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Found 22 results

  1. Edit: Finished compact and efficient water boiler design with max throughput of 5000 g/s (including savegame) in this post! Alternatively, Final Boiler Fantasy V can do about 3750 g/s but produces very cold water! While working on a polluted water boiler design in debug mode, I ran into a bit of a snag. (well, several but I'll focus on the relevant one here which is heat) It seems like the machine as a whole is not heat neutral but actually destroys heat on a massive scale, as the throughput rate is much less than expected and it requires painting hot clean water over the output tank regularly to prevent it from freezing over. The biggest suspect here is my countercurrent flow heat exchanger, as it stays suspiciously close to the temperature of the input water even after a long time of running. I remember some old threads mentioning bugs in heat conservation when cold water drops onto hot water from high above, but this wasn't quite the same situation. I decided to conduct a little test to see what happens when you pump a small amount of cold water into a large volume of hot water Here is the test setup: There's 5 chambers of polluted water, all at 380 K temperature. The first 1-block chamber has 780 kg, the other chambers have 800 kg in the bottom tile and 10g in the top tiles, an insignificant amount compared to the bottom tile. To conduct the test, I painted in 20 kg of water at 280 K into each of the pump chambers. Based on the relative masses, a result temperature of about 377.5 K (104.4 C) would be expected. In the first two chambers where the vent drops the water straight into the big volume, the final temperature is 104.4 C as expected. The other experiments show a staggering amount of heat lost, with the 1-block long channel losing the most. The longer the channel, the lower the temperature loss. This is the same sort of channel I was using in my heat exchanger, which confirms my suspicions about the heat exchanger I was using. So the way to avoid heat destruction is to put the liquid vent over the deepest part of the pool, but I wonder what exactly the heat bug here is... Would anyone who likes to dive into the code be able to shed some light on this?
  2. I'd like to see a sprinkler system to water Algae and other plants, but it can also get the floor wet.
  3. Hi klei, i just wanna ask something about water electrolysis machine why hydrogen gas produce less than oxygen when i real life hydrogen produce more than oxygen it so hard because hydrogen generator need a lot of hydrogen gas can you can it
  4. You can see, machine needs water. And they reach to water but dont What are these duplement problems
  5. I've noticed that steam can condense into water inside gas permeable mesh tiles. resulting in pockets of water being trapped - this should probably break, or at least damage the tile
  6. An idea for a cooling version of the tepidizer that is not too easy. In the game should be added areas that cools when above a certain temperature. Like 30 degrees or something. It should not be enough to just pump your water into a cold spout to cool it. But you have to increase the temperature difference (Say 90 degree to create cooling). Like an area near the outer shell of the asteroid. The Coolant tepidizer should have a cold loop of water pipe and a hot loop of water pipe. So it only moves heat. An amount that would make it able to deal with hot water as the tepidizer does cold water. Not destroy it. Let it work just like a heat pump. The hot loop is piped around a cold spout. (Could be filled with liquid phosphorite for effisciency) The cold loop could be piped into your base to cool it. Or a hot geysir. (Could be filled with liquid Chlorine for effisciency) Visual sketch: Center block is the imagined cooler. Upper pipes are hot loop. Lower pipes are cold loop. Right now we only have the thermal regulator and wheezeworts. I did some calculations and realised why I had such a hard time cooling my water supply from the geysirs. 1000 g hydrogen x -100 degree= -100.000 Thermal regulator 10000 g water x +40 degree = +400.000 Hot water from geysir And this is not even taking into account heat transfer and specific heat capacity. I use 8 Thermal regulators to make 1000 g. of -100 degree hydrogen a second. That is 32 regulators to deal with one continous supply of 10 kg. pr. second of hot water. That is a lot. And then there is all the generated heat from the base. The heat is only moved. Allthough I find them to heat up their surroundings very slowly when dripped upon by water (maybe bug, Or heat entropy destroying feature of the game). Aside from bugs for cooling there is nothing in the game that are good at dealing with the heat. Falling water drops have a bug. And if you have a large volume of water and cools the top tile when that tile only has a small amount of water. The entire water column will cool very rapidly. (As far as I can figure it out. Don't know exactly what is going on.) In the game config files I found an item called a cold spout. That gave me the idea.
  7. Right now, the amount of water necessary to do practically anything, from Algae Terrariums to Microbe Musher, is just out of control. The problem isn't necessarily the rate of consumption. It's when they need to be refilled it obliterates time management in the colony. No. Stop it. In the name of all that is holy, please. Stop with the pointless time sinks. All of them. Time sinks aren't fun. Resource management games do not requires time sinking. People generally have a set amount of "free time". Time sinking robs people of their time needlessly. It's not cool when a movie does it by needlessly filling space between critical scenes with just filler and stock footage BS. It's not cool when some YouTube channel wastes 2 minutes of the five minutes on a silly intro. It's not cool when a teacher makes you read an entire book, when they know they are only going to test two chapters out of it. It's not cool when a video game makes their players watch their Dupes do ONE thing for 5 to 20 minutes, based on time speed. A video game is ALREADY "wasted time". Don't double up on it by wasting our free time, some of us have a very limited amount of it. I regularly feel like ONI is just stealing my time and I'm not even getting any further in the game, not because I necessarily don't know what I'm doing, but because the Dupes are just time sinking. (For the record: energy generation on the Manual Generator is an exception, since it's actually productive something, but shutting down the Microbe Musher for 10 minutes because it needs 13 gallons of water is just excessive.). Please? Thanks.
  8. So I've been playing for nearly 200 hours, and I have a really big problem with shall we call it "unit conversion". My mealwood plants need 40 kg/cycle of polluted water, and the liquid valve measures in kg/s. How many seconds in a cycle?! Dies the math even work this way, or is there some hidden trick to figuring it out? Also, I don't want to do this math, why doesn't everything in the game use the same units? Either per cycle or per second or whatever. Secondly, whatever number I need it to be set at for a single plant, do I multiply this by the number of connected plants? Or does it not work this way?
  9. I'm not sure if it's air pressure or the way water works but somehow there's a tile that is completely being ignored by falling water. It's immediately going to the water to it's side. Then I thought holy ***** I can just build a tunnel back up and it'll have no choice to push upwards. I have now made an infinite loop of water being pushed upstream without a pump and then falling back down!!! Wow I was just listening to niel degrass tyson saying the universe is under no obligation to make sense to us lol. I hope noone has found this out yet, rather proud of myself for finding this! I guess this may be decent for cooling systems maybe? dunno. I've noticed the heat is barely getting transferred upstream though. Check new post in this thread for more precise info. I guess now you can pump up all the water in all the geysers without using a water pump. Since geysers introduce additional water, it'll be sufficient to pump itself up as far as you want. I think the key is the air pocket not allowing any more water cubes to form. bluelance also mentioned it might be the mesh tiles. I also thought that and tried to delete the meshtile to the far left already in the screenshot but it still is working but maybe you need a mesh tile there to start it up. I also don't think this is really an exploit if its based on the air packet. This can happen in real life except eventually the bubbles will find a way to get through the water. Since air can't move through water in ONI this is following ONI's standard physics. I guess if mesh tiles were giving infinite energy that would be a bit weirder though.
  10. I was inspired to make this after reading Kasuha's attempt at self-cooling Natural Gas Generators and borrowing from the guide of rezecib I made a thing that's pretty nifty. Here, I made a thermally isolated room except for a one tile vent for polluted water. Two Wheezeworts in a hydrogen atmosphere have a negative temperature delta on upto 5 Natural Gas generators. (They "should" break even on 6) This eventually produces sub-zero polluted water from the Natural Gas Generators which help cool the remaining 9. In turn, they produce more cold polluted water to chill the hydrogen generator bank and the battery bank of 20 charged batteries. There is a atmo switch in the wheezewort room hooked up to a filter that when triggered will divert hydrogen from the hydrogen generators toward the vents in case the wheezeworts eat hydrogen, it should automagically re-pressurize the room. The polluted water from the airscrubbers will be used to temperature stabilize a bank of transformers and batteries warming a 120 peppernut plant farm. But that project isn't done yet. Right now it all just dumps into a basin with the natgas gen water to be pumped into a bank of 32 fertilizer factories. I have a tap for the CO2 in case I want to pipe it around before being sent for scrubbing or a desperate need to setup sterile a location. Ignore the filter on the side, I decided to relocate the filter that's currently setup but that project isn't finished. I am actually quite impressed with how quickly the polluted water takes up heat. I ended up hooking those batteries and the hydrogen generators up before getting the Natgas generators running. But they cooled down very quickly. Going from 40+ to single digits in just a few cycles. The important thing is to keep the Natural Gas generators thermally isolated except for their output. Any heat they receive from the batteries and generators end up in the output water and can lead to an upper trend. But I think with this 2 wheezeworts will effectively cool my entire energy production and distribution. I think that's good value! (I think the output water is in the teens and the wheezeworts haven't gotten the first generators to -20 yet, so theirs substantial room for more cooling.
  11. I had an idea when i saw the preview of the bottler! So the little "tree system" where the water bottler actually takes in water to isn't very long ... or unique... so I can see a ton of annoyance with having to literally destroy and rebuild the bottler so that it's suction is submerged in water. I think a fix to that could be that right when you build it, you could decide where the suction tubing actually is placed. Maybe even no duplicant "build interaction" required- like the tubing just be placed manually and then the dupes just build the actual main pump itself. (The auto building of the pipes could ensure they go where needed (because dupes always make it insanely difficult to go to far underwater, so building the suction tubing like real tubes could be very tedious) That way you could build a pool, or use a natural pool, and get the suction tubing to be taking fluid from the bottom of the pool--no rebuild required!
  12. I have had some weird stuff happen with my water storage temperature. im taking the water to my storage from Steam Geysers so the temperature can be 50C+ degrees. i regulate the level with some switches that turn the pumps on and off. often the water in my storage gets warm. but i have a storage compactor filled with ice just above the water with removed foundation and 5 weezeworth on foundations. i have noticed that on a few occasions the temperature of the storage have droped A LOT, sometimes i even have had ice forming under the storage compactor, this without that the ice in the compator have melted it still sit at 20 000kg. the condition that seems to have to be is that water level should be just below the compator. if its too high it warms the compator and the ice inside starts to increase in temperature, but at the right level the water underneath gets really cold.
  13. So, I've been noticing that Duplicants gain stress from going under water, or even getting wet. So I started thinking about the research, and how shallow the pool of things is, right now. What if you could research different outfits once you're past researching insulation? A diving suit would allow for Dupes to go under water stress free, Oxygen masks could let them enter low O2 areas and go further to explore, and even combat suits, if the creatures in this game ever get more hostile than the little hatches we're use to. I mean, the dupe on the cover of the game has a helmet, so maybe it's something already in the works? Speaking of Research, while I do love the larger batteries, I think we should go further. Maybe Giant batteries that take 9 squares as opposed to 4, or even a reactor-like power generator. As I mentioned earlier, these would be past our current highest tier of research, so they'd take a ton longer to reach. From what I've seen on videos and in the forums, research is done by day 10 if you're bum-rushing it, and day 20 if you're really casual about it. I usually have built at least one of everything by day 50, if I have the right biomes, and I'd like to see more to do. Thanks for taking the time to read this, everyone.
  14. 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 him out at that link :)Thanks for reading
  15. 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.
  16. 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!
  17. 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.
  18. 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:
  19. 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
  20. 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!
  21. The Link: Please all Dont starve Players Join I need more admins they say if The New Update is out The first 5Member who join are the New Admins!
  22. 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.