RimWorld Lecture: Becoming a Space Wizard Through Starvation

Jul 7, 2024

RimWorld Lecture: Becoming a Space Wizard Through Starvation

Introduction

  • Speaker's enthusiasm: Loves the game for its unique and extreme scenarios
  • Focus: Guide on becoming a space wizard by starving old people
  • Participants: Big Dave (medieval doctor), Jimmy Neutron (prostitute idol), and Fumble Moore (chief engineer)
  • Gameplay mode: Vanilla mode with minor mods for UI improvement and adding “Vanilla Psycasts Expanded”

Starting the Colony

  • Crash-landed setup: Group in a temperate forest
  • First tasks: Building a rudimentary wooden hut and setting up a storage room
  • Mood management: Critical to avoid mental breakdowns (e.g., eating without a table is worse than a friend's death)
  • Initial setup: Hoop and Stick of Happiness, potato crops

The Exploit: Starving the Bestower

  • Royalty DLC: Key to the exploit for securing “psytrainers” (trainers for psychic abilities)
  • First quest: Defend a noble from a rabbit Chihuahua
  • Exploit steps:
    1. Begin the ceremony with another pawn (not the one receiving the title).
    2. Remove everyone else from attending the event.
    3. Have the pawn leave the event to cancel it, trapping the bestower.
  • Outcome: Bestower is forced to starve, dropping their inventory, which can be claimed without causing hostility.

Colony Progression

  • Building and defense: Improvements made while waiting for the next quests
  • Handling raids: Use of psychic powers to defend against raiders effectively
  • Expanding colony: New members like Levi join to assist in specific tasks
  • Freezer creation: To store captured meats
  • Recruitment: Capturing wild individuals

Ceremony Loops

  • Infinite repeat: Empire continues to send bestowers for ceremonies despite failed quests
  • Psychic power levels: Upgrading colonists like Fumble Moore, Jimmy Neutron, and Big Dave into powerful psychics with abilities like lightning bolts, ice spikes, and fireballs

Detailed Colony Adventures

  • Wild woman interactions: Interaction with insects and raiders
  • Combat scenarios: Utilizing psychic powers in battles against various enemies (raiders, animals)
  • Crafting and building: New items and structures for the colony's progression
  • Final challenges: Successful defense against substantial raider attacks

Exploiting Ancient Danger

  • Preparation: Colonists break into ancient crypts and fight off mechanoids
  • Use of psychic powers: Tactical application of spells to manage dangerous situations

Conclusion

  • Achievements: Fully operational colony with powerful wizards, optimal defenses, and a constant influx of psychic powers
  • Calls to action: Encouraging viewers to like, subscribe, and engage with the content for more gaming exploits
  • Sign-off: Thanks to viewers and patrons, teasing future content