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Wrangle-Free Auto-Morph Hatch Ranch V1.0


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Hatches don't fall through open doors anymore.

Hatches do fall through open doors if they are already falling.

So I tried the auto pez dispenser with a Gantry as it was suggested above. It works like a charm.

Also, I have 2 critter sensors in each dispenser queue to detect a specific number and not just >X. So if I set one to 1 and another to 2 with a NOT gate, the doors to that 'cubicle' will close only if there are exactly 2 critters in it. So i am holding exactly 3, 2 and 1 critter progressively as they proceed on the dispenser line :p . The pneumatic door below the 'drop point' is to close off the room and is set to always open as it does not need any automation. The pneumatic door beside the Gantry is just for ventilation.

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@SamLogan, that picture is from a thread started by @6Havok9.

I've had to add a buffer to keep the final actual room door closed for an extra 10 seconds so that 2 and sometimes all 3 of the hatches don't all drop at the same time. Other than that, Havok's pictures modification works well for now. 

1 hour ago, beowulf2010 said:

@SamLogan, that picture is from a thread started by @6Havok9.

I've had to add a buffer to keep the final actual room door closed for an extra 10 seconds so that 2 and sometimes all 3 of the hatches don't all drop at the same time. Other than that, Havok's pictures modification works well for now. 

Ok thanks :)

So if you don't have a source of Peppernuts yet, and you were in need of making Omlettes instead, how would you adapt this?  Instead of a kill room, you'd need the first queue room to intercept Eggs bound for the Egg Cracker, right?

17 hours ago, beowulf2010 said:

@SamLogan, that picture is from a thread started by @6Havok9.

I've had to add a buffer to keep the final actual room door closed for an extra 10 seconds so that 2 and sometimes all 3 of the hatches don't all drop at the same time. Other than that, Havok's pictures modification works well for now. 

I've seen that happen a couple of times indeed, on a cycle 1000+ base.

Btw I'm currently not playing.. Autosweeper issues forced me to take a hiatus, and I haven't checked if the issues were fixed yet.

1 minute ago, 6Havok9 said:

I've seen that happen a couple of times indeed, on a cycle 1000+ base.

Btw I'm currently not playing.. Autosweeper issues forced me to take a hiatus, and I've checked if the issues were fixed yet.

It was happening to me pretty much every time on a young 120ish cycle game. Both on and off screen. (I used the Alt-Q debug command to move hatches back into the dispenser to test.) 

And as far as I can tell, the autosweeper bug is fixed. I haven't had a single one jamb until now since the patch note about it. 

3 minutes ago, beowulf2010 said:

It was happening to me pretty much every time on a young 120ish cycle game. Both on and off screen. (I used the Alt-Q debug command to move hatches back into the dispenser to test.) 

And as far as I can tell, the autosweeper bug is fixed. I haven't had a single one jamb until now since the patch note about it. 

I blame my slow pc working in my favour then, seems like the hatches didn't have enough time to path inside the final room, bar those two occasions.

Maybe now that pathing is multithreaded I'll see that happen more often. I'm curious.

11 hours ago, PhailRaptor said:

So if you don't have a source of Peppernuts yet, and you were in need of making Omlettes instead, how would you adapt this?  Instead of a kill room, you'd need the first queue room to intercept Eggs bound for the Egg Cracker, right?

You can activate a particular Loader based on the amount of buffer eggs hatching to refill the farm. That loader would supply the egg cracker.

On 04/03/2019 at 8:50 AM, PhailRaptor said:

So if you don't have a source of Peppernuts yet, and you were in need of making Omlettes instead, how would you adapt this?  Instead of a kill room, you'd need the first queue room to intercept Eggs bound for the Egg Cracker, right?

Just made a thread about this. @Saturnus posted an omelette cooker design. And I posted a meat room in the same thread so you can imagine how both would work in tandem.

I'm trying to come up with a system to automate the distribution of eggs to either the 'meat/kill room' or 'omelette cooker' to get....
meat for BBQ,
meat for compost
raw eggs to omelettes.

saturnus's omelette cooker. (in the red box)

 

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On 3/4/2019 at 11:53 AM, Rogue Witch said:

You can activate a particular Loader based on the amount of buffer eggs hatching to refill the farm. That loader would supply the egg cracker.

And you'd use the Critter Sensor in the first queue room(s) to turn it on and off?

19 hours ago, ChickenMadness said:

Just made a thread about this. @Saturnus posted an omelette cooker design. And I posted a meat room in the same thread so you can imagine how both would work in tandem.

I'm not really interested in eliminating the Chef, I'm more concerned with a self populating Ranch.

You can just pick up the eggs in the murder room/water pool and cook them into Omelettes since these are the excess eggs not require for the continual population of the ranch anyway. Keep the excess eggs in a storage container or receptor and wait until they break on their own into raw egg if you do not want your dupes to crack the eggs that are waiting to hatch. Also eliminates the use of an egg cracker and extra dupe labour.

I'm having a problem keeping the egg dropper at the center top working.  Not sure if it's the Sweeper bug or if I'm doing something else wrong.  If I deconstruct the Receptacle periodically, the Sweeper will go to work and send the eggs to the upper Loader (loops back to the Receptacle).  But because now a series of eggs have built up, the  Critter Sensor doesn't turn off the Sweeper again to drop the eggs.  I end up having to Alt-Q the eggs down to the hatching chamber (out of reach of the top Sweeper, where the lower Sweeper and Loader are) to unstick it.

Spoiler

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3 hours ago, PhailRaptor said:

I'm having a problem keeping the egg dropper at the center top working.  Not sure if it's the Sweeper bug or if I'm doing something else wrong.  If I deconstruct the Receptacle periodically, the Sweeper will go to work and send the eggs to the upper Loader (loops back to the Receptacle).  But because now a series of eggs have built up, the  Critter Sensor doesn't turn off the Sweeper again to drop the eggs.  I end up having to Alt-Q the eggs down to the hatching chamber (out of reach of the top Sweeper, where the lower Sweeper and Loader are) to unstick it.

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Move the critter sensor into the room with the autosweeper set to 0 and put a not gate between them. Works much better and can't jamb up. 

Also, probably overkill, but I also put the target container outside the autosweeper's room. That way if somehow an egg does get moved successfully, it's now outside the room and won't effect the autosweeper. 

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8 hours ago, beowulf2010 said:

Move the critter sensor into the room with the autosweeper set to 0 and put a not gate between them. Works much better and can't jamb up. 

Also, probably overkill, but I also put the target container outside the autosweeper's room. That way if somehow an egg does get moved successfully, it's now outside the room and won't effect the autosweeper. 

I tried all of this, and I'm still getting the same problem.  The Receptacle keeps getting a stock of eggs.  I think it's the Sweeper, because it keeps getting the status "Enabled by Automation Grid", but not doing anything.  Gonna try reconstructing that.

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[Edit] That didn't do it either.  Took it apart, built a new one, same thing.  Sweeper sits idle with an ever growing stack of eggs in the Receptacle.

1 hour ago, PhailRaptor said:

I tried all of this, and I'm still getting the same problem.  The Receptacle keeps getting a stock of eggs.  I think it's the Sweeper, because it keeps getting the status "Enabled by Automation Grid", but not doing anything.  Gonna try reconstructing that.

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[Edit] That didn't do it either.  Took it apart, built a new one, same thing.  Sweeper sits idle with an ever growing stack of eggs in the Receptacle.

I only ask this because I regularly forget to set conveyor loaders, but is the one loader within range both visible and set to accept eggs? 

1 hour ago, beowulf2010 said:

I only ask this because I regularly forget to set conveyor loaders, but is the one loader within range both visible and set to accept eggs? 

Yes, it's set to accept Hatch, Stone, and (unlikely to spawn) Sage eggs.  I was unsure if maybe it was blocked on range, so I redid the top walls around the Sweeper a bit with more Pneumatic Doors.  Both tiles of the Loader are in range (as they were in the original configuration when this first stopped working).

It wouldn't be interference from the (disabled via Automation) lower Sweeper, would it?

38 minutes ago, PhailRaptor said:

Yes, it's set to accept Hatch, Stone, and (unlikely to spawn) Sage eggs.  I was unsure if maybe it was blocked on range, so I redid the top walls around the Sweeper a bit with more Pneumatic Doors.  Both tiles of the Loader are in range (as they were in the original configuration when this first stopped working).

It wouldn't be interference from the (disabled via Automation) lower Sweeper, would it?

Weird. I'm not seeing anything wrong and it looks like it should work. 

OK, one other "I'm sure you are doing it right but I've made this mistake before" question. Does your conveyor loader for the eggs have a tile of rail on its output? Also, what happens if you switch the conveyor loader to a plain storage bin? 

Maybe post your save and I'll poke at it tonight. It sure looks like it should work... 

7 hours ago, beowulf2010 said:

OK, one other "I'm sure you are doing it right but I've made this mistake before" question. Does your conveyor loader for the eggs have a tile of rail on its output? Also, what happens if you switch the conveyor loader to a plain storage bin? 

The one for the dropper loops back to Receptacle to be dropped again (as @tjart suggested in their first follow up post).  The other one is the exit path to where Dupes can access it, for the overflow eggs to be cracked.

As for switching to a Storage, you mean the one for dropping, right?  I'll have to see.

[Edit] No change.  Worse, disabled the eggs from the Compactor to drop them on the floor, no reaction from the Sweeper.

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[Edit 2] And now I replace the Compactor with a Loader again and it starts working immediately.  WhatIsThisIDon'tEven.

[Edit 3] And now it stopped working again....

7 hours ago, beowulf2010 said:

Maybe post your save and I'll poke at it tonight. It sure looks like it should work... 

What's the file path for those again?

5 hours ago, PhailRaptor said:

Delicate Crater.sav

Don't mind the poorly utilized Steam Vent and Water Geyser.  They are on the to-do list, as is the NatGas Vent.

No worries. I'll poke at it tonight and see what, if anything, I can figure out that have been causing the issue. 

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