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Hiya,

can anyone illuminate me of some points about hatches?

Firstly in regards to ranching, do hatches drop more coal when happy compared to glum and overcrowded?

Secondly, if the there is no difference in variables above, how many hatches are required to power a coal generator 24/7.

I have approx 100 hatches atm, some free roaming around the base because dupes like to drop eggs. And I'm not getting enough coal to power 12 generators sporadically.

Thanks


Bashkov

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2 hours ago, bashkov said:

Hiya,

can anyone illuminate me of some points about hatches?

Firstly in regards to ranching, do hatches drop more coal when happy compared to glum and overcrowded?

Secondly, if the there is no difference in variables above, how many hatches are required to power a coal generator 24/7.

I have approx 100 hatches atm, some free roaming around the base because dupes like to drop eggs. And I'm not getting enough coal to power 12 generators sporadically.

Thanks


Bashkov

Yes. Domestic hatches eat 5 times more when happy.
Happy and Glum are opposite (glum = unhappy)

If you don't have yet, connect smart battery to coal generator. It can save huge amount of coal.

Check this for hatch coal production per cycle:
https://oni-db.com/details/hatch


Tame adult hatches have 2 different metabolism numbers (happy/glum). 100% or 20%
If you don't give them dupe food and use rocks, sand, dirt or such then it is 70kg coal or 14kg per cycle.

 

Hi Bzgzd,

 

thank you for the response. Already using smart batteries yeah. That's an awesome resource, I'm going to book mark that thanks!

I will reduce my ranches to 5 hatches max and increase the amount of ranches!

 

Basically will need 9 happy hatches eating minerals to feed one generator 24/7.

 

Bashkov

16 minutes ago, Satyrical364 said:

Sage hatches provide double the amount of coal that people are citing here, but are much harder to feed long-term. I recommend moving from regular hatches to stone hatches as the food for them is rather easy to come by.

And infinite if you have a volcano. Gotta do some steam turbine magickery but its worth it. 

Worth noting tho if you are on a forest biome start you have all the dirt and the means to produce it in mass amounts infinitely for Sage Hatches. 

1 hour ago, MorsDux said:

You can safely do 8 hatches. / 96 tile ranch. Just set up autosweepers to take the eggs as that will overcrowd them

Could you use an critter sensor to a conveyer shutoff to siphon off an egg at a time (or more depending on number of hatches) feeding an incubator?  Coupled with auto-wrangling adults in a critter drop off with the rest of the eggs to a drowning pool?

1 hour ago, Man in the Mist said:

Worth noting that stables do not have a requirement of no industrial machinery being present, which means you can have machines like the Algae Distiller in a stable without losing the room's bonus.

And also they can be full of compactors ;)

I had been running them on sedimentary rock and just found out i've run out. So hoping I have enough stone hatches to breed and fill my stables from igneous rock. Volcano present and already planning a petroleum boiler so will have lots more igneous rock to come.

Would you drop the eggs off in say a big room, with a critter drop off set to 0 and auto wrangle on, so when a stabled hatch dies my dupes automatically grab one from this room? Don't quiet know how i'd automate it.

 

Thanks for the responses.

 

Set your layer ranches to prio 8, auto wrangle 8 hatches.  your nursery (where you drop your eggs) to prio 1 autowrangle 0 hatches. And your butchery to prio 7 no autowrangle 20 hatches. Set your carrier dupes to have max priority on ranching so only the wrangling will have to be done by your ranchers the carry part may be taken by your couriers too 

On 8/28/2019 at 12:33 PM, Satyrical364 said:

Sage hatches provide double the amount of coal that people are citing here, but are much harder to feed long-term. I recommend moving from regular hatches to stone hatches as the food for them is rather easy to come by.

Get arbor trees and pips and you'll find piles of dirt everywhere.

16 hours ago, MorsDux said:

And also they can be full of compactors ;)

That's what I usually do with my Hatch ranches.  19x6 rooms with a line of mesh tiles separating the room into a three-tile lower half and a two-tile upper half.  One block-gap with a ladder so dupes can get to all of the compactors on the upper half and Hatches roam around in the lower half.

10 hours ago, bashkov said:

Would you drop the eggs off in say a big room, with a critter drop off set to 0 and auto wrangle on, so when a stabled hatch dies my dupes automatically grab one from this room? Don't quiet know how i'd automate it.

Thanks for the responses.

 

Try my automated hatch farm design. When a hatch dies, the next laid egg is kept in the stable automatically to replace the dead one.

https://www.reddit.com/r/Oxygennotincluded/comments/cf0nln/vertical_automated_hatch_farm_mark_2/

 

50 minutes ago, Promethien said:

@TonyroidPosted a great video on auto murdering your critters today. https://www.youtube.com/watch?v=1OJd6vcyJzU

Its the most compact, simple and requires so very little set up that I think its the best one I've seen thus far.

Sadly it's based on the premise of drowning critters that have already hatched, rather than just depositing the eggs in a sealed pool of liquid and corner collecting the meat/shell once they drown.

No offence to Tony, but handling the eggs is far easier/less intensive than handling live roaming critters.

I built a variation of (and heavily inspired by) @Satyrical364build above - you may want to check their link out above. Heres 4 of the 6 ranches reserved for hatches/crabs - same build works for both with a couple of tweaks for handling the stinky poop... Slicksters are elsewhere. I threw together a video a couple of weeks back, but the recording got corrupted. Will try and make one for tomorrow. This was from our last stream base, sadly it was abandoned due to low fps - but I can play it a bit now thanks to the CPU lasso stuff.

image.thumb.png.6370c069ca4844863372aa3d1587a2e5.png

image.thumb.png.86cefff6ebab076e425f45f634537cbd.png

image.thumb.png.92349317e71e88aaf8a78e3c47e7b53e.png

Also, who doesn't like a critter kill box next to their food prep area...

image.thumb.png.ad53ecf3a807966975f273a67d513374.png

It was a big boy base though :D 

Spoiler

image.thumb.png.2cb72add2bb7cc9aa7d97198a16e1e21.png

 

46 minutes ago, Lifegrow said:

No offence to Tony, but handling the eggs is far easier/less intensive than handling live roaming critters.

No sweat. I like your work, you clearly have a lot more ranching experience than me. Ranching isn't my forte. Also, wow, very detail oriented and not afraid to make something large and complicated. I love that stuff. If you are making a video of that ranching setup I'll have to have a look at it, I'm certain there's stuff in it that's new to me.

I had a look at @Satyrical364 's setup that you mention. I'm not sure I understand all the benefit/drawbacks of handling eggs vs critters. It seems nice that a sweeper can deliver eggs wherever on demand but managing egg selection to optimize critter population seems like a whole bunch of extra gymnastics when I could just kill critters instead. Am I missing something?

8 minutes ago, Tonyroid said:

No sweat. I like your work, you clearly have a lot more ranching experience than me. Ranching isn't my forte. Also, wow, very detail oriented and not afraid to make something large and complicated. I love that stuff. If you are making a video of that ranching setup I'll have to have a look at it, I'm certain there's stuff in it that's new to me.

I had a look at @Satyrical364 's setup that you mention. I'm not sure I understand all the benefit/drawbacks of handling eggs vs critters. It seems nice that a sweeper can deliver eggs wherever on demand but managing egg selection to optimize critter population seems like a whole bunch of extra gymnastics when I could just kill critters instead. Am I missing something?

Video will be up tomorrow bud, just re-recorded the bugger, had some strange OBS shenanigans that corrupted the first -.-

The egg handling is a doddle honestly - if you have a drowning room, then everything that isn't your chosen critters gets drowned, everything that is potentially a ranchable critter gets monitored by the critter sensor/dropoffs and either goes back to the ranch or drowned in the cooking room (or wherever you store your materials).

The only downside is occasionally your ranches will be down one critter whilst the egg hatches/matures, but honestly i'd rather have more hatch rooms all running with an occasional missing hatch, than have incubator/ranching wasted dupe time.

It's a different build if you're actively trying to cultivate a wild stable, i.e. for a room full of slicksters - however you'd never want to do that with hatches or crabs as they're so inefficient as a rule.

2 minutes ago, Lifegrow said:

Video will be up tomorrow bud, just re-recorded the bugger, had some strange OBS shenanigans that corrupted the first -.-

The egg handling is a doddle honestly - if you have a drowning room, then everything that isn't your chosen critters gets drowned, everything that is potentially a ranchable critter gets monitored by the critter sensor/dropoffs and either goes back to the ranch or drowned in the cooking room (or wherever you store your materials).

The only downside is occasionally your ranches will be down one critter whilst the egg hatches/matures, but honestly i'd rather have more hatch rooms all running with an occasional missing hatch, than have incubator/ranching wasted dupe time.

It's a different build if you're actively trying to cultivate a wild stable, i.e. for a room full of slicksters - however you'd never want to do that with hatches or crabs as they're so inefficient as a rule.

Ah. I see. I kill my critters right in the stable, so I don't have that problem with killing everything (if I'm understanding it right). The more I think about it, the more I see how simply picking up some eggs and rail-ing them from all the ranches to the same place in the kitchen is a nice centralized way to go. If I ever get serious about ranching I'll probably work on that angle.

8 hours ago, Lifegrow said:

 

It's a different build if you're actively trying to cultivate a wild stable, i.e. for a room full of slicksters - however you'd never want to do that with hatches or crabs as they're so inefficient as a rule.

There's actually a really good reason to do it - if your goal is coal production. Ungroomed hatches, they use virtually no labor.

But I feel the context of this reply is ranching for meat.

4 hours ago, avc15 said:

There's actually a really good reason to do it - if your goal is coal production. Ungroomed hatches, they use virtually no labor.

But I feel the context of this reply is ranching for meat.

Yeah I think meat is the most valuable thing to get from hatches but coal is a close second. If you aren't going to tame the hatches, their coal production is extremely low so it takes a very long time to build up enough hatches to get any kind of significant returns. Tamed hatches = much much higher metabolism. Your FPS would also suffer greatly from the amount you'd need to sustain a large power plant.

On 8/29/2019 at 3:05 PM, bashkov said:

Butchery? Yeah I totally forgot I was planning on making one of those, how do you do it? just drop them in water periodically? Then hoover up the meat?

Here is zero labor butchery.  Bottom one takes the sweeped hatch and pip eggs (but is still accessible for dupes to grab eggs for incubators). They hatch and then drown.

Top one is for when the ranch gets auto ranched back to the maximum.  I like to leave one egg on incubator all the time to replace deaths but with no deaths there is a small surplus of live animals to kill too.  Sweep the meat and egg shells out both and add eggs to the top one in case he lays while waiting to fall in.  The automation is simple.  Critter detector is set to above 0 and this closes the door on the top one.

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