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Topics - dStreamline

#1
Ideas / Muskets and Blunderbusses?
May 07, 2018, 01:35:29 AM
IMO the addition of revolvers makes a great addition to the lower end of the tech tree, something that Rimworld has really expanded in later development.

Something that could liven up the primitive side of the game are the more 'piratey' black powder weapons (muskets, blunderbusses etc.) ;D

Especially with the expansions to the tech tree, these types of weapons might bridge the gap between bows and more advanced rifles.

My guess is they would be very slow to fire (even compared to bows and pila) but with a good damage per shot (something along those lines).

Comment your thoughts!  :D
#2
Stories / ...and then I check the health tab
July 09, 2017, 11:58:53 PM
So I'm just rounding off my first year in a temperate forest biome, with a decent sized brewery, but low food. One day I notice one of the resident panther cubs puke its guts out on the kitchen floor.

Long story short, turns out the poor thing was drunk as hell, and seems to have been binging on beer for a while now (given its MASSIVE tolerance), at only 6 days old! Looks like I need to rethink my allowed animal areas...

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#3
General Discussion / Melee Weapons
July 07, 2017, 02:24:20 AM
Personally, I'm interested to see what the forums think is the best melee weapon, so I give you this quick poll. Would also be curious to see the reasons behind these preferences (cost, damage, recharge time, etc).

Answers are much appreciated. :D
#4
Ideas / Manual Priorities For New Tasks
June 29, 2017, 05:07:01 PM
Not sure if this should be posted in the bugs thread, but it seems odd that one can't prioritize tasks such as self-tending, or sheering/milking on tame animals.
#5
General Discussion / TIP: Prisoner Common Rooms
June 25, 2017, 08:17:21 PM
Placing a prisoner bed in a room, and setting individual cell doors to "hold open" lets prisoners wander around, while still having the option lock away any of the more unruly or dangerous should the need arise. (simply unchecking the "hold open" option on their cell)

With a setup like the one below, one can make a "common room" area that several prisoners can use without needing large individual cells. The main benefit is that while in the common room, the prisoners get mood buffs from impressiveness and space, and from eating off a table.

The rooms below serve as a "solitary confinement" wing in case any have mental breaks or have low mood, so that the player can hold them for safe keeping.

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#6
Ideas / Expanded Prisoner Behaviour
June 25, 2017, 07:03:45 PM
It would be useful to designate a common room area for prisoners to be able to eat/perform joy activities. Without their beds all being in the same location, the mood malus from shared bedrooms would be dealt with, but it would still be cheap enough to provide the prisoners with space and joy activities.

To balance this, it would be fun to see more complex prisoner interactions, with sabotage or uprising attempts.

My personal favorite would be to give prisoners the ability to steal weapons lying around, or even make crude weapons from raw resources lying around (say a wooden shiv from some wood left in their cells). This would make prisoners much more dangerous, and hopefully make it more risky to leave deadly weapons lying about in their cells...
#7
General Discussion / Warm Climate Soldier Layouts
June 23, 2017, 04:22:54 PM
I have been looking at the wiki for some time now, thinking what gear to give to my best soldiers (around mid game right now with far too many alpacas for my own good).

Most of it is pretty straitforward: steel advanced helmet, armor vest and devilstrand shirt/pants. The one question is whether to have alpaca wool dusters (cheap in my case and exceptionally good insulation), or to go for devilstrand all around for that extra protection.

With heat waves being a rolling issue, and most of my colonists off on far hunting trips I tend to go with alpaca wool to keep them from keeling over. I would be curious to see what most peoples' opinion is on this.
#8
General Discussion / Medieval Starting Tech?
June 20, 2017, 10:42:02 PM
Did some messing around with some custom scenarios, and doesn't seem to be any "tech-level" option.

When creating a scenario in the editor, is there any way to select a medieval starting tech? Currently only seems to be neolithic or industrial. Would also be cool to be able to select a spacer tech level.

Not sure if this is a thing yet (haven't seen any options for it), but just curious if anyone can verify.
#9
General Discussion / A "solution" to luciferium?
June 16, 2017, 09:53:14 PM
For the longest time it seemed like luciferium was a fancy way to kill off your colonists, given its deadly withdrawal symptoms and its overall rarity. However, I think I have a solution to this, and a possible new use...

Since cryptosleep pods can store colonists in stasis pretty much forever, a luciferium induced colonist could be placed inside before the symptoms eventually kill them. When more luciferium is found they could be re-animated, and given another dose to keep them going. This got me thinking though...

What if a colonist of high enough shooting or melee stats was intentionally given luciferium to become a sort of super soldier, and then kept in stasis until the colony needed them?

Feels a bit like the Resistance series, with the character Nathan Hale (but with cryptosleep).
#10
Ideas / Fences!
June 07, 2017, 07:35:50 PM
Simple as can be (in theory at least) :D

The idea goes like so: Essentially fences would be like sandbags that can be made using the materials system, as advanced forms of cover. As well as this, they could either a) slow down movement much more than sandbags, or b) block movement entirely as proper barricades to defend against melee attackers.

Not sure if anyone would want something like this, but it seems like something that would fit the game.  :)
#11
Ideas / Water System In Rimworld
July 26, 2016, 05:26:14 PM
Idea: A water logistics system is added to the game, similar to the electricity system currently implemented in Rimworld,  but with a few things to consider.

Firstly: Water functions as a way to fight the negative effects of temperature, ie taking hot shower to warm up in the dead of winter, or taking an ice cold shower to stay cool in the middle of the summer. This kind of thing could also result in a positive mood bonus, in a similar way to other joy activities.

Second: There are positives as well as negatives to having a water system, for example, the system could occasionally get contaminated and spread disease to your colonists (plague, flu, etc), or there could be a pipe that ruptures, causing damage to things around it, short circuits electronics, etc.

Hopefully this is something doable and worthwhile to implement.  ;D
#12
Support / Steam Version and Standalone Version
July 19, 2016, 05:36:12 PM
Hello Forums!
With the recent A14 update bringing Rimworld to Steam, I've been wondering about something: does using the free Steam key in my download email force me to use the Steam version from now on? Or will I still be able to download Rimworld from the email link, and play standalone as well?

Thanks in advance!   :D