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QuQuasar

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About QuQuasar

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Oxygen Not Included
  • Alpha Contributor
  1. Good tip! I started playing with checkpoints and adjusting the design and it ultimately lead me to a smaller, simpler, safer, and all around better airlock. This one is actually effective enough for me to consider using it outside debug mode.
  2. I had some fun designing a water-lock, for people who are running an undersea base, accidentally flooded the map with geyser water, or who just want a method more inventively stupid than ladders to get in and out of their water reservoir. This is the result: 1. A duplicant leaving the base will be allowed to run straight through. The airlock will then cycle, pushing any water they let into the base out through the floor. 2. A duplicant entering the base will be trapped inside the airlock along with any water they let in. The airlock will then cycle, violently crushing them and causing death and/or grievous bodily injury. 3. This will serve as an example and deterrent for all the other duplicants, who will be especially careful not to let water into the base in the future. Okay, so it doesn't actually crush duplicants, but not for lack of trying. The original intention was to close a door on their head to keep them in place while the lower doors opened and closed, until I learned they can walk on open doors so it's not necessary. Since a door won't close on a duplicant, a few tiles of water are pushed into the same area as the entering dupe, before being pushed out through the floor. Our victim test subject assistant Ellie will now demonstrate the airlock in action. This product is provided as-is. [Company Name Here] takes no responsibility for any hypothermia, drowning, suffocation or grievous bodily harm stemming from use of this product.
  3. Hamster Wheel Power

    Huh. My apologies for the bad advise. I was laboring under a misapprehension regarding how transformers work in ONI. Looks like the only benefit to putting hamster wheels and batteries on secondary circuits is to reduce how much power that circuit pulls from your main grid. Per Saturnus' comments, you can't actually send power into your main grid with low wattage circuits without overloading them or using battery switching systems.
  4. Hamster Wheel Power

    The main point I was making is this: flip your transformer around so the low wattage side connects to the exercise room, and your system will work as intended.
  5. Hamster Wheel Power

    Your problem is the backwards transformer. Transformers are not a one-way street: if there’s an excess of power on a small grid, they can take that and push it up to the main grid. This is how people with solar panels on their homes can sell electricity back to the utilities without needing high-wattage electrical cables in their house. If we liken wires to pipes (an imperfect analogy at best, but go with it), transformers are something akin to a pressure valve. They allow pressure (wattage) to flow between the 20k main grid and the 2k secondary grid to ensure that the small grid never has more than 2k in it. In your current system, your backwards transformer is defining the generator room as a “main grid” and pushing wattage from the actual main grid into it, which burns out your wires.
  6. Slime Harvesting

    Magma. Seriously though, all you need to know about slimelung is that it reproduces in slime and polluted oxygen, dies slowly in everything else, and if it overpopulates in a slime tile, it expands to the neighboring tile. From those mechanics you can extrapolate that in order to make this room completely safe, without any reachable tiles exposed to slime... you need to do this... And, obviously, place any slime you dig out in chlorine storage to kill off the germs on it. To prevent polluted oxygen getting into your base you can build a multi-door airlock (or something even more thorough, like a vacuum seal), or just spam deodorizers at the entrance. As far as actually working in the toxic biome, your dupes can survive a fair amount of germs in their body. Just watch their immunity while you dig out the area and, if it goes down to a level you're not comfortable with, postpone all work in that area.
  7. I’ve been exploring the worldgen files myself, but have been held back by a few problems: most notably, I am unable to add ‘features’ without turning the area they spawn in into void. The feature itself spawns fine, but the area around it goes voidy. This happens even with an exact copy of the SandGeode feature. Since features define the majority of space in most biomes (most rooms, and the tiles that border them, are a part of features), this leaves me unable to significantly edit the biomes, which rather noticeably limits what shennanigans I can get up to. I had some luck getting rid of features entirely, but none with creating or editing them. I’ve had more success with the other files, though. The worldgen files are structured like so: 1. The world is partitioned into subworlds using the file in the “World” folder (Default, Heliconia, TheRock). Abyssalite borders between subworlds prevent them from severely affecting each other’s temperature. 2. Subworlds are further broken up into Biomes. For example, the frozen subworld has a Wet biome, which spawns bands of ice and polluted ice, and a Dry biome, which spawns bands of granite and wolframite. Biomes use Noise files to determine how to spawn these bands. 3. The entire subworld is then overlaid with Features. Features are procedurally generated from a template (‘Blob’, ‘Circle’, ‘TallRoom’), and have a selection of one or more materials in their center, bordered by a different selection of materials. Most of these are rooms, with a gas in the center bordered by ore or rock, or lakes which have both gas and liquid. Some like sand geodes replace the gas with a mineral. Features spawn inside subworlds, so they never break Abyssalite borders. 4. Finally, the world as a whole is overlaid with a set number of Places Of Interest for each subworld. These are ruins, geysers, oil wells and thermal nullifiers. Since these can be quite large and are overlaid last, they can break Abyssalite borders and cause some interesting effects. Material definitions in Biomes and Features can also have material overrides for mass, temperature or germs. This is used to spawn slimelung, for example, and could theoretically be abused in endlessly entertaining ways if I could only get features to spawn properly...
  8. Most likely you got some clean water in your dirty water pipes and it made it to your farm tiles. Click the farms, then click “Empty”.
  9. It’s important to understand the fluid exclusion principle for situations like this. Tiles in ONI can only ever have 1 type of fluid (gas or liquid) in them. So, if you have even a single gram of carbon dioxide, it will occupy a whole tile unless it can find another tile of carbon dioxide to merge with. These gas tiles generally displace liquid above them and rise to the surface of the liquid, but if there is no surface, or if the surface is a gas the bubble can’t displace, they get caught. If you have several gasses, you can create a gas bubble stack that no fluid can enter. This won’t stop liquids from dripping down through the gas tiles, since dripping liquids never actually occupy the intervening tiles. With nowhere to go, the dripping liquid compresses in the lower tiles.
  10. Made it into the city by the end of Cycle 35 with 5 dupes. First try, but I might have gotten lucky: I figured I'd need exosuits sooner or later so I kinda bum-rushed them in the early game. Also, it'll take an extra cycle or two to charge up everyone elses exosuit so they can all transfer down there. Omega was the discoverer. She was very excited about it and could barely contain her enthusiasm. The base I used to get there (click to expand):
  11. SHOWERS

    1. Smaller colonies last longer. Don't accept all dupes: build up to a stable population you think you can manage, and then stop accepting people. 2. Showers aren't necessary, but they do provide a minor bit of help keeping germs from getting out of hand. I build them because I like being nice to my dupes. 3. Oxygen. Algae de-oxidizers can keep a small colony lasting for hundreds of cycles, but if you want to have a colony of a dozen or more you'll want to upgrade to electrolyzers. This will require some additional infrastructure: in addition to the obvious power and plumbing requirements, electrolyzers produce hydrogen (this will float to the top of your base, where you can pump it out) and heat. Also, replace your terrariums with CO2 Skimmers asap. 4. Heat. Your first concession to temperature should be to install insulation between your base and any caustic biomes/steam geysers it might border. Your second concession should be exploration. Install airlocks and expand outwards and upwards looking for cold biomes. Once you find one, relocate any wheezeworts you find inside your base. Also, build a bunch of granite storage compactors in your clean and dirty water reservoirs (this optimizes the thermal conductivity), and move ice and polluted ice into them. It will take forever for the ice to actually melt but it'll cool down your reservoirs in the mean time, and as you pipe the cold water through your base that will cool that down as well. 5. There's a 'mop' tool on the bottom right for cleaning up messes. To prevent them from occuring, always make sure you have more toilets/outhouses than you need. Also, set outhouses and compost bins to a high priority so the dupes clean them out as soon as they become clogged. 6. Make a reservoir for germy polluted water. Put an airlock between it and your base. Later on you can look at boiling it to kill the germs, and then using the water sieve to clean it. In the mean time, keep a seperate reservoir for germ-free polluted water and sieve that. 7. Polluted oxygen can be cleaned with a deoderizer, CO2 can be removed with a CO2 skimmer, and Hydrogen can be cleaned out with a pump at the top of your base, a gas filter, and a hydrogen generator. For everything else install triple airlocks (or better yet, vacuum seals) before you pierce a new biome so it never gets in. 8. If you need idea's for base design, feel free to take a look at Symmetry.
  12. Your base makes me want to see cosmetic backwall buildings in Oxygen Not Included. The tempshift plates kind of remind me of traditional Japanese interiors.
  13. You’ll have to forgive me, I’m not sure which thread you mean. Do you mean [MOD][1.5.9] MaterialColor + OnionPatcher? https://forums.kleientertainment.com/topic/81296-mod159-materialcolor-onionpatcher/
  14. I’d like to play a game with severely reduced fog radius (down to maybe 3 or 4 tiles from a Dupe), to reduce my ability to plan ahead or dig for resources my dupes have no way to know are there, and make exploration more interesting. Anyone have any idea how to achieve this?
  15. I could, but it's an exploit. It's pretty cool and I've nothing against utilising exploits, but it seems like it's likely something that will be patched sooner or later. Plus, I enjoy the challenge of playing "fairly". That's why I'm actually cooling the water, rather than just using Abyssalite pipes throughout my entire base. Within limits, of course. I'm still not planning to power the mechanized airlocks :P.