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  2. I've tried to pick it up with leftclick. I've left and re-entered the trial. Not sure if it's just me.
  3. Pacu/Slicksters/Wild Plants/Pufts/ShoveVoles+Dupe Penitentiary+Mogom+Infinite gas/liquid storages = Infinite Food, Power, CO2, Polluted H2O, Polluted O2 and Dupes (their byproducts depending on critter/plant used as food). It will pretty much self sustain itself especially if you use dupe byproducts to cool the system. There are other methods, but I find sustainability to be easy if you either limit oxygen consumption or maximize oxygen production; The former is scalable without excess infrastructure.
  4. Sorry that I'm bothering too much, but I'm really confused what do onSave and onLoad do. If it runs under AddPrefabPostInit, Doesn't it mean that it will run only once when the bush's code is loaded into the world? Or does it run for each single bush? Let's say I have 2 bushes, BushA and BushB. I can save different data for each of these? It means that using local function new_OnLoad(inst,data) inst.mycustomdata = data.mycustomdata end will load different values for each so I can pass them to onDeploy? The reason I can't properly try it is that I don't know how it works
  5. The Melon's Art Thread

    Wolfgang's bringing sexy back.
  6. Do you even listen to your self? Try and think my friend, if the turbine was NOT supposed to be able to take a tune-up, why make it able to recieve the tune-up in the first place then? If the turbine was NOT supposed to be tuned up, why does it show alternative values when tuned up ? It clearly is intended to take a tune-up, but for some reason half the code hasn't been hooked up yet / been written, or what ever the problem is, and therefor shows that it can be tuned up, while not delivering anything extra for it.
  7. Willow is probably living through Godzilla by making Ashley walk through swinesbury.
  8. NightWonder7's Don't Starve Fan Art

    Yeah, fanfics on the art section take a while to read but I intend to read them all. Looks like a classic Disney poster from the 80s. Might be the squares behind her. Was the anonymous user quoting that one Klei dev who said the same about Wormwood? Wilson is proud of his last minute costume/.
  9. I wouldn't say it's that bad
  10. ah, I see. That's the system beowulf is talking about. It's a tradeoff, certainly. That one won't fit more than one to a room, or ever "slip" a chance to lullaby an egg. Mine uses a little more power (on the order of 180 -220 watts more), and occasionally slips, but can fit many in the same room.
  11. if you can't cross a gap as Wortox underground and have excess wood sometimes making a campfire and piling on wood to increase light radius as needed is a good way to zip across that gap longterm you might wanna plant fireflies on a spot across the gap so it'll always be illuminated for you to soulhop
  12. eh, no, this system turns of once the rancher was by and lullabied the egg. turns on again exactly 1 cycle after being lullabied, and then stays on until the egg has been lullabied once more.
  13. There's a problem with having them on a rigid 24-hour cycle. Every couple of days, your rancher will miss a chance to sing to the egg. Just watch it in action every day. The clock slips because it takes time for your rancher to register the errand, run over, and sing to the egg. The next day, you have 30 seconds less, and the next day, lullaby doesn't wear off until your incubator already shut down. (you lost a day) Yes, tradeoffs. I actually spend 240 watts on incubators, but at the worst case an egg won't go un-buffed for more than 5 hours at a time. The difference is about 180 watts of power use. Shrug. Pick your downside. (also - if you're going to go with a 1-day cycle: you should use a clock sensor to set the start time, fewer pieces)
  14. You could also build a petroleum well
  15. Just noticed while playing in shipwrecked and going in and out of buildings that are from Hamlet, the weather abruptly stops. While this isn't game breaking, the consistency would be nice and avoiding this exploitative feature would also be cool. Thank you, that is all.
  16. I'll link the original post when I get home. The design I use was blatantly stolen from someone else.
  17. Wouldn't this be better ? 3 buffer gates set to 200secs, lullaby only lasts 1 cycle, no matter the husbandry skill.. And yes i know the power switch is not needed, it was the first iteration of mine
  18. Feel free to share your motion-driven design, if you like. This idea doesn't belong to me.
  19. Interesting. I've been using a different version (not mine but can't remember who's off the top of my head) but this is simpler and more resistant to breaking due to lack of/delayed delivery of eggs. Downside is the occasional missed turn and constant power consumption of one of the incubators. Granted, neither is all that bad. The system I've been using waits for an incubator to be lullabied before turning on the next one via motion sensors before triggering a longer timer that restarts the cycle. I wonder if the same effect could be created with a weight plate and filter gate... I like it!
  20. Count to 200 without interruption

    Sneventy wan
  21. Simple build here, talked about frequently, though I haven't seen anyone actually break it down. The goal: by enabling and disabling your incubators, the rancher comes by and does the lullaby animation. The incubator shuts off but your eggs still incubate rapidly because of the lullaby buff. No matter how many incubators you have, you only use a tiny bit more power than needed to power just 1. Some people put theirs on a clock timer to start up at dawn and run through once per day. I let mine cycle constantly because there's a downside to having them on a strict 24 hour cycle. Your rancher will only lullaby his eggs when the buff is worn off - if each incubator is only "on" at a specific time each day, do the math - you'll miss about 1 in every 3 days. ("best" case is if it runs a bit longer than a cycle each time around, or, multiple times through each cycle) So mine constantly cycles down the line. Buffers & filters are all set to 50 seconds / 2 in-game hours. The switch on the left is a "seed" -> you have to supply an input pulse to start the process. Set game speed to 1x and just quickly flick that left switch on then off. The switch on the right is a "block" -> if you turn it off, the thing will stop after it finishes running through. This part is necessary because sometimes state machines become unstable - need a way to reset them. Here's the result. However many incubators you want for the power cost of one. I'm okay with gradual progression, and I actually want my rancher tending to critters, so I've stopped at 3 for now. PSA: for anyone who didn't know, this is the only way to skill up ranching, that is, tending incubators. Always train your ranchers to 20. A level 20 rancher gets almost twice as much work done compared to a level 5 rancher (+1 bonus +4 from skills). Exploit? Not an exploit? You choose.
  22. Today
  23. Maxwell Memes: The Sequel

    Is this even science anymore?
  24. Points of interest and geysers getting in the way can mess up a lot of my more structured base designs. For most of my play-throughs the hang up for mid-game transition is that I have a lot of overgrown, outdated early-game infrastructure I have to rebuild somewhere else and tear down to make room for more features. It's not a big deal, just kind of a pain. The ultimate hang up for me is loss of interest, as the driving force behind the game for me is the challenge of guiding the colony toward sustainability. The most technical sustainability issue is large scale heat deletion, which can be settled with either ethanol or plastic in early to mid-game. As soon as a colony becomes sustainable I lose the incentive to take it further.
  25. The Klei raid

    The only reason i would raid klei is to make them give water guns to merms in don't starve,it would be pretty immersive and i would buy the game in 6 different accounts.
  26. Another few things changed since the referenced post was made. At one point in development, heat transfer between two tiles always used the lower of two neighboring tiles' thermal conductivities. There were some issues with this, and it came a bit to a head when Klei introduced radiant pipes & vents. At some other point in development, klei decided to try using the average of two neighboring materials' conductivities. The results were kind of disastrous. At a later time, klei changed things again so that heat transfer used the log-average of neighboring tiles' thermal conductivities. Except in the case where heat exchange was happening between an object with the "insulated" property, and then the lowest of the two neighboring conductivities was used. Actually approach #3 there worked pretty well, and I don't recall seeing any patch notes indicating it had been changed again. But I've also seen some discussion that makes me believe that it's either fallen out of common knowledge or other people think it's gone back full circle at some point. Would be interested in knowing what it is now.
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