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Tip: Getting rid of Cramped and Overcrowded debuffs


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Hi,

Just a tip, I've built this setup.

There is no way to control how many eggs the Auto-Sweeper takes. If the eggs are in the sweeper, they are still in the room. If they are in the Conveyor Loader, they are still in the room. No way to deduct the number of eggs under transport from the number of eggs in the room.

But if you let the eggs leave, then re-enter the room, they will be counted again. The Conveyor Chute will close when there are enough eggs in the room again, and the surplus will leave forever.

A few things that are important when you build your own solution:

  1. The eggs must leave the room, and they should re-enter only for counting
  2. there is a NOT Gate between the Critter Sensor and the Conveyor Chute
  3. two tiles of Conveyor Rails are needed in the room before the Conveyor Chute, so the Critter Counter can react in time to close the chute
  4. the Conveyor Chute must be next to the wall so the eggs can leave the room immediately after they passed the chute
  5. set the Critter Sensor to send a green signal when the count of critters plus eggs is above 8 in a 96 tile sized ranch

A Filter Gate (not included in the pictures below) can be used between the Critter sensor and the Auto-Sweepers to reduce power consumption, but this is sufficient enough. If you want to save power, build it, if you prefer simplicity or want to save refined metals, skip it.

If you use a Filter Gate, please leave a comment with a sufficient filter time setting (to avoid picking up the eggs again when there are the 8th and 9th eggs on the rail in the room).  

image.thumb.png.576444caf4c1fa2e9f38b436ebb6a7c3.png

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4 hours ago, Zoli0 said:

No way to deduct the number of eggs under transport from the number of eggs in the room

If I am not mistaken, while multiple eggs can be loaded into the conveyor loader at once, eggs can only be loaded onto rails one by one even if the conveyor loader is full.

So try changing your setup by removing the filter gate, and put the chute in the corner of the room, then it's accuracy of the eggs dropped should be pretty accurate.

While the loader might have an occasional issue once every 1000 cycles or something, but that is fixed by the egg simply appearing in the room a few seconds later which isn't a issue.

 

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5 hours ago, Ntr1cate said:

If I am not mistaken, while multiple eggs can be loaded into the conveyor loader at once, eggs can only be loaded onto rails one by one even if the conveyor loader is full.

So try changing your setup by removing the filter gate, and put the chute in the corner of the room, then it's accuracy of the eggs dropped should be pretty accurate.

While the loader might have an occasional issue once every 1000 cycles or something, but that is fixed by the egg simply appearing in the room a few seconds later which isn't a issue.

 

I tried to put the chute in the corner. Counting in the dropping egg unfortunately happens later than the chute could close, so the next one reached the open chute tile.

This can be resolved though by tuxii's recommendation, it just... shows an egg for a moment (not an egg in a box) when the bridge "stutters" with its output. But it really leaves spaces between the rail eggs.

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7 hours ago, tuxii said:

Adding a conveyor bridge onto the conveyor rail without deconstructing any of the rails is an easy way to add some separation between the eggs.

This is a cheaper solution than what I was using with a timer sensor on the loader set to delay eggs with a 1 green 3 red setting. Thanks for sharing.

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The easiest is to just put a cage door submerged in water pit of a 2x2 and drop eggs into that opened door cage.  The door opened is actually considered  a room.   Critters hatch and crawl out of the door because it's submerged.    Very easy setup. Armor sweeper can drop eggs into an ore dumper that drops it into the door.   

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