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Found 10 results

  1. Presenting The Chillbox. This simple machine provides all the cooling you need for a modest sized base. Highlights Uses all early-game materials. No steel, no plastic. Copper ore Thermo Aquatuner to keep your base temperate Gold amalgam Thermo Regulator to freeze food Uses only novice and advanced research Keeps your base or farm in the mid-20's Maintains deep freeze for your foods Very stable and reliable So how does it stay cool without a steam turbine? Heat is removed by running electrolyzer water through the bath before getting turned into oxygen. I started exploring this idea six months ago. This particular machine takes in 80° C water, heats it up to 89° and stuffs it into an electrolyzer. It also uses hot oxygen destined for atmo suits and hydrogen going to generators to chill the bath. O2 comes out of the electrolyzer around 78°C and goes into suits at 86°. Automation keeps everything stable. As long as the bath is under 92°C both coolers are allowed to run. The filter gate prioritizes the thermo-regulator keeping food cold (probably a premature optimization, but whatever). Materials Aquatuner - copper ore Thermo regulator - gold amalgam Generators and electrolyzers - gold amalgam Insulated blocks - ceramic between the Chillbox and base. Maffic or igneous elsewhere Insulated pipe - ceramic inside the chillbox. Other material elsewhere Uninsulated pipe - granite for heat transfer Radiant pipe - copper or gold The bath uses about 35 kg per tile of crude oil on bottom and water on top How does it fit into a base? Overlays Liquid & Gas Power Alternative Build If you just want cool oxygen you can integrate the Chillbox into your Full Rodriguez SPOM and amazingly still keep it self-powered. This build takes 70°C water and outputs 25°C oxygen. It does not perform deep freeze because the extra 1,440 watts to power the fans take up all of the hydrogen. There are two generation circuits with this build, prioritizing the electrolyzers over the aquatuner because on startup the machine can not power everything. It's as simple as starving the generators powering the aquatuner (and some other equipment) until the pipes fill up with hydrogen. Save File Chillbox.sav
  2. So I'm trying to extract Warly's sprites from DST. Only problem is, I cannot find him anywhere in the game's files. They're present in Shipwrecked's files, so why not DST? The only sprites of his I can find are his idle air whiff animation (just the air part though), Portable Crock Pot and Chef Pouch. Also, I know DST isn't just somehow borrowing assets from singleplayer because every other character that is present in both DS and DST have files in each game. The assets are even slightly different between each game. And I know the same goes for Warly. So I don't understand why he's nowhere in the anim .zip. I have searched for "warly", "wastien", "cook", basically anything that one would even think would relate to Warly. No dice, and it's becoming rather frustrating. Thanks in advance!
  3. Version 1.0.0

    2137 downloads

    This is the download page for Domo's Don't Starve Character Creator tool. It is a plugin for Adobe Flash, and requires that you have Adobe Extension Manager installed. Instructions on its use can be found here. Enjoy!
  4. I believe I asked this before once when creating an animation, although I've forgotten stuff about this now. Say I wanted to extract player_idles animations so that I could open up certain player character animations in Spriter. The file contains only an anim file. Where exactly would I find the build and atlas-0 for this file? I've tried to take two other build and atlas-0 files from player_actions and player_hit_darkness, but I didn't get the necessary textures for the specific animation.
  5. I'm trying to create a character that uses a build that doesn't share its prefab name. Normally, a character called "example" would default to using the anim file called "example.zip", unless instructed otherwise. I can't seem to convince it to use any build other than its own, however. I've read that the proper way to do this is to assign a new build using: inst.AnimState:SetBuild("differentbuild") however, it doesn't seem to work. The character defaults to the anim file with the same name, or simply becomes invisible if the anim with the same name is not provided. Here's the full prefab: local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset("ANIM", "anim/domo.zip"), Asset("ANIM", "anim/chanti.zip"), } local common_postinit = function(inst) end local master_postinit = function(inst) inst.AnimState:SetBuild("chanti") end return MakePlayerCharacter("domo", prefabs, assets, common_postinit, master_postinit) Both build files are standard character builds, compatible with the standard player stategraph. Can anyone fill me in on what I'm doing wrong, or anything I'm missing? Thank you so much!
  6. Download: Domo's Don't Starve Character Creator Hey friends, I've got a brand new Don't Starve modding tool to share with all of you! It's a character creation script that allows you to draw your character in-pose, and then easily export the .scml file and all its assets directly to your mod folder. This method doesn't require adapting a template mod, and allows you to create assets without any size restrictions. There is a SMALL catch - this tool is an extension for Adobe Flash. Hear me out! Wilson and all his friends were originally drawn in Flash by Klei themselves, and it works quite well with Don't Starve's aesthetic. If you still prefer to use alternative software, you can import your character's assets into Flash and use the tool to create an .scml file. Here's how it works: Step 1: Open a new document. Open Window > Other Panels > DSCC. In the DSCC window, enter your character's name and click 'New'. Your character's assets will be created and appear in the document's library. Step 2: Click your character's name in the list and click 'Load'. Your character's assets will be loaded into the document. Once there, you can open each one and draw the appropriate body part. Alternatively, you can import external images if you'd prefer not to draw in Flash. Step 3: Once your character is finished, click its name in the list and click 'Export'. Navigate to your mod's 'exported' folder and click 'Okay'. Flash will process your character for about a minute, and after that, you're done! Once you start Don't Starve, it will automatically be compiled into an anim file for your character. My hope is for this tool to streamline the character creation process and make it easier for modders to publish their work. Please post here with any feedback you have about DSCC, as I plan to keep it updated and add some new features and fixes. If there are any questions about these instructions, please post them, as well. With your help, I can make this a real asset to you and the Don't Starve modding community. Thanks everyone! Also be on the lookout for Domo's Don't Starve Speech File Creator in the future!
  7. Hello everyone, Here's the general run down I need some bright minds to help me out, I've run out of ideas. I have a custom animation and build that is constantly checking and being applied due to position via the locomotor; the problem with this is the game is constantly changing the build and animation bank so when the character dies you cannot access the ghost without everything going wonky. I want to know if I can prevent the locomotor or the set local function to stop activating and from checking said position while I'm a ghost thus allowing the build to set. alternatively, if its possible, is there a way to extend atlas's so I could just add the running build to the already created atlas and rid of the build change? the whole idea was to have a *single* run animation be applied while having the game switch back to wilson's animation bank after the run animation was done. That part works to an extent but is providing me with a large amount of issues (mostly with the ghost being unable to appear as a ghost rather then a stationary character). does anyone know of a way to have the game check your state (ie just side running) without conflicting with the ghost build? i'm going to attach my prefab.lua the function i'm having issues with is can anyone help me optimize this? Thank you so very much for your time in advance, its been a few weeks. rena.lua
  8. What is wrong with my mods? [00:00:28]: Could not find anim build OUTOFSPACE[00:00:28]: Could not find anim bank [OUTOFSPACE][00:00:28]: Could not find anim build OUTOFSPACE[00:00:28]: Could not find anim bank [OUTOFSPACE][00:00:28]: Could not find anim build OUTOFSPACE[00:00:28]: Could not find anim bank [OUTOFSPACE][00:00:28]: Could not find anim build OUTOFSPACE[00:00:28]: Could not find anim bank [OUTOFSPACE]​ How to find exact name of bad file and number of line?
  9. Sorry if this is something that was obvious to everyone, but I've tried shift, option, control, etc. to "build" or "plant" a tree or wall, but every time I put it down it just drops the pinecone or hay stack onto the ground :(How do you do this now? It was different before and now im confused haha
  10. Bug Submission Please choose a category [Graphics] Platform [*]Steam Version Number 72968 Issue title Trees got cut marks Steps to reproduce All trees spawn with it. Describe your issue I just noticed now that trees got small cut markings between the main part of the tree and the trunk. And once you notice it it can't be unseen, and it is bugging the crap out of me right now. It looks like the tree is just sitting on top of the trunk, It is driving me insane. I will post screenshot when i figure out how to do that.