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DLC can't sort eggs


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Hello,

first time writer, long time lurker.

So with the DLC landing and a refreshed will to hurt myself with this game again and I must say I'm enjoying it a lot...wish more mods were readily available but i can endure without, but I digress.

What I feel I'm no longer able to do is something that perhaps comes as common knowledge but I can't find a suitable way to sort my ranches' eggs.

I wish my room to fill up to 8 exemplars and all the extra eggs getting cracked for lime, then as soon as the room drops by 1 exemplar, the egg cracking stops and the incubator kicks in to replenish.

I'm about to take a whole lot of complicated decisions so before the headaches start, I'd wish to know what is your best solution to the issue!

 

Cheers!

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Solving the presented problem as stated:

Ranch Critter Sensor: Green if less than Eight critters
 |
 |---NOT---Egg cracker
 |
Incubator

However, the egg cracker does not have an automation input, so instead you would have to lock the door to deny access to it. Remember to add a second door with door permissions so that anyone who gets locked in can get out. 

Or better yet, don't crack the eggs. Just dump them in a storage container and wait for them to break on their own, or in a pool of water and let the newborn critters hatch underwater for meat instead of eggs.

(Edit) That reminds me, I'd been planning to play around with conveyor rails to try and design an autowrangle-free ranching solution that delivers the oldest egg in storage to any production ranch that requests it. 

I don't know how to get them off the rails for hatching without losing track of which one is eldest, though. I wonder, if you drop them on the ground and then pick them all up again, does the sweeper pick them up in the order they were deposited?

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12 hours ago, degr said:

I did not get - you want 8 critters of same type in one stable, or 8 critters of different type (fish, hatch, drecco, pokeshell, pip, sunbug) in same stable? 

image.png

Thanks for the answer!

Yes, I want my stables to be "specialized" so to each its own type.

Atm I have 3 stables of generic hatches that i want to converto to stone type to boost coal production (I've yet to pierce through the bottom barren one which is full of coal, but I wanna keep my distance from the magma below); one drecko's for fiber and one glossy's for plastic since I have no oily biome (which sucks balls for lime too).  Probably going for the second glossy's too since now I'm about to go endgame and need tons of plastic for research, I've yet to run the calculations.

The solution you are suggesting seems feasible enough. Thanks!

10 hours ago, QuQuasar said:

Solving the presented problem as stated:


Ranch Critter Sensor: Green if less than Eight critters
 |
 |---NOT---Egg cracker
 |
Incubator

However, the egg cracker does not have an automation input, so instead you would have to lock the door to deny access to it. Remember to add a second door with door permissions so that anyone who gets locked in can get out. 

Or better yet, don't crack the eggs. Just dump them in a storage container and wait for them to break on their own, or in a pool of water and let the newborn critters hatch underwater for meat instead of eggs.

(Edit) That reminds me, I'd been planning to play around with conveyor rails to try and design an autowrangle-free ranching solution that delivers the oldest egg in storage to any production ranch that requests it. 

I don't know how to get them off the rails for hatching without losing track of which one is eldest, though. I wonder, if you drop them on the ground and then pick them all up again, does the sweeper pick them up in the order they were deposited?

Thanks for the reply,

I could engineer a bbq extravaganza for hatches but I'm not sure how to calculate how many I should have to provide enough bbq per 10 dupes. I'm afraid to tackle such an endeavor because it would require to keep track of how much time it takes to lay an egg, move it to death room, wait for it to pop, collect meat and grill it and do this for enough meat to sustain 10 dupes. They are eating mealwood from cycle one (going solid 333 so far) with the occasional better lunch and I don't feel interfering with their diet :lol:

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Not to worry, the math on hatches isn't too bad.

https://oxygennotincluded.fandom.com/wiki/Hatch 

Long story short, for 10 duplicants on standard hunger you'll need at least 15 hatches if barbequing them, or 24 if you're turning them into omelets.

I certainly recommend upgrading from mealwood. Dirt shortages can sneak up on you if you're not anticipating them and sleet wheat is a much better use of your dirt.

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1 hour ago, QuQuasar said:

Not to worry, the math on hatches isn't too bad.

https://oxygennotincluded.fandom.com/wiki/Hatch 

Long story short, for 10 duplicants on standard hunger you'll need at least 15 hatches if barbequing them, or 24 if you're turning them into omelets.

I certainly recommend upgrading from mealwood. Dirt shortages can sneak up on you if you're not anticipating them and sleet wheat is a much better use of your dirt.

will check the numbers and see if it is feasible, thanks.

about the dirt issue, well it's not a real issue atm since i've a pacu fish tank that emit pdirt that i compost. Wish i could compost seeds too since i have plenty even after filling the pacu feeder :| will have to check if there is a mod around.

I had to put a double check because with just the one, they would pop an egg even when below the amount of 8 pacus (paci?) :|

Capture1.PNG

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