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Oxygen Not Included

Found 8 results

  1. So I know the most common layout is to put all your power onto heavi-watt and run the heavi-watt across your base hidden in corridors just for them. But I have been seeing layouts where you can route power back to your batteries using transformers, which allows you to spread out the location of your generators. Everything is working as expected if I use one generator per line. But the math is getting wonky when I use multiple generators on one line. So where things work as expected is when I have one 2kW petrol generator: 1) (2 kW petrol) into (1 kW + 1 kW transformers) into heavi-watt power strip -> no overproduction, no circuit damage 2) (2 kW petrol) into (4 kW large transformer) into heavi-watt power strip -> no overproduction, no circuit damage Where things don't work as expected is when I replace the 2 kW petrol with one 800 W hydrogen and two 600 W coal gens: 3) (800 W hydrogen + 600 W coal + 600 W coal) into (1 kW + 1 kW transformer) -> circuit status reads 1800 W / 0 W and reports show overproduction of both coal and hydrogen but mostly hydrogen. 2 kW consumer network is flickering in and out of power. 4) (800 W hydrogen + 600 W coal + 600 W coal) into (4 kW large transformer) -> circuit status reads 2400 W / 0 W and wires burning up before transformer as it is filling up capacity, then it reads 2000 W / 0 W as the transformer's capacity stabilizes but reports show steady overproduction of the hydrogen generator, which is kind of crazy because my circuit is setup to use 2 kW continuously so to be having any overproduction with no power outage would mean that the gens are making more than 2 kW of power. I don't know if this is the intended use of power transformers because it allows you to easily bypass using heavi-watt wiring. I can basically build my petrol generator in the oil biome and use conductive wiring through walls to bring the power back to my base. This exploit could be fixed by only allowing transformers to output to lower wattage. So basically if you have 2 kW going into the transformer it can only bring the output up to 2 kW. Wonky Power.sav
  2. While playing around with @Mullematsch questions yesterday on "Big Boy Power System Help," I stumbled on a way to create infinite power. A brief search in the forum bug reports did not reveal anything (I'll post a bug report after a discussion). Let's start with pictures. What are you looking at? The 6 small transformers are followed by a battery (smart or regular) that never gets any charge, and then a smart battery switch that disconnects the 1kw line from the 20kw line. The left most 3 transformers take all the power sent to them and push it out to the 1kw line, which cycles back and fills the smart battery switch. Every tick of the game, the power essentially doubles. Read on. The key piece that makes this work is the empty battery between the transformers and the smart battery switch. Remove this battery (which supposedly does nothing as it never charges) and the build responds correctly, with power being consumed. How does it work? Not sure. (Edit: My current hypothesis is explained, with a formula, here.) I am guessing that the transformers try to pull from both the smart battery switching section, as well as the empty battery, and somehow successfully draw full power with half drawn from each. The build above effectively outputs 3kw from the transformers, but only drains 1.5kw (doubling the power in the system). You can use the extra 1.5kw to power whatever you want. Swap out the 6 transformers above for 5 big transformers (20kw of cycling power), and you can power 10kw of whatever you want (already tested it out). All of this can be done before cycle 10. Coal power? Why? Just use a wheel to insert a tiny bit of power into this thing, and then watch the power double rapidly (put the smart battery switch sensor really low to see it expontially fill). Crazy? Yep. Anyone know if this has been seen before? I know other bug reports are out there involving transformers pushing more power than they are supposed to push, but I don't recall them magically creating the power when trying to draw from an empty battery. Who needs infinte power from turbines anymore. Just use transformers and batteries. Haha. Have fun tinkering.
  3. Since the moment I started a new colony I was wondering if I will be able to improve my previous pulsing scanner network to make it use power only when it is absolutely needed. Based on ONI meteorology post, my own calculations and other people attempts to make pulsing scanner I made some assumptions and come to below conclusions 6 scanners network, working at 100% efficiency, optimal and safe pulsing time is 2.3s active, 8s idle. 2s is sometimes not enough to catch incoming signal if you play on the fastest speed. After incoming signal is detected there is 200s for meteors to come and then there is another 100s when meteors will be falling for sure(meteors showers lasts for 100s to 400s). During this 300s scanners doesn't have to pulse and can be inactive and not use any power. After 300s scanners need to start pulsing again in order to detect if meteor shower is over. Probably this could be optimized even further to pulse only one scanner. Shower can end in 0s to 300s. When meteor shower is over there is a break between next one that can last 300s to 1200s. So we can assume that there is no point to pulse scanners for at least 100s after shower is over. This means that in worst case scenario (no showers, scanners pulsing during whole cycle) scanners will consume 41,942J (~42kJ) power In best case scenario only 3 pulses will be needed during one cycle, which will consume 2,160J (2.16kJ) power 6 scanners network working without any pulsing consumes 432,000J (432kJ). So we are looking at 90 to 99,5% of power consumption reduction. I finally managed to build a scanner network that follows all mentioned points. Save file: meteor scanner.sav Below overall view of whole setup: Closer look at the automation: There are 2 main parts: Left part is oscillator, signal detection and reset when meteor shower is over Right part are water clocks control. One clock is used to measure 300s from initial incoming signal to moment of start scanning for shower end. Other clock(to the right) is measuring 142s for which bunker doors are keept open. After that time the doors are closed, just moment before meteors hit. Now a more closer look at the automation: The most left part is detecting is meteors shower has stopped. During the showers at some point scanners will start to pulse. With each pulse they will give green active signal unless meteors are gone. In that cas,e after a pulse, signal will be still red inactive and this part of automation will detect that. Next part is oscillator pulsing each 8 seconds and keep active signal for power shutoff for 2.3s. It is enough for scanners to detect incoming signal even on the fastest game speed. Osciallator is disabled for 100s after meteor shower ends. Last part is to store detected signal in memory gate and send it to water clock counting 300s. After that time memory gate is reset, but second memory gate is still active untill metoer shower is over. Then it will be reset and whole system restarts (oscillator is still delayed by 100s, because next shower can happen in 300s, so there is no point to scan for next 100s) Unfortunatelly I'm not really good at explaining things, but I hope that at least some things are clear Shall you have more questions regarding this build then don't hesitate to ask me. Probably would be better to just show some video of whole system. Maybe today after work I will post one. Thanks for reading!
  4. "They"

    I was thinking in maxwell quotes from the final chapter, in the nightmare throne, in this, to be more precise: "Or maybe They've grown tired of me." "Heh. Took them long enough." "They'll show you terrible, beautiful things." "It's best not to fight it." "There wasn't much here when I showed up." "Just dust. And the Void. And Them." "I've learned so much since then. I've built so much." "But even a King is bound to the board." "You can't change the rules of the game." "I don't know what they want. They... they just watch." "Unless you get too close... Then..." "Well, there's a reason I stay so dapper." "What year is it out there? Time moves differently here." "Go on, stay a while. Keep us company.""They" or "Them" are beings of terrible and unfathomable power, beings who are best not to fight.... They just watch, (unless you get too close in your shadow control capabilities, and they ****** you), only watch, day and night.... And then, i watch this video here https://www.youtube.com/watch?v=8BUcTVIV5y0 And i watch a dark observer watching.... an observer i already know too well, when my characters go insane, (second number 00:45) we can se another one in the william carter puzzle number 6, and another one in the pics of maxwell´s house. Sometimes, we can see them even while sane: http://dont-starve-game.wikia.com/wiki/File:Shadow_watcher.png I think they are the beings who retain maxwell captive, the source of all the "allucinations" (we already now oficially that the allucinations are real beings and not allucinations at all, not only because they can move the webs of a spider den and alert the spiders even when you are far, but because a totally official phrase says: "Low sanity is not fatal, but strange creatures from another time and place are attracted to madness." And, we can craft things with the substance of their bodies) They are watching in every moment not only maxwell, but everyone in his realm, that maxwell built for them, even if normally we can only see them at low sanity (normally, sometimes we can see them sane) What do you think? You believe the same as I ? What do you think is its real purpose? Why only watch, if you have power for create or destroy almost everything? I´m open for all kind of theories, critics or just opinions.
  5. Now I know this game is supposed to be challenging and all. But I got really pissed today when Willow's perk didn't come into action today in time, which caused the death of her in one hit from a grue(hit by a hound (log-suit went) and tree guardian right before night) . ( At least this time it wasn't from a tallbird).Don't you think her fire action should come right before the grue hits? Along with the fact that if you should be standing in one place that the fire should continually keep going?Hmmm...Because shes almost as useless as Wes otherwise!
  6. Will we have to make a new world for the winter update, and in case of YES, does using the wooden thing counts as "New" world?
  7. I'm sure Hard Mode has been suggested before, but this is a different way to look at difficulty. Normally, when you have difficulty modes, the game simply lowers your damage and health, and increases enemy damage and health. This is often an ineffective difficulty choice, and can simply make a game tedious rather than difficult. Don't Starve is already a difficult game. Enemies can mess you up real quick-like, and you have to stay on your toes especially in combat. However, I suggest a hard mode in the game that does one thing: All resources finite. Bushes will eventually stop producing berries, grass will eventually no longer grow back, the rabbit population will dwindle, ponds will run out of fish and die off, pigs will no longer immigrate, and so on. This will force the player to always be on the move. A biome will eventually become useless, and the player will have to go where the food is. While I'm sure that Winter will incorporate some of these elements, I'm sure that plenty of food sources will be milked. And judging by the nigh-hostile reaction to pig houses only spawning three pigs, a lot of people do not want something like this. But a mode would be perfect, now when someone brags about surviving 100 days on Finite Mode, maybe someone will actually be impressed.
  8. ]http://imageshack.us/a/img248/4418/deeptest.gif should i get these pig houses all the way up here and bring them over here to my base sense i rarly go up there , i know it will only give me half the houses http://imageshack.us/a/img802/7720/jakassme.png