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A compact drowning chamber


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So I found out the other day that eggs hatch while submerged. This is the result:

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Eggs arrive via the top conveyor rail. The autosweeper drops them into the water reservoir below, where they incubate and eventually hatch. Newly hatched victims (pictured) suffer a violent death by drowning shortly after birth.

Overlays:

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Made in: survival mode

Construction difficulty: very easy

Building material restriction: none, use whatever you want

Note that the conveyor rail on the top is looped via a bridge back to the receptacle. This is because the autosweeper interrupt mechanism is unreliable and eggs do get delivered sometimes. If that happens, they simply end up in the receptacle ready for another attempt.

 

 

You can actually shrink it a few more tiles by swapping an autosweeper to the other side and placing a tile of some sort to block the egg receiver.

This is quite similar to what I have been using the last couple months. Very nice. 

Edit: Oh, a critter sensor at 0 through a Not gate to the autosweeper makes a much better egg dropper. Give it a try! 

1 minute ago, beowulf2010 said:

You can actually shrink it a few more tiles by swapping an autosweeper to the other side and placing a tile of some sort to block the egg receiver.

That's true, and one day I might make it even more compact. It works fine as it is, though, and I have other things in my base that need doing, so...

6 minutes ago, beowulf2010 said:

Edit: Oh, a critter sensor at 0 through a Not gate to the autosweeper makes a much better egg dropper. Give it a try! 

How will that work when multiple eggs arrive one after another?

3 minutes ago, M.C. said:

Yours is integrated with the rest of the ranch. Mine is a separate module. Different goals, different designs.

Not at all, you can easily remove the ranch and the killing chamber continues to function.

It can also do any eggs, if you replace the mesh tiles with a mesh door and remove the airlock and the (then needless) automation...

1 minute ago, Yunru said:

Not at all, you can easily remove the ranch and the killing chamber continues to function.

It can also do any eggs, if you replace the mesh tiles with a mesh door.

That's fine. I never claimed my design was the most compact design possible. I built it to serve a fully automated ranch (no dupe labor except for moving hatchlings from the incubator and grooming), it worked well, I decided to post it. I am not sure why you're trying to turn it into a competition. It isn't.

3 hours ago, M.C. said:

How will that work when multiple eggs arrive one after another?

You put the conveyor drop-off part outside the "room" the autosweeper is in.

Sometimes I put it outside the kill chamber, other times I divide the chamber into separate rooms with pneumatic doors. 

I'll post a couple versions I've used in the past when I get home. (Not to show off but to display various techniques) 

22 minutes ago, Xuhybrid said:

Not sure why you call this compact?

A lot of critter kill chambers involve 2-3 rows of doors which can take up a lot of space. 

I think the main reason he called it compact is due to the fact that an egg dropper systems don't need all the doors and the same amount of room for the water to move into. 

Has it always been like that? I thought egg viability eventually lowered to 0 while underwater (and then turn into raw egg + egg shells). Or maybe hatch eggs are just more resilient to other eggs? Pretty sure when I was testing puft eggs they were losing viability underwater.

I have a similar design meant for puft meat farming (but works for every critter). The eggs hatch in a chamber above the water. Then the hatching chamber gets flooded once per cycle to minimize the time the eggs spend under water lol.

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3 hours ago, Yunru said:

Not at all, you can easily remove the ranch and the killing chamber continues to function.

It can also do any eggs, if you replace the mesh tiles with a mesh door and remove the airlock and the (then needless) automation...

1

Can't kill pufts with that design. Need the whole space to be flooded so they can't fly away.

10 minutes ago, ChickenMadness said:

Can't kill pufts with that design. Need the whole space to be flooded so they can't fly away.

Sure, but if you swap out the mesh tiles for a door, the door means the whole space is flooded. It's basically a different build at that point though, with only the dimensions in common.

3 hours ago, ChickenMadness said:

Has it always been like that? I thought egg viability eventually lowered to 0 while underwater (and then turn into raw egg + egg shells). Or maybe hatch eggs are just more resilient to other eggs? Pretty sure when I was testing puft eggs they were losing viability underwater.

Things have been acting a little weird since the preview went live. I had an egg drop chamber work perfectly for a couple hundred cycles on all egg types. (Edit: Slight lie, I didn't try shov voles cause I didn't build the chamber with steel) 

Now, the drecko farm I copied from 6havok9 is being weird. I had a glossy drecko egg dropped straight into the water somehow go to 22% viability and 44% incubation in 10 cycles and then stay exactly that for another 10 cycles. 

OK. Here's the egg dropper/drowning chamber I'm currently using. Eggs come in, the top autosweeper tries to move it to the normal storage bin, the critter sensor sees the egg and turns off the autosweeper, causing the egg to fall down through both pneumatic doors into the tile of water. Once an egg hatches and the critter drowns, the bottom autosweeper picks up the egg shells and meat and sends them off via the middle receptacle.

I'm sure I could get it a bit smaller, but at 3 wide (interior) this fits nicely height wise in my equal floor layouts and still provides access above and beneath the room.

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