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Found 11 results

  1. "Power" is measured in Wattage, or energy "moved" per second. 1 Watt = 1 Joule per Second 1W = 1 J/s Joule is a unit of energy. So a Watt is a unit of energy generated per second. (Fun fact, Joule was a scientist who studied temperature and how to make thermometers, because heat is also just stored energy) GENERATORS Manual Generator aka "Hamster wheel" generates +400W, or +400 J/s. Coal Generator: +600W. Hydrogen Generator: +800W (fueled by 100g/s of hydrogen) The Manual Generator generates +400W no matter who is running on it or what their Athletics skill is. But it DOES train the dupe's Athletics and Tinkering skills. If no batteries are connected to the Manual Generator, dupes will just keep running on it until they need something. This assumes other machines are connected to the Manual Generator's circuit. CONSUMERS Machines consume Wattage while active. The Ceiling Lamp consumes -10W, or -10 Joules per second (your common household lightbulb however, is 40 to 60 W). Most machines only activate when there is work to be done or when a dupe is using the machine. A few machines are always active if powered, such as light sources and refrigerators. All powered machines generate heat while active. Each machine has a listed "Overheat Temperature", and will continuously take damage when it reaches this temperature. A "damaged" machine will continue to work until it has taken enough damage to become "broken", at which point it will shut off until repaired. Dupes will repair damaged and broken machines automatically, however you can click the Cancel Repair button on the machine if you desire. Repairs require whatever material the machine was originally made from. Active machines will continue to get hotter and hotter even while damaged, assuming dupes continue to repair them. Space Heaters self-monitor their own temperature and will shut themselves off to prevent overheating. To combat overheating, build machines out of Gold Amalgam. This raises the "Overheat Temperature" of the machine. Another option is planting Wheezwort on a natural tile next to the overheating machine. BATTERIES Batteries consume Wattage, but do not count in the wattage limit of the wire, even though they are listed as -200W. They will consume 0 or more Joules per second and store these Joules, up to 40,000, or 40 kiloJoule, or 40kJ. Batteries consume any excess Wattage produced, and in some cases consume a minimum of 1W even if this means causing a machine to be unpowered. Tiny Batteries hold up to 10kJ. Besides that, they have the same heat properties, charging, and discharging rates as large batteries. Batteries have no limit to their own power generation, or output Joules per second. But they hold up to 40,000 J, so a full battery will power a lightbulb for... 40,000 J divided by 10 J/s = 4,000 seconds. Or a hypothetical 40,000W machine for one second! Batteries, despite their in-game description, do NOT lose charge over time. This is likely to change as the game develops. Nor does the length of wire matter (unlike real world power lines that lose power over long distances). So if you have the metal to spare, it can't hurt to set up large battery banks far away from the base. Batteries will charge and discharge constantly on a circuit where power production is less than power consumed. Generally, the battery bank will charge up from 0 to X Joules, where X varies. The circuit's Potential Power Consumed seems to factor into X. Then the battery bank will discharge, powering additional machines for a brief moment and starting the process again. CIRCUITS A circuit is all the wires connected to each other and the buildings powered by those wires. View a circuit's properties by selecting any object or wire in the circuit and examining the Energy tab for that object. Wires in this game are not exactly like pipes. If even a single wire is "low-wattage" then the whole circuit is low-wattage, meaning you will "overload" the circuit if your machines try to consume over 1000W total at any given second. When you look at the electricity overlay, white wires indicate a healthy circuit, yellow indicates the power draw is approaching/hitting the max, and red indicates the circuit overloaded for a second and will result in broken wires. High-Wattage circuits top out at 2000W worth of machine draw. So as it stands, a large base will probably need multiple distinct circuits. You can replace standard low-wattage wires by simply building high-wattage wires directly on top of them. No need to deconstruct the old wire. Same goes for replacing pipes. "Potential Power Consumed" is the total Wattage a circuit might consume if all machines were active at once. "Maximum Safe Wattage" indicates how much power can be consumed at once and not overload the circuit, it will be 1000W if ANY wires in the circuit are standard, and 2000W if ALL wires in the circuit are High-Wattage. These are the numbers you want to look at in determining if you can add more machines to the circuit. SWITCHES Switches allow you to interrupt the power flow at a single wire in a circuit. When switched "Off", the wire under the switch is disconnected. A switch does NOT turn off an entire circuit. Place a switch on a wire between power generators/batteries and the machines you wish to turn off. Multiple switches can be used on a circuit at different branches. Since a switch turned off essentially "removes" that wire from the circuit, this alters the circuit's properties. Turn off a switch and you have essentially split a single circuit into two. A great use for a switch is to set up an emergency battery bank. Charge the bank to full, then turn the switch off between it and the circuit. Now you have backup power when the coal runs out or whatever the case may be. Switches are also handy for turning off pumps in undesirable tanks and areas. Thermo Switches act like regular switches except instead of needing to be manually turned on and off by the player, the Thermo Switch turns itself on and off based on its own temperature reading. Thermo switches are very handy for hot machines. Place a thermo switch next to your Air Scrubber, and run a wire through the thermo switch and then to the Air Scrubber. Now set the thermo switch to activate IF COLDER THAN 80 degrees F (or whatever in C, I dunno). Now your Air Scrubber won't be constantly running and heating up your base. Apply to all hot machines. BUGS - Batteries present themselves as -100W or -200W. This number is currently meaningless. - Generators will periodically generate more than their listed Wattage for a split second to meet the needs of a circuit trying to draw more power than is generated. Additional machines will appear to activate but as of yet this effect seems to be purely visual and no work is done. NOTES AND TIPS - Have as many power generators as you need on a circuit, meaning you'll want enough total power generation to match Potential Power Consumed. - Have at least 1 battery on a circuit to maximize fuel efficiency, but keep in mind the more batteries, the more heat generation. But hey, maybe you want to generate ridiculous amounts of heat? - Use batteries if your machines on a circuit aren't constantly running or if you don't want your dupes to be running on the wheel all the time. - Hydrogen generators produce the most power, assuming you can supply them with a regular feed of at least 100 grams per second of hydrogen. But the electrolyzer is a fickle beast. Theoretically you might be able to feed one generator per electrolyzer, and switch from coal to water power but I haven't really explored that yet. Plus you'll need at least one pump. - Dupes refuel Coal Generators or hop on the hamster wheel when ANY of the circuit's battery's power stored is below 50% (unless you change the setting on the power generator itself). But generally all batteries stay equally charged, so its safe to just consider multiple batteries as a single "battery bank". - Coal generators create lots of heat and CO2. Plan accordingly. - The game moves forward in "ticks", each lasting a fraction of a second. So the game's engine actually uses "Joules per tick", not "Joules per second". One can see this by setting up a manual generator connected to a battery and noting the increments that the battery charges.
  2. Okay this isbdriving me nuts. No matter what I do my powerlines overload. I had a line going from a battery to a heater, That was the only thing on that line, and it still overloaded. When I looked closerbit said the line was drawing 1100 watts despite the heater saying it was only drawing 5 watts. The line only goes straight to the battery and the battery is only connected to a generator and other batteries. I honestly don't get this. No matter how I arrange my buildings the lines overload, what's going on?
  3. I do not get it. On the same power line, 2 hamster wheels, one coal generator. I'd like the generator to go first, to releave my duplicates. So threshold for generator = 60% (see bottom right of picture) threshold for wheels = 40% (not shown) I would expect the generator to go first, but no, it's off, and the poor duplicates are exercising like there is no tomorow (top left of screenshot). On top of it, batteries ARE near full..... What am I doing wrong*? * apart slaughtering the english langage
  4. Just a suggestion based in a bad experience I had, here's the story, was running a 6 duplicates base and had 3 coal burners generating power to 2 large batteries, everything was fine, had my slime farm, water purification system, oxygen was going great until all the sudden everything shut down.. I ran out of coal and there wasn't any coal left so I decided to put some hamster wheels there but it just didn't cut it, it couldn't power the whole thing and it let 2 of my dupes busy forever, needless to say, that run went from great to terrible pretty fast.. So how about create a way where we can farm wood and burn this wood so we can have natural coal? Just giving my feedback, I'M IN LOVE WHIT THIS GAME!!!
  5. Nuclear power would a fun thing to introduce in a simple way yet still could require enough parts to make it more of an end tech item It would need a fule supply so a new block would need to be added (either uranium or plutonium or something game friendly with a new name) To use it the plant would need to be cooled using a constant clean water supply pumped directly into it with a wast water and heat by product The waste water can be cleaned and then sent back around but the heat would cause the same effects that it dose now Failing to supply the plant with water could result in a brief period of it producing tones of toxic gasses and more heat for a few cycles until it would eventually explode In the event of it exploding it would take out a set area around it and cause all water and air near by to become toxic and polluted
  6. I think a sterling engine would be very fitting, and useful, please add one. If you do not know, a sterling engine works by having a temperature differential. You are on an asteroid with cold space outside, and hot lava in places, so this could be exploited.
  7. I was thinking in maxwell quotes from the final chapter, in the nightmare throne, in this, to be more precise: "Or maybe They've grown tired of me." "Heh. Took them long enough." "They'll show you terrible, beautiful things." "It's best not to fight it." "There wasn't much here when I showed up." "Just dust. And the Void. And Them." "I've learned so much since then. I've built so much." "But even a King is bound to the board." "You can't change the rules of the game." "I don't know what they want. They... they just watch." "Unless you get too close... Then..." "Well, there's a reason I stay so dapper." "What year is it out there? Time moves differently here." "Go on, stay a while. Keep us company.""They" or "Them" are beings of terrible and unfathomable power, beings who are best not to fight.... They just watch, (unless you get too close in your shadow control capabilities, and they ****** you), only watch, day and night.... And then, i watch this video here And i watch a dark observer watching.... an observer i already know too well, when my characters go insane, (second number 00:45) we can se another one in the william carter puzzle number 6, and another one in the pics of maxwell´s house. Sometimes, we can see them even while sane: I think they are the beings who retain maxwell captive, the source of all the "allucinations" (we already now oficially that the allucinations are real beings and not allucinations at all, not only because they can move the webs of a spider den and alert the spiders even when you are far, but because a totally official phrase says: "Low sanity is not fatal, but strange creatures from another time and place are attracted to madness." And, we can craft things with the substance of their bodies) They are watching in every moment not only maxwell, but everyone in his realm, that maxwell built for them, even if normally we can only see them at low sanity (normally, sometimes we can see them sane) What do you think? You believe the same as I ? What do you think is its real purpose? Why only watch, if you have power for create or destroy almost everything? I´m open for all kind of theories, critics or just opinions.
  8. Now I know this game is supposed to be challenging and all. But I got really pissed today when Willow's perk didn't come into action today in time, which caused the death of her in one hit from a grue(hit by a hound (log-suit went) and tree guardian right before night) . ( At least this time it wasn't from a tallbird).Don't you think her fire action should come right before the grue hits? Along with the fact that if you should be standing in one place that the fire should continually keep going?Hmmm...Because shes almost as useless as Wes otherwise!
  9. Will we have to make a new world for the winter update, and in case of YES, does using the wooden thing counts as "New" world?
  10. I'm sure Hard Mode has been suggested before, but this is a different way to look at difficulty. Normally, when you have difficulty modes, the game simply lowers your damage and health, and increases enemy damage and health. This is often an ineffective difficulty choice, and can simply make a game tedious rather than difficult. Don't Starve is already a difficult game. Enemies can mess you up real quick-like, and you have to stay on your toes especially in combat. However, I suggest a hard mode in the game that does one thing: All resources finite. Bushes will eventually stop producing berries, grass will eventually no longer grow back, the rabbit population will dwindle, ponds will run out of fish and die off, pigs will no longer immigrate, and so on. This will force the player to always be on the move. A biome will eventually become useless, and the player will have to go where the food is. While I'm sure that Winter will incorporate some of these elements, I'm sure that plenty of food sources will be milked. And judging by the nigh-hostile reaction to pig houses only spawning three pigs, a lot of people do not want something like this. But a mode would be perfect, now when someone brags about surviving 100 days on Finite Mode, maybe someone will actually be impressed.
  11. ] should i get these pig houses all the way up here and bring them over here to my base sense i rarly go up there , i know it will only give me half the houses