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Oxygen Not Included

Found 18 results

  1. The quiestion is actually more complex. I am making a mod that allows you to move objects attaching them to mouse cursor. But I don't want players to be able to throw objects into ocean. Mainly because I can't figure out to make items on water play their floating animation. (Second problem is - drowning enemies is just too easy.) Is it possible to detect those invisible walls that separate ocean and island? (So I can force drop grabbed object before it goes into ocean). I want to prevent this:
  2. Sponsored by Hydra Facilities - "Hail Hydra" Duplicant Penitentiary - The prison of your dreams I'm so sorry for the quality https://drive.google.com/open?id=16Q4Z8JU40YQKZxNZu-MvT94gkJ17xyV2 How it Works Perhaps someone with more time can elaborate in detail. From what I have observed, duplicants reset their breath meter with a minimum amount of oxygen. The amount they recover is more than they consume. Pretty simple. The only post I could find that mentions anything like it is this one. It seems like it would be common knowledge by now, but I could be wrong. I am not sure if this works without the oxyfern, but I am willing to bet so. The oxyfern's only purpose is to be a companion plant for our dupe. Fix in post (this post) First, I'd like to say https://app.clipchamp.com is the sh****est free online video editor. Obviously there are things wrong with how I tested this. On top of that, I could think of a million ways to improve airflow. The suffocation notification system I was trying to set up did not work for me, but another more efficient idea would be to just use a water trap. I might revisit that idea unless someone like @Samson.ONI wants to take over instead. I forgot to put in that you get 4.67kg of Water per Dupe*Cycle. That number is not accurate, it should be more. I'm pretty sure if I put this on youtube, I will get copyright strikes. I had a lot of fun making this, please enjoy. Banhi was a struggling prison warden trying to make it through life...she will be missed. The prisoner...not so much. Duplicant Penitentiary.sav
  3. I think an update should include statistics for water management in your colony, the way you have graphs for things like power generation. It'd be extremely useful to be able to check at a glance what my water situation looks like.
  4. Hi, I'm using Liquid Shutoff and Liquid Pipe Thermo Sensor to feed my Thermo Aquatuner with water hotter than 14ºC and second Liquid Shutoff and Liquid Pipe Thermo Sensor to remove water colder than 14ºC from loop. But sometimes happens thats first Liquid Shutoff allows passing water colder than 14ºC to Thermo Aquatuner causing water to freeze and damaging pipe. I was trying to figure out where is problem but after few hours still i don't know how to fix it. Here is my setup, if anyone could help i would be grateful.
  5. So, we all know that WX practically has no downsides at the moment. What, he takes a maximum of 13-ish damage per day if wet? Here are some of my ideas to greater emphasize that WX is an electrical machine that can severely malfunction if wet. Water, and more prominently the Wetness meter, is now gravely more important to manage as WX, as becoming too wet can severely impair you, or flat-out kill you if it gets too high. In addition WX takes water damage equal to 15% of the current wetness meter. For example, at 10 wetness, WX takes 1.5 damage per "water damage tick". This caps at 5 damage per tick. Water damage is no longer reduced by having wetness-resistant items, as it is now tied to how high the wetness meter is. Additional penalties apply to WX as his wetness meter rises: 25 Wetness: The outskirts of WX's HUD is obstructed by a glitchy overlay. "WARNNING: OPTIC SENSOORS MALFUNCTIIONING" 50 Wetness: The Health, Hunger, and Sanity meters become hidden to WX. "WARRNING: SYSTEM DIAGNOOSTICS NOT RESPONDING-DING" 75 Wetness: WX is forced into a constant "drowsy walk" state until he stops being above 75 wetness. In addition, the glitchy HUD overlay is extremely more severe. "CRITICAL WARNING-WARNING: CIRCUITS COOOMPROMISED-ED. SHORT-CIRCUIT IMMINENT." 85 Wetness: WX dies from Short Circuit "FATAL ERR- " An electrical explosive sound would be played on WX's death, signaling a short circuit. Additionally, if WX drowns in any way, he immediately dies of short-circuit instead of waking up on the shore. To add more "oomph" to this, during his drowning animation, a violent amount of sparks can fly around and electrify nearby water. So there you go, a downside that is perilous if left unchecked, and deadly if you let it get out of hand. The wetness effects are intended to be intrusive on the player, since, again, WX is an electrical machine. Thoughts?
  6. Ok I have a cycle setup just for the latrines, showers and sinks. sinks and showers put out as much polluted water as they use the water sieve puts out as much water as the polluted water it cleans (leaving germs unfortunately) and supposedly the latrines put out more polluted water than they use water. However I keep running dry with this cycle. I'm not using the water in this loop for irrigation or electrolysis (which btw puts germs in the air if you use infected water it seems) So why would I not get be getting more net water than used out of this? Is there evaporation or something I'm missing? (not near the surface at all)
  7. This is more of just a funny comment, but has anyone else realized that the dups pee out 6.7 KG of water? Those are some insane bladders! That translates to 6.7 equally to 6.7 liters, which is roughly 2 gallons... Also, is this a new change? I do not remember that being so high in past builds.
  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. This is a suggestion on changing hound attacks while on a boat. The hounds should attack the boat, not the player. Fire hounds should make areas of boiling water, that would damage boats and living creatures on it, instead of burning you and your boat.
  10. an amazingly entertaining streamer has been doing don't starve and has just hit 300 days .. and burnt down his base..hes not he greatest at it but hes one of the most entertaining its worth a visit to his stream if you like this sort of thing because he deserves a chance to get a large fan base http://www.twitch.tv/vallash139check him out at that link :)Thanks for reading
  11. It's hard to get by without honey early-game, but once you get a bunch of hives up after the first winter you can crank out piles of it. So, I've seen a lot of good posts about how honey and honey-made items should either be nerfed stats-wise, or made harder/more dangerous to farm (the nosy bear would be awesome!). My big concern, though, is if there are plans to implement other decent healing items. My biggest gripe with the game after the rain update is how honey and honey items are the only good way to consistently heal yourself. If honey is made more scarce (or less powerful), I would like some alternate healing items and preferably ones that can't be planted and farmed at your camp. Maybe something mushroom or spider-based? The closest thing we have now is blue shrooms, which restore health in exchange for sanity. How about something that restores health in exchange for hunger? There are a lot of times where I'm flush with food but need some health. Maybe a "monster martini" could improve health and sanity, but make you really crave fistfuls of jam? Or how about a wearable silk-based bandage or sling/cast that heals you slowly but makes you move much slower over time? That way you could have a healing/vulnerability trade-off.
  12. Tweaking yes!I think the most important balancing thing we can add is maybe marginally decreasing returns to eating the same food over and over.Example, you eat Cooked or Regular carrots exclusively and eventually it reaches the point where the carrots do not give you anything at all in terms of hunger replenishment. This has an invisible counter that slowly returns the food back to its original power only after a long period of time where the character does not eat it. This makes it so players cannot: - Horde one food, Morsels or Monster meat and Candy.- Make players eat variety regularly meaning more food could possibly spoil and require better management.- Causes the food spoilage mechanic to actually affect the players more dynamically.I imagine early game players are eating Carrots, Berries and Morsels in rotation. Once those has run out of its marginal benefit, players will have to shift towards crock pot recipes, farm plots for different foods and rotate between those varieties OR just be forced to go out and stock up way more.This makes space more precious, makes the player have more things to do and puts the starve back in DONT STARVE!
  13. It feels like the Don't Starve world is too... "Flat". The world needs hills and mountains and different levels of terrain (both above and below average height terrain). Hopefully this will add more possibilities such as stairs, climbing, rivers, and small lakes, different altitudes, jumping, basic swimming, holes, tunnels, mountains, hills, etc. An example of how this would work would be: [*]Super Mario RPG: Legend of the Seven Stars or [*]Super Paper MarioPrinny the Quiet (I know their both Mario examples but I can't think of any others) they worked on a 2.5D/2.2D landscape so why couldn't Don't Starve? Example: from another thread. I feel like Don't Starve would really benefit from this, what do you think? [Edit:] The tags of this thread led me to a thread made in Nov 2012 about this subject. Feel free to read that one too for more clarity.
  14. Bug Submission Please choose a category [Gameplay] Platform [*]Steam Version Number ????? Issue title where is my world Steps to reproduce i went into adventure mode and when i saved and quit it was gone Describe your issue my adventure worldes keep disapering:fatigue:
  15. I was thinking of a few ideas and I just thought I would mention them in case,- How about a comet? It could be a rare event and when it lands you could hear a loud thump regardless of how far away you are. It could explode on impact and yield 5 - 15 rocks and some rare items(?)- This one might not be so good but what about having multiple games at a time? I'm not so sure about it myself but I can see the pros and cons in it, I have had family members wanting to play but they would kill me in under a day and I do like testing stuff out, but to be fairly honest I can live without this.- Rivers? You could having them for fishing and maybe as water jugs for the crock pot or something? It could put out accidental fires?Thanks for reading
  16. So I was thinking about ways to make the game harder and thought about seasons. Each one could have it's own difficulties and benefits, but first I need to talk about some other things that would go with the update. Medicine. Medicine can be made from flowers, plants, honey etc. Sickness. Obviously it causes impairments, what those are I don't know, can be cured by using medicine. Water. An extra bar (like food or health) The player needs to drink water to stay healthy. Now for the seasons. Spring! Lots of flowers, plants and animals, normal days, ideal for making medicine and stockpiling food. Lasts 14 days. Summer. Normal amounts of animals and plants, the days last longer, nights are shorter. You need to drink water more often. Hounds come more often as well, perhaps 3 times in the 14 days summer lasts. Winter. In winter it is a completely new experience, there are very little amounts of plant/animals and food is scarce (especially with the spoilage planned in the update tomorrow) Water is iced over (You need a pick to break the ice) and days are short. However Hounds do not show up in the 14 days this lasts. You need to be near fires ever so often to stop yourself from freezing. You also have a high chance of catching an ailment. (This makes spring important) Hope you like the idea, I am open to suggestions and above all...... Don't Starve!
  17. The Link: Please all Dont starve Players Join http://steamcommunity.com/groups/dontstarvelovers I need more admins they say if The New Update is out The first 5Member who join are the New Admins!
  18. Just a thought, Brighter coloured (turquoise/light blue) water flowing in rivers could indicate fresh water, you could also add muddy water in ponds that effects health the same way monster meat does, maybe have a separate bar for liquids that runs out faster than hunger and extend the time it takes to starve through hunger.