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Found 13 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. Hey y'all. I've been fooling around with rocket fuel production and wanted to share this build. It's a little different from common builds, and it performs just as well as the best of them. If you like a little extra whimsy in your game, this build is for you. Overview Liquid Pipes Automation Gas Pipes Gas/Liquid Overlays Conveyor & Power Principles This build uses supercoolant near absolute zero. It transfers heat via condensation plates and bridges. Using this method greatly reduces the likelihood of freezing liquid. I haven't seen it yet. It also minimizes flaking points where liquid contacts insulated tile and flashes back to gas. Mesh tiles in the collecting pool and the teleportation mechanic nearly eliminates losing efficiency to flaking. It's virtually eliminated if you take a little time to pre-chill all the equipment as I'll describe below. Rather than circulating liquid to keep it from breaking pipes this build stores it all inside thermally-isolated liquid reservoirs. Fuel is delivered by flicking the signal switch or by integrating it into your rocket automation. This is the only feature I haven't tested in survival. The collecting pool could easily be replaced with a traditional liquid tank. Materials Make smart thermal choices when selecting materials. Maximize thermal conductivity in the chill plates. I used these materials in my build: Maffic or ceramic for insulated things Steel for the doors (9), conveyor bridges (14), and radiant gas pipe on the oxygen side (2) Gold for radiant liquid pipes (36), automation bridges (8), and power bridges (5) Thermium for radiant gas pipes on the hydrogen side (3) and for radiant liquid pipes that run through the doors outside the condensing chamber (4). Dirt for tempshift plates (5) in the pre-chiller 200 kg supercoolant in each of the pre-chiller chambers Startup Before letting gas in it helps to let the system get down to temperature. Set the pump hydrosensers to off (above 2000). Put a little supercoolant in the collecting pools and run the system until all the chill plate doors open up. Mop up the coolant and reset the hydrosensors. Seal it up and turn on the feed. AT/ST The chill source is just two aquatuners under three steam turbines. The second AT runs about 5-25% of the time depending on demand.
  3. Two thousand, two hundred and fifty-three point seven hours into this game and I decided to get serious about space missions. I'd like to present this little rocket launch timer for your late games. This is intended to automate launch of a single rocket in order to continuously mine a single planet. Here we have an implementation for two rockets. It has two modes: strip mine (left) then maintenance mining (right). In strip mine mode it will launch the rocket as soon as it completes its checklist until the machine reaches a certain launch count. At that point it will sound an alarm and switch to launching the rocket just frequently enough to bring back a full cargo load. The alarm indicates you should reconfigure the rocket. I launch the max cargo modules during strip mine and change to the most fuel efficient configuration once the planet is drained. The signal counter determines how many strip mine launches the machine allows. Once it hits that limit the machine switches over to the water clock to time maintenance launches. Need to figure out the water clock and strip mine launches? I made a google sheet. More on that later. Here's the automation. (Yellow is active) These two rockets happen to be going to the same planet type so the timing is the same. (Did you notice that planets of the same type appear to share the same stats.) The most complicated part is the state machine on the left. The signal switch at the top left represents which mode it is in. The memory toggle output represents "time to launch". It's set by either the signal switch or the water clock. Its reset comes from some "launch happened" logic. That is determined by looking for a falling-green signal on the "time to launch" AND "rocket checklist complete" signals. (The double NOT gate going into AND at the bottom.) There's also a manual switch that will prevent the launch in any state. Some details I compiled a google sheet to calculate space stuff. Happy strip mining. AMA
  4. 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!
  5. While filling the wiki for some Unusual uses of game mechanisms, Oil Wells and the 10% of pipes mechanisms piqued my interest. This is not really new but nobody seemed to really dig that and a commenter even said “Not worth the effort”. Oh boy, were they wrong (though obviously, that kinda depend on your definition of “effort”). Presenting the self-powered Petroleum Well: Warning: this is a pre-mergedown build. With mergedown, gas weight is going to change, and a slight rework will be needed for Natural Gas / Steam separation. Turns out Steam being lighter with mergedown was a bug, which has been fixed since then. What makes that possible Apart from the 10% of pipes mechanism, in pursuit of making the build self-powered, like REALLY self-powered, including the heat source, all pumps and the Oil Well itself, we have to know what we are dealing with. This rests on the fact that you transform 1kg/s of water at 4.179 SHC into 3.33kg/s of crude oil at 1.69 SHC, or the equivalent of 5.628 SHC. Hotter water means more heat creation. Since we are dealing with temperatures above 125°C, heat = power, thanks to Steam Turbines. How does it translate into power? Well, heating 1kg/s water from 95°C to 550°C (number explained later) takes 1 900kDTU/s, while cooling Petroleum from 535°C (again, number explained later) to 125°C takes 2 400kDTU/s. This means we can heat incoming water with outgoing petroleum and still have about 600kDTU/s, or about 600W, left over for operations. That's going to be our absolute limit for everything. It's not a lot, so that means squeezing every last drip of power and optimizing everywhere possible. The Oil Well itself also produces 33.3g/s of 300°C Nat Gas, which can be used as well. It’s pretty negligible though, as it only accounts for 12kDTU/s when cooled down to 125°C. Now on the power consumption side, no matter how you build the setup, you need: - 95% Oil Well uptime => 228W. It’s the average uptime once you factor in backpressure release. - 32% Liquid Pump uptime => 77W. You could do without with some atmosphere heat exchanger, but since it has to be pumped anyway for a Petroleum Generator, there is no point optimizing there - 6% Gas Pump uptime => 15W - Liquid Shutoff => 10W (required to inject 10% packets) That’s about 330W of baseline power consumption, before you factor in a heat source. As for heat source, unless you use the Core / a volcano (or other niche heat sources), the obvious choice is a Thermium Aquatuner. This particular variant of the build requires some space materials and the self-powered part isn’t possible without (unless you don’t factor the heat source in), plus a few other things require Thermium anyway (or would need to be more complex to cool elements before pumping them). That means you have about 270W available for an Aquatuner and the accompanying Tepidizer needed to get rid of excess cooling (since the Aquatuner is used as a heat source, cooling need to be eliminated somehow). Spoiler alert: it’s possible. A big inconvenience is that, while water doesn’t exchange heat with Natural Gas in the Oil Well internal storage, outgoing crude oil does exchange heat with the natural gas before being ejected. This puts a hard limit on how efficient the setup can get. Build presentation A lot of small details need to be done right to have a functioning and optimized build: - Oil Well return feed: a 10% liquid injector is required especially as the Oil Well backpressure can only be relieved when there is liquid over the input pipe (even if it’s not used): if there is no liquid, the Dupe gets stuck mid-animation and nothing is done. - Handling Steam that forms on load: while it doesn’t break anything, Steam will form when you reload. A well placed split-turbine can gulp that down for free and generate power in the process. Some automation is required so that Steam is never pumped. - Extracting all the power: margins are very close, you really need to extract all the heat from the outgoing Petroleum/Nat Gas. This requires 2.5 Steam Turbines. One less turbine to make the build more compact works, but you’ll have a hotter output (around 140/145°C) and not enough power, losing the “self-powered” part. - Insulating the heat exchanger from the Oil Well: to have water as hot as possible exit from the heat exchanger, the last Petroleum tile should be as hot as possible. This means insulating it from the Oil Well room. A perfect solution is a 1g Chlorine layer below the Mesh Tile (don’t put it in the Mesh Tile, otherwise it will break on load). A liquid-gas bypass could probably have been used as well, but I didn’t try it. - Heat Exchanger length: one layer is not enough, even with Thermium/Aluminium (unless it's much longer). Three layers is too efficient and loose some power because it pulses Steam Turbines too often. Two layers is a sweet-spot, and that width is more than enough: there isn't a lot of heat capacity to be exchanged here (a lot less than in a 10kg/s Petroleum Boiler) - Clearance: since Oil Well are in the Oil Biome, just above the Core, clearance will be limited. This is the minimum you can get to keep the build self-powered. You can sacrifice some aspects to gain on clearance, I talk about that later. Result With this build, there is about 16% Aquatuner uptime and 3% Tepidizer uptime, which translates to about 220W. That means about 50W of spare power. In practice, since some heat is transferred to Natural Gas, which is only released every few cycles, the build is slowly loosing power during operation, and there is a spike of power that recharges batteries during and just after Backpressure release. That's why there are several Jumbo Batteries (although that much is overkill, but since they are power positive with Steam Turbines anyway, why not). This spare power is a nice safety margin, and I don't recommend trying to use it for something else. It would be more trouble than it's worth. Materials For this build, I’ve chosen to use Space Materials, which makes it much easier: - The Aquatuner obviously needs to be Thermium to go up to 550°C. This could be replaced by another heat source pre-space, and remove the Tepidizer in the process (which isn't used all that much anyway). - Since a Thermium AT is used, it makes sense to use Supercoolant. Obviously, the cooling loop could be Polluted Water as well, at the detriment of power usage. - The Gas Pump needs to be Thermium as well because Nat Gas is well over 300°C. It's possible to do without by using a Liquid-Gas bypass and cooling Nat Gas before pumping it, but that would alter the design and make it more bulky. - Everything insulated is made out of Ceramic, in an effort to cut down on space materials - The Liquid Pump is Thermium, but could be made out of Steel since the Petroleum is below 275°C (at least on this variant, and all variants that are efficient enough) - The Mesh Tile should be made out of Gold Amalgam to get up to operating temperature faster (lowest SHC) - Everything radiant was made out of Gold, and could be replaced by Iron or Copper. Note that even using Thermium, 1 layer of that size is not enough to get the build self-powered. - Anything that overheats should be made out of Steel. Everything that doesn’t is made out of Gold or Gold Amalgam and can safely be replaced by Iron or Copper. Lead should be avoided because a lot of parts go higher than 330°C. Priming the build There are a few details to take care when building the setup: - 1g Chlorine (or any lower) must be injected at the right place. There is space for a vent, but it should ideally be done after there is already an atmosphere in the Oil Well room. Use a combination of Valve, Shut-off and Timer to do that. - Transitioning from Crude Oil to Petroleum: the Petroleum will push the Crude oil up to the last cell of the first layer, but won’t be able to push the last one. Mopping is required on that last cell. You’ll also need to mop the second layer, otherwise petroleum will stay on top of Crude Oil. This is the reason why the heat exchanger is Dupe-accessible. You’ll also need to separate Crude Oil from Petroleum. A Shut-off left in is a good safety option. - Until it’s up to operating temperature, an external power source is needed. It can be removed once it’s up to operating temperature, as long as the build doesn't stop. For safety, I encourage you to leave it connected. - The heat source should be at 540°C for safety before being at operating temperature. Once it is, you can crank it up a bit until your first cell of Petroleum is around 530°C/535°C. Don’t go too high or you’ll have Sour Gas to deal with. While this particular build is at 550°C, other less efficient builds were as high as 570°C to get Petroleum at the right temperature. What about clearance/space? If you have a lower clearance from the Core, or want to use less space, there are a few trade-offs that can be made at the cost of performance. Any of those trade-offs will give up the “self-powered” part: - Reducing to 2 Steam Turbines will have Petroleum / Nat Gas exiting at around 140/145°C, losing about 100W. - You can actually reduce to 1 Steam Turbine and move the 2 others off-site. This means less cooling used up and slightly more Tepidizer uptime. - You can sacrifice the insulating Chlorine to gain 2 cells of clearance and make the build easier to prime. Make the Petroleum flow right of the Mesh Tile rather than under it. - You can sacrifice one layer to gain 3 cells of clearance. Even if you use a Thermium/Aluminium, this will greatly impact performance - On the other hand, if you have more space, a left-to-right staircase would multiply heat because of this bug, making the build more power-positive. Other possible builds While I’m not going to pursue other builds, I encourage you to try variations using the same principle: - A pre-space build could be made. Edit: I made it! See below in the comments for the Pre-space Petroleum Well. It’s going to be a bit more bulky (especially to pre-cool nat gas so that a Steel gas pump can pump it), and require an external heat source (core, volcano, metal refinery …). - You can superheat the water much higher (up to Thermium limit) and get Sour Gas. This will result in a very different build. - As you might have guessed, Electrolyzers are also prone to superheated water, and will delete a fair amount of heat. It remains to be seen if this is more efficient than an ATST. Conclusion While it was a fun experiment to design around all those details, I don't think this build will become mainstream. It's a bit complicated, use Space Materials and need some attention for priming. It can fill a niche where you want to tame a single Oil Well and avoid doing a 3.33kg/s Petroleum Boiler (perhaps on DLC?), but if you want to have 10kg/s Petroleum output , you'll probably be best served by doing some simple Oil Well tamers and a single Petroleum Boiler, rather than 3 Petroleum Wells. Here is the save file that was used to take the screenshots: Petroleum Well Demo.sav
  6. Version 1.0.0

    2116 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!
  7. 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.
  8. 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!
  9. 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!
  10. 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
  11. 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?
  12. 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
  13. 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.