• Announcements

    • JoeW

      UPDATED - Studio Note & Rhymes with Play Streams Temporarily Canceled.   03/06/2020

      UPDATE (3/19/20): Just a quick note regarding the team at Klei Entertainment. As noted previously, everybody at Klei Entertainment is working from home due to the Covid-19 outbreak. Many of us have been working especially hard to help maintain operations as we all move out of the office and into our homes and with everything being done online, extra time must be spent in organizing conversations and trying to maintain communication. As some of you may know, we have a very open office and we are almost always in contact with each other as we go about our days. Some of us work across multiple teams and that work has become a bit more challenging for everybody.   That being said, at this time the transition has not caused any major disruption in our operations, but it would be overly optimistic to expect that we won't have any delays at all. We're going to have to be especially mindful about this in the coming weeks and make sure we don't take on too much work so we can keep things running smoothly.  We will let you know as we see how these changes affect our timelines.  Thanks UPDATE (3/10/20):
      The test yesterday went well. We got the whole office (mostly) to work from home without significant issue. As a result, Klei Staff that can work from home have been asked to do so until further notice.  This means that we will have to cancel the Rhymes with Play stream until we are all back in the office. This shouldn't affect anything else at least in the short term, but if things change I will update you all here.  Original Post: Hey everybody,  This Tuesday March 10th, 2020 the entire staff at Klei will be working remotely for 1 day in an effort to prepare the studio to work remotely for a little while if the need arises.  Klei is already set up pretty well to allow for working remotely, however we are going to have a one day "dry run" with the whole studio so that we can identify and avoid any issues or downtime that may arise should choose to implement a work from home policy due to COVID-19 outbreak concerns. Unfortunately this does mean that we will be canceling the “Rhymes with Play” Art stream this coming Tuesday, however unless the situation changes we expect everything at the studio to be back to normal Wednesday and we’ll continue our regular stream schedule Thursday March 12th. If the situation changes at all, we'll let you know. Thanks for your understanding.


  • Content count

  • Joined

  • Last visited

Community Reputation

17 Good

About TheMule

  • Rank
    Junior Member


Don't Starve
  • Contributor
  1. That would kill my fps for sure. I don't have that luxury. In fact, I turned to destroying CO2 with doors. In the end, fps is a resource. Its scacity is by far the no.1 reason I abandoned my colonies at some point. I might give the 80 slicksters option a try again in the future it seems the game has been optimized since then. First I need my current problem, crashes.
  2. About 2 full stables of tame happy slicksters (so, 16) per generator, assuming it's running 100% of the time. IIRC, for the typical 3 wells / boiler / 6 gens / molten slickters setup it's about 85 molten slicksters if you assume perfect efficiency at all stages and you burn every single drop of petroleum instead of using it for something else (plastic, visco-gel, supercoolant...). I go with 80, and of course they are at risk of creating a vacuum if I start using too much petroleum for something else. 2 +11 ranchers barely manage to groom them all, but again it's not necessary to have 100% uptime on boosted metabolism. I still have to find a setup I really like tho. 2x48 vertical stables aren't great for gas diffusion, even 3x32 struggle.
  3. I was referring to Jahws' guide on steam. Those picture are linked from that directly. All credit to Jahws. Apologies for the confusion. The OP apparently missed that, but it was right there in the original guide.
  4. The two grids are clearly separated: In step 4, you add a generator above the aquatuner: Still they are two separated grid, with separated generators and smart batteries.
  5. It's isn't difficult. So what? It's a choice, not a bug. Objects in some layers do not interact. Like pipes. There no thermal transfer between two adjacent pipe segments. By design. Likewise there's not thermal transfer between adjacent drywalls. Again by design. Buildings don't interact with background buildings. Sometimes building contents interact with tiles the building is sitting on, but not with the building itself, nor does the building interact with them. What has difficulty to do with choices?
  6. How about https://steamcommunity.com/sharedfiles/filedetails/?id=2036328098
  7. It was determined by tests in sandbox made by me, but you can find old posts in these forums about them. Try it yourself, all it takes is a tile of water at 0C, build a shiftplate next to it (in sandbox mode they're all built at 20C) and see how much the temperature of the water changes. Here's a forum post, referring to both the mechanisms (mass reduction and entombed transfer boost) I mentioned: In my tests, when huge amounts of heat were involved, TC was completely irrelevant. Tranferred heat was proportional to the SHC of the material. In some conditions, plastic was the winner (not always tho). The smaller the heat involved, the more TC counted, to the point that for transfering heat from gasses (at "normal" pressure), SHC was irrelevant, TC was king. Basicly I'd use dirt to even out temperature in a pool of water, diamond for evening out temperature in a steam chamber, (unless we're talking 1000kg/tile of steam of course).
  8. Not really. For thermal transfer they are considered buildings, and their mass is reduced to 1/5. So they act like 160kg of granite. Basicly they act as a 3x3 building. If they overlap with tiles, shiftplates are considered entombed, and they have a huge thermal transfer boots with those tiles. That's why they transfer heat relatively too well with insulated tiles. Or even neutronium.
  9. Not to mention that in order to reach max potential you are left with zero room for rockets.
  10. Yes, but usually that's not the tricky part. The tricky part is how to pump and cool down hot petroleum in order to do something useful with it. And sometimes how to do that for 10kg/s w/o using too much heat (e.g. counterflow heat exchangers to allow the use of a minor volcano as heat source). BTW the transition doesn't happen inside the pipe, it happens just outside it. I mean if you heat 1000g/s packets above 402C, and then cool them down while still inside the pipe you get crude oil, not petroleum. It has to exit the pipe in order to change. Hence the problem of handling it w/o space materials.
  11. You're right. But that goes in powering the oil wells themselves. Depending on the design, it's barely power positive. 3 wells produce nat gas equivalent to about 900W. They consume 720W but, since you need at least one gas pump, it's 960W. The pump won't run continuosly tho, since they produce 100g/s. I consider the oil wells self-powered but I'm not sure if they are in practice. They don't produce anything when a dup is operating them but I think they still consume energy, so it depends also on how skilled (fast) the dup is. Anyway their power economy is close to 0, that's why I usually ignore them.
  12. Use diamond window tiles, carpeted tiles don't let decor through.
  13. That and the fact that a single average CSV is able to provide the missing water. It's 1,458g/s if you're sieving pwater; 1,477g/s if boiling it. IIRC the avg. CSV is 1,500g/s. But 5kg/s of petroleum is only 5kW. The refinery and the pump tho, they can be powered by the nat gas produced by the refinery itself, so you don't have to count that. Of course CO2 disposal can be power-demanding too, depending on what you choose to do with it. Burning petroleum this way provides you with enough CO2 to ranch about 40 molten slickters, which can feed 23 dups, meat wise. The petroleum they produce isn't much, IIRC they offset the efficiency by 12% (so you produce slightly more power and need slightly less water than the above figures).
  14. Random crashes / buggy sounds

    I do on a regular basis. But as far as I'm concern, the fact it has exactly the same behaviour under Linux, which btw shares no files with Windows (I'm not sharing files between game installations, they're on separate disks) makes it an extremely unlikely explanation. As for something fishy going on, I totally agree. This looks like more a hardware problem, something that makes the video card go nuts. The drivers of course are completely different, on Linux I have the opensource ones and on Windows the official ones the Nvidia Experience keeps up to date. I believe the game's doing something perfectly fine but my card doesn't like it. The reason why I asked for the opportunity to run build 399090 is exaclty to rule out a software problem. It might be that some something broke for whatever reason in my hardware (or made it unstable) and update 399948 was released that day by coincidence. If I can try build 399090 which used to run perfectly fine and it has problems now, then I can close this bug report on the spot.
  15. I think 'grimy' doesn't have any effect at all. As for soggy feet (+10% stress), it lasts only for 0.2 cycles (4.8hours). Exceeding morale expectations is -10% for the whole cycle IIRC as a minimum. Also the dup has to take the shower at the right time for it to remove the debuff. +3 morale is way more impactfull unless the dup is already well above expectations to begin with (which you seem to imply it's your case), at which point soggy feet won't make much of a difference.