Spoiler: show

Oh RimWorld, how it's good to taste you again. So I've been working some insane hours in real life for the last couple months. Causing me quite the medical issues so I got ordered to basically sit on my ass and relax for a bit. I called another Arsian over for an extended weekend, smoked a grip of the world's strongest cannabis, & hella played me some RimWorld. I haven't played since my last post here where I was showing off the 50 man Arsian mega base. I tried to convert the save file from the older version into this newer one but with all the world stuff they added in it wasn't having it.



As some of you might remember, long before Twitch got onboard, I've been a Bob Ross fanboi. (grew up next to him) Last year it was the



I always play this game as a vegan wholesale cannabis dealer. Large fields that consume entire days to work across the entire colony. This always does three things in the beginning, 1.) gives you excessive food 2.) gives you excessive cannabis 3.) gives you excessive money. Playing this way, your most important thing is to get the communication equipment up & start calling in long range trade caravans constantly. Your exports are food & cannabis, the food is worth more to a wider range of traders then the cannabis, it's your real early game economic weapon. Then you use the cannabis to keep your people chillaxed and so stoned nothing is going to stress them out. From there it's about growing a colony based off endless money, not off the resources on the map you started on. I'll never mine, chop down trees, or hunt because they're all highly inefficient to the vegan drug lord game play style. You should be able to absolutely cash out every trader that you call in, not just in silver they have, but in goods you want from them. The first year of my colony I was generally sitting on 40-50,000 excessive silver that I couldn't spend, I built a money room for it.



Though I remember alot of you talking about how smaller colonies where the way to play this game, the huuuge base I had made before was highly inefficient simply because they smoked 500+ joints a day just keeping things rolling, the amount of production required was nuts. So this time I wanted to try a small crew of well selected, trained, and enhanced people. I also wanted to stop being a cannabis lord and expand to the other drugs in the game. So this time I've created a TEN person cyborg Luciferium & Penoxycyline cult that clearly outworks my old 50 person base like nothing. I mean production wise you can't even compare the two, this new base is insanity. This base is also late game finished, there is nothing left for the money to be spent on. They're all full on borgs with cybernetic eyes, legs, arms, brain implants, power armor (+helmets), full devilstrand clothing, personal shields, & plasteel claymores. They also are all Lv.18-20 in their four skills of choice and like 10+ in everything else. It's mindboggling to just sit and watch, you can walk away for 30+ mins and no matter what happens they're fine. 30+ elephant manhunter packs, space pirates, whatever the colony will handle it & recover automatically.



Though I've never used the drugs in the game outside of cannabis, I've never even brewed a beer in the game, so this was quite the steep learning curve. For a solid three months I even stepped it up a notch by adding in a daily mandated shot of Wake-Up to really blow this thing out of the water. Though what followed was the darkest year of RimWorld I've ever seen in my life. A level of depravity that while I made it through, I found hard to inflict on even my digital colonists. The problem is, Wake-Up, is like the greatest thing created in that game. Forget Luciferium, you want a Wake-Up colony! ...if it was manageable. I went from ten people with just enough work that they could finish it week to week, to ten people who were literally finished with work on day 2, waiting for my boomalope herd to take a shit so they could run over and clean it up. I could've planted my entire map or told them the whole map was their home area and to keep it 100% clean, at that point, life was perfect. Bob Ross Drugs always had 1,000 top shelf sensimilla joints, 1,000 crack boulders the size of shoulders, 1,000 unstepped on pure cocaine, 250 Go-Juice, 250 Wake-Up, 250 Penoxycyline, with unlimited production queues on Neutroamine & Medicine. Then behind vault doors, an entire mountain of Luciferium, guarded as the secret life source of the colony. Life was sweet.



Then after a couple months of the high life, colonists sleeping four hours a day, & luxuries values in the thousands per room... it crashed. The Wake-Up use, even when mandated to a single dose a day, was causing the stability of the colony to become like a freshly started game on hard. First off, the tolerance levels were getting so high it was taking alot to get my colonists going. Then after chugging Wake-Up like water they'd work for 20 hours then have a heart attack. Now AMAZINGLY, as full on Luciferium Penoxycyline Cyborgs, they could just walk themselves to the hospital & have a lv.20 doctor treat them, then within a couple hours, be back out there working again. They didn't even really stop for more then a rest before it was taken care of. Then for anyone who was like triple fucked in a heat wave, heart attack, drugs craze, we'd just sedate them & put in an entirely new heart. (or whatever they needed) That's part of the greatness of having unlimited funds thanks to the drugs, I built an entire medical freezer for keeping multiples of every body part around just for emergencies.



Though it was painful to watch ten people literally having heart attacks every other day. Sure, they weren't dying, but even as a business man that's really stepping on productivity as well keeping a doctor in the hospital like 24/7 just keeping the rest of the cyborgs running. It became clear I'd created a beast of situation that needed calming. Sooo I attempted to pull the Wake-Up.. first by saying it's a dose every other day, instead of daily. Then I tried massively increasing cannabis use, then I tried adding in more sleep, less work, etc. Nope, you have now created cyborg drug zombies and if they want to pound through multiple plasteel walls to take 30 hits of Wake-Up they'll do it. Not to mention your people start having multiple brain failure issues from being completely strung out in withdraws and not getting what they need. This is a 50% consciousness / productivity hit for half a year in game if your people get the debuff. Mentally? -35 from wanting wakeup & -20 from wanting more cannabis then they can smoke in a day to make up for the wakeup withdraws. So now your people are totally insane assholes to boot.



Solution? Thank god for the Teetotalers!! Sure sure, we gave you Luciferium which you need every four days now to live, and sure, we insist you dose yourself on Penoxycyline if you want to live in our colony, but wow your resistance to use Wake-Up & Cannabis really came through in the late game for us. SEDATION. Every single time eight of my ten colonists would wake up we'd cram a Lavish Meal in his face, dose him on Luci, dose him on Peno, then wham issue a surgical sedation. For a year. Heaven forbid you missed somebody for a bit and let them walk around the base for a second. Next thing you know they've made holes through the walls straight to the Wake-Up & Cannabis storage rooms & they're binging. Literally walking around dosing so hard you don't have to arrest them, they'll fall over in a couple minutes from the heart attacks since they're not running themselves into the hospital ASAP. It was gross, it was heart breaking, it was tragic, for hours and hours of game play. I just wasn't going to let this colony go or start over at this point, but damn that was some seriously unfun RimWorld. I blew through 50,000 silver just buying food & ordering in military support while trying to keep my colonists sedated & alive. NO work was going on anymore, the whole place was at an emergency standstill for that year & survived solely on it's gigantic excessive nature from before the crash.



Now post all this madness, my people have finished waiting out their withdrawn addiction symptoms from Wake-Up, which means I can actually go back to producing it at Bob Ross Drugs without fear of total colony breakdown because somebody walked by it. I also spent alot of that year getting my people off Cannabis, which is super funny to anyone who knows me in real life. Though the Luci / Peno / Cyborg combo really does not need Cannabis, it's an early game drug at best and becomes a large hindrance in the late game. You don't need anything it gives you & it's value is to cheap to worry about farming. The debuffs on it are horrid late game cripples. Because of this, to my surprise, the colony can still work a very large amount. It's not daily Wake-Up juice drug madness work, but it's still more then my 50 person mega base did. The progression of this world was wholesale food & cannabis dealers into wholesale cocaine & crack dealers. Every single time I could call in a trade convoy they were taking home 500 flake and 500 yayo, even if it meant I bought everything they had on them.



Finally with that type of income Bob Ross Drugs made the jump to full on, every drug in the game, production. The last step before the insanity set in and the colony crashed was setting up a giant Boomalope farm. Indoors, air conditioned, barn connected to the 24/7 indoor hay farm, 50 animal beds, it was nuts. Boomalopes take two years to have a baby so I ended up taming a bunch then buying a bunch from traders. At one point I had 22,000 hay piles but once the herd got to big they ate that down to nothing. To the point I had to sell part of the herd to even farm enough hay to keep them alive. Now I sit around 7.5K in hay, they eat it down to 5K, I harvest 5K back up to 10K, and so on. Though it's stable and safe, that's the important part. Here my colonists could head out throughout the week & drain the built up neutroglycerin organs, take it to the drug lab, and get it turned into neutroamine. So between ten thousand+ harvests of psychoid leaves & thousand bucket a week extractions of neutroglycerin the drug labs could really get crazy & produce almost unlimited amounts of all the drugs in the game.



Then of course it crashed and well the last year I played in the game was epically painful. Though I made it. So now looking forward, after work tomorrow, I'm hoping to buy five slaves that are all interested in fighting. Going to turn them all into cyborgs, get them on the luci / peno train, neuro trainer them to 20s in their skills, stuff a bunch of launch pods full of Go-Juice & shoot them off towards my closest enemies. I've never used the travel function yet in the game, all this time and I've not even started a second colony yet. LOL!! Though these guys are not going to be carrying Plasteel Claymores. I've taken the time to stun the Mechanoids on their invasions instead of killing them & surgically extracting the Scyther arms. Highest DPS in the game & I've got ten of them waiting in the body part freezer. Going to take off the arms of these insane warriors & replace them with Mechanoid power before I shoot them off into what I hope becomes an epic battle. I'm really looking forward to seeing what happens when you attack another colony. I tried shooting pods full of cocaine & luciferium into all the surrounding cities once. Though the game just says "because nobody was there when it landed the contents were lost" or something like that. Kinda bummed me out, I really wanted to see if I couldn't poison my enemies from afar by making it rain hard drugs daily for weeks on end. I guess I'll just have to send my upcoming cyborg terminator squad over there instead.



Anyways, sorry for the long post, but that's the story behind Bob Ross Drugs. My second attempt at playing a long term serious RimWorld game. What a trip it's been so far. Oh RimWorld, how it's good to taste you again. So I've been working some insane hours in real life for the last couple months. Causing me quite the medical issues so I got ordered to basically sit on my ass and relax for a bit. I called another Arsian over for an extended weekend, smoked a grip of the world's strongest cannabis, & hella played me some RimWorld. I haven't played since my last post here where I was showing off the 50 man Arsian mega base. I tried to convert the save file from the older version into this newer one but with all the world stuff they added in it wasn't having it.As some of you might remember, long before Twitch got onboard, I've been a Bob Ross fanboi. (grew up next to him) Last year it was the Bob Ross Opium Emporium in Stardew Valley. I figured this year it could be "Bob Ross Drugs" (BRD) in RimWorld so I started a new game in this version, picked a spot out in the middle of absolute no where tropical rainforest, & started on the single man with cash story line. I'm about 48 hours of actual real life game play into it now that the extended binge weekend is over. (surprisingly even when your doctor orders you to relax, if you've been awake for months on end, you find it hard to sleep on demand)I always play this game as a vegan wholesale cannabis dealer. Large fields that consume entire days to work across the entire colony. This always does three things in the beginning, 1.) gives you excessive food 2.) gives you excessive cannabis 3.) gives you excessive money. Playing this way, your most important thing is to get the communication equipment up & start calling in long range trade caravans constantly. Your exports are food & cannabis, the food is worth more to a wider range of traders then the cannabis, it's your real early game economic weapon. Then you use the cannabis to keep your people chillaxed and so stoned nothing is going to stress them out. From there it's about growing a colony based off endless money, not off the resources on the map you started on. I'll never mine, chop down trees, or hunt because they're all highly inefficient to the vegan drug lord game play style. You should be able to absolutely cash out every trader that you call in, not just in silver they have, but in goods you want from them. The first year of my colony I was generally sitting on 40-50,000 excessive silver that I couldn't spend, I built a money room for it.Though I remember alot of you talking about how smaller colonies where the way to play this game, the huuuge base I had made before was highly inefficient simply because they smoked 500+ joints a day just keeping things rolling, the amount of production required was nuts. So this time I wanted to try a small crew of well selected, trained, and enhanced people. I also wanted to stop being a cannabis lord and expand to the other drugs in the game. So this time I've created a TEN person cyborg Luciferium & Penoxycyline cult that clearly outworks my old 50 person base like nothing. I mean production wise you can't even compare the two, this new base is insanity. This base is also late game finished, there is nothing left for the money to be spent on. They're all full on borgs with cybernetic eyes, legs, arms, brain implants, power armor (+helmets), full devilstrand clothing, personal shields, & plasteel claymores. They also are all Lv.18-20 in their four skills of choice and like 10+ in everything else. It's mindboggling to just sit and watch, you can walk away for 30+ mins and no matter what happens they're fine. 30+ elephant manhunter packs, space pirates, whatever the colony will handle it & recover automatically.Though I've never used the drugs in the game outside of cannabis, I've never even brewed a beer in the game, so this was quite the steep learning curve. For a solid three months I even stepped it up a notch by adding in a daily mandated shot of Wake-Up to really blow this thing out of the water. Though what followed was the darkest year of RimWorld I've ever seen in my life. A level of depravity that while I made it through, I found hard to inflict on even my digital colonists. The problem is, Wake-Up, is like the greatest thing created in that game. Forget Luciferium, you want a Wake-Up colony! ...if it was manageable. I went from ten people with just enough work that they could finish it week to week, to ten people who were literally finished with work on day 2, waiting for my boomalope herd to take a shit so they could run over and clean it up. I could've planted my entire map or told them the whole map was their home area and to keep it 100% clean, at that point, life was perfect. Bob Ross Drugs always had 1,000 top shelf sensimilla joints, 1,000 crack boulders the size of shoulders, 1,000 unstepped on pure cocaine, 250 Go-Juice, 250 Wake-Up, 250 Penoxycyline, with unlimited production queues on Neutroamine & Medicine. Then behind vault doors, an entire mountain of Luciferium, guarded as the secret life source of the colony. Life was sweet.Then after a couple months of the high life, colonists sleeping four hours a day, & luxuries values in the thousands per room... it crashed. The Wake-Up use, even when mandated to a single dose a day, was causing the stability of the colony to become like a freshly started game on hard. First off, the tolerance levels were getting so high it was taking alot to get my colonists going. Then after chugging Wake-Up like water they'd work for 20 hours then have a heart attack. Now AMAZINGLY, as full on Luciferium Penoxycyline Cyborgs, they could just walk themselves to the hospital & have a lv.20 doctor treat them, then within a couple hours, be back out there working again. They didn't even really stop for more then a rest before it was taken care of. Then for anyone who was like triple fucked in a heat wave, heart attack, drugs craze, we'd just sedate them & put in an entirely new heart. (or whatever they needed) That's part of the greatness of having unlimited funds thanks to the drugs, I built an entire medical freezer for keeping multiples of every body part around just for emergencies.Though it was painful to watch ten people literally having heart attacks every other day. Sure, they weren't dying, but even as a business man that's really stepping on productivity as well keeping a doctor in the hospital like 24/7 just keeping the rest of the cyborgs running. It became clear I'd created a beast of situation that needed calming. Sooo I attempted to pull the Wake-Up.. first by saying it's a dose every other day, instead of daily. Then I tried massively increasing cannabis use, then I tried adding in more sleep, less work, etc. Nope, you have now created cyborg drug zombies and if they want to pound through multiple plasteel walls to take 30 hits of Wake-Up they'll do it. Not to mention your people start having multiple brain failure issues from being completely strung out in withdraws and not getting what they need. This is a 50% consciousness / productivity hit for half a year in game if your people get the debuff. Mentally? -35 from wanting wakeup & -20 from wanting more cannabis then they can smoke in a day to make up for the wakeup withdraws. So now your people are totally insane assholes to boot.Solution? Thank god for the Teetotalers!! Sure sure, we gave you Luciferium which you need every four days now to live, and sure, we insist you dose yourself on Penoxycyline if you want to live in our colony, but wow your resistance to use Wake-Up & Cannabis really came through in the late game for us. SEDATION. Every single time eight of my ten colonists would wake up we'd cram a Lavish Meal in his face, dose him on Luci, dose him on Peno, then wham issue a surgical sedation.Heaven forbid you missed somebody for a bit and let them walk around the base for a second. Next thing you know they've made holes through the walls straight to the Wake-Up & Cannabis storage rooms & they're binging. Literally walking around dosing so hard you don't have to arrest them, they'll fall over in a couple minutes from the heart attacks since they're not running themselves into the hospital ASAP. It was gross, it was heart breaking, it was tragic, for hours and hours of game play. I just wasn't going to let this colony go or start over at this point, but damn that was some seriously unfun RimWorld. I blew through 50,000 silver just buying food & ordering in military support while trying to keep my colonists sedated & alive. NO work was going on anymore, the whole place was at an emergency standstill for that year & survived solely on it's gigantic excessive nature from before the crash.Now post all this madness, my people have finished waiting out their withdrawn addiction symptoms from Wake-Up, which means I can actually go back to producing it at Bob Ross Drugs without fear of total colony breakdown because somebody walked by it. I also spent alot of that year getting my people off Cannabis, which is super funny to anyone who knows me in real life. Though the Luci / Peno / Cyborg combo really does not need Cannabis, it's an early game drug at best and becomes a large hindrance in the late game. You don't need anything it gives you & it's value is to cheap to worry about farming. The debuffs on it are horrid late game cripples. Because of this, to my surprise, the colony can still work a very large amount. It's not daily Wake-Up juice drug madness work, but it's still more then my 50 person mega base did. The progression of this world was wholesale food & cannabis dealers into wholesale cocaine & crack dealers. Every single time I could call in a trade convoy they were taking home 500 flake and 500 yayo, even if it meant I bought everything they had on them.Finally with that type of income Bob Ross Drugs made the jump to full on, every drug in the game, production. The last step before the insanity set in and the colony crashed was setting up a giant Boomalope farm. Indoors, air conditioned, barn connected to the 24/7 indoor hay farm, 50 animal beds, it was nuts. Boomalopes take two years to have a baby so I ended up taming a bunch then buying a bunch from traders. At one point I had 22,000 hay piles but once the herd got to big they ate that down to nothing. To the point I had to sell part of the herd to even farm enough hay to keep them alive. Now I sit around 7.5K in hay, they eat it down to 5K, I harvest 5K back up to 10K, and so on. Though it's stable and safe, that's the important part. Here my colonists could head out throughout the week & drain the built up neutroglycerin organs, take it to the drug lab, and get it turned into neutroamine. So between ten thousand+ harvests of psychoid leaves & thousand bucket a week extractions of neutroglycerin the drug labs could really get crazy & produce almost unlimited amounts of all the drugs in the game.Then of course it crashed and well the last year I played in the game was epically painful. Though I made it. So now looking forward, after work tomorrow, I'm hoping to buy five slaves that are all interested in fighting. Going to turn them all into cyborgs, get them on the luci / peno train, neuro trainer them to 20s in their skills, stuff a bunch of launch pods full of Go-Juice & shoot them off towards my closest enemies. I've never used the travel function yet in the game, all this time and I've not even started a second colony yet. LOL!! Though these guys are not going to be carrying Plasteel Claymores. I've taken the time to stun the Mechanoids on their invasions instead of killing them & surgically extracting the Scyther arms. Highest DPS in the game & I've got ten of them waiting in the body part freezer. Going to take off the arms of these insane warriors & replace them with Mechanoid power before I shoot them off into what I hope becomes an epic battle. I'm really looking forward to seeing what happens when you attack another colony. I tried shooting pods full of cocaine & luciferium into all the surrounding cities once. Though the game just says "because nobody was there when it landed the contents were lost" or something like that. Kinda bummed me out, I really wanted to see if I couldn't poison my enemies from afar by making it rain hard drugs daily for weeks on end. I guess I'll just have to send my upcoming cyborg terminator squad over there instead.Anyways, sorry for the long post, but that's the story behind Bob Ross Drugs. My second attempt at playing a long term serious RimWorld game. What a trip it's been so far.