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Found 16 results

  1. So, in another thread, @mathmanican was trying to help me figure out how a certain style of infinite liquid storage failed on me. So I figure I'll make a thread to look into that and to talk about infinite gas and liquid storage in general. First up is the system that failed on me. Here is another version of infinite liquid storage I use. I like this one because it's easier to set up and fits in my 4 tall hallway design. Lastly, here's my main method for infinite gas storage. Let me know if you have comments on my probable glitch, questions about any of the builds I use, or have infinite storage systems that you like to use yourself. PS: Yes, none of these are all that original. I think @Saturnus is responsible for the G shaped door waterfall compressor, but I could be wrong. The gas storage is based on one of@Lifegrow's designs.
  2. Hiya, just had a thought that i would be cool to make decontamination storage containers. Liquid input, clean water Liquid output, polluted water Gas input, chlorine And apply the same debuff as chlorine atmosphere has on germs. Sound feasible? Cheers
  3. so i see that ethanol converts to a gas at a low temperature and its combustable. does that mean this above will all explode when it converts to a gas?
  4. So, there's an annoying thing that storage containers and bottle emptiers and the like do: when you have access to only one of a category of thing, selecting it for storage will store the entire category even after you discover new things of that category. For example, if you have a storage container that can store algae, the first time your latrine produces polluted dirt or you dig up slime it could also be stored there. Or if you have a bottle emptier and only have mopped up water that you want dumped back into your main water supply; the first time your wash basin outputs a bottle of polluted water it can be delivered into your water supply as well! That's not where that goes. I was thinking that have one more option when setting storage filters would come in very handy. Either a second click or a right click to specify that 'only this material' is acceptable and that newly discovered ones are not. First click: checkmark, all Second click: circle, this, and only this Third click: clear, none Also, the clickable area for the drop-down lists is very small. It's just that little triangle. If it was the whole line like the HUD list on the right side of the screen it would be much easier to click.
  5. I present to you my latest approach on the ore deposition problem: Simple Access To Unlimited Repository As The Element Dump. (for the lack of a better term). In my games i often find myself building tons and tons of compactors for the same elements over and over again. This is tedious and blocks alot of my base space. I have now fiddled around and created a 5x4 room, which allows me to dump unlimited (game engine limited ofc) resources inside of it and quickly access the contents by conveyor mechanics over 8 conveyor receptacles. How it works? Dupes drop the resources into the conveyor loader. The loader conveys them to the ore chute, which drops them in front of a sweeper. The sweeper will pick up the resources and place it in one of the appropriate conveyor loaders, which will again convey it outside towards the conveyor receptacles. From there dupes can pick up the resources if needed. Once the receptacles are full, all other resources will be left on the ground until the receptacles are used. Proposed Configuration: The dupe-access conveyor loader should allow 8 different elements. Each of the 8 conveyor loader inside of the room should allow one of these elements. Notes: All conveyor elements on the right are manual access. The door is locked. Improvement: The dupe-access conveyor loader has only 1t capactity, which is easily filled up and will throttle the efficiency of your dupes storing in. Therefore i have added the storage compactor to act as a buffer, which is filling the conveyor loader more efficiently with the use of a second sweeper. unlimited storage element sink solition Priorities Conveyor Overlay
  6. We should have more ways to deal with the insane amounts of abyssalite (and various crap) lying around. Temporarily and permanently. Some rambling follows. Abyss Bin - It's a storage compactor, made of abyssalite. It stores abyssalite, large quantities of it. Or maybe it's just a very large compactor with a considerable footprint that has many times the capacity of a standard one. Maybe it only holds 1 type of thing at a time. Smelting - Abyssalite can be refined into Tungsten. This process could generate a lot of heat, be neutral (or mostly neutral) or even subtract heat from the coolant (too imbalanced I guess). Or maybe abyssalite can be smelted into a compressed form of abyssalite. That would require a new recipe for bulk production of insulation, using this new component. The Abyssalator - (or Dupliverse, Mini Galaxy, whatever) It's a super late game building with a very large footprint, an alternative to venting things into space. It has 3 inputs: conveyor, liquid and gas, maybe 2 of each. Appears as a black hole/minigalaxy enclosed/suspended in something complete with duct tape and sticks holding it. May require power, duplicant operation, a constant supply of hydrogen, may be a recreational building too. It's made of a HUGE amount of abyssalite and various quantities of high end materials and organic matter/seeds. What goes in, never comes out. Poof. Gone. Forever. May spit out things or gifts after X amount of things are eaten/given to the miniverse, randomly, or as selected from a menu, or printing pod style. This may be one of the ultimate discoveries that stemmed from the research conducted by Jackie and Jodi.
  7. please, dear god. this has annoyed me from the very start. piles of material are maxed at 25t but storage lockers only hold 20t. why?!?! PLEASE make it 25t. for consistency if nothing else.
  8. OK... I need some help here I'm afraid. Is there an easy way to look at a body of water (say, that's getting on my nerves because it's in the way of where I want to build) and say "Okay, to store this I will need this many reservoirs"? Because I can currently see how many kg of water each square contains, but do I really have to count and add together, by hand, all the kg weights of every square full of water? That sounds like such a pain in the butt!
  9. One change to the Smart Storage Container that would make it much more useful is to change the thresholds to work like the smart battery. For instance, if you could set it to 10000 kg -> active, 20000 kg -> standby. This would stop the automation from rapdily toggling between on and off. This is the biggest problem to making the container useful. The most obvious use I want from the smart container is to use it as an output buffer for dupe operated buildings, such as a metal refinery, and you can't use it that way right now without complicated automation. What we have now is like this: a smart battery set to 100% both values, hooked up to a manual generator. Of course in this situation you will end up with dupes hopping on and off the generator. You don't have a buffer. It's the same thing with the Smart Storage, you don't have a buffer, and that's why it's not commonly used.
  10. My current base is nearing the point where it' will start transitioning into a storage compactor colony that duplicants occasionally visit, and I'm looking towards a more efficient model. My current plan is to just have a sweep-only automatic dispenser over a cooled chlorine box. I know just dropping everything into one spot is a classic method of dealing with storage concerns, but I just can't shake the feeling that having everything in one giant pile will cause weird things to happen to the game. (I mean, aside form all the weird things I will do to the game.) Am I just being paranoid? Have any of guys had quantum problems?
  11. Here's a little design I came up with after having hundreds of turf and not wanting to store it all in 50+ chests. A moleworm burrow can hold 50 stacks of items, so each moleworm burrow can be used to store 500 tiles of turf. A lot of people consider turf precious since it's non-renewable without world hopping - so moleworm burrows are a little bit safer than chests because they can't burn. Each pen has a burrow holding the turf that's underneath the pen. My forest turf pen needs three moleworms to hold all the turf while my grass turf pen needs two. Everything else has a single moleworm. The pens are organized by least dominate to most dominate as one turf will always cover another one when placed next to each other. Whenever I need turf for a project, I dig it a burrow up and let the moleworms store it again. Cheers,
  12. Hi guys! I have a new video up!! This time I have found a new partner Sir Julian. Watch us as we raid the spider's territory in search of the spider queen. Unexpected things happen halveway through our quests...Watch till the end!! Spiderhats is the key
  13. One thing I don't like about the backpack is that you can store it in a chest/inventory. I understand that you shouldn't be able to do that with items in it, because it would be like extra storage. What I was thinking of is that if the backpack has no items in it, then you should be able to put it in a chest or your inventory. This would make things 10x easier, because I usually switch to a logsuit when fighting, and a backpack when exploring, but that's kind of difficult when I have to drop my backpack instead of just storing it. Not sure if this has been said, but just wanted to get this out there.
  14. As I was playing I came to the idea that I should be able to view and rearrange the contents of a backpack that is placed on the ground. Although it isn't a necessity, I think being able to manage a backpack while it is not being worn by the player is enormously helpful in terms of time management and also it is just less of a hassle. In essence all I am suggesting is that a backpack have a "RMB View Contents" option while sitting on the ground, the traditional "LMB Pick up" would remain untouched. Positives: Less micro-management of the inventory and rearrangement when trying to grab something out of a backpack. Negatives: Backpacks all of the sudden become more like an alternative to chests, at the cost of only one inventory slot. The only way I can think of lessening this effect is by adding some kind of durability to Backpacks which is a whole other issue. Overall I think the addition of being able to manage backpacks without equipping them is a good thing, and does not carry too many bad attributes with it (other than that stated above). What do you think, is it too aesthetic, not practical enough, or is there more to it?
  15. For a game with the name don't starve its damn easy not to. i've played for about 6h and i never died because of food. don't get me wrong i've died but only because i'm stupid and want to poke everything that is new...stupid bees. And because there is no hand holding i can't rly tell what is intended,what is exploiting or a bug. like why can you cook berries on an open fire?and even if you would have a pan what exactly do you cook there and why?or why does cooking meat not consume something like a twig? Also has the chest some kind of build in refrigerator because none of the stored food gets bad. The first Trap(s) is damn useless because you don't need it. First you have to build it, place it,put in bait and then wait. nothing wrong with that if you wouldn't be able to just kill the rabbits.You just have to find the hole then click attack on the rabbit and done. i would like something like a diminishing return system it would not only make the character healthier and an educational role model it would also make the game more challenging. The name of the game is Don't Freaking Starve i want every day to think it's my last and be scared to load the game because i might not find enough food and eat my last rotten meat that would bring me to my last HP and a crow should poke me in the head because i smell like dead man and die. ------------------------------ The combat is damn impressive. i have more fun killing stuff then i had in 60h of D3 very responsive and very intuitive. Some parts of gathering feel tedious like chopping a big ass tree feels like it takes yeeeeears. A visual indication like the stones have would help in my opinion. and im not sure but is chopping or mining etc. with a broken tool not dangerous because it might break and hurt you?just sayn risk>reward ----------------------------- And a small question how do i delete my save? i would like to lose all the research done but not the characters that i've unlocked. thx and sry for my English
  16. Okay, so I have a base camp and that's where I keep chests filled with extra items (food, resources, food, log suits, food, and more food). The problem I have is that I keep needing to craft more and more chests. What I find odd is the fact that chests are stationary objects and yet hold only half as much inventory as your character. Why is that? At the very least a chest should be able to store as many items as your character can carry. If this were done then it would dramatically reduce the number of chests we need and allow for more organized storage by virtue of the additional space. The only downside I can see is that this would require a larger pop-up window that would obscure more of the screen, but as this would be temporary I don't see it as a huge issue. Besides we can manually close or move away froma chest in an emergency (where we need to see the screen).