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High traffic nature preserve as holding pen for wild animals?


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I the past I kept wild Shine bugs and Hatches in a couple nature preserves, so that I would always have "some" of them just in case something went horribly wrong with my base.

This playthrough I am making some changes intended to optiomize things.

1) I am making my nature reserve part of the main thoroughfare.  That means it will have a LOT of traffic.  I have not seen animals escaping in the past, but I'd like to know if the game logic for pneumatic doors is safe enough to ensure that animals will not escape.  Is it?

2) I plan to keep that preserve (in the Terra starter biome) between 20-30C.   And I plan to send all animals I get from the printer there at first until I can setup proper wild farms for them and later domestic farms... if they can survive in those conditions (of course those that require other conditions or are aggresive will go elsewhere).  Are there any concerns?  For example, overcrowding, interactions between species?

3) Does a critter dropoff break the Nature Reserve room status?  In other words do I need to build one for each dropoff, then deconstruct?

And of course, is there anything important that I didn't consider in my plan to store wild animals in a high traffic area?

3 minutes ago, zOldBulldog said:

3) Does a critter dropoff break the Nature Reserve room status?  In other words do I need to build one for each dropoff, then deconstruct?

 

I can answer this one with a no :)

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I have this reserve/zoo for more than 500 cycles, and the only problem was with enraged pokeshell.

Thanks Argelle, the way I am designing it my dupes will walk through it at the end of every cycle (between great hall and bathroom/bedrooms) and most times they enter/exit the base (on the way to the primary exit - I might even make it the ONLY exit).  So this is great news, especially if I can drop most of my wild animals there without overcrowding or escape concerns.

I will of course also not drop animals like pokeshells and slicksters into it.

BTW, I see your compost there, is that not a problem?

Animals will sometimes escape through doors if there are dupes moving through, especially if if there is a stream of them and the doors remain open for a little while.  You can construct an animal prison within the Nature Preserve by blocking them off with tiles.

25 minutes ago, zOldBulldog said:

BTW, I see your compost there, is that not a problem?

Not at all, since I have a pokeshells farm (4-5 suffice) my polluted dirt and roten piles are a thing of the past :)

I have litteraly zero. Same with 6 to 7 slicksters, I run out of CO² to give them...

@zOldBulldog I wish I just start a game like you, because with all the delivery from the pod, it's very usefull to have a natural park/zoo just under it, so you can drop them easily.

8 minutes ago, blackbellamy said:

Animals will sometimes escape through doors if there are dupes moving through, especially if if there is a stream of them and the doors remain open for a little while.

Oh, is that right? I am keeping shove voles in a metal room in my base, and they are getting regular hugs, and food is, so far, also delivered manually. So far no escapes. Maybe I should at least restrict access so that only a rancher and a feeder can enter.

1 hour ago, zOldBulldog said:

I have not seen animals escaping in the past, but I'd like to know if the game logic for pneumatic doors is safe enough to ensure that animals will not escape.  Is it?

I think that if a door is set to 'auto' animals won't cross the threshold, even if a dupe is crossing it.  And if it's set to 'open' they can.

It might be a new-ish thing, or I may have just been fortunate; but I had dupes constructing things while standing in a horizontal door and a shine bug didn't leave the room despite being close by.  Or it may have just been random.

 

But if you have hatches, a ladder, and ground under the ladder, then there is a potential for something to be dropped from the ladder at end-of-shift and the hatches might eat it.

3 hours ago, blackbellamy said:

Animals will sometimes escape through doors if there are dupes moving through, especially if if there is a stream of them and the doors remain open for a little while. 

That was the case before this update.

 

1 hour ago, mathmanican said:

That was the case before this update.

 

I still use pneumatic doors for stopping my critters as it used to be the only object coded with critter repellant, does this mean mechanical airlocks also act the same way now?

3 hours ago, MorsDux said:

I still use pneumatic doors for stopping my critters as it used to be the only object coded with critter repellant, does this mean mechanical airlocks also act the same way now?

The code that makes pneumatic doors critter repellent has to do with the "door" part and not the "pneumatic" part.

Put another way -- yes, mechanical airlocks are the same impenetrable forcefields.

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