Search the Community

Showing results for tags 'space'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Oxygen Not Included
    • Oxygen Not Included FAQ
    • [Oxygen Not Included] - Developer log
    • [Oxygen Not Included] - General Discussion
    • [Oxygen Not Included] - Mods and Tools
    • [Oxygen Not Included] - Suggestions and Feedback
    • [Oxygen Not Included] - Bug Tracker
    • [Oxygen Not Included] Art, Music & Lore
    • Community Challenges
    • [Oxygen Not Included] - Latest Content Update
    • [Oxygen Not Included] - Latest Animated Short
  • Don't Starve Together
    • Don't Starve Together FAQ
    • [Don't Starve Together] Developer log
    • [Don't Starve Together] General Discussion
    • [Don't Starve Together] The Forge
    • [Don't Starve Together] PS4
    • [Don't Starve Together] Xbox One
    • [Don't Starve Together] Bug Tracker
    • [Don't Starve Together] Trading
    • [Don't Starve Together] Server Bulletin
    • [Don't Starve Together] Dedicated Server Discussion
    • [Don't Starve Together] Mods and Tools
    • [Don't Starve Together] Tales of Life and Death
    • [Don't Starve Together] Suggestions and Feedback
    • [Don't Starve Together] The Gorge
    • [Archived Bugs]
  • Hot Lava
    • [Hot Lava Beta] - General Discussion
    • [Hot Lava Beta] - Suggestions and Feedback
    • [Hot Lava Beta] - Bug Tracker
    • [Hot Lava Beta] - Strats and Records
    • [Hot Lava Beta] - Developer Log
    • Hot Lava Beta Latest Update
  • Griftlands
    • [Griftlands] - General Discussion
  • Don't Starve
    • Don't Starve FAQ
    • [Don't Starve: Pocket Edition] iOS / Android
    • [Don't Starve] General Discussion
    • [Don't Starve] Mods and tools
    • [Don't Starve] Art, Music & Lore
    • [Don't Starve] Suggestions and Feedback
    • [Don't Starve] Videos
    • [Don't Starve] Bug Tracker
    • [Don't Starve] Trading
    • [Don't Starve] Testing Discussion (archive)
  • Klei Entertainment Games
    • Eets Munchies
    • [Invisible, Inc.] General Discussion and Strategies
    • Mark of the Ninja
    • Shank
  • Other Stuff
    • The Off-Topic Area
    • Forum Upgrade

Categories

  • Don't Starve
    • Custom Character and Skins
    • Game Modifications
    • Language Packs
    • Modding Tools, Tutorials & Examples
    • Custom Maps

Categories

  • Oxygen Not Included - [Early Access]
  • Don't Starve: Hamlet Early Access
  • Don't Starve Together
  • Don't Starve Together: The Gorge
  • Don't Starve Together: The Forge
  • Don't Starve Together: The Forge (Archive)
  • [Don't Starve Together] PS4
  • [Don't Starve Together] Xbox One
  • Don't Starve: Shipwrecked
  • Don't Starve: Shipwrecked [archive]
  • [Don't Starve Together] PS4 (archive)
  • [iOS] Don't Starve: Shipwrecked
  • Don't Starve: Hamlet Closed Beta (ARCHIVE)

Categories

  • Oxygen Not Included - [Early Access]
  • Don't Starve: Hamlet - Early Access
  • Don't Starve Together
  • [PS4] Don't Starve Together
  • [Xbox One] Don't Starve Together
  • Don't Starve: Shipwrecked
  • Hot Lava - [Open Beta]

Categories

  • Hot Lava - Beta Reports


Biography


Location


Interests


Occupation


Modder


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Chester Kickstarter


Klei Featured Artist


Early Supporter


Early Supporter


Don't Starve


Don't Starve Together


Oxygen Not Included

Found 9 results

  1. 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!
  2. Hi guys. After countless hours I was able to fully automate my rocket launcher. Here is a general description of how it works: I have 4 main components: water-clock that counts time from when the rocket is ready to start to when it is back in the dock. For me that's 46kg water-clock time. Rocket starting indicator - this module is on a 75 sec timer. It will be active when the rocket is ready and stay active for that 75 sec. Rocket is docking indicator - this module is activated when the water-clock hits the target. It will stay active for 100 sec. Both indicators will make the Gantry close and dock door open when active. Rocket is not in dock indicator. This part is only active when a rocket is not docked (that is - it is starting, in space or landing). It is activated when a rocket is ready to start and reset when it bunker door start to close after landing. There are also two additional modules for steam generation and steam capture that are active when rocket is docked. Those are not esential to the build and can be skipped. This works perfectly but you will need to calibrate the water-clock first. It is activated when the rocket is ready to start by closing the water-clock trap door and starting the pump. When the rocket lands it will open the door and stop the pump again. Or gate on top of th screen can be ignored. I forgot to delete it. Hope this helps - regards Automation - no rocket in dock: Automation - rocket docked: No rocket docked: Rocket docked: Water and cooling system: Vent system:
  3. Hi, I just brought fullerene from a space trip. It is stuck in the conveyor receptacle and I don't see any way to store it in containers ( I see no entry) What am I supposed to do ? Paradise.sav
  4. In my many playthroughs of ONI, I've tried building rockets, petroleum, engines, steam engines, cargo bays, and the captains quarters, but no matter what, wherever I build the scaffolding, it always says that the rocket is unusable, that it can't go anywhere on the spacemap. I've fueled the engines, powered the scaffolding, and trained my duplicants, but I just can't ever seem to get it to work! Does anyone have any blueprints I can use? Or tell me what I'm doing wrong?
  5. When will anything be done with space flights? I must wait 15-21 cycles for ship that returns with nothing. Plus the fact that the game becomes very slow, what is really boring. I curently have 3 ships and i get muth more problems that benefits of them; i should strugle all the time with carbon dioxide and temperature they leave. And this is for 6 wheezywort per 2 flights. And what about the speed of such ships? If we take the cycle in the game for our day, the ship will be cast at a speed of 277.7km / hour, what kind of ship is that? When will the spaseflights be useful? Why not make it fly faster from the excess of fuel. I understand that with the current game mechanics it's difficult to do, but doing nothing is worse. The game is very interesting exactly until the moment you fly in space, then becomes just a waiting for ships simulator.
  6. What is the minimum distance between the top of the map and a space scanner? My scanners sit right under the row of bunker doors built at the very top edge of the map, and my scan quality is lousy. I seem to remember I should have left more free room above my scanners, but I can't locate the page that said that anymore.
  7. What are the most important planets / asteroids / etc. to have in a star map? Since you can see the star maps on the seed browser website now and skip unfavourable ones.
  8. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number 70828 Issue title Bee Mine serious bug Steps to reproduce Bee mines doesn't deplete while kept in backpack they swarm out kill almost everything so free loot, unless you misclick a bee with a weapon equipped Describe your issue I built 10 bee mines and kept them in my backpack and in my normal inventory in order to unleash them all on 3 spider queens. While going to the battlefield i stopped near pigmen to recruit them as cannon fodder. While approaching the first pigmen (while giving him meat) bees started to swarm out in increasing number and wiped out all the village My bee mines didn't get depleted from that and kept spawning bees I rushed straight to the spider queens and with the same tecnique (going very close to them) i spawned something like 300-400 bees. all attacking spiders and everything that come close to me,neutral creeps and spiders alike. Seems that this bug can affect the difficulty of killing almost anything, nothing can stand against a swarm of bees that size without the effort of gathering them one by one.
  9. A little broke ATM and am a bit tired of restarting every 16 minutes. Anyone got a spare key to give away?