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  2. Attached proof. I’m looking for steam skins that are sellable, steam $ to buy games with, something else of value. IRL anything. Someone who does art to do an art piece. Someone to write a poem for me. Hell I don’t care. Offer what you do/have. ^.^ I’m happy to receive something of monetary value or something full of love.
  3. The warning icons on objects and jobs eg: too wet(on a plant), Local colony lacks skill hard digging (on a dig command) from the top left of planet 2 (named: tore) are visible on the top right of planet 3 (name: Timberibo). They appear beyond the neutronium border. Conversely, you can see the warnings the right side of planet 3 on the left side of planet 2
  4. Well this happens in nature without radiation; what's the problem? Sure, in nature coalification takes 100 million years, but as with any chemical process you can accelerate it a billion times if you have the right catalyst; maybe Gravitas just bioengineered a really good enzyme for the hatch gut that does indeed catalyze it? t. Chemistry degree
  5. I am a big dumdum. I made it so that battle grafts aren't awarded when grafts are awarded normally, but forgot to change the code that generates a rewardable battle graft at the start of the run sometimes. Should now be fixed.
  6. Update on the issue, now the same error ("Dedicated server failed to start. There was some sort of trouble starting the server, please try again") shows even when I try to play in my existing games, even those without caves! I can only play the game by creating a new world without caves everytime, which is very annoying. I would really like to get a solution for this!
  7. Klei has indicated they want Rockets to be a big part of Spaced Out! content. Let's talk about the various bits that go into that, and determine what needs to happen to make that intent a reality. Telescope The new telescope lets dupes explore nearby hexes on the starmap to discover new asteroids to colonize.It needs to be constructed before rockets, as you need destinations to fly rockets to, and finding new destinations takes time. It is unlocked by the same research that unlocks the Super Computer, meaning it's available very early. But -- how easy is it to use early? I don't think losing atmosphere to space is actually the dealbreaker here (assuming Oxygen Masks become a touch more usable). Instead, it's the fact that the asteroid surface is very far from the Printing Pod. If the Printing Pod were closer to the surface, it'd be easier to justify pushing for it, since it's less travel time (and travel time is huge in the early / mid-game). It's easier to build out, than up, so move the start up to make space-progression faster. Warp Pipe Input / Output & Teleportals Currently, the initial asteroid has both a Warp Pipe Input / Output pair, and a set of matching Teleportals. This is interesting and unique, and reinforces the "multiple base" playstyle almost immediately -- but at the same time, negates the need to ever send rockets to that asteroid. Rockets can deliver either Dupes or Elements. Warp Pipes can deliver Elements, and teleportals (or Porta-Pods!) can deliver new dupes over time. There are a couple of different thoughts here: Move the Teleportal Planetoid If the Teleportal Planetoid were further away, it would make more sense to use as either a refueling stop, or a secondary rocket launch site. I believe that currently it is always exactly 3 hexes away from the starting planetoid, which means it may never be useful to stage missions to or from. Which leads us to Warp Pipes are "Too Good" I mean this comparatively -- why would you send a rocket to pick-up or deliver materials to a planetoid if you have Warp Pipes linked to it instead. "Rescuing" Dupes would be one reason -- but the Teleportals negate the reason for that also. I think what probably makes most sense to happen is to have the Warp Pipes require a particular resource to activate -- perhaps they need a Nuclear Battery? (Or maybe that was always the intent? Remains to be seen!) Another option would be to split 50/50 -- a Planetoid with Warp Pipes but no Teleportals, plus the contrapositive -- as both of those present interesting scenarios to harvest resources from. The former is easy to exploit, but hard to access, while the other is easy to access, but harder to recoup the initial investment. Rocketry I'm excited with the preliminary changes for the rockets -- building mini-bases inside of the rocket components is novel. However, in practice it proves a bit of a chore to actually make the plans happen. I think the neat think to do would be to make the entire rocket world connected by the same Liquid/Gas/Solid network, akin to how you can pump in / out materials using the modules attached to the rocket platform itself. Then you could have both the single-compartment designs that have already started appearing on the forum, or get more complex (but at the cost of more weight -- modules aren't free, after all) to add CO2 disposal, or full plumbing, etc. Heck, if the components are adjacent on the external rocket, why not put them in the same Rocket world-space, even? There might also be a case for an "Automation Signal" network, so that Smart buildings inside the rocket can AND together into a single output signal available outside the rocket (for the eventual automation of entire rockets). Less necessary if there's intended to be a "Dupe-free" Rocket variant for the express purpose of automated trips, but with the new wrinkles of pilot survival, the "outside" tasks of refuelling / etc. is only half of what you probably need to sort out before launching a rocket. As it is currently, I find it hard to launch a rocket because of the fiddly bits of UX which I presume are still very-much in-development, so I defer my overall opinion until a later date. What do y'all think? What does it take to make Rockets a worthwhile pursuit in the early to mid-game?
  8. Hey Grifters, We're working out the finer points of flourish presentation and UI- expect some fancier effects and a proper sound treatment soon. There are also quite a few fixes and balance fixes. In particular, we determined that the win rate on the boss negotiation daily was way too low, compared to the others (these stats are for EASY difficulty): This makes sense, because the boss negotiations aren't in the main game (yet?), so they've never had a good baseline tuning. Hopefully, the changes we made to the enemy resolve levels will help even that out! GAMEPLAY Added SELF_DEFENCE flag to experiment_rook_hesh_boss.lua to prevent relationships on multiple fights Adjusted combat stats for mercenary_boss Adjusted resolve required at each boss stage in daily_boss_negotiation.lua and added an extra option for the bonus stages The option to heal your pet in daily_boss_rush.lua no longer appears if your pet is at full health Added a damage_mult to Tei's barrage attack Set up a basic combat behaviour for Tei UI Make flourish pick cancelable; don't consume flourish until it's actually used to spawn the new card Added a delay between choosing a flourish and the flourish anim playing Add Controls tab to options screen (for now, only keyboard remaps) Flourish is a card type, which can be sorted on in the compendium CARDS Flourish implicitly Expends and Burnouts Promoted Wealthy Merchant now only uses cha_ching when fighting against you Changed the order of Smith's bottle spending to always spend from draw, discard and then hand Fixed bugs with merged_glass and Smith's thickness caused by recent changes to Defend Fixed bug where scapegoat_plus2 could target enemy arguments GraftOwner:SetGrafts() now adds any starting grafts for the character unless otherwise specified. This fixes a crash in experiments caused by a lack of a flourish graft Power Through now stacks. View full update
  9. Hey Grifters, We're working out the finer points of flourish presentation and UI- expect some fancier effects and a proper sound treatment soon. There are also quite a few fixes and balance fixes. In particular, we determined that the win rate on the boss negotiation daily was way too low, compared to the others (these stats are for EASY difficulty): This makes sense, because the boss negotiations aren't in the main game (yet?), so they've never had a good baseline tuning. Hopefully, the changes we made to the enemy resolve levels will help even that out! GAMEPLAY Added SELF_DEFENCE flag to experiment_rook_hesh_boss.lua to prevent relationships on multiple fights Adjusted combat stats for mercenary_boss Adjusted resolve required at each boss stage in daily_boss_negotiation.lua and added an extra option for the bonus stages The option to heal your pet in daily_boss_rush.lua no longer appears if your pet is at full health Added a damage_mult to Tei's barrage attack Set up a basic combat behaviour for Tei UI Make flourish pick cancelable; don't consume flourish until it's actually used to spawn the new card Added a delay between choosing a flourish and the flourish anim playing Add Controls tab to options screen (for now, only keyboard remaps) Flourish is a card type, which can be sorted on in the compendium CARDS Flourish implicitly Expends and Burnouts Promoted Wealthy Merchant now only uses cha_ching when fighting against you Changed the order of Smith's bottle spending to always spend from draw, discard and then hand Fixed bugs with merged_glass and Smith's thickness caused by recent changes to Defend Fixed bug where scapegoat_plus2 could target enemy arguments GraftOwner:SetGrafts() now adds any starting grafts for the character unless otherwise specified. This fixes a crash in experiments caused by a lack of a flourish graft Power Through now stacks.
  10. Typical daily power production That's a mix of(of course) solar, Volcanos, and regolith cooling and general cooling.
  11. Wormwood was never very bright to begin with. Maybe not having a piece of brain has been the reason all along.
  12. You have to make enough Bee Mines so he doesn't heal their damage while they are frozen, to make freeze attack less frequent you need to stay close enough so he can attack you with geysers, being vulnerable to geysers requires you to time paddling and new Boat Kits crating and deployment. It still requires some effort and preparation, but knowledge is the most valuable here. You have it, so you diminish it but it's the key to this tactic like with any other boss tactic in DST. And as I said Crab King is not very difficult. With right set of gems its a 20000 health points stationary enemy with no damaging attack. He has only four abilities and three of them can be canceled with three hits from an Ice Staff: geyser attack can be canceled by freezing him freezing attack can be canceled by freezing him or dodged by walking away healing ability can be canceled by freezing him or nullified with repetitive attacks claws attack usually require to freeze him or additional players to deal with But the thing is those special attacks have long wind up, giving a lot room for reducing his health and still canceling the effect. The only time this fight is dangerous or hard is because the player chooses to make it so by adding stronger gems, or wants to crack the Pearl's Pearl, which is completely optional and is a one-time fight.
  13. I don’t think this is a bug per se it is consistent with scanner behaviour before the update. I would like to see the behaviour changed in future to make glass usable so maybe it’s a feature request
  14. Today
  15. It mirrors how other asteroid use different stuff like wood and salt water.
  16. But isn't that why we have automation? Did you try to add a power shutoff to that machine?
  17. Compost. It turns polluted dirt to dirt. I have a whole bunch of mods installed. All of them are related to visuals, blueprints and what not. So back to the compost, it is converting polluted dirt to dirt by itself with no duplicate interactive. Is it normal?
  18. The other day when I was playing DST on server normally, my base accidentally burned, I just rollbacked for one day to the last saving, then everyone was disconnected. I went to the server to see the reason, then i found the server of ground process is off , but this time off after the restart process, the process on ground always hang up, the process would oot up to half way and broke down, but the process of caves is ok, the error code is as follows: [00:00:08]: [string "scripts/shardindex.lua"]:195: Corrupt Save file [session/49CF7B65E391626D/0000001612] LUA ERROR stack traceback: =[C]:-1 in (global) assert (C) <-1--1> scripts/shardindex.lua:195 in (upvalue) OnLoadSaveDataFile (Lua) <181-200> scripts/shardindex.lua:204 in () ? (Lua) <203-205> =[C]:-1 in (method) GetPersistentString (C) <-1--1> scripts/shardindex.lua:203 in (method) GetSaveDataFile (Lua) <202-206> scripts/shardindex.lua:224 in (method) GetSaveData (Lua) <208-229> scripts/gamelogic.lua:922 in (upvalue) DoLoadWorld (Lua) <913-923> scripts/gamelogic.lua:975 in (upvalue) LoadSlot (Lua) <969-981> scripts/gamelogic.lua:1048 in (upvalue) DoResetAction (Lua) <992-1089> scripts/gamelogic.lua:1099 in (local) complete_callback (Lua) <1091-1100> scripts/upsell.lua:13 in (global) UpdateGamePurchasedState (Lua) <11-15> scripts/gamelogic.lua:1123 in (local) callback (Lua) <1102-1124> [00:00:08]: Check for write access: TRUE [00:00:08]: Check for read access: TRUE [00:00:08]: Available disk space for save files: 99069 MB [00:00:08]: ModIndex: Load sequence finished successfully. [00:00:08]: Reset() returning [00:00:08]: Warning: Widget:SetFocusFromChild is happening on a widget outside of the screen/widget hierachy. This will cause focus moves to fail. Is ScriptErrorWidget not a screen? [00:00:08]: stack traceback: scripts/widgets/widget.lua:605 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:624 in (method) SetFocusFromChild (Lua) <602-627> scripts/widgets/widget.lua:656 in (method) SetFocus (Lua) <629-665> scripts/widgets/menu.lua:83 in (method) SetFocus (Lua) <74-85> scripts/widgets/scripterrorwidget.lua:109 in (method) OnUpdate (Lua) <102-119> scripts/update.lua:95 in () ? (Lua) <33-134> This situation has produced a "broken cluster", that is, a short file back (within 5 days) is useless, and additional cluster backups, such as 30 days before 50 days before 200 days before, are needed until a normal cluster is found and can be started normally; Then after a reflection of friends, the cause of the error is reflected in the game that , the boat got stuck in the Sea Sprout, Sea Sprout is in the middle of the ship, and then boat jumped up and down, if that were to rollback or restart the server, it can't even connect the server, not rollbacking not restart can play normal, but the game is always updated, how could that be a retracement, advice often rollback or restart the server, timely find problems and timely replace the broken cluster. Due to the limited personal level, I don't know how to delete the boat in the cluster code(maybe session?), so I can only go to the backup file and execute removeall("boat") to delete all the boats that could be problem boats. I hope that someone can solvethe problem and do me a faver ,thank you!:) server_log.txt
  19. how did you take a picture of a slurtle without the survivor showing
  20. Hi, I'm stuck I colonised planet 2 and 3, and i have 100% of telescope analysis on all 3 planets. I did not discover a 4th planet in range. I heard there are 6? planets total, but i dont know how to proceed to planet 4. i cant explore any more space fog of war without a 'cartographic module' but i cant find any way to build one of these . any ideas?
  21. I'm new to the modding community, and have recently started making a character mod. I've got the very, very basics down (Character art (Minus Portrait)), Stats, and the more basic perks, but I'm in a bit of a pinch moving forward. I'm reading up on LUA to help with the programming aspect, but I've decided to turn here first since Y'all likely know alot more than I will. I'm using the Extended Sample Character, and I have redone all of the basic art (I still have to do the portaits and menu icons), but when I try to load into the game I only get the sample character. Here's a screenshot from Spriter to show I've done all the art, and then a screenshot in game. See the issue I'm having? The next set of issues could probably be resolved by studying up on LUA, but I'll post them here anyways. My plans for this character is to make her a utility focused character like Winona. One of her main perks is going to be a unique crafting tab, where she can craft: Wynter's Guitar: Five uses, restores ten sanity per use. Can be used in conjunction with amps to apply buffs to nearby players. (Starts with one) Guitar Case: Small Backpack, hold four items. (Starts with one) Fancy Guitar Case: Regular Backpack, but fireproof/Piggyback without the movement penalty (Haven't decided). Various Amps: Structures (Ala Winona Catapults) that apply buffs when Wynter plays her guitar near them. Can be moved like statues? For the guitar cases I know I can just rework the backpack code, but I'm not sure where to find them. As for Wynters Guitar/Amps, I think Widfrigs songs would be a good place to start but I'm not sure where to look/even start so advice wouild be much appreciated. The last issue I'm having is her final perk - "Not a fan of meat" where she can eat meat, but loses sanity for doing so. I haven't decided if I'm going to apply a blanket value or have it be unique per food item, but I don't know how I would go about changing the values for her specifically. (Also, smaller issue thats not much of an issue, but is there a good site/method for making character voice sounds? Clearly wanna use a muted steel guitar for her voice)
  22. sure, knowing how to trap bees and how to row, nothing else. Isnt too much effort, preparation a knowledge for a raid boss, one of the most difficult
  23. New Rook D1 boss is a lot easier than the other two. In particular, he doesn’t seem to apply the Lumin daze or wound more than once per battle, and throws a defend turn in there for no apparent reason while the wound stack ticks down. Lumin daze is an interesting enough debuff though. The fight itself is just not tuned right at the moment.
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