All Activity

This stream auto-updates     

  1. Past hour
  2. Don't Starve: Hamlet Roadmap

    The thing is, the "early access" thing doesn't apply to the QoL update. It was released to the main game branch with no testing. That buggy mess was released as a finished product.
  3. i would never say dst is a base builder game. its evrything but not that. first of all evrything wants to destroy your base like bearger, dereclops antlion... firehounds... WILDFIRES and the placing mechanics arte the worst ever. if you make a chest area for example and then you change the view with Q or E then it looks completely different. from one side it looks like it fits perfect and form the other side its completely messed up. also the mechanic you cant place things closer together.... the mechanic you need to place first buildings and then walls... same with firdge and crockpots. the mechanic that you dont have geometric placement.... building a megabase without mods which looks good is 1000 times harder then killing all bosses solo imo
  4. Judging from how 50/50 the poll is, this would make for a great option or mod.
  5. [Game Update] - 327401

    Mine too. But there is not a single germ in the base, and thats the only place where they move without suits. The new system is somwhat weird. And the new storage for some meds are not really good. With normal meds we can setup a fridge, and automate endless production until the fridge is full. With storing in the med bay "machines", there is no automation. But enjoy the weeked. There is always a next week.
  6. [Game Update] - 327257

    yeap... already reported as graphic issue -------------- Wheeler has such a cool personality... I lover her quotes and her hair.. shame rn looks so low res T_T... her hair animation bounces... like real curls... so neat effect Found out Wheeler's profession
  7. The light might have an influence on game mechanics but players do not see it. It would be nice to make everything darker outside of the light area.
  8. I keep on forgetting what instrument they use for the voice, can someone remind me??
  9. I personally would not like to see the water consumed by the Ice-E. If that happens, the fan will go back to the status of the Hydrofan: Not powerful enough for the permanent water costs. My understanding is this equipment is a stop gap for early / mid bases before you go whole hog on industrial sized solutions. Deleting precious early water would make it a completely newb trap item again. Making it not transfer coldness to the local area makes it a dupe time sink better spent in other places, like insulated walling up the entire base to keep your mealwood cool. I believe the problem here is the Ice-E fan is actually fine. Take out the ice maker, and it does exactly as advertised for the mined ice/polluted ice you have from raiding an ice biome. However, with the Ice Maker overly powerful for temperature conversion, it can be abused heavily. There are plenty of OTHER things that do the same process, but not in the early game. For example, the sieve is actually a heating unit for the lavatory loop, since you usually want the plants around it about 10-13C lower than it resets any used water to. That same item, used to delete 55C+ of heat from PWater to water, is incredibly powerful. However, using that power requires a few other components... one of which is even a way to move heat into the water where it needs to go. Excess polluted water AND Cool Steam/Aquatuners/Etc. make the sieve as powerful as it is for the fixed temperature, not the sieve by itself. The only particular issue I see the ice maker creating is that it's too simple and straight forward for the deletion power it has. It is a one-step process. The problem is unless you're going to design heat rooms that have minimal dupe run times so their ice won't melt before they get it where it's going, a local heat exchange will become near useless. After using a stopwatch in 1x speed a few times, I'm seeing about 1F / second of cooling for the 50kg of water. That's 116.1 kDTU for the 4.5 kDTU of the ice maker. I'm don't know what the solution is. I just want the ice maker to be viable in early/mid game without making higher tech solutions (Aquatuner/sieve for example) to be outclassed before they even get there. The most obvious solution that I can think of is to make it dupe time expensive. So, it can fix spot level problems, but it's not a long term/fix anything everywhere solution. This would keep the heat from using it to be far too strong for an early base to contend with, but it's not something you'd use except in a pinch. If you want to keep it in line with the majority of the heat deletion techniques (using petro/NG in the generators, etc) then decouple the Ice-E from the Icemaker. Put in 100 kg of water, get 50kg of ice out. Tune to preference. Same cost as if you dug the ice from an ice biome. More complicated approaches (Wheezes and AETNs probably) could give you full kg of water-ice conversion (once they fix the mass duplication bugs).
  10. im also of the opinion we should get attacked by the table at new moon xD
  11. Hey there! 3D Duplicant ready to be printed. XD
  12. I remember this happened with Warly during the SW beta. Think they just need to re-export them at higher reses.
  13. Maxwell Memes: The Sequel

    When I saw wagstaff with his goggles on ingame, all I can think is derp. So I made this.
  14. All my dupes are slowly getting slimelung. If it shows the location it was contracted I might be able to deal with it.
  15. Hulk easly defeats every boss in the game except for the herald because he refuses to attack him Wheeler makes asparagus useful but doesn't guarantee the hit and crashes the game while trying to put meat in the tracker Wagstaff loses health from raw food
  16. [Game Update] - 327257

    Seems like Wagstaff and Wheeler's character art is at a much lower resolution compared to other characters. Really hard to see any detail in them whatsoever.
  17. @KittenIsAGeek , I can understand what may be reasons why this setup does not make ONI fly. And you are right, Rizen is there exactly to run multi-threaded computations. I tested this setup not because I was thinking it would go way better than yours. There's no reason for it if everything is single-threaded and I have no reason not to believe you that it is single-threaded. What I thought is that there's still a difference in how arguments are perceived, even valid ones, and how a tested fact is perceived. So I wanted to present here a data point that shows that even pretty heavy gear can't keep ONI up to speed. Being a programmer, I can understand that it's not as simple as it sounds to utilize more than one core when they are available. But then if the game stays single-threaded, what is the expected hardware to run it? CPUs single core clock rates don't get that much higher. Not to mention that nowadays laptops are really popular even for gaming, and their clock rates are lowered for better battery life.
  18. Late game FPS drop

    My experience with a 2000, 3000 and 5000 cycle base is that the save file increases linearly and the auto-save time gets slower. I've read in some posts that it is likely the compression of the save file itself. I'm not sure how much the reports are part of the save file inflation though. I begged the devs for a config option for auto-save frequency with never being an option. I've attached a 40Mb save file if anyone is curious. I did notice that debug mopping the magma at the bottom gave me about 10-15 fps boost. Most of this magma was trapped by nutronium. r166.sav
  19. [Game Update] - 327257

    Wagstaff looks more derp then Wenderp with those goggles on.
  20. [Game Update] - 327257

    I just fought the Ancient Hulk, and I'm sad to say that its only drops are Iron and Gears. It does create a TON of boulders, mind you, so you won't need to worry about cut stone for a while...
  21. Medicine pack and medicine vial recipes are automatically unlocked at the apothecary when the matching doctor stations are researched Add some retries to mod db loading for cases where backup utilities or onedrive have locked a file Skill Scrubber will be correctly resumed on file load Updated artwork for Skill Scrubber Added sounds for various animated Artefacts Dupe hats work correctly on the Schedule screen dropdown Dupe hats work correctly on the assignment screens Various sick emotes (i.e. holding stomach and swaying) no longer cause chore interruption Tweaked frequency of sick emotes Dupe Germ Susceptibility attribute is now Germ Resistance. Traits, game setting, boosters, etc. affect a duplicant's Germ Resistance, and each disease has a certain negative resistance. The combination of the two becomes the chance to get sick, which gets close to but never reaches 0% or 100% (except with the custom game setting of course) Germ Exposure tooltips include a (small) clue as to where the germ was encountered It's a long weekend starting tomorrow up here in Canada, so have a good weekend everyone! View full update
  22. 327401

    Medicine pack and medicine vial recipes are automatically unlocked at the apothecary when the matching doctor stations are researched Add some retries to mod db loading for cases where backup utilities or onedrive have locked a file Skill Scrubber will be correctly resumed on file load Updated artwork for Skill Scrubber Added sounds for various animated Artefacts Dupe hats work correctly on the Schedule screen dropdown Dupe hats work correctly on the assignment screens Various sick emotes (i.e. holding stomach and swaying) no longer cause chore interruption Tweaked frequency of sick emotes Dupe Germ Susceptibility attribute is now Germ Resistance. Traits, game setting, boosters, etc. affect a duplicant's Germ Resistance, and each disease has a certain negative resistance. The combination of the two becomes the chance to get sick, which gets close to but never reaches 0% or 100% (except with the custom game setting of course) Germ Exposure tooltips include a (small) clue as to where the germ was encountered It's a long weekend starting tomorrow up here in Canada, so have a good weekend everyone!
  23. [Game Update] - 327257

    I KNEW IT. My theory was right...
  24. Here's a bunch of suggestion bulletpoints: 1) Number of tiles to be built When dragging the mouse to e.g. build Tiles, Ladders or pipes in a line, there should be a little number right next to said plan, showing how many tiles wide/long said thing is going to be. This would make it far more convenient to build anything in specific dimensions and simplify building material managing. 2) A little text / Symbol with a hover-over text showing what skill/job a building uses, and how it affects usage Since forever, I have had trouble in figuring out what skill and errand certain structures use. I am still unclear if the manual metal refiner uses operating or athletics, and what the feck the apotechary is supposed to use. I still am unsure whether or not any skills actually make the manual generator work faster. 3) Early Bird / Night Owl traits should be marked with an icon in the scheduling screen by the dupe's head 4) Ideally, skills, interests and traits would be visible on the same page without need to scroll and duplicants should be easier to sort/compare I have often wanted to be able to quickly and easily check all work-relevant information when trying to figure out or remind myself how I should employ my dupes. Currently skills and interests are on separate tabs making it more annoying than it should be. I would move the duplicant bio to another tab and arrange skills, interests and traits to fit on the same tab. This might require resizing the tab. Also, to check who was a night owl or gastrophobic with the cooking skill of 7 ect, I need to either click on every dupe individually or look into the priorities tab to see who can't cook. Which brings me to the next point: 5) All relevant information on dupes should be easily available and manageable: combining the priorities, scheduling and skills tabs, the possible introduction of symbols for skills, occupations and traits to save space? Duplicant management could be streamlined if priorities, schedules and and skills could be managed from the same tab. So, I could have a listing of all my dupes, with their faces, names, learned jobs represented by little hats (e.g. senior architect + gofer hats next to the face) and skills, marked by little symbols, numbers and additionally a heart depending on if the dupe is interested in the skill. The priority for errands could be in the same area, for example a box above or below, similiar to the current one. I could then click to sort by their mining skill, and seeing that Lindsay likes digging and has a skill level of 3, I could immediately increase her digging priority and noticing she has learning in the negatives, ban her from research in the same stroke. Seeing a marker for an available skill point in the "little hats" section, I could click there to open up a smaller screen for the skill tree and choose the hat she should wear. Since my memory is bad, I then click on a little bookmark next to the Senior Miner skill to remember later what I was supposed to level on her. I then close the skill tree and head to the other side of the screen where I can create and modify schedulings. I have two different shifts, and wanting to ensure I have an active miner in both, I click to expand a table where the the total skills distribution is symbolized, maybe with easy-to-read bars or something? (e.g. three bars on the "architect" hat to represent a total of three skill points put into the architechture line) Seeing the default shift has plenty of mining levels, I then assign Lindsay into the night shift. Also, thanks to the obviously visible "early bird" symbol attached to Joshua's head, I can immediately notice he's in the wrong shift and correct the situation. Also, if I forget what any symbol meant, I can always just hover my mouse over it for that spicy hover text. Well, this was not supposed to be a wall of text but I started to write this at midnight and kind of rambled on from there. The last point is a pretty major suggestion for an interface overhaul, but I have been kind of annoyed by the current system and wanted to give my feedback. (Major feedback soon before launch, christ this seems impolite.) I should stop writing before I forget completely how English works. Have a nice day. Sorry if you can't make out a single sentence.
  25. [Game Update] - 327257

    @Jason data/DLC003/scripts/prefabs/trusty_shooter.lua:155
  1. Load more activity