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  2. Ban GNO because Lammarr is right. And because of the fact that there is no raving crab easter egg in ONI.
  3. I’m really interested to see new characters that force the players to play the game in different ways. Wurt sounds like she’s balanced as a tower-defence style character so I’m looking forward to seeing how that pans out. Aside from not being able to eat meat, meat will actually be COMPLETELY useless for her. She hates pigs, so I’m assuming she won’t be able to trade with the pig king for gold, or turn pigs into werepigs. She can turn it into eggs to use as a filler, make gunpowder or waffles... but that’s it. One of the most important resources is barely desirable for Wurt, meaning you’re gonna prioritise going after other resources and play in a different way. Most vegetarian crockpot dishes actually net a loss, so I’m expecting raw and cooked veggies being chosen more often than not. After you get your farms set up and start stockpiling pumpkins and braised eggplants, you’re basically set. Before that, I would expect Wurt to work best as a forager, living off mushrooms, carrots and berries without needing to come back. For Winter there is always cactus, honey and stockpiled birchnuts (so far Abigail has been the best at farming birchnutters, but merms might be a cheap alternative). Regardless, due to the high cost to set up and maintain, I’m expecting the merm kind to be incredibly powerful.
  4. Achievement Cheat Sheet

    This is a singleplayer game, another person obtaining the achievement has no effect on your gameplay. You don't need to compare to other people to achieve a sense of accomplishment. You're also making a quite big assumption that people who "cheat" the accomplishment are doing it to brag, I don't think anyone is. It would be immediately obvious is someone tries to claim they completed the achievement when they are not capable of doing so.
  5. [Game Update] - 371293

    Oh yeah. My bad. I forgot that was you I discussed this with.
  6. It would be damn cool to have each of the 3 different creatues in game xD like Wilba a pig princess who came to the world to look for his father whos curse she was holding by turning to werepig (pig king) is her father i bet. The Wurt comes there to bring his kingdom to rise in the world. And maybe even a Bunnyman to come would be cool if he had an night vision like can see in night but in daylight the vision gets little blurry or lesser gets the coloration. And he can sleep in day time only and same updates like making bunnyman underground guards. And Bunny queen or king.
  7. This is probable and explains why she has mind and horns
  8. Gonna be so sad if they don't include the hunchback.
  9. Funny that in gorge we couldnt see the horns of other merms. The goat kid if i remember he said these 2 merms who sell you seed used to be goats too but turned into merms thing was we didnt see their horns was they were wearing hats on. Merms were yea actually like another type creatures who got turned into merms by curse.
  10. I had always heard it places those blocks under the doors, but I assumed it was using a virtual building temp for them. Didn't know you click on the ore itself, although I'm sure I should have. Plus, the reported temperature and the reset temp is just the root rather than any sort of average. Wow. Glad I can be taught so much today.
  11. Dont have a main but they're my fave: WX-78's outer casing looks to be made of copper or copper alloy (maybe copper plated), but in their Survivor skin all we see is the red rust seen on ferrous metals (iron rusts red). We should see a little bit of the green corrosion typical of copper somewhere on them? (Please correct me if needed, my manufacturing materials knowledge is a little.... rusty )
  12. Yeah, the door has a block of its element for each tile. You can see/select it when clicking the tile twice. Each tile has its own temperature. The door's displayed temperature is the same as the bottom tile (root tile). In addition, when opening the door (or just set it to "open" and then "close" while paused) , it instantly sets both blocks' temperature to that of the bottom (root) one. (This was causing issues with the metal cannon a while back as well).
  13. Today
  14. Implies she might come from the gorge as a transformed goat.
  15. thanks for your answer but how i can add a new anim file to the game
  16. [Game Update] - 371293

    I've already said my piece in that thread.
  17. The post doesnt mention that Pigmen hate her, its that she hates them, so either the Wording is off or Pigmen dont kill her, also Bunnymen aren't mentioned whatsoever, and since they are vegan siblings I thin they'd get along fairly well! That's wrong, it is a Veggie, if you are looking at crock pot values you are doing it wrong. You look at what the FOODTYPE it is in the code and this is butterfly wings As you can see they are veggies, why? Well Maxwell has the answer for you to that one, so make him examine a butterfly
  18. Ah I see now, the quarrel is based in a conquest vs survival opinion. So I get the notion, some people want the survival to stay true and be as rogue-like as DS has been in it's early conception. See the reason I no longer agree that "the objective is to survive" is because of the recent addition in permanence with decorative options. In true rogue-likes there is both nothing lost in dying and everything lost in dying. You might loose your progress and tools but none of those bears a face, there is no personal attachment to any part of the world, since it's impersonally regenerative and rather static. But DST introduced so many ways to touch the landscape and beautify your surroundings. It turned the rogue-like into a lego box to express and decorate your day-to-day activity. This is something to loose, this is a kind of permanence attitude towards the world you now inhabit. And I'd at least argue, it's the earliest steps away from survival and towards a conquest design philosophy. To stay in the one island you had until you see it through to the fullest. To protect the base you made, and to one day rule over the dangers around it. I personally believe decoration to be an aspect in the game not fully compatible with the survival philosophy. And there are more smaller decisions other than decorations that has turned the game away from survival. I think DST and DS would actually benefit from a conquest ideology. DS has already introduced housing with a roof, furniture and everything. Dying simply isn't a welcomed option when you can loose so many things now inheriting a personal touch and attachment. I also strongly believe the lingering survival aspects is what handicaps the conquest. It wouldn't be considered a sabotage if the rewards were better, and benefiting the base and all players as a whole. I don't get why Klei is so stingy on endgame items. And as for it being contradictory, well I just don't agree, any game has a difficulty curve. The more of it you survive or conquest or win or play or interact in any way, the more it rewards you with a rising difficulty. It isn't an actual punishment per se it's a chance to have more engagement. I don't like to think of the penultimate version of DST to be one that never goes beyond berry bushes. So then, besides all of that. Whether Survival or Conquest, whatever you believe the core of the game suits it's future the best. I don't even see how the concept of progression is against either of those? How you choose to design progression I fully understand how it can favour one or the other. But most people here even seemed to rather be in favour of letting progress be behind a timer instead of player action? If you survive with your berry bushes for enough time the world starts introducing more dangerous hazards? Isn't that rather true to survival? Doesn't that give you a reason to stay alive? Your comparison to a drunken father is rather intriguing if also insulting. In one way it is thought-provoking to contemplate on games as a kind of family structure and how aspects of it can be detrimental. On the other hand I find it lacking introspection to claim your righteous-proclaimed interpretation of a game to be of any different calibre or to be the single truth in a thriving family in that very context. Not to mention it paints a picture that you don't want anyone in your family to find spiritual meaning in their own way. What if their indulgence as you put it wasn't a bar but something that brought value to the household? This would be my interpretation of a progression system.
  19. Ah, you're right again. It must have only worked because it was assisting the left-right heat transfer, or minimizing the bug. Or just having more tiles to transfer heat from the rock away helped. Or I made an error. Or going crazy.
  20. By adding bridges to the middle line (and also removing some from the regolith line to keep the 2:1 balance) you could also enable (some of) the counterflow mechanic to work while offscreen. A question re. bridges: I always thought whatever was supposed to be on the bridge input tile does not matter thermally because it's not really there: it's instantly moved by the bridge to the output tile if the line is in motion. If the line backs up then both tiles will have packets, but otherwise it's just the output. Am I wrong?
  21. "Enable auto-bottle" - not copied

    There is still a bug with this. Enable auto bottle on a bottle emptier and copy, does not always apply auto bottling on the second one. Even though it says that it's enabled, dupes will not empty bottles in it.
  22. Sorry, of course you're right about efficiency. I'm trying to see if doors can be of any use here. It's tough. The real barrier is that regolith needs to spend enough time in tiles, and that sort of sets your minimum size. I think it might be worth it to utilize the fact that debris above tiles also transfers with the tile below (at 1/4th rate), to let your regolith spend more time transferring. I did some comparisons to see if doors are worth it. I started with 200% the size of your heat exchanger and in pure counterflow. I used Iron Ore. I kept the system in full view to hopefully avoid the bug for now, and waited for equilibrium. Inputs: Regolith@580K, Rock@1682K 200% Iron Ore Door: Regolith@1681.1K (0.9ΔK) 200% Diamond: Regolith@1681K (1.0ΔK) 100% Iron Ore Door: 1.2ΔK 100% Diamond: 1.1ΔK 106% Diamond: 0.6ΔK 50% Iron Ore Door: 21.2ΔK 50% Iron Metal: 11.4K 56% Diamond: 16.5ΔK 50% Diamond: 15.9ΔK 50% Diamond (non counterflow, like OP): 37.5ΔK 50% Steel: 15.9ΔK 50% Thermium Metal: 16.1ΔK 50% Thermium Door: 16.1ΔK 50% Thermium Mech Door: 16.4ΔK There's some variation with play speed, and I'm posting with these at 20x. As I suspected, even within the blocks it is a big deal to utilize counterflow: 37.5ΔK vs 15.9ΔK at half size. So, I was clearly wrong about doors as they were soundly beat at 50% by more conductive materials. I imagine the physics of doors are actually two ordinary tiles, and the reported temperature is merely the average of those two tiles. So I no longer believe they instantly transfer heat across them. This is also supported by identical performance of thermium doors and thermium metal. But when you get too conductive, it works against the counterflow. A surprising result to me is that Iron metal tiles were the best I could find. It seems there is a sweet spot between conductivity which allows you to transfer heat left and right quickly enough and at a small temperature gap, but not so quickly that the column approaches equilibrium. Because steel and iron should give about the same results, I'm double checking those tests now. The +6% tests were where I added a modification to the end like this: With this, I'm going to see if I can find a more optimized exchanger that works to around 2~5ΔT.
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