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Found 9 results

  1. Hi! It has been a while since I've shared a build that is just for fun. Today we have the namesake of the title LOX via Thermo regulators (many). Equipment cooling is done by a steam turbine further down the line so that part is "unavoidable". This was done in my main base in survival, so no sandbox or debug (and definitely not a small build) ... This is economical on early insulated insulation. (I wish we would call it abyssalite-composite but well...) Can you do this with the classical AT/ST+supercoolant combo? Yes, indeed; we may actually see why this is recommended... Can this be done without space materials? Definitely, but some parts would need adjustments (insulation based insulated tiles were needed to keep the chiller small, and 8 insulated pipes + 2 bridges were also made of the stuff to pipe into the rocket silo, thermium was used because of "cooling" ). So for the most part this is just a showcase of the array that could be needed to get this one going. The thermo regulators are made of thermium only because they are "cooled" with hot petroleum that goes around the rocket silo, so with proper cooling they could be made of steel... A lovely little plastic tile is under the first regulator from left to right to remind me of doing a boring AT/ST setup instead of this later... The neat thing about this build is that production can likely be "dialed up" (more on that in a bit), but I really haven't done extensive testing on how much we can stress the chiller but it does take 1Kg/s chilled oxygen like a champ. Needless to say, cooling in space needs a droplet of liquid with drywall to protect it and this is what enables the build so neatly: piping for thermo regulators is not completely on the bottom row as with aquatuners so this gives a no gas-piping zone for cooling and we can use any insulated gas piping we like. If we compare this to a single oxylite refinery then we're leaving oxidizer production on the table: 1 refinery will produce 360kg of oxylite per cycle (@600 g/s) and will need 1200W for regular operation. This build will potentially consume 1550w if we include gas shutoffs and the mini liquid pump (even if we account for the extra efficiency of LOX it would be equivalent to 200Kg/cycle). Oxylite will only get you so far... Environment: Space/vacuum Thermo regulators needed: 1 for oxygen liquefaction. (Automation safety temp is -207ºC - hydrogen can go lower, but the chiller can freeze LOX if the thermo regulator is allowed to) 5 for each oxygen pre-chilling "module". (This is where we could ramp up production in theory...) These modules chill approximately 30Kg/cycle. (Automation safety temp is -170ºC. Gas pipes will burst with thermo regulator-chilled oxygen starting at -171ºC) Gas storage is done in reservoirs for when the liquid in the chiller runs out. So, screenshots (click for larger image):
  2. Version 1.0.0

    1829 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!
  3. 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.
  4. 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!
  5. 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!
  6. 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
  7. 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?
  8. 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
  9. 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.