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I forgot my other builds, so here's a new one!

Pros

Fully Automated with dupes automatically sweeping eggs and food when necessary. No more manually sweeping eggs or hatches eating your drops.
Carbon Dioxide Chamber for food storage

Critter Hatchery and Passive Anti-Crowding Chamber (Assuming you don't have more critters than your entire asteroid allows)

No power requirements

I forgot to put a critter drop off in the picture and I couldn't find a spot to put it in this build, so just put it somewhere outside the great hall and let them path into the room second option is just leaving them wherever and sweeping up their eggs when they lay them.

Works on Hatches and Sweetles (don't know if there are any other critters yet, dlc added a lot)

Takes the place of two rows if you like having your base in a grid-like pattern of 4 high floors

Pretty sure it works on tamed starving hatches/sweetles too unless something changed or I missed anything

Fully Controllable Flooding allows for controlled feeding of hatches/sweetles. Combine with a timer to feed the bare minimum to tamed starving hatches to lay eggs before starvation.

Enough room to turn mess hall into great hall

No material science needed (replaced memory with not-not latch switch)

 

Cons

For complete food sterilization, the fridge will need to be powered. Late game, you'll be cooling carbon dioxide and have infinite food storage in some way anyways.

Your dupes might be eating in c02 if your atmosphere is a little low

 

How it works:

- Automation

set weight plate to above 49kg for sweetles and hatches (or just 99kg for hatches)

set critter sensor to above 0 

filter/buffer = opens closes doors for set amount of time. set close to 10s and open for 7s.

weight AND critter sensor = only starts timed pulse when both are true

not-not latch = poor mans memory toggle

xor gate = poor mans reset switch. technically, either leg of the not-not latch is the reset. this just makes it so when both legs are green, it will output red. this mimics the behavior of the reset switch on the memory toggle. (included just cause, but is slightly more expensive than memory toggle and still requires material research

looping either leg of the not-not into either input of the xor gate allows for the default state of the door to be open and will remember to be open until the other leg is green (when weight AND critter sensor are green)

buffer + filter + memory = a timed pulse that resets itself automatically (cheaper, but requires material research)

not gate = default state of doors is open unless triggered by pulse

thermo sensor is a remote way to turn on/off flooding to feed hatches (add timer for automated feeding if needed)

Now for the monster; the poor mans xor switch = (Not A AND B) OR (A AND Not B)

series of pictures below shows progression of automation builds

Memory Toggle Build = 325kg Refined Metal

Poor Man's Xor + not not latch = 530kg Refined Metal

Minus 25+15=40kg if you choose not to include thermo sensor right away

 

- Critter Mechanics

Water need to be a little bit more than 350kg per tile so hatches/sweetles will avoid those tiles and jump to nearest high ground. This is the pneumatic door in the lower left in this case.

Grown hatches will jump 1 tile wide gaps, but their hatchling forms will not

Critters trapped in pneumatic doors will fall through them (if closed for long enough)

- Dupe Mechanics

set two pneumatic doors on top to be inaccessible to dupes to prevent infinite egg sweeping then lock the two horizontal doors below those. The third pneumatic door on the bottom should be left to automatic to allow dupes to sweep the critter drops.

disable the water cooler as you do not need it and it will contribute towards the great hall without needing to function

 

Whole process can be summed up in a few words;

dupes sweep eggs to dispenser -> critters hatch -> grown critters gain ability to jump 1 tile wide gaps -> critters get trapped by doors and fall into final pit room -> critters trap themselves onto pneumatic door because flooding -> critter lays egg and/or dies -> Repeat from step 1

 

image.png.e95b2244b9130c3a91b0d3ddc5fa438f.png

 

 

image.png.ba11e3f28897490130b674ee4f81d568.png

image.png.c779de6075bd381e64c2b73f66ce2aec.png

 

Edited by BLACKBERREST3
Hopefully Final Edit
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I have a bunch of wild hatches in a room in the middle of my colony.  I give them walls too high to escape, or doors they can't open.  To get them there, I just had dupes carry any eggs they found over there and a rancher wrangle the hatches.

Updated the post. I workshopped a better build. That's what I was doing too, but I got tired of all my wild hatches eating their own drops when they died. I also wanted a controlled way to breed for smooth hatches without taming them. Benefits of wild hatches are that they don't starve from not eating. If you print enough eggs, you can sustain yourself for free over time. Also, this build is almost free with how easy it is to get the materials for it. Only takes a bit of refinement in the rock crusher, then you can start feeding your wild hatches sediment.

Also, pretty sure that one exploit with suffocating dupes still works, so now infinite food and water too, no geyser necessary.

edit: workshopped it a bit more to fix the automation. Now too many hatches won't leave the doors closed all the time.

edit2: replaced memory toggle with poor mans not-not latch and xor gate

edit3: while building realized xor gate uses material research, replaced xor with nand gates for earlier build

Edited by BLACKBERREST3

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