Jump to content

Ranching and room requirements


Recommended Posts

Recent changes to rooms needing to be lit puts ranching in a more annoying spot than before. Can't use shine bugs because grooming station has no filter to avoid taming shine bugs at all. Using a light you can't just control it with dupe sensor since lights off = no stable and therefore no work order. You can use clock sensor but that restricts dupe freedom and full time ranching may not be required every consecutive cycle. It's also now much more work to start ranching far from your base because of wiring. You can in theory set up advanced automation to not waste lighting but all this feels like a huge over-commitment to a basic room requirement.

Also just IMO it's really annoying that shearing station even has room requirements at all. Talk about adding extra work to dreckos.

19 minutes ago, Grimgaw said:

You can also build it, connect to power and disable it.

Interesting, it certainly does say "disconnected" lights in patch notes. It feels like something that's going to get patched out though since this requirement is just a way more tedious version of being able to use an unconnected light bulb.

Since the newest patch I can't even get critter drop-offs working.

Usually I could reliably setup some glossy drecko breeding on my mealworm farms and getting myself some easy fibers in the process, but neither dropoff nor shearing station will work, even at priority 9, with ranching at top priority.

3941406277708AB583E25A687DD5F281B1591825

7 hours ago, FantasticMoose said:

neither dropoff nor shearing station will work

Does the status look like this?

3.png.60c6e399b919877e1a04a4ee91ce9d7f.png

The drop off won't work when the critters in the room are 20 or more (default).

Shearing station was fixed to only work in a stable.

On 7/13/2019 at 12:23 PM, BaloneyOs said:

Also just IMO it's really annoying that shearing station even has room requirements at all. Talk about adding extra work to dreckos.

I don't think lights being required for rooms is an issue, but this I will agree with you on this part.

12 hours ago, nakomaru said:

Does the status look like this?

3.png.60c6e399b919877e1a04a4ee91ce9d7f.png

The drop off won't work when the critters in the room are 20 or more (default).

Shearing station was fixed to only work in a stable.

So no drop-offs in open areas anymore and shearing station got nerfed to oblivion.
Gotcha.

13 minutes ago, nakomaru said:

Drop off has either always behaved that way or done so for a long time. Shearing is a bit of a bummer.

I've been using dropoffs in open areas up until this patch.

If it was "fixed" before it wasn't implemented.
What you're seeing in my picture worked like a charm on last patch.

Ed: and I realize i could "just" slam in some doors, but then i'd have to worry about dreckos going outside the feeding/shearing area and re-wrangle every 5 minutes.

When voles were first introduced they were not counted as critters so you could do some weird stuff. Besides that, I've never seen it behave another way. I suspect your open areas were simply fewer than 20 at the time.

I even reverted to QoL just for you.

Clipboard01.thumb.png.cb42f57c8a3353f32606a49af1598f39.png

 

I see it.
I'm just not really getting it.
I've never run in to this before.
I might just normally be killing all my critters I guess.

Ed: Yeah, checking some old saves confirms that i'm just a psycho killer who eats all the things.

Shearing station not working outside of stable makes me really sad though.
It also makes me scratch my head in confusion.
What sort of shearing machinery do we have that actually cares about the locale.
Is it some sort of AI that refuses to work?
If so, can we build some intelligent autominers with legs, that will move themselves around as needed.

Arbitrary rules are fine if consistent.
Nonsensical inconsistent arbitrary rules are stupid and well, nonsensical.

I mean, I can still build powerplants outside power rooms.
Cots will work outside of barracks.

Can't actually think of a single other stand-alone building that has this rule.

47 minutes ago, FantasticMoose said:

I mean, I can still build powerplants outside power rooms.

But power regulators don`t.

47 minutes ago, FantasticMoose said:

Cots will work outside of barracks.

But don`t give a morale bonus.

In the end it`s about balance. With shearing station working outside a room you could set up almost infinite dreckos for one station. When exploiting the liquid lock mechanic you could keep them in a small area while the room would remain huge (connect to space and you can fit 200+ dreckos). I think it was just to fix this sort of stuff.

7 minutes ago, Sasza22 said:

But power regulators don`t.

But don`t give a morale bonus.

In the end it`s about balance. With shearing station working outside a room you could set up almost infinite dreckos for one station. When exploiting the liquid lock mechanic you could keep them in a small area while the room would remain huge (connect to space and you can fit 200+ dreckos). I think it was just to fix this sort of stuff.

Power regulators are hardly stand-alone buildings though.

Cots never give a morale bonus.
The barracks room does.
Cots prevent sore backs.

You can still cycle infinite dreckos through a single shearing station. It now just involves 6 doors and some automation, and we can place infinite dreckos in the same stable using the dropoff.

As far as I'm seeing this, it solved 0 exploits, but killed legitimate playstyles.

The farm station too, but I guess that doesn't count either.

If you force 200 dreckos into a stable, none of them will reproduce. You can still do nursery + overflow room, but there's no more set and forget every wild critter you can print. Good news for people like me who try it, and end up with 589 critters (see above) and then can't play that map anymore because it's too slow.

1 minute ago, nakomaru said:

The farm station too, but I guess that doesn't count either.

If you force 200 dreckos into a stable, none of them will reproduce. You can still do nursery + overflow room, but there's no more set and forget every wild critter you can print. Good news for people like me who try it, and end up with 589 critters (see above) and then can't play that map anymore because it's too slow.

Farm station can't do anything on it's own, so not stand-alone indeed.

But no reproduction is fine and dandy when I have 200 dreckos tbh.
Bad news for anybody actually planning their critter growth early though.
I'll agree that no set and forget critters is good.

The implementation however seems so inconsistent and backwards.

Shearing station not working outside of stable makes me really sad though.

The main thing is that it keeps the area small. When a rancher summons a drecko they have to run all the way to the station. If the room is huge it'll take forever. Ranching rooms are still too small IMO, even a great hall is allowed to be larger.

1 hour ago, bobucles said:

The main thing is that it keeps the area small. When a rancher summons a drecko they have to run all the way to the station. If the room is huge it'll take forever. Ranching rooms are still too small IMO, even a great hall is allowed to be larger.

Back when open ranches were possible there was a max range from where critters were called in. If they increased the size of ranches this could still work. But then why not have 2 ranches instead of one? With 2 you can have 2 dupes groom critters twice as fast (you can`t have 2 grooming stations in one ranch right?).

Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

×
  • Create New...