Gouflax Posted March 8, 2021 Share Posted March 8, 2021 Hello, I share with you my shove vole ranching setup. I was highly inspired by the setups of @SamLogan https://www.youtube.com/watch?v=oRYNZeGQuNI and Paul Sir Duke https://www.youtube.com/watch?v=UxDY_U9U380 (thanks to them). This setup use the semi-wild strategie, and optimize the meat production and the ranching. If we wait for the shove vole to die from starving after laying an egg, we have to wait 22 cycles to have meat. If we want to avoid ranching a shove vole that already layed an egg, the thing to do is to put the olds shoves voles in another room and wait for them to die, but doing this in a room where many other shove vole are still ranched is impossible to do in an automated way. Therefore, i have only one shove vole in my ranching room. Even if we kill the shove vole right after he lay an egg and we start over the ranching, it take 17 cycle from egg to meat. To shorten this delay, I ranch one shove vole and one egg at the same time in 2 differents rooms. In this way, we have meat approximately every 9 cycles. Bellow the automatisation : Link to comment Share on other sites More sharing options...
Occam Blazer Posted March 9, 2021 Share Posted March 9, 2021 I implemented Paul Sir Duke's version and it worked very well. A word of caution: when the game loads your "laid an egg" critter sensors will flash green and open all the kill doors. It's a bug in the way critter sensors start up on game load. You need to filter that signal out or you will lose all your voles. If I were to do it again, I'd design the "ranch" to open the kill door with a conveyor rail sensor set to vole egg. Link to comment Share on other sites More sharing options...
degr Posted March 9, 2021 Share Posted March 9, 2021 Most difficult is bring food for them. Best solution I ever see - Spoiler But I can't understand why you even need killdoor Spoiler Also too complicated build for me. Link to comment Share on other sites More sharing options...
Gouflax Posted March 9, 2021 Author Share Posted March 9, 2021 9 hours ago, Occam Blazer said: A word of caution: when the game loads your "laid an egg" critter sensors will flash green and open all the kill doors. It's a bug in the way critter sensors start up on game load. You need to filter that signal out or you will lose all your voles. Ouch ! Thanks for the information. It compromises my setup, indeed. Your idea to use a rail sensor instead of critter sensor is perfect. Thank you Link to comment Share on other sites More sharing options...
SamLogan Posted March 9, 2021 Share Posted March 9, 2021 11 hours ago, Gouflax said: Ouch ! Thanks for the information. It compromises my setup, indeed. Your idea to use a rail sensor instead of critter sensor is perfect. Thank you Even if it's not the simpliest and optimized setup, GG for the tentative and the research. ONI's setups evolve with players which try to create new ones. And you did a very well detailed topic. Link to comment Share on other sites More sharing options...
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