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Venom Steak
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Registrace 3. 05. 2013
Why are we still here? Just to buffer?
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Venom Reviews: Lethal Company
It's a bird. It's a plane. It's 20,000 pounds of scrap on the Goddamned floor.
Today we'll be taking a look at a new hit horror game, Lethal Company.
Music Credit: Corporation Motivation by Audionautix is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/by/4.0/
Today we'll be taking a look at a new hit horror game, Lethal Company.
Music Credit: Corporation Motivation by Audionautix is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/by/4.0/
zhlédnutí: 868
Video
Origins of The Raxar | RimWorld (BioTech DLC)
zhlédnutí 1,7KPřed 7 měsíci
A little-know experiment on the edge of civilization changed humanity forever. Join us for a deep dive into the origin and history of the universe's first XenoType: the Raxar.
This is Starla | Skyrim
zhlédnutí 3,4KPřed 8 měsíci
Sweet Mother of Muscle... Music credit: "Messiah" By Handel.
In Depth Tutorials: The Double-Threat Killbox | RimWorld (BioTech, 1.4)
zhlédnutí 24KPřed 8 měsíci
How to beat a 10,000 point raid. Cheap. Francis John's famous killbox: czcams.com/video/K8fsjNjbz8Y/video.html&t Adam Versus Everything's turret trick: czcams.com/video/eTJf0-pusxQ/video.html
Just as the Storytellers intended (America Meme) | RimWorld
zhlédnutí 1,8KPřed 8 měsíci
Credit to Sea-Ad7139 on Reddit for the inspiration, and sky_in_the_jar for the Cassandra fan art.
Quick Tips: Effective Health | RimWorld
zhlédnutí 3,5KPřed 8 měsíci
It's the little things that make a big difference. Every human in RimWorld has the same amount of health. However, their effective health can be boosted to insane levels with a couple of tricks. Here are some of those tricks.
Quick Tips: A Cheap and Easy Way of Setting Pawns on Fire | RimWorld
zhlédnutí 3KPřed 8 měsíci
This killbox design is deadly to anything organic. Even fire-resistant imps can't withstand the 1000C temps inside. This "firebox" is so effective because 1. The turret is irresistable 2. The hay floors are incredibly flammable 3. Open doors still trap heat By combining these three things together, we force RimWorld's Standard Raider AI to walk into a self-igniting oven, cooking themselves to p...
Quick Tips: Why Aren't You Using These..? | RimWorld
zhlédnutí 4KPřed 9 měsíci
Short. Sweet. Another tip to help you survive the Rim.
Quick Tips: Taming Tantrums | RimWorld
zhlédnutí 2,7KPřed 9 měsíci
So, how does one deal with a tantrum? The answer is simple. You let them play out. Unless they're going after your stuff. Then you beat them into the dirt.
Quick Tips: Unlimited Power (From Rice) | RimWorld
zhlédnutí 11KPřed 9 měsíci
Plants. Power. Palpatine? Today, we're covering how to generate infinite power from rice. Watch the full video to find out how.
Quick Tips: Turrets BREAK this Game | RimWorld
zhlédnutí 12KPřed 9 měsíci
Turrets ARE good, and it's not why you think.
Quick Tips: Squares Suck | RimWorld
zhlédnutí 10KPřed 9 měsíci
Diamonds are where it's at, yo Weird fox clip is from Nigel and Marmalade, a shorts series made by Tom Bates. I'd highly recommend it! Credit: czcams.com/users/shortshmceuH9UQmo
Invincible "Firebox?" - The HOTTEST Killbox Yet | RimWorld
zhlédnutí 1,6KPřed 9 měsíci
Come meet the "Firebox." Sure, Tynan has implemented counter-measures for this type of design. But I simply countered his counter-measures. We makin' bacon today y'all.
"At least we agree on that" | Baldur's Gate 3
zhlédnutí 1,7KPřed 10 měsíci
"At least we agree on that" | Baldur's Gate 3
The Genuine Fear in His Voice | Alien Swarm: Reactive Drop
zhlédnutí 971Před rokem
The Genuine Fear in His Voice | Alien Swarm: Reactive Drop
New Biotech Killbox - The "Tox Box" | RimWorld (Biotech DLC)
zhlédnutí 59KPřed rokem
New Biotech Killbox - The "Tox Box" | RimWorld (Biotech DLC)
"There's something wrong with that boy..." | RimWorld
zhlédnutí 6KPřed rokem
"There's something wrong with that boy..." | RimWorld
(Outdated) How to Beat the Apocriton | RimWorld (BioTech DLC)
zhlédnutí 7KPřed rokem
(Outdated) How to Beat the Apocriton | RimWorld (BioTech DLC)
Gene Guides: Catgirls | RimWorld (BioTech DLC)
zhlédnutí 28KPřed rokem
Gene Guides: Catgirls | RimWorld (BioTech DLC)
How To Train Your Spartan™ | RimWorld (Biotech DLC)
zhlédnutí 9KPřed rokem
How To Train Your Spartan™ | RimWorld (Biotech DLC)
Gene Guides: Melee Masters | RimWorld (Biotech DLC)
zhlédnutí 27KPřed rokem
Gene Guides: Melee Masters | RimWorld (Biotech DLC)
Low-Poly Horizontal Rats Choose Violence
zhlédnutí 3,7KPřed rokem
Low-Poly Horizontal Rats Choose Violence
Eat Kibble Speedrun Any% (World Record Run 2022) | RimWorld
zhlédnutí 1,3KPřed rokem
Eat Kibble Speedrun Any% (World Record Run 2022) | RimWorld
Don't forget the bed vortex, lay out the 3 beds radially around a central nightstand with a dresser in the 2 empty squares, 3 beds with max comfort in a 3x3 area
You mean 13 by 13....
I've noticed that fire can spread through the gaps, I would advise not to do this to anything that you want to protect fire from. Specifically, a geothermal plant that was surrounded by walls, I figured I can save wealth by trimming the edges, but nope, it got burnt!
Yeah. I realized this after the fact as well. Honestly considering pulling this vid, because that's a HUGE oversight.
chemfuel is my go to power source, but it starts to fall a little short late game where you end up spending tons of resources and time just to keep them filled.
Yeah, that's when you make the switch to geo. It's too good not to use.
@@VenomSteak depending on power usage and mods, even geo doesnt fully satisfy some of the higher tech playthroughs (mechanitor comes to mind, tons of power usage late game with bandwidth antenna and turrets). I end up using a combo of chemfuel, geo and toxic generators as well as the advanced power stuff from vanilla expanded. that or just run a nuclear power mod lol
is there any way to stop the contents tab from popping up every time you click on a storage unit?
I'm not certain. You try checking the mod settings?
@@VenomSteak i tried clicking the vanilla ui options but I still get the content tab or the storage tab, do you get this issue on your side? the content tab takes so much space :(
how do you put out the fires afterwards?
2 ways I like to. 1. Let them burn out, forbid your colonists from going there with zones. 2. Firefoam pop-packs. Pop off and you're good to go. Bonus: use the fire extinguisher from the vanilla expanded weapons mod (I think).
I started playing Rimworld a few days ago. This is insane. By the way, do you use mods? Could you tell me which ones?
But wouldn't you have to spend more resouces on flooring though?
Yeah, I suppose you would. Ah well. About time to revise this take anyways.
got a typo in the title brah
It's a good killbox, but one problem I noticed is that my pawns get cooked alive, even with the roof ventilation. Bear in mind they're mid-game pawns without marine armor or some good heat resistent clothing. The kill room is often at 200 degrees, so I'm not sure if clothing would help. 7 of my pawns all got burnt pretty bad.
Two things that might be going on here: 1. Ty & Co made some changes to the game since this video 2. Yours isn't build quite like mine. This killbox definitely worked at the time. We know because you can see, my pawns aren't getting cooked. Any room that isn't roofed at all _should_ just be the ambient temperature (outside), and never heat up/cool down. If Tynan and them changed something, well, this killbox will need an update! Easiest way to fix this issue without breaking the whole thing down is to just remove the back door to the main room. That will make it count as "outside" and make it impossible to heat up/cool down. Just make sure no one is standing in the doorways, since those count as tiny rooms.
@@VenomSteak Hello and thank you for the quick response. Yes, my solution was to remove even further roofing and improve ventilation, the killbox room roof is "Unroofed (10)" which probably means it's missing 10 tiles, if I'm not correct that should be the two sides of the main kill room unroofed, yet the temperture goes up. Maybe I'm missing a kept-open door to limit the temp from leaking too hard into the main room? that could be a good addition to keep the temp in the maze but not affect the defenders EDIT looks like exactly what's missing, it seems you have a kept open door right before the last fence right before the turn into the kill room, that is what I missed. I'll see later on if it made a big enough difference. It's the one right below the bait-turret
lilwhitemouse is a small mouse but with a big heart
I'm really glad that I clicked on this video thank you so much!!!!
FJ = godking of Rimworld. Wow!
In older versions turrets also forced tunnelers to stop mining the walls, as their pathfinfing made so they think it's not worth it, and gone into traps. But I am not sure if it is still there.
Next time I feel squares are getting too bland, I'll try this out.
Why a brazier and not a campfire? Can you cook on a brazier?
1. Portable 2. Easier temp control 3. 2 wood/day versus 10 You could totally use a fire too, I just prefer to put it outside. Maybe even under a roof. For crashlanded starts, it's 100% better to use the nutrient paste dispenser.
@@VenomSteak Ah, okay. I see. That's good to know. I still refuse to use paste though. Even though I totally should. 🤣
One main problem is fire , it could jump through this wall easily
Yeah, for that EXACT reason I'm thinking of pulling this vid. Kinda big oversight on my part.
Stacking hurdles is a pretty common approach in real life to solve problems, it makes sense that it works in the game too. My only critique of this design is that the game heavily weights mech raids towards endgame making the entire tunnel section an expensive waste. Perhaps, rather than a full duplicate just building a short maze opposite the burn box and switching for mech raids would make for a less expensive solution. Personally I really like the "shotgun tunnel" from AVE and miniaturizing it to 7 pawns is really effective at cutting down Friendly Fire on your frontline. The open roof solves one problem, and then the tox mines solve the other on organic raids. My only adds would be to put some repair pawns to the left and right of the melee blockers for keeping the walls topped up, putting some statues in to counter the negative room decor and making sure the box backs up to a dining room to avoid the dreaded "Ate without a Table" debuff. well done otherwise.
didnt people do this in WW2?
Here I am trying to search up how to do surgeries and all I get is a Clash of clans base maker
I would be insulted if I could stop laughing
Arent simple meals better for nutrition if you have the labour?
Depends. More efficient than whay?
You mean wheat? Since its animal feed its probably more efficient, but simple meals do make human food 180% nutrition efficiency
Reject square. Embrace...other square
*DIAMOND*
*Laughs in german*
Strong melee damage is basically essential if you want a melee juggernaut of a pawn - the rest is secondary - but it needs a proper weapon for a full effect. On its own, it is quite strong... BUT it becomes terrifying once you get your hands on a Zeushammer - preferably a higher quality persona version. The reason is the overkill mechanic of a blunt damage type. Slashing weapons, when they hit a "detachable" body part and destroy it, the body part is simply removed, with some bleeding on top. Blunt weapon on the other hand - their damage "splashes" - a destructive hit to an arm will "splash" some damage to adjacent body parts - in this case, the torso. This means that normally non-lethal limb damage can and WILL kill the target. This elevates Zeushammer above monosword even. A prime thing to consider for any combat oriented xenotype - fast or superfast healing. This is especially important for melee character. Superclotting is also worth considering, and any improvement to immunity gain speed. Reason is simple - Melee characters are far more likely to get injured. Ranged combatants can avoid large portions of damage by staying in cover and having armour on top of that. Ranged enemies, for the most part are also fairly inaccurate - true enemy shooting champions are very, very rare. In comparison, melee is far more streamlined - Level 0 skill is 50% base chance to hit, the first melee hit chance softcap is at level 10 with 80% chance to hit. It jumps only by 10% on level 20. Dodge chance has linear growth - from level 6 you gain ~2% every level, capping at 30% at level 20. Before level 6 you can't dodge, unless you. This meas that average melee pawn vs another average melee pawn has something like 70% chance to hit. You will get hit, a lot. Fast healing reduces the downtime significantly. That is why Yttakin are surprisingly bad at melee, despite having strong melee and robust genes. They are forced into too much downtime.
1: Strong melee damage/robust are essential to me. Superfast healing almost makes the most sense, since it's +1 extra point for +200% heal speed. 2. Haven't tried persona zeushammers yet. I really should! 3. So far I've found plasteel gladiuses to be the most effective mixed-unit weapon. Just because organic enemies die so fast, I notice blunt users (mostly uranium mace) get stuck in cooldown a lot. The gladius lets them deal slightly less damage at a time, but make a lot more hits (consistent damage vs. striking mostly dead, already-shot enemies). 4. Yttakin are good for harvesting genes...
i seen you rub that mans head.
While you're not wrong about the efficiency of eggs > chicken tendies..... I'm sorry but the tendies must flow. I love the idea that my colonists have a robust assortment of meat to eat. I slaughter goats, cows, chickens, turkies, lamb, deer, and anything else i can get my grubby little hands on out in the wild. My people are a happy people. But what makes them the most happy? Chicken tendies.
You wanna know the truth about this video? I love chickens. So I came up with a mathematical justification for why I wouldn't kill them. But hey, enjoy your tendies.
The shot of your spoils at the end was amazing 10/10 video
place wooden fences instead. once resources are brought to them, Cancel them, then Forbid the 1x wood stacks. fun tip: a 1x wood stack burns just as hot and long as a 75x wood stack.
...or just dont build all batteries in a single place, and cycle between pairs or so. Absolutely no need for redundant Power generation. Also 4 batteries for a backup? My biC, my end game bases can rely on 4 batteries to do it all, more or less.
Wow I remember the suffering I endured on my first playthrough of Bing Fuel. It is still the hardest mission in the game in my eyes.
Wildest part: you've barely done a thing. You can go further. And this is just with character editor. Mods... mods make anything possible.
If he had Tough, Nimble and Brawler, he'd be nigh-unstoppable.
that's great, however: ice
Aw man, I've got a whole guide on how to do sea ice. Never got around to making the video, though. TLDR is you lay concrete for floor, use silver for a couple walls to make it pretty. Works great.
This but instead of tea is yayo and instead of once every two days it’s about twice every one day
It is a very good way to break the Geneva Convention
I'm good on materials thank you, i rather satisfy my ocd. Speaking of ocd, geothermal generators are 6×6 and produce exactly 3600 watts constantly with no variation. Mechanator band nodes are 2×2 and take 300 watts of power. Meaning you can put 12 band nodes symmetrically around a geothermal plant for a constant 12 bandwidth. May it be 3 lining each edge, or 3 in each corner.
Wouldn't the turrets need to be unpowered?
Have these survived 1.5?
The only thing it isn't good for is recruiting. It's kind of an issue when they get cancer from this incident.
Yeah... truth.
Nice killbox that i definitely will try. Wish to see more videos from you on the new dlc too! 🙏
What do you set the heater and a/c to or does it matter?
High temp: 100F (40C) Cold temp: 52F (11C) Anything within these temps should be good for growing. If you do notice a temp warning on your crops, try tweaking it a little, or just building a secondary heater/cooler. Usually a good idea to have an extra anyways :)
Turn bacon with some veggies into kibble if your colonists all hate bacon ;)
Nobody here is talking about what Jessie did
catgirl(fox)
i would have probably put toxtraps in the free places bethween the doors for that heavy gas debuff while on fire, the additional tox build up is just a bonus. i mean since even a malfunction does not really do harm when they go out quickly there is no problem exept for some fuel and steel. thats a really nice and compact killbox thats even early game friendly and with 2-3 minebots or now ghouls its probably nearly inpenetrable.
I built this one to last. No exploits, no cheats, just combining the best of the game's mechanics. PS I now want to make a Tunneler melee horde...
@@VenomSteak i now integrated this into my toxbox meatgrinder killbox, needs optimization since accidental tiggers of the incendiary mines are a pain in the .... but the downing rate of even anomaly creatures is borderline criminal.
Thanks!
Cat boy?