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  2. Maxwell Memes: The Sequel

    Is this even science anymore?
  3. 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 For most of my play-throughs the hang up for mid-game transition is that I have a lot of overgrown, outdated early-game infrastructure I have to rebuild somewhere else and tear down to make room for more features.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.
  4. 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.
  5. 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.
  6. To add onto this: Mushroom trees are free reign to Woodie as there is no tree guards, so chop all you want with no need for le beaver. The charge the Moose has can clean up a lot of slurtles and snurtles for a bunch of free armor waiting until the last moment of hunger or dusk can really help in the early game because you have night vision for 4 min. and have the ability to (task) all you want during those 4 min. A piggyback is real useful when using the goose for moving stuff out of a area like the ruins, and for the beaver to collect the absurd amount of lumber or rocks you broke your teeth on. chester/hutch can be carried around everywhere with the eyebone, meaning you don't have to leave chester on the dry land while you go on your futile attempt to find the lunar island. Chester just sort becomes jesus with woodie when this happens. It might be glitch but it doesn't really help since the goose can't use him at all. Chester will also return to you if you go to far from the coast.
  7. Indeed the tempshifts in your snake are acting to conduct heat from hot petroleum to cold petroleum, which is an inefficiency. With ideal heat transfer, you can get about a 30C rise in temp from oil to petrol.
  8. We need this to be a thing...

    Plot twist: killing kiwis can randomly spawn a very large, fat, and threatening kiwi that has 3000 hp and shoots explosive kiwi fruits
  9. They also need a kiwi plant for it in the first place for it to drop so maybe a later update?
  10. Today
  11. Wurt

    On the bright side, if Wurt is coming with the release of Hallowed Nights, that means we'll be waiting for both an event and permanent content!
  12. I think "Them" is a bunch of Glommers of cosmic power and scale. Just a tiny theory I just made up have been thinking of.
  13. -Completed back to class mission -Started walking to next mission
  14. Got a few of ‘em here This is my new head cannon as to where the craters are from. Warly wants some of that salad.
  15. Wurt

    Speaking of dying a brutal death the new Halloween Event in Apex Legends should keep me busy enough until Klei decides to give us some news on Hallowed Nights, I’m hoping for some cool stuff I can unlock just through playing and not having to purchase within a limited time period because money in my household has been tight the past few months and I’m a extremely broke Mofo.
  16. Maxwell Memes: The Sequel

    YOU MADE THIS MASTERPIECE?! I can't access your deviant art DragonMage156 but I only have one thing to say about this piece
  17. that i know if you do not create any bed for them or they aren`t able to go it. they will sleep in the place where there are. but i think the charm of this game is duplicants are a little stupid. illumination update i`ts a real old request never solved. so dupes not care about if its to dark or light, only some plants care about it.
  18. Yesterday
  19. me atasque contra ña estructura al hacer shift
  20. Character Help

    Thank you, you both have solved my problem.
  21. From my knowledge the basic premise of DS at its core was "trial and error". That alone. No info at all, like one would be dropped in wilderness irl: survive to the best of your deductive abilities - thus no tutorial. Or die. Die 1000 times and more (remember "1.000.000 dead Wilsons"?). From there it came the "uncompromising survival wilderness" aspect. And, I repeat, just that. Rest was a so-and-so classic narrative thread, the story around which your adventure exhaled. You had the Sandbox World in which you learned via trying and dying. And when you considered you're ready, the Adventure Mode. At its end - a conclusion. Le fin. Yes, you mostly are correct in your assessment of current DST, @Crimson Chin and @Sketched_Philo: beyond those DS points in multiplayer you only have Sandbox and optional bosses. No Adventure Mode to have an ultimate goal, no epic obligatory battle to conquer the world for an epilogue. A perpetual limbo... that doesn't go beyond initial premise of those 4 static seasons with a final 10-dogs-cap per player on randomized periodical attacks. And yes, there is where developing direction hit a wall, hiccupped and only filled the void with optional, aesthetic stuff. Us veterans, that stuck with the game, found other creative ways to overcome this problem. I suppose is from person to person, preferences and how we entertain ourselves with given tools. I for one still am entertained - by other players in pubs. Seeing them, what they do, how they do it, the chat, etc while also enacting my standard mojo for duration of that respective Survival pub run: usually Ruins rush, mush a boss or 2, teleporting animals in communal base etc. Imagination is the limit. From time to time I hop on some dedicated Endless servers as well and usually make hidden base models that I print-screen after I do pretty much everything one can do in DST. But i concur: if my only goal would be fighting, and/or "hardcore" surviving.. I would be long gone. (And yes, always I nomad first 2-3 seasons, and usually camp in deep Ruins, at Labyrinth's entrance, Main Ancient Pseudostation extension loop, Cave Swamp, Moon Island or make a Boats Base) Much to write about, yet for now... will wait Wurt's update for some quality mermy time, heh. PS: I also learned the game via "trial and error", being way too lazy to read pages upon pages of what basically is random fantasy i don't bother with on principle. And the last sweet bits of "hidden knowledge" (advanced farms, exploits, bugs etc) I got from discussions on pubs (Dedicated ones mostly, where advanced players "dwell") or... these forums *thumbs-up*
  22. Ok, ok. I see you need time, as we all do, these are just things that are wanted, not needed, if it takes you a while, then it is normal.
  23. Going in by memory alone. Probably got a few things wrong. Also experimenting with different brushes.
  24. Count to 200 without interruption

    Slaventy
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