it's connected to this power conduit out here that should power it off which drops it to 45 and on top of that we're going to roof over the thing oh never mind it's already roofed that should also increase its Effectiveness because No Light No Light makes it harder for the pawn to work it then Lewis here is going to be making things this and the best build to give them is dusters dusters require 167 work and they take 80 Fabric and we actually kind of like building a lot of dusters so this will take them the longest to do with the with the least amount of material as in we're getting twice as much work as the material we're putting in if you were to try to make something else like even a hood here hoods are pretty good to the second best we would require 50 Fabric and it cost 100 work so you're getting to work for every piece of fabric but other things like say a cowboy hat that takes 30 work and only requires 25 fabric so you're better off using dusters dusters are just the most cost efficient way to grind up your skill plus you do like having dusters on hand at the same time we're just going to set some details on this because it's a very important one we're gonna set it to Lewis to make sure they're the only one doing it they're gonna actually take the stuff inside you know what they're going to take it to the best stockpile we don't want them leaving it outside it might get rained upon then in here we're going to untick a few things we don't want to using any of these because they're actually valuable to us and useful we don't want them using thrombopher that's also useful to us and that should be about it I should point out there are rules down here as well but yet we're going to use everything it's going to take 80 resources to produce each one and it should take them a really long time to make any because well they're in a terrible position and it's going to be in the dark and outside Juno is going to be our third researcher yes we need lots and lots of research uh we were 33 days in that means we have about 27 days before some of the nastier Things become available and we are or some of the nastier raids and attacks and events become available so we need a whole bunch of research knocked out by then and we're going too slow as it is when it comes to corpse disposal the moment you get molotovs things change what you can do just make yourself a roofed in area make that the stockpile and then throw a molotov in there reason the molotov works is with a roof fire spreads so we just set fire to those that fire will spread to the surrounding corpses and we don't have to do anything about it once it started it just burns itself out and we just tell our Pawn to go back in a quick quick their weapon this means that even if it starts raining these corpses will still keep burning some people will recommend an entire burn room don't bother in fact if you're really strapped or in an area that doesn't have its own natural rock formations simply make a wall segment and then build a roof over it it then people can actually bring on corpses while it's actively burning at risk of damage if you put this inside a room you're going to heat up the room and cause potential burn damage if people walk into it and then you have to remember not to or lock the doors no no just leave it outside make sure it's far enough away from any plants that you don't actually cause a fire this is why it's built on the Stony area here and all the corpses will burn up quickly and efficiently disposes of them these corpses are adding wealth to your map while they're around and early on that's not that big a deal but once you start getting attacked by 40 or 50 people that starts to become more of a problem with microelectronics finished you almost want to start researching more stuff immediately but I think I'm going to use a researchers to grind up some Stones so that we can make ourselves a proper research lab where now this stuff was just to tie this over but once we get a proper research lab going we just can really Hammer at the research right now we want to expand rapidly so we put down a couple of stone cutting tables right out here near a bunch of the marble we want to chop up that allows us to make the stones much faster in fact we're probably going to move the tables over here as well which puts us even more in range of even more marble we want to chop up we want to sort of consume this entire area and then consume this area as well we've almost sealed in this area as well and then when we're finished that we're going to seal in here normally I would keep the grids aligned but the river has sort of interfered with that plan and we've got a pond on the other side so normally I would say take that brick and have it over here so as they're parallel with each other but unfortunately that's not an option we can offset them slightly but this is going to be an entire crop area because it's all nice land now some people will advise you to go looking for fertile land because it does grow stuff about 40 faster depending on the crop but honestly I've never really had that much of a problem I don't mind planting just that little bit more so long as I'm able to make a defensible scalable structure we had three people who were doing science unfortunately one of them could not do crafting so I let them continue doing science and it's made social and they did water mill generators the water mill generators are actually quite useful this is the entire reason we settled on a river tile however next up after that I think we'll be going straight for black armor that will require us to knock out a few things namely smithing is required to get Machining uh we also Machining is required to get Fleck armor and place armor is classified as a prerequisite of flak armor for example if you click on it here it shows you the locked prerequisites which is Machining and plate armor so before we even start that we've got to do our smithing first don't forget to expand The Home Zone when you add new structures this is to make sure that they will get replaced if they get destroyed at the same time cleaning now we're going to fill this area in and make a science room inside it one thing I should really point out to sicknesses when your pawns get sick they will immediately go back to their beds to rest well assuming they're not doing a job currently this is so they can get attend I think it's getting tinted in the dark is usually quite bad it will result in a poor quality tent so I normally keep a few lights around to put them in their bedrooms this is why you actually make hospitals is so that you always have a lit room you don't need to light someone's bedroom they will get a slept in darkness debuff but that lasts until they leave the room and get lice so you normally don't bother putting lights in rooms I usually get the sick people to bring the lights there it just speeds things along slightly when it comes to this new science room we're building I like to make it large enough for three science tables eventually normally they're gonna have two to start however they are expensive they require 250 steel and 10 components you only start with 30 components and you usually accumulate a few here and there just from killing stuff or cargo drops that type of thing but 30 components is what we have so we could make three however it would strip out all our components good thing to do at this point is start finding ship chunks there's usually ship chunks around the map you start with two or three and more will fall each one of those will provide components each one of these ship chunks is worth five components and 20 steel roughly with Smith incomplete the order is plate armor then straight along here to flak armor before we can activate these science benches we're going to need more power each one of them draws 250 Watts now right now I'm using a small trick it's where you have a dead power wire out here and then you connect them to it by hitting this reconnect button you hit reconnect these things wires jump so if you'll notice here you can see the two little purple wires there jumping towards that dead wire that dead wire is just not connected to our electrical grade so neither of those should be jumping to draw power from the grid I'm gonna see how much power is on our grid you just click on a wire and it shows us we have 150 watts of spare power neither of these would work anyway all the rest of the power is going into running this running the cooker and running all the lights each one of these lights shows 30 Watts so it actually it happens quite fast that you will run out of power however we did settle right beside a river and this allows us to use one of the best power types in the game the water mill generator these are unfortunately a little bit annoying because you're going to deal with the river in the middle of your base but at the same time they are very useful one thing to turn on is toggle visibility of terrain affordance what this does is turns the entire River blue and it shows you each chunk of it now if you look at this uh watermelon you can see that there's a rectangle in the middle that rectangle needs to be on Solid Ground so so long as the rectangle is on Solid Ground you're fine but then you see that uh sort of Blade like thing where the wind when the Watermill turbine is going to be that needs to be in the water so the small box the box at the back needs to be on Solid Ground the blade at the front needs to be in water this can lead to some weird scenarios like say down here here we can actually keep the things sideways as opposed to parallel with the river there's all sorts of things so long as those two criteria match you can place a Watermill and it will generate power this fits it in nice and close to our walls and we can actually roll this in in fact you want to wall in your power supplies as much as possible your enemies will want to destroy them unfortunately you can't wall these wall in the the water area with regular walls what you have to do is come in under structures make yourself Bridges and what this allows you to do let's see here there done once these are built it would allow you to build wooden walls on top of them you can't build heavy walls but you will be able to build wooden ones and second there we go so once that's built that's what the bridge looks like when it's finished actually we'll turn off terrain affordance and then we can track down a wooden wall right on top of this this allows us to wall it in enemies may like like the wall on fire occasionally but they tend not to so this is usually a good way to keep your power supply safe always World in your power supplies this is also the reason that our fridge is located in here so that we can have the exhaust pointing out into this large Field open area instead of having it pointing out here if you have your your exhaust facing out where the enemies can attack it they will set fire to it always and this is now complete and we have 1100 watts of power added to the Grid in fact we're going to be adding on more of those because basically we get 1100 watts of power for three components AC steel 280 wood a chem fuel generator requires two components and a hundred steel no wood but you then have to keep feeding it wood all the time 75 wood will last you about three days I believe it is so over time this thing cost you far more wood than just putting down more and more water mill generators you still do have to repair them so to put in doors that you can get in and out we will check in his steel door right there and instead actually over time we're going to be adding in more along the way so we're going to be adding in more and more winter or water turbines all the way down this route before we actually have access to the power though we do have to connect it up to our grid this thing is basically full of power wires and all you have to do is run a power wire from your main grid to it and you're done the actual power consumers like electric stoves and all that they can reach power wires within a certain distance that's why you can see those purple wires coming off of them this does mean that there are ways to switch off machines without using a power switch for example we can designate this as a power toggle but a pawn has to come along and change it instead we can just hit the reconnect button and jump the power wire from one to another and that allows us to turn on and off machines ripping anywhere in the neighborhood very useful trick we'll be using even more of that later when we get into Sun lamps once it gets a little bit later in the game hunting dangerous animals becomes slightly simpler especially when you have enough weapons to really take them down at high speed done that's an enormous amount of meat for the fridge our science room is coming along nicely but it's not only for the prayer it needs to be if you click on it you can see the research speed factor is 65 that is terrible reason being bad temperature room cleanliness both of these can be fixed rather easily if with a little bit of expense one we're just gonna put a heater in here the temperature in here is effectively too low it's at 8C we're coming into winter so the temperature's dropping we're gonna put a heater in here and then we're going to moderate the temperature to the correct amount at the same time because of the cleanliness issues we're going to put in floors now because we've already knocked out the research of smithing that gives us access to Steel tile steel tile actually has a positive two cleanliness most floors give you zero tenderness steel tile gives you plus point zero two or plus 0.2 it's not as good as sterile tile sterile tile is a reset you can get later down the line which is here sterile materials is made out of steel and silver so it's quite a bit more expensive but far more far more clean which will give you about a 10 bonus to your research speed this only gives you about a two percent but for the cost and the ease of getting it it's well worth it before we can get the floor finished and see the complete difference our research speed is at 98 because of uh indoor clean cleanliness and the room is now heated up to 20c by this heater uh we've got a ray dropping right on top of us now the first thing you want to realize is raid dropping right on top of you doesn't mean it's going to drop right in the center of the base what it means it's going to drop right on the center of a pawn it basically picks a pawn and drops on top of them and you won't really know which one it is until you click on this and find out where it's going so somewhere around here we want to grab all of our pawns and immediately find a new place uh we're gonna say over here-ish you want to see exactly where they're Landing before you make any commitments ow animal clean just had a roof fall on top of them and they've got a nasty cut to their head and a cut to their arm they've got eight hours left to live not good all right we are going to have to deal with 10 enemies dropping right in there and you have no idea what they're having they could have explosive Weaponry flaming Weaponry anything so we need to be incredibly careful here best thing to do fall back don't try and engage them in combat immediately find a good place don't try and save buildings don't try and save walls don't try and save expensive stuff doesn't matter if it's your wooden simple table or they land right on top of your research room Retreat the most valuable thing you have is your colonist for example craft mine they started off at four in crafting they're now up to seven soon they'll be up to eight and then they'll slowly grind their way up to 12 15. losing them hurts because we have to find replacements and train them up training up Replacements is way too difficult it's better to lose resources resources can always be recouped in a reasonable amount of time people not so much and animal clean needs to get themselves oh God we're really gonna need to start their match and I still haven't given a weapon to animal artists well in all first I think we're going to be getting this many people so quickly you know what you can go and grab yourself a bow yeah there you go you can equip that bow down there so very simple plan when it comes to these things you just wait around the corner and insert bullets into head same as before when it comes to actually you should probably go a bit further back and we've even got lube off here just around the corner animal clean go to the rear here I don't want you getting involved on this so what we've got is 10 humans we've got a few with clubs those will be annoying actually there's one two three four wood clubs that could be very unfortunate and a few with guns and they're definitely gonna break down doors on the way out and as you can see they've already smashed everything in that room so yes let them do that we want to wait until they come here in the corner and I made a mistake I should have put the pistol people up front I don't want that charge rifle getting caught up in combat and there we go now we can pull back a little bit you should probably go back here we're trying to tempt them around the corner wow they survived an incredibly long time all right several of our people are badly injured these things are the worst raids they're going to face for a long time unless they come down with explosives in which case they'll be even worse again we need to quickly do some triage on the people who are injured uh beginning at 20 hours leading out in eight hours bleeding out in 16 hours but as far as I can see no one's lost any fingers Toes or limbs in any way oh kidney shot nasty but by and large everyone looks like they're going to be able to recover we're going to see if we can add down a few more we want to clean this place up though really quickly that's one of the downsides of having them land right in the middle of your base the actual destruction and everything like that results in a very dirty room which reduces the quality of the room which means everyone is unhappy because the room is less of high quality combined with seeing a bunch of corpses it usually results in a massive negative mood for everyone involved thankfully now our most recent hire is bloodlusty so our bloodluster is also helping carry all the corpses which takes the weight off our build art hunt guy so now both of them are able to carry them over there and we just monitor of them corpse is gone problem solved and within 24 hours everyone should be fine when it comes to the research I forgot to do cycloid Brewing this is actually very important I thought we had this by default it allows you to make cycle tea it's one of the reasons we printed our cycle plants right here it's so we can crank out some tea to keep everyone's mood up in uh stressful situations like that some rare thrombos have shown up these things are incredibly dangerous we have several pollens a lot of guns and weapons still I would hesitate to take both of these on in the field what we're going to do is shoot at one and see what happens if both of them go Manhunter we're probably going to have to run away that's how dangerous these things are yep they both went Manhunter hey we're gonna get off one volley and then we're going to start retreating everyone back inside the whole lot of you and we're going to close that door behind us quick quick quick quick quick quick quick quick quick everyone in there and OH Close That Door too while we're at it oh that was close okay then those things are insanely dangerous how are you looking you are yeah no immediate danger illness even though we riddled them with bullets they're still not even close to getting out they are absolute tanks not unless you're incredibly tough to even consider messing with them and what we're going to do is we're going to head over here and then we're going to poke our heads at the door shoot a few pop back in that's pretty much the best way to take care of them is peekaboo and splitting them up everyone shoot okay this is a mistake I should have came out here as you can see even with all of those bullets it's still absolutely bearing Dennis and it's moving at 4.13 um did we run I think we kind of have to we're gonna run back a bit more oh that thing's way too close way too close like we're gonna get Muppet to run this direction is it chasing Muppet no it's a chasing Muppet how about craft mine maybe and I think it's chasing this Pawn okay oh yeah we got a second one coming up great and how did yet left foot almost gone that's why these things are so incredibly dangerous we need to start spreading people out uh hopefully we can avoid the death here another common threat is Man Hunter packs these will show up on the map as a bunch of wild angry animals that are infected with a disease called scaria downside of this is when you kill them they most likely Rush a very high percentage that they will rot when you kill them and this results in you being exposed to a lot of long Rush unfortunate all you do though is find a choke point and that's how you kill them all just using the same choke point you always do we get our doggo up front and then we just shoot them down as they come in last two finished now this will become more and more problematic as the groups get larger larger groups are going to give you more long rot to contend with which becomes hugely problematic later on but for now you can contain them with just a small little choke point like this first thing we do pile up the corpses and burn them we don't want that rock gas getting out that rut gas will rot people's lungs it causes negatives so it's best to just burn the corpses as quickly as possible with flak armor done we can start producing some protection for our pawns at the same time we're going to start preparing for the next section which is solar panels and batteries these are much cheaper thankfully for now we have cut research and we've got our two researchers helping out build all these walls around here and do plants animals and Hauling and stuff like that so we can get the necessary blocks we're also making sure we finish that old bedroom so everyone has a nice room to stay in we've managed to knock out solar panels and batteries before we have hit cycle 60. that's very important you want to try and get your hands on those before cycle 60 because that's when things can start to appear that make those absolutely necessary so now we're going to get back into weapons we basically want to get around to gas operations so we can start producing heavy SMGs at the same time there is one other thing we want to do we want to do production and we want to get our hands on a machining table we'll stick it in here for now but this will not be its permanent location we're going to need to be upgrading our research we'll be putting in some extra research stuff in there later so for now that's just going to go in there so that we can make ourselves some helmets this has been completely walled in you'll notice all the way around this is all sealed in so all the crops we produce in here will be 100 safe at the same time we've also rolled in here and we're making this our sort of farm animal location and we're going to make this our power plant that was going to run this whole Solar area over here this should be fairly fast to get to heavy SMGs uh we still have not actually completed the Machining table the shooting table still not done and now it's time for one of the more annoying raids that people don't like breacher raids so this is a breach raid coming in we've got 12 humans coming at us and they do have grenades in there those grenades they'll use to smash Down the Walls now if you've built your base this sort of wave we have walls everywhere doors everywhere what we need to do is find out where they're coming in we're going to find a nice center location they're probably going to hit somewhere along here and then we just need to find the breach right around the corner insert bullets into their heads same stuff we've been doing before okay they're heading this direction or you know what let's go outside and maybe shoot that guy with the grenades uh you know what that's fine research plants you can get back inside buddy uh we shall leave the door open for a little bit excellent uh the walls are still gonna get knocked down unfortunately but that's fine and we shall close the doors again the animals are going to go everywhere this is an unfortunate side effect to this but you do not care remember that it's not about the animals if the animals get killed or you lose them shoot that guy with the molotov immediately and we just wait around here and keep shooting them don't worry about the lost animals lost animals things like that they hurt but the loss of a pawn is far more deadly when it comes to putting pawns behind each other try not to go any deeper than five deep okay stop shooting at our walls oh yep that's a problem I want you to go here damn it they are getting an angle on you how oh my God that's a hell of an angle you're getting all right we're gonna have to just keep retreating back I suppose fine we will just keep retreating if that's what it takes and Retreat back some more I need them to come around the corner gets shot but for now we're gonna wait they seem to be just targeting walls I have no idea why okay now here's the problem we need to keep an eye out for the big dangers basically anyone with grenades or anything like that and okay there is only a few left so we should probably Focus fire a few if we can knock down about two that should cause most of the problems disappear and Target the heaviest mg in the assault rifle I went down uh you three Target that guy in the open Target people who have the least amount of cover possible and preferably the least amount of body armor done and done and then we get everyone attended that's basically the guts of dealing with any type of breachery you just gotta suck it up let them destroy your walls whatever area they break into you're just gonna have to hold back find a good defensive point and just let them chew into your base you're going to have to sacrifice parts of your base or your animals or whatever it takes protect your people as best you can that hit kind of an annoying time we were just about to start investing in armor and helmets and things like that but so far no one's died the Machining table is complete however before we get a chance to use it we were busy carting corpses uh we've got attacked by another race this one is actually a much easier variant this is tribes people and they're just going to attack what they're going to prepare for a while and then attack or you'll notice there is 24 of them now this may seem scary at first but don't worry if they're melee oriented people this is just so easy to deal with we are going to take this back inside though we would like to expand our population and there is an awful lot of potential recruits right here problem is there's an awful lot of potential recruits to look through and this takes an awful lot of time and trying to figure out who you want what traits they have and all that is very difficult what we want is we want another crafter we want another planter and potentially a cook as well who don't have any really bad traits also there's people who have unwavering loyalty so we want to make sure we don't pick them so I am going to recommend a mod doesn't affect game balance but it does make it much easier to sort these things it's called the numbers mod this means we can sort by enemies and we can go into miscellaneous here and list their traits so we get to this stuff people's traits we can list off their skills so just say we are looking for someone who's good at crafting we can then sort them all figure out who's got the best crafting and see you know this one's slothful this one's got pyromaniac uh annoying voice masochist we can sort by this it just makes it easier to find what you're looking for I think we're gonna go with squirrel this one has good plants which we kind of need I want to have a couple of dedicated Planters and they can also double as cooking or crafting and they're pretty good at construction as well so they've got quite a few things going on from them and they have nothing they're incapable of and they're kind which is a pretty decent trait to have so we'll try and recruit squirrel here uh but for the time being everyone's just doing their thing it's going to be a while before the the enemy attacks also I say again this number is not not entirely necessary it does not change the game balance in the slightest all it does is allows you to display information in different ways all right squirrels in range of our psychic shock lands we zap them hopefully no brain damage excellent we'll try and recruit them in a second and then we'll just get off a few shots while we're here and I think that's enough let's bring everyone back inside in fact I'm gonna make sure the revolver people are up front and then everyone else can go to the rear yep right about there and research implants can go there I've also set this Pawn to not fire their grenades automatically we want to make sure we fire these manually the thing is you want to start firing these grenades before they show up otherwise you'll lock onto the people and a lot firing grenaded people is bad because if the people move where your grenade grenades go will move so instead you want to Target the grand this way they'll always Target this section you grenades can miss by one tile so you want to make sure that you target one tile away from your walls and you never want to be shooting more than one two three four tiles if you shoot any more than four tiles and there's walls either side you might clip them so up to this we're good but if there was another wall segment there and there we might end up clipping those that would be bad so we're gonna fire grenades there and we're going to continue this the grenade should make a horrific mess now lubov here may go down and if they do we want to make sure we have people ready to slot in so cook plants are off craft mine or cooking plants are going to go in because they've got the guns that will have the least amount of Firepower to them and oh watch this grenade go off now and there you go killed one person and heavily wounded the other wow it actually blew at their stomach that is the joy of grenades and oh no blue buff 110. go here I want you to go there and you need to go here here you go perfect they're able to hold the door grenades are still doing a wonderful job how many are you gonna go down with that one oh three of them broke that is the joy of grenades they make it absolutely horrendous mess and they allow you to break attacks like this just incredibly quickly they also work very well against animals though you can use water traps which we'll be demonstrating later to take care of animals an awful lot easier this means pretty much all melee threats including scientists can be taken care of quite handly especially if you had some good tankers up front in this whole mess and snafu we managed to actually pick up a couple of extra pawns we've got Vol here who's going to be an excellent cook and they'll be able to cover our plants as well and we got this part over here who's actually good at construction that might actually end up being a better artist than our current one also social intellectual not bad so an iron will psychically dull this was just an excellent find one thing to note though when you're recruiting prisoners from a faction that's not your own it's much harder and by that I mean around your attack level so for example these are tribals so as such their resistance is much higher to us because we're from an industrial society if we had started as the tribal starts these people would be easier to recruit and the industrial people would be harder you basically it's like with like so to speak when it comes to Recruitment and it does mean that if you want to recruit a lot of people playing as tribal doesn't have a minor advantage that way by using a roof method instead of using a room method your pawns can actually keep adding corpses to the fire as it burns it just makes it far faster to remove them we are unfortunately experiencing a solar flare which is going to make it difficult to upgrade our pawns just now that's okay what we can do now is get our hands on some extra meat and we're going to do the hunting the way God intended With Grenades animals won't turn aggressive if you hit them with grenades they only turn aggressive if you shoot them with guns it seems so this is a nice way to well kill animals without having to worry about them I stand corrected it turns out muffalos can go Manhunter though once you've been hit by a grenade they tend not to be able to move too fast so it works out pretty much okay the shops have refreshed so we can get around to doing some trading again uh we managed to we can sell off all of the weapons that we've been accumulating all the terrible ones now they won't give you that much money unfortunately but it's enough to get you maybe a weapon or two 413 silver for selling the weapons but another 600 for selling the dusters we've been crafting very slowly we are going to buy one Insanity Lance and one telescope the insanity lands will save us if a centipede shows up and then we head straight back home I will say grenades are Messier though but as long as you're okay with a little bit of blood it's fine now we have been doing a lot of research and it's time to start utilizing it first up comes the simple helmet we could have actually started making these a while ago though steel was a little bit tight you can make them out of other materials but steel is usually the most cost efficient one to do you want to drop them on the floor for any worker you want to switch craft mine and you want to do it until you have X and then you want to set it to one we just always want to have one steel helmet in stock at all time and we want to make sure that helmet is greater than say 53 52 hit points and for Quality we want it to be normal quality or better so as long as we have a normal quality that's 52 percent or better in storage somewhere this will stop however if we don't it will make one this way if we run out of helmets or someone is finished with their helmet and they go grab one of the ones that are in storage another one will be crafted afterwards automatically we'll be doing a little bit more of that for example we're also going to make fleckvest and we're going to do the exact same thing has to be normal quality or better and 52 percent quality or better oh and I forgot to turn down the ingredients on those didn't I we are now finally getting to the point where we can take advantage of the research we have done at Craftmind is going to make a helmet here at the moment they're finished that's going to show up in this build because well it's in that stockpile Zone however this won't last for very long you see because someone will come along and grab the helmet and start wearing it and there we go someone's wearing the helmet so it's no longer showing up in here so what will happen is you'll have to stop and make another helmet at some point they already have one flag Fest oh what are you doing you're supposed to have one flag Fest no okay they'll finish the flag Fest someone will put it on then they'll make another flag vest so on and so forth same with all the helmets right now everyone is putting on all the helmets and one we've got one two three or people with helmets on so we need to make a change to our assignments now under here we have the current outfits everyone is wearing and you can see stuff that we forced him to wear what we're going to do here is make a few changes one no one's allowed to wear tainted apparel we don't want them working on anything tainted that would actually decrease their mood and they tend not to anyway so you're fighting usually on that front and next thing we want to do is change this up here we want to say people should only wear clothing between 51 and 100 if they go below 50 quality what happens is the pawns get very unhappy and then we're gonna make sure they wear everything from normal up this is the only thing we're going to do for now oh and utility wise I don't think they need to have Shield pup packs or Shield belts and maybe do pick up tornado generators orbital power beam targeters or anything like that but they can't pick up those other things everything else I'm going to let them wear for now but what this means is they'll wear these helmets until the helmets wear down or get damaged below 51 at 51 or lower they'll take them off those helmets will not count towards this bill so this bill will still have that one helmet that's produced it has 52 percent or higher quality they'll put that helmet on and then the crafter will automatically come along and make a replacement helmet so we'll always have a spare helmet around for everyone we've also managed to research our next level of tech which was gas operation this gives us access to heavy SMGs which can drastically increase our damage so once the simple helmets are finished we are going to make ourselves some heavy SMGs problem is they cost four components a piece we need five of them to equip everyone with at least a decent weapon so five of them by four is 20 and we don't have 20 components we only have 11. so we're gonna start combining mining components around the map this is what components look like you can mine them but one there's not a lot on the map so soon after this once these run out of the map we're going to have to start acquiring more and the only way to get them for now would be to buy them we can craft them later but for now we're gonna have to buy them so we're gonna plant cycloid leaves cycloid leaves allowed to make drugs and the drugs we can sell for money the money we can exchange for components I think we're just about to recruit another Pawn yep Vol the resistance was broken now full here should go around and automatically do everything we want which is they're going to put on that simple steel helmet that was lying in storage grab an alpaca will duster and of course uh they're still missing some other clothes we should get them some under clothes to go with that like some tribal wear we'll get around to that in a bit but it does mean they automatically didn't grab stuff and once we've got flag Fest they'll automatically grab a helmet they'll automatically grab a flat vest and at the same time Craftmind is now automatically replacing them this allows you to wait to automate replacement clothing without having to micromanage everyone and tell them exactly what to wear all the time our next raid is a Manhunter pack we've seen these before we'll simply fall back to this location here we'll seal it off and in fact we're going to use grenades as well now that we've got grenades to make this even easier to handle and they also took out a bunch of air traps of the radish Vault where you going oh yes with new assignments you should really make sure that they're all set to the correct medicine and you should also make sure that they're set to attack by default and I forgot the grenades but it doesn't matter we have enough people that this should be easy peasy we have constructed a hospital over here now I know we don't have hospital beds but we don't really need them all we want is a clean room that will always be lit so there are ponds come here and sit down for medical attention the doctor who comes along can tend them in full light in a clean room so that they get the best tent cost possible we will eventually research hospital beds but unfortunately they take a lot of components to make so I don't advise building them until after you've knocked out mortars as well and got mortars your guns your flak vests after a while the left side of your screen is going to be full of too much stuff you're going to want to come down to this and change on toggle categorization mode on resource units this allows you to imprint things into say blocks in one section then we've got your Metals here then you've got your medicines and things uh only dance that is sometimes negotiated a little bit too far and start scrolling all the way left to improve the quality of the bedrooms we've floored half of them this gets rid of sort of half the dirt which brings everything up to slightly impressive even if the statues are only normals they still get a slightly impressive bedroom out of it next up we have a psychic ship what this does is basically drive your people slowly insane because it is effectively a low psychic drone it does seem to ramp up over time though so you do want to kill them sooner rather than later normally what you do with these is we'd hopefully have mortars by now and we could mortar it from a distance and then lure them into our kill box we have not managed to secure mortars just yet namely we just don't have the components we've been concentrating on getting our weapons up however to take care of this we would normally use a psychic Insanity lines to drive the centipedes crazy and then once the centipedes finished murdering everyone to come into our kill box or to get killed and we'd mop up the remainders unfortunately there is no centipede so we're going to have to kill these the old-fashioned way problem is these are lancers Lancers do a high enough damage to One-Shot your pawns which is a big problem a very very big problem but don't get too close now I said everyone to not hold fire we don't want them actually getting involved in combat normally what we do here is we get our best melee people and get them to melee down tie them all up in melee fortunately our best melee people decided to beat it's not out of each other so there's that so we're gonna get to people with the worst weapons to melee and tie them up we're going to have our best shooters then kill the remaining lancers and then once they've killed them we'll move around and wipe them all out will take some damage but so long as none of them get any shots off we should be unlikely to lose anyone we have one Pawn set to melee every single one of them that should stop them from shooting accent that one down you can go over there and help out with that one and then we'll turn around and shoot these ones that's two down you three can get over there immediately and you three can get over there another one bites the dust and no you're actually too valuable don't let him get a shut off there you go that's fine what up to you you got beaten up by a Lancer oh your melee is three okay fair enough well we'll bring it back and nope no actual bleeding so you should be fine right and we also have to take out this psychic dronorship so let's just immediately kill that now while we're here the most important part of this tutorial is that we've reached the point now where we can make simple helmets make heavy SMGs and make flak vests we can also make ourselves some decent dusters we're gonna throw together some thrombo fur dusters they have quite good armor quality as well you need to get yourself up one decent crafter and you need to get the technology to be able to make these now there is only one thing that can stop you from achieving this one there's not enough components on the map but for that it's okay we can trade for them we just keep doing the same thing we've always been doing except this time what we can do is we can buy four components let's say that allows us to build an SMG cost us 169 silver as opposed to them at 450 we would pay for a full on SMG and at the same time we'll be selling doing the exact same thing we did before selling off meat and selling off some of the equipment we've found stolen or crafted ourselves like some of the clothing and things like that and that will give us more than enough money to buy plenty of components that is 41 components we can take with this we are going to take those straight home and we can use those to craft even more weapons armor and well okay the helmets require exclusively steel steel wise we've still got plenty more there plenty more there and we've got another three nodes down here so steel wise is usually be good for a while but we are going to have to keep an eye on that one that starts to run we're going to run into problems at the same time the only other thing that can kill us is toxic fallets they've been a possibility for the last 10 days for that though we can actually roof in this entire area we can build a roof over this section and if we do it'll stop the toxic fallet from killing everything you'll honestly set up these circular zones this is to do with Sun lamps Sun lamps will fit in every single one of those sections right there so we can throw in a sun lamp there there all of these places can take Sun lamps we've put in wooden pillars so that we can roof in the whole place and at the same time there's this section over here this is where we would power the lot of it two solar panels can power one sun lamp so we'd put down the two solar panels for every one of these growing spots that's why we're only growing with four so far it would cost us six components to produce two solar panels two solar panels can run one sun lamp so we need six twelve we need 24 components just to run these which we can now afford to do once so once they come back we'll start crafting the necessary solar power solar generators once the solar generators are in we'll roof over this whole area that means we have a sealed section if we get cold snaps or anything like that we're immune to it and that's sort of the point here we want to get to the point where we're can't be affected by Cold snaps same time we're also knocking at mortars this will require us to get well to build mortars build the shells for them which is going to require cam fuel so the next research after we get mortars is going to be the biofuel we're fighting once you get the biofuel refining you can produce the mortar shots we could have been hit by a Siege so far and if it happened we would have to go to the field and fight it that's expensive can be done and we have a good hardened team to do it with but we would prefer to have mortars and finally Denver you notice we've removed the door there and this entire place is one open area you know it's extremely impressive because we put in a whole bunch of flooring and we stuck in a bunch of statues so this place is now giving everyone wonderful mood boost very impressive dining room decent bedroom impressive Recreation room so this is giving everyone nice high mood and we don't have to worry about that the main bottleneck up to this point is going to be your component Supply some people recommend you settle in small hills just so that you get more potential to get more components my advice just trade for them that way it opens up all of the opportunities before you can settle and definitely take advantage of the rivers being able to just Chuck down a water mill generator true would cost you a few components but it definitely works out more time and resource efficient than wood fire generators in my opinion anyway I am going to cut this out here I hope this is at least mildly informative for you and uh good luck [Music] foreign [Music] [Music] foreign [Music]
Info
Channel: Francis John
Views: 35,000
Rating: undefined out of 5
Keywords: tutorial, beginners, starting, ep2
Id: vHtWRuJqQf4
Channel Id: undefined
Length: 63min 52sec (3832 seconds)
Published: Sat Dec 31 2022
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