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Ranching Pufts?


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Anyone else having issues ranching pufts? 

Hatches need 12 tiles each, with a maximum of eight hatches in a 96 tile stable. Pufts apparently need 24 tiles each, meaning you can only place four of them in a max-size stable. This already presents a bit of a problem with space efficiency, but add to that that the pufts seem to have trouble finding PO2, and it becomes reeeeeally frustrating. There's a bit of chlorine and CO2 in my stable - not much, but enough to push the PO2 to the top 2/3 of the stable. But my pufts keep flying around in the bottom third and constantly starving - sometimes even dying - when there's like 10kg of PO2 per tile like two tiles above their heads.

I realize I can pump out the other gasses and it shouldn't be a problem after that, and that's what I intend to do. It just seems a bit silly that a puft should require so much space (again, 24 tiles each) when they appear to have fatally poor path-finding.

(Even so, loving the update! Well done, Klei. :D)

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Thanks, Neotuck. I did see that, it's great work. My issue was more with the fact that, when building in game as opposed to debug, controlling which gases end up in a room is a little tough, and because of small amounts of other gas getting into the room, my pufts were, for whatever reason, ignoring the PO2. But it's fine, I just tore down some stuff and built a liquid airlock and pumped out all the chlorine I could. All's well that ends well :). Photo below. (It's a little low on PO2 now cuz the geyser's dormant, and these are some hungry lil bastards lol.)

image.thumb.png.b971201977a59e060be6b3c373eb618c.png

Problem here too is that all those pufts are overcrowded and so will be pooing crap all (thank you, thank you). 

It's possible that pufts are intentionally hard to ranch because a fairly sustainable slime source is quite powerful. Basically free mushrooms and algae. But still, I'd rather you couldn't ranch them at all if they're gonna be this weak.

1 hour ago, Jigsawn said:

Problem here too is that all those pufts are overcrowded and so will be pooing crap all (thank you, thank you). 

overcrowding effects reproductive rate more than slime production.  If slime is the intended product then it would be more effective to overcrowd them into one room than to build multiple rooms

12 hours ago, nile_duart said:

Thanks, Neotuck. I did see that, it's great work. My issue was more with the fact that, when building in game as opposed to debug, controlling which gases end up in a room is a little tough, and because of small amounts of other gas getting into the room, my pufts were, for whatever reason, ignoring the PO2. But it's fine, I just tore down some stuff and built a liquid airlock and pumped out all the chlorine I could. All's well that ends well :). Photo below. (It's a little low on PO2 now cuz the geyser's dormant, and these are some hungry lil bastards lol.)

image.thumb.png.b971201977a59e060be6b3c373eb618c.png

Great job, and little tip for building ez fast airlock is use two different liquid

image.thumb.png.db2177226b2a5a69d4b3eaf2956d49a7.png

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