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How to: unlimited critter dumping? QoL3


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Not sure what the problem is, maybe you have build something too complicated?

 

Mine is a 1 tile wide room with just the criiter drop off and an open door, critters will leave the small room to go eat or get groomed, so the room will never get full.

Still not seeing why you need automation for the critters to move out of the drop off room, they do that on there own.

 

Even slicksters where the room is in CO2 so they don't have to move, moves out of the drop off room, I've had 100+ slickters and they still didn't result in more than a handful being in the critter drop off room. (And it was only because of the GAS dupe bug that I ended up with that many, without the GAS dupe bug you can't really generate that much CO2.)

9 hours ago, Miravlix said:

just the criiter drop off and an open door

Ja, well, yes, most likely the setup I used was a little bit to complicated Thanks! 
 

4 hours ago, snoozer said:

Pneumatic doors push creatures upward now,

Thx for sharing, I just tried everything possible to let them fall down. Maybe I was too focused on gravity, to just use the new mechanics as they are.

@snoozer, couple questions about doors pushing critters up. (Heading to work and can't play for a day or 3.)

1) Just horizontal doors or do vertical doors work too?

2) Can you close all Tge doors at Tge same time and have then pop up Tge stack or do you need to stagger the closing with door pump style automation? 

 

 

39 minutes ago, beowulf2010 said:

1) Just horizontal doors or do vertical doors work too?

Just horizontal. Vertical doors make critters fall down if there is nothing else beneath.

 

43 minutes ago, beowulf2010 said:

2) Can you close all Tge doors at Tge same time and have then pop up Tge stack or do you need to stagger the closing with door pump style automation? 

All close at the same time, no logic gates needed.

51 minutes ago, snoozer said:

Just horizontal. Vertical doors make critters fall down if there is nothing else beneath.

 

All close at the same time, no logic gates needed.

Vertical doors are back to dropping them down? Sweet! 

Good to know no automation is needed. 

I can work on redesigning my Pez dispenser hatch ranch now. 

24 minutes ago, beowulf2010 said:

Vertical doors are back to dropping them down? Sweet! 

But only if there is nothing below the doors. Without any walkable floor it´s difficult to get them stuck in the verticle door. Might only work with dreckos.

9 minutes ago, snoozer said:

But only if there is nothing below the doors. Without any walkable floor it´s difficult to get them stuck in the verticle door. Might only work with dreckos.

Poo. Ok, I guess I'll concentrate on lifting them up from below for now. Thanks again. 

I played a bit with the ideas from @Miravlix and @snoozer. The result is a compact hatch and drecko storage  plus a pacu-farm.

Rather than ranching, I just store my critters. Dupe time is precious. Obviously this is my debug-blue print, however it's easily build in survival.

5cb374a3f06bd_PLANFarmPACUx5easyDreckoHatch.thumb.png.61825537d9cbb19a3449ef4a2d0bf63c.png

From bottom to up:

The pacu-farm in the basement follows the idea from @QuQuasar   https://forums.kleientertainment.com/forums/topic/94393-setup-fishomatic-station-a-way-to-auto-breeding-fishes/?do=findComment&comment=1076549 and just creates more and more pacus. Wild eggs found wherever are dropped in the left pool.

The next row can be what ever.

The next is the hatch storage.  Wild eggs need to be sweeped to be dropped in the storage.

The next row contains the Drecko drop-off. Once wrangled the will be shaved. Once there are 2 in there, one will be moved upwards to the Drecko storage. All eggs found wherever are dropped in the abyss next the right pool. The pools keep the dreckos captured.

From all floors meat and eggs shells are swept and moved away. The sweeper for polluted dirt is still missing.

 

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