Time For Action! - Rimworld Biotech Ep. 4 [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, things finally get interesting as we receive several quests and defend against the first raid.
► Full Playlist: bit.ly/3F07o8p
In this episode of Rimworld Biotech, we continue our 500% Randy Random run in the tropical rainforest. With a tiresome housing quest behind us, Randy kicks things up a notch this week: We are hit by an enemy raid, malaria, the plague, and hostile animals - and we still need to find time for charity in-between. On the bright side, a mighty elephant voluntarily joins our colony and we collect a solid amount of medicine - a great start to our charitable ways underneath the mountain.
Chapters:
0:00 Intro
0:36 Gameplay
28:42 Fan Art / Outro
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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
As always, here's the link to the full playlist: bit.ly/3F07o8p
However, this week I need your help: As mentioned in the video, my game / save file was unable to create pawns as a ritual reward and I received two error messages that I vaguely understand - but I have no idea how to fix it. I already tried re-installing the game and disabling all mods, but to no avail. Here are the error logs (both errors appear simultaneously when completing the quest that should give a new pawn):
Error Log 1: pastebin.com/HUZEcPwB
Error Log 2: pastebin.com/R6MfdTg2
My Mod List: pastebin.com/xYWPuTDG
I appreciate all the help you can give me! Thank you :)
Try starting a new game and run the pawn join quest, if it still throws an error it's the game, if not it's the save.
This save was before xeno so that's my guess. I'd try to run rocketman or whatever the current thing is to clear out pre-xeno stuff that isn't actually in this game anymore.
Normally I'd say go report this bug and save to the Ludeon (which I'd still recommend doing) but knowing the series, the issue seems to be regarding this save being made prior to Biotech, and maybe trying to adjust a pre-existing pawn into a xenotype caused some sort of error? That's my only hunch, maybe we missed out on someone familiar becoming a pig.
Yeah, as people have said, this appears to be an error not caused by any mods. Instead it's possible it's due to the old savefile, and an issue where a "Baseliner" isn't actually a Baseliner
I also had an archeo nexus save break after Biotech was released. In my case, all plants on the map would die every other day, making it impossible to farm or forage. A new save file with the exact same mods didn't have the problem, so I concluded it was save-file specific.
I suspect the person above me is right. RimWorld's error codes aren't providing much information, but regardless of that, it seems that the old save file has ran into an error, where the genotype of a baseliner is not a baseliner, I believe a fresh save file with your progress moved would fix all the issues regarding quests, because quests are handled in a different way now with the Biotech DLC.
For the prisoners, I could see the followers of Boyo forcing them to repent through "Community service" for a time, before setting them free(This episode shows that some may not deserve freedom). Or, they could convert them to their ideology of selflessness and convince them to join, to help others who are more worthy. After all, they do much the same with themselves.
Absolutely second this idea! Sure, Rimworld gives it all the same umbrella term, but letting new recruits spend a couple weeks as a lower standing slave sounds amazing.
Not sure why you call the "period of redemption" "community service" but I think we are on the same page here 😁
@@TheCobraCom Biotech introduced a "forced labor" option for prisoners
Second this idea. Raiders should repent.
Converting and then releasing them would also fit quite nicely. Was wondering whether the chief of that tribe (having high social impact) were to go on and convert his tribe to become "beliefers of boyo" too
I like the idea of prisoners with lighter crimes doing service then being released, but harsher crimes being forced to join in the believers of boyo and having to serve to help others as recompense
I think we should gift the bears to some other tribe.
They have helped us alot, and so it should make sense that thwy would help others as well
That's an option I hadn't considered, but this seems like the most appropriate and useful. If Pete sells them, it goes a bit against the selfless trait. If Pete releases them, they might hunt for colonists and he would need to kill them. But gifting is on brand for our favorite altruists and it would help with relationships.
great idea!
an exotic or bulk goods trader (whichever buys bears) would be perfect
Regarding prisoners, we maybe could go with an uncommon routine:
Resocializing through hard labor seems a good way to let them earn redemption. I think it is unfortunate that the game labels this period of reconsideration and coming around to the way of enlightenment as "slavery", but we should consider that deeds are more important than words. It´s RimWorld, after all.
After 3-4 years of probation, they are turned in again (read: arrested) and then recruited.
please watch out when you store the doomsday rocket launcher in temporary prisons... Suuuper scary!
At least you moved the guy out before an incident.
Enjoying the playtrough so far!
... and directly next to the head end as well. Gives the word "alarm clock" a whole new meaning.
What can go wrong? :)
I think the bears should be sold or released. Killing them seems a bit sad.
edit: although, maybe you could hold on to all of the female bears and sell the males. That way, you'll still have some carnivores arround to dispose of corpses from raids.
i wonder if that is morbid or generous
@@micklenier6152i'd call that "recycling"
@@FelixChamber RIMcycling ...
And to the OP: yes, Pete shouldn´t slaughter his Patreons ... it´s Rimworld but IIRC not even Cambiar ate Patreons.
I think that if an exotic goods trader or similar that came to buy them would be a good send off. Just kind of giving them a new owner
Either that or just separate the bears by gender, so they don't keep breeding, and if they die out, they die out, but if they don't, you can still transition away from them to the Elephants. That or give the entire stock up for Royal Tribute? Is that possible? Sorry for the Patreons tho...
Bro went toe to toe with an angry elephant and emerged unscathed. Wyatt is just built different.
He's an absolute unit!
The psychopath casually moving his meditation focus from one sarcophagus to another.
The description for the fan art made it the single best piece of art you've shown us on this channel.
I burst out laughing at the description. Absolutely gold 🥇
From the looks of the error, it's very reminiscent of a vanilla bug that was supposed to be patched a few days after Biotech came out. It only affected pre-Biotech saves, and basically prevented the ideo rituals from generating pawns. I don't remember exactly the workaround people found for it, but at a guess replacing/creating the Biotech baseliner xenotype in your current save with one from a brand-new save _might_ fix it. It could also horribly break things, so make sure you make a backup >.>
WOOO! Oh man, I I so excited!!! Man I'm so happy to finally have a named character! And the first of the Grand Elephant Army? It was worth the multi-year wait :D
I had a grand elephant army in a playthrough of mine, something like 15-20 elephants. Unfortunately, at the higher levels, even though they are absolute tanks, they just kept getting slaughtered when facing up against enemies like mechanoids. Even though I had multiple fields of herbal medicine growing, with successive raids, their injuries would take massive amounts of herbal medicine to tend to, and they would bleed to death if I tried to do it without medicine. If Pete does create a grand army of those noble gray beasts, I pray that they will crush his enemies and never falter like mine did.
@@mangudaimonger8915 Hmmm, there are other ways they can serve! But Quantity has a Quality all of its own as well. I'm thinking you perhaps lacked a 0 🤣
YEAH! THE P.O.S SCAM BOT has been Active Since 2015 and CZcams Don't Care!
:D@@TheEarlofBronze1
armour for animal mods when!?@@mangudaimonger8915
I like to think Light has no idea how badly he's harvesting those crops with his new hand, due to his blindness, just cheerily whacking away as the colony looks on silently distressed in the background.
I think for raiding parties, rehabilitation and or release would fit well for the Believers of Boyo, but prison breaks mean putting their lives on the whims of the universe and Wyatt's sword. As for the surplus of bears releasing is one option but maybe giving them as tribute or gifts to other factions to foster better relations or in my storyhead, helping certain communities with an already trained bear.
YEAH! THE P.O.S SCAM BOT has been Active Since 2015 and CZcams Don't Care!
I think it would be kinda funny if the believers of boyo had *some* unusual perspectives when it came to prisoners. The last little bit of the Cult of Jingz in them. Maybe they think that raiders, for being so uncharitable, had to be enslaved and sold as punishment. Just as the believers of boyo must devote themselves to their own redeption, other sinners must do the same as well.
I was going to say the same - a complete 180 from the Cult of Jingz seems like a waste. Just because you're charitable doesn't mean you'd be nice to someone who just came to attack you!
definitely second this
This has to be one of my favorite fan art and by a long stretch simple graphic because good Picture doesnt mean good storie and that art tell a story
Give the bears to some friendly faction for some nice relationship bonus, and you may even see them again on a caravan some day!
YEAH! THE P.O.S SCAM BOT has been Active Since 2015 and CZcams Don't Care!
First, superb way to handle those errors and that quest problem.
Second i believe that the Believers of Boyo would try to recruit the prisoner, but allow him to leave freely as soon as he's made a full recovery
I think conversion and release would be a good solution. I see the believers of boyo as more of a proselytizing type
I like the idea of gifting the Bears! Improving faction relations seems like a good top priority.
I vote for elephants to be the primary animal this season.
Also as far as prisoners go, the BoBs could either heal all their wounds either by actually curing them or giving them a nice helping of luciferium addiction. OR the bobs could give them a mark or something, maybe a peg leg or two, to show them that without the help of others and spreading kindness, they will most likely die.
The earl being an Elephant is fitting and hilarious!
“And those consequences wield a plasma sword.” Had me laughing way too hard
Oh man, I can't wait for the art of the two grumpy dudes Kevin and Light, sharing a royal golden bed in a dank and hot cave bedroom, both gravely ill with the plague.. and one of them being a psychopath 🤣 You just can't make this stuff up!
Pete draw fields around the ambrosia and set sowing to denied, that way your pawns will harvest the ambrosia when it is ready.
Someone needs to make some Fanart of Skelly from Hades, he is most certainly a believer of Boyo
upto 17mins is that a doomsday rocket launcher being left around in the prision
Yes. Yes it is. :D
Absolutely. And yes, if the prisoner goes for a prison break it would equip it and fire it at the first enemy in sight. ^^"
Very enjoyable watching you carve out a mountain base. Many of my bases including my first playthrough took place inside a mountain and it's really interesting watching the base and plans come together.
Sense we don't have blindsight anymore, how about giving light back their light? (Aka giving them some eyes)
About the fate of the bears: If you encounter any yttakin needing help you could gift the bears to his faction after he recovered. The yttakin have a close bond to animals, and it wouldnt be too unrealistic for a thankful rescuee to adopt some of the animals that rescued him, when they are not able to stay in their previous home. alternatively, releasing them seems fine, but it would be fitting to release them not in a jungle but in at least a temperate forest, so they are back in the biome they belong in
@PeteComplete Is there any chance you could start or end each episode with a wide view of the settlement? I think it would be neat to see it how Red Chapel develops over time. I also have some ulterior art motives for the request.
28:59 "...Wyatt just standing there, being ugly as sin"
😂😭💀
Pete complete !
Quick bring out the studio quality heaphones and the 8K televisions
16:54 funny storing a doomsday launcher with a prisoner lol
Can I just say I love the way you're doing this series? Your narration is giving me Sir Richard Attenborough vibes at times. 😊
The Earl of Bronze, undaunted by Fire, tempered indeed. Sounds like a good artwork topic right there.
An elephant army? What is this, reverse Boatmurdered? Looking forward to seeing it happen.
Until now I thought we had peaked with Fatty McCool, but The Earl is such fucking rad name
6:11
Since it landed the gift there, I think it's better to remove the home region on your old place once everyone left so next time the gift will land on your new place instead.
Can you neuter the bears? Sale the cubs. Put any names back into the lottery for naming rights. I know I'd be disappointed if I was a bear named in this series.
Yeah my gf is one of the new bears (quite a sentence!) and she'd be a bit upset if her namesake was sold so soon!
Since bears can be zoned, males and females can simply be kept apart to control the population until there are more animal handlers around to keep the trained.
I am totally in favor of picking the ranger meme next to get animal specialists and go all in with a good crowd of elephants, bears and just enough donkeys to have a riding animal for each colonist.
Fully grown animals are also a great source of income - might be fitting for the believers of boyo to rather send elephants and bears instead to make the world a better place as part of their redemption from past sales of harmful substances.
As for naming I suggest keeping the already named ones as a breeding population but just dont name the newly born to sell them once they grow up.
@@FelixChamberI don’t think he really wants to keep the bears long term because they are part of the past ideology
That is the funnyest fanwork I've seen in a while.
The impids being armed with melee weapons is a bug as well, likely caused by the upgrade of the save from one expansion to the next. They should only spawn with bows.
damn I forgot about that condition, nice catch
I think grizzlies would make fine gifts...
Prisoners with promising traits can be converted and recruited, while others can be healed up and released if they can provide factions relation boosts
hi pete
The chief must learn of our peaceful ways! BY FORCE!
For prisoner I think it would be with the assumption of reform. The followers of Boyo would want to help prisoners turn their life around. Further taking prisoners does remove the possibility of them hurting the greater society (with prison breaks not included of course). I also feel like they would want to help patch any wounded/downed people even if they were raiders. Raiders would just be sent to the "Boyo Rehabilitation Center"
As for recruiting prisoner I feel like they would be open to new members joining after a successful rehabilitation
For the bears, you could release all of the females and most or all of the males on a nearby tile in an effort to give the Jingzian bear a fair shot at survival in the wild.
Loving this series so far Pete, keep up the great work!
Free Baby Food falling from the sky? I like to imagine that recent visitor Thoraya has sent a birth gift to her former friends ^^
Hi Pete!
I wish EMI fields had a detrimental effect on mechanoids and people with brain implants. There could even be artifacts that could project EMI fields (across the entire map or in smaller zones). That way, neolithic players could have an easier time with the toughest enemies in the game as long as they aren't advancing into modern tech.
It seems that even after the 5 colonists left, the Cult of Jings remains very much omnipresent.
Releasing the bears at the next ritual may be a nice way to symbolize parting with the old ways and welcome the new. As they are set free, so be the thought of greed and hunger for power, that they had to help cater to. May the people of Boyo never again use their teeth and claws with malicious intent, not against one self, not against another. Never again shall a mere mortal have to decide over the fate of another. Only Boyo can bring judgment and we are but servants that enact his eager wishes.
Instead, let charity spread over this wretched world that is filled with violence, help those in need, those njured, those with no home, those who have fallen prisoner to wicked beliefs. Teach them the ways of only true way, by any means necessary, and set them free to spread the ultimate word. We all must be free, and there is no freedom without Boyo. In the name of Boyo, we cherish thee. Boymen.
I like your narration style so much! And it's always interesting to see how others play rimworld
For the Impid Chieftan, I think we should recruit him. He has passions in both animals and social, so along with fast runner, I think he would be great on caravans. [EDIT: Oh.. nevermind]
For prisoners in general, I think that the Believers of Boyo would heal them, maybe convert them, and then release them back to their factions to try and attempt peace (even if mechanically, some factions cannot be friends).
I believe that converting every prisoner to the way of Boyo would make sense, to try and convert them away from their raiding tendencies, explaining about charity and reabilitating the warmongering people of world. Then, if they wouldn't fit in the colony, they may be released after all wounds have been healed, properly clothed and fed.
Loving this series, thank you, good luck 💪
Finally something to watch
pete is the only thing i look forward to watch
The elephantant army shall rise!!!
Stampede!
Ps. please report the bot account pretending to be Pete just above my reply
@@KougaJ7 on it, sorry 😅
Normally I report them on the spot, today I'm justvery slow
@@TheGrinbery Success! The comment is gone!
Many people mentioned having prisoners do some "community service" in order to rehabilitate them. I'd suggest converting them first, so that they can understand they're going through some "rehabilitation" for a quadrum or so, then finally making the recruit/release decision.
Perhaps they get accepted into the colony if there's no issues during their "probation", otherwise they can redeem themselves somewhere else.
I absolutely love the fan art!
Hey pete. Watching this series made me want to play rimworld. Ive recently completed the archonexus ending and had a blast. Love the vids and tactics you share with us 👍 looking forward to the next update.
You made me do it! You are the cause for me playing Rimworld again and not having enough sleep!
Another great episode, as always
Keeping a prisoner in the same room as a doomsday rocker launcher might not be a good idea 😅
As far as prisoner handling, i'd say that:
1- always heal them if possible, treat them with dignity (plus it lets you train your docs)
2- release them as much as possible, that way you can maybe even improve relations enough to move out of bad reputation with the non-pirates
3- if and when possible, any hostile which can be released should be knocked out rather than killed
4- I wouldn't go around converting them necessarily, i think it'd fit to have a tolerant faction. That said, of course feel free to convert whomever you want to keep, i don't think keeping would go against the ways of boyo
in reguards to the prisoners i think the traditional "its for their own good" is the best reason to keep people around for a charitable tribe.
I still say keep a couple bears around, if only for the sake of their great role in the early colony. But you can very much just keep a breeding pair and sell off or release new ones.
Prisoner conversion sounds perfect for this faction - and making them repent by labour via enslavement for a time can work too, paradoxically or not (after all, they're not meant to be sellable slaves, just basically penal service).
Those fights were beautiful as always. Great to see your tactical skill on display in Rimworld again.
The bears give their bodies for the sustainment and betterment of the colony.
The artwork was AMAZING! I was laughing imagining that scene. >.
I think releasing the bears would be the best. Because they self tamed, it would only make sense to be passive about them. Also could you pin the question so it is easier to suggest something. Thank you and keep the videos coming. 🎉🎉🎉
I think that for casualties like the prisoner and charity deaths you should have a proper cemetery. Not for folks killed while actively hostile, but something for fallen allies and the most unfortunate visitors, along with folks like your prisoner who was offered redemption but was too full of "sin".
If you can, give all of the bears to the next small group of tribals who turn up to trade. they usually have next to no money so you won't make anything from them and they will become the strongest tribal traders this side of the rim
Strip the Raiders, patch em up, send them home. :)
As for charity quests: afaik they only give mood positives/negatives. No religious points. Faction improvement only happens when releasing a prisoner or so I thought - and you didnt capture but only rescued these crashlanded pawns.
Imho: Convert and then release downed enemies (unless they are incredibly useful for your colony).
Imho: keep male and female bears apart via zoning to control their population if the animal handlers (and hopefully soon animal specialists via ranger meme) no longer get to other work because they have to train/handle. But otherwise breed many bears and elephants and sell them when grown up instead of selling flake. Just not the named ones.
You could send the bears as a gift to improve the relations with those ostile tribe people needed for the archotech map
"Those consequences wield a plasma sword." Highlight of the episode.
Extract prisoner's genes! While we maybe charitable, doesn't mean we're nice
The Early of Bronze better stay as long as it can. lol
😊
Your loving and caring colonists should give prisoners excellent guest quarters, excellent food, fully heal and then release them without max mood.
Definitely either sell the bears. If you really wanted to keep the bears around, you could neuter the bears to make sure they don't keep making new cubs. That way you could keep the old ones around, and make sure you're not overwhelmed with new bears.
New intro looks sick!
When you captured Apu after she crashed, you focused on bringing her back before she bleeds out. When I want to rescue a badly injured pawn two steps away from death, I find it much safer to send a good doctor and have them treat some of the wounds. Even without mediine, you push back the timer to the pawn's death, and infections can always be treated later.
Wow, I was just thinking about a new episode about this playthrough.
For the prisoners... While the believers of Boyo have much to repent for, it is hard for one to escape one's roots. Harvesting the organs of evil raiders could very much save the life of an innocent child... Or at least so could their reasoning behind bringing a part of their savagery could be. And as for the bears - gifting them to a friendly faction could be something the believers of Boyo would do.
>Incapable of farming
>sent to farm
A trial by fire of repentance would be somewhat interesting for prisoners. A fair amount of people seem to enjoy the thought of forcing them to pay for their sins through the guilt factor of the ideology. Compounding on that would be someone interesting, maybe they could be the meat shields on the front lines, and the back bone of the work force. After all, sacrificing yourself for someone you were trying to kill seems right up their alley. Maybe those individuals that survived their repentance get a chance to be voted into the true colony, instead of the penal colony.
Gift the bears! Charitable and fun! You get the bear, and you get the bear, everyone gets a bear!
Hell yeah. Been waiting for it
I think one bear should be kept, to remind them of where they came from and to let the animal retire after years of service. The rest could be sold or given as gifts, perhaps.
Sterilize those bears! It's quick and some good medical XP ☺
I wonder if Pete could adopt a more humane way to fight enemies. Like a focus on knocking them out so they can live, whether they want to join the colony or not. Like the ultimate altruist. Humans don't have free will and pawns certainly don't either.
Loving the new series 👌
Absolutely love that Brandon's first job was to go help another colony harvest some plants, being incapable of plant work 😂
Regarding treatment of prisoners: I think it would be appropriate for the colonists to have the prisoners be converted, repent their crimes through labour (force them to work) and then get released safely after a certain amount of time. If it were me, I would at the very least convert and release so that they are taught the error of their ways and will go on to pass on those teachings to others.
i love the idea of the kind jungle people that ride elephants and search redemption
i think that the only right thing to do with prisoners is to convert and release them
With prisoners - heal them, convert, then either recruit or release. No farming body parts and/or blood.
17:02 does nobody else find it alarming Pete locked up the prisoner within arms reach of a doomsday rocket launcher?
a bit late to the party, but pog video as always, Pete. keep it up!
also just a notice, there's a bot currently going around in your chat promoting false giveaway under your name.
Thanks for the new episode. A few remarks, as usual:
- Fences just don't make a good primary pen border. They are too likely to get destroyed. My strategy is to instead: 1. Build the pen out of normal walls. 2. Put an additional layer of fences only around the likely breech points (like doors).
That way a fire has a hard time destroying the pen. Yet if the walls are breached, there is a second layer of fencing to keep the animals near.
- My slightly educated guess is that your game setup somehow messed with the Xenotype list. As some imported pawns come from a pre-Xenotype game. I would keep an eye out for similar errors, but otherwise ignore it. If my guess is right, short of re-creating every pawn from scratch, there is nothing you can do.
Otherwise, it is a simple coding error deep in the bowels of Pawn generation. Unless a mod somehow overwrote that one, there is nothing you can do. Except report it to Tynan.
- I would personally banish Brandon. Having only baseliners as colonists is boring. And it is bad enough you will only get baseliners as children. You should mix up the genetics a bit.
- Prisioner Policy: I think you should only accepted non-Baseline Xenotypes. You never showed his Skills, so hard to say if he is any good.
But if you do not want him, I would say "Convert and Release" is a good Prisioner Plan.
- I would say sterilize the Bears. Make sure they do not reproduce anymore. Give them the charity of living with you, until they die of old age.
I've been watching AdamVsEverthing and, boy, play styles are so different. He's much less invested in story and much more into min/maxing. It's so fun to see two different styles and ways to play the same game.
You should just let the bears free roam, don't worry bout feeding them. Great for defense
I think a charitable society would make a prisoner repay his sins with labor. Enslave him for 2 quadrums (30 days) and then set him free