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Shove Vole farm


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vole4.thumb.png.4adf6de772acb2fee9fe62089af392a1.png

You should include this type of farm in the guide ... sure it cost some space but will reduce the amount of grooming required, also reduce cpu usage since the voles only stay in the stable for only ~6 cycles (they only gets to live for ~11 cycles, that's 1800kcal/cycle/vole).

there's 5 voles in this farm, given enough time to synchronize there's always 2 voles inside breeding room, 3 voles inside incubator room. The baby vole will spend it's childhood inside the incubator, which will also reduce the amount of "calculation" required.

Further explaination inside this yt video

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Found time for the voles. This is how it turns out:

vole5.thumb.jpg.4737dd287c143b9289743aceabaf5c7c.jpg

Much simpler automation, much less steel doors, conveyors and overall size, etc. But I don't see the advantage yet. Trade a little more dupes time (in a simple hungry farm) for a much greater complexity and bulkiness of the circuit (both in the original video and in my version)?

I'll test a hundred cycles, calculate the real performance, describe and include in the article, of course. But something I doubt in its significant efficiency. Your opinion?

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On 5/19/2021 at 11:29 PM, DimaB77 said:

Thanks for the link. The idea is interesting. I'll try in the near future, maybe I can simplify/shorten it (as it's too cumbersome and not understandable for beginners)

I ran a ranch based on that design for many hundreds of cycles on one game. It works pretty well, but I switched to a single room with enough grooming stations. Feed them regolith until the ranch population is big enough to sustain your colony.

Spoiler

This is my original design. Don't have screenshots of what I built in survival. Probably just a filter gate to prevent the critter sensors from flashing green when the game loads and killing all my voles.

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As usual, everything is too complicated (not, but it require a lot of construction errands). Instead of it you need just one breeding room and one "starving" room. Also, I can't belive one grooming station is enough for all shove volleys. Also shove volley automatic "feader" is important (especilally if you have less then 20 dupes). Best solution I ever see,  was in Francis john video, with autosweeper-automatic dispenser chain deliver 1 ton of regolith in a time.

1591689900_(2).thumb.jpg.b94a8ded76577e4b1be534cef9d9cd7b.jpg

 

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The farm produces 20600 kcal of meat, which is exactly 2 times as much as a simple, hungry farm.
The work time of the dupe was 25% (3 cycle statistics):

40147407_Volebig.jpg.99ee002e72888d28995e0385c10dbe23.jpg

A simple hungry farm took a dupe by 29%, which in terms of 2 simple farms would give 58%:

1719748917_volesimple.jpg.a62474662eb44aa8132efdf40c7cbce8.jpg

or 33% savings in dupe time. Imho, this gain is not worth this overcomplication.

3 hours ago, Occam Blazer said:

but I switched to a single room with enough grooming stations. Feed them regolith until the ranch population is big enough to sustain your colony.

I came to the same conclusion. In addition, in a large scheme, a lot of time is wasted on useless running around.

1 hour ago, degr said:

I can't belive one grooming station is enough for all shove volleys.

It is enough, and even with a large reserve (see screenshot).

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