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Found 10 results

  1. I've succeed in weaponizing one of the bugs @mathmanican and I explored in this thread (mostly complete description here). Without the long line of turbines this is an efficient freeze-thaw cycler for molten aluminum operating at ~285 kg/s. This is where the bug occurs. In short, both the thermium tile and igneous rock tile cool the bead of molten aluminum in the lower mesh tile. They both gain heat in the process. The thermium tile draws as much heat as possible from the aluminum and the igneous rock is held at a constant temperature such that it draws ~3.5C worth of heat from the aluminum (just enough that it would cause the 933.5K aluminum to freeze). The bug occurs when two tiles attempt to freeze a liquid into debris in the same tick. The resulting debris pile has a temperature which reflects the heat exchanged with only one of the tiles. However, both of the tiles gain heat as if they had interacted with the liquid prior to freezing. In this case the bottom tile wins out (the priority seems to be bottom, left, right, top). This means that the heat gained by the thermium tile effectively appears out of nowhere. In fact the heat generation of this machine could be doubled by replacing the insulated tile on the right with a second thermium tile and drawing heat from it too. Basically the only limitation to exploiting this bug is how quickly heat can be removed from the tiles adjacent to the freezing location. A nearly identical bug occurs when multiple tiles attempt to condense a gas into a droplet in the same tick. The resulting droplet will have a temperature reflecting interaction with only one tile, but all the tiles will change as if they had interacted with the gas. Freezer Furnace 003.sav
  2. First off, I've been trying to prove to myself @mathmanican 's explanation and example of heat doubling by freeze/thaw cycling shouldn't work. The reasoning flaw in his description is that between steps 5 and 6 600K solid lead is transformed to 600K molten lead. This transformation actually requires heating the solid lead to 603K, and the molten lead will appear at 601.5K: a net lose of 1.5K worth of heat. Exactly balancing the gains from steps 1-4. However, he also provides a working machine... which makes me question my knowledge of ONI physics. To resolve my doubts, I built this contraption, which freezes and thaws lead at 500kg/s at very, very close to ideal temperatures. To my great delight, it was initially very slightly power negative (as would be expected by running a steam turbine off of a super coolant aqua tuner) However I soon noticed that this machine was slowly accumulating liquid lead in the reservoir... I intended to duplicate heat, but ended up duplicating lead. Close I guess. To complicate things more, after adding the lead overflow storage in the upper left, the machine became power positive. I think that can be accounted for simply because I'm melting less lead while freezing the same amount. In conclusion, please help me figure out what the heck is happening here. Lead Cycler.sav
  3. Version 1.0.0

    1772 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]‚Äč 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.