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Generally, Gastrogain Circuit has only one effect, increase your maximum hunger. I know it can make your hunger reduce slower, but it is nearly the same with increase your maximum hunger directly, I will explain this later.

That is different with the sanity. There are a lot of factors can affect your sanity, like dusk and night, mobs and structures' sanity aura, equipment's sanity cost and so on. So increasing maximum sanity, nerfing sanity aura and sanity regeneration have different advantages, which makes processing and beanbooster even more useful, they can tackle various sanity problems.

For hardy circuits, the beta has already proved that the change of quantity leads to the change of quality. The higher your maximum health, the better. Higher maximum health equals to higher error-tolerate rate. The key is that you can't restore your health very easily and rapidly, it cost time and resources. So higher maximum health is really powerful.

But hunger, is completely a different thing. As we all know, we don't lack food in "Don't Starve Together". WX's 100 basic hunger only leads to 2 main problems, early game and some crock pot dishes(like meaty stew). But compared to super hardy and beanbooster? Well I don't mind to eat meatballs a little frequently.

So we can see, the real problem is, the hunger itself is not as important as sanity and health, and food is overflowing.

My idea to enhance the gastrogain is, let it enable WX restore more stats from food, just like Warly in DS (by the way I hope Warly himself can get this old features in DS  in the future). This means WX can restore health and sanity more efficient in circumstances like battle. And in analog electronics technique, "gain" means the ratio of output to input. This enhancement is also in line with the name "gastrogain".

And welcome everyone to reply your opinions and ideas on gastrogain circuits.

  • Like 1

If you consider how much time you effectively save and free up from not having to eat as much, it is a huge difference.

Going from other more food hungry characters with increased drain then playing Wx is a huge difference and help you notice how much food a player can go through.

Not to mention the other ways a player can slow their hunger. If I am feeling like I don't want to think about food, I can toss on a gastro circuit and a belt of hunger while I map out the ocean and just chill.

Edited by ZeRoboButler
  • Like 2

I agree with your opinion, but I do not support changing it.

Keep the hunger, health and sanity enhanced in the same way can maintain WX's overall character design elegant and concordant.

Edited by Cassielu

It would be probably cooler if the second upgrade of Alpha circuits changes the effect from, yet another increase to hunger drain, but instead to gaining more hunger points from eating.

I like how the sanity lvl 1 improvement reduces sanity drains, but the lvl 2 improvement improves sanity regens on clothing items. I think it's a neat investment that is better than just, "lvl 1 again, but more". way more dynamic, which i love

Edited by Curly Bill
  • Like 2

I actually quite like this circuit and its the one I see myself switching in for a hardy the most because of the hunger reduction. I'm probably not keeping it in all the time but 200 hunger with 20% reduction is quite nice if I'm not planning on fighting anything for a while (like while doing pearl's tasks).

  • Like 2
7 hours ago, yyyyyyyyyyyyyyy said:

My idea to enhance the gastrogain is, let it enable WX restore more stats from food, just like Warly in DS (by the way I hope Warly himself can get this old features in DS  in the future). This means WX can restore health and sanity more efficient in circumstances like battle. And in analog electronics technique, "gain" means the ratio of output to input. This enhancement is also in line with the name "gastrogain".

Fun fact you can already achieve this in game, if you dont mind losing durability and charges.
if you have gastrogain connected and you have low hunger, you just need to take it out, eat food till you are full (100 hunger) and put it back on, because the stats are transformed with % and not numbers, so you should now have 200 hunger points(2x more hunger) and you can do this with all of the stat circuits.

Introduce rules linking electricity consumption to fuel (food).
When you use more circuits, you will feel hungry faster. If you consume 150 hungry per day, you will find that the importance of the related circuits increases (at least I have never used this circuit that cannot provide combat ability)
When you use very few circuits, you won't be affected by it. When you have enough circuits, you won't care about how much food is consumed

On 3/22/2026 at 5:36 AM, yyyyyyyyyyyyyyy said:

Generally, Gastrogain Circuit has only one effect, increase your maximum hunger. I know it can make your hunger reduce slower, but it is nearly the same with increase your maximum hunger directly, I will explain this later.

That is different with the sanity. There are a lot of factors can affect your sanity, like dusk and night, mobs and structures' sanity aura, equipment's sanity cost and so on. So increasing maximum sanity, nerfing sanity aura and sanity regeneration have different advantages, which makes processing and beanbooster even more useful, they can tackle various sanity problems.

For hardy circuits, the beta has already proved that the change of quantity leads to the change of quality. The higher your maximum health, the better. Higher maximum health equals to higher error-tolerate rate. The key is that you can't restore your health very easily and rapidly, it cost time and resources. So higher maximum health is really powerful.

But hunger, is completely a different thing. As we all know, we don't lack food in "Don't Starve Together". WX's 100 basic hunger only leads to 2 main problems, early game and some crock pot dishes(like meaty stew). But compared to super hardy and beanbooster? Well I don't mind to eat meatballs a little frequently.

So we can see, the real problem is, the hunger itself is not as important as sanity and health, and food is overflowing.

My idea to enhance the gastrogain is, let it enable WX restore more stats from food, just like Warly in DS (by the way I hope Warly himself can get this old features in DS  in the future). This means WX can restore health and sanity more efficient in circumstances like battle. And in analog electronics technique, "gain" means the ratio of output to input. This enhancement is also in line with the name "gastrogain".

And welcome everyone to reply your opinions and ideas on gastrogain circuits.

One circuit halves your hunger drain, its too strong if anything.

On 3/22/2026 at 6:53 AM, Curly Bill said:

It would be probably cooler if the second upgrade of Alpha circuits changes the effect from, yet another increase to hunger drain, but instead to gaining more hunger points from eating

It ends up being the same thing anyway

  • Like 3

The problem has different angle.

I play Walter recently in a long-term solo world and while having plenty of food I'm tired to feel my inventory with it and feed him because he has such a small stomache.

So for chill / exploration / builing things yes, big stomache is less annoying and frees you a slot (hovewever you most likely will still have farms and tons of food).

However if you fight (and even late game, you want to farm boss loot, so you'll be fighting a lot), you will most likely heal from food. anyways, so hunger doesn't matter if you plan fighting.

What I think regarding it, is having multiple bodies with WX-78, where one is dedicated for fights (you hear the hounds are coming? switch to fight body), and the other one dedicated for chil activities. And I think Gastrogain Circuits will be good on chill-body.

 

However overall this circuit is not great because WX-78 can eat almost anything which is not rot anyways + gears, so he never has a problem with food. The only thing is, 100 hunger is a pain stat. Being a robot with no food needs seems attractive conceptually.

8 hours ago, shaurun said:

It would be fun (and nice) if improved Gastrogain Circuits will allow to eat basic resources like everything which can be put into endotermic firepits (nitre, grass, sticks, etc).

 I think that’s a seperate thing they are adding for gamma circuits

Feels like a systematic issue of the Hunger stat more than the Gastrogain Circuit itself. Hunger can be completely drained but one could hypothetically live forever as long as Health can be maintained, while Sanity as a stat interacts with so much more in the game than Hunger but at least has a direct relationship to the Nightmares. Hunger is, ironically enough, the least stressing stat in all of Don't Starve in as far as what any amount you have affects as long as it's more than 0 Hunger.

So a perk-boosted Gastrogain Circuit could play around with a few ideas to give more value to Hunger. A few that come to mind:

  • Sleep Efficiency - Sleeping in tents and the like having a much stronger Hunger-lost to Health/Sanity-gained ratio, from just really pumping up the numbers of the latter to making it cost almost nothing of the former.
  • Charge-Fuel - Tying Charge to Hunger via Charge-rate increasing linearly to how high the actual Hunger stat is above 100 (being an equivalent multiplier, i.e. 150 Hunger = 50% charge-rate increase). Alternatively or additionally, a static amount of Hunger value becoming instant Charge gained (i.e. 1 bar filled for every 75 Hunger properly gained whenever the player's Hunger is above 100).
  • Spoilage Life - To compliment WX's already innate effect of eating stale/spoiled food without penalty, Gastrogain Circuit further slowing the spoilage of food in inventory to allow even more time before a meal fully turns to rot. Naturally this would stack with Refrigerant Circuit's own spoilage-rate decrease.
  • Moisture Absorption - Seeing Hunger have some kind of relationship to Wetness, such as letting the food inside WX-78 act as an absorbent that negates damage or charge-loss from wetness in exchange for a significant hunger-drain, effectively converting one of WX-78's weaknesses into a change in playstyle should the player prefer free-reign in Spring in exchange for a severely increased Hunger-rate.
Edited by GRC

I think the Gastrogain circuit shines when paired with using multiple chassis. You can kit out a chassis with excellent circuits for ignoring survival elements of the game (hunger/sanity/temperature) and switch to that chassis when you are planning on doing tasks that will take a lot of in game time without much expected fighting (base building). Then, when you are done, you can switch to your combat chassis

  • Like 1
On 3/22/2026 at 8:46 PM, Kvetevk said:

if you have gastrogain connected and you have low hunger, you just need to take it out, eat food till you are full (100 hunger) and put it back on, because the stats are transformed with % and not numbers, so you should now have 200 hunger points(2x more hunger) and you can do this with all of the stat circuits.

You don't have to, just switch to a body with lower hunger and eat, switch back, hunger will proportionally regen

  • Sanity 2
13 hours ago, GRC said:

So a perk-boosted Gastrogain Circuit could play around with a few ideas to give more value to Hunger. A few that come to mind:

Sleeping is already a Walter perk.

Something involving charge sounds good.

Spoil time should be left to fridge circuit. Maybe reduce food penalties? (Could interfere with Glommer goop lunacy reduction, however.)

Anything that reduces moisture hinders fridge circuit ice production.

15 minutes ago, Bumber64 said:

Something involving charge sounds good.

Maybe could implement the UM change where if you eat you "charge" a counter based on the hunger value the food provided and then it grants a charge when it reaches 50 except here you would also need to have a gastro circuit in? I feel like that would be a nice gimmick

I only use it in my ruins rushes and I'm pretty happy with the results. As a quick pick-up from the desert, it gets the job of "giving you time to do stuff" well, especially since the alpha circuits are mostly empty by that point, anyway

The problem is with the general abundance of food, and not with the functionality of the circuit, I feel

Edited by Random Guy000
10 hours ago, Bumber64 said:

Sleeping is already a Walter perk.

Something involving charge sounds good.

Spoil time should be left to fridge circuit. Maybe reduce food penalties? (Could interfere with Glommer goop lunacy reduction, however.)

Anything that reduces moisture hinders fridge circuit ice production.

Replying in mind that I spit-balled multiple exactly in the hopes that at least one would resonate even if the rest don't (So I'm glad Charge interactions sounds good!) I still want to go to bat for the rest regardless:

No reason Sleep couldn't be both Walter's and WX's, much the way other niches have definitely spread across characters now (like the ridiculous number of ways to revive now). Sleep-Mode would be very thematic to WX and all the more reason I think Hunger-to-Health/Sanity sleep ratio could feel right if done well. Admittedly I'd probably be the least excited with this one out of any of the ideas I presented.

Spoil time could stack with Refrigerant Circuit like I said. Doing that would make Gastrogain Circuits definitely meta for any "Storage" or "Farmer" bodies players build, as opposed to how no Alpha Circuits currently play with item-caddy playstyles Klei wants to further enable with the Transport Drones and Spatializer Circuits.

To clarify in the Wetness stuff, I didn't picture high Hunger preventing wetness build-up so much as just changing what the wetness build-up's penalty actually does. If anything, not losing Health/Charge when wet should safely increase ice production, no?

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