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Found 11 results

  1. This is a fairly simple Hot Tub design that I incorporated into the main living area of my base. It uses a hot water reservoir to provide hot water for the hot tub. An aquatuner keeps the hot water hot. The aquatuner's cooling loop keeps the Hot Tub from overheating and provides chill for the main living area of the base. (In theory you could also chill the bathroom and kitchen areas that generate some heat, though that might require that you cycle the reservoir water before it reaches 100 C/212 F and turns to steam.) The Hot Tub requires being filled with at least 37.7 C/99.9 F water, but must be maintained at a temperature below 37.7 C/99.9 F. This typically requires a heating solution for the water and/or a cooling solution for the Tub. That's a good job for an aquatuner in a smallish water reservoir to supply the tub. The Hot tub recycles the its water once it has chilled below 37.7 C/99.9 F, so if you dump that warm water back in the supply reservoir it will slowly chill the reservoir. If you place the hot tub cooling aquatuner in the reservoir, it'll dump its heat the water keeping it nice and hot. In fact, you should have plenty of extra capacity to chill the main area of your base. All that extra heat will keep the tub fill water nice and hot - the dupes don't seem to mind. The hotter you keep it, the less the water needs to be recycled so it's win-win. I like to put the Hot Tub in with the surfboards to minimize the water piping throughout the base. Remember, the overflow pump for the surfboards can't be in the recreation room or it'll lose that status (which means nothing now, but might in the future). Use metal or diamond tiles below the Hot Tub for the thermal conductivity and run a radiant pipe through the tiles. Insulate all around the metal/diamond tiles or the Hot Tub will overheat. When the Hot Tub overheats the dupes jump out before they get the "Hot Tubbed" Buff. Then instead of running the cooling line back to the aquatuner snake it through the floors of the base in granite pipes. This will eventually provide the base with a nice even temperature throughout once it reaches steady state. If you use the wind tunnel, provide plenty of ventilation of you'll get the "Popped eardrums" debuff which is a killer for stress on the harder difficulties. This is my current base at cycle 360, right after my midgame upgrade. After some cleaning up, I'll neglect the base for a few hundred cycles as I concentrate on the space biome. So the base really needs to be a set and forget design. I've automated the farms and ranches to move the food to the kitchen. The kitchen is automated to stock the grill and oven with food and carry the finished food to the Great Hall (you can see the sterile tile below the entrance way door). The bathroom and showers are plumbed and feeding thimble reeds for insulation in the late game. All the morale buildings and higher quality food is in place to boost morale so you can easily raise your dupe skill level to the mid-twenties at least.And the base is cooled and the water tanks full. 4 dupes are manufacturing in the industrial block, one is cooking, 2-3 are ranching and farming, a few more are keeping things stored, supplied, and tidied, and the rest are constructive the death star in the space biome.
  2. Here's a build using only steel that collects and mines stacks of regolith up to 7 tiles high with 100% coverage. Idk what you're planning to use this much regolith for, but here it is: By lowering down the bunker doors you can get more regolith. With the normal setup that sets the doors up right against the world barrier regolith can only stack up 2 tiles high, which means successive rock meteorite strikes in the same location are wasted. Steel based set ups require active cooling which complicates collection. By protecting the coolant beads with mechanized airlocks instead of airflow tiles you can open the doors and let the items drop down into range of the autosweepers after the robo-miners clear it. Regolith can briefly heat the door that serves as the base of the robo-miner, but this is slow. Don't use tempshift plates behind the liquid beads and it should be fine. -> This somewhat complicates the space scanner's situation, since the doors close and interrupt the scanner. If the bunker doors get a false all-clear signal they can start opening back up just in time for meteors to come through. Some automation fixes this: The buffer leading into the filter delays the signal to close the doors, getting an extra ~28 seconds of solar up time, since my scan network can detect meteors 67 seconds out, which is sooner than my doors need to close. I actually use 26 seconds just for some leeway before that first meteor hits. That signal leads into a pulse former at the signal counter, locking in at the S/R memory latch. The memory gate is necessary because the doors close over the scanner and mess it up, resulting in false signals. The filter leading into the NOT gate down below is to detect when the meteor shower is over, the shortest meteor shower possible is 50 seconds so the filter is set to 49 seconds. That way the all clear signal doesn't get sent until the meteor shower has come and gone. The pulse former resets the memory gate and the doors start to open. I think some of this might be redundant, but it works well so I'm not going to mess with it. The green signal for the blast doors also leads into the small doors, but gets delayed by 230 seconds. This gives the robo-miners (hopefully) enough time to clear all the regolith. I actually think the delay might not be long enough. I know if I close the doors and hold them closed manually to let the regolith pile up they can't handle the sudden workload when I open it again, so hypothetically if enough rock meteors hit in the same section a robo-miner might not clear it all. In this situation it will fall down onto the liquid coolant beads and displace them into space. Copper season gets a little stressful. If I were to rebuild this I might raise it up 2-3 tiles so regolith can't pile up quite so much. You can also fit the robo-miners 1 tile closer together and still maintain coverage, so more tightly packed robo-miners would mean less work for each individual segment. The autosweepers are daisy-chained using storage bins that lead into a dispenser. A priority chain like this can cover more than half the width of the map if you put a dispenser in the middle, the dispenser will always take priority since it's a "supply" job. I didn't want to use rail loaders since they mess with space scanners. You need two autosweepers per segment and that top one is solely to cover the airflow tile that the liquid bead for the miner rests on. I trigger the auto-sweepers at the same time as the doors so they're never on at the same time as the miners. The regolith drops down into this successive step cooler. I'm not going to explain this super in depth, I don't entirely understand it and it's largely experimental. Basically the hot stuff falls onto the top level of steam turbines and drops down after it cools enough, eventually falling into a pool for loading onto conveyor rails. The output on the turbines is a little backwards right now in this picture just because I started it up with a ton of material which is at the bottom now, a typical distribution should show higher output on the top level and lower output on the bottom. Idk what to do with it or why you want so much but that's how it's done
  3. Here's my attempt at some simple rocket automation that's slightly more advanced than a hydrosensor connected to the gantry and bunker doors and the rocket input connected to the rocket output. It's for newer players hitting space for the first time. The first figure shows a typical rocket setup having four rockets, a scanner for each rocket, a command capsule gantry for the astronaut, an optional gantry to load oxylite into the oxidizer tank, and a silo having bunker doors for each rocket silo. The second figure shows the automation overlay and I'll focus on the automation for one rocket. The other setups are exactly the same except for the wiring runs. The automation consists of an AND gate, a Scanner, and the Rocket itself. The first input (A) of the AND gate connects the scanner output (which send a green signal when the rocket is detected approaching the base), the Bunker Doors Input (which open when a green signal is received), the Rocket Output (which sends a green signal when the Rocket Ready is ready to launch), and through a NOT gate to the inputs to one or more Gantries. The second input (B) is connected to a manual on/off switch or any other switch you want to add to further automate the setup. The switch is needed to prevent the rocket from taking off automatically once all the boxes of the rocket launch checklist have been ticked off. In practice this is useful for preventing, say, your research rocket from blasting off to the same planet it has just researched once it has refueled. Or your cargo rocket from visiting the same planet once again after its resources have become depleted. This is where some industrious person could add a counter using the new logic modules to program the rocket to automatically make five trips to the same planet before stopping. One issue that this automation doesn't prevent is that the rocket will automatically refuel when it lands. Sadly, you have to do this manually like a peasant unless you want to automate your fuel lines as well. The Output (C) is connected to the Rocket Input and tells the rocket to launch. when inputs one AND two are green. In use, with this set-up, when the rocket is ready to launch (the checklist is complete) the rocket sends a green signal to input one which opens the bunker doors and retracts the gantries. If the manual switch is set to the On position the rocket will take off as soon as the bunker doors are fully opened if they aren't already. If the switch is set to the Off position the rocket will sit there waiting for you to launch it. With the bunker doors open! so if you don't want your rocket pounded with meteors during a storm while you wait to launch, the easiest thing to do is to change the destination to a planet out of reach in the star map. This will close the bunker doors and extend the gantries so your astronaut can run for a quick potty break. For some reason, astronauts trapped in rockets get stressed and you will lose the "maintain all dupes above 16 morale" condition which confuses many players. During landing, the space scanner will detect the rocket as it approaches IF BUNKER DOORS ARE OPEN SUCH THAT AT LEAST ONE SCANNER ON YOUR NETWORK IS EXPOSED TO THE SKY. At least I think this is how it works based on observations. So if a meteor shower starts and your bunker doors are closed while your rocket is approaching but while it is too far out to be detected, your rocket will not be detected even when it comes into range and will dutifully destroy your bunker doors and smash your extended gantries. Fun times. Fortunately it doesn't happen very often. Usually your rocket comes into range while the bunker doors are opened, a storm starts after the rocket has been detected which keeps the silo doors open, or the bunker doors open up in time for the rocket to land if the rocket came into range during a storm. This is a little counter-intuitive since the actual scanner dedicated to the rocket doesn't need sky access at all to work. But I think this is because it relies on the scanner network for the signal. Another tip is don't save your game when the rocket is close to landing because I think the bunker doors close upon loading the game and you effectively lose the signal. Some notes. Make all automation and power cables near the rocket out of steel unless you like replacing melted wires.I believe even steel can be melted by the exhaust from enough hydrogen rockets passing by though I've never seen this happen in game. If you want to include extra gantries (such as the gantry you'll need for your dupes to load oxylite or empty liquid tanks) in addition to the command console gantry all you need to do is insert a filter gate and then a buffer gate in series between the command capsule gantry and each subsequent gantry (see insert). This prevents your gantries from all opening or closing at the same time and overloading the circuit. Default settings can be used for these gates and I think the minimum time you can use is three seconds to prevent overlap. In this way you only need one conductive power line for all the rockets, gantries, and rocket scanners in your base. Hope this helps.
  4. Version 1.0.0

    1684 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!
  5. 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.
  6. 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!
  7. 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!
  8. 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
  9. 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]‚Äč How to find exact name of bad file and number of line?
  10. 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
  11. 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.