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Continuing the Dwarf Fortress in modded Rimworld Biotech. (Rimworld Dwarves Part 2)

389K views · Dec 9, 2022 · Gaming

Comments · 278

  • @jamiehughes3754 · 3 years ago

    your channel single handadly convinced me to buy RimWorld I'm so glad your channel is getting recommended to more people

    899

  • @captainufo4587 · 3 years ago

    Pregnancy is definitely something in Biotech. I had a colony of baseliners with a couple set to avoid pregnancy. First night of the whole run, she got pregnant.

    1K

  • @chuckersthenut2097 · 3 years ago

    The megasloth giveth the megasloth taketh. <br><br>What a ride.

    385

  • @pendantblade6361 · 3 years ago

    That last futile suicide is the definition of Losing is Fun. Kinda amazing how DF&apos;s spirit translates to the Rim (though one child did survive, maybe Cab finds themselves in DF?)<br><br>I also doubly appreciate the Astartes fade in edit. Can&apos;t wait to see how you Boatmurdered your next colony!

    681

  • @AntonVoyt · 3 years ago (edited)

    Its kinda poetic how the only one left alive were Chef and a newborn Cab. I like to imagine that he did survive at the end and went to raise a kid.

    92

  • @RedgeM8 · 3 years ago

    Not sure if someone has commented this already but the bouncy pawn behaviour (<a href="https://www.youtube.com/watch?v=RuBb8CYM_rs&amp;t=915">15:15</a>) is because when pawns get near something they consider an &apos;enemy&apos; the game enables their collision, which means all those lads stacked up in the hallway have to move back to spread into a single file line. Adam Vs Everything has a video that explains it all much better than I ever could.<br>Loving the videos btw :)

    335

  • @laticaudacolubrina2747 · 3 years ago

    That &quot;Bouncing&quot; mechanic at <a href="https://www.youtube.com/watch?v=RuBb8CYM_rs&amp;t=922">15:22</a> is part of the base game. The pawns realised they were in combat, and gained collision with each other, resulting in that effect as they all stopped occupying the same tile. I believe the way it&apos;s &quot;fixed&quot; is to just make the pawns think they&apos;re in combat sooner, but I&apos;m not the best at rimworld combat myself. Keep up the great work, your colonies are real fun to watch :)

    175

  • @ripleyandweeds1288 · 1 year ago

    &quot;A solar flare is a very boring event that doesn&apos;t leave a lasting effect on the colony&quot;<br><b>finger curls in on the monkey&apos;s paw</b>

    2

  • @KerianHalcyon · 3 years ago

    Times like this I&apos;d recommend raising some sort of underground cattle. Dwarves in the Dragon Age universe have a thing called Nugs, which is like a capybara mixed with a naked mole rat and serves as a primary source of meat. Having a Milk Beetle or two might not be a bad idea either if you have the insectoids expanded added.

    36

  • @HazzorPlaysGames · 3 years ago (edited)

    Hey folks, here&apos;s more of this! I think I was fighting off a cold when I recorded this voiceover so apologies if I sound a bit off.<br><br>Thanks for all the continued support in all the various ways, comments, subs, throwing money into the pit of my patreon etc.<br><br>Next will almost certainly be dwarf fortress, every time I play it I feel like I&apos;ve slipped into an alternate universe, it&apos;s actually difficult to remember to make notes...

    141

  • @LadyBlackmoor · 3 years ago

    Great use of Doors Expanded are the 3x1 remote doors. You can put turrets behind them and while the doors are open they have free firing lines and when the enemy comes too close or a shield is about to collapse you can close the doors remotely and the raiders move on.<br>Also the benefit of a fire maze is that it is self cleaning

    159

  • @PrinceSheogorath · 3 years ago

    That final suicide makes me think of one scene in a movie where a guy pulls the pin on a made and just says “Hail…. To the King..” while smiling

    10

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