Insects Inside! - Rimworld Biotech Ep. 6 [Rimworld Tropical Rainforest Randy 500%]
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- čas přidán 30. 06. 2024
- In this episode of our Rimworld Biotech challenge in the Tropical Rainforest, we welcome back Brandon and have to fight off our first infestation!
► Full Playlist: bit.ly/3F07o8p
In this episode of Rimworld Biotech, we continue our 500% Randy Random run in the tropical rainforest. After an eventful episode and a heartfelt goodbye to our bears, we see the return of Brandon from his excursion with the Empire today. With his help, we decide to carve out new bed rooms and build ourselves a nice big common room - but the process is quickly interrupted by the first infestation of the playthrough...
Chapters:
0:00 Intro
0:36 Gameplay
19:15 Fan Art / Outro
► Full Playlist of this Rimworld Biotech Challenge: bit.ly/3F07o8p
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The tropical rainforest is one of Rimworld’s more challenging biomes: A warm, wet jungle with choking overgrowth, survival in the tropical rainforest biome will not be easy. Wild predators and frequent diseases will make life difficult for our colonists, who will struggle to find free land to build on. Additionally, we are settling on a tile featuring mountainous terrain, extensive cave networks and a unique river that runs halfway underground.
We are continuing this playthrough from a Naked Brutality scenario in Rimworld Ideology that eventually evolved into a small tribal colony in the cold bog. After obtaining the first part of the archonexus map, we select five colonists for the quest to find the next piece, so we are starting with some items and equipment. Nonetheless, we are settling on a fresh new tile in the middle of the rainforest and have to start a new base from scratch to survive the dangers of the jungle on Randy Random "Losing is fun difficulty" with the threat scale cranked up to 500%.
With the Rimworld Biotech DLC, we also see the introduction of children and reproduction, lots of mechanoid additions, and an extensive gene system that allows the modification of our pawns on the genetic level. Additionally, we see skill teaching, pollution and vampires (or Sanguaphages) introduced to Rimworld, as well as several new races, quests and objects.
Rimworld is a Sci-Fi colony builder simulation game focused on managing a small group of survivors with the goal of eventually building a space ship to escape the planet. Rimworld is developed and published by Ludeon Studios. After a successful Kickstarter campaign, the game went through several Alpha and Beta versions before seeing the release of the Rimworld 1.0 version in October 2018.
Mod List: pastebin.com/xYWPuTDG
All Rimworld Ideology gameplay for this Rimworld Biotech Challenge was recorded on the PC in 1440p. - Hry
Thank you once again for all the amazing artwork! Let me know what to do with Brandon's psychic sensitivity, the Empire quest and our next research projects! Enjoy :)
► Full Playlist: bit.ly/3F07o8p
► The first chapter of this story in the cold bog: bit.ly/3ZY1C0Q
Please do make a video or documentation of what you did with the save, it would be very useful for other players introducing DLCs mid-save, including myself who have a pre-Ideology colony I would like to continue with a re-generated world map, but have not a clue how to begin.
According to the wiki "Fluid ideoligions are mostly the same as a static one, but can be changed over time through development points. When you have enough points, you can reform the ideoligion. It costs 10 points for the first reformation, and increases by +2 per reform until a max of 20 points. You cannot "store" points; once you can reform, no more points are gained. " Do you already have 10 points? That may be why you're not getting anymore points.
Next research: watermill. You won't need battery or solar panel, the power output is constant (except for solar flares), and building one or two should do you well for quite some time.
Good point. It is even an option to fortify/embed them to a degree on this map, which solves the problem of not having geothermal vents under the mountain to install generators.
Ooh, I like that idea. I've used it before when I didn't want to be too high tech, it's nice and putting it under a mountain is fun to imagine 😊
Watermill -> Xeno stuff would be ideal, I'd like to see Biotech stuff ASAP, but that's just me. Battery for Redundancy, but that's only if we want to be extra cautious.
Until it goes up in smoke due to infestation. Firefoam 1st or right after Watermill, I beg you.
@@ahn0xBattery for Zzztt
Jesus Christ Kevin, you'd think the guy was trying to geld the animals with a rusty saw.
I have never seen so many failed operations before from a mid-high skill level! I wonder if something is broken...
Nah but I wanna know how he's aiming for... and hits his front paw. Like...
@@joelmaynard7161 I see it frequently when playing with prisoners in the barracks. The environment has a huge impact.
Beleive me, i have had bad rolls on better odds more times in a row. At least these ones didnt kill a colony.
@@TheCobraCom wait so how do you deal with that? set the animals to sleep in the operating room?
I think it makes sense to ignore the waste packs since you are not ready to store them yet. Some charitable people would not just ruin the environment around them causing lasting trouble for them and others
Do we have any Polux trees on the map? If so, this might actually be a fairly easy quest to take on.
Charity does not mean allowing assholes to exploit you
Stop everything, Pete just dropped a new episode of RimWorld
RibWorld
Omg, those videos from Daniel are too awesome, the humour is just too much! 🤣🤣
Glad you like them. :)
@@stickfigurehistory You drew and painted all the backgrounds too?
@@sadhuom5232 No, I used AI to generate them.
I do want to see Xenogenetics, but I think there's not that much point researching it until you have stable power. So I think getting battaries or generation of some sort first would be sensible.
True, that requires some dedicated investment to get a total package.
Consider the tunner meme if you haven't got it already, it removes the cramped penalty and adds the option to start growing nutrifungus which can be grown indoors without the need for hydroponics. Great video as always.
Yes. If you're living in a mountain, definitely get Tunneler. Darkness would also be nice, but Tunneler to start with.
Tunneller & Darkness are the obvious choices, but idk if that's *too* stereotypical...
I don't know how charitable it would be, but you could take the toxic waste packs and farskip them to an enemy base, and just leave them there.
It's a gift! Of sorts...
I don’t think Farskip works that way.
"I gotta go eat something" so true lmao
Some advice, if you don't mind it:
-Because you don't have an animal hospital, Lorus has been a bit more than sterilized I should say. Something like circumcision is quite complex compared to healing, presumably because it's similar to surgery which requires sterile environments.
-It might also help to consider a secondary loadout for light so that he doesn't spend most of his time smoking the place up in case it really becomes a problem.
- I personally would have built doorways to all unused cave entrances with logs to burn at the front. That way you can make an oven that clears out infestations quite effectively. It only requires one person!
-Since this playthrough is built on the latest build of the Rimworld saga, I think it would almost be a service to jump straight in to the content it offers. Considering how effective your base defences usually are, as well as the power of your heroes, offensive tech could take a backseat for the benefit of the colony's potential for a bit.
BTW, I'm really enjoying the series, once again. I've been a thorough fan since the days of Cambiar. Watching how you build bases has helped my own designs in games, and other titles you've done have been impressive to watch.
I can't wait to see the future. One day I'm sure you'll pick up other titles like Phoenix Point, Mechanicus and many others and I for one am here for it.
@Alvsyn I think you mean "sterilization" in your first point. The word you used is incorrect.
There's a lot of tempting new tech available now, but most of them are going to need power to use anyway, so the colony ought to invent better ways to generate it. We've already seen how solar batteries work, but I don't remember seeing watermills in use yet, and that mountain river looks perfect for one or two of them! Besides that, I don't know much at all about the Biotech expansion, so seeing more of that tech being brought into the series would be welcome - whenever you think the time is right for it.
Love that Ellie started giggling right after pete mentioned her upcoming birthday at 19:12
Hahahaha. Daniel's animations are absolutely incredible. 😂👌🏻
I think after getting watermill or some other type of power generation you should totally do xenogenics. You can take genes and other positive traits from people who attack the colony and give them away or strengthen your own pawns.
Water wheel! The bears would have wanted it that way.
From a min-max standpoint, I would definitely suggest getting human primacy for the next meme, as turning Wyatt into a a production specialist would help him whip out so many masterwork guns and elephant leather clothing with its high protection against sharp and blunt damage, which would definitely drive home the idea of "wealth that can defend itself".
As for the next technology research, I would suggest researching watermill. However, I would also highly suggest to use the planning tool to maximize the number of watermills you can place on the north side of the map. Building a bridge and constructing a wooden wall over it to seal the caverns should also be prioritized, as raiders will definitely try to destroy those, and as you would say a "hefty" cost of 280 units of wood is nothing to be sneezed at :)
As for the toxic wastepack quest, I would most certainly decline it - they would dissolve as you don't have a fridge set up yet, and that would provoke wastepack infestations which could be troublesome.
As for who gets to be the psycaster - I stand by the point I made in the previous video, which was to give it to Kevin to make up for his combat-incapableness.
Now, on to more general suggestions:
1) I believe getting a shield belt for the brawler Wyatt could be a objective at this stage. Since it can only be acquired after the research of microelectronics is completed, this could take a while - however, trading for it or, even easier, stripping a melee pirate-outlander who wears one even after he's dead could also be an option, being a utility item, it will not get tainted anyway.
2) Having a go-juice in each colonist's inventory, as a last-ditch effort, could also be a good idea, especially for the psycasters. (Although I am not sure how this would tune in with the "guilty" theme of the run :))
3) "Down the line", if you choose to pick the human primacy as the meme, researching machining -> gunsmithing and whipping out excellent/masterwork bolt-action rifles could make life a whole lot easier. If you prefer, you could go a bit further and research precision rifling to do the same for assault rifles, but I have to say, bolt-action rifles are a personal favourite of mine.
If you've made it this far, I would like to thank you for making me fall in love with this game, I started to actually figure things out thanks to your Ice Sheet series and learned a whole lot. You'd make my day if any of my humble suggestions make sense to you, and make it into this series. Cheers!
Too bad it was a shorter episode, but still very enjoyable!
The fan art was amazing this time, well done to all the artists.
As far as research goes, i think the colony would appreciate a water mill, taking advantage of the land its resources, including the water.
Always makes my day watching these videos, heers Pete!!
Looking forward to hopefully seeing artwork of the Bugs vs Colonists, Elephant and Bears!
OMG that art is so tragic. Reminds me of last season, one fanart showed the death of a llama, it broke my heart.
Man, all of those artworks were great, but I really love that last one! The inclusion of a Ghostly Redhawk is artistically delicious.
The art just keeps getting better!!!
So, I was reading the wiki on ideoligions, and according to that, development points are granted by the following:
Successful rituals.
Converting someone (without ritual).
Executing a guilty pawn with the Execution ritual if using the Respected if Guilty or Required execution precepts.
Finding an ideoligion's relic.
Successfully completing a Animal Hospitality questContent added by the Royalty DLC with the Rancher precept.
Engaging in Charity quests are *not* listed, and engaging in random acts of charity that are not part of a quest are also *not* listed. I do not believe you're supposed to be getting ideology development points from being charitable, as you seem to expect.
You should continue to be charitable regardless, but it's not something to do for development points, as it does not grant them, and is apparently not supposed to.
If he's got more than 10 points already, you won't get more until you reform. It's a little early to have 10 points, but who knows.
Watching Kevin fail over and over on the donkey reminds me of the scene in Kingpin where Woody Harrelson doesn't know how to change a horse shoe 😅
@PeteComplete i think the next research should be watermill as it suits this map and the playstyle also i think you should pass on the tox waste packs quest the rewards are not worth the polution with your current gear. Keep up the great videos and I wish you a wonderful day.
I have a feeling for your timing recently! Lately, walking home from my gf's I have a tingle-like "Pete should have posted tonight" feel, I check YT and "SURPRISE! a brand new video for you to watch on the way!"
Keep it up Pete!
Kevin trying to 360 no-scope those troublepuffs, he's doin' too much
The people are killing it with fan art. It’s awesome :)
love these series! I'd like to see a water mill here, seems fitting for that little river and is a peaceful thing to have
The idea of the colony helping people by using bio genetics sounds cool
12:34 no injury he can't fix... or cause himself!
I would definitely be interested in seeing the potential video on how you fixed the save file, I would love to learn more about troubleshooting in Rimworld! Thanks again for the quality video!
I would like to pitch the nutrient paste as an unlock. Something about charity, and eating modest/unimpressive food seem to go hand in hand when it comes to ideology. The act of cooking then is reserved to provisioning kibble to animals, and to serve fine meals to visitors/guests.
That would combine well with this tech ideology which lets you no longer hate it. And with the demands that come with it, it also sets up a steep development path for the colony.
Wonderful video Pete! I think doing the watermill tech first is best.
Kevin REALLY sucks at spay and neuter operations. I think he's like, 1/5 success rate in this series so far.
And managed to injure it's front Hoof somehow!. Needs an anatomy lesson before his next Surgeon job.
@@gonzo3915 Possibly the donkey objected to the procedure and brought said hoof in sharp contact with Kevin?
The insect battle would've been the perfect time for Wyatt to throw down his sword and declare he would embrace the violence no more.
Because this playthrough is based on biotech I would love to see the Transhumanist meme added. Our colony wants to use technology to help those in need.
Just in time for dinner
Same here, perfect timing by Pete.
I cant help but picture the donkey knowing what is going on and at the last moment twisting or jumping at the last second to keep his "pride" intact. lol They are as smart as they stubborn, but most people only know about the latter.
earliest i've ever been to a Pete video
I binge watch your Rimworld videos keep up the good work man
Hi Pete, long time viewer, love your narration and world building. Please build an animal hospital soon, it was tough watching Kevin fail all those surgeries. Thank you for the video :)
Pete, are you going to beautify the caves? Smooth walls and floors? Might help with the mood of those to go crazy quite often, and it costs nothing except some time.
As always, keep up the good work, I'm re-watching desert survival. 👍
I agree with other comments on the watermill (consistent power using nature) and nutrient paste (depriving themselves of tasty meals, reserved for guests and such) researches. And to protect nature, absolutely not on the toxic quest.
I think giving baby Ellie the psycasting level is more narrative, she was raised around this all her life and quickly adapted to it herself kinda deal.
Took really has no chill when it comes to eating 🤣
Even a wooden stool in her room will do for Skwiggs. Its just a matter of saving the time she's wasting.
Great video as always, the guilty meme can get so brutal as your wealth goes up. Can't wait to see a proper mountain base as well.
18:45 Dear goodness, his brain is getting scrambled.
good episode. its great to see all the fan art, so amazing!
i think watermill is the next logical step for research as it will allow you to generate a steady output of power for all the other research projects that require power
It feels like Wyatt is shaping up to be the new "protagonist" figure with how gigachad that art made him look. Entirely deserved this episode for how he cleaned up the entire hive cave remnant.
Kevin's incredibly faulty attempts to sterilize animals make him look like he's just indulging his psycho side more than actually operating, fittingly enough.
That was one very well animated bear by Stickfigure, I must say.
As for technology picks, watermill for sure. Let's get some power going fast and easy.
For next research I suggest Watermill Generator. You've never been in a biome where you can use them before and it's not something that everyone has seen or used themselves.
In my generational archonexus run I waited for a child to grow up with the right skill set to be an Xenogeneticist, with passions and high scores in medicine and intellectual. Thematically it made sense to me. Same with mechanitor with crafting and intellectual. But that took me time and over 6 kids, we do enjoy the series but I don't know if you want to spend that long on this second part of the archonexus run.
Also great fan art as usual. the animated bears were so good and Kevin wiping tears with money made me laugh for the whole outro.
The lore building from Wyatt and Redhawk is just amazing.
Wow, that last picture of Wyatt and Redhawk
I love catching these episodes early. I think 24 minutes is the 2nd earliest i've been in.
Every day, our faith is tested, from the barbarity of Humans outside, to the brutality of Nature inside.
Our foundations are built on guilt... and insects.
Watermill is the go-to choice here. It's the closest you can get at the moment to the power output of a geothermal generator, and will save the need to research batteries straight away, allowing you to research machining right after and use that power to get some serious upgrades going.
Really loving all the fanart! :D
I think there is a piece of furniture up for grabs in the cave where the infection occurred.
The fanart/video are damn amazing, well done all!
Wyatt, Edmo and Cobra are best boys
Kevin must have been really hitting the smokeleaf to mess up that bad with poor Lorus lol
A perfect video to watch while sick
The child is pure, untainted, and most importantly, in tune with nature. She shall get the psychic powers.
Speaking of which, considering their history with the cult, and their experiences here in the Jungle, it only makes sense for the next belief to be psychic related. What better way to help than with your mind, after all?
Batteries and hydroponics will make sure all of our people are always safe and taken care of, along with any visitors we might have. They are clearly a priority.
I LOVE mountain bases.
That's the wrong leg kevin, go for the one in the middle
I think the Believers of Boyo should absolutely go for the Pain is Virtue Meme. And then perhaps sprinkle in some Transhumanism to make full use of Biotech stuff.
As for Research, 100% it should be Watermills, definitely the most convenient way of generating power at the moment.
That animation was great
Thanks for the new content pete
Hey there, Pete!
wow!! brilliant!
I think xenogenetics would be cool. Them trying to overcome their guilt from the cult of Jingz by genetic ascension would be interesting.
Watermills will keep you powered without the need for batteries.
Which will let you start the genetic researching
You should probably start to light up the place as soon as possible. Go for watermills and build them, then smooth the walls and pass conduits through it to install lamps on every corridor/room, except the bedrooms which will get nothing from the light.
Not only the colonists will walk faster and have more work speed, the mood around the colony is terrible as of now and the darkness debuff can be kinda hefty.
best thing on youtube hands fown
That mixture of sterilization and butchering attempts bothered me more than my last "recalls of moving privileges" I executed on misbehaving prisoners in my own playthrough.
There are few things more flexible than ethics in the Rim.
Pete, go with a/c first :) you need a freezer :D
underground hydro sounds awesome
I think battery and air conditioning would be your best research for the immediate future. Heatstroke and rotten food are a great way of making things far harder than they need to be.
Ellie should be given the neuroformer, it would go to waste on Brandon since it's so difficult to acquire more without the natural meditation type
Sterilize? Kevin misheard you, he thought you said stumble-ize!
Jesus, that poor donkey lmao
Comment for the algorithm!
The lore creation is crazy
I'd say go with water mill first; it's a a moderate stable source of power. Then go with xenogenetics.
Always grab Air Conditioner first. Coolers are key
What a great time to open CZcams.
Embrace the pollution, changing the ideology to be accepting of all and harnessing the power of pollution to benefit them
I was deploying a new feature to Prod environment when the notification kicked in 😂😂😂
If Wyatt does not become a sanguophage by the end of this playthrough, I shall be a very sad man :(
Think that would probably go against the guilty meme that this colony has going.
We toxify ourselves so others dont have to and can live clean ... id say keep the waste and become a Wastedepot. 😂
next research should be xenogenetics, try to get the gene calm thoughts or violence disabled and implant it in every downed enemy :D
I would be very much against accepting the toxic waste. 387 packs a MASSIVE amount, with each pack polluting six tiles and thus making a large part of the map uninhabitable. That would make the terrain hazardous to any guests as well. While taking on the pain of the Empire is thematic, I'd say that is self caused pain.
Research Air Conditioning so you can avoid bug infestations by controlling temperature
Watermill will serve you well i believe, as for meme im a fan of tunneler.
Arm chairs are just excessive wealth IME, you can get just as much comfort for less wealth from a high level dinning chair.
No doubt, electricity > air conditioning.
I'm all for Xenogenetics, but let's get the power supply in place first. Go with Watermills and Batteries. As for the wastepacks, pass for now.
My list of replies:
- I would like a video on how you fixed the savegame. Just to see if you might have "missed a spot" with a shortcut, that might explain the broken quests.
3:00 I picture him trying and failing to cut the spermatic duct _over and over_ and over.
And then he just grabs the medicine and gives him the single "Baby-B-Gone" pill
- you do not currently have any way to savely store or dispose of Toxic Waste. Hard Pass
- I would like to see Xenogenetics. The new stuff is always the most interesting stuff!
I always sell all my animals but keep every tortoise I can find until my colony implodes with tortoise noises.
I would like to see you engaging with the new mechanics of polution for example.