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Is the Stable working properly?


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Ok, let's go.

From what I could understand, you have critters, and they eat something and excrete something. EX: Hatch - Eats many things, excrete coal.
Others excrete something useless but produce something interesting EX: Glossy Drecko, Eats peppernut, excrete phosphorite, produces plastic.

But there is something very cool, you can groom creatures, and that grooming process varies per creature, but the hatch for an example when groomed will lose 55% wilderness per cycle (in other words 2 cycles).

And when creatures are groomed they get many effects and you get access to many pieces of information like the creatures their calories, reproduction rate, its happiness if the creature is tame (fully groomed) and if the wilderness is growing (what means the creature isn't groomed)

But what effects does grooming apply?

After a creature is fully groomed (tame) the information called happiness applies an effect that is increasing reproduction rate (to be happy the creature must not be overcrowded with more than other 7) and another effect is applied to the creature metabolism, it doubles. (100% {what means it will eat more and produce more, in hatch example, the hatch would produce twice as more coal})

But, coming back to the overcrowded thing, it's very simple, a stable can have at maximum 96 tiles, and I'm not sure about this information but I THINK, that you can only place 8 creatures in a 96 tilled stable.

Then you ask me. What the H*** is that stable? It's a room that makes creatures be groomed faster, but that's a lie, I tested it. The other information that the stable room says is that it makes creatures less hostile (Not sure if this is right) but it also says that makes the creature be more productive, but such thing is the job of the tame effect, not the stable effect. And if you look on the creatures there is no effect being shown that says the creature is being faster groomed because of the stable.

 

So please can someone explain to me why am I wrong (because I think that's the case) or if I simply should groom all my creatures outside of a stable so I would never have to deal with overcrowding. 

Pretty sure the grooming station working outside the stable is a bug.  Not sure if the the shearing station has the same bug or not, as I've always kept my dreckos in a stable.

Also, there are pros and cons to ranching out in the open.  I personally prefer keeping critters in their own dedicated rooms.

4 minutes ago, Lali-Lop said:

Pretty sure the grooming station working outside the stable is a bug.  Not sure if the the shearing station has the same bug or not, as I've always kept my dreckos in a stable.

Also, there are pros and cons to ranching out in the open.  I personally prefer keeping critters in their own dedicated rooms.

I got what you mean but if you make a room and put a hole on the ceiling, all the tiles out are affected, then you cna have 5000 crittiers in one room without overcrowding.

And if the grooming station out of the stable is a bug why hasn't it been fixed?

Ranching update was launched a long ago, before even the QoL updates, so why is it in that way?

1 minute ago, Garueri said:

And if the grooming station out of the stable is a bug why hasn't it been fixed?

Ranching update was launched a long ago, before even the QoL updates, so why is it in that way?

No clue.  The ranching skill also does absolutely nothing at the moment.  I'm sure these issues will be addressed before the official release.  Just not a pressing issue, I guess.

I don't think they should restrict the station to working outside of the stable-      being inside the stable can provide bonus  or create a bonus to the room as a required item.  like requiring a bathroom to be inside a room to give you the room bonus, but  the bathroom works by itself outside the room.   same as beds/cots etc.

Forcing the building to work in a room is just annoying, since you could easily  just trick the building by building a bunch of doors around the building and set it to open.  there is absolutely no need to force the building to work inside  a 'room'.

Having a stable gives no bonus, at all, ranching stat does nothing. Also while you can support 8 hatches in a stable the moment one of them drops an egg the hatches will all get the over crowded debuff until the egg is removed. Depending on dupe availability and priority this can take a while. To be safe you can at most put in 7 hatches, I go with six. Additionally flying critters require more space, so with puffs/shine bugs you can't fit as many in a stable. There was a great info page on it linked via the wiki, but the page was removed at some point.

*Edit Ranching not grooming.

At the moment, the room indeed does nothing, this is something that will at some point get addressed I suppose.
The 'groomed' effect DOES have effects on tame critters though, namely, it makes them happy and productive. If a tame creature goes without grooming too long, it will become glum, at which point it's metabolism drops by 80% for instance, so a hatch would produce only 20% coal of what it produced before, shine bugs also do not produce any light when they are glum, and Pacu's don't reproduce as fast as they do when they're happy for instance.

So while you don't need the actual stable room for your critters, you do need to groom them to make them useful in one way or another.

7 minutes ago, JohnFrancis said:

Having a stable gives no bonus, at all, grooming stat does nothing. Also while you can support 8 hatches in a stable the moment one of them drops an egg the hatches will all get the over crowded debuff until the egg is removed. Depending on dupe availability and priority this can take a while. To be safe you can at most put in 7 hatches, I go with six. Additionally flying critters require more space, so with puffs/shine bugs you can't fit as many in a stable. There was a great info page on it linked via the wiki, but the page was removed at some point.


The room bonus does nothing.  correct.

Grooming stat does nothing.   INCORRECT.
Grooming is how you tame creatures and its how they will reproduce effectively.   It affects the reproductive status. 

3 hours ago, RonEmpire said:

I don't think they should restrict the station to working outside of the stable-      being inside the stable can provide bonus  or create a bonus to the room as a required item.  like requiring a bathroom to be inside a room to give you the room bonus, but  the bathroom works by itself outside the room.   same as beds/cots etc.

Forcing the building to work in a room is just annoying, since you could easily  just trick the building by building a bunch of doors around the building and set it to open.  there is absolutely no need to force the building to work inside  a 'room'.

Fully agree with you

2 hours ago, suicide commando said:

At the moment, the room indeed does nothing, this is something that will at some point get addressed I suppose.
The 'groomed' effect DOES have effects on tame critters though, namely, it makes them happy and productive. If a tame creature goes without grooming too long, it will become glum, at which point it's metabolism drops by 80% for instance, so a hatch would produce only 20% coal of what it produced before, shine bugs also do not produce any light when they are glum, and Pacu's don't reproduce as fast as they do when they're happy for instance.

So while you don't need the actual stable room for your critters, you do need to groom them to make them useful in one way or another.

That was exactly what I thought. 

Thanks for confirming me that

2 hours ago, RonEmpire said:


The room bonus does nothing.  correct.

Grooming stat does nothing.   INCORRECT.
Grooming is how you tame creatures and its how they will reproduce effectively.   It affects the reproductive status. 

Yes, groomed critters produce twice as more and reproduce faster.

1 hour ago, nakomaru said:

 

You should keep all your wild creatures in open stables and never tame them. Unless they are 25 cycle critters, then it doesn't matter.

If you really must, make a separate one for an open groomed stable. This only makes sense for glossy dreckos to me. Arguments could be made for stone hatches.

What I just started doing is to make a room and place a stable but open one tile so that it doesn't get categorized as a room and doesn't allow overcrowding.

That way I can have 50000 hatches in one place producing infinite coal with no debuffs.

7 hours ago, Lali-Lop said:

No clue.  The ranching skill also does absolutely nothing at the moment.  

In the current testing version I have noticed that Ranching is changed to speed up grooming, 25% per point if I remember it correctly. Quite substantive IMO if the numbers do not change, for those who ranch tamed critters.

On 01/04/2019 at 5:11 AM, miauly said:

In the current testing version I have noticed that Ranching is changed to speed up grooming, 25% per point if I remember it correctly. Quite substantive IMO if the numbers do not change, for those who ranch tamed critters.

That's good, it means that high ranching skill duplicants can groom more critters per cycle.

It makes more viable but does not solve the problem that is wild being better than groomed

On 01/04/2019 at 6:09 AM, Garueri said:

What I just started doing is to make a room and place a stable but open one tile so that it doesn't get categorized as a room and doesn't allow overcrowding.

If they disabled the grooming station outside of stables, this would still disable it.

On 4/1/2019 at 5:41 PM, Lali-Lop said:

I had no idea they fixed the ranching skill.  Good to know.

 

On 4/1/2019 at 10:11 AM, miauly said:

In the current testing version I have noticed that Ranching is changed to speed up grooming, 25% per point if I remember it correctly. Quite substantive IMO if the numbers do not change, for those who ranch tamed critters.

I tested this, ranching still does nothing to improve the number of critters groomed a cycle. Ranching skill would still appear to be a dead stat.

6 minutes ago, JarrettM said:

Thanks for the thread! I'm going to give some thought to the grooming station and ranching attribute today.

Thanks!  Having some bonus for having the ranching attribute would be great!  increase grooming speed or something! anything!

53 minutes ago, JarrettM said:

Thanks for the thread! I'm going to give some thought to the grooming station and ranching attribute today.

Possibly an increase in the time critters stay groomed, grooming usually takes less time than the movement of the critter to the grooming station.

6 hours ago, JohnFrancis said:

Possibly an increase in the time critters stay groomed, grooming usually takes less time than the movement of the critter to the grooming station.

I've proposed before that critters should stay happy from grooming for +.1 cycle per point of the groomer's Ranching attribute.

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